View Full Version : Fate/Beyond Fantasy RP Discussion/OOC

September 10th, 2011, 05:21 AM
Let me tell you a tale, young lad, about the Holy Grail War, fought in a foreign soil, far away from even the New World. In an alternate reality, in the year 989 of our Christian calendar, there was a battle royale that was fought to determine the possessor of the artifact called the "Holy Grail". The winner, as it turned out, was granted one wish for him or herself, and the summoned participant that fought alongside the winner was also granted a wish. By the time that we were involved in the competition, we were surprised to find out what had happened 253 years prior. Still, the last tournament 3 years prior was indeed the most interesting. The winner wanted nothing to do with the Holy Grail, instead opting to destroy it by ordering his summoned participant, or "Servant", code-named Saber to keep her identity hidden from enemies, to use her most powerful attack to obliterate the image of the Grail.

At that time, chaos was brewing in our world, and not many would be able to discover the existence of alternate realities. By the time of our finding Earth, what we labelled Gorann, we discovered an important truth: there would be seven of us to fight in this renewed Holy Grail War. Only one of us would live, and the rest were to die by the hands of the ones they lost to. We were to determine the best course of action, and then annihilate the opposition before the Grail would come before us. There was only one problem: An agent of Jurgand had infiltrated this world alongside us, and wanted to steal the Grail.

At that point, the winner had to fight to keep their hold on the Grail, so that Imperium wouldn't control all the worlds. It was a bloody battle, but one that was won after lots of blood and tears. How would I know how it happened? I am the winner of the Holy Grail War.

Okay, so the basic premise of this RP works like this: You all are Masters in a non-canonical 6th Grail War, from an alternate reality called Gaia (not Earth Gaia, different one). You're from one of 7 major secret organizations, each one wanting the Grail for itself. The way this will work is that only one of you will remain to take the Grail home to your home organization... while also fighting the main enemy that instigated this conflict this time around.

The map can be viewed here (http://img412.imageshack.us/img412/3232/animagaia.png).So, for the topic of how the setting works, I guess it's time to get crackin'.

General Aspects

Before beginning to dive into the society and customs of Gaia and the Old Continent, there are certain basic aspects that are necessary to clarify.

The Passage of Time

In ancient times, each culture measured the passage of time in a different way, by which consequently there existed an innumerable amount of differing calendars and almanacs. That chaotic system was unified during the Time of Expansion of Solomon, in which the formulas that were created remain useful to this day; the calendar of Aveh. The name comes from its discoverer, an investigator and archaeologist who found the remains of the method developed by Solomon.

The calendar of Aveh separates the years in periods of 12 months that sum up to 365 days, the time it takes Gaia to go around the Sun. Each month lasts a different number of days, between 28 and 31 of them, and receives a different name that coincides with our gregorian calendar. There is a leap year every four years, during which a day is added to the end of February.

Presently, according to the calendar of Aveh, Gaia is in year 989, approaching December.

Cosmology and Celestial bodies

It has been a long time since man discovered that he was not the center of the universe. According to the investigations of Solomon, it was proven that Gaia is, in reality, a celestial body that rotates around the Sun along with many others. This theory originally was rejected during the time of the Holy Kingdoms, but centuries later a group of Ilmoran scientists managed to prove it irrefutable, having convinced the Empire to officially recognize it. Naturally, there are still cultures that think it is nothing more than a fallacy without meaning, and an innumerable amount of country folk have never heard speak of it. For all those people, Gaia remains the center of the universe and everything that exists revolves around it.

With the exception of the Sun, the most important celestial body for the inhabitants of Gaia is the Moon. In ancient times, it was called Selene and she was considered a deity that watched over man from the heavens. Recent studies have shown that it is actually a small planetoid that rotates in a continuous orbit around ours. The truth is that, in some way, it has a certain influence on the supernatural forces of the planet and, the same way that it affects the tides, it influences the membranes that separates the real world from the sea of souls and the Wake.

The Geographical Aspect

Geographically, Gaia is divided into two great continental masses separated by narrow waters. These territories receive the names Old and New Continent, respectively. Seeing that I only have the info on the Old Continent right now, we'll focus on it, the biggest area of the known world. It is made up of a great mass of earth, vaguely circular and open in the east, wherein the center lies an enormous inner sea. The northern area is made up of great plains and frozen mountains, that become warmer as they approach the south. The central region, located in the western strip, is a green and leafy land characterized by a wide variety of climates and terrains. Within them, it is possible to find almost any kind of land. The south holds the warmest regions, among which great deserts and warm jungles can be found. Finally, in the East, the great island of Varja is located, considered by many to be a continent in its own right because of its enormous size

In addition to the solid land, one should never forget that there is a multitude of oceans and seas surrounding the Old Continent. Next is a brief reference to its more important waters:

