Welcome to the RP, I am [user]Mortis Nuncius[/user] and I will be your GM. My friend [user]Stekepanne5[/user] will be my Co-GM, and we will do our best to answer your questions and judge your character sheets, should you decide to put one forward, for acceptance. This RP was originally created by the collaborative effort of [user]staika[/user] and [user]Erik the Orange[/user], former GM and Co-GM respectively. However, due to less-than-fortunate circumstances, they were unable to participate/manage and handed the responsibilty to yours truly.
So, without further adieu, read on if you'll please and equip yourself with the knowledge of the land, the folk, and lore of this RP...
Legend:
Regnatores: the main city in Sophisma. It is highly populated by humans and the main government is located here.
Mount Silverback: The largest mountain in Sophisma, it is home to many small villages of the northerners and is constantly snowing.
Lympha: The main city of the Aquean. Lympha is where every Aquean is born and raised. The city is on Lake Windfall and is floating on the water suspended by an air system.
Mt. Vulkan: An active volcano, Mt. Vulkan is home to the Vulcans who use their magic to keep the volcano from erupting. The city of Ardor which the vulcans live in is mostly built with stone houses.
Dark Tree Forest: Dark Tree Forest is home to the Elves and Fae. The forest is filled with tall trees each of which have a dark husk. The forest houses many small Elven and Fae villages.
Stone Haven Cave: Stone Haven Cave is a large cave on Mount Silverback. It is home to the Dwarves and a large mine.
Windfall Lake: The largest fresh water lake in Sophisma. It is the main home of the Aquean and has a lot of fish.
Straylight River: The largest river in Sophisma. It goes from Windfall lake to the top of Sophisma and baiscally cuts sophisma in half.
Razorback Mountain: A small mountain located right next to Mount Silverback. It is where many bandits have have taken a foothold.
So, without further adieu, read on if you'll please and equip yourself with the knowledge of the land, the folk, and lore of this RP...
The year is 1206 and it is ten years after the war between the kingdoms of Sophisma and Malum ended. The war between the two nations was caused by a border dispute and escalated from isolated skirmishes to a full on war.
The war was in a deadlock for nearly two years until many of Malum's soldiers proved to be unkillable through an unseen and unknown force. The battle swayed in the Malumian kingdom's favor and they started to push the Sophisman army back to their keep of Regnatores. The Sophisman armies' morale began to falter as the elite soldiers tore through their ranks.
Over the next six months, the Sophisman army was pushed all the way back to the main city of Regnatores where they held with their fortified walls. King Antonius was out of options as the Malumian army surrounded Regnatores and prepared to destroy the city, delivering the killing blow to the Kingdom of Sophisma. Before the soldiers of Malum had gathered the siege weaponry necessary for such an assault, a mysterious sage appeared before King Antonius and informed him that he knew a way to defeat the soldiers of Malum. He would not, however, give away the information without payment. The sage requested Antonius relinquish his golden scepter unto him as payment for the deed. Even though the scepter was a symbol of power handed down to rulers of Sophisma through ages, he agreed to the sage's deal.
The sage then cast a powerful spell on the Malumian army, and soon it was apparant that they were mortal men once more. The Sophisman army was able to win the battle and it was the turning point in the war, from which they began pushing the soldiers of Malum away from Regnatores, out of Sophisma, and ultimately to their own keep.
Once the Malumian's keep had been breached and overrun, their king was taken captive and King Antonius sentenced King Lator of Malum to death. Before his execution Lator left a message with his death.
"Beware those who cannot be killed," was the last thing that Lator said before he was executed. Those who listened saw Lator's words as folly, a useless attempt to instill fear upon those who conquered him in a final act of defiance. Soon it was forgotten as the land tried to rebuild after the bloody war.
The war was in a deadlock for nearly two years until many of Malum's soldiers proved to be unkillable through an unseen and unknown force. The battle swayed in the Malumian kingdom's favor and they started to push the Sophisman army back to their keep of Regnatores. The Sophisman armies' morale began to falter as the elite soldiers tore through their ranks.
