Mysteria
10-18-2009, 03:37 PM
A Roleplay By Atrum Daemon:
“Your end has come, demon! The Void shall take you this day!”
The white knight raised his blade against the partially mechanical being before him. The silver blade gleamed brightly even in the darkness of night. His five comrades joined with him, raising their weapons as well for a final, combined attack. The blade of blue-white energy cut the very ground as it raged toward the creature that had brought their world to the brink of death. The being’s barriers, which had repulsed all attacks beforehand, lasted a total of five seconds against the combined attack of the six heroes. The being was consumed by the blue-white light and exploded with a massive blast that blinded all onlookers for a moment. When the light faded, the creature was gone.
---
A great calamity once plagued the world of Mittgott. Brought about by the fusion of magic with technology, the calamity nearly brought Mittgott to a fiery end. The calamity was started by scientists and researchers of the Library uncovering a door within a dig site left over from a civilization long since dead. When the door opened, a dark force was released upon the world. At first, it had neither shape nor form. But as it tore through the Imperial dig site and research base, it found a form to take: an experimental cybernetic doll that the scientists had been working on as a new weapon. The blackness took the body for itself.
Within months, the monster had reduced the outlaying cities to smoke and ruin, enslaving the citizens and soldiers to it’s will. In less than a year, the monster was on the verge of toppling the Library and the Empire of Light, the two ruling powers of Mittgott. Natural disasters became an almost common occurrence as the world began to tear apart. Hope returned with the appearance of six fighters. Six of the strongest fighters in Mittgott banded together to banish the beast into the Void, the realm of the dead.
The war with the beast lasted barely into it’s first year before the heroes brought en end to the beast, destroying it’s body and banishing the creature itself to the Void. Not long after, most of the heroes disappeared as Mittgott recovered and rebuilt.
The Empire and the Library joined their territories together in the wake of the calamity, realizing that the mass destruction was cause mostly by their inability to muster their soldiers separately. The Imperial Library continued it’s research into combining magic and technology. They would not succeed until two thousand years after the calamity when the Empire branched into the northern territories.
AC 2230. Over two thousand years after the calamity, mankind has flourished under the Imperial Library. With the combining of magic and technology, new innovations made living more stable even for the far outlaying communities. Mankind shares Mittgott with a myriad of other beings, all co-existing relatively peacefully.
However, the Imperial Library is faced with one problem: the ruling Vampire clans are at each other’s throats ready to tear them out. It was common knowledge that the individual clans never liked one another, but they had never been close to war. While the Imperial Library attempts to make peace between the Vampire clans, other anomalies have begun to appear. People vanishing from their homes in the night, increased beast-men activity within the forests, isolated lighting storms and aether storms.
All the anomalies have been found to be centered around Kaledon, a great city near within the western plains of the Empire. In order to find out why, the Imperial Library has dispatched several agents to the city to gather information. Their first objective is to meet up with an agent from the intelligence department for further instructions.
---
RACES
Humans: Do I even have to explain this one? Seriously, you know this by now.
Vampires: Stronger, faster, and more agile than humans. Their curse is to feed upon the blood of man. Sunlight, while not fatal to Vampires, will weaken them and prevent them from using their magical abilities. They are highly allergic to silver as well. While a stake through the heart does work, the best way to be sure a Vampire is dead is to remove the head. The blood of a dead man will weaken them to make the killing process easier.
The major clans are the Tudore, Djarn, Barza, and Ker.
Vorkhans: Many believe that these beings are extinct. The truth is that they still live, just in very few numbers (about fifteen total). Vorkhans were a demonic race that once cultivated most of the western lands of Mittgott. They possess physical attributes greater than humans or Vampires and their magic rivaled the Avatara. Some scholars think that they could even penetrate the barriers to other dimensions.
Vorkhans are given the credit of being the parent race of the Vampires. They possessed all the magical and physical abilities of the Vampires, with none of the adverse allergies and weaknesses, and a grasp of magic on par with the Avatara. These came about when Vorkhans mated with human females. These offspring were the first Vampires. However, Vorkhans can turn humans in Vorkhans in a way similar to how humans can become Vampires. Vorkhans are just much more selective.
