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Age of Prophecy

Age of Prophecy

a part of “Age of Prophecy”, a fictional universe by Vasishta.

The Second Era ended in bloodshed and destruction. The forgotten power was locked away, to safeguard humanity. Now, during the Third Era, the Last Battle beckons, and darkness is breaking free.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Age of Prophecy”.
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[OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Tue Sep 27, 2011 3:56 pm

Definition of commonly used terms

sha: In the Old Tongue, "sha" means "light". It is, however, not merely the visible light but the life force of the universe. Sha flows through every thing in the sensory world, animating and energising life.

Sendoro: A person who can sense the flow of sha and can channel it through his/her body is called a Sendoro. Their bodies are containers and conduits of sha. The word Sendoro is a corruption of Sha'en'doro which literally translates to wielders of sha.

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The Second Era

Very few records exist of events in the Second Era, but historians and scholars have been able to put together a reasonably accurate version from the little evidence that has been available to us.

The Second Era was unofficially an Age of Peace, when the land was united under the protection of the Sendoro. There was no monarchy and the people led a sheltered, largely spiritual lifestyle. Human civilization was at its peak, with medicine, art and literature flourishing throughout the land.

The most important event, and the one relevant to our age and time, is the Marasha Expedition led by one of the most powerful Sendoro of that time, Rahlin Segui. The Marasha Expedition was based on the presumption that if everything had a counter-balance in the universe, then the powerful sha too must have a counterpart. If sha was invisible light, then there must be a mara'sha - the invisible darkness.

To prove his theory, Rahlin Sendoro led a team into the Blasted Lands where even the Sun fails to appear for half the year. After months of study and exploration, the expedition seemed to have suddenly disappeared off the face of the land.

An indeterminable amount of years passed before the arrival of the Rakshasa, the wielders of mara'sha. It has been since infered that Rahlin Sendoro discovered the source of mara'sha and succumbed to its powers, resurfacing later as the leader of the Rakshasa.

The Rakshasa War lasted for several years during which time the Sendoro and the Rakshasa clashed repeatedly, often resulting in powerful magical backlashes that laid waste to the land. Centuries of civilization were obiliterated in minutes as new and more powerful weapons of sha and mara'sha were developed by both sides and used mercilessly.

During the last days of the war, the remaining powerful Sendoro met and formed a strategy to block mara'sha at its source. A band of thirty Sendoro was tasked with traveling behind enemy lines into the Blasted Lands and to place a magical barrier over the Eye of Shadow, the bottomless dark pool which is the source of mara'sha. Of the thirty, only seven seemed to have made it to the Eye of Shadow, along with the leader of the Sendoro, Terin Talmon.

When the seven placed the magical barrier constructed out of pure sha, the resulting backlash instantly killed them and twisted the land all around the Eye. With mara'sha cut out, the Rakshasa could no longer channel the power and quickly fell in battle. The backlash tainted the Blasted Plains (the reason for their name) for miles.

The Prophecies of the Second Era

During the Rakshasa War that brought about the end of the Second Era, the Sendoro delved extensively into the nature of time to predict the outcome of battles. Their experiments resulted in a compendium of prophecies which are together called the Prophecies of the Second Era. It is understandable to see why the Sendoro of that age did not prefer to continue their studies as bulk of the prophecies deal with the Third Era. But every single one of those prophecies deal with the breaking of the barrier over mara'sha.

In essence, the prophecies talk about a return of darkness, when the Armies of Night would once again walk the land of the living. They warn of great danger and wars more violent than the Rakshasa War.

The prophecies also talk about the Five. Exactly who or what these Five are supposed to be are unknown, but the Five are the world's answer to mara'sha, according to the prophetic texts. These prophecies are largely forgotten by all but a few Sendoro who still study and research these texts.

The Sin of the Sendoro

The dawn of the Third Era also saw the decline of the Sendoro. Only a remnant of the people survived the Rakshasa war, and it was a remnant that was extremely hateful of the Sendoro, to say the least. Even among the Sendoro, there was a sense of shame and guilt. They all felt a deep sense of responsibility for the destruction of civilization. No one looked up to them anymore.

The remaining peoples drifted across the land, establishing new nations with new laws, eschewing the old way of life. They chose their kings and queens, chose a new lifestyle, and moved on.

The Sendoro retreated to their Stone Tower and resolved to never again let things come to such a state. They swore new oaths - oaths that were made all the stronger by magically binding them to every Sendoro. They made the oaths public, so that the people may once again look to them for guidance and advice.

The Three Oaths of the Sendoro

I swear to never kill or hurt any living thing that walks under the Light unless my life is threatened;
I swear to never create an object of violence with sha;
I swear to never speak a word of lie

These oaths are sworn by the Sendoro upon initiation and they are magically binding. While these oaths have largely assuaged the population, many still view the Sendoro with a mixtue of distrust and fear.

The Third Era

The Third Era officially commenced with the founding of the city of Lerin along the banks of river Lerinelle. We are currently in the year 995 of the Third Era. (denoted as 995 TE)

The following account on the nations will attempt to familiarize the player with the culture and history of the people.

Lerindor

Capital: Lerin
Flag: A red bull charging across a field of green
Reigning monarch: Queen Magrith of House Dakaran
Monarch titles: Queen of Lerindor, Watcher of the Seals

Short history: The city of Lerin was the first to be founded in the Third Era and Lerindor is the only nation to have remained in its original state from the time of formation nearly thousand years ago. With access to the mines in the mountains bordering the Blasted Lands, Lerindor boasts of a strong economy and a powerful military. Over the years, Lerindor has taken part in two major conflicts: the War of Elrien Independence, and the Kirit Invasion. When the Elrienin rose against the minority of Lerindoran ruling their lands in 254 TE, Lerindor tried to suppress the rebellion with its forces. This escalated to a war which ended after ten years, resulting in the creation of the nation of Elrien.

Economy: The Lerindoran economy is one of the strongest in the land, and Lerindoran gold mark has the highest value in the region. Mining, farming and cattle are the three main industries. Lerindor also boasts of a strong navy which facilitates their trade with Kirit and Tabar.

Military: The Lerindoran army is headed by a Lord Captain Commander who is answerable only to the monarch. Each regiment is, in turn, headed by Lord Captains. The Lerindoran army is archer-heavy, and the longbowmen of Lerindor are feared everywhere.

Politics: The monarchy of Lerindor is hereditary, but each successive contender must prove the loyalty of the noble houses. This often leads to a lot of political maneuvering, though not as bad as the political games played in the court of Elrien. The current monarch belongs to the House Dakaran, one of the oldest and most powerful noble houses in the land.

Lifestyle and culture: The people of Lerindor are generally hard-working and straightforward. A Lerindoran man is often a synonym for stubbornness. The women are known to be quite bossy too. The average Lerindoran is generally well off but probably not very well-read. The commoners are fierce in their loyalty to their Queen but peasant rebellions have been known to occur in various parts of Lerindor.

Elrien

Capital: Pagin
Flag: A golden sun rising over a clear sea
Reigning monarch: King Levin of House Bonat
Monarch titles: King of Elrien

Short history: As mentioned earlier, the War of Elrien Independence led to the creation of Elrien in 264 TE. In the years following the creation, tensions between Elrien and Lerindor were always high. This led the Elrienin nobility to seek the friendship of the other strong nation in the world, Tabar. The Elrien-Tabar Treaty of Friendship was signed in 302 TE, and this treaty continues to be the biggest balance of power to the might of Lerindor. Elrienin aid during the Kirit Invasion only strengthened this tie. Tabar continues to support Elrienin claims on the lands of Milin.

Economy: The Elrienin economy is centered around farming and is heavily dependent on external trade. In recent years, relations between Lerindor and Elrien have eased greatly to allow regular trade and this has boosted the Elrienin economy.

Military: The Elrienin army follows similar lines of organization as their Lerindoran counterpart. Their army is, however, dominated by heavy cavalry and the Elrienin are generally disdainful of infantry.

Politics: The politics of the Elrienin courts are legendary for the elaborate schemes. The nobles will read several meanings in even the slightest of gestures, and constant political maneuvering has made the monarchy quite unstable.

Lifestyle and Culture: The Elrienin are sticklers for nobility and hierarchy, and nowhere is this more evident than in Pagin, which is actually two cities in one. There is the Outer City of Pagin which houses the commoners, labourers and farmers while the walled Inner City is home to the elite and the rich. The Elrienin consider themselves to be very refined, and the centres of learning in Elrien are famous for their huge collection of books. They are lovers of fine music and food. Though generally considered aloof, the Elrienin do not have the best of reputations in Lerindor, but neither does the Lerindoran in Elrien.

Tabar

Capital: Kamuz
Flag: A crescent moon shining above a pair of crossed curved swords in a black sky
Reigning Monarch: King Halin el'Makta
Monarch titles: King of Tabar, Lord of the Green Sea, Guardian of the Bridge

Short history: Three minor kingdoms - Kamuz, Ramal and Turuk - existed in the region known as Tabar in the present day. These three kingdoms were related to each other through royal marriages for centuries. During the reign of King Yahan el'Makta of Kamuz, a curious twist of fate put him in line for succession for the other two thrones. With the passing away of the King of Turuk, King Yahan claimed the throne. This resulted in a War of Succession fought among the three kingdoms intermittently over a period of seven years from 280 TE. The armies of Kamuz became victorious, and King Yahan successfully managed to unify the three kingdoms and formed the nation of Tabar in 292 TE. After the signing of the Friendship treaty with Elrien, the Tabaran monarchy was emboldened to chart new borders within the land of the Kirit. An ill-advised campaign into the land of Kirit by the Tabaran army in 420 TE resulted in an invasion of Tabar by the Kirit. The superior battle techniques of the Kirit made it impossible for the Tabaran army to close ranks, resulting in the annihilation of much of their force and also in the looting of the towns of Ramal and Turuk. The Kirit invasion reached till the walls of Kamuz where the sudden appearance of Elrienin and Lerindoran forces tilted the balance. But even the famed longbowmen of Lerindor were rendered useless by the Kirit spearmen. The invasion ended in a stalemate and was later resolved with the intervention of Sendoro negotiators. To this day, the people of Kirit harbor a deep suspicion and hatred for the people of Tabaran. No trade ties exist between Tabar and Kirit.

Economy: The raising of horses and mining of steel are the two main industries in Tabar. Recent discovery of gold mines in the mountains of Tabar have made them a potential economic powerhouse. Tabar imports a lot of grain from Elrien and exports steel.

Military: The cavalry archers of Tabar are known for their sharp shooting skills and their raiding tactics. The army of Tabar generally tends to be heavy on light cavalry and pikemen. The king of Tabar is also the general of its army.

Politics: Monarchy is hereditary, following usual male primogeniture rules. Though the word of the king is all-powerful, the word cannot be passed without the consent of the Council of Nine. Members of this council are rich miners, tradesmen, farmers, farriers, intellectuals who will have to ratify any law passed by the king.

