This is based on a book I'm writing, there's a bunch of information about the world below but the parts I think are really necessary are mentioned on the bolded text below. This idea was born here: Looking for some High Fantasy?
The tidbits of the plot and the world will unfold and grow as the rp advances. It is intended to work in a way that anyone could join after it has already begun, but I would rather limit it to 8 or 12 people, not counting myself. I'll have a character inside that will work both as guide and party member, not necessarily leader. His sheet is at the bottom. Any kind of characters are welcome, ranging from the regular human to the wackiest creations. I also welcome suggestions to improve your interest in it. OOC Thread
///hRo-Marun Emil, roleplaying threadPlot
The doors to the realm of Zelia welcome you. The portals have opened to different worlds, letting friends and foes into this everchanging realm. The two suns circle above your head as you cross the portals held by the Lunkin, an ancient race of sentient trees that keep the stability of the portals. The lining of the three planets is close. This event will mark the beginning of the festival of the elements, an ancient celebration that commemorates the creation of this world. The delicate balance of the three planes, Marun Andia, Ails and Emil, is said to lie on the rituals celebrated on these eve.
The elementals were supposed to arrive a week ago to begin the preparations but there has been no notice of any of them. Rumors are spreading fast and the population is uneasy. A message has been posted on the walls and boards of every city in the three Marun:
"To anyone brave or foolish enough to comply: Strange events have been reported to unfold in the areas where the elementals dwell. The eight pillars have lost their glow, meaning something has obstructed the elementals powers. We are seeking for accomplished warriors and mages that are willing to party and investigate further. The trip will be dangerous and most likely few will survive. There is great rewards for those that do. Both Zelii and non Zelii are welcome to sign in, we will take no responsibility on your wounds or lives."
The search has started, little is known but many are applying. Most of them will be rejected though, not anyone can take part in this search. Do you have what it takes to help the Empire and be worthy of the treasures?The world we'll move in: This is a play by post rp. I recommend reading the bolded parts. The rest is not really necessary. Since you might come from many worlds any species is fine, even human. Here's a char sheet for you:
Place of origin:
Marun you would like to begin in:((I'll assign a city inside one of the marun, we'll gather somewhere in the middle))
Something else we should know?:
(Background history, character traits and innate abilities, etc, things that will help place you in a city)
The setting is in the planet Zelia, a series of interwoven dimensional planes that extend over three planets. There are autoctonous both sentient and not sentient races around as well as large citadels and cities, along with minor towns and encampments. Everything is set in a late medieval era. Magic is everywhere and an ever present force.
Originally Zelia was a multidimensional surprise basket, it was just a place outside the time-space continuum where many dimensional portals opened and closed spontaneously. One of these portals were stabilized by an ancient race and using the energy from the random portals created Zelia, then they stabilized all portals in the planet and created a society from the many races of the different dimensions. There's a legend that says that a powerful entity appeared later and dismantled it and recreated everything from scratch, giving it the shape it has now.
Currently it's divided into three sub-dimensional planes or aethers, called hro-Maruns, each takes the physical shape as a planet, which orbit the star Tenos. Each has it's own satellite and different orbits. Collision is impossible since the three are on different dimensional planes. The topography and geography is different on the three planets, each has a different distribution of the climates and resources as well. The travel between dimensional planes both inside and outside of Zelia is enabled by kils(portals), guarded by the Lunkin. More on the kils below.
The three hro-Marun
Marun Ails: Ails is the zelii term for positive, it is inhabited by the peaceful clans of the races. The most important specialized teaching centers are in this hro-Marun, as well as the religious centers of most races. The settlements range from encampments to small cities, with a few trade posts and economic centers along the way. The Ails Citadel is the only large settlement, having it's own castle and military. It is by far, the largest of the hro-Marun, it economical are activities are centered in the production of resources, such as farming and cultivating. The sustainability of these is aided by magic. Zelia itself is a living entity, so it's resources both organic and inorganic have certain renovation rate. All activities take in consideration this rate to avoid damaging the balance.
Marun Andia: Andia is the zelii term for neutral, it is inhabited by the head houses of all the clans, although their permanent residence is located in either of the other hro-Maruns. Andia works as the political and administrative center of Zelia, the meeting halls of the clans and the main cities of the races are in this Marun. The settlements range from large citadels to cities, each build around a castle or stronghold and the largest have their own military. The Imperial Citadel is built in this hro-Marun. The strongholds of the four orders are located here as well. The Zelii Imperial Academy of Magic, Technology, Arts, Combat and Culture (IAMTACC), the most important teaching and research center in Zelia, is also located here. The economical activity is centered in natural resources that lie above ground.
