Enum
I'm just here.
To Slay A Beast: Citizens Divided
[The First Age; The Culling]
"In the beginning, there were people. But that didn't last long." -Finnegan Cossack, Weapons Specialist.
Rennigar had always been a tough world. The Four Great Nations (Heinrel, Asteria, Kingid, and Lorera) had never been friendly with each other. Year after year, they continued to bicker and fight over resources and land. Despite the size of the world, they could never accept their differences, and what was once feud broke out into war. Violence exploded across the land, and no village had known peace. To top things off, humanity was still trying to make peace with the non-human races that populated the lands. Various species had existed alongside the humans of Rennigar, but no single intelligent species could name which one came first. There was constant aggression between humans and non-humans, which did not make matters any more comfortable for the Great Nations. The violence between nations and the rise of nationalism had grown so strenuous on the people that humanity did not notice when the first of the monsters appeared.
Once a world full of great wonders and horrible tragedies, Rennigar fell to a great evil. Monsters and otherworldly beasts of all sorts rendered themselves tangible and violated a land once populated solely by the sentient species. Rural populations were forced to give ground to the exotic beasts, and they had no other choice but to retreat to urban centers. Expectedly, the governments of these cities could not handle the sudden change in population density and thus were unable to provide for their peoples. Combined with the new disparity of trade-routes, the massive loss of resources and technology, and the ever-increasing frequency of monster attacks along the cities borders, the known nations of the world collapsed. There was not a single army ready to defend its populace properly.
Billions died in the culling, and it was foreseen that humanity's age had come to an end.
This is not what happened.
[The Second Age; A Faint Hope and the Great Loss]
"It is not the walls that keep us safe, but our willingness to hide behind them." -General Amir Relona, 3rd Age Hunter, 24th Battalion
In a final attempt to preserve what was left of humanity, the greatest magicians came together with a masterful plan. I an single, unified effort, they gathered their magic together and formed high walls and barriers around the great nations of the world. The walls were massive, so much so that a person could not stand on one end and see the other side. Inspired by their gift, soldiers within their respective cities gathered together and drove away the monster hordes that had been trapped inside the gates. Over a short period of time, humanity had excised monsters from their own lands and had gained some footing to rebuild. But, the people knew their remaining weapons and forces would not be enough to purge the world of this evil.
What's more, the Second Age brought about a terrible loss. The magic that had been used to construct the worlds' great walls had drained the lands of their essence. The sudden drain had caused many magicians to lose their lives, and those who survived suffered horrible illnesses. Magicians could no longer thrive or conjure magics in Rennigar, regardless of if they fended for themselves in the Lost World or were citizens of the Great Nations. Without essence, few magicians would ever be born again, and their power would be severely limited by the shortage. For humanity's safety, the magicians of the world sacrificed every resource at their disposal, and with it, new magicians became a legendary sight.
Inspired by their sacrifice, the Great Nations gathered their leaders together and came to a truce. The warring ceased so that the nations of Rennigar could rebuild. Cityscapes were cleared of bodies and farmers returned to their sewing and reaping. For a time, order returned to the human lands. However, anxiety remained rampant among the populace of the nations, for there was fear that monsters could overwhelm their walls and invade again. The respite created by the magicians, they feared, was only temporary.
[The Third Age; The Reconstruction]
"Rennigar will be ours again, but we must make it ours." -General Alistar Scarnin, 4th Age Heinrel Grandmaster, 58th Battalion
It did not take long for humanity's warlords to realize that they were not fit to recapture the world. They knew a new kind of soldier was needed, not one bound by borders and nations, but one that fought for the good of humanity. From this enlightenment, world leaders and warlords came together in Lorera to form a new military, one called Slayers. Slayers were designed to be specialized soldiers trained in specialized academies spanning across the Great Nations. The Heinrel Hunters, The Alsterian Thresten, the Kingid Rel'ora, and the Loreran Zeri all follow the same creed, despite their differences. They are all trained for one single purpose; to dispose of monsters in the Lost World.
Many nations were wary of creating borderless armies. Fears rose among politicians that the Slayers would be used for warfare, as their elite skills and tools would make them invaluable in battle. To prevent this, the Slayers developed a strict set of rules for their creed. Slayers would be borderless, and they would be forced to revoke their national identities for the sake of neutrality. They would be barred from politics, and they would be prevented the opportunity to partake in regular society. Slayers were forced, and constantly reminded, that they were not citizens of any country, and they would have to devote their lives to Slayerhood. Slayer Schools also permitted non-humans to join, which made them vile in the public eye.
