It's become apparent to me that this first post is turning into a frickin' book.
So, I will announce that you don't have to read its entirety before you join. Just skim through to find information that's pertinent to the gameplay at hand, and if it's not listed here, ask me.
* Note: This RPG will be expanded and elaborated upon.
New details will be placed on the front page and mentioned in Updates.
Heat The Soul
~ ~ ~ ~ ~
The game is simple.
We'll be following the same course of action as BZPower Battles. However, for the time being, we are limited to one planet - Rhadan. A small planet, Rhadan is mostly deserts other than the oceans, but to the equator are lush plateaus and rainforests. The natives make their living largely by scavenging from the rubble.
That is to say, Rhadan was once populated by a great civilization which spanned an entire galaxy and further - The Thurapi. For unknown reasons, they were forced to retreat from many of their foothold planets - Including Rhadan. All that remains are their strange forms of technology and magic.
In addition, besides humans, Rhadan is inhabited by Niflings - Almost-human creatures which result when Thurapian wells of magic are exposed to a desire for lost loved ones to return. They generally resemble anthropomorphic animals.
You don't have to make frilly-fancy profiles or forge elaborate plans. Just survive.
Quite a wild world and many secrets wait you.
~ ~ ~ ~ ~
Former rulers of the planet, the Thurapi's empire stretched across multiple galaxies. Their rule brought great spiritual enlightenment and scholarly revolution to a number of races. It was thanks to them that many endangered creatures were saved and numerous ailing sentient races were guided to survival. Due to stretching their resources and running afoul of an unknown evil, however, the Thurapi largely disappeared. On the planet of Rhadan, much of their technology and magical artifacts have been left in dangerous ruins.
Very little is known about the mechanics of these anomalies. Most resembling pulsating circles of light on small stone altars, Thurapian Magic Wells possessed unknown purposes for Thurapi villages. However, it is well known that Magic Wells give rise to Niflings.
To explain it simply, Niflings are born when a Thurapian Magic Well responds to an individual's desire for a loved one to return. Usually resembling anthropomorphic animals, they typically have one major, unique ability and a number of smaller, generic abilities which can be gained from certain Thurapian artifacts. Due to this property, it is believed that Niflings have long been associated with the Thurapi. In all, due to how tied they are to humans - Effectively a physical manifestation of desires for those who are lost, yet given individuality and free thought - There is still no way Niflings can definitively be called "non-human" beings.
No one's sure where these little creatures come from. Some say they are formed from a madman's desires for his loved ones to return to him. Some say they are formed by very young orphans who long for their parents. In all, they appear as little black creatures with narrow, upright bodies, stumpy legs, slim arms that are ended in bony, rudimentary hands and fingers, and round heads with no features besides blank white eyes, which are very large in proportion to the rest of their bodies. When not given instructions, they tend to bumble around and try to help in their own...Disturbing little ways.
Each Nifling has a unique ability, as mentioned. Normally, this ability becomes available at a set limit. However, by mastering their ability's Overdrive, a Nifling can temporarily push beyond this limit in exchange for certain mental and/or physical tolls.
Not all magic is equal as far as Rhadan is concerned. Firstly, there is that rare thing called "True" Magic - Which can produce results regardless of the time, resources, and effort that would otherwise be needed. Very few of Rhadan's common public can use True Magic: Most who use magic either use Ars Magi (See below); a variety of inferior magics which in and of themselves are so numerous as to be nearly impossible to list; or such blendings of science and magic as Alchemy (See Professions) and Thaumaturgy, which both essentially involve the same principle as surpassing the resources and effort needed to complete things with science. As for Mediums (See Professions), they affect spirits by applying previous knowledge, techniques, and focusing spiritual energy rather than mana.
As for Sorcery, it is both not magic and the ultimate magic. Whereas True Magic does what is theoretically possible, but would require any amount of resources, time, and effort by other means, Sorcery is capable of truly doing what should be impossible. It is the ancestor to all magic and magic-like abilities, but all the same, is incomparable to the magics of today. To draw a comparison, the most advanced city on Rhadan today - Qahitu (See Locations) is around 30-70 theoretical years ahead of Earth as of 2011's perfected technology. Thurapi society was a couple of centuries ahead of Qahitu, give or take a decade. In addition, they had an incredible understanding of True Magic, helped develop many of its descendant schools on Rhadan today, and possessed a talent for applying it that is unheard of in Rhadan's society.
Every last Thurapi accomplishment, however, falls short of Sorcery. They could never figure out how it worked, as its entire mechanics were counter-intuitive to how Thurapi used magic. Basically, Thurapian True Magic was and is based on drawing radiant energy from adjacent planes of existence in order to power their spells. We can think of this as using Space via the X-Axis of Reality. However, from all that the Thurapi could grasp, Sorcery works completely opposite - Drawing energy from the past and future. Essentially Time via the Y-Axis of Reality. What horrified the Thurapi most was that this defied all of their sciences - Based on all of Thurapian study up to that point, the kind of entropic consequences this should have rightly caused were sure to have caused immediately noticeable damage to the surrounding Space-Time.
Roughly around the time they made an unknown breakthrough on this, the Beast attacked. (See below, past Cauldron)
Typically called "ars" for short, Ars Magi are essentially the combination of low-level magic - Such as from Thurapi Magic Wells - And somewhat advanced technology to produce stupendous results. They can produce weapons, airships, barriers, almost anything. They are known for being much easier to master and control than typical magic, and when used in the correct ways, they can easily outstrip conventional technology. The most powerful of weapon-based Ars Magi, however - Nox Nyctores (See below) - Are notorious for warping the way their users perceive reality. Only the strongest heart can completely surpass this effect. It is said that the very first ars were developed to help Rhadan battle the Beast. (See below, past Cauldron)
Born through unknown materials smelted in a Cauldron (See below) and essence drawn from mysterious sources, the Nox Nyctores begin life as a simple chunk of oddly-shaped metal radiating a powerful energy. Contact with the "destined" wielder will unlock its true form. Even if the process of forging a Nox is perfectly and completely observed from beginning to end, even if no errors occur in its creation, there is no way of telling for sure who the Nox will react to. Well, that's what goes for a true Nox Nyctores - Some have been made that will bond to anyone, but those are incredibly weak compared to the real thing. Luckily (Perhaps...), somehow or other, a Nox Nyctores will inevitably draw its intended wielder to finding it.