Marun Emil: Emil is the zelii word for negative. Only the violent and warfaring clans live in this Marun. This hro-Marun was set as fighting grounds for the internal struggles between clans as well between races, when they can't be solved by diplomatic means. The later is quite common in some races. The economical activity is centered on the resources that lie below the ground.
The time flow will be the same in the three marun as each are sub-dimensional planes inside the Zelia 'macro' dimension. As in most multiverse theories, time will independently on each different 'macro' dimension but there might be some that have coincidental time flows. That, of course, would allow the existence of dimensions with more advanced technologies, but they are rare enough to be concelead and contained properly by the higher ups.Kils
The kils are basically rips in the space time continuum. They tend to be unstable an collapse if they are not stabilized. That's the main task of the Lunkin. The secondary task which might be more important, is setting both an entry point and an exit point and keeping them open or closing them upon need.
The kils open to the interdimensional space. It is a region mostly deprived from life except by a few lifeforms that tend to hinder travelling in it. There is no reference to guide you while inside it, so only the ones experienced enough or with special training are able to navigate it safely. The Lunkin bridge this gap, enabling secure and fast travelling between two points through the interdimensional space.
The kils work as tunnels, you just walk in on one end and end up on the other, if one end is closed then you will simply return to the same kil you used as entry point. Going through a kil is pretty much like crossing a door with a cloth that covers it. You don't know or see what is on the other side until you reach it, eventhough it is just a step away.
Entering Zelia without a Kil, since most of the places where dimensional rips occurred have been protected with a Lunkin. All allied dimensions have one to ten kils(portals) to cross over. Still, there are ways to force a dimensional gate or rip open where a kil is absent, so it can happen although it is very rare. The amount of energy/magic is ridiculous if the correct catalyst is no applied. The highest ranks of the Entur Guard posses this catalyst in their swords and all have been handed down by succession inside the ranks. If such event happened it would be detected from 1 minute to 3 days depending on the location.Society
All major groups are mostly monotheist, most have many minor deities. There also a few minorities inside each group that are atheists, pantheists, deists or authotheists. The main cities of each race are usually half open to public with a regulated amount of visitors that do not belong to the race that controls it.
To make interaction within different species easier, all Zelii sentients have developed the ability to switch between humanoid and non humanoid forms; humanoid forms raging between 3m and 0,5m.
There are the 5 main Zelii laws:
-Respect for freewill, as long as it doesn't affect others welfare.
-Ensure the welfare of all inhabitants, regardless of their species or their place of origin.
-All Sentient creatures are equal in rights and duties.
-Respect for private property.
-Inviolability of life. Life is priceless and can't be replaced by anything.
The laws and morality in the largest cities and some towns are overlooked by sentient entities. They are spirits that are associated to that area by some type of artifact, shrine or monument. In the smaller places there is a small force of mages and soldiers that take care of it.
Military and politics
Zelia is currently a neutral independent empire, which is ruled by a high emperor/empress for all Zelia and a vice emperor/empress for each race. There are also governors, majors and clan heads to help with the administration.
Zelia has a few inter and intradimensional treaties. It posses a permanent military force ranging between 200 and 500 warriors. All of them are trained in battle and highly skilled in all forms of elemental control, magic and physical abilities. About a third of it is made up by females, although most are better than males in technology and magic areas. Each race has it's own armed forces as well, but their numbers fluctuate constantly.
There are four main training centers for the military:
The IAMTACC: The Zelii Imperial Academy of Magic, Technology, Arts, Combat and Culture is the biggest and most important educational and research center in Zelia. The IAMTACC is seen as a preparation for the Monoceri and the Drackun orders, since the outstanding students usually get invited to join either of them. It is located north of the Imperial Citadel, separated by dense forests with set roads and paths. Still it is quite dangerous to roam around at night.
The Drackun and the Monoceri Order: They form the main contingent of the armed forces, they are the top of the elite, only surpassed by the Entur Guard. Entrance is not easy, even those that are invited have to go through severe tests that evaluate not only their skill and knowledge but their very souls. Each has a Citadel located at the top of one of the tallest peaks in Andia.
