No one knows for sure, but some say it was the death of Ugana, the creation mother. Others, the work of Kalopsis, the being above even gods. Others still believe Eolas, a spirit hellbent on radical change, caused it, by crashing into the world in an apocalyptic cataclysm.
But for reasons unknown to man, and perhaps only partly known to the lesser gods, life came to the world of Kyros. On Kyros, there were many landmasses, each special and unique, each important. Some had vast forests, and dying desert sands; others had vast seas of ice, filled with pristine water; and some were dark lands, shrouded with shadows and torment. One however, was unique beyond the rest. That land was Atheryin, and on it, life achieved sentience.
Men, elves, and beast races flourished on the new soil of Atheryin. Living and dying, believing and questioning, loving and hating.
After countless millennia on Atheryin of just surviving, something truly remarkable happened: life began to organize. At first it was just small tribes and clans. Then, something caused a massive jump-start, and sentient beings began to form the beginnings of kingdoms and empires.
The Lyrians, a race of bipedal canines, formed A, a zealous religion; B, a ruthless social order; and C, a fearless standing army. With these advancements, Lyriaformed the largest Empire the world has ever seen, stretching from the large Lyrian Peninsula, south to the marshy mountains of the Dún, and even to the far western, modern-day jungles of Donos. With these things, the Lyrians became the great inventors, mathematicians, scientists, and artists of the world.
When the Empire eventually fell at the hands of Nokana, it left behind the world, and after much struggle, it continued in Lyria's footsteps.
On the western coast of Atheryin, another Empire came to prominence. It was called Thyros, and took over in the name of good learning and powerful fighting. Stretching from northern coast to southern coast, it is the third largest empire of all time, and has enjoyed lasting peace for many years. Though previously at war with the Tallin, the Elves of the north have been brought to a heel, and peace has reigned.
Until now.
In the year 228 of the Lords Era, Asgall Navaro, the Emperor of Thyros, was sleeping. In his sleep, he had a dream. In this dream, his god, Thyrnóc came to him. Thyrnóc told Navaro that a great evil was to befall his land, and that many in his kingdom would be tricked into rebelling. The only way to weed out the tricksters, Thyrnóc claimed, was to kill off around 30 of his people every day. In return for this blood sacrifice, Thyrnóc would give The Emperor legions of ethereal warriors, equipped to stave off the coming darkness. Navaro did this, and slowly went mad with the guilt.
Eventually, a coven of necromantic witches moved in to Thyros, and used the corpses of the dead to wage war upon the Empire. Many lives were lost... For every Thyrosic soldier's or executed citizen's corpse, the necromancer’s army grew. When all hope against the witches was lost, the emperor declared magic illegal, and had his court mage, a friend for over 20 years, publicly executed.
This proved useless. The witches controlled nearly a third of the nation, and the Emperor was infuriated. Until, however, he received a visitor. It was none other than Uilliam Rónnan, leader of the secluded Templar Order, a highly dangerous anti-magic group.
He proposed that the Knights work for the crown, in exchange for land, payment, and most importantly, the ability to hunt down and kill all those who practiced magic.
The Knights quickly destroyed the major centers of necromancer control.
With their improvised explosives, they destroyed the undead troops, with their cannons they broke the walls, and with their fire-spitting constructs, they burned their fortresses. The Templars pushed the witches back to the eastern outskirts of Pyra, and all was stable again. 30 years later, magic is still banned, and the Templars act as a secret police, downplaying talks of rebellion in the north...
And with the continuing growing strength of the coven, the Emperor has ordered that groups of 30 local citizens continue to be executed, to build his armies once more. It is rumoured that Thyros has even been looking outside their borders for groups to contribute.
You are one of these groups.
Setting
The RP takes place all across Atheryin, the large central continent of Kyros, during the year 258 of the Lords Era.