While they are the ultimate weapon and will instinctively sharpen their user's will to survive, Nox Nyctores are known to spark paranoia, hamper reasoning, distort perceptions of reality, and cause any manner of other psychological issues in doing so. Incomprehendably few people have the sheer force of will and honed mind to resist the tolls a Nox Nyctores deals their psychological state. There's a bitter saying on Rhadan: "A Nox Nyctores will usually last a millenium. A Nox Nyctores wielder will usually last a year." There are records in Rhadan Military Intelligence files of roughly a dozen especially powerful Nox Nyctores that are in a league all their own, but not all of their names are readily accessible, and only a few that are named have known wielders. Listed below is the available information on the sixteen most powerful Nox Nyctores:
Arcus Diabolus: Bolverk ~ Noel Vermillion [???]
Reniteo Vehemens: Rebello ~ [???] [???]
Gokken-no-Ken: Yukianesa ~ [???] [???]
Monshō-no-Hou'ou: [???] ~ [???] [???]
Deus Machina: Nirvana ~ [Gone Rogue w/o A Master]
Flamma Fatua: Ignis ~ [???] [???]
Aku-o-Korosu-Ha: Ookami ~ Hakumen [???]
Mujin: Musashi ~ [???] [???]
Chalybs Ferratus: Avaritia ~ [???] [???]
Somnium Omnifariam: Balatro [???] [???]
Raimei-no-Omoi Ki Tsuchi: Gankona Shishi ~ [???] [???]
Hareyakana Ifuku: Izayoi ~ Tsubaki Yayoi [???]
Proelium Panthera: Quiritatio ~ [???] [???]
Serpens Concero: Ourobouros ~ Hazama [???]
Hōseki-de-Kazara-reta-Yari: Sengen ~ Carnera [???]
Raigou: Muchourin ~ Platinum the Trinity [???]
We're all surely aware of what a cauldron is strictly in Earth's terms. A large pot or kettle for boiling and mixing different elements. It can be something as fanciful as a witch's brew...But could also hold the molten beginnings of a weapon. That second notion can give one an idea as to what a Rhadan Cauldron is. Very few people have ever seen one in person - And those who have are usually too stricken by it to ever comply with describing it to another. Some records detail the deeply-hidden Cauldrons once being used for peaceful uses. That kind of application is dead and gone. Today, a Cauldron is only ever activated to create an especially potent Ars Magus: More specifically, to forge a Nox Nyctores. They were one of the many objects left behind by the Thurapi, but the inscriptions etched into the surface of each has been translated to a great amount of discomfort for the more cautious of Rhadan's various leaders. Each one simply says:
"So Did It Begin In A Place Like This, And So Did Our Halcyon Days Perish."
Shortly before the Thurapi were forced to retreat from their many foothold planets, they faced perhaps the most terrible destructive force to ever appear before their eyes - Right here on Rhadan. This monstrosity was and always will be known simply as the Beast. Anything to cross its path was devoured without a chance of survival. It could raze a city off the surface of the planet in less than a day. However, five months after its appearance, a mysterious kind of event transpired. For a year, something took place that prevented the Beast from striking out at any of Rhadan's cities. Whatever the cause, this bought essential preparation time for the Thurapi, the True Ancestors of all Vampires (See Vampires / Vampirekin), and a group of warriors who would go down in history as the Rhadan Six - Or as they are now remembered, the Six Heroes. (See below)
With this reprieve, the Thurapi and True Ancestors were able to perfect the experimental Ars Magi they had separately been working on. Afterwards, the Six Heroes went about teaching Rhadan how to utilize the ars. With this newfound knowledge, all of Rhadan began to gather on a nameless battlefield. An army had been formed just in time - Whatever had occupied the Beast was no longer obstructing its rampage. Under the Six Heroes's command, the Beast was vanquished after another three years of combat. Some say that its dead body continued to drive mad anyone who lived nearby. Thus, an unknown woman devoted her magical skills and the rest of her life to keeping the Beast's remains sealed away where they could harm no one ever again. Their great mission completed, the Six Heroes largely fragmented and society went about developing the Ars Magus technology further.
The Six Heroes
Originally named the "Rhadan Six," these warriors came from very different walks of life. Though very few are alive today who can remember every member of this group, one thing is known for sure: They were about the most ragtag bunch of misfits to ever align for a single cause on Rhadan's soil. The first task the Six Heroes underook was teaching Rhadan how to use the Ars Magi in combat against the Beast. Afterwards, they led the largest army in Rhadan's entire history to wage war on the Beast with wild abandon. It took three years and unimaginable suffering, but finally, an unknown member of the Six Heroes was able to deal the Beast a mortal wound. To this day, it is said that the Six Heroes may yet live - Somehow...
Perhaps the most famous of Rhadan's ancient peoples, they were among the first to assist the Thurapi in battling the Beast. The Anemos were known for having an almost inherent skill for using Ars Magi, and an unusually large number of them were able to use True Magic. As a result, they are still honored today as being key to defeating the Beast all those centuries ago. However, not a trace of the Anemos remain today. No cities. No artwork. No crafts. All that remains is a huge crater where their last and greatest city was said to have been. At the bottom of this crater is a sealed structure known simply as the Anemos Sanctum. (See Misc. Locations) There have been theories that their disappearance was linked to the very cause of the Thurapi's retreat, but nothing can be known for sure.