The Entur Guard: The Entur Guard are the core of the armed forces and by far the strongest. To be accepted in it, you have to achieve the top ranks in both the Monoceri and the Drackun Orders. They are tasked with protecting the emperor and the Imperial Citadel, as well as being the first strike force during war. Their main function is maintaining the peace between the races in the Andia and Ails Maruns. The location of their citadel is unknown although there is a general purpose base in the Imperial Citadel.
Rainde flakes are used as basic coinage, together with gold and silver coins, both worth the same. Although you can find most things for free, luxuries are paid with Rainde. 1 flake is about $100, a big coin (size of a dollar coin) is worth 25, a medium is worth 5, and a small is worth 1. They're approximate values, still the acquisition power is higher in Zelia since most commodities are free or quite cheap.The most expensive materials are those that are crafted since what is being paid is the value of the artisan's work.
All trades are organized in guilds, some are legal and some aren't, there are some trades that have legal and not legal guilds. The illegal guilds usually deal with obscure matters that from one viewpoint or another are seen as incorrect by the society.
There are three types of Rainde, one used for coinage, one used for crafting, and the rarest one is used as an energy source for magic. This kind in particular is a crystallized form of elemental energy. A small amount has a large energy output, without the drawbacks of radiation usually present in such energy sources. Magic
Magic dwells in everything in Zelia. As mentioned, Zelia is a living being, the energy it posses and its essence is what enables the existence of magic. The use of magic is limited to the skill and knowledge of the one that tries to use it, as well as it's own innate capability to wield it. In Zelia magic is called dolmei, dol means art and mei means energy. So it is the art of molding energy. Any being with the capability to mold this energy will be capable of wielding magic.
There are two set bases for wielding magic, the elemental interactions and the conceptual molding. For outsiders it might be difficult to wield it if their world's magic works under a different rules.
a) Elemental interactions:
This usually sparks debate. Don't question it, it's magic!
Energy can be set in eight main elements, the ones mentioned above. Four are basic, Water, Earth, Wind and Fire. The constructive natural combination of these create the next four: Thunder, Light, Darkness and Sound. Everyone is born with an affinity to one or more of the elements, this enables them to wield them with ease, while the rest must be learned. Magic is done by manipulating the elemental nature of energy to combine and destroy it into different forms and shapes, giving it a set purpose.
b) Conceptual Molding:
The energy is treated as whole, everything in Zelia is part of it's essence. By manipulating this essence magic can be wielded and used.
How to use magic:
There are two ways to start, some are born able to do either so they are able to skip the basics and wield magic in more advanced ways.
a)Seals: The energy is channeled by imbuing it into patters, characters or gestures. For example, I could create a fireball by 'writing' fire on the air or an equivalent symbol. I could also move any part of my body in a way that represents fire to me. This is used with more ease for elemental interaction magic.
b)Verbal: The energy is channeled through incantations and invocations. If the magic you are trying to use the verbal form of it will be simple. For a fireball I could simply say 'fireball' if I'm capable enough. If not I would have to chant an spell or invocation with variable length to use it. It works better with conceptual molding magic.
Both can reach higher levels up to the point where magic can be performed by just thinking about it. The Basic Zelii Sentient Races
There's a rule when hunting, if it has 6 or more legs, doesn't talk and isn't poisonous, you can eat it. Most sentient have non sentient versions following the previous rule.
Zelii words for the elements, most of the names are related to these:
All Zelii species are playable if you wish to use them. If someone shows interest in any of the Zelii autochthonous races I will write a basic description and facts about the society. The only ones I would restrict are the Jintas and the Shao-Den are forbidden for obvious reasons.
They are the first beings of Zelia, ancestors of all races. They are the Diamond Unicorn and the Diamond Dragon. There's only one of each, their remains are enshrined in each of the capitals of the Drackun and Monoceri.
*Jin and Jintas:
The Jin with the Shao-den helped with the creation. Of all the races, they were elemental beings and eventually became one with the world. Their power lives on through the Jintas or elementals. There's one for each element and there's only one alive at any time of each element. Their gender alternates each generation. There are eight races distributed in 7 clans and two sub clans. The light and darkness are sub clans of the Nerevu or shapeless. The transmission of the power form one generation to the next is one of the major festivals in Zelia and it lasts eight days.
*Drakun: Descendants of Gold and Silver, first dragons, guardians of Zelia. It includes pure and bred. Drackun is the civilization name; Kirin is the term for dragons.
