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Re: ~ What Happens to Fate? ~
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| 06 Jun 2012 08:09 PM |
INDEX 1.1 -- What is this RP? [REQUIRED] 1.2 -- The Deities and Their Planes [RECOMMENDED] 2.1 -- The Races [REQUIRED] 2.2 -- What is Ephinur? [REQUIRED] 2.3 -- Abilities [REQUIRED] 2.4 -- Magic [RECOMMENDED] 3.1 -- Influential Groups [OPTIONAL] 3.2 -- Rules [REQUIRED] 3.3 -- Charater Sheet [REQUIRED] 4.1 -- Collaborator & Admin List [OPTIONAL] This is the work of a succesful piratepad collaboration.
1.1 -- What is this RP? This RP is called "What Happens to Fate?". The point of the RP is to answer that very question: What happens to fate? This question is very vague. It could be What happens to fate when you can control it? What happens to fate when it controls itself? Any question could fit into this one topic.
This RP, however, allows you to control your fate. In one Plane, that is. A Plane is sort of like a...dimension. A dimension of existence. In this dimension, is a unique set of creatures, people, personalities, architecture, and just about everything you can imagine. Every Plane follows a theme, whether it's Chaos or Light. Every Plane has its own ruler. In this case, the rulers are Deities.
1.2 -- The Deities and Their Planes A plane is sort of like a different version of the world. Think of each Plane as a mirror. When you look into the mirror, you see yourself, correct? Now let's say each mirror reflected a different image of yourself. That image could be Peace, Courage, Strength, Knowledge, and even Sides. So in one mirror, you see yourself as a crazy man. That is the Plane of Chaos. And so on.
Here is a list of the planes and their Deities. ~ Lawful Morality ~ - Plane of Existence -> Existus, Deity of Existence - Plane of Peace -> Sephia, Deity of Peace - Plane of Courage -> Moritial, Deity of Courage (Pronounced "More-rit-tee-al") - Plane of Friendship -> Rea, Deity of Friendship - Plane of Order -> Victus, Deity of Order - Plane of Life -> Goritiun, Deity of Life (Pronounced "Gor-rit-tee-oon") - Plane of Opportunity -> Chance, Deity of Opportunity - Plane of Knowledge -> Quillius, Deity of Knowledge - Plane of Generosity -> Givente, Deity of Generosity
~ Neutral Morality ~ - Plane of Decision -> Kenth, Deity of Decision - Plane of Inventing -> Initien, Deity of Inventing - Plane of Sides -> Twiniva, Deity of Sides - Plane of Elements -> Efusion, Deity of Elements - Plane of Magic -> Arcanik, Deity of Magic - Plane of Passage -> Gatius, Deity of Passage
~ Evil Morality ~ - Plane of Chaos -> Rikiden, Deity of Chaos - Plane of Error -> Misra, Deity of Error - Plane of Solitude -> Alonit, Deity of Solitude - Plane of Illusion -> Hidia, Deity of Illusion - Plane of War -> Zaldek, Deity of War - Plane of Death -> Dentria, Deity of Death - Plane of Oppression -> Trinolis, Deity of Oppression - Plane of Stupidity -> Zok, Deity of Stupidity - Plane of Envy -> Jealia, Deity of Envy
- Plane of Existence - The Plane of Existence is a very lively world. Plants grow everywhere, animals roam freely, and the residents are usually happy. However, sometimes Chaos strikes and the world is thrown into madness. Existus always calls on Victus for help when this happens.
- Plane of Peace - The Plane of Peace isn't exactly a very friendly place. Peace just means there are no wars. The residents are free to have their own emotions. In a way, the Plane of Peace is the most similar to Earth.
- Plane of Courage - The Plane of Courage contains the bravest of warriors. The army of Courage fights for their ruler, free willingly. They do not fear anything, unless a Deity appears to them. Reluctantly, however, they still fight against the Deity.
- Plane of Friendship - The Plane of Friendship is the most friendly of all of the planes. That is assumed, of course, hence the name. No wars ever happen in this Plane. Everyone cares about everyone. However, the people of this Plane are very vulnerable to anger.
- Plane of Order - The Plane of Order has the strictest of societies. The army of Order consists of many knights, marching together and fighting together. Their strikes almost seem planned. The people of Order are very solemn, though they are organized.
- Plane of Life - The Plane of Life is very much like the Plane of Existence. Every living creature is contained here in this Plane. Victus often visits this Plane to keep order. The army of Life consists of every creature known.
- Plane of Opportunity - This is a favorite Plane for most Humans. The Plane of Opportunity gives chances to every person. Of course, these chances aren't always great, but they are usally Lawful. It is much like America when it was first growing.
- Plane of Knowledge - The Plane of Knowledge is also very orderly. Most of this Plane is made up of libraries, books, and scholars. This is a preferred area of living for most college students. The army of Knowledge consists of powerful wizards.
- Plane of Generosity - The Plane of Generosity is a very caring Plane. Everyone in this Plane is considered equal to each other. They happily give and accept gifts. The army of Generosity consists of people wielding weapons given to each other, or given from other Planes.
