Icarus: Badlands: Long after the Great War, the deserts of Icarus were left desolate and destroyed. After a few years, a group of adventurers, heroes some call them and some villains gathered the Ancient Orb from the Ecarian Pyramids and reflourished the land and ending The Empire. This peace would not last as a Cataclysm ravaged Icarus. Not everyone was able to get away from the chaos in ground towards Columbia. Many began to ravage what was left of the broken world. An organization led by Rylock, began to harness advanced technology and arithmetics to create a better world for beings… A world before the Great War. A world before the Cataclysm.
It turned out that scientists discovered that cataclysms were the planet's method of survival. By causing shiftings in the techtonic plaques of the ground and making the energy of the core run towards the surface, the planet seems to revert itself, turning back its time and replenishing all the green and life it used to have.
Present:
*Regions*
The Rifts: Chasms and Ravines left over by the tremors striking the planet. These deep "cuts" inside the planet's crust allow for underground cities where the law of the strongest is enforced. You either go down one in search of treasure, trouble or easy and bloody money.
Icaria I:
Icarus: New Albion: The humble city of New Albion, standing high above the endless prairies of the north, is home to many. New Albion is a developing city-port and a trade stop between many booming industrial cities like Reka and Alera.
Sacro-GAEA: Only Inhabited by Orkins, Valkyries, Aelari and Bephians have stated a city above the ground. Its not as high as Columbia was, but is far enough to not be hit by any other Cataclysm. Its a set of flowing islands who say to have wonderful architecture and building. Whoever dares to trespass their territory without permission or inhabitant companionship will fear a trial that they'll most likely lose.
Columbia Ruins: Remnants of the fallen Great City of Columbia. Surprisingly enough, most of the buildings that fell were mostly intact and people usually live there from time to time. Many say its layout seems awfully familiar of that old town, Steamson.
Deadlands: A medium region to the south, made of sand. It seems not even the planet could restore from the wars that happenned here. In this place one can still venture inside on of the rifts that tore apart the planet. This region is no man's land commonly visited by outlaws and criminals alike.
Icaria II:
Conformed by the modern mining metropolis-style city of Reka far to the north past the Grand Belly, conformed by the remnants of the now land-crashed Columbia its a highly aristocratic and advanced city, it secretely seeks to re-build and re-lift Columbia back to the skies, where the True Elite should be, and where the filthy Alarians and Albni's should remain. Its usually inhabitated by Phantus, Val'yaant, Tritons and the leading race, Ryden
>Sub-City:Alera:
Its a district of Reka. Also known as the City-State of Reka, is conformed by all the lowlife and hooligans of Reka who do not have high money heritage or silver blood. Illegal bands abound here along with death and crime organizations. Reka is very keen on destroying and/or killing all of its inhabitants. Yet Alera has seen better days in the past, its now a barren, dark and dangerous zone, any turist who goes there should know where to walk, as even though Alera holds high criminality rates, it has beautiful relics of past ages. Its common habitants are Crumblers, Low-end Phantus, Orian, Cor-clocks and Alikans.
Massive Regions:
The Great Belly: The only known sea of Icarus, covers all the south western to North continent and is as wide as the planet itself. Few have ventured far away from both Icaria regions and came back. Legends say an ancient, powerful and proud civilizations lived here in the past, but now they've been drowned by the return of the sea. Through here is the only way to reach Icaria II
The Obsidian Hive: The region belonging to the Thundermaws and their Draconid slaves along with the Vekk-Ssi. The Vekk-Ssi, taking ownership of many Thundermaws, though not all, used them as simple builders and brutes, of course in gratitude built them rudimentary houses yet the Vekk-Ssi built many long Spires, that are not to scale with the massive network of tunnels and chambers that lie underneath. Runs all around Icaria I and II, basically a tunnel only Thundermaws and Draconids allied with Vekk-Ssi can travel them.
Races:
Orkin: Orkins, the mythical race of GAEA, are exclusively male. They are very peaceful and often wise. Some choose to use their racial abilities as perks in combat. They’re able to influence their will on others, usually getting people to do what they want, proving the subject isn’t very strong willed. They are not physically strong at all, but are described as “good looking”. There is only a set few, but new ones are created from an unknown source whenever a previous one is killed, much like Valkyries.
Trait: Orkin 1 - Mind Control, Charisma, Intelligence.
