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Post by Knightmare on Jun 19, 2017 9:32:54 GMT
Rules and other things you should know:
Site rules except one. When you are waiting for me rule 14 doesn’t count. I’m an easily distracted and forgetful person so I appreciate when you say to me you have replied. Be respectful though. If I say I don’t have time at that moment then you have to wait patiently. Towards each other and me towards you rule 14 still counts.
There isn’t a goal in this RP. It’s just your character in the world of Alderon. I will try to make your actions to have an effect on the world. I would like if you started just as you were about to start in a faction but if it’s important for you that you are already a part of it then go for it.
You don't need to read all in this encyclopaedia from the start. Just read this section and what's important for your character. You can read up on the rest later. Be aware, there's lore in most of it. Though I would advise you to at least read about humans. After that elves and enchantresses.
Races and species:
Many different humanoid species inhabit Alderon. Humans rule the land but they are far from the only race. You are able to make a character from all of these races or species. Right now there are only six but I intend to add more later on.
Human:
The human race is the farthest spread race in the world and inhabits most of Alderon. They made the state and they run the state. No major possession in Alderon is held by one of another race than humans, of what is known. Because of the Elven wars, and other events like it, there is extensive racism in Alderon towards other races. In some cases, if you are figured out to be non-human you are made a second-rank citizen and in others, you can be lynched or executed in other ways. The only race who does not need to fear this racism is the humans. They are the biggest race and does not have to fear the racism but there is a downside to being a human: You do not have any magical abilities. The only biological advantage humans have is that they are generally stronger than the other races except for some anlays. I don’t need to describe their looks. You know what humans look like, stupid. Heck, you are probably a human yourself. I mean, I hope so. Mage:
Magical humans, also known as mages, are humans with magical abilities. It appears to be random which humans become mages but a human can not train to become a mage, you are born with magical abilities. Even though they are born with the abilities most mages don't discover their magic before they are thirteen. As a mage, you do need to train since that’s the only way to learn how to control your powers which could be set off subconsciously while feeling extreme or powerful emotions. There is only mild racism towards mages. If you are discovered being a mage you are only going to be made a second-rank citizen and not lynched or executed in other ways. that is always something. If you use your powers in public they may in prison you and, depending on the damage, kill you Mages look completely the same as humans. A mage is born with a magic type. They have the elements as their magic type, fire, water, air or earth mages, but there are a lot of other types. Read the encyclopaedia entry on mage and magia magic types. The mages have magic but not the biological advantage of the humans. They do seem to be able to cast more spells before running out of energy than their Elven counterparts. Elf:
This prideful race is the second largest humanoid race but they still have nothing to say compared to the size of the human race. To the elves, it is very important which clan you are from. Even now, being threatened with extinction, they can’t seem to settle their past. If you, for example, are from Keelai, which was one of the first clans to go, an elf from Nitcha would probably never help you and just, in general, have hostile towards you. Keelai and Nitcha were often at war with each other, you see. So if you make an Elf you also have to write which clan they are from In the middle of these elven wars, a lot of humans died and that is why elves are one of the most hated races in Alderon, up there with the enchantresses. This hatred also started the Elven Extermination where the Alderonian army started destroying the clans, kill a lot of elves and making some of the captured slaves. So, you can be sure that if it’s figured out that you are an elf, they will hunt you down, capture you and either make you a slave or execute you. Elves look nearly the same as humans except for some small differences. Of course, is it well know that they have pointed ears. The ears are also long in most cases but the length differs. The shortest record elven ears have been the same length as a human ear, just pointed. The longest ear recorded was 15 cm long. They often hide their ears with either their hair or a hood. Elves are also generally taller than humans. The ordinary elf is about half a head taller than the ordinary human. This is only the case after an elf has hit puberty. Before that, they are the same height as the humans their age (or rather half their age). Other than that elves lives about twice as long as humans. They age half as fast physically and often mentally too. Of biological advantages is that they have better hearing and eyesight.
