cmd1095
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Post by cmd1095 on Feb 8, 2023 10:23:11 GMT
Welcome RPer, to the world of Seilara. It is a world with full of history, monsters, a multitude of secrets to uncover, and and almost anything you do will have some significance. In this thread you will learn of the history, geography, and nations of the world. It is a good idea to familiarize yourself with these things so that you know your way around the world. Information is a valuable commodity in this RP, especially accurate information, like the info posted here.
I shall start by saying that this RP is a little bit different from your normal freeform RP in that it has an ongoing and adaptive plot. The RP starts off at a time in this world's history where a lot of things are going on that will change the world for better or for worse, and your characters will dramatically affect those things whether they realize it or not. Every action will have ripple-effect consequences, and you'll only have about as much information as your character does about what's truly going on on a grander scale.
The plot is not set in stone. I have put the pieces on the board for your characters to interact with, but what happens to this world and its inhabitants will ultimately depend on your characters and the actions they take. Perhaps you will uncover the secrets of this world, save the day, and guide the human race into a new era of peace and prosperity. Or perhaps this will be the final chapter of human history on the world of Seilara. Only time will tell.
Table of contents
1. RP rules
2. World History
3. The Continents
4. The Nations
5. Technology/Fashion
6. Factions
7. Basic Mechanics/Stats
8. Human Abilities
9. Monster Abilities
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:24:38 GMT
RP RULES!!!!
1) I'm the head mod here, even if I get other mods later on, my word overrules them. I only intend to overrule things if its important, so don't worry too much about it, just know that I have the final say at the end of the day.
2) Be good RPers with all that entails ( no godmodding, respect each other, etc... you all should know the drill)
3) If you/your character are given information that I say is secret, do not metagame it with your other characters. Just because character A and you know something doesn't mean character B does.
4) In relation to rule 3, if you encounter information from another player that is designated as secret, don't metagame with it. You can discuss it out of character and whatnot, but your character doesn't know that stuff, play them accordingly
5) I'm setting a 6 character limit for now, to prevent one person from overrunning the place with their characters. If you hit this limit, are actively using all the characters, and still want to make more, I may make exceptions on a case by case basis.
6) When you complete a thread, post a link to it in the appropriate thread for evaluation, even if you don't think your characters are going to get rewards or anything. You never know what importance your actions might have. As mentioned at the start, every action has a ripple effect, and you're not operating with all the information.
7) While stats are not binding, do try to use common sense with them. The stats are there to serve as general guidelines for measuring power.
And finally two of the most important rules to be aware of
8) Your characters CAN die. Death is a potential consequence of things that happen. You do not get plot armor.
I will always do my best to give you opportunities to avert a fatal outcome, but bear in mind that no matter how strong you are, humans rank very low on the food chain in this world. There are going to be things that can kill you, always. If you make choices that lead to a scenario where your character would die, they can and will die.
9) This is an RP where information is a commodity. There are many secrets hidden under many layers of deception by very powerful people. This means that when your character discovers information... that doesn't necessarily make it accurate info. Any information I give you will be only as true as your character can tell. Whether you accept things at face value or question what you know is your call. - there is however an exception. If at any point I (or a mod I have authorized) explicitly state that the information I give you is accurate, then it is accurate. If I do not explicitly clarify this though, there is always a chance that I may have given you incomplete, inaccurate, or outright false information based on what your character would actually discover. - Note: I will not be deceiving you out of malice or cruelty, this will merely reflect that your character is not omniscient, the secrets of the world are secret for a reason. There are many layers of misdirection and lies burying the truth of many things, and being a PC doesn't mean you can see through all of it. It is all in service to the story and everyone's immersion into the world
10) Have fun, it is required, failure to meet fun quotas will be punishable by fines as referenced in legal document Jk69420 in section L01. Break this law at your own peril
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:25:07 GMT
I as the mod certify that the information contained within this post is an accurate depiction of the world's history and contains no deceptions.
History
The beginning The world of Seilara has always been a cruel and unforgiving environment to live in for humanity. While in terms of climate, natural resources, and fertile land the majority of the world is technically inhabitable, arguably even ideal, humanity has always faced an uphill battle for survival. From the moment humanity first evolved, monsters ruled the planet. Evolution had favored these creatures greatly in the early years of developing life, culminating in the moment when the original species of monster evolved to tap into a strange otherworldly energy that no human had ever been able to access. This energy kickstarted the evolution and mutations of monsters to a far greater pace than would normally have been possible under natural conditions. As a result of this, by the time the first humans were gaining intelligence, there were millions of species of monster, each of which had evolved far beyond humankind.
It was only though ingenuity and camaraderie that humanity survived at all. First they learned to create fire by observing monsters that could breathe it setting fire to things accidentally. Then they designed increasingly effective weapons and armor by observing the natural claws, stingers, and other features of various monsters. These discoveries came slowly at first, and spreading them was difficult with humanity being disorganized and quite prone to untimely deaths. As humans learned more and more about their world, they became more united, and more efficient in their discovering new survival techniques. Eventually they became capable of fighting the monsters on even terms, and even able to slay or repel them.
Thus the beginnings of villages and nations were set in motion. From then on the progress of humanity advanced at a rapid pace. First came villages barely able to defend themselves, then came counties of allied villages supporting each other, then small kingdoms, and so on. Weaponry became more advanced, medicine and technology flourished, and eventually three of the world's five major continents became the dominion of humans, rather than monsters. Had humanity stood united, they might have even successfully purged all danger from their continents, and eventually the world.
But human nature was not so suited to a life of peaceful cooperation. Over time 4 major nations had established themselves in the world. When monsters had been a constant danger, the nations cooperated, but with peace within grasp, humanity turned on itself. Wars broke out between the nations, and in the chaos and distraction the wars created, monsters crept back into the human controlled lands, establishing themselves as a permanent threat. They had become smarter over time as well, and had learned the art of choosing their battles. Through stealth and cunning, they established themselves in hidden nests and in areas they could hunt weaker prey and vulnerable humans who strayed too far from the walls of their villages.
The monster resurgence eventually brought an end to the wars, as humanity once again needed to focus on protecting themselves from external threats. As peace became the norm, open communication between the nations grew, and eventually cultural differences and old grudges faded into the background, and an era of peace settled across the lands.
The First Great War
A few hundred years of peace made humanity complacent. Their military might dwindled and they began to rest on their technological laurels. People grew lazy and stopped being vigilant of threats looming on the horizon. It was in this era of stagnation and complacency that the monsters made their first attempt at regaining their place at the top of the food chain. While humans had failed to continue evolving, instead focusing on technological progress over natural strength, monsters had no such restrictions. Their accelerated rate of evolution never slowed in the slightest, and actually improved gradually as more powerful and intelligent monster species arose that could tap into their innate mystical energies to increasing extents. Soon even the most dim-witted monster had some semblance of intellect, the ability to learn, to plan, and to adapt.
This evolution led to the creation of a truly terrifying force. 13 monsters were born with enough power and intelligence to use their mystical abilities freely, rather than through instinct and the natural usage of it their bodies normally afforded. Together these 13 monsters would become known as the Harbingers. Using their power to assume humanoid forms, they raised an army of monsters, organizing them to an extent never before seen. They didn't stop at that however, they then infiltrated and sowed seeds of distrust between the nations of the humans, fanning the fires of old grudges and conflicts that, while set aside, were never truly forgotten. Cooperation between the nations deteriorated, leaving each nation isolated and weak. It was then that the Harbingers led the charge against humanity.
The war that followed very nearly obliterated humanity as a whole. Weakened, complacent, and isolated, the individual nations lost ground at an astounding pace, and the monsters took no prisoners. Within a decade, 9/10ths of humanity had perished. It was in these dark times that humanity first began to learn to tap into the mystical powers that laid dormant inside them. Though unconsciously, many warriors who had fought in and survived countless grueling battles against monsters began to find their abilities increasing. They became faster, stronger, more durable, and more intelligent. The sudden rise of these warriors finally turned the tide of the war back in humanity's favor. The nations set aside their grudges for good and banded together to drive back the monsters that had claimed their lands. Eventually the Harbingers themselves were drawn out to the fields of battle, and one by one they fell, though not without a fight.
As the war drew to a close, all 13 Harbingers had been slain, but so too had the majority of the warriors who had tapped into their inner potential. And so as life gradually returned to normal, the abilities and techniques of the mystic warriors faded into legend.
The Second Great War
Humanity grew complacent far slower than before after the first time that had nearly destroyed them, constantly reminded of the dangers of letting down their guard by the scars left upon the landscape itself during the war. Even so, after over a thousand years, complacency set in again. Once again, as humanity's strength waned, monsters saw the opportunity to strike. They had become stronger than ever, and invaded once again.
The second war went better for humanity than the first for several reasons. For one, the monster forces were not organized by powerful entities like the Harbingers, instead being more akin to loosely aligned tribes of monsters united under leaders that had earned respect and authority through strength in their local regions. Secondly, without the strength and ingenuity of the Harbingers, humanity was both able to unite their forces to defend themselves, and the monsters had no trump cards that could alter the course of entire battles with their mere presence.
This war was not easy however, a thousand years of accelerated evolution had only widened the gap in power between monsters and humans, and even if there were no Harbingers whose power dwarfed that of any opposition, humanity was still outmatched in terms of strength. The war dragged on for 100 years, humanity slowly losing ground until they were finally backed into a corner.