Atheryin is massive, and filled with many diverse regions. There is the Kira Jungle in the southwest, the volcanic islands of Kvurian in the east, and even the desolate Ohkorra Desert. In the very centre of Atheryin, there are the Faelands, a large area filled with exotic creatures and beings. It is the point of origin for all magic in the world, and thus poisons the land around it with its magic "fallout". This magic fallout produces strong hallucinations, delusion, and other psychotic symptoms in all races except the Kutaiand Yakira. South east of the Faelands lies its opposite, The Fissure, an area where the Palisade between Atheryin and Arkai is weak. Out of the Fissure comes a strong, unidentifiable dark force, which reduces the potency of magic spells, and even kills strongly magic-oriented creatures. However, the most dangerous thing to come from the Fissure are Demons, agents of the dead god Kutaru. Although rarely seen in large numbers, the area is known as an entry point for demons and other spirits alike, and because of this massive power flux in the area, the climate has even shifted. The Fissure is similar in many ways to other areas, such as Beral's Caldera, Mount Kvurian, and Navarshùn. To the north of Atheryin, across Beral's Caldera, is Deadmoor, a dead land created when the great spirit Eolas smashed into the area in the Kudes Era, and destroyed much of the northern half of Atheryin, known to scholars and religions as Nortadder.
These locations are but the tip of the iceberg throughout the world.
However, this RP will not be taking place in those locations. You and your fellow players will be journeying throughout the Thyrosic Empire, on the western-most coast of the continent. Thyros is a temperate country, with huge forests in the south, rolling grazelands in the middle, and a freezing tundras and boreal forests to the north. Dotted throughout the landscape of the Empire are cities, villages, forts, and ancient ruins. In Thyros, the Collective is slowly becoming the dominant religion, and pushing out the old ways of Thyrnócianá. Many in Pyra cling to him, though, and he is currently enjoying a comeback in Navarshún.
Current Politics
(Subject to Change)
Nokana Empire
Nokana is an Empire formed out of the bandit clans who destroyed Lyria in the late Autumn Era. It is ruled by an aristocratic collection of Taryphos. The head of state is the Tama, an emperor-like figure with powers that are shoddily kept in check by the other government branches. The head of government is the Dagai Council, a secretive Taryphos-only group that is infamous for its ruthless and brutal political schemes.
Nokana is known across the planet as an extremely cynical and "evil" empire, due to the fact that many traditionally illegal actions are legal in Nokana, including drug trade, and organized crime, among others.
In a twist to most Collective splinter religions, Nokana worships Kutaru as its main god, as opposed to the traditional pantheon headed by Kutsal.
Currently, they are in a propaganda campaign to antagonize Thyros. Rumors state that they plan a land invasion on the Empire, but they do not yet have the support to carry out such a bold military movement. The Empire is resource-strapped after the Red Era's bloodshed, and is looking to conquer nearby regions, many of which are resource-rich.
Juruna is perfecting its Light Cannon technology, a large siege weapon based on the technology of the Ancient Lyrian Lightwell. The Forges in Raven's Maw continue to work, producing master-quality weapons for the Nokana legion officers, as well as any willing buyers.
Arctun is enjoying a booming trade economy, largely from ship traffic headed east from the more northwestern parts of Atheryin. The city is expanding outside of its walls, and is building and improving more and more within them.
Aios
Aios is a tribal nation, this much is known. What isn't known is anything else. There is no head of state, no known inter-tribe system, the Kutai are highly secretive, only knowing few political bodies on terms of relation: the Dún, Thyros, and their sister states in the Kira Jungle.
The nation is only emerging into the world, and is largely unrecognized by most political bodies. However, it happened to strike a trade deal with the Dún, giving it an abundant source of resources and a steady flow of mercantile, for a heavy price...
The Dunaan want trained Kutai soldiers for their armies.
The Dún
The Dún is made up of many city states, each ruled by a family. Disputes and overall decisions are made by the High King. When the High King dies, each family must meet in that High King's capital, and vote in a new King.
The greater area of the Dún is under excellent condition. Their agriculture industry has not seen a bad season in 15 years, and they have a steady mining trade with Nokana, as well as trade agreements with other countries. Travel to the area has become more frequent, and with travelers comes adventurers. This offers the city states a lot of willing people to take on daunting tasks for less pay than a typical soldier. These random runs by adventurers have made the ancient Dunaan countryside a much safer place, and more and more people are moving into the area.
Khorrum
Khorrum is an isolationist, religious nation. They enjoy strong relations with the nearby Jarvah, and are distrustful of Nokana and many other outside nations, especially after the Red Era.
While there's still tension among the people, trade is picking up, Khor'Juun is bustling as a large seaport capital, and Juhn-rak is enjoying steady expansion into a city, due to its exports of expensive fish.
The Mhenuur’s Great Bloom (a golden age) has left them with plentiful resources, and a sense of community with its Kvurian neighbors. It has only recently risen to be a larger world power, but is still largely isolated, compared to other nations.
Kutai Tribes
The assorted Kutai states below Thyros are collectively noted to be battling an onslaught of Yakira forces, which are said to be receiving steel weaponry (as opposed to their usual stone weapons) from an outside source, based on tablet reports sent from Junas Kaan to Arctun.
All the states are only recently emergent, establishing their rickety governing bodies in the early Red Era. Although recognized as nations, the Kutai States hardly have laws outside their strict moral boundaries, and the sovereign states are made mostly for alliance and war purposes.
Kados is directly under attack by the Yakira tribes, though Kutai have managed to hold their ground among their massive mountain temples at Junas Kaan. The Kutai have supposedly enlisted the assistance of various jungle creatures, including the Ak'tuun, via a pact with Lekatu, the Earth-god of the Kira Jungle.
Desohk is specially hunting down the Yakira scouts among the giant Seris trees in the Fen. The tribe's ultimate goal is to "cleanse" the Fen by removing the Yakira entirely, however...
Despite the current war waging between the races.
Donos has been sending assisting forces to Kados, most being archers, considering the area's reputation for well-trained bowmen. They still rely on their bronze technology, making their arrows extremely ineffective against the iron-armored Yakira warriors. Only a perfectly well-placed shot to the head could put down one of them... Luckily, these archers are trained to do just that.
Julyr is rumored to have discovered a strange crystalline-like metal in their deep mine shafts. They're still developing a way to work the metal, but they hope it can potentially be used to make weaponry and armor capable of defeating the Yakira forces.
Usareik
The Kingdom of the Jarvah is a new one. The Red men only came to Atheryin 300 years ago, but already have made an impact. They are ruled over by a King, followed by a high-priest, who both control every aspect of Jarvinian life. The Jarvah live in castes. Your job and where you live is decided by the government, when you are born. The Jarvah tolerate this because they believe that following your true calling in life is the only way to Heaven, and the Priests know everyone's true calling. Jarvah may leave the Kingdom with a permit, which they must renew every 6 months, or risk being hunted down by dangerous government operatives.
Usareik is currently clamping down violently on their drug trade, as well as increasing hostilities towards their neighbours, the Dramer. They have been preforming secret expeditions to the Thyrosic province of Pyra. Their motivation behind these expeditions is yet to be understood.
Solis is currently enjoying a boom period, as Jarvah holdings in the Broadwaters are returning great sums of furs, and precious materials like coal.
Maximus is recovering from a plague inflicted on it by rats from the Dún, which decimated the city's’ population. In addition, friction with mainland Usareik is at an all time high, with accusations of corruption being leveled by all sides.
Rekkan
The homeland of the Dramer, Rekkan has made a substantial recovery after its hardships during the infamous Red Era. It has now risen to the forefront of world politics, making it a large player in international trade.
It has enjoyed a healthy income from its Ebony exports to the Nokana Empire and other nations, and has focused its more recent efforts to assist the Aq'Ryssin Kurn'mar'moor, as well as build several schools across the globe.
However, many nations do not take kindly to the Dramer simply coming in to build their schools within another nation's borders.
Tavayrin
Tavayrin is an island nation to the north of Pyra. It is inhabited by the supremacist Tallin, a race of spell wielding elves. The Tallin are ruled over by the Lord Magistrate, functionally a puppet of the Thyrosic monarch. Its people resent this fact, and the Tallin and Thyrids are known to have frosty relations towards each other. Tavayrin is noted for its barbaric practice of eugenics, which is a cause of much concern among the more compassionate members of the international community. Recently, the Tallin were involved in a failed attempt to seize the trading ports of Nokanian Celadon, and thus have had their self autonomy culled by the Emperor, unwilling to risk outright war with the Tama.
Thyros
Thyros is an old empire, one of the first formed on the virgin soils of Atheryin. It is an elective monarchy, with each of the kingdoms contained in the empire voting for the new Emperor. The current Emperor is Asgall Navaro, led by Crown Prince Daidh Navaro as well. Thyros is in a state of disarray and rebellion following the actions of Navaro. Further information on the current state of Thyros can be found all over this post.