- Neutral Planes - Not much is known about the Neutral Planes. Adventurers are often turned back or brain washed before leaving the Neutral Planes.
- Plane of Chaos - As the name suggests, the Plane of Chaos is, well, chaotic. Almost nothing gets done in this Plane. The architecture proves this face. All of the buildings are disorted and unfinished. The army of Chaos consists of abominations of all sorts.
- Plane of Error - In the Plane of Error, nothing is right. Mistakes are always made, and nobody ever learns from them. However, the army of Error is one of the most powerful. Why? Nobody knows, yet. The army of Error consists of people who seem to have made mistakes all their lives, yet they fight like experts.
- Plane of Solitude - The Plane of Solitude is a very lonely Plane. People here are often depressed. Some adventurers go here to seek refuge from the terrible events occurring elsewhere. What they don't realize is the fact that there it is nearly impossible to leave.
- Plane of Illusion - At a first glance, the Plane of Illusion seems to be the most beautiful of all the Planes. Of course, these are all illusions. The average mind can not see past these illusions without aid. The army of Illusion consists of, obviously, illusions. These illusions are meant to instill fear.
- Plane of War - The Plane of War is an angry world. Everyone is mad at each other, thus begin wars. Some wars in this Plane have raged on for many decades, even centuries. The army of War, however, is the most powerful of all the armies.
- Plane of Death - The Plane of Death is a very quiet Plane. Dead bodies scatter the land, along with the smell of decaying corpses. When someone dies in a war, their bodies are immediately sent here. The army of Death, however, is massive.
- Plane of Oppression - The Plane of Oppression is a sad place. People are turned into slaves the minute they arrive. They are quickly burned and punished for reasons they do not understand. The army of Oppression consists of all of these slaves. They fight for freedom, which makes them strong.
- Plane of Stupidity - The Plane of Stupidity is a simple Plane. The buildings are made of cubes. The trees are also made of cubes. The people are very dull. However, the people are stronger than any race you can imagine. The army of Stupidity is among the strongest of armies, though are most likely the most stupid.
- Plane of Envy - The Plane of Envy is sometimes called the Twin Plane of War. This is because the residents of the Plane of Envy often fight over traits. The army of Envy is powerful because of their motivation. They envy the people with traits they lack. For this reason, they fight on.
- Existus, Deity of Existence - Existus often takes the form of something the common human mind cannot interperet. That is the very fabric of existence itself. Humans often see Existus as a bright orb of light. They cannot see his true form, since they would know too much, and their minds would somewhat explode. Existus often does not care about the problems of this world. He is Existence, after all.
- Sephia, Deity of Peace - Sephia is a beautiful woman. That is the form she likes to take. Sephia is the sister of Zaldek, the Deity of War. She is very easy going, especially to Humans. She makes sure her world is calm. No war.
- Moritial, Deity of Courage - Moritial often takes the form of a lion. This is because Humans consider lions brave. To other races, he may appear as an Orc warrior, a book, or even a sword. Moritial is the brother of Victus, the Deity of Order. Because of this, Moritial is very strict in his world. His army fights bravely, though many of them die quickly.
- Rea, Deity of Friendship - Rea always appears as an ugly woman. She has many friends, however. She likes to take the form of an ugly lady because it teaches the Humans a lesson. Popularity is not all good looks. Her lesson, however, may have been turned around due to Rikiden's, the Deity of Chaos, influence.
- Victus, Deity of Order - Victus takes the form of a knight in white, polished, steel armor. He often appears with several wispy wings swinging out gracefully from the small of his back. Victus has two weapons: A sharp sword and a dull, rounded sword. Both items represent ways to keep order. The sharp sword represents punishment. The dull, rounded sword represents persuasion through care.
- Goritiun, Deity of Life - Goritiun always appears as many objects as once. He appears as animals, plants, and even in the Humans themselves. He can speak through any of these animate objects, and likes to do so. When Humans cross into his Plane, he persuades them to stay for a while. Of course, he understands they must leave after a given amount of time. This gets him sad, sometimes angry, but he knows it is the course of nature.
- Chance, Deity of Opportunity - Chance always takes the form of a man holding a deck of playing cards. His playing cards, however, are not normal. They're the complete opposite of normal, actually. Chance's cards have only one of two symbols: a White face, or a Black face. These mean nothing, unless Chance wants to give them meaning. He also has the power to change the number of each card whenever he wishes.
- Quillius, Deity of Knowledge - Quillius takes the form of a young, handsome man, probably in his mid-30s. He is always found in his massive library, which contains every book known to man, plus books known to all other races. Quillius's books float around him in a whirlpool-like manner. He can read up to ten books at once. It's an amazing sight. His eyes glow white and the words literally levitate around his head.
- Givente, Deity of Generosity - Givente is often known, to the Humans, as The Giver. He is, as his Plane suggests, a very generous man. He often takes the form of a rich man, dressed in a suit. He gives out weapons and armor to his people. He is a favorite among the poor.
- Kenth, Deity of Decision - Kenth is the brother of Chance, the Deity of Opportunity. He likes to force Chance into choosing the wrong card. Kenth, along with most of the Neutral Deities, is very moody. If he is in a bad mood, he will persuade adventurers to choose the wrong path. However, it is not very hard to persuade him. You just need to play his game correctly.