The strict creed played only a small role in Slayerhood selections. As Slayer Schools refined their skills, and suffered many embarrassments, they became much pickier about who could train to become a Slayer and even pickier about who would graduate. This strict regimen and selection made the appearance of true, full-blooded Slayers throughout the nation incredibly rare. This separation also made Slayers an outcasted class of people, and it is frequent that Slayers may find disrespect for their work. Despite the general hatred for Slayerhood, many people accept that Slayerhood is necessary for humanity to take back their own lands.
[The Fourth Age, The Return]
"Now is the time to act. The hellish beasts will continue their assault, even if we delay ours." -Heinrel Councilman Obrum Edrigan
Centuries have passed since the First Age, and humanity has grown restless. As Old-World Tech is found and new magicians are born again, the tensions between the Great Nations once again rise. The original truce is at risk of breaking, and there is fear among the populace that the Slayers will be involved in warfare. Monsters continue to bang and rattle the walls that protect humanity, and racial violence continues to grow among the Great Nations. To make matters worse, the Slayers are expected to begin their counterattack on the monsters so that Rennigar may return to glory. Despite all this demand for Slayer partisanship, Slayers are still not respected in the public eye, and the bad blood between common folk and Slayers continues to boil.
It is uncertain how the Slayers will respond to the pressure, or what the next age for humanity may look like.
1. If it is described as a Rule it must be followed in order to remain in the roleplay. However, Laws are only for in character and can be broken without out-of-character consequences.
2. No bickering.
3. Be civil.
4. Anyone may create up to Two(2) characters. You may have a third if that third character is a monster.
5. The game begins in Heinrel, everyone will be starting there, no exceptions.
6. You are welcome to choose ANY nationality you wish, it does not have to be Heinrelian. If you want to be part of a smaller nation that hasn't been listed yet, let me know.
7. You may choose ANY race of those available, it does not have to be human.
8. Non-human races cannot be magicians. I MIGHT make an exception to this rule.
9. Do not kill off other characters unless given permission from that player. You may kill off your own at any time. Please let me know if you want to kill off your character because you're leaving.
10. This roleplay is semi-advanced. At least a full paragraph is required per post, but more is always welcome. Grammar and spelling must be correct, but I won't hound you on mistakes.
11. You're welcome to create any amount of conflict as you wish. I will be guiding this story in a certain direction, but I'm not opposed to crime, tyranny, political escapades, etc.
12. You don't have to be a Slayer. Any player can be a Slayer, a Magician, or a regular citizen. Monsters are only available as side-characters currently.
13. No OP characters. Stick to the strengths of your particular race and profession.
(Shown above: One example of a Slayer, dressed in winter cloak.)
- Slayers are a legendary group of monster hunters trained entirely to fight monsters. They begin their training at age 14 at any Slayer School, where they receive the skills to track, hunt, fight, and build. First tiers receive basic courses and a strict training regimen to bulk up before the end of the year. Second tiers receive their gear and begin honing specific hunting skills, and finish out the year by joining a division. Third tiers begin at age 16 and end at age 18, where they are brought on group missions with fourth-tier students just beyond the walls. This is also the point where most Slayers choose their customized gear. Fourth tiers are the final stage in Slayer training. They are considered fully-fledged Slayers and are have similar permissions as graduates, but they have a number of requirements to meet before graduation.
(Depicted above: On the left, the classic designs for Versi-Rifles, scoped and non-scoped. On the right, custom made hunting knife used by a Hunter.)
Every Slayer receives their equipment by their Second Tier, however, every Nation's Slayer receives different gear. Heinrel Hunters receive a leather vest for their protection. The vest, resembling a tunic, does not restrict movement but is best for resisting slashing motions and claws. Hunters also receive a Versi-Rifle, a Hunter's standard weapon that can load ammunition of almost every variety. Versi-Rifles are designed to be customizable, quickly fixable, and upgradeable. They are a one-of-a-kind Slayer weapon, and will almost never be found among the general populace. Despite their size, it is possible to fire a Versi-rifle with one hand, however, many Hunters prefer to keep a secondary weapon for the single-handed fire just in case they find it necessary. Despite the power of the Versi-Rifle, it is considered a backup weapon compared to a hunters knife. Hunter knives are large but light, elegantly-crafted blades designed for use in both assassination and combat. Some Hunters carry more than one knife in case they lose one during an encounter. The knife and the Versi-rifle are the bread and butter for every Hunter equipment set.