The Ocean of the Children: Generally considered the most dangerous waters of Gaia, this immense ocean located in the northeastern area is avoided by most of the ships. The storms are so strong and unexpected, and so numerous are the ships that have found their tragic end here, that the majority prefer not to travel very far from the coast when they sail through it. There are many legends regarding the origin of the strange name, but almost everybody agrees that when a storm comes near it is because the sound produced by the surge is similar to the weeping of children.
The Calisis Ocean: The great ocean located to the south of both continents is a calm and gentle area. There are few commercial lines that cross it, simply because faster routes exist. It is said that it is plagued by thousands of small barren islands, so extremely tiny that they do not appear on any map.
The Eastern Sea: The waters that surround the island of Varja are called The Eastern Sea. They are calm most of the year, but when Spring arrives the strong storms whip the area making trips very dangerous. The sea enjoys the greatest school of fishes in all of Gaia, which makes it a place very frequented by fishermen of the high seas.
The White Sea: These are the waters that separate the south part of both continents, renowned for their unpredictable summer storms, which are usually accompanied by strong hurricanes and typhoons.
The Inner Sea: Located in the heart of the Old Continent, without a doubt the waters of the Inner Sea are the most traveled by commercial ships, since it connects with the principal economic necleus of the entire world. Generally it is a calm sea, but in its center is the island of Tol Rauko, which is usually surrounded by strong and dangerous storms.
The Sea of Guren: Or crimson sea, gets its name due to the color that it takes on during sunsets. They are calm waters, occasionally stirred by any storm of average force.
The North Sea: Located in the northwest part of the Old Continent, this wide sea is full of waters that are cold and seldom journeyed. The commercial routes that cross it are few, and the majority of ships that can be seen are dakkares or nordic karfis. this sea is especially dangerous because of the many icebergs that flood it, which can be a mortal danger when sailing at night.
Racial Ethnic Groups

The great variation in Gaia's territories cause a numerous amount of racial ethnic groups to coexist within its lands. Generally, the majority are united by common cultural, linguistic and religious practices, although in the central territories of the Empire a great ethnic variety still exists, because during the years that followed the War of God, refugees from all the areas of the world met to found Abel . Therefore, the union of these towns is more and more frequent, making it slightly more difficult to delimitate it.

Even without being completely sure of it's true number, the University of Lucrecio has classified more than 200 different ethnic groups in the Old Continent alone. Nevertheless, to make its distinction simpler, they have been broken down further into 9 primary groups, within which the majority of the others are included. Naturally, they are only Archetypical images of ethnic characteristics that do not necessarily represent everyone. For example, Ryuan can be enormous mastodons by the same token that there are small Nordics with a feeble complexion.

Asher: The Asher are the main ethnic group within the central areas of the Old Continent. They are physically characterized by a slender constitution, well-formed features and brown or gray eyes. They can have any hair color, but darker hues, like brunette or brown, are the most common. It could possibly be argued that they are the native inhabitants of central Gaia, although they are also found scattered through other more distant lands. It is impossible to place their origins since from the time of the Holy Kingdoms they were the most plentiful and extensive settlers.
Aion: The Aionenses are the second most extensive ethnic group of the central territories of Abel. They are usually slightly taller and more stylized than the Asher, but they maintain a similar athletic constitution. Their features tend to be fine, they have light colored hair and eyes, and a high percentage tend to be blonde and blue-eyed. The popular belief is that the Aionenses are the descendants of the original settlers of the Empire of Solomon.
Tayahar: The Tayahar population mostly live in lands of Al Enneth, although many of them have immigrated to distant lands like Dwänholf. Their most notable racial characteristic is the color of their skin, slightly dark and burnished like metal. Generally their hair is of a subdued color, being most commonly brown and black. Their eyes can have any color, even clear tones. It is thought that they are originally from the desert areas of Kushistan and Salazar although it is impossible to determine their exact roots.
Zinner: Although people tend to think that the Zinner population is made up of only The Zigeuner, this ethnic group actually encompasses many more people. Normally considered nomads, the Zinner have spread themselves throughout all of the north and central regions of the Old Continent. Since they are usually in constant travel, it is difficult to place their origins, but everything seems to indicate that they must originate north-east of the Old Continent.
Ryuan: Also known as the Varja, these people settled mainly through the eastern islands, although there is a large concentration living in Phaion Eien Seimon as well. They are characterized by their almond eyes, their slightly golden skin and by their hair, always black in color. They tend to be of short stature and athletic, wiry builds. The origins of the Ryuan are in the natives of Varja, who for several thousand years lived on the island with minimum interference from other populations. For that reason, it is easy to affirm that they are one of the ethnic groups that have remained more or less unchanged over the course of history.
Norne: The Norne are the main inhabitants of the nordic regions, characterized by their girth, their severe personalities, their untidy blonde or red hair and their pales skin tones. They share the same cultural roots and there are some that call them Caste of Holst. They are the original inhabitants of the Tip of the World, from where they settled to other lands.
Vildian: The Vildians mainly occupy the strip between the territories of Al Enneth and the heart of the Empire. Most of them have an average complexion and while hefty, they are not too tall. Their skin is slightly dark, and the color of their hair has great variety, but it mostly falls between brown and black.
Daevar: The Daevar are the most unusual ethnic group of Gaia. They have dark skin and completely white hair, a characteristic that makes them stand out especially to other ethnicities. They have an athletic and stylized constitution, fine features and dark eyes. They are not very numerous, but generally the majority are found in the central area of the Old Continent, mainly in Togarini. The origin of the Daevar is quite enigmatic, but it is suspected that, like the Aionense, they come from another group of settlers of the old Empire of Solomon.
Kwa: More than a single ethnic group, the Kwa are the tree from which are born more than a hundred minority groups. They stand out for having their skin and hair completely black, a unique characteristic in Gaia. Usually physically, they are big and robust, and are without a doubt the tallest individuals in the world. Their origins lie in the south-eastern area of the Old Continent from which they have spread themselves through a multitude of countries in said territories.
Celsus: An ethnic group originally of the rainy forests of Alberia, they are individuals with pale skin, clear hair and eyes and a robust constitution. Theoretically they are descendants of an old kingdom that was located in one of the lost continents, where they came from more than 1,500 years ago.