Lifestyle and culture: The Tabaran are known to be a feisty lot, and even their cuisine is considered too spicy by foreigners. The average Tabaran is very conscious of his grooming and will try to stay well groomed. The women of Tabar are famous for their sensuality and powers of seduction and they are considered the most beautiful in the land. The people of Tabar fill their daily life with one celebration after another, throwing festivities for almost all occasions. The Festival of Birds in Tabar is the most colorful event anywhere on the land and pulls thousands of visitors to the coastal city of Turuk every year.

Kara

Capital: Qi
Flag: A white flame flanked by two crossed swords
Reigning Monarch: King Masuka al'Darien
Monarch titles: General of Kara, Guardian of the Black Wall, Defender of the Light

Short history: During the War of the Rakshasa, the Armies of the Night were summoned with mara'sha to fight for the Rakshasa. This army largely consisted of Kruls, twisted creatures of Death. The Kruls feasted on dead humans, and fought like monsters. The Kruls usually look like misshapen humans with the head of wolves, rams or bulls and are armed with deadly curved blades made from mara'sha. Though a very large number of Kruls were killed, many remained. They roamed the desolate plains of the Blasted Lands, feeding on the hapless traveler. Every so often, the Kruls crossed the Black Wall to raid the farms and countryside. To protect against this threat, the people of Kara were given autonomy by Lerindor and acted as border guards, protecting the Black Wall mountains. After a small Krul incursion in 523 TE, Kara was given complete independence by Lerindor.

Economy: Raising cattle is the main industry in Kara. The Karans trade heavily with Lerindor and Elrien.

Military: While Lerindor might have the strongest army in terms of numbers, the Karan Mountain Men are by far the best fighters among the nations. The Karan dual swordsmen are feared for their deadly skill and speed. The General of the Karan Army is also the king of Kara and he always leads his troops into battle.

Politics: Owing to the military nature of government, there is very little room for politics in the courts of Kara.

Lifestyle and culture: The Karan men are known to fight with a sword and recite poetry with equal ease. While fighting is an inevitable part of their lives, the Karans are an extremely peaceful lot, accepting their role in the illusion of life. Life in Kara is dominated by a philosophy called the Way of the Mountain. The crux of this philosophy is that just like a mountain, a person's life is about cultivating an active passivity. To be, like the flowing water and the rolling, is what life is. They spend much of their day in contemplation and meditation.

Milin

Capital: Orichalc
Flag: An two-headed brown eagle with its wings spread in a sky of blue
Reigning Monarch: Steward Rasata
Monarch titles: Steward of Milin

Short history: The nation of Milin once covered a larger area, including present-day Anath. Milin was once a powerhouse with a formidable army and a decent navy to threaten the Lerindorans. They reached their peak by 400 TE, standing as a threat to both Lerindor and Tabar. Several historians still claim that Lerindor pursued an active policy of interfering in the politics of Milin, influencing the nobles to commit treason. Whatever the truth may be, the fact remains that by about 432 TE, the Milin aristocracy was corrupt to the core, and local taxes were raised to merciless levels. The Anath Uprising in 436 TE was partly engineered by King Gorgen of Lerindor who supplied the rebels with arms and trained them. The rebels were merciless in their raiding of the countryside of Milin. The Elrienin saw this opportunity to fabricate fake claims to the throne of Milin citing royal ties and invaded. Within twenty years, the once powerful nation was consumed both from within and without. By 443 TE, Milin was brought to its knees, largely by a proxy war waged by Lerindor. The Treaty of Dorij was signed with King Gorgen of Lerindor acting as an intermediary. This treaty forced Milin to concede large tracts of land for the creation of Anath. Shortly after this treaty, Milin signed an instrument of surrender with the Elrienin, ceding more territory to the east. Since then, Milin has become a volatile state with no ruler.

Economy: Milin has the worst economy in the world, with a large, impoverished population. Milin receives grain from Lerindor. The only export of Milin is maltahil, a plant whose leaves are smoked in a pipe. Though exports from Milin can be very erratic in coming, maltahil is sought after by many.

Military: Milin's current army is largely a ragtag bunch, with militia men and short archers. While there is a Captain-of-Arms who is supposed to control the army, the military organisation of Milin is confusing in the best of times.

Politics: The Instrument of Surrender that Milin signed after their war with Elrien demanded that the monarchy abdicate its claim on the throne and recognize the Elrienin nobility's claim. Though in paper (and a forgotten one at that) the Elrienin have a valid claim to the throne of Milin, it is not a claim supported by anybody else but for Tabar. As a result, Milin continues to be in a volatile state, with the original royal family of Milin living in seclusion and a steward in its place. This practice has continued for the past 500 years. Because of the balance of power in the region, neither Anath, nor Elrien have been able to validate their claims on Milin with military action.

Lifestyle and culture: Owing to their poor lifestyle, the Milinin have a bad but untrue reputation as thieves and beggars. The average Milinin is generally suspicious of foreigners, and absolutely hateful of the Anathian.

Anath

Capital: Dorij
Flag: A white horse rearing on its hind legs with the setting sun in the background
Reigning Monarch: King Bahrun of House Alasar
Monarch Titles: King of Anath and Milin, Ruler of the West Waves

Short history: The Kingdom of Anath came into existence around 445 TE, forged by a bloody civil war. Ever since its inception, Anath has enjoyed the support of Lerindor and continues to remain a vassal in all but name. With Lerindor funding its military and economy, Anath has made vociferous claims on the throne of Milin, an action that has earned the ire of the Elrienin. Things almost came to a head in 560 TE when a contingent of Anathians marched into the borders of Milin and began construction of a settlement. Elrienin forces were building up all along the border too. With the Tabar-Elrien Treaty in effect, everyone feared a major war that would pull in Lerindor as well. The tension finally was defused when the Sendoro forced the then King of Lerindor to rein in his pet dog. Things continue to remain very tense between Anath and Milin.

