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Posted: Wed Dec 17, 2008 7:30 pm
In a world of magic and swordsmanship, what happens when one man has weapon none can match?
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Posted: Wed Dec 17, 2008 9:29 pm
History:
The story starts over a thousand years ago... Back then, there were only four countries in Muir Nin...
Alainn, Ollam, Agreus, and The Tribal Alliance.
The lands of Alainn and Ollam were allies, trading freely. The two advanced quickly, their technology advancing far above the country of Agreus and the Tribal Alliance.
Alainn advanced in whatever Ollam lagged behind in, while Ollam advanced in whatever Alain didn't. After many years, Ollam had created the world's first cybernetic being and a cure for any disease, and Alainn had launched a satellite into space and perfected energy weaponry.
In all, everything was at peace... until the War of Demons.
The new president of Ollam was an ambitious man. He used the robotic forces of Ollam, and set them to attack all Tribals and Agreus citizens.
Alainn tried to talk them out of it, but Ollam's ruler would not be swayed by their words... So Alainn decided to end the war. The satellite that Alainn controlled was a military creation... An orbital cannon.
Ollam was vaporized by one word from Ollam's High General (the leader.) All that remained was an underground section of the city... Thousands died.
The Ollam Machines stopped their march, but wandered aimlessly. without orders, they simply killed whatever they met. Tribals called them 'metal demons' a name that quickly caught on.
Alainn's action to protect Agreus and the Tribals was not appreciated. A meeting was held. The conclusion was reached: Alain was too advanced and powerful. They could easily enslave the rest of Muir Nin without resistance now that Ollam was gone. The High General, to avoid conflict, had his entire country's populace frozen cryogenically. The great technological country slept, to awaken in a thousand years.
As Alainn slept, they were guarded by their mechanical centurions, hulking robots that kept the less advanced from entering Alainn.
As the years passed, more countries formed... and a new thing rose. Magic. Spells. The arcane arts became more interesting than science.
After nine hundred years had passed, the King of Agreus found something horrifying in his records. In the next hundred years, the land of Alainn would send out a single man to judge the world, and Alainn will hear his judgement and act on it. Magic had lengthened his life dramatically, so he would be a judged leader... So he had a great wizard cover the valley of Alain in ice... so that when Alainn awoke, they would find themselves under buried under a glacier.
Today: Agreus' king has been sitting easy. the time for the Alainn scout had cme, but he hears no word of him. Glad he's foiled the country's plans by betraying their trust, he now focuses on another matter. There is a rebellion in his country, and his daughter is missing.
In the frozen valley of Alainn, the lone scout climbs from the iceworm tunnels, armed with gear from a lost era.
In the country of Saor, the King's daughter is also missing, but this one was not kidnapped. No, she's left her betrothed at the altar, unwilling to marry such a worthless prince.
In the underground city of Ollam, lost and abanoned, an emotionless little girl walks through the streets, eyes scrolling with data. This girl is Archive, the Ollam library of all the data collected from the past, kept young for the past era.
How will you affect the world of Muir Nin?
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Posted: Wed Dec 17, 2008 10:23 pm
MUIR NINMap Countries of Today:Coalition of Independent Countries:Agreus: Green fertile land with healthy forests. Agreus is a very attractive and coveted land. Ruled by a king who cares about his daughter more than anything, it is currently experiencing a rebellion. Agreus is the oldest country to date. Skat: A desolate wasteland, Skat is only redeemed in value by it's mines, which churn out enough metals to keep the land alive. Skat is plagued by the Iron Colossus, a monstrous Ollam siege golem that never stopped working. It smashes anything in it's path, and wanders in huge circles in the wasteland. Dabuur: A desert country, only the shore of Dabuur can sustain life... unless you come across one of the hidden oases in the sands... But the sands themselves hold the Sand Devils, a quadrupedal spider-like machine that hides in the sand until a living thing comes near before tearing it apart with lightning-fast barbed wires. Anaituil: A land that is half swamp, Anaitiul is a haven for mages. There is a strong flow of magic here, so spells are often tested. There is also the Demon Field, where hundreds of humanoid machines idly await instructions from Ollam, killing any lifeform that is foolish enough to enter their valley. United International Alliance:Saor: A land where laws and justice are upheld with great respect (or else!), the Shining Knights hail from this land. Noble and courageous, they often set out for adventure or to thwart villainy... In this land are the Firebird Peaks, a land where Phoenixes dwell. Crioanna: A green river-divided land, aspiring mages often congregate here to learn magic. This land is rather gaudy in coloration, as merchants gather here to peddle to mages and