All Magnetic's Thread of Requests

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All Magnetic's Thread of Requests

Rules Check
  1. Confirmed
Pairings
  1. Any (Pairings)
  2. Any (Groups)
Content Warning
  1. Graphic Violence
  2. Self Harm
  3. Substance Abuse
  4. Narrative Bigotry
  5. Sensitive Topics
Genre Preferences
  1. Fandom
  2. High Fantasy
  3. Low Fantasy
  4. Horror
  5. Supernatural
Character Preferences
Original Characters Only
Open to Solicitation For
Listed Ideas and Similar Ideas
Open to Group Stories
Yes
This RP will take place in the fictional high fantasy world of Ceyana. It is ruled over by a pantheon of Gods known as The Emergent.
The Sundial - Nerah: Light, Order, Renewal, Oaths. - Aloof and cosmic. Less concerned with the smaller nuances, and focused on celestial cycles, and flow of time. - Grants power to judges, oathkeepers, paladins, and any who restore order in the wake of chaos.

The Tidebound - Kaimora: Oceans, storms, fate, surrender. - Restless and melancholy. - Attentive to sailors, poets, gamblers, and mystics.

The Huntress - Selkiri: Moon, beasts, pursuit, secrets in the dark. - Attentive and indifferent to morality. - Guides stalkers, lone predators, vigilantes, etc.

The Eternal Flame - Ignazhuram: Flames, consumption, transformation, passion. - creative and passionate, thrives on creation through destruction. - Patron of smiths, lovers, rebels, acts of deep-rooted passion.

The Verdant Memory - Moldera: Life, rot, memory, cycles. - Both nurturing and consuming, growth demands decay, give and take. Ushers in new life or souls, and escorts the deceased. - Favored by druids, herbalists, necromancers, morticians, and caretakers of the dead.

The Mercurial Mirage - Melethis: Dreams, illusions, madness, inspiration. - Fickle and mesmerizing. - Inspires artists, prophets, madmen, psychopaths, and may grant visions, true or false, whichever better serves her.

The Stone Judge - Orrin: Earth, gravity, finality, unyielding law. - Stubborn, resilient and decisive. - Favored by architects, executioners, lawmakers, law enforcers, and mathematicians.

The Veil of Unknown - Isshelnul: the void, what lies beyond, lost things, silence. - Nearly impossible to comprehend, Isshelnul embodies the pull of oblivion, the peace or horror of nothingness. - Grants power to those who run from their pasts or seek to erase their pasts, suffer from amnesia, the deaf, comatose, and those who may have glimpsed an afterlife in a near death experience and returned to the world of the living changed.

The Dawnkeeper - Elyara: Mercy, hope, healing and renewal. - warm, nurturing, watchful and compassionate. Sees suffering as part of growth, but seeks to erase unnecessary pain. - Favored by healers, midwives, caretakers, and those who bring light into the lives of others, and pulls them out of darkness.

The Resonant Oathbinder- Thamir: Justice, community, righteous oaths, resonance. The counterpart to Orrin. Champions fair judgement and the bonds of kin and society. Does not favor blind punishment and seeks restoration and rehabilitation, reintegration. - Grants divine resonance that exposes lies, strengthens bonds, or wards against corruption.

The Gentle Stag - Oriandis: Nature, sanctuary, peace, family, fertility. - soft-spoken, patient, protector of the vulnerable. - Grants the power to calm beasts, grow lush groves, or ward lands from blight and bloodshed.

The Poisoned Chalice - Skorrath: disease, betrayal, obsession, lust, narcissism, toxicity. - whispers to mortals who crave forbidden solutions (a cursed good). Revels in the lengths mortals go for their desires. - Grants toxins and abilities that warps both mind and body, mind control, entrapment spells, insight into others fears and weaknesses.

The Goreforged - Thrashghul: carnage, conquest, rage, survival. - confrontational, heedless of collateral suffering. praises worshipers who fall in glorious battle. - Grants unnatural endurance, battle frenzy, etc.

The Flickering Grudge - Rakhlor: Revenge, bitterness, karma. - Petty and apathetic. hungers for pain and remorse. - Invoked by those wronged beyond reconciliation. His flickering "light" points to the object of wrath, and leaves the wronged forever changed.

The Withered Saint - Morwyn: Hermits, asceticism, sacred solitude, and harsh lessons. - Hermits and outcasts build shrines to Morwyn, believing hardship is the crucible of truth, or peace and stillness will enlighten them.

The Hearth's Giving - Brenith: sustenance, shared meals, feasts, simple abundance. - Farmers, innkeepers, and wandering families or refugees keep small tokens of Brenith for luck in larders.

The Hearth's Grieving - Jarovel: The counterpart to Brenith, punishes abundance, seeks balance. Locust swarms, wild devouring growth, blighted famines. - Feared more than worshiped, but never forgotten. People leave offerings to stave off droughts and blights.

The Silent Shadow, Lord of Lies - Raiden: secrecy, deception, trickery, intelligence, cunning. - unreadable, secretive, patient, conniving. - Favors cunning strategists, spies, illusionists, tricksters, those who swear oaths of secrecy and live lies everyday. - Exiled and Forgotten.

