Welcome to Gaia! ::

The School of Dedicated Roleplayers [closed]

Back to Guilds

A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

Reply 06 General Archives (non-RP inactive threads)
Large-Scale Fantasy War RP: Fredrolice 1042sy (Literate!)

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Which side are you on?
  Frisham
  Degalia
  Bragh
  Damn, this sounds stupid! There's no vampires or ninja! How will I get in charicter?
View Results

Cthulhu Faustus

PostPosted: Wed Jan 16, 2008 10:30 am


The Draco-Lion War
PostPosted: Wed Jan 16, 2008 10:32 am


The Brief History



In the year 1041sy (Sovereign Years), the year of the Manticorn, The Draco-Lion War ravaged the once quasi-peaceful land of Fredrolice. Two powers fought over the right to rule the land: The Kingdom of Frisham; and the Empire of the Holy Lance, also known as Degalia. Both held a claim to the Sovereign Seat, as King Cromwell of Frisham's father was the last Sovereign, and Emperor Bramsford of Degalia was named as successor by the Sovereign before he passed on, falling to the dreaded Spinach Fever (which caused the skin to turn dark green before death).

The matter was complicated, though, by complaints made by the King Cromwell. He claimed that the succession was forced out of the Sovereign, and made allusions that the Sovereign may even have been poisoned. Emperor Bramsford, of course, denied the accusations and, in turn, accused King Cromwell of going against his father's wishes and suggested foul play by him as well. The division of the once cooperative lands led to the biggest war in centuries. To make matters worse, the hordes of “Barbarians” from the land of Bragh, to the north of Fredrolice, took advantage of the chaos to invade making in a three-party war, the end of which was not in sight as the sides were fairly equally matched.

At this crucial time, the Generals and leaders of the armies of each land made a name for themselves by distinguishing themselves on the battlefield, and by how they acted when off it. This is the story of those brave souls who fought to best each other in what would come to be known as one of the most dire struggles - filled with intrigue and espionage, battle and blood - to befall the land in memorable history...

Cthulhu Faustus


Cthulhu Faustus

PostPosted: Wed Jan 16, 2008 10:36 am


Map


User Image
PostPosted: Wed Jan 16, 2008 10:37 am


Frisham

Frisham is a Monarchy, usually ruled by kings although there have been a few Queens in the history of the land. They consider themselves very open minded and have formal schools for all children and some universities, all paid for by the Crown, in return for a few years of compulsory military service. They boast the smallest, and happiest, of the three nation's populations, and have the highest level of engineering and craftsmanship.

The religion of the land is the pagan worship of Meathur, Britava, and Gringor (the three Creator gods) and Malignameshaal, the god of disruption and destruction. Meathur rules over the land, Britava over the Sea, and Gringor over the sky. They each have other duties as well some of which include: Meathur brings life to the earth, Britava takes it away, and Gringor takes the essences of the dead life back to Meathur to be reborn; Meathur is the god of War, Harvest and Love; Britava is the god of Justice, Science, and Humor; Gringor is the god of Magic, Weather, and Luck. Malignameshall (sometimes called Mashaal for short) is the main antagonist of the creator gods, always trying to disrupt the balance of life for his own gain, if there is a poor harvest or a bad run of luck or a devastating storm, it is said that “Mashaal is meddling again”. This is all seldom important, though, as the religion is not taken very seriously by the people of Frisham. Indeed, in recent years the agnostics and atheists probably outnumbered the believers, and most of the believers only are so for social reasons. You would be hard pressed to find a Priest of Frishanity. The ones you do find though, tend to be very passionate.

The layout of Frisham is mostly hilly plains and sparse forest, scattered with a few small lakes and streams and the main waterway, the River Brelle. Their capitol is the City of Campingbell, and their Crown Prince Regent resides in the secondary major city of Trish.

Magic



The main magical schools of thought for Frisham are those of Wizardry, Sorcery, and Alchemy. All three of these schools require studiousness, accuracy and guile to be effective.