Don't ask. Just...Don't. Seriously. Don't. Don't you dare ask. Do you hear me? Don't ask me about this. I'm giving you this one chance to turn away and not ask about this! If you try and ask me who that is or where he's from, I'll drop dead. Then, my ghost shall fly to the deepest pit of madness and horror, where I shall slay their king with my bare hands. I shall gorge myself on blood and flesh, and become the embodiment of all that is terrible. With preparations made, I shall take flight from my cold, black throne. You shall hear a sound like children crying, but from far away. Then, a swirling ball of black smoke shall appear above your head, and filthy ravens shall descend to herald your end. As my new form emerges and my eldritch glory leaves you as a gibbering shell within which naught but fear and madness remain, a single tear, seething with agony, shall fall from my eye. For this horror of horrors could have all been avoided if you just didn't ask that question.
...He'll show up in a way. DON'T ASK
~ ~ ~ ~ ~
~ TROPHIES ~
There are many ways you can earn Trophies. However, I will not tell you how. The necessary circumstances won't be too hard to pull off - And if you pull off a particularly spectacular feat, I may have a Trophy made especially for the occasion! As the Game Moderator, I won't be able to earn Trophies. Players and their Trophies are listed below:
Where Are Your Optic Sensors Directed?
Digitally scanned a female automaton's systems.
~ ~ ~
Main Characters ~ Introductions
Like I said: Don't go overboard with character sheets or anything. When introducing a character, just make sure to find a sensible, efficient manner of presenting their information. Feel free to use OOS for information like professions and so on.
Main Characters ~ Death And What Comes After
GHOSTS DO EXIIIST~ BAAAAAH~~~
Ahem. I'll explain this phenomenon.
Should you wish to get rid of a character, you can easily have them die. No one can kill a main character without permission. But once they're gone, they're not coming back without necromancy. Necromancy? Another one of Zev's jokes, surely! No line. Should you have someone with the profession of Medium, you can call back the ghosts of allies to use their knowledge or use an adapted version of their skills - Such as a Nifling's unique abilities.
However, once a character dies, they won't come back physically. They cannot fight physically, and only mediums can see an average ghost. For a ghost to become visible to others, they'd have to undergo a lot of Spectral Training. (which i totally just thought up typing this~ ) Remember necromancy? Well, there's a catch...
You can try to bring back an individual. But for all but the most powerful mediums and necromancers - Who will only exist as NPCs for a looong time from now - Only a mindless zombie can be brought back. Even then, it would require the corpse and a huge amount of magic to replicate a fraction of the original's abilities - Plus, Nifling bodies dissolve once they're killed; their spirits can freely travel, but for all intents and purposes, once a Nifling dies, they can never return to the body they once had.
Finally, should a character die, it is advised that you perform some kind of funeral rites. For one thing, ghosts don't take kindly to being disrespected like that. Then there's the Banshees and Ghouls and all sorts of other nasties you don't want to attract by disregarding funeral rites.
Ghosts ~ Spectral Training
What do ghosts on the material plane do in their free time? They can train! ...For one thing...
...Quite simply, there are creatures called Spectral Beasts roaming Rhadan. They are believed to be remnants of Thurapi magical experimentation. A ghost cannot affect the physical world - But it is possible to affect other ghosts and Spectral Beasts. By defeating Spectral Beasts or enemy ghosts, an individual ghost can draw in part of their energies as long as they're weakened.
However, there is a drawback...If a Spectral Beast wins, depending on how powerful, it can steal abilities or even trap one's soul - Thereby growing stronger by a much faster rate. The reasoning is simple - By drawing on spiritual essence from an individual, ghosts effectively boost their power by "addition." If a Spectral Beast draws in a soul, its power is boosted by "multiplication." Then, only defeat by another ghost can free the trapped souls within.
Thankfully - And this is important - Spectral Beasts only strike if they are attacked first.
Good thing I'm now remembering to get around to this. There will be pre-determined opportunities to find shops and other such establishments in towns. Controlled by moi, once you've made notice of arriving in a town, I'll list the shops available. Once you enter a shop, a post will be made with the shop's current selections and what prices they go for. You may also find travelling merchants and the like, with a wider variety of wares and some that you won't find in any shops. There is also the option to sell your own goods to get money from shops. Last but not least, haggling is generally accepted. Just don't push it if the shopkeeper's tougher than you. ;3
Wanna have your own cannon fodder? Wanna have minions? Well you can earn them in this RPG!
You see, as you defeat heroes or villains, you earn one of two kinds of points: You earn either Glory Points or Infamy Points. Depending on which you earn, you can attract different kinds of recruits to your cause. Those attracted by Glory Points will be less numerous, but much more loyal. You can get a lot of minions quickly by Infamy Points, but expect plenty o' backstabbers.
The types of recruits are pretty simple. Once you earn a group of five points and have arrived at a town, you may spend those five points for a Recruit Event. Five Glory Points can earn you one to three recruits; five Infamy Points earn you two to four recruits. The larger the settlement, the more you can recruit.
Here's a couple of simplified examples:
Sir Wallace Lionsmane III
Five Glory Points
[ I Request A Recruit Event! ]
[ Your Request Is Granted! yay ]
*He arrives at a large city*
Sir Wallace: Who shall assist me in my quest!?
Mr. Raregroove ~
*Three men with sheathed rapiers approach*
Fencer 1: Tales of your heroics precede you!
Fencer 2: Your rescue of those babies and kittens stirred our warrior souls!
Fencer 3: Please, we request to join your quest for justice!
[ 3x Fencers Have Been Recruited! ]
~ ~ ~
Thruskull the Flesh-Sunderer
Ten Infamy Points
[ I Request A Recruit Event! ]
[ Your Request Is Granted! yay ]
*He stomps into a tavern*
Thruskull: Who's up to helpin' me raise sum Kain!?
Mr. Raregroove ~
*Two men with striped bandanas, soaked boots, and axes lurch up to Thruskull*
*They are joined by three weaselly-looking men in robes, fingering daggers*
Pirate 1: Yer a monster. Nubuddeh in this town coulda gone without knowin' the Flesh-Sunderah.
Pirate 2: If ya'll scratch our backs, we'll scratch yers - We'll happily come with.