- Initien, Deity of Inventing - Initien is always found in his warehouse. He has every tool that has ever been used. Initien rarely does the work himself. He actually creates new machines to do the work for him, including creating inventions themselves. Initien takes the form of a bearded man with a tool belt. From his belt, Initien can grab anything he needs.
- Twiniva, Deity of Sides - Twiniva is a two-faced Deity. One face is smiling, the other is frowning. If she wishes, she can change the face on either side of her head. However, the faces must show opposite emotion of each other. Both sides of her head have minds of their own, even though she is still consider one Deity.
- Efusion, Deity of Elements - Efusion takes the form of an elemental. An elemental is a creature with broken limbs. Well, they seem broken, but function normally. Efusion's left leg is made of Earth, his right leg of Water, his right arm of Air, his left arm of Fire, his torso of lightning, and his head of gold. Efusion can control any element, even when in another Plane.
- Rikiden, Deity of Chaos - Rikiden takes the form of an abomination of random objects. His head is a distortion of mud, paper, books, grapes, and swords. The rest of his body includes those, plus a variety of items you may or may not have ever seen. Rikiden's face often shows a grumpy emotion, and he is almost always angry.
- Mistra, Deity of Error - Mistra takes the form of a beautiful woman, as well. She uses this beauty to persuade Humans into making some sort of error. The errors she creates, however, are often fatal. Mistra has purple eyes and pale skin. Her hair is long and black. Her personality is quite the opposite of what she may seem...
- Alonit, Deity of Solitude - Alonit takes the form a young, crying boy. He is often seen by himself in the middle of a large square. When an adventurer nears him, he may instill fear into them. It is recommended you speak to him from a distance. Nobody has ever seen his face before, and those who have, have never returned. Alonit often gets angry when someone things Solitude is lawful.
- Hidia, Deity of Illusion - Hidia, as well as Mistra, takes the form of another beautiful woman. Of the three, she is probably the most beautiful. However, that is because of the illusions she creates. If an adventurer were to look through a magical glass, they would see the horrible thing she is. Hidia likes to lure adventurers into traps through illusions and deception.
- Zaldek, Deity of War - Zaldek takes the form of a strong, muscular man. He is always wearing a crimson-colored steel armor, and wields a massive double sided blade. Zaldek never reveals his face, unless the adventurer asks for it. Most people say to never ask. Nobody has. Zaldek is usually angry, and attacks when he feels insulted.
- Dentria, Deity of Death - Dentria takes the form of a shadow. She is often seen as the silhouette of a woman. Her eyes glow red when she's angry. Dentria often sits on her throne, surrounded by hundreds of thousands of dead, decaying bodies. No human has ever ventured into her Plane, for fear of what may happen. It is the Plane of Death, after all.
- Trinolis, Deity of Oppression - Trinolis has millions of slaves. He often takes the form of a man with broken chains on his wrists and ankles. He is known for using the chains as whips. Those who have crossed into his Plane have become his slaves. When someone becomes Trinolis's slaves, they lose their sense of order. They become crazy. After many decades in Trinolis's realm, slaves are sent to the Plane of Chaos.
- Zok, Deity of Stupidity - Zok often takes the form of a massive ogre. He has three eyes. Two of his eyes are for seeing. The other is his brain. When Zok is blinded, his brain functions completely. When the third eye can see, it is exposed, which results in his stupidity. His younger brother, Urak, a minor Deity, often blinds him for that reason.
- Jeal, Deity of Envy - Jeal takes the form of a poor woman. She is always begging for new things, and envious, just as her Plane is. When she wants something from an adventurer, she is known for killing the adventurer for his or her belongings.
2.1 -- The Races In the land of Ephinur, many races reside. The following is a list of races you can be.
WE NEED MOAR!
- Human - I don't believe I need a lot of description for this. I will use one word: You. Humans can learn two schools of magic.
- Ruldikir - The Ruldikir have webbed feet with spiked toes. Their limbs are thin, but strong. Their skin is layered with tough, slimy scales and their heads are bearded with curved thorns. Their teeth are jagged, but sharp. The Ruldikir's bodies are thin, and they are often tall. Their hands are also webbed, and often have long, sharp claws. Their eyes are like a snakes, just as their head. The Ruldikir are an amphibious race. They can easily breathe underwater and can walk on land, though they are slower on land. The Ruldikir are usually archers, and can shoot arrows even when they are submerged in water. Ruldikir can learn two schools of magic.
- Gortin - The Gortin are a tough race. Their skin is a hideous shade of gray, and their bodies are massive. Gortin are usually extremely muscular and bald. Their heads are the shape of a Humans, though they have a circular mouth. Inside their mouths are several layers of sharp teeth. They have no noses, and their ears are holes inside their heads. The Gortin often wield giant weapons, including clubs, axes, and swords. The Gortin are not very good at Arcana, but are extremely good at melee combat. Gortin can learn one school of magic.
