Post by Tikobe on Sept 1, 2018 3:28:45 GMT -4
Introduction
The sun had almost finished it’s decline below the horizon when a single man pops out of guard barracks in the small town he was based in. The guard, who goes by the name Captain Bayod Eses, is, as made apparent by his title, the captain of the local guard contingent, and once a famous military man until he had been posted by the imperial army of the Empire of Everwrath in this peculiar town for a certain, special assignment.
Captain Bayod looks up at the sky to the setting sun as his eyes move slowly downwards to the massive structure near the barracks. It was most definitely, beyond a shadow of a doubt, not a human creation. Dozens of thorny vines thicker than ten men standing shoulder to shoulder grew out of the earth and tangled in complex and unfathomable patterns whilst emitting a peculiar green light. At the base of this disturbing and large briar patch was a building made out metals that seemed to have just simply formed around the vines, with a single dark and menacing entrance being the only way in.
The story of the building goes back to no less than eight centuries ago, when the Empire was simply a much smaller kingdom known as Feralclaw. Back then five great beings existed, beings with power so incomprehensible that to this day many debates are still of what exactly it was. These five were called the Wylduns, and they were beings of such import that they once dominated the world, and many even revered them as gods. One day, however, the Wylduns turned to man and said to cease civilization. Man, of course, could not accept this order and the Wylduns turned on the world. Those who fought were defeated one by one until the day the Wylduns reached Feralclaw. However, the wise king of the land had been prepared and had set an elaborate trap for these five gods. A great spell, or so the legend goes, who took pity on the world, stepped forward and with its power and ingenuity of Feralclaw’s king the five Wylduns were sealed in five shrines stretched across Feralclaw’s domain.
In some lands such stories may have been considered a legend, but this one legend was known to be true, for the building that Bayod stares at is one of the five great shrines, and indeed it was his mission, as given to him by the Empire of Everwrath, the entity that was once known as Feralclaw, to guard this one structure, whether it be from forces who seek to invade it or from something who seek to escape from within. And as of recent, the mission has been even more important, for issues in the rival empire of Crestrise have called for a demand of soldiers to the western territory of Warfront. The thought of this forces Bayod to turn his head at the town below. The people living here were a simple lot, those who fell on hard times and had no other place to turn to. After all, while there were consequences to living to close to where a Wyldun slept, the land was bountiful and there was many coin to be made for those who braved the dangers.
There were many people, Bayod noted, and it was his duty to protect each and every single one of them. Even though nothing has happened in eight centuries, and even though it may be centuries more before anything does, Bayod vowed to protect this village, and he will if the time ever came.
What was sad was that he really thought he could do it, but as if to curse his name, it was on that day that the shrine he spent many years watching over pulsed for the first time in centuries.
The Five Territories of Everwrath
Here is a link to a map of the Empire of Everwrath that I've already posted on BC: bannanachair.proboards.com/thread/2997/
A legend to assist you in reading goes as follows:
Crown - Imperial Capital of Centerpiece
Towers - Areas where a noble of Marquis rank resides (Not including the Marquis Canne of New Everwrath who resides in Centerpiece)
Paw print - Current location of the Erruin tribes
Wings - The Harpy Queen's nest
Temples - Locations of the Wyldun Shrines (Not reflective of the actual appearances of the Wyldun Shrines)
Old Everwrath - The oldest territory and one that covers the entirety of what was once known as the kingdom of Feralclaw, Old Everwrath provides over half of the produce used in the Empire. This is due to the presence of the five Wyldun shrines located across Old Everwrath which affect the landscape with the mysterious powers and influence of the Wylduns and foster abundant growth like that never before seen.
The territory is surrounded north, west and east by a large mountain range that remains far too treacherous to pass, with the only shared border being the southern border connected to New Everwrath. It is ruled by Marquis Gane Berrours who is currently housed in the former capital city of the Empire, Chasre.