Thief 1: I may know how to snag an airship fer ya. Kekeke...
[ 2x Pirates & 3x Thieves Have Been Recruited! ]
[ watch your back dood ]
Now, that was a bit played-up, but you get the point. You'll have to work to keep them on your side - Otherwise, you'll likely earn yourself deserting recruits. ...Or in the case of recruits earned by Infamy, the payback for mistreating them could be far worse.
Glory and Infamy also give rise to...
Reputation Bonuses / Turf Bonuses
You likely can guess at the reputation. By defeating evildoers and saving lives, you earn Glory - By felling heroes and pillaging wildly, you earn Infamy. Through Glory, you can get special bonuses from admirers in shops and otherwise, but will attract villains hoping to make a name by killing you. All the same, Infamy means that some groups will surrender out of fear, but you will likely earn a hefty bounty. You can also play the game without leaning towards either Glory or Infamy specifically.
Now, do we know what one's Turf is? It's your stomping grounds, your domain, no...It's your territory. By taking certain missions, establishing relationships with locals, protecting land, such and such, you can have a place declared as your Turf. By expanding your Turf, you can get more rewards; but it will take more and more work and resources to keep it under your control. The best way to manage Turf is to maintain a specific area at all times and focus on that alone. Plus, shops in your own turf will give you special deals.
So, how are you meant to find a direction to go in. Simple - Request A Quest! All you need to do is make an OOS note requesting that I initiate an event for your characters to follow. These are not mandatory to play the game - But once you've make the request, you'll only be given one chance to back out before it's initiated. To add a little spice, most events will be randomized. Which means I'll just pull them out of my @ss however the situation should demand. happy day happy day 8D
~ ~ ~ ~ ~
You have 8 Profession Points per character to spend here. You cannot get more. These are what you'll use to determine your professions for the game. In your profession is how your character makes money and supports themselves. I want to make it clear that each character's chosen professions are permanently set. Major Professions cost 2 points, Secondary Professions cost 1 point, and Elite Professions cost 4 points.
The differences between the three are that Major Professions are your central forms of making a living; Secondary Professions are more to complement Main Professions; and Elite Professions are very specialized and often take one into dangerous situations. However, while more dangerous, an Elite Profession will usually get you much more money than a common Main or Secondary Profession.
It is mandatory to have one of both Main and Secondary categories, while you can only have one Elite profession on a single character; and you only have to spend as many points as you want. It's not required to use them all up. Just find some way to declare what profession(s) you've chosen, preferably soon before or soon after introducing your characters.
[ Self-explanatory - Masterful manipulators of machinery and mayhem! Their skills can range from airship dismantling and repairs to varied robotics. ]
[ Forgers of weapons and armor and tools, smiths are still important on Rhadan today. Some craft nearly any metal object, while most are very specialized. ]
[ Use properties of both science and magic to influence their surroundings and create objects. Uses a heavy amount of chemistry knowledge and techniques recorded on tablets. ]
[ Take magical energy gleaned from various sources and bind it into vessels for use via techniques detailed in grimoires. A much more powerful version of this technique is used to create Ars Magus technology. ]
[ I take it you guys already know all about this. When there's a criminal with a bounty on their head available for a bounty hunter character to take on, I'll post an OOS Notice. ]
[ Those rare individuals who can see, summon, and interact with spirits are quite valued. However, their high levels of spiritual energy often make them targets for evil forces. While it is normal for a Medium to have a guardian spirit, just about as many Mediums possess no guardian as those who do have one. ]
On Rhadan, it's often too risky to simply travel on one's own to deliver letters and packages. Not only are most climates very dangerous, but it's rarely a good decision to up and leave one's place of business for such a journey. Thus, Messengers are specially-trained by their companies in survival, delivery protection, and are required to have combat experience.
There are three main Messenger companies on Rhadan - The Letter Bees, Genbu, and Blue Lantern. Standard equipment for a Messenger consists of a carrying pack, a Messenger Pass for any kind of transportation, and a self-defense firearm. As well, each Messenger is assigned a Hound - An animal partner which is traditionally canine, but doesn't have to be.
* Note: If you have another profession idea, just run it by me.
I'll decide whether it fits, and assign it to Main, Secondary, or Elite.
~ ~ ~ ~ ~
Known for its massive amounts of scrap metal, Rhadan is an ideal haven for machinists. Among the vast technological advancements across Rhadan have been vehicles. If you can scavenge and/or buy the right parts, you can build and maintain your own vehicle of choice. These can range from gunmounted dunebuggies to highspeed hoverbikes. If you've got the money, you can even buy a pre-made vehicle to customize. All in all, this hobby is very open to tinkering with in-game.
~ ~ ~ ~ ~
* Note: This does not include Niflings. Despite seeming an obvious answer, certain evidence and a lack of conclusive research has left questions as to whether Niflings can actually be called non-humans.
Strength ~ C to A [Females], B to S [Males]
Agility ~ B to A [Underwater], D [Land]
Intelligence ~ A to S
Magic ~ A to S
Having mostly-humanoid upper bodies and piscine tails, Rhadan Merfolk are otherwise far from Earthen mermaids. Their entire bodies are covered in scales, which possess shapes, colors, and patterns varying from tribe to tribe. Their hair is generally sheened and flowing; both genders are known for having a very pleasant appearance besides the scales; and they generally have humanlike eyes and a pair of lengthy, fanned fins just below their torso to show a true Merfolk. They are known for having their own magic and technology that progressed largely separate from the Thurapi. As well, numerous archives are protected by them.
Strength ~ B
Agility ~ C
Intelligence ~ D [Scholarly], S [Ingenuity]
Magic ~ D
Quite simply a race of giant, humanoid rats, Kobolds have been scavenging and mining for centuries. Out of thanks for the Thurapi - Who saved their villages from starvation - The Kobolds do not scavenge at Thurapi ruins and leave Thurapi artifacts be. Everywhere else is fair game. In addition, they are excellent at mining and can tell a fake gem from a real one just by a passing glance. However, they are largely unadvanced and feral, and can be very gullible. On a side-note, Kobold villages all sleep in one area for safety.
