No experience is necessary here! Anyone can learn, and everyone is welcome. DOn't be intimidated by the walls of text, either: you don't need to be intimately familiar with any of it, and I can offer as much help as you need with creating your character and understanding gameplay. I as the Game Master (or GM) will be doing all of the hard work . If you want to play, however, please note that you will be expected to post and participate regularly in order to keep the game moving.
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Welcome to the continent of South Kirmiz, domain of the Auburn Empress and her Crimson Court (the Parliament is Pink). Although she rules from Cerise, the capitol city in the center of the land, her empire stretches from the mountainous east coast to the fertile west coast, and from the inhospitable frozen south to the edge of the wild and untamed jungles of the north. As you journey across the land, you will encounter the many diverse races that inhabit it, learn about the six colors of magical runes that define reality, encounter the political struggles that shape such a vast empire, and if you wish, pay homage to the various major and minor gods that control all of our fates.
Everyone has a natural inclination for one or two colors based on their race and their homeland. Some more magically attuned races have intuitive knowledge of magical language and script, but everyone else has to learn it the hard way. Runes activate to create magical effects only when combined with an activation mark unique to the color of the spell. This mark can be included in the inscription when the spell is made, activating it immediately, or it can be added later when a magic user sees fit by drawing it, stamping it, or even simply putting it on your finger and touching the right part of the inscription. In this way, magic is accessible even to those who do not know how to use it: you just have to buy a spell, and press the button to activate.
What follows are short descriptions of the purview of each color of magic:
Red is the color of pure magical power. It transfers magical energy directly into violent physical energy - either pure kinetic force, intense heat, or electrical potential - in order to defeat opponents quickly and destroy any objects or beings they might have summoned.
Orange is the color of animal life. It creates temporary living beings out of magical energy to assist the mage with whatever they ask. While Orange represents the life and passion of animals, it also represents the brutal and violent side of an animalistic nature: like the wild animals it creates, it is a type of magic that relies on instinct and brute force to achieve its goals.
Together, red and orange are active, aggressive, and offensive. In combat they seek to win by killing the opponent and destroying their works.
Yellow is the color of peace and order. It is closely tied to basic kinship, social structure, organization, and symbiosis. It uses magical energy to create barriers and structures, as well summon and/or animate objects, bringing them to life under a mage's control to help and support them and their allies.
Green is the color of plant-life, and nature. It uses magical energy to summon, protect, and grow plant life and terrain. It is focused on protection, growth, healing, and nonviolence.
Together, yellow and green are passive, peaceful, and defensive. In combat, they seek to subdue and pacify opponents rather than causing unnecessary harm.
Blue is the color of intellect and illusion. It channels magical energy in complex and subtle ways to challenge, disrupt, and counteract other colors of magic, as well as distract and disable other mages, in order to gain and maintain control of any given situation.
Violet is the color of subtlety, entropy, and death. It channels magical energy to inflict psychological distress and break the wills of others, as well as simply ending life and negating the magical abilities and effects.
Together, Blue and Violet are reactive, measured, and calculated. In combat, they make careful plans and attempt to manipulate the battle in order to ensure victory.
R - Mountain
R - Desert
O - Savannah
O - Plains
Y - Farmland
Y - Deciduous Forest
G - Coniferous Forest
G - Jungle
B - River
B - Coast
V - Swamp
V - Tundra
What follows are the races native to the continent of South Kirmiz:
Color Affinities: G, B
Appearance: Tall. Long and thin in every aspect. Strength focused in arms and fingers for easy climbing. Rather than hair, elves grow horn or antler-like protrusions from their head that can be influenced and shaped as they grow, and cut or trimmed if necessary. Their ears are usually, but not always, very tall and intricately decorated. Skin usually pale due to lack of sun exposure.
Common Traits: peaceful, respectful of nature, uncomfortable anywhere without plants
Natural Habitats: Deciduous and coniferous forests, jungles
Social Structure: small hunting and farming communities spread throughout the forest that work together when necessary
Race Relations: wary of others entering their territory, friendly but reserved when traveling
Color Affinities: O, Y
Appearance: bipedal, hairless apes well suited for running, throwing, and catching
Common Traits: Social, Passionate, Adaptable
Natural Habitats: Savannah, Farmland, River
Social Structure: Small kin groups and tribes, sometimes banding together into larger superstructures
Race Relations: Natural tendency towards prejudice, but highly social with everyone and everything once that is overcome
Color Affinities: R, V
Appearance: Short and stocky. Skin tone will match the color of the soil on the land where they were born. Broad, curved hands naturally well-suited for digging. Naturally very hairy. Beard optional (that's just a stereotype).
Common Traits: Stubborn, Practical, Independent
Natural Habitats: Mountain, Desert, Coast
Social Structure: Most are loners with little regard for family relations and friendship, although they often cooperate for mutual benefit with people they deem trustworthy, and this will occasionally allow for large networks and cities to emerge.