Economy: Fishing is the main industry in Anath. Because of their location, the Anathians have well-established trade route with the Kirit. The Anathian economy also depends heavily on the Lerindoran economy.

Military: The Anathian army is decent and well-trained along the lines of the Lerindoran military. The Anathians, like the Elrienin, depend on their heavy cavalry for charging through enemy ranks.

Politics: Very similar to the Lerindoran system of Houses except that the ruler must also have the blessing of the monarch in Lerindor before being crowned.

Lifestyle and culture: The Anathians are said to be ruthless traders and can sell water to a fish. Life in the capital, Dorij, can be very treacherous, owing to high crime and corruption. The average Anathian is a hardworker who grumbles a lot in life. The Anathians have a rich maritime culture and it reflects in their cuisine as well.

The Kirit

Short introduction: Kirit is actually a confederation of the seven tribes of Kirit. The land of Kirit is a vast and seemingly empty desert where temperatures can rise to scorching levels in the day and plummeting levels in the night. There are very few sources of water within this desert, and only a Kirit can find these locations. The Kirit people will forever remain an enigma to the rest of the world, owing to their complex system of governance. Each tribe has a Spearmaster who leads the tribe to battle, and an Elder who advises the tribe on other matters. Though each tribe acts on its own, there are unwritten laws that bind the seven tribes together. Battles among the Kirit are often fought over water, but all disputes are finally settled after the Elders of the seven tribes meet and discuss.

The life of a Kirit is dominated by honor and duty. Prisoners of war will be treated with honor that they deserve and they have no concept of servants or maids. They find it horrifying that the Softlanders (as they call the other nations) can make someone fetch water or cook food. To lose honor is worse than losing your life, and to shun from duty is worse than killing a little child. The average Kirit is also a hardy individual, able to run for miles without showing the slightest signs of exhaustion.

One curious but important aspect of the Kirit is the position of the women. Unmarried women are allowed to fight and carry spears within the army of the Kirit. Monogamy is also a foreign concept and Kirit women usually are known to have two husbands as Kirit men are known to have more than one wife. The wife is always the head of the house and makes the decision in domestic matters. Almost always, the Elders of the tribes are women.

Economy: Makesh is the only settlement of the Kirit that is open to outsiders. It is a coastal town situated along the northern coast of Kirit in the Green Sea. No fighting among tribes is allowed within Makesh and it is strictly followed. The Kirit have access to some truly exotic goods like perfume, silk and silver which they trade with the Softlanders. Among the other nations, there is a commonly held belief that the lands beyond the Kirit must be rich in legendary terms.

Military: The Kirit spearmen are the most deadly adversaries in the world. They have the ability to use the contours of the land to advance stealthily on an enemy. They are fierce in hand-to-hand combat and their spears sing through the air as they find their mark with unerring precision. The Kirit archers use a short curved bow and can be very deadly. The Kirit do not have any horses and nor do they trust those animals. Their army is entirely composed of infantry.

Short history: Nobody is certain whether the Kirit populated the desert before the Second Age or after. Physically, they do appear different from the Softlanders. They are taller by half a foot on average. They also have a duskier skin. When the Tabarans invaded Kirit in 420 TE, they committed grievous war crimes on the civilians which led to the Kirit Invasion. As mentioned earlier, the Kirit sacked and looted the towns of Ramal and Turuk before reaching the gates of Kamuz. The Kirit never had any intention of grabbing any land, despite the clear abundance of water in these soft lands. After the mediation of the Sendoro, the Kirit retreated into their land and have ceased all manners of communication with the Softlanders. Trade still does not exist between Tabar and Kirit. Other nations, however, have salvaged diplomacy enough to reestablish trade links. The people of Kirit never venture across the Bridge (the small tract of land connecting Tabar with Kirit) and are content to remain in the harsh, unforgiving desert.

The Stone Tower

The Stone Tower is the only structure known to have survived the War of the Rakshasa. It was built with the power of sha imbibed in the stone and a thousand Sendoro were said to have erected this magnificent stone edifice. The Stone Tower is the seat of Sendoro power.

Location

The Stone Tower is situated near the Greenwood Forests to the south-west of Lerindor. The Stone Tower currently encompasses the tower and the town that grew around it. Though officially located within the realm of Lerindor, the ruler of Lerindor has no control over the Stone Tower.

The Orders

The Sendoro of the Tower belong to one of 4 groups or Orders. They are the Order of Peace (Oren'shi), the Order of War (Oren'baal), the Order of Knowledge (Oren'saa), and the Order of Life (Oren'ama). At the time of acceptance as full Sendoro, the individual must make his choice and join an Order.

The Sendoro of the Order of Peace (Oren'shi) wear a white robe to proclaim their Order. They closely follow politics of the nations and are often found as secret advisors to monarchs. They are the negotiators who are often found enforcing peace in a deadly conflict of nations. The job of the Oren'shi Sendoro is to put in motion plans to achieve peace.

The Sendoro of the Order of War (Oren'baal) wear a red robe to proclaim their allegiance. They are the Sendoro warriors, training for the prophesied Last Battle. They make frequent forays into the Blasted Lands, hunting Kruls and other emanations of mara'sha. They are also supposed to check the seals on the magical barrier but recent corruption of the land around the Eye has made it impossible even for the Sendoro.

