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Where Magic is Power and the Stars are the Gods...

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Where Magic is Power and the Stars are the Gods...

Tips: 0.00 INK Postby ShadowWake on Wed Dec 17, 2008 6:25 pm

There are no ancient Stars here: all are new or young Stars and so, from a distance, most are seen as blue or white – pale specks in the pitch-coloured heavens that surround our world. Each Star lives – a life separate to that of the creatures that roam the land but a life nonetheless – and each bears a name so that we may better acknowledge them. They live as Gods and Goddesses, bearing magicks with the power to shape wills and worlds and controlling many aspects of our lives. Although sometimes their presence is known and their motives clear, more often their manipulations are ambiguous at the best of times, leading us like will-o’-the-wisps into dead-end situations from which there is no escape. The sovereign Star – a Goddess of all Stars – produces all the magick of the world, dealing out power as she sees fit to both create and destroy life as needed; nurturing the Stars or destroying nations, she cannot be deemed ‘good’ or ‘evil’ for she does what she believes necessary – as most Stars do.

At the time of my story’s beginning, Amaryllis is the brightest Star of the sky – our sovereign Star – and burns a dazzling white in the daytime like an eternal flame, paling in the evenings to become like the silvery glow of the moon. Stars do not always stay in the heavens where they are made, and many take a corporeal form: the sovereign Star maintaining constant vigilance by walking the land she controls, often in the shape of a great pale feline, although when the need arises, she comes as a stately figure dressed in silver-blue with a silver circlet on her brow. Some believe that the Stars are untouchable, but this is not the case: Stars bleed and die like any other living being but, without interference, their lifespan borders on eternal, giving them a high level of disregard for those of a shorter life and a belief of invincibility. Because of this, Stars very rarely make mistakes of their own accord, but they can, however be decieved.

I must tell you more about Cirrian for you to understand the relationship between its people. Cirrian has five continents, each almost completely covered with some form of tree, whether conifers, flora of the jungle or even trees you had never heard of. Armiekai is the largest of the continents; Jahnhey has the greatest population; Wordonat, is the darkest; Sharlohm is known as the most powerful of the five, though some say not much more so than Wordonat; and Nailin is the most beautiful of all. The placement of the continents goes as follows: Wordonat at the North Pole, Nailin at the South, and Armiekai and Jahnhey placed halfway around the centre, which is known as the Payal or ‘anklet’.

You think I am forgetting Sharlohm. In fact it is impossible to forget it, as it is the most visible as well as the most important continent. Sharlohm is what we call the Venetican or ‘Wanderer’, for it constantly moves. No obvious path can be traced but it always stays more than a mile away from the other lands, repelled by something unseen and unknown.

Relatively peaceful up until now, Cirrian has found itself under the tightening grip of a Star named Surinder who can drain the very soul out of a being - both gradually and rapidly - tapping into their powers and life-force like a parasite until the host eventually dies. And now, our sovereign Star - our beautiful Amaryllis and all that she protects - is in grave danger. If she dies, then so do we. We must not let this happen. The start of the war of which I will describe in this tale is the first in over a thousand years. Peace can smother the pain of the past until it is forgotten; we were not expecting it.


The Roleplay:

Ok, this is actually going to be a sort of spin-off from a novel I've just written. I started a RP on this a while back called 'Legions of the Dragon Coalition' (http://www.roleplaygateway.com/legions-the-dragon-coalition-t11811.html) which was based solely upon two species - the dragons and their riders - but it died before we had the chance to go very far, so now I'm opening up the topic a little further and allowing RPers to play any race they wish in the hope that we can get this going a little further.

It's based on a world called Cirrian, in which there are 5 continents (in order of size): Armiekai (pron: ar-mee-ky), Jahnhey (pron: yan-hey), Nailin (pron: ny-lin), Wordonat (pron: wor-don-at) and Sharlohm (pron: shar-lom). There are seven main races on this world, six of them humanoid and one dragon race.