Life and Society

If anything characterizes the Old Continent best, it is the enormous variety of cultures it has seen come and go. Each one of them has put its own grain of sand in the enormous amalgam of countries and societies that populate Gaia in today's world and that lends it variety and color. Although each one of the territories that appear in the Old Continent have their own cultures and traditions presented, certain general aspects exist that, to a greater or lesser degree, repeat themselves in almost all of them.


Considering that for the last seven centuries most of the known world has been unified under a single political power, the Sacred Holy Empire of Abel, it is not surprising that almost all of Gaia has a similar government. Until only recently the countries were considered powers subordinate to the control of Abel, although they enjoyed absolute freedom in executive and legislative matters. To all effects, the Empire limited itself to supervise the course of global politics and to solve conflicts between the different states. It was possible thanks to two instruments; the High Senate, a chamber of decisions in which the main leaders of Gaia met, and the figure of the four Lords of War, the maximum imperial generals. In spite of everything, the great independence of many countries allowed the appearance of really unusual political models, like the Illustrated Order of Ilmora, the Merchant Council of Arlan or the Association of Merchants of Eien, a private corporation that controls the country.

Nevertheless, all that has changed. Now after the fragmentation of the Empire, most of the principalities have become independent or have grouped together to form alliances against Abel. Ironically, except for rare exceptions like Togarini or Goldar, they all conserve the same governmental structure that they have maintained during the previous centuries.

As a general rule, in every country there is always a somebody at the peak of power, be it a monarch, a prince or an individual with a similar title. He has jurisdiction over all his territory and is solely in charge of dictating the laws as much as planning the future of his country. Depending on the place, he can be alone in power or endorsed by a council of aristocrats who second his decisions. In either case, immediately below him is the high nobility, who behave like small monarchs within the territories that they've been assigned. There are places where their authority is so absolute that the prince can only ask for their support in lieu of demanding it.

Another political model that has a more recent appearance is the consensus government. In it, a governmental organism that arrives at its decisions by joint voting holds the power. In these cases, the members of said council can be chosen by an elite minority, like in Gabriel, or even by popular voting, like in Ilmora.

Of course, all these systems vary considerably from one place to another, and there are even places in which radically different models are used, like in Phaion or Baho.

The Upper Class

Within the structures of the society of Gaia it is generally necessary to speak of two different levels regarding the position and privileges. The first of them is known as the upper class, that which gathers all those people who garner a cetain level of favor over normal people or "the plebes". It is the leading class, the individuals that take charge of ruling the rest. But even in this group, it is possible to find even further segmentations within the group.

First of all, on the highest level of the social roster rests the so-called high nobility, the most powerful people of a country. Normally they are related in some way with the royal families or they belong to one of the main houses of the nation. Generally their titles are accompanied with true political power, important possessions and even small personal armies. They are the direct delegates of the monarch, are in charge of controlling vast territories, supervise the lower nobility, carry out justice and collect taxes. Because of it all, they enjoy enormous fortunes and their voices are always heard within their borders.

Immediately below them are the lower nobility, the most extensive class of aristocracy. Within this group there are a considerable number of individuals, from important counts or barons to small seneschals or marquises. Contrary to what happens in the previous case, there is no reason for them to necessarily have large amounts of possessions or wealth; many are no more than normal people that have inherited little more than a title from their predecessors. Either way, typically they own some property, like a mansion or a small castle, and control the towns that are nearby their lands under the supervision of the high nobility.

In closing, it is necessary to speak of a new social class that has arisen in several countries during the last few centuries, but that has quickly acquired power that, on many occasions, rivals or even surpasses some of the most important nobles: the high bourgeoisie. They deal with retailers and merchants with an unequal buying capacity that has made them extremely powerful and influential people. Often they control banks, the transport of merchandise or even the manufacturing, which after all, is the true economy of a country. The high bourgeoisie earns many names, among which the term "gentile" stands out, one that has been coined in Gabriel. There are even countries in which some bourgeoisie families have supplanted the nobility and they themselves direct the government by means of a commercial council. Because of all these things, there are certain disagreements between the aristocracy and the gentiles, because the former often detest the influence that "mere people" of the mob have. Either way, the truth is that many bourgeois have acquired nobiliary titles by buying them or arranging marriages; thus, the line that separates both classes becomes harder to define.

