Second installment to the unfinished Grim Tales universe.
When will you see,
This little lie of mine,
Twisting and turning,
Oh this sweet little lie of mine.
A century ago, the Cursed walked the ground of Idaryia. They possessed strong and unusual powers; many people fought against the Cursed, sealing their fate with the cold steel of a blade, but the curse was never lifted. Religious leaders from all over prayed to their deity, Akala, to rid the world of the curse forced upon them. No matter what walk of life a person hailed from - even a royal - suffered from the curse. Those that did not fall prey to the superstitious hysteria that stretched from coast to coast understood the 'curse' as the gift of magic.
What are the Cursed?
The Cursed were believed to be anyone who possessed Magic. The believers of A Prayer for Wings and the Inquisition were strict believers that Akala – and her angels – were the only ones gifted with the blessing of Magic. The Cursed were unable to control their powers and due to unstable emotions, being shunned, many people fell into the darkest place the human mind could find – hatred and abandonment.
There were Cursed uprisings that threatened to squash all those who opposed them. It wasn’t until Oleander Garrick found the Soul Stones and gave magic users the ability to control their powers that others were able to stand up against those who threatened their way of life.
Haelaria still bears the scars and ill memories of the Cursed, leaving many people to question whether or not Magic is a Gift from Akala or still a curse from Deux, God of the Underworld.
Despite the classification of Magic, it did not change the world's view. Anyone suspected of practicing Magic were shunned, often disowned from their families, and as rare as it was - killed by rioters. It wasn't until a fisherman stepped forth with his young wife, holding a glowing gem stone. He issued a challenge to all those in the crowd. "Redeem yourself! Reveal your curse to be the gift Akala bestowed upon you!" No matter how many times he was ignored, he never gave up. To all those whom were shunned for their gifts, a single stone was given and in secret, his wife, Eleanor showed them how to use their gift of Magic by the power of the Stone.
In a matter of months, fisherman Oleander Garrick went from a small one bedroom shack to a mansion in the hills. Sapphirian Stones were sold all around the continent - starting with the Kingdom of Haelaria. He was offered a meeting with the Haelarian Royal family, demonstrating the power of the Stones, and earned the title of Earl. With the introduction of Sapphirian Stones into the economy, many people aspired to strike it rich, just as the Garrick family had. Three other families found more Stones, some in Beryl Bay - others in cemeteries buried beneath the ground. The Garrick family's wealth never faltered, nor did the death threats, the robberies and the attempts on his family's life.
Four children and two decades later, tragedy struck the Garrick family, leaving Oleander a Widower - his wife and two murdered in the cold blood within the walls of his own home. Broken and distraught, bitterness and rage filled him. Expeditions later, his revenge was finally in reach. He struck down a member of the opposing family with the very Stones they robbed from him. A life for a life - that's how the Stone business continued for the next two generations.
With Oleander Garrick, the Haelarian Kingdom entered a new age. The industrial age of Stone-driven technology; mechanical carriages drawn by power of Solar Stones to weapons harnessing the power of Flare Stones, even to the torches that burned in street lights. You would think exposing the world to a way to control and maintain a person's Magic would be a blessing in disguise, but many Magic users embodied the 'Cursed' savagery that Garrick tried to eradicate with his discovery. Every day, new inventions were created. New ways to use the Stones were created. No longer were people forced to carry around their Stones. Grafting Stones into the user's very skin was soon to become a norm for anyone who could afford such a costly procedure.
What will happen, when the lies become the truth? Unwilling to accept, the secrets that were hidden. Will you understand your place in the world, when lies are better than the truth?
Rules
Everything comes with a set of rules, yes?
Imp is my Co-GM, whether he likes it or not. If you have any questions and I'm not around, he's your go-to guy.
1. All RPA rules apply; GM’s word is Law.
2. No Godmoding, Metagaming, Powergaming.
3. Two Paragraph Minimum per Post.
4. Character max is dependent on how many characters you can handle. If a character falls too far behind, it risks getting killed off.
5. Character Death and Character Magic Nullification highly possible.
6. All Rules are Subject to change.
7. If you are unable to post, please inform me in the OOC of your absence. Prolonged absences just slow down the roleplay, so if you cannot be active (work and school life is understandable), don't bother applying.
8. Semi-Lit, to Literate writing abilities. You don't have to be the next William Shakespeare, just understandable and creative.
9. Creativity is a must. Unless specified, please take the roleplay in whatever direction you feel your character would go, without taking complete control of the storyline.
Notable Figures/Non-Player Characters
Spoiler: Marah Garrick
Marah Garrick, granddaughter of Oleander Garrick, is known for her malicious behavior, erratic mood swings and inflated ego. Her assumed self-worth is greater than Alvin Restic's hatred for magic. She is young, boastful with a dark beauty that cannot easily be summed into words. Her tastes for fashion are exquisitely dark and exaggerated. Her love for frills and large, ruffled collars, are unmatched, aside from her adoration for her Grandfather's wealth and the magnificently grand mansion she is graced to live in.
