Character Concept: A white mage who is obsessed with keeping time, and has a deep love for mooncakes. Name: Moonroll Gender: Female Background: Moonroll's life on earth wasn't much to brag about, in all honesty. She grew up as an awkward child, blossomed into an ordinary teen, before dying quite abruptly. She wished to become a forensic expert at a young age, but was discouraged due to her squeamish nature. Fortunately, she also was quite good at art, and decided to take that path instead. She was hit by a car after saving a cat from being hit. She doesn't regret this. Moonroll is a patient, but mischievous white mage with a good sense of humor. She is always trying to look after her cohorts, and dislikes it when they act recklessly, because then she'll just have to heal them. She's loyal and supportive, but is obsessive over keeping track of time. She dislikes being late. Moonroll's biggest flaw is her lack of confidence within herself and within her abilities. She tries to get stronger, but has a habit of overworking herself into exhaustion. Despite admonishing others for being reckless, she can be the exact same way. She's desperate to get stronger, not only for herself, but for others in need. In all honesty, she can become envious of those who are more physically powerful.
Level: 1 Class: White Mage Race: Rabbitkin - A subspecies of beastmen Attribute: Focus Thaumaturgy:
Wilde Wind - A long-ranged offensive spell, in which sharp, green waves of energy swiftly fly towards her opponents, aiming to slash at them. If they hit head-on, they can cause some nasty, gashing wounds.
Moonrise - A white magic healing spell, which can immediately soothe and heal rather large wounds. A soft, white glow forms from her staff, and several orbs of white energy move over the target's wounds, healing them.
Cure - White energy surrounds the party. This spell buffs the party's magical and physical defenses.
Long ago, the universe was composed of many different worlds. The world containing Earth was one of them. The universe was created by the greatest god, Omni. Omni was the first being to exist, ever. They lived in a tight, blank space, where they grew lonely. Eventually, they discovered that as the first being, they had the power to create anything they wished to. It was their right as the first being. So, they created a group of other gods, called the Celestial Siblings. Thirteen Celestial Siblings existed. And eventually, Omni, alongside their siblings, created the universe and the worlds within it.
At first, the universe was unstable. So eight, celestial beings called Guardians were created. These guardians were mortal beings, gifted with godly powers. They were tasked with making sure that the universe stabilized and became healthy. Eventually, they moved away from Omni and the Celestial Siblings, moving to different worlds in order to help the universe grow and remain peaceful. Eventually, the thousands upon thousands of worlds were stabilized. The guardians died peaceful, mortal deaths, but their spirits and powers became dormant, in case they were ever needed again.
After all of this, Omni's siblings noticed a change.
Omni had fully realized the extent of their powers, and were becoming crazed and obsessed with themselves. The Celestial Siblings watched on in horror. One sibling, Sensus,separated from Omni's group. Sensus had decided that Omni was no longer capable of handling their power responsibly. After Sensus left, the other siblings followed. Omni, in an act of desperation, created twelve other siblings. Omni was outraged at the betrayal of their original siblings. The two resided on opposite sides of the universe.
All while this was happening, worlds were functioning within the universe. Time moved slower in the Celestial Realm than it did in the different worlds. By the time Omni waged war, it was 2016 in the world that held the planet Earth.
Omni's siblings and Sensus's forces clashed. In their desperation to defeat each other, they caused terrible damage to the universe. They ripped holes in time and space, destroyed entire worlds holding planets and living creatures. Eventually, Omni's new siblings grew to realize what they had done. The damage could not be reversed. They had ripped so many holes in the universe, that almost nothing was alive anymore. Omni was defeated, and retreated willingly, becoming dormant after realizing how monstrous they had become. To make sure that this never happened again, Sensus created Genesis. Although it was one world, it was incredibly massive. Afterwards, Sensus downgraded the powers of the Celestial Siblings immensely, sealing them away so nothing terrible would never happen again.
The Ongoing Story
Welcome, to Genesis.
Genesis has been around for ages now. It is massive. Any landscape can be found here, from icy mountains to lush forestland. Many species populate Genesis, and they all utilize a mixture of technology and magic. Yet, not everyone exists in harmony here. Genesis has many groups with different ideals and morals. Conflict is bound to happen wherever there are living beings. In Genesis, there are many unexplored places. But there are four, main kingdoms as of now.