New Everwrath - The second eldest of the five territories, New Everwrath is composed of vast plains, making it an ideal second source of food since plantations can see monsters from a distance away and plan defenses ahead of time. It is here that most amarzi slaves are located, so as to keep the amarzi from being turned into dryads.
To its north is the Territory of Old Everwrath, to its west is the Territory of Warfront, to its east is the Territory of Sunreach and to its south lies a massive elven kingdom, though it’s simply known as the elven kingdom since by tradition the elves don’t share the name of their kingdom with outsiders they don’t trust, and no non-human race will trust an empire full of human supremacists. It is the home of the capital city Centerpiece which houses the Imperial Family including the Emperor of Everwrath, Emperor Thaise Ouviarre Aralours IX. However, it should be noted that managing the individual territory of New Everwrath isn’t handed to the Imperial Family and instead is done by its own Marquis, Marquis Canne Vorlault, who lives in Centerpiece with the Imperial Family.
Warfront - One of the most important territories, Warfront is the only gateway between Crestrise and Everwrath. This is due to it being the opening between the mountain ranges on Everwrath’s western border unless one wished to travel into the elven kingdom, of which both Everwrath and Crestrise are unwelcomed to pass through. Because of this, every war between Everwrath and Crestrise are centered on control of Warfront.
The territory is managed by Marquis Evia Rennende who lives in the fortress called Fort Hounds near the Crestrisen border.
Sunreach - Known as a territory particularly hostile towards non-humans, Sunreach prides itself as a vacation home for the nobility. Beyond appealing towards nobles, however, it makes a lot of its wealth through monitoring and taxing trade with eastern powers.
On its southern border is the Territory of Scarlund, on its eastern is the kingdom of Havson and on its western is the Territory of New Everwrath. It’s managed by the Marquis Isou Aralours who lives in the city of New Day.
Scarlund - An empty and barren wasteland, Everwrath currently only controls it because no one wants the territory. As such, it’s human population only consists of soldiers stationed in far off fortresses designed to ward off flanking attacks from eastern powers.
However, it’s harpy population is the highest in the world. The harpies, who like to stay away from other races, choose to nest here and use the wasteland as a ward against everyone else. That situation was even grown to the point that the harpy queens nest here. That being said, Scarlund is still officially a territory of Everwrath though it has no Marquis and as such all managerial duties are given to the Marquis of Sunreach.
Everwrath's History, Magic and Wylduns
History - Everwrath’s history goes all the way back for centuries, so for the sake of brevity only the relevant portions will be discussed.
After the war with the Wylduns it was observed that the wildlife surrounding the shrines endured incredible rates of growth providing the kingdom of Feralclaw with numerous riches. Using these resources, Feralclaw decided to amass it’s forces and, with the unexpected aid of the erruins who were not happy sharing the land with the human kingdom that owned it, attacked the land south, leading to a successful conquest and establishing the Southern Territory. However, a few decades after, while Feralclaw was amassing it’s forces for another conquest, the people living near the shrines began to give birth to warped and twisted peoples who were later known as dryads.
It was assumed that the dryads were curses of the Wylduns, an assumption that while not entirely true was most definitely not entirely wrong either, and there was concern that the curse may reach the royal family housed in Chasre and as such the royal family moved down to the central city of the Southern Territory, which was renamed Centerpiece with the territory’s new name being the Great Territory.
A half century after the move from one territory to another, Feralclaw had finally gathered the army it needed and attack the kingdom east of the Great Territory. The conquest was successful and the land was named the Territory of Sunreach after the declaration that Feralclaw would expand eastward until it reached the land where the sun rises. However this manifest destiny would be easier said than done and steps had to be taken to ensure that it did not destroy Feralclaw in the process, with an unfortunate irony that these steps taken were what killed the manifest destiny.
