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Seear's Dance Rp [5/5]

Discussion in 'Forum Games' started by Tisaun, Aug 2, 2019.

  1. Tisaun

    Tisaun Lad HERO

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    Hey everyone, I mustered the courage to start another forum roleplay. Let's hope this one goes well.

    Welcome to Seear​

    A world home to the varied landscapes, from the freezing waters of Hymnuria to the volcanic nation of Lesdahran. Venture far and wide and discover the secrets of the land, as well as encounter many important people. Brimming with magic, the world waits for the adventurous and courageous.
    Yeah, I know, pretty stereotypical RPG stuff.

    Feel free to explore the world, I spend way too much time in the unnecessary details.

    Status of the plot: Started, phase one.

    Magic system: The types of magic are divided into three main categories: Particularities, Elemental Magic and Runes. Those are listed below:

    Particularities: Unique to humans, most people are born with abilities that differ from other types of magic in the world. Although there are mild chances of an individual being born with a common one, like Healing, some might unique abilities. Fathre Threin, the current Prince of the Principality of Yuhtok, in Klaril, has Magnetism as his, which makes all metal that is not in contact with him to be pushed away whenever he activates his Particularity, for example.

    Just like any other type of magic usage, Particularities are not without drawbacks. Overuse may lead to strain in the area the ability takes effect upon or, in some cases, the Particularity is directly correlated to a problem the user may experience. Karaave Klauss, a renowned general of the Aatsuran Royal Guard, for example, is unable to swim due to the increased density of his body, a side effect of his Particularity.

    Another known side effect, although much more extreme, is due to the prolonged use of Healing. After several years of treating wounds with said Particularity, several swellings appeared on the bodies of countless people, alongside extreme and unexplained weight loss and blood in excrements. After a few months, people experiencing these effects died off, causing the overuse of the Healing Particularity to be forbidden in any medical institutions, except for the Academy.
    Elemental Magic: Engraved into the evolution of society as it is today, elemental magic is present in many aspects of society, from the most basic activities to the highest ranks of the military and royalty. The primal elements of magic are Lightning, Water, Fire, Air and Earth, which interacts with each other in a cycle of counteracting, such as described above. Although used in day-to-day activities, over usage of elemental magic can cause many side effects to the body, as listed below:

    Drawbacks to the usage of elemental Magic:

    Air - Upon over usage of air magic, the user may experience: Lightheadedness, lack of air, severe headache and fatigue.

    Earth - Upon over usage of Earth magic, the user may experience: Severe muscular strain, concussion symptoms, headache, and in more severe cases, broken bones.

    Fire - Upon over usage of fire magic, the user may experience: Dehydration, mild to severe headaches, fever, vomiting and in more severe cases, second to third-degree burns.

    Lightning - Upon over usage of lightning magic, the user may experience: spasms, slower reasoning and thinking skills, twitching muscles and in more severe cases, the lightning may break the skin in the region of its usage, causing patterned burn marks.

    Water - Upon over usage of Water magic, the user may experience: dehydration, dizziness, throwing up, cough, and in more severe cases, blood in the cough.
    Runes: A kind of magic discovered as the ruins in islands by Efrelain came to the public knowledge in 1582, Runic magic has ever since been a fundamental asset in multiple parts of society, such as armoury, tools, buildings and the likes. U.N.H.I.R. have been the pioneers of Runic magic for the past decades, with revolutionary techniques, although those are seen only in Iktar due to political differences with other nations. The range of use of runes is unfathomable, as research on sites in the islands of Nerrou and the Guallé Archipelago keep discovering tablets with writings of new runes of varied uses, ranging from decreasing the weight of items to creating heat out of latent energy on the surroundings.
    Derived from the Efrelain animals that fled to Plínnau and Colden in elvish ships, some types of magic are unrecognized by the international community, such as Animagus, derived from distilling the magic off of the blood of magical creatures to create powerful concoctions that with time, the mages can utilize as a way to transform into beasts without needing blood.

    Important to the magical community as well, is the prospect of Magical Conductivity. Discovered by Hymnurian researchers in their efforts to find ways to sustain life on the frigid Hymnuria, Magical Conductivity is the ability of a material to better utilize the amount of magic that flows through it.