Valkyries: The Valkyries are a group of maiden warriors who do not visibly age after thirty one. They are capable of freezing their metabolism. They often fight for their own desired cause and are a closed clan. They are usually kind and helpful. They are capable of healing others, however, it takes a toll on their physical health. They usually possess stunning beauty. Their strong suit is in archery and ranged weaponry, while they tend to be weak in close ranged combat. They can live for an unprecedented amount of time. They are known to harbor a strong hatred towards most males, and charisma is hard to charm them into friendship.
Valkyries: 1 - Life Transfer, Ranged Combat, Hard to trust others.
Humans: Also known as ‘Tritons’, Humans are absolutely normal. They posses no unusual skills, their skin color usually varies, and they have a standard humanoid build. Humans are the most diverse race personality wise.
Triton: 1 - Adaptability, Easy learning, Diplomacy.
Crumblers: As a race, Crumblers are tall and gaunt, with elongated fingers and limbs. They do not fit in very well in society, but they can create illusions to give off the appearance of turning into objects for short periods of time, making them desirable for mercenary work. This is caused by the releasing of hallucinogens into the air via their skin. Many have been hired for spying, especially ones who can hold their illusion for a long time. They are dextrous, but direct combat is not usually their strength.
Crumbler: 1 - "Shapeshifting", Stealth, Ranged Combat.
Aelari: Fairly similar to humans, except that they are taller, paler, and possess long, pointed ears. Native to GAEA, Aelari are very aloof, commonly being arrogant or haughty. Generally, an Aelari can be trusted to think it is superior to all other races. Despite their lithe form, Aelari are very strong, and adept at warfare.
Aelari: 1 - Cocky, All Combat Up. Strength.
Thundermaw: Savage, and destructive, they are scaled and giant, resembling large crocodilians in form. They are tailed and large-jawed, and skilled with almost any type of weaponry. Thundermaw are nigh-unstoppable in direct combat. Like the Draconids, they descended from the Celaxors, a race that in turn descended from the Dragons. They are commonly superior to their Draconid cousins, commanding them to do as they ask. They are intelligent enough to focus and complete simple tasks, but poor at multitasking.
Thundermaw: 1 - Very Large, All Combat Up, Single tasking.
Draconid: They live in the desert, scaled and capable of surviving the sandstorms and heat waves, some have been spotted near Steamston. They’re typically very small, and skilled in guerilla warfare as well as small-arms combat. They are cousins to the Thundermaw, though treated very poorly and generally used to perform slave work.
Draconid: 1 - High Survivability, Guerilla (Stealth, Reaction, Ranged combat Up), Understimated.
Bephians are beings much like Humans, except for one odd feature; their unusual animal traits. Some were recorded to have cat ears, snake-tongues, goat horns, tentacles, chitinous limbs, but can have any form of animal appearance traits.
Bephian: 1 - Animal Trait (Depends on what your traits are, GM shall determine a bonus), High Adaptability, Strong Will.
Alikan: These are humanoid beings that usually have a large underbite. They are brute, and large, and naturally not very smart. They lived in GAEA, but after controversy of racism and discrimination, they were exiled to live upon themselves and took rafuge in Alera. They are often employed as bodyguards, soldiers, and to do other menial grunt-labor due to their superb fighting skills and immense strength.
Alikan: 1 - Dumb, Highly Strong and Durable.
Orian: Large beings from the Northern Regions, Orians are very powerful and muscular. Built to withstand extreme temperatures and battle, they are master warmongers rivaling even the Thundermaw. They tend not to be talkative, especially about where they come from.
Orian: 1 - Temperature resistance, Master fighters, Very quiet.
Phantus: Beings made of a strange smoke-like substance, Phantus have no physical form. They are wrapped very tightly in luxurious garments and wrappings to hide their form. They commonly wield exotic weapons and speak in a strange accent. It is unknown how, or even if, they reproduce.
Phantus: 1 - Speed, Wraith Walk (Dashing without obstacle interference), Oratory.
Cor-Clock: Crafted from an unknown creator, Cor-Clocks are mechanical beings designed to resemble people. They’re very feeble, and tend to not be too good at fighting. However, their technology rivals all, and they’re very bright (like their creator), and are said to be responsible for building the structure of the floating city, Columbia.
Cor-Clock: 1 - Evolution. Mediocre fighting. Highly Intelligent.
Val’yaant: Winged, and hyper-intelligent, they rarely fight, and have a knack for making and dwelling in massive cities based around mountains. They hardly ever come out of there mountain homes, so to see one otherwise is quite rare. They have hollowed bones, which makes them quite feeble and poor at taking a hit.
Val'yaant: 1 - Flight. Hyper smart. Very weak.