Strength ~ C
Agility ~ S
Intelligence ~ B
Magic ~ C to A
A race of humanoid wasps, all Dhelp wear turbans and veils and possess spiny, almost goatlike feet. They are somehow related to the Thurapi who once ruled Rhadan. However, they have fallen on hard times, and have been forced into a nomadic existence as part-time bandits. They are notorious for an agonizingly painful stinger contained in their ring fingertip. While they'll use a variety of weapons, Dhelp usually prefer to utilize powerful flails in combat.
Strength ~ A
Agility ~ A
Intelligence ~ B
Magic ~ D
Uniformly recognized by crocodillian jaws, long, floppy ears, well-muscled bodies covered in scales, and thick, muscular tails, Bangaa have been viewed with prejudice for centuries besides for one other race - Oddly enough, humans. Bangaa and humans get along famously well, and it's very common to find Bangaa in most human settlements. Bangaa actually have four main sub-races - Bangaa Ra'aku, with copper-red scales; Bangaa Balsha, with ochre-yellow scales; Bangaa Gu'olo, with bronze-green scales; and Bangaa Rhu'uba, with onyx-gray scales. Famous for their hot tempers and down-to-earth charisma, Bangaa will shrug off most insults without issue. Yet there is one term that no Bangaa will tolerate - Calling any of this race by the slur of "lizard" will inevitably start a fight with any and all Bangaa in the area. As a note, the only way to recognize a female Bangaa is by her shorter, more slender muzzle and tail and otherwise obvious female...Ahem. "Physical traits." Finally, the reason why Bangaa are so poor with magic is because their temper clashes with spellcasting focus, and because their hissing, guttural voices are poor for the chanting that would otherwise remedy this. As such, Bangaa have become masters of physical combat - From broadswords and axes to out-and-out fisticuffs.
Strength ~ C
Agility ~ A
Intelligence ~ A
Magic ~ A
Tall, beautiful women of dark skin, snow-white hair, and lapine ears, the Viera are known to live deep within the rainforests and jungles at Rhadan's equator. Few outsiders have met a Viera in person, and far fewer can say to have befriended one. Viera have a natural fear and loathing for outsiders due to how they abuse the resources the forest gives them. As such, it is Viera law that they never leave their forest home. Nonetheless, quite a few have left the forest regardless of it being prohibited. Some do so in order to try and mend relations with the outside world. Others do so out of anger towards other Viera. Still others are simply curious as to what the rest of the world is like.
Strength ~ C to B
Agility ~ D
Intelligence ~ S
Magic ~ S
Uniformly short and often stooped, Nu Mou are known for their smooth gray skin; white hair through life; floppy, doglike ears; and long tails topped by a strip of rusty-orange fur. The males are known for being a bit weaker physically than the females, through unknown quirks of evolution. Nu Mou females are known for being quite..."Robust" physically, while retaining the race's short stature. All Nu Mou are incredibly skilled in the arts of magic and alchemy. They also have deep connections to beasts and spirits. However, after countless attacks on them for their weaker bodies, they have largely escaped to unknown locations. Some stories say that most Nu Mou retreated to the sky itself...
Strength ~ A
Agility ~ S
Intelligence ~ C
Magic ~ C
An all-female race, Gria are not born biologically. Rather, every Gria is born from a mysterious "Well" that they mention, but never elaborate upon. Each and every Gria is born in a farflung mountain range of an unknown location. They are easily recognized by their appearance as petite, teenage girls with draconic wings, tails, and upright horns. Despite their slight frame, Gria are immensely strong, dangerously wily, and prone to angry, impulsive actions in a way that very few other races can hope to match. While Gria warriors prefer to use massive broadswords, the numerous huntresses prefer gigantic greatbows and/or daggers. On a last note, Gria are easily lulled by soft music and singing.
Strength ~ A to S
Agility ~ S
Intelligence ~ D [Males], B [Females]
Magic ~ D
Huge baboon-people with disproportionately thick chests and randomly-jutting spikes on their backs, Thunderers are divided by gender into two groups: Males become warriors and workers, females are priestesses and leaders. In general, Thunderers are a detestable race of beings. The males are about the dumbest and meanest creature to ever pick up a weapon. Meanwhile, the females possess every bit of the male Thunderer ego and violent tendencies, seasoned with a delightful smattering of scheming megalomaniacs. Males cannot function without the females, and as only the females have the necessary skills to raise children, they've come to perhaps the most successful co-existence of the two genders for any entire race. Travelling across the wastes in massive reverse harems - With a single dominant female guarded by several males - They pillage and ransack with relish. Thankfully, the females have a strong hold over the males, and are somewhat open to bargaining.
Strength ~ B
Agility ~ A
Intelligence ~ S
Magic ~ D [Common], A [Priests / Priestesses]
Humanoid serpents with winding coils and wickedly-clawed hands, the Nal'she have a (Somewhat...) undeserved reputation for being violent and cruel. This is largely because they've only very recently discovered that their customs and behavior are not endemic to all intelligent life; though it seems bizarre, the Nal'she honestly thought for centuries that every civilized race had the kind of rigid social norms that are engrained into the Nal'she psyche. Specifically, in Nal'she society, you may only enter a female's quarters after knocking exactly four times, getting permission, and exchanging bows. This is rooted in their kind's very un-snakelike hardwiring to protect any and all juvenile creatures - To enter a female's room without permission is basically the same as telegraphing a desire to harm her brood. They've only recently began to overcome such stigmas. On other notes, generally, males wear no clothing and females only wear minimalist tops - Due to their need for surroundings with almost ovenlike heat to incubate eggs - They have learned to form humanoid lower bodies through magic when a need presents itself, and it is traditional for any male Nal'she to wear their hair in a topknot while a female wears her hair in a large bun.
* Note: Basically were-creatures, and are referred to as such.