    Though in the past century this aspect has been related to Runes more than Elemental Magic, the golden days of this technology helped greatly in the wars fought using the elements. Swiftly selling this knowledge to the rest of the world, Hymnuria spread thousands upon thousands of weapons of tungsten and Black Gold making, created specifically to canalize and amplify all magic that coursed through them.

    Today, most weapons are made out of tungsten and steel alloys, given the rarity of Black Gold and availability of Runes to counteract the brittleness of the materials. Catalyst crystals are also used on rare occasions, though mostly for ceremonial items or gifts to high-ranking generals in some militaries.

    The geography of the world is as seen on this map, and as explained by the Coldenic geographer Setrah Farin.
    Aatsura: Although mostly dominated by harsh deserts and unforgiving badlands, the Aatsuran Empire has managed to persevere for the past three hundred years uninterrupted, ruling from the Murai Peninsula to the Hullie River mouth. The capital, Santur, stands by one of the only rivers to run through the desert throughout the whole year, the River of Saints. With mountains on the coasts to the West and South, Aatsura relies heavily on its two bays for commerce, maintaining good relationships with Klarifi and Colden, as well as its neighbour Lesdahran.

    Lesdahran: Comprised of mostly mountainous terrain and volcanic-active land and islands, Lesdahran manages to thrive against all odds. Descendants of an ancient Aatsuran empire, the people of this land explore its plentiful jungles and mine out the rich mountains, supplying a great deal of the tungsten and iron demand of the world. With several outposts on its hundreds of islands, Lesdahran manages to balance out the hardworking environment present in the mainland with paradisiac land and seascapes in its island capital, High Allengard.

    Colden: In decline since the beginning of the century, Colden has once been a huge economic and military power, now relegated to finding a way to stop the advancement of the Mist further in its territory. With a large territory that spans from the Howling Mountains to the Aphan Sea, Colden boasts from varied culture and landscapes, even in the recent, trying times.

    Opladyl: Neighbour to Colden, Opladyl is a mysterious nation. With its border expanding ever so slightly with the advancement of the Mist, this country has maintained barely any relations with the world outside of its confines, with barely an embassy per nation. Due to this and a large amount of Mist stopping navigators from being able to successfully map the Northwest coast of Daklem, making this part of the world treacherous and unknown to navigate.

    Plinnáu: A nation overtaken by its endless forests, Plinnáu is home to one of the most intricate ecosystems in all of Seear. Running through the entirety of the nation's territory, the Fenyon River provides the lifeblood of the great jungle, splitting Sarmoau in half near its river mouth. With plenty of connections to Illiarel and Heril, Plinnáu thrives in its export of woods and tincture to the world. Being the closest nation to Efrelain, this is also the place with the highest concentration of elves and dwarves.

    Dameren: Largest of the islands by Plinnáu's coast. Although firstly populated as part of a treaty between Colden and Plinnáu, Dameren has been considered a part of the oceanic territory of its closest nation. Throughout the years, this former prison has developed into an important outpost to seafarers and traders alike, transforming into one of the wealthiest regions in its vicinity. Rich in high-quality marble and other construction materials, Dameren maintains good relations with Aatsura, one of its largest business partners.

    Heril: A land bridge connecting Plinnáu and Colden, Heril is by far the biggest economic superpower in today's world. With access to both the biggest gulf and the biggest bay in the world, this small nation is responsible for transporting most of the exchanges between Plinnáu and Colden, as well as permitting the Republics of Hymnuria passage through a man-made canal, allowing for better travel towards Iktar. In recent years, Heril has been investing in buying more land in Colden, expanding its area of reach and power.

    Klarifi: A nation scarred to this day by wars of the past, Klarifi is one of the poorest and least populated nations in the world. Sporting a myriad of biomes all over its territory, from the northern marshlands to the vast bushlands and cypress forests alongside its western coast. The nation maintains shakey and unstable relationships with its neighbours, Hetsunai and Illiarel, due to the history of wars between the three nations. Trades with Aatsura and Lesdahran have been on a rise as of late, though, as Klarifi provides wood and crops to the nations.
    The unique quality of Klarifi is, however, the allowance of the Academy and its teaching methods. Many students from around the globe leave their homes to study under one of the twelve filials of the Academy, which provides the best teaching among all magical universities.