their less wary apprentices. The Dragon Caves, where most of the dragons live is also here, often attracting adventurers who try to prove themselves by killing one (often ending in their demise.) Madra: Where farms are and farmers dwell, Madra produces 80% of Muir Nin's grains. it also has an unending plague of bandits, who prey on the caravans. Awd: An island and a coast, Awd boasts a tremendous fleet. They depend on fish, and their cities often have a large amount of seafood and the smell of the ocean. They also control all merchant waterways. Awd has to deal with sea monsters, however. Nonpartisan Countries:Gra: A country occupying the land that Ollam once held, Gra is where adventurers often go to make a name for themselves. Wandering Metal Demons offer challenges and yield rewards of craftable and sellable metals. The land where Ollam City once stood is now Histah's Woods. A dense forest that the warlock Histah von Anaitiul lurks. The forest itself covers the underground area of the city, and the only remaining above-ground piece is Histah's Tower, where many a brave soul has lost their lives to the warlock's powers. Sona: Land of music and arts, Sona is also home to the Silent Grove. Sona is home to the sylvan(elven) population of Muir Nin. Amadan: A country that produces grains, but only for the sole purpose of brewing drinks with them. Amadan is the source of Muir Nin's alcohol and other beverages. The best brewer with the most profit is the ruler, but only by the other brewer's acknowledgment. Every year a contest is held for the best brewer, who then rules the next year. Seaclaid: With a massive jungle dominating the center, Seaclaid isn't really a threat to anyone... they also produce chocolate. Seaclaid's southeast border is swampland Countries of the Past:Alainn: A land of technology based around military power, it was located in a valley between Agreus and Ollam. Alainn focused it's resources on guns and defenses instead of civilian benefits, and had enough weapons at the time of sleeping to utterly destroy the rest of the world without facing any real problems. It now depends on it's lone scout to tell them the current condition of the world, or else the forces of Alainn will awaken, and attack everyone else for the betrayal that occured in their sleep. Alainn is frozen under hundreds of feet of ice. Iceworms will kill anyone who tries to enter the city. Ollam: A country founded on civilian technologies, such as medicine, Ollam's weaponry was still at a ballistic phase when they created their first cyborg, Archive. Unfortunately, poor leadership wiped out Ollam, save for the underground area of the city, which was only for government and information purposes...
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Posted: Wed Dec 17, 2008 10:36 pm
Races of Muir Nin
Human - The most common race, humans are what can be considered the rulers of the world. They tend to start wars with each other, however...
- Old Human (unplayable): The ancestors of humans, Old Humans are long-lived through technology, and are stronger and faster than appearance.
-- Cyborg (unplayable): Ollam's wealthy paid for augmentations for their bodies to appear 'perfect.' Sadly, they are all dead despite their visions of immortality. The only one left is Archive, who is flawed and was converted into a living database for civilian information.
Sylvan (elf) - A rather graceful and elegant folk, they live about as long as humans. They are weaker than humans, but faster.
(Other races must be okayed by me, but feel free to add a race, as long as they are not a. too advanced (Alainn is the only 'advanced' country) b. too ancient (sorry, no 1,000 year old characters... that's only for cyborgs, and all but one is dead.) c. too unrealistic for this world. )
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Posted: Wed Dec 17, 2008 10:38 pm
Rules:
-Follow Gaia ToS -no cybering. Romance is allowed. -no godmodding. The best you can do is area of effect spells. (or in the case of the lone scout, grenades and sweeping fire.) -No killing without the permission of the killed... or in extreme cases, me. -All of the profiles will be PM'ed to me with the title, "Where did you get that?" -OOC must be in Parenthesis. -multiple characters are allowed. -If you've read the rules, your PM to me will have a wahmbulance in it.
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Posted: Thu Dec 18, 2008 8:53 am
Profile skeleton: [b]Gaianame: Name: Age: Weapons: (medieval) Spells: Race: Faction: Background: Appearance: (descriptions are allowed) Theme music: (optional) Other: (optional) [/b]
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Posted: Thu Dec 18, 2008 9:20 am
Factions:
Coalition of Independent Countries (CIC): Agreus, Skat, Dabuur and Anaitiul. This coalition is industrious and dynamic. The rulers are usually alike, so if one is corrupt, it's likely the others are too. Coalition HQ is in Agreus. Supporters of any of these countries are in this faction.
United International Alliance (UIA): Saor, Crioanna, Madra and Awd. This alliance is more focused on magic than the CIC, and many adventurers hail from this alliance. The UIA is rather peaceful, and produces food in surplus. The UIA's leaders are very different, and will often argue, but never without reason. The HQ for the UIA is in Crioanna. Supporters of these countries are in this faction.