One of the two steps was not a tragic mistake like the other, though it was a mistake. Simply said Feralclaw moved it’s forces south of Sunreach into the large elven kingdom in the south. What occurred was too small to be called a war as the elves, who were busy fighting off other enemies, knew that Feralclaw wasn’t interested in their kingdom so much as a singular part of their kingdom and put up almost no resistance. As such, Feralclaw came into possession of the land, choosing to call it the Territory of Aesterias, the name the elves had given to it. With control over Aesterias earned, Feralclaw attempted to perform experiments to create lush environments like those seen near the Wyldun shrines without the actual Wylduns themselves present. Unfortunately, a century afterwards these experiments drove Aesterias into ruin and leaving behind a total wasteland that is now called the Territory of Scarlund.
The other step, however, was the largest mistake in the entire history of the Empire. Hoping to have a large body of soldier, Feraclaw ventured westwards to conquer and enslave the amarzi race. While successful, some of the amarzi escaped to the nearby kingdom of Crestrise. For the next few decades Feralclaw happily enjoyed the slave labor provided by the physically adept amarzi with a powerhigh that led Feralclaw to rename itself the Empire of Everwrath to remind it’s neighbors that they shall forever feel the influence and power of the Empire. The ego trip, however, ended as soon as the escaped amarzi made a deal to serve Crestrise as soldiers if Crestrise could reclaim the amarzi land and people. Thus started the first of many wars between Everwrath and Crestrise, a series that has still yet to end. Because of this, Everwrath was unable to expand eastwards unless it wished to be destroyed by Crestrise.
As of recent decades quite a few things have changed, either due to political schemes or the ending treaty of the sixth war between Everwrath and Crestrise. Over the course of the sixth war the previous Marquis of Sunreach, Veriel Arateme, was accused of treason and he and his family executed and chained to hell. Afterwards, the title of Marquis of Sunreach was given to the younger brother of the Emperor, Isou Aralours.
The sixth war itself came to an abrupt ending when western powers began showing hostility towards Crestrise and that isn’t to mention the tragedy that occurred when Everwrath massacred the Crestrisen knight order known as the Paladins. However, there was a problem in trying to end the war due to Crestrise having gained control of the territory of Warfront. As long as Crestrise held that land Everwrath would continue the war or face demise over losing their greatest defense. As such, Crestrise established a treaty promising the end of the war and the return of the Warfront territory on several conditions. The first is the release of an amarzi slave population that Crestrise had yet to free, a condition that didn’t hold out very well after Everwrath re-enslaved those amarzi. The second was that the new Marquis of Warfront would be a woman named Evia Rennende, a woman chosen due to her being half-Crestrisen. However, once more, this didn’t work out for Crestrise as well as they thought since Marquis Evia has shown herself to be alarmingly hostile towards Crestrise.
Religion – Everwrath follows the religion of the Sanction Doctrine. A religion indigenous to Everwrath, the Sanction preaches that the Empire, who was the one kingdom able to defeat the Wylduns, is the greatest power of all that was created by God to save the world from the five “demons," as the Sanction often refers to the Wylduns, and the others should be grateful for Everwrath’s endeavors and pray to their emperor who represents the voice of God. However, the Sanction Doctrine doesn’t reach outside of Everwrath not only for the obvious reason that it preaches that the emperor of Everwrath is a prophet of God and that all kingdoms are inferior, but there are also a number of other criticisms held against it.
To begin with, the Sanction tends to forget to mention that it was only because of a spell’s whim that they were able to defeat the Wylduns, and speaking of which to say that they were “defeated" isn’t exactly correct. The reality is that the Wylduns were tricked by Everwrath’s trap and sealed away, and that’s not even to mention the fact that even to this day no army would be capable of defeating all five Wylduns and their servants over a single war. If it was only just one, there may be a chance, but the only reasons why Everwrath is alive today is because of luck and nothing more. Furthermore, it is a known fact that the family of the king who sealed the Wylduns was almost wiped out during the final battle, leaving only himself, who was too old to create another heir, and one grandchild of his, a grandchild who was later discovered to be infertile and could leave no heirs himself. In short, the current imperial family of Aralours, who claims to have inherited the position of the voice of God after their oh-so-famous king does not actually have a single blood relationship with said king.
