Kurotsune Posted July 10, 2015 Share Posted July 10, 2015 Signups Setting: " Through it all, the city of Mithra stood proud. Even as the elves destroyed our capitals. Even as orcs, no matter the color of their blood, hammered on our gates. Even as trolls and ogres rampaged through our villages; Mithra stood proud. It's Knights undefeated. It's kingdom undaunted. The last light of hope for mankind against all odds. Even as our very civilization turned to dust in front of our eyes, as the fae and their draconic gods descended upon us, we continued. Our faith in the Mender unmoving. Our faith in our Knights unfaltering. And then they came. Clad in blinding light and wielding thunder as blades, the Knights of Mithra uncovered within themselves a power in mankind that up to that point had been exclusive to the fae: Magic. That was the turning point of the war. In our hands, we wielded supremacy. And in their eyes, shone only the light of despair. " ~ The Great War in prose, 5 MA, Alenak Morthwill. " The war was won. The humans fell to our blades and our magic, centuries in preparation. The fae united under the great elven empire and decided to put an end to the mortal races once and for all: Humans, dwarves, gnomes, all descendants of Thyrm would fall before the alliance. Only Mithra stood tall, an irritating excrescence on the face of the land. But that would soon be remediated... Or so we thought. They appeared in the night, the blasphemers. Yielding travesty given form and calling it magic, they sought not to harmonize in nature as we had - But to warp it. Their spells did not respect nature, but rather subjugated it. Mortals are volatile creatures, and thus their magic is volatile as a result. They came wielding it, their "holy" Knights, servants of a fallen God, their twisted mixture of magic and steel in hand, and cut us down. The treachery caused by the five betrayers was not forgotten, and never will be forgiven. For we will outlast mankind. And even as they forget, we still remember." ~ The Five Betrayers, 1500 ZO, Orthundil Aleeksar The Kingdom of Mithra As the last great bastion of mankind, the kingdom of Mithra has flourished. Three hundred years after the war, the surviving humans, dwarves and gnomes say the strength of their unity, and created in Mithra a kingdom for all three races: The Dwarves with their mastery of earth and it's minerals, dug tunnels deep below the ground of Mithra, creating large tunnels that span the entire continent, known as the dwarven roads or railroad network. Up above, the kingdom's namesake, the human city of Mithra, stands. A large city, protected by it's magic walls and with the Royal Palace looming large above it, home both to the royal family as well as the entire royal knights, kept and trained in the palace in secrecy, as the ultimate army. Finally, above the city of Mithra lay the floating gnomish islands, connected to the city by large metal cables that also keep the islands in place, preventing them from floating away. Created after the great war, the gnomes were naturally gifted with technomancy, and so were capable of creating marvels beyond the understanding of other races. Most of the times,the three cities combined are referred to as Mithra of simply the Kingdom, and are normally referred to as - The districts. The stone district for the dwarves, the steel district for the humans, and the cloud district for the gnomes. Although ruled by a royal family, Mithra's ruling works in a republican fashion. There are three representatives elected by the people - A human, a dwarf and a gnome, all responsible for ensuring the wellbeing of their three districts and of the plebeian populace of Mithra altogether. In addition, five seats are occupied by each of the leaders of the Five Guilds - guilds formed during the great war by five elven deserters who taught humans magic (although history contradicts itself greatly on this point and there are those who claim these elves were either forced and tortured into doing so, or were in fact not elves at all, but some entity humans came in contact with), becoming a crucial part in the turning of the war. Lastly, the gnomish, human and dwarven kings occupy three seats each, just enough so that their combined agreement can outvote all the others by a single count. The Five Guilds: The Five Guilds are very important to the Kingdom, and at times the Royal Knights are considered a sixth. This is untrue however, as guild members are forced to study simply one exclusive art of magic, while the Knights are allowed to study as many as they wish. The guilds are as follows: Steel - Formed by an elven swordmaster, the steel guild focuses on magic that manipulates both the body and metal itself. A master of the steel guild can not only yield any weapon proficiently, but they can manipulate their weapons and armor to take on new forms, effectively turning their entire body into a deadly weapon. Heat - Formed by an elven pyromancer, the heat guild focuses on magic that manipulates temperature. The commoners often wrongly conclude that this school trains the control of fire, but that is incorrect. In truth, the magic of this school controls the calories that exist around us, the particles responsible for creating heat. They are capable of both adding more of those particles to their target, increasing their temperature often to the point of ignition, or do the opposite and remove the calories from around them causing them to freeze to death. Time - Formed by an