Information on the World
And
Rules for the Roleplay
Please read the entire page before submitting your character.
Rules for Playing
Some technical things first off:
1. All players must watch the
ADD News page.
2. This roleplay is sectioned off into "rooms" or different locations, your post belongs on the wiki page for your character's current location.
3. When you post, the first mention of your character's name should be bolded (<B*></B*>)
4. There must be a line (<HR*>) between each character's post. This includes two characters played by the same person, do not play two characters in the same post.
5. Watch your grammar and spelling, it's annoying to have to try to decode someone's post.
6. You may create up to three characters.
Concerning actual play:
1. You may not kill other characters without their permission.
2. You may not control other characters further than to say that you took a swing and they dodged (exceptions are made when cleared with the other character's player).
3. When in combat you must be realistic. If you are fighting someone you are more than likely going to get hit at least once, I don't want to see anyone coming out of a fight unscathed.
4. You must stay in character, do not type things that your character probably wouldn't say or know.
5. Remember your character's weaknesses, character flaws, recent wounds, etc. Character flaws should not disappear because it's convenient, and wounds do not heal immediately.
6. I understand cussing is sometimes in character, but keep it to a minimum.
7. No sex, I don't mind leading up and then pulling a fade to black, but I don't allow sex in my roleplays.
8. If one character says something, and you decide that you want your character to have interrupted that other character, go ahead and ask the player of the character in question for permission to amend their post to accommodate that.
9. Have fun.
Ok, here is a very brief summary of my magic system. The four Elements are paired in twos.
Earth: Manipulation of living matter. Water: Manipulation of non-living matter.
Spirit: Manipulation of living, non-physical energy. Fire: Manipulation of non-living, physical energy.
The Elemental powers of the Kymar are as follows:
The Element of the Forest Kymar is Earth. To use this power the Kymar must realize that every living thing has some amount of consciousness or Spirit, he reaches out his mind to touch the consciousness of something and Pushes or Pulls the Spirit to do his bidding. The Spirit of trees, plants, and other such things are nearly nonexistent and easily swayed, any Kymar who has this power can manipulate plants. Things like animals however, are more difficult, animals have instincts, unless the animal has developed a bond with the Kymar it is highly unlikely to give its assistance.
The Element of the Sea Kymar is Water. The most basic form of this power is simply using Pushes and Pulls to manipulate the water that is already present (think Avatar). More powerful Kymar are able to manipulate larger amounts of water at a time, and some can even draw water from the air.
The Element of the Dark Kymar is Fire. This power also works in Pushes and Pulls used to manipulate already existing flame. More powerful Kymar can also create their own flames, as long as there is friction or some other form of energy (Have fun with this, give your Fire Elemental their own style, a signature movement used to create friction and flame).
The Element of the High Kymar is Spirit. The most basic Spirit Elemental is capable of Hearing, Seeing, and communicating with Spirits (includes Eragon-esue telepathy and communication with dead spirits). More powerful Kymar can erect mental defenses and launch attacks upon the very Spirit of other beings. When one Spirit is pitted against another, it becomes a battle of strength, the power of the Spirit Elemental does not strengthen the Spirit, so a Spirit Elemental may attack one without the power and still prove unable to overcome him.
None of the Elemental powers can directly affect the intelligent (playable) races. A Earth or Spirit Elemental cannot directly affect their minds, a Water Elemental cannot draw water from their bodies, and a Fire Elemental cannot draw heat from their bodies.
Also, not every Kymar possesses Elemental powers, some are born without. This does not necessarily make them less powerful, it just means that they have different weapons in their arsenal.
Players may also create their own magic abilities for their characters.
However, after your character is approved by [
~Valkyrie~], it will be passed on to [
Asdroth] for discussion and approval of the custom magic abilities.
Playable Races and their Societies
Kymar Average lifespan:5,000
; Age of Maturity: 1,000
High Kymar- Known among the rest of the Kymar as the High Ones, Kymar of the great cities are still the philosophers and politicians that they have always been. They are the symbols of Laslaundius and all that the other races believe the Kymar to be, with thin elegant bodies and long silver-white hair. They are ruled by a High Council within their high city of Remathior. The High Council was intended to be a Council of Wise High Ones chosen from among the people, in order to determine what was best for the people. However, over the centuries, the Council has become more of a gathering of old politicians who know little of the world outside their own high society.