Beast-men: Like their name implies, beast-men are humans with animal traits such as ears, tails, etc and so forth. Beast-men retain all the natural abilities that come with the animal they resemble.
Were-beasts: Unlike beast-men, who come by their traits naturally, Were-beasts have theirs as a result of a curse. Wolfmen are the most common form of Were-beast. Silver is the best way to bring one down. Better be fast though.
Dolls: Mechanical beings. Androids, cyborgs, etc fall under this category.
Avatara: The name given to the northern inhabitants who showed the other races how to fully grasp magical theory. They are distinguished from other humanoid races by the intricate, tattoo-like birthmarks that cover their bodies.
---
KALEDON
Kaledon is a massive, three-layered city. The upper layer, called the Praesidium is home to the richer classes and the Imperial officials. The middle layer, called Downtown, is where the majority of the population resides. It is the common ground for all people living in and visiting the city. The lowest layer is called Lost Town and is uninhabited save for a few Vampire clans.
---
VAMPIRE CLANS
Tudore: The strongest of the clans and self-proclaimed “rulers of Vampires and their ilk.” They reside mostly in Downtown and have influences within almost every major governmental place within Downtown.
Djarn: Smugglers, arms dealers, and drug runners. Those are the three things that make up Clan Djarn. Because of them, pretty much anything one could want is for sale in Downtown. Their most popular item is a drug called Red Queen.
Barza: The Barza clan live in both Downtown and Lost Town. They front themselves as “problem solvers.” For the right price, they will fix whatever problem you have. But, if you fail to pay the agreed price, the price becomes your life.
Ker: Lost Town is their territory. What they do is largely unknown, but it is clear that they do not want to be found. Anyone that goes looking never comes back. At least never whole. The Ker have a tendency to send back severed heads in boxes.
---
THE LIBRARY
The Library is the largest science and magical research group in Mittgott. Their continued advancements make living in even the harshest areas easier. With the help of the Avatara, they discovered a way to fuse technology and magic using quantum mechanics and physics and the application of imaginary numbers.
Their influence is seen all over the Empire and even though they exist within the Imperial lands, The Library is almost still it’s own governing power.
---
THE EMPIRE OF LIGHT
The oldest government in Mittgott. They have been around since the fall of the last civilization and have made great steps in making previously uninhabitable lands livable with the help of the Library.
---
MAGUS ARMS
Magus Arms are weapons and other technological devices that use or channel magic. Commonly called MagArms, they are most often seen wielded by Imperiall officers as weapons. But the non-weapons types are seen almost regularly in daily life around Mittgott.
---
RULES
1. What I say is law.
2. Up to three characters are allowed per player.
3. Be civil. If there is a problem that cannot be resolved within the OOC thread, take it to Private Messages. That’s what they’re for.
4. Give us some warning if you are gonna be absent for an extended time.
5. Romance is a-okay. Just keep it clean, kids.
6. Enjoy your time here.
---
CHARACTER SHEET
Name:
Age:
Build:
Race:
Magus Arm: (optional)
Clan: (Vampire only)
Appearance:
Personality:
History:
---
MY SHEETS
Name: Delek Scharl
Age: 9, 257
Build: Athletic and slim
Race: Vorkhan
Magus Arm: Grimoire, a Magus Arm that has taken the place of his left arm. When activated, Grimoire consumes the soul of Delek’s foes upon contact. It looks identical to a normal arm when covered by his jacket sleeve.
Appearance: http://www.vn-net.org/wp-content/uploads/2009/07/ragna.jpg
Personality: Irreverent and often bored, Delek is rather disrespectful to just about everyone he knows. He is naturally rude, sarcastic, strangely witty, and even excessively violent when the time warrants.