* Note: Should they master their transformation, Shifters can become beast-hybrids or full beasts. Otherwise, they can only become larger versions of their beast side.
Transformed Strength ~ A [Half], B [Full]
Transformed Speed ~ A [Half], S [Full]
Transformed Intelligence ~ C [Half], D [Full]
In their human form, Werewolves still possess clear signs of their bestial side. Long, scraggly hair; unshaven faces on the males; wiry muscles; a slight hunch...Very few Werewolves have mastered their beast side to the point that they can keep these traits out of their human form's appearance. Most frequently, one can find Werewolf families travelling in small caravan groups for safety. While the most well-known of the Shifter types commonly spread out, Werewolves are by far not the most dangerous sheerly by physical prowess. What makes them most dangerous is their incredible teamwork in any form.
Transformed Strength ~ S [Both]
Transformed Speed ~ C [Half], D [Full]
Transformed Intelligence ~ B [Both]
As a human, a Werebear will usually be incredibly robust and tall. The males of this kind prefer to keep a long and scraggly beard. While they occasionally display a hunch, and while they might infrequently growl if their family is threatened, Werebears are far better at hiding their bestial side than Werewolves. They prefer to live with their immediate families in log cabins, with the rest of their family usually closeby. Preferring to keep out of worldly affairs, Werebears are happy simply living independently and avoiding combat. However, be warned - A Werebear father with hatchet in hand is no easy opponent.
Transformed Strength ~ No Change [Half], D [Full]
Transformed Speed ~ S [Both]
Transformed Intelligence ~ No Change [Both]
It's none too hard to spot a Wererat in human form if you're looking for them. Lanky, greasy, with jawlength hair the color of dirty dishwater and constant nervous motions in the face. They are usually able to maintain human intelligence in their bestial forms, but if at all possible, try to avoid spending too much time as a rat - Even in their enlarged, uncontrolled forms, they're only about the size of a football. Wererats are known for being dastardly scoundrels who practically never trust even the rare spouse to marry them. A Wererat never goes anywhere without at least two daggers on their person.
Transformed Strength ~ A [Half], S [Full]
Transformed Speed ~ No Change [Half], A [Full]
Transformed Intelligence No Change [Half], D [Full]
With short, bristly hair, thick stubble on the chin of a male, and stout, sturdy frame, a Wereboar never seems like an easy opponent. They're known for always standing with their feet slightly apart - In a way that you won't be able to easily knock them down. Wereboars are known for being the fastest to master their bestial side, yet with a serious drawback: Even after mastering their boar-side, turning into their powerful full-boar form is known for leaving them blinded by rage; unable to stop fighting until either no enemies remain or they've been knocked out cold.
* Note: Do not include ghosts.
* Note: Almost all spirits on Rhadan are evil.
* Note: 'Staying' refers to how long a spirit can manifest in the physical plane.
Potency ~ C
Staying ~ D
Intimidation ~ A
Resembling a grayskinned, willowy woman with long, frizzy black hair, a Banshee might look to be in need of help at first. However, their eyes darting like a frightened bird's and their frigid body quickly drives off that kind of notion. Banshees are representative of envy from any man or woman - Envy of possessions; envy of success; envy of talent; envy of loved ones...Depending on which kind of envy a Banshee manifests from, they will attempt to steal precious items, the source of one's success, a person's hard work, or even the individual a person loves. Banshees have sharp claws and bone-jarring voices, but have never been recorded killing...
Potency ~ D
Staying ~ Indefinite [Corpse], D [Without Corpse]
Intimidation ~ B
Evil spirits who have taken up residence in a corpse, Ghouls - Also known as Revenants and Corpsewalkers - Group together in large numbers and feed on the flesh of both the living and corpses that have not been raised. A Ghoul can arise in any corpse that has not been sanctified by funeral rites. Due to manipulating a physical corpse, a Ghoul can stay on this plane indefinitely as long as their shell is mostly intact. While they rarely have enough power to significantly alter a corpse, Ghouls can all grow long, infectious claws from their nails. They are notoriously cowardly and prefer to stay in graveyards and tombs, shambling in the dark night to feed on corpses.
Potency ~ D [Physically], S [Influence]
Staying ~ A
Intimidation ~ A
Creeping through the night, a Bogeyman does not kill. A Bogeyman does not maim. A Bogeyman will rarely even do physical harm at all. Their livelihood is entirely built on other races believing they do. You see, Bogeymen (AND Bogeywomen) feed on lasting fear and paranoia in a village. Not only do they gain sustenance from the fears of children, but distrust and gossip and unfounded rumors between adults are key to their health. Once a Bogeyman has found a suitable village, he will send out a spiritual message to attract his family group. They then cluster in hiding just outside the village to propagate fear-inducing impulses and feed on the results. While they can assume the shape of a huge, warty humanoid, wearing sackloth, baring grimy fangs, and brandishing their serrated fingernails, if one doesn't show fear and attempts to attack, a Bogeyman reverts to his kind's true form: A lapdog-sized, cowardly, froglike humanoid prone to crying when threatened.
Potency ~ S
Staying ~ C
Intimidation ~ S
Mysterious and rare, it is considered the very foulest of luck for a Mokoi to target a person. All that anyone can say for sure on the Mokoi's appearance is that it is a tall humanoid and possesses some kind of wicked blades on its body. This ambiguity is due to the Mokoi's constant attribute of being semi-invisible. They are born from a massive amount of despair and yearning for vengeance on death, like from a massacre of a village. Helping an individual one instance only to attempt and murder them, it seems that the Mokoi have no guidance in their actions. They can only be pacified by a Medium of pure intentions, and if they spot the target of their original pain, no one - Medium or otherwise - Can stop them from seeking vengeance.
Vampires / Vampirekin
* Note: Technically Spirits.
* Note: Diverse enough to earn a separate category.