Ryden: The 'dwarves' of Icarus. Rydel, plural form, have three eyes in a triangular formation and four arms. Most Rydel are intelligent, fine craftsman and are often put in engineer workplaces. They stand an average of 4-5 feet, tallest being 5'3, and are often blond or ginger with tan skin.
Ryden: 1 - Intelligence, Craftmanship, Bonus dice against brute/underground beings.
Erubasian: They have a naturally dark skin tone, good metabolism, are often athletic and are often employed as major athletes or soldiers. They have a complete tolerance to all poisons and venoms and partial tolerance to some diseases. Their height ranges from a minimum of 5'10" to a maximum of 7'2" and possess black or dark brown hair.
Erubasian: 1 - Overall bonus to Might. Debuff resistance. Discipline.
Vekk-Ssi: The Vekk-Ssi are a strange, insectoid race with two sets of chitinous legs that live in a rigid caste system, divided between warriors, workers, and scholars. Their base language consists of a strange, alien chittering entirely incompatible with Common, although the Scholars suppliment this with telepathic communications. All Vekk-Ssi possess a thick exoskeleton, however their flesh underneath is fragile and easily damaged by heavy blows. Vekk-Ssi of the warrior caste resemble manti, and tend to near nine feet in length, possessing powerful muscles rivaling that of Orians that allow them to lift and break heavy objects. Workers are similar, resembling beetles, being slightly shorter at around seven feet, but are slightly more intelligent, able to figure out and solve simple tasks and build simple constructs to the specifications of their Scholars. Scholars resemble ants, and are the frailest and shortest, averaging four feet in length and having the thinnest exoskeleton, but have minds comparable to supercomputers.
*Worker VKS: 1 - Medium Intelligence, Single tasking, Puzzle solving, Exoskeleton.
(Flaw) Worker VKS: 0 - Unable to speak common.
*Scholar VKS: 1 - Thin Exoskeleton and muscles. Hyper mind processing. Telepathy.
(Flaw) Scholar VKS: 0 - Takes extra damage (1) from combat.
*Warrior VKS: 1 - Strong Exoskeleton and super strength. Lifting and Breaking heavy objects. Speed.
(Flaw) Warrior VKS: 0 - Unable to speak common, weak at using humanoid weapons.
Icarus: Badlands: Long after the Great War, the deserts of Icarus were left desolate and destroyed. After a few years, a group of adventurers, heroes some call them and some villains gathered the Ancient Orb from the Ecarian Pyramids and reflourished the land and ending The Empire. This peace would not last as a Cataclysm ravaged Icarus. Not everyone was able to get away from the chaos in ground towards Columbia. Many began to ravage what was left of the broken world. An organization led by Rylock, began to harness advanced technology and arithmetics to create a better world for beings… A world before the Great War. A world before the Cataclysm.
It turned out that scientists discovered that cataclysms were the planet's method of survival. By causing shiftings in the techtonic plaques of the ground and making the energy of the core run towards the surface, the planet seems to revert itself, turning back its time and replenishing all the green and life it used to have.
Present:
*Regions*
The Rifts: Chasms and Ravines left over by the tremors striking the planet. These deep "cuts" inside the planet's crust allow for underground cities where the law of the strongest is enforced. You either go down one in search of treasure, trouble or easy and bloody money.
Icaria I:
Icarus: New Albion: The humble city of New Albion, standing high above the endless prairies of the north, is home to many. New Albion is a developing city-port and a trade stop between many booming industrial cities like Reka and Alera.
Sacro-GAEA: Only Inhabited by Orkins, Valkyries, Aelari and Bephians have stated a city above the ground. Its not as high as Columbia was, but is far enough to not be hit by any other Cataclysm. Its a set of flowing islands who say to have wonderful architecture and building. Whoever dares to trespass their territory without permission or inhabitant companionship will fear a trial that they'll most likely lose.
Columbia Ruins: Remnants of the fallen Great City of Columbia. Surprisingly enough, most of the buildings that fell were mostly intact and people usually live there from time to time. Many say its layout seems awfully familiar of that old town, Steamson.
Deadlands: A medium region to the south, made of sand. It seems not even the planet could restore from the wars that happenned here. In this place one can still venture inside on of the rifts that tore apart the planet. This region is no man's land commonly visited by outlaws and criminals alike.
