The World
No one really remembers when, but one day, there was a war. It has been enduring for so long that it's origin has been lost in the far off past. But sometime during that war, the planet was so brutally ruined that the very laws that governed it shattered.
Strange beings of power arose. The war changed from whatever it had been before into a conflict of science against nature. In the midst of it all were beings of even greater power that surpassed humans and the limits of their imagination, and these beings turned a blind eye to the plight of men, and they played with the world.
The world itself has been twisted in on itself until it has become unrecognizable. The very laws and fabric that the world functions on are at the mercy and whim of those known as Artisans: child like beings of extraordinary power that can bend and mutilate the world at their leisure.
Strange beings of power arose. The war changed from whatever it had been before into a conflict of science against nature. In the midst of it all were beings of even greater power that surpassed humans and the limits of their imagination, and these beings turned a blind eye to the plight of men, and they played with the world.
The world itself has been twisted in on itself until it has become unrecognizable. The very laws and fabric that the world functions on are at the mercy and whim of those known as Artisans: child like beings of extraordinary power that can bend and mutilate the world at their leisure.
The Artisans
Description: Most Artisans appear as children, though there are exceptions. They always come across as beautiful, and tend to posses a strange allure that initially makes people 'love' them for no apparent reason.
Personality: Artisans are very child-like, hence why they appear as children. They are carefree and naive, bearing a strange form of innocence and ignorance to them. They cannot sympathize or empathize with others. They do not understand the difference between emotions, yet insist they 'feel' things. They usually come across as happy, blissful, playful, and mischievous.
Origin: Unknown. As far as anyone is aware, they have always been.
Belief: Artisans believe the world is their playground and all inside it are dispensable anomalies that get in the way of their fun.
World View: Feelings towards the Artisans are mixed. A lot hate them for their cruelty, a lot of them sympathize them for their ignorance and incapability for emotion. Any and all try to avoid them as much as possible.
Powers: An Artisan's powers are essentially unlimited. They have the power to create, destroy, and manipulate anything and everything at will. Although: they cannot directly kill another living being (wether human or animal). They would have to kill them indirectly (ie: drop a building on them).
Personality: Artisans are very child-like, hence why they appear as children. They are carefree and naive, bearing a strange form of innocence and ignorance to them. They cannot sympathize or empathize with others. They do not understand the difference between emotions, yet insist they 'feel' things. They usually come across as happy, blissful, playful, and mischievous.
Origin: Unknown. As far as anyone is aware, they have always been.
Belief: Artisans believe the world is their playground and all inside it are dispensable anomalies that get in the way of their fun.
World View: Feelings towards the Artisans are mixed. A lot hate them for their cruelty, a lot of them sympathize them for their ignorance and incapability for emotion. Any and all try to avoid them as much as possible.
Powers: An Artisan's powers are essentially unlimited. They have the power to create, destroy, and manipulate anything and everything at will. Although: they cannot directly kill another living being (wether human or animal). They would have to kill them indirectly (ie: drop a building on them).
The Mechanists
Description: Mechanists are the strongest. The majority of powerless humans become mechanists in order to achieve power. Most of them are retrofitted with some form of technology, wether it be computer implants, robotic limbs, or mechanical additions to their bodies.
Personality: Mechanists are tough, both physically and mentally. They usually stick by themselves, only meeting up with each other when they suffer damages in battle, want new parts, or are teaming up to achieve a common goal. They are described as stoic and very self-serving.
Origin: Originally were humans but advanced themselves through technology.
Belief: Mechanists believe the world has simply given up on humanity, and through this, has allowed itself to fall out of balance, giving rise to Artisans, Spirits, and Abominations. They also believe that they can right the world through technology and halt the world's self destruction.
World View: Mechanists are hated by the Spirits the most as their push for technology has decimated the majority of nature. Since Mechanists are the majority of the world's population, they are not affected by any hate.
Powers: Mechanists have a slew of abilities related to their technological advancements.
Personality: Mechanists are tough, both physically and mentally. They usually stick by themselves, only meeting up with each other when they suffer damages in battle, want new parts, or are teaming up to achieve a common goal. They are described as stoic and very self-serving.
