It is claimed that the world of Ascarthea was founded, and populated, by four sisters. Each sister created her own tribe, each dwelling on one side of the pyramidal world. Each sister took on unique powers for herself and for her people.
Soon enough, sibling rivalry between Ava and Gala, the two youngest sisters, reached impossible heights. One's powers were tied to fire, the other's to water; natural rivals, their people descended into bitter war.
The eldest and most powerful of the Sisters, Raha, wished to avoid this magical conflict; she removed herself and her people, the Rakaians, to a new world of her own making. Meanwhile, Bina, the second sister, had evaded conflict in a different way; she had chosen no powers for her people but the increased physical strength that came as a byproduct of lesser magical ability. Out of the ravages of war between the Sarpaians and the Aggalaelians, Bina's people asserted themselves as the rulers of this world.
Thousands of years later, the Rakaians and their wondrous powers are nothing more than a myth, a story told to awe or frighten children.
The Aggalaelians are a scattered people, split into small communities each led by a community leader.
The Sarpaians have held together somewhat more, led by the Duchess Ava-- who is rumoured, by some, to be truly the third of the legendary Four Sisters-- and her daughter Aurelia, and Aurelia's niece, Ava's granddaughter Andra.
Both the Aggalaelians and the Sarpaians are under the rule of the king, Jervoam Enbeti III. Such it has been for time immemorial. And yet. And yet...
There has been considerable unrest in the land. King Jervoam's grip, some say, has grown too tight, his tyranny too harsh, the decay he has allowed-- too deep. One voice to speak out against the king was his own son, who disappeared shortly afterward. Whether he was arrested and locked away by the regime, or whether he escaped as a preemptive measure, is anybody's guess.
There have been other signs, too, of something wrong, magical disturbances, a sense, noticeable only to the adept few, of impending destruction. Perhaps it is tied to the abuses of the king, perhaps it is something else entirely.
In times such as these, everyone has reason to run away from
something. And where better to run than a ship, cut off from society's grasp for sometimes months at a time?
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Powers and Attributes:Rakaians:Their power is tied to air, which for these purposes means they can cast their influence over anything in a vapour/gaseous state. Even not taking this into account, they are the most powerful of the four nations. They also have some Reality Warper abilities-- for example, the ability to create a planet out of nothing. Copper is an insulator to their power, silver is a conductor. (Note: it's unlikely that people will be able to create a Rakaian character for this RP unless their presence is justified; this information is mostly here for completion's sake.)
Humans (well, they're all technically humans, but for want of a better word) :They have no unique powers of their own, but they still can perform spells they are taught. Their power is most effective when used to influence earth/rock. Copper is a conductor to their power, silver is an insulator.
Sarpaians:Their power is tied to fire. They can also change their shape to any combination of human/horse, with full horse on one end of that spectrum and full human on the other. No matter what form they take, they are identifiable by the short conical horn that they each sport on their foreheads. Their power is stronger than that of the Aggalaelians, but much weaker than that of the Rakaians. Gold is a conductor to their power, iron is an insulator.
Aggalaelians:Their power is tied to water. They can also change their shape to any form they can conceive of, provided they are still able to bring their hands together (or they won't be able to change back). Gold is an insulator to their power, iron is a conductor.
Magical Power Levels (approximate)highRakaian + silver
Rakaian (average)
Rakaian + copper, Sarpaian + gold
Sarpaian (average), Aggalaelian + iron
Sarpaian + iron, Aggalaelian (average), human + copper
Aggalaelian + gold, human (average)
human + silver
low______
Everyone begins the story as a crew member, whether continuing or newly signed on, on the same merchant vessel. You have each been approached, separately, by the king's agents on the way to the docks, offering you a great deal in exchange for acting as the king's eyes and ears on the boat, to write to the capital of any suspicious behaviour in general, and in particular for someone who matches Prince Jidlaphi's description. And regardless of how you take this offer, you know that there will always be other watchful eyes on the ship.
This is not a combat-oriented RPG. Yes, there will be
some fighting to do, but it's primarily focussed on character interactions, and transfer of information.
(This is still in the hypothetical stage. Even if there's enough interest for character sheet info, the game itself wouldn't start until after my exams in late April at the very earliest.)
Lead by example. Get lost in a swamp.
AS DICTATED TO INSTANTIATION 17-01-18-01.