Tex.Y
True Neutral
Characters Thread: https://www.rpnation.com/threads/caravan-kingdoms-of-thoris-character-hub.345250/
Discord Chat: https://discord.gg/zGUGu6j
IC: https://www.rpnation.com/threads/caravan-kingdoms-of-thoris-chapter-1.346761/
~Caravan~
Kingdoms of Thoris
*Writer's note: You need not feel overwhelmed by the sheer amount of content. It is not necessary to read everything, and any questions you may have can be asked to me directly, if you don't feel like reading through all of the lore.
-
Welcome to Thoris, a sprawling world of magnificence, brimming with life and energies that transcend mortal understanding. At one point, the forces of nature lived in tandem with one another, locked in a tranquil cycle of life and death. Beasts did as they would, and took only what they needed from the land to survive. There was a sense of order buried within the countless struggles for survival. At least, that's how it was before the introduction of a force that sought only to conquer and control. Intelligence. With time, the threat of evolution took hold of the natural energies that maintained balance in the world. Races sprouted from the results, and followed through with their selfish desires. In time, they begun what could be transcribed as, a series of vicious crimes against life itself in their efforts to tame nature.
Fast forward a few thousand years. Civilisations have risen and fallen, acting as tides against the natural elements, leaving only weathered stone in their wake. The ruins of old, returned to nature, have long since been disregarded in lieu of modern practices. The sentient races of Thoris have advanced quicker than ever before, rising to levels of power that consistently stand toe-to-toe with the natural forces around them. This has allowed sustained advancement, without worry of being torn to pieces by beasts and magic, like their predecessors had, so many times before them.
Magic
Magical Classifications
The Races
Throughout Thoris, there are many intelligent races that rule the major nations, either on their own, or in union with one another.
The Nations
Standing as paragons of order, the nations of Thoris are hubs for civilisation to congregate, and thrive. As expected, nations at different ends of the world differ in culture significantly, based not only on their location, but the most prominent races within.
Relevant IC Information Ends Here
Glad you read through that, or didn't. Either way, here's the stuff you need to read in order to join up.
Rules and Regulations1 - No god modding/powerplaying/autohitting/all that nasty stuff. You all know this by now, I don't even know why I need to state it.
2 - Please, do not add major lore without consulting me first. You're free in-character to create explanations and locations within the universe without asking me, because it's a pretty HUGE setting, but don't go creating entire nations without letting me know about them, just so we don't end up having things contradict eachother.
3 - Be friendly, be tolerant, and be tolerable. I have a zero tolerance policy for self-entitled tools who go around insulting people because they think it's funny or entertaining. If you're one of those people who can't treat others with respect, you're outta here, yo.
4 - Please address me if you have any questions or concerns. I want to make this fun for everyone involved, and avoid alienating Role players. I'm open to ideas and I'm very flexible. Take advantage of that!
5 - Don't call me Texy. This will result in an instant ban, totally. Like, no warnings, I'll ban you. I'll ban you so hard. Definitely.
The Plot
The player characters, as described earlier, will be part of a Caravan. Which Caravan? Why, Arcadia's royal Caravan, of course! Your purpose will be explained in the introductory post, but here are a few guidelines on the state of your characters when the RP begins:
You are a member of Arcadia's guard, a collection of knights who work directly under the king, and carry out cross-country missions whenever contracted to do so. Arcadia uses a Caravan system in order to maintain constant communication with its allied nations between the bi-annual continental counsels. They also use this system to transfer supplies, investigate oddities in the wild, and maintain the city's perimeter.
With this in mind, your occupational status can vary. You may be experienced, already used to the complications of your occupation, or you might be a brand new recruit, this being your very first expedition outside of the city's walls. Likewise, if you'd like to join the Caravan through more indirect means, you may speak to me about it, and I will discuss your options in great detail.
At any rate, there are three roles I absolutely must have filled. If nobody vouches to do so, I will fill them myself.
-Caravan Commander (A role of leadership, who's purpose is to guide and maintain the order of his group.)
-Caravan Pilot (Well versed in animal husbandry and/or maintaining the beasts that actually move your caravan)
-Caravan Carpenter (As implied by the title, responsible for upkeep of the Caravan, so that there is no danger of ending up stranded in the middle of nowhere.
Beyond that, roles vary, but are centred around keeping the Caravan safe, and getting it to its destination, and of course, back to Arcadia in one piece.
If there are any questions, do not hesitate to ask me directly.
