Flare
The Knight of Fire, And Walker of Phoenix
A seemingly voiceless world where the people, and even the creatures that live there knew their place. The Ordinances placed upon the nations were set in stone and made the one true law of lands. These laws placed only for the safety of the people, or perhaps the safety of those ruling it in the wake of disaster. Ages ago, when the Five nations were one, war erupted from the central cities of each. 249 A.C. (After Calamity) is the time we all live in now, but the past is important to understand why we are here.
War raged between colonies for land and great power morphed the lands from which they had always calmly stayed. Calamity was the only word that would leave the people's lips, as the powers of the five nations clashed tearing the land asunder, never to be whole again. As the war forces the land apart sending the five nations into separate corners of the hemispheres a new threat was born from the insolence of all those who fought. The Luminaries, our leaders in the time after the Calamity, have sought out a way to bring us peace. A beast to powerful to stop, five nations to different to be unified, and millions of citizens in desperate need of laws, or attest this is the way they saw it. Day Zero, the first official day of the After Calamity calendar was christened when the Luminaries descended upon the five nations, each to their own race, and delivered the Ordinances to their people, they read.
1: The people this land shall never lay hands on those of the same kind
2: The five Nations shall stay separated, and untied in them selves
3: Trading routes will be opened between the five nations always and forever
4: Traders and travelers in your land are to be treated as ambassadors of peace, if harm means the right to war
5: So long as the Ordinances are followed we; The Luminaries shalt not descend upon you and remove you from the existence of the world.
In the eyes of many, the Luminaries were gods, but it wasn't just the rules that set them apart from a powerful spell caster, no someone, or something had given the right to power and they need to be brought down. The great power that had risen from the epicenter of our nations had stayed, like a black lifeless island it just stayed dormant. it was forbidden to travel to the Island of Calamity, for it brought fear of the chance the beast would re awaken.
The Five Races
Vermillion
Human based race who excel in agility based combat and some magicks. An abled spell caster, knight, or even slight mastery in both fields. The Vermillion race reside in the nation of Altiar. Altair holds vast mountains, forests, plains, and even floating islands.
Kilika Tribe
Large beast esc creatures, cat like with human based features who excel in physical combat and strength. No magicks are possessed here, and they do not wish to fiddly with such un-ideological nonsenses. They rely on their strong physique for their daily routine. Kilika Tribe's Nation is known as Gagazet. A holy mountain, sacred to their people. It's countless temples that lay in ruins covered in a fresh blanket of snow are very much unexplored, with much mystery surrounding them.
Copper Elves
Elvish people who chose lives among wildlife who are gifted in ancient, natural, and healing magicks. Curators of the ancient art of healing, and terraforming magicks, they are agile from their time spent within nature. Strong bowmen, or sorcerers with a keen sense for enchanting weaponry. They have long been the caretakers of the Nation Termina. A largely forested area, with little to no plains or flat land. A swamp rests on the south bank of their Nation's Island.
Dwarven Elders
Dwarves, short in stature with huge personality who are gifted in building and refining resources. The Dwarven home land is mainly unlivable mountain ranges, but the underground city of Rasputin, hold many minerals and ore that the Dwarves may refine. Dwarves posses little magical usage in life, but have a keen sense of hard work and determination.
Troganaughts
Amphibian folk who may breath freely in clean water gifted in swimming, stealth, technology, and magicks. Given thought about their culture they are even thriving to be the most efficient, and effective race. Their strides in transportation technology, aircrafts and weaponry has given them a few advantages. They hold their City in the depths of the Traldina Sea, next to their Desert Nation Island, Nalbina.
The City, help in a large air sphere known as the
Classes
(These Classes are just so you know where they traditionally thrive)
Knight: Vermillion; Kilika Tribe; Dwarven Elders
SpellCaster: Vermillion; Copper Elves; Troganaughts
Sorcerer: Vermillion; Troganaughts
Bowmen: Vermillion; Kilika Tribe; Copper Elves
Logistics/Rules
1. The party will work together; while untied or separated in order to unmask the truth of the Luminaries.
2. No God modding, or Cheating
3. Any question can be directed to my PM box, I hope to answer in a timely fashion.
4. Everything can be sorted out as we go!
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