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The history of this world

a very long time ago the mortal races were created by a race of beings known as the Precursors. no one knows where they came from or even what they looked like or said as long before the mortal races were recording history these precursors were either destroyed or driven away from the Galaxy by six evil deities known as the Hex gods. these six deities took all mortal races from the precursors creation and gathered them into one planet made from the patch worked fusion of three worlds, where they could enact their cruelties upon them eternally.

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Euthanos the Death Deity- Arguably the most powerful and least cruel of the six gods but also the reason for the worst of tortures. This god feeds on the souls of the deceased mortal races and seeks to cause death as quickly as possible. often those who find themselves in this beings presence die before ever knowing what happened, those who are lucky enough to die in the other six gods find themselves in the embrace of this god, lulled into an eternal sleep in the nothingness. due to this however most other gods attempt to keep their mortal slaves alive for as long as possible. however one would be mistaken to think this deities mercy to be kindness, it judges none and makes no exceptions besides the other deities, all who meet its gaze will perish be them infant or elder, king or farmhard, weak or strong. it is eternally waiting with infinite patience knowing all will come to it in time.
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Forlos the God of Despair- Hopelessness is the lifeblood of Forlos who is locked into an eternal game with his sister Phobiat. This massive creature generates a storm around it whose winds eat away at the will and resolve of those who feel the winds gusts, the rain chills to the bone numbing the memories of the things which drive one, and the flashes of lightning show its 14,000 ft stature ever marching closer deep abysses for eyes which seem to pull the very warmth and hope into them. the closer it grows the colder it gets chills begin to run down the persons spine and their senses become hyper aware of everything around the target only serving to make the mind numbing effects worse. when the god inevitable reaches the target it will slowly absorb them into its mass slowly driving them into a hopeless desperate before being consumed and their soul fed to Euthanos.
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Extenihil the Destroyer god- like his older brother Euthanos, Extenihil does not require mortals to live for him to gain power, hell he doesn't need mortals at all. All things lean towards entropy and extenihl accelerates this wreaking havoc on everything in his path and growing ever stronger and more furious. he has no worry for restraining himself as the great world the precursors made and he and his siblings corrupted would continue to repair itself and his destruction could never be satiated. all who cross the path of this rampaging being even his siblings will face his wrath, luckily this deity has no preference to what he destroys and is quite easily distracted allowing some to escape his chaotic nature...only so that he may return to destroy them later.
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Phobiat Fear incarnate- the goddess of fear possesses no true form instead existing as an amorphous mass of terror inducing hallucinogenic pheromones and frightful quivering tendrils with hooked claws and numerous eyes, limbs, and wailing orifices. fragments slither off of it targeting specific mortals and becoming living effigies of their fears emitting stimulating pheromones to accelerate the heart rate and senses all serving to strengthen the god who feeds on the fear. its primary goal is to keep a target in paranoid terror until their heart gives out and Euthanos claims them. this is a constant game that is played between Phobiat and Forlos. rarely do mortals escape where these two gods meet and their psychological effects can stack with one another. unfortunately due to their game they are rarely seen apart.
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Agotorr the torturous god- The god most feared by the mortals Agotorr is known for using its immense medical and healing abilities along with is flesh and bone morphing powers to keep its mortal prey alive for centuries of agony. he flays flesh from his prey weaving it into living structures such as buildings and tools, which still live and feel pain for the duration of their existence with some tools lasting for centuries. he abhors those who fight him and kill his prey reserving for them the worst of punishments, being crafted into his sword which is at least a thousand year life extension. he avoids both Euthanos and Extenihiln like the plague as they kill his tormented prey in nearly every encounter making him have to start from square one. despite his feared reputation Agotorr is the youngest and weakest of the hex gods.
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Satistia the Goddess of indulgence- likely the only of the six gods to be sought out by mortals satistia is queen of indulgence and excess and only claims the souls who willingly seek her out and overcome a trial. once done she will bring the mortals into her realm where she will grant them a life of lavish excess to the point of depravity. every slightest desire is satisfied regardless of how depraved and sickening, or how fleeting and until the soul that went in has been twisted into a demonic horror that is then released into the mortal realm to satisfy its horrific desires. these horrible demons feed the goddess and increase her power with the blood they shed. despite being the most cunning of the hex gods it was her mistake that would cause their fall.