She's never quite seen without a companion. Be it servants or other family members.
She is a short, frail looking young woman, around nineteen years of age, prone to wearing high heels to boost her 4'11" body. Extremely pale with long, thin black hair, her widow's peak bangs, thick eyebrows, long slender nose and extravagant amount of eye make-up to make her blue eyes brighter, are among her top identifying features. She ritualistically adorns herself in dark clothing, no matter the temperature. Blacks, purples, blues and reds are the only colors that have graced her child-like body.
Spoiler: Harper Wayland
Harper is.. an interesting fellow. Extremely tall, yet lanky for his 6'4" height, he often bows down to his younger, more obnoxious, cousin Marah. His father married into the Garrick family, and despite his mother's death, has maintained somewhat of a place in the Garrick household. Harper, however, isn't the type of man to be known for his relations.
Dirty blond hair, neatly swept to the side of his angular face, is a trademark in comparison to his to-die-for emerald colored eyes. Despite his appearance, he is stand offish, quiet and considered a little more than 'odd' because of his apparent OCD and obsession with the colors red and white. Wherever he goes, he always has a red flower tucked into the breast pocket of his white suit. Despite being in his twenties, his face is smooth and always neatly groomed.
Spoiler: Oleander Garrick
Ailing Viscount, businessman and Founder of the Council of Seven, is often seen around his family home, aided by his personal servants. His thinning silver hair and neatly trimmed beard, hide the many, many harsh years of mining, fishing and other sorts of hazardous ventures. He walks with a limp - courtesy of an old fishing wound. He's a man known for his years of hard work, business ventures and his ability to sell just about anything. His failing health, however, has kept him bed ridden for the past year. His son-in-law, Maxwell Wayland, has been tending to the family business in his place.
In his prime, Oleander was not a man to be reckoned with. He lost his wife and two young daughters to a group of bandits, aiming to rob him blind one stormy night. The culprits, accused of working with the Belser family to overthrow his business early on. The loss of most of his family, left him bitter and vengeful, even as he struggled to take care of two remaining, young children on his own. His hardships have only made him a better businessman, and more distant from the peoples needs. He still conducts all final expeditions and sales of Soul Stones in the privacy of his quarters.
Any questions about your character sheet, please feel free to ask. I will happily help you anyway I can. For the first four sections of the character sheet (character image excluded), you do not have to add something like "Name", just have your character's name in place.
Character Sheets are to be PM'd to me or Imp for review.
Do not, and I repeat, do not create a Character Sheet without reading all the information first.
Once you've read everything and submit your character sheet to me for review, you must include a list of Three Questions at the top of your CS.
Question One: Name at least One city.
Question Two: Name the Three main Soul Stones.
Question Three: What Two Families were present from the previous roleplay, Grim Tales: The Dirge for Shades (Yes, you can find the answer for this question, too), that reoccur in this one?
PHP Code:
[CENTER][IMG]Character Image[/IMG] [I][SIZE=2]Character name; including any form of nickname.[/SIZE][/I] [I][SIZE=2]Character Gender; Unspecified Character Gender for questioning individuals.[/SIZE][/I] [I][SIZE=2]Character Age; Alphabetical spelling - no numbers. This is a fantasy roleplay involving magic, that doesn't include immortality or super-old characters, even with magic.[/SIZE][/I] [I][SIZE=2]Magic Type: this is where you classify your magic. Be it Elemental, Mind, Physical or otherwise. N/A if non-magical.[/SIZE][/I][/CENTER] [INDENT][B]Magic Explained:[/B] Not every magic type is written in stone. While you may have Mind Magic - Telekinesis, you may have a certain preference on the distance you can use your power or the weight/number of objects you can pick up.[/INDENT] [INDENT][B]Stone(s) Type/Classes:[/B] remember - the higher the class, the more expensive. The larger the stone, the more expensive, and the stronger it is. If you use a Drainer/Battery, your character better experience all the drawbacks of using such stones. Placement/Grafted, Size, Color, Class and Type included.[/INDENT] [INDENT][B]Advanced Character Description:[/B] whether or not you include a character picture, your character's unique appearance belongs here. Two paragraph minimum - you may include clothing and reference links if needed. If you like to spice up your stones into your clothing or your skin, have fun with it. So long as the stone comes in contact with your skin, I don't care where it's placed, so long as it makes sense to your magic and is useful.[/INDENT] [INDENT][B]Personality:[/B] make sense of your character's personality. No patchwork dummies or Mary Sue's. One thing I dislike, is perfect characters or too fatally flawed characters.[/INDENT] [INDENT][B]Background:[/B] this includes your average background, how old you were when you learned your powers, important family history, where you got your stones. Pretty much, how your character became the person they are today. Always leave your background open to advancement. You know - don't set it in stone entirely.[/INDENT]
Spoiler: The World Map - city locations not available
Our Locations
The city of Aristene is home to the major trade centers for magic Stones. Here in this Stone-Industrialized city, lie the mansions of some of the most prominent importers of Sapphirian Stones and the like. The people in Aristene are governed by the Council of Seven, the original seven businessman and women who make up the whole aristocracy of Haelaria outside of the Royal family.