Wizardry


Through long years of training and practice, some master the ability to subtly change the world around them through the concentration of their mind upon a focus, such as a staff or book, and usually with another object relative to what they are trying to do. For instance, one could focus ones energies through a staff with a glass of water in hand to gather more moisture nearby and effect the weather. One could also use a book with illustrations of an act being done as dual focus for preforming that act, and that type of book is highly treasured by Wizards.

Almost all Wizards are over fifty years old, because it take decades of practice and grueling study to gain the peculiar mindset necessary to change reality through pure willpower. Wizardry is very limited in it's uses, as only subtle changes may be accomplished, but unlike many other forms of magic, there is little to no recoil for being unable to accomplish something. It simply will not work and, while exhausting, the act of preforming wizardry will not sap the life force of the user. A wizard can not throw a fireball, but he can make an area unseasonably hot. He can not create a swarm of bees, but he can make an area smell like the sweetest nectar in the world, eventually attracting that swarm. Wizardry can be very powerful, but only when planning is made in advance, as very few wizardly acts have immediate results.

Another upside to this is that, unlike many other magical schools, wizardry is untraceable, and can be used from a great distance: as far as the Wizard's eyes can see. For this reason, many Wizards have very good glasses, since good eyesight and a long life of intense study often do not coincide.

Sorcery


A Sorcerer is one who can breach the gap between planes and summon creatures from another realm to aid him/her in whatever they wish to accomplish. To do this they must spend weeks in preparation, setting up special summoning circles and drawing up protective wards. The creature's name must be known to summon it, and the only way to find a name is to force it out of a creature that is already known, or to project oneself into another realm. Most of these realms are not friendly and this type of excursion is dangerous, as the Sorcerer does not know to what plane they will be summoned to. Once the creature is summoned the bargaining begins.

There are many types of creatures and many types of bargains to be struck. Some creatures are barely intelligent and want nothing more than something basic, such as food, company or an object. These are the easiest types of creatures to control. Their powers are usually fairly limited and they either grant benefits to the Sorcerer or have a skill of their own, but almost never both, and the benefits are usually minor. The more intelligent a creature is, the more useful it is , but also more difficult to control and exacting a heavier price upon the Sorcerer.

Lets say that a Sorcerer summons a dragon from the plane of shadow, a very intelligent and dangerous creature who can lend a Sorcerer the ability to become intangible, and the dragon demands that every time the user activates the ability, he will have to remain intangible twice as long as the time before, and if he time spent intangible is too long he would die of thirst. This last part the dragon would not mention of course. Nor would it mention that your clothes and belongings do not become intangible with you, that your fist period of intangibility must last one day at least, that the time spent intangible is subtracted from your lifespan and added to the dragons and that if you ask the right questions, a bargain can be made to subtract some of these conditions, but only before the original agreement is struck.

This complex web of logic and counter-logic is one example of why a Sorcerer must be clever and cautious to survive. Sorcerers have the highest mortality rate of any type of magicians. The highest mortality rate is of apprentice and fledgling Sorcerers who make mistakes or underestimate the extra-planar creatures, but the experienced are not immune to becoming arrogant and careless as well. To survive as a Sorcerer requires a quick wit, a clever mind and a willingness to face danger.

Training however is a much shorter period than that of a Wizard's. Five years is the average apprenticeship period, and three years is the average time spent doing individual research before becoming a “Professional”. Summoning has two additional technical problems. It puts a strain on the human body to summon outside forces, and to maintain the summons. For this reason, physical condition has much to do with how many creatures one may control at once. A healthy, fit, muscular person might be able to handle as many as five at once, while one who is sickly or has neglected his/her body might be limited to as many as one or two. Summoning also leaves a residue in the air, undetectable except to those who have seen another realm or dimension, have skewed perceptions of reality (Wizards) or who specialize in sensory magic.

For various obvious and necessary reasons, the system for summoning creatures will work as the such:
1.You summon the creature in a post, doing whatever dialog and action you wish, just like any other post.
2.Send Cthulhu Faustus a PM, saying what demon you summoned and everything you want it to do.
3.In PM form, I decide what the creature's price is, and bargain accordingly for the demon in PMs.