for thousands of years the hex gods ruled the planet and the mortal races were unable to develop beyond cave dwelling primitives using rudimentary tools. eventually however the indulgences of satistia would destroy them as her eyes became set on a mighty mortal with much potential. she was able to successfully pull him into her realm where she would grant his hearts desires...which just so happened to be her. from their union a pair of twin demigods were born, and satistia would release the mighty mortal before he was finished being corrupted so that he could raise the children.

the two children would grow very powerful and intelligent, the tribe they were raised in flourishing as they invented new tools and methods of doing things. bone tools gave way to metals and the twins would show the ability to casually repel the horrific creations of the hex gods while being able to hide and flee from the others but they would not offer true hope until the time came when they would become true gods. each of them would use their mortal souls in combination with their divine features to create an entirely new source of power that only mortals would be able to use. Tak would harness the power of the spirit and channel it into his body creating the art known as Tacknik where a mortal could transcend their limitations temporarily to overcome their enemies. Mana had a more abstract idea however taking her spiritual energy and shaping it within her mind before unleashing it into the world as a magic.

these two new powers were quickly jumped on by the mortal races as the twins were eager to teach. unbeknownst to them this would cause each of their students to put their faith and hope in the twins causing the divine side of the twins to grow until the would become fully fledged gods. soon they were able to repel the hex gods, and as mortals began to innovate Tacknik and magic they too grew capable of striking down the horrors of the hex gods, suddenly there was hope. together tak and mana decided that the only way to let the mortals who followed them to be truly free was to rid the world of the hex gods. As such the two gods took the six most powerful followers they had and lead them on a quest to slay the Six Hex gods.

God of Tachnik.jpg
Tak, god of Tachnik- son of Satistia and creator of metallurgy, stone working, martial arts for all weapons, Mathematics , Currency, and of course Tachniks. he and his sister came to the mortal races from the realm of satistia after their birth was deemed an inconvenience. they proved to be a massive inconvenience as tak taught the mortals how to mine for metals, shape and blend them, and utilize them for war. he taught them to take the stone caves they dwelt in apart and craft them into homes anywhere they wished, taught them to calculate risks and rewards, and even the concept of currency which would lead to trade and economy. lastly he invented the tackniks which would allow humanity to become mighty warriors and hunters who could overwhelm the monstrous creations of the hex gods.

Goddess of Magic.jpg
Mana, goddess of magic- daughter of Satistia and creator of Agriculture, Glass working, Storytelling, The Arts, Astronomy, and of course magic. mana came with her brother from the realm of Satistia and promptly went to work helping the mortal races to harness the natural world around them. she taught them to read the stars helping them to get their bearings and navigate through the night as well as the day. throught storytelling she would teach them to pass down their history and knowledge to one another making lessons and growth that would span generations. through art and glass working the views of many were made clear and the clear expression would build bonds between the mortals. lastly with magic she would open the minds of mortals to the myriad of possibilities once out of their reach and now within their reach.

after a decade long journey five of the twelve mortal followers remained, but the deeds were done, all of the hex gods were slain and the five surviving mortals would go on to be leaders in the mortal tribes. Sadly the twin gods refused to rule the mortals and after the war to liberate them was won they left the planet together, soaring into the stars to "find their way". this left the five survivors of the assault on the hex gods to lead the remaining mortal races, unfortunately each had their own idea of how to lead. None would relent in their idealistic view of what the future of the mortals was so instead they split up each taking followers with them to start their own city. over time these cities would grow into city states and after 1000's years they would become mighty nations of their own​
 
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The current setting

the five nations have grown exceptionally large as time has passed and both population, and splendor has grown. each nations borders and culture has expanded to fill the world and a tentative peace exists maintained by the two most powerful nations. though they are massive multi-city spanning nations each empire is referred to as the "City of" and the nations preferred moniker. each of the five nations has a specific tenant that makes up their entire existence for better and worse. the most heavily populated part of the entire world however is at the center of the largest continent in a region called the five Divides where all five territories meet. 112 cities, towns, and villages occupy this section of land with hundreds of millions calling it home. both the city of Mana's capitol and the city of Tach's capitol exist in this region. the further from the five divides one goes the more sparsely populated the areas become eventually reaching a point near the halfway point of the planet called no mans land where the towns grow further and further apart. the exact opposite side of the world from the five divides is a place called the Hexgrave where the bodies of the hex gods lie underneath a mountain.