- Arcimians - Arcimians are notoriously pure-hearted and are rarely involved in criminal activities. They are dark skinned with pure white hair. Their faces naturally look open and trustworthy. Of course, with a reputation for being pure-hearted, this trait also makes them good ambassadors and negotiators. The best assassins are often Arcimians. Arcimians often look like Humans, aside from their dark skin and white hair. Arcimians have clean teeth. They are known for making themselves look trustworthy, then strike as an Assassin. They only assassinate for the 'good', however. Arcimians can learn two schools of magic.
- Lagnik - Lagnik are a mechanical race. Their bodies contain a variety of gears and wires that travel in and out of their bodies. Some of their gears can be seen from the outside. Their bodies are made of concrete, though their major joints are plated with bronze. Lagnik have a single wire that extends through their whole body, which carries oil. This oil is what animates them. If this wire were to be severed, the Lagnik would ultimately die. Lagnik are sometimes given wings of brass. The Lagnik were created by the Deity of Inventing, Initien. Lagnik can learn two schools of magic.
- Furidyl - The Furidyl are a magical race. The Furidyl people have been practicing magic for many milleniums, and have mastered the art. Furidyls have a bright purple skin and often have an emblem levitating in front of their forehead. They often have slim bodies, and are not very muscular. When given a sword, the Furidyl are just about as skillful as a rabbit wielding the sword. The Furidyl were originally found in caves worshiping the Deity of Magic, Arcanik. Furyidyl can learn four schools of magic.
- Silhouette - [Collaborators/Admin Only] Silhouette's are black spiritual entity. Silhouettes can take the shape of any of the races (excluding Collaborator-Only races), though they appear as three-dimensional shadows. Silhouettes are often rogues or thieves, because of their advantages in the stealth field. Silhouettes were first formed when a Sorcerer wanted to animate his shadow. The shadow became animate, but could think on its own. The shadow gathered other shadows to create the race known as the Silhouettes. Silhouettes can learn two schools of magic.
- Flawrak - The Flawrak are a humanoid race. They are angels from the Plane of Peace. The Flawrak often wear white clothing, including a hood. They have gold, wispy wings that look like transparent tentacles. Flawrak often wield a sword and shield. They have the ability to fly, but had to sacrifice their flight time for coming down to Ephinur. They can only fly up to heights of 20 feet and can only sustain that flight for about 30 seconds. The Flawrak were sent down to Ephinur to keep peace in the world. Flawrak can learn three schools of magic.
- Japuz - It's amazing this race managed to survive. They reach a height of four feet at adulthood and have little muscle to wield a weapon. They aren't known for looks, having a disproportional head, bulging white eyes, and an unhealthy looking skin. Most of them are bald. The only tool they have is the massive brain allowing them to be intelligently superior to other races. Often, Japuz are positioned in high places of government, universities, and armies. Japuz can learn three schools of magic.
- Rotick - [Collaborators Only] This race's origins are unknown, and are very sparse. Roticks are tanned and have the same variety of height, eye, and hair color as humans. The only way to tell them from humans is by weight. Roticks are hollow boned like a bird and can weigh a third of a human's size and weight. This is hardly surprising because 90% of Roticks posess wings that change color like a chameleon and can easily be folded, so they aren't noticeable. Roticks also posess claws and slightly webbed feet and fingers. They have a reputation for being odd-balls and are generally the subject of raci.sm from other, more common, races. They have magical abilities under the Furidyl, but are above other races. And they can hold their own in melee combat. They can learn three schools of magic.
- Mishappen - The Mishappen are an ugly race. Their bodies and faces are distorted. Mishappen are usually made up of limbs, skin, and other body parts gathered from the Plane of Death. The Mishappen were originally made to be the foot soldiers of the army of Death. Some, however, break away from this army, and [made by PR] become independent. Mishappen have disorted faces. Their bodies vary, depending on the mood of the Deity of Death. Mishappen make great fighters because of their survivability and endurance. Mishappen can learn one school of magic.
- Lingering Spirits - [Colaborators/Admin Only] Lingering Spirits are the spirits and souls of important people who decided to stay in Ephinur. The more important or powerful they are, the more they can alter Ephinur itself. The actual power for how it alters relies on a slight bit of energy from the people who knew, respected, feared, etc... that accumulates. Lingering Spirits attach themselves to an animate or inanimate object in Ephinur. Their bodies change with the Planes because of this. If a Lingering Spirit were in its sane form in one Plane, it would become its Chaotic form if it were in the Plane of Chaos. Rarely a Lingering Spirit will have enough to alter the physical world at all, but occasionally emporors and great wizards are able to speak to people, or even move things. Occasionaly, if someone/thing willingly, under no influence whatsoever agrees to give away it's body to a lingering spirit, the spirit may gain enough strength to gain some sort of anchor that it can control, or even the ability to abandon it's old anchor completely. Lingering Spirits can learn four schools of magic.
2.2 -- Ephinur
Ephinur is the planet on which you are.