Over the next six months, the Sophisman army was pushed all the way back to the main city of Regnatores where they held with their fortified walls. King Antonius was out of options as the Malumian army surrounded Regnatores and prepared to destroy the city, delivering the killing blow to the Kingdom of Sophisma. Before the soldiers of Malum had gathered the siege weaponry necessary for such an assault, a mysterious sage appeared before King Antonius and informed him that he knew a way to defeat the soldiers of Malum. He would not, however, give away the information without payment. The sage requested Antonius relinquish his golden scepter unto him as payment for the deed. Even though the scepter was a symbol of power handed down to rulers of Sophisma through ages, he agreed to the sage's deal.
The sage then cast a powerful spell on the Malumian army, and soon it was apparant that they were mortal men once more. The Sophisman army was able to win the battle and it was the turning point in the war, from which they began pushing the soldiers of Malum away from Regnatores, out of Sophisma, and ultimately to their own keep.
Once the Malumian's keep had been breached and overrun, their king was taken captive and King Antonius sentenced King Lator of Malum to death. Before his execution Lator left a message with his death.
"Beware those who cannot be killed," was the last thing that Lator said before he was executed. Those who listened saw Lator's words as folly, a useless attempt to instill fear upon those who conquered him in a final act of defiance. Soon it was forgotten as the land tried to rebuild after the bloody war.
A warrior race who live on Lake Windfall and the River Straylight. They were never a magic focused race so magic was never widely used. Currently there is only one Aquean who can use magic but he lives in seclusion and is known as the "Hermit".
The Aqueans usually stand at about 6'5" to 6'8" and can generally weigh from 220-300 lbs. Their skin is a light blue color with darker blue scales around the torso area which serves as their armor - the darker the scales, the stronger they are. Their heads are smooth and they have large white eyes, a small hole on each side that acts as their ears and a small opening for the nose. In water, their nose closes up and gills open up on their neck; On land the nose opening opens and the gills retract back into their neck. They also have a razor sharp fin on each of their forearms but they are rarely used in combat. In the event that one of the fins is broken the owner is not seen as a true Aquean, but one to be shunned and exiled.
The culture of the Aqueans is deeply entrenched in combat, each newborn is taken at birth and trained to be a deadly warrior. The aqueans also have a very strong sense of loyalty and will die for their comrades without a second thought. The Aqueans have a queen and she is the sole reproducer of the group. The Queen is hidden in a chamber and only two Aqueans known as the "Caretakers" can make contact with The Queen to act as her ears and voice. If there is ever any immediate danger to The Queen, all Aqueans within the palace will swiftly gather at The Queen's chambers regardless of what they were doing to aid in her defence. In the event that The Queen is killed every Aquean will go into a blind fury and will not stop until they are dead.
The Aqueans usually stand at about 6'5" to 6'8" and can generally weigh from 220-300 lbs. Their skin is a light blue color with darker blue scales around the torso area which serves as their armor - the darker the scales, the stronger they are. Their heads are smooth and they have large white eyes, a small hole on each side that acts as their ears and a small opening for the nose. In water, their nose closes up and gills open up on their neck; On land the nose opening opens and the gills retract back into their neck. They also have a razor sharp fin on each of their forearms but they are rarely used in combat. In the event that one of the fins is broken the owner is not seen as a true Aquean, but one to be shunned and exiled.
The culture of the Aqueans is deeply entrenched in combat, each newborn is taken at birth and trained to be a deadly warrior. The aqueans also have a very strong sense of loyalty and will die for their comrades without a second thought. The Aqueans have a queen and she is the sole reproducer of the group. The Queen is hidden in a chamber and only two Aqueans known as the "Caretakers" can make contact with The Queen to act as her ears and voice. If there is ever any immediate danger to The Queen, all Aqueans within the palace will swiftly gather at The Queen's chambers regardless of what they were doing to aid in her defence. In the event that The Queen is killed every Aquean will go into a blind fury and will not stop until they are dead.
A race of magic users who specialize in the advanced use of magic. The Vulcans live on the active volcano Mt. Vulkan and have adapted to the dangerous environment in which they live in.
Vulcans typically stand at around 5'10" to 6'3" and generally weigh around 160-200 lbs. They have dark red skin and big black eyes and are the distant cousins to the Aqueans, a fact shown through similar appearances. They do not have the physical size and strength of the Aqueans and lack any scales for protection, leaving them without natural armor. The Vulcans rely on magic to protect them and they have special robes that they wear that can keep them protected from fire and high temperatures. They are normally never seen without their robes and are very protective of them because they are very hard to make and they are needed for them to be able to survive in their home city.
