Nostrimundi It is the start of the eighteen hundred sixth-seventh cycle as the war between Maverik and Pourgani continues. The warlord of Maverik refusing to let up his assault against the kingdom of Pourgani, enraged at some percieved slight caused by their king. on the other side, the king of Porguani refuses to relent or give in to the warlord's demands, claiming that it is he who is in the wrong. The people of both nations are suffering in their war of attrition. *Desperate to break their stalemate, both nations have begun to launch attacks against the trade ships from Guildus, trying to cripple each others' supplies. Their plans, however, are backfiring, inflicting more losses to the neutral third nation than two the two combatants. If the war continues like this, Guildus will collapse from financial instability caused by their losses. Enter the scholar, Igneaus, a Gikkan who has spent his entire life studying the legends and myths of the old world, before the time of the Immortals. In his studies, he comes across tales of the Anima Fang, a legendary artifact that supposedly has the power to stop death and cause life and growth to flourish. Much to his surprise, Igneaus comes across a map that describes the hidden location of the powerful magical item. After sending a letter to Guildus' Council of Merchants describing his plan to retrieve to Anima Fang and use it as a bargaining chip to end the war, he's given permission to leave on the quest. However, on the night before he was to leave, thieves broke into his study and stole the map. In the wrong hands, Igneaus fears that the Anima Fang could be used to raise an army of the dead and wage war against the living. Now in a race against time, Igneaus searches the Northern Port of Guildus for travelers, offering a reward to those who will accompany him on this quest. He needs strong and clever Gikkan to accompany him, for the journey will be filled with danger as they journey across the Lands of Nostrimundi, facing the many creatures that would make a meal out of them, as well as agents of Porguani and of Maverik who wish to obtain the Anima Fang for themselves. Holding his journal, which contains a sketch of the map, tightly against him, Igneaus begins his search in the marketplace of Dulltis, the northernmost port of Guildus. History Nostrimundi, was once a world ruled by humans and their technology. Using their superior intellect and driven by their need to improve themselves, humans began to stretch beyond the limits of their world, causing them to search for new sources of power. A few years after their world became entirely colonized, in the last area to become developed, strange ruins were discovered. Within said ruins, traces of an unknown energy were found. After analysis, this energy was termed “magic,” after the myths of human ancestors, because of its ability to do nearly anything and its unpredictable aftereffects. Very soon, magic began to flourish, as it was quickly integrated into human technology, thus making it stable. For years, magic seem to be the solution to all problems. A century later, humans encountered a new problem. In their prosperity, they had begun to overpopulate, filling up their planet and stretching its resources thin. They needed an answer to this dilemma, and magic seemed like the answer. Returning to the ruins, now kept beneath a city, they made a new discovery, a portal that supposedly led to another world. The humans were thrilled by this; a new world to colonize would mean more room for them to grow. Applying their “Magitech,” they opened the portal, hoping to be greeted by open lands and more resources. Instead, they found a realm housing beings that were infinitely more powerful than them, and they had been observing them since the beginning of time. They were the Immortals, titanic beings that stood taller than the greatest of mankind's structures, and possessing god-like strength and abilities. Having existed for so long, their world isolated from all others, their power had begun to build up to critical levels, and opening a portal to their world was like pulling a plug. Unable to close the portal, the humans were thrown into chaos as the Immortals' magic gushed into their realm, overwhelming a world that was not ready for such power. It flooded the entire plane, ravaging cities, obliterating mountains, and altering landscapes. Fearing for their lives, the humans pleaded with the Immortals to save them. Taking pity on the lowly species, the Immortals promised to protect humanity in exchange for a lifetime of servitude. Divided, some humans were willing to pay the price and left with the Immortals, never to be seen again, while the other half remained, outraged at the thought of giving their freedom up to those whose power was destroying them. The remaining humans had a dilemma; their world was dying and they needed a way off. Trying their hands at magic again, the remaining humans opened a new portal of their own making, hoping to find a world away from theirs and the Immortals'. This time, they encountered new beings, the Demons, with the same adverse effects to their world. The Demons were just