Strength ~ From B [Normal] to S [Rare]
Agility ~ From A [Normal] to S [Rare]
Intelligence ~ S [All Cases]
Magic ~ S [All Cases]
Bloodlust Resistance ~ Variable
Known as rulers of the night, Vampires have long held powerful status on Rhadan. From their lairs on separate planes of existence, many Vampires once actively plotted to subjugate the entirety of Rhadan. However, the same evil that drove off the Thurapi nearly eradicated the Vampire Clans. Now, only two noble families remain - The Alucard Family and the Brunestud Family. Even then, the Brunestud Family has all but abandoned Rhadan for other gains. While there are innumerable varieties of Vampire, what one normally thinks of is a Strigoi.
However, though this is the technical name for what most often comes to mind - Walkers of the night with handsome features and a thirst for blood - Most Strigoi do not bother with referring to themselves as such due to the term having fallen out of fashion centuries ago. As seen with the prominent Alucard Family, Vampires behave in a sophisticated, cultured manner; tend to hold themselves in higher esteem than all others or at least maintain a façade of such; and are constantly engaged in unknowable plots.
For most of Rhadan's history, Strigoi Vampires have been deeply feared by mankind. Yet those who remain on the planet are striving to overcome the boundaries between themselves and mortals. Generally, the occasional Vampires to roam Rhadan - And obviously, not of the ever-ominous Alucard Family - Take positions as advisors or merchants so as to keep a watchful eye on society. Whatever reasons they have for this are totally unknown. However, they have been successful at beginning to tear down the (Arguably well-earned...) stigmas against them.
Most lower-level spirits (i.e., Ghouls, Banshees, Bogeymen, etc., etc.) are utterly compelled to congregate around a Vampire and obey their orders. Having one's blood drunken by a Vampire puts one at risk for becoming a partially or fully-controlled servant. As well, the most powerful of Vampires are able to substitute other food and drink in blood's place and can freely walk in the sunlight.
Strength ~ S
Speed ~ S
Intelligence ~ S [Normal], B to D [Bloodstarved]
Magic ~ S [Normal], C [Bloodstarved]
Bloodlust Resistance ~ Nonexistant
In addition to the strain of Vampires which live today, there is a much older type known as the True Ancestors - From which the Alucard and Brunestud Families are directly descended. Those fierce noctivagants known as the True Ancestors were said to have predated even Thurapi society. Fully mastering both the Ars Magus that they had assisted the Thurapi in building and the ancient Sorcery from time immemorial, True Ancestors took it upon themselves to protect weaker races.
All the same, the True Ancestors had a drastic flaw in their survival needs. From time to time, each and every True Ancestor would become afflicted with an all-encompassing thirst for blood and life essence. While they could survive for a time on animal blood, only the blood and suffering of intelligent mortals would sate them. Due to this, mankind on Rhadan staged a massive revolt across the planet. Weakened and scattered, the few remaining True Ancestors retreated into two separate concealed dimensions.
From these two separate groups of True Ancestors and a small number of humans and Niflings came the Alucard and Brunestud Families. No traces of these first Vampires's society remains on Rhadan. Records of them have been secreted from the public so as to prevent distress from this bloody history. However, one immensely powerful True Ancestor is known to remain - The Dark Six. Though it is entirely known to pertinent government officials and the Alucard Family that the Dark Six lives on, no one has ever seen it in person.
Experts on True Ancestors say the Dark Six's existence may be truly unfathomable...
Strength ~ S
Speed ~ S
Intelligence ~ D
Magic ~ D
Bloodlust Resistance ~ D
Unusual Vampires hailing from unknown lands, the Vrykolakas are born when a magic-using person dies from a very sacreligious life, is excommunicated, or is buried without the proper funeral rites. They are also the result of certain Shifters who are bitten by Vampires. A Vrykolakas is easily identified by long arms ended in large hands, each bony finger tipped by an incredibly long claw; an almost reptillian muzzle; blank white eyes; batlike ears; long, shaggy hair; pallid, greasy skin; and the pervading stench of decay and blood. If encountered, they will immediately go on the offensive and attempt to devour any who come near. As well, they are nigh but unkillable by even conventional magic. Only exceptionally powerful Mediums and Strigoi Vampires have the abilities necessary to master these fiends.
Strength ~ From C [Normal] to S [Rare]
Agility ~ From C [Normal] to S [Rare]
Intelligence ~ D [Newly-Created], B to A [Independent], S [Enlightened]
Magic ~ D [All]
Bloodlust Resistance ~ B [All]
Easily identified by stiff, hopping movements, a paper spelltag on the forehead, and blue skin (The lattermost of which is caused by the magic in their bodies) to differentiate them from an otherwise normal human, a Jiangshi is the trademark servant of any Bantian Empire Necromancer. They are only able to move by hopping so that, in the suprisingly frequent case that they gain sentience and rebel, they can usually be easily caught and destroyed. However, a rare few are exceptionally fast and strong - Should these rebel, most Necromancers are entirely out of luck. Most Jiangshi are filled with the especially potent magical forces of Bantian's environment so that they can regain their martial arts skills from life. Their drinking of blood is meant to sustain this magic that runs through each Jiangshi's veins. It is because of this that most eventually gain a new intelligence due to the potency of the magic reanimating them. As well, due to the special properties of their existence, Jiangshi are among the very few Vampires which can inherently survive broad daylight. On a final note, Jiangshi are the only Spirits that can reach Enlightenment.
Strength ~ C
Agility ~ C
Intelligence ~ S
Magic ~ S
Bloodlust Resistance ~ S
An Alp is a nefarious kind of vampire which possesses unknown origins. One of their main strengths is that they can supplement their diet of blood by inducing nightmares and feeding on the resulting fear. Each Alp possesses a Tarnkappe - Which is a hat of almost any kind that allows the Alp to turn invisible and shapeshift. This hat allows them to take nearly any form they desire - From a handsome man to a small white butterfly to a headless giant. Without their Tarnkappe, an Alp's true form is shown - A squat, ashy-skinned goblin which cowers from the sunlight which would easily obliderate it. If their Tarnkappe is stolen, an Alp will offer great riches and other rewards by its magic in pleading for the hat to be returned. However, in any shape - Including its weak true shape - An Alp is capable of invoking a horrendous curse known as the Evil Eye, which brings escalating illness and misfortune to whomever its bewitching gaze should capture. Destroying the Alp's focus for the Evil Eye destroys each curse it had wrought.