As for skills, every Slayer receives a variety of training to use for hunting and fighting. Hunters are taught skills for tracking. Slayers also receive encyclopedic knowledge on weak points for both monsters and sapient creatures alike. Slayers are generally at their peak physical prime by graduation, but their form is designed for mobility, endurance, and gymnastics, not strength. Hunters, like many Slayers, have been taught various skills with blindfolds or earmuffs to enhance their sense of smell and hearing. Despite their physical and mental capacities, not many Slayers graduate each year, and the common practice of separation between Slayers and normal society causes most Slayers to be lacking in social skills.- Despite their necessity and their skills, Slayerhood is not a respected craft. It is frequent for Slayers to be disrespected by common folk in passing, and Slayers are expected to take this hatred in stride. Unfortunately, there is also a massive amount of pressure placed on Slayers by governments and citizens alike. Rennigar Governments make demands for Slayers and expect Slayers to be an active part in their national identity, despite the intended separation. The citizenry, despite their hatred for Slayerhood, also expects Slayers to step beyond the walls and begin an all-out assault on the Lost World. The immense pressure makes Slayerhood councils nervous, so it is difficult to live life as a Slayer or even an ex-Slayer.
- 1. First-Tier: Newbies in the Slayer Schools. Ages 14-15.
2. Second-Tier: Promising students who made it through their first year of Slayer School. Ages 15-16
3. Third Tier: Students who are capable of choosing gear and aiding in missions. Ages 16-18
4. Fourth Tier: Fully-fledged Slayers on their way to graduating. Each one must complete a number of tasks before the end of the two year period. Ages 18-20.
5. Hunter: A graduated Slayer. Has no requirements to meet, but is permitted to take on contracts for work without requesting permission. Permitted to join divisions and battalions.
6. Commander: A skilled hunter who has completed multiple contracts. They are permitted to form divisions of their own and dedicated their divisions to a battalion.
7. General: A commander that has completed at least one high-risk Battalion mission with honors. Permitted to form their own battalions, as well as have a vote on the Slayer Council.
8. Councilman: A specifically selected individual who is permitted to join the Slayer Council and make broad decisions about the future of Slayerhood.
9. GrandSlayer: The highest honor of Slayerhood. GrandSlayers may not form battalions or divisions, but they are instructed to run or develop Slayer Schools across the Great Nations.
EXTRA/UNTIERD RANKS
-Weapons Specialist/Quartermaster: Though technically the same rank, Weapons Specialists and Quartermasters perform different tasks. The two ranks work together to ensure that Slayers in their respective nations are stocked with supplies and ammunition, but they also provide mission details, non-standard Slayer gear, mission rewards, attack plans, etc. Specialists and Quartermasters are NOT permitted to join divisions or battalions on their own accord.
-Guardsman: Any Slayer tasked with guarding prominent outposts, schools, and other Slayer designated areas of interest.
-Mentor/Professor: Any Hunter class or higher tasked with teaching new generations of Slayers at the Heinrel Slayer School.
- 1. Slayers must never wield a citizen I.D.
2. Slayers must hold to the same laws as citizens.
3. Slayers may never take a magician's practice.
4. Slayers are permitted to bank at any Nation, but they cannot take loans or own land in those nations.
5. Slayers may not be engaged in political activity or commentary, including protesting/picketing, political activism, political employment (direct or indirect), or the development of sovereign nations, states, or territories.
(Depicted above: Sigmund Elremore, the last known Conjurer.)- Magicians are an exceptional class of humans born with a specific set of skills. Mages come in three categories; Druids, Seers, and Alchemists. Sometime in their life, magicians will realize their abilities and attempt to hone their skills. Druids join the Druid Circles, Seers and Alchemists seek mentors. It is not unheard of for Alchemists to be self-taught. In contrast to Slayerhood, the magician's craft is a highly respected one due to its utility and its rarity. Despite their differences, it's frequent for Slayers and magicians to hire each other for certain jobs. Magicians do not have set ranks, instead, they are bound to the rules of the mentors and their circles.
There used to be another type of magician known as a Conjurer. Conjurer's were capable of accessing the mystical properties of Essence directly. They could use its power to generate tangible effects, such as quick construction or dazzling lights. The work of Conjurers is unknown today, as all of them died out in the First Age. Many Circles are still looking for new Conjurers.
(Depicted above: Artist's rendition of bottled Essence.)
The gear for each magician is drastically different. Druids tend to wear traditional garb and carry strange tools and mystical objects with them. Seers will usually wear their regular civilian clothing. As for Alchemists, they tend to keep all manner of materials on their person, such as powders, herbs, and magical items for making tools and supplies. Some luckier magicians may carry Essence with them, but this is an incredibly rare thing to find.