Another worrisome thing about the Sanction is that the Emperor and the cardinals all have the power to “chain" a person to hell. The chaining ritual is an execution given to those who personally slight the Emperor or perform acts of treasons. Of course, the ritual itself is far too gruesome and horrifying to explain into details, however it can be said that very few devout followers of the Sanction wish to suffer through it since undergoing the ritual guarantees an afterlife of eternal hell.
Spells and the Realm of Arcane – When dealing with matters of magic, there is one important fact that everyone must remember: Spells are living, sentient beings. The world is a multiverse, with infinite different versions representing the infinite different actions and reactions that could be taken. However, in this whole mess, there exists one unique dimension, one that according to all theories and logic cannot possibly exist. This one dimension is called the Realm of Arcane and is the home of spells. From Arcane, the spells can look out into the other universes and watch over those other worlds. Unfortunately, even though they have societies and laws of their own, the spells are, for some strange reason perhaps borne out of their precarious state as impossible beings, naturally an incredibly bored people and envy the other worlds thinking of them as the pinnacle of excitement. As such, when they notice someone who amuses them while fighting in another world, the spell will visit them and grant them a crystal that would allow the person to summon the spell.
Of course, there are limits to this, for having unlimited access to the spell proved to be too catastrophic and so laws from the ruling bodies of Arcane were placed on them to restrain the power of the spell crystals so that a crystal would only be able to cast the spell once before it crumbled into dust. Furthermore, a crystal will only work if the person who earned it uses it. In addition, most spell crystals are from the weaker spells, who not only would be similar to other weaker spells, such as there being a thousand fire spells who do the same thing, but are much more easily amused then the spells who are one of a kind and no other capable of performing the same effects. Not only are the unique spells more rarely amused, but many of them are much stronger, with the strongest being next to impossible to earn a crystal from.
In addition, spells crystals are not the only way one can encounter a spell. The number of spells is countless and many of the weak spells often choose to leave Arcane to possess something in another world which they can use to live in. Collectively known simply as “djinn," there are varying different types. The most common forms of djinn are the ones who possess trees, known as treants, and the ones who possess corpses, known as the undead.
However, it’s the weak ones that become djinns, and most of the strong spells prefer to stay within Arcane. However, every so often they notice a massive change of history centered on a single important object. This may provoke them to leave a bit of their power in that object, turning the item into what is known as an artifact, an object that can invoke the power of a spell without invoking the actual spell itself. It is, in essence, a loophole in the rule of imposing one-use limits on spell crystals by using something that Isn't a spell crystal as the medium. These are rare and hard to find and are not typically seen.
Inspired by the artifacts, old blacksmiths and craftsmen who returned from various war efforts developed a process called enchanting in which they can imbue an item with a spell’s effects, although said effects are diminished significantly because of it, not to mention more powerful and unique spells are almost impossible to contain when enchanting things, providing a natural limit on the strength of spell one can enchant with. Unfortunately, however, the number of people who are actually capable of enchanting things are few, and most live in major cities, with almost no one capable of the craft living in the smaller villages and towns.
The Wylduns - Little is known about these five god-like beings beyond what the stories have said. It is assumed that the Wyldun may be spells for they are said assert an “effect" of sorts similar that such influences caused by djinn, though oddly for some reason the djinn obstinately refuse the idea though they do not seem to want to try to provide an alternate answer as to what the Wylduns are. Either way, them being spells is the only theory that makes sense.
Below is a list of their names, the titles given to them over history and their supposed effects:
Thas Naero, the Blood Alpha - The effect to call forth and control animals
Gen Saeyi, the Verdant Mother - The effect to manipulate plants
Vur Kanyir, the Great Judge - The effect to create disaster
Zis Foluus, the Echoing Warrior - The effect to control the land
Fon Maloi, the Terrible Sage - The effect to manipulate the four elements
These five are sealed in five different shrines, one found in the village of Royal Sight, one in the village of Saffur, one in the village of Dreadmud, one in the village of Backwater and finally one in the village of Hollon. However, it is impossible to determine which one rests in which shrine with the information currently available.
