EldridSmith
The answer is Fireball
Arcus Remedium
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- Regiao Afogada
Despite what many may think, Zanaflex isn't an entirely unpopular ruler. He provides all of those under him with free food, drink, drugs, entertainment, and items they wish. In return he asks they provide offspring for him. Considering they are allowed to indulge in all the earthly pleasures they desire, few bother questioning him. However there is a far more sinister purpose behind doing so, the food he provides over nourishes them, making it so they grow larger than their hearts can manage, causing those who indulge in to die between the ages of twenty to thirty. The land is a human farm to fuel his army, his goals uncertain, but many consider it involves world domination.
Issue: If you live there you don't really have any, if you don't then they're a possible world threat.Chernobog
Now considered by many to be a molten hellscape, it is home to the races highly resistant or immune to harm from heat. In fact many races there require the temperatures to survive. Regardless the land holds great bounty for the those who risk their lives to delve for metals and gemstones. The inhabitants include fire dragons, demons, elementals, a dwarves, phoenix, and many dangerous monsters that thrive in the feiry landscape.
Issue: It's a feiry hellscape, for those resistant to fire there isn't much to worry about other than the occasional bandit looking to steal from honest miners and merchants.
Ashland: Near the border of Lete on an Ashen plateau. They are known for their ashen white pottery made from the white clay found in their area. They have managed to erect farms in the rich soil there and rely on their magically heat resistant plants to survive. Due to this people of less heat resistant races have gathered here in mass for the stability that comes with food being plentiful
Midland Valley: Near the border of Kushingar nsetled between the sweltering mountains of Chernobog and the frozen mountains of Khsingar the people have managed to make a livable settlement between the two. It is home of the Chernobog academy and serves as the midway point for those traveling between Ashland & Ironhill and Chernobog & Kushingar. It thrives on trade, but it's able to survive on it's own without it thanks to the fertile lands they possess, however they would have to cut back and rely on the necessities alone to do so.
Ironhill: Near Kushingar there lies a hill next to a river that connects to the sea. What food they can't fish up from the sea, they trade for using the metals they dig up from the surroundings and under the city. They are heavily reliant on trade to survive, and are known for being extremely friendly with merchants. This is the resident Capital of ChernobogKushingar
The land is now an anomaly in the polarized world where every area is taken to the extreme, as it has a little bit of everything in balance, however in terms of resources they don't stand out either as they also don't have a specialization. Due to this however they are also self sustaining for the most part, trading what they don't need away for more. Typically they trade food and organic resources for metals and gemstones with Chernobog.
Issue: They have no major continent wide issues, each town has it's own problems and people deal with them the best they can.
CitiesKobold Cliff: The main mining city of Kushingar, this town & mountain range is swarming with kobolds who are in the service of the a white dragon and it's mining business, they make up most of the workforce followed by dwarves then humans and other assorted races. Many people here are willing to brave the dangerous working conditions to earn great pay, though most of the time the kobolds do the dangerous work. The mine primarily finds semiprecious gems & ores that are hard to find in Chernobog due to the high heat.
Cogland: The main manufacturing city in Kushingar, Cogland is home to various factories, workshops, power stations, and shops for people to work in, while they're not as advanced as the workshops in Continente Glacial, Cogland and it's surrounding villages with workshops produce most of the less advanced technology for it's neighboring countries.
Logsport: The main producer of wood in Kushingar, Logsport is a hub of activity as it not only is full of loggers, but the land to the south is full of farmers making it the agricultural center of the continent. The town is full of lumberjacks, carpenters, weavers, herbalists, and many trades having to do with plants. It is the smallest of Kushingars cities, but it's still sizable enough to be listed on a map.
Mountain's Rest: The capitol of Kushingar, it is full of tourists and people of all kinds as it has a little bit of everything for everyone. Tourists come to ski the mountain above, the wealthy come to secure land and rights, shopkeepers sell wares of all kinds, and politicians squabble and clamor to move things along.Firdaws
The land of mist and bog, chernobog has towering growths called aard that look like mountains but are actually one strange magical fungal colony that has a hard outside and a softer inside comparable to pinewood. Due to the way aard grows there are underground swamps that connect to the outside through various caverns. Mostly home to hags, swamp elves, orcs, kobolds, vampires, were creatures, and things that look fowl or alien. However do not think all are evil for their looks as some of the most foul looking can be the most fair of heart. The main export of Firdaws are their magical herbs and fungi which some inhabitants and explorers gather to trade.
Issue: The land is laden with many poisons making it difficult for races that don't reproduce quickly or have a natural immunity/resistance to survive here. In addition many monsters and evil creatures gravitate towards this place.