Forgotten gods are either absorbed into other gods (perhaps to later become a new god), fade away, become new gods in the void or absence of other forgotten gods domains, etc. Exiled gods cannot take part in this divine cycle.
Long before The Emergent claimed Ceyana as their own, the world was a lawless and chaotic place... morality hadn't yet rooted itself in man or any other species for that matter... and in these dark times there were few who rose up out of the muck to create a semblance of order where the very concept of such a thing was foreign to all. Before The Emergent traveled the endless void and discovered the world sphere of Ceyana, The Eternals - the Old Gods - ruled instead. The Eternals did not rule in any way that makes sense to you or I, they ruled simply because they were everlasting... their mere presence on Ceyana kept the rivers flowing; the rain falling, the oceans churning... they held up the mountains, cycled through the seasons, and made sure day and night were kept in balance. The Eternals did not rule through fear, love, or respect. They did not rule politically. Most knew nothing of their existence. The Eternals were more akin to forces of nature than anything else - animalistic, feral manifestations of nature - some were known long ago as Titans. Some were never seen at all. The few that had been discovered either destroyed those whom had sought them out, or granted them gifts that elevated them above their fellow mortals... gods of men... and so the first Kings conquered lands; the first heroes led by example. Now the Old Gods were gone, and the New Gods - The Emergent - worked tirelessly from the eather to maintain the machine that is Ceyana, unable by their own nature, to personally interact with the mortals dwelling upon the world sphere's surface. Instead, they choose mortals to do their bidding within the world for them, granting them skills and powers to achieve these goals... but something has stirred... and one exiled god believes that perhaps the Old Gods did not vanish after all.

A raven three times as large of the deadliest eagles soared high overhead Ceyana. It was flying northerly from the Isle of Orisia, an intelligence far superior to that of any of its kind guided its bright green eyes. Gray feathers highlighted its bulk of jet black, and burgundy designs crept along its obsidian beak and talons. This was no ordinary raven, and to those on the ground who was able to see it as it flew through the sky at unnatural speeds would never guess what the bird could possibly be. Raiden had been tying up loose ends over the last few months. The divine had a way of seeing the world as a game board; every piece had a purpose, and moves could be strategized and often predicted. The time was nigh for the exiled god to make his next move. A thousand years carried upon a mortal's breath to that of his kind was but a blink. He had been waiting for a long time patiently and quietly for his chance to make a comeback. He had hidden himself well from others who might see him punished more so than he had already been since banishment. They were weary of him, what mortal or god would not be? Where others possessed brute power, and others swelled at the prayers of their chosen mortals, he thrived with trickery and deception. He drew his immortal strength from the chaos of the mortals and their way of life. He drew his power from manipulation and his cunning. Other gods had fallen prey to him countless times because they were fools, regardless of how superior their abilities were to his. In truth Raiden was considered young, not in the eyes of mortals, but to so many others of his kind. But he had been wise and used their superiority to his gain, and in turn rose in stature. So he had been cast out to be taught a lesson like an adolescent child acting out of turn. So he was.

Among the chaos in the world below however, he had thrived. How did they not see this inevitable outcome? The pieces were on the board; they were in place long before they cast him among them. Much more damage could be done once on the inside and he would continue to be a thorn in their sides until his exile was more of a pain to them than he ever could have been by their side. This made him laugh, but it was short lived. He was here for a reason, and it was because he would soon make his move. He could see many outcomes as he watched the pieces move across the board, and could only guess as to how his last would be interpreted, but strategy and unforeseeable variables up his sleeve would come into play soon narrowing down those results. He could only wait and see how he would use them. Preparations had demanded his attention recently, not so long for him, but still, he couldn't help but wonder how Zent fared in his absence...if he was missed. His laughter came out low and feral through his razor sharp beak at that thought. How disappointed he would be in that man if he possessed such weakness as that.

When he was near he would dive toward the earth. There was a certain tree he very much would like to see before his turn. The thing was masked in mystery but it could very well be a deciding factor in the game. He was soon careening through corridors underground making his way to his destination. A smile crept onto his face when he heard the heartbeat of one not so mortal. Ahh yes, he thought, the land of dragons. It had laid dormant for many years, lying low and keeping to itself but as of late he could feel it stirring once again. Something had the dragons all riled up, but that was not why he was here...in any case he might be able to add a new piece to the board if he played his cards right. What he had really come here for was nearby, and the closer he got the more he felt its presence. Raiden strode up to a mechanism in the wall he had approached and the shifting of gears and metal scraping metal reverberated through the corridor. Inside was a decent sized hollow, more of a grove really, sitting within a dome shaped room of stone. In the center his prize stood tall and wondrous. Any mortal might bask in awe at its presence, and wonder how in the world it could survive underground, but Raiden knew better than that. The tree glowed in silver hues radiating its intelligence and mystery, and its long moist roots dipped into the slightly glowing water at its base. Flowers and other marvelous plants decorated its base as well and rather than sunlight keeping them alive, Raiden assumed it was the tree and its radiant glow. He could feel a pulse in the still air much like a heart beat, and for all he knew that's exactly what it was. The tree was fairly young, not yet a millennia, but it stood proud and arrogantly as if that age meant something.

As easy as it was for the god to predict the movement, and actions, of all the pieces on the board he wasn't arrogant enough to think there was no other hidden variables. He had to get it right this time. Everything had to fall perfectly into place when his turn finally came around and he knew whatever insight he didn't possess that this tree could give. Standing there basking in the tree's silvery light he applauded the ages old seer and his accomplishments. To think a mortal had done this; Raiden offered the wise tree a knowing smile.

"Thank you." A voice whispered into his mind and he paused, for the first time unsure of his motive. "I have waited a long time for someone so...uniquely gifted to partake of my roots." The voice once again intruded his mind.

