Atheryin: Fall of Thyros

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Atheryin: Fall of Thyros

Post by VirtualWeasel »

Atheryin: Fall of Thyros
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In a time before record, a long, legendary fable was spun, detailing the birth of all creation. This myth, born of the minds of men and the guide of gods alike, told a mighty story of genesis, destruction, and mystery, all leading to the eventual inception of the great universe, Laira. Within this realm was the simple planet of Kyros, upon which, something extraordinary happened.
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
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Dramer are an Elven race, with many Vampiric features - they have the ability to shape-shift, with which they can change there appearance at free will, if they are so skilled enough. Dramer are quite easily immortal beings, due to their naturally long lifespans. They can, however, still be killed by anything aside from old age.
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
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The slender, rough mountain people of the east are a tall, long lived race of men. They commonly have long, dark hair, and green or brown almond-shaped eyes, though it is not hugely uncommon to see the more northern Dunaan have blue eyes and blond hair. Having sharp minds, and even sharper eyes, they are excellent hunters and master alchemists. Dunaan society in the Dún consists of a mix between a multitude of cultures, as many people inhabiting the region are bards and adventurers, travelling across the world and bringing their stories of sorrow and triumph to the highland taverns of their homeland. The Dunaan of Nokana, however, have a much different culture, one not far from the Old Lyrian culture that inhabited their northern homelands before they migrated further north, into Lyria.
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
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The Jarvah are a race of red skinned, horned men, hailing from Usareik, in the east of Kvurian. Physically, the Jarvah are extremely strong compared to other races, and are frequently employed as mercenaries for this very purpose. The Jarvah are frequently mistaken as dim-witted by outsiders, but in reality the men of Usariek possess a dark cunning. Their civilization employs a loose caste system, but Jarvah are permitted to do as they wish, and in these dealings with outsiders, the Jarvah are driven by a desire for profit, above all else.
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.
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The Kutai are a race inhabiting the Kira Jungle and some areas around. They have a long-standing rivalry with the Yakira, and hunt them for ritual and sport. Kutai are scaly, amphibious beings. Their scales are often colored in patterns matching their environment—Anywhere from green-blue to leopard spotted beige. Due to their diet, they have straight, thick, razor-like teeth perfect for ripping meat as well as thick skinned fruits. They also have large back molars for eating plants. Kutai tend to be rather slender, but agile and muscular enough to scale large trees and swim through water with ease. The Kutai do not suffer the fallout effects of the Faelands, due to their close proximity.
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.
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Lyrians are a race of sentient, lupine, bipedal beings. They attribute their creation to the god Tyros, a variation of Taurin. Their own name for their race is 'ira Tyrosi,' the children of Taurin. Their common name, 'Lyrian,' is attributed to the northern land of Lyria which they inhabited in time beyond memory. It has long since been destroyed and absorbed by the Nokana Empire. The Lyrians are now, for the most part, traders, troupers, mercenaries and all other manners of traveler. Their caravans are a lucky sight among cities and roads, and they offer many types of goods hard to find in other places. However, some worry their race will soon become extinct, due to their low numbers.
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
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The Thyrids make adept spell casters, skilled diplomats, and swift sword fighters. Thyrids evolved in and created the great empire of Thyros, to which they share a similar name. Although distant from other races of men, and significantly isolated behind the great shield of the Eýn Mountains, they maintain significant political relationships with other nations. They keep their race well-known throughout the world through their sheer military power, as well as hardy and simple farming culture. The Thyrids are skilled horsemen, and feel more at home in a saddle, than on foot.
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
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The Tallin, standing at a height of 6ft 4in for males and 5ft 10in for females, are very tall among Elvish races. They have light gold skin, which can sometimes be pale or extremely light brown. They have long necks and gangly arms. They have extremely long lifespans, numbering in the hundreds of years. The Tallin do things slowly because of this, with governmental sessions taking weeks at a time.
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.
Leoth
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The Leoth are a race of men inhabiting the region of Celadon. They are hardy and strong, holding a timeless grudge against their neighboring Aednun. These men live in small kingdoms scattered across the hills and plains of Celadon, constantly fighting each other and the Aednun over what they believe to be de jure land claims.
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.
Last edited by VirtualWeasel on Wed Jun 18, 2014 11:23 pm, edited 1 time in total.
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VirtualWeasel
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Mechanics and Stuff

Post by VirtualWeasel »

Gods & Creation

The story of Atheryin is that of four characters, no matter how one looks at it. Kutsal, Kutaru, Ugana, and Kalopsis. They will be explained in detail following the classical creation myth.