The Sendoro of the Order of Knowledge (Oren'saa) wear a blue robe to proclaim their Order. They are scholars and students of the prophecy. They roam the nations collecting information that only they seem to find interesting. They are the custodians of the Sendoro literature and also the ones who have the most say in the passing of laws.

Members of the Order of Life (Oren'ama) wear a green robe to signify their Order. They are healers and ardent students of nature. They travel the lands healing the sick, but have a tough time in finding patients who will accept the healing provided by a Sendoro. They are also in charge of domestic affairs within the Stone Tower and take care of trade and commerce.

Administration

The head of all Sendoros in the land is called Shalen. The current Shalen is Amenia Sendoro, the first woman Shalen in the Tower's history. The Shalen is an elected position but the office is held till death. And that can be a very long time for a Sendoro. The Shalen may have the last word in the passing of any law or ratifying a particular proposal, but she must have the support of the heads of the four Orders. If the four heads decide after a hearing that the Shalen has committed an act of treason, they have the power to dethrone the Shalen. There have been a total of seven Shalens in the history of the Tower and only one has ever been dethroned.

Life of a Sendoro

A Sendoro begins his life as an Initiate of the Tower. Usually, a person with the ability to channel sha is identified at a very early age, usually by members of the person's family. They are then immediately packed away and sent to the Tower as usually people are afraid of the wielders of sha. As an Initiate, he/she will attend classes on sha, and perform chores in the Tower. It is a hard life that demands humility and dedication. On an average, an individual spends about seven years as an Initiate before the Final Test. After passing the Final Test and swearing the Three Oaths, the Sendoro is given the robe of his/her Order and their ears are pierced. The fully initiated Sendoro wears a stud in his/her ears with a stone of color of his/her Order.

The Nature of Sendoro magic

The Sendoros are conduits of sha and they can channel sha in its elemental forms: Fire, Water, Wind, Earth and Spirit. Using combinations of these elements, they can achieve different results. In order to channel sha, the Sendoro first opens her/his mind like a flower opening up to sunlight. Sha floods the Sendoro's body, filling it with life and light. The senses are heightened and the world becomes colorful. It is a sweet torrent of power and it is dangerously tempting. If a Sendoro pulls too much of the power, it can incinerate him/her. There is a limit to how much every Sendoro can pull. Letting go of the sha is almost traumatic the first few times and it takes a lot of mental will to let go of the power. Holding the power for too long can cause severe exhaustion.

When a Sendoro uses the elements to do something, it is called Weaving. There is a particular weave for every effect and this weave is visible to the Sendoros. It means that if a Sendoro were to perform a weave, another Sendoro can clearly see what the elements being used are and how the basic structure of the weave is. The following is a list of things that the Sendoro can do with their power. While this list is not exhaustive, it certainly covers all the things that an average fully-initiated Sendoro can do. Some weaves work by themselves while some weaves (especially the ones involving Spirit) will have to be placed on something else to work.

Fireball, Ball of Light, Lightning bolt, Levitating objects etc: These are all simple weaves using single elements like Fire, Wind and Water.

Illusion: This weave of Fire, Water and Spirit projects an illusion of the Sendoro's choosing on the mind of the people on whom the weave is placed.

Healing: The healing weaves range from simple to very complex and can sometimes involve all the five elements. Spirit is an inimical part of any Healing weave. A Sendoro can never perform Healing on himself/herself.

Linking: This weave enables two or more Sendoros to link their powers. In a link, only one Sendoro can have control of the weaves. Linking increases the amount of power a Sendoro can hold marginally. The more Sendoros there are in a link, the higher this amount.

Mental manipulation: From subtle mental suggestions to strong compulsions, a Sendoro can influence another's mind. Most of these weaves are banned by the Tower and any Sendoro known to have used this weave will face the most severe punishment. The weaves involved are very complex and delicate, and a lot similar to Healing. Even the slightest error can result in the death of the subject.

Apart from these weaves, there are many that a Sendoro can do with the elements. A well-trained Sendoro can even be creative and form new weaves. It is a dangerous hobby, for sure, as the effects can be anything. Only the most powerful and well-trained Sendoro embark on such explorations, and that too is a rarity. Several powerful weaves were known in the Second Era, but they have long since been lost even to the Sendoro. Legends tell of Sendoros who could fly and who could transport from one end of the land to another at the blink of an eye. They are, however, still only legends.

The amount of sha that a Sendoro can hold varies from person to person and does not seem to depend on any factor. While strength in the power differs, it does not set hierarchy within the Tower. The head of an Order might very well be a Sendoro with a low strength and an Initiate might very well be more powerful even than the Shalen. But it is an unwritten rule that the Shalen is always the most powerful Sendoro of the time of coronation. Strength does influence the effect of the weaves. A powerful Sendoro can perform the same weave and get a much better result. A Sendoro will have to maintain the weave for as long as he wants the effects to last. When the weave is tied off, however, it dissipates after a while. A really powerful Sendoro can tie off a weave and have it remain for a much much longer time.

Politics

The Sendoro are also people, and they have their own agenda. The Sendoro are often seen as meddlers as they always try to have a say in any nation's matters. Several monarchs have known to hire Sendoro advisers and Lerindor continues to hold that tradition alive. Because of the public perception, some kings have known to have had secret dealings with the Tower. The Tabarans have the worst regard for a Sendoro, and channeling the power is outlawed within Tabar. While Sendoros can roam free in any land, it is at best tolerated by the nations. Despite their bad reputation, the Tower continues to receive many visitors annually - poor people with incurable maladies, people seeking advise from the Shalen and many others.