The World - Cirrian:
World Map:
World Map.JPG
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Armiekai (pron: arm-eek-eye) - the largest:
Population: aprox. 22,402,200
Capital: Conochbar (pron: con-ock-bar)
Other main cities: Govind, Dariatan, Tanith, Danaria
Language/s: Indrajeet (pron: in-drah-sheet)
Religion: Lalia
Currency: Qasim
Endemic animal species: Dragoon (pl), Dragon (sl)
Image:
Armiekai.JPG
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Jahnhey (pron: yan-hey) - the greatest population:
Population: aprox. 167,097,300
Capital: Brinmor
Other main cities: Alunedella, Fenella, Ottilie, Cheyenne, Mischa
Language/s: Meadhbh (pron: meev)
Religion: Lalia
Currency: Moira
Endemic animal species: Gaurin (Small, rat-sized, mammalian creatures with feline facial features and a lithe, serpentine body. Large muscular tail used for standing on hind legs (but not walking). Colouring = tan to white. Temperament = wild but docile.)
Image:
Jahnhey.jpg
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Wordonat (pron: wore-don-at) - the darkest:
Population: aprox. 527,000
Capital: Ronnath
Other main cities: Syannath, Narwnock (pron: nar-nok)
Language/s: Dohmnall (Syannath) and Ginnian
Religion: Cain
Currency: Shin
Endemic animal species: Lithen (10ft long serpent. Colouring = blue/black upper, pale yellow underside. Temperament = extremely venomous & dangerous)

Nailin (pron: nigh-lin) - the most beautiful:
Population: approx. 24,700
Capital: Thecla
Other main cities: Tegan, Tenecia
Language/s: Shanae/ Humayra (in the main, though others are spoken)
Religion: Isaac
Currency: N/A (trade alone)
Endemic animal species: Deepak (deer-like creatures with long ears and whip-like tails. Colouring = ranges from black to tan. Temperament = docile.)

Sharlohm (pron: shar-lome) - the most powerful:
Population: aprox. 16,090
Capital: Dorna
Other main cities: Brandi, Arial, Anushai
Language/s: Ginnian (in the main, plus all other languages)
Religion: Lalia
Currency: N/A (trade alone)
Endemic animal species: Wikyn, Wrykin & Wierkyn (the three forms of winged-wolves: Wikyn = docile to tame with white/cream/tan colouring - furred bodies and feathered wings; Wrykin = wild with silver/grey/brown colouring - furred bodies and feathered wings; Wierkyn = dangerous/cruel with solely black colouring - bare skinned and leathery wings with crimson eyes.)
Image:
Sharlohm.JPG
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The Religion:

Lalia:
What: the belief that the Stars are Gods/Goddesses due to their extensive use of magic and immortal lives, and the worship of these creatures.
Who: 'Lalians'; most of Cirrian (Armeikai, Sharlohm and Jahnhey especially).

Isaac:
What: the belief that all things living are made from and return to Cirrian (and are thusly re-incarnated); the belief that the Stars are simply another race (more accurate).
Who: 'Isaacs'; the shape-shifters of Nailin.

Cain (pron: kyne):
What: the worship of Ronak, the priest who founded the Mage College in Syannath, Wordonat; the belief that all magic - including those of the Stars - can be manipulated with determination and force; the belief that all magic should only be held by a select few individuals (i.e. the mages of Syannath).
Who: 'Cainans'; mostly those who live on Wordonat.

The Species/Races:

Species: Human
Appearance: (we all know what humans look like).
Characteristics: (let’s face it, we all know what humans can be like too...)
Homeland: found upon nearly every continent on Cirrian (excluding Nailin)
Powers/weaponry: magic wielded only by the highest of mages and priests and only managed after many years of study (therefore mages tend to be at least mid-twenties or older); extensive use of weaponry of all kinds.

The Mages of Syannath
Syannath: Syannath is a mage college on Wordonat – and though there are others – it is also the most prominent. Founded by the mage, Ronak, in the Third Age (the third century since the dragons came and the one before the present century), the college started out initially as a select guild in which membership was only offered to those mages of the highest callibre. These mages were then let into the secret of Ronak’s extensive power: the leaching – and thus pilfering – of magic from other beings, both mortal and immortal. Some say Ronak was actually Surinder’s corporeal form in light of his unscrupulous methods of gaining power solely for his own desires; it was never known – and still isn’t – whether this rumour had any truth, for Ronak died only thirty years after he founded his guild in a fire that destroyed most of the extensive manor that the society occupied. Syannath was rebuilt at the end of the Third Age by the remaining members - becoming a vast citadel that made itself the centre piece of the small village that the college was named after – and by the start of the Fourth Age, students were already being taken in and Ronak was beginning to gain an almost God-like status, only re-affirming the belief that he had been Surinder’s ‘mortal’ form on Cirrian. All those living in the college and the village are very xenophobic, and any ship – merchant or pirate alike – is accompanied by a single mage from Syannath, to ensure secrets stay that way.