"What do you care?" Raiden asked aloud hiding the skepticism from his dominating voice.

"I care because I care about the world. I can see that the pieces moving across the board will not act favorably upon it...or you, if you don't gain the insight I humbly offer."

"My concerns do not lie with the world Elsyer." Raiden said thinking he had gained the upper hand by using the tree's name. "Or your well being."

"Granted." The voice once again echoed in his thoughts. Raiden didn't like that the tree imparted its thoughts through his godly defenses without so much of a hinderance, but neither did he turn and leave.

"But nonetheless the knowledge you seek will aid the both of us. That is something you can neither disagree or disclaim for I see the outcome of your actions. I also see how my infinite wisdom, imparted unto you by the sap in my roots, will put an abrupt end to your untimely exile Raiden. All you need to do is partake of the roots."

Raiden wasn't surprised when the tree had spoke his name in his mind. Eslyer had known of his plan, and of the pieces among the board, and for whatever reason awaited his arrival so that they could both gain an upperhand in the time to come. He offered the tree a grin and stepped up to its trunk. Placing a hand on the wood he could feel the heart beat of the tree. "I am a God Elsyer. The pieces will only move in my favor." Raiden knelt down to see his reflection staring back at him in the silvery pool of water. He only needed to drink. A hand reached into its depths cradling the length of a root in his palm.

"I wouldn't do that." A woman's voice echoed through the small dome shaped cavern. Raiden's smile widened...it was about time. He pulled his hand from the water and turned to look upon the speaker.

"And why not?" He asked her. His smile was arrogant and defiant. His aura eminated supreme superiority over her and she even sank a little despite her own formidable prowess. Only a little. She did not allow herself to show such weakness though and after reminding herself who, and what, she was she pushed her breasts back out confidently and defiantly met the god's gaze. She held her posture despite the piercing green eyes that saw straight through her.

"Who are you?" She asked ignoring his question.

"The one asking the questions." He said bluntly. His voice was so full of finality and dominance that she could not deny him.

"It will consume you." She said, almost in a whisper, her breath failing her in a gasp.

Raiden responded with a smile and cupped a hand full of Elsyer's water in his hands. "That's what I'm counting on." He brought the water to his lips.

"Wait!" The woman screamed so loud ripples erupted in the calm pool at Raiden's feet. His cold gaze fell upon her but he did not say a word, but nor did he drink the water. "I can't let you."

The exiled god let the water fall from his fingers back whence it came and took two steps in the woman's direction eyeing her dangerously...questioningly.

"I must know..." She began but stumbled over her own words as she felt the man judging her with each passing second.

"Why it is you were drawn to me." He finished for her. "As I was drawn to this tree?" She wasn't sure if he was stating that last part as fact or asking her a question she should answer. She stared at him wide eyed and unsure of herself. The scene was sad to Raiden's eyes, for such a powerful creature as her to cower before him like this...and she didn't even know he was a god. He felt embarrassed for her. "The affinity of your raven blood drew you to me like sirens draw men with their song." She looked puzzled. He sighed. "I am afraid you had no choice but to find your way to my side dearest...?"

"Morrigan."
She whispered, again losing her breath. "Morrigan Valindras."

"Dearest Morrigan."
He finished. "Bask in the glory of your only true deity!" Raiden exclaimed as he lifted his arms in the air above him. Large black and gray feathers lifted behind both arms and she couldn't tell the difference between them. She couldn't tell if he had wings the whole time, or if they were an extension of his arms, or what. "I am Raiden, Lord of Lies; King of Crows; Father of all ravens. Your trickster in the flesh."

There it was...she had seen something out of place. Only then did she realize how impossibly boring the tree looked next to the man. It appeared as a painting might next to the artist holding it up for her to see. She had fallen to her knees before he finished, head bowed. "Raiden...." She panted over and over. Never before had she heard the name. Never before had she known to belong to any deity. Never before had she worshipped a deity. Dragons were far too proud of creatures for such things, but in her heart and soul she knew he spoke truthfully. She knew to her very core the moment he spoke his name aloud that he was her god. That Raiden was god of all the black birds. It just felt...right. She watched him return to the pool at the base of the tree and screamed, "NO!" He whirled on her and this time glided right up to her and took her jaw in one hand lifting her off both feet.

"Damn her to the hells Raiden. She would disrupt the flow of the game." The tree imparted into his mind, but he ignored it.

"Why not." He hissed through gritted teeth while she hung in his grasp. She didn't kick or fight him, but she grabbed his wrists and pulled herself up just enough to speak.

"It will consume you my lord...but...not in the way you had hoped. It will ruin...you." She said through shallow breaths. Raiden released her and she hit the floor landing lightly on her feet. "It has done so to countless others."

"LIES!" The tree responded so loudly within their skulls that it hurt, even to Raiden.