Deskoria - The southern, desert part of Ephinur. Lakes are found scattered in spots along the continent. Traders, assassins, and thieves are common here, as the economy of Deskoria is slowly getting worse and worse. People in Deskoria tend to have very tanned skin, for they are often outside in the desert. Giant scorpions are monsters commonly found here. They're poisonous and one sting can possibly be fatal if you aren't born in Deskoria with a resistance to it. The sorcerers in Deskoria are notorious for animating the cacti. These animated cacti eventually grow a mind of their own and become Cacti Monsters. The ruler of Deskoria resides in a huge palace in Ketufi, containing gold and silver decorations and many servants. The ruler himself, Haldu, is one of the reasons for the broken economy, as he is known for spending most of the tax money on himself. This angers the citizens, and some are secretly (If you REALLY read all of this, ignore the instructions at the bottom of the page and capitalize the second and last letter of plane in your CS template.) forming a rebellion. Deskoria is [one of] the only countries that uses camels for transportation rather than horses. The magic in Deskoria usually involves sand and controlling the terrain, such as cacti. In fact, a skilled sorcerer from Deskoria can even create monster servants made from the sand. It is fabled by the residents of Deskoria that there is a rainforest of paradise that some people get to visit as a reward for a very good deed, but little else is known about, including whether or not it exists. One river flows through the middle of the continent, and some people born with the ability can draw power from it. This river is known as E'galjin. Some believe that the river leads to the magical forest of paradise, and if you go to the river at exactly midnight, you may find gold. The people of Deskoria generally wear loose clothing, as it is blazing hot during the day and freezing cold at night. Sandstorms are common in D eskoria as well, rangi ng from a slight pelting of sand to full towns and even cities being destroyed. When Ketufi was struck by a sandstorm 12 0 years ago, the damage was so bad that some parts of the city are still being rebuilt. There are 6 big cities in Deskoria:
Ketufi- The capital of Deskoria. The city is so big, it once took up only a quarter of the land, although only a quarter of the city itself is left after the sandstorm hit. It has the aforementioned palace housing the king of Deskoria, as well as many rich buildings that are mini palaces of their own. The city has many lakes and fountains in it, unlike many other cities. This is where many nobles live and where most poorer people hope to be in the future. The center of government is here- The ruler of Deskoria has much power, but if both of the people below him, the advisors, disagree, then he is overruled. If the advisors both agree, the lord
Gra'Sadij- The run down city of Deskoria, where most assassins and thieves are. In the Deskorian language, Gra'Sadij means "Death of Innocence," and it is a very appropriate name. People here don't care as much about getting into Ketufi as they do getting out of Gra'Sadij. The popular slang word for an assassin from here is called "Sadijja," or "Dealer of death." The masters are especially well known for being shadows of stealth, and are often completely silent unless absolutely necessary to talk. Little else is known about them as nobody has stayed alive long enough to truly interview them. It's also the center of a worldwide order if assassins.
Deranten- An average big city in Deskoria. It covers 10 square miles and has buildings old and new, and a large population. It's exactly like three other cities: Neban, Ja'bared, and Daa'zabar.
There is also one small Frosdulien settlement called Aligya, given to Frosdulien in exchange for aid in case war. It is guarded by Frosdulien soldiers rather than Deskorian ones. It houses some people, although it only has a small population of 1000 people, since it's the center of war in Frosdulien.
Creation of Deskoria- Early in history, Deskoria was just a large area of sand and cacti It wasn't until a man by the name of Ajgizerri Ja'Ketufi discovered how to use magic as a way to turn sand to building materials. After a guild of sorcerers got together called "Sorcerers of the Sand," the cities of Deskoria were slowly built.
Frosdulien - The northern, snowy terrain of Ephinur. Frosdulien is home to many arctic races. Frosdulien's economy is moderate. The residents of Frosdulien are often a thick-skinned or thick-hide race. Humans are rarely found up in Frosdulien because of the freezing climate. The largest point of interest in Frosdulien are the Frozen Thorn Mountains. This mountain range stretches across the whole continent and, at its highest point, reaches 21,466 feet. Frosdulien contains six major lakes and two major rivers. Its capitol is Winterwisp. Winterwisp is home to many arctic races. It contains three towers. One on each corner of the city. Each of the three towers represent one of the rulers in Frosdulien. The current king of Frosdulien is Gurdol. Gurdol is responsible for creating one of the most powerful armies in Ephinur. His army consists of twenty five million soldiers. His top three generals, Rudinth, Telthia, and Eurd have each conquered an army larger than theirs. Some of the dangerous creatures that live in Frosdulien include Ferk Tribes, Polinthian Lizards, and Quatiul Ogres. Rumor has it that, at the peak of the Frozen Thorn Mountains rules an undead king. He is said to take the form of many creatures that live in the mountains, and is very hard to spot. The city of Winterwisp was once conquered by an army sent down from the Frozen Thorn Mountains, which may have been where the legends have started. It took nearly 50 years before the other races could take back their home. Since then, Winterwisp has been repelling minor attacks from the Frozen Thorn Mountains. Many residents fear of a much larger assault. The current cities of Frosdulien are:
Winterwisp - Capital of Frosdulien. It contains one of the strongest armies in Ephinur. Its buildings are made of ice, and kept frozen and standing by magic. The guardians of Frosdulien, known as the Wisps, are powerful wizards.