A mix of modern and traditional architecture can be seen throughout the city. Stone buildings with large, carved columns to stone buildings with metal accents in the industrial districts. Fountains, gardens, and small parks scatter the streets. Some of the largest buildings in Aristene are home to six of the seven families that make up the Council of Seven. Aside from the mansions, Conversation Hall (town hall) and the Royal Chateau are the second largest buildings that take up residence high in the Aristene skyline.
On the outskirts of the metropolis, the village of Berville is home to thousands of traditionalists that live in basic homes without electricity. Farms land are quite common and there are always people herding animals or tending to crops. Traditionalists claim this town as their own and outsiders are often highly frowned upon or chased out of town due to fear of magic. The largest houses in Berville are only two stories high and ranging in five rooms for the more well-to-do families. No one said that living without magic would be easy, but it brings comfort to the older generations knowing that things are done the hard way, without taking shortcuts.
The old Ainsworth Mansion still exists in Berville, but has long since been used as a “summer” home for the family, should they get tired of the city life. The Ainsworth Manor is considered off limits by those in town, for the Ainsworth family is considered a plague upon their town, due to their past and present reputation involving magic.
Outside of Berville, high atop a hill is the Garrick Mansion. Rumor has it that the appearance of the mansion changes from day to night. During the day, the place is warm and welcoming, with gorgeous gardens filled with colorful flowers and neatly trimmed hedges. Upon the setting sun, the mansion takes upon an eerie demeanor. Hedges filled with thorns, howling winds making it hard to approach in fear of being knocked down - grotesque stone statues lining the walkway and perched upon the roof.
People dare not visit during the night, not even during a storm. The streets of Berville are often empty whenever a black carriage is seen out on the streets at any time of day.[/INDENT]
Types of Soul Stones
Soul Stone – Sapphirian Soul Stones, basic. Comes Pre-filled by natural resources for Elementalists;
- Pre-filled by other Magic Users (nice money market for those who would rather not use their Magic). Empty Soul Stones used to store a user’s own Magic.
Class One: Basic Pre-filled or Empty Soul Stone. Smaller in size, weaker and contains less magic.
Class Two: Upgraded Pre-filled or Empty Soul Stone. Medium size, stronger durability for human use. Moderate storage compacity.
Class Three: Highest graded Pre-filled or Empty Soul Stone. Large in size, strongest durability, second only in strength to Industrial Soul Stones. Large storage capacity.
Chargers/Batteries -
General stones are called Sapphirian – named after the location where one of the largest deposits of magic bearing stones have been found; located somewhere in Sapphire Sea. More than likely, they'll just be called "Soul Stones."
- Soul stones come in two different types.
1. Empty Soul stones meant to be filled with a person’s magic and easier method of channeling.
2. Pre-filled stones, capable of giving the person more energy, though depending on the person’s magical experience, may make it a bit harder to properly channel their energy through it.
- Soul Stone Channeling
1. Basic channeling – the use of holding or exposing the flesh to the chi stone in order to use the properties within the stone to direct the magic flow.
2. Fusion/Grafting – infusing the body with the stones, I.e., directly embedded into the skin along a projected path of magical energy.
- Placements of the Stones can determine the approximate amount of channeling or release of magical energy. Depending on the type of magic, the hands, forehead, arms and chest are among the most standard places for grafting.
The legs, back, neck or feet are less common – if not unheard of with most magic types.
Soul Stones in Judicial Matters
1. Corporal punishment has used energy-draining/Drainer Soul Stones for the last fifty years. First discovered in a small quantity deep within the mountains, later generations of Life-Absorbing Stones were created through alternating the magic flow within the stones.
The process of changing the physical stability of the stones is a craft reserved for specially trained and powerful magic users.
- Quick Release Battery Stones are known for slowly absorbing energy from the user in order to give the user a quicker and stronger burst of energy without much use of their own magic or strength. It is not recommended because it slowly sucks the life from someone. These batteries are more so reserved for the use of mechanics, weapons or other inanimate objects to be used as a power source.
How Soul Stones Work
Spoiler:
Some Soul Stones are Magic-specific.
