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Fantasy Agent of Crime: Lore

Characters
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The Regal Rper

Mad Scientist
Temples
Temples are autonomous organizations created by divine beings who led their acolytes to perform deeds in their name. In the last two millennia, It's members are now called Centurions. Centurions are the Elites of Society due to their service in the Temple.

Temples are not a part of any Gov branch. There are only 6 Temples that exist in the globe, and each Temple resides in a specific nation.
Note: Due to historic rivalry, all Temples have a varying relationship that keep arm's distance between their members.

The 6 Temples
All Centurions swear to the divine relic of the Founder upon becoming a member of the Temple.

Nation: Hemonta

Gov Type: Democratic Council

Ally: Ixzea

Rival: Myion

Supports: Zephrix Provinces & Ezili Estates

Neutral: Zephrix Kingdom, Ezili, Daemanta

Nation Design: 30 District states, all represented by numbers, each one has a state official that participates in the council and are led by 5 Houses. The second largest nation in the world.

Brief Geo & Topo: Western Hemisphere. Has a archipelago that make up its remaining five districts (25 - 30). There is a inactive volcano in its central region.

Climate: Tropical

Temple: Heracles

Temple & Soceity: The most technologically advanced nation in the world and a historic hallmark for when humanity began changing the battlefield into their favor. Holding a majority of Mortem with a varying number of Variant and Hresh/ monster scattered here or there. Hemonta makes a point to be the world leading nation and does everything in its power to maintain that respectable image in the face of adversaries.

The nation is a gender-equal society, meaning regular customs relating to sex/gender do not exist in this due to the nature of its founding.

Rank Style: Strict and stern, the Temple has a very strict policy on keeping itself separate from politics and keeping all information in its methods limited where possible. Acting more as a free governing body that supports the rest of the nation where needed, Heracles focuses on pushing Centurions to overcome obstacles and accepts you regardless of what you are, but criticizes you on who you are.

Due to its strict nature, it does not tolerate bribery, the Temple only takes those that meet the standards the higher ups are looking for. And this is commonly done in a recruit test where you are made aware that death is possible in the trial. Only those that pass the trial and show acceptable traits are allowed entry into the Temple. Those that do it for selfish gain are tested in the lower ranks, and if necessary are removed. Though removal is extremely rare.

Nation: Ezili

Gov Type: Constitutional Aristocracy

Ally: Myion

Neutral: Hemonta, Zephrix

Dislikes: Daemanta, Ixzea

Nation Design: Ezili Kingdom is the underwater kingdom itself, broken into sixteen and ruled by the Royal Pearls. The kingdom itself is not far from its three Estates, directly in front of them. These estates are: Berg Island, Orange Island, and Angara Island.

Brief Geo & Topo: Located on the Eastern Hemisphere on the map. It is an underwater kingdom in the Twilight Zone (where no sunlight pierces the water) with a shadow ring surrounding its territory visible above water, and has an archipelago with three major islands that it claims ownership of.

Climate: Kingdom: Subpolar Oceanic; Estates: long and mild winters, short summers.

Temple: Apsu; located on Berg Island.

Temple & Society: Ezili consists of two societies; the Ezili Kingdom itself has only Hresh and Variant citizens capable of living underwater or both underwater & land. It does not have any humans within the actual kingdom. The major islands each hold a prime minister on them to represent the inhabitants. The islands do have a mixture of humans and Hresh or Variant on them, but has a slightly larger Hresh and Variant population. The relationship between Islands and Kingdom is actually not that tense or strained. Society sort of mirrors the ocean in a manner. Swimming to classes in groups is actually pretty common and its expected every citizen be capable of swimming.

Rank Style: Apsu Temple allows all entry, whether from Island or Kingdom to join. However it reflects some of the underlying differences between both. While Apsu welcomes both worlds, it enforces the cruel law of the ocean. That the waters are a cold and can be a cruel mistress. Putting emphasis on how culture still takes its influence from the Kingdom in some way.

In recruiting its trials are designed to kill or scare off the weak willed and simple-minded. Priding itself in ferocity, stubbornness to achieve, and completing the task.