Vulcans are a calm and collected race that rarely become tempermental. They're typically natural debaters and are most prevalent in politics. They're also a relatively peaceful race and will usually try a verbal means of quelling aggression before resorting to violence. The Vulcans' culture revolves around magic and is a very dominant principle on Mt. Vulkan.
The main form of government for the Vulcans are the strongest mages known as "The Circle". The Circle's main task is to keep the active volcano in which they live from erupting and destroying the immediate area. Only the strongest and wisest Vulcans can become a member of The Circle and, as such, are treated as the main source of power in all affairs. Most every Vulcan has a dream of becoming a member of the circle and in some cases will spend long amounts of time trying to create new spells as a way of showing their aptitude. The Vulcans also are the strongest at using fire based magic and have a high resistance to most other forms of magic.
Vulcans typically stand at around 5'10" to 6'3" and generally weigh around 160-200 lbs. They have dark red skin and big black eyes and are the distant cousins to the Aqueans, a fact shown through similar appearances. They do not have the physical size and strength of the Aqueans and lack any scales for protection, leaving them without natural armor. The Vulcans rely on magic to protect them and they have special robes that they wear that can keep them protected from fire and high temperatures. They are normally never seen without their robes and are very protective of them because they are very hard to make and they are needed for them to be able to survive in their home city.
Vulcans are a calm and collected race that rarely become tempermental. They're typically natural debaters and are most prevalent in politics. They're also a relatively peaceful race and will usually try a verbal means of quelling aggression before resorting to violence. The Vulcans' culture revolves around magic and is a very dominant principle on Mt. Vulkan.
The main form of government for the Vulcans are the strongest mages known as "The Circle". The Circle's main task is to keep the active volcano in which they live from erupting and destroying the immediate area. Only the strongest and wisest Vulcans can become a member of The Circle and, as such, are treated as the main source of power in all affairs. Most every Vulcan has a dream of becoming a member of the circle and in some cases will spend long amounts of time trying to create new spells as a way of showing their aptitude. The Vulcans also are the strongest at using fire based magic and have a high resistance to most other forms of magic.
The mountain people are a human race, usually standing from 5'5" to 6' and are built well enough to withstand the cold winds and snowfall. Not a race of fighters, most Northerners are fishermen or miners, as the mountain contains several rich veins of diamond which are dangerous to excavate, but vastly rewarding. The people are typically pale, have lightly colored hair, and rarely wear armor other than lightly-shaded leather, usually blue.
The key fears of the Northerners are the wild animals of the mountain and the fear of "The Thaw" (a prophesied event that one day all of the snow would melt and cause a catastrophic flood). They are a superstitious race and put a lot of faith into the movement of the stars and nature.
The people of The North are a calm, wise race, relying on the counsel of The Oracle at the peak of their mountain to help make decisions. When young Northerners reach sixteen years old, they must endure a sacred rite of passage by venturing to the mountain's peak and converse with The Oracle to determine their life's purpose.
They use magic, but only for self-defense and for the betterment of their community. Magic use is strictly regulated and only those who have shown themselves capable and responsible are allowed to cast spells openly. Northerners draw magic from The Eastern Lights, a series of auroras that appear in the early mountain mornings. When trouble is imminent, they either dim or disappear altogether.
The key fears of the Northerners are the wild animals of the mountain and the fear of "The Thaw" (a prophesied event that one day all of the snow would melt and cause a catastrophic flood). They are a superstitious race and put a lot of faith into the movement of the stars and nature.
The people of The North are a calm, wise race, relying on the counsel of The Oracle at the peak of their mountain to help make decisions. When young Northerners reach sixteen years old, they must endure a sacred rite of passage by venturing to the mountain's peak and converse with The Oracle to determine their life's purpose.
They use magic, but only for self-defense and for the betterment of their community. Magic use is strictly regulated and only those who have shown themselves capable and responsible are allowed to cast spells openly. Northerners draw magic from The Eastern Lights, a series of auroras that appear in the early mountain mornings. When trouble is imminent, they either dim or disappear altogether.
The Fae of the world are much like fairies or sprites of fantasy. All are born with an affinity to an element, usually depending on ancestry but oddballs can be born, such as a Water Fae being born into a Fire Fae family. Appearance between the elements don't differ too much, if at all, so it's hard to tell which Fae has what affinity until they cast their spell at you or something else. One thing that is unique about each element though, is their preferred areas. Wind Fae love flying in the sky, Water Fae love swimming and Nature/Earth Fae prefer to be on the ground.