The god laughed at the absurdity of it all. He smiled down at the woman known as Morrigan and brushed her cheek with his hand. "Run along my child. I wish to speak with Elsyer alone." He didn't have to tell her twice. A moment later she was gone.
Raiden was exiled from the pantheon of gods. These gods are basically ancient invaders of this world. The mortals dwelling there cannot remember the original deities, but they weren't cosmic higher dimensional beings such as these gods. They were bound to the planet like Elsyer, except had god-like power. The planet was theirs to influence and people that worshiped them were sometimes granted abilities etc. These ancient beings could cause droughts, tsunamis, earthquakes, eruptions, etc, but they could also grant potent fertility across lands, heal the planet's scars, make it healthy, even empower areas of the world with super natural elements or energies that were neither nefarious or benevolent, and depending on their desires, or the feats of those accessing them, people could either visit these places and have spiritual awakenings there, leave forever scarred and traumatized, find enlightenment and obtain spiritual gifts or insights, or gain access to certain things that elevated them above others be it good or bad. The main difference between these ancient earthbound deities and the pantheon of gods that showed up later is that they were actually able to interact with the world and its inhabitants. the pantheon cannot, and to do so would be to forfeit their godly status and existence as an entity on a higher plane. Where the old "gods" were able to influence the world directly, as well as its inhabitants, the new gods can only influence the actions of its inhabitants in order to shape the world and its events to their liking. They also, like most pantheons, become more powerful and prominent the more worshipers and followers they accumulate.

Raiden, comparable to Loki, was once a renowned god, despite his youth compared to many of the other gods, especially amongst the youth. People who desired to deceive others, manipulate others as a means to an objective, like trickery, or who wished to conceal themselves or their true intentions or wrongdoings, were Raiden's followers. Deception, manipulation, intellectual conniving, pranks for personal gain and repute, etc. The more thought out, intelligent, and wit a follower applied to the acts they sought Raiden's assistance and approval in were his favorite. Those who were messy and acted on impulse were not favored by Raiden. Those who became consumed by passion and lashed out mindlessly were actually shunned, even hunted by favored followers of his, if only to protect his own reputation. In this way, he wasn't viewed as an evil god per se, as many of his followers hunted and ended horrific murderers and the like, but neither was he praised as a benevolent god. His temples were not in the open, nor did his followers boast of their faith. Secrecy was kept at the forefront of all who worshiped him, making actual temples few and far between, choosing to worship him in other ways instead. He existed in hushed whispers and cautionary tales, but those who felt connected to the Lord of Lies knew the truth: he took care of his own, and he rewarded those most faithful by including them in his plans for the world, often elevating them among their own kind.

Its been a millennia since his banishment however, and most mortals have never even heard of him. He operates from the shadows to avoid the other gods' detection. He's been playing the long game. There are few who know of him however, but he keeps his inner circle incredibly tight. The land of the dragons has awakened, not by his own doing, and with it he felt Elsyer's presence...not one of the ancient "gods" but like an infant version of them. He seeks to uncover what happened to them, and see if he can use them to unravel the pantheon's hold over the world. After the pantheon arrived, they had mysteriously vanished.

Dorian, a young sorcerer who'd spent most of his life in a coma, wasn't alone when he finally woke up as a young man. Both his parents were gone, and he'd become a science experiment. Dredd, the entity residing within him, had mutated half of his body with its very presence. Together, they escaped, became fugitives, and assumed a new identity in hiding... that was, until another entity pleaded for help in a dream that felt all too real. Now Dorian and Dredd must assemble a crew and delve into the Nether, the very place he'd spent all those years his physical body slept, to rescue them... the reason still very much a mystery.

It was dark. Sounds seemed to echo off of nothing, yet were muffled as well as if one held a pillow over your ears. Black mist created a dark fog for as far as he could see. He was in a forest of sorts, not so odd since Drakiss was between a valley and mountain range. Yet these trees were unlike any he had ever seen. They twisted every which way appearing to grow horizontally as well as vertically. Branches all seemed to end with claws covered in webs. The leaves looked nothing like leaves, but instead looked like hairy bushes of eyeballs. Some would blink as he passed. Cold chills crawled along his spine as he ventured further and further toward no goal at all. There was something familiar about the place yet he could not put his finger on it. He tried summoning a disembodied light but his magic didn't work here for some reason. Fear slowly crept into the edges of his thoughts, but he would not give in to it. He reached to his back for his most prized weapon but it was not there. Panic began seeping through him like slow running sap from a tree. He was on edge and defenseless in this unknown place. His feet sucked the moist loose soil from the ground as he walked. The noise made him cringe. Flashes could be seen above the canopies of the endless trees and branches. He stopped. Held his breath. More noises could be heard now in the absence of his echoing wet steps. Twigs crunched. A breeze hummed in the air. His friend offered no aid. He was truly and utterly alone and vulnerable. He spun in circles as he heard twigs crunching nearer and nearer. The eyes in the leaves blinked heavier and heavier. He was being watched from every angle. Whispers broke out and he nearly screamed, but his voice failed him. He was mute. More flashes from the sky. He began running.

How in the world did he end up in this place, Dorian thought. Just earlier today him and his companion(s) had arrived in Drakiss. They celebrated together at the Simmering Chains Tavern. They had a good night together, and he hadn't felt so accepted and happy in ages. It was the complete opposite feeling in this place. The last thing he remembered was leaving the tavern and checking into their room. Was this the work of the paladin? Had he finally grown too weary of the entity within him? What was happening and why? It became difficult to breathe. Where were the others? Where was he? He was alone and something did not want him there. The echoes from every imaginable noise he heard were driving him insane and paranoia intruded his mind. He couldn't call out. He could only run, and run he did with all his might. With every stride the wet ground seemed to swallow him more and more until his pace became as slow as a walk. His feet sank in further as he stopped. He tried pulling out a foot but something grabbed it and yanked it even further down than before. He tried screaming with every bit of air in his lungs but nothing came out. Dark figures began weaving in and out of sight behind trees. They got closer and closer with every blink. The leaves closed their eyes as they got closer. Moans and snickers could be heard and as they echoed Dorian wanted to cry.