That saying, an Elemental cannot use a pre-filled stone for a Mind Mage. It wouldn't worth regardless.
However, if you are say, a Zephyr, using Pre-filled Elemental Stones are possible, however the power of the Stones, despite using a Charger, will not be a constant string of super-charged energy. Using the wrong elemental stone, just like using no stone at all, will result in unpredictable magic bursts. Please play it as such. Just because it's a charger, doesn't mean it'll be as strong.
Let me explain the impact Chargers/Batteries have on the body.
To be able to use a Charger Stone in order to have a greater Magical Output, the more you use your magic with those stones, the sicker your body will become. Chargers, like Drainers, take life energy, thus the more you use a Charger/Battery, the weaker your body will become. Whether it is losing weight, experiencing prolonged fatigue spells, immune system issues - or if you're a Mind Mage - the slow deteriorating effects on your psyche - there will be repercussions to your body. Again, play it as such. It'll make it more believable.
If you stop using a Charger Stone before the physical symptoms become apparent, chances are your life expectancy won't be too short. Whether or not people have come to realize just how big of an effect Chargers/Batteries have when you use them, is still rather unknown. Soul Stone Properties are still being explored.
Now, we come to the whole "Using Soul Stones in Daily Life, Without being Magical".
This is a very interesting topic, actually.
Soul Stone powered items are all over Haelaria. That saying, not everyone is born with magical abilities. Roughly 30-40% of the population in the world can use Magic, while those in the tundra regions of O'caelin and Adularia, are less likely to use magic. Haelaria is the breeding ground for Magical People. It'll become apparent why later on.
Theodore Marsh created trigger mechanisms inside commercial use Soul Stones in order for non-magic users to use them. There is a Magic Storage unit or Magic Battery, inside many of the items circulating the streets. After awhile, this Batteries will not be able to hold a charge, even with a Magic User, and will have to be replaced.
Yes, people are born with magic, but not everyone. There will be strange instances in your life that signal possible magic abilities, whether they were obvious in childhood or dormant until the adult years. With Magic, you have to focus the 'Magic Current' inside your body, into the stones, whether pre-filled or not, to activate the Stones. Otherwise, they are dormant. With Charger Stones, forcing your magic in pre-filled stones, will create a bright spark within the Stone, rather quickly wearing them out.
How are empty Stones filled? Will that deplete your Magic?
No, it will not deplete your Magic, however you will have an obvious inability to use magic for a short period of time, without the Stone. Think of it as a Cool down. These Stones will not take as much of your own energy to activate them. Trust me when I say, transferring your energy into the Stones takes a lot of stamina and endurance. Depending on if you use Chargers a lot, your magical abilities will slowly deteriorate, as well as your health. Why this happens, is still being studied.
When it comes to Soul Stone placement, it is a big importance to place the Stones in an area where it'll have a greater effect on you.
Magic Types
Magic is the embodiment of the spirit/soul in connection with nature or chi stones. When a person’s spirit meets the magical flow of energy inside a chi stone, it gives the user a magic stabilizer to exert their magic externally.
Magic types are among one of the hardest things to group together. With the many different aptitudes, styles and techniques, magic grouping more of a basic fundamental classification than it is set in stone.
Elemental Magic – those with a keen connection to the elements, whether it be just one, duo or a mix, magic users with the power to manipulate the elements are said to be more abundant than the other classes/types of magic.
Among the hardest elements to master is air and fire. Beginner Torches can produce fire – it takes skill, concentration and observation to maintain a steady flow of fire, albeit a stream of fire or a ball of fire.
Torch/Torches – term for a fire elementalists. Drizzler/Sprinkler – derogatory term for a water elementalists. Aqua Mage is a common name. Zephyr – a mild derogatory term for an air elementalists. Boulder Brains – derogatory term for land/rock elementalists. Other names would be Pebbles, Brick Head, etc.
Spoiler: Fire Magic
Fire magic is said to be one of the four most basic magic elements. The difference between magic users based on their ability to harness fire rests on the core fundamental thought they have about fire. Fire is destructive, devastating – a true force to be reckoned with. Fire is also the life-affirming warmth said to dwell in the hearts of all impassioned people; fire gives birth to new life, and preserves life in the wake of harsh weather.
Fire is the most misunderstood elemental magic. Torches – a name for fire magic users – are often scrutinized by all those with knowledge of their talent. All magic can be destructive – even the smallest raindrop could form a wave large enough to drown a whole town. The differing opinions about Torches are wide spread; some people believe they are menaces, though in a time of need, people would call upon a Torch when there is a time of crisis.
Fire based magic is one of the first Magics in the world, and is deemed one of the most destructive due to the instability caused by unstable or practicing magic users. Any magic can be harmful to both the user and those around them. Fire is one of the easiest to learn though harder to control and master.