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City of Coin- The city of coin is the city which was founded by the dwarf Jhokal who believed that wealth and commerce was by far the most important gift the twin gods gave them and thus built a nation around a market economy. anyone is capable of making it in this wealth based economy as spending lavishly is just as much a sign of wealth as selling expensive objects. thus merchants love this nation as they often leave with empty carts and full coin purses. anything that is sold and marketable can be found here from exotic meats to mastercrafted weapons and anything in between. if you have a skill it can make you coin here. their capitol located in the Valsadian mountains is said to have more gold in it than is currently in circulation.
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City of Craft- a town where art and craftsmanship takes precedence. leaders are elected based upon the ornate designs they contribute to the community, artistic expression is the norm and is well paid for. magic trinkets are made to be gorgeous and enhance the senses around them so that their perfect details can be more adequately experienced. Mathematics is just as important to the culture and in most cases seemingly ornamental designs will hide meaning behind equations and number to letter transfers. spies from this nation are an ever present threat as they are some of the most stealthy in the world and skilled in magic or tachnik that can be bolstered by intricate technologies such as grappling hooks and black powder flintlock pistols.
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City of Mana- The city of mana is one of the two superpower nations in the world. possessing a population in the hundreds of millions and having 90% of the worlds greatest wizards, mages, witches, sorcerers, and druids in their population. as such the most powerful enchantments in the world can be found here, but the most powerful mages in history have come from the royal family whose connection to the alternate elemental planes of reality allow them to produce the hands down most powerful elemental mages in history. however this came with a cost that is just now beginning to be realized as the first ever darkness elemental has been born. the royal family was cast out by this heir who declared himself king and has lead the city of mana to wage war on all its neighbors. its denizens either live in turmoil or are converted into monsters by their king to serve in his growing army of horrors. refugees flee the nation constantly creating a massive displacement crisis which has the other nations readying to attack the powerful city.
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City of Tach-the second of the superpower nations Tach possesses a population numbering in the hundrds of millions and like the city of mana possesses a majority of the worlds most powerful people, however theirs are the masters and practitioners of tachnik. Knights, Snipers, Ninja,Paladins, Gladiators, any number of warriors can be found here honing their talants and growing ever more powerful. the royal family is decided by a annual tournament where the greatest practitioner of tachnik comes out on top and rules. for the past 79 years the winners have been of the Luce family and they have ruled in a fitting manner each parent teaching their child the art of the Light style tachnik they mastered and are known for. The Luce king is taking in refugees but has been trying to avoid war with the city of mana for fear of the global consequences of two superpowers colliding.
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City of Tents- occupied by hunters who wanders who while thankful for the gifts of the gods did not wish to stray from their natural state. thus the primitive people have the lowest technologies and population of the five nations, however their magic and tachnik is among the most powerful stealth and tracking techniques in the world. they are a uniquely hardy people and entire cities worth of people will up and move in a single night making it almost impossible to launch any meaningful attacks against them. thus they have stood the test of time with an understanding of nature unrivaled by all but a select few.


the five cities now sit on a precipice. the newly crowned king of mana has begun building a massive force of monsters made from people of his own wicked magic, and gathers his armies to launch a cleansing war against the other four nations. his four siblings fled to Tach in order to avoid his wrath and he sends a wicked powerhouse after them. the mana royals seeking refuge with the Luce household has the King of mana setting his sights on Tach first and loosed a terrifyingly powerful hunter after them. Thus the Luce family has begun gathering their most powerful champions under the guise of the annual tournament which is scheduled for a week in the future. the current luce king will not fight however instead sending his daughter so that he may tend to the secret meeting with the leaders and representatives from the Nations of Tents, Coin. and Craft, who he hopes to bring to their side in a quick decisive attack on mana.

Princess Lumaria.jpeg
Princess Luminara Luce- the daughter of Shiok Luce and princess of Tach. she is a skilled practitioner of the Light style Tachniks that have made her family so powerful within her nation. her confidence and skill will be on full display in the tournament, and for those who question her might know that she was trained by shiok luce the current king who is a 27 consecutive tournament winner and he was confident enough to send her in his stead.

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The Dark Executioner- a mighty undead dreadnaught slogging across the countryside towards the luce family. its powers and capabilities are unknown but it seeks the four royal siblings of King Beliam and radiates both evil...and power.