Denizens of Everwrath
The Races of Everwrath
While Everwrath is mostly inhabited by humans and is generally uninviting of other races, there are still a number of non-humans who live there.
Humans - Self explanatory. The humans of Everwrath are noted for their notorious supremacist attitudes.
Erruin - Oddly enough, the erruin are the one non-human race that the humans of Everwrath, while not particularly friendly to, are not unfriendly to, either. They are about the size of an average human male, though erruin females on average stand a quarter foot taller than males. They don’t get involved with humans very often unless called upon to and prefer to wander around Everwrath aimlessly, claiming that the life of travel is better for their souls than staying still.
Amarzi - The amarzi have bright red skin, dark pupils that range anywhere from red to purple in color, and antlers that earn the nickname “deer men." Larger and much more muscular than humans, the amarzi are known for being great labourers and even greater soldiers. That being said Everwrath prefers them to be the former over the latter and most Everwrath amarzi spend their entire lives wasting away in one of the many plantations in New Everwrath.
Harpies - Most people only ever see harpy females, who are smaller and less muscular than even human females. However, this size isn’t a disadvantage because of the wings that grow on their back, providing the race the ability of flight. However, they don’t along with just about anybody mostly due to the fact that they have a racial supremacy attitude that is just as bad if not worse than the humans of Everwrath. They have an odd tradition of organizing their race by feather color. For example, if a harpy has red feathers they become a soldier. The one exception are the males, who due to their larger and more muscular bodies are worse fliers than the females and as such are kept in the nests to perform grunt labor.
Dryads - Dryads are curious folk in that they aren’t really a separate race. Dryads are those who were born to those who carried the energy caused by the effect of the Wylduns in them. While that energy doesn’t change the persons affected, the energy, or curse as some call it, alter those who they give birth to. Dryads have features from their parent races, but they also are known for green eyes with hair the color of dirt, as well as natural tattoos on their bodies that look like vines. They do not heed any calls of the Wylduns like the Five Monstrous Races, but they are known to prefer living in the wild over the cities and do not feel comfortable in crowds.
Elves - Exactly likes humans but with pointy ears. There are very few elves in Everwrath, and for the most part they’re only ever seen in the Empire on their way to Centerpiece for diplomatic matters.
The Five Monstrous Races
Each of the five Wylduns were not alone. With their effects they each created one race to serve under them. These became known as terrible monsters and even though their masters have been defeated and sealed away they remain, waiting for the Wylduns’ release. They do not interact with other races or even each other and seem to be set a tribal level of technologies.
Werewolves - Creations of Thas Naero, werewolves are humanoid wolf people who are just as physically adept as the amarzi, if not more. Strong individually, they are even better team players, and it’s always recommended to not simply focus on using numbers to defeat a werewolf pack since they can use any tactic any race can but better. It should be noted that they do not have the ability to turn other beings into werewolves and indeed this was a false rumor spread by a vampire who wandered into the Empire that was annoyed by them and wanted to see Everwrath take action to wipe them out.
Wisps - Creations of Gen Saeyi, the wisps are childlike immortals with human appearances who live in deep forests. While not capable of matching any race in combat, they are clever tricksters and it’s best to stay away from forests where they are known to live. The wisps are unable to reproduce naturally, probably as a byproduct of their immortality, and must bloom from large flowers that eat livings beings to gain the nutrients to give birth to a new wisp. Mothers and children are known as being their favorite targets to sacrifice to the flowers. There is a theory behind their lack of combat ability which makes them unsuitable as an army and indeed there weren’t even any stories of a mass of wisps attacking any cities at all. The theory states that Gen Saeyi doesn’t hate humans but actually loves them like sons and daughters and particularly adores children and such could not make a race for war over a race to appease her motherly instincts.