Once again, when all seemed lost, humanity discovered how to draw upon the mystic energies of the world around them. Unlike last time however, the discovery was consciously realized by the humans who gained the powers. Unlike the previous instance, where the power had only manifested in the form of increased physical ability, this time humans began to develop abilities unique to them. While not all humans were able to access these powers, those that did became fearsome forces. By drawing out the "soul" of an object that they had a strong emotional connection to, a human could create a power and fighting style unique to that individual, and by drawing upon the "souls" of the world around them in general they became able to recreate many of the feats once demonstrated by the original warriors in the first war.
This discovery drastically turned the tide of war at an unprecedented pace. Unable to predict or understand the plethora of abilities humanity was suddenly developing, the already poorly organized monster forces were routed with ease, driven back to their homelands and beaten down to a mere fraction of the force they once were.
Thus began a new era for humanity of greater prosperity than ever before. The increasingly common powers displayed by future generations as the genes for the abilities became more prevalent made society change greatly, and mostly for the better. Less standing troops were needed to maintain a powerful military presence, freeing up economic resources and people to bolster their nations industry and technological growth. The threat of monster attacks from local monster colonies or from raiding parties from the uninhabited continents was still a real danger, but organizations of humans with powers rose to the occasion, serving as independent monster-protection forces. Over time the plethora of smaller organizations defending humanity consolidated into a few major factions, each with their own philosophies, goals, and methods. But all of them, at least on some level, are acting in what they feel is the best interests of humanity.
Current time
Several hundred years have passed since the second great war drew to a close, and once again people have begun to forget the fear that the great wars brought. The rise of humanity's power holders inspired great confidence in their safety. Most people don't believe anything on the scale of the great wars could happen again, and this overconfidence has begun to sow the seeds of disaster.
Only a few people, standing in positions of power and overlooking the world, have begun to see the signs that something big is in the works. Monster attacks have been increasing in frequency and potency. New breeds of monster are appearing at rates never seen in recorded history. Colonies of monsters are appearing in locations that "coincidentally" disrupt major economic and military resources far more often than they should. And yet, despite all of these worrisome trends, surveillance teams sent to the uninhabited continents consistently report back that monster activity is at an all time low. Things are quiet there... too quiet... rumors have begun to circulate within the top ranked officials observing this that a new Harbinger type monster may be behind it all, operating in secrecy to prepare for a third and final great war. Nobody has any proof confirming or disproving the rumors, but even those who don't believe the rumor is true can't help but feel uneasy about the situation.
The threat isn't merely external however. One organization of power holders that rose to prominence in the past few decades at an astounding pace isn't all it seems to be on the surface. Known as The Brotherhood, it is an organization that keeps even its own members in the dark about its true objectives. To the world at large they seem to be a benevolent, well connected organization that specializes in commando type operations, using economic and political power to recruit, equip, and deploy the best warriors they can on solo or small squad missions. Their influence over all four nations in political and economic affairs, coupled with their military supremacy, make them an immensely powerful group with an unknown agenda, and that makes those people wise enough to see the bigger picture extremely nervous.
To make matters worse, many of the world's most powerful warriors have recently passed away due to old age, unfortunate "accidents," or disease, leaving humanity's military might at the lowest it's been since before the Second Great War. A new generation of defenders, largely untested in battle and barely trained, will be the ones to stand in the face of the approaching storm. Their strength will be the bulwark that stands between humanity and whatever threats may come to pass.
And if they fail... there will be no survivors.
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:25:31 GMT
I as the mod certify the accuracy of all info contained within The Five ContinentsThe world of Seilara is home to 5 continents, along with a host of small islands scattered across the sea. These continents are largely responsible for the state of the world in the past, present, and future. Their positioning, climates, geography, and how these things affected the development of life there are all factors worthy of notice. IxiaThe continent of Ixia is one of the three human controlled continents, located in the center of the world, the continent is akin to an island in shape and geography. With shallower waters near the coastline preventing larger sea monsters from easily approaching, and a multitude of cliffs of increasing frequency and height as you approach the center of the continent, humanity benefited from a lot of natural barriers to use to their advantage once dominance was established. Volcanic activity continues in the center of the island, providing steady supplies of natural metals after eruptions and geothermal energy to convert into electricity In the time leading up to that dominance however, Ixia was home to a wide variety of fearsome aerial and fire based monsters. The cliffs would often serve as the locations of monster nests, and the volcanic activity in the center of the continent gave birth to deadly magma and fire type monsters that were all but immune to conventional means of attack due to the heat their bodies emitted. In response to this, humans from Ixia were quick to develop unrivaled anti-air and naval capabilities. Their ships would allow them the ability to flee to places the volcanic monsters could not follow, and their anti-air technologies allowed them to fend off aerial monsters while out on the water. As time progressed humans developed this technology to ever greater heights, even learning to build entire cities out on the sea in the shallow waters off the coast, making these cities the center of activity for most of their naval trade and military vessels. With humanity in control of Ixia, the anti-air capabilities and natural barriers make it one of the most difficult continents to attack. It's central location in the world, island shape, and superior naval capabilities make them the economic center of the world. All successful trade routes and the ships sailing on them usually need to make a stop in Ixia on their way to wherever they were headed. Ixia was also the final continent to hold out against the monsters in both of the great wars, the seemingly impregnable defenses allowing it to stand as a safe haven even as the rest of the world fell. In terms of climate, Ixia has one of the warmer climates, with a tendency towards mild weather, the large amount of heat rising from the heavy amounts of volcanic activity in the center of the continent emanates outwards, leading to overall warmer climates. Furthermore the heat creates an outward blowing air current which drives off most major storms that would roll in from the sea. As a result of this Ixia is one of the driest and least fertile continents in the world, relying on innovative vertical farming technologies, irrigation, and trade with other continents for food, as well as a focus on farming and animal herding communities on the coastal regions, which are comparatively more fetile, while keeping the heavy industry and cities closer to the center of the continent where fertile land is less common. CertaTo the Northeast of Ixia lies Certa, the largest human controlled continent. Certa contains a wide variety of climates, geographical features, and natural resources. The entire continent is shaped like a crescent moon facing the center of the world, and it is widely thought that Ixia and Certa may have once been the same continent before tectonic plate movements tore them apart. The most noteworthy aspect of Certa is the center of the crescent however. The geography levels out here, consisting of mostly plains, marshes, and other similarly flat land. Ordinarily this would be considered ideal land for farming on a massive scale, but the history of the continent ruined its potential. Due to the diverse regions of the continent, humanity flourished in a wide variety of kingdoms across the whole continent, each had their own little specialties and cultures. These cultures lead to constant wars and territorial disputes across the land. Nowhere was more affected by this than the unobstructed flatlands however. While most of the other minor kindgoms were kept from clawing at each other's throats by natural barriers, or climates, or other such things, the central flatlands and the kingdoms that arose there had no such boons. The kingdoms there had established themselves through raw military prowess, lacking any sort of geographical advantage against the monsters, and their cultures reflected this. Combining this with the lack of obstacles in the way of war, and the result was inevitable. Long before the four major kingdoms of the world had established themselves, the flatlands of Certa had been rendered useless for farming by constant warfare. In current times Certa is also the continent that is home to two of the world's most prominent kingdoms, the large amount of land enabling both kingdoms to eventually reach a point of equilibrium and peace. As for their role on the world stage, the long history of war and the diverse regions of the continent have led to the people of Certa being the most proficient warriors in the world. While they do not excel in any particular area outside of military technology, their mastery of land vehicles, weapons, and defenses are unrivaled. SilvaTo the south of Ixia lies the 2nd largest human controlled continent, Silva. Silva is, without question, the most fertile continent in the world. Consisting almost entirely of dense forests, lakes, and rivers. The continent itself lacks any distinctive shape like the previous two continents, leading many to the prevailing theory that much of the continent grew due to the forests on it, dying plant life becoming more soil for roots to grow in and expand the landmass, rather than it having been a part of any other continent on. Many of the forests on the continent seem like they might support this theory, as the trees and their root systems are so massive that it becomes difficult to write off the theory entirely. Silva is also the most dangerous continent to live on, not counting those controlled by monsters. Even to this day the dense forests and complex root systems allow monsters any number of hiding places to evade human notice. As a rule of thumb being on ground level when not in a densely populated area is just asking for disaster to strike. The monsters here are also far more intelligent and crafty than average, relying on stealth and venom and traps to secure their prey. Giant snakes, spiders, and bug type monsters are abundant as well as the multitude of carnivorous or toxic plants, living trees, and jungle cat monsters. Humanity learned to survive in this even more hostile than usual environment through building cities up in the treetops, mastering medicine, aerial transportation and combat, and clever traps of their own. Fighting a Silva human on their own turf is akin to fighting a bat in utter darkness. They have total mastery of their terrain, and are experts in stealth and ambush tactics. The wide variety of plant-life makes Silvan medicine decades more advanced than that of the rest of the world, and their constant exposure to a variety of toxins makes them genetically predisposed to being resistant to poison, and having a hardy constitution in general. Despite all of this, the people of Silva have been in fewer wars than the people of other continents, and their military technology is the least developed in the world. Conversely, the people living on Silva have the most developed entertainment and cultural technologies, afforded to them by the peace provided by their neutrality in war. RadixLocated in the northwest is the largest continent in the world by a significant margin and is the