Adrenaline shot through him instantly and he began frantically waving his body around to get free of the ground but to no avail. He sank even further. They got closer. they got louder. There were hundreds of them all around him. Then...they were gone. He could see his breath, but breathing became a task in itself. The flashes stopped and it grew hellishly black. He could barely see a few feet around him, and this made the noises and echoes so much worse. He whimpered. The smell of decay assaulted his nostrils. And something else...Before he could ponder what it was he fell into the ground another few inches nearly sending him face first into its grip. His heart pounded against his chest as if he were running at the speed of light. It hurt. Another few inches. Then eyes opened just outside of his vision and the moans and snickers blasted back into existence all around him in anticipation of what was to come. A figure crept into his sight. It was the most monstrous looking thing he'd ever seen. Multiple arms; digits extending from other digits; contorted heads; claws extending from all over its body, and a wet gaspy sound escaping its mouth, or what he assumed was his mouth. His suspicions were confirmed when it opened wide before him. There was another mouth behind the first. Knives for teeth protruded from the first mouth and bricks to grind its food in the second. The abomination walked on all its limbs much like a giant centipede might and curled upward as it stood inches from him. On its feet it looked more sentient and intelligent taking more of a humanoid appearance as it shifted its limbs from legs into arms. Dorian nearly collapsed to the ground, but his adrenaline would not allow him to lose conscious. It struck....

Before he knew what had happened he was free falling. It was pitch black all around him and there was absolutely no references to seek. He had no way of knowing when to brace himself for impact at the bottom...but it never came. The air rushing past him was moist and hot. The humidity made it even harder for him to breathe. Then he felt another presence there with him. Dorian could make out a shape; a silhouette but nothing else. He tried to speak but once again his voice failed him. He heard screams from above; from far above. A voice broke the impossible silence.

"Help." It groaned. "I cannot endure this any longer. I sense one among you who wields the way. There's not much time!" It ended with a shout born of desperation. As the words finished the bottom opened up and light leaked into the area. A web of acid, or so it seemed, waited to swallow him and the silhouette vanished. Dorian put his arms out helplessly and his life flashed before his eyes....The muffled feeling he had felt the whole time disappeared seconds before impact, and his mind raced trying to discern the significance behind the change. Mere seconds until death.

"Dredd!" Every bit of desperation dripped from his plea.

At the last possible instant, as green gooey arms reached upward for the mage, a dream wraith flashed before him. Dredd wrapped his arms around him and then....
Dorian awoke screaming and tumbled from the bed hitting the floor with a loud thump. His heart was still pounding and the scent of decay still fresh in his nose. He shuffled backward quickly until he hit the side of his bed panting heavily. It was a dream? "Nether..." He gasped quietly in between breaths. Dorian's mind raced as he darted about the room. He was back in the Inn and the others were stirring.

UPDATE: I've soft rebooted this RP, and as of right now it's closed to 3 players in total. Please only reach out if you are dead set on joining. I will only consider serious inquiries that reach out who've read the RT in its entirety, including the cultural info below, who's fully created a character to pitch i.e. who are they, what is their biggest motivation, why they would join the group, and make them relevant to the story and their culture. Please note, due to a history of players flaking on the previous RP, and/or unable to honor the lore of the Avatar universe, and/or unwilling to adapt to the needs to their fellow writers and/or the story, all interested participants will be thoroughly vetted with the group before a decision is made.

This has been a special project of mine. ATLA is my favorite show of all time, and this RP has been ongoing for a few years despite losing almost every player that joins for one reason or another. I am contemplating rebooting it. The gist of the story is basically this: It's the 4th ever avatar's time, the first ever Earth born avatar. Roughly 4-500 years after Avatar Wan's time. The Avatar is still a relatively new thing in the world, and much of the world has yet to be fully explored. Deep in the heart of the Earth dynasties where no other bender has ever been other than earth, most have never heard of the avatar or the feats of the three prior. Old legends speak of a man who visited one of their lion turtles and adopted the element... that he knew others as well... that he's why the spirit wilds vanished, but the word avatar and what all that entails is mostly unknown to them. In a time when the Earth Dynasties are ravaged by constant civil war, territorial squabbles, the rise of warlords and mutiny, and different dynasties attacking neighboring dynasties, the avatar - a young child at the time of this RP - must be in danger... has to be in danger... and if they're discovered by the wrong people, what then? What kind of havoc could be unleashed upon the world if the avatar falls into the hands of a warlord or power hungry emperor? This is why Dorje, an exiled air nomad and drunk fighting for food and housing in a seedy tavern on the outskirts of a province bordering the sea separating three different nations, decides to embark on a quest to rescue the child upon learning of the previous Avatar's demise eight years prior. What kind of benders will he face along the way? What companions will he find? Adversaries? Will they find the 4th avatar in time? At all? These are all questions plaguing the airbender's sensibilities and logic, but what choice does he have, knowing the air nomads will not involve themselves in political affairs?

Characters: Potential new characters should fit into the dynamic that exists between the current characters.