as massive and powerful as the Immortals, except their magic radiated sheer chaos, whereas that of the Immortals was of order. More desperate than they were before, with twice as much power destroying their world, these humans made the same bargain with the Demons that was made with the Immortals. The Demons, however, simply laughed. Instead of making a pact, they simply offered to save the humans on a whim, and therefore they didn't need anything in return. Almost all of the remaining humans were taken, but a few stragglers were left behind. Their world ending around them, the remaining humans gave up hope. They were doomed to live out what they thought were the ends of their days. Many humans fled to the far corners of the Earth, seeking refuge and thinking that they could outrun the degustation. The others simply went home, awaiting their apparent deaths. The magic came in swiftly, altering everything that it touched until it had completely enveloped the land. Humans continued to survive, though they were few in number, and soon, they too accepted the change and began to evolve, becoming things beyond what was once known as mankind. Many millennia have passed since the flood of magic as new civilizations rose under its influence. Many new species now roam the lands, some as people, and others as beasts. The world has changed, but its principle remains the same as new history and cultures have arisen from the three dominant species that now rule Nostrimundi. First, are the Mystics, the offspring of Humans and their Immortal masters, and capable of using magic. Mystics of the North are tall and thin, with high cheek bones, long pointed ears, and pure white skin. They are of a higher social class then most of Nostrimundi's residents, considering everyone else to be barbarians, and they live in magnificent castles of ice in the arctic nation, Frostis, and the frozen north half of Maverik, a nation ruled by the Drenuit Empire who believe that strength is everything. The Southern Mystics stand as tall as the humans of old, with peach colored skin, golden eyes, and crystal-blue hair. Their lives are vibrant, spending half of their time either learning or working, and the rest playing games. They are natural Merchants and bards, making a living in Guildus, the Land of Commerce, where shops and places of work line every street from coast to coast. Lastly are the Western Mystics, ebony skinned humanoids living in the forests of Porguani, a country led by a monarchy. The second species governing over Nostrimundi are the Fiends, humanoids born of Humans and Demons. They are shorter beings, with lavender skin, and silver teeth and nails. They are curious and high-spirited people, wielding magic like the Mystics, but for more whimsical purposes. The Fiends are less common than Mystics and are nomadic, with small families traveling together from place to place. Because they rarely stay in an area for more than a few days at a time, they earn their keep by doing odd jobs and putting on street performances. The more famous Fiends travel together in a type of circus-like arrangement. Finally, were the descendants of humanity, the Gikkan. Born from the humans who had become saturated with magic, they are many different combinations of Human and nature, with some being part animal, some being part elemental, and some being part vegetable. They came in a varienty of shapes and sizes, and no two Gikkan were exactly alike. They were capable of extrodinary feats using both their natural abilities, as well as magic, and were capable of enter either complete or incomplete metamorphosis as they grew and encountered various environmental triggers. Sentient, adaptable, and tenacious, they were a species meant to flourish as the humans never could. As they progressed, they formed their own history and culture, aided by the invisible hands of the Immortals and the Demons. Gikkan The majority of Nostrimundi is inhabited by these beings. They are the most adaptable and varied form of life in all of the realms. They come in eleven species: Aer, Anima, Aqua, Calx, Esper, Fera, Herba, Hybrid, Igni, Lux, and Umbrae. Many Gikkan will go through some form of complete or incomplete metamorphosis as they grow in strength or age, or when they at presented with different environmental factors. Species Aer (Wind) – Creatures of the sky, Aer Gikkan are free-spirited and youthful. Nearly all Aer are capable of flight, and those that aren’t posses some form of unnatural speed. They are the natural opposites of Calx. Anima (Spirit) – Anima Gikkan are supernatural beings, often times dead things come back to life or shamanic wielders of power. They have a heightened “sixth sense” and are usually trapped between two emotional extremes. They are the natural opposites of Esper. Aqua (Water) – These Gikkan are highly curious. They are all competent swimmers and most can breathe underwater. They are the natural opposites of Igni. Calx (Earth) – Most Calx Gikkan are physically capable with high endurance and a slow, thoughtful nature. They vary greatly between individuals, from stone warriors to metal constructs. They are the natural opposites of