Kamotz
God of Monsters
Conquest: Heroes of Arcadia
(rated PG-13)
(rated PG-13)
In ancient times, monsters and nightmares ruled the continent of Arcadia. Humanity was stamped down, forced to fight tooth and nail just to survive, or succumb to the darkness and become monsters themselves. Were it not for the heroes humanity might not have prevailed over the darkness, but through their efforts - their determination, hope, and sheer force of will - they were able to turn back the tide and light the way for humanity to thrive across Arcadia.
The continent of Arcadia has been ruled by kings and warlords for hundreds of years. The nobility prospered in this era; using the pretense of "preventing war" to grow in wealth and power, enforcing their will upon the lower classes through private armies and political pressure. Dissenters, and any who spoke out against their oppressive rule, were dealt with swiftly and mercilessly.
The people suffering most were those in the kingdom of Halcyon; ruled over by King Gerard Morgenstern and a noble class drunk with power. Seeking to right the wrongs caused by his father's crass indifference, the king's disgraced bastard son - Ryder Falkenrath - set forward to overthrow his father's reign. Because of his low-born status, he was looked down upon and despised by his siblings and father. It gave him a very different perspective on the suffering of the people in his kingdom.
He used his birth privilege to enroll in the Halcyon Special Military Academy, during which time he was conscripted to engage in conflicts along Halcyon's border. In a particularly brutal encounter that saw most of his Academy class wiped out, Ryder held the line and led the survivors to victory. Credited with protecting the nation, Ryder was named Hero of Halcyon.
Ryder used this new position and status to begin recruiting close friends and loyalists who shared his ideals. With the backing of a few devoted patrons, he finally made his move and led a revolution against his father, later ascending to the throne. And thus began the reign of the Hero King of Halcyon.
Ryder's ascension caused shockwaves throughout the Seven Kingdoms. Across the continent, the nobility began fearing for their positions; if Halcyon's king was willing to reduce the power and privilege of the nobility, what would happen if their own people attempted to do the same? The Empire of Acheron, desperate to stop Ryder's reforms from taking hold within its own borders, and perceiving weakness in Halcyon, staged an attack, but Ryder's leadership and skill in commanding battle led to Acheron's quick defeat.
The furious Ryder set forth and called together the lords of the Seven Kingdoms. Chastising them for their blatant disregard for their people and their seeming eagerness for further bloodshed, he proposed an armistice; one where nations would cease fighting over land and resources and instead work together to raise the standard of living for all their people; where nations need not fear one another but would instead look forward to mutually beneficial cooperation and dialogue. He finally convinced the ruling noble classes that the wars were being fought at too great a cost. Swayed by Ryder's impassioned speech and backed by the cooler heads in the room, the lords signed the Grand Arcadian Treaty. They ended the conflict almost overnight, instituting the "Great Peace."
But peace is easier to win than it is to maintain. Behind the scenes in Halcyon nobles plot against Ryder to regain their power; and in neighboring kingdoms the nobility fears that what happened in Halcyon could happen to them, too. Increased pressure from within and beyond Halcyon’s borders has pushed Ryder to search for more effective ways to maintain the peace. To this end he has tasked his knight and royal guard, Erika Valke, with forming a task group to track down the ancient relics of heroes past to ensure that war never again threatens the entire continent.
The Seven Kingdoms:
Halcyon Empire - the (current) home of our characters. Located along the southern tip of Arcadia, Halcyon is ruled by the Hero King, Ryder Falkenrath. The empire has recently begun a series of sweeping reforms to improve the lives and living conditions of its populace - not just the nobility.
Acheron Empire - the historical rival of Halcyon, Acheron is located to the east of Halcyon.
Imperial Rodagand - Rodagand is located in the northernmost reaches of Arcadia.
Republic of Albica - Albica is situated just to the south of Halcyon.
Orvale Republic - Orvale is nestled on the southeast coast of Arcadia, just alongside Acheron and Halcyon.
