Don Valence
Virtuous Madman
"Before we do this, I-I just want to tell you...I will never forget you."
- Last words of Subject #1 of the Homunculus Project
The Past of Daestraya:
Forged long ago, the world of Daestraya was the first of the Great Divine's many worlds, and perhaps his finest. With gigantic seas, massive continents, and hundreds of different creatures...it was very similar to a distant realm known as Earth. However, the mortal races had never known war, and had lived and flourished in peaceful tranquility for thousands of years, using both magic and science together to better their lives and the world around them. The greatest of both worlds came from the practice of Alchemy; a profession that combined the mysticism of magic and the practicality of science to perform great works that bettered Daestraya for many centuries...that is, until mortal avarice began to grow.
Despite all that the mortal races of Daestraya possessed, many craved for more, as if the fault of mortality. Through Alchemy, the mortals pursued a way to bend reality itself to their command...and to become Divines themselves. In order to do this, the mortals created a device of superior power...the Philosopher's Stone. Using its power, the mortal alchemists attempted to make themselves equal to that of the Great Divine...but they failed to see the consequences. The Philosopher's Stone, a creation meant for the hands of the Divine, was incomplete at the time of its use, resulting in a horrible backlash of energy that altered the fabric of the world.
What happened would be known as the Alchemical Cataclysm; a series of events that ruptured the planet physically and spiritually. It altered the world's landscape, turning great seas into deserts, and mountains into rolling plains. Mortal civilization itself was nearly destroyed by its own folly, and the survivors had nothing left to remind them of the old world. For fifty years this shattering catastrophe went on, until the energies of the Philosopher's Stone faded from Daestraya. As the world righted itself, the mortal races attempted to rebuild...but nothing was ever the same again.
After the Alchemical Cataclysm, the practice of Alchemy had nearly disappeared from memory, and effectively became taboo; the mortal races had learned their lesson to tamper with the Divine's domain. With their former paradise gone, the mortals had to struggle to survive...and these struggles led to the very first wars of Daestraya. Mortals clashed for superiority, for resources, and for their religious beliefs. These conflicts went on for several hundred years until five nations were established; Silara, Metenos, Alcain, Xerith, and Corvosinium.
Even now, the five nations remain at war with one another, trying to gain control of the entire dominion of Daestraya...each whom seek control over an important power; Homunculi. With the ending of the Alchemical Cataclysm, the left-over energies of the Philosopher's Stone had taken shape in the form of souls, and spread out across the world in search of human hosts. This can only be done at birth, but when a mortal receives one of these souls...they become a Homunculus; an 'artificial mortal'. Homunculi possess great power, and are the only ones capable of powerful Alchemy within Daestraya. Because of their obvious strength, each nation seeks to use them to further their own ends...and thus the war goes on.
The Great Divine protect us all.
Map of Daestraya:
(Courtesy of Rafi~ Thank you, darling~!)
Daestrayan Races:
Humans: The most populous of the mortal races, Humans are diverse both physically and culturally, and can live in almost any part of Daestraya. While they possess no special abilities, they are capable of great feats of strength or intelligence.
*Exist in Silara, Alcain, Metenos, and Corvosinium.
*Normal life-span: fifty to seventy years.
*Average height: five to six feet.
*Average weight: 130-180 lbs.
*Special Abilities: None.
Dirvah: Often much larger than the other mortal races, the Dirvah can reach heights of eight or nine feet, and possess immense physical strength. While not necessarily the most intelligent, there are a few that stand out in that attribute. Dirvah males are bald but have extremely long beards that can reach their knees, and usually have very dark skin tones. Whereas female Dirvah have no hair, are a bit shorter, and have less-dark skin tones.
*Exist in Melenos, Alcain, and Corvosinium.
*Normal life-span: sixty to ninety years.
*Average height: seven to ten feet.
*Average weight: 280-350 lbs.
*Special Abilities: Can lift things three times their own weight with ease.
Eranin: The longest-lived of the mortal races, Eranin are beautiful and majestic humanoids whose bodies are generally lean and agile. They possess no hair on any part of their body other than their scalp, and have eyes without pupils. Due to the mysterious nature of the Eranin, they often hide themselves away in the deep woodlands of Daestraya, and many shun outsiders. Many Eranin despise Irbalans due to their destructive actions against the natural world.
*Exist in Xerith and Corvosinium.
*Normal life-span: one-hundred and fifty to two hundred years.
*Average height: four to five feet.
*Average weight: 90-120 lbs.
*Special Abilities: Capable of talking to animals and plant-life.
