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ohirushika's Oppa

Hunter

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A MAGITECH FANTASY MAGIC ACADEMY ROLEPLAY

RUN BY ━━ SLEEPYDERE
MODDED BY ━━ BIRI BIRI DEER-SAN
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ohirushika's Oppa

Hunter

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        Magic in Luxen's history is long, having been present for as long as anyone can remember. In the beginning, magic could only be used by those who had the capacity to store mana within themselves. This trait was biological, and it quickly became a way to rise up in the ranks of nobility because of how valuable mages were. Magic seemed boundless; to many, if there was a will, there was a way. There was only one issue: MAGIC TOOK A LONG TIME TO CAST. As you can imagine, the more complicated the magic, the longer it took to cast. This meant that while magic found great use in tasks such as agriculture, medical care, etc., it was incredibly unreliable in anything that required an instant response, such as combat, search and rescue, etc. Though long lamented for this shortcoming, magic remained a powerful boon to carry on one's own person and a point of pride for many.

        As the kingdoms developed, so did its study of magic. It came to be learned that those who lacked the capacity to store mana within themselves could still use magic, albeit through a different approach. This approach later became known as MODERN MAGIC, and in turn, the original study of magic became dubbed as ARCANE MAGIC, or sometimes CLASSIC MAGIC. Modern magic, while extremely convenient, was severely limited in its utility. It was deemed a failing study at first, but it eventually garnered more traction as its boons came to light. It could never hope to reach the strength or complexity of arcane magic, but the speed at which it could be cast (which was almost instant) opened opportunities that arcane magic was never able to. Soon, MODERN MAGIC BECAME RECOGNIZED AS A FORMAL STUDY OF MAGIC, which is when the distinctions between modern and arcane magicks were made. Unfortunately, THE ONE DOWNSIDE OF THE TWO MAGICS WERE THAT THEY WERE NOT INTERCHANGEABLE; part of modern magic involved the lack of interruption that internal mana capacity provided, just as arcane magic required an internal mana capacity to operate.

        When the two magics became seen regularly throughout the kingdoms, it immediately sparked tension. Mages were critical of this new study of magic that they felt should not be considered magic, while knights were tired of the attitude of mages and how they looked down upon modern magic. While there were some cases of knights and mages cooperating with excellent results, for the most part, the two refused to get along. It became intense enough that academies for the different studies were developed, to avoid students from fighting one another over their perspective studies of magic. While this temporarily resolved the issue, it ultimately reared its head once more when students began to graduate. While knights and mages typically bickered, many jobs found them requiring they cooperate in order to accomplish their task. The success stories of mages and knights working together illustrated how much more could be accomplished if knights and mages would be willing to work together. Of course, this was easier said than done!

        Various different institutions discussed how to bridge the difference, and one school did something completely revolutionary. Stella Sidus was one of the most well-known educational institutes for the study of magic. They were divided up into two sister schoools; Stella Academy for Mages, and Sidus Academy for Knights. The schools were initially intended to have many events with one another to promote friendliness between mages and knights, but it didn't seem to be helping. The two principals wracked their heads to find an alternative, and when the Stella students blew up their school in a magic experiment gone awry, they decided: WHY NOT HAVE THE SCHOOLS MERGE INTO ONE FOR A YEAR? They were happy about it! Great idea! And no one else was happy.

        In order to foster communication between the students, they completely overhauled the school system. Now, every knight was assigned a mage (and vice versa, a knight for a mage) as their partner and roommate. Partners share all commmon classes, and any classes they do not share are ones specific to their studies of magic. In addition, all students have been sorted into a house. These houses, as well as roommate pairs, will be competiting in various competitions held throughout the year! The pair to win the most points will be given an opportunity to apply for jobs in the royal courts, an opportunity only reserved for those with both the skill and ties close to the royal family, while the winning house will be able to select any alum from Stella Sidus to mentor them exclusively for a year.

        But everyone gets one special prize too: FRIENDSHIP!



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ohirushika's Oppa

Hunter

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        FOLLOW GAIA TOS AND DON'T FIGHT. I expect you to get along or even if you don't, to behave civilly in this roleplay. I expect you to be able to get along with other roleplayers here. If you see someone here you think you won't get along with, please do not apply or please prepare yourself to behave as an adult. IF YOU'RE JOINING, I'M EXPECTING YOU TO BEHAVE YOURSELF. THIS INCLUDES PASSIVE-AGGRESSION AND SNIDE REMARKS. If you're having an attitude, you're out. I will kick you out if you are behaving in a way I feel is problematic to this roleplay, even if you don't say anything bad explicitly. If you're smart enough to choose your words carefully, you're smart enough to know what you're doing. No bigotry, bullying, etc. No nonsense like that.

