----CHRONICLES OF RATHYA - The Dark Ages----.........................................
Theme Song: "Kings and Queens".........................................
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”A thousand Heads fall to be united again.
A thousand Eyes see to be blinded again.
Twin Moons clash at Dusk, and will fight ‘til Dawn.
When the Pyr rises the Shadows are strong.
Beware the Eye of Xel.
It rests in the skies!”
~An ancient Rathyan prophecy, date unknownTHE STORY:It is the year 1253yps. It has been ten years since the Sophya-Xephamor War had ended, a five hundred year conflict between Xephamor and Sophya following the Sophyan Onslaught, an event that nearly wiped out the eastern Orr-kin tribes. Such a war has been going on for so long that people essentially have forgotten the reasons for why it started. There were several theories related to this; the Xephamorians waged war against Sophya in defense of their Orr-kin allies, or it was a religious matter entirely and began after a religious dispute between the two parties that lead to the killing of a Sophyan priestess.
Whatever the reasons, the Sophya-Xephamor War took a heavy toll on surrounding neighbors, costing acres of precious land, and countless money spent on the war effort. Eventually both nations would owe large sums of money to those who were help financing the war, plunging both of them into a period of great depression, aptly named the Dark Ages. This also became a time of Reconstruction and Technological Revolution, mainly with the rise of a relatively new nation, Mek, a nation born in the sky.
The end of the war came as a surprise to many. A young girl who hailed from Zorron (a nation that was only seventy three years old at the time) had a major role in the end of the five hundred year war. According to the wise men of Xephamor, she was one of the two Man-kin born each generation who could speak with the Umbry, beings from Xephamorian lore. While her exact role in the signing of the Treaty of Armagon is unknown legends tell of her battle against the other “Umbry-ta” and how a thousand eyed monster covered the skies of Xephamor during the Battle at Armagon. While most people believed this to have been an illusion orchestrated by the girl herself, apparently the two opposing nations took it as a sign, putting aside their differences and signing the peace treaty.
Both nations were dismayed to find that their troubles weren’t over and that they had to face the consequences for their selfish war. Their former allies turned against them, in favor of a new superpower which would soon become known as the Mekian Empire, one that promised to return economic stability to the world. A technological revolution commenced, and the Steam Age had begun. Airships and zeppelins appeared in the skies of a Rathya, robotic beings appear seemingly out of nowhere on the streets. Technology such as the radio and the telephone has been invented as well. But while most welcomed these new technologies, some wonder of the origins of the robotic beings. Logic had it that a Rathyan simply could not have created such beings, not without the help of magick. Mekians do not use magick, having denounced it at the end of the war, so the same question lingers on everyone’s minds; Where did the robotic beings come from? And it’s not only that. The capital city of Mek, Meka, has been a subject of inquiry ever since it was designed by Naveen Tinker in the year 1093yps. How can something so large stay afloat in the air?
In the year 1250yps, a group of Xephamorians and Sophyans met in secret to form the Sulumbry, an organization of investigators whose mission is to figure out the secret behind Mek’s success. With the help of Rathya’s criminal underground, the Sulumbry have already spread their numbers throughout Rathya within the capitals of the key members of the Mekian Alliance. They are currently looking for more recruits to the anti-Mekian cause.
A foreboding aura has filled the air, one that foretells of death and destruction. The fear of one is the fear of many: There may be another war on the horizon.
THE WORLD:
Rathya is a world similar to ours in appearance. It is diverse in climate and terrain, with a similar circumference, and a relatively similar magnetic field. The planet is divided into 8 main nations: Sophya, Xephamor, Zorronia, Icilee, Orrlee, Faelee, Terrantula, and Mek. Between the lands of each nation, there are a number of territories shared amongst different nations depending on their locations. These lands were originally occupied by a number of other civilizations that disappeared during the Orr-kin Raids.
The following are detailed descriptions of the different nations:
Sophya---- Also known as the Nation of the Pyr. Sophya is located in the midst of a vast desert and is known for its hot desert climate, as well as its religious zealots. Its capital, Sul (located in the middle of a great oasis), has been a place for political dealings for centuries. Currently is suffering from a great depression, with the growing possibility that the monarchy may be sacked.
• Lead Religion ---- Sulism.
• Former Enemies ---- Orrlee and Xephamor.
• Allies ---- Faelee.
• Location ---- Between Zorron and Faelee, in the midst of the Glass Desert.