Air: Dorje is a tortured soul. A spiritual guru. Stoic and also very ignorant to the nuances of relationships. One track mind kind of person, but on a journey to heal and learn. He's a compassionate and lighthearted man when he isn't brooding over his self-induced predicament. He is quickly frustrated, and has a boy-ish and playful demeanor. He has a heart of gold though and will always do what he thinks is right even if sometimes he questions himself, and doesn't believe he deserves happiness. He is a formidable Airbender that exiled himself from the air nomads and the temples after accidentally killing an entire village. Has punished himself for years by turning his back on his spirituality in favor of drinking and fighting.
Earth: Yilin is awkward in every imaginable way. Not very socialized, but also very innocent in that way. She has no filter and doesn't tend to think about her options, but rather acts on her impulses...her gut, which is more often than not, correct. She is a loner type, but deep down craves acceptance and friendship, just doesn't know how to navigate any of that. She's usually disappointed by her past attempts so keeps to herself for the most part, but shamelessly and unapologetic ally herself no matter what. She is a powerful earthbender, not necessarily from discipline, but more from necessity as she grew up a slave, working mines for the elites and profiteers.
There may or may not be another established character. This RP has been struggling to maintain relevance with all the plot changes to accommodate certain players and their characters and introducing them into the story just for them to disappear soon after, and I'd like to give the story a 2nd chance. A fresh start.
Non-bender: Lian is an elite warrior who specializes in poison and knives. She serves the Emperor of one of the Earth Dynasties, and has somehow managed to maintain a semblance of innocence, projecting it with her bubbly personality and group mom vibes.
Water: Kissimi is unique among the tribes due to an anomaly with her bending. She could only ever bend mist from all water forms, and struggled to maintain liquid or solid forms her whole life. However, when angry or under duress, she'd inadvertently boil water, bending steam much the same way as mist. After an accident in her youth, she was urged to seek out a monk who might be able to help her control her element before the tribes grew too weary of her presence. She eventually found the monk, an old air nomad hermit living alone in the mountains, and over the course of years, she learned to control her element as well as her emotions (mostly), learned the ways of the airbenders and waterbended similarly to airbening with her mist techniques. The monk gave her unique waterbending tattoos reminiscent of airbending ones. Now she serves as the group's frequently impatient hot head.

Basically, I am looking for a "Team Avatar" like group: Air, Water, Earth, Fire, and a non-bender or two. The non-benders need to be top tier best of the best elite warriors of their chosen craft, etc. Think White Lotus grand lotus potential characters with room for growth however. The benders should NOT copy character arcs or tropes from ATLA, but be original. No OP characters. All characters must have flaws and room for growth throughout the life of the RP. If interested in applying for any of these roles, please read the cultural info in the spoiler below.

Also some cultural aspects to the rp to keep in mind since it takes place like 9500 years before Avatar Aang.

Fire Nation culture:

There is no fire lord. The monarchy does not exist and doesn't exist for thousands of years. Fire bending is a trait that elevates bloodlines in the hierarchy of their society. The fire nation comprises of a ton of islands and each island governs themselves. They partake in tribal warfare as well, but that's beside the point. The familial hierarchy of the fire islands is tier based. If a bloodline possesses the ability to fire bend they are most likely to be nobles, governed by the strongest and most resilient of the families on each island. Nonbenders would be the "peasants" in this tier based culture. When a child is born with fire bending abilities they elevate the family's status, and they are trained from the youngest possible age to hone their bending skills, further elevating the family's status. Agne Kai can be utilized to challenge the ruler of the ruling family to reorganize the power structure on an island to island basis. Failing to meet family's expectations can lead to disgrace, not only for the individual, but for the family as a whole, because families as a whole are also held to certain standards and expectations as well depending on the tier they possess within their culture. Great deeds and achievements, feats of notable regard, etc. also elevate family status. Remember, the importance of a firebender's top knot cannot be understated. Top knots are cut off when a firebender has disgraced themselves, their families, and/or their people as a whole.

Earth Dynasties:

The Earth Kingdom will not exist for thousands of years either. This giant landmass is divided into several dynasties, of which also partake in tribal warfare. These dynasties are ruled by those chosen by each territory's respective spirit. The divine right to rule is passed down via bloodline until either the bloodline is wiped out or the territory's spirit selects a new ruler. These rulers are worshiped as gods by their people and they demand unyielding loyalty from their subjects. How they choose to govern their dynasty is completely up to them, however, the spirits can intervene however they see fit, removing them from power. Nobody knows what reasons the spirits might have for doing this yet as spirits are immortal and humanity has only gone a few hundred years without the lion turtles protecting them.

Water Tribes:

The people of the water tribes are very community oriented, and unlike the fire islands and earth dynasties, the water tribes do not partake in tribal warfare. There are no rulers within the water tribes either, but instead, it is every water tribe citizen's duty to provide wisdom and conflict resolution as they become the tribe's elders. The elders of the water tribes are deeply respected and regarded as arguably the most important people in the water tribes. Regardless if someone can bend or not, every citizen is viewed with equal importance and treated with equal dignity, and are trained to do their part for their tribe to the best of their abilities, whatever that might look like on and individual to individual basis. However, those who do not pull their weight, or those who repeatedly burden the efficiency of community, are often exiled for a period of time and able to return once they are able to prove their worth after living in the wilderness of the tundra alone, if they survive. Despite their station or occupation, all water tribe men are trained as warriors and fishermen as it isn't uncommon for people of other nations to attack them, believing them to be weak. The Northern Water Tribe is the heart of both water tribe's spirituality and philosophy, whereas the Southern Water Tribe acts as the tribe's wisdom and worldliness, as it is far more common for southern water tribe to venture to the north pole than it is for anyone in the north to venture to the south. Every few years people from the southern water tribe trek to the northern water tribe and a festival to celebrate their travels and arrival takes place, where the two tribes will exchange knowledge and teachings, stories, wisdom, goods, etc.

