Humans have always had creative imaginations. For centuries, humans have created myths and legends, tales of fantasy creatures and worlds. But alas, none of these mythical beasts and realms were real.
Until the day that they were.
The Kingdom of the Howling Gale had seen many decades of peace. But in this uneventful state of happiness, many of the kingdom's citizens grew restless. It wasn't long before they explored beyond the borders of the kingdom.
But when the people started to venture outside their kingdom, they came across creatures that were said to exist only in myth. Dragons and wyverns painted the skies with fiery displays. Unicorns wandered peacefully in the meadows, blessing travellers with their calming majesty. Fairies flocked close to large areas of plant life, hiding themselves from curious humans.
Anyone who saw these creatures attempted to keep it secret, to protect the animals and the wellbeing of the kingdom. But as time went on, these creatures of myth began to venture inside the borders of the kingdom. It wasn't long before everyone knew of their existence.
But not everyone was happy about it. While these creatures were peaceful so far, would it stay that way? Would the creatures begin to fight the humans? Or would they begin to fight among themselves, destroying the lands mankind has worked to preserve?
The Kingdom of the Howling Gale was in a state of rebellion. While most of the kingdom generally agreed that the creatures of myth were a blessing, there were those who believed they were a curse. These rebels fled the kingdom, outnumbered, and began to form their own alliances. They called themselves simply the Uprising.
The once peaceful land was thrown into war. The Uprising slaughtered every mythical creature they found, leaving their bodies inside the borders of the Kingdom as a warning. The Kingdom knew they had to fight back, and it wasn't long before the peaceful world turned into a bloody battlefield.
The Uprising seemed to have an advantage- they used magic to win their battles, rather than fighting with weapons like most of the Kingdom did. Because of this, the Uprising could wait in the shadows and kill their enemies from afar.
But the Kingdom had an advantage as well- the mythical creatures, naturally, had sided with them. Not only that, but a few of the Kingdom's citizens had bonded with these mythical animals. If a person earned the trust of one specific mythical creature, the animal would give them a talisman, bound to the animal's soul. As long as the human held their talisman, their mythical partner was under their complete control. But there was a weakness- if the talisman was stolen, the mythical creature linked to the talisman would be under the control of the new wielder of the talisman.
The once peaceful lands are deep in war. And only time can tell which side will triumph.
whew, long plot, sorry about that guys XD
RULES:
- Standard RP rules, no powerplaying, Mary Sues, etc.
- Your main OC must be human. However, if you are on the side of the Kingdom, you may have another OC for your mythical creature partner.
- Only the Uprising can use magic in battle. If you're on the side of the Kingdom, you most likely do not have magic, and if you do, it is considered dishonourable to use it in battle.
- You can have up to 2 human OCs. You may also have 1 mythical animal OC, but they must have a human partner in the Kingdom.
- This RP is set in a somewhat medieval scenario. So basically, your OC can carry a sword for a weapon, but not a gun. There will be castles and villages, but no apartment buildings. Etc.
- Minor gore and romance is fine, but keep it pg13
- There will probably be violence, as the kingdom is in a state of war. But again, keep it pg13. And no killing off or majorly injuring other people's OCs without permission.
- Just a side note to help clarify the setting of the RP, the Kingdom is split into two sections- the castle, where all royalty and etc. lives, and the villages, where normal citizens live. The Uprising, however, has made their home in an underground cave system. The caves are somewhat unstable, but extremely secure; no one enters or leaves without the Uprising knowing.
- Many mythical creatures, if not all, will have magic. However, not all of them can do much of anything with their magic. If your mythical OC can use magic, please do not make it overpowered, and please be descriptive.
- I think that's about it! If you have any questions or concerns, please PM me!
HIERARCHY
(Pretty much every role here is open. First come first serve. You may reserve a position for 24 hours if you cannot make your OC immediately.)
The Kingdom:
King/Queen: (1/2, Queen reserved) The kingdom's rulers. Their word is law. The king or queen of the kingdom oversees everything. Everything and everyone in the kingdom are their subjects- and their responsibility.
Princes/Princesses: (1/4) The heirs to the throne, the daughters and sons of the kingdom's ruler. They are second in power only to the king/queen.
Knights: (unlimited) The kingdom's noblest, most loyal soldiers. Knights are the ones who protect and fight for the kingdom. They each have a deep sense of justice and loyalty.
Hunters/Huntresses: (unlimited) Hunters and Huntresses are just as important in keeping the kingdom safe. While they hunt food for the kingdom, they also patrol the borders and make sure none of the Uprising has intruded.
Healers: (1/2) Self-explanatory. The Healers take care of the sick and the wounded, whether human or mythical. Unlike the rest of the kingdom, most Healers have magic, and are allowed to use it freely.
Spies: (0/2) Spies are typically former Hunters or Huntresses who decided to pursue a different path. Spies are sent by the king/queen to spy on the Uprising, gathering any information they can. Spies typically do not have a mythical creature companion, as the Uprising would kill it on sight.
Prisoners*: (unlimited) Members of the Uprising that were captured alive and dragged back to the Kingdom's dungeons. They are guarded closely, and most of them are either executed or imprisoned indefinitely.
Guards: (0/2) Trusted citizens sent to guard the kingdom's dungeons. They must be experienced in battle, as they must ensure that no prisoner escapes, and no one breaks them out. Often interrogates prisoners, although very few prisoners are ever physically harmed.
Villagers: (unlimited) Normal citizens, trying their best to survive the war. Most of them fight for their kingdom, although several have gone into hiding.
The Uprising:
Leader: (1/1, full) The head of the rebellion, the one holding everyone else together. They live and work in the shadows, and only the other members of the Uprising even know their identity.
Deputy: (1/1, full) The second in command, who often poses as the leader to fool the Kingdom's spies. They have slightly less power as the leader, although they are still right at the top of the hierarchy.
Soldiers: (unlimited) The fighters and hunters for the Uprising.
Spies: (0/4) A small number of trusted soldiers, sent to spy on the Kingdom. They are usually the swiftest and most stealthy members of the Uprising.
Healer: (1/1, full) The Uprising's healer, specializing in medicinal remedies and healing magic,
Prisoners*: (unlimited) People of the Kingdom, captured alive and imprisoned by the Uprising. They are typically held indefinitely.
Guards: (0/2) Trusted soldiers sent to guard the prisoners, ensuring no one escapes or breaks in.
Interrogators: (0/2) Basically guards, except with the added responsibility of getting information from prisoners of war. They are allowed to use any means necessary, although killing prisoners is highly discouraged.
*Prisoners may be made later in the RP, if your OC is captured by the opposing side of the war. This will be done to your OC with your permission and desire only.
FORMS:
Human OC:
Name:
Age:
Gender:
Allegiance:
Position/Rank:
Appearance:
Personality:
History: (optional)
Mythical Companion: (Kingdom residents only. Optional)
Weapons/Abilities: (weapons for the Kingdom, magical abilities for the Uprising. Most Healers have magic as well, no matter which side they're on)
Other: (optional)
Mythical OC:
Name:
Age:
Gender:
Species:
Appearance:
Talisman Appearance: (can be a piece of jewelry, a small statue, almost anything really. Be creative)
Human Partner:
Personality:
Abilities: (whether magical or otherwise)
History: (optional)
Other: (Optional)
Until the day that they were.
The Kingdom of the Howling Gale had seen many decades of peace. But in this uneventful state of happiness, many of the kingdom's citizens grew restless. It wasn't long before they explored beyond the borders of the kingdom.
But when the people started to venture outside their kingdom, they came across creatures that were said to exist only in myth. Dragons and wyverns painted the skies with fiery displays. Unicorns wandered peacefully in the meadows, blessing travellers with their calming majesty. Fairies flocked close to large areas of plant life, hiding themselves from curious humans.
Anyone who saw these creatures attempted to keep it secret, to protect the animals and the wellbeing of the kingdom. But as time went on, these creatures of myth began to venture inside the borders of the kingdom. It wasn't long before everyone knew of their existence.
But not everyone was happy about it. While these creatures were peaceful so far, would it stay that way? Would the creatures begin to fight the humans? Or would they begin to fight among themselves, destroying the lands mankind has worked to preserve?
The Kingdom of the Howling Gale was in a state of rebellion. While most of the kingdom generally agreed that the creatures of myth were a blessing, there were those who believed they were a curse. These rebels fled the kingdom, outnumbered, and began to form their own alliances. They called themselves simply the Uprising.
The once peaceful land was thrown into war. The Uprising slaughtered every mythical creature they found, leaving their bodies inside the borders of the Kingdom as a warning. The Kingdom knew they had to fight back, and it wasn't long before the peaceful world turned into a bloody battlefield.
The Uprising seemed to have an advantage- they used magic to win their battles, rather than fighting with weapons like most of the Kingdom did. Because of this, the Uprising could wait in the shadows and kill their enemies from afar.
But the Kingdom had an advantage as well- the mythical creatures, naturally, had sided with them. Not only that, but a few of the Kingdom's citizens had bonded with these mythical animals. If a person earned the trust of one specific mythical creature, the animal would give them a talisman, bound to the animal's soul. As long as the human held their talisman, their mythical partner was under their complete control. But there was a weakness- if the talisman was stolen, the mythical creature linked to the talisman would be under the control of the new wielder of the talisman.
The once peaceful lands are deep in war. And only time can tell which side will triumph.
whew, long plot, sorry about that guys XD
RULES:
- Standard RP rules, no powerplaying, Mary Sues, etc.
- Your main OC must be human. However, if you are on the side of the Kingdom, you may have another OC for your mythical creature partner.
- Only the Uprising can use magic in battle. If you're on the side of the Kingdom, you most likely do not have magic, and if you do, it is considered dishonourable to use it in battle.
- You can have up to 2 human OCs. You may also have 1 mythical animal OC, but they must have a human partner in the Kingdom.
- This RP is set in a somewhat medieval scenario. So basically, your OC can carry a sword for a weapon, but not a gun. There will be castles and villages, but no apartment buildings. Etc.
- Minor gore and romance is fine, but keep it pg13
- There will probably be violence, as the kingdom is in a state of war. But again, keep it pg13. And no killing off or majorly injuring other people's OCs without permission.
- Just a side note to help clarify the setting of the RP, the Kingdom is split into two sections- the castle, where all royalty and etc. lives, and the villages, where normal citizens live. The Uprising, however, has made their home in an underground cave system. The caves are somewhat unstable, but extremely secure; no one enters or leaves without the Uprising knowing.
- Many mythical creatures, if not all, will have magic. However, not all of them can do much of anything with their magic. If your mythical OC can use magic, please do not make it overpowered, and please be descriptive.
- I think that's about it! If you have any questions or concerns, please PM me!
HIERARCHY
(Pretty much every role here is open. First come first serve. You may reserve a position for 24 hours if you cannot make your OC immediately.)
The Kingdom:
King/Queen: (1/2, Queen reserved) The kingdom's rulers. Their word is law. The king or queen of the kingdom oversees everything. Everything and everyone in the kingdom are their subjects- and their responsibility.
Princes/Princesses: (1/4) The heirs to the throne, the daughters and sons of the kingdom's ruler. They are second in power only to the king/queen.
Knights: (unlimited) The kingdom's noblest, most loyal soldiers. Knights are the ones who protect and fight for the kingdom. They each have a deep sense of justice and loyalty.
Hunters/Huntresses: (unlimited) Hunters and Huntresses are just as important in keeping the kingdom safe. While they hunt food for the kingdom, they also patrol the borders and make sure none of the Uprising has intruded.
Healers: (1/2) Self-explanatory. The Healers take care of the sick and the wounded, whether human or mythical. Unlike the rest of the kingdom, most Healers have magic, and are allowed to use it freely.
Spies: (0/2) Spies are typically former Hunters or Huntresses who decided to pursue a different path. Spies are sent by the king/queen to spy on the Uprising, gathering any information they can. Spies typically do not have a mythical creature companion, as the Uprising would kill it on sight.
Prisoners*: (unlimited) Members of the Uprising that were captured alive and dragged back to the Kingdom's dungeons. They are guarded closely, and most of them are either executed or imprisoned indefinitely.
Guards: (0/2) Trusted citizens sent to guard the kingdom's dungeons. They must be experienced in battle, as they must ensure that no prisoner escapes, and no one breaks them out. Often interrogates prisoners, although very few prisoners are ever physically harmed.
Villagers: (unlimited) Normal citizens, trying their best to survive the war. Most of them fight for their kingdom, although several have gone into hiding.
The Uprising:
Leader: (1/1, full) The head of the rebellion, the one holding everyone else together. They live and work in the shadows, and only the other members of the Uprising even know their identity.
Deputy: (1/1, full) The second in command, who often poses as the leader to fool the Kingdom's spies. They have slightly less power as the leader, although they are still right at the top of the hierarchy.
Soldiers: (unlimited) The fighters and hunters for the Uprising.
Spies: (0/4) A small number of trusted soldiers, sent to spy on the Kingdom. They are usually the swiftest and most stealthy members of the Uprising.
Healer: (1/1, full) The Uprising's healer, specializing in medicinal remedies and healing magic,
Prisoners*: (unlimited) People of the Kingdom, captured alive and imprisoned by the Uprising. They are typically held indefinitely.
Guards: (0/2) Trusted soldiers sent to guard the prisoners, ensuring no one escapes or breaks in.
Interrogators: (0/2) Basically guards, except with the added responsibility of getting information from prisoners of war. They are allowed to use any means necessary, although killing prisoners is highly discouraged.
*Prisoners may be made later in the RP, if your OC is captured by the opposing side of the war. This will be done to your OC with your permission and desire only.
FORMS:
Human OC:
Name:
Age:
Gender:
Allegiance:
Position/Rank:
Appearance:
Personality:
History: (optional)
Mythical Companion: (Kingdom residents only. Optional)
Weapons/Abilities: (weapons for the Kingdom, magical abilities for the Uprising. Most Healers have magic as well, no matter which side they're on)
Other: (optional)
Mythical OC:
Name:
Age:
Gender:
Species:
Appearance:
Talisman Appearance: (can be a piece of jewelry, a small statue, almost anything really. Be creative)
Human Partner:
Personality:
Abilities: (whether magical or otherwise)
History: (optional)
Other: (Optional)
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