Apsu Centurions do well in eliminating the supernatural cases that plague some of their regions, but thats mainly more so because the things they handle are often not that smart to begin with.

Nation: Ixzea

Gov Type: Aristocracy; ruled by the wealthy

Ally: Hemonta

Neutral: Zephrix, Myion

Dislikes: Daemanta, Ezili

Nation Design: Divided into 10 regions, various cities and towns etc in each one. Werebeasts are known to live within the South.

Brief Geo & Topo: Located on the eastern hemisphere on the map. It is warmer in the North than it is in the South.

Climate: Alpine Tundra

Temple: Set

Temple & Soceity: Ixzea consists of a division in its land, North and South, lines based on its politics. The Northern part of Ixzea contains a majority Mortem population with minor Hresh populace, while the southern part of Ixzea is the opposite of the North.

Rank Style: Life in the Temple of Set mirrors the internal division between the North and South. There tends to be a bias and rivalry within the temple that is based on one side achieving more results. Northerns have to do better than Southerns and Southerns have to always be ahead of Northerners.

Bickering in the lower ranks tends to be pretty common as lower ranks quarrel for the attention of higher ranks, trying to gain some favor for their duties. Despite the internal conflict, the Temple is very dedicated to carrying out its duties and supporting its allies.

Nation: Zephrix

Gov Type: Monarchy; Throne of Aeolus

Ally: Daemanta

Dislikes: Myion

Neutral: Ixzea, Hemonta, Ezili

Nation Design: Zephrix is a sky kingdom divided into 8 Quadrants with air based aristocratic houses in every quadrant; Provinces are six northeastern states that are ruled by a class of Bards.

Brief Geo & Topo: Zephrix Kingdom is located in the lower Stratosphere. Provinces are northeastern states that were once a part of Myion.

Climate: Zephrix; Sunny, Rainy, & Thunderstorms. Provinces; Temperate

Temple: Ra; Noctis Island (on a mountain)

Temple & Society: Two worlds, land and sky. The one thing they have in common is that image is key to all social forms. Zephrix Kingdom has only Hresh on its clouds, Hresh specifically who are connected with the ability to walk on its sky while the Provinces has a larger human population on its states with varying Hresh populations. There is a cultural pride with those from the Kingdom often matched in the care they take to manage their appearance. In the Provinces there is a certain level of ego that exists as a result of its populace being freed from the historic System they were under when Myion controlled those parts.

Nation: Daemanta

Gov Type: Chiefdom Council

Nation Design: 10 regions, each region contains cities and it is largest nation in the world. It is known as the home of the Cambion Monster specie, a race of monsters known for their odd appearances even by Monster standards.

Brief Geo & Topo: Eastern Hemisphere. It is the largest nation but has several areas that are uninhabitable due to spiritual activity in those parts.

Climate: Semi Arid

Temple: Vajra

Temple & Soceity: The home of Cambions, yet just as diverse as any other nation. This nation has the lowest Mortem/ Human populace due to its civilizations not being designed in manners that were comfortable to human accomodations. In past century, this has slowly changed but you will still find evidence of this nation holding connections to the Cambion tribes that originally founded it. The nation itself has a very animist world view on things, and a lot of that stems from the spiritual activity in closed off areas around or within its civilization. There is somewhat of a reverence given to spirits that don't actually cause trouble.

This has a lot to do with the Slumbering Spirit, Haku.
Rank Style: Mystery is a spice that adds flavor to a person. That is a saying, just not the Temple's. Vajra Temple mirrors the favoritism in quirkiness that Daemanta enjoys. The Temple keeps It's members secretive, acting more like a religious secret police society. This nation greatly favors adding a touch of mystery to its Centurions. As a result, personally customized masks designed for a being are a mandatory. Or attire that adds and projects a false imagery of how the person truly is, is required.

Vajra tends to play roles in cleaning up messes within its nation, rather than actually dealing with cases where there are any real or serious threats. This primarily stems from the Danger Zones, the spiritually active spots of wilderness that have mutated animals and are scattered around the nation. It works closely with Wiccan; Daemanta's police force within the Nation.