Carnatia is the kingdom of forests and farmlands. The southern and western areas tend to have the most farmland and farming villages. Wild forests with towns here and there are within the north, with the most major and industrial cities exist in the east. The most popular natural resources here come from farming. In particular, crops such as sugarcane, basil, corn, oat, and cotton can be found here. Within the forests, lumber can be found. And in the rivers and lakes, fish can be found in immense quantities. Water resources are plentiful, and the people here are wise when using them.
The people of Carnatia tend to value history and old tales, but many do not take them too seriously. Religion is more valued in areas such as the south and west, than in any other areas. But due to the fact that species other than humans are abundant here, there is not much discrimination. It's common to find elves living in the forestland, and many elves hold government and council positions in Carnatia. Beastmen live in the forests, and often assist villagers.
People from Carnatia tend to enjoy football, as well as rugby.
Carnatia is friendly with the kingdom of Edelweiss, who is to the west of them. The two are trading partners, and they have never been at war with each other. They are the only nations who have never been at war with each other.
However, those of Carnatia are not friendly with those of Snapdragon, or Zin. In the past, they've had quarrels with Zin over land, and many villagers near the border were attacked in the past, even after a treaty was settled. Snapdragon is a rival of both Zin and Edelweiss. Carnatia once took over Snapdragon, but was forced to leave by a rebellion.
Edelweiss is a country with vast mountains and pine forests. The northern and eastern areas are dotted with mountain ranges, where shepherds raise sheep, and pine forests can be found in the west and south. Edelweiss is home to the city of Hafros, which is the largest city known in Genesis. Edelweiss is an honorable nation that specializes in banking, and their most prominent natural resources are iron ore, gold, lead, platinum, pumice, salt, talc, copper, silver and zinc. They also have a fair amount of lumber due to the pine forests. However, they are also known for their rich foods. Their cheeses and chocolates are legendary all over Genesis.
Those of Edelweiss are constantly focused on the future. They are stereotypically known to be fast paced, and they're known for being good at business and banking. They have a liking towards cycling. They also love football. Other passtimes can include theatre. Lacemaking, pottery and tapestries are among other valuable exports from Edelweiss. They tend to wear more modern style clothes.
Edelweiss has a larger population of humans, dwarves, elves and Beastmen. However, discrimination can happen very often in more rural areas where matters haven't changed very much. Elves and dwarves tend to get along better with humans. The haughty vampires tend to stick to their own people, and beastmen are hardly seen in incredibly urban cities. Different types of fairies are often spotted, mostly in the pine forests and in the more rural areas. Fairies are often worshiped as messengers of the gods.
Edelweiss is allied with Carnatia. They are close trading partners and get along very well.
Zin is the most populated country. It is diverse with plains, hills, and river deltas in the north. There are high plateaus and mountains in the south. Most of it's population lives to the east, close to the border with Snapdragon. Most of Zin's natural resources are rice, iron ore, petroleum, tin, aluminum, hydropower, copper, gold, fish, rice, and beets. Zin has fewer amounts of natural resources than most other kingdoms. Rice is their highest natural resource, and it gets them a lot of money due to how much of it there is, and how much it's valued by other nations.
Zin is a nation that moves forward but remembers its past carefully. They believe that while they must continue on and advance, that they should look back so they don't make the same mistakes as they have before. They are very careful with their natural resources, and there are many shrines dedicated to nature spirits. Zin is a place that is the most welcoming towards beastmen. They also have the most Tengu and Kitsune. They have dark drow elves, but there's a lack of dwarves. There are many fairies here due to how well they take care of the environment.
They like baseball, football, sumo, boxing, and motor racing. Zin's people also enjoy flower viewing, going to bars and spending time with friends, shopping, and going into hot springs. Many individuals here practice calligraphy, and journalism is really big here. Short-form television series called "dramas" are popular inside and outside of Zin.
Zin is allied with Snapdragon and with Edelweiss. They have a rough and rocky relationship with Carnatia due to land quarrels in the past. The people of Zin admittedly aren't to fond of Carnatia, but there isn't any outright hatred.