Irbalan: Perhaps the most gifted of the mortal races when it comes to science and magic, the Irbalans are the shortest of the mortals, and most live in great cities for the purpose of advancement and progress. While the Irbalans take their work seriously, many are actually quite mischievous and are known to trick other races for profit, revenge, or mere amusement. Irbalan gender is difficult to discern, due to high-pitched voices and similar appearances. However, males have slightly broader shoulders while females have wider hips. All Irbalans are incapable of facial hair.
*Exist in Silara, Alcain, and Corvosinium.
*Normal Life-span: sixty to eighty years.
*Average height: three to four feet.
*Average weight: 60-80 lbs.
*Special Abilities: Exemplary intelligence, higher than most other races.
Daestrayan Nations:
Silara, the Holy Land: A nation filled with religious zealots and those fearful of the Great Divine, Silara is ran by a congregation of priests from the Church of Repentance. The Silaran military is commanded by the incredibly-strict Ascendant Order, whom serve as both the police force of the nation and as military officers. Most of Silara is a massive grassland with very little woodland. The Silaran government views Alchemy with a severe distaste, and often persecutes any who use it without government supervision, due to the dangerous power it has. Silaran Homunculi are immediately recruited into the ranks of the Ascendant Order once their powers have become apparent. For several decades since the nation's founding, the nation of Silara has been on a 'holy war', or 'jihad', against the other nations for their 'blasphemous beliefs'. The Silarans have the most potent healers and diviners in all of Daestraya.
*Capital: Silarus, the City of Spires.
*Existing Races: Humans and Irbalans.
Metenos, the Ravenous Horde: More of a large collection of roaming clans and tribes than a real nation, the people in Metenos live harsh and brutal lives in the wastelands of Daestraya, constantly warring amongst themselves for control over the scarce resources on the hellish landscape. A Metenosian knows no comfort or peace, and shows no mercy or compassion. While there is no official government in place, there are three clans who serve as the most powerful forces in the wastelands; Drakla (human), Hygal (human), and Cincaid (Dirvah). Racial tensions are always apparent in Metenos, and as such skirmishes between Human tribes and Dirvah clans are common place. Any Homunculi who appear are revered as a gift from the Great Divine, and are used as fierce warriors against rivals or outside enemies.
*Capital: None.
*Existing Races: Humans and Dirvah.
Alcain, the Crimson Empire: Infamous for their cruelty as a nation, the Alcain Empire is the largest nation within Daestraya, and as such possesses the largest armies and the most resources. Its terrain is filled with mountain ranges, valleys, and small forests. Ruled by an absolute Emperor, oppression is constant and every rebellion is repressed with ferocious intent. Alcain is despised by all other nations, and for good reason; their tactics in warfare involve destroying everything in their path by whatever means necessary...including the use of forbidden Alchemy techniques. Citizens of the Alcain Empire are required to serve at least five years in the military once they reach adulthood, and only until afterwards can they be released to find their own professions. Any Homunculi discovered in the Alcain Empire is recruited by the Fist of Shadow; a secretive, fanatical group completely loyal to the Emperor who train Homunculi to be the Empire's alchemical artillery.
*Capital: Beresmiah, the City of Darkness.
*Existing Races: Humans, Dirvah, and Irbalans.
Xerith, the Sylvan Kingdom: Viewed as a mystery by all other Daestrayan nations, Xerith is a nation covered entirely by dense swamps and woodland, and is nearly impossible for most people to cross through. Ruled by a single monarch, the Xerithan people live peaceful and humble lives. Unlike everywhere else, Xerith is the only nation truly untouched by war due to its powerful defenses and air of secrecy. The citizens of Xerith view Alchemy not as a weapon or a curse, but as a gift to be used as a tool to help protect their forests and to advance their society. Any Homunculi who reveal themselves are taken in by the Silver Warders, a collection of scholars, rangers, and mystics who train Homunculi to defend Xerith from invasion and to expand their civilization.
*Capital: Kortana, the Tree-top City.
*Existing Races: Eranin.
Corvosinium, the Grand Republic: A nation where equality exists in all things, the Corvosinium Republic is the smallest of the Daestrayan nations, but also possesses some of the greatest magicians and inventors in the world. Ruled by an elected congress, the Corvosinians possess many natural rights including; freedom of speech and assembly, the right to a fair trial, etc. Alchemy is viewed with mixed feelings by the Grand Republic, and as such any Homunculi found are usually left alone, unless they prove to be a danger to themselves or others. If this does occur, or if the Homunculi wishes it prior to any danger, they will be admitted to the University of Advancement and taught how to use their power safely.
*Capital: Corvosinium, the Free City.
*Existing Races: Humans, Dervah, Eranin, and Irbalans.
