SW Freak
02-11-2006, 02:45 PM
The continent of Equiro, much as it's occupants may wish, is not a peaceful land. The eastern Equirians, who hail from the mighty mountain range known as Heaven's gate, seek to wage a holy war on the westerners. Their exarch, the head of their church, is a greedy man, and has mustered his forces in the hopes that he can drive the western people from their land and claim it for himself. On the tenth of St. Carricks', they stormed from their mountain holds and attacked with merciless zeal.
The westerners struck back shortly afterwards. Two years on, the bloody war still wages back and forth. The forces of Kinara, lord high of the western flatlands, hold dominance over much of the Mihonan plains whereas Arnack, Exarch of the Order of the Sun, owns all of Rion, the northernmost state, and has layed siege to the summer palace, the city in which Kinara holds council.
The high king of Equiro, seeing that the war could at any moment spill out into the surrounding lands, has ordered that each state send a contingent of four warriors, the best they have to offer. The eight soldiers would then have to travel to Nekrosis, far to the north, many leagues from Equiro. Once in Nekrosis, they would have to slay the vile magus Irridan, whose defiling magic and undead plagues have tortured the land for generations. The soldiers whom brought the spell-caster's head to the king would have ensured his army the king's favour, and the war would be recorded as a victory on their side, therefor awarding all the spoils of war to them. However, if they should fail to return within a month, the lives of Exarch Arnack and the Daimyo Kinara would be forfeit. They must work together to reach Nekrosis, and whatever dark perils await.
Wheter you like it or not, you must cast aside your mistrust of the other side so that yours is not defeated. Once you return to Equiro, perhaps things will be different. For now, your enemy is your only hope.
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I figured we needed something like this as there are no fantasy RPGs at all at the mo.
To clarify: The westerners are rather like Feudal era Japanese (Samurai, that sort of thing). The easterners are basically knights of old. Think the crusaders. Also, the Order hesitate to allow women onto the field, much less glorify them to the same extent as a man would be. Just thought I'd mention.
I have plans for this to be pretty epic, and hopefully with some good chances for RPing. All details will be given in the next post, unlike my previous half assed multiposts, but in summary, expect: Fantasty-esque beasts, magic (Both natural and un-), history of Equiro, its various mythologies and religions and its many landmarks and "celebrities". Hopefully a map will be upcoming, and the character sheet will come next turn.
Any questions about my excessivly vauge opening post, hate mail or miscellanious others, please post here. Hope I didn't miss anything...
SW Freak
02-13-2006, 04:01 PM
No.
Well, maybe.
Wow...Where to start...
General knowledge
This is the info that your characters are most likely to know, pertaining to
geography and history.
The land:
The land of Dolméne (Doll-mee-neh) is a wide and wonderful world. Equiro is penned in on the north, west and south sides by its neighbours. To the east lies the open sea, a viable trade route were it not for the mountains that line the east coast of the continent.
Four states divide Equiro; Rion to the north, Tirnan to the east, Kert to the south and Ertz to the west. Rion, formerly the breadbasket of Equiro and several of her neighbours, is a scarred land now. The war therein has meant that the only thing farmed now is the gold that peppers the land in certain places. Tirnan is the residence of the Order of the Sun, as well as any others who feel the need for the privacy of a mountain home, and those that inhabit the Mihonan plains. Its coastline is spanned entirely by the Heaven's Gate mountain range, which takes its name from the fact that, in the right conditions and from a decent vantage point, the sea lights up like heaven itself. Tirnan has the largest standing army in Equiro, and most of the known world, all commanded by Arnack. Lower down are the Mihonan planes, which span all the way into Ertz. The river Gonn, which begins in the mountain that the main city of Ertz, Nimuro is built up against, marks the border between Ertz and Tirnan before flowing into the sea through Heaven's Gate. The high king's palace is built in Kert. While supposedly a whole state, in reality it is divided between the High King, Allar, twin sons. Ryshan, the son considered Allar's favourite, is the duke of the prosperous western portion of the state, and its many crops. Wallace, on the other hand, was made duke of the east, a far less glorious land. On the extreme east is the set of mountain's called Thieves’ Folly, because of its use by the occasional dangerously adventurous smuggler trying to bypass the border to reach Equiron. It's easier than going through Heaven's Gate and paying the inordinate taxes imposed by the Order of The Sun. The two sons vie for each other's lands, Ryshan because his rule over all of Kert must be accepted by all to take the high throne, and he knows that his brother would never support him, and Wallace to improve the lot he's been dealt. It is suspected that the two brothers have been giving funds, weapons and soldiers to the warring states, Wallace backing Tirnan and Ryshan supporting Ertz.