Magia:
Magical elves, also known as magia, are almost the same as their non-magical brethren, the elves. All is the same except the biological advantage and the fact that magia aren’t made slaves. Instead of that, they have the same magic as mages. Do to them ageing slowlier they discover their powers around the age of 26. But does seem like they are better at hitting with their spells than their human counterparts. Anlay:
Half animals, as they are also known, look like humans. Completely. But they aren’t. They are a humanoid race with the ability to change into animals. Each of them has one animal associated with them and they are not able to change to other animals. Other than the ability to change into an animal it seems that they have an advantage that depends on their animal. The anlay race is somewhere between the mages and the elves on the racism scale. If you are found out to be an anlay, you are not allowed to live in the village, town, or city. No regular human who knows of your true identity would help you with anything. You will be made to completely take care of yourself… unless you move to another place where don’t know who you are of course. If you switch to animal form in public guards are allowed to kill you. Switching in and out of animal form takes some energy so if you do it too much you’ll eventually get tired. Advantages: Bee: Surprisingly strong. Bunny: Much faster than many others. Butterfly: Something about them just seem appealing. They are quite charming. Not as charming as the doves but still quite the charmers. They are slightly stronger than the majority. Cat: Not as stealthy as the fox but still quite stealthy. Slightly faster than others. Deer: Can withstand so much more than others and still keep on going. Dove: Quite the charmers Eagle: As hunting birds, they have quite the eyesight. Not as great as the hawks’, though. They are slightly stronger. Fox: Stealth is something foxes seem to be really good at Hawk: Great eyesight. I mean it’s eyesight just a bit better than the elves’. Mouse: Quite fast. Not as fast as a bunny though. Tends to be smarter than them, though. Owl: As hunting birds, they have quite the eyesight. Not as great as the hawks’, though. Most of them seem to be slightly smarter than the majority. Not nearly as smart as the legends would have you to believe. Racoon: In general they are smarter than the owls. Most are fast learners and are slightly faster. Sparrow: They are really fast and has slightly better eyesight and hearing. Wolf: Surprisingly not as strong as the bees but still quite strong. They are slightly faster. Enchantress:
Ah. The enchantresses. Alderon’s eternal scapegoat. To be fair, they do need to suck the life energy out of people to survive, so it does make sense to fear them. They are able to stay young forever but have to eat the energy of other humanoids. They age 10 times as fast as humans but when they turn back their age when they eat. They can turn their age all the way back to 16. And with “eat” I mean sucking life energy. Food doesn’t have any effect on them and neither does elixirs. The only way for an enchantress to heal is via magic. Good thing they can learn healing spells. These spells, of course, these spells cost energy. They lose energy all of the time. And when an enchantress gets low on energy they don’t get tired, they become hungry. If their energy level is too low they can’t control themselves and will eat from anyone. If they become completely deprived of energy they die. All enchantresses are female. If an enchantress gets a son he’s just going to be whatever race the farther. If she gives birth to a girl, however, the girl is going to become an enchantress. All enchantresses have a trait that shows their race. They either have an unnatural hair, eye or skin colour. The most commonly seen is an unnatural eye colour. Most people don't even notice those. The less common hair colour trait is seen but is a bit rare. These enchantresses often hide their hair. And then the least common enchantress trait. This trait is almost never seen. It is nearly a myth at this point but those with the skin trait do exist. These traits aren’t different in how common they are because of something biological. Oh no. They appear equally in young enchantresses. But the more obvious the more often they are discovered and killed early on, often alongside their mothers. Some of these mothers are also driven to kill their own daughters when they show the obvious traits. Most enchantresses start to show their traits between the age of seven and nine. Before this, they look like humans. Their abilities come later than their trait. Most get their abilities when they are 16. A few times has it happened when they were 14 or 15 but those are few and far between. Before they unlock their abilities they are just like humans without the biological advantage. They age at the same rate, can satisfy their hunger with food, can heal by elixir and their energy doesn’t decline just by the fact that they are living. As I said before, most humans in Alderon hates the enchantresses as much, if not more, than the elves. So, it shouldn’t come as a surprise that if you are discovered to be an enchantress you better run for your life because the humans will hunt you down and probably lynch you and if not that execute you in some other way. Not only humans dislike enchantresses, so do many of the other races. They just won’t hunt you down. If you have the skin then you shouldn’t go near the villages or at least cover every inch of your skin. If you have the hair just cover it. You’ll probably be fine. If you have the eyes don’t worry it’s very likely that no one will notice… as long as somebody doesn’t catch you… or see your eyes wide open. Then they could notice. consuming energy from another person. Enchantresses often seem to be way faster and agile than the majority.
