Premise
The Eternal Sonata. The never ending melody that binds this world, and all other worlds from which stories spring, together. The siren that sings to every storyteller of every age. The Greeks knew it as the Muses. The modern author calls it inspiration. But it matters not what name it is called. The point is that it is there. It has preceded our births, and it shall endure long after we are gone. But what tale should we draw from it today? Shhhh. Quiet now. The song comes... Ah, yes. The Age of Spirits. One of my favorites. Now, listen carefully my friends, as I conjure for you the world of Astoren!
It is a place often called the sandbox of the gods. It has seen the care and rule of a multitude of different pantheons, each one shaping the land and its people as its members decreed. But for this, our story, we visit Astoren in a rare time of transition. For you see, while most of the time the realm simply moves from one deified tribe to another, this is one of the only times the people actively overthrew their gods. The Elders, as the people knew them, had been nothing short of tyrannical in their dominion. They watched over the world with cold eyes and iron fists, subjugating the people with their power. For you see, the Elders drew their strength and divinity from acknowledgement. Fear, in particular. So long as they were given tribute, be it willing sacrifice or even something as simple as fearful awe, their power and that of their vile armies was ensured. With such forces arrayed against them, the mortal races saw little hope for shaking off this fearful yoke. And then... salvation appeared.
A gathering of the races, somehow shielded from the gaze of the Elders, managed to send a simple prayer into the cosmic expanse. It consisted of but two words; "Save us." And, to their great surprise, they were heard. A powerful being, greater than even the Elders, heard their plea for help. The prayer givers came to call him The Wise One, at his own behest. The Wise One reached out to the little world, and though he was unable to intervene himself, he still found fit to send his aid. Seven Magi, powerful and eternal agents of the Wise One, came into Astoren with the intent of guiding the mortals to freedom. Under the tutelage of the Seven, the Astorians learned to wield sword and sorcery, bend both steel and the elements to their will, and most importantly... they learned how to channel the spirits of the cosmos. How to harness the spark of life within themselves and bring it to bear against their enemy. And, with the Seven Magi's aid, the mortals went to war with the Elders. With tooth and nail they fought, battling the armies and the gods themselves back to the black desert in which they made their home. And, with a spell so powerful it shook the earth, the Seven sealed the Elders away, to slumber in tombs beneath the earth and be forgotten, slowly feeling their powers seep from them as the ages passed.
Having triumphed over their divine oppressors, the Magi gave the mortals a new age, free from any deity's influence. They would remain on Astoren to teach the races all that the Elders had neglected in their greed, and then they would slowly fade into the background of history. In time, the peoples of the world united beneath individual banners. The world was forged into seven City States, each named for one of the Seven. Initially allied only out of convenience, it was not long before the City States began to war. However, that is a story for another time. For the wars have been long over some 400 years past, and today the City States exist in harmony beneath a single imperial banner. The Astoren Empire is where we lay our scene tonight...
Come now, I'm certain you've all heard the tale before! Tell me, whom are your favorite characters from it? I should like to know which parts of the story I should highlight!
The World
Astoren as we know it
The realm of Astoren is divided into 8 regions, 7 of which are the City-States of the Empire. Each state consists of a section of the continent with several towns and villages in the countryside, but each one is centered around the massive city from which the state derives its name. They are as follows;
Corvus (Royal Blue, North Central): The capitol and the heart of the Empire. Named for the leader of the Seven Magi, Corvus is a sprawling, multilayered city of white marble that sits amid a field of green grass and rolling hills as far as the eye can see. The Empress makes her Court in Corvus, and thus nearly all important decisions for the land are made there. Corvus' population, as befitting the cultural center of the Empire, does not favor any one race, but rather holds a mixture.
Berylius (Light Green, East Central): The breadbasket of the land, the city of Berylius sits atop a large, sweeping area of fertile ground that produces the bounty of food needed to sustain the Empire. The land was blessed by the Magi whose name it bears, who used his immense command of the spirits of nature themselves to transform the once barren landscape into a massive garden, ripe for the hands of farmers. As it was made from what was once the primary populous zone of the Manus race, Berylius' population contains a high concentration of men.