CitiesThe Three cities: The three cities of Firdaws are the only cities to be found there, and one would wonder why three cities share the same name, it is because it's famous for each having portals in their city center that connect to the other two making it so that despite their distance, it feels like once city. It specializes in selling the various herbs and medicinal fungi, and the potions that they can be made into.Iku
The wild west era died in 1920, however it's been reborn in Iku where the harsh desert is home to bandits, small settlements, mining towns, and tribes both civilized and savage. The main export is meat from herded wild animals of various types which come from the other world or magically adapted to the harsh environment. Iku is tied with Lete for the largest meat producer as Iku has more land but less resources for the animals so they must migrate compared to Lete's compact farms. One of the main thing found in Iku aside from animals is a magical liquid called Fizd, which is used to fuel golems not directly under the control of a spell. As such Iku mages have a larger amount of golemmancers than most.
Issue: Bandits, little water, hot deserts, there's a lot of danger here (but also a lot of opportunities).
CitiesTwin Towns: Often called Waterford due to the pair of towns having access to the largest bodies of water on Iku, they mostly make their coin by selling water to others on the continent and charging a fee for ranchers who use the large lakes.
Cratertown: The capitol of Iku, cratertown is where plots of land are given & taken as needed, large legal disputes over claims of land occur, and ranchers gain permission to cross various plots of land to migrate their herds across Iku. It is where herd and meat are traded off and sold to various buyers around the world.Lete
Western Lete is nothing but sheer cliffs and deep narrow valleys, making it an excellent place to mine out stone and the occasional vein of ore or minerals making it an area heavily populated by gnomes and dwarves. The eastern side of Lete is grassy plains with the occasional tree where farm animals and crops are raised. They are the main exporter of domesticated animals and marvelous stone pieces and art.
Issue: Lots of factions and infighting both in the mountains and the plains, people still subtly vie for power here like in medieval Europe.
CityHalfton: Halfway through Lete, it is the main city & capital that has consistently stood, as no cities exist to the east as it is nothing but farmland, and there's nothing but mountains to the west where dwarves are always infighting in various manners, but rarely violence. As such Halfton is a place of farmed food & fine jewelry are traded for various goods.Continente Glacial
Now a mostly frozen wasteland, the continent's inhabitants are either naturally adapted to the snow or are stubbornly surviving in areas of natural warmth, or by using technology and magitech to stay alive. Thanks to the harsh environment those who managed to survive the initial merge were quick to build shelters for warmth and gather resources or freeze, and while a good portion of people froze those who survived began working with their new resident neighbors who were peaceful to start researching technology to survive and thrive. The main export of the continent is technology and magitech.
Issue: Sustainability, they heavily rely upon trade to survive but once other places catch up technologically they'll likely run out of supplies.
CitiesYellowstone: One of the few places with an unchanged name, what was once a national park is now a booking metropolis, and the capitol of Continente Glacial. The original inhabitants were careful to protest any destruction of the natural beauty, and such the city treats it as it's main park. Underground however the dwarves harness thermal energy to both carefully regulate the park and make sure it acts as normal, and power the various research facilities and factories above, as those in the north were forced to develop their technology quickly or freeze.
Thawdon: The second biggest city in Continente Glacial, it is the warmest aside from Yellowstone. Most people live here as the cost of power is lessened due to the relatively warmer climate, otherwise it's a normal city focused on technological advancement.
Lightning's Leap: While the smallest city, it is also one of the most important for Continente Glacial as it harnesses the energy of the constant thunderstorms in the area to use the energy to power various towns across the continent. It's a miserable place where few desire to live for long, but the pay is extremely high.America
A heavily wooded continent with savage jungles and dangerous forests, only much of what was once brazil is habitable thanks to the clearing out of forests to make room for humans. However they dare not cut down trees anymore beyond what is human territory as dryads, wood elves, and other woodland protectors won't stand for it. As such the humans have begun to work with these races to try and make it possible to survive and make a living off the land. The main export of America is beautiful woods that the woodland people raise and trade for more advanced technology. However many explorers enter the land to hunt rare creatures for prize due to their value.
Issue: Tension between humans and the woodland realm due to strained relations.
CitiesWoodwarren: Where loggers once cut down swathes of the forests, is now the capitol of America. After an event known as Forester's Folly, those who lived in harmony with nature destroyed the logging equipment and drove out the loggers. Soon people came to meet those who lived in harmony with nature and contact was made along with a loose peace. The town is a hybrid of technology and nature with a strange beauty to it. It's main export is beautiful woods harvested without killing the trees.