Race Relations: More likely to trust another Dwarf than another person, but are happy to work with reliable people.
Color Affinities: R, Y
Appearance: Small bodies, big hands and feet (good for scampering). Facial features can range from huge and pointy to flat and smooth. Skin tone ranges from deep reds to pale yellows, but is usually very pale due to living underground.
Common Traits: Loyal, Cheerful, Hold long grudges
Natural Habitats: Mountain, Jungle, Plains
Social Structure: Everyone in the warren is one big family that lives in one big pile. Anyone who tries to hurt the family should probably die, just to be safe.
Race Relations: If you are nice and friendly, welcome to the family! If you hurt or offend a family member, run away!
Color Affinities: R, O
Appearance: Medium-to-tall height, almost always broad-set. Flat faces with high cheekbones. Skin tone ranges from olive -green to orange-brown with shades of green and tan in between. often seen with elaborate hairstyles
Common Traits: Aggressive, Loyal, Nomadic
Natural Habitats:Desert, Savannah, Farmland
Social Structure: Hierarchical clan structure. Clans may group up and travel and work together for a time, but no alliance is permanent
Race Relations: Up to the clan council's judgement. Highly variable from group to group
Color Affinities: Y, G
Appearance: Big and tall. Disproportionately large arms. If their upper body is too large, they will be forced into the classic "troll hunch," but smaller trols can stand up straight. Facial features range widely, similar to Goblins. Most never cut their hair. Often covered in physical detritus such as rocks and soil, local plant life, and occasionally small animal nests.
Common Traits: Unpredictable, Social, Inexplicably strange sense of humor
Natural Habitats: Deciduous Forest, River, Swamp
Social Structure: Usually live alone or in small groups, always near places where other people are, but always set back, not fully integrated into society
Race Relations: Depends on whether or not you meet a friendly troll
Here are the races not native to the continent, but that have reasonably sized immigrant populations:
Color Affinities: R, B
Appearance: Person-sized snake with arms and a slightly humanoid face. Size and coloration ranges very widely.
Common Traits: calculating, Patient, Passive until the right moment, then aggressive
Natural Habitats: River, Swamp, Desert
Social Structure: No particular affinity for family, but often stick together in tight bands of trusted friends.
Race Relations: Highly suspicious of non-snakes. Difficult to earn their trust.
Color Affinities: O, G
Appearance: Person-sized bird. Long legs with knees they can stand on so as to use their feet with opposable toes like hands. Beak size, plumage patterns, and coloration vary widely. Wingspan as wide as they are tall, or larger.
Common Traits: self-centered, independent, witty/irreverent
Natural Habitats: Jungle, Savannah, River
Social Structure: Default attitude is usually 'every bird for themself,' but frequently band together in groups for the survival benefit. These rarely form into towns or cities, but it happens on occasion.
Race Relations: They probably think they're better than you. They will be friendly as long as you don't challenge that assumption.
Color Affinities: B, V
Appearance: Skin color can be changed at will along a spectrum between 2 or 3 extremes. Finned hands and feet, both gills and lungs. Usually wet or moist, because drying out is very uncomfortable
Common Traits: Often seem uncomfortable or out of place on land, polite and respectful of authority
Natural Habitats: Ocean floor, Lake floor, Riverways
Social Structure: Very hierarchical. Ruled by a grand council that claims dominion over all atlanteans (although not all atlanteans agree with this). Officially join society and become independent when they come of age.
Race Relations: As dictated by the politics of the council. More often based on treaties with other governments than racial lines.
From The Primary originate six gods of color, shape-shifting anthropomorphic beings whose personalities define, and are defined by, the domain of magic they oversee. Collectively, they are known as The Wheel. These six also have children together in every unique permutation of six colors, known as the gods of the Spectrum.
Beneath these gods are the patron gods of race: each race has their own patron, who oversees and protects their people. Rumor has it that these patron gods used to be mortals themselves, before undergoing apotheosis. The goods look upon this rumor disfavorably
Below these gods are minor gods, including the offspring of the gods of the Spectrum and various demigods. In addition, every living thing has a spirit within it, and the spirits of living things in close association with one another will join together after enough time into an oversoul: so individually, each tree in a forest or each person in a city will retain their own unique identity, but collectively, the forest and the city will each have an oversoul that reflects the overall content and personality of the place that formed it.
For the most part, people will focus their religious life on the patron god of their race, and if they are involved with magic, the gods who rule their color affinities. It is often also necessary to commune with, worship, or placate powerful local spirits and minor gods, but this depends on their individual personalities.
The official religion of the Auburn Empire is the Church of the Red God, although this has caused tension among many citizens with different religious preferences.
A MAP OF THE EMPIRE
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6. Queen Arasene
This system is very much still a work in progress, but the basis is solid enough right now for testing, so feedback and questions are welcome!