Character Template
Here's a very basic outline for you to use at your leisure. Use it as guidance, if nothing else.
Name:
Age:
Appearance: (Pictures, or text-based descriptions are both fine)
Height:
Race: (One of the primary races, or one of your own creation.)
Home Nation: (One of the four primary nations, or a nation of your own creation.)
Magical Capabilities: (Classifications, specific specialities, etc.)
History: (Prior to joining the Arcadian Guard)
With All That Out Of The Way...
Welcome to the Caravan!
Discord Chat: https://discord.gg/zGUGu6j
IC: https://www.rpnation.com/threads/caravan-kingdoms-of-thoris-chapter-1.346761/
~Caravan~
Kingdoms of Thoris
*Writer's note: You need not feel overwhelmed by the sheer amount of content. It is not necessary to read everything, and any questions you may have can be asked to me directly, if you don't feel like reading through all of the lore.
-
Welcome to Thoris, a sprawling world of magnificence, brimming with life and energies that transcend mortal understanding. At one point, the forces of nature lived in tandem with one another, locked in a tranquil cycle of life and death. Beasts did as they would, and took only what they needed from the land to survive. There was a sense of order buried within the countless struggles for survival. At least, that's how it was before the introduction of a force that sought only to conquer and control. Intelligence. With time, the threat of evolution took hold of the natural energies that maintained balance in the world. Races sprouted from the results, and followed through with their selfish desires. In time, they begun what could be transcribed as, a series of vicious crimes against life itself in their efforts to tame nature.
Fast forward a few thousand years. Civilisations have risen and fallen, acting as tides against the natural elements, leaving only weathered stone in their wake. The ruins of old, returned to nature, have long since been disregarded in lieu of modern practices. The sentient races of Thoris have advanced quicker than ever before, rising to levels of power that consistently stand toe-to-toe with the natural forces around them. This has allowed sustained advancement, without worry of being torn to pieces by beasts and magic, like their predecessors had, so many times before them.
The year is 1252-4E, marking the longest recorded era of advancement in sentient history. The kingdoms of Thoris have come to an accord, following the second great war, to maintain peace and guide all sentience in the right direction. But with so many different cultures, the clash of morals was unavoidable. Even now, particular superpowers struggle to stay relevant. Although every nation holds a voice at the continental counsel, wherein all leaders and political figures have a chance to voice their concerns, not every demand or worry is addressed with equal acknowledgement. The unrest within certain political bodies continues to grow, as the global union restricts actions. None are sure of what each kingdom plans beneath the veil of diplomacy, but with time, it might become clear that peace cannot exist with certain elements maintaining a persistent role in the mix.Magic
The latent energy flowing through every inch of Thoris' atmosphere, and its people. Mana is what allows sentient races, and the beasts of nature, to manipulate the aspects of magic and reality by harnesses it through the use of what magical scientists refer to as nodes. Nodes exist in the bodies of sentient races in abundance, and allow different abilities to manifest with differing severity, supply, and effect. Some are born with unusual node correspondence, allowing them the mimic, or outright copy the magic that their racial restrictions would normally not allow, like granting humans manipulation over the mind, or Felis the ability to tap into healing abilities. Likewise, some are born without Nodes at all, albeit a rare occurrence. Furthermore, some races lack the natural affinity with magic to maintain their nodes without practising magic on a regular basis. In cases like this, non-casters can permanently lose their ability to harness Mana as their nodes shrivel up, and die.
Magic falls into many classifications, but is bound by a single set of universal rules, which are as follows:
<Law of Creation> All Mana exists indefinitely, and cannot be destroyed by normal means. It may only be redistributed, changed, and applied. As such a rule exists, complications arise when using magic who's sole purpose is destruction, as it defies the natural order of nature.
<Law of Independence> Magic is one with matter. Down to the very core of atoms, Mana is present, making up the very building blocks of reality, from the soil to the trees. It flows naturally, without guidance, through the blood of earth's creatures, and composes the planet we stand upon. As such a rule exists, magic that already serves a purpose, to compose a tree, or keep the human heart pumping blood, is extensively difficult to manipulate.
<Law of Sentience> Sentient creatures have a significant link with their own Mana, giving it a direct link with their soul. As such a rule exists, taking control of another person's manifested Mana is near impossible, and may produce chaotic results.
<Law of Blood> Mana is limited within sentient creatures, and most are unable to draw it from the atmosphere, or other natural sources, due to its chaotic and specific nature when expelled from the body. As such a rule exists, Mana consumption can exhaust, or outright kill, any who are not careful when using it.