This is the only foolproof way I can think of to regulate the penalties for the summoned creatures, and eliminate GMing. By doing the bargaining in PM form, no one else will know what your demon's cost is, but I will know if you break the rules, and can give you results accordingly. To those who thought at first glance that this magic was too vague or overpowered, know that I will be keeping a sharp eye on any Sorcerers. I wanted the magics, as well as the nations, to be fairly balanced, and I will not allow GMing to throw things out of whack.


Alchemy


Alchemy is one of the most heavily debated “Magicks” because it could also be called a science, and some argue that is has no magical basing but is pure scientific. The alchemists themselves have opinions of the subject on both sides. Some say magic, some say science, but most Alchemist would tell you that it is a mix of the two.

Alchemy works by directly fussing or fissioning two or more materials, to make a composite or to break something down. This requires a circle to be drawn around the object. If the circle is drawn on the object/s, only the parts inside the circle will be effected, while the rest will remain unchanged. The circle takes time to prepare, and after the circle is completed, a key word must be spoken by the Alchemist to activate it. If the circle is broken, or if the Alchemist can not finish saying the word, the spell will not activate. Likewise, the alchemist may wait as long as she/he wants before activating the circle, so long as it remains uninterrupted.

There are strict rules to Alchemy, much as there are to modern chemistry. For every action there is an equal and opposite reaction, in physics. In Alchemy, this rule still applies. For every Alchemic reaction there is an equivalent response, that is to say: you can not create something from nothing, and you can not completely destroy something. You get as much as you start with, simply in another form.

The hardest form of alchemy is that of transmogrification without recomposition. This is the portion of alchemy that requires the most preparation, research and talent to accomplish. Multiple circles must be drawn, precisely at the right places and angles or not only will the Alchemic reaction not work, it will backfire. Sometimes explosively, but always harmfully. Those who experience a major Alchemic backfire usually don't survive, which is why Alchemist study so long and are so careful in their work. A misstep could kill, maim, or alter them. Even regular fusion/fission Alchemy can cause a backfire if done improperly, but it is most common with transmogrification efforts.

Alchemy requires at least ten years of study, and that is for a prodigy of the Alchemy world. Most study for fifteen to twenty years to achieve the title of official alchemist. Most alchemists go on to be successful engineers, architects, blacksmiths and craftsman and, like all members of Frisham, may be called to battle in times of war.

The further technical details of Alchemy are as follows: An object created through alchemy has an aura that can be seen by magically inclined persons who have extensive knowledge of Alchemy, Wizardry or any other school that involves a metamorphosis of reality; There are different Alchemic words for every element and additional ones for each transmogrification (usually a dozen or more for the latter case) which need to be known to be used, as well as different types of circles to form different shapes with the object of to differentiate between a fusion/fission/reshaping. It is all very complex and Alchemists usually either specialize in a particular area, or learn a wide variety of basic terms and circles.

Hierarchy


The armies of Frisham have two factions: “The Guard” and “The Dracoknights”.

The Guard


The guard is composed of militia and supervised by a select few officers. Their primary objective is defense of the land, especially the cities and farms, and are only sent out of the land with the most urgent of need. Ranking goes, from highest to lowest Marshal, General, Colonel, Captain, Lieutenant, Sergeant, Militia.

The Dracoknights


The offensive military force of the kingdom, they are sent to do all the fighting abroad and are composed of the career warriors of the kingdom. Ranking goes: Admiral, Commodore, Captain, Commander, Lieutenant, Sub-Lieutenant, Petty Officer.

Diciplines


The main fighting styles of Frisham revolve around defense over offense. Brahndo's focus is on using the momentum of your opponent against them, while Harhish's focus is on evasion and counterattack. The main weapons of the armed forces of Frisham are the pike and the bow, but most battle weapons can find a place there.



Of the three Nations, Frisham can be said to be the most well rounded. Their flag is a Black Dragon on a white background.