The Myth:
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In the very beginning, before Time had coagulated, and before Space had been forged, there was nothing. The only inhabitants of the borderless plane of Existence were few whispering Ideas that drifted in and out of consciousness across vast expanses of the astral realms. Drifting formless, these Ideas were but a simple sound-- Until two came along, that broke the mold. Their sound was chaotic, riddled with multiple frequencies and teeming with note patterns that shattered the dull hum of the others. They proposed something radical: Physicality. These two spirits called themselves Laira and Kalopsis.
After a long series of events that are still debated by the Collective's high priests, Laira was rendered deaf, blind, and mute, Uganabegan to form in her womb, and Kalopsis lynched an unknown spirit for a treacherous act.

Andain appeared out of the darkness of Laira, standing on Cadin, the keystone of the universe. Shortly after, Lythus emerged from the light of Laira, stating herself to Andain, after which he did the same. Andain proclaimed Cadin as his home, and Lythus built her home from stone, a structure soon to become Aelan, one of Atheryin's two moons.
Ugana, the soon-to-be Creation Mother, awoke inside Airos, the womb of Laira and the birthplace of the world. When she was young and ignorant, Ugana lazed under the Seris tree in the center of the realm, eating the fruits of the tree which would contribute to her spiritual growth. At the time, it was unknown to Ugana that Kalopsis wanted her dead.
Outside of Airos, Kalopsis gathered Rondag, along with the other four Tenatua (it is debated whether or not there are four or five other Tenatua), and contracted them to hunt down and kill Ugana, in an event later becoming known as the first Grimhunt. Kalopsis supposedly gifted the Tenatua with night-eye, the ability to see in even the most absolute darkness, in exchange for their service.
Kalopsis pulled all the light out of Airos, and threw it into Cadin, cracking the keystone, and causing a well of unstable chaos to pour out. Ugana subsequently went blind because of the darkness. The Tenatua, once finding Ugana, chased her across the realm for 300 cycles (the meaning of this measure is debated), until the Seris stopped Ugana and hid her in its branches. The tree spoke to Ugana, gifting her a branch of the tree to fight away the spirits, as well as gifting her with the ability to escape Airos.

Ugana waited for Rondag to appear at the Seris, and when he did, she lashed the beast with the Seris' branch 6 times, casting him and all the other Tenatua into the center of Airos. Ugana then abruptly fled the realm, using the knowledge gifted to her by the Seris, and spoke with Andain while drifting in Laira, commanding him to guard Airos until the Tenatua show faith to their "sovereign".
Ugana, after anchoring herself to Laira (in order to be safe from Kalopsis, who, like most spirits, has trouble surviving in the realm), looked out to the chaos created by the fracturing of Cadin. Longing for a balance in this chaos (which was just simply light and dark destroying each other), Ugana decided to create two beings to stabilize and manage it, under her command. The first she created from the light, was Kutsal, who Ugana marked as the "first true sovetreign". The second thing she created from the darkness, was Kutaru, who she marked as the successor to Kutsal and the being made specifically to keep him in check. After the creation of the two brothers, Ugana mentioned their task of creating mortals for the first time, and the gods began to go to work.

Ugana and Kutsal, together, sang Atheryin into existence, but along with it came its twin, Meirgan. Atheryin is described at this point as an empty, cold, and formless realm. Meirgan, however, is described as a large paradise, warm and full of magic. Ugana praises their creation, and Kutaru proposes they live in the realm, and perform creation from there. Overjoyed, Ugana happily agrees, and all spirits leave the coldness of Laira to live in the paradise. Ugana, after arriving, states that Meirgan would be the place most perfect to house the Ruran, a large, metaphysical soul-storage object possessing boundless magic power. Curiously, it is never mentioned before in the Tenebra Manifest.

Kutaru grew tired of his work, and, bored, began tampering with the darkness. The magic eventually infested his soul, and Kutaru grew insane as it devoured him, and began to become desperate for his own survival. He looked to steal part of Kutsal's soul, and, though guilty, he attempted to do so. Kutaru stole only part of Kutsal's soul, until the dragon roared extremely loud, so loud that it shattered Kutaru's soul into a thousand pieces, and shattered the bounds containing many independent souls as well. These souls, soon to become the Earth-gods, crashed into the formless Atheryin, forming many of the now-existing impact sites around the globe. However, thousands more were said to have escaped, and existed elsewhere. The pieces of Kutaru's shattered soul flew into the cold of Laira, coalescing into Phoenixes, and forever worshiping Kutaru. What was left of the god-phoenix's soul clung to the darkness, where he regained power in his soul from it.
Read more: Provenance of Laira, The Collective



Factions

The following are the four major factions you will need to know.