There are many different philosophies taught about fire magic. Among those is, “A person’s core – soul – is the fuel to the inner flame.” Fire is both a means of rebirth and destruction. People, who lose sense of themselves or what they use their magic for, can find a harder time channeling their magic – alone or through Soul stones.
Spoiler: Water Magic
Controlling water is an interesting – and often basic form – of magic. Concentration, like all magic, is needed in order to grow and strengthen control and manipulation of the water streams. Experienced Water Elementals can turn water into ice, and from there, use the ice as projectiles, barriers, walkways, be it offensive or defensive magic styles.
Most people when they hear “Water” believe that defensive style water magic is the way every Water Mage would fight until boxed into a corner. While defensive or restoration magic is often practiced by Water Elementalists, it doesn’t take a genius to know that water can easily be used as a weapon; depends on the user, of course.
Not every Water Elemental is solely rooted to using water as a combat/protective measure. Water has been used as a healing element for ages. Basic elementals under Water have a hard time learning how to heal with water, but because of its healing properties, it is a possibility. Generally speaking, the concentration, magic energy and practice it takes to properly heal people would take a higher priority than using their magic to fight or defend. Mastering two different styles under their element is hard enough as is when coupled with or without adequate stamina and strong stones.
Spoiler: Land/Stone Magic
Land/Stone magic is very much standard in explanation. A Land Elemental is more in tune with nature than say, a psychic would be. Defensive or offensive magic styles are extremely common place. It doesn’t take as much concentration and practice to switch between the two, either. The larger expanse of stone/rock they try to control, the more energy and concentration it would take. For an Stone elementalist specializing in offensive-based magic, physical strength is a must, just as mental stability is for a Mind Mage.
You’ll find that not all Earth Elementals are nature lovers, or stick to the normal type of ‘Earth/Land’ that many people associate to. There are mages that can control flora/fauna and in different parts of the world, there are groups of people that can control sand. It all depends on location, ancestry and personal aptitude.
Spoiler: Air Magic
Air Magic is one of the less uncommon magic types, next to most Mind/Mental magics. A mage under the element of Air is one that has to learn control with all the open resources available to their capabilities. Extended flight is not available to any Air Elemental, no matter the experience or stones. Flight, in small, moderate bursts – like shooting into the air or long jumps – is probably the most any Air Elementalist can do at best. The more endurance training they have, the more they can fly in bursts but not in height.
Air as an element is hard to control as is. To an Air Elementalist, it would be easier to see or connect with oxygen particles than it would for another person to see them. Suffocation is one of the main ways any Air Elemental can kill another person, but depriving another of oxygen isn’t an easy task based on how long it takes for the person to die.
Creating weapons out of air is moderately difficult but it can be done. Based on the amount of oxygen available in a certain area, the harder or easier it would be for an elemental to control it. Manipulating basic air patterns or creating breezes is common and easy. Whatever that can be done with air, an Air Elemental has the capability to perform it to some extent.
Despite what mages might say, when it comes to the elements, they are all equal and each one can overpower the other based on the strength, concentration and amount of effort and magic energy put into it. The bottom line is, magic energy on reserve coupled with practice can make or break an Elemental’s strength.
Mind Magic – this includes telekinetic, illusion, memory, gravity, concealment, and nullification magic to name a few. Mind or Mental Magic, relies on channeling magic to the brain in order to externally alter, control, hide or block other types of magic, people, animals or items.
When it comes to the mind, nothing is clear cut. Mind Mages are rather rare, more so if they can control their Magic without it deteriorating their mental capacity. With every magic type, specializing in one part of the Magic branch is always going to happen. A person may be able to experience different powers within their Magic class, but it does not mean they can control it or that it is their strongest ability.
Full Physical Attribute Amplification
by Imp
To begin assisting Knights in their gruesome battles where strength was dominant and magic was nihil, priests began an experimental process where class 2 Soul Stones are fused to select parts of the body. These Soul Stones contain an equal mix of Air and Earth elements. With this combination, the subject could move faster, strike harder and have double the stamina over a regular physically fit knight. However, the state of fitness before this procedure does affect the outcome.
Steps in Grafting and Finalizing:
1. Fitness was not an issue as was discovered since several test subjects of varying body types were grafted. However, it is highly ideal to be physically fit to attain the full power offered by the stones.
2. Equal energy output and heavy grafting caused great pain as once a stone was placed in the correct location, the Air and Earth elements begin to channel through that body part and reshape the chemical makeup slightly.
3. After the process is complete, the subject is to begin slowly training to best focus the energy surging through them. Carelessness has resulted in death before. Subjects B, D and D-2 all suffered heart failure due to the force put on the body.