Cthulhu Faustus


Cthulhu Faustus

PostPosted: Wed Jan 16, 2008 10:39 am


Degalia

The Empire of the Holy Lance could be called a theocracy, by some. Unlike the Frishans, Degalians center their lives around their religion. Prayer and ceremony are essential to their way of life, and the Military, Church and Government of Degalia have very little separation.

The national religion of Degalia is a monotheistic one, based heavily upon a single book, “The Mishrah”, which tells of the life and teachings of their major prophet and everlasting savior, Degaladus Fredrichschaven Mishranaspa, more commonly known by his postmortem title of , “Dio”, meaning “holy one” in the ancient tongue of Fredrolice, or simply as “The Martyr”.

The Martyr lived over two thousand years ago, and was said to have traveled the lands preaching of certain doom to all those who did not bow down and worship him, as he claimed to be the incarnation of the will of the planet, made into flesh to deliver a grave warning to the world. He said that the planet was fed up with their abuse and that they must pay homage to him, and thereby the planet, or face certain doom after death, as well as in life, as the spirit of the planet wreaked it's revenge on them by tearing the land asunder, and shaking the earth from it's foundations, blowing fiery rock down upon the people and poisoning the air. The, currently inactive, volcanic mountains laying in between the subsections of Frisham and Degalia had been erupting lately and this scared the people enough to believe him. Strangely enough, though, this homage did not come in the form of working better with the land. But in harvesting riches from it, to give to “Dio”. The, then completely unified, government of Fredrolice opposed this “cult” and ordered that Dio be executed for the crimes of Fraud and rampant diversion of tax funds. While on the headsman's block, he proclaimed that as long as he was remembered and his teachings kept holy, as well as having a large statue of his image at the capitol, the land would not rebel against the people, and they might find a place of peace after death.

To prevent the people from rioting they put up the statue, but still not all the people were happy. About half of the country opposed the idea of the government caving in to the demands of a new religion and the resulting conflict (not detailed here) led to the separation of the lands of Degalia and Frisham under the loose control of the Sovereign Seat, the old head of the Fredrolician Dynasty.

Despite the criticism, by Frishians, of incredibility of The Martyr, the ideals he set forth for the religion that followed him make for a rigid and highly efficient government, albeit lacking in creativity and freedom of expression.

The religion is fairly simple in it's beliefs, which are generally held in the form of fifteen commandments (paraphrased here):

1.Do not murder. Killings must only be done in self-defense or in times of war, or as executions for grave sins.
2.Do not steal.
3.Do not deceive for the sake of self gain.
4.Do not covet the possessions or spouses of your fellow people.
5.Marriage may only be made between a man and a woman, or multiple women in the case of those in the Priesthood, who are required to have multiple wives. The general populace is limited to one spouse.
6.As a chain to commandment five, homosexuality is considered a sin. Very few people are ever convicted for it, but there are a few prisons in Degalia for “Perversion”.
7.Once after every meal, a follower of Mishrah must say a prayer of thanks to Dio, as well as making a small offering and a prayer before going to bed.
8.All who are able must attend a temple meeting once per week to receive instruction from the local Priest.
9.No copy of “The Mishrah” may be made, and it's holiness must be preserved.
10.A believer has the responsibility to convert all the nonbelievers they can, without breaking any their commandments.
11.The Emperor is infallible, and chosen by Dio to lead the people in the way he wishes.
12.It is a sin to eat using your bare hands. Utensils are necessary to eat Degalian cuisine, and anything that must be eaten by hand is held with gloves or a napkin.
13.Each believer must posses a likeness of Dio, and display it proudly in their home.
14.A believer must wear a white sash around their forehead when in public, and it must be kept clean.
15.Complete obedience to the teachings of the Priests is mandatory. Also, No one may impersonate Dio, a Priest, or the Emperor under penalty of death.

The Emperor heads the government, followed by Cardinal-Generals who lead large areas, Bishop-Captains who rule cities, Priest-Knights who have individual Temples within the cities for each community section, and Deacon-Squires who act as the gofers and messengers. Advancement happens usually from within the church/government and their progeny, with a very rare few taken from the common people, and only men may be priests. Women may serve in any way they can, otherwise, but they may not preach or hold office. There is a heavy class distinction in Degalia that runs between the Rulers and the Ruled.