After the war, Sophya and its sister territories entered a great depression that would last twenty years. It has owed many debts to nations such as Icilee and Mek, and suffered its own casualties from its turmoil with Xephamor. Out of desperateness its officials begun to heavily tax its people, causing civilians to greatly distrust their own government. In the last five years, there has been a steady rise in poverty, people from all over the country had traveled to Sul in hopes of obtaining its pure water rations, as well as finding shelter from the scorching hot sun. Those living in the desert often starve or turn to petty crime, and the sandstorms seem to hit harder than ever before. Sophya’s newest monarch, King Philemon, is having problems of his own dealing with the new Mekian Empire and its increasing influence. Civilians are in outcry, calling for the sacking of the old monarch.
Xephamor---- Also known as the Nation of the Holy Eye. Xephamor is located in the midst of volcanic mountains and is known for its barren environment, as well its mysterious past. Its capital, Umbry (located in the center of a dormant volcano), has been a place of ancient secrets for centuries and still is. Currently is suffering from a great depression, and is starting to question just how much power the Mekian Empire really has.
• Lead Religion ---- Bludism.
• Former Enemies ---- Sophya and Faelee.
• Allies ---- Orlee and Icilee.
• Location ---- North of Orlee and Terrantula and south of Icilee, in the midst of the Umbryorr Mountains.
After the war had ended, the Xephamor suffered the same fate as their enemies, the Sophyans, much to the surprise of its civilians. This all came to pass due to the unseen betrayal by their allies, the Icilians when they demanded that they repay them for aiding the country in the war. The new Overlord, Lord Vesper, did not wish to lose such an ally (which Xephamor had for centuries), and so succumbed to their will. The public had mixed views on this decision. While some agreed with Lord Vesper’s logic, there were those who did not think their nation should suffer the same fate as Sophya. But little did Icilee know that unlike his father before him, Lord Vesper would not let his country simply fall into servitude. In order to do that, of course, he needed to form a permanent alliance with a former enemy, if they would allow it. Outrage spewed from across the land, for why should they ally themselves with one of their greatest enemies in history? Its Orr-kin citizens were especially outraged, since their ancestors had suffered many hardships from the Sophyans. But as both cultures mashed against each other, the Xephamorian people soon realized that their leader’s decision was necessary if they were to remain a superpower, especially with the rise of the Mekian Empire. When Lord Vesper learned of a growing alliance between Icilee and Mek, he sent his ambassadors to meet with the Sophyan monarchy, and request an alliance in secret. At the same time, the Overlord begins to question who really is absolute, as does the people.
Zorron---- Also known as the Nation of Stone. Zorron is located in the midst of mountains and lakes and is known for being the birthplace of many industries, the most notable being the teleportation industry. Its capital, Lymington (which is located at the edge of a lake), has been a place of great commerce since its first formation. Currently is in an alliance with Mek and Icilee.
• Lead Religion ---- Sulism.
• Former Enemies ---- Orlee and Xephamor.
• Allies ---- Icilee and Mek.
• Location ---- Between Sophya and Icilee, in the midst of the Crystal Mountains.
After the war had ended, Zorron began what seemed to be a transformation into an independent nation. They made claim that Sophya owed them huge sums of money, and demanded that the nation payed them back. Many assumed this was because the country suffered many years of taxation from when they were still a part of Sophya. Others suspected there were other parties behind this. From the first day the nation declared its independence from Sophya, it became an industrial superpower. Countless geniuses were born on its very lands, and they helped shape Rathyan everyday life with their inventions and ideals. It is well accepted that Zorron started the Industrial Revolution of Rathyan history. Sophya (which they were allied with at the time) had in fact borrowed most of their technology during the Great War, while Icilee helped perfect it. As a result, many people had no problem with Sophya falling in debt. But they did not initially plan to do this. The Icilians, after seeing the people of Zorron’s dislike for Sophya, proposed a way for them to escape a great depression and allied themselves with the industrial nation. Since the nation was still relatively new, and they had no real allies of their own, the Zorronian Prime Minister accepted the proposition. And thus began the nation’s unintentional role in the growth of the Mekian Empire, with them sacrificing an entire industry in the process. Some enjoy sharing the wealth with such an empire, while others despise it.
Icilee---- Also known as the Nation of Snow. Icilee is located in the midst of the largest glacier in Artic Rathya and the North Sea and is known for its extravagant aristocracy as well as its elaborate trade system. Its capital, Cyrko (which is located off the shores of the North Sea), has been a center for wealth and trade for centuries. Currently is in an alliance with Zorron and Mek.
• Lead Religion ---- Bludism.
• Former Enemies ---- N/A
• Allies ---- Mek, Zorron and Xephamor.