<Law of Divinity> Certain branches of magic transcend the rules mentioned above. These are limited by divine teachings, wherein sentient races call upon magical powers that have predetermined rules. As such a rule exists, certain classifications of magic may break the rules of Mana, and create new rules of their very own.
Magic falls into many classifications, but is bound by a single set of universal rules, which are as follows:
<Law of Creation> All Mana exists indefinitely, and cannot be destroyed by normal means. It may only be redistributed, changed, and applied. As such a rule exists, complications arise when using magic who's sole purpose is destruction, as it defies the natural order of nature.
<Law of Independence> Magic is one with matter. Down to the very core of atoms, Mana is present, making up the very building blocks of reality, from the soil to the trees. It flows naturally, without guidance, through the blood of earth's creatures, and composes the planet we stand upon. As such a rule exists, magic that already serves a purpose, to compose a tree, or keep the human heart pumping blood, is extensively difficult to manipulate.
<Law of Sentience> Sentient creatures have a significant link with their own Mana, giving it a direct link with their soul. As such a rule exists, taking control of another person's manifested Mana is near impossible, and may produce chaotic results.
<Law of Blood> Mana is limited within sentient creatures, and most are unable to draw it from the atmosphere, or other natural sources, due to its chaotic and specific nature when expelled from the body. As such a rule exists, Mana consumption can exhaust, or outright kill, any who are not careful when using it.
<Law of Divinity> Certain branches of magic transcend the rules mentioned above. These are limited by divine teachings, wherein sentient races call upon magical powers that have predetermined rules. As such a rule exists, certain classifications of magic may break the rules of Mana, and create new rules of their very own.
Magical Classifications
- The most common form of magic that all forms of life have the capacity to create and manipulate. The arcane is a raw manifestation of Mana. It acts as the core of all magical manipulation, almost like magical stem cells. If not given shape or form within the other classifications of magic, Arcane energy acts much like raw force. It can be used to enact telekinesis, create forceful waves of energy, or manifest physical creations temporarily. Although it is the simplest form of magic, the limitations of Arcane energy are not very strict.
Raw Arcane energy can range in coloration from a dark blue, to a bright white. Darker Arcane energy is associated with strength, while lighter arcane energy is associated with control, allowing magical scientists to classify an individual's abilities with ease. Some are capable of manipulating the hue of their raw Mana, but these prodigies are few and far between. Arcane energy loses its natural coloration when applied to another classification of magic, as one would expect. - Most attempts to manifest Mana into a physical apparition of matter or energy is classified as an elemental technique. This covers everything from the physical creation of fire, to the growth of new trees. Objects created through Elemental magic follow the <rule of sentience> for a short while after their birth. After the creator severs their ties with any elemental creations, said creations will abide by the <rule of independence> any anything else might. For example, a tree created through magic will only be treated like a normal tree once the creator has severed his/her tie with it for more than 30 minutes. Likewise, any natural element that is controlled by a caster of adequate skill, follows the <rule of sentience> until it is released from their grasp, at which point it immediately retains its original <rule of independence> without any further delay.
- When the normal rules of elemental magic cannot allow you to manifest your thoughts, one must enter the realm of metaphysical mana, where they can further expand the control of their magical abilities. Fundamentally, Metaphysical magic is the highest level of elemental manipulation, where a caster manipulates concepts such as sound, light, and gravity. Unlike elemental magic however, it usually lacks the sheer power and efficiency that something like molten rock, or powerful winds might offer. Instead, Metaphysical magic gains its advantages from the fact that it cannot be affected by any other form of magic. A crude example would be sound-based spells completely ignoring all attempts to dampen them, aside from physical obstructions that would naturally reduce the impact of sound-waves. Due to this, many forms of metaphysical magic can outright ignore magical defences, even divine shielding used by the paladins, making it extremely versatile. Although it lacks power, the possibilities of metaphysical magic are rather plentiful.
- Perhaps the most complex classification of magic, the psychic school consists of adapting arcane energy directly into the nodes of sentient creatures. By doing this, many living things can be manipulated with ease, depending on their level of intelligence, or ability to combat psychic assaults. This can used to do all manners of sinister things, but is also capable of treating psychological illnesses, and many forms of trauma. Most who study psychic magic openly, are dedicated to putting it to good use, but there are many who use this ability to a sinister effect as well. Things like completely rewriting a person's personality, implanting false memories, or reading memories, are not unheard of, albeit incredibly rare. Psychic magic follows the <rule of sentience> making it excruciatingly difficult to affect creatures who are unwilling to have their brain picked apart.