Snapdragon mainly consists of plateaus, plains and highlands. Rugged mountains lie in the western area. And the climate conditions are usually hot year-round, with periodic monsoon winds and irregular rainfall. Agriculture is Snapdragon's most beneficial resource. They have more livestock and Carnatia, and they export fish, charcoal, bananas, sugar, sorghum, and corn. Their meat fish and markets are the best in all of Genesis, and they're known for having top-quality products. They also export Frankincense, which is used in many perfumes.
Snapdragon is a nation that treasures it's culture and works to learn from its history. It has fought for its place as a kingdom. It was once taken over by Carnatia, but retook their rightful place as a kingdom. After that, there were many years of turbulence within the government, but they survived and exist today. Snapdragon is welcoming towards every species. They are the most open nation. It is the least technologically advanced, however. There are mostly villages and they're aren't many urban cities.
Leatherwork and weaving are pass times in Snapdragon. They also go the movies, have fun at the beaches, as they are the only kingdom to have a beach. Football is taken very seriously. But many of those who live in rural areas are busy tending to farms and do not have much time for recreation.
Snapdragon is allied with Zin. But they do not get along with Carnatia and distrust Edelweiss.
Vampires -
Vampires are mostly creatures of the night, being pale and at times gaunt. Yet, being in direct sun for a short amount of time does not simply turn them into dust. Rather, they merely become ill and get severe headaches. They are tall, handsome or pretty creatures that are rather humanoid in appearance. They all tend to usually be rather tall. Their forms have enhanced speed, and durability. But they have a weakness to silver weapons that is not to be overlooked. They have long, long lifespans and if they do not die in battle, then they can live for thousands upon thousands of years.
Vampires are creatures who tend to serve themselves. They are incredibly loyal to each other only. They don't outright worship any being or god. In the beginning of the species, it is rumored that three separate covens were created, and that the descendants of those three covens are the most powerful vampires. After the original three, more were created. Many vampires tend to dismiss this old legend, as the any descendants of the three have not appeared in several hundred years and none have been found. They tend to believe in their own superiority, so they rarely change. Yet, they can handle weapons made by humans with utter expertise.
Vampires may only change humans into full-blooded vampires through a blood-drinking ritual, in which the human consumes a vampire's blood. It is usually not a standard bite that shifts them. Other, more roguish vampires can change humans by biting them and using a specific type of magic only accessible to vampires. Even then, those humans will not be referred to as full-blooded vampires.
Vampires can only use dark magic. Many tend to be mixed fighters, or fighters who rely on physical attacks alone.
Demons
Demon is a very blunt and expansive term. There are many different types and fields of demons. Many of them look up to the superior Demon Lord. Demons have so many different personality traits that it can be hard to group them into one category. Many demons have horns that they can possibly conceal using magic, and many of them have odd tattoos or markings on their bodies. Many of them masquerade as humans, and some of them intend to cause mischief. Truly brutal demons will attempt to defile churches and places of worship. They all tend to be loyal to the Demon Lord, and there are many demon groups who are all allied with each other. They usually don't marry, but can have offspring. Demons tend to look down on vampires and werewolves, believing them to be lesser creatures.
Demons cannot use Light or Psychic magic. But since demons are such a wide-ranged species, there are demons who don't use magic at all. But they're all capable of it to some extent.
The Dullahan
Dullahan are a species of fairy. They appear as black, shadowy horsemen and women, lacking heads upon their shoulders. Dullahans tend to carry their heads with them. Legend says whenever a dullahan loses his or her head, a plague is soon to come after. These fae tend to ride black steeds, which may shape shift into carriages or other odd forms of transport. Dullahans have a supreme command over black magic, allowing them to shapeshift and bend shows to their own will. Dullahans are among the rarer species to seem, and some believe that they don't even exist. Dullahans tend to not be very hostile unless provoked, and they tend to try and stay out of human affairs. Still, when provoked, they become menacing. It is not wise to become a dullahan's enemy. It is rare to see dullahan's travel in groups. In written history, only one such occasion has been recorded, where there were a pack of dullahans traveling around after a noble began to attempt to destroy them, believing one to be responsible for the death of her son.
