Randomfella
Rando
They still speak our language, clinging onto it as their own. Aye, some may still speak their ancient tongue, but the old sayings are dying. Unless you're some backwards savage in the forgotten lands, you speak our tongue, Zenurik, though the lazy simply call it common, bah! Wars used to rage over far less, yet it has been calm for so long that some have forgotten the meaning of the world. I have not. Asia, Africa, Europe, they're all simply names lesser beings use for the same land! The land of Zenith! The land of the one true king.
Now you wish access to the holy city itself? Under the command of a foolish child!? Only the pure may enter, and I will see to it personally that your kind never do."
The lands of Zenith spread across Europe, and into the middle east. The lands are controlled by religious zealots, commonly known as the Holy Nation. The religion is recorded to have formed just over one thousand years ago, during a dire time of war and devastation. It is believed that the god king Zenith single handedly brought down a great evil, bringing together the countries of Europe in the process, as well as the rest of the known world. Of course, outside nations may be prone to disagree, but it is true that their language is spoken commonly in all corners of the world.
The Holy Nation is made up of countless lords, and nobles, whom control lands, in service of the king. If one of these areas was to be under attack, reinforcements from other areas would flood in to defend them, creating a wall of counties between them and possibly foes, which are constantly manned by those who serve the royal line. The Holy City is located within the centre of Germany, believed to be the birthplace of Zenith himself, and is heavily fortified, with a belief that it could go for ten years under siege without faltering.
Paladins of the faith, the holy protectors, wear full plate, with chainmail links, and often wield spears as their primary weapons. Platoons of knights are also in their service, whom ride noble steads, and are unmatched in close quarter mounted combat. Common soldiers however normally wear padded leather, or a light chain-mail, equipped with basic pikes and crossbows. If war were to break out, they would likely be conscripted from local towns, forced to fight for their country.
The rules within the lands are quite strict, with harsh punishments on simple crimes, such as thievery possibly holding a death sentence. Practising magic is illegal within their lands, though this rule is mostly held within Germany, as it is too difficult to watch the entire continent.
Who is to say you can trust alliances? You think that a man bending his knee to you ensures his servitude? Hah. Our men are unbreakable, held by their own beliefs, not those of others. These lands, all of it, belong to the Imperial Dragon. If you dare to encroach upon them, a force greater than any you have ever known will come down upon you without question. All are trained in the ways of combat, from lowly farmers to the samurai themselves. Challenge us if you must, I simply hope for your sake your steeds can outrun those of the dragon."
The Imperial Dragon control the majority of the continent of Asia, originally founded through bloodshed across the continent. All towns and cities obey the empress of the Imperial Dragon, Oshiro Kana and are expected to pay monthly taxes toward the country. Towns and cities are often run by samurai generals, ensuring the loyalty of those areas to the empress. Though she herself is a descendent of the royal line, it is common for a new emperor to allow challengers for the position in a fight to the death, yet none foolish enough to try have succeeded, Oshiro Kana is known to be one of the greatest swordsmen alive after all.
The elite soldiers of the Imperial Dragon are known simply as the dragon, Samurai clad in heavy steel, masters of the odachi, wakizashi, and composite bows. They are referred to as the dragon due to the way they would run through legions of men, leaving only a path of bodies in their wake as they came out from the other side. They are also skilled in horse mounted archery. There are also lesser Samurai, normally in leather, wood, and some steel, wielding a Katana. To earn the status of dragon, they must challenge one to combat, and succeed, risking death to enter their ranks.
The continent is well known for renown martial arts, even farmers are well versed in using tools such as the Kama as weapons, giving them and edge on most basic conscripted infantry. Frontline infantry often wields long spears, armed with these tools as close quarters weapons, wearing basic wood and leather. The introduction of crossbows can be seen in some elements of the infantry, but most still prefer to use bows, despite the training they require. The Imperial Dragon are best known for their mass of mounted archers, not only the dragon themselves, able to stand on the back of a horse, and take down targets from afar while moving at top speed, usually wearing padded leather. The nation is also known to heavily incorporate the use of caltrops, giving their cavalry an edge.
Long ago, before the Holy Emperor, before the Imperial Dragon, invaders would come to these lands, in the guise of allies. They would take the bountiful resources, giving only scraps in return, attempting to rule us like they would their own people. This happened for generations, the tribes of the continent far too proud to form alliances, not trusting of outside leaders. Over time, after truly acknowledging the risks that the outside nations represented, tribal chieftains began to merge their tribes, as equals. Of course, the process was not so simple, but eventually we overcame, as we always do.
Now, centuries later, there are no longer chiefs, but a council, known only as Ryk'Fang, lead the continent through democratic decision, an ideal forgotten by those whom once taught it. Though that isn't to say unaffiliated tribes still exist, though most do not cause trouble. To think, such people would believe one god could watch over all of this, it is truly fascinating. No matter their beliefs, they will not own these lands, they belong only to the people."
The laws of the Ryk'Fang could almost be compared to those of the common day, in a much simpler state. Consisting of village trials, or decision by the council depending on the severity of the issue, and the notoriety of the accused. That isn't to say the systems in place are perfect, a great deal of corruption occurs within the systems, and much crime goes unnoticed. The lands under Ryk'Fang include almost all of the African continent, and the majority of the middle east, which acts as a sort of high tension barrier between the three major factions.
One great advantage the Ryk'Fang have in the middle east is their platoons of camel cavalry, armed with scimitars, able to navigate the desert with ease, it has also been noted the the smell of a camel can disorientate horses. The main infantry wield javelins, with steel shields in their off-hand, with kukri for close combat, allowing for both melee and ranged combat. They also possess platoons of camel archers, and mamluke, highly trained knights wielding spears and scimitar. The military often dresses in light leather, with steel that protects vital areas, allowing for fast, agile movement. Their military tactics often evolve working around their environments, using well-known jungles and deserts to their advantage in skirmishes. They also posses the one of the greatest fleets in the world, protecting the borders of their oceans.
Only one human can use each gem, and are drawn to it in the beginning. The familiars themselves can attempt to choose a human, perhaps by trial, or observation, though not all are able to wield the power, so it is possible for a familiar to go without a partner for some time.
Familiars are creatures with immense magical powers in their own worlds, and their powers can extend to all reaches of the imagination. Controlling flames, superhuman strength, manipulating minds, you name it. However, in our world, Familiars are unable to use their magic by their own means. This is why they require a human, bonded to them through their stone, to read incantations that activate their powers (such as shouting a move in pokemon, ect). This isn't to say humans have control over Familiars, each have their own respective personalities and inspirations, and if they don't work together, they will never succeed. Spells do not come all at once, it takes time, and a strong bond, for the master of the stone to be able to make read out all of the invocations, the most powerful of which hidden deep within the very core of both man, and familiar.
The Familiars sent to battle are of the newest generation. Most are young, or in their teenage years in respect to their kind, though that isn't to say one can't be older. As for their appearance, the world they come from can be extremely diverse, allowing for numerous possibilities, though most appear physically as young humanoids with some differences to the humans of this world, though they can generally blend in. That is to say you can be as creative as you like if creating a character as a Familiar, though do know overly abnormal appearances will be noticeable by other characters, and will likely need more explanations to their history. The stone they bring with them is called a Mundus Stone, it binds them to the human world, and when destroyed, the familiar is sent back to their own world having failed.
Familiars spells will all be similar in idea, like a 'type' of sorts, that is to say all spells should be similar in some regard. Such as a Familiar whom uses fire spells having all their spells incorporate flames or perhaps heat in some way. There is no set amount of types, and you can choose a theme that you enjoy as long as it is accepted, though I prefer player characters to have different spell themes to one another (I also won't create npc's with exactly the same spell theme, unless there is some significant lore reason toward it). This spell theme also reflects on the Mundus stone. All stones appear different, with different hues of colour. The colour of the stone is chosen by the Familiar, but the energy it gives off when an incantation is being cast is specific to the spell theme, such as red/orange in a fire Familiar's case.
The universe is set in a medi-evil era, so humans can be anything from peasants, to knights, to lords of any age that allows them to talk. There are also mages in the world, though they are quite rare, humans that have been able to harness magical powers, yet they pale in comparison to those of the Familiars. That being said, humans will of course have their own stories and goals, this roleplay is definitely not only about the Familiars (calling it humans and familiars doesn't have quite the same ring to it ). In fact, the humans have far more control over the direction of their story, since the Familiars will rely on them to a greater extent. On the regard of story, there will be laid out plots, cut into arcs until the roleplay if finished, though in any arc of the story there is the option for a character's own story to develop. Perhaps your character dreams of finding ancient runes, or their missing love, just let me know about it in personal messages during the roleplay, and we can work it out, I personally love to have all characters with their own stories, whom join together to fight for a larger purpose.
Greetings human! I mean, the human reading this thread, not... You know. The name's Djinn, and I'll be your guide to handling that bundle of power you've now come into contact with!
The stone held within your hands, the Mundus Stone, is their connection to this world, and the connection to their own. This is why it is required to unleash their own power, at your command! You can do what you like with the stone! Put it in a locket, strap it to your wrist, chuck it in the bin, whatever you find most effective! However! If you wish to cast an incantation with it, there are a few things you should know! Or should I say, a few things you will learn over your time with your Familiar.
Firstly, you may only cast the spells you can read. You may see countless symbols within what you call the 'gem', yet only set lines of our language can be read. Don't worry! It isn't broken! It simply takes time, and effort to unlock the extensive powers your Familiar is capable of! (If you aren't taken out before you can even read a few that is!) Effort through physical training, and the bond between you and your partner! Either one, or both!
Secondly, casting an incantation requires you to place your palm upon the stone. Either palm is fine, but the direct contact is necessary, no matter how well you might remember the words (Though it is faster to speak them by heart, than to read them out). So apologies to anyone who thought to lock it within a titanium box! That isn't going to work as well as you might wish!
Lastly, no, you can not just continue to read out spells and expect the Familiar to continue to vomit them out without pause! In fact, the spells themselves use your own willpower! How great is that! That means, the more spells that you cast, and the stronger those spells are, the more you will be drained! Exciting! This will be one of the most important lessons you come to find! All humans have different amounts of willpower, and no, being a big strong warrior doesn't mean you have a strong will! In fact, the weak, that continue to fight through their own troubles, are often the ones with the most! As you fight, and battle, through hardship and impossible odds, your willpower will grow! Those that struggle, those that fight no matter the cost, will find success in this game!
Thank you, human, for listening to my spiel! I hope you find what you wish for in your new friend! Most important of all, have fun!
Specifics...Thank you Jin... *Djinn!*
It is not only Familiars who have special abilities. Perhaps you are a warrior, clad in steel, able to both give and take plenty of punishment. An archer, capable of taking out your targets before they are close enough. An assassin, hell, why even fight if you can take down your opposition without them knowing you're even there. A mage, able to distract your opponents through illusion, or slightly add to your Familiar's power. These, and plenty more, are options for your character. If you have any wild ideas, feel free to message me, or leave them here (or on the ooc when it is made). All player humans and Familiars are intended to be balanced, and while power will change and radiate throughout the course of the roleplay, no one will be able to simply take down another group with a flick of the wrist. If you are a master of combat, expect to have penalties to balance you to a beggar.
For Familiar's powers, most things are acceptable (though I will be going through spells and such with each Familiar player to ensure they aren't broken). I would prefer to stay away from concepts such as time travel, mind control of humans and familiars that are partnered, and really anything of that nature. If you're unsure about a concept you are thinking of, or just want to discuss it, feel free to message me, I'm happy to help with any queries you might have. Familiar players create their spells, you may discuss it with your partner if you have one, but in the end it is the Familiar's call what spells they posses, the same goes for humans and their abilities/spells. You do not need to create all of your spells from the start, only a few are necessary as more will be added as the story progresses. Your first sets of abilities should be relatively weak, for example, a fireball that shoots toward the target in a straight line would be fine, later a spell could cause it to be homing, and/or explode on contact.
As far as player v player combat goes, no one will have their stone broken without the gm's involvement. As far as ic rules go, this is the biggest one, any power play or god-modding will be pointed out, and if continued, possibly punished by removal from the roleplay. This isn't to say that each character has plot armor thick enough to go through any decision they might make. Too many reckless maneuvers can and will result in a shattered Mundus Stone, though there will be warnings beforehand about possible dangers with select choices, but they won't be unlimited. Another thing to note is that Familiars are unable to destroy their own Mundus Stones, only other Familiars or humans may destroy them.
But I grow tired. To think what we sacrificed to create this place, only to doubt it now. You may not know my name, nor how I came to rule over these lands, but I do ask you this. Guide them, the young by your side, the overconfident, the weak, for they are the future of this world."
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