Much like humans, Fae personalities differ from person to person and you will usually find as many cheerful and happy Fae as you would angry or sad Fae. They are smaller than humans with most reaching adulthood with the size of a young human adolescent. Fae grow one year for every seven human years, and usually live well into the hundreds in Fae years. Most Fae are omnivorous, and will hunt game and grow vegetables, though some choose to retain more strict diets.
The Fae are governed by the most experienced among them, many being wise elders who have vast knowledge and experience. However, every once in a while, a young Fae will show up to prove that they are more capable of leading the group. This position is highly respected and powerful, but requires one to always think of the group as a whole in order to acquire the position. Money is a foreign concept to them, as most everything is shared, though more valued belongings tend to be offered through trade of one sort or another. While there is no religion among the Fae, they do treat the forest as one would treat a higher power, and give thanks for any bounty or harvest before eating it.
During the war, the Fae did their best to remain neutral in the conflict and only got involved in battle if their home of Dark Tree Forest was threatened. Though they remained neutral, battle came time and again, and thus many Fae were lost. After the war, the Fae secluded themselves in the forest, and only those striving for something wholly different would stray from the forest.
Much like humans, Fae personalities differ from person to person and you will usually find as many cheerful and happy Fae as you would angry or sad Fae. They are smaller than humans with most reaching adulthood with the size of a young human adolescent. Fae grow one year for every seven human years, and usually live well into the hundreds in Fae years. Most Fae are omnivorous, and will hunt game and grow vegetables, though some choose to retain more strict diets.
The Fae are governed by the most experienced among them, many being wise elders who have vast knowledge and experience. However, every once in a while, a young Fae will show up to prove that they are more capable of leading the group. This position is highly respected and powerful, but requires one to always think of the group as a whole in order to acquire the position. Money is a foreign concept to them, as most everything is shared, though more valued belongings tend to be offered through trade of one sort or another. While there is no religion among the Fae, they do treat the forest as one would treat a higher power, and give thanks for any bounty or harvest before eating it.
During the war, the Fae did their best to remain neutral in the conflict and only got involved in battle if their home of Dark Tree Forest was threatened. Though they remained neutral, battle came time and again, and thus many Fae were lost. After the war, the Fae secluded themselves in the forest, and only those striving for something wholly different would stray from the forest.
The Elves are herbivorous reptilian humanoids. Their skin is scaly and thick, forming light and flexible but fairly strong armor. They are cold-blooded and require warmth in order to function effectively. They are about the average size of humans but are slightly more varied. They have flaps of skin beneath their arms which allow them to glide through the air. Their feet are bird-like with three fore-talons and one at the back allowing them to cling to craggley surfaces and climb very well. Their hands are similar with four fingers and the thumb coming out of their wrist. Their skin colors vary a lot with most being brightly colored shades of green and brown which sheds in the same fashion as most other reptiles. At a first glance, it may be a little difficult to tell males from females as they aren't mammals so they lack breasts. They only difference is that the females have small, red splotches on the sides of their throat.
Their culture is old, isolated, and for the most part they live underground in the burrows a vast network of tunnels, caves and trenches. Living underground has given them the heightened ability of sight in the dark. The land above the burrows is used for agriculture with traditional irrigation networks. They believe themselves to be descended from dragons and see the other civilized races as too rash and violent; as such they have made pacts with the other races, stating that the Elven tribe will send champions out to act as emissaries in exchange for isolation from the other races.
Their culture is old, isolated, and for the most part they live underground in the burrows a vast network of tunnels, caves and trenches. Living underground has given them the heightened ability of sight in the dark. The land above the burrows is used for agriculture with traditional irrigation networks. They believe themselves to be descended from dragons and see the other civilized races as too rash and violent; as such they have made pacts with the other races, stating that the Elven tribe will send champions out to act as emissaries in exchange for isolation from the other races.
The Dwarf is technically just a parasite; starting life as a sort of mold, the Dwarf infects its host and mutates them. The mutation isn?t entirely detrimental to the host, for it improves physical performance and grants regenerative abilities through symbiosis. The mold itself originates in the western swamps and can survive underwater, being able to absorb oxygen from the water source.