Placement of Soul Stones on the body: Back of head: This helps the nervous system. Subjects before this were unable to gather beneficial results without this addition. It reconstructs your nervous system completelya bnd better links all soul Stones.
Sternum: This stops the surge of energy from crushing the heart. The primary use for this location is stamina and endurance.
Soles and Palms: A Soul Stone is fused into the bottom of both feet and palms of the hands to help spread the energy into the ligaments. This supports all of the physical attributes and must be done properly or else chances of internal injury is high.
Using Chargers:
While Chargers have been proven to effectively work in nearly doubling that of the subject’s strength, it also cripples the body much faster in comparison to chargers being used by others. Being over average in physical fitness, Subject A could be depleted of energy and still manage well enough while Subject C(thin) could barely move.
Subjects A and C were given frequent charges and out of the two, Subject C lasted only half as long as Subject A. It is by those means and several other similar tests that to counter the tremendous stress of charging, it is best that you are at an average/above in fitness.
Added Elemental Soul Stones:
Subjects in Line 3 were all tasked with being able to bear the current state of energy alogn with casting elemental attacks. This resulted in immediate failure for Line 3 and in addition, Line 4 and 5 subjects. All either died from internal injuries or were completely unable to manage both. Fatigue set in for all rather quickly. Adding these types has ceased int he experiment.
Added Mind Soul Stones:
Unlike the results of Elemental Soul Stones, Subject Line 6 and 7 all managed(to varying degrees) stability with both. Results have shown that one should already have great mental prowess if not even bearing mental magic.
Precaution: This procedure is still in experimental phase. It is highly suggested to not attempt to abuse this power without continuous treatment with a priest or apothecary. It is also highly advised to rarely if never use Chargers. Results may vary but there is a high chance early crippling. Subject A-2 and C-3 are greatly crippled in their limbs due to overuse.
Religion & the downfall of the Inquisition
In all of Idayria, one thing has remained unchanged over the centuries of constant change. That would be one of the founding religions. Extending as far back as recorded history, the religion of Akala and her siblings creating the world has been a foundation in cultures around the world.
Idayria was said to have been created by Akala, who created the world, the stars, the moon and the Heavens – Arcadia. Her sister, Eiri, created the plants, the animals and the landforms. Their brother, Deux, created the humans and Hell – Infernus.
Legend has it, that though Deux created the humans, he watched them grow and become self-aware. It wasn’t until they turned their backs to the Gods that they became sinful, committing blasphemous acts against humanity and the animals of Idayria. Eiri and Deux turned their backs on humanity, and fearing for their safety, Akala left Arcadia and took the form of a human.
It was said that while on Idayria, Akala began to spread their word of the Gods, undergoing several grueling tasks to prove the Gods’ existence in the world. Though beaten and battered for her beliefs, Akala strove on. It wasn’t until two humans sacrificed their lives for hers that she shed her brief-humanity in order to breathe life into them again. These two humans became the first non-deities to become Heavenly beings known as Arcadians. They were known by the human names Darda’i and Nuri.
After the fall of the Inquisition that reigned during the Grimheim Kingdom, many people shifted their allegiance with the church. A small, reclusive covenant following closely with the belief of Arcadians, began to open their doors and spread the word of the Prayer for Wings. Like the original Arcadians, they believe following the original commandments would make them the Chosen, the new Arcadans, blessed with wings to ascend them to Arcadia.
A member of the Prayer for Wings doctrine are pacifists by nature, and the zealous Chaplins/Preachers/Pastors eagerly attempt to spread their beliefs.
The true reason for the Inquisition's fall is still murky. Many stories have surfaced about corruption, greed and destruction of the church, but the only certain thing is, Grimheim fell, and so did the peoples' opinion of the Inquisition. Now, harbored safely away in the new Haelarian capitol of Lobell, where the new Vu'dohn family conducts their business. One thing can be said about the Inquisition - they are good with their weapons. The Church still exists, however it has considerably lost most of its following.
The Inquisitorial Judges that once populated the halls of all Inquisition buildings, have since lost a great deal of their authority. Most of the old Judges' families have drifted off into different paths of life, wandering away from the Church. Those that have kept the Inquisition in their family, received mixed views. In the Church, they are generally considered of higher authority than the rest, though never greater than the Grand Minister. The Inquisitorial Judges are nothing more than over-payed bodyguards to the Royal Family, in the eyes of the people.
Influential People
The Council of Seven - Haelarian Aristocracy
Spoiler: Oleander Garrick - Garrick Soul Stones/Soul Stone Inc.
Oleander Garrick; Head of the Garrick family; Founder and Leader of the Council of Seven (also known as the Haelarian Council.)