more dangerous of the two continents ruled by monsters. Radix is a continent shaped like an eyeball, with a thick outer ring, followed by a ring of ocean inhabited with sea monsters so fearsome even the most hardened sailor would soil themselves if one ever escaped into the regular oceans. Beyond that is a central landmass constantly shrouded in darkness. Nobody knows what lies in that part of the world, or what creates the darkness that hides it from view, and it is a topic that most people prefer not to think too hard about. Everyone agrees that the answer to both of those questions is "nothing we ever want to see in person" and leaves it at that. Those who do theorize about this landmass tend to come to the conclusion that it was most likely the birthplace of the Harbingers, and the darkness shrouding it has something to do with that birth, either as a cause or as an effect of it. Fortunately, monsters from the central part of the continent rarely venture across the oceans to the outer ring, and there exists no major waterways between the ocean ring and the rest of the world's oceans, so the horrors that live within rarely, if ever, come out to face humanity directly. Their presence has made exploration of the continent all but nonexistent however. The only human structures on the continent are a few heavily fortified research "camps" spaced close together on the coastline. All attempts to venture further in to expand human territory into these lands have been absolute failures. Scouts who make runs to observe monster activity in order to keep tabs on the likelihood of another great war are respected as the most skilled survivalists and warriors in the world... they need to be CauliThe third largest continent in the world, just behind Certa, is located to the west of Ixia, and is the source of most of humanity's conflicts with monsters. The continent is shaped roughly like a claw, with four "talons", and is home to one of the most unusual climates in the world. Each "talon" is home to a completely different climate, the first is a grassland and marsh filled open expanse much like the center of Certa. Next is a barren wasteland, full of volcanic activity, random firestorms, and deposits of explosive gas that erupt without warning. After that is dense jungle much like Silva, and the fourth is a frozen tundra. The "palm" of the claw has an unstable climate that is a mixture of the four that changes unpredictably and randomly, and as such only the most durable and versatile monsters can bear to live there. Currently there is no scientific explanation for the extreme climate. The prevailing theory is that the climates of the talons colliding is what causes the palm to be so unpredictable, but nobody can even truly explain why landmasses so close together have such vastly different climates to begin with. However since the weather in the palm is so extreme and unpredictable that no research teams have yet managed to conduct any real studies of the area to form theories based on more than wild speculation. The continent serves as the source of most of humanity's conflicts with monsters because of a rudimentary society that the monsters have formed on it. Localized tribes of monsters gather around leaders who are generally just alpha-males of whatever species they are who managed to gain a following through killing a lot of other monsters. Occasionally though, a monster with a bit more ambition gains a following, and its these tribes that tend to lead raids against the humans and cause problems Humanity has had a bit more luck exploring the continent than they have had with Radix, however the extreme climates have hindered any attempts to actually establish a foothold in most of the continent, with the first talon being the only one that any success has been made with. Humanity maintains a small network of military bases on the tip of the first talon, which serves as their base of operations for scouting and preemptive strikes against monster tribes that seem to be potential threats
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:26:04 GMT
As mod I certify the accuracy of all info contained within
The Four Kingdoms
The four kingdoms that arose as humanity came into power have had plenty of turmoil throughout the ages. Even the title of the four kingdoms is a bit of a misnomer in a historical sense, as wars, rebellions, secession, and political upheaval have split the kingdoms apart many times. Eventually they always reunited under the same banner, but it is only in the most recent of years that they could be considered truly stable
Fortis
One of the two kingdoms on the continent of Certa, and the larger of the two in terms of controlled territory, controlling just over half the land on the continent. Fortis has a monarchy for a government, however the position of king is not passed down through birthright, but instead by a grand tournament held whenever a previous king dies, retires, or is forced to step down. Any citizen is permitted to take part in the tournament, at least officially, but generally speaking one needs to acquire the support of a noble family if they are to stand a chance at victory. Those without the support of the nobility too often find themselves with "defective" (sabotaged) gear, poisoned, or sometimes just outright assassinated in between matches, and that's not even accounting for the inherent advantages sponsored candidates have in terms of funding and training. The former king also gets to select a champion as his preferred successor, and this champion receives a variety of benefits in the tournament. If the King was in good favor with the nobility at the time of his removal from the throne, the chosen champion can find themselves in an even more advantageous position.
Despite all of the underhanded political dealings and trickery going on behind the scenes in these tournaments, the tournament itself is symbolic of the culture of Fortis and the values it instills in its citizens. Strength, honor, courage, and valor are all staples of Fortisian culture. This served them well throughout history, as countless wars against humans and monsters required strong warriors to protect the kingdom. However Fortisians do not exclusively value martial strength like many outsiders seem to assume. Strength of mind and of heart are held in equal respect, often even being considered more important than raw power.
An old Fortisian proverb reads as such "The strongest of blades cuts nothing in the hands of a coward, and the bravest of hearts soon dies when led by the mind of a fool, but so too does the wisest of heroes perish when they wield a weak blade." Strength, bravery, and intelligence are all considered to be important traits in a warrior, and more so in a ruler. While outsiders tend to think Fortisians as little more than battle-obsessed meatheads, when push comes to shove, Fortisian soldiers are the embodiment of the chivalrous knight.
Instilling this in the children of the future generations is important to the people of this nation, and Fortis was one of the first nations to make free, high-quality education available to all citizens. The schools are somewhat militaristic in their approach, but they are effective, and every student leaves the academy with some degree of martial prowess, an advanced education, and with the values of the nation etched deep in their hearts.
That is not to say there are no dark sides to the culture of Fortis however. For all of their honor and chivalry, their justice system is often quite harsh, especially in the military. Acts of cowardice are punished severely, thieves are executed with impunity, soldiers who rout are severely punished or executed, and god help anyone caught cheating in an honorable duel. The kingdom of Fortis is the paragon of justice, valor, and honor, but achieving that status does not come without a great deal of bloodshed behind the scenes.
Technologically speaking, Fortis is more advanced than the other nation is shares its continent with when it comes to military matters, however they specialize in direct, straightforward warfare. They lack effective weaponry for guerilla warfare or hit and run tactics. They instead like heavy tanks, artillery, and close combat weaponry like swords.
Pulic
The other nation sharing the continent of Certa, residing on the eastern half of the continent. Pulic has a republic run government and a much different approach to life than the martial lifestyle of the kingdom of Fortis. The kingdom resolved the issue of unifying the various kingdoms that make up the nation by creating a congress and giving each kingdom a say in how the larger collective of kingdoms would be run. Where the Fortisians value individuals and their virtues, Pulicans value camaraderie, teamwork, and live by the rule of the whole being greater than the sum of its parts.
Pulic also sports a well developed education system, but its effectiveness and methods vary from region to region as the individual kingdoms making up Pulic interpret things differently, leading to regions of the nation being specialized in one aspect or another. Some regions value science most of all, and have a statistically higher population of scientists and researchers, others are more militaristic and provide much of the nation's troops.
This diverse mixture of cultures, specialties, and opinions leads to the people of Pulic being very open-minded and laid-back in their attitudes. Their justice system is strict, but undeniably fair, focusing on rehabilitation rather than discipline. They view all wrongdoers as troubled individuals who can be guided to the right path once again, and even give murderers a chance at redemption. The system is quite effective, as Pulic has a very low crime rate, very few prisons, and a booming economy.
On the flip side of the coin however, the system of government Pulic opts to use can be easily bogged down in red tape and politics. Because every member kingdom has a say in every decision, coming to a consensus on anything can sometimes be a slow and arduous process, and while the spirit of mutual assistance usually prevails, sometimes conflicts of interest skew the discussion in the wrong direction. Overall corruption is not a widespread problem, but it exists and it can often cause issues of varying severity
In terms of technology, Pulic is less developed than Fortis, but they have their own specialties which keeps them on par with their neighbors. The excel at the ambush, hit and run, and long range combat that Fortis falters in. They also excel in non-military technology, having one of the most developed infrastructures in the world when it comes to communication and land travel.
Mara
Mara is the kingdom in control of the continent of Ixia. They are run by a loose coalition of powerful merchant groups, technically speaking they have a republic government, but at this point they're largely ceremonial, while all the real power is held by those with wealth and influence over the markets. Thankfully the merchant guilds running the show understand that a healthy and prosperous populace leads to healthy profits for them as well, and don't abuse their power... often... Corruption exists, but is often kept in line by the other merchant guilds
Culturally, Marans like to live in the moment and enjoy the finer things in life. As a nation born out on the sea, they love song, dance, booze, and cursing and flirting like sailors even when they haven't been on a boat for years. Mara is arguably the happiest nation in the world, this is helped by their near impregnable defenses and the introduction of many cultures and technologies by the refugees of the great wars flocking to their lands for safety. Their position at the center of the world, unparalleled naval might, and merchant based culture make them the most prosperous and diverse nation in the world as well. If you're a person looking to make it big, Mara is the place you go to seek your fortune.
Unfortunately wherever there's a booming economy and thriving markets, there's also a healthy black market and criminal underworld. The merchant guilds tend not to interfere too heavily in the criminal dealings of minor merchants and gangs, but they all have a stake in it, however subtly. Organized crime is common, and anything you can't find on legitimate markets, you can find in Mara... if you know who to ask and where to look. However criminals in Mara share a sort of code of honor, they avoid murder whenever possible, they don't steal from refugees or those down on their luck, and they don't drive anyone to ruin if they can help it. Their continued position out of the eyes of the merchant guilds depends upon them not making too big of a fuss. If they were to start murdering freely or driving people into bankruptcy and negatively impacting the economy, they'd find that blind eye the guilds turn for them would focus on the culprits pretty damn fast.