Naturally this leads to a very somber, conservative society.

Their capitol, where the Emperor and the main Clergy reside, is Sean'seth. Another major city is Cuan'dar.

Magic


There are three main schools of magic in Degalia, but unlike Frisham they are secretive and held by the Ruling class only. Occasionally a lower-classman will learn some of how the magic works, but the penalty for stealing knowledge from the priesthood is death by torture, so interest is rare. Extremely rarely, when a true prodigy is born who can tap the “holy” magic of Degalia without teaching, he is adopted into the upper class. Women found this way are as well, but without the ability to raise to Priesthood. They keep their secrets well, and horde the knowledge of advancements in their magic. Passionately. Degalian magic tends to be subtle in nature, or at least not apparently physically destructive. Degalian magic is born into the magician from their birth, and seems to travel well genetically. Still, no one has ever been born with more than one talent.

Demagoguery


A Demagogue is one who can influence others supernaturally with he use of their oration. What they say seems more true to the listener, and unless they know what is going on they can be swept away by what the Demagogue is saying. A Demagogue can convince people to do things that they normally wouldn't think of doing, and they are perfect for crowd control. They can bewitch all who can hear them, and resisting them is challenging even for those who who know what is coming. Some of the best priests are Demagogues, as their abilities make it much easier to rise in power, as well as preforming their duties.

The existence of Demagoguery is kept closely secret because the only way to resist it is to consciously do so, which is impossible unless you know what is happening. The powers of persuasion are also weaker when the action, emotion, or idea suggested is out of character for the listener. If a demagogue suggests that a man go home and brutally kill his whole family, he might not do so if he really loved them, but he might if he secretly resented them and blamed them for all his problems. Demagogues tend to hide the fact that they have the ability they do from all that they can, giving them an edge over colleagues as well as enemies.

Demagoguery has some obvious weaknesses. The user has to be both audible and visible to have his oration take effect. He can only convey suggestion through words, so the more articulate he is, the better his magic works. But the language must be understood. All three lands have the same basic language, but not everybody's vocabulary is going to be as large as a Demagogue's. Wizards and other perceptual magicians also have a resistance to their powers, since they can sense them being used. Demagoguery also leaves a fuzzy feeling in the head of the victim, and a fuzzy aura around their head as well, which said perceptual magicians can sense if they look. Also, while this could be good or bad, the power can not be turned off. Whatever a Demagogue says IS Demagoguery. Demagoguery has no effect on other Demagogues, but they can sense the magic in the words.


Telepathy


Telepaths are those who can sense what those around them think. This tends to give telepaths a boost in knowledge from an early age on and makes it easier for them to learn. Telepaths are good at multitasking since they have had to deal with the cacophony of the thoughts of those around them since birth. They tend to be very intelligent and are nearly impossible to foll bu any means.

They do have a short distance for their ability though. They hear what is not said, but can not hear it from any farther away than they would be able to if it were vocalized, and objects that obstruct sound, also obstruct telepathy. For example if someone is just muttering to themselves internally, a Telepath would have to be right next to them to hear it, but if they were shouting in their heads that it would carry farther so the Telepath would be able to hear it from farther away, but if there was a wall in between the shouter and he telepath, he still might hear.

Telepaths can not transmit their thoughts in the same way, except to other telepaths.

Telepathy is untraceable except to other telepaths, and the only other type of magician who can sense their mind being read is a Wizard, or a sorcerer channeling certain creatures who give them certain mental abilities.


Healing


The most visible and ostentatious of the Degalian magics is that of healing. A healer can lay his hands on a person and cure what ails them, to a point. They can fix broken bones, stop infection, heal wounds and cure light disease, but terminal illness and lost limbs/organs are beyond their reach. If a limb is cut off and sewed back soon enough it can be healed, but one that is incinerated or ripped to shreds is lost for good. The same goes for external organs. Internal organs are a little different. If they are damaged but still connected than help is possible, if difficult, but if they are disconnected than it is too late.