The Garrick family is famous for their founding of Soul Stones. Oleander Garrick is a ruthless businessman, adventurer, and President of Garrick Mining. The Garrick family are the main suppliers of quality Soul Stones. While they produce and sell such magical stones, they were not created by the Garrick's.
Roughly seventy-three years old. Balding silver/white hair. Sagging jowls but with a very lean, almost sickly, slouched over body, covered in scars, and some liver spots. His once green eyes are now lackluster and his 6 foot stature has dropped to at least 5'8" from medical issues.
Theodore Marsh; Mechanical Genius, Magic user, founder of Marsh Inc. Main contractor and supplier of many Magic-powered Mechanical equipment. Supporter of the Garrick family, Theodore Marsh gained his expertise, fame and business tactics from none other than Oleander Garrick. Second youngest Council Member, Treasurer.
Fourty-three years old, roughly 5'8", barrel chested, large arms. Leathery looking scarred face, tanned from all the years out in the sun. Raggedy, grey beard with splots of black. Bright brown eyes despite his rugged appearance. More work oriented.
Keeps to himself a lot and though is a hands on man, is very good with numbers and business plans.
Spoiler: Alvin Restic - Soul Stone Blacksmith to the Royals
Alvin Restic; Council Member, businessman, blacksmith. The Restic family creates and supplies all magic and non-magic powered weaponry and equipment to Royal families. Alvin Restic is known as a bigot and contradictory to his business, is known as a non-magic supporter, and a borderline Traditionalist. His family, however, do not entirely share his view point.
Alvin is roughly 56 years old, with a very aged face. Sunken cheeks and eyes with a bulbous nose, clearly rounded at the top with a dominating brow. Usually wears circular, metal framed glasses, magnifying his muddy brown eyes. Neatly trimmed, side swept, greased grey hair with a curling grey mustache to boot. He's rather portly looking around the waist, however his face would tell a person otherwise.
For the most part, Alvin doesn't look like a man who has spent his life as a blacksmith, however he has maintained enough of his strength from slinging a hammer around. Once he had amassed enough fortune, he hired people to take his place in front of the fires, hammering away at weapons. He rarely leaves his house, except to inspect his few workshops and parade around Lobell with the royals. He more or less sticks with his technicians, finalizing any blueprints and overseeing the shipping process personally.
He's an obvious ladies man and loses his temper quite easily.
Spoiler: Matilda Ainsworth - Ainsworth Grafting Company
Matilda Ainsworth; Duchess and Founder of the Ainsworth Grafting Company. Her family, despite the fall of the Grimheim Kingdom, retained their political rank in the aristocratic world, maintaining much of their wealth and numerous estates. Ainsworth Grafting is a high-end, extravagant Grafting company, specializing in embedding top-notch Soul Stones for wealthy buyers. It was rumored that Theodore Marsh and Matilda had an affair when their spouses were away one weekend. Haelaria Council Secretary, she never misses a meeting - even when one of her grandchildren were giving birth in the family home.
Matilda is a fifty-one year old noble woman, who doesn't quite look her age, save her her blondish-white red hair. It's only when she doesn't bother to hide her appearance behind tons of make-up. Despite her ghastly thin body, she still has self-esteem issues from when she was overweight.
Spoiler: Raymond Rosenthal - Rosenthal Grafts
Raymond Rosenthal; second-born son to Kent Rosenthal; current owner of Rosenthal Grafts. Raymond is known for his hard working, easy-going personality, which has always earned him the leers of his countrymen, more so with his inherited seat on the Council. The youngest businessman on the Council, he often skips Council Meetings, sending one of his brothers' in his place. His hands-on work ethic earned him the respect of Alvin for the most part, though Raymond's line of work often leads the two to butt heads. Generally speaking, his work in Grafting are for the less-off members of Society that cannot afford the high quality Grafting and Stones expected of the Ainsworths.
Spoiler: James Belser - Belser Mines
James Belser of Belser Mines, is a brutish, seafaring woodsman who prefers the rugged, snowy Adularia and O'caelin tundra and Oceans to the tropical climate of Haelaria. He hasn't been home in three years, leaving his seat and place of business to his younger brother, Drew Belser. Competition with the Garricks have caused many squabbles over mining rights, however distancing their companies to different portions of the globe has lead them to better ventures in the Soul Stone business.
William 'Bill' Duvall & Nathaniel 'Nate' Boyd; first cousins, these two men are not known for their similar personalities, however each are willing to cover for the other, should any incident in their combined businesses emerge. The Duvall family, even after the fall of Grimheim, managed to keep their claim in Gem Mining. However, over the years, the harshness of mining wore thin on the Duvall family. Little by little, their family began to grow with adopted children from all walks of the world, though their will and determination has always been their key traits for all adopted Duvalls. Nate's mother married into the Duvall family at a young age, and after many family disputes, the Duvall Mines were passed down to the Boyd side of the family, leaving the Duvall name and reputation on the line. The Duvall family, however rightful owners of the Duvall Mines, have ventured off into craftsmen of fine Jewelry. Bill Duvall is Vice President of the Haelaria Council.
