Introduction
The Great Sphere
In the beginning, there was nothing. Then, a small speck of matter appeared out of nowhere to give birth to the first universe, a realm of chaotic and spontaneously spawning energies. These energies existed in multiple dimensions. Eventually, these energies budded off from the main universe to spawn more universe, independent of the first and each other except in some areas of high gravity where space would 'fold' into the first. These universes aren't further or closer to each other in any way human words can describe. It's best to picture these universes as sheets of paper wrapped around a ball, the ball being the realm of chaotic energy.
All of these universes held the same physical laws of each other, but differed in both their expansion rates and rate of time. In some universes time would move quicker than others. As the universes expanded they would push themselves further to the surface of the 'paper ball.', thus becoming 'further' away from the realm of chaotic energy. Expansion rate and time are not proportional. This is important because the further away from the home universe other universes are, the less energy from the chaotic realm will leak into them; energy that can be harnessed by certain elements. When universes expand, all matter inside of it decays and eventually the universe dies and evaporates into nothing.
Since the chaotic realm only spawns a new universe every once in terms of our time, there are usually only a certain number of universes in existence within the sphere at any time. Advanced beings in older universes with an understanding of the sphere usually guestimate the number of universes at any given time to be only ten habitable with about only a hundred solar systems per galaxy capable of supporting life. Furthermore, the amount of energy in the chaotic energy universe is slowly decaying and the amount of universes in existence at a time will eventually decrease; eventually no more universes will spawn at all. This time may be somewhat close.
Planet Rallas

Planet Rallas
Planet Rallas exists in one of the outer arms of a vast spiral galaxy. It is the third planet from the sun in a system of nine planets (FUCK YOU PLUTO'S A PLANET) and happens to be one of the only two planets in the system capable of supporting life. Planet Rallas' universe is relatively 'small' compared to others when it comes to how far its expanded but it is older in time than many. Time is quicker there than in our own universe, though it seems to go along regularly within it.
The planet itself is around 6.8 billion years old. However, intelligent life only began to show up more recently. Intelligence is not limited to one species, as there are multiple races living on the planet who either evolved or came from... elsewhere. Most of these species are capable of using magic, the Vila, Silvary and Lunari Elves (Not sure if Dark Espadon is cool with me stealing what I believe is their lore but if they have any objections I'll gladly take it down) being the most likely to use it (though they are only a few examples of the many races on Rallas). Magical energies are said to come from multiple sources, though the truth about how magic truly works is unknown.
As for Geography, Rallas is about the size of Earth. It has one super-continent and small scattered islands surrounding it. Because of the size of the sea super-hurricanes occasionally kick up, massive storms with Category 6 wind speeds, thus sea travel is relatively risky. The climate is fairly close to Earth's, with an average temperature of 75F. It has hot deserts, lush forests, and tundra.
Magic and Technology
Unfortunately, learning how to use advanced magic can take a lifetime, and even basic magic can take years for some, though many are more adapt at it than others. Though magic is still common and practical, many have found technology to be as if not more useful than it as it can be used by most more easily. Some cultures have such a love for technology and are so scientifically/religious oriented magic is often shunned. In some nations magic users are even actively hunted. The most common people to use a mix of technology and magic are the Humans and Solari Elves. Those most likely to use technology solely are the Orcs, Wendigo, and Rallans (a naturally stronger species of humans with glowing blue eyes)
The level of technology ranges from that of the 1100-1910, some fields overtaking others. Steam powered logging machines, tanks, trains, and zeppelins are all common in more technologically oriented nations. However, magic is often used in conjunction with technology. Fire Mages can be found on trains burning coal to power it for instance. Most weaponry is still in the early 1700's. Guns (on the level of muskets and fairly innacurate) and cannons are generally used by advanced armies but crossbows, swords, and even bows are still found en masse mixed in the ranks of advanced armies and used as primary weapons in less advanced armies. The reason for these weapons not being inadequate is that armor capable of providing full-body protection from arrows is fairly rare and expensive. Most infantry regiments who use firearms wear leather armor capable of being penetrated in several places. These do not provide any protection for the head. The most advanced nations are up to the 1900s in weapon technology. A prototype machine gun has been developed by the leading Rallan nation, Cimmeria.

Dragna, the most advanced city on the planet. Built mostly by Rallans.
Astermis
The roleplay will take place in a large town called Daywater Lake on the South Western border of a nation called Astermis. It is ruled by a collective of individuals representing thirty-six individual provinces. However, rumors often spring out about there being a sole ruler pulling the strings. Though generally these individuals stay and govern within their home province, every month and on emergency sessions they travel to the capital city to pass/veto federal laws. Each province may set its own laws and rules, though none may go outside of the bounds of the constitution or federal law book. As mentioned earlier, the nation is communist.