Origin: Originally were humans but advanced themselves through technology.
Belief: Mechanists believe the world has simply given up on humanity, and through this, has allowed itself to fall out of balance, giving rise to Artisans, Spirits, and Abominations. They also believe that they can right the world through technology and halt the world's self destruction.
World View: Mechanists are hated by the Spirits the most as their push for technology has decimated the majority of nature. Since Mechanists are the majority of the world's population, they are not affected by any hate.
Powers: Mechanists have a slew of abilities related to their technological advancements.
- Levitation:
- Manipulation:
- Enhanced Physical Abilities:
- Enhanced Senses:
The Spirits
Description: Spirits appear as humans, but usually have a feature about them that isn't natural (strange hair color, eye color, claws, etc). They are usually compared to a thing of nature or an animal and move and act like it (ie: a deerlike spirit can run like a deer and will probably be more likely to flee than fight).
Personality: Spirits are very adaptable. They can conform to almost any situation. They are also very tolerant and forgiving, even able to completely forgive those who torture them. They don't hold grudges very long and never seek revenge. They are not happy and carefree though like the Artisans. They are more grounded. They are, however, capable of great acts of violence as well as benevolence, but they always do so with a cold, logical action rather than an emotional one.
Origin: Spirits were created by nature itself to protect nature. They are linked to it and call nature their mother.
Belief: Spirits believe that humankind has abandoned the world, and in retaliation, the world created the spirits as ambassadors to communicate with the humans. But since the humans will not listen, the Spirits were forced to become violent in order to protect their mother.
World View: Mechanists hate the Spirits. The Spirits are trying to preserve nature when it is obviously a lsot cause. The Spirits don't care if humans die off, they just want their precious rocks and trees to be safe. This is a lie, but the Mechanists don't listen. Artisans could care less about Spirits. Abominations pinions vary.
Powers:
All spirits have moderate healing ability as well as can communicate with all living things.
The powers come in two Tiers: Tier One is the elements. Tier Two is the physical abilities.
- TIER ONE -
1 Elemental Ability or 1 Combo Ability
Elemental Abilities:
Water - Fire - Earth - Air - Light - Darkness - Energy - Ice - Space - Time
Combo Abilities are simply having multiple element powers. The more you have, the weaker the scope of each one will be.
- TIER TWO -
Up to 3 Animalistic Abilities or 1 Shapeshifting Form
Animalistic Abilities: An ability related to a particular animal. Simply look up an animal and see what its physical abilities are. When you list your abilities in your joining form, please put the animal it's from in parenthesis. The abilities will be something like this: This character can spit venom (west african spitting cobra), breathe underwater (fish), and sprint up to 60 miles per hour (cheetah).
Shapeshifting Form: Your character can shapeshift into any animal of their choosing, however, there is a limit. Only two characters at a time may have the same shapeshifting form. So only two wolf shifters at a time, only two fox shifters at a time, etc. This is due to the fact that on a lot of shifter sites, people always pick the animals they think are 'super cool'. Pick a lesser known animal. You'd be surprised how tough some lesser known animals are.
If you choose the shapeshifting ability, you will automatically posses all the animal abilities of that animal even outside of that form. However, when outside the actual form, the abilities will be lessened. ie: a west african spitting cobra shifter might only be able to spit a milder venom when not in the animal form.
Personality: Spirits are very adaptable. They can conform to almost any situation. They are also very tolerant and forgiving, even able to completely forgive those who torture them. They don't hold grudges very long and never seek revenge. They are not happy and carefree though like the Artisans. They are more grounded. They are, however, capable of great acts of violence as well as benevolence, but they always do so with a cold, logical action rather than an emotional one.
Origin: Spirits were created by nature itself to protect nature. They are linked to it and call nature their mother.
Belief: Spirits believe that humankind has abandoned the world, and in retaliation, the world created the spirits as ambassadors to communicate with the humans. But since the humans will not listen, the Spirits were forced to become violent in order to protect their mother.