The Great Divine's Laws (Rules):
1. Respect all of your fellow players.
2. No godmodding, autoing, breaking the fourth wall, powerplaying, or blatant ignoring (unless authorized, of course).
3. Romance is allowed, but must be kept at a PG-13 setting.
4. Be sure to make your OC's background/history compatible with the lore and setting, otherwise it will be rejected.
5. There are no other races than the ones I currently have posted. More may be added later.
6. Anyone who makes an overpowered OC will be contacted by me to make changes. If no changes are made, then their OC will be rejected.
7. Killing other OCs is fine, as long as you have authorization from their player.
8. DO NOT go on large post sprees; give others the time to post.
9. NO ONE-LINERS! The Great Divine will strangle you.
10. Have fun!
* A quick note on Homunculi characters; a Homunculi's powers do not become apparent until sometime in adolescence (teenage) or early adulthood. Regular OCs can use Alchemy and are capable of a wider selection, but they are not as strong as Homunculi Alchemists.
Alchemy Categories:
Elemental Alchemy: Alchemy focused on the manipulation of the elements of the world, Elemental Alchemists usually stick to one primary element and a secondary element to complement it (Example: Fire and Ice). These Alchemists are usually used for battle and warfare, due to their destructive abilities. Elements: Fire, Ice, Lightning, Earth, Light, Darkness, etc.
Biological Alchemy: Alchemy that is centered around the transformation of life and the science of medicine, Biological Alchemists can alter living things through the use of transmutation, and offer a diverse number of different fields. Some can create bizarre animal hybrids (chimeras) or plants to fight for them, while others can cure great ailments or wounds. Fields: Medical, Fauna (animals), Flora (plants).
Mechanical Alchemy: Alchemy that combines metallurgy with magical essence, Mechanical Alchemists use machines powers by magic to fight and defend themselves and allies. Capable of summoning great constructs with just a small amount of materials, Mechanical Alchemists can transmute common elements such as rocks or wood into metal or precious minerals. However, the transmutation of gold is explicitly forbidden by all nations due to the harm it could have on the economy. Fields: Steam, Electricity, Technomancy (magic energy).
Universal Alchemy: Alchemy in which combines all the aspects of the other Alchemical fields. Universal Alchemists trade the use of powerful alchemy for versatility, and as a result they can adapt to almost any situation. However, this same versatility deprives them of strength in all Alchemy forms, and they will normally not possess the same power as an Alchemist who focuses on a singular field. Field: Universal. (Note: CANNOT be used by Homunculi.)
Divine Alchemy (Forbidden*): Alchemy that was once used to attempt a nearness to the Great Divine, Divine Alchemists have not been seen for hundreds of years. Those who use Divine Alchemy possess great powers such as divination and true resurrection, as well as the ability to create Minor Philosopher's Stones. In order for one to learn Divine Alchemy, they must be decades old and they must hide it from others.
Mortal Alchemy (Forbidden*): Alchemy which studies the soul, Mortal Alchemists use wicked and disturbing formulas to alter a person's body and to kill. Often viewed as the most twisted and taboo of Alchemy, those who use it can manipulate the bodies of living creatures. In every nation except Alcain, Mortal Alchemists are executed with prejudice.
*Alchemists/Homunculi who use Forbidden Alchemy must contact me via PM so that they may be informed of the risks/requirements of Forbidden Alchemists. Only one Divine Alchemist can be played overall, and only two Mortal Alchemists.
(Note on Alchemy: Alchemy in Daestraya works by transcribing alchemic equations on inanimate or animate objects. Alchemists use objects such as these for their Alchemical abilities. Ex. Fire transmutation circles on a blade, or healing transmutation equations on a glove, etc. Also, you can use more than just your primary alchemy; that is just a specialization. All Alchemists can perform every form of Alchemy, but those that are outside their specialization tend to be fairly weak.)
Character Sheet:
Name:
Age:
Race: (Add 'Homunculi' next to your race if your OC is one)
Gender:
Nationality:
Weight:
Height:
Appearance:
Personality:
Biography:
Alchemy: (If an Alchemist or a Homunculi; if Forbidden, can include the Forbidden and another Alchemy of choice. Ex. Elemental, Mechanical, Biological, etc.)
Alchemical Element: (If you are Elemental. Ex. Fire, Ice, etc.)
Alchemical Field: (If you are Biological/Mechanical. Ex. Medical, Steam, Fauna, Electricity, etc.)
Extra Information: (Any additional stuff you would like to share.)
Admin and Moderators
Don Valence (Admin/Creator)
Bard (Moderator)
EliCarter (Moderator)
Rafi (Moderator)
Ineffectivd (Moderator)
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