The Chronicles of Arktika Main OOC Thread

Kenico

Swordfreak and Master of the Pen
Map of Known Arktika
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Arktika, a land fully of rivers, lakes, the Great Ocean surrounding it on alll sides, with Forests and Mountains covering her face. To the East of the massive mountain range that is known as The Great Wall lies the Staiger Empire. To the West lies what is known as the Frontier. The Empire is simple and straightforward and can be read about in the notes below. The Frontier on the other hand is both a land of wonder, expanse, and most importantly, Mystery. While the Empire is on the brink of overpopulation and thriving with civilization, the West is eerily calm. Lost ruins devoid of any intelligent life across every corner of the Frontier, are the only clue that the people of the Empire were not the only inhabitants at one time...

Political Map
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The Staiger Empire

The Holy Imperium of the Great House of Staiger, or the Staiger Imperium or Staiger Empire for short, is the culmination of almost 500 years of warfare, statecraft, and unification. Founded almost 120 years ago by the Half Breed Leon Staiger (Father was Elvish, Mother was Human), the Empire has grown from a small coastal village to entirety of Known Arktika (sans the discovered areas but slowly colonizing). Up until a century ago, the various kingdoms of Humans, Elves, Dwarves, Goblins, etc. were warring with each other for almost as long as time immemorium. No one knows what origin their old hatreds hailed from, all that was known was that hatred and bigotry were major players alongside the need for survival. 500 years before our story begins, The world of Arktika at the time suffered a 180 year period of warfare and strife with very rare periods of peace.

That is until 320 years ago with the rise of Leon Staiger, a half breed born into slavery and freed by some form of devine intervention. Witnessing the pain and hatreds of his world he decided that instead of becoming a victim to it, Leon would dedicate his life to bringing justice and peace to a world at war. What followed was Leon's lifelong conquest of the known world. Whether it be his strength of personality or something else, Leon gathered with him a strong band of followers from every race. He unified them via a crude form of the pantheon we know today, but with the unified basis that while they all had a patron god, all worshiped Arakis in one form or another.

With this, he was able to break and bury old hatreds, uniting the various races together into an Empire that took the entirety of his lifetime to forge and perfect. By the time Leon died 120 years ago, The Empire had completely covered the known world. It had its own system of government, laws, a ban on slavery and forced servitude, and a unified more streamlined religion that has lasted for more than 120 years. It boasted both a powerful standing Army and Navy, along with formidable malitias formed by the varoious Lords and Ladies who owed their stations to the Imperial State.

The Empire is based on a form of feudalism with the Imperial Family at the top and the Civilians at the bottom, with Citizens and Noblemen occupying the middle. Leon, a man who did not believe in strict castism, made it so that the ladder between Civilian and Noblemen was fluid, and that if you were competent for a job you earned it with merit. This also ensured that incompetent noblemen could lose their nobilty and be reduced to commoners and avoid catastrophic damage caused by the potential foolishness of some self-entitled noblemen. With the use of a Fluid meritocracy, the concept of losing your rank in life should you prove unfit for your title was a powerful motivator to do your best in this imperial society. The system Leon sat in place was almost perfect, though it was not without flaws. Bribery, political espionage, and corruption festered into the system, causing a mild cause of panic for the Empire's future.

That all changed when 21 years ago a magical experiment to boost the Imperial food output went horribly wrong, causing a wide famine across the land for a whole year. This wouldn't be a problem, if you didn't consider the fact that by this time most of the population were in cities and port towns, with very few people, even elves, living in rural areas. The population was starting to swell when the famine hit, and nearly caused a tenth of the population to die in the process. A year would pass before the chaos the experiment reaked could be brought under control, but the damage was done. It began to drag old hatreds, with Elves pointing fingers at orcs, then they pointed fingers at Humans and so on. The Empire it seemed, was on the verge of collapse and Leon's dream gone forever.

However, Leon's son Tulyr (Too-Leer) Staiger managed to pull hope from the jaws of dispair, when he signed grants to various traders and merchants, giving them Royal Warrant to venture beyond their shores in search of new lands. Over the course of 20 years, the Frontier would be pieced together from what was learned. And after an expedition led by Vampiric mage Torshtein (Tor-Sh-Tine) over the mountain range to the west known as The Great Wall, it was discovered that this new Frontier could be entered by land. Over time, the desert and plains beyond the wall were slowly colonized till they reached what would be called the Torshtein River (named in honor of the first explorer to cross the Wall) where we come to the modern era and this is where our story begins...