Agreus Liberation Front (ALF): A rebellion led by a dark and twisted man, The liberation front fights against the corruption of the current king (and will place a man who is much worse in his place...)
Alainn Military (AM): The forces of Alainn and every citizen of Alainn supports this faction. Alainn's government revolves around the chain of command. The highest seat in the government, the ruler, is the High General, who has command of the satellite and all Alainn's access codes.
Unaligned countries (Non): Gra, Sona, Amadan and Seaclaid. These countries don't care about the events of the world as long as they aren't affected by them. They are generally friendly and open to everyone and tend to frown upon violence in their borders. Anyone who holds no particular side is in this group.
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Posted: Thu Dec 18, 2008 6:11 pm
The Slotted Profiles (One must ask to take a slot): Alain Scout: SPI -14 Ollam Database: SPI -14 Princess of Agreus: SPI -14 King of Agreus: SPI -14 Agreus Revolution Leader: Yorozuya_Harujiro Crioanna Head Mage: King of Saor: Princess of Saor: SPI -14 King of Sona: Chancellor of Awd: Brewmaster of Amadan: Sultan of Dabuur: Mage Lord of Anaitiul: Emperor of Skat: Master of Madra: Accepted Profiles: Gaianame: SPI -14 Name: Thornak Calma Age: 30 Weapons: Alainn Military automatic energy rifle, Alainn concussive grenades, 4 auto-deploy turrets. Spells: none Race: Old Human Faction: AM Background: Thornak is the scout sent by Alainn to judge the land. He has a span of three years to make his decision. after that, the country will awaken. He knows every Alainn access code and hides a secret. Appearance: Thornak is a gangly, thin man with light brown hair and glasses. He wears a snow camoflauge jacket and pants and wears a white helmet with a small metal plate reading '13th' Thornak never straps his helmet together, and has a white shirt with the Alainn symbol on it. He carries a massive pack which has his supplies for the next three years. Theme music: Wily Metal Other: Thornak is equipped with the best gear Alainn can offer. He is also trained by the military, and is at peak physical condition. A normal human without any magic cannot match him. Gaianame: SPI -14 Name: Archive Age: 1,100 Weapons: none Spells: Holographic projection (not really magic, but created from her bracer.) Race: Cyborg Faction: AM Background: Archive was once a normal little girl, but the government of Ollam found her to be the most suitable candidate for their first cyborg. As a result she gained eternal youth and unending stamina. Unfortunately, it also was too painful for her. She was deemed a failure, and was modified to function as the Ollam National Database. This process suppressed all her emotions, making her a virtual doll, her face forever in a smile and existing only to serve the country of Ollam. If the network keeping her in the underground Ollam section was destroyed, she'd regain her emotions... which would flood her mind immediately. Appearance: Archive appears ten years old. she has green eyes that scroll data at insanely fast speeds. She wears a form-fitting cloth outfit that never gets dirty, and has a white pleated skirt. She wears a pair of shiny white knee-high boots, and has a large metal disk on her back. Two metallic supports go over her shoulders to frame her neck, and both meet at a triangular gem-like piece of machinery that glows blue. On one wrist is a bracer that can project holograms. Theme music: Downwind Other: Archive is protected by a powerful personal shield and knows every bit of information Ollam had discovered. Archive has a massive endurance and is incredibly fast. The large metal disc on her back provides her with nutrients and keeps her young. Archive can only defend herself with her force field. Gaianame: SPI -14 Name: Princess Mithra de Agreus Age: 18 Weapons: Dagger Spells: elemental and healing magic (weakened by pendant) Race: Human Faction: CIC Background: The Princess of Agreus is rather sheltered. Thus when she was kidnapped, all she did was wait for a rescuer. She is a kind and loving person, but can tell good from bad... most of the time... She was kidnapped by Histah the Warlock, who was hired by the rebellion leader to remove her. Appearance:  Theme music: Dream of Zeal Other: She wears a pendant that she thinks is very valuable. It actually suppresses her magic. Gaianame: SPI -14 Name: Lady Pisteia Var age: 21 Weapons: Claymore Spells: can enhance her own speed and make her blade sharper. Race: Human Faction: UIA Background: A princess out on the road, Pisteia is an unparalleled swordswoman. She believes the man she will marry will be someone who has guts and a sense of justice. Appearance: Pisteia has black, short hair and is a bit tall. She is covered in form-concealing armor, which is different in design. under the armor plates she has black chainmail. She wears a helmet that hides her face and hair. Theme music: Mamacitas in My Valley Other: Pisteia is obsessive compulsive about elegance in her sword swings, which must always have some kind of showy addition to them. Gaianame: SPI -14 Name: Uriel Rumor Age: 20 Weapons: A rapier and a shape shifting musical