Dullahans, somewhat being spirits of nature, tend to get along with other fairies rather well. Tengu are incredibly wary around them, and do not know what to make of them. No one is sure where this mysterious species came from, but they are thought to be the embodiment of shadow, brought into existence by an ancient god. Dullahans are also noted to protect nighttime travelers. Dullahans tend to be neutral towards all political conflict. They may have Irish names. However, gods help any person that is dying when a dullahan is near, for they lose control around the dying, attempting to steal their souls away into the night.
Dullahan are associated with Dark & Light magic. They are the only species that's like that. They are usually mixed fighters, who use physical and magicall atacks.
Kitsune
The kitsune are a rarer breed of supernatural creature. They are skilled illusionists and magic users who may live for more than one-thousand years. Kitsune tend to have fox ears and nine tails, but they are capable of hiding these features by using illusions. They are graceful creatures who tend to be neutral towards most other species. But due to the resurfacing of the Devil Slate, many Kitsune have been forced to take sides. There are two types of Kitsune-zenko, which are benevolent and celestial foxes associated with the goddess Inari. And then there are yako, rogue kitsune who may be mischievous and even malicious. The Yako kitsune have either allied themselves with the demons, or have remained neutral for the sake of observing and poking fun at the conflicts.
Kitsune can use any kind of magic. But they all tend to be magic users rather than physical attackers.
Tengu
The Tengu are an odd species. They mostly appear as regular humans, however, they have wide, wings that are usually hidden from mortal sight. These wings are not only black, but may be vividly colored with beautiful patterns. They have a huge wingspan. Although they appear human, they prefer raw meat for their diet. The Tengu are highly protective of their culture, and as a result they were once very secluded and only lived in a small part of the world. They are a species that emphasize honor above all else. Many of them are acquainted with swordsmanship and it is rare to see a Tengu be a thief or even a petty criminal. The Tengu have many superstitions. Good Tengus do not play their flutes at night, or else snake demons will come to kill them. Stepping on the corner of a tatami mat will always bring bad luck to them. Four is a very unlucky number. Many Tengu have Maneki Neko, or lucky cat statues in their home, in order to bring good fortune. They are a species that emphasizes old beliefs.
Tengu tend to get along with Werewolves and shifters rather well, due to the somewhat physical similarities between them. However, most Tengu wish that the werewolves were more united.
The Tengu have first and last names. While the first names are thoroughly diverse, they do have common last names, such as Sato, Suzuki, Takahashi, Watanabe, etc. The Tengu mostly serve under celestial law enforcement, but they can be store owners or even merchants. Many of them are also teachers, who teach swordsmanship.
Tengu are a weird species. They can use magic, but it's more common for them to wield swords. Rarely, certain Tengu are capable of mastering magic. But even tengu who use magic refuse to use dark magic.
Angels
Angels are celestial and holy beings, trusted with protecting the heavens and preserving the order of the world. Unlike demons, angels are stricter about their society. Although there have been few cases of fallen angels, which are angels cast out of heaven due to committing sins. Angels serve the one and only god, however, they also acknowledge other gods from polytheistic religions, even if they only serve god. Angels have wide, white wings. Angels are an incredibly prudent species, and they have a strict council that is in charge of maintaining order within the species. Angels have power over light or weather most commonly.
Angels use any type of magic, except dark magic. They tend to be magical fighters.
Fallen Angels
This is an odd species, and possibly the rarest to encounter. These former-angels have been cast out of heaven for committing sins. Fallen angels have blackened wings and usually are capable of manipulating darkness. But they are also capable of manipulating dreams.
Fallen Angels can only use dark magic. Many of them also learn to use physical weapons.
Fairies
Fairies are disciples of nature gods and goddesses, sent down to earth to watch over nature. Although there are many types of fairy, most tend to be associated with nature. Most types are able to shrink down to very tiny sizes, but are of human size when they wish to be. Personality-wise, they tend to be a very diverse species. But their dedication towards each other is firm. Fairies often choose to align with each other, and are protective of each other. Physically, they can all appear very different, but their hair usually has bright, gleaming particles in it. They also have bright wings as well. Fairies moral and political alignments tend to be to whichever side will help nature more. They all tend to have decent moral compasses, being disciples of gods and goddesses. However, corrupt fairies are also not unheard of.