The Imperial Pantheon
Consisting of 6 patron gods and Arakis, the King of the gods whom all worship, The Imperial pantheon was forged in an attempt to bring unity to the various races whom live and die under the Staiger Empire. They are as follows:

Arakis (Ah-RACK-iss): Chief Diety, Maker of Creation, god of Magic, Time, Wisdom, and Fate. He is the Father of all from his 6 sons and daughters to the races that serve them. He is an all knowing, all powerful Emperor that sits upon a throne of pure light, with a scepter in one hand and a spear in the other. His symbol is the diamond with an hourglass and the symbol for magic inscribed within.

Dyn (Din): Human god of Law, Justice, War, and the Storm. Patron to the humans, he is a firm believer in justice and that all are equal under the eyes of the law. While he governs law, he is not without heart, as he makes his judgement based on the circumstances of the soul who catches his eye. He is a fair but firm god, only ready to strike down if it is called for. He is one who believes in equality is found in struggle, wether it be through the forces of conflict or of nature. He is at odds with his Sister Faryne the Orcish goddess of war, and with Temis the werebeast goddess of nature as he claims equal dominion of War and the Storm, whom he sees are great equalizers in terms of the world. His symbol is a sword pointed downward with a thunderbolt overhead.

Elytheria (E-Lith-EAR-EE-ah): Elven goddess of Beauty, Love, Fertility, and the Harvest. She is the mother goddess while she is technically the daughter of Arakis, as she brings life and beauty into the world with her wonderful voice. She is the patron of Mothers, Lovers, and Farmers oddly enough, as she oversees that her children are loved and well fed during their years in the mortal plane. Her symbol is the red rose intertwined with a stalk of wheat.

Gymlyr (GIM-LEER): Dwarven god of the Forge, the Mountain, Trade, and Smithing. He is the Dwarves patron god, giving him dominion on Craftsman, Tradesman, Smithing, and Mountains. He is a stout but kindhearted Dwarf with admiration to Elytheria's natural beauty. Interestingly enough while he is usually seen as a gruff dwarf with an offput personality, Gymlyr has a soft spot for children and is often depicted playing with them and is considered their protector. He is the smith of his brothers and sisters, capable of forging everything from the stoutest blades for (insert Human god) to unmatchable beautiful jewelry for Elytheria. His symbol is the Anvil with a a merchant's scale sitting upon it.

Temis (Teh-Miss): Werebeast goddess of the Hunt, Nature, the Moon, and the Sun. Temis is nature incarnate, with the beasts of the field, the birds of the sky, and the fish of the sea paying homage to her in everyway. She is wild, free, and holds domain on all that is not civilized. It's no surprised as she is the mother of the Weres and is respected as such. She is the keeper and maintainer of both the Sun and Moon, making sure that the day goes as smoothly as possible for both man and beast. She is the one hunters give praise to when they catch a prized beast or fear when they commit some taboo to her cult. Her symbol is a bow with an arrow stringed to loose, with the moon below and the sun above.

Ula (Ooh-Lah): Vampiric god of Life, Death, Change, and Secrecy. As the patron of Vampires, it is not surprising that Ula is the master of Life and Death, as the Vampire is capable of cheating death due to their abilty to sire from other races like their Were brethren. What is surprising is that Ula is one of Arakis' most trusted sons, seeing as he is the keeper of the Gates. The Gates are the doors to either Paradise or to the Inferno, with Ula being its guard and it is by Arakis' blessing that he judges who goes where. He is also the master of change, watching as that great circle of life, death, and rebirth bring change to the mortal plane as quickly as the seasons. On top of that he is also the master of secrets, making him a patron god to both Vampires, and those of the espionage arts. His symbol is of twin vampire fangs with a drop of blood in between them.

Faryne (FA-REEN): Orcish goddess of War, Statecraft (politics), the Sea, and the Elements. patroness of her orcish, trollish, and goblinish children, she empathises with their warlike nature and tries to both satiate and limit it through her gift of statecraft and reason. She is the patron of statesmen, seeking for a more diplomatic solution to a problem before resorting to warcraft and chaos. She is also the goddess of the Sea, making the Great Ocean her home and patron of Sailors. It is said that it was by her hand and blessing of Arakis that Faryne guided the first explorers to rediscovering the rest of the Lost World of Arktika. She is also the goddess of Elements, putting her at odds with Temis and a few others who need the elements of Water, Earth, Fire, Air, and all within to life and thrive. Her symbol is a spear with a quill above it surrounded by the symbols of the classical elements (Water, Earth, Fire, Air).