What is any good roleplay, without character history's with each other?
Every good roleplay, does not always have to include characters being strangers. In fact, in this roleplay, for the most part, I don't want that to happen. Talk to the other players, talk to me, if you have any ideas on how to incorporate your character deeper into the story. Because, you know, a loner won't have as much fun if they don't have something to keep them on edge.
If you want your character to be related to one of the rich people in the story, go for it! Talk to me about it, first. I am all for giving ideas and working people into the story, though I will not tear it apart just to include one person.
Do not make your character too OP. If you do, I'll have too much fun tossing things at your character to make it impossible for them to win. Just sayin'. I have a plan, so your characters, should they control magic, will not be weaklings forever.
I'll do my best to give everyone something to work from when the IC starts. Don't worry about that.
The thrill in playing a game does not come from our chances of winning. It is the weight and pressure of losing that fuels our fascination. It is why people challenge, why they gamble and why they compete. The adrenaline that comes from defying defeat is what motivates us.
Looks awesome, Tune! I really hope I find the time to join this...
On indefinite hiatus. I remain purple only for technical support, please direct queries to Scottie or another staffer. Thank you RPA for being my second home for so many years, and every member who makes this the wonderful place it is.
Character name: Erik Aurelio Character Gender: Male Character Age: Twenty Four Magic Type: Mind - Telekinesis
Magic Explained: Erik essentially uses his magical gifts to wield his sword with an invisible hand - The weapon will float through the air at his will, as if being wielded by some invisible swordsman of impressive speed and dexterity. In addition, he carries several, smaller swords to be used as pseudo-projectiles propelled by his telekenetics, if need be.
Stone(s) Type/Classes: The back of each of Erik's hands has a purple, Class Two charger grafted into them.
Advanced Character Description: Erik Aurelio is of average height, standing at 5'11", with a lean, muscular build, and shaggy, jet-black hair sitting atop his head. His facial features are sharp and angled, giving his neutral expression a rather stern, serious look, especially given his sharp, eagle-like eyes. Should he be wearing clothing that exposes his arms, Erik's left arm will be thoroughly bandaged from the midpoint of his forearm to his bicep - covering the nasty scarring left by one Rixam Cogere.
In general, Erik wears fine clothes, owning more than one custom-tailored suit. On occasion, he may even be sporting a tophat, should his mood or the occasion call for it. This also serves as a convenient means of hiding the scars decorating his left arm, as long sleeves are a common feature in his clothing.
Personality: Erik is a rather stoic, serious individual, with smiles being rare and jokes being limited to, aside from very special occasions, little more than particularly biting sarcasm. Skeptical and suspicious, he can often come off as unkind, should he be met in less-than-ideal circumstances. Stoicism aside, Erik is genuinely passionate about improving the state of the world, and cares deeply for his fellow man.
Background: While not necessarily a complete slum, the neighborhood Erik Aurelio was born into was far from ideal. Despite the fact that a couple rather wealthy families lived in the area, riff-raff managed to make traveling alone at night an unnerving task, And many community buildings were falling apart from neglect. Aside from the occasional scrap, however, Erik's childhood was one he has fond memories of, and it was his parents who gave him the opportunity to refine his affinity for magic, giving him the gift of two Charger stones, which he elected to have grafted into his hands.
Barely into his adult years, Erik set to work on improving the area he lived in - namely, he beat up the nasty crowds that created trouble and did what he could to raise awareness as to the general disrepair that the neighborhood had fallen into. Within a few years, crime had become almost nonexistent, and the landscape had been dramatically improved. Everyone was pleased, and most residents were satisfied. Erik Aurelio, however, was not, and it was this dissatisfaction that would lead to his meeting with Rixam.
As he often did, Erik was diligently patrolling the streets of his home in hopes of discovering any undesirables that needed to be dealt with. Instead, what he found was a thuggish-looking individual, one he would later discover to be named Rixam Cogere. Rixam immediately struck Erik as suspicious, and he made the decision to investigate. Rudely. Somewhere along the lines, the heated conversation escalated into a physical confrontation - one that would leave Erik with several unsightly scars along his left arm.
After things calmed down, however, Erik was pleased to discover Rixam to be much like himself, and the two became what could be described, scientifically, as bros for life, bonded by the mutual hatred of riff-raff, delinquents, criminals, wrongdoers, and all forms of nastiness. Upon discovering it, Erik was also more than happy to give Rixam a means of harnessing his natural affinity for magic, supplying him with Class One soul stones to aid him in replacing his crude knuckle dusters.
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