However the condition isn't without its down sides. The mold is known to cause personality change including increased aggression and paranoia. Dwarves are known for producing a very strong residue not unlike alcohol from their skin which can be used to disorient prey.
Dwarf hosts are often treated like lepers, ostracised to prevent the infection spreading. The mold itself is physically unique and easy to spot, a dull green fuzz with luminescent blue veins. The infection doesn't seem to affect elves because their biology is not suitable for the mold to survive.
However the condition isn't without its down sides. The mold is known to cause personality change including increased aggression and paranoia. Dwarves are known for producing a very strong residue not unlike alcohol from their skin which can be used to disorient prey.
Dwarf hosts are often treated like lepers, ostracised to prevent the infection spreading. The mold itself is physically unique and easy to spot, a dull green fuzz with luminescent blue veins. The infection doesn't seem to affect elves because their biology is not suitable for the mold to survive.
Name: (Please, have some creativity with this.)
Species:
Gender:
Age:
Appearance: (Written descriptions are a necessity, images are also welcome as an addition.)
Weapons/Magic Spells: (For magic, be prepared to face scrutiny, the likes of which many have seen before. In other words, be reasonable.)
Weaknesses: (Your character will not be invincible. At all. Ever.)
Personality: (Fairly straightforward. Keep in mind that your character will not have to stick strictly to what is written here. A personality that changes over time is a part of good character development.)
Bio: (This may be the most important part of your character sheet, for it will allow me to judge your skills as a writer. Proper spelling and grammar are greatly encouraged, though few and minor errors won't prevent you from gaining acceptance.)
Species:
Gender:
Age:
Appearance: (Written descriptions are a necessity, images are also welcome as an addition.)
Weapons/Magic Spells: (For magic, be prepared to face scrutiny, the likes of which many have seen before. In other words, be reasonable.)
Weaknesses: (Your character will not be invincible. At all. Ever.)
Personality: (Fairly straightforward. Keep in mind that your character will not have to stick strictly to what is written here. A personality that changes over time is a part of good character development.)
Bio: (This may be the most important part of your character sheet, for it will allow me to judge your skills as a writer. Proper spelling and grammar are greatly encouraged, though few and minor errors won't prevent you from gaining acceptance.)
1) The GM's word is law.
2) No god mod characters or any of the other undesirable characters. You will be informed if there is something of the sort about your character.
3) If you get accepted I will expect you to post consistently. If you will be gone for a long period of time be sure to inform either the GM or Co-GM.
4) If you make the RP less fun for the other players, there will be consequences. The severity of which is entirely dependent on how "less fun" you make this.
5) Please keep in mind that this is in a completely different 'verse, so I want no blatant pop culture references of any sort.
2) No god mod characters or any of the other undesirable characters. You will be informed if there is something of the sort about your character.
3) If you get accepted I will expect you to post consistently. If you will be gone for a long period of time be sure to inform either the GM or Co-GM.
4) If you make the RP less fun for the other players, there will be consequences. The severity of which is entirely dependent on how "less fun" you make this.
5) Please keep in mind that this is in a completely different 'verse, so I want no blatant pop culture references of any sort.

Legend:
Regnatores: the main city in Sophisma. It is highly populated by humans and the main government is located here.
Mount Silverback: The largest mountain in Sophisma, it is home to many small villages of the northerners and is constantly snowing.
Lympha: The main city of the Aquean. Lympha is where every Aquean is born and raised. The city is on Lake Windfall and is floating on the water suspended by an air system.
Mt. Vulkan: An active volcano, Mt. Vulkan is home to the Vulcans who use their magic to keep the volcano from erupting. The city of Ardor which the vulcans live in is mostly built with stone houses.
Dark Tree Forest: Dark Tree Forest is home to the Elves and Fae. The forest is filled with tall trees each of which have a dark husk. The forest houses many small Elven and Fae villages.
Stone Haven Cave: Stone Haven Cave is a large cave on Mount Silverback. It is home to the Dwarves and a large mine.
Windfall Lake: The largest fresh water lake in Sophisma. It is the main home of the Aquean and has a lot of fish.
Straylight River: The largest river in Sophisma. It goes from Windfall lake to the top of Sophisma and baiscally cuts sophisma in half.
Razorback Mountain: A small mountain located right next to Mount Silverback. It is where many bandits have have taken a foothold.