It is said the universe was born from thunder and fire, and from that union came the Forgotten One, who created us all.
It's been four thousand years since the Dawn of RoNaan and the Three Lands are ripe for a new Age. Magic has received an explosion of new users while technology is constantly being developed. Combined, magic and technology has given RoNaan's Realm a chance to begin its own industrial age. All is not good, however, and the Realm will soon find out. As the Age of RoNaan comes to an end, the Netherwell threatens to break open and spill the demonic forces it keeps locked away. It is up to you, player, to create characters that'll thrive in RoNaan's Realm and herald in the Dawn of a New Age.
This sandbox, open-world fantasy roleplay will include elements such as action, mystery, soft science fiction, drama, political intrigue, assassinations, and horror. Welcome to a world where players create their own character arcs and help move the roleplay along by not only contributing to GM plots, but by creating their own. Designed as a soft-paced, long-term roleplay, RoNaan's Realm is as large as we can make it.
Solis and Luna –
Every person, regardless of race, is attuned to Solis or Luna. Unlike the other four Low Elements, Solis and Luna are not manipulated in anyway. The attunement is that of power – your attunement to Solis or Luna dictates when you are at your strongest and when the replenishment of your magic begins. To find one's attunement is simple, if not widely known, as Solis and Luna are Elements not well understood. If one is born when the Sun is dominant in the sky, then they are attuned to Solis. If one is born when the Moon is dominant in the sky, then they are attuned to Luna.
This sandbox, open-world fantasy roleplay will include elements such as action, mystery, soft science fiction, drama, political intrigue, assassinations, and horror. Welcome to a world where players create their own character arcs and help move the roleplay along by not only contributing to GM plots, but by creating their own. Designed as a soft-paced, long-term roleplay, RoNaan's Realm is as large as we can make it.
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RULES AND FOREWARNINGS
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- All Iwaku rules apply.
- Please respect any and all rules I may instate for my roleplay.
- I require respect and tact from my roleplayers, especially within OOC. Please be kind to one another, we're all here to have fun and write. Salty attitudes are not fun.
- All players must first submit a pre-character application. This is a small character sheet (and writing prompt) that will give me and as well as other players, a glance of what your character will be like. If your pre-cs-app is accepted, it doesn't necessarily mean your character has been accepted - this is a preliminary step before you complete your actual character profile which gives me insight to how well you write and develop your characters.
- All players must have a writing sample attached to their character sheet. A prompt will be given and it mustn't be over seven hundred words. If there isn't a writing prompt attached, your character cannot be accepted.
- Players will post their pre-cs-apps in one designated thread and their character sheets in another. If accepted, players will create their own 'Username Character Roster' thread where they will be able to post all their characters.
- Though this roleplay is primarily sandbox/open-world in nature there are short-term and long-term plots that will be in focus along with individual character arcs.
- This roleplay is character driven, meaning that though I will set up the world and short/long-term plots, you, the players, will be the main factor in driving the plots forward.
- Multiple characters are allowed, though I'd like to keep the number of characters for each player below three. And yes, each character will need an pre-cs-app.
- Players are free to create as many NPC characters as they please as long as they're lore-worthy. Frequently mentioned NPCS must have their own CS in the NPC thread that gives detailed information to other players if they wish to interact with them.
- If I were to win one of the sub-forums, there's a potential to run separate roleplay's within the same world. Different timelines, different plots, endless possibilities.