    Illiarel: Another one of the large nations of the Yunn mainland, Illiarel boasts a path of extensive military victories. Maintaining the same large army that granted them the great amounts of land it keeps to this day, this nation has the largest economical and political influence among its neighbours. With commercial partners such as Plinnáu and Lesdahran, Illiarel thrives on the export of iron, beans and grains. Besides, it maintains good relations with Hetsunai, going as far as to allow necromancers to freely roam the cities, to the exclusions of cemeteries.
    To the West, most of the landscape consists of large mountain ranges and its valleys, with forests to the east and a small, semi-arid area to the south. Even with a smaller cultivable area, Illiarel manages to thrive more thoroughly than its neighbour Klarifi.

    Hetsunai: A powerful and well-recognized city-state, Hetsunai has existed for as long as its neighbours. Not as military-focused as its peers, the small state developed a culture of its own, preserving their kings and queens within the walls of the mythical Necropolis, a city of the dead hidden within the Mountain-Hewn Palace. With a rich belief in the Beyond, a place after the Final Death, the people of Hetsunai have maintained themselves neutral throughout the wars of Illiarel and Klarifi. The latter, however, holds the City-State's beliefs as unnatural and implements as many trade blockages to the small nation, stopping it from growing quickly. It does, however, thrive in its relations with Illiarel.
    Disclaimer: Due to the unpredictability, I won't allow the players to be a necromancer since I don't want people walking around and raising an army of the dead.

    Iktar: A mountainous nation located in the middle of the Parthun Ocean, Iktar has boasted from a heavy and powerful military ever since it's dawn. Having shared land with several other nations in the past, Iktar now rules over the entirety of Höll, conquering all its rivals. In 1665, the Iktarians started their war on Jhetak, warring its neighbour over the next six years, culminating in the annexation of the last enemy of Iktar. Living a peaceful period with the other nations since then, the mountainous empire supported the endeavours of the Republics of Hymnuria. Providing economic and military support to the North while they developed, Iktar created a strong bond that earned them the advanced runic technologies made on Hymnuria throughout the years, unknown and unavailable to all other nations.
    Even then, the nation holds relations with Colden and Aatsura, supporting their governments and obtaining the supplies it can't produce from the two empires.

    Recently, Iktar showed great disapproval of the coup that overthrew the Aatsuran government, with High Lord Sabbarat mentioning the need for 'extreme intervention' in the nation.

    Efrelain: A truly unknown land, equally off-limits to all races and species. Homeland to dwarves and elves alike, all that leave this continent are prohibited to come back. All that is known of the large landmass comes from the journal entries of elf-kind, which even then reveal little to no information on Efrelain.
    Through the exploration using Herilian boats and great spyglasses far away from the shores, it was possible to record the great fjords all around the western side of the continent, with countless islands and black sand beaches scattered throughout the edges of the land.

    The Independent Republics of Hymnuria: Formed roughly eight hundred years ago from a former Coldenic prison for criminals of war, Hymnuria is a land of barren icy plains and plateaus, with little to no life in nature. Through the effort of the settlers and smuggled goods, though, the first permanent city repurposed the prisons into liveable buildings for the small population. In their research for the creation of reliable and self-sustained cities, early Hymnurians discovered the properties of magical conductivity in various materials, such as the abundant tungsten of the frozen continent. Through this discovery, the cities were able to profit enough to fund further research and expeditions around the globe, growing their cities and attracting scholars to the frigid nation.
    Ever since the discovery of Runes by Hymnurian researchers in the early 1500s, the Republics have seen a completely unmatched growth and prosperity. Through the usage of Runic magic, the nation was able to fully revolutionize the land, terraforming the ice plains into warm and fertile soil, which was used as a base for its largest and oldest cities. With such prosperity, the Republics offered land and freedom to researchers from around the globe, exchanging their high-end technology and services for the addition of minds.