The other classes

The social levels known as the middle class and lower class include more than 98% of the inhabitants of Gaia (although there are those that assure the percentage is even greater). This is the sum of common people that populate the world, all those individuals that lack titles or extraordinary fortunes. Nominally called plebes by the nobility, these free men occupy a multitude of functions in society. In fact, the line that separates what is considered middle class from lower class is very tenuous, given that it does not respond to anything but the personal wealth of each individual. A peasant can be considered somebody of lower class if he lives like a wretch, whereas another that lives more comfortably could be recognized as middle class.

Normally, livestock dealers and farmers are found at the base of all social structures, the people who earn their living working in the field and taking care of animals. Their situation can be very different depending on if they own the land they cultivate and the animals that they take care of or not. Typically, the vast majority of territories do not have farming proprietors, but rather they do it by order of some of the local nobles. On the other hand there are other places, like Helenia or Baho, in which each person owns the land they work. Traditionally, there are principalities in which a bond of servitude exists between the worker and his lord. Even without being properly enslaved, because the lords preserve their freedom, they are completely subordinate to the will of the nobility.

Next are the craftsmen and workers of the cities who are dedicated to manufacturing all kinds of products, either for their own sake or for some rich bourgeois. Although they are generally well-respected, there are countries with a high level of industrialization in which they work from sun-up to sun-down for practically nothing. Within this group a large assortment of specialists exist, that can handle countless jobs.

Finally, at the apex of the middle class are the retailers and merchants, who sometimes receive the title of bourgeoisie. They are people who have their own businesses, and sometimes they unite forming unions or large companies.

The Clergy

The clergy is a social class that deserves very special mention. In a majority of the societies of Gaia, and in those countries of Christian majority especially, the members of the church are highly relevant for being the esteemed spiritual guides of the people. Never the less, even within their own clergy, it is necessary to distinguish between two different categories; the lower clergy and the high clergy. First are the priests, monks and canons, those assigned to preaching the word of God. They do not have any special benefits, but because of their position they are exempt of many taxes. Above these are the high clergy, the equivalent to church aristocracy. They are its leaders; the ones who make the decisions, organize the day-to-day operation and economy of the different dioceses. The majority of them are high-class nobles, since many aristocratic families with several children make the youngest enter the church to ensure their future, since not all of them can inherit equally.


Contrary to servitude, slavery is something that has been completely prohibited in the old continent since the appearance of the Empire. According to its own doctrines by which Abel was formed, any man, woman or child, without regard for the color of their skin or their fortune, has the right to freedom. Unfortunately, in spite of these high ideals, many countries exist that have continued to unofficially allow slavery within their borders. The clearest examples are places like Stygia or Kushistan, where after the fragmentation of the Empire it hasn't taken long to legalize a practice that they've kept secret for years.

The slaves are the lowest class of the social levels; by their own conception, they are not even considered people, but objects or animals that belong to their respective owners. These owners are free to use them, mistreat them or sometimes even kill them without retaliation. After all, each one may do what they want with their own property.

Life in the cities

The cities of Gaia are generally boisterous places, full of activity and color. The more prosperous their home State, the more populated its large cities become, and the less people remain in the country. Places like Archangel and Du'Lucart are clear examples of this, which throughout the years have experienced a spectacular demographic increase, impelled by the abundance of immigrants attracted by the prospect of a good future.

But above everything, the cities are centers of commerce, culture and progress. All the advances that have made the lifestyle of Gaia's inhabitants more comfortable have originated in some of their cities, which have given rise to new advancements as well. Within them there are often paved roads, schools, large markets and a never-ending affluence of products that allow the buyer to find anything that they desire. Cities also provide a certain level of security to its citizens, who stop worrying about looting, the storms or the overflow of rivers. However, the real reason for which people live in cities is to easily find a job and to begin earning a living. There are many who dream of making their fortune due to a stroke of luck.

A great truth is that cities offer their citizens more advantages than their rural counterparts, but there are also very serious disadvantages. A large city needs much more elaborate safety measures than those of a village. Rarely will a city be threatened by bandits or mercenaries, since only a large army can present a threat to its thousands of inhabitants. Nevertheless, the natural predator of large cities is not an invading army, but its own scavengers. After all, citizens are also the worst enemy of cities. In villages everyone knows each other, but among thousands of people, one face is the same as another. That causes groups of criminals, all protected by anonymity, to bloom. Thieves, assassins, cut-purses, rascals, paupers and other people with dubious lifestyles teem, exerting their offices at the cost of honest people's benefits. In order to fight this, the cities have their guards, independent military bodies that are in charge of maintaining order and limiting the criminal activities to acceptable levels.

The control of the city falls on an organism of government, usually appointed by the princes or the high nobility, where they all receive different names (town hall, city council, mayor-ship or township). Regardless, they all serve the same function: to oversee construction projects, control crime and the militia, obtain the funds to pay the salaries of the civil employees necessary for the function of the Government and to grant the licenses to carry out activities within the city walls, a system to keep local commerce safe against possible intruders.

Life on the farms

The daily life in the rural areas of Gaia can be characterized by three principles: work, common sense and survival. Without farms, most towns wouldn't be able to move forward.

