ETERNIA Story Welcome to the land of Eternia, where all things are possible. There is magic, futuristic technology, aliens, extradimensional beings (also called gods/spirits/demons/etc), mythical creatures, and more. All the races of Eternia are ruled by the Eternal Queen, Hadra. Hadra is a compassionate, fair sovereign who rules from Whitemantle, a gleaming white castle in the middle of Eternia. As much as Hadra is loved, little is known about her: some Eternians believe she is a powerful sorceress, while others suspect that she is a goddess, and still others don't even think she is human. But what is known is that Hadra loves her subjects and will do anything to serve and protect Eternia. Hadra has gone missing. The trouble began with three witches who had taken up residence in an abandoned stone fortress on North Mountain. No one knew what the three witches were doing, but it turned the sky black over the mountain and the nearby forest began to rot and die. The Eternal Queen heard of the three witches and suspected that they were practicing dark magic, which was banned and punishable by death. She mounted a force of thirty knights, a dozen of the most powerful wizards and witches, a few aliens, and a contingent of ferocious creatures. They marched on the North Mountain...and were never seen again. After Hadra's disappearance, Gawnett the Grand Vizier has stepped up as the temperary sovereign of Eternia. But before she could rally the people of Eternia to storm the North Mountain, the zombie epidemic broke out. It started in villages and hamlets near the North Mountain, the zombie attacks, and it quickly spread. The zombies took many lives, and anyone who was bitten or scratched by a zombie and got away became a zombie in less than 24 hours. No one was prepared and the zombie problem quickly became more urgent than the missing Eternal Queen. Gawnett was forced to use all her resources to help fight the rising tide of zombies, but she didn't give up on finding out what happened to Hadra. Gawnett put out word all over Eternia that she wanted to put together an elite team to journey to the North Mountain and find out what happened to Hadra--and to bring the three witches to justice. Plot Gawnett has sent out word that she wishes to create an elite team. In your first post, detail your journey to Whitemantle where you will meet Gawnett and she will debrief you on your mission. Your character can be a witch, wizard, vampire, alien--anything you can think of, except for an extradimensional being (aka, a God). The Gods of Eternia will be played by the GM. Just remember not to make your character overpowered. After posting your Character Templates on the Discussion Thread, wait for them to be approved and then you can begin posting! Geography Whitemantle (center) - The Eternal Queen's castle is in the middle of the vast land of Eternia, a gleaming white structure surrounded by a prosperous town called the Eternal City. The Eternal City is considered the safest place in Eternia and its people are the most diverse: any race in Eternia can be found in the Eternal City. The sprawling streets and buildings are spotlessly clean and the people that live there pride themselves on cleanliness and good manners. The architecture of the Eternal City is medieval and although they do use technology, they mostly use manual labor or magic for day-to-day life. The greatest wizards and witches in history have studied here at the Eternal University of Magic. They worship no gods, only Hadra. Beachtown (west) - Beachtown is the second largest city after Whitemantle. It mostly deals in fishing and trading commerce, as it is right by the sea and merchant ships from other lands docks their to trade their goods. Humans mostly live here, but mermaids and other fantastical sea creatures are frequently seen on the shores of Beachtown. Magic and technology are not used much in Beachtown and they worship the volatile goddess Yemaya the Two-Tailed Mermaid, who controls the sea. Technica (east) - Technica is a technological utopia and the largest concentration of alien visitors live here. It is a shining city of glittering skyscrapers and flying vehicles and any kind of technological wonder you can imagine (and some that you can't imagine). Magic is not used much here and they worship the god Dot Com, a computer program that lives inside every technological device and controls the entire city. Dot Com controls the robot cops who keep the peace, but hackers are a huge problem in Technica, considering the fact that everything is controlled by technology. The Great Forest (south) - The Great Forest is a huge, lush forest inhabited by all nature-loving creatures and humans. Magic is stronger in the Great Forest than anywhere else, but life is harder too: there are many dangerous plants, insects and beasts and they are always hungry. The Home Tree is an enormous tree in the Great Forest that is carved out for people to live; the Home Tree is so big that it can be seen from everywhere in the land of Eternia. Technology is almost nonexistent in the Great Forest, as it stops working whenever it is brought there. They worship the god and goddess the Green Man and the Green Lady, the rulers and protectors of nature. The Ramblings (north) - The Ramblings is the closest to the Northern Mountain, separated by the Twilight Woods. The Ramblings is not a town or city, but a collection of small villages and hamlets sprinkled all over the rolling green hills. They lead simple lives and believe in loving their neighbors and respecting each other. They worship the god Fenn, a silly, playful deity who helps their crops grow and protects children. Character Templates Name Age Race Appearance Type of Magic/Weapons/Skills (explain your character's abilities in detail) Strengths/Weaknesses Miscellaneous
Gawnett The Grand Vizier stood on the front balcony of Whitemantle, gazing down at the huge entrance gates. The gates were made of white alloy, an extremely rare substance that resists magic and there wasn't any technology invented that could pierce it. The guards at the entrance gates were told to let inside the volunteers for Gawnett's elite team and direct them to the war room in Whitemantle. An air raid on Whitemantle was equally impossible: floating in the sky above Whitemantle were dozens of brilliant angels in matching white robes with shining white wings. Each of the angels wielded a flaming sword that they held at the ready in front of them and a fiery halo crowned their heads. Angels were strange beings that usually didn't interact with mortals, but for the Eternal Queen they agreed to guard Whitemantle. Thank god now that Hadra's gone they are still willing to stay, Gawnett thought with more than a little relief. "Gawnett! I mean, Queen Gawnett!" the Captain of the Royal Guard squeaked. Gawnett rolled her eyes skyward. These guards are so annoying. "For the hundredth time, just call me Gawnett. Now what do you want?" "The zombies have reached Technica," the Captain said. Gawnett turned to face him properly and saw that his face was white with fear. The Captain was afraid; that was not a good sign. "They will activate their force field," Gawnett murmured, almost talking to herself. "The force field could probably last a month if they channeled all power into it, but after that..." She forced herself to smile at the Captain. "Everything will be alright. Thank you for the update." The Captain bowed and scampered off, and Gawnett's face fell the moment he left. If the zombies had gotten around the soldiers Gawnett sent to combat them, that meant they could spread to other places, too: like the Great Forest, or maybe even the Eternal City. "Hadra save us," she prayed under her breath.
Name Skam Age Two years as a raven knight. Appearance A quiet, soft spoken, thin, black haired youth with pitch eyes and pale skin. Race Valravn Type of Magic/Weapons/Skills He can turn into a raven willingly at any time. He can talk to animals. Proficient in claymores. Doesn't need to sleep. Any deal made with him cannot be broken. Can eat raw or rotting meat- human flesh if necessary. Weaknesses If caught as a raven he cannot shapeshift back and must make a deal for his freedom. The skittish animals flee and the braver animals try to maul him. Animals essentially hate him. He is bound by his deals as well. Fenn hates him. He's illiterate. Miscellaneous Backstory- Spoiler He comes from The Ramblings, the region that the god Fenn rules over. Consuming the heart of a passing noble that was assaulted by marauders, he gained sentience as a raven. As a new valravn, to gain a human form he had to eat the heart of a child. A then pregnant widow hailing from Whitemantle that had migrated for marriage lamented the loss of her husband and first born to starvation. He came to her a struck a deal- her second born for a plentiful harvest. She accepted, and within the month he had the child and she was a beggar no more. He dug his beak into the newborn's flesh and swallowed the beating, bloody heart whole and metamorphosed into a human figure. Now gaining the ire of Fenn, he attempted to flee to The Great Forrest, but the caravan he hid on led him to Whitemantle.