TABLE OF CONTENTS
- THE TETRAD OF LIFE
- PLAYABLE SPECIES/RACES
- WORLD MAP
- SETTINGS AND LOCATIONS - ORCOSEA - LORASEA - MARSEA
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Name:
Nickname:
Titles: (If applicable, delete if not)
Age:
Species:
Race: (If applicable, delete if not)
MBIT:
Attuned Element(s):
Writing Prompt: (Around 500 words) -
Name:
Nickname:
Titles: (If applicable, delete if not)
Species:
Race: (If applicable, delete if not)
Date of Birth: (Insert season) | Age:
Place of Birth:
Eye Color:
Hair Color:
Hair Style/Length:
Height: | Weight:
Body Type:
Written Appearance:
Body Modifications/Accessories:
Personality Traits: (list and describe at least four)
Strengths:
Weaknesses:
Quirks:
MBPT:
Inventory:
Occupation:
Relationships (Please provide a short description of each)
- Social and Familial
History:
Magic Tier:
Attuned Element(s):
Main Weapon:
Secondary Weapons:
Writing Prompt: -
Name:
Nickname:
Titles: (If applicable, delete if not)
Species:
Race: (If applicable, delete if not)
Date of Birth: (Insert season) | Age:
Eye Color:
Hair Color:
Hair Style/Length:
Height: | Weight:
Body Type:
Body Modifications/Accessories:
Quirks:
MBPT:
Inventory:
Occupation:
Brief History:
Magic Tier:
Attuned Element(s):
Main Weapon:
Secondary Weapons:
A BRIEF LOOK AT MAGICAL MECHANICS
The Tetrad of Life contains all the magic known in RoNaan's Realm, regardless of race, status, and species.
Solis and Luna –
Every person, regardless of race, is attuned to Solis or Luna. Unlike the other four Low Elements, Solis and Luna are not manipulated in anyway. The attunement is that of power – your attunement to Solis or Luna dictates when you are at your strongest and when the replenishment of your magic begins. To find one's attunement is simple, if not widely known, as Solis and Luna are Elements not well understood. If one is born when the Sun is dominant in the sky, then they are attuned to Solis. If one is born when the Moon is dominant in the sky, then they are attuned to Luna.
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Earth –
Those attuned to earth are common and are almost always in high demand. They're highly desirable in construction, farming, mining, and hunting.
COMMON ABILITIES
- Earth Manipulation
- Flora Manipulation
- Fauna Manipulation
Water –
The attuned to water are also common and in high demand. They're highly desirable in magical factories where with theurgists, they can spell cold-boxes to store foodstuff, test water purity, and prepare ice.
COMMON ABILITIES
- Ice Manipulation
- Water Manipulation
Fire –
Those attuned to fire are the most common and endlessly sought after. Factory workers, machinists, and blacksmiths are commonly attuned to fire.
COMMON ABILITIES
- Fire Manipulation
- Heat Manipulation
Air–
Those attuned to air are uncommon, depending on which race you're studying. Very few humans are known to be attuned to this element, while an abundance of Eastern Elves are. Highly desirable to farmers to alleviate droughts or help cease flooding rains.
COMMON ABILITIES
- Air Manipulation
- Weather Manipulation
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Theurgy
Inherent Ability: The ability to cast spells.
Further information to be later revealed.
Augmentation
Inherent Ability: The physical enhancement of one's self.
Further information to be later revealed.
Evocation
Inherent Ability: The ability to summon forces of greater strength.
Further information to be later revealed.
Invocation
Inherent Ability: The ability to cast magic through speech.
Further information to be later revealed.
Abjuration
Inherent Ability: The ability to produce healing magic and magic that is strictly defensive.
Further information to be later revealed.
Conjuration
Inherent Ability: The ability to conjure forth countless creations.
Further information to be later revealed.
Absorption
Inherent Ability: The ability to absorb magical energy.
Further information to be later revealed. -
Animancy
Inherent Ability: The ability to animate non-living things.
Further information to be later revealed.
Necromancy
Inherent Ability: The ability to connect to deceased spirits.
Further information to be later revealed.
Divination
Inherent Ability: The ability to interpret the future.
Further information to be later revealed.
Transmutation
Inherent Ability: The ability to alter/transform inanimate objects.
Further information to be later revealed.
Illusionism
Inherent Ability: The ability to create, shape, and manipulate illusions.
Further information to be later revealed.
Enchantment
Inherent Ability: The ability to enchant beings and objects.
Further information to be later revealed.
Alchemy
Inherent Ability: There is no known inherent ability other than that of extreme intelligence.
Further information to be later revealed.
* A more in depth look at the Tetrad will be provided once the roleplay is underway.
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