Mercede (Purple, Center Island): Named for the Magi known as the Ocean Enchantress, Mercede is a beautiful metropolis that rivals Corvus in size. Often called the Empire's Lifeline, Mercede serves as the primary trade hub of Astoren. Ships leave the city's ports on an hourly basis, ferrying just about anything one can imagine to any corner of the realm. Remarkably, the waters in the port are always calm, even in the midst of the fiercest storms. Like Corvus, Mercede houses all races and creeds in its sprawling trade lines.
Jerik (Burned Orange, Northeast): Carved from the great eastern mountains by the lord of Earth among the Magi, Jerik provides a harsh and treacherous landscape of jagged peaks, plunging canyons, and shear walls of rock. The ancient home of the small but hardy Storgus since time immemorial, this mountainous region stands as a challenge to any who would explore it, but offers great riches to those tough enough to tackle the task; the gemstones, ore, and raw minerals that can be found beneath the earthen spires are of great value all across the land.
Legentis (Green, Northwest): Many who have made the journey to Astoren's great forest region have returned with tales of strange happenings and wonders untold and unforseen on their lips. Such things are fitting, as Legentis is the region named for the storyteller and dreamer of the Seven. With trees that reach the clouds and a variety of mystical creatures, Legentis is very much the sort of enchanted wood that makes the stuff of children's stories. Some say the leaves and illusions hide great secrets. But only the illusive Luxius who make their dwelling among the branches can know for certain...
Exeria (White, Southwest): Eternally memorialized as the mortal race's last stand before driving the Elder armies back to their desert, the land named for the shadowstalking Magi has become a symbol for resistance and endurance against all odds. Harsh storms seem to constantly ebb and flow over the marshland, causing it to easily rival Jerik in its lack of forgiveness... and yet, it's people endure. Those that make their way in Exeria do so with an immovable will and a cunning mind. Particularly the devilishly clever Noctius, who long ago left the leafy trees of their light skinned brethren in favor of the perilous pools that only they can truly navigate.
Feran (Grey, South Central): In all the years the City States were at one another's throat, only one ever truly abstained from any conflict. The region belonging to the Seven's most potent combatant has remained free from any external strife in Astoren; it seeks no trouble with the other City States, and the others in turn leave it well enough alone. Political leaders cited a multitude of causes for this- that the barren and rocky plains offered nothing of value, that the Oruukus tribes were too unruly to properly subjugate, or that Feran's military prowess was too great to be trifled with. But in reality, Feran remains undisturbed because it serves as the continent's shield against the horrors that lurk among the dunes of the Ebon Sands. Most of the region's population centers, devoid of normal resources, are bastions of armored might where live some of the greatest fighters of mortality and their families. And the Oruukus, far from being unruly, serve as a mobile force that patrols the entire area, fighting where the Iron Watch cannot reach. Feran is left alone, because if Feran should fall, all of Astoren would surely follow.
The Ebon Sands (Dark Red, Southeast): Hardly anybody knows what lies in the blackened desert in the southeast of the continent. All that most see is the view of the great obsidian sand dunes that can be viewed from the battlements of Divinity's Spine. Foul winds blow about the border region, bringing with them the smell of death and plague. Every so often, a couple of brave souls will set out to explore the sands in spite of the Iron Watch's warnings, only to never be seen. Some theorize the sands that billow against the great wall are the dusty remains of those foolish enough to tread where even the Seven are said to have felt unease, but nobody can say for certain. As for the shambling horrors that try to pass the wall... most of the men dislike discussing it.
Divinity's Spine (Thick line between Feran and the Ebon Sands): The great wall that separates the continent from the Ebon Sands and all their dread. It spans the entire length of the border with Feran, manned and guarded by the soldiers of Iron Watch.
The Races
Manus
Traits: Very well rounded physical abilities, Can master a multitude of skillsets, high degree of adaptability.
Life Expectancy: 60-70 years. Maturity reached by age 18.
Notes: Essentially the humans of the Rp-verse. Manus are widely considered the dominant race on the continent due to their ability to excel at anything they choose. While every other race will have something they can do better than anyone, Manus have the ability to be pretty good at everything. That, and there's a lot of them. More than any other race. They are also the only race that can produce halfbreeds; any other combination will either have one race emerge as the dominant (namely, Luxius and Noctius) or simply not work. PLEASE CONSULT ME BEFORE MAKING A HALFBREED CHARACTER; each combination has its own set of implications.