King of Darkness.jpg
King Beliam- the new self proclaimed ruler of the kingdom of mana. he is the middle child of the elemental royal family and the first born darkness elemental. in his rise to power he slayed both of his parents and practically nuked the royal palace, blowing away most of the loyal soldiers and shocking the remaining ones into surrender. all but the few pesky royal guard who not only survived but took his siblings and ran. he now readies his forces to dominate the world and become the one true ruler of all things, however he first seeks to ensure his four siblings are dead, as they are the only ones with the royal blood required to take the crown from him.
 

The Worlds character mechanics

Playable races

the mortal races are the only playable ones. in this world a mortal is defined as a humanoid sentient being with a soul, this is mandatory as souls are required to use magic or tachnik which is a HUGE thing in this story. the typical fantasy races or Elf, Human, Dwarf, Orc, and Gnome are playable but any mixture of them and a variety of variants are acceptable such as dark elves, sun elves, hybrids, and many mutated variants of any of the main five species. The racial division throughout the five kingdoms is pretty even but humans are the most populous making up about 45% of the global population. elves and dwarves are next each making up about 15% respectively. orcs make up another 11% of the population. 8% of the global population are gnomes, with hybrids making up the remaining 6%. certain kinds of beings have certain benefits that others dont, for example orcs are naturally stronger, elves more agile, dwarves more durable, and gnomes more intelligent. some species even have special powers like the dark elves nightvision and tremor sense abilities, but they often come with an accompanied weakness such as the dark elves weakness to fire. its all about balance and i am willing to work with anyone to help make their character fit so long as your flexible. odds are it wont need editing if you stick to the fantasy staples.

Magic & Tacknik
in this world the power of soul can be channeled into the body or mind to achieve wondrous effects that make mortals able to contend with monsters and in some extreme cases even gods. these techniques of using the souls energy however are sadly mutually exclusive. learning magic seems to prevent the learning of tacknik and vice versa. this is due to the body and mind adapting to preform each art and the adaptations being permanent and irreversible for mortals.
Magic.jpg
Magic was created by the demigoddess turned full goddess Mana, by channeling ones soul energy into their mind and envisioning something they could bring it into existence to a degree dependent entirely on their own soul power and imagination. hurling lightining bolts, creating swords out of astral energy, shaping the elements, shouting down brick walls, magic has many possibilities but requires dedication and focus to master truly. the risks of magic are pretty high however as a caster is not immune to the damage caused by their own spell, and overuse of magic can lead to insanity and magical impotence. it is important that mages stick to spells and incantations rather than trying to manipulate raw magic into their desires as the raw unrefined magic can be absurdly expensive in energy costs and spells tend to have a fixed and predictable magic cost, however even that predictasble cost can be raised to empower the spell being cast. due to the strain and use of the mind masters of magic tend to grow incvreasingly intelligent as they practice it and their imaginations grow more powerful increasing their magical energy and thus allowing for more and more powerful spells
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Tachnik on the other hand is the art of infusing soul energy with ones own body and tools and allowing it to transcend the limits of flesh and in some cases physics itself. gaining skin as hard as iron, swinging your sword at the speed of light, throwing a punch that can leave a massive crater in the ground, shooting an arrow which follows its target, all examples of tachnik at work and to the untrained eye can resemble magic. however tachnik has several distinguishing features, primarily the fact that rather than meditation and imagination exercises tachnik is honed through physical exercise, and repetition of techniques until the soul energy can push them to superhuman levels. one can apply tachniks to swords, spears, bow and arrows, or even all of them if they train properly. the other main difference is the cost of tachniks, while magic seems to cost only will power, tachnik costs staimina. however unlike magic where you can apply more mana to a spell to strengthen it, a tachnik will only grow stronger through repetitive use and or physical prowess growing stronger. because of this masters of tachnik are known to have superhuman physical attributes even in their resting states


Roles needed

the four royals of mana- the brothers and sisters of the city of Mana's King Beliam. each one is an elemental mage of earth, wind, fire, and water. none may be the same element. they possess a connection to the plane of elemental fire,water,wind, or earth respectively and can use it to cast incredibly powerful elemental spells for almost no magical energy. their ages and elements are yours to decide as well as their spells. to clarify there is a fire royal, a wind royal, a water royal, and an earth royal, the father was a fire royal, mother was a normal mage married into the family and both were killed by the middle child of this line of siblings. aas this character you would be starting out heading to the royal family of Tach the Luce manor. on your tail is The Dark Executioner who recently cut through a squad of royal guard mages who went back to slow it down to no effect.

