@Master Mew; @AmeKren; @Yun; @Pi Face; @Plumbum;
The World:
Plot Summary:
[OOC: Now, in homage to the beginning of most Elder Scrolls games--Skyrim in particular--(some of) our characters start off imprisoned. And on their way to their execution. Fun, isn't it
?]
The cart trundled along on the bumpy path, bouncing about the uneven slope, rattling the chains of those aboard. The gloomy lighting of the tunnel--and the inevitable destination ahead--did nothing to ease the eerie clanking of metal.
"Well, it could be worse," Theon said, a half-smile still, somehow, on his lips. Even the rough, un-sanded boards of the shoddily-built wooden cart--not to mention their impending executions--could do little to dampen his perpetually jovial mood.
Seated across from him, legs elegantly crossed despite the cuffs at her ankles and the length of chain restricting them, Brianna snorted. 'I always regret asking this, but how, exactly?"
Leaning back on the side of the cart, Theon raised his arms--bound at the wrist much like his ankles--and lowered the brim of his hat over his eyes. "For one, they could have executed us on the spot. For two, they could have just had us hung--or decapitated, or gutted, or, you know, some other fittingly gruesome torture--and be done with it. The fact we're here at the Arena means they're expecting a show."
His human companion rolled her eyes. "We're going to be fighting to the death, and I don't plan on just lying down and letting some untrained idiot kill me. There'll doubtless be dozens of guards to make sure we prisoners don't get uppity in the Arena. One way or another, we're all going to die. It wouldn't do to upset the crowd's fun, after alll."
Eyes still obscured, Theon let his half-smile blossom into a full grin. "Just relax, Bri. I have a good feeling about this."
After all, the elven enchanter suspected that no one in the Empire quite understood just how much potential the passengers of the cart had (least of all the passengers themselves). Lunicem would be pleased. The man couldn't have picked a better target.
The Creation War:
DRAGONSOUL
DRAGONSOUL
The World:
The Kingdoms of the Sun:
A map of the thirteen Kingdoms
The Kingdoms of the Sun are a small archipelago comprised of fourteen islands, and the only known landmasses on the world of Aether. The endless sea that surrounds them is named Cyr. The Kingdoms are arranged in a vague ring, with the island of Solis resting near its center. Surrounding Solis and the center of the ring is a giant, unending wall of storms, variously dubbed the Maelstrom, the Dragonsbane, the Wrath of Hydraex. The Maelstrom prevents any ship from crossing across the center of the ring, forcing ships to cross the greater distance of the ring's circumference.
The Kingdoms can be divided into two groups: the seven elemental islands that are the final resting places of the Dragons, and the six remaining outer kingdoms. The elemental islands are distinguished by the sheer force of Mana surrounding them; the raw power of the Dragons continues to affect their terrain, long after their death. As numbered on the map:
Mana:
The Dragonsouls:
A map of the thirteen Kingdoms
The Kingdoms of the Sun are a small archipelago comprised of fourteen islands, and the only known landmasses on the world of Aether. The endless sea that surrounds them is named Cyr. The Kingdoms are arranged in a vague ring, with the island of Solis resting near its center. Surrounding Solis and the center of the ring is a giant, unending wall of storms, variously dubbed the Maelstrom, the Dragonsbane, the Wrath of Hydraex. The Maelstrom prevents any ship from crossing across the center of the ring, forcing ships to cross the greater distance of the ring's circumference.
The Kingdoms can be divided into two groups: the seven elemental islands that are the final resting places of the Dragons, and the six remaining outer kingdoms. The elemental islands are distinguished by the sheer force of Mana surrounding them; the raw power of the Dragons continues to affect their terrain, long after their death. As numbered on the map:
- 0. Solis - the heart of the Kingdoms, and the capital of the Lircon Empire. Protected from the rest of the world by the Maelstrom, it is rumored by inhabitants of the other islands that Solis is a paradise that has never known war and boasts technology far surpassing that of the other Kingdoms. The truth is uncertain; the only beings who leave Solis are the Imperial officials and officers that maintain the Empire.