Storgus
Traits: Incredible strength and durability, well suited to both heavy weaponry and elemental magic, strong convictions.
Life Expectancy: 100-120 years. Maturity reached by age 30.
Notes: Inspired by Tolkien's Dwarves. Storgus aren't necessarily anywhere near as ill-tempered as Middle Earth's mountainfolk, but they share the same stubbornness and love of treasure and alcohol. They are one of the least populous races, eking out only the Noctius, but the only way a Dwarf doesn't reach his 100th birthday is some kind of terrible accident in the mines. And even then most of them live to tell the tale.
Luxius
Traits: Nimble and graceful with keen eyesight, potent with all forms of magic as well as medium size weapons, very wise thanks to longevity.
Life Expectancy: 500+ years. Maturity reached by age 80.
Notes: It wouldn't be High Fantasy without some kind of elven styled race. The Luxius are an odd cross between the two typical kinds of benevolent elves, those being forest elves and the "light" elves that often contrast the dark elves. They have the good intentions and wisdom of the latter, but it's tempered by the former's mischievousness and love of adventure. They also generally lack the cliche "High and mighty" attitude that often pervades the race. Some older Luxius have such a disposition, but it is far from the cultural outlook. Luxius are the second most populous race, only losing to the Manus.
Noctius
Traits: Swift and relentless with excellent hearing, powerful with light weapons and shadow based magic, extremely cunning and ruthless.
Life Expectancy: 200-225 years. Maturity reached by age 80.
Notes: Noctius and Luxius are sibling races that draw their inspiration from the classic Light Elf/Dark Elf divide. However, the Noctius, in spite of taking the Dark Elf inspiration, are neither evil nor forsaken. The split between the two races occurred during the Battle of the Marsh that is mentioned in Exeria's description. A large number of Luxius were instrumental in holding the line, and for this the Elders cursed them and their family lines to have darkened skin, lose most of their affinity with magic, and have their life expectancy more than halved. As a result, they broke off on their own and became a new race, carving their lives into the land they were cursed for defending. They are the least populous mortal race.
Oruukus
Traits: Ferocious physical power that borders on savage, Low magic potential but a very deep connection with Aeons, surprisingly strong sense of unity within a tribe.
Life Expectancy: 70-100 years. Maturity reached by age 14.
Notes: The Oruukus take inspiration from multiple sources, chief among them the Draenor (aka before the blood curse) Orcs of the Warcraft-verse and the Dothraki of Game of Thrones. While they exhibit their fair share and more of savagery, the Oruukus are defined much more by their spiritual connections, both to their Aeon and with those they consider their tribe. While most Oruukus live, ride, and fight with the tribe they were born in, it is not at all uncommon for them to leave in search of their own tribe. Nor is it abnormal for the tribe they find to consist of a group of interracial friends that they gain along the way. When a Oruuk finds such a group, he or she will fight to the death (especially to the death) for them.
Organizations
Note: Organizations marked with a star (*) are not open to Players at the start of the RP, but are still plot significant. All joinable organizations are largely interracial and without discrimination, unless such a thing is desired by the Player.
The Royal Guard: A group of five men and women who report directly to and protect the Empress and her family, the Royal Guard is widely considered to be one of the finest fighting forces in the land. Hand picked by the Empress for both their combat prowess and their demeanor, the Royal Guard are often considered heroes for every race and creed. NOTICE: I will only be accepting 2, possibly 3 Royal Guard CS's. And I will be harsher on them than any other CS. Those who are accepted will get to play a bigger hand in the direction of the roleplay, including working directly with me on some occasions, and will be expected to take something of a leadership part among the PCs. I will judge accordingly. Bring your A-game if you want a spot. You have been warned.
The Dawn's Hand: Widely regarded as the face of the Empire's military, the Dawn's Hand is less of a cohesive unit and more of a widespread armed task force. Handling everything from defending the populace to public services to working with the regional City Watches to keep their men up to snuff, the knights of this regiment are a symbol of hope to many of the Empire's people.