        That being said, if you are having trouble getting along with another roleplayer or otherwise feel their conduct is making you uncomfortable and are not sure how to address it, please contact the mods. IF YOU ARE YOU WORKING TOWARDS FINDING A CIVIL RESOLUTION TO CONFLICT, we are more than happy to help you.

        Please be proactive about plotting! I understand many friends have an easier time plotting with each other, but I would like to avoid any issues in which people feel that cliques have been developed. I RESERVE THE RIGHT TO TAKE ACTION IN THE EVENT I FEEL THAT A CLIQUE HAS FORMED AND IS NEGATIVELY AFFECTING THE ROLEPLAY.

        As you may expect, new rules will be added as needed.





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        This is intended to be a LIGHT-HEARTED, FUN (AND A LITTLE CRACK-Y) ROLEPLAY! While I won't bar you from having IC drama and angst, I do ask you keep a limit on it. This is not the kind of RP where your characters are survivors of some war where their entire village was wiped out or someone gets murdered at school. Characters that I feel are a little "too intense" for the RP may be asked to revise their backstory. I want everyone to have creative fun in the RP, so I don't plan to be restrictive on it, but overall, I WANT THE FEEL OF THE ROLEPLAY TO NOT BE OPPRESSIVELY DARK. Also, no Sues, Stus, etc.

        Character applications will be reviewed and accepted or rejected based on the discretion of the mods. WE RESERVE THE RIGHT TO REJECT YOU FOR ANY REASON, AND WE ARE NOT REQUIRED TO PROVIDE YOU THE REASON.

        Your face claims should obviously be ANIME. Please pick large, high-quality images if possible. I also appreciate pre-rendered images to save me some work, but if you can't find that, it's all g. Your face claims should be more fantasy than modern, despite this roleplay's setting not being high fantasy.

        Stella Sidus Academy is intended to be a college; your characters should be AGES 18-22. I will consider applications outside of that on a case-by-case basis, but they should only be off that age range from about a year or so. For the sake of simplicity however, a majority of the cast will be in this age range, if not all of them. If you do plan to have your character outside that range, please sufficiently explain their circumstances in your application. Also, for variety's sake, please try to have your element different from your partner's element.

        Currently, characters limits are at THREE PER PERSON. This number may be adjusted in the future, based on interest and available roles. You are expected to post for your character within a week after your posting partner has posted. Deadlines for posts will be on a Discord channel. YOU WILL BE ASKED TO PROVIDE A POSTING GROUP AND ORDER FOR EACH POSTING ROUND, and if you are unsure of the order or anything regarding your posting group, I expect you to follow up with whoever you are posting with and get back to me. I will not be chasing you or the other person down for this information.

        In the event you leave this roleplay, YOUR CHARACTER WILL BE WRITTEN OUT IC. I will take your input into consideration, but the final decision for how they're written out will be decided by my mod and I, based on what we think will be best for the roleplay.





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        Don't be broken, homie. This isn't the kind of roleplay for that. No one magic element is stronger than the other, and they all have their own unique abilities. Don't go 5head with this, and for the record, if you do make something broken and word it in some vague way and sneak it past me or my mod in the application phase and then drop it IC, YOU WILL BE ASKED TO CHANGE IT. I don't care if your character has been accepted already. If you have an idea that you aren't sure will work, you're expected to ask me or my mod. If you don't ask and just do it, then you'll be asked to amend your character. If you're smart enough to think of wording it in a way to get it snuck past the mods, you're smart enough to know you should've asked from the get-go.

        Please refer to the information posts in this roleplay to get an understanding of how magic works in this world! ANY ADDITIONAL QUESTIONS CAN BE ASKED ON THE DISCORD.





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        There are going to be dice rolls! Modifiers will be added on a case-by-case basis, but MOST OF THIS ROLEPLAY'S OUTCOMES WILL BE DECIDED THROUGH DICE ROLLS. I expect you to respect the outcome of the dice roll, whether it's bad or not. As for modifiers, you may be asked in advance to provide a modifier number for your character, based on the event and during that time, you will also be asked to explain why you believe your modifier suits your character. Please choose a suitable modifier that respects your character's limits. IF I OR MY MOD FEEL YOU ARE NOT PROVIDING AN ACCURATE MODIFIER, YOU MAY BE ASKED TO CHANGE IT OR FURTHER ELABORATE ON YOUR MODIFIER CHOICE.