In spite of everything, daily life on the farm is actually quite strctured. The farmers work sun up to sun down, since their livelihoods depend on it

Chronology of the Old Continent of Gaia:

-10,000 apr: The Kami descend to the world.
-4,000 apr: The Forgotten City disappears from history.
-3,000 apr: Nomadic tribes base themselves in the Iometh River and found the city of Al Kairr.
-2,500 apr: The Empire of Solomon is founded.
-2,400 apr: The Empire of Solomon disappears during the Seven Hours of Fire.
-2,200 apr: The era of the Ten Cities in Kushistan begins.
-1,900 apr: The citadel of Elura 'amman descends on the lands of Al-Enneth, giving rise to the first War of the Sultans. One decade later, Maatalia Al Alexandria is named Great Sultan thus founding Kushistan.
-1,500 apr: The elvish nations face the Old Ones Gods. Most of them are sealed inside the Mountain range of the Winds.
-1,400 apr: Floating citadels of Elura 'amman and Nogos Roxxas face off in the skies over the city of Al Abyan. The resulting cataclysm destroys the capital of Kushistan.
-1,200 apr: Kuon Teikoku attacks the coast of the Old Continent founding Eien Seimon. Next, the Shogun Hideyuki organizes a military rise against Amaterasu. The Eternal Emperor finds himslef forced to call his troops and they lose the principality of Eien Seimon. At the end of the coastal battle, the Confederation of Arion is founded.
-1,185 apr: The eastern empires of Lannet and Shivat are formed.
-900 apr: The armies of Lannet rob the two Magatamas of Shivat, thus initiating the eternal animosity between both countries.
-850 apr: The tribes of Sherena, Thirghu and Tiz travel towards the lands of Baho.
-800 apr: The Empire of Lannet initiates its invasion of Phaion Eien Seimon.
-750 apr: The Great War of the Devas explodes.
-700 apr: The Cycle of Glory of Stygia begins. The desert of Meskhenet becomes a fertile zone.
-600 apr: The settlers of Sherena and Thirghu return to the outer world.
-540 apr: The Pelegri Wars begin. The city of Mnemosite disappears.
-500 apr: Holst unifies the lands of the north and founds Haufmarsormen, initiating a great offensive towards the lands of the south with great success.
-400 apr: Shivat initiates an offensive against Baho that will fail because of the awakening of an Aeon named Parvati.
-300 apr: The Sultan Abdel Majid Al Karjah again unifies Kushistan after defeating an army of elementals and Yinnuin.
-200 apr: The head of the Alfarinn clan conquers the Bastions of the Warm Deserts and gives them the name of Hendell.
-16: Abel appears for the first time in history in the village of Nezath.
-10: The Wars of the Cross begin.
0: Abel dies on the cross at the walls of Solomon.
3: The Holy city of Archangel and the 11 Holy Kingdoms are founded.
11: Thanos Shetep disappears from Kushistan and the country returns to its old traditions.
64: The War of the Master of the Shadows explodes in Moth.
206: Zhorne Giovanni is born.
223: The War of God begins.
226: Rah activates his machine, creating a cataclysmic disturbance in all of existence. The War of God ends with terrible consequences; more than half of the known world has disappeared through the machine's influence.
227: Dolaborn is established as the first subordinate territory to Zhorne Giovanni.
228: Zhorne Giovanni unifies Asphasia and Helenia. They pass along to form part of Abel Empire.
229: The first contact of Abel Empire with Galgados. Zhorne leaves a small contingent of troops in Hecate Passage.
230: Togarini and Bellafonte incorporate themselves into Abel's principalities.
231: The Order of Yehudah resurfaces in Togarini and the wizard kings declare themselves rulers of the nation. Similar conflicts begin in Bellafonts and Lucrecio.
233: The Sacred Holy Empire of Abel is founded. The territories that comprised Abel become independent principalities.
235: Kanon and Lucrecio become principalities of the Sacred Holy Empire. A group of priests begin to reconstruct the sacred city of Albidion on the island of Narses, opening a door to the creation of The Dominion.
236: Phaion becomes a territory of the Sacred Holy Empire. Argos formally asks to be accepted into Abel Empire.
238: Lannet mounts an attack on Phaion and converts it into part of its Empire.
239: Goldar is nominally incorporated to the Abel Empire, although they continue their battles against the clans alone.
240: Hendell becomes a principality of the Abel Empire.
241: Gabriel becomes a principality of the Abel Empire.
232: Remo becomes a principality of the Abel Empire.
245: The Wars of the Desert begin.
247: Kushistan finds itself forced to join the Abel Empire. Thus begins what the Enneath now call "the Occupation".
248: Stygia submits to the Crown of Abel and becomes a principality of the Empire.
250: The Supreme Archbishop Jud founds the Dominion with the consent of the Emperor.
255: The Battle of Memories begins, where the last of the supernatural creatures in Gaia are destroyed or dispersed by the forces of Zhorne Giovanni.
256: Dwänholf becomes a principality of Abel.
257: The Inquisition is established.