Thyrosic Rebels - A rebellion based in far south Thyressia. This group believes that the Emperor has become a tyrant, and the empire must be restored to its old ways. Many among the rebels believe the vision of Lokve to be false, whether they are Collectivists or not. It is a small insurgency, though it has managed to gather enough support to keep itself afloat. The rebellion is led by Duke Orpheus Tohrá

Jyla Witch Coven - A group of witches and necromancers based in the forests of northwestern Thyressia. They are believed to be anti-mortal fanatics who wish to establish an absolute tyranny of mages over the rest of mankind. They have a large army of undead, which are led by the Magister Glenvyine, a reclusive fanatic believed to be one of the most powerful mages in Atheryin.

The Pravus Cult - The Pravus are a group worshiping the god Kutaru. Their endgame goal is to bring Kutaru into the world, and purge the earth of all life, to feed the never-ending need of Kutaru and his Meirgan soul-eating mechanism. Although they are based mostly in the Fissure, the Pravus are regarded as barbarians, unfit for society. Many fear their dark magic, but the priests and other figures are seldom seen in cities... That we know of. Many appear as ordinary as everyone else.
The cult, believed to be small, is centred in the rural areas of the Fissure. It is led by Archpriest Daedalus Braidg.

The Templar Order - The Templars are a group of anti-magic terrorists, hellbent on removing magic from the world. They believe it is sin to practice such things, and seek to destroy all that channels and amplifies magical power. They have stolen countless amounts of Dramer technology, and reworked it to not be dependent on magic energy sources. The Templars have attempted to destroy the city of Rekkan twice, and have stomped out all magic activity in Thyros, acting as the empire's secret police.
The organization is led by Knight-Commander Uilliam Rónnan.



Magic

Magic is an incredibly powerful thing, holding the pure potential to rip apart worlds, and destroy gods.
In practice, few mortals have ever done such things. But still, magic is hard to learn, and even harder to master.
Magic is the soul of Ugana, the creation mother, who was murdered by her son Kutsal, along with the with the Primal Gods, in order to free them from her slavery. Her body fell to Atheryin and created the Faelands. Without her death, life would not be possible.

The extent to which a character can use a given type of magic is governed by how many spell points have been put into the magic school. 1-2 points is a basic level of skill. 3-4 is adept skill level. 5-6 makes you an expert in a particular school, 7-8 makes you a master of a school, among the best of the best. 9-10 makes you one of the best mages to have ever studied in that school. Reaching this skill level is incredibly hard, but a mage who does would be considered one of the most powerful mortal beings in existence. All players start with 1 spell point, Mages and Tallin have 2 points on top of this number, and Dramer, Spellswords and Nightblades have 1. For Dramer, this is also added to their total spell point count, if they choose to be a mage.
See the Common Laws of Magic for info on how magic behaves, and how it is used.

Magic Schools
Fire - An elemental magic school, fire behaves differently based on the user’s skill level. Most basic fire mages can cast flame-spraying spells, but lack the ability to condense fire into explosive projectiles. As a mage’s skill grows, however, they can learn this skill. Pure mastery in this school entails the use of lightning, as well as superheated forms of regular fire.

Water - As an elemental school, water behaves differently based on the user’s skill level. Most water mages can use torrents of water condensed from the air to act as whips or hammers, but cannot use the more advanced water-based techniques such as boiling people with steam or freezing them with ice. Masters of this school can manipulate water in any way, causing flash floods and ice storms, one could even use any liquid as a weapon, even blood.

Air - As an elemental school, air behaves differently depending on the users skill level. Air magic is often used in conjunction with other schools to enhance them. A fire mage who knows his air magic would be able to create firestorms at an advanced level, and a water mage could make waterspouts. At any level, air magic can be used to manipulate the air in an area, and at advanced levels, it can be used for flight.

Earth - The last of the elemental schools, earth is used primarily for defence against armed opponents by mages. Rock walls can be constructed and left in suspension without concentration by the mage. Advanced Earth mages can cause earthquakes or sinkholes, and can manipulate sand and stone. Earth magic is almost never used as a projectile, owing to it’s sluggishness.