The Kirin are one of the most ancient and wise race in Zelia. Their main citadel is located on the northern mountains, a series of platforms carved in the rock and a fair amount of large caves are the base of its architecture. Despite appearing rudimentary from the outside, some of the mountains house large structures within fashioned with raw power and magic into breathtaking and magnificent views. The most renown of these structures is the Shrine of the Diamond Dragon and the Eight Great Dragons. A pillar carved on rainde is dedicated to each of the eight, and the ninth is carved in diamond. It said that each pillar stores remnants of their energy.
Each clan usually has one to three settlements, according to their size. The clans are distributed over the three hro-marun, usually seeking the places that will suit their ideologies. Their numbers are not overly large but they are enough to have dwellings over 5% of Zelii mountain ranges, it is still rare to find large settlements or as elaborated as the main citadel.
The Kirin are revered by most races, although there are non sentient cousins that are used as mounts by some. It is considered impolite to ride a non sentient dragon while a Kirin is close by, although not illegal, it is frowned upon. In rare occasions, the Kirin ally with warriors and they work together in partnership, both as mounts and combat partners.
Seen as the holders of knowledge, the oldest of the Kirin are usually called for counsel or judging when delicate affairs have to be dealt with. The Kirin clans hold council every ten years to choose their main leader and the head of each clan. The election is done by the head of each clan and an advisor, who are the only ones allowed to enter the chambers of the council.
The Kirin’s main economical activity is their scales. Some subspecies shed them regularly, and the scales are appreciated for their strength and beauty. Specialized craftsmen amongst the Kirin mold them and sell them to merchants. Although these products are highly coveted, their prices are over the usual budget of most Zelii. There are few craftsmen outside the Kirin that are able to work with them.
Kirins are usually more adept at elemental magic; still it is not rare to find some of the Kirin that show skill in other types of magic. The breath of each Kirin is usually associated to their birth element, but the lineages have interwoven so much that some inherit to or three different types of breath, although these are less powerful than those of less diluted bloodlines.
*Moven: Descendant of Ivory and Ebony, first unicorns, guardians of Zelia. It includes pure and bred. Monoceri is the civilization name; Moven is the term for unicorns.
*Mentah: The term means nature; it includes the lunkin (trents) and the Jinmentah (descendants of the jintas, nymphs and spirits of nature)
*Mitah: The term mean stone, it's an ancient race that has remained unchanged and mostly unbred. They are beings made out of minerals and elements, some of them have more than one in them. They grow crystals of these all around them and shed them, just like humans shed skin. The most rare is the Rainde, as there is only one, the rainde is a diamond like crystal, except is more resistant, harder and has a rainbow shine to it.
*Kulen: Hominids, it includes Lundien (Elves), Hakdien (Dwarves and gnomes), Deldien (Humans and giants) and Jindien (Orcs, trolls, gremlins and related)
*Deren: They include all animal non human based creatures, although some have certain humanoid features. The first lines are
a) Shao-Ven (Horse lineage) which include the Ven (horse like), Ventauri (Centaurs) and Nigden (Sphinx). There are two Nigden lineages, the Fanigden (winged). And the Haknigden (not winged).
b) Chiat (pronounced she-at): Rodent lineage, pure and bred. It includes squirrels, beavers, rats and mice, porcupines (hedgehogs and equidnas) and bunnies. In three main groups: Hakchiat, Lunchiat and Fadchiat.
c) Dirnaj: All bat like creatures.
d) Kantus: Canids. Curious fact, scientists relate hyenas to felids. Groups:
Vix (foxes), Loup (wolves and descendants), Yeilt (Coyotes and jackals).
e) Katria: Felids. Dagun (Hyenas) and Katria (rest of felines) groups.
f) Avi: All avians. Rekkul (Phoenix), Kaiavi (Water birds) and Hakavi (Earth birds, include flying and non flying)
g) Ictel: Water based groups, Ictei (Non humanoid creatures with tail flukes), Kainaj (Humanoid Ictei). there are two non humanoid groups: The cetaceans and the sharks. Cetaceans include dolphins, whales and narwhal as sentient.
The Kainaj, or most clans at least, are a proud and rather shy race, although they posses great insight and knowledge of the secrets of the waters. Their main city is in the southwestern sea, it is completely underwater and at depths that most earth dwellers can’t bear comfortably. The city is protected by a spell that allows outsiders to breathe underwater but it can be lifted quite easily to defend it. The spell also protects those that are unable to cope with the high pressures of those depths. Their architecture revolves around the building resources they can find in the depths, corals and discarded shells of giant creatures are commonly used to create a beautiful architecture.