In the end, Mara is a land of businessmen/women, money is status, and status is power. They enjoy good food, good drink, an exciting nightlife to take the edge of a hard day's work. The home of dreamers and free spirits, and of those who aren't afraid to put a bit of work in to make a living for themselves
Arbor
The fourth and final great nation of humanity, located on the forested lands of Silva. They have the least developed system of government, governing generally being left to individual cities, with a grand council overseeing major decisions and taking control in times of crisis. Arborians prefer the simple life, living in their treetop villages, foraging, hunting, and farming for food. They value entertainment technology above military technology, preferring to live free from conflict when possible. It's a quiet, simplistic lifestyle for a kind and generous people.
Arbor as a whole lacks much in the way of defining features. To call it a kingdom like the others isn't entirely accurate, but they still serve an essential role in the world stage. Arborian medicine and food production is second to none in the world, and their exports of these products is essential to the prosperity of the other kingdoms, which have grown almost dependent on importing Arborian food over the years. Over the course of history every nation has attempted to conquer Arbor to seize control of the precious resources it provides, but as peaceful as the people of the nation like to remain, they are not to be trifled with.
Silva is the most dangerous continent that humans inhabit, and its people are strong, intelligent, and masters of the terrain. When push comes to shove, every man, woman, and child can fight as well as ten soldiers by using the terrain to their advantage. They fight with all the ferocity of wild beasts, the cunning of clever hunters, and the stability of the ancient trees that have existed since before humanity came into being. Arbor has been in a total of three wars with the other nations of the world, one each. Once was more than enough for each nation to throw up their hands, give up, and NEVER make the mistake of starting another war with them again.
This peace has fueled the Aborians simplistic and peaceful culture, making it the ideal nation for those who want to simply get away from it all... provided they can deal with the deadly creatures and plants infesting the place.
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:29:27 GMT
As mod I certify the information within this post is accurate as of the start of the RP. However as this post covers topics like technology, things may be subject to change, and there may be emerging technologies that are not widespread, or technologies that have been kept secret from the general public for some reason.
Technology Guidelines
In weapons tech swords/bows are still commonplace, despite guns and cannons existing. Many monsters have scales or armor plating that make certain types of weapons ineffective, and while guns are king when it comes to mowing down unarmored beasts, a well placed arrow or sword strike is easier to get in between the scales/plates/etc... You'll tend to see handguns and high powered hunting rifles for infantry, and heavy artillery cannons on naval ships
In transportation there are engine powered ships for naval travel, all ships are heavily armored and slow in order to withstand sea monster attacks, smaller ships have been experimented with but all ended in terrible failure.
Depending on the nation, primarily Arbor and Mara, aerial travel is also possible, personal flight devices for moving about the cities are practically required to get around. Planes as we know them never got off the ground in most areas due to the difficulty in defending them from attack and the fragility of the planes themselves
For land based travel there are heavily armored motorized caravan vehicles that are the transport of choice for the common folk. Guarded by soldiers and heavy cannons, these things are slow but safe. A few eccentric folk have created lighter, faster vehicles for personal transportation, but they are uncommon and expensive. Typical land travel for those powerful enough (or stupid enough) to travel alone consists of walking on foot or on horseback.
For communications technology there are call centers in each major city or town that allow for phone conversation between cities, connected by cables that transmit the signals, typically buried underground for safety. Personal landline phones exist, but typically only the very wealthy can afford to have them installed. The networks within each nation are full of redundancy in case a line goes down, the connections between nations are more sparse however, with only two or three massive connections connecting the individual communication networks. These connections are heavily guarded at all times as breaking the lines would temporarily cut off contact between the nations except by personal travel. Which is not to say that someone who wished to cause such an issue would be unable to do so
Computers exist, limited networks within companies, organizations, and some major cities exist, but attempts at building a worldwide web have failed, and computers function less as a communication tool and instead as data storage and data crunching machines. In recent years research into upgrading the phone lines to also serve as a network for a worldwide web has been gaining traction, but is still in its early stages.
Medicine is at around modern day standards, though it is specialized in emergency care and poison treatment as opposed to run of the mill diseases
Entertainment varies by nation, movies are about as high tech as it gets so far however, entertainment technology has been neglected for survival technology research.
Architecture is the area where technological advancement has progressed most significantly, nothing stops a monster attack like a building they can't reach or can't find. The largest, most successful cities in the world all share that philosophy in some form. buildings constructed on the sides of cliffs, in the treetops of thick forests, in underground caves, even on artificial islands. The buildings are sturdy and typically have some form of defense mechanism, the power of which is determined largely by the era in which the building was constructed and how complacent people were at the time. Some cities are effectively massive artillery platforms, and some cities you won't ever find if it doesn't want to be found.
Fashion guidelines
These are not hard rules for the fashion of the world, but make for general guidelines of the trends in each nation based on their culture and the like.
Mara
The fashion in Mara is quite varied due to the constant trade and mixing of cultures, plus the high concentration of wealthy people and their lifestyles results in Mara being the most innovative in terms of fashion. Almost anything that can be worn as clothing has at least been attempted before, but the trends that catch on tend to follow some basic rules.
The upper class fashion consists of very gaudy clothes with vivid colors, as the rich merchants and their families like to show off their wealth. The middle and lower class also favor vivid colors, but can't afford as much material as the upper class, so they innovate by either mixing the high quality fabric with less vivid fabrics of other colors, using the brighter expensive fabric as the material for patterns on the clothes while the lower quality stuff makes up the bulk of the clothing, or by using a "less is more" approach to clothing. Skimpy outfits are especially popular among the lower class, as provocative clothing serves members of certain professions quite well.
A common theme among the clothes of Mara is their tendency towards lighter clothing, due to the hot climate of the continent, heavy clothes are uncomfortable to wear, and are thus far less popular by comparison, typically only found among the most wealthy with their desire for excessively gaudy clothes sometimes overcoming their desire for clothes that aren't unbearable to wear.
Fortis
Fortis is a culture that values practicality and their militarized culture influences their sense of fashion. Their clothes are very simplistic in nature, preferring simple, bland clothes accentuated with bits of armor and weaponry. Even among the nobles, these basic principles apply, though they adopt more of the vividly colored clothes popular in Mara, adding in gilded pieces of armor to accentuate the bright colors. There isn't much more to their fashion than this. Fortisians wear what is practical for their daily lives, simple as that.
Higher ranking and particularly powerful members of Fortisian military units sometime choose to distinguish themselves by wearing entire suits of armor with fancy engravings and stylized carvings. The engravings and carvings they get are almost always subtle enough to not appear flashy or gaundy, and only the most confident warriors have any sort of decoration that might impact the functionality of the armor, but being able to invest the money in engraved armor sets at all sends an unspoken message to others that the wearer is a man/woman to be reckoned with, as only exceptional soldiers have the strength to earn such luxuries. It is frowned upon by some in the nation as a sign of arrogance, but smiled upon by most as a symbol of strength and rightfully earned confidence in oneself.
Pulic
The citizens of Pulic have a sense of fashion even more varied than Mara. Each individual kingdom within the republic has their own culture and thus their own individual senses of fashion. Nailing down a single sense of fashion for the nation is nearly impossible, but as a general rule they tend to simply wear whatever best suits the climate they are in. Since the continent has a wide variety of climates, the people of Pulic take a page out of Fortis's book and simply wear what is convenient. However over time a few fashion trends have caught on over a number of kingdoms. Long flowing robes such as kimonos and yukatas took the nation by storm a few years back, as did tuxedos and trenchcoats a while before that.
While these fashion trends are often short-lived, they never fade away entirely, and as such in most parts of the nation you can find them still lingering around, even if only to be brought out at parties and the like.
Arbor
The people of Arbor have very little need for fashion, as their lifestyle is in tune with nature and not nearly so caught up in the trappings of the modern world. Their clothes tend to have common themes however, each having to do with a practical application or trend. Long sleeves became common to avoid skin contact with the many of the toxic plants and animals, and the colors green, grey, and brown became the most prominent colors due to their use in camouflage. As such most of the clothing in Arbor is bland and easy to simply overlook.
However, when they want to dress up for a festival or other event, Arborians use the same natural themes on the complete opposite end of the spectrum. Their festival clothing is some of the brightest and most beautiful in the world. Utilizing the many dyes and flowers harvested from the variety of plant life, they create ornate costumes that make each of them look like a fusion between human and nature. Males tend towards designs that make them look like the elder trees that make up the continent, with bright green clothes and dying their skin to be more like bark, and females become the very incarnations of nature's beauty, looking like a flower in full bloom. Some Arborians with a great enough mastery of the mystic arts will even use their abilities to add special effects to their outfits, such as scattering glowing pollen around themselves as they move to give them a truly magical look.
The very nature of the clothing makes it very rare and expensive outside of Arbor, as the reliance on flowers and natural dyes make it so that each outfit requires constant maintenance to even keep in storage. Within the country it is relatively easy to keep the materials to do so in stock, as they're harvested from the surrounding forests. Outside of the country however, only the very wealthiest of people can afford to wear such outfits even once, let alone have one consistently. The outfits are the ultimate symbol of status for citizens of other nations, and often the inspiration for many of the most garish outfits in Mara as well.