The Mages: The students of Syannath – like their guild ancestors – are only accepted into the college by invitation and have to undergo severe testing before they can be allowed to study. Though the methods are unknown, it is clear that the mages are taught some means of leaching magic from being into a vessel that stores the magic until it can be divided evenly. It has been noted that this means of gaining power is critically flawed: no mages live to more than fifty years of age, though the average lifespan is a lot less due to the high amount of rivalry that is encouraged within the college itself. The only time the mages have been seen to co-operate is during periods of war or when there is an attempt to gain magic from a superior being (the dragons, the Stars or the Sagar-Morwen). All mages are adept spell-casters ranging anywhere from elemental to necrotic magics. Rather than having healers, each mage is taught enough to heal their own minor wounds and those unable to survive more fatal injuries simply become no more than fodder for the scavengers. Mages of Syannath (or at least those that have accomplished a decent status) wear robes of deep purple overlain by an enormous, enveloping, hooded cloak that is black lined with a bright purple silk: mostly to hide their outward appearence, giving the impression that all the mages look the same. Both males and females are accepted, though it is often hard to tell which is which due to the latter comment. Those studying in Syannath even go so far in their xenophobia as to have their own language – Dohmnall – which is taught solely to those mages attending the college; this is again to ensure that secrets among the college stay secret – even to those in the village.


Race: Dragon Rider
Appearance: (see ‘Human’)
Characteristics: (see ‘Human’)
Homeland: found only on Armeikai; though will travel across the whole of Cirrian, Dragon Riders don’t stay long in one place, always returning to their homeland.
History: The Dragon Coalition on Armeikai’s North coast has been established for many centuries ever since the first interaction with dragons in the First Age
Powers/weaponry: a dragon can feed enhanced senses to the rider when necessary (e.g. sight, sound, smell, vibrations etc); rider is telekinetic with dragon; good use of ranged weaponry (e.g. bows/arrows, spears, throwing knives, nets, etc.)

Species: Dragon
Height: 6-10ft to the shoulders [adult];
Length: 20-40ft, nose to tail [adult];
Wingspan: 30-70ft, wingtip to wingtip [adult];
Scales: 1 inch (below 1/3 of body) – 2 ½ inches (above 2/3 of body) [adult];
Fangs: range = 2 – 5 inches [adult];
Colouring: varied, often metallic; races are defined by colouring and are named after semi-precious stones:
Obsidian = black, Pearl = white, Goldstone = brown, Garnet = dark red, Ruby = bright red, Carnelian = orange/red/yellow, Amber = orange, Citrine = yellow/gold, Emerald = dark green, Jade = pale green, Sapphire = dark blue, Lazuli = blue/gold, Aquamarine = blue/green, Tanzanite = blue/purple, Amethyst = purple, Morganite = pink, Axinite = gold, Quartz = silver, Opal = irridescent.
Other physiology: warm blooded animals with mammalian birthing; reptilian-like structure; well-muscled second pair of forelimbs with extended digits – stretched leathery skin between enabling flight (known as ‘wings’); wings placed approx. 1ft behind forelegs with the skin flaps extending to the bottom of the hip; spines running from crown to tail tip made of compacted fibrous hair.
Characteristics: above average intelligence; no decision is passed without a majority of consent from the rest of the familial group;
Temperament: varied, though females generally more aggressive than males – especially in breeding season; during nurturing though, females become passive.
Homeland: found only on Armeikai;
Habitat: mainly rocky landscapes i.e. mountains/caves, though some nests found in wooded areas; nests usually made out of branches lined with dead leaves and other soft materials e.g. fur/hair from prey;
Other info.: have the ability to swim but in most cases only needed when hunting; live in large familial groups of ten or more known as a ‘knot’; a group of half a dozen working in the Dragon Coalition is called a Legion; dragons have a carnivorous diet.
History: Dragons are the oldest land-creatures on Cirrian, having arrived not long after the world was established; origin unknown; fairly peaceful creatures resorting only to violence if a mental agreement between opposing sides cannot be found.
Powers/weaponry: able to use magick easily (usually one specific element); able to sense and interpret the smallest hint of emotion; telepathic; fluent in language of birthplace 1 week after birth and fluent in all languages within two minutes of hearing it spoken; no known weaponry (although armor in war situations is common).
Methods of becoming a rider: Method 1: when a human child reaches one year old – usually best between a week before and a week after their first birthday – then the child is taken to the Dearbhaila mountains and left as close to a dragon nest as possible. When the female smells out a child a year old, they become very maternal and adopt the child as on of their own. The child lives with the dragons for a year and then as a gift, the mother will send one of its own offspring back with the child to train at the Coalition. Method 2: When a rider's dragon dies or can no longer work, they can be assigned to a dragon who has already aligned itself with the Coalition. This also works the same way if a human dies. Method 3: An adult human may find an abandoned dragon egg and nurse it until it hatches, claiming the dragon for his own. Method 4: A dragon may hatch and chose a human to bond with (this usually results in the rider being older than the dragon which is unusual).
Riding: ridden by one to three people sat at the base of the neck/shoulders; spines at base of neck removed at two weeks old for ease and comfort in riding (pain of removal reduced by parental-/self-hypnosis); when riding, riders legs are tucked behind the forelegs with the wings behind the rider; harnesses can be used for those less used to riding or if the rider needs use of both hands during flight (a ‘swing’ harness is fitted for war, enabling the rider to swing his/herself underneath the dragon in flight, making it possible for the rider to use weapons); spines just above the base of the neck – either side of the backbone – are used as handholds for the rider;