Magic:
A good couple of races in alderon uses magic. All use of magic uses energy except the eating spell for enchantresses. When you have used too much energy you get tired and need to rest to regain energy unless you are an enchantress. Then your only way of regaining energy is to eat.
Mage/Magia:
Every mage and magia is tied to a magic type. Mages don’t use spells. Magic is way more free than that, though they only have the power to manipulate, not create. There is a description of the magic type. These determine what you can do with magic. You can do just about anything that fits these descriptions. Though there is a thing to keep in mind. You are not almighty. In the beginning, you can only do simple stuff but as you get more experienced you can do more complicated and powerful stuff.
Light, illusion magic:
By manipulating light you can make things look real that aren’t. A simple thing to create an illusion of would be a vase or a wall. A more complicated thing would be a person. Other than using light to blind people light magic can’t hurt people. The objects aren’t real. They aren’t physical and can’t create sound. Darkness, shadow manipulation and materialising magic:
With manipulation of shadows, you can make them rise from the ground or make them move. With materialising you can make them physical. You can use this to for example make a spike. Like when water becomes ice the shadow shrinks rapidly when being materialised so you need a lot of shadow for a single spike. You can’t create shadows only manipulate them. You have to be in physical contact with a shadow to manipulate or materialise it. Water magic:
You can manipulate water. There, that’s simple. You can’t create it. It has to be water that’s already present. You can’t manipulate the water in humans or anything with a soul attached to it unless set soul gives you permission. The more experienced you get the more water you can control at the same time. Eventually, You’ll also be able to make the water into ice or steam. Fire magic:
The manipulation of fire is a feared art. It can cause great amounts of destruction. Therefore many who possess these abilities decides to never use them. If it’s a good choice or not is there much debate about. On one hand, inexperienced mages and magia are way more likely to unleash devastating magical outbursts due to strong emotions than a more trained mage or magia. On the other hand, can fire magic easily come out of control for the user. It's simply not safe to practice it. Air, wind magic:
The ones new to wielding this kind of magic are believed to be weak. These can only able to make a slight breeze. But do not underestimate the power of this element just yet. Those who master it may be able to control the weather itself. Create storms and summon thunderclouds. Besides, these mages do not need to worry about the presence of their element since it is always present where a man can breathe.
present where a man can breathe.
Animal, familiar magic:This particular magic type is different from the others. It is still about manipulation but in a different way. Here you can control animals so no humanoids or monsters familiars. The more experienced you get the more vicious animals you can control. If you find an animal you feel a special bond towards you can make it your familiar. It is possible to fail to get an animal as your familiar. You can call on it and it’ll come since it’s never too far away from its master. Eventually, when you have a really strong bond to your familiar you can see through its eyes. Enchantress spells:
Spells are what makes the enchantresses powerful but every time they use them they get a step closer to death. You see every spell except eat takes energy away from the enchantress when used. Here I will try to explain all of the spells.
Eat:
Without a doubt the most important of the spells. Without this, the enchantresses wouldn’t be able to stay alive. With this spell, they’re able to extract energy from any person by putting their hands around the victim’s jaw and activating the spell. This spell will make the victim age rapidly and leave them as a wrinkled, grey-skinned and white-haired corpse with a face frozen in agony. It’s while using this spell an enchantress is able to change her physical age. Heal:
With this spell, an enchantress is able to take the energy stored in her body and convert it into a healing magic. She can use it on anybody, including herself, just by putting her hand somewhere on the person’s body. Be careful though. It takes a lot of energy to use this spell. You will only be able to use it 2-4 times before you become so energy deprived you lose control of yourself. Charm:
A hypnotic power that allows you to heavily influence those with a weak mind. If someone doesn’t have the willpower to resist your charm you basically control them. But be careful. Whether or not you are able to overpower them it takes a lot of energy to even attempt it. If you are successful it also takes a good amount of energy to keep the connection.
Hover:
This will make coloured plate-sized circles of pure energy appear in your palm and under your feet. They shine brightly in your traits colour. For example, if you have green hair they’ll shine green. These plates allow you to hover 10 cm over any surface in any direction. Vertical, upside down, you name it. In terms of moving around, it’s a bit like rollerskates. They will also prevent you from taking damage from falling. Instead of the hard fall you would experience without the plates activated you will slow down as you approach the ground. Be aware the longer the fall the more energy it takes to prevent the fall due to the acceleration. When not preventing falls this spell doesn’t take much energy.