Illusion - Illusion magic does not function like the rest of the magic groups. Illusion is artificial, functioning highly on man-made, single spells. Examples include invisibility, life detection, muffling, calming, waterbreathing, and paralysis.



Classes

Your class will determine your abilities, and ultimately, your treatment in the world.

Warrior
Warriors are the standard troops of the land: strong, and good with Two-Handed, heavyweight weapons. Only Warriors or Warrior subtypes may don Heavy Armors, however, they are capable of wearing Medium Armors as well.
Warriors get Berserker Rage, which improves their health, their strength, and their speed, at the risk of being unable to tell friend from foe. Warriors are unable to successfully sneak, or perform magic.

Battlemage
A battlemage is any one person particularly skilled with a Blade or Axe, and wields destructive magic force alongside their weapon. A good battlemage puts his trust in Heavy or Medium armor, and can barely use Light Armor. Battlemages are a subtype of the Warrior class, and are slightly more dominant in Warrior skills than Magic.
Battlemages receive the Crusader's Ward, a power that can be used once a day to cast a shielding ward over themselves and others. It lasts only a few seconds, but will block any magic or projectiles, as well as any other solid objects.
Like Warriors, Battlemages are unable to sneak, but they can use magic.

Rogue
With heroic reputations in some places, and dark, sinister reputations in others, Rogues are quick, sneaky men of battle that favor Medium Armors and lightweight, One-Handed blades. Known to be rather suave and cunning, it's the Rogue's specialty to get in and out of situations smoothly and efficiently... And above all, quietly. However, when cornered, make no mistake, a rogue can be a fierce opponent in head-to-head battle.
Rogues receive the Silver Tongue power, allowing them to persuade almost any simple person once a day.
Unlike any other Warrior classes, Rogues can both sneak and use magic. Though, they can only use Illusion magic.


Mage
Mages can be defined as any individual who has given their full attention to the study of magic arts, specifically those used in combat.
The art of magic is something that takes much study, practice, and dedication, and often keeps the user from learning to use any sort of melee weapon, other than the small, easy-to-use backup weapons they may keep, for when all else fails. Mages are powerful and deadly if their spells are wielded intelligently, as many magic can be combined to create something else on the spot, whether it be the combination of Air and Fire to create fireballs or firestorms, or the combination of Water and Earth to encase an enemy in thick mud.
Mages have access to the Blessing of Ugana, a power that temporarily boosts their magic powers to a far more dangerous form of its original state. Be wary, however, as this causes severe exhaustion at the cost of the caster, and used more than once a day, can cause death.
Mages are unable to successfully sneak, and cannot wield any weapons heavier than a dagger or lightweight saber.

Spellsword
Bearing a name sounding much akin to the Battlemage, Spellswords are those possessing skills of expert cunning and magical talent, and also a keen skill with a long blade or blunt weapon. Spellswords are found typically wearing Medium armor, but are not too unfamiliar with Light armors, and typically wield a long blade, broadsword, or mace. Originally trained as a military magic unit, they wield extremely powerful, destructive magic powers, and prefer it to their melee combat. That is to say, the Spellsword is often considered the lightweight Battlemage, making up for their lesser physical power in agility and raw magical power.
Spellsword are given Gryka's Cloak, a dangerous cloak of flame that envelopes the caster defensively, and incinerates all who make contact with it. It is extremely exhausting, and can only be used once per day.
Spellswords, like mages, cannot sneak, but are capable of wielding most weapons, save extremely heavy, Two-handed ones.

Nightblade
Nightblades are clever masters of deception, tricking the mind and the eye with their illusion magic, while dealing a deadly blow with a dagger or bow. However, one must take caution in calling the Nightblade predictable: their arsenal of ranged weaponry can be anywhere between throwing knives and half-sized spears. The average Nightblade is skilled in the art of Ranged weaponry and One-Handed, light weapons. But don't let them deceive you... Any given member of this class wields a strong array of Illusion magic, whether it is used to conceal themselves, reveal others, or deceive the mind's very own logic, there is no volatile mind-altering spell that Nightblades cannot handle.
Nightblades inherit the Harrod's Folly power, capable of driving a suitable individual to a blood-crazed frenzy. However, those with strong minds may not so easily have their wits toyed with by the average mage.
Nightblades prefer Light Armors, and are capable of sneaking. However, heavier weapons are certainly a stretch for them, having their preference lean far more toward shortswords and daggers.