elven clockmaker, the time guild focuses on slowing down and speeding up time. Considered one of the most dangerous guilds, a master of time magic can stop it at will, and hold time frozen for several seconds, often allowing them to perform almost god-like feats, such as defying gravity or many adversaries at once. This comes with the consequence, however, that for years an apprentice of this school will be unable to do more than slow or speed time by a fraction of a second at most, making it so for the great majority of their lives, time wizards simply serve as support to other wizard guilds. Blood - Formed by an elven physician, the blood guild focuses on magic that strengthens and heals the body. Their powerful warrior-monks train the body to it's fullest potential, refining it to perfection. They are the most widely employed of all guilds alongside the Steel guild, and are considered the most powerful. Due to their ability to heal and fight efficiently, it's the guild with the most applications. Shadow - Formed by an elven assassin, the shadow guild focuses on the manipulation of light. They are treated in the arts of stealth, and can use their magic to make enemies and allies see things, by diverting the spectrums of light in the right way, or even going completely invisible. Oddly enough, it seems this guild is never employed and is completely abandoned, as no one has even been seen going in or out of it. Plenty speculate that this is because one of the first spells a shadow mage must learn is invisibility, and thus they choose to keep themselves hidden so their identity can remain a secret. That said, the ones who won the war weren't the guilds, but the Royal Knights. The Knights learned the elvish magic, and made it their own, creating the styles that the five schools use. Because of this, knights are the most respected warriors in Mithra, and are regarded by high nobility by all who see them. A Royal knight is allowed to learn more than a single school of magic, allowing them to become more diverse characters. The Elvish Empire The great conquerors before the era historians would call the "magical advent era" - MA for short - which marks the dates when the mortal races mastered magic and won the war, the elves reigned supreme for centuries, and still govern much of the known world - The only prominent settlement that's not part of the empire of belonging to fae in origin is Mithra, and all others are scattered villages and tribes. The elves ruled most of the common world without doubt for one thousand and two hundred years, a period called the Zulthrani Ornitol era, or "time of the emperor" in elven. During their rule, the elves were mostly dismissive of the mortal races, seeing them as little more than a blemish upon their empire. When the humans began to tame nature and destroy it through their use of technology, however, they realized that the mortal races threatened the fragile balance of elements that governed their planet and had to be stopped. At that moment, the then-empress Olcadil declared war on the mortal kingdoms. That move proved to be her downfall. Swiftly and precisely, the elves advanced upon each human, dwarven and gnomish kingdom, taking no survivors. Every person, innocent or not, was slaughtered, and their lands put to the torch. Afterwards, from the rubble, the elves would grow forest anew with their nature spells. However, five elven sages disagreed with Olcadil's war. These five being claimed humans should be taught, like children, instead of being simply treated as if a pest. These sages saw in the mortal races a potential for proactivity that was rare among the fae, due to their eternal nature, and believed they had to be guided to the right path. When Olcadil refused, the sages escaped, defecting to the human kingdom of Mithra. There, an uneasy alliance was formed: Each elf took a royal knight as their apprentice, and taught them their spells. The elves meant for the humans to learn just enough to prevent themselves from being destroyed, but they underestimated the human capacity. Thirsty for knowledge and power, the five generals soon took everything they could learn from their masters, creating their own magical styles. When the elves realized the blasphemy that was mortal magic, they realized that the conflict between the races was inevitable - But more, they also realized that their actions had brought the downfall of their kind. The five sages died in the only way an elf could - Willingly. By taking their own lives they opted out of their cycle of rebirth, stopping their soul from transferring to a new vessel. And like this, the five sages were forever lost to time, their secrets carried on only by their mortal apprentices. Now, three hundred years later, the Fae alliance has dissolved, and the Elvish Empire stands alone. Although still lording over the great majority of the world, they hesitate to advance against the kingdom of Mithra again after their first defeat. As a consequence for this loss, the humans asked for the head of their ruler, who was forced to willingly remove himself from the cycle of rebirth. Olcadil did so for the good of her people, taking her own life in front of the human envoys - This act is known as the Last Betrayal, and it's often used to remind the elves to never again assist the mortal races. Currently, the elvish empire's new emperor, Olcadil's son, is in a ginger peace with the mortal kingdom, where either side stays to their own corners of the world without