- 1. Ignis - the resting place of the Dragon of Fire. Its most notable feature is the dormant volcano near the center of the island; the shrine to the Fire Dragon stands within its caldera. Ignis is mostly rural; it has no large cities, and supports mostly farming communities. As such, though it is one of the seven elemental islands, it is considered a backwater, and Imperial influence is very low. It is rumored to be the home of the Moonfall Rebellion.
- 2. Terrae - the resting place of the Dragon of Earth. It is rocky and mountainous, and most of its inhabitants live near the shores of the island. The srhine of the Earth Dragon is located on the peak of Summa, the highest mountain on the island. Though the terrain is difficult, Terrae boasts large reserves of metal ores, and thus is an important port and manufacturing center for the Empire. The Empire's main garrison is thus stationed here.
- 3. Lucis - the resting place of the Dragon of Light. A peaceful, forested isle, Lucis is famous for its unusually dense concentrations of ambient Mana. Many magically-attuned individuals are born here, and it features the Kingdoms' only dedicated magical academy. The shrine of the Light Dragon is located beneath the academy, which was built around and over it.
- 4. Aquae - the resting place of the Dragon of Water. Gloomy, wet, and marshy, it is crisscrossed by dozens of streams and rivers and dotted with just as many lakes and ponds. Though many fishing communities line its shores, Aquae would be unimportant, were it not for Emperess Polanna Lircon's influence in declaring the cult of the Water Dragon Hydraex the official religion of the Empire. The shrine to Hydraex is the site of many pilgrimages and floats at the center of the island's largest lake.
- 5. Venti - the resting place of the Dragon of Wind. The island is gentle and open, predominantly flat and hilly, though its southern shore is crowned with imposing mountains. The shrine to the Wind Dragon is located somewhere within those mountains. Because of the ease of settling in Venti, it is the most populous of the elemental islands.
- 6. Umbrae - the resting place of the Dragon of Shadow. It is very similar to Lucis, being thickly forested and boasting unusually dense concentrations of Mana, but it's forests are older, fiercer, more closely grown. Whereas Lucis's forests are bathed in sunlight, the dense canopy of Umbrae's forests means the forest floor sees very little light. Umbrae attracts loners rather than groups, and is mainly unpopulated save for a small port town on the southern shoreline. The shrine to the Shadow Dragon is located in the heart of its forests.
- 7. Fulminis - the resting place of the Dragon of Lightning. Rocky, barren, and constantly obscured by a dense cover of stormclouds, Fulminis is the only island in the thirteen Kingdoms to have no communities; only lone stragglers make their place here. The shrine to the Lightning Dragon is supposedly somewhere on the island, though no records of it exist.
- 8. Hextin - wild and untamed, Hextin is considered the frontier of the Empire. Many strange and exotic monsters roam the island, forcing its few inhabitants to adapt or die.
- 9. Pentron - near rich and prosperous Venti, Pentron is effectively Venti's sister island, nearly as fertile and open as the island of wind. Those dissatisfied with the more populated Venti often make their way here.
- 10. Trimos - large and varied in terrain, Trimos is the crown jewel of the Empire, the most populous island of the thirteen, and boasts several cities. More importantly, it is a key hub of trade, second only to Binthum, and sees many travelers heading to either Lucis or Aquae.
- 11. Tetrum - the southernmost island, Tetrum's only worthwhile feature is its calm and sheltered bay. The quiet beaches lining its bay make Tetrum a resort island of sorts for the rich and powerful.
- 12. Binthum - midway between Lucis and Terrae, Binthum is the heart of the Empire's economy, overseeing both the trade of manufactured goods and magical artifacts. Thus, it is the de facto capital of the Empire, because of Solis's inaccessibility, and houses the Empire's central garrison, naval base and shipyards, and the Imperial Bureaucracy.