Aqua. Esper (Psychic) – Beings of the mind, Esper have various abilities based on their individual characteristics. Esper are physically weak, but make up for this with powerful mental capabilities and psychic talents. They tend towards analytical thought processes, and are prone to over thinking things. They are the natural opposites of Anima. Fera (Animal) – Fera Gikkan are wild and outgoing. They are varied in physiology and mindset, but all lack the extraordinary powers of other Gikkan. They make up for this with enhanced natural abilities and heightened senses. They are the natural opposites of Herba. Herba (Plant) – Herba are the natural opposites of Fera. All are capable of photosynthesis, but some are also consumers or decomposers. They consist of both plant-like and fungus-like Gikkan. Hybrid (Combination) – Gikkan that can fit into multiple categories, most Hybrids are born from cross breeding, or from unusual circumstances. Some are even born through the metamorphosis that some Gikkan go through. Igni (Fire) – These are Gikkan with high tolerance to heat, some even being made of fire. Igni are adept with burning these, and possess quick tempers and violent or competitive natures. They are the natural opposites of Aqua. Lux (Light) – Gikkan filled with a power that resonates with holiness, Lux are almost mythical in nature. Most are kind and benevolent, but some are pompous and self-rightous. They are the natural opposites of Umbrae. Umbrae (Darkness) – Gikkan that draw power from the night, Umbrae prefer to dwell in darkness. Most are mischievous and good-natured, but some enjoy causing trouble for the sake of their own amusement. They are the natural opposites of Lux. Character Creation Guide Character Sheet: Name: Age: Gikkan Species: Physical Description/Picture: Background: Abilities: Ability 1: Level: Weak Type: (Active or Passive) Alignment: (Aer, Anima, Aqua, etc.) Description: Fuel: (Energy, Sunlight, Magic, etc.) Ability 2: Level: Weak Type: (Active or Passive) Alignment: (Aer, Anima, Aqua, etc.) Description: Fuel: (Energy, Sunlight, Magic, etc.) Ability 3: Level: Average Type: (Active or Passive) Alignment: (Aer, Anima, Aqua, etc.) Description: Fuel: (Sunlight, Magic, etc.) Misc: Creation Guidelines: Abilities – Abilities come in two varieties, Active and Passive: Active abilities are used consciously, such as special attacks. They are used by the character whenever they want, so long as they have the required power source to use it. Passive abilities are natural defenses that a character possesses that they don’t choose to use, but are activated on their own, such as secreting a poison from their skin when endangered, or spines raising up from their back when angered. Each ability is aligned to a different Type: Aer Anima Aqua Calx Esper Fera Herba Igni Lux Umbrae Even though a character isn’t a certain species, doesn’t mean that they can’t learn an ability of a different type. Though, keep abilities reasonable. A hybrid Aqua/Herba wouldn’t have an Igni type ability. Fuel is whatever is needed to use an ability. Some abilities don’t require any extra source of fuel, other than a body’s natural energy, such as retractable claws or venomous strikes, but other abilities need a source of power. Herba abilities usually require sunlight, and almost any ability can run off of magic. Be creative, and find some interesting sources of energy and create some unique abilities. No two characters are exactly the same, so feel free to be as creative as you’d like. Character Design – When making your character, remember that every character is different. Just because Aqua Gikkan are water based, doesn’t mean that it has to be a fish, or even live in water. Maybe it lives in the arctic and is aligned with ice. Herba Gikkan aren’t all plants, some are fungi. Calx Gikkan can be made of stone or metal! You could even have a Calx Gikkan that isn’t made of Earth, but simply lives underground, or something of that nature. Use your imagination and have fun! Here's an example of what a Gikkan might look like: Gameplay Nostrimundi is a massive world filled mostly with fantasy elements, but carrying an undercurrent of steampunk. The character creation system is left mostly open so that you can toy around a bit to make a character that is distinctly yours and unique from ones played by other people. Part of the appeal is that the player has free reign with their character. You can run around and interact with your surroundings, you can form relationships with other characters, you can even introduce new aspects to the history and culture of Nostrimundi. The world is as much up to me as the narrator, as it is up to you as the player. It's a collaborative effort, this world is defined by everyone and dynamically evolves with each adventure. It's up to everyone to make it amazing! When you post, leave your actions open ended. Unless you're talking to an NPC of your own creation (like a random merchant or townsfolk), don't control characters that aren't yours without either the permission of that character's player, or mine if it's a plot specific NPC. Else wise, the players have free reign within the