- Soul magic is used to directly affect one's own body. Using this magic, strength can be enhanced beyond what a person's muscles would normally allow, speed and agility can be clocked into inhuman realms, the brain can be overclocked, diseases and injuries can be circumvented, and physical stamina can be artificially increased by using one's Mana pool. Things like shape-shifting and invisibility are in the realm of possibilities as well, but the limits of soul magic is usually dependant, not only on the body's nodes, but a race's natural physical restraints. In some cases, soul magic can even be used on other sentient creatures, much like psychic magic, leading to medical advancements. Of course, with such an option, sinister uses can exist as well.
Soul magic is one of the most unique forms of Mana manipulation. However, this is also one of the most dangerous uses of Mana, as missteps and/or overuse can lead to physical changes that may be irreversible, such as mutations, insanity, or something far worse. Because of this, frail races shy away from soul magic. - A divine classification, harnessed only by 'Berserkers', a class of casters who draw power from the god Ra'Ja'Ka, allowing them to tap into phenomenal physical strength, speed, and stamina at absolutely no cost to their Mana Pool. This also does not present the same risks as soul magic, and cannot be silenced like normal forms of Mana, as it comes from an external divinity. Unfortunately, while under the effects of Ra'Ja'Ka's blessing, Berserkers are a slave to their natural instincts. If used for prolonged periods of time, a Berserker may be unable to revert to his/her normal state of consciousness. At this point, Ra'Ja'Ka is known to abandon those who abuse his power, leaving them stripped of their nodes, and cursed with a crippling atrophy of their muscular structure.
To attain the powers of a Berserker, one must conduct the proper rituals, which only the most respected Berserker Priests are capable of overseeing. Upon offering allegiance to the Berserker god Rajaka, half of one's lifespan must be offered as payment.
The highest ranked Berserkers are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war - A divine classification, harnessed only by 'Paladins', a class of casters who draw power from the god Alvios Maeti, which allows them to harness the power of holy light. This light allows an unnatural healing ability that can seemingly negate any and all damage that a sentient creature sustains, assuming that the caster is of a high enough mastery. Alvios' magic also allows paladins to formulate shields of raw light, super heated plasma, and purge wickedness from sinister minds. There appears to be absolutely no drawback to these powers, but any who use them for sinister means, will immediately have them revoked by their host god. Additionally, this magic is fickle, and may not respond to the command of a paladin at random. Like all other divine classifications of magic, this does not drain a mage of their Mana, and can even restore lost Mana in some circumstances.
To attain the powers of a Paladin, one must conduct the proper rituals, which only the most esteemed Priests of Alvios can perform. Only the purest of heart can attain the powers of Alvios, and upon doing so, they may not partake in the follies of romantic love, or fall prey to the vices of the sentient race. These limitations are rather subjective, and unclear.
The highest ranked paladins are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war. - A divine classification, harnessed only by 'Summoners' with a natural affinity with worlds beyond Thoris. This divine classification is unique, in the sense that a Summoner does not ally themselves with a god that exists beyond the mortal realm, but rather with a creature who can exist on Thoris' plain of reality by binding themselves to the soul of a caster. Summons vary dramatically, and their abilities can defy the natural laws of magic, but they cannot be controlled by a caster. As far as otherworldly creatures are concerned, they exist only for themselves. The personality of a summon can vary just as violently as their magic, from kind and benevolent, with only a purpose for peace, to destructive and evil, with hopes of destroying life for arbitrary reasons.
Summoners are always contacted by their adjacent summon in their dreams, or through a rift in the fabric of reality, at which point a pact is often created at the behest of the summon's host, allowing the act of summoning. The only control a Caster has over their contracted summon, is that they may choose to seal them back in their realm of origin at any time by ending the spell that binds them in reality. Likewise, they may summon them once again whenever able. If a summoner is killed, their summon is immediately ejected from reality, and loses all contact with Thoris.
Signing a pact has adverse effects on the summoners as well. For one, allowing another entity to form a union with one's soul affects a person's life span, reducing life expectancy by a set amount of years, solely dependant on the strength of the summon. Physical strength also suffers, making it rather difficult, and occasionally, impossible to build muscle, or maintain an above-average level of fitness. Soul magic becomes impossible to use, as well. Lastly, a summoner's Mana is directly drawn upon while their summon exists in Thoris' reality, effectively placing a time limit on stronger entities. Weaker summons usually require a negligible amount of Mana to sustain their form, making it seem as if they could exist without any danger to the summoner, whatsoever.