Air Nomads:

I think this one is a given. They've basically been established to be peaceful, spiritual monks since before Wan's era, and this has never changed. Only thing that has changed is the establishment of the air temples which presently have not existed for very long. 200 years max. Maybe 100. Flying bison have not yet been discovered either. Most air benders at this time are primarily nomadic, using the temples as way points, educational hubs, and for reunions. It is where young monks are born and raised until old enough to live the nomadic lifestyle (in smaller doses at younger ages and more and more as they get older), something every monk strives for. No monk remains in any temple for too long unless they are too old to travel, in which case they'd end up serving their people from the chamber of elders. Air nomads are universally adored and respected by all people of the world as they are neutral and will provide help and wisdom to anyone despite their nature. For this reason, it is a normal occurrence that, when an air nomad makes their presence known somewhere, they are always given a place to rest and food to eat.

I would prefer any interested parties to DM me directly, please and thank you.
 
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Original RT here

The Legend of Zafiria - link to the RP.

Looking for another 3-4 players to join

Nestled between the shimmering sands of the great Kamali Desert and the endless azure expanse of the Sunfire Sea, Azhara stands as a gleaming jewel of prosperity and culture. As the sun rises, its rays strike the city's golden domes and minarets, setting them ablaze with light that can be seen from miles away, guiding ships safely to its bustling harbor. The harbor is a hive of activity, with an array of ships from distant lands moored alongside sturdy wooden docks. Merchant vessels, sleek trading schooners, and grandiose galleons offload their exotic cargoes: silks from the Eastern Realms, spices from the Southern Isles, precious gems from the mountainous North, and rare, enchanted artifacts from the enigmatic West. The air is thick with the mingling scents of saltwater, spices, and the earthy aroma of the desert. Just beyond the harbor lies the Grand Bazaar, a labyrinthine market sprawling under colorful canopies that protect shoppers from the relentless sun. Here, merchants call out in a cacophony of languages, hawking their wares from intricate carpets and glittering jewelry to magical trinkets and potent potions. Street performers and musicians add to the din, creating a vibrant tapestry of sound and motion. The wealth of the city is evident in the opulence of the stalls and the richness of the goods on display.View attachment 148020

The streets are crowded with a diverse populace: merchants from across the world, desert nomads trading their treasures, scholars from the city's renowned academies, and sailors recounting tales of their voyages. The city's elite, dressed in fine silks and adorned with precious jewels, move through the crowds with an air of effortless grace. There is a palpable sense of ambition and opportunity, as people from all walks of life seek their fortunes in this bustling trade hub. Azhara's architecture is a blend of intricate desert designs and coastal influences. Buildings are constructed from sun-baked clay bricks and adorned with intricate mosaics and carvings that tell tales of the city's storied past. Tall, slender minarets rise above the cityscape, and lush gardens with bubbling fountains offer cool oases amid the heat. The Sultan's palace, an imposing structure of white marble and gold, sits atop a hill overlooking the city, a symbol of Azhara's power and wealth. Azhara is a city where wealth and culture converge, a beacon of human ingenuity and perseverance against the harsh desert backdrop. Its vibrant life, rich history, and strategic location make it a key player in the world of trade and politics, a place where dreams are made and fortunes are won.
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Beyond the city's walls, the desert stretches out in all directions, its dunes rolling like waves frozen in time. Caravans of camels laden with goods traverse these sands, guided by Dune Sentinels, seasoned desert guides who know the treacherous terrain like the back of their hand. At night, the desert sky is a canopy of stars, undimmed by the city's glow, adding a touch of magic to the harsh landscape. An excitement charges the air as sailors, adventurers, merchants, mercenaries, treasure hunters, and all other manner of people have heard the Sultan's call, a call that would revive an ages old legend that only exists in tempered whispers anymore. The legend of Zafiria: the sinking island. A call for those daring enough, ambitious enough, and desperate enough to hear his words, for a recent discovery his men have made has shed light on the legendary island's existence, and indeed, its whereabouts.

In the Sunfire Sea, off the shimmering coast of Azhara and beyond the sight of the tallest minarets, a tale is whispered among sailors and merchants alike—a tale of the legendary island of Zafiria. According to the stories, Zafiria is an island unlike any other, an isle that surfaces from the depths of the sea once every century, only to vanish beneath the waves, taking with it a treasure of unimaginable value. The legend begins with an ancient civilization known as the Zafirans, who were said to possess knowledge and magic that surpassed even the most learned scholars of Azhara. The Zafirans lived on a lush, vibrant island that thrived in the middle of the Sunfire Sea. Their society flourished, built on the enchanting power of a mythical gem known as the Heart of Zafiria. This gem was said to hold the essence of the sea and sky, granting its bearer the power to control the very elements, bestowing upon them mastery over the weather, a power the Sultan could use to expedite the expansion of his trading empire, potentially making him the most powerful influence in all the land.
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For generations, adventurers, treasure hunters, and scholars have sought the elusive island. The tales speak of a sudden, eerie calm in the sea, where the waters become as smooth as glass, heralding the island's rise. Azhara's most famous explorer was said to have glimpsed the island's towering crystal spires during his youth. He spent his life preparing for the island's next surfacing, gathering a crew of the finest sailors and mages to accompany him, and once they'd set sail they were never seen or heard of again. Now, a century later, and with the Sultan's newly acquired information as well as his invitation, you have the chance to rise to this challenge and etch your name into legend, and become a hero of Azhara.