Military

While the Sendoro have vowed never to kill or hurt unless in life-threatening situations. This means that the Sendoro must himself in the place of danger in order to defend using the power. This does make it necessary for the Tower protect and show strength in another way.

The Tower Guard is the standing army of the Tower and is composed of highly-trained soldiers who are experts in defense. They are rich in heavy infantry and heavy cavalry. The Order of War (Oren'baal) takes care of the running and management of the Tower Guard, but the Commander of the Tower Guard is answerable only to the Shalen.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Tue Sep 27, 2011 4:17 pm

Timeline

The suffix BCE (Before Current Era) is used for events that transpired before the beginning of the Third Era. These BCE dates are not accurate.

1000 BCE – The Stone Tower is constructed
70 BCE – Rahlin Sendoro embarks on the Marasha Expedition
50 BCE – The Rakshasa appear, led by an individual calling himself Miruk, the Fallen.
20 BCE – Several cities have been destroyed. The Stone Tower ratifies a brave strategy by the Shalen Terin Sendoro to shield the Eye.
25 BCE – The Eye is shielded, killing the Shalen and his band. Miruk is slain in battle.
9 BCE – The War ends officially, and the Sendoro swear the Three Oaths.

0 TE/BCE – Lerin is founded. The Third Era commences.

23 TE – The fertile plains around river Paginelle is settled. City of Pagin founded.
42 TE – City of Orichalc founded. Kingdom of Milin is established.
122 TE – City of Turuk founded. First contact with the Kirit. Kingdom of Turuk and Ramal established.
129 TE – Kingdom of Kamuz founded.
254 TE – Rebellion in Pagin as the people of southern Lerindor feel increasingly neglected by the ruler.
264 TE – Civil war in Lerindor is over. The nation of Elrien is created.
280 TE – Succession War begins between Kamuz and Turuk and Ramal.
292 TE – Succession War ends. Kingdom of Tabar is created.
302 TE – Elrien-Tabar Friendship Treaty is signed.
303 TE – The region of Kara is released as an autonomous vassal by Lerindor.
353 TE – Channeling of sha is outlawed in Tabar following an accident involving a Sendoro
407 TE – The Elrienin monarchy cites inheritance laws to claim the throne of Milin. Tensions increase between Elrien and Milin.
418 TE – Tabar regiments move in to Kirit land and burn down a settlement.
420 TE – The Kirit Invasion begins. City of Turuk sacked.
421 TE – City of Ramal is looted. Lerindor pledges support and supplies troops along with Elrien.
423 TE – The Battle of Kamuz ends in a stalemate. The Stone Tower intervenes and negotiates a peace treaty.
436 TE – The Anath Uprising starts in Milin.
438 TE – Elrienin forces invade eastern Milin.
443 TE – Treaty of Dorij is signed, signaling the birth of Anath.
444 TE – Milin signs Instrument of Surrender with Elrien, ceding land to the latter. A Steward is installed in Milin.
523 TE – Kara becomes an independent nation.
560 TE – A division of Anathian forces enter Milin, leading to the largest build up of forces along the Milin border. The tension diffuses with the Stone Tower’s involvement.
600 TE - Lerindor restarts trade with Kirit
617 TE - The first pirate ships are spotted near Westrock, harassing Anath ships bound for Kirit.
625 TE - Lerindor launches a series of naval raids in Westrock.
632 TE - The Lerindoran Naval Guard is established to fight the pirate threat.
672 TE - An Elrienin expeditionary force sets sail to chart the eastern world beyond the Bay of Pagin. The expedition never returned.
714 TE - University of Kamuz is established in Tabar
777 TE - A most curious incident happens in the Dark Forest to the east of Elrien. A pack of about hundred wolves seemed to have waged a surprisingly concerted attack on a border village, killing the entire population. Many Sendoros investigated this singular event and were unable to provide any explanation.
845 TE - The King of Anath adds the title 'King of Milin' to his repertoire, causing severe ire in the Milinin and Elrienin courts.
920 TE - Tabar launches a failed reconciliation mission with the Kirit. Delegates of the mission returned to Kamuz naked and weeping.
954 TE - A Peasant rebellion in Elrien is brutally suppressed near the village of Molette. This incident has since been known as the 'Molette Massacre'. Peasant disgruntlement continued to rise
960 TE - Prince Halin el'Makta ascends to the throne of Tabar after the death of his father.
972 TE - The childless King of Elrien is assassinated during a hunting trip and it throws the nation in chaos. The Peasant War begins.
974 TE - Magrith Dakaran is crowned Queen of Lerindor. Because of her familial connections, she also has a distant claim on the Elrienin throne.
979 TE - With the danger of the Queen of Lerindor claiming the throne of Elrien looming large, the dead king's nephew, Levin Bonat garners enough noble support to capture the throne. A brutal suppression of the peasant armies begins.
981 TE - The Elrienin Peasant War comes to an end. King Levin institutes a couple of reforms aimed at appeasing the seething population.
982 TE - Extensive deposits of gold are discovered in the mountains of Tabar.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Arizona55 on Tue Sep 27, 2011 5:01 pm

Sounds very well thought out and intriguing. Are characters required to be Sendoro? The character I had in mind is a rogue and a thief

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Tue Sep 27, 2011 5:51 pm

You can be anyone you want in this world. Not necessarily a Sendoro. And there are more interesting things than Sendoro in this world which you will experience if you progress well.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Arizona55 on Tue Sep 27, 2011 6:12 pm

Do you have a designated character sheet or would you like us to create our own?