Icaria II:
Conformed by the modern mining metropolis-style city of Reka far to the north past the Grand Belly, conformed by the remnants of the now land-crashed Columbia its a highly aristocratic and advanced city, it secretely seeks to re-build and re-lift Columbia back to the skies, where the True Elite should be, and where the filthy Alarians and Albni's should remain. Its usually inhabitated by Phantus, Val'yaant, Tritons and the leading race, Ryden
>Sub-City:Alera:
Its a district of Reka. Also known as the City-State of Reka, is conformed by all the lowlife and hooligans of Reka who do not have high money heritage or silver blood. Illegal bands abound here along with death and crime organizations. Reka is very keen on destroying and/or killing all of its inhabitants. Yet Alera has seen better days in the past, its now a barren, dark and dangerous zone, any turist who goes there should know where to walk, as even though Alera holds high criminality rates, it has beautiful relics of past ages. Its common habitants are Crumblers, Low-end Phantus, Orian, Cor-clocks and Alikans.
Massive Regions:
The Great Belly: The only known sea of Icarus, covers all the south western to North continent and is as wide as the planet itself. Few have ventured far away from both Icaria regions and came back. Legends say an ancient, powerful and proud civilizations lived here in the past, but now they've been drowned by the return of the sea. Through here is the only way to reach Icaria II
The Obsidian Hive: The region belonging to the Thundermaws and their Draconid slaves along with the Vekk-Ssi. The Vekk-Ssi, taking ownership of many Thundermaws, though not all, used them as simple builders and brutes, of course in gratitude built them rudimentary houses yet the Vekk-Ssi built many long Spires, that are not to scale with the massive network of tunnels and chambers that lie underneath. Runs all around Icaria I and II, basically a tunnel only Thundermaws and Draconids allied with Vekk-Ssi can travel them.
Races:
Orkin: Orkins, the mythical race of GAEA, are exclusively male. They are very peaceful and often wise. Some choose to use their racial abilities as perks in combat. They’re able to influence their will on others, usually getting people to do what they want, proving the subject isn’t very strong willed. They are not physically strong at all, but are described as “good looking”. There is only a set few, but new ones are created from an unknown source whenever a previous one is killed, much like Valkyries.
Trait: Orkin 1 - Mind Control, Charisma, Intelligence.
Valkyries: The Valkyries are a group of maiden warriors who do not visibly age after thirty one. They are capable of freezing their metabolism. They often fight for their own desired cause and are a closed clan. They are usually kind and helpful. They are capable of healing others, however, it takes a toll on their physical health. They usually possess stunning beauty. Their strong suit is in archery and ranged weaponry, while they tend to be weak in close ranged combat. They can live for an unprecedented amount of time. They are known to harbor a strong hatred towards most males, and charisma is hard to charm them into friendship.
Valkyries: 1 - Life Transfer, Ranged Combat, Hard to trust others.
Humans: Also known as ‘Tritons’, Humans are absolutely normal. They posses no unusual skills, their skin color usually varies, and they have a standard humanoid build. Humans are the most diverse race personality wise.
Triton: 1 - Adaptability, Easy learning, Diplomacy.
Crumblers: As a race, Crumblers are tall and gaunt, with elongated fingers and limbs. They do not fit in very well in society, but they can create illusions to give off the appearance of turning into objects for short periods of time, making them desirable for mercenary work. This is caused by the releasing of hallucinogens into the air via their skin. Many have been hired for spying, especially ones who can hold their illusion for a long time. They are dextrous, but direct combat is not usually their strength.
Crumbler: 1 - "Shapeshifting", Stealth, Ranged Combat.
Aelari: Fairly similar to humans, except that they are taller, paler, and possess long, pointed ears. Native to GAEA, Aelari are very aloof, commonly being arrogant or haughty. Generally, an Aelari can be trusted to think it is superior to all other races. Despite their lithe form, Aelari are very strong, and adept at warfare.
Aelari: 1 - Cocky, All Combat Up. Strength.
Thundermaw: Savage, and destructive, they are scaled and giant, resembling large crocodilians in form. They are tailed and large-jawed, and skilled with almost any type of weaponry. Thundermaw are nigh-unstoppable in direct combat. Like the Draconids, they descended from the Celaxors, a race that in turn descended from the Dragons. They are commonly superior to their Draconid cousins, commanding them to do as they ask. They are intelligent enough to focus and complete simple tasks, but poor at multitasking.
Thundermaw: 1 - Very Large, All Combat Up, Single tasking.
Draconid: They live in the desert, scaled and capable of surviving the sandstorms and heat waves, some have been spotted near Steamston. They’re typically very small, and skilled in guerilla warfare as well as small-arms combat. They are cousins to the Thundermaw, though treated very poorly and generally used to perform slave work.