Thief
Thieves, scoundrels, pickpockets, cat burglars. All by the same name, Thieves are highly intelligent, dangerous characters, with a lust for gold and the rush of the heist. Masters of stealth, and worthy of their Short Blades and Ranged combat styles, thieves favor Light armors, but are the only class capable of picking locks (without an unreal manner of luck, that is). Some thieves may prefer their magic to back them up, other fundamentalists may reject these teachings and keep it to a simple smash-and-grab sport. The Thief is not any one singular class, the Thief is the master of stealth who chooses his own practice, and his own way.
Thieves are given the Lunar Shadow, a curious power with close relation to the moons, and therefore only usable at night. When used, the power makes the entire body simply disappear for a short time, a sort of power mages and spellswords have lusted over since the dawn of time... A power only known to be common practice among illusionist masters. However, the power is, as mentioned before, heavily dependent on the moons, and the moon phase dictates how long the power will last. On a full moon, it lasts the longest, on a new moon, the shortest. The question is: exactly how long?
Incapable of wielding heavier weapons, thieves are narrowed down only to lightweight Short Blades and Ranged combats, but are capable of sneaking. They are capable of using magic, but many standard thieves are not particularly good at it.

Ranger
Regarded by most as nature-loving recluses, Rangers are those whose lives are devoted to the forest, and are natural masters of stealth, as well as alchemy. Rangers are one of few classes that are exceptionally talented with Alchemy, and thus, can heal others if they possess the proper materials for it. Despite their frivolous reputation, Rangers are quick with a bow or short blade, possessing deadly reflexes. They can also fare well with Illusion-based magic, making their stealth nearly as deadly as the assassin's. More talented with a bow than melee weapons, most Rangers can take any target from a considerable distance, and rarely miss their mark when firing... So long as they aren't in the thick of the battle.
Rangers possess the Hunter's Sight, a power that is allows the caster extremely deadly accuracy, precision, and reflexes, giving them the ability to fire several kill-worthy shots from any ranged weapon (aside from a crossbow) in seconds. Once used, though, it dulls the senses for 24 hours, causing the rest of the caster's shots to be half-assed and sluggish. The more it is used, the more the effect stacks, until eventually collapse from the exhaustion.

Assassin
The deadly hybrid of combat and stealth, the Assassin is the agent of death, or simply a contracted mercenary looking for some coin. Either way, assassins are well-trained in their trade, specializing in their Short-Blade and Ranged combat mix. Which preference depends on the assassin, but typically assassins are more at home with killing with a blade... Some say it's the satisfaction. Others, the closure of seeing an evil man's soul leave his dying body. Twisted or rational, assassins make witty stealth killers, but are not to be excluded from frontline combat. Although they prefer the shadows, a good assassin knows he can defend himself in a sticky situation, regardless of his weapon preference. Any armor louder than light would result in detection, and as a result, it is extremely unwise for any assassin to dawn Heavy or Medium armors, lest they end up dead... Or worse: imprisoned.
The Assassin receives Bloodlust, a power that toils with their natural urges, and makes them crave the rush of a kill, so much so that they become undetectable due to their focus, and deal killing blows like no other moment... However, the power only lasts so long, and causes severe exhaustion. The Assassin has to pick his moments to activate this deadly killswitch.
Assassins are able to sneak, but are unable to cast magic. They are capable of picking locks, like all Thief subtypes, and cannot wield heavy weapons or wear heavy armors.



Combat

Your class, your weapons and your armor will affect how well you do against your enemies. For example, a mage trying to punch will be weaker against a someone than a warrior would be. The type of enemy also affects how well certain attacks work. Some enemies are resistant to magic or certain weapons, and you must consider what you are fighting.
Other than that, no complex rules.




Character Creation

NotePlease make your characters as detailed as possible. They will become part of our lore, and we would like them to be of the highest quality possible. Pay attention to others' characters, and please try to create a diverse group of adventurers. Thank you.