The people of Rion are a desolate folk; they are just as wounded as their land, and those that do not leave generally work in the gold mines. There are many slaves, brought in from many different locals to work the earth. It is a cold, humourless place. The invasion by the Tirs has done nothing for their demeanour. The only place left with any form of scenic value is the ether forest, but only the foolish travel through there if they can avoid it.
Ertz, on the other hand, consists mostly of savannah, with large forests giving a certain elegance to the Mihonan planes. On the Mihonan planes, on both sides of the border, live the Nomads, great painted beings with a strangely peaceful nature. Rarely, for all their physical prowess, does one become a warrior, but a Nomad that is willing to fight is something to fear. They have as unbending a code of honour as the Ertz themselves, and will fight to the death for those they have given their word to. Rarely does a Nomad fall in battle. The Ertz themselves are a graceful folk. Everything they do, from scribing to swordsmithing, they do to the best of their abilities. They dedicate themselves wholly to one purpose, and as such become masters of that art. They hold themselves to a strict code of honour. Warriors pledge their lives to their lord and are at his beck and call for as long as they are alive.
The Tirs who inhabit the mountains are a rowdy, rough, simple people. The life atop the slopes of Heaven's Gate tones them and as such the Tir are, generally, very tall and heavily muscled. The Order of the Sun enlists such people and trains them in the ways of the sword, the bow, horse riding, tactics, religion and etiquette. Rarely will you find a more refined soldier than that working for the Order of the Sun. The monks of the Order are considered by many to be the most learned men in the land.
Kert consists mainly of rolling fields and beautiful cities though the further one goes to the west, the more foreboding the land. There are several fortresses and prisons in the west and the worst criminals in the land, if they escape the axe, face life imprisonment in Wallace's Fort, the largest prison in Equiro, situated on a thin peninsula. The people of Kert are quite well off. Even the peasants live in relative comfort. They have never really known war, and are quite 'innocent', for a given value of the term.
NB: Equiro is the only land I've detailed in this post so that others can build the world in whatever way they need. Just PM with your character concept and the country you want to create. The only countries set in stone are Equiro, Lasérin and Nekrosis.
History:
Know that the holy war led by Arnack is not the first to broach Equirian peace. A generation ago, a force from Nekrosis, led by an unknown warrior clad in armour that seemed to suck the light from the land, swept south through Lasérin and into Equiro. Rion still bears the marks of that 7-year war. A thousand cairns dot the land and the ether forest, spring of a thousand fey magics and beasts, has been defiled by evil power. Now, amongst the peaceful, graceful faeries prowl the more gruesome creatures; twisted pegasi, werewolves and worse.
During and after this war, several strange species have taken up residence in Equiro, pushed before the sweeping tide of Nekrosis. These include the half-man, half-tiger Rakasha, centaurs, the more civilised types of trolls and the occasional dragon. They are tolerated in most places, but the Order of The Sun have made it known that they do not like the "lesser races", as they insist on calling them.
Nothing much else of great importance has happened in Equiro in living memory.
Magic
Magic comes easy to some of the people of Dolméne, and it comes in many forms.
Natural magics
Wild magic;
This is the power used by those in tune with the chorus of nature all around them. It can manifest as any of the four elements, or as the ability to commune with, control or change into various animals. Wild magic is powered by the life force around it. This life force can be plucked from any living object (Plants included.), but leaves the original owner weaker. Drawing too much from any one object will kill it. The death of an innocent is like a thousand screaming demons in the soul of the wild magician; they cannot bear to see the innocent suffer. Not because of their morality, but because of their connection to all life. The strong willed can resist the attempt to draw their life force. This form of magic cannot be gained in any way; the user must be born into it.
Abilities: Complete control over the element of your choice, the ability to talk with all beasts, an unerring sense of the land's "feelings" I.E. If some great atrocity has happened in the past few days, a wild magician would be able to sense it in the land's throes.
Abyssal magic: The abyss is the pit of demons, and the realm of the lost. This magic taints the world around it, but is much more powerful than wild magic. It can be utilised to create darkness, to raise the dead, or to create it. The use of it, however, will leave every living being nearby tainted, forcing them to face their inner demons for an amount of time relative to the amount of power used. It also poisons the land. Nothing can grow for many years on a patch of ground that has been touched by an abyssal hand.