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ohirushika's Oppa

Hunter

ohirushika's Oppa

Hunter

ohirushika's Oppa

Hunter

ohirushika's Oppa

Hunter

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        As the world grew, people found more and more uses for magic. However, arcane magic required a long time to cast, and it made mages very niche in their uses. This would later lead to the development of what is now called modern magic, used by knights and other people who lack mana pools. Modern magic is significantly easier to use than what is now called classic or arcane magic, but it's seen as a lesser form of magic by mages. MODERN MAGIC DOES NOT REQUIRE SPELL CIRCLES LIKE ARCANE MAGIC DOES, AND CAN BE CAST NEARLY INSTANTLY. This allowed for magic to be used for more than just utility as it was before, and would lead to the development of the "Knight" occupation. Knights are trained in the use of modern magic, and HAVE LEARNED TO INCORPORATE MODERN MAGIC INTO THEIR FIGHTING. Mages were known for their inferior physical capability, and knights became known for their superior knowledge in this area, combined with the boon of magic augmenting their movements. The only downside is that MODERN MAGIC CANNOT HOPE TO EVER REACH THE SAME COMPLEXITIY, UTILITY, AND STRENGTH OF ARCANE MAGIC. It remains a highly popularized form of magic however, as it allows for people to use magic in situations where it was previously insufficient due to the shortcomings of arcane magic. Knights are typically looked down upon by mages, but they often hold their head high as pivotal parts of society now. Being a knight is a highly respected position, even if they are often butting heads with mages. Most knights are typically employed in the military, search and rescue, as explorers, etc.




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        Practitioners of the arcane form of magic. ORIGINALLY, THE ONLY FORM OF MAGIC AVAILABLE WAS ARCANE MAGIC, AND IT WAS ONLY USED BY PEOPLE WHO WERE BORN WITH A MANA . Their usage of magic is significantly more complicated, and to become a full-fledged and professional mage requires years of tutelage. The original mages were all people who used what is now considered arcane or classic magic. The complexity of their magic allows for them to cast magic at a much higher destructive capacity than a knight would, and they're also able to cast much more specific spells. The downside of this is that EVEN THE MOST ACCOMPLISHED MAGES NEED TIME TO FORM THE SPELL CIRCLES THAT ARE USED AS A CATALYST FOR THEIR MAGIC. Mages use their own mana to form spell circles to cast magic, and the more complicated a spell is, the more circles it requires. While common spells and their accompanying spell circles exist in the world, the true test of a mage's worth is their ability to develop their own circles and to combine pre-existing ones to create an entirely new spell. As magic found its footing in the world and its abilities were used far and wide, it became increasingly noticeable that while mages were capable, their need to cast their magic limited their usefulness and led to the eventual development of knights. This has mostly been viewed as a dent on the pride of mages, who tend to view modern magic as just a weak copy of arcane magic and a stain upon magic. The occupation has stood the test of time, and remains one of the most respected and sought after positions. Most mages can find work in various areas, such as agriculture, magitech engineering, etc.




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        Magic began as arcane magic. To use arcane magic, YOU MUST BE BORN WITH A MANA POOL. Mana pools are genetic, so they can be passed down to children. It is possible to for a child to be born without a mana pool, despite having a parent that had one. The highest chances of having an offspring with a mana pool is when two mages have a child, but even then, it's possible you would be born without one. That child could later go on to having a child that does have a mana pool however. Conversely, it's possible for two people who do not have a mana pool to have a child who has one. It just means someone in their lineage had one. By having a mana pool, you are able to create spell circles, which can be used to command the aether in nature to follow specific instructions, which is classified as magic.

        Conversely, modern magic adopts a different approach; it uses the caster as a medium to channel the aether, completely obviating the need to use spell circles. This severely limits the utility of magic as the casting is extremely basic, but it allows for a much faster application of magic. YOU CANNOT USE BOTH ARCANE AND MODERN MAGIC. Mages who attempts to use modern magic will be unable to do so, as the presence of a mana pool disrupts the attempt to channel aether through oneself in an attempt to create a spell circle. Conversely, Knights cannot use arcane magic, as they lack the mana pool to create a spell circle.

        * Please note there is no such thing as blood-specific magic or anything like that. Please think of magic like coding or formulas; how you achieve the result may be unknown as they only see the end result, but other people can still learn the spells if they are given the formula and perform the same as you, provided they match your skill level.