Playable Races:
Please Note: The Various Races while different have one thing in common: They are MORTAL, with limited lifespans, though they vary from race to race. While some are immune to disease, The Swords of War and Time will eventually take them. HOWEVER, some races have perks that can extend their lifespan indefinitely.

Humans (Max Age of 110)(can extend their lifespan by the use of magic, but that can be equally dangerous to them as well. See MAGIC for details.)

Elves (Max Age of 200)(can extend their lifespan by staying near sources of Mana (like enchanted forests or Mana Pools if they find them), however, the risk is they will become a prisoner to the pools and forests they reside by unless they are willing to sacrifice their artificial immortality)

Dwarves (Max Age of 200)(can extend their lifespan by ingesting a small bit of the rare and magical metal called Mithril, however this can be dangerous in the form of metalic poisoning)

Goblins (Max Age of 115)(can extend their lifespan by the use of magic, but that can be equally dangerous to them as well. See MAGIC for details.)

Orcs (Max Age of 120)(can extend their lifespan by the use of magic, but that can be equally dangerous to them as well. See MAGIC for details.)

Trolls (Max Age of 75)(can extend their lifespan by the use of magic, but that can be equally dangerous to them as well. See MAGIC for details.)

Vampires (Max Age of 500)(can extend their lifespan by drinking the blood of the living, however they run the risk of becoming ghouls should they overconsume the drinking of blood)

Weres (Max Age of 300)(Werewolf, Werebear, Werecat, Were-ETC. Just clear it with me XD) (can extend their lifespan by ingesting an elixir called Moon Water, said to be a liquid harnessed from the rays of the Moon. However, the overconsuption of this liquid will cause the were to go feral, turning them into a mindless monster that is near impossible to recover from)

Half Breeds (basically if it one of the races seems plausible to breed its doable. Example Human/Elf, Elf/Orc/, Human/Dwarf, Dwarf/Were, Vampire/Elf) (extension of life and lifespan depends on which parent is the most dominant in the Half Breed)



Magic: All magic comes from the same source IE the Mana Pool of Arakis, the King of the gods. It is a cosmic energy that surrounds, binds, and gives us life and the ability to perform spells. Magic is energy which is all around us, Sorcery is the art of weilding that energy unto itself. However there is a limitation to that energy namely in the form of the phsyical body itself.

The Sustainabilty of a spell depends on two things: Mana built up in the body, and the Stamina of the Body itself. The more Mana a person can harness, the more powerful they can become, however there is a danger should the caster not have the proper stamina to resist the corroding effects of Manna. A minor spell will not cause initial harm to the caster, but over time and constant use of magic be it a standard or ritual spell will ultimately wear the caster's body down till irreperable injury or worse even death. The various stages of fatigue are as follows. Note: this is the stages should constant magic be used but if allowed time to rest, your body will heal (see third paragraph):

(Stage 0) Small uses (like firing small bursts of spells): No Effects

(Stage 1) About a minute of use: minor fatigue

(Stage 2) 3 minutes of use: fatigue

(Stage 3) 6 minutes of use: exhaustion

(Stage 4) 18 minutes of use: minor flu like symptoms (upset stomach, cold sweat, exhaustion)

(Stage 5) 36 minutes of use: flu like symptoms including a high fever and now the first signs of the body breaking down in the form of minor burns and bruises

(Stage 6) 1 hour of use: body begins to show degredation and physical damage while heavy exhaustion sets in to where normally a caster's body would force itself to pass out in order to heal

(Stage 7) 3 hours of use (noted the longest recorded time a castor has lasted before death): permament damage to the body in the form of mutilation, scarring, possible mental damage, and a plethora of other symptoms

(Stage 8) 4 hours of use: death

Please note: This was data taken from a mage who was of average magic level and not one who had practiced and built up a resistance to Mana. The results will vary but the stages are always the same eventually.

There are many remedies to this drawback in the use of Magic, the best being to limit the amount of spells one casts within an amount of time and letting the body heal and regenerate from the damage done from allowing such great an energy coursing through the caster's body. Another is constant training to build up one's stamina in order to tolerate prolonged use of Magic, however overtime the caster will succumb the damaging effects of magic. Another remedy is to channel the bulid up of mana into enchanted items like wands, staffs, pendants, rings, even weapons (this one in the cases of battle mages). This method allows a build up of mana into the item for which the caster can then draw upon or combine with their own Mana, however the draw back to this method is that the item's mana will drain over time and will be needed to recharge or Reenchanted. This can either be done via a caster recharging it with his/her own mana or through the use of a Mana Pool.