instrument. Spells: Musical spells to help others. Race: Human (elf descendants) Faction: non Background: Uriel is a bard, pure and simple. He's a coward, but knows how to handle money. he often flirts with women, and hails from Sona. Appearance: Uriel is a rather handsome man, he has long blond hair, and wears a green and brown outfit, topped with a pointed hat with a blue feather in it. He has a leather strap over his back to carry his instrument. Theme music: Blue Lightning Other: Uriel will often write poems. These poems are insulting to the people they are about, unless they are about him... Gaianame: SPI -14 Name: King Malik de Agreus age: 120 Weapons: Broadsword Spells: Master of elemental spells. Race: Human Faction: CIC Background: King Malik inherited his position. When he discovered Alainn's agreement, he had a powerful wizard freeze Alain, so that he wouldn't have to deal with their judgment. He has no mercy for traitors, and will torture the Alainn scout for the access codes if he finds him. Appearance:  Theme music: Bloody Hell Other: King Malik cares more about his daughter than anything. She is his only heir. Gaianame: FreakishFox Name: Isabella “Bell” Banx Age: 24 Weapons: mace and crossbow Spells: control and manipulate metal Race: Human Faction: non Background: Bell was born in Agreus to a close friend of the king, Duke Reginald Banx. The duke found out about his king’s actions to keep the Alainn scout from returning, he confronted the king and expressed that he was against such actions. The king was enraged at his friend for being so openly against him and banished him from the country for treason. Thus the duke and duchess moved to Dabuur with their new born daughter. While on their way to the ocean and civilization, they ran across a Sand Devil. Isabella’s mother sacrificed herself so that her husband and child might escape. Reginald found a small oasis where he set up camp and ended up living out the rest of his life. Because of his wife’s death, the duke had a morbid interest in the machines of old and began practicing the magic of manipulating metal and then teaching his daughter to do likewise. When Bell was eleven, her father believed he had the skill to defeat a Sand Devil and set off into the desert to test his theory. Bell waited for his return, but gave up after about a month. She spent five years reading her father’s books and practicing metal manipulation on her own before setting out on her journey to Gra, a country full of these strange machines that she had only heard of from her father’s tales. Since then she has been practicing her magic on the machines there and forming sellable armor and weapons from them. Appearance:
 Theme music: Sleep Isabella Other: She is curious as to how the machines of old work, but too afraid to get close to an “alive” one to figure out how it works.
Gaianame: Yorozuya_Harujiro Name: Gaudin Age: 36 Weapons: Spell book Spells: Fire, Water, Light, Summoning, Healing, communication with the current holder of the throne of Crioanna. Race: Sylvan Faction: UIA Background: As a young sylvan, Gaudin was an apprentice to the previous high mage of Crioanna. Gaudin learned quickly, but just before his training was completed, the previous high mage died, in a terrible accident. Gaudin witnessed it, and blames himself. Before he took up the mantle of newest High Mage, Gaudin traveled, and completed his training. Appearance:  Theme music: Xepher, by Tatsh Other: Crioannan High Mage Gaianame: Yorozuya_Harujiro Name: Damien Lanter Age: 40 Weapons: sword, knife. Spells: None, but has an almost magical skill of persuasion. Race: Human Faction: ALF Background: Damien was always disappointed in the way his country was run, and at the age of thirty-six, founded the Agreus Liberation Front. He hasn't realized that, in his quest for domination, he has become worse than the current King. Appearance:  Theme music: Psycho by Puddle of Mudd Other: Damien's identity is only known by the highest ranking members of the ALF. Gaianame: Yorozuya_Harujiro Name: Acharius Age: 30 Weapons: An enchanted sword with the feather of a pheonix in the hilt, thus allowing a skilled wizard to set it on fire. Spells: Slight knowledge of fire magic. Race: Human Faction: UIA Background: Acharius used to travel with Gaudin, and now is a hired bodyguard in Madra. Appearance:  Theme music: Bang the Doldrums Other: Gaianame: Anniria Name: Dethrak Age: 36 Weapons:  Spells: Nightstorm {Darkness encompasses the area around them and shadows attack anything inside, except Dethrak} Black Arrow {Arrows of dark energy form and can be controlled by Dethrak's mind Race: sylvan Faction: CIC Background: Dethrak was never considered 'normal' he had always been dark and distant as a child, and as he grew older, became more sadistic and evil. He wanted nothing to do with power, preferring to stay in the shadows, killing anyone who displeased him. He became a torturer and works for his faction loyally, since they sometimes supply him with living beings to make suffer. Appearance:  Theme music: Nemesis - Cradle of Filth Other: (optional)
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Posted: Fri Dec 19, 2008 11:52 am
This RP is currently open.