In this Temple, there is a bias that favors Hresh (especially Cambions) more than Mortem- however like all Temples if criteria is met, they must be accepted regardless. As such- there is a pressure, and internal division that actually focuses on how much of an impact you can make in the areas you've been in based on how much local popularity you can maintain without giving away who you are.

Nation: Myion

Gov Type: Bureaucracy; ruled by primarily 3 - 5 figures.

Nation Design: Divided into twelve regions. It is the most diverse Hresh nation in the world. Has a social hierarchy based on your race, but allows for you to climb the ranks depending on wealth, connections or achievements.

Ally: Elizi

Rival: Hemonta

Dislikes: Daemanta, Zephrix

Neutral: Ixzea

Brief Geo & Topo: Western Hemisphere. It consists of a temperate environment

Climate: Temperate; four seasons

Temple: Alexandrite

Temple & Soceity: Blood Status is an important aspect of Myion. It puts a higher value on your specie, by basically granting privileges that another person of another specie might have to work a bit more for or pay for to gain access to. Across the whole nation the rule is that if you are a Hresh/Variant, you naturally outrank a Human/Mortem. Unless, that human has more wealth than you, then the human outranks you socially. A lot of value is placed on wealth, connections, and influence. And this bleeds into the Temple which uses its demigod's forgotten name to claim that their way of doing things is the better way in the world.

Rank Style: Popularity is domination. It is not the motto, its just how you rise in the ranks. Biases exist in this Temple but there is no rule against allowing anyone in regardless of your specie. All are free to enter and if they meet the criteria, they must be accepted. The temple actually encourages you to make something of yourself, and it does this by pitting the ranks in a popularity contest based off how efficient you are in completing your tasks with or without your party.

Encouraging more activity in the various branches, Centurions from this country act more like public superheroes on the big screen, and its all done to sell the rivaling image they project against their long time rival, Hemonta. The lower your popularity ratings are, the more likely you get the short straw. The ratings inform the top of how you are doing, whether you take things seriously, and just how much you want the added benefits of having the honor of joining the Alexandrite Temple.
 
Magic
Magic is defined by what your character is. Hresh, Mortem, and Variant have different magic systems.

There are 7 classes of magic in total.

Feedback: Is a constant for all magic. All users who use magic will feel a feedback/ cost. It is what makes you feel a sting when something slams into your magically erected shield, etc.


  • 1. Abjuration: Focuses on manipulating magical energy to give it a physical form; shields, barriers etc, focuses on defense. Abjuration users have a stronger resistance to handling pain feedback and are able to use their abilities to make feedback hard to notice.

    2. Charms: the encompassing field that focuses on manipulating the perception, of others towards oneself or an item. This form of magic is not the same as Illusions, it manipulates thought and how one sees things. A user could convince someone that they were their friend for example if apt enough. Charm users must be within a range for their magic to have an effect. The greater the range the weaker it will be.

    3. Divination: Magic that enhances the senses and perceptions. The advantage it provides allows one the ability to better overcome charms but not so much against illusion. Avoiding being overwhelmed is key.

    4. Alchemy: Is magical energy that breaks down non-living matter to alter its physical or chemical properties into something else, within reason. Ex: a user can't turn a rock into ice cream, but they can make the rock bounce like a ball. Alchemists can alter non-living matter- and cannot alter themselves or others. The effects they create are temporary and eventually will restore the properties of the materials they change back to normal unless there is some energy source to maintain alterations they create.

    5. Illusion: Magic that manipulates the senses; creating false sensory input that can affect how one responds. This ability is not the same as Charms. It creates false, non-physical imagery or information that the brain accepts. Illusionists must ensure the effects they create are convincing. Above average illusionist can create illusions that are translucent.

    6. Conjuration: Focuses on using magical energy to manipulate space around objects, items or individuals. It can be used to create Familiar Contracts as well as Conjuration can be used to create a Command Seal on a lower spirit to bind them to their Contractor and grant them control over that spirit.

    7. Pugnacio: Is magic that focuses on attack. It uses emotions focused on aggression to channel energy into aggressive attacks, spells, or effects. Maintaining control of one's magic is key to avoid exhausting oneself or losing control of one's magic.
 

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