When Two is One (Fantasy Epic RP)

ChelonianCommander

Strength of Steel, Will of Iron
Epic RP Forums: I'm going to posting everything there.
Open for everyone willing to play!
https://www.storytellerscircle.com/forums/when-two-is-one-rules-of-the-rp/

Setting and General History


The setting is a fantasy world set within the continent of Nevix, a continent roughly the size of real lifeAsia. The technology level is comparable to that of the mid to late 1800s. In this world humans live together with spiritual creatures known as Elementals, living breathing magical creatures created when a human reaches the age bracket of 5-7. During that age an Elemental became revealed to a child through dream and will be at the child's side when they wake.

The continent is in a state of recovery. Three centuries ago, there were five nations equal in power. For decades each nation mined and harvested from the lands for millennia, but eventually the continent ran out of land to give and the 5 nations’ borders stopped growing. As the nations grew, so did their need for valued resources and space for more towns to gather those resources. At first many trade deals were placed to keep the peace, but they can only last so long as corruption and growth made trade a poor source of income for the nations. With no new areas to expand their resource production, the 5 nations of Larcon, Pavlovo, Skodbord, Luccillos and Camberg finally sparked the flames of war. Each Nation fought to take the towns and cities which produced the valued food, and lumber needed to build and fuel their machines, build their cities and feed their people and at first it started off small, but the war eventually escalated and large battles with thousands of men using of gunpowder, cannons and Elementals to take towns and small patches of fertile land and forests only for the same areas to be retaken the next day. Long into the war, the nations were soon deciding that they couldn’t let the enemy take any more of their resources, so they saved whatever they could by draining the land of whatever it could provide. Entire forests were cut down in weeks for their lumber then the fertile land would be turned into farmland and tilled to the point where the land became infertile. What they harvested was then used to fuel each nation’s war effort.

A century into this devastating war and the nations had quickly discovered that by trying to conserve what they had and take what they wanted, they destroyed their home. A century of heavy industrialization turning Nevix into a sad arid wasteland and the nations had little to nothing left. The nations’ leaders took a step back and realized their mistake. They sought to amend their wrongs by coming together to form a grand unified confederacy known as the United Nations and pooled their resources to form a new nation in the center of Nevix, on one of the last few patches of living soil that existed. There they formed a grand city state known Unity, a growing city of 4.6 million individuals. Now the five nations have turned into one, and in Unity they waited and watch for the day that Nevix finally regrow back to its former glory.


Story

298 years ago, in the year 4970, when Unity’s gates introduced the first settlers, chaos became rather rampant rather quickly as The tensions between the five races, The Larcons, The Pavlovos, The Skodbords, The Luccillos and The Cambergs, were high. Vandilism, robbery and even homicides were common and Unity’s protection force, the United Guard, spent every day on the streets either quelling riots or apprehending criminals. As the years went by however, as newer generals are born in the city, the racial tensions slowly went away. Now racism against your fellow resident is a taboo and is no longer commonplace and finally the city began to prosper.

However as with all things, when one divide is destroyed another soon takes its place. Around the year 5002 the city was divided into 3 unofficial districts, the Royal Districts, the Common District and the Grounds District by the people. Soon hatred turned from race to the wealthy and the Royal Districts, primarily from the Grounds District. This lasted longer than the racism 32 years ago as most of the wealthy refused to share their earned riches with the downtrodden, but even still life in Unity was relatively peaceful for the next few decades, even with the constant protests of the Grounds District and the occasional vandalism.

It wasn’t until the year 5219 where things rapidly went from mildly bad to worst. On average, two people went missing every month and few would be found days later in alleyways or abandoned buildings unconscious or dazed without their Elementals. Elementals are a person’s lifelong companion, the closest companion they shall ever have as Elementals are literally part of their human companion. They always stay close to their human companion unless told otherwise. Should an Elemental die, a feat not easily achieved, and then it would be akin to a person suddenly losing their arm or leg. The disappearances didn’t stop and on average every year around 26 people would go missing. Some years the number could be as low as 10 individuals, and some years a little over 40 people would be abducted and the most found each year was 5.