    Ever since the 1800s, The Republics of Hymnuria have closed their borders to the world, allowing only scheduled ships in their man-made ports. That is the aftermath of several attacks by Herilian and Plinné radicals, among other smaller attacks from the other nations. The exception being Iktar, which has held relations with the North ever since its dawn in international relationships. Providing military support and escorting Hymnurian ships to and fro, Iktar is the only nation to boast the high-end technology from the northern nation.
    Church of the Last God: Based on the manuscripts from Aatsuran archaeologist and general Reneeve Saastross, from 831, this Church believes in the existence of a singular god, responsible for the winds and rain. According to what the archaeologist had written, in his studies through the ancient ruins near Lake Untha, he found proof of a singular god, a survivor of a catastrophe that wiped all of the other deities. After roaming Seear alone for centuries, the winds wiped the remains of the other deities into what now are the landmasses, making their spirits free to roam in the winds and creating an entirely new world.
    The adepts of this religion believe that the manipulation of wind is directly correlated with disrespecting the souls of the dead, and so in some places, such practice is a taboo. Nations such as Colden and Aatsura have most of their population as believers of the Last God, although the first condemns the usage of Air Magic harshly, as it is seen as an impure use of the souls of the deceased. It's common for these people to believe that storms and tornadoes are enraged spirits.
    Ikarta: A series of tales that predate most modern civilizations, the Ikarta bases itself off these tales, each one telling a story of a warrior and the virtues needed for a true soldier and leader. With a total of 99 stories, the legends regarding the creation of the book Ikar talk about two soldiers, in a time where war broke among all nations and gods, causing a collapse that shattered the world into pieces. The collapse sent most of a continent to under the seas, with only Iktar remaining. The two warriors found shelter in the windy mountain of Hikath and exchanged stories of their adventures and their fellow soldiers, each with virtue and morale stronger than the other. When it came the day for them to share their last stories, the gods found their hideout and killed both. However, due to the magical nature of the Hikath, they reincarnated into a lake which fed the mountains with water, which made the life flourish again in the land, and into a tree, with their roots so embedded into the stone of the mountains, not even the gods would be able to move it.
    Due to this tale, the Ikartaneen believe in a cycle of reincarnation, achieved through success as soldiers, following the virtues of the Ikar, to truly achieve peace and unity with nature.
    Often entertained by the nations as shows of power and as ways to promote the military or other groups, tales of powerful men and women can be found in all civilizations across Seear. While most are distorted in ways to show the greatness of the nation and not the true reality of facts, plenty of history books can provide a closer look at these myths.






    Although most currencies are accepted worldwide, a few nations still refrain from the usage of other cultures currency. The most accepted currencies are:
    The Coldenic Piece (Silver, copper and iron)
    The Iktarian Chipped Iron (Whole, Half and Shard)
    The Aatsuran Estren (Estren, Cent)
    Most nations accept these three types of currency, although places such as Hetsunai have their own.
    Currency equivalence:
    A Silver Piece = Five Copper Pieces
    A Copper Piece = Five Iron Pieces
    One Silver Piece = Two Iktarian Chipped Iron
    One piece of Chipped Iron = Two Halves
    A Half = Two Shards
    An Estren = A Silver Piece
    An Estren = A Hundred Cents
    Elves and dwarves, natural of Efrelain, are rare sights among the outside world, although some can be encountered in higher concentrations depending on the nation you're in. Humans have the domain over most of the world, although there is no record of humans entering Efrelain successfully.
    Elven lifespan: Unknown, oldest elf to come from Efrelain is around 3628 years old.
    Dwarven lifespan: Around 250 years, although some individuals exceed 300.
    Human lifespan: Around 90 years.
    Disclaimer: Humans in this world are more physically capable than in real life, so your average Joe has about the strength of a top athlete and the speed of an Olympic track runner.
    The Academy: With twelve Filials scattered across Klaril, the Academy is an institution of learning, veneered across the continents for the quality of the professionals it forms. It's methods though, are known to be ruthless, with the warriors training there fighting until one passes out from the pain, with the loser being transferred to the medical bay, where they are stitched back together by the medical students.
    The original building is situated by what is now the biggest city in Klaril, Sharten, although the massive buildings and residential areas built around the original Academy outshine the city.

    Museum of Art and Culture of Flet: A gallery of pieces of various artists and arts who stay around all year, with a few seasonal events. Currently, it holds the pieces of famous Opladylian artist Halrah Stravehn, well known around the world for his exhibition 'Immersion'.

    A 'little' timeline of events.

    1907: Current year. Government of Aatsura is overthrown by populist rebels.

    1856: The Republic of Ghather is established in Hymnuria.

    1732: Is established in Lushou, Plinnáu, the House of Medicine and Science, founded by Helea Flunt, an elf from Efrelain.