Treetop: Main home & city of the elves and forest spirits, few humans or outsiders are allowed in it's borders. - The year is 2004, on the verge of 2005 two worlds lie parallel as everyone everyone is excitedly waiting for the clock to strike midnight in to celebrate the new year with parties and revelry, however as the clock struck midnight in the last part of the world a thunderous crack resounded throughout both worlds as the areas around them began to change. Many giant cities were torn asunder as the land around them rose and fell, entire chunks of continents fell into the sea as the waters swiftly flooded the lands. Many lives were lost on both worlds... or what were once two worlds, instead now lies one planet in a state of chaos. Most of both worlds were destroyed in what is to be known as the merge.
However some cities and many small towns and villages were able to survive the initial destruction. Due to the influx of mana into the world all communication technology ceased to function property due to the new radiation interfering with the signals sent out. As each city was unable to communicate, the threat of monsters arose as many creatures from the other world mutated by mana and possessing abnormal strength and powers decimated many towns as some were impervious to conventional weaponry. In the following months nations collapsed and regions turned into city states across the globe, some of the more violent newfound inhabitants of the world began trying to conquer towns one by one to create their own kingdoms, causing much bloodshed and chaos.
Within a year (2006), with the aid of the dwarves humans are able to get communication back online, they managed to band together to build back up again to fight off the monsters. While many tyrants were quelled using the combined forces of the new army, many strong and ancient forces managed to control their conquered lands even still.
Five years later (2011) the formation of the Free World organization caused by uniting of those of the two earths coming together to put an end to most of the remaining warlords, though one ancient lich managed to hold dominion over the island nation of Regaio Afogada. Since the land was far away from shore and few people lived there, the FWO stopped wasting resources on trying to take it back and instead began preparing for the future where they were able to liberate the land. Still the FWO tries to ensure that all sentient races are granted equal rights across the globe. Some prejudice exists hidden under the surface for some from both earths, but nothing could be done. The leader of every city state sits on a board with those on their continent. They then elect a leader to represent them on a global scale. While it has loose powers, it has helped end persecution for many people and stopped aspiring warlords.
Within a year (2012) a new movement goes through the city states where schools to help humans understand mana and how to use it, in addition to helping those from the fantasy world to learn how to use technology.
Three years later (2015) the Free World organization begins making official schools on each continent for those who are especially gifted and wish to help the good of all races. Each school is partnered with the heads of city states to ensure the best for their communities, and to ensure the FWO doesn't gain too much power. However the FWO considers this a chance to give children a chance to meet other races and stop racism as they learn that other races are actually just like them.
A new year has just dawned (2021), and with it a new international school is opened in what was formerly called Central America and the land around is considered to be a sanctuary for all, especially those from corrupt city states. However only students are allowed inside the school, those who seek refuge are often workers on the outside. Your current characters are now of the first to attend, congratulations on this prestigious achievement.
DISCLAIMER: For the purposes of avoiding unnecessary strife, this is an alternate earth that has the following differences in world history:
Regarding religion: No major modern organized religions existed, however ancient polytheistic religions are still permitted if your character is so inclined.
Regarding politics: The year is 2021 and the merge occurred in 2005 so no recent politics are relevant to the story, and any politics prior to 2005 have long since been forgotten by most humans. - Habitat: All around the world, each species has their own desired habitat however.
An extremely diverse group of races that all share a common ancestry to a long forgotten demonic god. Some are innately violent and unintelligent, however the vast majority are intelligent and civilized. To cover each member of this group is impossible in one message as there is an entire profession revolving around the study of them. Needless to say it is illegal to study the intelligent ones without permission as they are citizens of the free world. However the unintelligent ones are called fiends and categorized separably. Depending on the species they may not reach maturity until they are several decades old, while some mature as quickly as humans. Demons are a race heavily tied to emotions and their expressions, some fight their heritage and others embrace it.Habitat: All around the world, each species has their own desired habitat however.