Imperial Belmoor - Belmoor is located towards the center of Arcadia along its western edge.
Kingdom of Escas - Escas is located to the southeast of Rodagand.
Notable People (NPCs):
Ryder Falkenrath - the Hero King of Halcyon and patron of this RP’s mission. Ryder is well loved by his people and his servants. Ryder is a tactical genius and perfectly willing to make sacrifices so the greater good can be accomplished, even if the method is often extreme, though he is frequently troubled when forced to choose between the lesser of two evils.
Jocoul Delacroix - Ryder’s right-hand man and Field Marshal of the Halcyon army. Despite the fact that he is not in complete agreement on many of the tough decisions that Ryder had to make out of necessity, he remains absolutely loyal to Ryder. Jocoul dislikes putting himself in a safe place while others are fighting, and prefers to use his muscles to handle the military side of the country, than to use his head to work out the intricacies of politics, policies, among other stuff.
Felix Lockhart - Ryder’s left hand, Felix is charge of mainly the domestic and administrative affairs of Roland but also holds a military rank of major general. Felix has a reputation of being a philanderer, and this appears to stem partly from his way with dealing with stress from the dissented nobles daily, as well as him holding the belief that military people like him may die any time and should not be involved in a long-term relationship.
Luther Vondrak - a mysterious man that serves Ryder’s will from the shadows, Luther is not one to be trifled with. Luther believes that the only way to attain maximum peace is to unite the whole continent under one rule. He will stop at nothing to achieve his goals with the maximum possible efficiency. Despite his extreme methods, sometimes carried out on autonomy without the knowledge or permission of Ryder, he holds a deep loyalty towards his king, and is willing to risk his life if necessary, to achieve the grander goal of uniting Arcadia under Halcyon.
Sieghard Valke - Erika’s older brother and personal guard to King Ryder. Johan is a swordsman of unparalleled skill and power. Sieghard is a mysterious and rarely-seen individual within the king’s court.
Species:
Humans - by far the most populous race across Arcadia. Humans have established themselves so well, in fact, that most of them are not even aware of other sentient races (having once) existed. Humans have thrived, becoming the dominant species on Arcadia.
Other races - various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they’re still around, however, is less certain. Only the most knowledgeable and well-read travelers and scholars know the details and different myths. Should your character be one of these knowledgeable people, I'll PM you the details.
Magic:
Magic is a commonly used method of combat; mages of Arcadia can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. All magic requires mana, the magical energy that powers spells. Mana comes from the land and the world around you. Its use doesn't seem to require any special characteristics on the part of the user, but it does require training and talent. Mages spend years building a connection to the flow of mana, building up personal reserves of it, and honing their abilities to craft spells at a moment’s notice.
Nonetheless, mana is scarce, so mages don't have infinite energy to cast spells. It is also deeply interconnected with the life-force of the world, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. Each country has developed its own style of magic, all of which require a chant unique to that particular spell to activate and most of them have devastating effects once unleashed.
Easily the most common form of magic is that of Sigil or Rune Magic. Practiced mages use their words of invocation to create elaborate runes that call forth their magic and spells. As the mage becomes more experienced, their runes become easier to summon at a moment’s notice; allowing them to add further embellishment to the spell and add to its effect.
Class:
(I’m not going to put a list of classes here, but I’ll explain in general terms)
Your class is your career or calling in life. There are as many classes as there are professions and within each class are a myriad of skills and specializations that are entirely up to you. As a general rule, magic usage is rather restricted among non-dedicated mages. A warrior or knight may know a handful of combat-based spells, but won’t have nearly the proficiency that his or her mage counterpart would.
Official Rules:
1. No god-modding.
2. Two/three character maximum.
3. Only control your own character unless given permission otherwise by the other character's owner.
4. No killing other OC's without their owner's permission.
5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
8. No making up histories for characters (even NPCs) that aren't your own.
9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal
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