confines of the adventure's general plot and setting. Combat During regular combat, a player can post their character's reactions and responses to combat actions made by other characters, as well as combat actions of their own. The number of combat actions a player can post are based on multiple factors. On neutral terrain, without any bonuses or negative conditions, a base character can use up to two weak actions, a single average action, or readying a medium action (or finishing one if you began it in your last post). As your character becomes stronger, your options increase allowing you more actions in less posts once you reach higher levels. Another factor affecting the number of actions you have is the terrain. Certain Gikkan perform better under certain conditions, for instance a flying Gikkan would be stronger in aerial combat, whereas an aquatic Gikkan is more suited for battles at sea. Terrain will be factored in during combat. In addition, certain abilities and skills can improve or hamper combat for a character. Lastly, keep in mind that you are fighting other characters that aren't controlled by you. Like I mentioned before, keep your posts open ended so that others can respond to your actions. I will note if something hits or not and how effective it was. And when in doubt, feel free to post any questions or discrepancies on the discussion page. There are three types of combat: Regular combat, Boss battles, and Fueds. Regular combat has no special rules and awards exp based on performance. Boss fights are when the characters are pitted against a particularly strong opponent that provides a challenge. Don't worry, your characters won't die when they are knocked out, but will simply fall unconscious from blood loss or trauma. I will not kill your characters unless you give me permission to do so. I will note when you are battling a boss in the discussion thread, and will post any special rules or conditions applied to the fight along with general information on your foe. Boss fights will award experience to all participants, but extra exp is awarded based on performance and who delivered the strongest hit and the finishing blow. Fueds take place via PM between characters and are only posted once they are finished. In a feud, two player characters face off in combat, with experience awarded to both sides, but more given to the winner. Like before, be sure to send me your questions when dealing with discrepancies. During combat, your passive abilities are activated as a response, not a combat action, so they don't waste valuable actions. Also, and ability can only be used if the fuel required for them is available. For instance, an Herba ability requiring sunlight cannot be used if it is night or if the sun is obscured. Also, abilities can sometimes have unforeseen side-effects. Without the use of the forgotten Magitech that was once used by humans, skills and abilities are a bit unstable. Randomly, an ability will have an added effect that may aid or ail the user. I will note this when I post the results of a player's attack. Leveling up, Metamorphasis, and New abilities In the beginning, each character requires 100 exp in order to level up. Then they require an additional thirty exp per level beyond the first. As an equation Exp needed = 100 + (30 * (Your character's current level - 1) ) So a level 2 character needs 130 exp to level up, while a level 5 character needs 220. Every time a character levels up, you have the option to either gain a new ability or strengthen an old one, depending on what level you are and what abilities you've already learned, you'll be allowed to obtain different levels of abilities. The six ability levels are Weak, Average, Medium, Strong, Ultimate, and Legendary, with each increasing in strength. Sometimes your character may just grow in overall strength instead of gaining an ability or upgrade. When your character levels up, I'll post your options for bonuses in the discussion thread. Every so often, a character has the option to enter metamorphosis, essentially making them stronger, giving them access to new abilities, and generally making a character better. When these chances occur, I'll PM you, and ask whether you accept or decline the Metamorphasis. Although an evolved character is stronger than an unevolved one, they level up slower, requiring an extra fifty exp per level in order to level up. In addition, a character undergoes a significant change in appearance after going through Metamorphasis, reflecting their increase in power. After Metamorphasis, a character is able to obtain stronger abilities and use more combat actions. Have Fun! This RP is very open ended, and most of what you can do is up to you. The only rules are that you respect other people and don't break the story flow. No pulling random quests out of thin air, no using other people's characters without their permission, and be respectful of each other. You characters are allowed to be mean to each other, but no being mean to other players. Just have fun and use your imagination! If their are ever any disputes, or if you have any questions, feel free to PM me. Welcome to Nostrimundi!