History: Exactly where he spent most of his life is something not even he can answer clearly. He has traveled around so much that he barely recalls where he was born. What he does recall clearly is the bloody battlefield on which his life was saved by a woman named Saya, who turned him into a Vorkhan. He had suffered a severed arm and lost his left eye. When he was turned, his eye healed, but his arm did not. Until he received the Grimoire from Saya, he had been forced to make do with whatever he could magic onto his shoulder stump, usually the severed arm of some other poor soul who had fought him.
His business in Kaledon is unclear, but his presence may the cause of a few of the reported anomalies. He is currently staying at a local clinic in the Downtown area.
Name: Ammon Hearth
Age: 27
Build: Slim
Race: Human
Magus Arm: None
Appearance: http://media.giantbomb.com/uploads/1/15771/1074997-c_hazama01_super.jpg
Personality: Ammon is very calm and collected. He can keep his cool in any heated scenario and possesses a sharp, fun-loving wit. However, these traits seem to hide something deeper.
History: Ammon simply appeared one day at the Imperial Library Military Academy. He quickly rose to the top of his class and was immediately accepted into the intelligence academy, where he completed the courses with excellent performance. He quickly became a very useful infiltrator and information gatherer despite his young age.
Ammon was station in Kaledon shortly after the anomalies started. He was told to wait for a small group of officers before proceeding with the mission.
Name: Simply known as White Knight
Age: True age unknown
Build: Slim and muscled
Race: Avatara
Magus Arm: None known. His sword is suspected to be one.
Appearance: http://www.nextgameday.com/foro/attachments/f295/8879d1246829236-blazblue-blazblue-haku-men.jpg
Personality: The White Knight has a strong sense of justice about him. He can be rather arrogant, pushy, and generally mean. He tends to sometimes look down upon others, especially those who challenge him, thinking himself as the ultimate form of justice.
History: He first appeared during the Calamity as one of the six heroes who defeated the dark beast. After the war ended, he was one of the heroes who vanished from public eye and when back to being a hermit. However, in recent days he has been sighted around Kaledon. Exactly what he is doing within the city, people can only guess at. But, officials did note that his appearance coincided with the beginning of the anomalies.
“Your end has come, demon! The Void shall take you this day!”
The white knight raised his blade against the partially mechanical being before him. The silver blade gleamed brightly even in the darkness of night. His five comrades joined with him, raising their weapons as well for a final, combined attack. The blade of blue-white energy cut the very ground as it raged toward the creature that had brought their world to the brink of death. The being’s barriers, which had repulsed all attacks beforehand, lasted a total of five seconds against the combined attack of the six heroes. The being was consumed by the blue-white light and exploded with a massive blast that blinded all onlookers for a moment. When the light faded, the creature was gone.
---
A great calamity once plagued the world of Mittgott. Brought about by the fusion of magic with technology, the calamity nearly brought Mittgott to a fiery end. The calamity was started by scientists and researchers of the Library uncovering a door within a dig site left over from a civilization long since dead. When the door opened, a dark force was released upon the world. At first, it had neither shape nor form. But as it tore through the Imperial dig site and research base, it found a form to take: an experimental cybernetic doll that the scientists had been working on as a new weapon. The blackness took the body for itself.
Within months, the monster had reduced the outlaying cities to smoke and ruin, enslaving the citizens and soldiers to it’s will. In less than a year, the monster was on the verge of toppling the Library and the Empire of Light, the two ruling powers of Mittgott. Natural disasters became an almost common occurrence as the world began to tear apart. Hope returned with the appearance of six fighters. Six of the strongest fighters in Mittgott banded together to banish the beast into the Void, the realm of the dead.
The war with the beast lasted barely into it’s first year before the heroes brought en end to the beast, destroying it’s body and banishing the creature itself to the Void. Not long after, most of the heroes disappeared as Mittgott recovered and rebuilt.
The Empire and the Library joined their territories together in the wake of the calamity, realizing that the mass destruction was cause mostly by their inability to muster their soldiers separately. The Imperial Library continued it’s research into combining magic and technology. They would not succeed until two thousand years after the calamity when the Empire branched into the northern territories.