The Mún is in a state of open rebellion against the crown. The wealthy province has joined it’s power with that of Thyressias in an effort to place Duke Orpheus Tohrá, Lord of Thyressia, on the throne. The rich Dunaan families that still control much of the province have suffered greatly under the Mad Emperor, and long for a return to a safer time, one where profit can reliably be made.
Thyressia is in a state of open rebellion against the crown. The large and fertile province has been led to war by Duke Orpheus, and has been joined by The Mún in this rebellion. The forested province is the seat of the rebellion.
Pyra has declared independence from the crown, alongside Hýrisin. The two large northern provinces have long been culturally separate from their southern cousins, and have taken the instability of The Imperial Court as a chance to restore the old ways.
Hýrisin, long derided as a barbarous backwater by the rest of the Empire, has risen with Pyra and attempted to secure it’s own place in the world. Though it shares a common cause with Pyra, the two provinces are not culturally alike, and in achieving their goals, they would not form one nation.
Túnsen, ever divided, has split into two provinces. The North of Túnsen has thrown its lot in with the rebel cause, whilst the South remains part of the Empire. Although all of Túnsen is noted as the Bread Basket of the empire, the majority of farmland sits in the north, and its loss is sure to hurt Thyros in the short term.
Mún Ýroth is the Thyridic colony in the distant continent of Jalqunia. It has been largely unaffected by the present situation in Thyros. The colony continues to trade with every state of the Empire, and refuses to block trade with any side.
Races
Dramer
Dramer are studious people, and excellently skilled magi. They live in a society where education is a necessity to survival, and careers on the Dramer path usually require great magical talent, including operating the various, usually agriculturally-purposed, Ren. Often the Dramer can be rigid in teachings, but as a result, they are often extremely wise.
Physiologically, Dramer are different from all other elves, hailing not from any particular common ancestor with other elven races. Their skin is a light to dark shade of grey, complemented by surreal-looking golden eyes. Dramer teeth are ones of particular strangeness: they are all sharp, canine-like teeth meant to rip open tough plant matter and flesh. Their facial features are angular and sharp, distinguishing them even further from other elven races.
The Dramer typically have Dramic names. PM me for assistance.
Skill Bonuses
- Dramer are naturally born mages, and thus have one extra spell point at the start.
- Also known to be rather wise and scholarly, Dramer are known as well to be bitter and narcissistic. This can make relations with other races... tense.
- One of many things the Dramer are famous for is the ability to change their shape. Dramer may only do this twice per day, and become exhausted during EACH daily transformation. The amount of exhaustion varies for the size of the beast transformed into. Should a Dramer turn into something as large as a Dragon, they will surely die of the strain.
Dunaan
The Dunaan have Irish names. Their surnames are the same as the Dunaan state they hail from (i.e. Junnín, Rónnan).
Race Bonuses
- The Dunaan are naturally born rangers, and as a result are extremely talented in Alchemy, as well as their persuasive abilities.
- Due to their constant hunting traditions and often ranged fighting styles, Dunaan are very well-versed with ranged weaponry, specifically bows. However, natives of the Dún are often clumsy with axes and swords.
- Dunaan blood allows them a heightened ability with Illusion-type magic, but a minor dulling to all other magic schools.
Jarvah
Jarvah usually have Germanic names.
Race Bonuses
- Jarvah are well-trained, frontline warriors, but are clumsy with ranged weapons. As a result, they cannot handle any ranged weapon very well, but are very talented with melee weapons, especially heavy weapons, like warhammers and battle axes, and can wield them one-handed, if need be.
- Due to the highly volcanic areas the Jarvah inhabit, they are quite resistant to fire.
- The Jarvah know a thing or two about heavy armour, and are not slowed down by it.
- The Jarvah are excellent sailors, and if need be, they can navigate using the sky alone.
Kutai
Only one person is allowed to play this race.
The Kutai generally have Tai’ora names. PM me for assistance.
Race Bonuses
- Due to their harsh living conditions near the radioactive River Kira, they are immune to Faeland fallout effects, and are twice as resistant to magic as a result.
- Kutai are born strong, fast, and natural climbers, and because of this, they can climb nearly any surface, run twice as fast as the average humanoid, and are extremely agile in combat.