Leaders/Delegates- these are three roles avaible to those who wish to be leaders or representatives of the other three kingdoms. the City of Coin, The City of Tents, & The City of Crafts. you may be a leader, a translator, or even a gurad of the group. there is alot of wrigle room here. as a leader you can kinda mold the nation as you see fit within the parameters of the established lore and can actually be quite powerful if you so desire. you will be starting by heading to the City of tach and meeting with its king while the tournament goes on in the main city.

travelers & citizens- you can be a refugee from mana, a traveler here to watch or participate in the tournament or any number of things really its all pretty much relaxed at this level. however any character made by an rper has a mantle of destiny in this world where they will be somehow relevant even if its as simple as being at the right place at the right time or being friends with the right, or wrong person.​
 
Here is a rough draft on the cs if anyone wants to give me some tips or start on characters. assuming at least two people sign up we should be able to start by Tuesday.

cs page

Appearance- (can be an image or a written description at least a paragraph long. please no real life images.)
Name- (can be anything, points will be added for how well it rolls off the tongue.)
Age- (this can be complicated. humans live for about 85-120 years, orcs about 65-90 years, dwarves about 250-270, elves around 450-470, and gnomes live the longest with about 700-730 years being their average lifespan. more often than not the varients of the main five species will have lifespans similar to their mixtures or base gene, for example dark elves live just as long as other brethren but gnome elve hybrids live longer than a normal elf, though not as long as a gnome. the oldest living species to date are the crystal gnomes who can live for up to 1200 years.)
Race- (feel free to take liberties here within reason. all mortal races are playable and all mortal races in existence came from the same 5 basic genomes. Dwarf,Elf,Gnome,Human,and Orc are the five basic species, but a wide range of variations exist from the deep dwelling dark elves, to the reptile orcs of the swamp lands, burly northborn humans come close to orcish strength, while the Giant gnomes are the size of a fully grown man with magical prowess and intellect comparable to the other Gnomes.)
Gender- (pretty simple but not as straightforward as you think, magic exists to switch genders, invented by the gnomes who can do so at will.)
Class- (if you are a practitioner of Magic you are likely a mage class like a wizard, blood mage, pyromancer, cryomancer, druid, etc. masters and practitioners of tachnik ten to be Warriors knights, barbarians, archers, mounted calvary, monks and that sort of thing.)

Nation of Origin- ( you can be from any of the five nations/cities. the nation/city of coin, the nation/city of tents, the nation/city of craft, the nation/city of tach, and the nation/city of mana.)
Personality- (we all know this section, we all struggle with it from time to time. just make a paragraph or a list of five positive and five negative traits and we are square.)
History- ( here is where your creative nature can shine, feel free to invent towns and cities within the five nations, create your own factions, or anything else you really feel like doing. Just try to keep it within the limits of the lore.)
Likes- (at least three.)
Dislikes-( at least three)

Tacknik/Magic- (your spells or tachniks, you can only use one or the other no mixed lists please. Im limiting the list to five for now as that is enough to be considered a master. spells need to be pretty descriptive nothing vague like "controls fire" flame elemental spells are common and varied, same for the other elements so there wont be anyone making people who are masters of specific element to the point of being immune to it. same thing applies for tachnik, liast the parameters of your abilities and think of them as anime style finishing moves with set effects.)
Weapons- (pretty diverse list of potential weapons. magic weapons are rare but not unheard of. magic weapons work by infusing a weapon with a spell and a recharging mana pool. this weapon can then cast said spell at the users will, the best magic items can have up to 3 spells sealed within them.)
Armor- (like weapons there are many choices of style and type of armor, however the magic kinds of armor tend to have similar enchantments to weapons having a specific spell that can be triggered for a specific period of time. magic armors are even rarer than magic weapons)
Gear- (anything that isnt a weapon or armor but is critical that you list.)
Alliances-( this is far more important than you think as it says how many allies you have which can influence how people react to you. odd are no one is gonna start a fight with someone that they know is on a first name basis with their king.)
Title- (what does the world know you as?)
Theme- (do you have a theme song?)

im just finishing some last minute details for the planned adventure path.

also roles for agents of the dark king of mana are open if anyone is looking to play a villain.​
 

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