    1689: Is assassinated the King of Opladyl, in one of the rare occasions the nation's royalty visits the world outside the country. Although making Colden less trusted by Opladyl and neighboring nations, the mist country took to action, choosing to seclude itself off and creating laws to stop citizens of Colden from entering the country.

    1666-1671: In the subcontinent of Hòll, a war breaks out between Iktar and its neighboring nation, the now-extinct Jhetak, resulting in the annexation of the latter into Iktar’s territory. Citizens that were formerly from Jhetak still hold bitterness towards the militaristic government, although aspects of its society have already been implemented into Iktar. At the same period, a small passage that connects Colden and Plinnáu declares it’s independence from Colden, naming itself Heril.

    1440-1459: The Klaril government is overtaken by a group of separatists for almost two decades, in which the new leaders institute a parliament system, which is kept to this day. Although the money was redirected from the military to the research sectors of the country, fueling a deep fever for innovation, which fed the exponential growth of the Academy. The group later left alongside it’s best researches towards the U.N.H.I.R.

    1428: It’s caught and executed in Aatsura the serial killer Fyrila Anbsor, who had been charged for the murder of over a hundred and twenty-two people over 12 years, in an area spanning four nations. Originally from Iktar, the murderer was said to have laughed at his execution, joking about the lack of an audience. He was hanged and his ashes thrown from a mountain in Colden.

    1331: Creation of the U.N.H.I.R... The territory of Hymnuria was split from Colden after pressure from multiple neighboring nations, resulting in, over the next two decades the land being disputed by nations of the north. Eventually, governments agreed that separatist groups with tendencies of overthrowing the government should be sent that, which led to the creation of U.N.H.I.R.

    1289: The tribes of Plinnáu coalesce into its first city, Sarmoau, which leads to the nation being recognized by its closest neighbour, Colden.

    1163: A war breaks out between a much military stronger Opladyl and Colden, resulting in the loss of the latter. Due to the mist dissipating in the battle sites though, Opladyl’s territory receeded, which led to Colden taking its territory.

    868: A fire burns half of the Library-Archives, causing a massive loss of knowledge, which is today thought to be at least three hundred years in the future of the society of the time.

    438-511: A war breaks between Illiarel and Klaril, resulting in the latter losing a third of its territory and becoming so weak that there are scars to this day in the nation.

    324: Beginning of the documenting of world-related information in the Library-Archives.

    179: The tribes on the north of Illiarel get annexed to the Kingdom.

    Year 0: An earthquake of proportions unseen before shatters the cities and mountains of the Nerrou Islands, followed shortly after by a tsunami, which then drags into the ocean the remains of the civilization. This event, known as the Fall of Akh-Harad, marks the beginning of modern times.

    B.F.A: Although not as thoroughly written and studied as the periods coming after the Fall of Akh-Harad, the time before this important event is still ripe with information. Through analysis of elven journals, cultural and architectural influences and ruins of ancient cities, archaeologists have managed to create what is considered a somewhat accurate timeline of events from times before the Library-Archives.

    ~100 B.F.A.: Having colonized the Lesdahr Peninsula and explored its resources for almost a hundred and fifty years, the Dahrans were slowly being depleted of their fighting power in the Aatsuran coast. The rise of a powerful coalition of tribes and cities had been slowly gnawing at the Empire, costing them much of the land they had previously gained through wars and conflicts. With a year-long battle for the Dahran capital, the coalition defeated the Empire, with the fleeting royalty settling down far away, in the Lesdahr Peninsula, slowly re-establishing themselves. Through the centuries, the Dahran formed a new government, calling their nation Lesdahran.

    ~250 B.F.A.: The Dahrans form into a large empire, colonizing cities outside of the jungle by sailing into the sea to the west, settling into the cultivable lands along the coast and avoiding the desert further inland. Due to several conflicts, an expedition was sent further North in search of more peaceful grounds for the settling of the capital of the Empire.

    ~475 B.F.A.: An early Aatsuran civilization formed on the jungle near the Hullie River started advancing their techniques on boat travelling. For the next decades, the early Aatsurans who called themselves Dahrans improved their boats and began sailing up the river, expanding their territories and knowledge over sailing techniques.