- 13. Montrem - the easternmost island and the island most removed from the ring of the Kingdoms. It is mainly a place of exile, and is home to the Imperial Arena, where criminals are executed in gladiatorial combat and other sorts of public spectacle. The Tower of Aurora is located on its easternmost point, but is widely regarded to be an abandoned ruin.
Mana:
Mana is the ambient magical energy of Aether, tamed and shaped by the Dragons. It is omnipresent throughout the kingdom, and every individual can tap into it to augment their abilities or perform magic. Certain locations, such as the islands of Lucis and Umbrae, naturally attract greater concentrations of Mana, and thus further amplifies the powers of its residents. However, there are legends of certain locations where Mana is virtually unlimited, which could teoretically grant an individual limitless power. These sites are named Manafonts. However, these legends remain unsubstantiated, with not a single one found in the thousand years since the Cataclysm.
The Dragonsouls:
The Dragonsouls are the reincarnations of the Dragons. Yet their identities are unknown, their power obscured by the ambient Mana. While a Dragonsoul is typically no different from an ordinary mortal, they have the power to access to long buried power of the Dragons. Because of this, they have powerful affinities for magic. Moreover, should a Dragonsoul come into contact with an actual draconic relic, such as those at the Dragon shrines, they could unlock unbelievable potential. Because of this power, both the Empire and the Rebellion seek to control the Dragonsouls or eliminate them. Even now, the Empire is rounding up rogue magicians and other individuals of exceptional Mana control and sending them to the Arena at Montrem, to find the Dragonsouls by forcing them into deadly combat.
Plot Summary:
As the RP progresses, major events will be added to the timeline below. Important NPC names will be italicized; location names will be underlined. Current events will be marked in bold. In addition, ongoing events--that is, ones where your character can simply jump in with a small bit of rationalization--will be marked as [OPEN] at the end. Events that are not--such as if our characters end up locked in a small room--will be marked [CLOSED]. Lastly, events that are deemed as especially important to the plot--such as a hypothetical resolution to the Imperial-Rebellion conflict--will be marked as [IMPORTANT].
THE PLOT SO FAR:
Use this summary as a general recap, then ask for specifics.
THE PLOT SO FAR:
- Emperor Apollon Lircos observes the planned execution of various individuals deemed to wield magical power threatening to the Empire at the Grand Arena on Montrem. [OPEN]
Use this summary as a general recap, then ask for specifics.
* * *
[OOC: Now, in homage to the beginning of most Elder Scrolls games--Skyrim in particular--(some of) our characters start off imprisoned. And on their way to their execution. Fun, isn't it
The cart trundled along on the bumpy path, bouncing about the uneven slope, rattling the chains of those aboard. The gloomy lighting of the tunnel--and the inevitable destination ahead--did nothing to ease the eerie clanking of metal.
"Well, it could be worse," Theon said, a half-smile still, somehow, on his lips. Even the rough, un-sanded boards of the shoddily-built wooden cart--not to mention their impending executions--could do little to dampen his perpetually jovial mood.
Seated across from him, legs elegantly crossed despite the cuffs at her ankles and the length of chain restricting them, Brianna snorted. 'I always regret asking this, but how, exactly?"
Leaning back on the side of the cart, Theon raised his arms--bound at the wrist much like his ankles--and lowered the brim of his hat over his eyes. "For one, they could have executed us on the spot. For two, they could have just had us hung--or decapitated, or gutted, or, you know, some other fittingly gruesome torture--and be done with it. The fact we're here at the Arena means they're expecting a show."
His human companion rolled her eyes. "We're going to be fighting to the death, and I don't plan on just lying down and letting some untrained idiot kill me. There'll doubtless be dozens of guards to make sure we prisoners don't get uppity in the Arena. One way or another, we're all going to die. It wouldn't do to upset the crowd's fun, after alll."
Eyes still obscured, Theon let his half-smile blossom into a full grin. "Just relax, Bri. I have a good feeling about this."
After all, the elven enchanter suspected that no one in the Empire quite understood just how much potential the passengers of the cart had (least of all the passengers themselves). Lunicem would be pleased. The man couldn't have picked a better target.