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        There are six elements, FIRE, WATER, WIND, EARTH, LIGHT, and DARKNESS. Every one is only born with the ability to manipulate one element, and this cannot be changed. Like mana pools, your element can be affected by your genetics, but it hasn't been unheard of for a child to inherit an element completely different from their parents. Most elements have a sub-element, which is just a smaller branch off of their element, which has also become incorporated into the mastery of their element.

        Most of the elements and their respective sub-elements are fairly straightforward in how they function. LEVITATION, the sub-element of WIND focuses on maintaining an airborne status without constant moderation, as wind magic typically has you actively maintaining it. LIGHT focuses primarily on healing and defensive magic, such as barriers, and its sub-element, ILLUSIONS, focuses on false imagery through the reflection of light. DARKNESS focuses primarily on poison/miasma-type magic and crowd control, such as heavy fogs that obscure or slow down movement, etc., while TANGIBILITY is focused on the adjusting one's visibility (you can't become entirely invisible, though) and movements (such as turning yourself into a shadow to move, walking through walls, etc.).

        tab tab FIRE ━━ Lightning
        tab tab WATER ━━ Ice
        tab tab WIND ━━ Levitation
        tab tab EARTH ━━ Nature
        tab tab LIGHT ━━ Illusions
        tab tab DARKNESS ━━ Tangibility



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ohirushika's Oppa

Hunter

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        The home of the most straight-forward, passionate students. They were assessed as being very confrontational individuals, willing to take the lead and to face problems head-on. This house isn't full of jocks; they have just as many nerds as the next house! What defines the people of House Ignis is the fact that they do not bend in challenges, and prefer the most straight-forward solution, no matter how daunting it may be. If they were to overcome a wall, they would do so by punching it until it breaks. Their dormitory is located in the southern area of the campus, and behind it is a large forest. The staff assumes this house will wind up being the most rambunctious and competitive house due to how many hotheaded, ambitious individuals were placed into it.

        tab tab HOUSE HEAD ━━ Open
        tab tab HOUSE MASCOT ━━ Bear
        tab tab HOUSE COLOR ━━ Red




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        Located by the water and cliffside on the east end of the campus is the serene, quiet home of House Lacus. Envisioned to be home to the most wise and thoughtful students, it's much like Caelum and Silva in its atmosphere. Just like its fellow houses, House Lacus isn't only the house for nerds. It's the house for those who maintain a calm demeanor, even in the face of trouble. They're often the methodical sort, the type to calmly assess the situation and take their time to figure out the best approach. If they were to overcome a wall, they would do so by weathering it down with other apparatuses until it easy to break. Because it was intended to be home to students whose studies are more intellectual and elegant, but the former often invites eccentric individuals, staff are on watch for this house as either the most impressive or the most troublesome house.

        tab tab HOUSE HEAD ━━ Open
        tab tab HOUSE MASCOT ━━ Dove
        tab tab HOUSE COLOR ━━ Blue




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        House Ventus is a concern for the staff. Designed to be home to the most whimsical, socially flexible students, they hoped that this would be the house with the most adaptability and possibly the most able to accommodate friendships between knights and mages. House Ventus is captured in image by how creative they are, and the house members' willingness to explore inside and outside the box. Against a wall, they are the most likely to just hop over the wall. There's worry that this will either make them a wonderfully cooperative house, or a house too cooperative that they just go around causing mischief everywhere. It's located on the western end of the campus, by the gardens.

        tab tab HOUSE HEAD ━━ Open
        tab tab HOUSE MASCOT ━━ Fox
        tab tab HOUSE COLOR ━━ Green



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ohirushika's Oppa

Hunter

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        Among the species, humans are the most jack of all trades in terms of boons; not being too strong, without being too weak, not too sturdy, without being too fragile. Their species has no preference for one classification of knight or mage over the other and is fairly even in its distribution. It's not very common for humans to find much pride or connection to fellow humans, and they tend to find more identity in their nations as opposed to their species. Culturally, they are more likely to adhere to culture of their home than of their species. Humans are typically of fairly average stature, and have no particularly note-worthy features.

        tab tab COMMONLY FOUND IN ━━ Nivosus, Silva, Solis

        tab tab AVERAGE PHYSICAL PROWESS ━━ Average
        tab tab AVERAGE MAGICAL PROWESS ━━ Average
        tab tab COMMON CLASSIFICATION ━━ Even