    Now, for the player applications, if you want to discuss things in more depth, as I imagine Particularities will be, I recommend starting a convo. Otherwise, you can post it here if you feel like it!

    Name:
    Age:
    Gender:
    Race:
    Homeland:
    Appearance:
    Items/Weapons:
    Backstory (Optional):
    Type of magic, if any.: Particularities go in here as well.

    And some rules to prevent total anarchy.
    1. Please don't god-mode or metagame. Just some common sense.
    2. If you keep pushing your limits shortly after being injured, you're going to keep getting worse and worse until you inevitably die. And I will kill off your character if you act suicidal or do dumb decisions, like jumping from a building or some other stuff like that.
    3. If you make enemies, expect them to return. You're not going to get away from kicking the King of Godknowswhat by leaving the country.
    4. Try to stay on the character.

    Name: Fraise Othima
    Age: 33
    Gender: Male
    Race: Human
    Homeland: Aatsura
    Appearance (Reference design - Primrose - Octopath Traveler ): Light, quartz coloured skin tone with just a hint of tan and neatly styled dirty blonde hair. Dark blue eyes, slightly athletic physique, and height of 5'10. Attire consists of a brothel dancer theme; flowy rose-coloured top and trousers styled that makes dancing more convenient. White and gold trimming details on the clothes as well as several golden loop bracelets around his wrists and similar necklaces around his neck. A silver circlet of light pink and white gemstones on his forehead, hair strands sometimes falling in front of it. Strapped sandals that climb a little bit up his legs.

    Items/Weapons:
    • A clipped satchel on his belt that can be taken off as needed (primarily when dancing).
    • A light brown leather whip that spans up to 8 feet. Barely used.
    • A curved dagger with embedded gemstones matching his clothing colour scheme.
    Backstory (Optional): Fraise was raised as an only child in a somewhat nice yet shady part of Aatsura. His parents never paid that much attention to him, so Fraise typically roamed around the streets and frequently caused mischief wherever he went. Eventually, when he grew into a young adult, he was caught causing commotions at a nearby brothel and was forced to pay off his damages and troubles by working or be exiled to the sands outside the kingdom. Swiftly taking the job, Fraise was taught by the brothel dancers their dancing arts and soon became a favourite for the audience. His attitude and personality eventually evolved into being charming yet cunning, a somewhat enticing mystery to those he charmed. Eventually growing tiresome of Aatsura, Fraise packed the little belongings he had and set off to make his adventures and tales.

    Type of magic, if any.:
    Fire Magic
    Particularity: Haste ~ Aatsura's dancing techniques combined with a mischievous childhood of constant escape from trouble resulted in Fraise's impeccable and swift footwork. Whenever he activates his particularity, Fraise feels tremendously agile, able to sprint longer distances compared to most athletic, normal people and gaining a confidence boost when performing difficult acrobatics.
    Name: Deton van Heimer
    Age: 22
    Gender: male
    Race: human
    Homeland: Heril
    Appearance: green eyes, average length silver hair, casual clothing mostly red,
    Items/Weapons: a necklace with a crescent moon, small crossbow and bolts, coin pouch
    Backstory: During his childhood, Deton was treated well living a good life in a small merchant family with his father Maximilian van Heimer, his mother Valeria van Heimer and older sister Lucy van Heimer. Before Detons particularity surfaced they all lived as a happy loving family enjoying the company of each other. After Maximilian learnt about his ability he got the bright idea to use his son for personal gain, soon after he had contacts with the wealthiest merchants in Heril, and Deton became just a tool for his gains and wasn't treated like a son as he was dangerous. His mother objected about the way Maximilian treated his son but got quiet as soon as she saw how much money they had been earning. The only person in his family that treated him like he was a part of the family was his sister Lucy, she was also the only reason he hadn't run away yet. One day he got tired of all the crap his mother and father were giving him and decided to use his ability on his father to treat him like a son, but his father was clever he had asked a runic mage to make him a charm that would protect him from Detons power. When he noticed it being used on him he beat Deton so he wouldn't even think about trying it again. Some years later the van Heimers had become one of the wealthiest merchants in Heril all because of Deton, and to the public, he wasn't even a part of the family. Deton wanted to escape and he tried, but luckily was caught by his sister telling him he'd get killed if he couldn't protect himself and offered to train him a bit as she had started to learn a bit of magic out of boredom in the house, Deton learnt a bit of air magic and when he was ready to leave his sister gave him her necklace to remember her by. Suprisingly his parents didn't even care that he left as they were enjoying the rich life. Deton has been gone from his family for a year now, painted his hair silver and cut all ties with them although a bit sad about not being able to speak with his sister anymore he starts planning on how to throw his family back to where they came from, piece by piece
    Type of magic, if any: Air magic
    Particularity: Manipulation
    1. I learn basic information about someone (name, gender, race, profession)
    2. I can make anyone extremely gullible once every 6 hours
    Name: Darx Silvenhound
    Age: 17
    Gender: Male
    Race: Human
    Homeland: Colden
    Appearance: Silver hair, silver eyes, white t-shirt, brown pants, brown boots, looks polish, big backpack