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:29:42 GMT
As mod I certify the information within to be accurate
There are several factions in the world of Seilara that are separate from the nations themselves. They have their own philosophies and agendas, and will act to make their goals a reality, for better or worse. Here I will briefly describe public knowledge about some of the major factions.
Other factions exist, but they are either too small to be worthy of notice, or too obscure for most people to know about. Not every organization wants to sit in the spotlight after all, many are best served by being unnoticed and choosing their members, rather than letting members choose them.
The Brotherhood
General Knowledge - a powerful mercenary organization dedicated to the protection of humanity and extermination of monsters. They specialize in hiring and training mercenaries with special abilities, not accepting any but the very strongest of warriors without such abilities. The Brotherhood operates in a great deal of secrecy, with an unclear chain of command. It sends out its operatives on commando missions or in small teams, giving out only the information needed to do the job. The organization also has a lot of economic and political power in all the nations of the world, using it to make sure they always have the best gear, training, and facilities possible.
Philosophy - Humans who have developed powers are the next step in the evolution of the human race. Those who lack such powers are inferior beings, good only for physical slave labor for the master race that is the evolved humans. While the slaves must be protected, and lip service must be paid to them, they are inferior creatures, and this fact should never be forgotten. That being said, the threat of monsters cannot be ignored, so while we pursue the proper world order, we must also fight to stamp out the beasts whenever we can.
Goals - Nobody actually knows, protecting humanity is the obvious goal, but due to all the secrecy little more is known about them.
The Templars
General Knowledge - few organizations are as zealously dedicated to the extermination of monsters as the Templars. Based in the kingdom of Fortis, these knights spearhead most of humanity's preemptive strikes against monsters in their own territory. The strongest of Templars even hunt monsters on Radix from time to time, though these operations don't always go over very well.
Philosophy - Only by exterminating every last monster can humanity truly be considered safe. Sure some monsters seem content to mind their own business for now, but how long until they attack the innocent and unwary on a whim? How long until another Harbinger comes and begins a third great war? No, allowing even a single monster to live is a risk we cannot afford to take. By our hands, the world shall be cleansed, no matter what tools we must use to do so
Goals - extermination of monsters of all kinds, colonization of the two continents controlled by monsters.
The Merchant Guilds
General Knowledge - There are many guilds in Mara, each of them with their own unique way of doing business and running their territory. They don't take kindly to unaffiliated merchants however, and will stamp out independent competition wherever they can find it. They have immense economic power, and connections everywhere. They are great friends, and deadly enemies.
Philosophy - Money can't buy happiness, but it makes pursuing it a hell of a lot easier. By controlling the markets with our guilds we ensure that no merchant ever gets too far out of control so as to be a threat to the prosperity of the nation. Every major merchant must abide by our rules or be driven out of the market, and our cooperation and competition with other guilds prevents any guild from growing too powerful. By maintaining a rich, prosperous, and (mostly) fair economy, we benefit all of us.
Goals - maintaining economic control of Mara, and by extension the world economy. Keeping the markets open and fair places of competition for all guild merchants and preventing any merchant from growing large enough to monopolize a product and exploit people with it.
The Legion
General Knowledge - a military organization at it's core, believing that the use of bonded objects and the magical abilities they provide is morally wrong, for it makes humans closer to monsters and less like themselves. They fill their ranks with powerful warriors who use their mystic energies for the sole purpose of strengthening their physical abilities, and provide a military force independent of all four kingdoms. This military force exists to keep the peace, and to stand guard against the bonded object users who they feel can't be trusted.
Philosophy - Humans, drunk on the power granted to them through their strange magics, have begun to lose themselves. Monsters have wielded the abilities we now are beginning to access since the dawn of time. It is THEIR power that we are tapping into. If we grow stronger through these abilities and defeat the monsters, will the humans who achieve this be recognizable as human anymore? Where will the line be drawn to separate what is us using our own power and what is us becoming like the monsters we fight? It is a slippery slope that descends into madness and corruption. We of the Legion will not succumb to the temptations of cheap power that corrupts our purity and twists us into the very things we hate. We shall use the mystic energy within us to strengthen our HUMAN bodies, wielding human tools, and developing techniques for all of our race to learn. We shall match the object users in strength without relying on their false power, and when their greed and foolishness consumes them and they become monsters, we shall strike them down in defense of the race we cherish.
Goals - Gaining power through physical training, rather than bonded objects and the like. Defending humanity both from monsters and from power users.
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:30:12 GMT
RP Mechanics!
Lore is all very nice and stuff, but it's not very useful if you don't know how characters and stuff work in the setting!
The RP is freeform, your characters can do whatever they damn well please. Wanna try and topple one of the four kingdoms? Go ahead and give it your best shot. Wanna try and venture out and explore Radix? You can try if you really want... (I wouldn't recommend it though). Want to pursue fame and fortune in the markets of Mara? Go for it.
I won't place restrictions on what you attempt to do, nor will I micromanage every thread like a traditional RP mod would need to. But it is important to remember. EVERY action you take has consequences, some very minor, and some you won't expect that could have a serious effect of the world. Character deaths are also a thing that can very easily happen if you aren't careful. I'll avoid any scenarios where you just outright die and give you a chance to RP your way out of any messes you land yourselves in (if you explore Radix for example, I'll let you try and fight the monsters you encounter to the best of your ability, and let you try to run away too. Or if you gain political power in a nation, there might be an assassination attempt by people who don't like you edging them out of the political arena), but keep in mind that there are consequences for what you do, and if you do too many reckless things your luck will run out.
After any thread is completed, you'll submit it to a review thread for rewards and information on how your actions affected things... so far as your character is aware.
I will also try to run many threads personally with NPCs. These threads can often just be for fun or to offer an opportunity to increase your strength, but some of them will have larger ramifications, and most things that drastically affect the world of the RP I or another mod will have some involvement in (either as something NPCs instigate on their own, or as a result of your actions coming to fruition)
Another important part of the RP will be stats. The RP will indeed have a stat system to indicate the skills of your characters in comparison to each other and to monsters you face. This is a casual stat system, meaning that the stats are there as guidelines, not as a binding rule. If I have 10 in speed and you have a 5, I'm definitively faster than you, but that doesn't mean you cant fight back because I'm blitzing you or anything. Use your best judgement when it comes to stats.
I am opting to use stats for a few reasons, for one it helps reflect your characters growing in strength over time and through their efforts. It also helps you stack your characters up against each other when you're doing threads together and the like.
Possibly the most important reason stats are here though is to let you know when you're in over your head and royally f*cked up. If you find yourself face to face with a massive monster and I give you its stats, and you notice that all of its stats are significantly higher than yours... you may have made some mistakes and you may want to run like hell. Of course I won't always give you the exact stats of everything you face, sometimes I'll give you a general range, sometimes you simply won't know some of the stats, sometimes I may even give out stats that are incorrect (say a monster is actually really strong but it looks scrawny and weak, your character might be caught off guard by its real strength).
Stats will be in two categories, physical and spiritual, any character can allocate their stats freely. You will receive 10 stat points per level your character has. This holds true for both humans and monsters. However monsters have one fewer stat category than humans. The reason for this is twofold, but the primary reason for this is that monsters are, by default, stronger than humans in most cases. Exceptions may exist, but humans have to work far harder to achieve the strength that monsters are often born with naturally.
Human Stats [spoil]Physical
Strength - pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Endurance - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
Skill - How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
Spiritual
Intelligence - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Mystic - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
Channeling - a measure of how good you are at tapping into your mystical energies and utilizing them, you could have an ocean of mystic power sitting inside you, but if you can't use it then it doesn't do you much good now does it? This stat functions like endurance for your abilities. Channeling also has an effect on your physical stats, as humans who have more mystic energies flowing through them are more physically powerful by default, it's not substitute for actual physical body training, but it can give you that edge you need sometimes (up to half your mystic stat when boosting one stat, or 1/4th when boosting two at once)
Control - how good you are at actually manipulating your mystical energies and using them to fuel your unique abilities. This functions like Skill for your abilities[/spoil]
Monster Stats
[spoil]Physical
Strength - pretty self explanatory here, how much you can lift, how hard you punch, etc...
Speed - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
Endurance - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down. If the monster has defensive scales, quills, etc... this stat will also determine exactly how durable/potent those features are.
Instinct - While monsters don't typically use equipment, they are not devoid of skill in combat. This stat is essentially skill for monsters. It also represents your natural instincts for things such as hunting. One instinct monsters share is the ability to sense danger intuitively. While humans must evaluate foes purely with intelligence, monsters are much more deeply connected to the mystical energy of the world, and thus have an innate sense of the general strength of energies present in others around them. This sense is somewhat vague, but can give the monster a general sense of how they stack up against a foe.
Spiritual
Intelligence - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
Intelligence serves a secondary function for monsters. More intelligent monsters often develop the ability to control less intelligent ones through verbal or telepathic commands. The more intelligent the monster the stronger this ability becomes, enabling them to affect more monsters at once and exert greater degrees of control. On the flip side, the intelligence stat serves as a defensive stat against this kind of control.