We are accepting.
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Posted: Fri Dec 19, 2008 2:30 pm
Magic on Muir Nin:
Some have it, some don't. the magical power you start with may be weak or powerful. If it's weak, it can be made stronger over time through training. If it's powerful, it will be much harder to increase in power.
Magic is elemental, light, dark, Musical or healing.
Elemental covers: Fire (covers lightning with enough training) Water (covers ice) Wind (covers vacuum with enough training) Earth (covers metals with enough training)
Light is magic that focuses on spells that (as it says) are composed of light. That said, light tends to be composed of spells that emit radiation and are capable of blinding or stunning enemies.
Dark is unlike light, and focuses on the creation of things that prevent light from coming through. It can also be used to turn things invisible. Dark can also be poisonous.
Musical magic requires an instrument, and focuses on sounds created by it to affect emotions. Musical magic is highly underestimated, and in the hands of someone highly skilled, musical magic can be a dangerous psychological weapon.
Healing magic is focused on healing, of course. From purging poisons to closing wounds, healing is entirely nonviolent. However, such a spell is worthless without allies, so a person versed in healing magic is expected to have weapons training.
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Posted: Fri Dec 19, 2008 4:21 pm
Known 'Metal Demons': Sand Devil:  Originally an all-terrain attack drone, the Sand Devils are capable of burrowing under the sand and waiting to attack. They were once armed with dual machine guns, but the bullets have long since been depleted. Instead they kill with whip-like barbed wires. Iron Colossus: Reference PicA massive siege Golem left behind from the War Of Demons, the Iron Colossus has yet to fall. so far it's been strong enough to weather every magical and physical attack thrown at it. Metal Knight:  Located in an old Ollam depot, now known as the Demon Field, there are thousands of these metal soldiers standing eternally in formation, awaiting their orders. Alainn Centurion: Referance picThe only machine outside of Ollam not malfunctioning, these robots were built by Ollam and modified by Alainn to serve a guards while they slept. There were a total of nine of these Centurions, which often announce their presence with the words "Halt! Identify!" An unknown lifeform will then be asked to leave. if it refuses, the Alainn guard will fire it's energy cannon (which won't run out of ammo, due to solar power.) 8 of the 9 centurions are buried in the ice and are useless. The last one, still functioning, guards the ice tunnel leading to Dilis, capital of Alainn. Discs: ReferanceFormer Police drones, Discs are among the more harmless Metal Demons, but they are feared more. This is because a Disc is a good scanner, and can detect lifeforms. When it does, it calls for the War Hunters. Discs float around Gra. War Hunters: ReferanceDreaded sentries of Ollam, these machines were once used to hunt down and kill criminals. Roughly the size of a man (a bit taller though) they possess dual blades for cleaving their targets and resilient armor. The War Hunters now roam Gra, where Ollam's city once stood, still following the kill orders given a thousand years ago.
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Posted: Fri Dec 19, 2008 4:33 pm
Metal Demons vs. Civilization:
Most people fear metal demons. The hum that comes from their electric cores is called 'demon magic.' Metal Demons often play the role of monsters in stories, except ones involving prisoners. (metal demons take none.)
Adventurers sometimes get lucky and fell one in battle, but it usually requires careful planning and an ambush, or a really powerful mage.
The lone scout of Alainn, as well as Archive, are both seen as friendlies to any machine left behind by Ollam or Alainn. All Ollam machines will immediately obey any commands from Archive, as she is bot a citizen of Ollam as well as the city database. unfortunately, the years of disrepair mean that the electric pulse that goes through the protected wiring is now unfit for such action, and it is likely the machine will explode.
Any weapon of Alainn manufacture will easily dispatch a metal demon (or anything else, for that matter.) However, there is a training that must be undertaken to use such weaponry, and all the weapons of Alainn are under hundreds of feet of Ice, save Thornak Calma's.
Ollam weaponry is useless, as a gun no longer is fit for any use, save the few in the underground area of Ollam, which is guarded by machines in a far better state than outside. as there are no bullets made in the world, once an Ollam gun runs out, it is only useful as a bludgeon.
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Posted: Fri Dec 19, 2008 4:40 pm
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Posted: Fri Dec 19, 2008 4:43 pm
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Posted: Fri Dec 19, 2008 4:54 pm
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