    Items/Weapons: Dagger, Lots of Runes, Candle, 20 ft. of Rope, 20 pieces of paper.

    Acquired items:

    • [Event Item] Sword of Deception; This longsword is engraved with runes alongside all its blade and hilt, which adorns a small orange gemstone. It appears to be nigh-indestructible. Can be used to channel magic.

    Backstory (Optional): Growing up the son of archaeologist parents, he followed and helped them throughout their studies. Their studies were on runic magic. Their son, Darx toyed around and tested the power of these runes. He learned and tested and investigated ancient runes, how they work and how to work them. However, during an investigation during the ruins (at age 12), his parents were killed in a rock-slide. From that point, he fully dedicated his life to runic research. And because of that, he took up the life of an adventurer to get some money for research because his parent's inheritance is close to running out.

    Type of magic, if any: Runes
    (Is a jack of all trades)

    Rune List

    Has General Rune Knowledge


    Particularity: Memory; Makes Darx able to remember specific patterns and general information, which leads to him being able to use the below runes

    Woosh: Makes a powerful blast of wind

    Sphere-shield: Make a force shield in a small area around the rune

    Vanish: Makes certain things invisible in a small area around the rune

    Conjure Weapon: Create a simple weapon out of runic magic

    Learnt Runes:

    Null: Nullifies the effect of whatever it is written next to a small area. Can be combined with other runes.

    Soft: Softens the material it is written in but requires high amounts of energy depending on the material.
    Name: Wren
    Age: 19
    Gender: Male
    Race: Human
    Homeland: ?? (Probably Colden, since that seems like a cold place)
    Appearance: A man around 5ft 11in, with silver hair and sky blue eyes. He has pale skin and commonly wears his greyed white cloak over his dark clothing. He carries a spear from Aatsura on his back.
    Items/Weapons:
    - Cloak with the ability to regulate body temperature
    - Wrinkled old, illegible paper (letter)
    - Small crystal blue key
    - Standard Aatsuran spear
    - Small bag with dried meat
    - Roll of Bandages
    - Knife
    Backstory (Optional): Woke up in the desert with no recollection of previous memories. Wandered around, collapsed from lack of food. Was found by (insert random group) and was saved. With his ability to control water, he quickly becomes an important asset to any groups that go in the desert. He wants to wander the world, to recover his lost memories. (But first, he'll repay the debt f saving his life. :L)
    Type of magic, if any.: Particularities go in here as well.
    - Magic: Water Magic
    - Particularity: Freezing
    > If he or an object he is holding comes in contact with a liquid, he can crystallize all parts of that liquid that he can see, solidifying them.
    Name: Alain Arcum
    Age: 23
    Gender: Male
    Race: Human
    Homeland: Plinnáu
    Appearance: (see rangers apprentice for reference) brown tunic and trousers, burn on right forearm
    Items: Bow, quiver, arrows, dagger, piece of hardened lava
    Backstory: Born in a small city near the jungle where was trained master archery, acrobatics and climbing. Once he made a trip to the near volcano, where he found his talisman, a piece of hardened lava. He was also burnt on his right forearm. When he grew up, he started travelling around the world.
    Magic: Little bit of fire, enough to create small flames.
    Statue: Can stand perfectly still for a long, yet not an unlimited amount of time

    As a little Easter egg thing, I'll probably add a bunch of lyrics to varied songs and add links to those I find worth listening to, as kind of a recommended.