Code: Select all

[b]Name:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Backstory:[/b]
[b]Class:[/b]
[b][u]Magic[/u][/b]
[b]Fire: 0[/b]
[b]Water: 0[/b]
[b]Air: 0[/b]
[b]Earth: 0[/b]
[b]Other Details:[/b]
Player Characters

SloadyImage as Ran Pokat
Baloth-KulImage as Baldric
Allhail!Image as Luthais Darrow
SavImage as Odhran Rónnan
Derp53Image as Aneira Rínnan
HissienImage as Q'lorra Umrae
ThelastdovahImage as Saroné
BetaB17Image as Ael Naeryan

Rules

As always:

1. As the DM's, what we say goes. PM one of us if you have an issue.
2. Please keep your posts understandable. Dunt pozt lie;k dis.
3. No god modding.
4. No Mary Sues/Gary Sues, please. You are given plenty of time to make a good character.
5. Try to keep the names of your character appropriate to the race. No Dramer called Pete.
6. Be respectful to others and have fun!

DMs

VirtualWeasel Image

POMC S117 Image
Last edited by VirtualWeasel on Fri Jul 25, 2014 3:13 pm, edited 7 times in total.
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Re: Atheryin: Fall of Thyros

Post by Musicman247 »

I'm going to make a Dramer named Ralph!
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Re: Atheryin: Fall of Thyros

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Musicman, why do you hurt me so? D:
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Re: Atheryin: Fall of Thyros

Post by Musicman247 »

You only prohibited the name Pete. Is Ralph out now as well? :c
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

They just don't have, you know, IRL names. They've got name combos like "Rekkan Remor" and "Tolat Matan".
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Re: Atheryin: Fall of Thyros

Post by Musicman247 »

So Etep Hplar would be ok?
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

I mean, I suppose that could work, but they usually have a lot of vowels, with emphasis on consonants like "k", "l", "r", "t", and "n".
So you would get names like Orrin Rolkan, Kratek Loren, etc.
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Re: Atheryin: Fall of Thyros

Post by DarkEastwood »

I may join this. I'll have to finish reading some of the main sections plus links.
Look here:
Spoiler:
Look Closer
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Re: Atheryin: Fall of Thyros

Post by Sloady »

Name: Ran Pokat
Race: Dramer
Age: Protnilen (452, third reincarnation, 152 years in current reincarnation. Linked relevant article for those wondering how to write the age)
Appearance: Coarse, thin, short black hair styled up messily. Thin, adventurers frame, toned after years working in the Merchants Guild's shipyard for so many years. Skin more grey than blue, with a slight yellow tinge to the left eye. Claw scar mark running across chest, remnant of his past life. 5" 7', taller than average.
Personality: Like most Dramer, Ran is curious, inquisitive, and insufferable to most foreigners. The years have tempered him however, and the restlessness of the younger Dramer has almost entirely left him. In most things, he is calm, collected and focused, but has a tendency to get distracted in new places. Fond of cats.
Backstory: Ran was born in the year Red 104, less than a hundred years after the Red War, and during the Nokanian Occupation of the Kvurian Isles. Like most Dramer born in the Red Era, Ran has a mistrust of outsiders, viewing them as useful tools, and dangerous enemies. A mediocre student, Ran finished his studies with the Teachers and apprenticed briefly with the Merchants Guild. After 2 years of doing little more than lifting boxes, Ran took his chance to be one of the first Keeper's missions to Kurn'mar'moor, as a full-fledged Seeker, where he spent 50 years, and an incarnation. On a geographical survey, the platform Ran and his team were standing on collapsed beneath them, and he and his team were buried in the rubble. The scar of the impact stayed with him, physically and mentally. After this, he spent several years training with the Dragon Monks of Rekkan, though never became a full member, before departing for the Ebon Glade forest, where he spent several years studying the flora and fauna there. The unwelcoming environment took it's toll on him, and he began to wither unnaturally. Upon returning to Rekkan, he voluntarily reincarnated, and studied with the Teachers, before becoming a full member and heading the Mission School in Pyra. Upon the attack on Rekkan by Templar terrorists, and the rising political instability in Thyros, Ran returned home to Rekkan to complete his training with the Dragon Monks.
Class: Nightblade
Magic
Fire: 2
Water: 0
Air: 1
Earth: 0
Other Details: Carries an ebony shortsword, wear light leather armor. Enjoys sudoku.

(if you need help with writing Dramer characters, PM me)
Last edited by Sloady on Sat Jun 21, 2014 10:16 pm, edited 4 times in total.
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

^Yeah, he created them, so he's anyone's best reference.