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Reianna on Tue Sep 27, 2011 8:27 pm

This is certainly refreshing! So many RPs on here have one paragraph explaining the entire story line, plot, characters, life, culture...etc. You, however, are far beyond that and it's nice to see someone trying to start a serious roleplay. I'll definitely be posting a character. I see no skeleton, so I'm assuming you just want us to make our own?(:
don't lose who you are in the blur of the stars.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Salroka on Tue Sep 27, 2011 8:36 pm

I would also like to join, if that is alright.
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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Sanick on Wed Sep 28, 2011 1:47 am

I too plan on creating a character however i would like to know if there is a certain selection of people you can or cannot be? Also is there a skeleton character sheet you would like us to use?

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 7:24 am

Thank you all for your interest. I am thrilled.

So, to the characters. You can be anybody you want. The only thing you can't be is a person who wields mara'sha, the dark power. At least, not yet. You also cannot be from a race other than human because there are no other races. You will have to belong to a nation or a tribe. You can be the king or queen if you want, but you will have to stick to the names I have given for the rulers.

You can make your own character sheets, but I want the following in your applications compulsorily.

Character defects: This has to be genuine and thought out. I won't have fake defects like "too trusting" or "too short-tempered"

Battle weaknesses: Even if your character is a general from Kara or a Spearmaster from Kirit, he/she cannot be a perfect fighter. There are no such people. You will have to mention your character's weaknesses in battle. Does he fail against a heavier opponent? Is he bad at hand-to-hand combat? Does she tire easily? Is her left side vulnerable? Is he only good with a quarterstaff and no good with anything else? There has to be something.

If you are applying to be a Sendoro, you don't get to decide how powerful your character is. I will tell you what kind of stuff your character can and can't do. If you are planning to play as a fully-raised, initiated Sendoro, then you and I will have to have a deeper chat later.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Reianna on Wed Sep 28, 2011 7:57 am

I'm planning on submitting an initiated Sendoro; either the Order of War or Life. So please, chat away.(: Also...if our characters can be so varied, how do we plan on connecting all of them within the RP?

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 9:25 am

Reianna wrote:I'm planning on submitting an initiated Sendoro; either the Order of War or Life. So please, chat away.(: Also...if our characters can be so varied, how do we plan on connecting all of them within the RP?


You make a very valid point. First, let me deal with the connecting problem.

The way I planned it, I would play influential but minor parts all along the length of the RP, nudging your characters together. This is apart from my main characters. Apart from this, I also plan to give you 'missions'. These missions will be fall out of the events in the world and these missions will give you guidance on how to proceed/start your RP. They are starting positions, if you will. The missions will be handled in this thread. But above and beyond all this, I suggest you to carefully consider a fellow player's actions and make your decisions on how your character to join a party, as it were. And of course, there is always the hope that more players will join or that you will be inspired enough to play more characters. I am open to suggestions here.

Now, a fully initiated Sendoro, eh? Well, here are the basic rules and regulations:

All fully initiated Sendoro are bound magically by the three oaths they take upon initiation. This makes it impossible for them to break it. A Sendoro cannot, for instance, hold a red ball in her hands and claim that it is blue. The oaths cannot be lifted (or so the strictly held view goes) but Sendoro are known to be creative. A Sendoro can never speak a word of lie, but they have every liberty to make the truth sound convoluted. And they often do. Normal people never take a Sendoro at his/her word unless he/she speaks it plainly. If a Sendoro told you something in plain words, without twisting, then it is, by Light, true!

Typically, a potential Sendoro is discovered around puberty. The onset of sudden chills and fevers, followed by giddiness, leading to inexplicable outbursts of power resulting in minor accidents - this is usually the symptom of a person born with the ability to channel sha. The parents or family members will usually recognize these symptoms and usually notify a Tower representative (not necessarily a Sendoro) in their nation. Sendoro will then be sent (usually they are from the Order of Life) to bring the boy/girl to the Tower.

On an average, the life of an Initiate lasts for about seven years. During this time, he/she will be taught the science of sha. It is a hard life requiring almost ascetic mentality. The days are filled with learning and doing chores around the tower. The Initiates are taught by Sendoro who they must show utter devotion to. Somewhere down the line, the Initiate will be sent to the Final Test. This test involves stepping into a magical pool deep in the bowels of the Stone Tower. Inside this pool, the Initiate will face three of his/her worst fears. Though it is an illusion maintained by the testing Sendoro, the Initiate's mind can make it real. Then the dangers within become real. The Initiate must go through all three fear scenarios and emerge on the other side, naked and immersed, like a reborn child. The Shalen will then personally pierce the Initiate's ears and hand them the cloak of their choosing. The Sendoro of the chosen Order would then lead the freshly-raised Sendoro to his/her quarters after showering ritual kisses.

A Sendoro acquires an agelessness to his/her face after prolonged experience with the power. Generally, their aging slows down around 35 and age much slower than normal humans. The sure mark of a Sendoro, apart from the pierced ears, is the agelessness of the face.

A Sendoro can always feel if a fellow channeler is nearby. By the end of the first year of training, an Initiate will be able to see the glow that surrounds a Sendoro when he/she channels. They can see what weaves are being used (Earth, Water, Wind, Fire and Spirit) and how the weaves are put in place. An experienced Sendoro can replicate those weaves relatively easily, provided the weaves themselves aren't too complex.

Traditionally, men are strong in Fire and Earth, women strong in Wind and Water, with skill in Spirit split more or less equally among them.