258: Zhorne is able to liberate the principalities of Phaion that were under the control of Lannet. Immediately, he initiates a grand-scale attack on Varja.
260: Lannet submits to the Sacred Holy Empire.
261: Brui Sterki divides Hendell between his two children.
262: Shivat submits to the Sacred Holy Empire, with which all Varja falls under the control of Abel.
263: Zhorne enters the forests of Alberia and begins a widespread assault on the supernatural entities that try to finish off the clans of the area.
265: Alberia becomes a principality of Abel.
267: Moth becomes a principality of Abel.
272: The Emperor establishes Tol Rauko with the purpose of preserving the history and supernatural beings of Gaia.
274: The boats of the Empire reach the coast of Nanwe.
276: Baho is forced to become a principality of the Sacred Holy Empire.
284: Arlan officially separates from the Empire of Abel and becomes a principality.
289: Zhorne enters the Combat of the leaders of Goldar and successively defeats all twenty-nine leaders of the clans. This will be his last public display of combat.
295: Salazar reaches a deal with the Empire to become a principality nominally.
301: Abel's armies enter the valleys of Galgados and unite them to the empire.
320: The absolute unification of the Old Continent is completed.
323: The unification of the New Continent begins.
327: The last member of the Bruningham dynasty passes away and the first Commercial Council of Arlan forms.
330: The city of Magburaka is founded, giving the jungle of Nanwe a reason to be considered an imperial territory.
331: The Emperor grants the government of Moth to the Bram dynasty.
332: Phaion is attacked by an army in the service of the Pirate Kings. After the conflict, it changes its name to Phaion Eien Seimon.
336: Helena becomes the first saint of the Church.
347: Lannet is able to permanently conquer the island of Yagarema and definitively stop the Eternal War of the Shadows.
355: Zhorne Giovanni dies. It is considered a dark year and a tragedy for everyone.
359: Lannet and Shivat declare their independence from the Empire and initiate the first rebellion with the death of Zhorne as their inspiration. Months later, they are quelled by the forces of Lazaro Giovanni and the Lords of War.
373: The Arrival of the White Night begins. Haufman undergoes an attack by an extraordinary army of undead.
374: The scholar Calandra Ilmora passes away and in his honor the name of the principality of Asphasia changes to Ilmora.
391: The Sterki dynasty of the north comes to an end.
411: The island of Tarvos incorporates itself into the Dominion.
420: A tribe of Jayan attacks Khan Thami, the capital of Kashmir. The entire savannah experiences a temporary state of chaos.
463: The capital of Dalaborn is transferred to Eron.
472: The mythical fortress of Serrano, devestated during the War of God, is reconstructed.
501: The Viceroy of Galgados transfers of the capital of the principality to Hecate.
515: The second rebellion of Lannet and Shivat begins.
516: A revolution explodes between the peasentry of Dalaborn. The prince returns from the island of Varja to stifle the uprising.
543: Agamemnon the Wise One fails to try to bring a god of antiquity to the world.
547: The clan Thurizung of Goldar initiates a war against the principality of Haufman that is resolved with numerous deaths.
580: The conflict of the Harvesters in Kushistan begins.
622: The Association of Merchants of Eien is founded in the principality of Phaion Eien Seimon.
652: An arbitrated conflict between Kanon and Lucrecio explodes, ending with a victory for the former.
678: The Valley of Adalia of Galgados rises in arms without a reason causing immense destruction between the neighboring valleys. All of its inhabitants were massacred.
701: The second conflict between Kanon and Lucrecio explodes, with identical results to the first.
711: An immense earthquake ravages the entire Old Continent. More than 100,000 people perish throughout all of Gaia.
811: The third rebellion of Lannet and Shivat begins. Like the previous times, the uprising is quelled by the might of the Lords of War.
946: A group of Black Sun searchers discovers The Book of the Dead in some old ruins.
957: Lascar Giovanni is assassinated and Elias Barbados ascends to the throne of the Holy Empire. It is the end of the Giovanni lineage in power of Abel.
962: Argos yields a great part of its coast to the Dominion.
970: Jean Pierre Delacroix buys the island of Alessa and establishes a strange complex there.
972: Castle Deniesil suffers a strange plague and is abandoned after the death of almost everyone that resides there.
973: Cardinal Malfleur Bourne is executed for heresy.
983: Phaion declares war on Dwänholf as revenge for the support that they offered the Pirate Kings.
986: The island of Paradis Paradis is founded.
987: Eljared becomes the Supreme Archbishop.
988: The Fracture of the Heavens begins. Emperor Elias passes away and his daughter Elisabetta ascends to the throne of Abel. The Empire crumbles and many principalities declare their independence from Abel.
989: Present time.Organizations:

The Secret Organizations are as follows:

The Church: Not the Nasuverse Church, this one hosts a group called The Inquisition, whose mission is to eradicate the things that are not by design of "God", such as magi and demons, though anything supernatural represents a demonic entity that deserves death. Each Inquisitor is capable of fighting any supernatural being on their own, especially with a weapon called a Lawgiver that is capable of destroying supernatural creatures and even stopping spells. For purposes of the game, the rank of a character from this group is High Inquisitor, one rank above the normal Inquisitor. There are a thousand active Inquisitors and a little over a hundred High Inquisitors, so that's the main reason, other than the power difference. The reason for the Grail is that they consider it a miraculous artifact that Abel, their "Christ", is waiting to come out of at some point. They want to bring him back to life, and to bring the world to proper order. Normal clothes for an Inquisitor is black clothes with markings of the Blood Cross of the Inquisition. Also, gender doesn't matter in the Inquisition, so...
Tol Rauko: A group that wants to preserve the supernatural and keep it from the wrong hands, they want to preserve the Grail, and they don't care how it gets done, they want to drag it back to their world and into Tol Rauko itself (Tol Rauko is an island in the world of Gaia as well as the name of the organization). To accomplish this, they sent a Templar (one of you, if you choose this group) to retrieve the Grail and find out how to keep it safe from wrong-doers. A Templar comes with a brown uniform and crimson armor (unwise to wear the armor in the middle of Fuyuki unless it's night-time), as well as a small group of soldiers under his/her command that are there for intimidation purposes at least.
The Heaven Order: The Heaven Order is one of two groups under orders of the Empress Elisabetta Barbados, who at this time is 13 years of age. The Order is split within the Seven Heavens, with 2 being the most numerous, and 7 being the most powerful. Due to restrictions of what the Sixth and Seventh Heavens are able to do (mainly they're her personal guards and in charge of security details of the castle and of her person) and that they're too powerful anyway, you're stuck with 5th Heaven at the highest level you can be from this organization. You wear blue clothes over shiny armor (under normal circumstances, you wear normal clothes) for battle. As a member of the 5th Heaven, you are one that is sent out on a personal mission from the Empress herself. The Heaven Order doesn't know what the Empress truly wants with the Grail, but they'll fight for it nonetheless.
Samael: A group of supernaturals that is formed from a unification to stay hidden in plain sight. Sylvain, Jayan, D'anjayni, Ebudan, Daimah, and Duk'zarist, among others, would do anything to get their homes restored from the scourge that is the Human Civilization. They have no real organizational groupings, but if you were from this group, you'd be one of the D'anjayni, those that can hide themselves within plain sight the best by their unassuming appearances. They are part of the Shadows, the best spy network of Gaia made up of members of their race. They wish to restore their home to how it was beforehand.
Black Sun: A secret organization of merchants interested in the supernatural, they are responsible for multiple incidents regarding the Living Dead, though only under orders of half of the two families in charge of the group. The main interest of the collective group is to use the Grail to expand their prestige throughout the multiverse, though it depends on who you're asking on what that prestige is. The Steiner family wants to clean the slate that's been smudged by the Delacroix family for good and bring magical artifacts to everyone that can pay a smaller fee than before, while the Delacroix want to spread their Living Dead collection across the multiverse, and bring the prestige through terror.
Wissenschaft: Made by a man named Lucanor Giovanni, former heir to the throne of the Holy Empire of Abel before his father used him as a tool for suicide, the name itself means "Science", which is part of the purpose of the group. Members include scientists, alchemists, and warlocks, who are dedicated to the cause of what Lucanor himself is trying to do. Lucanor himself is interested in the Holy Grail academically, though he does have one wish that he wants granted. What it is, nobody will know for now, until it is down to one of his Crows and a foe from another organization. The fact that he's even going out of his way to send resources to this endeavor is a testament unto itself, because he would very rarely do something on a whim, unless it amused him in some way. This is not one of those times, however, so please think otherwise. If you join the Grail War as a member of Wissenschaft, you are a Crow, one of Lucanor Giovanni's loyal soldiers who has been given modifications to be a better fighter.
Selene: An organization of all women, these beautiful assassins are more than capable of holding their own, but why they need the Grail remains to be seen. Still, if you wish to survive the Order of Selene, you must send half your earned money to the island named after the Order, you must not, under any circumstance, kill another Sister of Selene, and you must never teach your martial arts style to anyone, especially not a man. Disobeying the rules mentioned will result in your death, because, someway, somehow, you will be hunted down and killed by the Executor.
Character Creation Guide:

Advantages and Disadvantages

Due to the diversity of human nature, each of you is entitled to start with three points to spend and earn back for advantages and disadvantages to mesh with your background story and personality, with each one worth a number of points depending on the effect. Due to the nature of the RP, however, some of the advantages and disadvantages will not be allowed for the sake of realism. The allowed advantages and disadvantages are going to be typed in, so if you see a similar RP idea, but with stats and such, you'll see the allowed advantages and disadvantages of this RP with the rest of them. You buy Advantages, and you're only able to have 3 Disadvantages that you earn points from to buy more Advantages (6 total).