Tocthani - Creations of Vur Kanyir, the tocthani are an incredibly varied race to the point that there can’t be a single average appearance. The tocthani have the unique ability to procreate with anything, beast or humanoid and their children take different traits from their parents. As such, some may be three armed, centaur-like lizard people while some can be frogs with cat heads and no humanoid aspects to their appearance. There was even a reported case of an elephant sized octopus-based tocthani that lived in a lake and would come out at night to eat nearby live-stock. As such, any newly discovered animal must be examined to make sure that it’s not a tocthani that someone found and mistook for being something else.
Night-men - Creations of Zis Foluus, the night-men are thin, almost skeletal, monsters who live in caves. They’re incredibly tall, to the point that the average human male can only stand up to their elbow, and contrary to their appearance they are strong enough to stand toe-to-toe with an amarzi. They have grey skin that makes it hard to see them when against a rock and their hands and feet allow them to climb walls and ceilings easily without being heard. The true danger, however, is their tails, which are as long as a night-man is tall, and equipped with a horn as strong as steel that can be used to kill a man before the night-man is seen. They are the bane of miners and many mining operations can be shut down because of night-men.
Conjurers - Creations of Fon Maloi, the conjurers are the most rarely seen of the Five Monstrous Races and are the most feared, not surprising when one recalls the stories claiming that Fon Maloi was the most powerful of the Wylduns and even the other four Wylduns listened to her. There are as many mysteries concerning the conjurers as there are mysteries concerning their creator and it doesn’t help that the conjurers live in the mountains surrounding the Territory of Old Everwrath, mountains which few other beings can ever pass through. The few accounts of an encounter with conjurers would suggest they are always unclothed with purple skin, humanoid features, both eyes closed with a large third eye open in the center of their foreheads and a complete and total lack of sexual organs. There are no ideas as to how they reproduce, if at all. The stories suggest that conjurers are also capable of performing rituals that can emulate Fon Maloi’s effect, something that other races are unable to do. However, thankfully for any wanderer unlucky enough to encounter conjurers in their journeys, the rituals take a long amount of time to perform, giving time to interrupt them and spare themselves the challenge of facing a Wyldun’s power, even if said power would only be experienced for a moment.
Rules
1. Don’t be a dick.
2. You cannot roleplay djinns or any of the Five Monstrous Races. However, you may make an altered form of the Five Monstrous Races, like a distant cousin race or something, but yeah. Not an actual monster race.
Storylines
So storylines will be handled in a bit of a different way this time around. Before I just kinda saw what people gave me and gave some over the top story from off the top of my head. Umm, that was sometimes really annoying to do, but it was still the charming part of Crestfall, the ISRP that this one is based off of. So to keep it but without any of the hassles and such, I’ve changed things so there’s a bit more of a formula but the story will still be completely random and unique and even if two people choose the same storylines there won’t be the same story.
Part 1 - So the first part is that you must choose one (And only one) of the Wyldun shrines. This will decide which Wyldun is released (So obvious that it’s not a spoiler). A town will not produce the same Wyldun twice. I have a list, but after a person choose a town I’ll go to the list and switch that Wyldun with a random one on my list. All five will always be an available choice, but which one is in which town is always a mystery.
Shrine towns:
Royal Sight
Dreadmud
Backwater
Saffur
Hollon
Part 2 - After choosing that, you must choose one the five following stories. You are more than able to choose more than one, however. That being said, if you do choose more than one, place an (M) next to the one you want your story to focus more on. This is mandatory. (For example, if you chose “Angelic" and “Twisted" but like the “Twisted" more, you would put down in your cs “Twisted (M), Angelic")
Required Storylines
Angelic - The harpies were never welcomed visitors in Everwrath, which is fine, they never cared to be. They have no concept of borders in their race, and the closest notion to the idea property they have is that their nest is their nest and not someone else’s nest. Hence why they never made a kingdom of their own when they could’ve done so long ago instead of simply impose on another kingdom’s land and do what they wish.
However, many are critical of the harpies for being careless and disrespectful, with a routine that never ends and never changes.