- Typical Kutai prefer lighter armors, short and more agile blades, and ranged weapons. They are exceptionally versed in stealth, but suffer in head-to-head combat. Talent with light and ranged weapons comes at a price, as well, and they are not talented and extremely clumsy with heavy weaponry.
- Because of their experience with traps and jungle flora, Kutai are talented with Tinkering and Alchemy. However, their isolationist culture has made them extremely antisocial among other races, and they have difficulty with persuasion and forming relationships with outside races.
Lyrians
Only one person is allowed to play this race.
Lyrians appear to be a cross between man and wolf, averaging between 5'6 and 6'0 in height. Their fur can be a variety of colors, fully ranging between the shades of black and white, as well as hues of brown and brown-red. Their eye-color is most commonly brown, but yellows and blues are also possible. Their hands (as well most of their body) are extremely similar to those of men and elves, five fingered and articulate. Their feet, however, bear a closer resemblance to wolves.
Lyrians typically have Old Lyrian names. PM me for assistance.
Race Bonuses
- Almost genetically, Lyrians are extremely talented with One-Handed Swords and Axes. And, although they can still handle Two-Handed weapons if strong enough.
- With Intelligence ranging far above many other races, the Lyrians are one of the only races (aside from the Kutai) capable of navigating the Kira Jungle. Despite their high intelligence, however, Lyrian mages are not at an abundance... They instead prefer magic substances for use in combat and daily life.
- Accredited to their ancestors, Lyrians always have had a knack for machinery, and they are the most talented race when it comes to Tinkering.
- Lyrians handle shields exceptionally well, and it aids in their one-handed combat immensely. However, it does make them significantly less agile.
Thyrids
Despite a similar appearance to other men at first glance, the Thyrids can be distinguished by their black and dark brown hair, which usually comes in a noticeable abundance. They are also shorter compared to other races of men, clocking in at and average of around 5'9" for males, and an average 5'4" for females. Typically Thyrids possess significantly more defined facial features... A stark contrast to the less angular, neighboring men of Celadon. Most Thyrids are anywhere from skinny to moderately muscular. Because of this, they make excellent lightweight soldiers.
Thyrids typically have Scottish names.
Race Bonuses
- The most magically-oriented of all men, the Thyrids are exceptional with Elemental magic, but struggle with all other forms.
- Thyrids are well-known for their talents in blunt and axe weaponry, and favor the slightly heavier One-Handed weapons over lighter ones. This makes it possible for them to handle Two-Handed weapons, but they are not necessarily good at it.
- Most comfortable in Heavy or Medium-weight armors, Thyrids are your typical battlemage, and suffer in ranged combat. They are also not particularly agile, but can certainly take a hit... If the enemy strikes before they do.
Tallin
The Tallin typically have Tallinoré names. PM me for assistance.
Race Bonuses
- Tallin are naturally talented mages, inheriting a definitive edge in the fields of magic. They receive access to two extra spell points.
- Because of the cold locale in which they originate from, all Tallin are twice as resistant to all things cold.
- Though all magic causes exhaustion from each spell, Tallin are much more tolerant to the draining effects of using magic, and are much better at casting spells ad nauseum without failing the spell, or becoming exhausted.
Most men of the north boast medium-sized, triangular noses, rounder faces, and almond-shaped eyes. Many tend to have longer hair, usually either blond or light brown, but on rare occurrences men can have dark brown or black hair. Light-colored eyes are a common sight, and many Leoth curiously seem to have no typical eye colors, falling loosely between bright and dark shades of blue, purple, and green. Men among the Leoth are fit and muscular, horse-riding and general outdoor activities being a necessity... Along with service in war. Women tend to be thinner, but lack no general musculature, as they take on the same roles in society as men.
Race Bonuses
- Leoth are excellent swordsmen, and make incredible knights. They receive a substantial bonus in handling One and Two-Handed blades.
- Being so centered on war, through steel and brawn, they lack any magical ability. They receive no spell points.
- Having an abundance of wide-open plains, Leoth are excellent horsemen, making them great in mounted combat.
- Many Leoth are excellent leather and cloth artisans, creating brilliant masterpieces that are both beautiful and functional. Their repair skills are unmatched by any other race.











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