Draconid: 1 - High Survivability, Guerilla (Stealth, Reaction, Ranged combat Up), Understimated.
Bephians are beings much like Humans, except for one odd feature; their unusual animal traits. Some were recorded to have cat ears, snake-tongues, goat horns, tentacles, chitinous limbs, but can have any form of animal appearance traits.
Bephian: 1 - Animal Trait (Depends on what your traits are, GM shall determine a bonus), High Adaptability, Strong Will.
Alikan: These are humanoid beings that usually have a large underbite. They are brute, and large, and naturally not very smart. They lived in GAEA, but after controversy of racism and discrimination, they were exiled to live upon themselves and took rafuge in Alera. They are often employed as bodyguards, soldiers, and to do other menial grunt-labor due to their superb fighting skills and immense strength.
Alikan: 1 - Dumb, Highly Strong and Durable.
Orian: Large beings from the Northern Regions, Orians are very powerful and muscular. Built to withstand extreme temperatures and battle, they are master warmongers rivaling even the Thundermaw. They tend not to be talkative, especially about where they come from.
Orian: 1 - Temperature resistance, Master fighters, Very quiet.
Phantus: Beings made of a strange smoke-like substance, Phantus have no physical form. They are wrapped very tightly in luxurious garments and wrappings to hide their form. They commonly wield exotic weapons and speak in a strange accent. It is unknown how, or even if, they reproduce.
Phantus: 1 - Speed, Wraith Walk (Dashing without obstacle interference), Oratory.
Cor-Clock: Crafted from an unknown creator, Cor-Clocks are mechanical beings designed to resemble people. They’re very feeble, and tend to not be too good at fighting. However, their technology rivals all, and they’re very bright (like their creator), and are said to be responsible for building the structure of the floating city, Columbia.
Cor-Clock: 1 - Evolution. Mediocre fighting. Highly Intelligent.
Val’yaant: Winged, and hyper-intelligent, they rarely fight, and have a knack for making and dwelling in massive cities based around mountains. They hardly ever come out of there mountain homes, so to see one otherwise is quite rare. They have hollowed bones, which makes them quite feeble and poor at taking a hit.
Val'yaant: 1 - Flight. Hyper smart. Very weak.
Ryden: The 'dwarves' of Icarus. Rydel, plural form, have three eyes in a triangular formation and four arms. Most Rydel are intelligent, fine craftsman and are often put in engineer workplaces. They stand an average of 4-5 feet, tallest being 5'3, and are often blond or ginger with tan skin.
Ryden: 1 - Intelligence, Craftmanship, Bonus dice against brute/underground beings.
Erubasian: They have a naturally dark skin tone, good metabolism, are often athletic and are often employed as major athletes or soldiers. They have a complete tolerance to all poisons and venoms and partial tolerance to some diseases. Their height ranges from a minimum of 5'10" to a maximum of 7'2" and possess black or dark brown hair.
Erubasian: 1 - Overall bonus to Might. Debuff resistance. Discipline.
Vekk-Ssi: The Vekk-Ssi are a strange, insectoid race with two sets of chitinous legs that live in a rigid caste system, divided between warriors, workers, and scholars. Their base language consists of a strange, alien chittering entirely incompatible with Common, although the Scholars suppliment this with telepathic communications. All Vekk-Ssi possess a thick exoskeleton, however their flesh underneath is fragile and easily damaged by heavy blows. Vekk-Ssi of the warrior caste resemble manti, and tend to near nine feet in length, possessing powerful muscles rivaling that of Orians that allow them to lift and break heavy objects. Workers are similar, resembling beetles, being slightly shorter at around seven feet, but are slightly more intelligent, able to figure out and solve simple tasks and build simple constructs to the specifications of their Scholars. Scholars resemble ants, and are the frailest and shortest, averaging four feet in length and having the thinnest exoskeleton, but have minds comparable to supercomputers.
*Worker VKS: 1 - Medium Intelligence, Single tasking, Puzzle solving, Exoskeleton.
(Flaw) Worker VKS: 0 - Unable to speak common.
*Scholar VKS: 1 - Thin Exoskeleton and muscles. Hyper mind processing. Telepathy.
(Flaw) Scholar VKS: 0 - Takes extra damage (1) from combat.
*Warrior VKS: 1 - Strong Exoskeleton and super strength. Lifting and Breaking heavy objects. Speed.
(Flaw) Warrior VKS: 0 - Unable to speak common, weak at using humanoid weapons.