Gopulien - Major trading city. Gopulien is located near the river Yulinir. Because of this, its economy has grown rapidly and continues to grow at a steady rate. Gopulien has an average sized army and a small militia.
Fort Werhilin - A major outpost. Fort Werhilin was first created by scouts examining the area around the peak of the Frost Throne Mountains. It started out as a small camp, and was soon attacked by an average sized army. The fort held its ground, and later grew to become the city it is today. It is located three fourths of the way up the Frost Throne Mountains, and is heavily guarded.
Fort Iyuptia - Another major outpost. Fort Iyuptia was created recently by a battalion of soldiers. The soldiers were on their way to search for the army of the Frost Throne Mountains. They gave up halfway up the mountains, and decided to create an encampment.
Lystrikan - The final major city of Frosdulien. Lystrikan is home to many refugees. Those who coulnd't find homes anywhere else were accepted here. They are protected by a large army and small militia. Lystrikan is located on the coast of Frosdulien, and is sometimes considered a major trading post.
Eastfarrow - The Eastern country of Ephinur, is covered in forests,home to many creatures,most similiar to the ones on Earth,things like Deers and Bears for example. Its peppered with small villages,usually home to humans,hardened woodsmen who are experienced with the wild. But,to the far east of Eastfarrow, is where the Euldak make their home. Creatures who are constructed of wood,and look like trees. They generally keep to themselves,as long as you stay out of their forests. No humans live there,as the Euldak will protect their residence with lethal force. They are known to be strong,and legend has it that the wood they are made up of is so strong,that once a lumberjacks' axe bounced off the wood upon being striken and killed the man. The trees can reach hundreds of feet into the air,atleast when your in the Euldak region. When the country was founded,it was said a war broke out between the Human settlers and the Euldak. The war lasted 2 years before they came to an agreement that the Euldak would get the east where the tallest and rare trees were,and the humans would get the rest. In the center of a large forest,there is Rifilienth,one of the largets canyons of Ephinur,it stretches almost 2 miles deep of red stone, It was said to be carved by Eastfarrows major river,Turidius,which still runs at the bottom.
Temperwood-
The capitol is Temperwood,a medium sized town,mainly made of wood of course,as many peole live in scattered out villages, Temperwood doesent have a high poulation. Temperwood is surrounded by a mixture of stone and wood walls. The army of Temperwood is composed of archers and quick footmen. It isnt a very large army,but the people in it are experienced hunters and fighters,so they get the job done.
Rainhold-
One of the few major towns in Eastfarrow,it is Eastfarrows main military outposts, Temperwood sends its trainees to Rainhold,and they come out soilders. Rainhold is surrounded with a stone wall. Due to being a military fort,it doesent have houses,the only main residences are the barracks. This is also where the few knights are trained,they dont have many of these as they prefer speed to brute force. The knights usually have a mixture of Chainmail and Iron armor,carrying a iron shield and an Iron sword.
Windway-
Again,one of the few major towns,Windway is Eastfarrows major trading cities,located on the border,next to the major river, Turidius Becuase of this,it is the main money source of Eastfarrow. The towns populations is only slightly smaller than the capitals. It is surrounded by a wood wall.
Just put a lot about the cities, economy, creatures, residents, myths/legends/rumors, wars, history, etc. Urotia - The Western continent of Ephinur. Urotia is a tropical land but dominated by a large mountain range.It has a wide range of jungle animals which are mostly dangerous so large cities develop outside of the massive jungle dominating its coast. Its inhabitants have to deal with extreme heat(jungle) and extreme cold (mountains). One of the many jungle animals is a Lyzarigon,a flying reptilian,one of the native species of Urotia,found in the rain forest areas,it resembles a Tyranadon(The flying dinosuar) It is about 6 feet long and eats meet with a beak that opens wide,revealing rows of sharp teeth. They usually hunt in packs,and will eat,or attacking anything that enters their domain.
Its economy is based on the mining found in its massive mountain range. And the towering trees found in the deep jungle land. There are only two cities due to lack of sufficient space for cities, the majority of the population lives in tree villages and mountain hamlets. The government is barely competent and a large portion of tax money is spent on useless things or supressing riots and rebellions. Bandits roam in undeveloped areas and small skirmishes to compete for the lands gold mines are frequent. There is one major nation dominating the continent named Urotia and several smaller nations with puppet rulers. Cities - Armenia
An underground sprawling metropolis where 90% of its inhabitants are in poverty. Its situated under the foothills of its mountain range. Crime is abundant and the blackmarket is alive in well in this city. Although the best warriors and poison experts on the continent can be found making a living here. Rest assured most wealthy men must spend a substantial amount of money to wake up without a dagger in there heart and there coins in someone elses pocket.
-Goratiul
A small city thats the capital of Urotia, most of its inhabitants are wealthy and corruption is low in this city, The rulers of Urotia live here (obviously) and are short-sighted enough to think their land resembles Goratiul.
2.3 -- Abilities People originate from different Planes of Epihnur retain special traits and/or abilities reflecting their native Plane. These traits differ between people as each person is unique. For example while one person from the plane of friendship makes a wonderful diplomat, another may simply just be likeable.