AC 2230. Over two thousand years after the calamity, mankind has flourished under the Imperial Library. With the combining of magic and technology, new innovations made living more stable even for the far outlaying communities. Mankind shares Mittgott with a myriad of other beings, all co-existing relatively peacefully.
However, the Imperial Library is faced with one problem: the ruling Vampire clans are at each other’s throats ready to tear them out. It was common knowledge that the individual clans never liked one another, but they had never been close to war. While the Imperial Library attempts to make peace between the Vampire clans, other anomalies have begun to appear. People vanishing from their homes in the night, increased beast-men activity within the forests, isolated lighting storms and aether storms.
All the anomalies have been found to be centered around Kaledon, a great city near within the western plains of the Empire. In order to find out why, the Imperial Library has dispatched several agents to the city to gather information. Their first objective is to meet up with an agent from the intelligence department for further instructions.
---
RACES
Humans: Do I even have to explain this one? Seriously, you know this by now.
Vampires: Stronger, faster, and more agile than humans. Their curse is to feed upon the blood of man. Sunlight, while not fatal to Vampires, will weaken them and prevent them from using their magical abilities. They are highly allergic to silver as well. While a stake through the heart does work, the best way to be sure a Vampire is dead is to remove the head. The blood of a dead man will weaken them to make the killing process easier.
The major clans are the Tudore, Djarn, Barza, and Ker.
Vorkhans: Many believe that these beings are extinct. The truth is that they still live, just in very few numbers (about fifteen total). Vorkhans were a demonic race that once cultivated most of the western lands of Mittgott. They possess physical attributes greater than humans or Vampires and their magic rivaled the Avatara. Some scholars think that they could even penetrate the barriers to other dimensions.
Vorkhans are given the credit of being the parent race of the Vampires. They possessed all the magical and physical abilities of the Vampires, with none of the adverse allergies and weaknesses, and a grasp of magic on par with the Avatara. These came about when Vorkhans mated with human females. These offspring were the first Vampires. However, Vorkhans can turn humans in Vorkhans in a way similar to how humans can become Vampires. Vorkhans are just much more selective.
Beast-men: Like their name implies, beast-men are humans with animal traits such as ears, tails, etc and so forth. Beast-men retain all the natural abilities that come with the animal they resemble.
Were-beasts: Unlike beast-men, who come by their traits naturally, Were-beasts have theirs as a result of a curse. Wolfmen are the most common form of Were-beast. Silver is the best way to bring one down. Better be fast though.
Dolls: Mechanical beings. Androids, cyborgs, etc fall under this category.
Avatara: The name given to the northern inhabitants who showed the other races how to fully grasp magical theory. They are distinguished from other humanoid races by the intricate, tattoo-like birthmarks that cover their bodies.
---
KALEDON
Kaledon is a massive, three-layered city. The upper layer, called the Praesidium is home to the richer classes and the Imperial officials. The middle layer, called Downtown, is where the majority of the population resides. It is the common ground for all people living in and visiting the city. The lowest layer is called Lost Town and is uninhabited save for a few Vampire clans.
---
VAMPIRE CLANS
Tudore: The strongest of the clans and self-proclaimed “rulers of Vampires and their ilk.” They reside mostly in Downtown and have influences within almost every major governmental place within Downtown.
Djarn: Smugglers, arms dealers, and drug runners. Those are the three things that make up Clan Djarn. Because of them, pretty much anything one could want is for sale in Downtown. Their most popular item is a drug called Red Queen.
Barza: The Barza clan live in both Downtown and Lost Town. They front themselves as “problem solvers.” For the right price, they will fix whatever problem you have. But, if you fail to pay the agreed price, the price becomes your life.
Ker: Lost Town is their territory. What they do is largely unknown, but it is clear that they do not want to be found. Anyone that goes looking never comes back. At least never whole. The Ker have a tendency to send back severed heads in boxes.