Various guilds operate to ensure the smooth running of commerce, the protection of its citizens, and the preservation of its rich culture. Here are some of the prominent guilds within Azhara:View attachment 148039


The Merchant's Consortium
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The most influential guild in Azhara, the Merchant's Consortium, regulates trade within the city and with foreign lands. Members include wealthy merchants, traders, and shipowners who collaborate to set prices, establish trade routes, and negotiate with foreign dignitaries. The guild ensures fair trading practices and provides protection for merchant caravans and ships. They are one of the checks and balances that prevents too much power from amassing in one place.

The Navigator's Guild
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Given Azhara's position as a major trade port, the Navigator's Guild is essential. This guild consists of skilled sailors, navigators, and mapmakers who chart the dangerous waters of the Sunfire Sea. They are renowned for their ability to find safe passages through treacherous waters and for their detailed maps, which are highly sought after by traders and explorers alike. A chart or map donning the official stamp of the Navigator's Guild can fetch a handsome price as is, but it is certain individuals from the guild known to inscribe their works with secrets and locations so few have successfully translated and and discovered that makes these documents sought after.

The Artificer's Alliance

View attachment 148033A guild of craftsmen, inventors, and magical engineers, the Artificer's Alliance is responsible for creating the intricate artifacts and enchanted items that Azhara is famous for. They design everything from enchanted jewelry to magical weapons and intricate mechanical devices, blending technology with magic in ways that astound visitors and residents alike. The nature of the Artificer's Alliance renders the guild's loyalty null and void to any but themselves. The guild is comprised of people from all over the world and though their presence extends beyond that of the great city, the bulk of their presence is in Azhara. The alliance was composed to prevent the rise of a monopoly, and acts as part of a checks and balances of sort.

The Sentinels of the Dunes

View attachment 148034The Sentinels are a guild of desert guides and protectors who are experts in navigating the Endless Dunes of the Kamali Desert. It is said they hail from the true ancestors of Azhara, the people who survived the desert's treacherous landscape for more than a mellinia, and rarely allow outsiders into their ranks. They provide safe passage for caravans, protect against desert bandits, and are often hired to retrieve lost treasures or escort important individuals through the harsh desert landscape. Their knowledge of the desert is unparalleled, and though they maintain a presence within the city's walls, it is said their base of operations is within cavernous tunnels beneath the desert sands.

The Alchemists' Circle

View attachment 148035This guild is composed of scholars and practitioners of alchemy who experiment with potions, elixirs, and transmutation. They supply the city with medicinal potions, powerful elixirs, and occasionally dangerous concoctions. The Alchemists' Circle is also involved in researching new magical substances and sharing their discoveries with the academic community.

The Scribes of the Sapphire Quill

View attachment 148036An esteemed guild of scribes, historians, and scholars, the Scribes of the Sapphire Quill are dedicated to recording and preserving the history and knowledge of Azhara and beyond. They operate the city's grand library and archives, ensuring that the wealth of knowledge amassed over centuries is not lost to time. A sect of the guild exists solely to retrieve knowledge from all corners of the world to add to their collection. Nobody questions how it is they acquire their tomes and trinkets, the knowledge or artifacts, so long as they continue to share what they know.

The Guild of the Scorched Shadows

View attachment 148038Operating in secrecy, the Guild of the Scorched Shadows is a network of spies, thieves, and assassins. While their activities are often illegal, they play a crucial role in the city's power dynamics. Information brokers and clandestine operatives within this guild can be hired for espionage, theft, or to quietly eliminate threats. Children are often recruited to head a branching sect of the guild to act as eyes and ears, and those who prove themselves worthy are allowed to climb up the hierarchy as they get older. These children, often orphans or refugees, are said to make up a vast amount of the guild's youngest members, though very few make it very far up the ladder. The few that do however, are some of the guild's most feared and respected members.

The Order of the Golden Palm

View attachment 148040This guild is dedicated to healing, and the mystical arts of restoration. Comprised of healers, clerics, and those skilled in herbal medicine, the Order of the Golden Palm runs hospitals and healing centers throughout Azhara. They are known for their charitable work and their ability to cure even the most mysterious ailments. Though Gods are thought to be works of fiction and children's fables, or avatars of cautionary tales, there are some who dare credit their strange gifts of healing to unnamed deities, even if they cannot prove such things.

The Guild of Performers and Artisans

View attachment 148041Azhara's vibrant culture is supported by this guild, which includes musicians, dancers, actors, and artists. They organize festivals, performances, and maintain the city's cultural heritage. The guild ensures that art and entertainment thrive in Azhara, attracting visitors from across the world. It is believed to be one of few guilds that allow, even encourage crossover allegiances to other guilds so long as an oath to the arts is given. This oath is said to place love and expression for all art, as well as its wielders, above all else, and those who have taken the oath are first and foremost loyal to others of this guild.

The Guard of the Eternal Flame

View attachment 148042This guild serves as the city's protectors and law enforcers. The Guard of the Eternal Flame is a well-trained militia responsible for maintaining order, protecting the city from external threats, and ensuring the safety of its citizens. They are highly respected and are known for their discipline and valor. Their loyalties are to the city itself, and as such, this guild reports directly to the city's politicians and ambassadors, executive, legislative and judicial legs that provides the city's foundations. The Sultan's direct advisors oversee the inner workings of these legs, and work in tandem with other key guilds to maintain an orderly, functional, and thriving metropolis.

Each of these guilds plays a vital role in maintaining the prosperity, culture, and security of Azhara, making it a thriving and dynamic city.
 
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