interacting with each other. Yet, news of the dwarven tunnels, ever-expanding, and the human capital's borders extending more each year reveals the bitter truth that this peace won't last. There was a time where the elves practiced seven schools of magic, each taught by a sage. When five of these sages betrayed their kind, however, the elves shunned those magics, and no longer recognized them. In their eyes, their magic is "pure" and mortal magic is not, and that's why they refuse to use these schools even when their actual magical properties are vastly different from the mortal counterparts. Now, only two schools of magic remain: Druids - The druids seek to become one with nature both mentally and physically. Their connection to the world is at a material level; Their abilities allow them to summon and control roots and vines, to sharpen leaves to make them capable to cut through metal, and to make their own bodies take animal-like features. It's said the ultimate form a druid can take is that of a dragon. Shamans - Shamans seem to become one with nature both emotionally and espiritually. Their connection to the world is at an immaterial level. Their abilities allow them to call forth great fire or thunderstorms; Summon great winds to blow away their enemies, or even quicken the body's pace to cause wounds to heal. It's said the ultimate manifestation of shamanistic power is the ability to connect to the world fully, making the shaman capable fo such foresight that their eyes before obsolete. Even now, three hundred years after a war, these kingdoms remain blind to the true threat to their planet; Because of this, the world needs new heroes. Take the role of any mortal or fae race you'd like - Human, Dwarf, Gnome, Troll, Ogre, Orc, even creatures of myth as fairies or goblins* - and play through a story that tells the legend of the heroes of the second Great War. As either a mortal or a freshly-reborn fae, your character will experience one of two different origin paths leading them to their eventual destiny. If you are a fae, learn to master the ancient spells of your kind, discovering secrets lost to even the timeless immortals. If you are mortal, master the school of your choosing and potentially reach the rank of an elite few, becoming a Royal Knight, or specialize in your school further to develop it's secrets. Don't like magic? Feel free to roll a swordsman, archer, berserker and rest assured that you won't fall behind in the power scale - Although Mithra is a kingdom ruled by mages, the elitist oft forget that true magic lies not in spells, but in the potential awakened within. Chronicles of Mithra will play much like a classic D&D campaign: Instead of a single goal or focus in storyline, there will be several different chapters with their own objectives, with an overarching plot eventually making itself known. As your characters grow in power and strength, you'll have the opportunity to interact and learn more about each race and their culture before making the ultimate decision on which side to assist when the next Great War begins, ultimately deciding the fate of the land itself. However, you must be careful, hero. Ancient evils long-forgotten threaten to awaken again, and to engulf the world in chaos anew. * The host retains the right to veto some racial choices Mechanics: Levels Chronicles of Mithra will utilize an arbitrary leveling system for mortals - and an age system for fae - which directly correlates to their skill. As a human grows in experience, for example, their volatile magic empowers them further, granting him new abilities. Even a human who is not a mage is affected by this - As they have more contact with the fae and the creatures of the land, more of their magic "rubs off" on them, increasing their abilities. in the Fae side, a process called transfusion can occur. Transfusion happens when a fae willingly gives it's soul to another to impart on them all of their memories and their being, effectively aging them hundreds or thousands or years in one instant. This is the only way a fae can grow in strength - since training takes hundreds of years to have an impact due to the stable nature of their magic. Because of this, however, a fae character will start of at a higher power level than any mortal character, at the price of eventually getting outclassed by the mortals if little opportunities for growth present themselves. Most of this system will be arbitrary, however, and although in all technicality a level 2 character may be twice as strong as a level 1 character, it may be entirely possible for three level 1 characters to defeat a creature of equivalent power to that of level 10 or greater with minimal difficulty - provided they plan correctly for the occasion. Experience and rewards will be granted through three different means: Either whenever a player overcomes a challenge, whenever they encounter an artifact that may power them up, or as a reward for good roleplay/character consistency. The idea is that by the end of these initial chapters leading up to the start of the War, your characters are powerful enough to be recognized as heroes. That means the power scale in this RP will get upped quite a bit, and that your character will be performing inhuman feats soon enough. That said, they'll eventually be facing dangers of equal peril. I'll be adding more to this as I think of more stuff, since I'm mostly writing it as I go along. Link to comment Share on other sites More sharing options...