The skills for each are as follows. Druids can see phantasmic monsters and communicate with many kinds of monsters. They also have an innate sense of monster activity and are able to detect where monsters are most likely to congregate. Seers have visions and dreams related to their future, but they are also capable of creating a spiritual connection to any other person with a magical connotation. Seers are also omnipresent of danger and can sense when monsters or people with ill-will are nearby. The feeling is often described as a "violent paranoia and physical stress." Seers, however, cannot specify exactly what creature is nearby, unlike Druids. Alchemists do not have the same magical sense as the other two, instead, they have an innate sense of magical concoctions. Alchemists are able to learn, remember, and recreate chemical and magical items more easily and quickly than any other class of person. They also have a natural resistance to poisons.
All of the attuned have a connection to magic known as Essence. Essence is actually a tangible object, it appears as a small blue powder when refined. Essence is not necessary to perform magical feats, but it can be used to enhance druid and seer skills, as well as amplify the power of alchemical concoctions.- Many citizens and governments have high expectations for magicians of all kinds. Many are hoping that Conjurers will return to the world, while some expect that magicians will become the true heroes of the world. Though the expectations are incomparable to those of Slayers, the pressure for success among magicians is high. Many new magicians may find the magician's craft, and its environment, very stressful. This can be discouraging and is suspected to create an even greater shortage of magicians in the world. To make matters worse, the demand for more magicians is insane. Magicians are desired in every aspect of everyday life, including political positions for seers, Slayer work for druids, and alchemists for just about every form of business. It is not hard for magicians to find work, but some may be overwhelmed by the number of jobs and positions demanded of them.
- 1. Magicians must adhere to the same laws as the general citizenry.
2. Druids may not partake in the creation of monsters.
3. Alchemists may not partake in the creation of monsters.
4. The chemical use of monster parts is prohibited.
5. The owning of monsters is prohibited.
6. Human experimentation on uncontracted participants is prohibited.
7. Alchemical concoctions may not be used for political gain.
8. Seers may not use their clairvoyance during legal or political escapades, including trials or diplomacy.
(Depicted above: An upper-class Heinrel citizen.)- The citizenry is as you'd expect. It is the class that makes up the majority of the population in every nation. Citizens can range from simple farmers to the highest honored generals. They are not restricted to any class or profession and are free to work and explore at their leisure. Citizenry consists of both human and non-human populations, as well as ex-Slayers and magicians who have abandoned the craft.
Non-Humans compose a specialized class of persons. They carry all the same rights as humans and follow the same laws, but the various Non-humans have skills and physical attributes that humans cannot match. For example, the Yi'e, or Fishfolk in the common tongue, are capable of breathing a seeing underwater clearly. They have thick shielding over their eyes to protect them from blinding. They are often noticed by their scaly skin, as well as the folds that hide their fins.
Another would be the Nekkirua, or Vampires in the common tongue. Despite the name, Vampires do not suck the blood of humans, nor do they disintegrate in sunlight. Vampires have enhanced physical prowess, such as greater overall strength and a stronger sense of hearing and smell. These senses are amplified at night, but it can be a little overwhelming for younger Nekkirua. Nekkirua are most often identified by their pale skin and slitted eyes.
The last would be the Wole, or the Changelings in the common tongue. These non-human characters are capable of manipulating the surface of their skin in a variety of ways. The most common skill is to change the color or appearance of the skin for camouflage, but the more experienced Wole are able to shift their forms slightly. Wole are not easily identified, as they usually look identical to humans before transformations. - 1. The murder of others, except in self-defense, is prohibited.
2. All Citizens must adhere to the word of military officials.
3. No citizen may exploit another for their belongings, their Skil, or any other currency.
4. Theft, described as the unwanted confiscation of personal belongings, Skil, or any other currency, of any person, is prohibited.
5. The non-Slayer populace may not venture beyond the outer walls without express permission from the city council.
6. The trespassing of military zones is prohibited.
7. Citizens with any property or land ownership have express rights as to the dealings and rules of that land and/or property.
8. The transfer of any non-Skil currency to Skil may only be conducted within official banking operations.
9. Agreed upon price for the hiring of Magicians, Hunters, Butchery, Chefs, or any other profession must be respected and paid in full.
(Depicted above: an artist's rendition of a fully evolved Nihilant.)
- Monsters come from an unknown plane of existence. They know no laws, no hierarchy, no order. They are violent, untamable creatures that litter the Lost World in the billions. They come in millions of forms, from minuscule bugs to beasts of unimaginable size and strength. They congregate in areas with dense populations and loud noise. Wherever they congregate, they create what is known as the Second Essence, also known as Dread. Dread is a hazy mist that litters areas with high monster activity. Given enough exposure, humans and non-humans alike living near or in Dread can become irrational and develop paranoia and insanity. Humans must be trained to resist Dread before they can enter its hollow presence.
It is impossible to categorize every single monster type here.
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