A Mana Pool is a naturaly occuring well of Mana that can be found in the most remote parts of the world, however these pools are EXTREMELY RARE and hard to find. The properties of this elixir has baffled scholars througout the ages, namely because while a quick bath or pouring it on someone has remarkable healing/regnerative properties (even reported just dousing someone with the waters of a Mana Pool can bring someone back from the dead...as long as they haven't been dead for long AKA they've died about a minute ago), a prolonged bath for a caster or item could have explosive consuquences. In essence, Magic is the ultimate embodiment of the phrase "too much of a good thing can harm you, so use in moderation".

There are two types of spellcasting and three Schools of Magic. The Types are as follows:

Minor Casting: Minor casting can be classified as spells that can be used in everyday life, from a simple flame spell that can start a fire to a Plasma Ball that can cause heavy damage. Any spell that does not require a Ritual incantation and be cast with the slightest invocation of willpower from the Caster is what is called Minor Casting.

Ritual Casting: Ritual Casting is the other end of the spectrum, they require immense preparation on both the spell and the caster(s)involved. They take time to charge and use, ranging between 3 minutes to 3 hours depending on the magnitude of the spell in question.

As for the Schools they are as follows:

Natural Magic: Natural Magic or Basic Magic as it is known by all, is as labled. Its a standard use of the world and nature around them to perform magical feats. Those who practice Natural Magic are known collectively as Mages (However there can also be Wizards, Witches, Wiccans, Warlocks, etc.).

Holy Magic: Holy Magic claims to harness its spells from the gods themselves, granting the caster both the power of magic and the gods blessing from the evils of the world. Those who practice Holy Magic are known as Clerics.

Alchemical Magic: Alchemical Magic is an oddity. While not as potent as Natural Magic or as refined as Holy Magic, it is unique in which it does not require Mana at all, but the understanding of Mana to perform it. In essense it is more of the practical application of Magic in the form of making everything from metallurgy to potioneering. Those who practice Alchemical Magic are known as Alchemists.
 
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Forgot to mention to all playing this: here we can discuss stratagies and ask questions that you feel don't require a pm. So if you ever need to ask a question please don't hesitate to ask.

and so far were doing good. So we just need three more players and well get this party started!!!
 
forgot to mention this folks, you are clear to make more than one character with a maximum of 3 (cause lets face it anymore and we'd all go crazy XD...unless you are a beast of a player XD)
 
Hang in there! :) hopefully we'll have everyone ready by then and we'll get this party started!
 
Hang in there! :) hopefully we'll have everyone ready by then and we'll get this party started!

I suppose it’s a good thing cuz I work 3-7 today and I’m slightly ahead of central time so it should work out nicely.
 
That's good. Hopefully we'll get this party going and well have a ball!!! :)

Alright planning wise folks, we'll be starting off with a prologue which basically will explain how your characters came to be signed on with the Expedition. Chapter 1 and story proper will begin as we make berth at a colonial port on the Frontier
 
Ladies and Gentlemen may I have your attention please. To make this much more interactive and get our characters to interact more, I have it so that all the player characters are the last group in the line. While the posting order will stand, the CHARACTERS themselves are in the line as followed:
Valen Nerkict (@Azathoth), then Allston "Alli" Layne, followed by "Mara" (both played by @Emory), then Lothroniel Greengrass (@BlabbingGirl), and finally Kenric (@Kenico) being the last guy at the line.

So please remember this order of where your character is. If they are not next in line take care to play them out waiting. When Professor calls your name you are next. After that well hopefully keep the order up XD. That is all.

PLEASE NOTE! The Posting Order still stands but the characters you play are in the line I just described above :) Hope that helps XD
 
Update: @Emory, I just noticed youre Character under the alias "Mara Kent" has already got her gold. So to avoid continuity and confusion, i'll have her already got her gold. That way only Ali will need to pick it up. So it was Mara, then Valen, then Ali, And then Loth and Ken. Alright Just updating the order of who got paid so that is all. :)

Basically now Valen will be handed his gold, Ali will be called in and then once he comes in he can pick up the gold and leave no need to ask questions unless he wants to interact with Bors and MAtt. THat is all :)
 
Nah its fine My friend. I didn't catch it in time so you gotta freebee XD All is well!!
 
Alright ladies and gentlemen, we are finally within Chapter 1!!!!

The location is a port city along the eastern coast of the Frontier. Pretty much, to avoid confusion, I've timeskipped us from where we left it at the Prologue to thee months later. We are now sailing into the port city from where we will set off along the river it sits on and head up stream via baggage train to an archeological dig. In this chapter and probably chapter two we will be setting up the teamwork skills and basically flesh out our characters so looking forward to that!!!
 
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