But this isn’t just the view of the humans, and some people have issues keeping family matters within the family.
Rampage - Ganne scanned over the amarzi corpses, the guards standing next to him. It wasn’t rare that amarzi slaves would attempt escape lately, especially now that they had known what it was like to be free due to the treaty with Crestrise at the end of the sixth war. However, Ganne was particularly upset at the guards for killing his property for trying to flee. Amarzi weren’t cheap after all, and Ganne intended to take this matter up with Marquis Canne for financial reimbursement. However, what Ganne eventually saw left him shocked.
“There’s eight corpses," he declared.
“And? There were eight amarzi," the guard retorted, clearly upset at how Gann had angrily dragged them here.
“There were nine escapees! Where did the missing one go!?"
However, the problem was more than Ganne being angry, for in the future, that ninth the guards had failed to notice would lead thousands.
Seventh - For the past few months it was known that Crestrise was far from stable. It’s military leader had been killed and political powers were at work to take over the position and by consequence take over Crestrise itself. However, this didn’t concern the farmers in Warfront. Unable to afford property in New Everwrath as well as Old Everwrath, they chose to settle in Warfront. The land wasn’t as good, but it was cheap and it was a start. However, that day the farmers saw something unusual. A tapestry that fell down from an airship overhead. It was blue, with a white book with red outlines on top of a black sword.
Somewhere else, a great distance away, within the empire of Crestrise, Lujor, the last surviving Paladin, sat in a chair. He, while also being a leading figure of the Grand Light of Crestrise, had just received the title of Grand General of the Crestrisen Army.
Twisted - “Is the report true?"
Marquis Isou looked to his aide when asking this, an annoyed glare in his eyes that left a gut-wrenching feeling in the aide’s stomach.
“Y-Yes. The northern villages of Sunreach are now all infected with plague, and the bandits up there had moved on southwards to the direction of the eastern border. What the plague is and what caused it are unclear."
“And did you- Hm?"
Marquis Isou performed a double take as he looked out into the distance.
“Milord?"
The Marquis snapped back into reality and replied, “Nothing. Just thought I saw a ghost, that’s all."
Deceit - The humans of Everwrath were taught to always be trusting of their Emperor, for he was the voice of God and his will was God’s will. Yet his actions lately were off. The appointment of his younger brother Isou to the position of Marquis of Sunreach, that he keeps Marquis Evia as Marquis of Warfront in spite of being half-Crestrisen, which was, by tradition though not by law, reason enough to kill her. How he demanded for higher taxes lately, how he sent his armed air ships all over the land. Why was the agent of God acting so strange?
In a cave, settled on a podium, was a round object, like a globe with no designs.
Part 3 - After you finish choosing one or more of those, you are invited to add on any combination of the five below. While the five above are more overarching plots and deal with the world itself, hence the need to make at least one mandatory, these five story lines are more personal and deal more with your character than the world, or in some cases change the roles and relationships with characters I guarantee I’ll be using. You are not required to choose any of them, but you are more than invited to if you want to.
Champion - The times change, and the people change. What doesn’t change is the need for a figurehead, a person to lead the charge and unite others in their time of need.
Of course I’m talking about you. Who else?
Outlaw - We can’t all be saints who stand with the laws and rules of our world. Sometimes, we need to be held a little above it, you know?
You don’t actually even need to worry about being held back by it at all. After all, you’re a wanted man regardless, or at least you’ll be one soon.
Agent - Freelancing is nice and fun and all, but who has time living with no direction or idea of what they’re doing? Whether you’re a handyman for a crime lord, a spy of the Emperor, I mean it’s still pretty nice following someone’s orders. Surely your boss knows what they’re doing.
Rival - There’s a man who’s gaining fame in the world: Asenir Vergard. A man who saved towns again and again from monsters.
He’s a man you know. You two don’t like each other.
Zombie - I’m not even going to try to sugarcoat this: After what’s going to happen begins, say goodbye to everyone. You’ll “die" today.
