Silver Pansy
The silverest of all the pansies
Hello! This is my first thread but I'm being kind of ambitious so tell me if I'm doing something wrong. First off, what I had in mind was a freeformish, high-causal to low-detailed rp, meaning at least two well written paragraphs. If that hasn't scared you off yet then the next thing is that I don't care how many people want to join, the more the merrier in fact, but each person can only have a maximum of two characters.
Now, for the part everyone loves, rules:
1. nothing too mature, violence and a bit of gore is acceptable but nothing sexual
2. romance is okay put the rp isn't centered on that
3. no godmodding, bunnying, etc. you get the idea
4. cursing is allowed but don't overdo it
5. please, please be at least semi-literate. A few misplaced commas or misspelled words is fine but make it understandable
If you have any questions feel free to ask, I'm sure there's something I'm going to miss
Now, for the part everyone loves, rules:
1. nothing too mature, violence and a bit of gore is acceptable but nothing sexual
2. romance is okay put the rp isn't centered on that
3. no godmodding, bunnying, etc. you get the idea
4. cursing is allowed but don't overdo it
5. please, please be at least semi-literate. A few misplaced commas or misspelled words is fine but make it understandable
If you have any questions feel free to ask, I'm sure there's something I'm going to miss
Humans: They are versatile, adaptable, and well integrated all across the world. Individually they are weak, but they have taken the term "strength in numbers" to heart and build on that. They aren't naturally attuned to any kind of magic, but to help them survive in the harsh reality they live in they have found ways integrate all forms of magic into various objects in which they use to their advantage. For the most part, they are excusive to the Continent but have it thoroughly inhabited, there is, however, a small, reclusive group on the Drifting Isle. Most live in small villages scattered across the land or as part of the omnipresent King's Army. The few who choose to survive on their own don't last long.
Elementals: Humans classify anything sentient that is not human as a demon, but that's just a general term for the three kinds one may see within their life time. Elementals are generally strong willed and bow to no one, though individual personality of course differs from one to the other. Each has an affinity to one element and one element only, the five being earth, water, fire, air, and plants. One may be born with a specialty though and have a specific section of that element like ice or sand. If an Elemental does have a sub-element, they can only loosely control the base and one that is not born using a sub-element can't learn to use one. For the most part all Elementals are women, and while there are some males they are rare (I'll only be allowing one male Elemental in this RP, it's whoever makes the best character, not first come, first serve. Sub-elements are also rare so I won't allow more than two for each base.) They live almost indefinitely and their place of origin is Land Ring Island (most people just refer to it as The Ring).
Monsters: Another kind of demon, they're characterized by an almost unrealistic amount of physical strength. They're mostly men (the same as male Elementals applies to female Monsters) and have a strong resistance to the cold. Their place of origin is the Winter Desert, but most are found in the northern part of human territory. They were built to survive even the most extreme of natural circumstances, and in addition to their strength are also fast healing and ridiculously hard to break in the first place. They are entirely carnivorous and have the wickedly sharp teeth to prove. They don't need to eat much though and can go up to a month without food before instinct kicks in and they go into a feeding frenzy. They're a lot more instinctual and beast like than any other species and it's best to get the hell away from one that looks hungry. While they generally avoid eating anything sentient, self preservation comes first.
Draftlings: They're very rare in and of themselves, the process to creating one specific though still hard to define. The aren't born, like most other demons, but are instead created when the soul itself is forced to change. They can start out as anything before and keep those abilities when they change, though most were originally human. In order to become a Draftling, one has to have been born and raised until their eighteenth year on the Drifting Isle. After that, it's entirely up to fate, and not many people do become one, even if they meet all other requirements. When they become one, they gain an ability completely unique to them, no one knows what theirs will be until they get it, just that it can never be completely the same as anyone else's.
Continent: Most of the Continent is encompassed by the Miralidian Kingdom. All are welcome within its domain, though demons of all kinds are heavily discriminated against. It's made almost entirely of small villages peppered around, but there are a few major cities interspersed throughout. The most notable city of which is of course the capital, showcasing the height of Miralidian culture and life. Despite that, many of the small populations do not recognize the king as their leader, and live as they do only to survive. The king does have a way to enforce his authority though, through the vast reaches of his army. It consists mostly of humans but does have a separate division exclusively for demons. The army is officially the king's to command, but is split into five different divisions, each headed by one of the five Golden Generals. Over time, the Continent has gone through several shifts in power, starting as a scattered group of villagers or nomads, then evolving into many small countries, then several large countries, until finally ending on the single, massive kingdom. The people don't usually consider themselves part of the kingdom though and the threat of civil war is always present.
Land Ring Island (if anyone has better suggestions for names, throw 'em at me): It's exactly what is sounds like. On the surface, it's not much more than a large ring of land sticking up through the ocean. On the inside, however, it's almost an entirely different story. The landscape changing abilities of Elementals can be best demonstrated here, in a home of their own making. There's a broad beach all the way around the inside of the ring housing some non-water based Elementals, but under the water, thanks to many, many new innovations in magic and its uses, is where all the interesting things can be found. Basically there's an entire city down there, surrounded by an unpopable bubble to keep all the air in for the inhabitants. There's not much to be said about government, everyone does their one thing and if it threatens the wellbeing of the majority then they're essentially banished. It's located in the far west, a long time off the set coast of the continent and exceptionally hard to find.
Winter Desert: Not much lives there, not even a lot Monsters. It hardly does anything but hail and snow and when the sun does peak through on occasion it does little to warm its inhabitants. Only three things have originated from there, all of it built to survive (even just barely) in the harsh environment. The first is a kind of tree called Screeching Quartz. As the name suggests, it looks more like a rock than a tree, has no leaves, and is largely buried under the snow, emitting an unmistakable screech when it moves. The branches are too strong even for Monsters to break and while they can survive long periods of time without liquid water, actively seek out the liquid of draining blood since the snow never melts. The food chain is reversed here, or looped in a sick, convoluted kind of way. The only plant that grows hunts animals, the herbivores eat the trees that kill them but also kill the carnivores that eat them. The only thing that can eat Screeching Quartz are Silencers, a kind of enormous caribou like creature with a coat as white as the landscape and antlers strong enough to crush even the Quartz. Their cries don't make any noise, instead, as the name suggests, silencing it. While they don't intentionally kill like the trees, they are often more dangerous than the Quartz. The Winter Desert is a part of the Continent but is situated in the far north and embodies the area in which it is no longer possible for humans to live.
Drifting Isle: It's a mysterious little place, a forest surrounding a little town set up by the shore, their government is democratic but they take a one for all approach to resources. They don't have a dock, or any boats, and they never venture out into the forest. How exactly they survive is often quite a mystery to the people that don't live there, but the reasons for why they live like that are clear. The island moves, never staying still, and drifts around the ocean as an anomaly in and of itself. Any docks or boats would wash away, and the forest has been off limits for a very long time. To the inhabitants of the island, it is sacred, not to mention those who do go in never return. Instead to survive, they raise what they need be it crops or livestock. They take the saying "it takes a village to raise a child" seriously, the parents being responsible for a bed and food, education of any kind going to the people most qualified for teaching it. Because it's always moving, only people who have been born and raised there can find their way back if they leave. It is possible for people who weren't to migrate there, but they often have a hard time adjusting because of the vastly different lifestyle and values. People who can find the island are few and far between, so there are almost never new faces.
(I explained a little bit about this in "Species", but this goes more in depth)
Human: They aren't naturally attuned to any kind of magic, and are therefore able to learn a great deal more than demons, but because they weren't meant to use magic, no matter how much they learn or practice, they can never get as good as what it was originally meant for. Magic, while not able be used directly by human hands, can be used to enchant any kind of object. For example, a sword could incorporate fire-based elemental magic and it makes contact with an object will catch fire. Commands or actions to activate the magical enhancements placed on equipment can be as simple or as complicated as the imagination, but the more complicated the activation the more the enchanter needs to know about the intricacies of magic. Even mundane everyday objects can be enchanted, but usually the only ones with the knowledge to enchant an object belong to the King's Army.
Elementals: There are five base elements one can be attuned to, fire, water, earth, air, and plant, but an Elemental can only use the element they are born to, even if they learn how to use another one, they don't have the connection to make it work. There are many different sub-elements under each base, and any sub-element can learn basic control over the base their magic belongs to, but can never get as good at it as those who are strictly part of the base. If an Elemental is attuned to the base and not any off shooting group, they can not learn to use that sub-element, no matter how close to the base it is. Sub-elements are rare, and as I stated earlier, I will not allow more than two for each base. Examples of sub-elements are lightning under fire, ice under water, sand under earth, and the subs for air and plant are often so subtle as to be unnoticeable. If any one comes up with a sub for the last two that can easily be identified as something different, run it by me first.
Monsters: They don't really have any kind of magic, simply having adapted and evolved into bred survivors. They're strong, can digest raw meat, and heal at extraordinary rates.
Draftlings: Their brand of magic is highly diverse and entirely unique. They gain their ability by going through an event so powerful it changes their very soul. Powers can range from something like talking to animals to turning invisible to killing with a look. Some are more destructive than others, but ultimately it's how you choose to wield the power given to you. Because of the way life is on the Drifting Isle, Draftlings are generally polite and well-mannered, but very hard to talk to and get close to.
1. Players are open to be whoever they wish unless specifically indicated. Royalty is not excluded from this.
2. I have a reason for the gender thing, but I can never seem to tweak it to where I find it less disturbing so let's just say because
3. A cross-breed between Monsters and Elementals are extremely rare, there shall only be one. It'll be whoever has the best character sheet for one, not whoever calls it first
4. Draftlings, while not impossible to find, are also rare, I don't want too many people to become one, so if I shoot down a CS for one, it's not because I don't like it, but because there are already to many of them.
5. As I stated way back at the beginning, I'm sure someone's going to have questions, to feel free to ask.
6. All demons live indefinitely, but the army's main job is to hunt them down. I'll only be allowing three or four demons total to be over 200, keep that in mind when creating your character.