Some summoners have access to multiple summons. In this case, each summon cuts their lifespan even further than the last. Additionally, having more than one summon out at a time has a drastic effect on the summoner's Mana, making the practice extremely dangerous. Lastly, having one's soul bound to multiple summons at once is a dangerous act, threatening to outright tear it apart in the worst case scenarios. This makes it difficult to maintain summons, increasing the innate Mana drain significantly.
A few summoners with extensively powerful otherworldly beings as their partners, are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war. - A somewhat divine classification, harnessed only by 'Druids', a class of casters who consider themselves one with nature by allying themselves with Mother Gaia. Druids possess one ability, they may use the natural presence of Mana in the atmosphere to cast any other classification of magic. Additionally, the <Law of sentience> applies in absolution to Druid magic, meaning that their magical manifestations can never be controlled by another, not even another Druid. Likewise, Druids can ignore the <Law of independence> at their leisure when casting magic. In essence, their Mana is one with nature. They also maintain an aura which prevents the naturally destructive creatures of Thoris from treating them like other intelligent races, protecting them from most creatures that wonder the wilds. Additionally, once a race commits themselves to Nature magic, they cease ageing immediately.
To pledge one's self to Gaia, a person must spend a full year in the wild with a pure love for nature, surviving only on the essences of the wild, and fending for themselves against its creatures with only their magic as a defence. Druids may not step foot into the kingdoms of Thoris ever again, once this power has been achieved, lest they risk losing Gaia's blessing forever. They may however, speak with intelligent races at no risk, and step foot into smaller villages and cities without worry.
The most powerful Druids are considered neutral deterrents to war, but they are allied with no one, despite having a seat at the continental counsel. - A magical classification that most intelligent races are simply incapable of reproducing. This is the type of magic that the many beasts of Thoris use, by harnessing their unique Mana pools to produce different effects. This type of magic has been known to break the Laws of Mana on occasion, allowing beasts to destroy Mana, take control of intelligent races, easily control nature, and dip into seemingly unlimited Mana pools. This magic alone makes the beasts of Thoris unpredictable, and incredibly dangerous.
The most unique property of bestial magic is not necessarily what it can do, as it can easily be mistaken for elemental, psychic, or Soul magic. Rather, it's the fact that bestial magic taps into a type of Mana that cannot be detected. It's almost as if Beasts are not even using Mana at all. However, due to the unique and strange abilities that they possess, it is impossible for there to be a reasonable explanation, otherwise. At least, in the eyes of magical scholars.
Bestial magic cannot be performed by any intelligent race under any circumstances, nor can beasts learn magic that is not already apparent in their species. - Other classifications of magic, both natural and divine, exist in the world of Thoris. If you would like to add one of your own, feel free to submit an idea! The possibilities are endless. Just make sure it falls outside the realms of what's already been dictated.
The Races
Throughout Thoris, there are many intelligent races that rule the major nations, either on their own, or in union with one another.
- Humans are the most unremarkable race in all of Thoris. They are of average, height, strength, and magical affinity, balanced all around. The only somewhat unique trait of humanity, is its intelligence, and advancement in technology. Humans are more apt with technology, and are the sole force behind steam-punk technology. They're also the second more influential contributor to magical science, granting them a great deal of respect. Despite all of this, the have the shortest lifespans in Thoris.
Humans posses an average node network, allowing them to dabble in all forms of natural magic. They are also one of the only races who are capable of becoming paladins.
The average life span of a human is 60-80 years, and usually stand 5.5-6.5 feet tall on average. - The Lok'Sha are a burly, grey-skinned race of humanoid monstrosities with the most formidable raw strength out of all the intelligent races. Their physiology makes them the least capable of natural magic, and the least advanced race in Thoris, as well. Lok'Sha prefer to maintain more tribal studies, not quite standing with nature on equal terms, but poaching it for everything it has to offer instead, as if it were nothing more than a common beast. Unlike most other Races, Lok'Sha are often violent by nature, and can give in to their aggressive instincts on occasion.
Lok'Sha posses the most limited node network out of the races. However, due to their extremely durable bodies, they are the most advanced users of Soul Magic, and are one of the only races capable of becoming Berserkers. They are also naturally resistant to all alien sources of Mana, making psychic magic completely useless on them, despite their sub-par intelligence.