No, not a literal death. I didn’t make the undead work in a way where I can make you undead.
Combat and Classes
Almost done, just one more thing.
Combat is set up in a very orderly manner. Once per turn, you can declare an attack or otherwise choose a different action to perform. Each attack will deal a random amount of damage determined by die roll.
Each attack comes with a small chance to earn a spell crystal, which if successful provides a random spell of three categories: Common spells like fire spells are the easiest to obtain, though they aren’t as strong as the other two categories. Unique spells like spells that can summon and control mercury are incredibly more rare, more powerful, though you don’t know what’ll be coming out. Finally are rare spells, which are the most powerful and simultaneously are next to impossible to earn.
Furthermore, you have access to a class, which will provide some small passive benefits and give you a command that you may use once per fight, though it will take the place of your action. To use your command, add [Moralize] or whatever your command's name is to the bottom of your post. As said before, the limit is once per fight, so after a fight ends, if another begins in the next few posts you can use your command again, but only once in that fight.
That’s really all there is to it. Here are your classes:
Knight
Passive abilities - Permanent damage reduction
Restrictions - Must be wearing armor or have a valid reason to justify damage reduction
Command - Moralize - This command takes all damage currently on characters and redistributes it as equally as possibly (It should be noted that in all fights all damage is healed after the fight ends)
Brawler
Passive abilities - Modified damage die for more consistent damage
Restrictions - Must use melee weapon or be average in unarmed combat
Command - Overpower - This is a single powerful attack that is guaranteed to hit and on average deals much higher damage than normal attacks would deal.
Mage
Passive abilities - Increased chance to earn spells
Restrictions - None
Command - Spell Union - An odd technique that allows one to combine the effects of two spells. Requires having two spell crystals at hand and consumes both to use. The effect depends on the combinations of spells used. Naturally, more powerful spells make better combined effects.
Archer
Passive abilities - Can gain varying different buffs and debuffs to things like roles based on positioning. For example, shooting arrows from higher ground can increase the accuracy of attacks, while shooting from lower ground can decrease accuracy. There are no limits to the number of buffs and debuffs, they are purely given out by positioning. Archers also have access to the unique “Aim" command which gives up their action for that turn but in return for one attack all active debuffs are negated and all effects of buffs are boosted.
Restrictions - Archers cannot gain any effects of buffs or debuffs if not using ranged weapons. They are allowed to have both ranged and melee weapons.
Command - Snipe - The Snipe command is a single powerful attack with a guaranteed chance to hit that increases or decreases damage based on the total number of buff and/or debuffs currently active. An Archer can use Aim on Snipe so that it will either guarantee damage if there are so many debuffs the total damage comes out as 0 or if there is damage that can be dealt using Aim can double said damage.
Scoundrel
Passive abilities - All attacks are now also accompanied by a sabotage roll. Sabotage rolls are rolls that if successful will impose a weakness on an enemy. This weakness will increase the damage of the next successful attack done on the enemy.
Restrictions - None
Command - Undermine - This command deals a little damage and imposes a permanent penalty to the target this is used on that decreases the damage that enemy deals for the rest of the fight.
Character Sheet
Well, we’re almost done. All that’s left is fill out the cs.
You are not restricted to roleplaying humans, or any of the races listed. So long as you obey the second rule, you’re free to roleplay what you want (However, do note that if you choose to roll a dryad you must give a second race to provide as a base, such as Amarzi Dryad or Elf Dryad). Of course, if it isn’t a race listed, provide a description of it and its culture so that I know what I’m dealing with and properly integrate it into the ISRP. Well, what are you waiting for?
Name:
Age:
Race:
Appearance:
Clothing:
Personality:
Class:
Shrine Town:
Storylines:
Bio:
Other:
Miscellaneous
Shout out to Tim for proofreading parts of this and making most of the CS. I promised to get this done before September, but heh heh. I mean, it’s what, a quarter hour? Half hour into September 1st? I’m sure that’s okay.