Mystic - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities. Unlike humans, monsters do not need a channeling stat to access the full force of their mystic energies. While humanity only recently evolved to tap into these energies and thus needs to practice and make a concerted effort to utilize them, monsters have been using it since before recorded history.
Control - how good you are at actually manipulating your mystical energies and using them to fuel your unique abilities. This functions like Skill for your abilities[/spoil]
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:30:35 GMT
Human abilities
Here are some universal abilities anyone can access -enhanced physical attributes - jumping on air and water - strengthening of weapon durability/effectiveness - improved recovery time after battles - repairing a bonded object after a battle in which it was destroyed
So for now onto the main thing, bonded objects
By default, an average human can generally only handle enough mystic energy to support one bonded object, but there have been rumors that some exceptionally powerful warriors may have reached a level where they could handle a second. Other rumors speak of warriors whose bond with an object grew so deep that they achieved an even greater level of power than ever before, gaining the ability to become almost monstrous through their abilities and transcending the limitations of the human body
There is no specific ritual or spell required to create a bonded object, rather the object is one that bears a deep emotional significance for a person that they can carry on their person consistently. Over time, this object becomes saturated in the person's mystical energies, the emotional connection serving as the subconscious conduit for the power. After a certain amount of saturation, the object begins to reciprocate, emitting power of its own that is directly linked to the one it is bonded with. It is this power that then manifests into that person's abilities.
That's the lore aspect of things anyhow, now onto the technical stuff.
The technical stuff
Upon character creation, if you want to start off going for a bonded object (rather than opting not to have one for character reasons) you pick an object that your character has a connection to. You NEED to make sure there's some kind of significant sentimental value attached to it no matter what it is. If you take a flute, then that flute should be a gift from your teacher or lover or family or something. I won't explicitly require you include the object in your character history directly, but you probably should try and work it in for the sake of RP depth and whatnot.
Next up is designing your abilities. At most I'll allow you to start with three abilities unique to your character, they can be expanded upon or added to over time, but that's the hard limit I'm going to put for starters. The abilities can be multi-faceted though, just no more than 3 distinct abilities. Additionally, if you want to have a really powerful ability, you should assume that I might restrict you to less than 3 to compensate, or insist that the other abilities be weaker. It'd be a quality over quantity thing.
Each ability you have should be themed around the object. Taking the flute example again, your abilities should be focused around the music the flute produces, or the body of the flute itself. I'll allow as much creative liberty as I can in this regard, so long as you stick to the theme you picked
Note: depending on how your abilities work, your bonded object may still be vulnerable to attack. Bonded objects are far more durable than a normal object of their kind, but they can be broken. If your object is broken, you lose access to your abilities for the duration of that battle. All humans can reconstitute or repair a bonded object over the course of a few days (namely, in between threads) of meditation and focus.
Progression
In regards to the "rumors" in the lore, there are two paths you can take once you reach an appropriate level of strength (There is not a specific level for this, every person is somewhat different.). These paths are mutually exclusive, you cannot achieve them both and so you must choose which path you wish to walk down. One path involves bonding with another object, the other involves developing your primary bond to a new level, thus making bonding with a new object impossible.
Path 1 -diversification
The first path is simply being able to take on a second bonded object. It needs to be an object with emotional significance again, preferably one that gained said significance through RPing rather than from character backstories. The second object follows the same rules as the first, 3 ability max to start, themed powers, etc...
At first even after achieving a second bond, you won't be able to use them both simultaneously, your skillset will have become more diverse, but you won't immediately be able to combine them to completely revolutionize your fighting style. Through training, you'll eventually reach a level where you can indeed use them both simultaneously, creating a fighting style that is truly your own (unless someone else somehow picked the exact same 2 objects and picked abilities that were almost exactly the same as yours in theme)
Path 2 - ascension
This path is harder to achieve, but arguably even more rewarding. Once you reach a certain level, and have bonded with your object even more than before (either through RPing drama stuff or simply because you're using it in battle all the time for so long), the bond you have with it evolves into something much more potent, granting you a "stage two" of your power.
With this achievement your "stage 1" abilities don't change, though they become a bit more powerful. However you also gain a new set of 3 abilities and a transformation. This transformation involves you physically and spiritually fusing with your object for a time, assuming a new form that is somewhere between human and monster. It's up to you exactly what this will entail for you in terms of appearance. While in your ascended form, your physical abilities are appropriately enhanced by your new physique, and you can access both your stage 1 and your stage 2 abilities. Stage 2 abilities are significantly more powerful than stage 1 abilities, can only be utilized while transformed, and have a lot more leeway in terms of how OP they can be while still getting the stamp of approval from me.
This transformation carries some limitations and drawbacks however. For one thing, the transformation is extremely taxing, especially at first. So the time you can remain in the ascended form will be limited at first, with those time limits becoming progressively more lenient.
Secondly, all ascended transformations share a common risk for their users. The transformation into something that isn't quite human can very easily lead to personality changes while in the form and the loss of humanity while transformed. What this entails precisely can vary based on your own abilities and the nature of the transformation, but it will take discipline and training to master the form and keep it under control without any negative changes.
Furthermore, certain powerful monsters have the ability to command others to do their bidding, humans are typically able to resist these commands in most cases, but while you are in your transformed state you will be more susceptible to such commands, as you have become something that is much closer to being a monster yourself. Using this form in the presence of an enemy with such abilities can be dangerous.
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:31:00 GMT
Monster Abilities
Monsters in Seilara have fundamentally different abilities from humans. While humans recently learned to channel mystic energy to produce supernatural effects, monsters were born of and molded by the energies. Humans are merely tapping into an energy source far beyond their comprehension, trespassing in a realm that was never meant for them.
Monsters have a few universal abilities - instinctive sense of the mystical power of those around them. - the ability to command monsters of lesser intelligence if they themselves become intelligent enough - dramatically improved recovery time after battles, provided they are well fed - can go extended periods of time without eating provided they are not injured
Beyond this, monsters are incredibly varied in size, shape, and abilities. Even monsters of the same species don't always have identical abilities, though they are often similar in many ways. Monsters mutate and evolve at a supernatural rate, and so even a parent and a child could have different abilities.
Mechanically, a monster character starts with a maximum of 6 abilities, 3 physical, 3 spiritual. As with humans, the development of new abilities after this initial set is an option.
Physical abilities are tied to the monster's physiology. Scales, wings, supernatural eyesight, and other similar abilities. Monsters are fundamentally supernatural creatures, and so their bodies contain supernatural properties as a result of this.
Spiritual abilities are more flexible. These reflect the monster's active application of their mystic energy to produce supernatural effects beyond what their body can do. Unlike humans who need to bond to an object and pick abilities related to the object, monsters have no such limitations. Generally speaking most monsters have abilities that are related to each other to some extent, as the monster has specific needs and would develop techniques catered to those needs, but this need not be an absolute rule.
Furthermore, Monster abilities can be more potent than human abilities typically are. Their connection to mystic energy is far more direct and primal, and so the effects they can produce are often larger in scale.
However, as of the moment monsters lack the same capacity for progression that humans have. While exceptional humans may pursue the route of diversification or ascension, there does not appear to be a clear next step for monsters who seek to transcend their limitations and grow in power. They typically have higher base stats than most humans, and can develop a potent array of physical and spiritual abilities, but they are unable to transcend into something greater.... for now...
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cmd1095
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Post by cmd1095 on Feb 8, 2023 10:31:42 GMT
Character Creation Human Template--General--Full Name: What is the birth given name given to you by your care takers? Alias: What is the name others know you by? Age: What is your actual age? Age Appearance: What age do you look like? Residence: Where do you live? Job: What is your job? Gender: Male or Female? Species: This is obvious if you are using this template. Alignment: Are you good, evil, or neutral? Faction: Do you belong to a Faction? --Appearance--Picture: A picture may be placed here. Physical Description: What do you look like physically? Any marking such as tattoos, scars, piercings, etc? Clothing: What kind of clothes do you like to wear? Armor: Any Armor? If so, use the following spoiler to list and describe each piece. [spoil] Armor Type: Where does the armor go? Appearance: What does the armor look like? Armor History: How did you obtain your Armor?[/spoil] Weapons: Any Weapons? If so, use the following spoiler to list and describe them: [spoil] Weapon Name: Does your weapon have a name? Appearance: What does your weapon look like? Weapon History: How did you obtain your weapon?[/spoil] Miscellaneous Equipment/Items: Any items you may carry around that serve a function other than as armor or weapon. [spoil] Item/Function: What is the item and its' typical purpose? Appearance: What does your item look like? Item History: How did you obtain your item?[/spoil] Bonded ObjectObject - What is the object you have bonded with Appearance - What does the object look like? Source of Bond - What is your emotional connection to the object? Powers Choose a maximum of 3 to start, remember the powers must be related to the object thematically, and the stronger the power the more severe the drawbacks should be Ability Name: Ability Description:Ability Drawbacks--Important Information--Personality: What are you like? Likes: What do you like? Dislikes: What don't you like? Strengths: What makes you strong? Possibly a loved one? Weaknesses: What makes you weak? Death and destruction possibly? Skills: What kind of special skills do you have that you have learned over the years? Talents: Do you have any talents, such as acrobatics, that you are naturally good at? Motto: What is your life Motto? Goal: What is your Goal in life? Music Video: If you have a song, you may place it here. History: What is your history? Stats Level - Ranging from 1 to 7, this is an overall display of your abilities in tiers. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...). Stats Radar - This is a NON-COMPARATIVE graph that is used to represent your character's general strengths and weaknesses. Mods/Co-Mods can handle creating the radar graphs, but for those who are self-sufficient, we offer this link: chachart.net/radar?lang=en PhysicalStrength - pretty self explanatory here, how much you can lift, how hard you punch, etc... Speed - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly. Durability - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down Skill - How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that. SpiritualIntelligence - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things) Mystic - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities Channeling - How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities. [b]--General--[/b]
[b]Full Name[/b]: What is the birth given name given to you by your care takers? [b]Alias[/b]: What is the name others know you by? [b]Age[/b]: What is your actual age? [b]Age Appearance[/b]: What age do you look like?