There are two subspecies of Lok'Sha, who live together, and interbreed, naturally.
The hulking subspecies, who are large, and bulging with sheer muscle mass. The average life span of a hulking Lok'Sha is 90-110 years, and they usually stand 7-9 feet tall on average.
The feral subspecies, who are lithe, covered in fur, and have anthropomorphic, bestial physiology. The average life span of a feral Lok'Sha is 180-200 years. - Myti (Pronounced Mee~Tee) are catlike folk who take to forested areas like animals, with ease. Their affinity with magic trumps every other race in Thoris, standing out as the most advanced casters in the world. Unlike every other race, the Myti are naturally gifted in magic, and do not need to sustain their nodes to prevent node death. Harnessing Mana is almost like learning how to walk for a Myti. That being said, they are the most physically frail of the races. Even then, they are particularly agile, and lightweight.
As suggested, Myti posses the most plentiful and versatile node network of all the races. They can harness any form of magic, and commit themselves to any divine entity, regardless of normal restrictions. Despite this, they have one of the lowest Mana pools, disallowing them to use particularly powerful magic, even with their outstanding affinity. They prefer to dabble in psychic magic, more than any other race, as it does not require large amount of energy, but rather significant amounts of control. They may use soul magic, but the risk of doing so is at least ten times higher than if a human were to dabble in the same classification, forcing them to stray away from that particular school of study.
Myti are Matriarchal. Nearly 95% of their race consists of females, which has affected their culture, and made them one of the least-populated races in all of Thoris. Although maintaining total control, female Myti enter 'heat' once every 6 months. During this period of time, not much changes. They are, however, completely overtaken by sexual urges if placed in the presence of a Male Myti. Some Myti Females are able to suppress this urge, however, and usually achieve positions of power for that reason alone.
The average lifespan of female Myti is 200-220 years. They stand 4.5-5.5 feet on average, are covered in fur from head to toe, and posses very cat-like features, such as a tail, sharp claws, sharp fangs, and small fuzzy ears.
The average lifespan of a Male Myti is 250-270 years. They stand 4-5 feet on average, and have more human-like features, lacking fur around their face, appendages, and back areas. Myti males do not have claws, or sharp fangs. - The most human-like race in all of Thoris, Eldi exist to evolve and expand their knowledge. But rather than practising the art of technology, Eldi study the realm of magic more thoroughly than any other race. Unlike the Myti however, their affinity with magic is not as advanced. Their understanding of how magic actually works, however, dwarfs every other race, allowing them to create some of the most complex, and intricate spells known to man, even if doing so remains very difficult for their bodies to handle. They do however possess one thing that humans don't. The largest Mana pool out of all the races in Thoris, by a significant degree.
The Eldi node network is almost identical to a humans. However, it possessed a single flaw. Eldi nodes, once practised in a particular kind of magic, will usually not allow different types of Mana flow, often restricting them to a particular school of magic for their entire lives. Unlike a human or a Myti, who may practice multiple forms of magic freely, the Eldi may only use a single school of magic within a single classification. This goes as far as removing their ability to manifest raw arcane energy outside their bodies if an Eldi caster specialises in fire, for example. The benefit to this, is that when it comes to specialisation, not even the Myti can stand toe to toe with an Eldi. Even so, an Eldi's physical form is weaker than a humans, making them slightly more agile, but far less physically powerful.
The average lifespan of an Eldi is 200-220 years. They stand 5.5-6.5 feet tall on average, have lithe frames, thin faces, and knife-like pointed ears. - Esp are a peculiar, and nearly extinct folk, that shy away from the prying eyes of the more developed, and sturdy races in Thoris. The esp are found scattered across the wilds in small groupings, barely protected from the beasts that wander, due to their inherent ability to commune with nature's creatures. They are naturally gifted in magic, but unlike the other races in Thoris, their application of Mana differs completely. Rather than possessing the capability to manifest Mana, and mould it into any of the classifications, they are inherently capable of communicating with the beasts in the wild, using their nodes to alter, and understand the brain chemistry of less intelligent sentient creatures.
The Esp have an abundant node network, and do not have to actively practice magic to keep it healthy, much like the Myti. Unfortunately, they are also completely unable of using other forms of magic. For all intents and purposes, they act much like the beasts that they speak with. Due to this however, they can perfectly copy the abilities of wild creatures, as such magic is less familiar with the classifications of Mana. Rather, it is completely instinctual. This sets them apart from most races, as there are no known classifications that allow intelligent races to copy bestial magic.