(IMPORTANT NOTE:Your characters traits and/or abilities MUST reflect their Plane's theme.)
2.4 -- Magic You must choose from a Magic School in this role play. The school you choose will determine what type of spells you may use throughout the role play. The number of Schools you can be trained in is determined by your race.
~ Schools ~ - Destruction - Summoning [Summoning living creatures, even creatures from the mind.] - Elements [Pyromancy,Aeromancy,Geomancy, Lightning, and Aquamancy.] - Necromancy - Abjuration [Spells that protect, block, or defend someone or something.] - Animation [Animating inanimate objects.] - Emotions [Such as instilling Fear, Courage, or Motivation into your allies or foes] - Illusions - Binding [Voodoo dolls. For example, if I bind your dad to a dog and I stab the dog, your dad will get hurt.] - Enchanting [Adding enchantments to items or people to give them special bonuses.] - Hexing [Adding hexes to items or people to give them disadvantages.] - Evocation [Manipulating energy or creating something from nothing.] - Healing [Medicine. Healing.] - Conjuration [Summoning simple thing such as food, water, weapons, etc.] - Universal [Simple spells that can be used by any Wizard/Sorcerer.]
3.1 -- Influential Groups
- [ A'jidi Kahul ] - The A'jidi Kahul originated in Gra'Sadij, Deskoria and is almost as old as Deskoria itself. The assassins practice the art of stealth. They are identified by white hooded robes and black, engraved daggers. They kill for money and political reasons. To join, you must not be known at all but are suspected to be a good assassin. You are then followed to your contracts and accepted into the group after a while if you've done well. The power of individuals in the group goes as follows: - [ The Leader ] - Leader- The most important master assassin. This person in known only by true masters who have been around at least 30 years. The leader manages the group. They are the most respected assassin.
To officially become the leader, you must take your dagger and make a small cut on your wrist, allowing a few drops of blood to go into a large bowl where all other A'jidi Kahul leaders have dropped their own. This may only happen after the leader dies.
- [ Sa'dijja ] - Sa'dijja - The Sa'dijja are the most skilled assassins besides the leader. They don't communicate with the leader unless an important matter is being discussed and the Sa'dijja can help with it. Little else is known about them besides how bad an idea it is to anger one.
- [ Higher Ranks ] - Masters - The master assassins are not usually as skilled as Sa'dijja, but are very good strategists and often help make decisions.
Ki'lad - The assassins who are exceptional, but not masters. They are above the Ma'keti.
To join the higher ranks, you must have a symbol of a circle with daggers going through in all directions through the circle to represent brotherhood branded on to your arm.
- [ Lower Ranks ] -
Ma'keti- The rank and file assassin who are assigned basic tasks and occasionally more important tasks to truly test their skill. They usually train novice assassins and apprentices.
Apprentices- Assassins who need to be trained
Novice- New assassins they generally attain the rank of apprentice within a few years if they are any good.
- [ AGORT ] - Agort is probably one of the, if not the richest organization in the planes.
All in all, it has a suprisingly small amount of members for how much wealth it has accumulated, but it is still a great deal of people compared to other thieving organizations. Agort mostly works by manipulating people in general, in fact, for decades, many people didn't believe it actually existed, and thought it was simply independent thieveries or just one god-like thief, even though these thieveries would happen in the same cities at the same times.
The "Leader"known as Ardit la'mot or "The elusive one" in the old tongue , controls everything that goes on in the organization. The orginal leader, who's name was lost, singlehandedly "built" the organization, and is said to have not only built the whole system by hand, and also to have gotten more then a third of Agort's wealth. He chose the next Leader for his proficiency and loyalty, and the leaders were chosen that way ever since.
3.2 -- Rules 1 - If a Race says Collaborator/Admin Only, then OBEY IT. 2 - No godmodding. 3 - Read all of the required stuff. Try to read the recommended stuff. 4 - ??? 5-common sense please
3.3 -- Character Sheet Name: A.ge: Gender: Race: School(s): Bio: Appearance: Plane: Plane traits and or abilitys: Other:
Ca'imorEre't
(If you read all of it put "None" under your CS.)
4.1 -- Collaborator/Admin List - Idea and Role-Play Created by - PurelyRandom
- Collaborators - Assasintrooper Taytayisgr8 Gwebster2 Taiwolf1234 Recesity PurelyRandom
- Admins - Taytayisgr8 Taiwolf1234 Recesity FIRECAKE Graulas PurelyRandom
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| 06 Jun 2012 08:11 PM |
| [IT IS DONE! Hooray! A big thanks to all of the people who helped in the making of this Role-Play.] |
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| 06 Jun 2012 08:12 PM |
| (Course people will decide its too lengthy, darn you lazy new age roleplayers!) |
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| 06 Jun 2012 08:13 PM |
| (But we will get the Collaborators. That's actually enough. :P) |
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| 06 Jun 2012 08:18 PM |
| (This is awesome. Though i'm not going to join, congrats on finishing it, random. ^^) |
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| 06 Jun 2012 08:50 PM |
(I'm still a bit confused...