Also, accepted.
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Re: Atheryin: Fall of Thyros

Post by Baloth-Kul »

I couldn't not.
Hidden:
Name: Baldric
Race: Jarvah
Age: 35
Appearance: 7'2", very well muscled, blood-red skin. Three horns--one on the right of his head, which was broken in battle, and two on the left. Scars dot his body here and there, some straight, some jagged.
Personality: Generally quiet and reserved, but is also quite fierce and bulheaded. When asked, Baldric shows his disillusion with how Usareik is being run. Opportunistic.
Backstory: Born the son of a fisherman, it was determined that Baldric was also to be a fisherman. Baldric thought this was stupid, and left the kingdom in his 20's. His parents have since disowned him. He became a mercenary, wandering the world. He has had to defend himself on separate occasions from two agents who had managed to track him down after leaving Usareik, but for the most part, has managed to conceal himself pretty well (impressive, considering his height and build). Baldric is determined to make his own way in life, and nobody is going to get in his way.
Class: Warrior
Other Details: Wields an iron warhammer, wears (heavy) iron armour
I seem to recall seeing this stuff before. Did you try this RP out before, or tease it? Seems very very familiar.
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

Yeah, I did a teaser sort of thing once or twice way back when.

Also, looks good, accepted. :)
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Re: Atheryin: Fall of Thyros

Post by Sloady »

Baloth-Kul wrote:I couldn't not.
Hidden:
Name: Baldric
Race: Jarvah
Age: 35
Appearance: 7'2", very well muscled, blood-red skin. Three horns--one on the right of his head, which was broken in battle, and two on the left. Scars dot his body here and there, some straight, some jagged.
Personality: Generally quiet and reserved, but is also quite fierce and bulheaded. When asked, Baldric shows his disillusion with how Usareik is being run. Opportunistic.
Backstory: Born the son of a fisherman, it was determined that Baldric was also to be a fisherman. Baldric thought this was stupid, and left the kingdom in his 20's. His parents have since disowned him. He became a mercenary, wandering the world. He has had to defend himself on separate occasions from two agents who had managed to track him down after leaving Usareik, but for the most part, has managed to conceal himself pretty well (impressive, considering his height and build). Baldric is determined to make his own way in life, and nobody is going to get in his way.
Class: Warrior
Other Details: Wields an iron warhammer, wears (heavy) iron armour
I seem to recall seeing this stuff before. Did you try this RP out before, or tease it? Seems very very familiar.

I like this character - exemplifies how restrictive Jarvah society is. Weasel, did the stuff on Jarvah society essentially being a slave society stand?

EDIT: Good reference for those wondering about Jarvah Society - http://wfuniverse.wikia.com/wiki/A_Stud ... ah_Society
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

DarkEastwood wrote:I may join this. I'll have to finish reading some of the main sections plus links.
You aren't required to read all of the links at once... There's a lot to read, and the OP describes everything you need to know in the beginning.
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Re: Atheryin: Fall of Thyros

Post by Sloady »

VirtualWeasel wrote:
DarkEastwood wrote:I may join this. I'll have to finish reading some of the main sections plus links.
You aren't required to read all of the links at once... There's a lot to read, and the OP describes everything you need to know in the beginning.
This. It'll help to know the basic politics of your race too, but really, there's so much you don't need to know.
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Re: Atheryin: Fall of Thyros

Post by All hail! »

Spoiler:
Name: Luthais Darrow
Race:Thyrid
Age:22
Appearance: 5'8, average body, some hard muscle mixed with fat. Luthais has short black hair on his head, and none on his face.
Personality:Outspoken and headstrong, though naive and unworldly, Luthais' mouth gets him into more trouble than he can get out of. He believes that it is his duty to inform everyone of his obviously right opinion on a matter, no matter how uneducated he is in it
Backstory: Luthais' father was a farmer in the rural Thyrosic Empire, as was his grandfather, and his great-grandfather, and so on. Luthais was destined to the same fate from birth, and until the age of 12, he was happy enough with it. This changed when a merchant from out of town showed up, telling Luthais tales of the outside world, which sparked his fascination with it. At the age of 22, ignoring all warnings from his parents, Luthais set out on a grand trip to experience life.
Class:Spellsword
Magic
Fire: 1
Water: 0
Air: 1
Earth: 0
Other Details: Wields a longsword, and at present, has no armour.
I hope I didn't mess anything up, when you say scottish names, do you mean just first names, or surnames too?
Last edited by All hail! on Fri Jun 20, 2014 5:52 pm, edited 1 time in total.
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Re: Atheryin: Fall of Thyros

Post by Sav »