The average lifespan of an Esp is 80-100 years. Esp are roughly 5-7 Feet tall on average. They do not look very different from humans, aside from having snow-white hair. - These are the three dominant races of Thoris. However, there are plenty more where they came from! This section will be updated as new races appear. Feel free to add ideas of your own, even if you're not role playing as the race you submit here!
The Nations
Standing as paragons of order, the nations of Thoris are hubs for civilisation to congregate, and thrive. As expected, nations at different ends of the world differ in culture significantly, based not only on their location, but the most prominent races within.
- Considered to be the worlds largest and most prosperous super-power, Arcadia is a symbol of unity and peace. Within the giant white-marbled castle-city, which itself is etched into the bottom half of a mountain, each and every intelligent race lives in union with one another. The culture of the city sets itself out as something hard to define. Since everyone is free to act however they wish, as long as they do not break the laws of their home, many sub-districts have formed behind Arcadia's walls. Likewise, there are areas within the city where tolerance is key, and all shreds of racism and prejudice have been shed completely. Unfortunately, no nation is perfect, and the districts within Arcadia are often at odds with one another. Even so, Arcadia is the richest, most prosperous nation in Thoris, and sits at the center of the worlds single super-massive continent.
The paladin order of Arcadia is by far, the largest collection of Paladins in Thoris. - Despite its... Strange name, Smor'Gen'Blok is the Lok'Sha home Nation, a partially underground/above ground collation of tunnels and plateaus that link into a multi-level kingdom, run by crazy rock people. The Nation of S'G'B is a dictated by a caste system, ranking its citizens based on their occupation, physical strength, and birth family. The higher one's caste, the higher they live, literally. The rulers of the Lok'Sha's Nation live on the highest mountain peak, while peasants and labourers live in the tunnels that sprawl underground, out of the light's reach. Some Lok'Sha will live their entire life, never seeing the sun, while others will find themselves trapped atop a plateau until they grow old. The society within S'G'B is exclusively Lok'Sha friendly, and racist to the umpteenth degree. The nation does not bend very often to the whims of its neighbours, but the rulers of S'G'B tend to keep to themselves, either way, not eager to participate in pointless conflict.
The Berserker tribes of S'G'B make up the vast majority of Ra'Ja'Ka's followers. - Veiled beneath forest brush, and stretching far into a western peninsula, the nation of Leias is almost one with nature. Rather than using the deterrence of walls, or brute force, the Myti of Leias use a collection of magical barriers to dissuade the dangerous beasts of the wild from stepping into their domain. This alone, makes it clear that they do not truly live as one with nature, much like the Lok'Sha. Leias culture is not very exclusive, but the living conditions within the large stretches of Leias' forest are less than hospitable to most. The Myti who originate from the woods are able to survive without issue, considering their affinity with magic, and the wild brush of nature. Leias is completely peaceful, and seeks no conflict with other nations, but also sits on top of some of the most valuable magical runes, and naturally occurring minerals in all of Thoris. Their mineral trades, and magical research, link them with the rest of the world, but there are many who seek their bounties, and not every Nation is bound by honour, or morals.
- The nation of Marrenfell is the home city of humans, and happens to stretch across the largest plot of land out of all the nations. As expected, it also boasts the absolute highest population out of every known nation across Thoris. Other than these defining factors however, Marrenfell is relatively unremarkable. A great deal of the nation's expanse is dedicated to mundane life, allowing humans to live separate from magic, in blissful ignorance, while the capitol city of Tendral hosts Marrenfell's most prestigious human casters. The city is open to any and all who wish to live within its walls, regardless of race or background, but the human population consistently outweighs each other race. Racism is also fairly common within Marrenfell, pushing any who wish to live outside their Race's capitol towards Arcadia, instead.
The paladin order of Marrenfell is sparse, spread through a system of churches, and more obsessed with recruiting believers, than recruiting actual paladins, making a manipulative, and deceptive, collective. - Kel is one of the many Eldi home nations. Unlike most other major races in Thoris, the Eldi do not have a single home nation. Instead, they have divided it into four nations. If it were ranked in terms of strength and relevance, Kel would rank fourth.