The Grand Library: Based out of Mercede, the Grand Library is both a building housing all the known books, scrolls, and information that can be uncovered by mortal hands and an order that has dedicated itself to the research and advancement of Magic. Librarians, as their members are called, come from all walks of life, but all are drawn by a burning passion for the arcane arts. It is not uncommon for Librarians to travel the globe, seeking new discoveries and advancements to their research, nor is it strange for them to stop and lend a friendly passerby a mystical hand.
Umbris Morgul: Widely regarded as the shadowy hand behind the most infamous acts of ne'er do well, Umbris Morgul is a guild of thieves, crooks, assassins, and other professions of ill repute. Whenever a foul deed is afoot, it is almost a certainty that they have a hand in it somehow, and as a united front for skullduggery they have proven to be a fearsome foe for those who would maintain law and order in the Empire. Their motivations for their deeds vary, but every Umbra swears to two covenants upon joining; the First, that they will forever hold their fellow Umbras in honor among thieves. The Second, that anybody who comes to their aid, regardless of who it may be, shall be repaid in equal sums.
The Hunters: The most famous Mercenary Guild in all of Astoren, the Hunters are well known for both their prowess in the field and for being the single rowdiest bunch of miscreants in the Empire. While they are a fun-loving bunch that treat each other like a giant family, they are also the best at what they do. A Hunter will take any job, so long as the price is right and the job isn't too dirty. Because many of their jobs place them in a grey area, the Guild Master tends to leave it up to the Hunter on the job to decide what is and is not alright to proceed with. However, he is known to be both a good man and a match for even the Royal Guard Captain, so many Astoriens are willing to let them be for the most part.
Freelance: If none of the above appeal to you for the sake of your character, you may enter Freelance. Just be aware that I will look to open a brief dialogue with you in this case so that I can get a grasp of your character's aims and motivations and make sure they have a place in the overarcing plot.
Maidens of the Night Sky*: A group made almost entirely of Luxius and Noctius women that holds its meetings deep in the forests of Legentis. Their agenda and aims are easily the best kept secret in the Empire- it is debatable whether or not even the Empress herself knows what they are up to. The Maidens are shrouded in rumor and hearsay, and nobody is truly certain how to separate fact from fiction.
The Iron Watch*: The elite unit that patrols Divinity's Spine and the coastal regions of Feran. Serving in the Iron Watch is a high honor that can only be undertaken by the exceptionally brave, skilled, or foolish. Unlike some other fantasy wall watchers, the Iron Watch allows for love, matrimony, and the general joys of life- so long as they don't interfere with duty. Perhaps this is why they have maintained more success? Regardless, once a man or woman is sworn to the Iron Watch, they remain there until they can no longer lift their weapon to fight, whatever the cause of that may be.
The Scribes*: A peculiar group of travelers that always wander alone with large tomes strapped to their backs. Easily identified by their deep purple cloaks and paint brush walking staves, a Scribe is one who has taken it upon himself to witness history as it unfolds and record it for posterity. However, they are also known as the finest storytellers in Astoren, and a Scribe will happily regale an audience with a thousand tales of ages past but for the asking.
Powers & Abilities
Character Abilities for this Roleplay are separated into three distinct areas; Skills, Magic, and Aeons. I will explain each in turn below.
Skills
Skills are the bulk of your character's powers and abilities that you will be using in the game. Skills are pretty straightforward; they're something your character can do that they specialize in. Skills include any weapon prowess your character has, whether or not they can use magic, and a whole slew of other options. Some examples of Skills include;
Weapon Skill- Is your character particularly good with a weapon?
Fighting Style- Does your character employ a specific style of fighting?
Magic- Are you a mage? See below for more information.
Animal Companion- Can you tame and travel with a beast?
Shadowstalking- Are you sneaky?
You are also free to describe your own Skills. My only request is that you keep them simple; I'm running a combat system based on player skill and strategy rather than stats, please keep that in mind.