Abilities: Control over darkness, necromantic skills, the ability to speak with crows, bats, rats and abyssal creatures (The words of which burn those with a celestial connection).
Celestial magic: Few are holy enough to be in tune with the power of heaven. Those who are can conjure light and storms, can wither the unholy like century old leaves. They are loath to see evil committed, however, and the sight of abyssal magic is positively painful for them. Often this power is conferred at the will of an angel, or is gained through lineage.
Abilities: Control over light, the ability to manipulate weather patterns (To create storms and the like. This can be combated by wild magic users.), speak and understand the words of celestial beings (The words of whom torture those with abyssal ties.) and the ability to craft wings for themselves out of light (A very draining enterprise.)
The Will: The power of the mind; the wielder can impose his will upon the very world. This takes its drain on the wielder's body, and the wielder's body alone. Those who can utilise the Will tend not to be as athletic as other warriors, but are more often than not very wise.
Abilities: Manipulation of the real world, such as the ability to lift objects with a thought, manipulation of the mind, the ability to commune mind to mind with anyone nearby willing to do so.
Unnatural magics
These are the powers developed by man in his constant search for betterment. They are encountered only in civilisation, and no naturally magical being can never utilise them.
Kanji magic: Developed by an Ertz scribe in conjuncture with a wild magician. The pair, realising the power the written word had, managed to unlock the potential of the Ertz ideographic symbols. For one who has learned the secrets and has brewed the special ink from the various magically imbued plants that populate the extremities of the world, the world can be changed with the scribing of a single symbol in the right place. The downside is that the magic only lasts for as long as the ink remains in place, and the supply of the ink is limited.
Abilities: Affect various physical changes, such as the redirection of an arrow, the path of a small river, destruction, creation, and the like.
Time magic: Several years ago, a tinkering wizard in Kert, after several months of experimentation, managed to unlock the timestream. Using an enchanted hourglass, he, and those he shared his secret with, may manipulate the flow of time for a short period. After this, the enchantment must be recast over the focus, the hourglass.
Abilities: Slow down, speed up or reverse time.
Races:
Most characters should, but do not have to be, human. Only a few races are
accepted by the Order of the Sun.
Humans: The most widespread race in Dolméne. They are just as we know them.
Nomads: The inhabitants of the Mihonan plains. They have a reputation for being savages, because generally the only time they are seen away from the plains is in battlefield roles. The Ertz and the Tirs know this reputation to be false, however. Nomads are possessed of a great physical prowess, but they do not function well as solitary beings. A Nomad is only content when he is part of a close-knit group. This means that while they are formidable warriors, they are not suited for roles that require them to be removed from company for extended periods. Nomads do not have a culture like that of the rest of Dolméne, and as such confusions sometimes arise when one tries to deal with civilisation. Nomads paint their skin with a collection of blue whorls and symbols, all of which have significant and particular meaning to the bearer. They wear long lasting clothes, the males generally going bare-chested and all grow their hair into long plaits. These are one of the few non-humans, for that they are, to be acknowledged as an equal being by the Order.
Rakasha: Half-man, half tiger beings from the eastern lands. They are great artificers, and have brought their trade to Equiro. Rakasha seem able to build anything, from carts to war machines. They're latest endeavour has been an invention called the Gonarel. Roughly translated, it means "Arrowless crossbow." They are capable of propelling a small lead shot a great distance but require a long time to reload between shots. (GM's note: And that's it. There's nothing other than single shot muskets and pistols. Not even if you ask really nicely. That is the highest the tech level gets. Everything else can be considered in medieval terms unless otherwise dictated.) Most Rakasha choose a nonagressive role but there is the occasional one that decides to fight. The Rakashas make efficient mercenaries, bringing into play all the tricks of their trade and often proving a deft hand with their swords and natural claws. They are somewhat frail beings, however, and must rely on their natural agility to avoid being hurt rather than their ability to take pain. While they don't like them, the Order will occasionally hire Rakashas, as their firepower can occasionally turn the tide of a battle.
Centaurs: The race of centaurs is old. Centaurs live for up to two hundred years, and are very much in tune with the land all around them. They are very wise in the ways of nature and can brew almost anything they want with the right herbs. They have a great deal of wild magic running through their veins and, while they do not particularly dislike it, often decide to live away from civilisation. The Ertz respect these creatures, for many of them roam the Mihonan plains, and have included those willing in their armies. The Order will have nothing to do with them. Centaurs are not the only kind out there; other tauric races include minotaurs, tiger-like wemic (Considered to be a species related to Rakashas.), the ram legged baritaurs, and the human/spider araneataurs.