If the Planes are basically mirror images of Ephinur, would that mean that the same cities and the like are still on each Plane, but slightly different, or maybe not even changed at all?
Oh, and, you didn't have to put me on the list of admins, considering I didn't really do much...) |
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zappy67
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| Joined: 12 Jul 2008 |
| Total Posts: 37446 |
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| 06 Jun 2012 10:19 PM |
3.3 -- Character Sheet Name:Julio A.ge:42 Gender:Male Race: Lagnik School(s):NONE Bio:Julio Lives In the Frost Thorn Mountains,Where He Carves Things Out of Ice To Trade In Winterwisp.He Is a Gambling Man,and Will Flip a Coin with Many Traders To See How good Of A Deal he gets On Items.Julio Used To be a Guard With a Group Of Merchants That Traveled Throughout the Land,Ripping People off For Items they Didn't Need. Appearance:Has Many scars in his Concrete Body.Has Wires,Coming In and Out Of his arms. pLanE: Opportunity Plane traits and or abilities: Flips a Coin For Any Deal. Other:...I Don't Know what to say. |
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| 06 Jun 2012 10:21 PM |
[@Tai; I put you there because of your contributions, but also your experience in Role-Playing.]
[@Zappy; Are you sure you want None for Schools? And please don't capitalize all of your words. Other than that, accepted.] |
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zappy67
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| Joined: 12 Jul 2008 |
| Total Posts: 37446 |
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| 06 Jun 2012 10:23 PM |
| (I really dont like magic all that much in roleplays,but i guess i'll take ice.and sorry about the capitalizing.It happens and i cant control it.I Try to,but i cant.sorry.) |
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| 06 Jun 2012 10:23 PM |
| [@Zappy; It's alright. Accepted.] |
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zappy67
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| Joined: 12 Jul 2008 |
| Total Posts: 37446 |
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| 06 Jun 2012 10:26 PM |
| (Whoo!A good Rp!Lets hope this One doesn't die!And uh,Is there a plot that goes with this?like Something evil is out in the planes destroying something or other,and someone Or something has to stop it?) |
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| 06 Jun 2012 10:42 PM |
Name: Quinitius Tombstile ["Kih-nit-tee-us Toom-stil"] A.ge: 22 Gender: Male Race: Silhouette School(s): Abjuration & Summoning Bio: Quinitius was made by the original shadow. He is a direct descendant of the first Silhouette. Quinitius has only been around for a short while, but he is slowly realizing what his goal is in this world. He was created in the Plane of Knowledge, and remained there for a short while. He has traveled through several planes, but decided the Plane of Knowledge was where he belonged. While in the Plane of Knowledge, Quinitius studied frantically. He read hundreds of books. He did not intend to gain all of this knowledge. His first goal was to find his fate. He knows now that he must venture outwards to find his fate. Because of this, he is, reluctantly, looking for a gateway to the Plane of Passage. Appearance: Quinitius is a Silhouette. Because of this, he appears as a black shadow. He likes to take the form of a Lagnik. Plane: Plane of Knowledge Plane traits and or abilities: Quinitius can decipher any text he reads, no matter what language it is, or if it is coded. Other: :P
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| 06 Jun 2012 10:43 PM |
| [@zappy; I will reveal a basic plot. The rest must unfold through the course of the role play. The Planes will eventually merge together, and you, the adventurers, are in the middle of it.] |
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jackrr
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| Joined: 03 Jun 2008 |
| Total Posts: 9119 |
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| 06 Jun 2012 10:45 PM |
(I wanted to put tl;dr as soon as I saw the length.
then I read it.
and applaud you sir.) |
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| 06 Jun 2012 10:50 PM |
| [We put a lot of work into it. :)] |
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| 06 Jun 2012 10:52 PM |
(Oooh, I think I get it. Basically, each Plane is a common element of a world, but it's just seperated. Once they merge, Ephinur will have all its elements together.
Amirite? 8D) |
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| 06 Jun 2012 10:53 PM |
| [@Tai; Yes. But all of the elements can't co-exist. Chaos can't be with Order (At least, to the same extent), Life can be with Death, but not to the same extent. However, when you put the Neutral Planes into play...] |
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zappy67
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| Joined: 12 Jul 2008 |
| Total Posts: 37446 |
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| 06 Jun 2012 10:59 PM |
(So Can I start with this?)
Julio sat Outside his Cabin,Carving a Ornate Dagger Blade Out of ice,the Handle,Sat Next to him,Made Of raw wood,ready to be made whole. |
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| 06 Jun 2012 11:01 PM |
[@zappy; Yes.]
[And I would just like to add: You may change your Plane later on in the RP. Of course, it will be troublesome doing so, especially if you want to go from Evil to Lawful or vice versa. And I will control the deities. My character will act as an NPC.] |
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zappy67
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| Joined: 12 Jul 2008 |
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| 06 Jun 2012 11:01 PM |
| (Soo i Accidently skipped the Magics part,so would It be alright If I had Binding magic as well?) |
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| 06 Jun 2012 11:20 PM |
| [Bump of READ THIS. Lazy role-players. Read for once, will ya?] |
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faultydex
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| Joined: 18 Sep 2010 |
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