[b]Residence[/b]: Where do you live? Obviously [b]Job[/b]: What is your job?
[b]Gender[/b]: Male or Female? [b]Species[/b]: This is obvious if you are using this template.
[b]Alignment[/b]: Are you good, evil, or neutral? [b]Faction[/b]: Do you belong to a Faction?
[b]--Appearance--[/b]
[b]Picture[/b]: A picture may be placed here.
[b]Physical Description[/b]: What do you look like physically? Any marking such as tattoos, scars, piercings, etc?
[b]Clothing[/b]: What kind of clothes do you like to wear?
[b]Armor[/b]: Any Armor? If so, use the following spoiler to list and describe each piece. [spoil][b]Armor Type[/b]: Where does the armor go? [b]Appearance[/b]: What does the armor look like? [b]Armor History[/b]: How did you obtain your Armor?[/spoil]
[b]Weapons[/b]: Any Weapons? If so, use the following spoiler to list and describe them: [spoil][b]Weapon Name[/b]: Does your weapon have a name? [b]Appearance[/b]: What does your weapon look like? [b]Weapon History[/b]: How did you obtain your weapon?[/spoil]
[b]Miscellaneous Equipment/Items[/b]: Any items you may carry around that serve a function other than as armor or weapon. [spoil][b]Item/Function[/b]: What is the item and its' typical purpose? [b]Appearance[/b]: What does your item look like? [b]Item History[/b]: How did you obtain your item?[/spoil]
[b][u]Bonded Object[/u][/b] [u]Object[/u] - What is the object you have bonded with [u]Appearance[/u] - What does the object look like? [u]Source of Bond[/u] - What is your emotional connection to the object? [u]Powers[/u] Choose a maximum of 3 to start, remember the powers must be related to the object thematically, and the stronger the power the more severe the drawbacks should be
[u]Ability Name: [/u] [u]Ability Description:[/u] [u]Ability Drawbacks[/u]
[b]--Important Information--[/b]
[b]Personality[/b]: What are you like?
[b]Likes[/b]: What do you like? [b]Dislikes[/b]: What don't you like?
[b]Strengths[/b]: What makes you strong? Possibly a loved one? [b]Weaknesses[/b]: What makes you weak? Death and destruction possibly?
[b]Skills[/b]: What kind of special skills do you have that you have learned over the years? [b]Talents[/b]: Do you have any talents, such as acrobatics, that you are naturally good at?
[b]Motto[/b]: What is your life Motto? [b]Goal[/b]: What is your Goal in life?
[b]Music Video[/b]: If you have a song, you may place it here.
[b]History[/b]: What is your history?
[b][u]Stats[/u][/b] [u]Level [/u] - Your level represents your overall ability in comparison to others. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...).
[u]Stat Graph[/u] - This is where a picture of your radar graph will go for your stats. Stats are [i][u]NOT COMARIATIVE[/u][/i], meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. [url]https://chachart.net/radar?lang=en[/url] [b]Physical[/b]
[u]Strength[/u] - pretty self explanatory here, how much you can lift, how hard you punch, etc...
[u]Speed[/u] - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
[u]Durability[/u] - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down
[u]Skill [/u]- How good you are with your equipment. Are you a master of a sword? Or maybe you're a marksman who can shoot off the wing of a fly without killing it from a mile away? This stat reflects that.
[b]Spiritual[/b]
[u]Intelligence[/u] - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things)
[u]Mystic Reserves[/u] - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
[u]Channeling [/u] - How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Humans cannot naturally tap into their mystic reserves without bonded objects, or training, and as such this stat mainly affects your abilities. Humans who have received special training can utilize channeling to enhance their physical abilities like monsters, but this requires much more focus upon the human's part as opposed to monsters, and cannot be used passively without abilities.
-------- Monster Template--General--Full Name: What is the birth given name given to you by your care takers? Or the name you gave yourself depending on your upbringing Alias: What is the name others know you by? Age: What is your actual age? Residence: Where do you live? Obviously Gender: Male or Female? Species: What kind of monster are you? Alignment: Are you good, evil, or neutral? Faction: Do you belong to a Faction? --Appearance--Picture: A picture may be placed here. Physical Description: What do you look like physically? Any marking such as tattoos, scars, piercings, etc? Clothing: What kind of clothes do you like to wear?(if any) AbilitiesPhysical Powers Select a maximum of 3, these powers must be linked to your monster physiology in some capacity, however they do not automatically need to have drawbacks Ability name - Body part - Ability description - Spiritual Powers Select a maximum of 3, these powers are supernatural effects you have consciously developed with your mystic energy, and do not need to be linked to any specific thing so long as they logically make sense for your monster to develop. Ability name - Ability description - Ability drawbacks - --Important Information--Personality: What are you like? Likes: What do you like? Dislikes: What don't you like? Strengths: What makes you strong? Possibly a loved one? Weaknesses: What makes you weak? Death and destruction possibly? Skills: What kind of special skills do you have that you have learned over the years? Talents: Do you have any talents, such as acrobatics, that you are naturally good at? Motto: What is your life Motto? Goal: What is your Goal in life? Music Video: If you have a song, you may place it here. History: What is your history? Stats Level - Your level represents your overall ability in comparison to others. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...). Stat Graph - This is where a picture of your radar graph will go for your stats. Stats are NOT COMARIATIVE, meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. chachart.net/radar?lang=en PhysicalStrength - pretty self explanatory here, how much you can lift, how hard you punch, etc... Speed - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly. Durability - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down. If the monster has defensive scales, quills, etc... this stat will also determine exactly how durable/potent those features are. Skill - How good you are with your physical features. How efficient are you with your strikes? Perhaps you can fire quills out and strike a bird down mid flight? Maybe you can use your tail as an appendage, or perhaps you can use tools just as effectively as humans. This stat reflects that. SpiritualIntelligence - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things). This also innately affects a monster's instincts as they respond to their environment far more than humans might. Intelligence serves a secondary function for monsters. More intelligent monsters often develop the ability to control less intelligent ones through verbal or telepathic commands. The more intelligent the monster the stronger this ability becomes, enabling them to affect more monsters at once and exert greater degrees of control. On the flip side, the intelligence serves as a defensive against this kind of control. Mystic - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities Channeling - How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Monsters passively enhance their physical abilities with this stat, and as such they can be far stronger than their appearance might imply. [b]--General--[/b]
[b]Full Name[/b]: What is the birth given name given to you by your care takers? Or the name you gave yourself depending on your upbringing [b]Alias[/b]: What is the name others know you by? [b]Age[/b]: What is your actual age?
[b]Residence[/b]: Where do you live? Obviously
[b]Gender[/b]: Male or Female? [b]Species[/b]: What kind of monster are you?
[b]Alignment[/b]: Are you good, evil, or neutral? [b]Faction[/b]: Do you belong to a Faction?
[b]--Appearance--[/b]
[b]Picture[/b]: A picture may be placed here.
[b]Physical Description[/b]: What do you look like physically? Any marking such as tattoos, scars, piercings, etc?
[b]Clothing[/b]: What kind of clothes do you like to wear?(if any)
[u][b]Abilities[/b][/u]
[u]Physical Powers[/u] Select a maximum of 3, these powers must be linked to your monster physiology in some capacity, however they do not automatically need to have drawbacks
[u]Ability name[/u] - [u]Body part[/u] - [u]Ability description[/u] -
[u]Spiritual Powers[/u] Select a maximum of 3, these powers are supernatural effects you have consciously developed with your mystic energy, and do not need to be linked to any specific thing so long as they logically make sense for your monster to develop.
[u]Ability name[/u] - [u]Ability description[/u] - [u]Ability drawbacks[/u] -
[b]--Important Information--[/b]
[b]Personality[/b]: What are you like?
[b]Likes[/b]: What do you like? [b]Dislikes[/b]: What don't you like?
[b]Strengths[/b]: What makes you strong? Possibly a loved one? [b]Weaknesses[/b]: What makes you weak? Death and destruction possibly?
[b]Skills[/b]: What kind of special skills do you have that you have learned over the years? [b]Talents[/b]: Do you have any talents, such as acrobatics, that you are naturally good at?
[b]Motto[/b]: What is your life Motto? [b]Goal[/b]: What is your Goal in life?
[b]Music Video[/b]: If you have a song, you may place it here.
[b]History[/b]: What is your history?
[b][u]Stats[/u][/b] [u]Level [/u] - Your level represents your overall ability in comparison to others. These levels grant a general sense of your character's overall strength in comparison to others. Each level up is a larger gap than the last. (the gap between a 4 and a 5 is larger than a 1 and a 2, and the gap between 6 and 7 even greater still). Which is not to say a level 4 cannot beat a level 5 under the right circumstances (or any other example, 3 beating a 4, 5 beating a 6, etc...).