Wood Kymar- The Forest Dwellers now keep to their woods, the long brown hair and green eyes of the Forest Kymar are rarely seen in this age. They are an almost tribal people, each clan living with the land, and ruled by one or few who they have chosen to lead. They are peaceful, but almost cowardly.
Sea Kymar- The Seafarers, Kymar of the port towns have always been seafarers. They are rugged, with their comparatively stocky, muscular bodies, wind-burned faces, and short sandy hair. The Sea Kymar are the merchants and sailors of the world. Their society is very democratic, running their towns almost like pirate ships. Each Sea Kymar begins at the bottom of society, the position of their father means little, they must work their own way to the top.
Dark Kymar- The last race of Kymar are the Dark Ones, outcasts, descendants of beings so evil they were cast out from Kymar society. They have developed a dangerous beauty. They possess skin whiter than any other beings, hair blacker than the deepest tunnels of the Dwarfs, and eyes red as blood. Their builds are delicate, though they possess strength beyond what any would dream they could. Their society is similar to the Sith of Star Wars. They are given power based on who their father and/or mentor is, but they are constantly forced to fight and kill to keep whatever power they have, and they also must fight and kill to obtain more power.
Elves- Average lifespan: 400; Age of Maturity: 18
Elves are fair, wise, and have quick reflexes. They have spent centuries trying to emulate the Kymar. They are serious, tend to be mysterious, and often speak in riddles. Elves are the scholars of the world. Their society is a cross between those of the High and the Wood Kymar. They live in small towns, usually run by one to five Elves chosen for their wisdom, but they are also ruled over by their own High Council in their capitol city.
Dwarfs- Average lifespan:300; Age of Maturity: 120
Dwarfs are short, stocky, rugged beings. Most of them keep to their mountains and mines but there are still many who like to adventure and go out into the world. Dwarfs are the miners and smiths of the world. They are a clan based people, some mines are occupied by just one clan, others by many. Each mine is ruled by a hereditary line of kings.
Halflings- Average lifespan: 150; Age of Maturity: 30
The vast majority of Halflings spend the entirety of their lives in their villages. They are a merry race who enjoy dancing, liqueur, and are highly social. The governing system for the Halflings varies from town to town. Usually, there is little need for any form of government.
Humans- Average lifespan: 80; Age of Maturity: 18
Humans are an odd bunch. They are not as fast as Elves, strong as Dwarfs, or Wise as Kymar--though many enjoy their liqueur just as much as Halflings. Despite this, they always seem to persist, they are perhaps the luckiest among the races. Humans are a "jack-of-all-trades" type of race. Their governments include forms taken from all the other races (except the Dark Kymar who are little known among the other races).
Character Bios
<B*>Username: </B*>
<B*>Character Name: </B*>
<B*>Race: </B*>
<B*>Age: </B*>Average lifespan and age of maturity listed with Race.
<B*>Rank/Occupation: </B*> Send requests, these will be cleared by the GMs.
<B*>Abilities: </B*>The Elements.
<B*>Appearance: </B*>Include height, eye and hair colour, and things like armor and weapons, if applicable.
<B*>Personality: </B*>Include strong traits and character flaws.
<B*>History: </B*>Be creative.
<B*>Other: </B*>Optional. Include physical strengths and weaknesses, if any.
<B*>Picture: </B*>Optional.
Characters should be well-rounded with strong/helpful traits as well as character flaws. Their history should give some bit of insight into the characters and why they are the way they are. The characters' race should also be considered when talking about appearance (physical descriptions for the Kymar are generalizations).
Character bios should be submitted in the form of a wiki page with the character's name being the name of the wiki. You should send the link in a private message to me, [~Valkyrie~], and I will get back to you as soon as I have reviewed the profile.
If I'm forgetting anything, or if you have any questions, comments, or concerns, just let me know.
*Remove all asterisks.
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