    I have lots of stuff I still want to add here to the main thread, but I will do those as the story progresses. As of now, thank you for reading
     
    Last edited: Apr 26, 2020
  2. Nozomi Tojo~

    Nozomi Tojo~ ウチはまだまだイケるよ? I can still keep going, you know.

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    in, will pm character when I make it. <3
     
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  3. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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    In too

    Rp crew member number two
     
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  4. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    Minecraft:
    I'll read it when I wake up, but can you save me a spot?
     
  5. Tisaun

    Tisaun Lad HERO

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    Minecraft:
    Sure thing
     
  6. BlueSlimerino

    BlueSlimerino Well-Known Adventurer HERO

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    Minecraft:
    I'll PM you when I make a character hoefully today or tomorrow
     
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  7. Tisaun

    Tisaun Lad HERO

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    Minecraft:
    Alright
     
  8. Katoshii

    Katoshii Tea Fanatic | Complex Persona Specialist

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    Guild:
    Minecraft:
    This is content. Lore iconic, magic, world map van Gogh could never. I'll convo you my app, please save me a spot!
     
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  9. Tisaun

    Tisaun Lad HERO

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    Minecraft:
    Thank you so much
     
  10. Tisaun

    Tisaun Lad HERO

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    Minecraft:
    I'll keep this post as a little update tab.

    08-06-19: Added 'Places of Interest' tab; Current places of interest: The Academy, Museum of Art and Culture of Flet.
    08-08-19: Added 'Unrecognized Magics' tab; Current Unrecognized Magics: Transformation magic.
    08-10-19: Added 'Currency' tab.
    08-16-19: Added 'Religions and Cults' tab; Current Religions and Cults: Church of the Last God, Ikanta;
    Boosted the population of the world.
    09-01-19: Fixed the area of the nations, so they are more in pair with the map.
    09-29-19: Information added to Timeline. Work on improving maps has begun.
    12-10-19: Added items to the character tab. Work on reworking history and geography is ongoing.
    02-07-20: First update on the overhaul of the Main Post. Updated Particularities and Aatsura/Lesdahran geographical data.
    02-08-20: Updated geographical and geopolitical data on Plinnáu, Colden, Opladyl, Dameren and Heril. Changed name: Klaril -> Klarifi.
    02-24-20: Updated geographical and geopolitical data on Illiarel and Hetsunai.
    03-20-20: Updated geographical and geopolitical data on Iktar.
    03-28/29-20: Updated geographical and geopolitical data on the Independent Republics of Hymnuria. Changed name: Union of the Hymnurian Independent Republics of the North -> Independent Republics of Hymnuria.
    04-02-20: Added information: Magical Conductivity.
    04-05-20: Updated geographical and geopolitical data on Efrelain. Added 'Heroes and Myths' tab, still to be worked on.
     
    Last edited: Apr 5, 2020
  11. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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    Minecraft:
    bumpasdadszadsadasdsa
     
  12. Valkorion

    Valkorion ex-Sith Emperor, most powerful Sith of all time HERO Builder

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    Creator Karma:
    Guild:
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    Can I join?
     
  13. Tisaun

    Tisaun Lad HERO

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    Sure thing, I'll save you the last spot
     
  14. Valkorion

    Valkorion ex-Sith Emperor, most powerful Sith of all time HERO Builder

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    Creator Karma:
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    Alright, thanks!
     
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  15. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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    @Tsuharu i bet you didnt do your app yet like i did

    time to do it too
     
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  16. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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  17. Tisaun

    Tisaun Lad HERO

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    Minecraft:
    Now that everyone has sent their character drafts, I want each of you to send me a message on the character convo or wherever we are talking, voting on a starting point. Just so you don't see what each other is voting for.
    @Katoshii
    @Tsuharu
    @BlueSlimerino
    @Valkorion
    @H0Y0Y0Y0Y0Y0B0Y
     
  18. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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  19. Tisaun

    Tisaun Lad HERO

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    Tsu needs to finish their draft and send me it.
     
    Last edited: Aug 17, 2019
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  20. H0Y0Y0Y0Y0Y0B0Y

    H0Y0Y0Y0Y0Y0B0Y A H0Y0Y0Y0Y0B0Y IMPROVED HERO

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    Minecraft:
    @Tsuharu i tag u from your sleep