Dragons: Older still than the centaurs are the dragons. There is little to say that you don't know already, probably. They can breath fire, are as shrewdly intelligent as any human and live, usually, in great clans together. Occasionally they become solitary creatures. They do not deign to fight for either side. (NB: This is the only race that is DEFINITLY not playable.)
Faeries: Humanoid beings with pale green skin. They are unique in that while they are in their natural habitat, usually a forest, but they also include swamps (Generally home to more malicious faeries) and various secluded areas with strong connections to the natural forces, they can use all aspects of wild magic. Their skin is pale green and they are all quite beautiful. They do not fight for anyone.
Celestial/abyssal beings: These creatures come from the heavenly realms and the pit respectively. They can take any form. The celestial seek to help where they can, being intrinsically good, and the abyssal take great pleasure in destroying the plans of God and man alike. Both can often be found amongst the population of cities, if you know where to look, and what to look for.
Lycanthropes: Lycanthropy can be inflicted, or passed on through parentage. Both parents must be lycanthropes for it to be passed on. Lycanthropes are physically superior to average beings and can change into a hybrid form of their animal and their human appearance or their pure animal form at will, but the touch of silver is terrible poison to them. Those inflicted with lycanthropy are forced to change into their pure animal form the night before, during and after full moon but can control their changing the rest of the time. Pure lycanthropes can always control their form. There are a number of pureblooded clans, each with its different genus of animal to transform into. The Urin's are feline, the Coth's hold the heart of bears and their kin and the Nomar, oldest of the packs, change into striking wolf-beings. Those inflicted either serve menial jobs inside the pack that has claimed them, such as soldiers or servants, or, if they were meant to be killed but survived for whatever reason, join the Shadow Pack, a collection of lychantropy-curse individuals, outcast from human and lycanthrope society. Though far from benevolent, they are much less malevolent than the other clans. The three clans often fight amongst each other for control of land when they are not banded together against the vampires. Both races hold council in Nekrosis, but individuals do occasion outside the country. Neither plays an official role in the war, though rumour has it that the Tirs have been hiring Lychantropes to do dirty jobs. Lycanthropes often have the use of wild magic at their disposal, and they have been experimenting with different kinds of man-made magic.
Vampires: The vampires of Nekrosis are centralised in the mighty Anari clan, though a hundred lesser circles exist inside it. Vampires, too, are supernaturally strong and fast, capable of speeds the human eye cannot keep up with, but the presentation to them of holy objects and exposure to sunlight burns and swiftly kills them. It has been proposed that this is because of their close ties to the Pit and its dark denizens. As they are naturally barren, the only way vampires may increase their number is by converting other beings into vampires. Because of this, the Anari clan is possessed of a great number of cultures and races, all of whom living in a perfectly harmonious society. It is ironic that a race of beings viewed as evil are the first to achieve this on Dolméne. All vampires have the collective knowledge of vampiric history, passed on through the converting bite through each vampire. As such, they have a great knowledge of cultures, religions, warfare, etiquette, and many, many other subjects. Vampires are easily one of the most intelligent and learned of all the races. While the more powerful vampires are so in touch with the Pit that they can utilise abyssal magic, a lot vampires can use the Will.
Character sheet
Owner: Your name
Name: Your character's name
Race: Most heroes would be human, particular those fighting for the Order of the Sun. Do not let that limit you, though.
Gender: Keep in mind that the Order does not employ many women in battlefield roles.
Age: Everyone is to be over twenty. Generally not a regular occurrence in these RPing circles, but just thought I'd mention it.
Allegiance: Ertz or Tirnan
Appearance: Your character's looks, armour, even their weaponry if it is particularly stylised.
Battlefield role: Frontline soldier, cavalry, berserker, etc.
Weapon(s) of preference: Your character's first choice of weapon.
Magic: If your character can use magic, detail what kind and to what
extent.
History: You character's background.
Once you write up a character, pm me and I’ll okay it if it’s usable. Remember that the tech level and general feel I’m trying to cultivate is a medieval sort of era. Once I have everyone’s character one person from each side will be picked as head of the delegation. I’ll be going on which characters have leadership potential, which characters would feasibly be leading the group or, possibly, at random. Please post in short order which side you plan to make a character for just so someone doesn’t write up a character suitable only for one side only to find that all the slots on that side are full. Thank you. Again, just give me a buzz if you have any questions.
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