Placeholder. Dibs on a place, I'll edit to have character info later Planning on using a swordsman/geomancer
Name: Bastien Age: early 20s Race: half-elemental. Appearance: humanoid, horns like a ram and rough skin like sandstone. Type of Magic/Weapons/Skills (explain your character's abilities in detail) adept fighter with a 2 handed hammer, studied at the magic academy for geomancy and due to his half elemental status he has a great mastery of earth magics. His specialty is golem of all kinds. Strengths/Weaknesses Because he is half earth elemental, he has a very tough skin and therefore a high physical defence, but can be slow to make up his mind and is especially weak to magic. Not a fast guy in any respects, he makes up for his lack of speed by hitting like a freight train. Miscellaneous A pretty laid back guy by nature, he likes going on hikes and sitting in the rain, not typically a nationalistic guy he was shocked that the crisis his country is in worried him so deeply
Name: Bastien Age: early 20s Race: half-elemental. Appearance: humanoid, horns like a ram and rough skin like sandstone. Type of Magic/Weapons/Skills (explain your character's abilities in detail) adept fighter with a 2 handed hammer, studied at the magic academy for geomancy and due to his half elemental status he has a great mastery of earth magics. His specialty is golem of all kinds. Strengths/Weaknesses Because he is half earth elemental, he has a very tough skin and therefore a high physical defence, but can be slow to make up his mind and is especially weak to magic. Not a fast guy in any respects, he makes up for his lack of speed by hitting like a freight train. Miscellaneous A pretty laid back guy by nature, he likes going on hikes and sitting in the rain, not typically a nationalistic guy he was shocked that the crisis his country is in worried him so deeply
Name: Chaska the Green Witch Age: 150 (looks 25) Race: Treeborn Appearance: Born and raised in the Great Forest has meant that Chaska has never known bounty. Her body is lean and hard, with only the vague outline of a womanly shape about her. She has skin the color of redwood bark and white symbols tatooed over her arms. Her hair is completely white. She has bright green eyes. Type of Magic/Weapons/Skills: Chaska is a dedicated desciple of the Green Lady and can weild some moderately powerful nature-magic. She utilizes gemstones to increase the efficacy of certain spells. She is proficient in herb lore and knows which plants are best for healing and in poisons. Her weapon of choice is an obsidian blade dagger which she can throw with expert accuracy. She is agile and able to climb trees effortlessly. Being Treeborn means that her bones are light, allowing her to perch on small branches without breaking them. Strengths/Weaknesses: Self-disciplined, Chaska is used to going without and has good stamina in times of scarcity. She knows nothing of technology and is particularly vulnerable to technological weapons and warfare. Respects all life as sacred, has little tolerance for those who treat it lightly - prone to reckless action when she feels that life is being "profaned." Hates and fears zombies as they are unnatural bastardizations of life. Miscellaneous: Is forever accompanied by her Familiar, a serval cat named Teak. The two are empathetically connected.
Name: Emic Age: 62 - but unable to age Race: Wood Elf hybrid Appearance: Wearing a set of black leather he made himself, acquired from miscellaneous skins he dyed himself is nothing special. He has no hair on his head, his body is half mechanical and half Wood Elf. He has a beautiful talisman hanging from his neck that has a constant flame that circles it. His posture portays him as a hard and logical man. Type of Magic/Weapons/Skills: Uses no weapons. Has the magic of fire and the ability of super strength. Strengths: With half of his brain taken over by mechanical nano technology, Emic is able to create and use fire spells never seen before by anyone. His strength is that of a great robot and he can easily lift a boulder and toss it hundreds of feet. Weaknesses: He has a natural weakness to water. If hit by an EMP half his body will cease to work unless reanimated by an electrical current. The talisman, if removed or broken, will give Emic great pain throughout both sides of his body (read more on talisman below). Miscellaneous: Back story: Emic was born a Wood Elf right under the Home Tree. His parents were great advocates for the Green gods and their family was revered by most for their deep involvement in the arts of magic. When Emic became old enough he was given his first grimoire to study, that of the element of fire. After many years of practicing this element he became curious of its strength. He decided to try a spell much out of the scope of his ability, but his parents would never allow it. He took it upon himself one evening to give this dangerous spell a try, and walked deep into the forest away from the view of the Home Tree. At a failure of the spell, Emic, was blasted high and far away from the site of the spell to the very edge of the forest. His body mangled and burnt he was found and felt pity from an alien named Zarsist Mok. Mok took him to his lab in the heart of Technica, where he injected him with a vast amount of nano machines. Working quickly, the nano technology remolded his mangled and burnt limbs. Emic, devastated by what Mok had done, became enraged. Within moments of his being awake he could feel the great program Dot Com burrowing its thought and logic into his mind and body. Desperate for survival he fled from Technica. Not long after his flee the nano machines began to work autonomously to contact the great Dot Com, then began the pain. A constant conflict of Dot Com versus the thoughts and love for the Green gods persisted. At times he could not control his urges for power. The nano machines began to try and turn the rest of his organic cells into a better version. Unable to return home, he learned of a wizard, Sarvolin Mar, curious about the arts of magic and the technology brought by the alien race. He went on a journey to find this wizard, at last finding him hidden deep underground in the hills of the Ramblings. Intrigued by Emic's unfortunate circumstances, Sarvolin Mar, took him in. Firstly he created a talisman, which he rightly named the Flame of Conflict, to always be worn by Emic. Made from an alien stone and enchanted with great magic, it protectes each side of Emic, disallowing the merging of anymore cells. Sarvolin began to notice the unique fire spells created by Emic, some of which were much to devastating to allow further experimentation with. Seeing his unnatural lust to learn more magic matched with his incredible strength, Sarvolin, cast a great spell which made all other magical spells and elemental studies unreadable by Emic. Understanding his punishment, Emic is now on a quest to find a way to return himself into his rightful and wholesome self. Always in conflict with himself, he struggles to know good from evil. His only agreement with himself is to help find the Eternal Queen Hadra, perhaps she could give him relief and show his mind the rightful path.