Everyone works towards the good of the state, and therefore themselves by doing whatever it is they can do best. Before turning 16, most in the nation choose what it is they are the most practical at before entering their line of work. Those who prove adapt at passing tests to continue on to more advanced lines of work are sent to specialized schools for it. Those who have 'harder' jobs are provided comforts designed to neutralize the stress, though generally everyone lives the same. To compensate for having little reward for hard work, the society is very honor-driven. Doctors, Generals, Blacksmiths, and others are given a high amount of respect. A high amount of respect trickles onto the family, who are respected as well. This honor can last for generations. There is a small unit of currency added as a 'bonus' for working longer hours than necessary in order to buy small comforts such as extra beery, ext. However, all jobs give the same amount of currency when one works overtime.
Though this style of government is not new at all, it is still one of the most heavily contested. Rebellions spring up at timely rate and are quelled by the state's fairly powerful military consisting mainly of infantry units armed with an assortment of firearms, swords, bows, and arrows. The nation does have a few Zeppelins and War Machines bought from an ally, however.
Magic use Astermis is permitted, however many citizens are openly hostile towards anyone using it. Those against it cite a variety reason, including religious ones as well as even scientific reasons; new studies into using most types of magic have "revealed previously undiscovered health risks including increases the chances of developing Rapid Cell Multiosis (cancer)." Of course, many people are just jelly of those stylin on their non-magical asses, yo. Even-so, many tolerate it or even embrace it. It's estimated around 6.2% of all Astermians can use magic.
As for demographics, the nation is mostly human though there are a variety of other races in it from all over the world, be them permanent or otherwise.
The Current Situation
Current Date: September --, 2453 AGF (After the Great Fire)
Astermis is currently feeling a bit of social turmoil as liberal reforms are currently being questioned within the government such as the child labor laws which outlawed the practice twenty or so years ago. These laws are due to a sudden and unprovoked air and land blockade set up by the nations Talclair and Railous, Silvari/Lunari and Rallos nations respectively. These blockades have prevented a flow of critical goods from Astermis allied nations. The Railans seem to be content with holding their lines, but the Silvari/Dark Elven nations have already begun pushing into Astermis territory and border conflicts have sprout up everywhere. Asternia is doing all it can to prevent a war. However, the public is in the dark over what exactly the Railans and Talclair want as the demands of the two nations have not been released to them.
Because war may be imminent, measures are already being taken to prepare Asternia's defense. Army recruitment and training have increased and towns in all provinces have begun to busy themselves arming and training their militia as well as constructing defensive fortifications. Meanwhile, rumors abound about strange vehicles roaming through the countryside accompanied by unknown soldiers.

Map of Rallas. The map of Daywater Lake will come soon so be patient :). Also, the map of Rallas is a WIP. It will grow and look better as I learn more about photoshop and more lore is created.
You can read and create Lore on our forums located here. No worries if you don't want to register, you can still read it if you want. However, if you want to guarantee your nation will be on the official map if you create one you will need it to be on the forums.
Rules
1. No metagaming.
2. No godmodding.
3. Fight fairly.
4. Roleplay logically.
5. Take it seriously, but no so seriously you're not having fun :).
6. Creating lore is fine, but if it doesn't fit the world I may ask you to change it. To make sure your lore is fine post on our forums in the suggestion section.
Character Rules and Guidelines
As a general rule of thumb, I'm fine with most characters as long as they don't adhere to a few certain principles.
Characters I do not like:
1. Characters that are way too powerful. I really hate when a cool roleplay is going on and some wannabe badass comes up and starts fixing all the problems with his sword/superpowers. No. Characters that make other character inadaquet are not allowed. Watch yourself if your making a magic char for these tend to be the ones who break this rule. However, characters carrying around THE SUPER COOL GUN (a powerful item) can tend to break the rule as well.
2. When there is a character that pops in and adds to a population of characters that should not have that big of a presence in the area. There shouldn't be a massive population of elves in the current setting and not everyone should be a soldier.
3. Characters who are good at everything. No... god damnit no fuck that shit. I do not want to see a master fighter/logger/negotiator/leader in town at any time unless it's some sort of event character. You can be a master at one thing (though that's discourages cus it could lead to breaking rule #1), but not all things. That's silly and makes.. oh my god full circle... other characters look inadequate, aka, not have a purpose. (Rule #1)
4. Mysterious Badasses (AKA, Noirs or MB's). This type of character who I will probably give you the least amount of flak on since a few of them would probably exist on Rallas. However, seeing too many of these guys really annoys me. I also want to differentiate the difference between Mysterious Badasses and quiet people. Quiet people show up to combat situations and generally act like normal people... ya know they may join in the fight but they won't surprise everyone with their Level 10 Kung-Fu (Sims 3 Reference), Mysterious Badasses show up in the fight and act like this guy:

Pictured: The God Damned Batman
They'll whip out THE SUPER COOL GUN (or batarang) and start shooting (or beating the shit out of/throwing batarang at) t3h bad guyz pew pew pew. (pow pow pow/smack 'OI MY FUCKING NUTS') The worst ones may even start ordering people around like they're top dogs. Again, it's all about relativity. If everyone is a mysterious badass with nobody to compare to, than they might as well be regular ole folks. Try to shy away from these characters.