[u]Stat Graph[/u] - This is where a picture of your radar graph will go for your stats. Stats are [i][u]NOT COMARIATIVE[/u][/i], meaning that the radar is more a means to get a general measure of your overall strengths and weaknesses. Moderators/Co-Moderators can handle creating the graph in your stead, but for those who wish to make it themselves we provide this link. [url]https://chachart.net/radar?lang=en[/url] [b]Physical[/b]
[u]Strength[/u] - pretty self explanatory here, how much you can lift, how hard you punch, etc...
[u]Speed[/u] - Also pretty simple, some people are faster than others, especially in this world where mystic energies can enhance your speed or reflexes greatly.
[u]Durability[/u] - both a measure of how long you can fight without getting fatigued, and just how much punishment your character can withstand before going down. If the monster has defensive scales, quills, etc... this stat will also determine exactly how durable/potent those features are.
[u]Skill[/u] - How good you are with your physical features. How efficient are you with your strikes? Perhaps you can fire quills out and strike a bird down mid flight? Maybe you can use your tail as an appendage, or perhaps you can use tools just as effectively as humans. This stat reflects that.
[b]Spiritual[/b]
[u]Intelligence[/u] - very self explanatory for the most part. This stat also affects how much information you can get out of me or a mod in various situations. An intelligent character will notice more of the results of their actions for example, or be better at sizing up an enemy NPC, getting more accurate and precise information on their stats. An unintelligent character may misjudge an enemy, or perceive their actions and the results of them incorrectly (or simply not notice things). This also innately affects a monster's instincts as they respond to their environment far more than humans might.
Intelligence serves a secondary function for monsters. More intelligent monsters often develop the ability to control less intelligent ones through verbal or telepathic commands. The more intelligent the monster the stronger this ability becomes, enabling them to affect more monsters at once and exert greater degrees of control. On the flip side, the intelligence serves as a defensive against this kind of control.
[u]Mystic[/u] - The amount of mystic energy your body produces and/or can access. This stat is like strength, but for your abilities
[u]Channeling[/u] - How well you can utilize your Mystic Reserves efficiently. It tends to act as a form of endurance for your abilities, but it can also be utilized to grant an increase to your physical abilities. Monsters passively enhance their physical abilities with this stat, and as such they can be far stronger than their appearance might imply.
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cmd1095
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Posts: 583
Member is Online
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Post by cmd1095 on Feb 15, 2023 3:36:59 GMT
Adding a reference for the forum layout upon admin request.
Ixia
Located in the center of the world, this island shaped continent is the beating heart of humanity's economic affairs. Home to the kingdom of Mara, it is one of the best defended and most diverse places in the world. It's shallow coastal waters protect it from large sea monsters, and the terrain becomes more mountainous the closer to the center of the continent you go, eventually leading to a region of heavy volcanic activity. These natural barriers make Ixia the safest continent to live on, and it is home to many diverse cultures and people.
• Coastline
The coastal waters of Ixia and the coast of the continent itself are home to several major points of interest. Most of the continent's farmable lands lie on the coast, and there are four cities built on artificial islands around the continent, one in each cardinal direction. These cities are the places to go if you want to get on a ship, buy foreign goods, or find many of the unsavory types from Mara's underworld.
• Mainland
The mountainous terrain of the mainland of Ixia is home to a great number of cities and towns carved into the sides of cliffs or built on top of plateaus. While the economic activity in these cities is not as energetic as it is in the coastal cities, there are still plenty of merchants, both legitimate and on the black market.
• Core
The volcanic activity of the core of the island makes it so that there is only one city in this region of the continent. The capital of the kingdom of Mara is built on and around the central volcano of the island. The eruptions and heat of the volcano and surrounding volcanoes are harnessed by advanced geothermal plants that provide the electricity that fuels the entire nation. Unlike the other cities in the nation, this city is built exclusively for combat and housing. Major defensive structures surround the city, and the city itself is built like a fortress, with economic buildings along the outer ring, residential districts in a ring behind those, and key industrial structures essential to the defense of the city behind the residential districts. It is the safest place on Seilara, and has endured both of the great wars without being breached. As such the cost of living here can be rather high, as safety is a commodity that is always in demand.
Certa
The world's second largest continent, and the only continent that is home to multiple kingdoms. Located in the Northeast with a crescent shape and a diverse landscape containing every type of climate and terrain imaginable, Certa has something to offer for everyone. The long history of wars between human nations has led to Certa also being the homeland of most of the world's most capable fighters, something the varied regions of the continent help to develop by providing plenty of tough environments to train in. Even those who do not originate from Certa often come to this continent to hone their skills.
• Fortis
The kingdom occupying the western half of the continent, Fortis is a warrior society ruled by a monarch. The next monarch is always chosen in a tournament to determine the strongest, most honorable fighter in the land. Honor, duty, discipline, and strength are the standard for all citizens to follow. Those who truly wish to master the art of close combat flock here to participate in gladiator matches, find teachers, and test their might against the warriors who defend the kingdom.
• Pulic
The Kingdom occupying the eastern half of the continent, Pulic is a republic formed from many different kingdoms. While often bogged down in red tape, the government of Pulic does a good job of providing fair and just leadership to all of its member nations. Cooperation, kindness, and patience are most prominent in the values of its people. Those who wish to master all forms of ranged combat and stealth flock here to train.
Silva
The most fertile continent in the world, Silva is less a continent in the traditional sense, and more like a massive forest whose roots and decaying plant-life built a continent on their own. The entirety of the continent, save for occasional clearings and some areas along the coast, is covered in a think jungle, with some trees older than humanity or even the oldest of monsters. Silva is located in the southwestern portion of the world, and is the only human controlled continent where monsters are still prominent. The deeper into the jungle you delve, the less civilization and the more danger you will find. The kingdom of Arbor resides on this continent, home to the world's most proficient practitioners of hunting, medicine, stealth, and survival skills. Many warriors, after mastering their chosen craft, come to this continent to test themselves against monsters within a safe distance of civilization before they challenge monsters on their home turf.
Radix
The largest continent in the world, and by far the most dangerous. Located in the northwest, it is shaped like an eyeball, with an outer ring of land, an inner ring of ocean, and a pupil of land shrouded in darkness at all times. Radix is the only continent in the world humanity has not explored to some degree. While humans have established surveillance and research bases on the southeastern coastline, the power and ferocity of the monsters here have thwarted any attempts at colonization or proper exploration. It is here that the most skilled warriors in the world come. Only the best of the best can hope to go on a mission here and have any hope of coming back alive, and even they perish more often than not.
• The Precipice of Hell
The outer ring of Radix, home to the most horrifying land monsters humanity has ever encountered. Humanity has only scouted out and drawn rough maps of a tiny portion of this ring, it is here that the few warriors brave enough to test their might against the worst the world has to offer go on their missions
• The Sea of Horror
The inner ring of ocean inside Radix, cut off completely from the rest of the world's oceans, massive sea monsters infest these waters, making every attempt to cross the sea to the center of the continent immediately end in abysmal failure. Nobody knows anything about the extent of the dangers that lie within this ocean, but every sailor in the world is grateful that nothing in this ocean has a way to access the rest of the world.
• The Devil’s Eye
The core of the continent, only a very select few have ever even seen it throughout history. All those people could see was observed from a distance, and all they saw was a landmass entirely shrouded in darkness. Nobody knows anything about the terrain, climate, or where the shroud of darkness comes from. All that is known is that the monsters there, when they do cross the ocean and encounter humanity, have all been the most terrifying and deadly creatures in recorded history. Each one has taken a full scale military operation to repel, and none have ever been successfully slain. None have set foot on this land, at least... none who ever lived to tell the tale.
Cauli
The 3rd largest continent in the world, located in the west. The continent is shaped like a claw, with four talons and a palm. Each talon is home to a drastically different climate and terrain, and home to a wide variety of monsters. It is this continent that is the source of most of humanity's battles with monsters, and while it has been explored to some extent, the extreme climates have prevented any sort of colonization save for a few military bases on the first talon.
• First talon
The most forgiving of the talons in terms of environment, located furthest to the north. The talon is covered in marshes and grasslands and a mild climate, and is relatively safe in terms of the quality of monsters residing there. Humanity has forward military bases on the tip of the talon, which they use to survey the area in anticipation of potential monster raids.
• Second talon
A volcanic wasteland, home to many of the world's fire and magma type monsters. It is one of the most unpredictable parts of Cauli, as random storms that rain fire down upon the land, and a plethora of explosive gas deposits that frequently erupt and detonate.
• Third talon
This talon is covered in a dense jungle much like the continent of Silva, but far denser and far more dangerous. Some theorize that the trees that eventually brought about the formation of Silva may have originated from this talon.
• Fourth talon
A frozen tundra that none but monsters could hope to inhabit, literal mountains of ice and constant blizzards coat the land in ice and snow, making it the perfect home for ice type monsters.
• Palm
The strangest climate in the world resides here in the palm of the continent. The climate randomly and unpredictably shifts between the climates of the four talons, leading to an environment so harsh and unforgiving even the vast majority of monsters can't survive there. There are monsters that do live here however, and they are among the most dangerous beings humanity faces on a consistent basis.
Character Database
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