Fairies tend to dwell in more rural areas, as well as forests. As a species, they don't own any specific territory. Their names can be old English names, to Celtic and Irish names, really. Most tend to have powers associated with nature.
Fairies use magic and are magical fighters. They all use different types of magic, having no restraint over what they can choose.
Werewolves and other shifters
Shifters are humans capable of taking on other forms. There is no known race of shifter that can shift into more than one animal. Shifters do not usually travel or live with shifters of other species. Werewolves and lion shifters are some of the few shifters that live in groups together. Shifters tend to worship nature itself, but they are not all united on one belief due to their diversity.
Shifters mostly do not use magic. Rarely, you'll see it.
Elves
The Elves are a tall and noble race of people, who have strongholds in different places across the kingdoms. They are individuals who study anything from archery to magic. They are most suited to agile or nimble fighting styles. Although they appear youthful and attractive for the most part, they can be up to thousands of years old. Their skin colors can tend to vary, as do their hair colors. But a vast majority tend to be blond. They tend to be graceful, but were once and kind of still are a race that prefers to be secluded and out of the way of any conflict that comes by them.
They have a prime god that they worship, who is said to be the first Elven empress. The elven leaders are said to be able to communicate with her in the forms of dreams and visions… Otherwise, the elven race can tend to worship nature spirits. They don't have many shrines dedicated to any god besides their primary god, Yuelia. For the most part, they are a widely tolerant and accepting race. Nobles can tend to be a bit stuffier, however, and despise anyone who does not meet their refined ideals.
Elves are adept hunters, as well as archers. Many of them can tend to be rather durable as well. But not many ride horses or pegasi. They are also talented with magic.
Dwarves
Dwarves are an extremely durable and tough race. They tend to live in clan-based societies and can live up to five-hundred years. They can be found in most cities in the country, and are characterized by their stoutness, but stubbornness and strength. Although elves craft beautiful weapons, dwarves craft excellent ones and are really the most skilled blacksmiths the world has to offer. Their bodies are compact and it's hard to damage them. They tend to be headstrong as well, and it's hard to convince them to give up on anything once they have their mind set on it. Dwarves tend to be physical fighters. Dwarves are incredibly resistant to status ailments and diseases. Dwarven warriors are extremely powerful and can be frequently underestimated due to their size.
Dwarven archers and thieves are not very frequently seen. Dwarves tend to lack the dexterity and accuracy to hold a bow. They're also too bulky to make a life as a thief. Dwarves don't ever take too kindly to thieves, so any dwarven thieves may also be looked down upon by others. Most dwarves are warriors and even can tend to be knights, as they definitely can handle any type of armor. They cannot use magic.
Light
The User can create, shape and manipulate all visible light. Light energy is a healing energy as well as an offensive one, it moves quickly, although not as fast as sound. Light magic takes time to control, and it users of it are less common then Water, Wind, Earth, Electricity or Fire magic users.
Dark
The User can create, shape and manipulate darkness and shadows. Dark Energy is a sneaky energy that can be used to open portals in the shadows. It moves slower than Light Magic and it cannot heal, but has more offensive and defensive properties. Most Dark Users are rarer then Water, Wind, Earth, Electricity or Fire magic users.
Fire
Fire Energy is an offensive and fast energy that can be difficult for new users to control. It moves faster than other types of magic, but users of it generally have less stamina starting off until they're seasoned experts. It has speedy and offensive properties. It's one of the most common types of magic, but blue, green and white flame users are less common and more powerful.
Water
Water is among the most flexible of the types of magic, it moves faster and has more dexterity, as well as having healing properties, but it has less stamina. Seasoned users can control ice as well as take moisture from plants, but those who can bend blood are almost impossible to find. Water is one of the most common types of magic.
Wind
The second fastest type of magic, second only to electricity. Skill and precision come with this type of magic, as well as speed, but stamina and pure strength are not in the Wind Users' favor. Those who use this type of magic are required to be fast on their feet and agile, or else they'll get knocked out rather quickly in the face of an opponent. Wind is among the most common types of magic.