Now, ask your questions.
Last edited by Vasishta on Wed Sep 28, 2011 11:46 am, edited 1 time in total.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 11:43 am

Character Sheet format

Character Name:
Gender:
Age:
Physical description:
(preferably no pictures)
Nation of origin:
Short history:
Battle strengths:
(if any)
Battle weaknesses: (compulsory)
Character skills: (if any)
Character defects: (compulsory)
Preferred weapon: (if any)
Current occupation: (if applicable)
Life's ambition or motive:

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Reianna on Wed Sep 28, 2011 12:16 pm

About what age would you place a female, fully initiated Sendoro...say a year after passing the Final Test and choosing her order?

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Arizona55 on Wed Sep 28, 2011 12:53 pm

Posted my character :) Hope you like her

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 1:43 pm

Reianna wrote:About what age would you place a female, fully initiated Sendoro...say a year after passing the Final Test and choosing her order?


Say, around 30 to 35. The youngest fully initiated Sendoro in the Tower's history is 29.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 2:05 pm

Okay. I know I should put all this information together, but I just thought of telling you these, owing to the character applications that I have received so far.

Women do not fight in the army. Apart from the Kirit, none of the armies allow women to enroll.

It is not uncommon to find girls well-versed in some form of combat or another (especially those who make their lives on the road). Some women of noble birth are also known to have trained in some form of combat. But you will generally not find heavily armoured women walking around the cities. A women wearing a sword will elicit surprised looks and questions. Call me sexist, but that's the way it is. If you are looking to be a woman who fights, you must understand these limitations and have a doubly good story for her in that case.

While marriages between two nationalities are not uncommon, you cannot so easily have a Kirit parent and remain among the nations. The Kirit are visually different from the Softlanders, as they call the rest of the people. The Kirit, as a rule, do not marry or get into a union with anyone other than a Kirit. So, if your character has a mixed parentage that involves a Kirit, again you better have a darn good story to tell.

I am going to edit this post of mine when I think of more things to tell you. So, please keep watching this.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Wed Sep 28, 2011 3:50 pm

I am glad to introduce the first approved character, Irene Elm'dem, a Sendoro of the Order of Life from Kara, played by Reianna. Because she is a Sendoro, I have sent her the following initial mail regarding her powers. Based on your character's story and your roleplaying abilities, I will decide how powerful your character is in magic and what spells she can do. Here are the stats for Irene.



She is a fairly powerful Sendoro and can only get more powerful as her life goes on. On a scale of 1 to 10, with 10 being the best ever in the history, I will rate her strength at 6.

Delving - This is a simple weave made of pure spirit. This is used to delve into the subjects body to look for any injuries (physical or magical). This weave can also detect if any mental manipulation has been performed on the subject.

Healing - The healing weave is different for different injuries, understandably, but almost all of the weaves use all the elements. Small amounts of Fire and Earth, large amount of Water, Wind and Spirit. The weaves can get very complex and be very hard to maintain. Healing is a tiring process for the Sendoro.

Energizing - This is a simple weave of Water, Wind and Spirit that will clear exhaustion from the subject's body. Even after a day's long journey, the Energizing weave will put the spring back in a person's or horse's step. But this must be used cautiously. A person Energized by sha this way will happily walk forever till he drops dead, without even the slightest exhaustion. Nothing can substitute good ol' fashioned sleep but Energizing is extremely handy in certain circumstances.

Your character cannot perform any of the above weaves upon herself.

Because of the focus on Water and Spirit in all healing weaves, your character will be strong in the use of those elements. With Water, you can flood streets, bring up ground water in a fountain, create and use water projectiles, create a protective layer of mist to hide in, sense water in the vicinity, predict the weather to a fair degree etc.

With Spirit, you can detect magical objects, predict their use to a fair degree, place a protective ward over a small area that will keep out any magical attack etc. Many of the banned weaves also are dominant in Spirit. While those weaves are banned, some rare precocious Initiate do pick up one or two. Usage of those weaves carry the strictest of punishments - to be blocked from sha forever. This is worse than death as losing sha can leave the person with no will to survive.

With Wind, you can work up a little storm, lift objects of normal to slightly heavy weight, compress air and use it as a weapon, etc

Your character knows the following banned weaves:

Compulsion - This is a complex weave that involves Water, Wind, Fire and Spirit. When this weave is placed on a subject, the caster of the weave can make subtle suggestions that the subject would accept and perform without question. Even the slightest mistake in making this weave can kill the subject. The effect of this weave lasts as long as the time the weave is maintained. The mental power of the subject is also an important factor in the effectiveness of this weave.

I will shortly create a thread that will contain all the accepted characters. For those interested, please do look at Irene's character sheet in the RP page. It is definitely the kind of characters I am looking for.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Reianna on Sun Oct 02, 2011 1:45 pm

I'm assuming this is dead?

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Vasishta on Mon Oct 03, 2011 1:39 pm

Don't assume, my dear! It is a criminal mistake, to assume. You know, 'scientists' assumed, a few centuries ago, that the world was flat. A century ago, they assumed the atom was the smallest particle. It is a deadly sin!

I am waiting for at least two more players before I can give you your starting positions, but so far, I have only you and Arizone55. I am going to garner some more interest through the 'players wanted' forum. I do not want to see this world pass into obscurity so quickly.

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Re: [OOC] Age of Prophecy

Tips: 0.00 INK Postby Tania0723 on Sun Oct 09, 2011 7:48 pm

I assuming you based this on Wheel of Time. I must say this is very well thought out and rewritten to be different but similar. I would like to join as a Sendoro. Is there anything extremely different between a Sendoro and an Aes Sedai? I am assuming they are the same but I was reading the intro and details and some things are different so I wanted to make sure I was on the same page. :)

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