Healing takes a toll on the user, and is the only Degalian magic that is used at will. A Healer has to consciously make the effort to heal, and once it is started, he/she may not stop until the wound is healed or until they pass out from exhaustion. The exhaustion that the healing give the Healer is proportionate to the difficulty of the healing. It takes about half as much out of the Healer as it would have taken to heal on it's own. A small cut is easy, a wound tiring to the extreme. A wound that should kill will only half-kill the healer, but that is still a price to pay, taking days to recover.

A healed wound has an aura that is visible to magicians who deal with internal magic, as well as (of course) Wizards, for a few days, fading as time goes on

Military


The army of Degalia is headed by the same government that rules everything else, the Priests. The Priests are the officers, while the recruits are, of course, the common folk who are drafted in times of need. Degalia had the largest of the three armies, but has the poorest training for them, putting quantity over quality.

Disciplines


Degalian warfare revolved around the lance and the sword, with the bow as backup. The peasants have little training time so swords tend to go to the Priests and career militiamen, while the raw recruits use the lances, which are easier to handle. The squire-deacons and some of the more experienced recruits make up the Calvary, but most of the army is infantry.

As far as hand-to-hand goes, there is only one Degalian discipline: Quar'esh, the quick-strike. A martial art that revolves around quick sharp movements aimed at vital points, and pressure points. Most of the Warrior-Priests are trained in this art.




Of the three nations, Degalia can be said to be the best organized. Their flag is a White Lion on a black background.
PostPosted: Wed Jan 16, 2008 10:44 am


Bragh


Bragh is a nomadic nation of what the other nations describe as “Barbarians”. Their land is mountainous, barren and cold, so they must pillage and plunder other nations to survive. They are hearty in nature, for they need to be to live in the harsh land that they do.

Being nomadic, they have no cities or towns within their land. They have to keep moving or be buried in avalanches, or frozen to death in blizzards. They don't have much in the way of culture, a most of their time is spent focusing on survival, but they do like singing, mostly battle songs, mourning songs and travel songs. In times where peace is possible they also weave blankets and carpets for trade with the surrounding nations. They are used to the cold, and wear furs when up in the mountains, but when coming down to raid they wear lighter leathers and the men often go shirtless. Clothes are made from animal skin and mountain goat wool, because mountain animals are the only source of food for people up in the mountains of Bragh, and also the only source of cloth. There is no fine silk in Bragh, or soft sheep wool.

By necessity, they are a warrior race and follow the rules necessary for survival. Men have multiple mates, and there is no formal marriage. If a man is killed, his women are adopted by other men of the tribe. Men and women fight, usually with equal ferocity, although men tend to be stronger and women have more stamina in battle. Pregnant and nursing women take no part in battle, and children too young to fight do not as well, but all able bodies are tribe warriors and defend and attack for the tribe.

The religion of the Bragh is animal/spirit worship. Animals are their only source of food and shelter in the harsh mountain land, so it is no wonder that they would develop a shamanic/anamalistic religion. They revere animals and believe that they have spirits, just like men do. They give thanks to the animals before they eat them and use as much of them as possible so nothing goes to waste. They also revere the land, and what little it provides for them.

They have no time, or concept, for formal education but all children learn to hunt, fight, speak and do simple arithmetic mentally. These abilities are necessary for survival.

Each clan is headed by a clan leader, and the Tribal chief leads a tribe of clans, and all tribes follow the leadership of the Bragh leader. There is no further government.

Magic


There are three schools of magic for the Bragh, and all are battle related, and learned for means of survival. No one learns more than one for practical reasons, as well as physical ones. If you know one way to use magic, you will use it in all situations and work it to your advantage. If you know multiple then you spend time deliberating and lose what advantage you have.