The Kainaj settlements are always inside relatively deep bodies of water, which usually hinders their distribution, still there are enough for the most of the clans to live apart from each other. The Kainaj are one of the species that have lower numbers compared with the rest, the reasons for this are mostly unknown to outsiders.
The citadel is controlled by the most numerous clans and although internal warfare is uncommnon, once a clan reaches a respectable size it might challenge the current leading clan. If victorious, they exchange control of their settlements for the citadel. All of the settlements are usually built with the same dedication and care as the citadel, but in a smaller scale and according to what is available in the place it is settled.
Most Kainaj depend on water to survive and it is rare to see them too far away from bodies of water. There are some that have developed the ability to endure for longer periods of time, which usually are the ones that create new settlements and find safe routes for travel between them.
Along with the Kaikedden and the Ictei, their main economical activity is the exploitation of resources of the depths, giving a wide variety of works and guilds amongst their ranks. Their economy is solid and self sustainable. They depend little of other species and usually sell their products close to the safety of the shores.
The Kainaj are naturally inclined towards water related magic, but most develop skills in other areas. It is not uncommon to see them practicing magic in secluded areas of their settlements, if you have enough contacts to access this places. They are not seeing as a war faring race, but they can be fierce fighters when placed in jeopardy.
h) Edun: Mustelids, all the species fall into the Kanit group: Raccoons, red pandas, skunks and ferrets.
The Edun usually inhabit in large open forests with fairly cool temperatures. They are a fairly pacific race with low numbers, and although their diets and some costumes differ amongst the subspecies it is not rare to see more than one clan of different subspecies living in the same settlement. They lack a large main city but instead have a large towns that work as a sociopolitical center for each of the subspecies. The settlements are usually built amongst the trees, their characteristics and colors usually makes them blend so well that you might be in the middle of one of them and not notice it. The Edun are lively folk and although they are not trusting, they usually treat visitors well.
They are renown for their festivals and craftsmanship, being unrivaled in their work on wood. It is said that the Edun posses the secrets of the tree's metabolism and are able to make them grow in the less welcoming soils. Cunning and curious, the Edun posses great knowledge of the forests, rivaled, maybe, only by the Lundien. Their main economic activity is done by artisans who work on the wood they get from the trees. Their talent is unique and mostly unrivaled, many craftmen from all over Zelia seek them to learn their secrets, although few are taken as apprentices.
The Edun work with a democratic organization amongst the clans, each chooses a representative that reunite in council every year to discuss issues that affect them. Ahead is chosen amongst the representatives to give judgement and take decisions when needed. They usuallyattend their own business and have little involvement with other species, unless they are called or visited. They usually posses abilities in nature related magic, but there are other branches that chose to delve in other types of magic, not as related to their lifestyle.
Most clans settlements are quite independent and can fare quite well without outside intervention. Each have their 'Avenue of Workshops' where the best of each artisan's work is usually displayed outside for the visitors and potential clients. It is rare to see an Edun fall a tree, they take the wood from them, usually without killing the tree, and apply a balm that slowly helps it restore the removed wood. The recipe for this one is secret and is usually handed down within each family.
i) Ursa: Bears
j) Kedden: Two groups, Hakkedden and Kaikedden. Crabs, shrimps, lobsters, spiders and scorpions.
k) It-hrai: The Kedit groups. (Armadillos and pangolins)
l) Dieth: Reptiles, three groups Hakdieht (Snakes), Kaidieht (crocodilians) and Kiridieht (Saurids).My character:
Character Name: Leorobin Eredin
Background information: Leorobin Eredin is the next in line for the head of one of the Katria and the Cantus clans simultaneously. His parents were once heads of each clan and fate brought them together ending a war and creating a fragile peace. They had to resign their positions in order to remain together but Leorobin had a different idea. He sought to unite both clans and increase their power in the region and at the same time create a durable peace. He had to work hard to achieve that point and now he is being tested by the elders. Their test was to embark on this quest and come back safely and succesful They secretly hope he dies and never return. He attended the IAMTAC and eventually escalated to become part of the Entur Guard.
Species: Hybrid of Zelii Cantus and Katria
Place of origin:Zelia
Age:24 (48 human years)
Appearance: As a Zelii he can assume a feral and anthropomorphic appearance.
Marun you would like to begin in: I'll decide on it later.
Something else we should know?: His ability is to mold energy into crystals and manipulate those crystals at will. He can extract elemental energy from any object, living or nonliving. His ability extends to already existent crystals.