---
THE LIBRARY
The Library is the largest science and magical research group in Mittgott. Their continued advancements make living in even the harshest areas easier. With the help of the Avatara, they discovered a way to fuse technology and magic using quantum mechanics and physics and the application of imaginary numbers.
Their influence is seen all over the Empire and even though they exist within the Imperial lands, The Library is almost still it’s own governing power.
---
THE EMPIRE OF LIGHT
The oldest government in Mittgott. They have been around since the fall of the last civilization and have made great steps in making previously uninhabitable lands livable with the help of the Library.
---
MAGUS ARMS
Magus Arms are weapons and other technological devices that use or channel magic. Commonly called MagArms, they are most often seen wielded by Imperiall officers as weapons. But the non-weapons types are seen almost regularly in daily life around Mittgott.
---
RULES
1. What I say is law.
2. Up to three characters are allowed per player.
3. Be civil. If there is a problem that cannot be resolved within the OOC thread, take it to Private Messages. That’s what they’re for.
4. Give us some warning if you are gonna be absent for an extended time.
5. Romance is a-okay. Just keep it clean, kids.
6. Enjoy your time here.
---
CHARACTER SHEET
Name:
Age:
Build:
Race:
Magus Arm: (optional)
Clan: (Vampire only)
Appearance:
Personality:
History:
---
MY SHEETS
Name: Delek Scharl
Age: 9, 257
Build: Athletic and slim
Race: Vorkhan
Magus Arm: Grimoire, a Magus Arm that has taken the place of his left arm. When activated, Grimoire consumes the soul of Delek’s foes upon contact. It looks identical to a normal arm when covered by his jacket sleeve.
Appearance: http://www.vn-net.org/wp-content/uploads/2009/07/ragna.jpg
Personality: Irreverent and often bored, Delek is rather disrespectful to just about everyone he knows. He is naturally rude, sarcastic, strangely witty, and even excessively violent when the time warrants.
History: Exactly where he spent most of his life is something not even he can answer clearly. He has traveled around so much that he barely recalls where he was born. What he does recall clearly is the bloody battlefield on which his life was saved by a woman named Saya, who turned him into a Vorkhan. He had suffered a severed arm and lost his left eye. When he was turned, his eye healed, but his arm did not. Until he received the Grimoire from Saya, he had been forced to make do with whatever he could magic onto his shoulder stump, usually the severed arm of some other poor soul who had fought him.
His business in Kaledon is unclear, but his presence may the cause of a few of the reported anomalies. He is currently staying at a local clinic in the Downtown area.
Name: Ammon Hearth
Age: 27
Build: Slim
Race: Human
Magus Arm: None
Appearance: http://media.giantbomb.com/uploads/1/15771/1074997-c_hazama01_super.jpg
Personality: Ammon is very calm and collected. He can keep his cool in any heated scenario and possesses a sharp, fun-loving wit. However, these traits seem to hide something deeper.
History: Ammon simply appeared one day at the Imperial Library Military Academy. He quickly rose to the top of his class and was immediately accepted into the intelligence academy, where he completed the courses with excellent performance. He quickly became a very useful infiltrator and information gatherer despite his young age.
Ammon was station in Kaledon shortly after the anomalies started. He was told to wait for a small group of officers before proceeding with the mission.
Name: Simply known as White Knight
Age: True age unknown
Build: Slim and muscled
Race: Avatara
Magus Arm: None known. His sword is suspected to be one.
Appearance: http://www.nextgameday.com/foro/attachments/f295/8879d1246829236-blazblue-blazblue-haku-men.jpg
Personality: The White Knight has a strong sense of justice about him. He can be rather arrogant, pushy, and generally mean. He tends to sometimes look down upon others, especially those who challenge him, thinking himself as the ultimate form of justice.
History: He first appeared during the Calamity as one of the six heroes who defeated the dark beast. After the war ended, he was one of the heroes who vanished from public eye and when back to being a hermit. However, in recent days he has been sighted around Kaledon. Exactly what he is doing within the city, people can only guess at. But, officials did note that his appearance coincided with the beginning of the anomalies.