Support Squad Felicity Posted July 10, 2015 Support Squad Share Posted July 10, 2015 I'm interested, if I could get some assurance this RP wouldn't fade like your other one did. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 10, 2015 Author Share Posted July 10, 2015 I'm interested, if I could get some assurance this RP wouldn't fade like your other one did. Technically, Gaelach Basm hasn't faded yet; It's going to come back eventually, as it is a story worth telling. That said, the reason why it faded was because it was envisioned as a short concept to be played during my two weeks vacation time. When these two weeks ended, we weren't even past the game's introduction.. So I was left with three stories to manage and zero time in my hands. This time around, I'm starting this RP in a period where I know work won't be as much as a bother, and we'll be sticking to a single party, so making one or two posts every couple of days won't be as difficult. I also have progressively hyped myself more for this storyline, and I'm hoping to have it come full-circle with a reboot of GBasm if it goes well, so, I'm also hoping it doesn't fade. Link to comment Share on other sites More sharing options...
Support Squad Felicity Posted July 10, 2015 Support Squad Share Posted July 10, 2015 Ok then, I believe I'll submit a PC when the time comes then. Link to comment Share on other sites More sharing options...
Jory Posted July 10, 2015 Share Posted July 10, 2015 If Dobby's in, I'm in. Link to comment Share on other sites More sharing options...
Pyon Pyon Kyuu!~ Posted July 10, 2015 Share Posted July 10, 2015 If Dobby's in, I'm in. If Jory's in, I'm in. Link to comment Share on other sites More sharing options...
Jory Posted July 10, 2015 Share Posted July 10, 2015 If Jory's in, I'm in. Quite unrelated to the RP, but I never even realized you were Miku before literally 3 seconds ago xD Quick edit: also super honored by that statement Link to comment Share on other sites More sharing options...
Pyon Pyon Kyuu!~ Posted July 10, 2015 Share Posted July 10, 2015 Quite unrelated to the RP, but I never even realized you were Miku before literally 3 seconds ago xD Quick edit: also super honored by that statement I'm not Miku though, I'm obviously Pyon I'm not a robotic Japanese music making AI idol thing, I'm an Evil Fairy Idol Emperor of the Universe. Isn't that obvious? Link to comment Share on other sites More sharing options...
Jory Posted July 10, 2015 Share Posted July 10, 2015 I'm not Miku though, I'm obviously Pyon I'm not a robotic Japanese music making AI idol thing, I'm an Evil Fairy Idol Emperor of the Universe. Isn't that obvious? yes. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 10, 2015 Author Share Posted July 10, 2015 yes, very constructive comments all around Well, okay, since there are people interested, I'm going to go about adding more information right about now. Link to comment Share on other sites More sharing options...
Noir Posted July 10, 2015 Share Posted July 10, 2015 I could get into this, if there's room to spare. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 10, 2015 Author Share Posted July 10, 2015 There is. And added information on the elvish empire. Getting onto the main plot now. Link to comment Share on other sites More sharing options...
leocain Posted July 10, 2015 Share Posted July 10, 2015 It sounds good. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 10, 2015 Author Share Posted July 10, 2015 More stuff was added to the main post. Link to comment Share on other sites More sharing options...
Komodojoe Posted July 10, 2015 Share Posted July 10, 2015 Why do I feel like the info being added is connected to the amount of interest that this gets? Regardless, this does seem interesting. I think I'll join in as well... if I can, that is. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 10, 2015 Author Share Posted July 10, 2015 Why do I feel like the info being added is connected to the amount of interest that this gets? Regardless, this does seem interesting. I think I'll join in as well... if I can, that is. Because it is. Like I said, I'm making things up as I go, so I'm working on it when I see I'll get players for it. Oh also because I really hate double posting even though I know I can do it in my own threads here so I wait for someone to reply before saying I've added stuff. Link to comment Share on other sites More sharing options...
Chevaleresse Posted July 10, 2015 Share Posted July 10, 2015 As you already know, I'm interested. Link to comment Share on other sites More sharing options...
Kurotsune Posted July 11, 2015 Author Share Posted July 11, 2015 We're changing to OOC/Signups as I've enough to work with already. Link to comment Share on other sites More sharing options...
Recommended Posts