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.
Water magic is defined by adaptability. Aside from having a natural connection to water, water mages have the ability to manipulate liquids of all kinds in an Avatar bender-esque way. They also have a unique connection to mana, being able to sense where it is and hold it in "pockets" in a way other magics cannot. Experts in water magic can heal others and even become great seers: being able to predict the future and communicate through pools of water.
Fire magic is defined by passion. Fire mages are said to never tire and are able to stoke their own abilities to create short magical "bursts". These bursts can be external, causing explosions or other devastating effects, but it can also be turned inward to increase one's physical capacity. Experts in fire magic are known to be able to dole out or remove morale and inspiration to large groups of people at once.
Wind magic is defined by freedom. Wind mages hold a certain connection to nature that is not held by the other magical practices. Wind mages are known for their ability to levitate, vanish, and (overall) mess with the ideas of motion and screw with the minds of others. Experts in wind magic tend to have a full awareness of everything around them at once and their abilities lean more on the side of psychic powers than magic.
Earth magic is defined by tradition. Being able to constantly draw mana from the earth, earth mages are known for their tenacity and also their ability to instill magical power into different sources. The earth mage can specialize in several different aspects, from metal control, to buffing, to forest manipulation, but constantly changing between them weakens the mage's power. However, using the same specialization of earth magic over and over produces stronger and stronger effects.
There are also tribes of people who dual-specialize. While they forego the passive abilities of their native magic type, they gain the active benefits of 2 different magic types and they unlock certain unique abilities of their own. PM me if you want to try to dual-specialize.
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. As 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.
People have been able to instill mana into creatures or objects to give them sentience. These are known as Familiars. Familiars are usually magically bound to their creator, though particularly skilled magical practitioners can release these bonds and give their Familiars autonomy. Familiars also gain autonomy at the death of their creator. While Familiars are a common sight, many humans do see them as second-class citizens. Familiars tend to keep traits of their original selves (i.e. bird Familiars still have a strong line of sight), but their life is more closely bound to their mana. If they have no mana, they revert to their original selves.
Ranks of magical competence:
- Citizen - The lowest rank. Can use small amounts of magic, but only of a type they are attuned to. Often the magic they are attuned to reflects their personality and work rather than where they come from (a farmer Citizen from Ufvral might be more attuned to earth magics than fire magics).
- Mage - The lowest rank of a true practitioner of magic. Most people occupy this rank as schooling in each nation emphasizes magical control among other lessons.
- Wizard - Mid-rank practitioner of magic. These are people who have dedicated some years specifically to the magical arts and/or have served a set amount of time in the respective nation's military. This is the highest officially recognized rank of practitioners of 2 or more types of magic.
- High Wizard - High rank practitioner of magic. Cannot be obtained normally and can only be achieved by a demoted Disciple. Because of this, High Wizards are actually the rarest magical practitioner rank.
- Disciple - High rank practitioner of magic. These people are generally unseen as they tend to stay with their masters learning the full arts of their magical craft. Disciples who leave before attaining the highest rank are branded and are "demoted" to High Wizards.
- Sage - Masters of their specific magical art.
- 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.
- Put your app in a spoiler please.
- Have fun!
Name: Ethoeth Betlot
I'm a little teapot, short and stout... Ethoeths favorite nursery rhyme seems to have tranfered into his body type, seeing as he never grew past 5'4" and ballooned to 256 lbs over the years. His forearms are thick as columns with divets where his elbows should be, but his legs are chiseled and solid.
His purple-black hair is always slicked back against his head, coming to a neat curl at the base of his neck. His face rests in a smug smirk, with his grey eyes half shut and eyebrows half shaved. His full cheeks are clean shaven and his nose is as round as his head. All this together makes him almost clownish, which is exactly why he dresses as lavishly as he can.
His usual dress is a tan and blue-trimmed lapelled coat with waist pockets over a frilled black blouse, along with a pair of nice cuffed black linens and a belt with as many bottles attached as there possibly be. He also sports a pair of black leather closed-toed-open-sole shoes with a golden buckle.
Personality: Most people would describe Ethoeth as lazy and hedonistic, and they'd be right to say so. Ethoeth expects everything for nothing, given to him without a second thought because he's just so great. He has little regard for others feelings, often playing cruel but childish jokes for his amusement. He doesn't like to fuss if he can't get his way, because that's a waste of his precious time and energy. Through and through, Ethoeth is a spoiled trustfund kid with no respect for his or others property.
Ethoeth is the eldest son of the Mint of Nascan. He's had everything handed to him his whole life, and he's just fine with that. He floated his way through mandatory magic school with the help of "tutors" who did his homework and an advanced apptitude for earth magic. He even spent a year abroad in Pruenia studying water magic, not because it was interesting but because it sounded easy. By day he studied, and by night, instead of expanding his horizons, he expanded his palette and waistline.
After school, He'd taken up his old room in his parents' lavish estate, doing next to nothing as he had since childhood. Spending the days, using his new bottle familiars to fetch things for him and play pranks on his younger family members. With the passing of the late Tyrant, Ethoeth's family has urged him to attempt the mammoth task of the dead dynast. With ample supply and coin given, his family thrust him from the home in an attempt to finally stimulate the boy into doing something.
Ethoeth has hardly any interest in the role of Tyrant for the secrets. He aspires for the title because of the many, many gifts he'll recive from his parents, his nation, all the nations and any person vying for his approval.
Wizard Earth/ Citizen-bordering-Mage Water.
While the family tradition is metalworking, Ethoeth has taken more the route of buffing. He's mastered throwing around his weight with an esspecially tough stone skin, and he moves on the earth as if it were polished marble.
With the aid of water magic, Ethoeth has the use of bottle familiars. As big as a bottle can be, bottle familiars are brought to life by a stone imbude with earth magic combining with a liquid in a bottle. Most any liquid will do, but just water seems to work best.
These familiars are not advanced, only able to follow one order at a time, and most are single use before the stone dissolves completely and the familiar rendered a mere bottle once again.
I'll put good stuff here as I think of it.
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!