This increased tensions between the rich and poor as the people targeted the most were part of the Common and Grounds Districts, primarily the latter. Now it is the year 5268 and the disappearances never stopped. Over 1000 individuals have been taken and now the Grounds District nearly had enough with acts of protest ranging from picketing to active assaults. The Leaders of the United Nations try to figure out what is responsible for this atrocity but with no results to show, the tensions within the Grounds Districts have nearly reached a boiling point and all it needs is a match to put the entire district into a full blown riot.


Elementals

Elementals are creatures made of natural elements birthed from the minds and spirits of humans. They are made of one of 16 elements and resemble a real life non-aquatic animal (No animals incapable of living outside of water). Between the ages of 5-7 a child will have a dream where they will walk in a desolate path for what seems like hours until they find a lair made of the element their Elemental shall be and upon entering they will crawl through a tunnel until they come across their elemental at the end of the tunnel waiting for them. Upon touching the animal, they wake up with their hand touching their lifelong companion.

Elementals live to be with their human, and are literally incapable of being more than 100ft away from them, otherwise they’ll wither and die, and dislike being more than 20ft from their human. They are sexless and genderless, though it is common to call an Elemental a he or she depending on the owner’s own gender. Elementals, due to their mystical nature, have abilities that humans are incapable of, such as the ability to breath fire, sling crystal spikes or root themselves into the earth. However they’ll only do this on the order of the owner. Elementals are also incapable of harming their human; even if one owns something like a Metal Porcupine the spines will never harm the human, and will not affect their surroundings unless ordered to by the human. Finally Elementals are incapable of dying by normal means. They can get hurt by physical objects like if a beam falls on them or by are shot, but will generally heal after a week or two depending on the wound, but no longer than a month, but Elementals WILL die if taken more than 100ft from the human or if the human dies. The human can still live on if the Elemental dies, but will immediately sense if their Elemental has died and will generally feel hollow for the rest of their life.

Genetics

How a child gets their element is a genetic trait. It acts the same as with normal genetics with each of the 16 elements being made up of two different elements, with the first element being the primary and the second element being the secondary. Example: Metal is Earth/Fire and Snow is Air/ Water. This also applies to the ‘pure’ elements Fire (Fire/Fire), Earth (Earth/Earth), Water (Water/Water) and Air (Air/Air)

If the dad has a Metal Element and the Mom is a Snow Element then the child has a 25% chance to be, Sand (Earth/Air), Plant (Earth/Water), Smoke (Air/Earth) or Steam (Fire/Water). It's unlikely that siblings from the same parents will have the same elements, even twins, unless the parents are of the same pure element.
Element Chart. (Top Row is Primary, First Column is Secondary)

EarthWaterAirFire
EarthEarthPlantDustMagma
WaterCrystalWaterSnowSteam
AirSandIceAirSmoke
FireMetalMistLightningFire
[TBODY] [/TBODY]
Nationalities
The Larcons are a noble people. Even before the age of factories and powder they hold a sense of nobility with them, as the Larcons were the land of nobles and knights. Even after their unification they hold onto that noble nature by having mustaches and braided hair. The men are all expected to have trimmed and curved upward like a pair of handlebars, as tradition of all noble men. A man without a curved and trimmed mustache is no man at all in the eyes of the Larcon, whether or not they are capable of growing one. The women on the other hand, as they can’t usually grow mustaches, wear tiaras or similar headwear as that was the symbol of noble women before Unity. Even if they cannot afford such headwear, the women will often times make rings out of flowers or wires and scrap metal to form beautiful makeshift tiaras and crowns to wear. If a Larcon’s mustache is shaved or a woman’s crown taken away from them by force, they are shamed and will never be considered a proper man or woman ever again.

The people of Pavlovos are an industrious people. Their homelands were hit the hardest by the war 300 years ago, with their lands become near irreversible from the barren lands it now is. This lead to most of the population moving to Unity and with them they brought their art and skill in architecture. Pavlovos are natural builders and craftsmen, making towers and buildings that could cause the common man to stare for hours, and artists to weep at their abilities. It was because of the Pavlovos that Unity was built so quickly, though few non-Pavlovos would give them that much credit. They used to live in grant cities with spiraling towers colored with many different colorful patters. These towers were of great pride to the people and to leave them were a source of much discussion for the people. However many knew they must leave and incapable of bringing their beloved towers, they keep them in their memories by making and wearing robes and dress with colorful spirals and patterns to mimic their towers. A person of Pavlovos descent will always be encouraged to wear a colorful robe or dress as to not do so is to disrespect the cities of where they once lived.

The Skodbords are a hardy and tall people, with them being no more than 8 inches taller than the average man, which stands at a height of 5’10. They live in the snowy north, close to the coasts and have become a nomadic folk, with little actual settlements in place. Due to their nomadic nature, their cultures and traditions were easy to set in the confined spaces of Unity. They live in large families, up to 20-30 individuals, as a lone Skodbord is a considered a dead Skodbord, and as a custom they would braid their hair to keep hair from becoming a mess in the wind. Now out of the cold winds, the Skodbords would still live in large groups, sometimes taking up entire housing complexes, and allow their hair to grow long enough to braid into many intricate designs. They do this braiding still as a habit at first but now it has become a bonding pastime, to connect them to family and their heritage as mothers would braid their daughters and fathers their sons while telling them all about their ancestors and wintery homeland. It is also a tradition if the Skodbord has failed horribly in some regard they would cut their braid and never make another, as a symbol of their shame.

The Luccilos are intrepid explorers and ferocious conquerors. Before Unity they would set off entire fleets semi-annually for months at a time in order to find new territories in the seas, and would send of a thousand proud men to find new territory for the Empire. They have been the most ferocious combatant in the war before Unity. Now in Unity, they have lost their empire but still practice their conquering traditions on a smaller scale. When of age, a Luccilo man will be given an orange jacket, the color of explorers and soldiers in old Luccilo, and are told a simple phrase. ‘Come back a conqueror or come back dead’. This tradition was common for new soldiers marching to war or explorers leaving to seek new lands. It means that should a Luccilo fail his or her duty to the empire they might as well be dead to their families. This rings true for Unity as if a Luccilo cannot provide for themselves and their family on their own then they are considered a failure in the eyes of the peers, but more importantly their parents.

The Cambergs hold a proud tradition of archery and carpentry within their culture. They used to live near large forests to collect wood and hunt birds for arrows and bows, but that was slowly phased out in favor of fortified cities with the invention and integration of gunpowder. Still archery has protected the kingdoms of Camberg for many generations making archery and wood craft is still a proud tradition with the Cambergs. When a child gains their familiar they are taught how to craft wood, first making it into an idol of their Elemental then they are taught how to make a bow then are then soon taught how to loose an arrow. A Cambergs idol and their bow are honored relics for a Camberg to have and those who lose their bow or idol are considered fools and idiots for losing such important items.

MISC: The child of two different nationalities will take the nationality of their mother. So the child of a Skodbord and a Camberg will be considered a Camberg even if they look near identical to their father and has braids in their hair. The child will still be a Camberg.​

Districts


There are three districts in Unity, holding a combined population of 4.6 million individuals. The Royal District, the Common District and the Grounds District

The Royal District holds the top 5% of the population, known as Royals, who held 50% of the wealth of the city. They live in grand mansions and lavish towers, eating the finest foods and hosting daily balls. They are the elite of society and hold the most power. The Royal District is also the most well secure as the can hire personal guards and even bride United Guardsmen to keep a vigil watch on their property.

The Commons district holds 40% of the population, known as Commoners, who holds 35% of the wealth. While life in the commons isn’t the best the city can offer, people in the Commons live rather comfortably with adequate security and luxuries. There is little crime, but not enough to make note, mostly due to the fact that most Guardsmen live in the Commons District and only the brave or the clever dare commit crimes.

The Grounds District holds 55% of the population, known as Grounders, who carries the remaining 15% of the wealth in the city. The Grounds District is the slums of the city and usually uneducated and unskilled so they must make their living either in the fields or factories, as escorts and bodyguards or even criminals of all sorts as Guardsmen tend to stay away from the Grounds District as more than once, entire squads would be found with their throats slit or a bullet through their heads.
MISC: The currency is known as Slivers, a money made of paper with 1$, 2$, 5$, 10$, 20$, 100$ and 1000$ bills. On average it takes around 10$ a day to live bare minimum, 20$ for a poor man, 100$ for a simple life style, 200$ for the average man, 500$ for a rich man and 1000$ a day for an extravagant man.

Character Sheet

Name: (Name of the Character)
Gender: (Male or Female)
Age: (How hold is the character)
Nationality: (Which one of the 5 listed)
Appearance: (Appearance of the Human. At least 3 sentenses. Pictures can be used but please include two sentences.)
Elemental Name: (Name of your Elemental)
Elemental Type: (The Elemental's Element and Animal. NOTE: NO CRAZY ANIMALS. I don't want you to say something like, I got a Metal Elephant or an Electric Giraffe or anything. I ask you to subscribe to the rule of 'If it cannot fit through a 7ft by 4ft doorway then as a grown adult then the animal cannot be used. Also no water exclusive animals. So no Fish, Whales or similar aquatic animals. If the animal cannot traverse of land then it is also out.)
Elemental Appearance: (Appearance of the Elemental. Pictures can be used but please include two sentences.)
Personality: (Personality of your character. No Lists. Write at least 3 sentences.)
Background: (Your character's story.)
 
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So... Is there a specific plot or character sheet known? What is our characters' lore and part in all of this? Are we playing as meager civilians ranging from Royalists(Dibs on being a Royalist. :p) to the lowclass?
 
So... Is there a specific plot or character sheet known? What is our characters' lore and part in all of this? Are we playing as meager civilians ranging from Royalists(Dibs on being a Royalist. :p) to the lowclass?

More will be revealed at a later date, probably 8-10 hours from now. Right now I'm doing an interest check. I usually don't post the character sheet until I get at least 4 people interested cause I don't wanna go though the trouble of making a sheet and now being able to use it.
 
Oh... Well I tend to do a sheet ready that I fill with all the necessary things that are plausibly needed in any forum rp and then proceed to add the special auditions to it according to what RP I am hosting or doing.
 
I have made the sheet and nationalities and such. Feel free to make your sheets and post. I am currently taking the RP PM to make the Epic Roleplay.
 
Name: Bryce Lorin
Gender: Male
Age: 17
Nationality: Commoner Pavlovos
Appearance: Bryce stands at 6’, with olive skin and an unruly amount of curly brown hair that he really should cut. He seems to have two faces, either smiling broadly or his mouth set into a neutral line. He often wears a simple, plain dark green t-shirt and jeans. He is lightly muscled from erratic exercise sessions he can never really set into a routine.

Elemental Name: Stanley
Elemental Type: Wind
Elemental Appearance: (Alligator Snapping Turtle)View attachment 1662
The above image, but most of the body is comprised of swirling wind, with the occasional tiny lightning bolt. The shell is made up of one solid chunk of stone kept in place by the wind, and the legs and head are recreated with similar chunks that end where they meet the shell. The body of the elemental is about a metre across and up.

Personality: Bryce is your typical teenager really. Loud and boisterous, he’s always looking to make a joke out of everything to gain the approval of his peers. His life’s currently revolves around studying, partying and his friends and this reflects. He is often quite sarcastic, to the point where he has made some enemies from being a smart ass 100% of the time.

Background: Bryce’s life was mostly a typical one. Sure he didn’t know his father aside from a few blurry feelings and images from when he was a little kid, but aside from that he’s lived a regular life.

His mother strove to give him everyone opportunity, and she was straight laced enough to never get into the drug scene. He cruised through primary education before moving on to Unity public school's hugher learning.

From there he quickly acclimated to secondary education, sorting out his friend group and making sure to climb that social ladder. His somewhat rarer elemental did help in that regard, as he swiftly found that air was probably one of the more useful elementals.

Now in his final year of high school, Bryce finds himself reclining into the position of a relatively popular guy that he had built up from day one, attending parties and clubs whilst dealing with school and relationship drama.
 
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