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        Elves are considered one of the oldest races, tracing their roots to Silva. Their long history makes them prideful of their race and as a byproduct, somewhat snobby at times, and they're typically seen as the poster child of your typical Silvan. They're often considered intellectuals at heart and tend to be associated with old magic history. They're said to lean somewhat to the weaker side at times; that, coupled with their fondness for scholarly works, make them often pursue mage work instead. Elves tend to be on the slimmer, taller side, but not necessarily. Most noticeably, they have pointed ears.

        tab tab COMMONLY FOUND IN ━━ Caelum, Silva, Solis

        tab tab AVERAGE PHYSICAL PROWESS ━━ Below average
        tab tab AVERAGE MAGICAL PROWESS ━━ Above average
        tab tab COMMON CLASSIFICATION ━━ Mage




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        The most free-spirited of the races, fairies tend to be notorious for being somewhat mischevious, but intellectual creatures when motivated. They tend to be somewhat mysterious in attitude and generally do not adhere to rules, although they've learned to mix their playful ways with the ways of their nations. Amongst the races, they commonly boost the least impressive physical prowess, but many famous magical texts were developed by fairies, and they often find they hold an advantage in arcane magical studies. Fairies have wings, which they are able to conceal at will. The wings grant them temporary flight, but they can only fly for relatively short periods and not that high. They either have round or pointed ears, so they're often mistaken as humans or elves. They tend to be somewhat petite in size.

        tab tab COMMONLY FOUND IN ━━ Caelum, Silva, Sumire

        tab tab AVERAGE PHYSICAL PROWESS ━━ Low
        tab tab AVERAGE MAGICAL PROWESS ━━ High
        tab tab COMMON CLASSIFICATION ━━ Mage




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        Of the species, Beastkin are easily the most unique due to the fact that many of them can have very different qualities. They look human, but adopt traits of animals, most typically mammals, but they have been seen to adopt the qualities of other animals as well. They often boost increased physical strength in association to whatever animal whose traits they've adopted (such as those with rabbit ears being able to jump higher than other beastkin), etc. Their personalities vary based on where you go; like humans, they're more likely to adopt the behavior of their nation as opposed to maintaining some kind of common behavior among the species. Like humans, they're of fairly average build.

        tab tab COMMONLY FOUND IN ━━ Nivosus, Silva, Sumire

        tab tab AVERAGE PHYSICAL PROWESS ━━ Above average
        tab tab AVERAGE MAGICAL PROWESS ━━ Average
        tab tab COMMON CLASSIFICATION ━━ Even




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        The physically strongest of the races are the dragons. They're easily the most sturdy, but they have a lower rate of producing mages, as many dragons are born lacking mana capacity. Modern magic was founded by a dragon, and it is something dragons take great pride in (along with their strength). They are considered the polar opposite of elves in that they pride themselves on their strength, but similar to elves in that they tend to exhibit the same kind of obnoxious pride in themselves that others sometimes hate. Dragons tend to be on the taller side, and they have horns on their head. They sometimes also have patched of scales on their skin, and either have pointed or round ears.

        tab tab COMMONLY FOUND IN ━━ Caelum, Nivosus, Solis

        tab tab AVERAGE PHYSICAL PROWESS ━━ High
        tab tab AVERAGE MAGICAL PROWESS ━━ Low
        tab tab COMMON CLASSIFICATION ━━ Knight



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ohirushika's Oppa

Hunter

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        Located in the Caeles Mountain Range where it derived it names, the citizens of Caelum are a quiet and humble group. They strongly boast the boons of cooperation, and are taught from a very young age how to work with one another. The mountains can be difficult to survive in, but Caelum's citizens have learned to work together to create a society. It is seen as a wonderful place to vacation from when looking to relax, with views that aren't comparable to any other kingdom. Many citizens of Caelum are trained in the use of kites, relying on kites to move throughout the various different mountains in Caelum and you'll find no one here afraid of heights. Those that visit Caelum often comment on the serenity and beauty of the nation, but also how reserved its people are; to many, they appear cold, but it is simply a land where it is considered the norm to be quiet and respectful. It is considered the most progressive in terms of cooperation between knights and mages, believed to be because of the nation's strong emphasis on cooperation.

        tab tab TERMS ━━ Caelan(s)
        tab tab CLIMATE ━━ Cold, windy
        tab tab MOST COMMON SPECIES ━━ Elves, Fairies, Dragons

        tab tab DISTRIBUTION OF MAGES AND KNIGHTS ━━ Even
        tab tab REPUTATION OF MAGES AND KNIGHTS ━━ Even
        tab tab COOPERATION OF MAGES AND KNIGHTS ━━ Good