Magic
Magic in the world of Astoren is also fairly straightforward. Magic is, by definition, the result of mixing the raw aether of the world with whatever medium you choose and using your will as a catalyst, then directing it. All branches of magic are able to do just about anything. Every element can heal, do damage, send messages, even scout for you, to name just a few. The only things that can't happen are things that don't make sense, like growing trees out of a forest fire or something. The branches of magic and their subsets are as follows;
Elemental Branch
-Fire
-Water
-Earth
-Air
Balance Branch
-Light/Holy
-Shadow/Darkness
(Notes: As with the Luxius and Noctius, the two sides of the Balance Branch do not signify good or evil; they're just named as such because that is what they are likened to. There is nothing stopping an evil mage from using Light, nor is it unusual for a benevolent mage to have mastery over Darkness)
Arcane Branch
-Runestones (The art of using magical runes combined with aether to achieve a wide variety of magic effects)
-Infusion (The act of combining magic with everyday objects to produce unusual forms of magic. For instance, combining magic with an instrument to give your music magical effects)
-Aether (The art of conjuring pure aether to wield in your magic. Aether magic is very volatile and not for the faint of heart, but an Aether spell will almost always overpower another spell of equal strength from a different subset. Cannot be taken as a half and half Specialization.)
When you take the Magic Skill, you may select 2 Specializations for your character. Each Specialization is good for 2 Elemental subsets, 1 Balance subset, or 1.5 Arcane subsets (to translate: If you take both Runestones and Infusion, you may also use Aether). This means that you can either specialize in all of one Branch, or take half and half. Those that decide to go half and half are allowed to combine their branches for more potent effects at the cost of taking more out of them.
Aeons
Aeons are the other primary half of the abilities in the RP. An Aeon is the name for a personal spirit that walks with every man, woman, and child on Astoren from the day they are born. Most people go their entire lives without seeing or hearing them. Some can see them, but never gain the aptitude to conjure them. And some, like your average Player Character, can fully conjure their Aeons for all the world to see. Aeons are usually some kind of animal, sometimes with odd markings or adornments to them, but just as often not. Legendary or mythical creatures are a rarity, but they are not inherently stronger or weaker than any other Aeon. Many Aeons talk to their master, with varying degrees of wisdom. This is completely up to the player, as you will have full control of your Aeon.
The most important thing for those who can fully conjure an Aeon is the Transformation. Once conjured, an Aeon has the ability to transform into a weapon or tool for their master to wield in battle. These transformed states are typically a powerful version of whatever item they turn into, and they bring with them a specific effect to endow their wielder with. For instance, in past RPs, Pitou's character has held a staff with the power to cause healing magic to harm the intended target rather than heal them. In the context of this RP, that staff would be a transformed state of her Aeon. These extra abilities are what will make your character stand out from the average crowd.
--More info will be added on Aeons as I solidify it. This is what you need to know to make one and have it function. I will say in the OOC when I add more information.--
Character Sheet
[Character Portrait]
[Theme]
Name: (What shall we call you?)
Moniker: (Is there another name you are known by? A nickname, a title, or perhaps a childhood prank that got out of hand? You may leave this blank if you so choose.)
Description: (For those of you that prefer to tell, rather than show. If you've a picture, you make strike this section entirely)
Race: (Which of the earth's children are you? A hardy Manus? A wise Luxius? Or a cunning Noctius? A stalwart Storgus? Or perhaps a tribal Oruukus?)
Age: (And how long have you waited for your part to play in the story? Do remember to account for your race's lifespan as seen above.)
History: (How has your life's journey seen you thus far? And how has it shaped you?)
Organization: (Beneath what flag do you wander?)
Skills: (What practical prowess is yours to command? You may have 2 to start.)
Aeon (Ah, how fortunate you are to be able to conjure your Aeon! Would you please show him or her to me?)
Name: (Every Aeon has a name. What is yours?)
Natural State: (What does it look like normally?)
Transformed State: (What does it transform into to aid you?)
Ability: (And what additional power does it grant you in this form?)
Notable NPCs
Ilyana Elincia Crysthera, Grand Empress of Astoren
Race: Manus
Age: 35
Moniker: "The Rose Queen"
Aeon: ???
More to Come! Stay Tuned!
If you've any questions, feel free to ask! Notable NPCs will be expanded as I find pictures for them.
Disclaimer: I neither own nor claim to own any of the artwork pieces used in this post (with exception to the world map), nor do I stand to gain monetarily from their use. All credit for them goes to the original artists. If you are the original artist and wish your artwork stricken from my roleplay, please contact me via Private Message here on the forum.
Edited by Hero of Ishval, 16 February 2015 - 09:35 AM.