Acharas


One who can commune with an animal spirit and channel it to gain benefits is known to the Bragh as an Achara. Acharas channel the spirit of a specific animal and take on some of it's traits. One who channels the spirit of a goat might grow horns and hooves feet and have a bit of the look of a goat about heir face, one who channels the spirit of an eagle might have their arms transformed into wings and have a beak instead of a mouth. A bear spirit channeler might become very muscular and large and grow claws. No two Acharas are exactly the same.

Sometimes senses are heightened or lessened depending on the animal spirit channeled. A hawk spirit might imbue the channeler with greater sight, but poor smell/taste. A snake channeler would be just the opposite. Usually an Achara would channel a creature that is suitable for their cold mountain climate though, so reptile Acharas are rare.

The ritual of acceptance where an Achara-to-be finds his spirit is a no-turning back point. Once the spirit enters the body, the two become one. He/she IS an Achara from that point onward. There is no transforming back. He/she will permanently stay in his/her transformed state. It is not an activated skill, it is a permanent physical/spiritual/mental change.

Shaman


A shaman temporarily channels the spirits of dead humans, to gain information or insight into happening that they know of. The dead have a strange perspective of the world and do not know everything, far from it, but they can tell much about the world far off. This was actually how the Bragh found out about the war from high up in their mountain home. They can call up the spirits at will and ask questions, but the spirits will not give any more information than is asked for.

This is the least common form of magic, as it has no physical battle applications, but it does help gather information on their enemies, if they ask the right questions and if the spirits know the answers. The spirits have been known to give terrible punishments to those few shamans who ask too many questions or who ask too much about what the spirits do not know.

There is usually only one Shaman in a tribe, and never more than one in a clan. They tend to be older, as the elderly are closer to the dead. Most shaman are old women who can no longer fight.


Elementalist


An elementalist is one who can channel the power of one of the earthly elements through their body and exert it as a force. There are four kinds of elementalists: Earth, Air, Fire and Water. The channel this power be communing with the spirits of the elements, and of the land itself, but may only commune with one element per person, for the spirits can be jealous.

Fire elementals control the power of heat. They can't shoot streams of fire but they can throw small fire-blasts and light their bodies and weapons aflame without hurting themselves. They are not effected by heat or cold and can burn away most disease and parasites from within and without their own body. Water and earth weaken them though

Water elementists can move and control the movement of water. They are vital to survival in the Bragh mountains because they can hold off avalanches for a small while and can bring up water from unreachable springs in the need is great. Water can also be used as a weapon, but is the least suitable of the elements for such. For some reason they can not control water that is contained by a creature or plant. Earth and fire weaken a water elementalist's power.

Earth elementalists can make the earth shake around them, can make the earth hold enemies feet still, can lift extraordinary chunks of rock or land to be thrown as a projectile, and they seem to absorb a little of the earth's hardiness. They can not, for whatever reason, create giant fissures in the ground or make city chattering earthquakes though. Air and water weaken earth's power.

Air elementalists can channel the power of the air. They can make great gales blow and can raise them selves upon the winds (of course, sweeping everything else nearby with them.) They can create greater air pressure, or lighter, and can even create small whirlwinds. The power of air is weakened by fire and water.

The magic of an element is not necessary to weaken an elementalist, although it does work. A large concentration of a natural element is enough. For example, is is difficult for and air elemental to use his power in high heat, and near impossible underground. Likewise a fire elemental can't use his magic while submerged in water, and high humidity would make magic difficult, as would a large amount of dust in the air, or being covered by dirt.

Military


Everything about Bragh is military. Their life is like one giant battle, so they are the most hardened warriors of all the lands. The have a simple but organized force. They have the fewest numbers of all the Nations. They like to raid and run, raid and run. Always keep the opponent on the defensive, never strike from the same side twice, unless they won't expect it, then do!

Their battle tactics are the most advanced of all the Nations

Diciplines


There is no formal discipline among the Bragh. They are pure and simple powerhouse brawlers. Their favored weapons are the Axe, Bow and Spear with the occasional sickle or sword. In general though, they can find a way to use most any weapon they find, if it is not too advanced.



Bragh has the least warriors, but they are the best individually. They have no flag or battle standard.