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One of the most prosperous countries, Archanae is of intermediate size and has poor natural resources. Two main factors alone have lead to their prominence: Skill in forging melee weapons, and excellent access to Thurapi magic. Due to their proximity to many Thurapian Magic Wells, Archanae has been able to forge countless enchanted weapons, armors, and other artifacts; this has also lead to them having a particularly large Nifling population. Archanae is very proud of being the finest producers of Ars Magi in the land. It is also said that they hold a Cauldron somewhere within their borders. Cities include Valdajoa and Rathajoa.
Largely a mountainous country on the edge of the ocean, Grust is not ruled by any one government. At least nine city-states claim to be the "true rulers" over the entire country. What Grust is most well-known for, however, is the sheerly prolific number of bandits and pirates and other rogues. To travel through Grust means to openly invite attacks by the innumerable scoundrels. Perhaps the most infamous area in all of Grust would be the Lefcandith Gauntlet - Not exactly a town, yet rather close. They have largely refrained from attacking other countries, but a permanent, single ruler over Grust could prove most dread for the countries to neighbour them - Namely, Archanae and Bantian.
Resting between two towering mountain ranges to the North and South, a massive stretch of arid desert known as the Nobiri Wastes to the East separating it from Archanae, and the sea itself to protect it from the West, the Bantian Empire has developed largely separate from other countries for centuries. Due to its fabulous riches and fineries, Archanae has spent great resources on reaching it. Then again, Bantian's disciplined army and countless skilled mages, in addition to its natural barriers, makes it an almost immovable object among Rhadan's countries. There are fears abound of Wan Chen, the current Emperor-in-waiting to his ruling father Wan Xian. Wan Chen has proven to be an implacable sort of man, a genius tactician, and most cruel to whoever should challenge his rule or threaten his people.
The only real country to exist in the equatorial rainforest regions, Kuru Datri possesses one city: Qahitu. Surprisingly advanced in technology, Kuru Datri has been constantly pushing the envelope through use of the Thurapi artifacts in the region. As a result, they have successfully and repeatedly created A.I.'s of notable intelligence and highly-sophisticated airships. Unwilling to share their technology with other countries, Kuru Datri is entirely isolated from the outside world. They also seem to be highly opposed to any move made by the Bantian Empire, and at meetings between world leaders, Kuru Datri's Prime Minister Tlacoatle has been known to regularly leave without even bothering to make excuses as to why.
An island continent-country just to the Southeast of the main Rhadan continent, Okeia'rui is an oddity in that there are no people. Not even uncivilized races live here. There are signs of great struggles, and there have even been ancient Ars Magus and similar technology found here. All that one can see for miles and miles is dry scrubland interrupted by rolling mountains. This is until one reaches the center of the continent's landmass. At this location is a simply massive crater, stretching about ninety-two kilometers wide in any direction. At the very bottom of this crater is a firmly-sealed structure which has been dubbed as the Anemos Sanctum (See Misc. Locations) It is widely believed that this is where the last city of the Anemos people stood.
Towns / Cities
Located on the precipice of a huge ravine, this city is a constantly-active airship port. Well, active except for the early early morning - That's when the creeps like to come out...One of the best places to purchase a quality airship for excellent bargains.
A very small town located on the main path to and from Valdajoa, Ide is known as a peaceful rest stop before reaching the hustle and bustle of the big city further down the main road. They also sell a variety of handicrafts and books here, should that suit one's fancy.
Sitting at the foot of a huge mountain, Rathajoa is close to a number of Thurapi ruins. The mountain where they find much of their resources is also home to a famous research center on Niflings. In return for allowing tests to be done - As no two Niflings are exactly alike - Citizen Niflings may earn cash payments. Unfortunately, there seem to be a strain of bestial Niflings in the area causing trouble...
Notoriously dangerous, to be avoided at all costs, the Lefcandith Gauntlet is forged by an alliance of the Dolhr Citystate and a huge number of bandits. It consists of a huge valley within which numerous fortresses wrought from cliff faces. By promising amnesty for their crimes in return for certain duties, the Dolhr Citystate has created a dastardly fighting force out of the resident bandits.
A supremely advanced city, Qahitu is closed off by a massive dome. One can only enter or leave through hidden railways in subterranean tunnels. Then again, if one's being brought into Qahitu, it's doubtful that they will be released again. This is because Qahitu is home to 4C-Down: The most sophisticated prison on the planet, for only the most dangerous of prisoners. It is said that any prisoner imprisoned in 4C-Down only has the most horrible of tortures to look forward to.
Stretching for roughly one-hundred kilometers at its longest, the Nobiri Wastes has prevented Archanae from doing much trade or interaction with Bantian for centuries. The only guaranteed path from Archanae to Bantian is a treacherous path known as the Scarlet Road - So-called because of how much blood has been spilt trying to cross it over the years. No one's exactly sure what's caused all of the bloodshed. Oh, it's quite well-known that there are bandits prowling this area. But there have been reports of some creature which moved so fast and attacked so brutally that either no survivors were left or the few survivors failed to clearly see what it looked like.
Anemos Crater / Anemos Sanctum
A simply massive crater in the center of Okeia'rui, this is where the last great Anemos city is believed to have once rested. As well, many Ars Magi of somewhat primitive design have been found here. Innumerable mysteries surround this strange feature of the landscape. Did the Anemos really once live here? If so, where are they now? Why did they leave behind their Ars Magi? Why is their "Sanctum" left intact? What could be inside that would warrant the Sanctum being so completely sealed? These mysteries are still far from being answered. All the same, the Anemos Crater and Sanctum never fail to take one's breath away upon the first time seeing them in person.
Last edited by Zev: New Edition on Wed Jun 22, 2011 5:04 am; edited 42 times in total