Chaska: Whitemantle was crowded. It was her first thought when she passed through the huge gates of the bustling city, and for a long time, it was her only thought. Chaska did not like crowds. It was a big factor in her manner of education, since she'd decided to learn everything she knew about magic within the confines of the Great Forest. Her mentor, Temre, had studied at the Eternal University and had continually urged her to go and study there herself. It was the only one of his instructions she had ever ignored. Magic came naturally to her, being Treeborn as she was, and she did not savor the idea of going somewhere crowded to improve her skills. But she was here now, and not for learning. Sliding through the crowd with Teak at her side, she was pleased to find that at least she did not stand out as an obvious stranger. There was all manner of dress here - people humbly garbed, like herself, from either the north Ramblings or the southern Forest, and people strangely dressed with machines as part of their bodies. Accents whirled around her like so many breezes, and in every direction eager merchants advertised their exotic wares. The cocophony was dizzying, but everyone was polite and she did not see the filth she expected of a bustling metropolis. She tried to focus on the task at hand. Get to the castle. Present yourself to Grand Vizier Gawnett as a candidate for the search party. The university loomed to her right, students hurrying about, clutching books or wands or what-have-you's. Chaska unconsciously touched the stone at her neck, a moss agate she wore as protection. The Green Gods did not rule in the Eternal City, and that made her wary. No god ruled here, only Hadra, the good and just Eternal Queen. The missing queen. When she and her serval cat reached the huge alloy gates, they were stopped by the guards. "I'm here to answer the Grand Vizier's call," she told them. They eyed Teak suspiciously, but allowed the pair to pass. One of them led her inside. As she passed beyond those huge white walls, she felt all the remnants of the Great Forest fall away from her. All of her little charms and spells she'd armed herself with for her voyage out of the Forest vanished, the agate at her neck cooled and felt like an ordinary rock. She even lost touch with Teak. A veil drew between their minds and she could not feel the cat's soul against hers anymore. For Hadra, she had to remind herself. When she'd learned of what had happened to their Queen, Chaska had been full of horror. Witches, they called themselves. But what kind of witches would seek to harm the great protector? Certainly not servants of the Green Gods. Chaska and her kind loved life in all its forms, even if they did not understand it all. It sparked a raging fire within her, and the Green Lady had given her the wisdom to accept Gawnett's call and come to her Eternal Queen's aid. The guard left her in the War Room. Chaska put her hand on Teak's head, just to feel her near again. They waited.
(I took the template from Yume No Okami, hope no harm done) Name Keno the Berserker Age 31 Appearance A tall (213cm/7ft, 150kg/330lbs), muscular man with a black tattoo on his left shoulder portraying a head of a bull. He has a ginger beard and a dozen of scars on his ripped body. He walks mainly in leather underwear, though he prefers to be naked if not for the society's standards. The perfect description would be: a big, strong, primal being. Race Human Type of Magic/Weapons/Skills He prefers using his big hands instead of typical weapons (he is raw; no previous training in mastering martial arts) Extreme strength; easily moves boulders, carries trees on his back etc. Extreme endurance; doesn't tire while sprinting, can breathe underwater for up to an hour. Great at fishing (or just chasing fish underwater). Weaknesses Easily angered; saying "no" can be an offense to him, thus not a great diplomat. He has no knowledge of both magic and technology. He is strong and resilient, but still human; can die from poison etc. Miscellaneous Backstory - Keno doesn't know where he came from. His family left him when he was 5 and he had to quickly enter the adult world. Keno wonders to this day why they left him here in Beachtown and where they went or where they currently are. No mentor was present during his upbringing, but water was always the best companion he could have, thus he made Beachtown his home. Keno fits in quite nicely and the cool breeze is something he absolutely loves about this city. Yemaya the Two-Tailed Mermaid isn't his god, but he respects her for controling the calm, blue element. He makes fishing his occupation.