Hello, fine peoples!
Thought that ol' YCM here could use an RP to kick-start some life into this pile o' bones. Welcome all to The Tenth Title.
The Isle of Carth. A huge landmass that has been the setting of thousands of years of conflict great and small. It is a land of both abundant resources and deep magics. However, throughout the history of the land, the countries that became the most successful were the ones that could persuade, parlay, and weedle, rather than ones that simply had strength of arms.
Of these, the small kingdom of Makoplos, a beautiful land surrounded by mountains in central Carth, was the premier example. They traded, conspired, manipulated, and pulled the strings in the background until they existed as the only tiny nation in the massive land.
To the west, the naval merchant nation of Pruenia expanded their empire outside Carth by exploring the many small islands off the mainland. They have the second smallest territory out of the major nations of Carth, but with the emphasis on the exploration of the sea, their specialty became the fluid water magics.
The northern expanse is occupied by the nation Ufvral. This is the second largest nation of the five. These pragmatists have been known to develop many different types of technologies and hone the passionate fire magics to combat the frigid northern climate.
The enormous mountains from central Carth extend down south to the rough nation of Nascan. In this rocky terrain, the Nascan peoples created comprehensive societies and laws to solidly stamp out widespread crime in their nation. These peoples hold onto earth magics as their speciality.
The peoples of Skiy Gretho occupy the vast plains of the east. They only have a few cities, and the majority of the population exist in a nomadic lifestyle. This nation occupies the most land out of the five and they are known for their philosophers and free thinkers. They specialize in wind magic.
Makoplos, the heart of Carth, is home to the Embassy, a peacekeeping organization meant to keep the balance among the nations. Each of the four other nations has 2 representatives, each given a title. Makoplos also holds a position - The Voice of the People - but it does not hold conventional voting rights (it exists to moderate Embassy debates and only vote if the 10th position is unoccupied). Finally, the 10th position is known as The Tyrant. It is a position that exclusively breaks tie votes, making it one of, if not the most influential positions. Because The Tyrant is the final say on any decision, they are given unique rights which give them unlimited access to any nation's national secrets. Because of the prestige of this position, its conditions of entry are always unknown until the previous holder of the title dies.
To prevent corruption, The Tyrant expresses in their will a means for someone to succeed them. Upon The Tyrant's death, nations vote and decide if The Tyrant's prescribed means of succession is fair, and the new Tyrant is chosen from that condition (if it is not deemed fair, the nations go back to the previous Tyrant's condition). Despite this, Makoplos has held The Tyrant position for centuries.
However, the last Tyrant, Onesus, has declared the position of Tyrant shall go to the person who solves the mystery of the Four Elements of Magic and can create an Immortal (see "Magic" section).
You are a hopeful with an ambition to get to this position.
The four elements of magic will be described in more detail here...
An "Immortal" is a magical construct that essentially acts as a living perpetual motion machine. They are wells of pure mana whose purpose is unknown. TAs their name suggests, they are nigh indestructible and don't wear out nor seem to have a limit to their magical production. They have the appearance of giant light blue crystals, but they sometimes produce an aura of a figure around them in order to wander across the land. Very little is known about them except that they were created before any of the five were even considered nations.
- YCM Rules apply
- RP Section Rules apply
- The RP can move forward with each person individually or as a group. If your character is in a group and you know you can't post, LET ME KNOW, or write your character out in your own post. Picking your character back up after a hiatus is alright. Ghosting without reason to the detriment of the RP as a whole is a no-no.
- Have fun!
If I gather at least a little interest, I'll put this up.
The RP can start with as little as 1 person, but I would like to get 2+ people interested before I move forward. If only one person wants to do it, I will open it up. This RP is flexible. It can allow people to drop in and out when they can, so feel free to express interest, even if you cannot commit right now!