A race of long lived reptilians each with their own powerful breath weapon that grows stronger with age. Upon reaching the young adult stage they are able to transform into a human form, though each one has their own quirks making it easy to tell they aren't humans. Each dragon has a compulsion to gather certain items, most commonly gold and gems but other compulsions exist such as pencils, romantic partners, and stamps. Dragons do not reach adulthood until they are at least 100 years old.Habitat: Cities, Mountains, Underground
Shorter than humans and just as strong, dwarves were the quickest to integrate with humans and learn how to use their technology. They then proceeded to begin improving it once they fully grasped the concepts. Fifty percent of female Dwarves possess facial hair, making it hard for some to distinguish them from the males. Dwarves age as quickly as humans, but tend to live up to 200 years old.Habitat: Areas with large concentrations of elemental energy
Not to be confused with Spirits, Elementals are a race of creatures made out of concentrations of magical energy. They can be intelligent or unintelligent depending on circumstances and the amount of energy present at birth and the amount consumed as they age. Elder elementals can take humanoid forms and walk the earth freely, while the others are bound to the locations they spawned from until they accumulate enough energy to rise to the rank of Elder. Unlike spirits however, they do not require life to be present for their creation. Elemental's do not have a defined age for adulthood, it is considered more of a mentality than anything and can show up at any time in the elemental's life. However elementals cannot regress back from adulthood.Habitat: All around the world, except Chernobog
A distant relative of the Spirits, elves share the common fact they are heavily related to nature. Each species lives in harmony with their own environment (Sea elves, snow elves, desert elves, forest elves, etc). They have a tendency to be extremely territorial especially in their sacred locations. Elves reach physical maturity as quickly as humans, however they are not considered adults until they reach the age of 100. No one has witnessed an elf die of old age, however claims have been brought fourth once reaching the end of their lifespan they merge with the forest. These claims haven't been investigated yet due to the elves secretive nature regarding their holy lands.Habitat: Forests of all climates
Playful pranksters from birth, fairies are protectors and keepers of the forest as they use their magic to prune decay from living plants. They care for the creatures, but they avoid the more monstrous beasts. They seldom leave their homes, and have good relations with the elves. They physically mature quickly but are not considered adults until the age of 200 due to their nigh immortal natures.Habitats: All around the world, each species has their own desired habitat however.
The closest comparison to humans in the fantasy world, bar their innate magical abilities they are large people. They tend to stay in their own areas due to being extremely territorial and requiring their lands to be maintained to keep up with their food intake. Giants age much slower than humans and reach adulthood around 25. They can live up to well over 1000 years provided they live healthy lifestyles. All giants reach a certain height range at adulthood, but as the giants get older some of them continue to grow taller, examples of 30' air giants exist.
Air Giants: Better known as Cloud & Storm Giants, they are the titans that dwell in palaces within the clouds standing up to 18' tall. They are the undisputed kings of giants in one on one combat.
Frost Giants: Formerly water giants, these creatures of ice had their hearts frozen and became the frost giants, standing up to 16' tall they are terrors to deal with if anyone ever steps close to their icy lairs.
Fire Giants: Fire giants had very broad bodies, making them sort of dwarf-like in appearance, and bulky standing 14' tall at adulthood. Their culture is militaristic, as being strong means no one dares attack you.
Stone Giants: A reclusive and artistic race of giants that lived in underground and mountainous environments standing up to 12' tall. They tend to avoid violence when possible.
Cyclops: A more solitary group of giants standing up to 10' tall, cyclops live alone or with a mate as to not strain the environment. Unlike the other giants they were more prone to taking traits from all four of their larger giant kin.
Forest Giants: The shortest of the giants standing at up to 8' tall (but never shorter than 7'), they lived in extremely tribal communities as they hunted and farmed the land, taking great care of the land they live on considering themselves but stewards of it. (Full)Habitat: Underground
The dwarves' antisocial cousin, gnomes avoid interaction with other races for the most part. They are as smart as dwarves, but they aren't as strong, however they are far more nimble. They love tinkering and creating new mechanical machinations, some more daring gnomes have also ventured up to learn what happened and get information on new technology. However they are very secretive with the locations of their homes. They are constantly energetic, where humans would tire of a passion after some time, gnomes never will. Gnomes reach maturity as soon as humans, but due to their nature they are able to live up to 150 years old.Habitats: Everywhere but Chernobog
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat. However not all goblins are this way, and the FWO is willing to give those who try to be civilized a chance. Many shadier organizations utilize them as loyal underlings and grunts to do their dirty work as they are naturally sneaky. Goblins, much like orcs, die quickly and multiply faster. They mature as soon as 8 and if they somehow survive they can live up to 80.Habitat: Under Hills, Forests, Plains, etc
The perpetually retired cousin of gnomes and distant relative of dwarves, halflings are always relaxed. They make the most of life from day one, they don't rush anywhere to do anything, they enjoy farming, brewing, and food. The vast majority lead simple community focused lives. Halflings reach maturity at the age of 16, but they are able to live up to 250 years old due to their relaxed lifestyle.Habitat: Everywhere