Kel exists at the top of a large, forested cliff that meets the Jillaian sea at its edge. The city's people consists mostly of Eldi, but unlike other home nations, the Eldi are accepting of all races, making Kel slightly more diverse than others, despite its overwhelming Eldi population. The people of Kel are completely peaceful, but value magical knowledge relevant to nature and the elements above all else. Even the city's high chancellor is swayed by such knowledge. In the past, Kel has been influenced to fight in wars in exchange for grand secrets, all of which still remain hidden, as those who have attained Kel's power have never been on the losing side of a war. Despite all of this, and the union that the Eldi home nations have, they are completely separate in terms of politics, and have fought against one another in the past. They cannot be considered as one people, much less a unified front, for the sake of war or any sort of conflict/union. - Berganfont is a small nation who's people are absolutely obsessed with the ideals of their anti-god, Shaidra. The use, and practice, of divine magic is prohibited within their walls, and any who attempt to spread their beliefs into their territory are often shunned, or hated, for their arrogance and supposed self-righteous goals. Their population is rather plentiful for a small nation, though, which may be partially due to the fact that Berganfont is positioned on the edge of a suspiciously quiet, and peaceful jungle, where food is plentiful, and beasts are inactive during the daytime. There are two prominent races in Berganfont; The Humans, and the Eldi. They live in relative harmony, and still allow anyone to join their society, as long as they do not peach the ideals of divine gods, and hail the teachings of Shaidra.
The temple of Shaidra, despite claiming otherwise, is a divine collection of monks who tap into a mysterious power using the practice of their "Anti god" sparingly to enforce their ideals. - There are many other nations within Thoris that will be added as they appear. If you wish to submit an idea, feel free to. Be aware, that the first 4 nations are the most powerful, and influential, as far as the lore of Thoris goes, regardless.
Relevant IC Information Ends Here
Glad you read through that, or didn't. Either way, here's the stuff you need to read in order to join up.
Rules and Regulations1 - No god modding/powerplaying/autohitting/all that nasty stuff. You all know this by now, I don't even know why I need to state it.
2 - Please, do not add major lore without consulting me first. You're free in-character to create explanations and locations within the universe without asking me, because it's a pretty HUGE setting, but don't go creating entire nations without letting me know about them, just so we don't end up having things contradict eachother.
3 - Be friendly, be tolerant, and be tolerable. I have a zero tolerance policy for self-entitled tools who go around insulting people because they think it's funny or entertaining. If you're one of those people who can't treat others with respect, you're outta here, yo.
4 - Please address me if you have any questions or concerns. I want to make this fun for everyone involved, and avoid alienating Role players. I'm open to ideas and I'm very flexible. Take advantage of that!
5 - Don't call me Texy. This will result in an instant ban, totally. Like, no warnings, I'll ban you. I'll ban you so hard. Definitely.
The Plot
The player characters, as described earlier, will be part of a Caravan. Which Caravan? Why, Arcadia's royal Caravan, of course! Your purpose will be explained in the introductory post, but here are a few guidelines on the state of your characters when the RP begins:
You are a member of Arcadia's guard, a collection of knights who work directly under the king, and carry out cross-country missions whenever contracted to do so. Arcadia uses a Caravan system in order to maintain constant communication with its allied nations between the bi-annual continental counsels. They also use this system to transfer supplies, investigate oddities in the wild, and maintain the city's perimeter.
With this in mind, your occupational status can vary. You may be experienced, already used to the complications of your occupation, or you might be a brand new recruit, this being your very first expedition outside of the city's walls. Likewise, if you'd like to join the Caravan through more indirect means, you may speak to me about it, and I will discuss your options in great detail.
At any rate, there are three roles I absolutely must have filled. If nobody vouches to do so, I will fill them myself.
-Caravan Commander (A role of leadership, who's purpose is to guide and maintain the order of his group.)
-Caravan Pilot (Well versed in animal husbandry and/or maintaining the beasts that actually move your caravan)
-Caravan Carpenter (As implied by the title, responsible for upkeep of the Caravan, so that there is no danger of ending up stranded in the middle of nowhere.
Beyond that, roles vary, but are centred around keeping the Caravan safe, and getting it to its destination, and of course, back to Arcadia in one piece.
If there are any questions, do not hesitate to ask me directly.
Character Template
Here's a very basic outline for you to use at your leisure. Use it as guidance, if nothing else.
Name:
Age:
Appearance: (Pictures, or text-based descriptions are both fine)
Height:
Race: (One of the primary races, or one of your own creation.)
Home Nation: (One of the four primary nations, or a nation of your own creation.)
Magical Capabilities: (Classifications, specific specialities, etc.)
History: (Prior to joining the Arcadian Guard)
With All That Out Of The Way...
Welcome to the Caravan!
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