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A Chaotic Reunification

A Chaotic Reunification

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Two nations, formed after a great magical disaster, as forced to work together after a multitude of strange events.

584 readers have visited A Chaotic Reunification since Zetta created it.

Introduction

In the land of Nevarr, magic brought great wonders. Gifted to mankind by the god Aran and his twin sister Nev, the curious humans used their newfound gifts to build glorious citadels and guardians of living stone, and even naming their known world after their two gods. What the gods did not expect, however, was the greed embroiling between the greatest magi of Nevarr.

Three hundred years ago, the War of Might began, a great clash between the magi of various nations, with each striving to unify the others under the banner of their king. The battles were wonderous, with mages drawing upon the fury of the elements, while infantry would clash and arrows would soar. But, the destruction was not enough. The mages commonly found themselves in stalemates. That is, until the Archmage Harron discovered the use of the Word of Might, now known as Eternal Magic. The Word was an unstoppable weapon, a force of blinding light that would overcome many foes. With it, Harron and his army carved a terrible swath of destruction in the land, taking almost a third of the continent before the effects of the Mighty Word became apparent.

The battlefields of Harron's armies became sickened: no life would return there, and the carrion seemed to avoid the bodies there. The cities that his army occupied - after all, no lord wanted to see his town destroyed by his armies, so most surrendered - fell under a vicious plague of sorts, where nausea and terrible fevers were a common sight among its citizens. Within three months, the first victim emerged. Archmage Harron woke to find a chunk of his arm slowly decaying. Within the next year, many citizens would find themselves slowly decaying, while retaining mental stability, resembling the walking dead. While not dead in the literal sense, many of the common folk of the other nations were greatly unnerved. (Basically, they'd look like zombies, or Ghouls from Fallout, though none would be feral)

Taking their chance of an offensive, the "Champion" of Nevarr, Aramid the Brave, unified the remaining human forces into a great empire, then - and now - known as the Holy Legion. Swearing to hold off this "undead" plague. Little did he realize that the "undead" bodies were not being held together by mere necromancy, but by the Word of Might. So, during the glorious military campaign that ensued, the armies of charismatic Aramid and gaunt Harron clashed, with Aramid slowly losing men and Harron's armies swelling with each death. While Aramid's troops despised their new, decaying bodies, they soon grew to understand the positives.

As Aramid's armies began to falter, he had one last hope. In a vision, he saw a temple on top of a mountain, its snow-capped spires abandoned shortly after the primal years of mankind. Leading his troops in a reckless venture, he found an ancient spell-circle. Invoking it, he managed to seal off the borders of Harron's territory, albeit at a terrible cost: his life. Soon, he would be called a martyr, and peace would return to both sides of Nevarr. With the humans and the Eternals, as they called themselves, sealed from each other, both societies flourished in their own ways.

Recently, however, Aramid's Wall, as it is called, has began to dim, and strange creatures lurk in the countrysides. Little do both sides know of the chaos that will soon ensue.
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Here's some info on the two races. Remember that neither is evil, both each side views the other as such.

Humans: They're pretty standard, average humans. Under the rule of the Holy Legion, the humans have a thriving industry, with many resources to trade between various regions. The Legion's armed forces consist of its League of Informants, who gather information from throughout the Legion's lands. There is the College of Magi, an association from before the war. In this age of peace, they are in charge with securing defenses along Aramid's Wall, and maintaining the structures of the Legion's cities. FInally, there is the Ironwood Battalion, the name given to the Legion's grand infantry and cavalry forces. The Battalion serves to secure order in the Legion's wake. Ruled by King Aramid IV, the Legion believes that it is still at rest. They typically view the Eternals as evil, mindless zombies ruled by a tyrannical fiend. As a matter of fact, Harron is often the villain in stories used to make children behave.

Eternal: The Eternals come in more form than one, actually. There are the standard civilians (many of which are capable of combat, primarily with daggers), which have the appearance of a typical zombie, sans rigor mortis and a decrease of intellect, there is the Skeletal Guard, which consists of solely skeletons (Eternals whose flesh has completely fallen off. All skeletons are required to enlist in the Guard), the Priests of Aran, who renowned in the Eternal society for their great devotion and magnificent magical skills. Some Priests of Aran actually look human, but be warned, for these are their strongest members, able to ward off the power of the Word of Might on their flesh. While most Eternals are capable of using magic, only Priests of Aran are capable of using the Word of Might, and even then, they cannot use it to a great extent. Ruled over by the Archmage Harron and the Grand Council, the Eternals prosper in their great citadel, choosing efficiency over aesthetics. They typically view humans as stuck-up, bigoted fools perform redundant tasks under the banner of a dictator.

Specifics:
League of Informants: Typically, the appear as your typical Legion civilian, except that they specialize in infiltration and assassination.
College of Magi: Adept at magic, most mages of the College of Magi are capable of creating wonders from the elements and animating constructs, despite their physical weaknesses.
Ironwood Battalion: Typically light infantry and cavalry, the Battalion consists of a great deal of pikemen.
Eternal civilian: These are your day-to-day Eternal folk, with the occastional bit of falling flesh. Skilled with bows and daggers, the common folk of the Eternals are a sight to behold when roused in battle.
Skeletal Guard: A heavy-infantry unit, each member of the Guard is encased in a suit of heavy armor, with their own weapon. Luckily, the suits are enchanted to provide sufficient mobility on the field of battle.
Priests of Aran: Highly devout followers of Aran, the Priests are powerful magi capable of using a high quality of magic, typically focused on subversion rather than direct attacks. There are some Priests known to use the Word of Might, but they are few and far between (i.e. you will not be playing as one who knows the Word.)

Character Skeleton

Name:
Race:
Association: (ex. if you're an Eternal, are you a Skeletal Guard, or a Priest of Aran?)
Age: (This has to be at least 300, and no more than 390 if you're going to be an Eternal. Humans must be between 16 and 60 years old.)
Personality:
Appearance:
Equipment: (List any mounts here as well [if human])
History:

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[OOC] A Chaotic Reunification

This is the auto-generated OOC topic for the roleplay "A Chaotic Reunification"

So this RP is based on a little idea I had. I wanted to see how it goes. If there's anything you want clarified, post in this thread. PM's mean that I may have to clarify something to people more than once.