• Location ---- North of Zorron and Xephamor, in the midst of the Gigaici.
After the war, Icilee became one of the richest nations in the history of Rathya. This was achieved through being one of the major financers of the war, giving both Xephamor and Sophya what they needed in order to fight for money. By doing this, it drove both nations into debt, which it waited until the end of the war to collect them. This was orchestrated by none other than the business queen herself, Queen Eirlys. Her sharp wit and soothing demeanor has allowed her to turn her country into the world’s newest superpower. For this, she is adored by her people, who sing her praises every night. It is with her help that the nation of Mek rose to power. It is because of her that there exists a new empire. Still, while there are those who sing her praises, there are others who are wary of her, wondering whether they serve the right queen. These are the people who see it wrong for Icilee to take advantage of her allies. These are the people who secretly feel sympathy for the nations being crushed under the influence of the Mekian Empire.
Orrlee---- Also known as the Nation of the Orks. Orrlee is located in the midst of a barran wasteland complete with canyons of every depth and is known for being the homeland of the Orr-kin. Its capital, Urban (which is located deep inside the longest canyon in Rathya), has been a center for those passionate about war for centuries. Currently is suffering from a great depression, while the Orks see a new war on the horizon.
• Lead Religion ---- The Orr-kin Faith.
• Former Enemies ---- Faelee and Sophya.
• Allies ---- Xephamor.
• Location ---- South of Xephamor and east of Terrantula, in the midst of the Wastelands.
After the war, the Orks went into a state of unrest. These greenish, yellow-ish skinned brutes with horns have always been a battle fueled race. Their entire history is shrouded in war in conflict, and one such conflict involves the eternal conflict between Orr-kin and Man-kin (AKA, humans). For as long as Man-kin could remember, they have been battling with the Orr-kin for both land and food. It is often said that the Orr-kin existed long before Man-kin did and that they were the first inventors of fire. In fact, they worship it. The Orr-kin lore is not something many know or understand. Their chief god, Pronuu, is portrayed as a warrior born from the flames, and the wielder of life and death. There are also legends that tell of twins who scrabble amongst themselves. These twins, Orron and Zorron, are said to be representations of the eternal conflict between Man-kin and Orr-kin. The only Man-kin allies the Orks have ever known were the Xephamorians who stood beside them when the Sophyan Empire began their campaign to slaughter the Orr-kin people, and in return they aided Xephamor in the war against Sophya. But now that the war is over, the Orks are at lost for what to do next. With no hope in staying within their own territory, the Orr-kin people have begun scattering themselves throughout Rathya once again, giving themselves up to criminal organizations and working as mercenaries. The Orks would not return to their homeland for another fifty years, long after the end of the Dark Ages. But there are good things that came out of the war. The Orks enjoy a new sense of respect from the Man-kins, and for the first time in their lives they can enter a Sophyan city without the fear of being slaughtered. The more intelligent members have found more diplomatic roles in the politics of Xephamor and Sophya, and while the Mekians continue to grow in power, a new passion for war is rekindled in the hearts of the Orks. They can sense that another war is on the horizon.
Faelee---- Also known as the Fair Nation. Faelee is located in the midst of a rainforest and is known for its beautiful scenery as well as its many ruins. Its capital, Chimaera (which is located in the heart of a great rainforest), has been a center for archeological discoveries for centuries. Currently is following a policy of isolationism.
• Lead Relgion ---- The Gypsy Faith.
• Former Enemies ---- Orrlee and Xephamor.
• Allies ---- Sophya.
• Location ---- South of Sophya, in the midst of the Sabuda Rainforest.
After the war, Faelee wanted nothing to do with Sophya’s financial problems, nor did they want to be involved in the rise of the Mekian Empire. The nation was angry with Sophya for signing the treaty with the Xephamorian Overlord. It had a long history of conflict with the Orks before, and suffered from having its most beautiful attractions turned to barren wastelands during the war. From the words of the Faeish leader, “We need time to recover, and to rethink our place in the world of politics”. So in an effort to escape from the problems of their ally, Faelee created a policy of isolationism. They would not allow the Mekians or any other nation other than Terrantula to trade with them. They also closed off their borders to immigrants. The nation of Faelee became secluded. Working in secret to protect their lands from what they feared would be another war. No one would stop them from finally obtaining peace. Meanwhile Sophya continues to request help from the secluded nation, Xephamor continues to try and reason with them, and the Mekian tries to woo Faelee to join their empire. There may soon come a time when Mek would resolve to force.
Terrantula---- Also known as the Nation of Agriculture. Terrantula is located in the midst of fertile plains and is known for acting as a home to Rathya’s most famous schools. Its capital, Barnett (which is located near a river), has been a center for agriculture for centuries. Currently is one of the key pawns in the Mekian Empire.
• Lead Religion ---- The Gypsy Faith.
• Former Enemies ---- Orrlee.
• Allies ---- Mek.
• Location ---- South of Xephamor and West of Orlee, and in the midst of the Obfyte Forest.
After the war, Terrantula demanded money to pay for the crops warriors have damaged during their battles on Terrantulan territory. It made most of its money off of agricultural production. Nomads would like to stop at Terrantula to buy some of their famous agricultural products, and farmers would travel to other nations in order to share their expertise with the world. Terrantulan farmers were one of the most respected people in Rathya, for their down to earth policies, and open minds. Much of these farmers followed the Gypsy Faith, and visited Faelee’s ancient cities yearly to pray for good harvest and luck. The same can be said of Terrantulan sailors. Terrantula is a part of an important trade route between Icilee and Xephamor, which is one of the reasons why many battles took place on its land. As a result, it became essential that they became a part of the Mekian Empire.
Mek---- Also known as the Mekian Empire. Mek is located in the midst of the clouds and is known for its technological advances. Its capital, Meka (which is located in the sky), is the currently the center for technological advancement. The nation itself is in the midst of starting a new era, with it being the pillar of power.
• Lead Religion ---- None.
• Former Enemies ---- N/A
• Allies ---- Icilee, Zorron and Terrantula.
• Location ---- In the midst of the clouds. Anywhere.
After the war, a city in the sky known as Meka began giving birth to other cities much like it. These cities were interconnected, and became known as a technological wonder. During the Sophya-Xephamor War it is said that these cities and their mother city began as a vision, orchestrated by one of Zorron’s greatest minds, Naveen Tinker in the year 1093yps. Naveen was a technopath, a psychic who is capable of creating technology far beyond the present time’s capabilities. He was one of first, and he certainly would not be the last. People feared his power, for it was new to them. As a child he was kept under surveillance, tested on the nature of his powers. During this time, several theories were developed. One theory proposed that Naveen was a seer, and his power was just an after-effect of visions from the future. As new theories on the newly discovered power, more technopaths appeared throughout Rathya. Technopathy would soon have its own category in Psy(chonic) based magick. Naveen grew, and the ministers of Zorron continued to watch him. He excelled in school, was a brilliant inventor, and managed to earn himself a spot in Zorronian politics. At the age of thirty three he began working on plans for a flying city, something that wouldn’t start being constructed until his fiftieth birthday. He had gathered all of the brightest minds, the most skilled engineers, and hundreds of fellow technopaths for this project, a project that wouldn’t be completed until ten years before the end of the Sophya-Xephamor War. After the war ended, Naveen’s great grandson, Derek would claim the title of emperor, and in turn the city of Meka that his great-grandfather created into an entire nation, no an empire, with the help of his most trusted ally, Queen Eirlys. With the well rounded alliance with Icilee (and later Zorron), Mek took control of Xephamor’s and Sophya’s war casualties, forcing them to fall under its whim. The Mekians became a force to be reckoned with, stimulating mixed fillings in the nations of the world. Some believe that the Mekian Empire is actually a pawn used by Icilee, others believe the emperor truly is a mastermind, going as far as to claim that he had been consulting with “creatures from other worlds”. In any case, there are many who hate the Mekians, blaming them for their problems. This common hatred has caused Sophya and Xephamor to unite for the first time in both of their histories.
Other than the above nations listed, there is also the independent nomadic group known as the Gypsies. These people are not a part of any nationality. Neither do they have an official nationality of their own. The term “Gypsy” simply refers to ethnicity, not creed. The Gypsies are separated into hundreds of small tribes who hold their own territory and different countries throughout Rathya. Although these tribes act independently of each other, they share a central law, as well as a central belief. Also, every year the tribes’ chiefs meet each other in the nation of Faelee, where the Gypsies find themselves most welcomed. It is there they create new laws or change old ones, as well as reach decisions as an ethnic group. There is no real alignment that the Gypsies have to any nation. It can be said that they are the “true” neutrals of Rathya. However, due to the rise of the Mekian Empire the Gypsies are forced to take sides...
THE WORLD'S CURRENCY:Mekian Empire Currency Table100 pennies = 1 talor (a silver coin which can also be identified as paper money as in one 1 talor bill)
2 talors = one 2 talor bill
5 talors = one 5 talor bill
10 talors = one 10 talor bill
100 talors = one 100 talor bill
There's also 500, 1000, 5000, 10000, and 100000 talor bills, just like they used to have these in America, but they are out of circulation :| These talor bills however, still are.
Now for the coins. As I said, 100 pennies = 1 talor.
5 pennies = 1 nicker
20 nickers = 1 talor
10 pennies = 1 chim
10 chims = 1 talor
25 pennies = 1 quarter
4 quarters = 1 talor
50 pennies = 1 haytalor
2 haytalors = 1 talor
There is also the haypenny in case anyone wanted to know.
The average wage is 22 pennies per hour or two chims and two pennies per hour. This is mostly middle class mind you.
An average work earns around 200 to 400 talors per year. An average normal teacher (not a private one like Slip's character) would earn around 325 talors per year.
Couch's normal camera (the one that doesn't take motion pictures) would've of cost one talor plus taxes.
Coffee would cost 15 pennies or one chim and one nicker per pound. Alcoholic beverages would be slightly more expensive and tea would pretty much cost the same.
Butter = 18 pennies per pound
Eggs = 12 pennies per dozen
Chicken = 7pennies per pound
Loaf of bread = 5 pennies or one nicker
Steak = 11 pennies per pound
Sugar = 4 pennies per pound
As you can see, most foods and beverages will be in the ones, tens and twenties in terms of pennies.
A new robot would cost the equivalent of half an average worker's yearly salary, while a brand new airship would cost more than 1,000 talors.
THE RELIGIONS:Sulism---- A religion full of self-righteous priests and priestesses who pledge their faith to a goddess of the sun. Their beliefs have a pretty clear description of "evil", leading them to condemn thieves, murderers, and practitioners of the black arts. According to their teachings it is their duty to free Rathya of the "evil" that pollutes it (AKA wipe it out, but they don't say that). Those who are "pure" are allowed to enter paradise. This is possibly one of Sophya's reasons for their onslaught of the Orks. The Orks were basically barbarians and practitioners of the black arts in Sulists eyes. If a person is said to have "redeeming qualities" such people are put on trial, and if the goddess finds them "worthy" they will take on the veil of the priest/priestess and will be trained to tend to the temples and teach the novices. That's another way Sulist priests/priestesses come about, sometimes people just hand their kids over to a Sulist temple thinking that it'll gain them favor in the eyes of the goddess. Sulists tend to have a large impact in law, a lot of them sitting on the Council of Judges. As a result, most Sulist priests/priestesses are feared throughout Sophya. A priestess often covers everything from head to toe in white, only showing their
eyes. Like the priestess, a male priest also wears white, concealing clothing, but they are allowed to show their face. They just have to wear some kind of covering on their head. Usually its just a white cloth or something. High-ranking priests and priestesses tend to have golden weaving in their clothes. They also tend to wear lots of jewelry. Just keep in mind that neither sex are allowed to pierce their skin. Sulists have a whole "purity" thing going on. Their chief goddess is Sophya, a wise goddess who lives in the Pyr (which is said to be some sort of demon smiting beast who burns people alive if they are impure and try to touch him, in fact he burns people alive anyways). Her servants are the Sul, beings made completely out of light. Sulists also don't believe in the whole "twin moons are fighting thing". Their version of it claims that they are just two spirits "dancing eternally" and that any disruption of that dance will raise the seas and plunge the world into chaos. Technically they are right.
Bludism---- Also known as "The Complete Opposite of Sulism". While Sulists pursue wisdom, Bludists pursue knowledge. They are also WAY more open minded than Sulists, and often consider evil a "necessity". They simply don’t look people down if they screwed up their lives, and often side with the underdogs and vile. Their traditional dress tends to be slightly more revealing than Sulist dress. For one thing it is not uncommon for a Bludist priest to be shirtless. Also, Bludists priests and priestesses like to BLINDFOLD themselves. Why? According to Bludist teachings it is in fact a blessing for one to be blind, they believe in this thing called the “Third Eye”, something that almost everyone has but they’re too busy using their normal two eyes to notice. Bludists were the first psychics! They were also the first alchemists, often dwelling into the dark arts and creating monstrosities that would make a Sulist hurl. The first Bludists used to be Sulists actually, but certain disagreements (mainly revolving around the Orr-kin) lead to the Great Schism, and both parties just split apart, going their own way. They borrowed a lot of their beliefs from the Orr-kin they traveled with (these guys will eventually create Xephamor by the way), such as the tale of the twin moons and their eternal struggle. They also developed their codes concerning battle and war. One of the ways a person can become a priest involves fighting while blinded. Blood rituals are another thing they borrowed from Orr-kin culture. A lot of these rituals are….disturbing in nature, some even involve one drinking their
own blood. Their chief god is Xegaul, the God of Chaos and Holy Eye. Legend has it that Xegaul is the son of the creator god (Khron), and was allowed to rule the universe before the world began. His servants are known as the Umbry, and are said to be envious of men and their beautiful faces. The Sul and Umbry had a large battle in one myth (a reference to the Great Schism). Xegaul was blamed for the battle and cursed for his servant’s actions against Man-kin (by Zorron of all gods!) and was trapped in a “a place in between worlds”. A Bludist prophecy states that he will one day break free and swallow Rathya whole as revenge. So why worship this guy? According to Bludist teachings, Xegaul has infinite knowledge, so to win his favor is to know everything and…you know the rest.
The Orr-kin Faith---- A long time ago the world was born from flames, and was a land of fire and brimstone until the Dragon Mother came and breathed life into it. The Dragon Mother is described as the mother of all creatures. Pronuu (their chief god), is the wielder of life and death (essentially Pyr, just with a different name, it is said that the Orks invented Pyr in the same way they ‘invented’ fire). Most Orr-kin lore states that the Dragon Mother is the one who gave them fire (which they would eventually give to the Man-kin), and thus teaching them how to cook meat and hunt. They also invented the story of the twin moons and their eternal struggle, going as far as to say that the Man-kin are decedents of Zorron and Manna (essentially a goddess of life), while THEY were decedents of Orron and the Dragon Mother (thus the name). The Orr-kin Faith revolves around war and bloodshed. Two people who fight with each other in warfare are taught to be bounded by blood (warbound), a male and female Ork mate through the exchange of blood, and blood sacrifices are made to appease the Dragon Mother’s hungar, in the same way Xephamorians offer blood to appease Xegaul. Most sacrifices are prisoners of war, particularly prisoners who fought the hardest, as they were deemed worthy of the Dragon Mother’s hunger. Orr-kin priests are often chosen at birth, and are in charge of passing down Orr-kin lore from one generation to another. War is an honorable thing to the Orks. Those who died in war are honored by becoming a part of the Spirit World. Prisoners of war are honored by becoming sacrifices. War heroes often become priests themselves. The Orks like to seek out conflict in an effort to better themselves due to their religion. Change and conflict is a big factor in the Orr-kin faith. That’s part of the reason why the twin moons are so important to the Orr-kin. Not only do they perfectly describe their struggle with the Man-kin, but it also sets an example for the young. There is even a story about the dragon mother being attacked by a Man-kin, but instead of killing him she let him live and had even given him the secret of fire. This also reflects the Orr-kin giving the Man-kin the secret of fire themselves. Orr-kin lore is unique in the fact that it tends to reflect much of the Ork’s history.
The Gypsy Faith---- The Gypsy Faith is a bit more complicated than the first three religions. There are over a thousand gods in the Gypsy Faith, a lot of them contradicting each other. This is due to the fact that the Gypsies are basically made up of a bunch of different dead civilizations put together, so certain beliefs that have mixed and mashed against each other over the years. There are a few unified concepts however. The central god of the Gypsy Faith is the Creator, Khron, who is often depicted as a spider weaving the web of the universe. According to legend Khron created the world from the threads of his stomach (which are known as the threads of life). From his stomach he also eventually “gave birth” to the God of Chaos (Xegaul) who proceeded to rule the universe along with his father. As the story goes Xegaul grew lonely so Khron created for him a wife (from the threads of life) named Diana (who is also compared with the Orr-kin goddess, Manna). They made love to each other and gave birth to Rathor and his brothers: Pyr, Zorron, and Orron. Rathor ruled over the new planet, Rathya, and created Sprites (nature and animal spirits) to watch over the new planet. These Sprites will eventually become the many gods and goddesses of the Gypsy Faith with Khron, Xegaul, Diana, Rathor, Pyr, Zorron, and Orron as the head gods. The Gypsy Faith also accepts the existence of the Sul and the Umbry, but they do NOT accept the existence of Sophya. Temples and shrines dedicated to individual Sprites are located all over the planet where each and every Gypsy worships in his or her unique way. There is no “true” way of worship in the Gypsy culture, they are as opened minded as Bludists and are even more so. One thing must be noted about the Gypsy faith however, followers of it are more or likely sensitive to nature. It is said the high priests and priestesses of the Gypsy faith are even able to talk to the nature and animal spirits of their lore via medium. Apparently this is supposed to be where they get their laws from.
ABOUT THE RP:This RP is meant to be about a cast of completely different people forging their own destinies while exposing the secrets behind a major empire’s success. Think of it as an RP about unlikely heroes. You will be essentially creating the story, but I will guide you along the way. Keep in mind that your decisions will have a major impact on the plot. Even the littlest detail will become important. So keep in mind what character says and does throughout this RP. Every now and then I will through you guys some challenges, as well as side quests, and little fights. Your main quest will eventually be to find out the secrets behind the rise of the Mekian Empire, but it will NOT start that way (unless you want it to). Perhaps in the future there will be a glorious battle of some sort. Again, you will essentially be creating the story. It’s all up to you. Pre-made alliances with other characters are allowed in this RP, and are in fact encouraged. If I see any conflicting alliances, let’s just say I’ll be a very excited person. Also, characters with influence in Mekian politics are allowed, just not characters BORN in Mek. All I ask is that if your character does have some political influence, please don’t abuse it. I don’t want things to become unfair for the players. If things go well, I’ll have it so that you guys travel the entire planet, and create some side quests in separate nations. You are not limited to Mek folks, there’s an entire world out there just waiting to be explored. So don’t be shy! I know the RP seems complicated, but believe me you’ll have fun. Think of Rathya as a wide open sandbox, with your starting location in none other than Mek’s capital city itself!
CS:Name: (Be creative with your names, go wild and stuff. Rathya has a pretty weird way of spelling and pronouncing things anyways. Normal names like Bob and Mary also get mashed in all the weirdness, so don’t be afraid to use perfectly normal names either.)
Age: (Be reasonable. The minimal age a character can be is seventeen. No immortal beings please.)
Gender: (Male or Female)
Race: (Man-kin or Orr-kin. Man-kin are pretty much humans with a different name. Orr-kins are similar to the World of Warcraft Orcs except the male members of the species have horns growing from their skulls. Also, keep in mind these Orks are giants. The average height of an Ork is measured to be 9 feet tall. The women tend to be closer to Man-kin height, standing at an average of 7½ feet tall.)
Nationality: (Pick from the nations listed above, just no Mekians, simply because your character is not supposed to be from Mek. Be sure to understand your nation’s situation and viewpoint before you pick it as it will affect how others see your character and treat them. Also, if you’re character is of Gypsy decent, mention it here. Oh, and another thing…most Orks would have come from Orlee, but given the country’s current situation it is very well possible for an Ork to be of other nationalities. They would just be treated as immigrants. So if you want to have an Orr-kin who’s from Sophya, go right ahead.)
Standing: (Are you for the Mekian Empire, or against it? Are you neutral? Do you even care?)
Profession/Role: (What puts food on the table. What you do for a living is as important as your nationality in the way that people view you. Some characters will treat you with respect, while others will outright mock you and spit on your path. Your profession will also be a part of your reasoning for entering the gates of Meka.)
Appearance: (Be descriptive. If you’re playing as a male Orr-kin describe how many horns you character has and what they’re shaped like. Tell me your character’s skin color. Not all Man-kin should be Caucasian, and not all Orks will be green skinned. Tell me how your character styles his or her hair. Does your character even have hair? How tall is your character? How much do they weigh? Do they keep themselves clean or do they smell and look like rats? If your character has any distinguished features such as false teeth, a scar, piercings, describe this to me. Keep in mind your character’s nationality when describing their appearances. Most characters should have appearances based off of their country’s geological location and climate. Clothing and accessories should be very descriptive as well. Who knows, I may want to draw some characters. If you need to use pictures, I’m okay with that, but I prefer a written description just so my imagination can go wild while I’m trying to picture your characters.)
Weapons/Equipment: (List anything your character carries on their person here. Rathyan technology is mainly steampunk based, made of materials such as bronze and iron. So it is possible for your character to carry steam powered technology even though your character will need a good reason for it. Everyday items like spectacles and wallets should be listed here. If your character NEEDS to have robots, make sure they are on friendly terms with the Mekians since robotics is mainly a Mekian thing and are not used by any other nation with the exception of Icilee. You won’t have your own personal robots unless you bought it from a Mekian merchant. Gave detail to your equipment’s descriptions. They should reflect your characters social standing as well as their role. A high ranking, rich man would have something far more elegant and expensive than a pity commoner, but also more powerful. I will be certain to tell you if your equipment is far too powerful, in the meantime be creative. Rathyans will still be inventing a bunch of new things during this era that are out of the ordinary.)
Personality: (I expect some colorful characters people, and I know you guys can do it, I’ve seen it before. DO NOT LIE TO ME. Anyways, talk about how your characters would react to certain situations as well as their likes and dislikes. Are they cowardly? Brave? Cunning? Cold-hearted? Fun? Please don’t give me any Mary Sue type characters here.)
Magick: (Pretty much your character’s powers. While most nations are denouncing magick, it doesn’t necessarily mean that characters with magical powers won’t be allowed. You guys are just going to have to be wary of who you reveal your powers to and how. I am pretty lenient with powers since I never established much power limitations for this world, only classifications. There are three classifications of power: Psychic, Arcanic, and Elemental. Psychic powers are exactly as they sound, they’re just psychic powers. Psychics are mostly found in industrial nations such as Icilee, Zorron, and Mek. They can also be found in nations such as Xephamor and Sophya. But really, psychics are everywhere, and seem to be the associated with the middle class a lot. Plus it must be noted that most people don’t even CONSIDER Psychic powers a form of magick, and yet it is STILL under that category. Arcane based powers are mainly found in places like Xephamor, Sophya, and Icilee. The arcane is divided into two subcategories; Black and White. Xephamorians are known to use black magic while Sophyans use white. Citizens of Icilee like to go both ways, but going both ways in Xephamor and Sophya is not uncommon either. Arcanic powers are often associated with the rich and powerful since they more or often require spellbooks or magical artifacts. Elementalism is the most common form of magick and elementalists are found everywhere in Rathya. Countries that favor elementalists include Icilee, Falee, Orlee, and Terrantula. Elementalism is also mainly a Gypsy thing. This form of magick should reflect one’s birthplace respectively. There are certain powers that are forbidden in this RP, including time manipulating abilities of any kind, as well as abilities that let you control other people’s minds and/or body. I will inform you when your abilities are too much.)
Hobbies: (What does your character do in their spare time? These will essentially be your characters skills and talents, and who knows? Maybe your character’s strange hobbies will become important as the story progresses.)
History: (Your character’s past interactions will become important to the storyline as the RP progresses. Describe them here, particularly what lead to your character getting a ride to Meka, and what shaped your character into the person he/she is today. Be as descriptive as you need to be, although it must be known that description is not required. However, the more detail you give, the greater the chances that your side quest [if you should have one] is completed. If you want this part of the CS to be completely shrouded in mystery, just PM me it. Keep in mind that you’re going to have to reveal your character’s history eventually…)
Theme: Because every character needs a theme song.
RULES AND REGULATIONS:-NO time manipulation or body/mind controlling powers are allowed in this RP.
-NO God-modding whatsoever, or saying you took down a PC or NPC down in one hit. Just because this is mainly an interactive RP, doesn't mean NPCs will go down easily. Your character should not be all powerful, flaws are important.
-Characters born in Meka are restricted to the GM, mainly because ALL player characters would have just been arriving in Meka.
-NO futuristic technology. The sort that can be found in most Sci-Fi series like Star Wars, Star Trek, Stargate, etc. Rathyan technology is PURELY steampunk. And even though there's flying cities and talking robots, Rathya is STILL primitive in nature.
-Be courteous. I don't want any drama in the OOC unless its the friendly sort. If people are going to outright fight inside the OOC, I'm going to have to give out consequences, and I don't want to do that. So please, don't tear each other apart, no matter how much you dislike a player.
-NO sex scenes. Romances are fine as long as you don't get carried away. I would like to keep this rated PG-13 for obvious reasons. Plus I've seen just how much of a nuisance people going overboard can be.
-NO autohits. Give the player a chance to react. It is only common RP courtesy.
-NO ping-pinging. While the player response rate is generally a free-for-all, I don't want to read the interactions of only two players all on one page, and neither do other people. It can get a bit annoying. So please respond within reason.
-I usually give players a week to idle before chewing them out over it. If you have a valid reason for being idle for over a week, please inform me about it via PM, and I will see what I can do to make sure that your character is not thrown out of the loop. You we then be given as much time as you feel possible until you can post again.
-If a person breaks any of the above rules, or are idle for too long, he/she will be sent a first warning via PM. If a person fails to explain why they are idle/still remain idle without giving a reason for idleness or continue to break the above rules, they will be given a second warning. If a third warning is issued your character will be removed from the game via death.
-Other than that, HAVE FUN. Seriously, you have an entire world in front of you to explore, what more can anybody want? :D