Spoiler:
Name: Odhran Rónnan
Race: Dunaan
Age: 28
Appearance: Dark brown hair that is typical for his race. His hair is usually kept in a ponytail. He has dull, green eyes. Odhran is small for his age, standing at 5'7
Personality: Untrusting of others, and typically cautious of newcomers. He can come off as cold at times, not caring of what others think about what he says or does.
Backstory: Odhran was born into the royal Rónnan family of the Dún, his father being the ruling lord. Tired of his father's scheming to become the high lord of the Dún, Odhran left to wander Atheyrin at the age of 17. When he was 19 he found himself in the city of Rekkan, working as a fletcher. The same year the Templars laid siege to the city, and instead of fleeing, Odhran stayed and fought against them. He spent most of the siege in a tower near the Farmer's District. When the Templars were repelled, he left, eventually finding himself in Leafshade, in the Nokana Empire. Odhran found himself working on a kiyi farm in exchange for housing and food. When he was 28, he left for Thryos, knowing that his uncle, Ulliam Rónnan was assisting the emperor there. He was kidnapped soon after arriving.
Class: Ranger
Magic
Fire: 1
Water: 0
Air:
Earth: 0
Other Details: He is related to the leader of the Templars, Ulliam Rónnan. He never knew very much about him, and rarely saw him. Wields a steel shortsword for backup.

Hope this is alright.
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

Both accepted. :D
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Re: Atheryin: Fall of Thyros

Post by All hail! »

The OP doesn't make it clear. Can Thyrids use swords well?
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Re: Atheryin: Fall of Thyros

Post by VirtualWeasel »

Yes, they would use something more like a broadsword or something equally heavy as opposed to agile. They're also very good for wielding maces and one-handed axes.

EDIT: So, Pom is back now, and if anyone has any questions about Thyrid/Tallin names and history in general, then he's your guy to talk to.
Also added everyone else's characters to the OP.
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Re: Atheryin: Fall of Thyros

Post by Derp53 »

Here I go, hope this is acceptable.
Spoiler:
Name: Aneira Rinnan
Race: Dunaan
Appearance: Aneira stands at 5'5 and sports shoulder length dark brown hair tied into a tight bun in combat. She has matching dark brown eyes and a tattoo of a thorny rose vine extending down her left arm.
Personality: As a hunter and sniper, she is very patient and meticulous in her actions, she prefers actions over words and will often maintain a facade of trust while keeping back routes open to escape betrayals.
Backstory: Aneira was the second daughter to the Rinnan family in Dún, as a result of political intrigue, Aneira was taught to keep her allies close, and keep her enemies closer, her father also found her the finest tutors in military tactics as she came of age. When she was 24 and ready to married off for political gain, a templar contact working for Ulliam Rónnan called in a favor for extra manpower and believing his daughter could gain from the experience, sent her to the templars as a support archer.
Class: Ranger
Magic
Fire: 0
Water: 0
Air:
Earth: 1
Other Details: Aniera was given her father's composite bow and carried her own hand forged ebony short sword named bloodthorn and a small steel dagger for utility and alchemy.
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Re: Atheryin: Fall of Thyros

Post by Hissien »

Is there any other pictures to use as a reference for the Talin? Whilst I appreciate that creative spin, it's pretty terrifying.
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Re: Atheryin: Fall of Thyros

Post by Baloth-Kul »

Glad you like my character, Sloady! I figured it was easy enough to make an iron-clad, immovable, unchanging Jarvah who strictly follows the laws of his kingdom, who PERHAPS over the course of the roleplay loosens his beliefs...fack it. I've been making too many stiff characters lately. Let's have someone with some more self awareness. But he's still not exactly an idealist, or a good person, no. Personal profit. Making his OWN way in the world. Anybody gets inbetween him and his freedom, or him and his fortunes...gonna get a warhammer to the bonce. I mean, unless he manages to be loosened a little bit over the course of the RP. We'll see.

I was sorely tempted to make him a battlemage, pure fire-power. Have him occasionally toss aside his warhammer to grab someone by the head and literally melt their face off. But... pure smashy-smashy-boom-boom feels like a better way to go.
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Re: Atheryin: Fall of Thyros

Post by BetaB17 »

Mmm... a new image to display the Talin? Well somebody couldn't possibly have a vast personnel collection of quality pics that could be of use :roll: To be rather honest, I do have such an image that fits perfectly with the racial aspect. I intended to use this for a certain npc.. who may.. or may not be subject to a replacement if my character shall be slayed.. or finds himself somehow in Apocrypha with Mora.. in which case he would never leave :P
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