(With dragons and riders, please play both as the bond between the two are very close and having one person play a rider and the other play a dragon may cause difficulties.)

Species: Star
Appearance: hair colour: black and silver; eye colour: varying shades of blue and grey; often tall and slim
Characteristics: immortal (Nb. this does not mean indestructable); aloof; confident; sometimes kind; often cold/emotionless; highly intelligent.
Homeland: unknown
History: unknown but are likely to have been around as long as mortals; Stars are created when a person on Cirrian dies.
Powers/weaponry: highly magical in one field only e.g. Star of Travel, Star of Weather, Star of Nature (Nb. not elemental); can wield swords but no other weapon.

Species: Sagar-Morwen (female)/Sagar-Morgan (male)
Appearance: pale blue skin; hour-glass figures; hair colour: silver (good)/green (evil); eye colour ranges from yellow to orange; extended sharp upper canine.
Sagar-Morwen.jpg
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Sagar-Morwen 2.JPG
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Characteristics: sarcastic; vivacious; passionate; quick-tempered.
Homeland: the oceans and rock outcrops, including the odd island or two.
History: decendants from the ancient sirens of the sea, the Sagar-people are vampires of the oceans, feeding on the blood of animals (good) or humans (bad); they are new creatures to Cirrian.
Powers/weaponry: highly experienced in healing (good) and poisons/toxins (bad) – make good alchemists; experienced in the use of swords, knives, nets, darts and harpoons.
Other:
- Sagar-Morwen are an all female race and can go through both sexual and asexual reproduction (i.e. they have the choice of mating with human males (produces male and female offspring) or producing a single female offspring once every 5 years for 25 years (they become sexually mature at 20));
- green-haired race of Sagar-Morwen are both racist and sexist and thus hate the idea of mixing their blood with humans, therefore any male ('Sagar-Morgan') born from a mating is either killed at birth or within the first year and half-breed females are kept but not allowed to reproduce in their lifetime; silver-haired Sagar-Morwen are much more accepting and often pair with a human mate for a lifetime (husband); they would never kill their own child;
- green-haired Sagar-Morwen generally live quite deep in the ocean, either on outcrops/islands far away from any shore or deep beneath the surface of the waves (think 'Atlantis' like dwellings); silver-haired Sagar-Morwen on the other hand enjoy more company and tend to settle in reefs or outcrops/archipelagos nearer to shore (e.g. Ninata, off the South Armiekai coast); some may even live on the mainland with their husband, but this is very rare;
- Sagar-Morwen blood contains minute toxins that are dangerous to humans: green-haired females take advantage of this, whereas silver-haired females are a lot more cautious about the matter; the toxins only come into effect when Sagar-Morwen blood mixes with human blood e.g. cuts and wounds;
- both the Sagar-Morwen and Sagar-Morgan are excellent sailors.

Species: Shape-shifter
Appearance: generally very similar to the animal they shift into.
Characteristics: (see above)
Homeland: Nailin
History: a very peaceful nation, shape-shifters treasure Cirrian and the life upon it; very few wars and no skirmishes.
Powers/weaponry: the ability to shift into a single animal; usually each member of a family changes into an animal of the same order (e.g. canines, felines, bovines, etc.); good with small weaponry e.g. knives, darts etc. but not often carried due to difficulties carrying once changed.

Now, I'm probably going to add a little more information on both the Stars and the shape-shifters (if I can) - such as prominent Stars (names, descr. and magic) and specific regions on Nailin in which there are different 'tribes' of shape-shifter types - but for now, I just wanted to know how much interest there would be in this topic. It's pretty thought out, but this RP is actually a prequel to the novel, so I'm always open to suggestions: either post here or PM me with your thoughts and I'll get back to you asap! :D

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ShadowWake
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