Cthulhu Faustus


Cthulhu Faustus

PostPosted: Wed Jan 16, 2008 10:46 am


Character Profile


Gaia Name:
Character Name:
Nation:
Gender:
Age:
Height:
Weight:
Hair color:
Eye color:
Physical Description:
Background:
Magical Ability: (If any)
Weapon of Choice:
Derangements/Merits:
PostPosted: Wed Jan 16, 2008 10:48 am


Accepted Characters


Please send characters, in the proper format given above, to me for review before posting.

[Example]
Gaia Name:Cthulhu Faustus
Character Name:Cornellius Brown
Nation:Frisham
Gender:Male
Age:52
Height:6'2"
Weight:150lbs.
Hair color:Grey
Eye color:Green
Physical Description:Tall, skinny and with a full head of long frizzled grey hair and a long grey beard/mustache combo, wearing a long blue robe and a conical red cap, as well as purple slippers. Not honored among Wizards for his fashion sense.
Background:Cornellius studied Wizardry at the Frishian Academy for Boys, and was known to be something of an oddball prodigy in his class. He liked to do things that were unusual for a Wizard, like calisthenics and cooking, and was also known for his mercurial personality. He rose to the rank of General in the Frishian military through recognition of his skill and because he figured it wouldn't be boring.
Magical Ability: Wizardry. His specialty is his ability to cast spells while appearing to be doing nothing and the obscurity of his spells is also known. Because of his strange personality, it is difficult to discern what he is doing at any given time, let alone what he is thinking, which is his greatest magical asset.
Weapon of Choice:Staff. He not particularly proficient with it, but he thought it made him look cool.
Derangements/Merits: He likes to pretend he's senile, but doesn't really fool anybody. Doesn't like to see people wronged.


Gaia Name: Magnavar
Character Name: Val'la DiJono (pronounced bal-la Dee-ja-no)
Nation: Degalia
Gender: Male
Age: 36
Height: 5'8"
Weight: 165 lbs
Hair color: Black
Eye color: Steel blue
Physical Description: Squat, and slightly paunchy. He looks like any normal person that doesn't work as a farmer.
Background: Grew up from a poor family. Taught at a young age that Dio is all-powerful, and one should listen to everything that he says. From birth he heard voices when no one was talking, and after some deliberation decided that Dio must be talking to him, telling him things about the people around him and using different voices and random thoughts to test him. Not knowing what to do, he told his parents. They couldn't help him, since they weren't noble, so they decided to do what all poor peasants whit no education would - shut their mouths and tell their son to shut his too. After years of listening to these voices, thinking they were his god, he went a little crazy.
He wasn't noticed by the Priests until he was twenty, but since he exhibited a strong telepathy, he had to be inducted into the priesthood (by far the oldest inductee in history). While the priesthood tried to educate him in their ways of subtlety and secrecy, he had other ideas...

Currently he on his way to Frisham with a small battalion, mostly so the other Priests won't have to deal with him.
Magical Ability: Telepathy
Weapon of Choice: Sword, wooden spoon
Derangements/Merits: Insane. Thinks the voices he hears are those of Dio telling him to do things.

Cthulhu Faustus


Cthulhu Faustus

PostPosted: Wed Jan 16, 2008 10:58 am


This RP/collaborative story was originally formed in my Guild, Dark Ouroboros, and was moved to Barton Town in hopes of both gaining a larger following for the thread itself, and hopefully greater interest in the guild, but even less interest was shown there so I thought I'd give it one last chance here since I worked so hard on formulating it.

If you enjoy writing and participating in literate role-play, please visit my guild's homepage, which is listed in my signature, as well as here.

http://www.gaiaonline.com/guilds/index.php?guild_id=56493

We unfortunately DO have high standards to ensure the literacy of all guild functions, since the guild was founded because of aggravation at the number of crappy RPs and collaborative stories with "cookie cutter" themes, and the decline of true creativity.

That said, please enjoy this giant "Fantasy War" cliche. wink
Reply
06 General Archives (non-RP inactive threads)

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum