OverviewThis RP is set in medieval times, based in a sprawling country, where spititual creatures have lived in fairly good harmony with the anthromorphic creatures of the land. There are two main types:
Guardians, which protect villages, towns, cities, and sometimes even trading caravans. They are sustained by taxes from those they protect, which can be anything from money to livestock to the blood of their charges. The more dear the sacrafice, the more powerful the guardian. The looks of a guardian depend on bothe its environment and what its charges specialize in. One from a large castle would look like a fortification, with heavy weaponry, while one from a trading village may have a variety of materials across it, maybe an awning somewhere!
Wild ones are the spirits of land not controlled by furries, their power is purely based on the area of the land they own. The most powerful control whole maountains, canyons and valleys, although only three this powerful are known. Their looks are based on their environment: One from a jungle would usually have bark covering it, and vines snaking about it, while one from a rocky area would be solid, with a tough outer shell.
A note on wild ones, is that they are often fighting each other to extend their own land, this stops their seperate lands becoming too big. Some form small alliances to destroy larger spirits, and new spirits are sometimes created.
Simple timeline of events:300 years ago: The first furry explorers arrived in the spirit infested lands from the north-western sea, setting up tough fronteir villages and towns, defended by heroes (Who also went out to hunt the rowdier wild ones).
270 years ago: The first city is set up; it was costal, to ferry more supplies to the new villages.
225 years ago: The first furry/spirit truce is set up, in a frontier town based on the plains. More join soon after.
215 years ago: A central city joins with a spirit. The first fully mechanical spirit is born.
160-100 years ago: Pinnacle of furry/spirit alliance. Both groups live in harmony benefiting from each other, heroes going out to slay evil wild ones.
85 years ago: Trust in the spirits wanes, the taxes start becoming a nuisance to some villages.
60 years ago: A boat comes from across the southern sea, containing warriors, dressed in shimmering armour bearing gifts of silver. The seemed almost god-like, but were repulsed by the spirits. They promised the inhabitants they would return with more men to lift their curse.
45 years ago: The Paladins returned, and began a campaign of slaughtering the spirits, protecting the land themselves, at cheaper rates for villages. They only worked with money however, which some saw as a benefit. Heroes were slowly put out of buisness by the paladins.
15 years ago: The first of the truly evil wild ones (known as dark ones) entered the land, spreading toxic swamps, and volcanic flats and tundras, thanks to the lack of other spirits to stop them.
Present: The Paladins and the dark ones have met only recently, and are mostly occupying each other in a longlasting campaign, heroes are mostly out of buisness, waging their own campaign against the Paladins, as well as the dark ones, the spirits are doing the same.
Lands:The Western Lands: These are flat plains, with sea at the north west where the largest concentration of cities. A few spirits remain, hiding within their lands and protecting their villages, save for Axoth, one of the greats, who actually guards three cities and the villages around him. He is powered on a sacrafice a day, and not even the Paladins wish to fight him yet.
The Northern Lands: They are the home to a few barbarian heroes and Nomads, however much less than normal. The area is mostly controlled by the dark ones, based around tundras, there is also a sea to the North West.
The Eastern Lands: One of the areas least affected by the paladins. Only a few cities exist here, and there are still a fair few spirits, as well as some heroes. There are also sagely tinkers too, who have everything from culverins, to repeating crossbows to gliders. It is a technological area. The south is mostly desert, the rest is a mix of savahna and jungle. A powerful and sagely Wild one resides here, called Frekhin, he is probably the most furry-freindly wild there is, and has protected the land from the dark ones.
The Southern Lands: To the west is where the Paladins arrived, and there are a few Paladin cities there, to the east is desert, which still has some spirits in it. The rest of the area, save for close to the desert, is entirely devoid of spirits.
The Dark hole: It used to be refered to as the central lands, however now it is mostly home to the dark ones, poisoned swamps to the east, volcanic lands to the west, near the central north however, is apparently pure barren land. Rumour from muttering madmen mostly, however apparently, there is a dark one great, who has been dubbed: The Torturer.
Characte Creation:You can either have a Hero character, or a Spirit character.
Spirit Character Form:
Name: (Does what it says on the tin)
Age: (Pretty simple this, remember that spirits are unaging)
Height: (Most normal spirits are rougly human height)
Weight: (Take into account the material you're made of, a rock spirit will be heavy!)
Status: (Wild One, or Guadian)
Elemental Persuasion: (What element your character is based around, earth, fire, water, air
Physical Appearance: (Try and add a fair bit of detail please!)
Place of Orgin: (North, East, West, settlement name or type of land if you are a wild one)
Weaponry: (Entirely optional)
Abilities: (Nothing overpowered, just use common sense)
Backstory: (It doesn't have to be too detailed, but nothing too simple either, above four lines)
Hero Character Form:
Name: (Does what it says on the tin)
Age: (Does what it says on the tin)
Height: (Does what is says on the tin)
Weight: (Does what it says on the tin)
Physical Appearance: (Same as with spirits, add a bit of detail!)
Place of Origin: (North, East, South, West, Home settlement name)
Weaponry: (Nothing overpowered, and nothing too modern! No assault rifles)
Abilities: (Remember to include things that aren't directly related to combat! Are the a slick trader? A well known bard, or something else?)
Backstory: (Same as with Spirits)
Example character:
Name: Tetron
Age: 110
Height: 5'10"
Weight: 180lbs
Status: Wild one
Elemental Persuasion: Water
Physical Appearance: While able to fool some of the less observant with his brown rocky shell, the more observant would soon notice the large amount of moss on the said shell, and how moist the shell was. The even more observant would notice how soft and muddy it got at the top, and how a constant spray of water came from the stacks on top of his body. His small rocky, three eyed head also has eyes which look exactly like water. When he moves, a grating sound occurs from his rock plates scraping each other, and when he feels strongly about something, the stacks on his back burst like a water-based volcano.
Because Tahl is a fishing village, Tetron has a number of fishooks produting from his soft, muddy midriff, wherever he walks, the ground becomes wet. A pair of leather binds help to hold his fishing spear shen he's not using it, and tied to him in various places, are charms made of fish bones. He runs off large fish, sacraficed once a week for him.
Place of Orgin: North-West, Tahl
Weaponry: Fishing Spear
Abilities: Tetron has good control over the element of water: He can summon rain over a small area, cause fisures in the ground to open up, blasting his opponents with water, and can make good use of his fishing spear both in combat and out of it. He is also incredibly patient, as well as having good coordination. All good traits in a fisherman.
Backstory: Tetron was formed during the pinnacle of furry-spirit alliance, and was quickly, yet willingly, drafted in to protect a fishing village near a waterfall. He was originally guarding the river aobe the waterfall, however he preferred the village life, and quickly became skillful at fishing. Of course, he didn't sever his link with nature, like some of the city guardians, and still retained many of his water based powers.
His village was not very heavily affected by the slow mistrust, growing against spirits. This is because the northern lands are full of spirits, both good and evil even then. His village required his protection, and he didn't ask for too steep a tithe anyway.
Of course, when the Paladins came, his village turned against him, not needing his help any more. Wracked by the sense of betrayal, Tetron sacrificed many of their fish for himself, so he could store it for the journey away, while also causing his unfaithful village to starve. Although he doesn't know it, his actions caused many in the village to die.
He trekked east, doing jobs for travellers in return for a fish sacraficed in his name, however he was slowly weakening. Eventually, he came across the dark ones, although they were just growing at theat time. He fought past the tip, expending all of his stored spiritual energy. He got past them, however he was incredibly weak.
He found a river ater during the day, and minimized his form to that of a fish, helping other fish, gaining power by the small scraps of food they collected for him. He and his aquatic allies eventually reached an eastern city, and Tetron combined himself with a stretch of river.
Currently, he wanders, selling fish for a good price, as well as protecting caravans of goods. He is known across the land by quite a few people, however he doesn't have the status of a full blown hero.
Important Characters:
Name: Axoth
Age: 345
Height: 850'
Weight: 1475000lbs (He can crush villages by stepping on them)
Status: Great Guardian
Elemental Persuasion: Earth, Technology
Physical Appearance: A living castle, his body is made mostly of flint, with large drapings of cloth bearing royal markings, as well as wooden scaffhodls, cranes and turntables holding catapults. His form is actually hunched, however a fair bit of height is given by a tower spouting from his shoulders. His mouth is a pair of doors, barred by a portcullis, and his whole head is encased by what looks to be a stone helm.
His hands are huge, even with proportion to his body, and could crush many spirits easily within his grasp. His feet are also very large, covered in nicks and grazes and wear and tear for simply existing for so long. At night, the many windows on him light up with an internal fire, making him impossible to miss at night, as well as at day.
Place of Orgin: The West Lands, The Great Plains of Talron (Now The Great Plains of Axon)
Weaponry: Multiple catapults, a huge sword, and an even huger war hammer.
Abilities: His very footsteps shake the earth slightly, he could crush almost any foe set against him, he is wise thanks to his age, and the fact that so many worship him results in him having an instant authority over almost anyone. Other spirits fear him, save for Frekhin, who sees him as pompous and over confident, and the torturer, who despises him. His skill with his hammer is high, and he can move in a suprisingly agile fashion when in battle, not that he's fought in a long time. He has just rested. Some people could probably beat him if they tried, but the sheer magical force around him means no-one wants to try.
Backstory: By the time Furrykind first reached the land of spirits, Axoth was already a moderately powerful spirit, in control of a fair sized area of the plains. He was a pure earthen spirit then, however he was interestied in the new creatures. After many years of increasing his land size with his commanding voice and physical prowess, some furries wandered in. He allowed them to build on his land and even provided trees for villages to be built from.
When he revealled himself in his divine and colossal glory, the villagers were in awe of him. Utilising his commanding voice to get the villagers to worship him, they occasionally sacrificed livestock for him, putting him into the transition stage from Wild one to Guardian.
As the group of villages became larger and towns were added, Axoth became a guardian, slowly losing his ties with the plains, yet joining with the furries. Sacrifices became dearer, and he became stronger, protecting the villages and towns from spirits, and invading forces. Then came the cities...
All his ties with the plains were lost, and he became a living castle, powered by the sacrafices of many. His state was barely shaken by the arrival of the paladins, and he repelled those who tried to fight him with ease. He has been silent for several years, guarding his state like a stone sentinel.
I will do the two other greats later...
WARNING: Rp will almost certainly contain violence, blood, bad language, igniting living things, and a giant manipulative sadist spirit, you have been warned.
Of course, no super graphic descriptions of really creepy violence, and please censor ruder words such as ****, **** and *****. Also no funnyfuntiems (You know what I mean!). Thank you!