World View: Mechanists hate the Spirits. The Spirits are trying to preserve nature when it is obviously a lsot cause. The Spirits don't care if humans die off, they just want their precious rocks and trees to be safe. This is a lie, but the Mechanists don't listen. Artisans could care less about Spirits. Abominations pinions vary.
Powers:
All spirits have moderate healing ability as well as can communicate with all living things.
The powers come in two Tiers: Tier One is the elements. Tier Two is the physical abilities.
- TIER ONE -
1 Elemental Ability or 1 Combo Ability
Elemental Abilities:
Water - Fire - Earth - Air - Light - Darkness - Energy - Ice - Space - Time
Combo Abilities are simply having multiple element powers. The more you have, the weaker the scope of each one will be.
- TIER TWO -
Up to 3 Animalistic Abilities or 1 Shapeshifting Form
Animalistic Abilities: An ability related to a particular animal. Simply look up an animal and see what its physical abilities are. When you list your abilities in your joining form, please put the animal it's from in parenthesis. The abilities will be something like this: This character can spit venom (west african spitting cobra), breathe underwater (fish), and sprint up to 60 miles per hour (cheetah).
Shapeshifting Form: Your character can shapeshift into any animal of their choosing, however, there is a limit. Only two characters at a time may have the same shapeshifting form. So only two wolf shifters at a time, only two fox shifters at a time, etc. This is due to the fact that on a lot of shifter sites, people always pick the animals they think are 'super cool'. Pick a lesser known animal. You'd be surprised how tough some lesser known animals are.
If you choose the shapeshifting ability, you will automatically posses all the animal abilities of that animal even outside of that form. However, when outside the actual form, the abilities will be lessened. ie: a west african spitting cobra shifter might only be able to spit a milder venom when not in the animal form.
The Abominations
Description: They appear ordinary in basic physical appearance, but often mark themselves in some way to stand out, either with tattoos, clothing, or other forms of identification. They also have some sort of physical deficiency or problem, wether a disease, a lack of certain organs or body parts, etc. This is not always the way to tell an Abomination from someone/thing else.
Personality: Abominations are mostly hateful due to being outcast from society. They revel in chaos and imitate the artisans by using their abilities to do as they please.
Origin: Abominations are beings that were formed from a combination of the three ruling races listed above. Either a human and a spirit or an artisan and a mechanist, or anything in between. Even an abomination and an abomination.
Belief: Abominations don't believe in anything. They emulate the Artisans because they admire their carefree ways. They too, in a sense, seek to be carefree and do as they please. But since they possess emotions, they come across more as simply masters of chaos: wrecking havoc where they can simply because they can.
World View: Hated by all, though they get along with some Artisans.
Powers:
Up to 3 abilities of your choosing.
Personality: Abominations are mostly hateful due to being outcast from society. They revel in chaos and imitate the artisans by using their abilities to do as they please.
Origin: Abominations are beings that were formed from a combination of the three ruling races listed above. Either a human and a spirit or an artisan and a mechanist, or anything in between. Even an abomination and an abomination.
Belief: Abominations don't believe in anything. They emulate the Artisans because they admire their carefree ways. They too, in a sense, seek to be carefree and do as they please. But since they possess emotions, they come across more as simply masters of chaos: wrecking havoc where they can simply because they can.
World View: Hated by all, though they get along with some Artisans.
Powers:
Up to 3 abilities of your choosing.
The Site Itself
The site itself was born from a dream one Wednesday night, February 26th. And as it was born from a dream, so this roleplay is very 'dream-like'.
The locations are relatively free form, always capable of changing shape and appearance.
The world itself is completely manipulative. If someone wants a building to suddenly break free and fly into the air, it will do so. The roleplayers themselves are gods in what happens to the actual environment.
It may be difficult at first to understand, as we roleplayers have been taught on every
The locations are relatively free form, always capable of changing shape and appearance.
The world itself is completely manipulative. If someone wants a building to suddenly break free and fly into the air, it will do so. The roleplayers themselves are gods in what happens to the actual environment.
It may be difficult at first to understand, as we roleplayers have been taught on every