Humans are the original inhabitants of this world and we all know much of their history. However many of them died in the merge. However humans are the most adaptable race that exists, and those that survived quickly adapted to their surroundings. However they are far more proficient with technology than other race. In contrast the other races are like old people trying to get their heads around how to send a text.Habitats: Everywhere but Chernobog
Kobolds are a small, craven, draconic race that dwells in places hidden from the sun, particularly subterranean caverns or densely wooded areas. The inherent cowardice of the kobolds has lent the schemers a bit of cleverness and ingenuity, especially when it comes to devising deadly traps. Despite the fact that kobolds believe they are, in fact, the most superior race, they are commonly found in service to other, more powerful masters.Habitats: Everywhere but Chernobog
There exist two types of orc, the intelligent, and the stupid. Originally the intelligent were green orcs and the stupid were grey orcs, however after millennia of interrelations one cannot guarantee a grey is dumb nor a green smart. Regardless orcs are extremely hardy and exist in extremely hostile environments almost purely out of spite of the gods and nature itself. The dumber ones tend to not know how to create things and typically form raiding villages, while the intelligent ones are able to blend in with society if they choose. Thanks to some of their dumber relatives raiding people they face more prejudice than the average race. Being a hardy race that tends to die often, they mature as quickly as ten, and only live up to 100 years if they're lucky.Habitat: Wherever life is present Not to be confused with Elementals, Spirits are the manifestation of the vibrancy of life where they are born or created. Some spirits require age to gain sentience such as trees becoming treants and ents, while others are naturally born such as dryad, fairy, and other types. Spirits are always creatures of beauty, however sometimes the beauty can be macabre in nature. In places of great darkness some spirits are a shapeless mass that may form their own appearance. However most spirits are given an appearance at birth that they cannot change. However all spirits have the ability to take the form of a humanoid once they reach maturity. Depending on the type of spirit they may not reach maturity until they are several old, hundred while some mature as soon as the age of 10.Habitats: Where it's dark
A race cursed long ago to forever consist on blood and hide from the sun, most vampires are trying to get by and live with their cursed nature, but a scant few view it as a blessing for which to turn others into slaves and become evil lords. Because of this the majority that live within civilized society are viewed with suspicion and often prejudice. However business owners note they make excellent night shift workers. Thanks to modern blood banks many vampires are able to get the blood they need without turning people into thralls. Vampires themselves being less of a race and more of a state of undeath, they have no matured age and do not die of old age. However it has been witnessed children are unable to be turned to vampires due to some divine force.Habitat: Anywhere
Were creatures are defined mostly by humans who were bitten and or cursed who can transform into an animal. Not to be confused with Lycans that are pure breed monsters. Whereas lycans are mainly minions that are triggered to shape shift into their chosen beast. - Welcome those of you who read through everything! I apologize for the lore dump but it helps set the tone for the RP so I felt it best to include all of it. I know you're probably thinking "Oh another fantasy school RP" and well you're not wrong, but this one has been a work in progress for several months that I started with some of my friends. We started the RP to see how things worked and we're now sufficiently satisfied with it to open it to the public (We have started RP, but we've only done the introduction thus far and are on the official first day). But enough of that, you want to hear about the RP!
1) I want to make it known this will be a long and slow RP, and if you like fast posts all the time, then this isn't the RP for you as my friends and I are busy with college and life. We're also looking for at least 2 paragraphs per post, I know this can't be met all the time, but if you can't do this consistently then this isn't the RP for you. This is mostly because we don't post often, but when we do post we want to have enough to work with for us to post.
2) We will be accepting only 6 people / a max of 8 more characters (up to 2 per person). As this is a RP with romance in mind, we want to make sure that we have a MxF pair for everyone no matter how things turn out. (Sorry to those of you looking for MxM or FxF)
3) This isn't a combat focused RP, so feel free to have your powers be more support or research oriented, some characters will be combat focused but if you aren't don't feel the need to change!
4) We use discord for most of our OOC chat, mood boards for our characters, and all of the lore for the RP that isn't here, is there.
5) This isn't first come first serve RP, each character has to be evaluated on the basis of the world lore, overall strength, and more.
6) My Co GM's are Pumpkid & Huntertabbysandshark3 so feel free to @ them or myself if you have questions.
7) To apply use the CS page link below:
Fantasy - Arcus Remedium Characters
Character rules 1) You must be a legal adult for your race 2) No murders (accidental or purposeful) or abilities that put those around them in constant danger 3) They must be relatively mentally stable, so please no split personalities like Jekyll and Hyde, or insanity. 4) Any powers related to...www.rpnation.com
Fantasy - Arcus Remedium OOC
Here's the discord link to access the OOC: https://discord.gg/qEFXQvWrMmwww.rpnation.com
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