Earth
The slowest type of magic, earth spells are somewhat sluggish, but they can go under ground and attack the enemy when least expected. Earth magic hones and locks onto targets and stubbornly persists in attacking them. Earth is one of the most powerful types of magic, with no healing properties, but the strongest and most skilled of users can manipulate metal too. Earth is among the most common types of magic.
Electricity
Electricity is the fastest of all types of magic, it hits and has a lasting effect. It has almost no defensive properties but it can heal. It hits fast, hard but one who uses it often needs to be strategic in when they hit and when they dodge the attacks of their opponent. Electricity has almost no effect on those who manipulate earth, but it does deadly damage on water users. Electricity is an uncommon type of magic.
Ink
A very rare type of magic only a select few have. It's mostly found within the artistically talented, and is very hard to master. Users can bring their drawings to life to attack alongside them. They have a regenerating factor to them as well, but only the masters have perfected it. Ink is one of the riskiest types of magic, as it can generate poison.
Space
The rarest magic alongside time. Only three have been known to exist. Those who master this type of magic are often employed into high government positions. Space magic can include teleporting, making dimensional rifts or pockets, create portals, manipulate powerful forcefields, create black holes, or reverse the space-time continuum to release a powerful shock wave.
Time
The rarest magic alongside space. There have only ever been three. Those blessed with this power can manipulate time. But when mastering their powers, they must be incredibly careful.
Nature
Plant-life is associated with this type of magic. Users have the ability to manipulate foliage however they like. Those with this type of power are more susceptible to those who use fire magic, and they are often also healers. Nature magic can be used to restrain opponents or slash them with sharp vines.
Aura
Aura magic users fight with their life source. They can create weapons and spheres of aura in order to damage their foes. But this type of magic commands a large amount of focus. The users of Aura magic need to practice immensely in order to master it.
Psychic
Psychic magic is generated from within one's mind. Telekinesis, telepathy and maybe even mind reading can spring from this type of magic. Like with aura users, those capable of using psychic magic need to be incredibly careful and focused.
The Rundown
This is going to be a fairy casual roleplay, where most of the plot will be discussed between the roleplayers without me pre-planning everything. This will allow the roleplayers to make different choices better catered to their characters' responsibilities and goals. How serious or light this RP will be depends on what the roleplayers want. Characters of various species with various powers can be created, and I won't be immensely restrictive about it. Just please don't create an all-powerful character.
Basic
[[anime-style image here]]
Name: Nicknames/Titles: Age: Gender/Sex: Birthday: Occupation: Where they live: Species:
Bio Overall Personality description here. At least two paragraphs.
Character Concept: A white mage who is obsessed with keeping time, and has a deep love for mooncakes. Name: Moonroll Gender: Female Background: Moonroll's life on earth wasn't much to brag about, in all honesty. She grew up as an awkward child, blossomed into an ordinary teen, before dying quite abruptly. She wished to become a forensic expert at a young age, but was discouraged due to her squeamish nature. Fortunately, she also was quite good at art, and decided to take that path instead. She was hit by a car after saving a cat from being hit. She doesn't regret this. Moonroll is a patient, but mischievous white mage with a good sense of humor. She is always trying to look after her cohorts, and dislikes it when they act recklessly, because then she'll just have to heal them. She's loyal and supportive, but is obsessive over keeping track of time. She dislikes being late. Moonroll's biggest flaw is her lack of confidence within herself and within her abilities. She tries to get stronger, but has a habit of overworking herself into exhaustion. Despite admonishing others for being reckless, she can be the exact same way. She's desperate to get stronger, not only for herself, but for others in need. In all honesty, she can become envious of those who are more physically powerful.
Level: 1 Class: White Mage Race: Rabbitkin - A subspecies of beastmen Attribute: Focus Thaumaturgy:
Wilde Wind - A long-ranged offensive spell, in which sharp, green waves of energy swiftly fly towards her opponents, aiming to slash at them. If they hit head-on, they can cause some nasty, gashing wounds.
Moonrise - A white magic healing spell, which can immediately soothe and heal rather large wounds. A soft, white glow forms from her staff, and several orbs of white energy move over the target's wounds, healing them.
Cure - White energy surrounds the party. This spell buffs the party's magical and physical defenses.