Factions and organisations:
Everybody who fights does it for a reason. Some want freedom, some want revenge, some want to protect their people, some want to have some fun and some… some just want the money. For some of these goals, it might be a good idea to join an organisation. Maybe you share ideals or maybe you just want to benefit of off them. Joining one organisation doesn’t necessarily exclude you from other ones. You can drop in and out of organisations though sometimes there are consequences or restrictions. Sometimes you can even be in two organisations at the same time though this can get complicated and you do have to prove to both organisations that you are very dedicated and don’t have any hidden motives. The two organisations do also have to be in a form of alliance. For an example of this look no further than one of the founding members of The Equality Fighters, Malini, who is also a Golden Hunter. Well, she used to be. Right now there are three organisation to choose from if you don’t count the quest takers but nobody count those. More will be added.
The Alderonian Army Special Forces:
This organisation is also called “The Special Forces” or “AASF” for short. It is a part of the Alderonian army but they work in quite a different way. Instead of moving in as an army they move in in smaller groups or solo often doing a bit more alternative assignments than their brethren in the regular army. Any kind of class is allowed to join but it shouldn’t be a surprise that only humans are allowed to join. Other races can join if they hide as humans. You can’t be an elf or enchantress and join since the Special Forces always check your ears, eyes and hair before you join. You can only join the Special Forces as an enchantress if you have the eye colour trait and it's natural enough. Even then they might be suspicious of you because of the rarity of your eye colour. If you are discovered to be non-human in the Special Forces you will be executed no matter what kind you are since that is considered treason against the king. If you manage to escape you will be made an outlaw. They take their treason very serious in Alderon. The AASF is one of the only organisations in Alderon with an age restriction. You have to be at least 16 to join and they would really recommend you not joining until you’re 18. But there can be made exceptions to this. If you are a really well known and skilled quest taker they might ask you to join even though you’re under 16 years old. What does the Special Forces want, you might ask. Well, that’s quite simple. They want to protect the people of Alderon. That’s their prime objective. Not only against non-humans but also against outlaws, other criminals, attacks from other countries and any other possible threat towards the country. The Special Forces Headquarter is located in one of the wings of the Demarel Castel. There they eat, sleep and live between missions. Their leader is officially the king, Casan, but he is often too busy so the leaders are actually a blend of the oldest of the two princes, Louvel, and the highest ranking person in the Special Forces, a swordsman named Godfree. Louvel has the veto over Godfree. The Golden Hunters:
Here we go. This is one of the biggest organisations in Alderon. Here all races are welcome to join but they do pay extra attention to the enchantresses. There’s no age restriction. Actually, some people are born into this group or are orphans they have taken in at an early age but they are often not allowed to take assignments for a good couple of years. It’s highly unlikely they’ll be allowed to take an assignment until they are at least 9 years old. These hunters are often non-humans who either are tired of hiding and living in fear or want to help their fellow non-humans. Not necessarily in all cases, though. There are a good couple of humans in there too for example and they don’t have to hide… except if they are outlaws. The Golden Hunters are located in the goddess of hunt, Mesia’s, temple just near the river Mercy deep within the forest. No one really knows where it is so if you want to join you need to obtain that information first unless you pick the organisation right away. A council leads this organisation. There are 20 councillors. 6 elves, 5 mages, 3 magia, 3 anlays, 2 humans and 1 enchantress with one of the elves having the veto. The Equality Fighters:
And now to the last actual organisation this time around. This organisation is almost only made out of women. There are some men but those are few and far between. Most of them are also enchantresses. This is one of the only organisations where it doesn’t do a thing. If anything it makes you more accepted. Regarding age, this organisation cares even less than the Golden Hunters. They might be called the Equality Fighters and officially they are fighting for male and female equality but a great deal of them has turned to fighting for female supremacy. This can be because a lot of them has bad or traumatic past experiences with men. Concerning headquarters, the equality fighters don't really have one. In almost every tavern there is a person dealing out missions for the Equality Fighters. And every Alderonian village, town or city with respect for itself has a tavern. In many instances, they’re the woman selling the booze. If we were to talk about headquarters you could say that it was Stramore, a village the EF and the Golden Hunters took over a couple of years ago and made it into a safe haven. It’s the only safe haven left where every race is allowed access. There the leader of the Equality Fighters lives most of the time. She’s an enchantress named Thesha. The Quest Takers:
I guess the acronym of this organisation is QT. *The writer snickers a bit.* You have no other choice, Quirky. No, but seriously. This isn’t even an organisation. This is what you are if you’re not in an organisation. They are also called Freelancers. These people are seeking out quests or are sought out to do quests. Depends a bit on their fame. A good place to find these people is, of course, the tavern. Most of the people giving these quests don’t really care about your race. As long as you get the job do
A list human settlements:
Aerilon: City Demarel: The Capital Dragovish: City Easthallow: City Esbury: Village Grimsby: Town Leviren: City Liara’s Wish: Town Osaria: Town Peshena: Town Port Casan: Village Rosestone: City Shicaster: Village Starmore: Village Thralkeld: Village Tirefield: Town Vaelek: Village Vetlas: City Wolfhampcote: Village
Elven Clans:
A chart of elven clans' relationships:
| Karmagisa | Keelai | Nicha | Sielea | Yatine | Zapleo | Karmagisa | Friendly | Neutral | Neutral | Friendly | Hostile | Friendly | Keelai | Neutral | Friendly | Hostile | Friendly | Friendly | Hostile | Nicha | Neutral | Hostile | Friendly | Neutral | Neutral | Neutral | Sielea | Friendly | Friendly | Neutral | Friendly | Freindly | Hostile | Yatine | Hostile | Friendly | Neutral | Friendly | Friendly | Hostile | Zapleo | Friendly | Hostile | Neutral | Hostile | Hostile | Friendly |
Karmagisa:
Still standing clan. This clan is very religious. They especially seem to like Likia, the goddess of light and prosperity. So don’t make fun of the gods, especially not Likia, in front of a Karmagisa elf. They might get offended. Keelai:
Destroyed. One of the most famous clans. Well known for their extraordinary huntsmen. They had given the clan extreme wealth and oh boy. The clan wasn’t humble about it. This eventually lead to their downfall. Nicha:
Still standing. A pretty quiet clan. They keep things mostly to themselves. In terms of conflicts, they only had a couple of wars with Keelai but that's it really. They are a clan who focuses on science. The elves there has researched just about every subject. Bestiary, alchemy, magic and etc. Sielea:
A still standing clan. They specialise in agriculture. They're pretty good at it. One of the best which are still left. Yatine:
Destroyed. This clan was located near one of the richest crystal mines in Alderon. They sold crystals to all clans they weren’t enemies with and so the other clans were pretty interested in staying friends with Yatine. Zapleo:
Destroyed. They were a great military clan. Made a lot of enemies though. One of the most prideful clans which says a lot because it’s elves we are talking about here.
Maps of Alderon:
With locations:
Easthallow:
Grimsby:
Port Casan:
Clear:
Bio:
Here at first when the RP is new you are only allowed to have two characters each at the same time. I will add more if the RP seems to go well.
Name: Alias: Gender: Race: Age: Clan: Magic type: Animal: Appearance: Faction: Medions: Notes:
Now to explaining
Name: The regular name of your Character. If it’s given to them by birth or they just call themselves that doesn’t matter. You have to have some name here if you want to join the special forces. Doesn’t have to be your character's real name, though. Other than that it’s optional if you have an alias.
Alias: You know superheroes? Is kinda like that. It’s the name of your fighting persona or just what people call you that isn’t a regular name. These names always have a reason behind them and I love if you told me the reason in the notes. You can also get an alias over time. Optional if you have a name.
Gender: Self-explanatory. Optional really. Though often it’s obvious for those who look at you.
Race: That should be pretty self-explanatory. Look at the races and pick one.
Age: How many years is it since you were born. If it doesn’t say anything about age restrictions in the faction descriptions then you can be any age to join the set faction. But be realistic. You’re not going to be a 6-year-old running around adventuring.
Clan: Only if you’re an elf or a magia.
Magic type: Only if you’re a mage or magia.
Animal: Only if you’re an anlay.
Appearance: What do we see when we look at you? It can be as detailed as you want just as long as you have the basics. Personally, I would love if go detailed.
Faction: Which faction are you currently a part of? If none you’re a quest taker.
Medions: This is the currency of Alderon. Everyone starts with 100
Notes: Anything else you want to tell about your character. It could be a backstory, something about their personality or their goals. You decide.
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