Magic
I want to say right off the bat that if I see everyone having characters that's not going to make me happy. Only roleplay a magical char if you completely understand the meaning of balance. Using magic needs to have drawbacks. A magical attack, for instance, should take longer to summon and harder to control than firing a gun. It should also take a lot out of someone to use magic. They should have to eat more, sleep more. They should be tired out after even using it one time and not able to use it for a few minutes. Magic should also take concentration to use, and if that concentration is disrupted by very potent emotions or say... a knife wound, than magic shouldn't work any longer.
If I see too many magical chars I will disallow any new characters from using it. I may also start up IC anti-magic mobs. Remember, magic is a feared and respected thing in this universe because while science can explain a lot, it still can't explain what the fuck magic is. Some religious users claim it's not in the hands of man to have the power only god/the gods should have. Get a bunch of magic users living with a people in a nation that has/is
1. A high religious presence (which can be anti-magic at time)
2. A decent Rallan population
3. On the verge of war, which really already has people on the edge.
4. Like all nations probably has some bad experiences with magic users
5. Rumors flying about the magical energies could be harmful to not only the users but others too.
and you're going to have trouble.
Finally..
Anyway, now that I'm done ranting..., if you need help creating a character.
1. Look through the lore page for inspiritation.
2. Read the intro.
3. Don't do any of the shit above.
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Places in Sublime Overture
Map
0 postsSteampunk/AlternateWorld/Fantasy
Welcome to the roleplay! Please read through the introduction and rules.
0 postsPlanet Rallas
Welcome to planet Rallas. It's home to many diverse races, nations, and cultures.
0 postsAstermis
You enter the nation of Astermis, a vast communist nation ruled primarily by humans.
0 postsDaywater Lake
A relatively large fishing town in Southwestern Astermis on the border between it and Railous.
0 postsDaywater Lake - Central Main Street
The street appears to be teeming with activity. To the west the street stretches down hill a bit before arriving at a shimmering Lake Daywater. To the East it stretches on and on. To the North there appears to be a bar.
0 postsSerpent's Venom Bar
A small bar located off of Main Street. It appears to be moderate in composure; not too fancy nor too gruff.
0 postsWest-Central Main Street
You see a number of shops about. To the North appears to be a newer brick building with a sign hanging on it that reads, "Daywater Lake Guard Recruitment Center"
0 postsFailure.
You have entered the void - an black expanse with absolutely nothing in it.
0 postsWest Main Street
Shops around here seem to be more for fishing supplies than anything. There is a large dock further west that multiple wooden fishing ships are tied to. Some ships disembark and rejoin union with the dock as time passes on.
0 postsEast-Central Main Street
The streets appear to be as busy as ever. Ahead of you lies the stone gates of the city.
0 postsEast Main Street
Eastern Main Street lies the last section of street before the city gate. The gates appear to be open. Many travelers of different species go to and fro them.
0 postsTraveler's Road
Traveler's road lies outside the walled city and past the gates. There appears to be nothing of interest here save a few caravans and travellers.
0 postsTraveler's Road [Continued]
You continue down the road, the town growing smaller behind you. To the North there appears to be a hastily set up military camp consisting of multiple picket tents.
0 postsIron Serpent Army Forward Outpost - Green
Astermis' Army has arrived as a forward defense in case of an incursion from Talclair or Railous. You're currently standing in a green field surrounded by army tents and a farmhouse, probably used a command center.
0 postsForward Outpost - Command Center
What was once probably an older farming couple's modest home has been annexed by the Iron Serpent Army for the defense of Daywater Lake. Paintings and primitive photographs hang on the walls, giving the impression the family here had a rich history. Serpent Army banners join these decorations, depicting a large gray snake that extends down it vertically. A desk is in one of the small office areas with multiple stacks of papers and a large map of the area on it.
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Sublime Overture: Out Of Character (OOC)
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Sublime Overture
by Jacker on Mon Sep 19, 2011 1:18 pm
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Sublime Overture
Most recent OOC posts in Sublime Overture
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Re: [OOC] Sublime Overture
You are a beautiful creature. The rules section, particularly, made me so very happy. I'm not joining up because I don't like chatrooms, but I thought I'd let you know. <333
[OOC] Sublime Overture
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