Jet
Uncultured
Please forgive my caveman level coding. I'm on mobile. Also please scroll down for secondary lore about the grittier, less ideal parts of this "utopian" world.
If one looks into the horizon on a clear day, they might see a flash of blue light. Legends say it signals the birth of a great man or woman, a child destined to change the world one day. How wrong the legends were. The reality is much more complex and unbelievable, for the flash comes from a magical reactor at the base of Nye, a grand city floating high above the Atlantic Ocean. Her majestic spires cut through clouds and glimmer in the sunlight, a bastion of steel architecture from a bygone era of advanced technology. Her grand boulevards sit atop a mile of dense bedrock, perforated by thousands of narrow tunnels and sublevels — most are still uncharted to this day. Her magical generator is a mystery to modern mages and scientists alike, but many theorize it bends space and time, holding the city in a stasis field of sorts.
Whatever the case, Nye is the greatest city on earth — a shining gem where all are welcome. There is no warfare in the grand city, nor famine, discrimination or poverty. Her massive docks host thousands of airships from every corner of the globe, hauling luxurious cargo for sale in Blue Market, a place lined with fineries and culinary treats of every kind. Nye is where all roads converge, a cultural cornucopia without comparison, even across the five great empires. It is a free state as well, a neutral party in the wars of conquest that ravaged the world long ago.
In this age of uneasy peace, Nye hosts the World Council and the Great Games, a yearly competition where young mages battle for a spot among the world's elite — The Centurion of Nye. Its members are unimaginably strong, well paid mages who patrol the western front, fighting mutated horrors and raider bands.
It is here where our story begins. The great games are tomorrow, and thousands of applicants have been narrowed down to 64 extremely qualified young men and women. Some hail from exclusive academies with expert teachers and limitless resources, others are self educated kids from the street, but they all share one thing, attunement with their familiars.
Some have avian familiars and the power of wind, others have cold-blooded reptiles and control fire. There are those with mammalian familiars who control earth and stone, alongside water users bonded to sea creatures. Last but not least, some control insects or arachnids, giving them control over swarms of ants, bees or spiders — and the venoms they use. There are also sub-elemental types like Polar bears or Arctic Foxes, who grant ice powers, or some jellyfish types that grant electricity. Feel free to pitch your ideas to me and I'll accommodate if possible.
(MAJOR EDIT)
After considering the power system, I've decided to allow any pairing of animal & element. Connecting animals to elements created an unnecessary hurdle for players, so I'm scrapping that.
Instead, animals should reflect their element through physical appearance.
Please note, if you decide to mismatch animal type & element, you will receive mutations from your animal, not your element. For example, a water fox won't give you gills and fins, while a shark will. This gives a minor advantage to aligned types, while allowing you guys to create whatever you want.
(END EDIT)
Familiars also grant mutations when merged with their user. Let's use the humble rat as an example. A rat will give someone exceptional smell, sharp claws and equally strong fangs. Another person might have a hawk, giving them incredible vision, wings and sharp talons.
Given enough time and experience, familiars grow into their mythical counterparts. I have faith you can do the same, with enough patience and practice of course.
Meanwhile, as our characters prepare for the great games, a group lurks in the shadows, threatening to destroy the peaceful era we find ourselves in. Their corruption oozes through the forgotten tunnels beneath the city, rotting the ground below our feet.
Will you stand against it?
General rules of my RPs
1. Please follow RPN rules and guidelines.
2. Please be chill. I encourage respectful debates, but I've had RPs die because of toxic infighting, and I'm not dealing with that again.
3. I want the RP to move forward, and I want to reward active writers, so I have a system for post frequency. If you owe a post for one week I'll send a reminder message. At 10 days I'll allow your scene partners to skip you. At 2 weeks I send another reminder and check up. At 3 weeks I'll temporarily freeze your character, but you can hop back in whenever you want. I'll never completely write out a character or kick someone for inactivity.
4. Character count will be capped at 2 in the beginning. Very active writers will be granted a 3rd spot and extremely active writers will be given a 4th. I go based on activity because the more characters you have, the more scenes you're in, so an inactive person with 4 characters can literally kill the RP.
5. Group size limits. I try to keep scene groups small/medium size, no bigger than 5 is ideal. I sometimes allow 6 characters at once, but I've seen how huge groups work and they're miserable for everyone involved.
6. Even though my rules sound rigid, I try to be very relaxed. You can always take breaks, change characters, or even quit and rejoin later. Overall I just want the RP to move forward and for everyone to have a good time.
7. Co-GM positions will be offered based on activity. If you take a Co-GM position, you choose your workload. I've had Co-GMs run entire arcs, while others have only written a few NPCs here or there. I'll never demand a ton of work from volunteers, that's scummy.
PS
I encourage collaborative lore. I'll do a large portion of the world building, but you can fill in the blanks. Feel free to customize your home region, your character's school, magical orders, legendary figures and objects of power. Also I take suggestions for world lore. The more creative you guys are the better.
Attachments
Last edited: