Or... there were,
before the Immortals rose to power, and four tribes were reduced mere fifty people from hundreds of thousands. Then the last, completely disbanded. The grand centuries of peace between the tribes was cut short by six fake, greedy Champions, who outmatched over a million, blessed people by stealing each tribe's sacred artifact.
But it may help your journey to defeat these Immortals, as they call themselves, a lot more if we took a step farther back. Perhaps to the origin story of magic itself.
~ * ~ * ~ * ~ * ~ * ~
-- The Story --
Lore: As it begins with about every origin story, there was no real order at first. People, ordinary men, were strewn about everywhere, and conflict broke out quite often. Enemies were jammed together with nowhere else to go to escape.
The Gods then decided to each choose a Champion who would create order, one to lead in the name of each God. These five men, now Champions in the eyes of their peers, quickly rose in status, wealth and indeed lived up to their names as leaders.
Along with the title and respect, each man was given an enhancement in abilities and certain types of magic, depending on their Patron God. For instance, Urgan -- the god of shadows and sorcery -- gave his Champion vast magical abilities, but Furin -- god of fire and ferocity -- gave his none. But all the Champions were immortal in the sense that time would not touch them.
Centuries passed and enough order was created among all men, that all was well for a time. But as all men are jealous, envious of those higher, they began asking the one question: "Why?" Why of all men, were these 'Champions' chosen to guide. What made them different? It was unfair, was it not?
And all the men, even the Champions, agreed something was unfair. Though, they differed in views on what was unfair.
Two of the Champions sided with half of the men, that the Gods were unfair by choosing only five to rule. However, two other Champions and the other half of the normal men believed the Gods were right -- as they always are -- and should not be accosted so. What else to do?
Go to war.
For seventeen years, war raged across the land. All the while, the fifth man, fifth Champion of Derish, the god of spirit, mind and logic. Perhaps other things along the lines of practicality. This fifth Champion thought the war was more than just 'what was fair'. Tensions was still high between enemies who were still stuck together, those who viewed differently.
Those seventeen years, he fought in his own way, for peace. He managed to gather the Champions and Gods together to end the war. The terms were all men were granted attributes of his (well, women too, of course -- gender equality!) favored God or Champion. The fifth man, now commonly known as the wise man, also had the Gods divide the men into tribes based on what powers they chose.
Naturally, those who were similar chose a specific tribe were similar to others who did. Each of the tribes came to gain certain attributes that were common for them, that all the other tribes knew them for. They were as followed:
ABENGALE
Cedar ~ God of life, nature and faith. Home of the Life Orb.
- They are thought to be a much more peaceful tribe in and of itself. The magic granted to their people was that of healing and tending to plants, herbs specifically. In battle, their powers cannot do much, but in healing, there is no other match among any other tribes.
- They are the most faithful (duh, that's what their God is known for) and often having ceremonies to thank and honor the Gods for peace and prosperity. Other times, they are fairly mellow, relaxed and friendly. Their main beliefs are to help your neighbor as you would family. Sometimes, the other tribes see them as pushovers.
MALIFORD
Furin ~ God of fire, ferocity and bravery. Home of the Fire Orb.
- This is the main fighting force among all the tribes. Many of them have very little to no magical ability, but their strength, endurance and over all fighting ability is so much that none other can compare. Many are also great hunters and marksmen.
- While they are fierce and brave in the heart of battle, or even on a hunt, they are not aggressive and will not start the fight. They have their own code of honor as they are the protectors. Occasionally, they can be known to have a slightly swelled ego or have an arrogant attitude.
BENISWORTH
Orfus ~ God of water, prosperity and intelligence. Home of the Water Orb.
- Overall, people of Benisworth search for more advancement and look to expand their knowledge of the world. Their abilities consist of quick and bright minds, along with moderate magic, most of which is hardly battle magic. Most of the prophets of the tribes are found here, as their magic is often times seer like (but other times just for practicality).
- They are the levelheaded bunch of all the tribes and are often better at challenging themselves. Along with being problem solvers, they have a common thirst for knowledge and better at strategics than the actual fighting itself. Still, they are known for being mysterious and stuck up, refusing to actually share the knowledge they so crave.
EPIKAH
Urgan ~ God of shadows, sorcery and conquest. Home of the Shadow Orb.
- This tribe has the most vast ability of magic out of all five (even if it's not the strongest). Their magic is mainly used for training and battle, while many of them lack physical fitness or even the knowledge of how to bear a weapon. Still, they are most endurant magic users, with the most capabilities.
- Overall, they could be classified as the most shady and self centered of the five tribes. However, they are very loyal to one another, knowing how to work with one another very well. Not only this, but they are the most proud by far and hold grudges for quite a while if they are offended or their pride is hurt. Also, ruthless. Throwing that out there.
YUGERNES
Derish ~ God of spirit, mind and logic. Home of the Spirit Orb.
- They are, by far, the smallest of the five tribes. While the others are roughly similar in size, this one has nearly a tenth of the members that the others do. (Probably about five hundred thousand to fifty thousand.) But, their magic is the most powerful and influential. They deal with mind and soul, sometimes penetrating and controlling either. Though, this practice is highly frowned upon. It often times leads them to be more balanced than normal people.
- As mentioned, they are much more prone to thinking out decisions and thinking which will create the best outcome. Overall, they are a lot more independent than in other tribes, but their business is so intertwined with others, they often get tangled into other things that they may prefer to stay out of. At first sight, they are cold and mind their own business, but when befriended they become quite a different person, though still serious and solemn.
I'm sure you're curious to know about these orbs. Well, after these tribes were formed, the Champions ruled for a while, but a man can tire of living forever, can they not? For not even battle can slay the power of the Gods. So, when these Champions decided to die, their body became an orb of power that their tribe kept sacred. Only someone from the tribe of the orb can harness their power. Or so it was thought.
History: For millenniums after, there was relative peace among all the tribes, so no total war at the least. Occasional skirmishes and disputes broke out between small groups in the tribes, but the occasion never rose that an entire tribe was pit against another. Until only two centuries ago from today.
In Yugernes, the legend of the Champions was ingrained in the hearts of all the members, so six very powerful people decided to 'recreate' it. Proclaiming themselves Champions, the rallied the rest of their tribe behind them and wanted to take over all the tribes, 'for the Gods' they claimed. It was their order.
Another enormous war broke out, pitting Yugernes against all the others. In any other sense, the others should have won, outnumbering their enemies forty to one. However, these fake Champions conquered one tribe at a time, and once one was taken over, they stole the orb of that tribe, harnessing the power for themselves. After all five tribes were conquered, these six fake Champions were unstoppable, coining their name as the Immortals.
"But wait!" you say. "There are only five orbs, but six of these Immortals!" Well, you're right! (*end cheesy moment*).
The leader of the six Immortals, known as Cheerin, took a chunk out of all five orbs and combined them into one, conglomerated orb, known as the Ethereal Orb. Since now, none of the orbs are completely whole or pure, these Immortals differ from the Champions. While the original Champions could not be slain, these Immortals still have the possibility to fall in battle, but, still, they evade time.
Sidell was split up into five different parts, with the holders of the main orbs occupy one each. Cheerin took a small island in the center lake of Sidell, where she could more efficiently govern her companions. It was there that a prophet approached her and said that she had not made the Gods happy and that their children would reclaim what was theirs.
Let's just say she didn't take it very well. She ordered that all the tribes except Yugernes be slaughtered to a population of less than a hundred, then exiled in a small peninsula in the province that the fifth tribe once inhibited, now called Omenal. That province is where the Immortal of the Spirit Orb governs and lives, Simethus.
As for Yugernes itself, they were completed disbanded and scattered across the land, either brainwashed into living peacefully in the provinces or forced into service for the Immortals. Having come from the tribe, the Immortals still felt slight connection to it, and the powers are fewer, yet stronger.
Since then, the last four tribes lived on the peninsula, facing harder times than ever before. The tribes of Maliford and Epikah clashed and declared war against one another, and Benisworth (who was squished between them) was forced to attempt to keep peace. All the while, Abengale withdrew from the rest and practiced their own rituals to appease the Gods after punishing them so.
All and all, with the tribes in ruin, Cheerin still worries of the words of the prophet, and every decade normally collects only warriors and fighters, to stop them from becoming to big. But as of late, she had become more bold, ordering to take a tribe leader of one of the warring tribes, a healer and prophet this time.
Once collected, they are whisked away to the main city of Omenal, Jandey, where a large celebration takes place before the men are slaughtered. The occupants of the city believe them to be killers or vile people who have disgraced their country. There, live large groups of pervious Yugernes people, and while most of them are blissfully unaware, there are some who see something is off.
(NOW: That was probably a lot to take in, I get that. This is an epic style SB, with heroes, lots of adventuring and probably doing deeds that seem impossible. Feel free to ask me any questions in the DT and throw around lots of ideas, please! After all, we'll be leading the charge together.)
~ * ~ * ~ * ~ * ~ * ~
-- Slots --
Collected
Tribe Leader: Dani Weathal (TheWanderingWizard)
Healer: Paneth Rose (SpiritedWolfe)
Prophet: Datev Tumas (Pretzelsing)
Tribesmen: Izarus Mira (Wolfie36)
Tribesmen: Amerigo Castrien (Craz)
Tribesmen: Asia Smolk (Tuesday)
Tribesmen: Rayne Iyane (Basil)
Tribesmen: Vesia Moss (Veni)
Omenal Occupants
Specter: Vacant
Specter: Isadora Haney (AdrianMoon)
Specter: Hastill Medalion (SpiritedWolfe)
Rogue Mage: Rundel Claude (CookieEmpress)
Rogue Mage: Kasia Lytte (Noelle)
Rogue Mage: Phillip the Silent (Messenger)
Former Yugernes: Nevaeh Sarada (Craz)
Former Yugernes: Embry Mendriel (Megrim)
~ * ~ * ~ * ~ * ~ * ~
-- Extra Infomation --
Spoiler
Tribesmen: (This does not mean your character has to be male xD) For whichever tribe you choose, your character does not have to have those characteristics or abilities, to a reasonable extent. Like, someone from Maliford would not have extensive magic, but it's possible to have some, less limited powers. However, where they are from will affect how the other people will view the character and how they think they are/should be. Also, any tribesman can have any Patron God, whether they are the God of their tribe or not.
Patron God: If any tribesmen ever chooses to have a Patron God, they must swear their loyalty to said God and breaking this loyalty can often lead to death. However, having a Patron God can sometimes give the tribesman new or stronger powers. In the tribes, someone of a higher rank (healer, leader, prophet, etc.) is normally required to have a Patron God, who guides them in their important decisions.
Former Yugernes: They live in towns, villages, cities of any of the five provinces, but for the sake of characters, if you choose to create a character with one, they live in the capital city of Jandey (see Jandey paragraph for more information.) Many don't know about the tribes or the history of the Immortals, but those who notice something wrong are slightly stronger than the others, who go along with it, having the powers that the Yugernes are known for.
Specters: These are creatures that are indeed ghosts, but they are special in the sense that they retained their powers: shape shifting. They are known to be lost souls who remained in a different state and lost their true form. Now as ghosts, they are able to shift between four or five different forms, but it take days, at the least, to shift form again. However, they can become ghostly-like or turn to normal at will.
Rogue Mages: Even when the five tribes dominated, not every person worshipped the Gods or even lived in a tribe, and those were the rogues mages. They specially in one type of magic, regardless of the Gods. Some examples could be pyromancy, necromancy, or hydromancy. Many of these mages support the Immortals, as they have been given some equality that they lost after the dominance of the tribes, but others are still oppressed in favor of the former Yugernes.
Omenal: The name of the province that is headed by the Immortal, Simethus. Also, houses the Spirit Orb. Like the rest of the land, many mythical creatures inhabit Omenal, but since it is known for its vast, dark forests, many of the creatures there are those of the dark. You may find the occasional unicorn, but a witch is much more likely. The capital city, named Jandey, is located right in the center of the Riechal Forest, the most extensive in the land.
Jandey: Because this is in a land without electricity and industrial advancement, the city has a more village feel to it, with many home businesses, large roads for horses and carts, but more options of entertainment, like taverns and various concerts. Whenever it's time to collect tribesmen, a huge jubilation is held here that lasts weeks, and ends with their execution, so there is always plenty to do with preparations and festivals. Not only that, but other competitions can be held around, with jousting or forging competitions. Since this is the main city, there is a yearly census when Simethus hires 'tax collectors' to check on all the former Yugernes members, to draft those he believes are thinking against him.
Patron God: If any tribesmen ever chooses to have a Patron God, they must swear their loyalty to said God and breaking this loyalty can often lead to death. However, having a Patron God can sometimes give the tribesman new or stronger powers. In the tribes, someone of a higher rank (healer, leader, prophet, etc.) is normally required to have a Patron God, who guides them in their important decisions.
Former Yugernes: They live in towns, villages, cities of any of the five provinces, but for the sake of characters, if you choose to create a character with one, they live in the capital city of Jandey (see Jandey paragraph for more information.) Many don't know about the tribes or the history of the Immortals, but those who notice something wrong are slightly stronger than the others, who go along with it, having the powers that the Yugernes are known for.
Specters: These are creatures that are indeed ghosts, but they are special in the sense that they retained their powers: shape shifting. They are known to be lost souls who remained in a different state and lost their true form. Now as ghosts, they are able to shift between four or five different forms, but it take days, at the least, to shift form again. However, they can become ghostly-like or turn to normal at will.
Rogue Mages: Even when the five tribes dominated, not every person worshipped the Gods or even lived in a tribe, and those were the rogues mages. They specially in one type of magic, regardless of the Gods. Some examples could be pyromancy, necromancy, or hydromancy. Many of these mages support the Immortals, as they have been given some equality that they lost after the dominance of the tribes, but others are still oppressed in favor of the former Yugernes.
Omenal: The name of the province that is headed by the Immortal, Simethus. Also, houses the Spirit Orb. Like the rest of the land, many mythical creatures inhabit Omenal, but since it is known for its vast, dark forests, many of the creatures there are those of the dark. You may find the occasional unicorn, but a witch is much more likely. The capital city, named Jandey, is located right in the center of the Riechal Forest, the most extensive in the land.
Jandey: Because this is in a land without electricity and industrial advancement, the city has a more village feel to it, with many home businesses, large roads for horses and carts, but more options of entertainment, like taverns and various concerts. Whenever it's time to collect tribesmen, a huge jubilation is held here that lasts weeks, and ends with their execution, so there is always plenty to do with preparations and festivals. Not only that, but other competitions can be held around, with jousting or forging competitions. Since this is the main city, there is a yearly census when Simethus hires 'tax collectors' to check on all the former Yugernes members, to draft those he believes are thinking against him.
~ * ~ * ~ * ~ * ~ * ~
-- The Map --
Explanation:
Spoiler
Do note, I'm not that great at scale xD While everything looks pretty smooshed together and close, it's usually farther than depicted.
The Mini-Map: Aside from the giant picture in your face in the middle, your eyes may turn to the mini map in the top left corner. That is the entire land of Sidell and it shows all the different provinces where five of the Immortals control (which also corresponds with where the tribes used to live when they dominated.) As of now, we're focusing on the black portion in the top right of the mini-map, known as Omenal.
The Peninsula: In the map of Omenal, in the top right, you'll notice the 'rainbow' of colors, which is where the tribes inhabit now. As Yugernes was disbanded, there are only four. Somewhat like the mini-map, the colors are similar based on the tribe:
~ Abengale/Green -- They live in a meadow-y area with a small forest closer to the canyon (yellow). It's the most green area on the peninsula.
~ Maliford/Red -- Their territory is mostly dry plains with a small stream closer to the forest (the green squiggles xD). Some also stretches into the canyons.
~ Bensiworth/Blue -- Live entirely in the canyons right in between the warring tribes.
~ Epikah/Purple -- Have a territory similar to Maliford with mostly plains and a slight sliver in the canyons.
The Yellow Triangle: They're not really that important to note, but I felt like it, so those are indeed the canyons and it's the main spot most of the battles between Epikah and Maliford take place. So, Benisworth isn't very happy with either tribe, as they too are being dragged in.
The Dark Green Triangle: These are the edge forests that separate the tribes from the rest of Omenal. The main reasons the tribes don't venture there is because of the huge population of undead. Ghosts, ghouls, etc. All ready to force their wrath upon anyone who enters. Therefore, the designated Collector is usually a necromancer.
The Gray Triangle: This is the ruins of a previous temple to a goddess worshiped before the tribes and Champions were established. She was the goddess of the spirit world, so as of now, many spirits, ghosts and specters find their main home there. Also, necromancers inhabit areas around there to practice their craft. It's surrounded in forest (which is also the green xD)
The Lilac Triangle: Here lies the cave of an ancient, grumpy dragon. He normally isn't a bother to people, but recently Simethus (the Immortal of Omenal) has been trying to recruit the dragon, making him a little more agitated. Be warned of him.
The Light Brown Triangle: Located on the edge of a swamp (the mucky green lines) is the hut of a powerful witch. She's not necessarily evil, but she does enjoy a good experiment now and again. Close to her hut is a mangled, old apple tree. The apples are withered and colored a sickly green to people and found at the very top of it. Legend says if someone eats one of the apples, and doesn't choke on the bitter taste, then they'll conquer a fear. Otherwise, they may gain a new one.
The Red Triangle: These are the charred forest that is yet another relic of the war waged by the Immortals. Similar to the edge forest, there are undead there as well. But most a walking corpses of victims from the fire that don't like any people. Have fun there ^^
The Light Green Triangle: Something nice? FINALLY. It's a beautiful meadow of pegasus and unicorns that love people. Well, people who have either no magic (Maliford) or healing magic (Abengale). Otherwise they're demons. (The light green squiggles are meadows, but the pegasus and unicorns only locate themselves in the area around the light green triangle.)
The Black Lightning Bolt: That's the palace of the Immortal Simethus. 'Nuff said.
The Gray Rectangles: Those represent the cities. There are of course smaller villages here and there, but not as significant areas like these. Uh, they don't all have names except for the one with three rectangles, which is Jandey. That's also located in the thickest part of the forest (the darkest of the greens).
The Red Star: Last but not least, this is where most of the characters would be. For a reason to be shown, most the the Specters would be there, the tribes people are there (but not the former Yugernes -- or Craz's) and at least Noelle's character. The other rogue mages may be in Jandey for the upcoming Festival, along with the Yugernes.
The Mini-Map: Aside from the giant picture in your face in the middle, your eyes may turn to the mini map in the top left corner. That is the entire land of Sidell and it shows all the different provinces where five of the Immortals control (which also corresponds with where the tribes used to live when they dominated.) As of now, we're focusing on the black portion in the top right of the mini-map, known as Omenal.
The Peninsula: In the map of Omenal, in the top right, you'll notice the 'rainbow' of colors, which is where the tribes inhabit now. As Yugernes was disbanded, there are only four. Somewhat like the mini-map, the colors are similar based on the tribe:
~ Abengale/Green -- They live in a meadow-y area with a small forest closer to the canyon (yellow). It's the most green area on the peninsula.
~ Maliford/Red -- Their territory is mostly dry plains with a small stream closer to the forest (the green squiggles xD). Some also stretches into the canyons.
~ Bensiworth/Blue -- Live entirely in the canyons right in between the warring tribes.
~ Epikah/Purple -- Have a territory similar to Maliford with mostly plains and a slight sliver in the canyons.
The Yellow Triangle: They're not really that important to note, but I felt like it, so those are indeed the canyons and it's the main spot most of the battles between Epikah and Maliford take place. So, Benisworth isn't very happy with either tribe, as they too are being dragged in.
The Dark Green Triangle: These are the edge forests that separate the tribes from the rest of Omenal. The main reasons the tribes don't venture there is because of the huge population of undead. Ghosts, ghouls, etc. All ready to force their wrath upon anyone who enters. Therefore, the designated Collector is usually a necromancer.
The Gray Triangle: This is the ruins of a previous temple to a goddess worshiped before the tribes and Champions were established. She was the goddess of the spirit world, so as of now, many spirits, ghosts and specters find their main home there. Also, necromancers inhabit areas around there to practice their craft. It's surrounded in forest (which is also the green xD)
The Lilac Triangle: Here lies the cave of an ancient, grumpy dragon. He normally isn't a bother to people, but recently Simethus (the Immortal of Omenal) has been trying to recruit the dragon, making him a little more agitated. Be warned of him.
The Light Brown Triangle: Located on the edge of a swamp (the mucky green lines) is the hut of a powerful witch. She's not necessarily evil, but she does enjoy a good experiment now and again. Close to her hut is a mangled, old apple tree. The apples are withered and colored a sickly green to people and found at the very top of it. Legend says if someone eats one of the apples, and doesn't choke on the bitter taste, then they'll conquer a fear. Otherwise, they may gain a new one.
The Red Triangle: These are the charred forest that is yet another relic of the war waged by the Immortals. Similar to the edge forest, there are undead there as well. But most a walking corpses of victims from the fire that don't like any people. Have fun there ^^
The Light Green Triangle: Something nice? FINALLY. It's a beautiful meadow of pegasus and unicorns that love people. Well, people who have either no magic (Maliford) or healing magic (Abengale). Otherwise they're demons. (The light green squiggles are meadows, but the pegasus and unicorns only locate themselves in the area around the light green triangle.)
The Black Lightning Bolt: That's the palace of the Immortal Simethus. 'Nuff said.
The Gray Rectangles: Those represent the cities. There are of course smaller villages here and there, but not as significant areas like these. Uh, they don't all have names except for the one with three rectangles, which is Jandey. That's also located in the thickest part of the forest (the darkest of the greens).
The Red Star: Last but not least, this is where most of the characters would be. For a reason to be shown, most the the Specters would be there, the tribes people are there (but not the former Yugernes -- or Craz's) and at least Noelle's character. The other rogue mages may be in Jandey for the upcoming Festival, along with the Yugernes.
~ * ~ * ~ * ~ * ~ * ~
-- Profiles --
When creating your profile, please remove anything in the (parenthesis).
Tribesman Profile: (includes former Yugernes)
Spoiler
- Code
[b][i]Tribesman Profile[/i][/b]
[b]Gender:[/b]
[b]Age:[/b] (25+ for normal, 35+ for prophet/leader)
[b]Tribe:[/b] (for former Yugernes, just put Yugernes)
[b]Rank:[/b] (for former Yugernes, they are just citizens)
[b]Patron God:[/b] (Put N/A if does not have one)
[b]Appearance:[/b] (picture optional, description required)
[b]Equipment or Weapons:[/b] (for those collected, they would not have weapons and only what they could carry)
[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]
[b]Abilities or Skills:[/b]
[b]History:[/b]
[b]Other:[/b]
Rogue Mage Profile:
Spoiler
- Code
[b][i]Mage Profile[/i][/b]
[b]Gender:[/b]
[b]Age:[/b] (20+)
[b]Magic:[/b]
[b]Appearance:[/b] (picture optional, description required)
[b]Equipment or Weapons:[/b]
[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]
[b]Abilities or Skills:[/b]
[b]History:[/b]
[b]Other:[/b]
Specter Profile:
Spoiler
- Code
[b][i]Specter Profile[/i][/b]
[b]Gender:[/b]
[b]Forms:[/b] (minimum of three and maximum of five, includes human)
[b]Appearance:[/b] (picture optional, description required. briefly describe all forms)
[b]Personality:[/b]
[i]Strengths -[/i]
[i]Weaknesses -[/i]
[b]Abilities or Skills:[/b]
[b]Favor Immortals?[/b]
[b]Other:[/b]
Have any questions? Feel free to ask me or in the DT! I hope to see you on the quest to bring down the Immortals ~