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        The North is dominated by the vast Nivosus Kingdom. Having built its nation on snowy tundras, it's a hardy nation of survivors. It is considered a difficult place to survive, something that is a point of pride for its people and many are very proud of their nation's history. As the country was difficult to survive in, it tends to place more emphasis on results over anything else (like your lineage, etc.), so it can be considered the opposite of the very traditional Sumire, which places much more emphasis on one's roots. It is considered one of the easiest places to achieve success if you bar its difficult living conditions, as the people here always prefer people who can actually accomplish what they set out to do instead of someone who just boasts about having reputable families.

        tab tab TERMS ━━ Nivosan(s)
        tab tab CLIMATE ━━ Cold
        tab tab MOST COMMON SPECIES ━━ Humans, Beastkin, Dragons

        tab tab DISTRIBUTION OF MAGES AND KNIGHTS ━━ Mostly knights
        tab tab REPUTATION OF MAGES AND KNIGHTS ━━ Knights preferred
        tab tab COOPERATION OF MAGES AND KNIGHTS ━━ Moderate




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        One of the oldest nations is the Silva Republic. Starting as a humble village in a forest, it has flourished into a land full of scholars. The country is rich in culture and wisdom, preferring to talk conflicts through instead of discussing it over combat. It is considered one of the foremost lands to go through when wanting to learn more and is considered extremely progressive in their handling of change. Ironically, the dissonance between knights and mages here is less because modern magic is seen as less, but because fighting is often seen as uncivilized and barbaric in Silva. The people here can be called somewhat snooty by others, and they tend to be a little arrogant of their seemingly more intellectual upbringing. It is one of the most historically reliable countries in the world, known for its extremely organized and detailed recounting of history.

        tab tab TERMS ━━ Silvan(s)
        tab tab CLIMATE ━━ Cool, airy
        tab tab MOST COMMON SPECIES ━━ Humans, Elves, Fairies, Beastkin

        tab tab DISTRIBUTION OF MAGES AND KNIGHTS ━━ Mostly mages
        tab tab REPUTATION OF MAGES AND KNIGHTS ━━ Mages preferred
        tab tab COOPERATION OF MAGES AND KNIGHTS ━━ Bad




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        The Solis Empire is one of the largest, yet most divided nations. A nation of various tribes rolled into one, they've learned to thrive in the desert through exotic trades of gems, spices, and clothes that can often only be found in Solis. The tribes are often at competition with one another, and its a competitive society as a whole. Its architecture is particularly well-known, as it has had to evolve to compensate with for the heat of Solis' deserts. Similar to Nivosus, it is a country that places a lot of emphasis on one's accomplishments, although unlike its northern counterpart, one's lineage and connections are much more worthwhile here. Merchant trade is flourishing in Solis, and like Sumire, it has brought knights into the spotlight.

        tab tab TERMS ━━ Solin(s)
        tab tab CLIMATE ━━ Hot, humid
        tab tab MOST COMMON SPECIES ━━ Humans, Dragons, Elves

        tab tab DISTRIBUTION OF MAGES AND KNIGHTS ━━ Even
        tab tab REPUTATION OF MAGES AND KNIGHTS ━━ Even
        tab tab COOPERATION OF MAGES AND KNIGHTS ━━ Good




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        In the East is the mysterious Sumire Kingdom. It is by far one of the furthest countries from Stella Sidus, located past Caelum Kingdom. Known for its unique and beautiful clothing and architecture, it's becoming a tourist hotspot for those from other countries. It is an extremely traditional country, and there is strong emphasis on maintaining proper conduct. It's an extremely capitalistic country and so, competition between peers is encouraged. Again, in comparison to other countries, a lot of emphasis is placed on blood roots, and many businesses, properties, and occupations are passed down within the family. Ever since it began trading with other countries more actively, the merchant business has been booming. Knights were typically seen as lesser than mages here, but the increase in merchant activity has caused an increase in bodyguard work, which knights were suited for, so the tides are shifting.

        tab tab TERMS ━━ Sumiran
        tab tab CLIMATE ━━ Warm, fair
        tab tab MOST COMMON SPECIES ━━ Humans, Beastkin, Fairies

        tab tab DISTRIBUTION OF MAGES AND KNIGHTS ━━ Mostly mages
        tab tab REPUTATION OF MAGES AND KNIGHTS ━━ Mages preferred
        tab tab COOPERATION OF MAGES AND KNIGHTS ━━ Bad



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