Common Advantages:

Acute Senses - The character's senses are as developed as those of an animal - 1 point
Artifact - The character possesses a mystical device of enormous power - 1-3 points, depending on how powerful the artifact is, talk with me beforehand on power scaling
Ambidextrous - An ambidextrous person can use both hands equally well - 1 point
Access to One Psychic Discipline - The character is gifted with the ability to use the powers of a single psychic discipline. Its abilities are limited to a s ingle field and, no matter how much it increases his potential, he will not have access to powers that are greater than his natural capacities - 1 point
Charm - The character has a certain personal magnetism that makes others react positively to him. He always recieves a positive reaction from people who do not know him, and some individuals may even be slightly more permissive with him - 1 point, but I have final say on limits
Disquieting - A character with this Advantage can make people nervous whenever he wishes. He can also discourage violence against himself or force intimidating people to agree with him - 1 point, but, like Charm, I have final say on limits
Animal Affinity - A character with this Advantage has a special link with animals that allows him to obtain a positive reaction. He is also able to communicate in a limited way with them, understanding their general intentions, and vice versa - 1 point, but, again, I have final say on limits. In any case, trained attack animals try having the person with this advantage flee if able. In a group, the person with this advantage is the last to be attacked by animals, should a fight between the group and animals be inevitable
Danger Sense - Characters with this Advantage have a sixth sense, which allows them to detect when something dangerous approaches or threatens them - though they will not be able to detect the origin or nature of the danger until they see it - 2 points
Access to Natural Psychic Powers - The character has a limited psychic capacity that alklows him to use one Psychic Ability unconciously. He doesn't know the origin of the power or have complete control over it, but he can use it whenever he needs to - 1-3 points, depending on how powerful an ability you want it. Psychic abilities you would like to choose from will be listed later on in the post
Martial Mastery - The Martial Knowledge of a character with this Advantage is superior to others of his level. Usually, the character has recieved special training that has allowed him to explore his Ki abilities - although it is also possible that he has simply been born with enormous natural ability - for another alternative power compared to Magic, you can be a Ki user (as opposed to being a Psychic from Anima), and the cost is 1-3 points for how much more power you require. Inform me of what you would like to do with the ability first off, however
Good Luck - Characters with this Advantage are exceptionally lucky in everything they do and very rarely make a serious mistake - 1 point
Ki Recovery - This Advantage allows a character's spiritual energy to recover more quickly than normal - 1 point for 10 minutes instead of an hour, 2 for 5 minutes, and 3 for 1 minute
Natural Armor - The character has extremely resistant skin and very hard muscles - such that it is very difficult to penetrate them - 1 point
Mystical Armor - The character's aura forms a layer of mystical energy that protects him against supernatural attacks - 1 point
Regeneration: Basic, Advanced, and Greater - Wounds suffered by the character heal easily - 1 point for basic, 2 for advanced, and 3 for greater
The Gift - The character can feel and control supernatural energies inherent within his own soul. Magic flows through his very spirit, and with the appropriate knowledge, the character with this Advantage will be able to cast spells - 2 points
See Supernatural - A character with this advantage can perceive the Soul Flow and at the same time perceive the energy of psychic matrices - 1 point
Night Vision - This Advantage allows a character to see in the dark and to adapt cuickly to any change in light intensity - 1 point
Fortunate - A fortunate character enjoys true luck. He can often escape difficult situations due to his lucky stars - 1 point, but I determine the limits
Free Acces to Any Psychic Discipline - Characters with this Advantage may use any type of psychic discipline and its abilities - 2 points
Quick Reflexes - The character has exceptional reflexes that allow him to respond quickly to any situation - 1-3 points, depending on how quick you need to be
Light Sleeper - A character with this Advantage remains partially conscious while sleeping and is able to wake at the slightest noise or movement - 1 point
Magic Advantages

Elemental Compatibility - A character with this Advantage is naturally compatible with the powers of a specific magical path, being simultaneously weaker in its opposite. His essence is bound strongly to this element, and his magic is more powerful when he uses those spells - 1 point
Natural Knowledge of a Path - A character with this Advantage possesses the capacity to cast certain spells naturally, without having to study them. He can unconsciously weave the powers of the Soul Flow for one path - as if the path were simply responding to his abilities. The character knows how to use the spells perfectly, but he does not understand the theory behind them, nor can he explain it to others - 1 point, but can be taken multiple times
Contested Spell Mastery - The attack spells of a character with this Advantage are greater when it clashes against another Supernatural Beam - 1 point
Half-attuned to the Tree - As in Elemental Compatibility (see above), but in this case the character is naturally compatible with the magic of half of the Mystical Tree - 2 Points, and Necromancy is not included
Improved Innate Magic - A character with this Advantage can execute his innate spells with a greater potential than normal - 1-3 points depending on how powerful you need it to be
Unspoken Casting - A character with this advantage does not need to speak connect to the Soul Flow - 1 point
Gestureless Casting - A character with this Advantage does not need to make physical gestures to use his magic; he can take any type of physical action without affecting his powers - 1 point
Superior Magic Recovery - The essence of a character with this Advantage acts like a magnet for magic, and he is able to regenerate his power at a faster rate than that of other mystical individuals - 1 point for double, 2 for triple, and 3 for quadruple
Psychic Advantages

Amplify Sustained Power - A character with this Advantage can maintain his psychic powers with more force - 2 points
Psychic Point Recovery - A character with this Advantage can easily recover from using his abilities - 1 point for every 10 minutes, 2 for every 5, and 3 for every minute
Psychic Fatigue Resistance - A character with this Advantage never experiences exhaustion when using his psychic powers (untrue with third level powers) - 2 points
Passive Concentration - A character with this Advantage can concentrate in any situation, no matter the difficulty or complications - 2 points
Psychic Inclination - A character with this Advantage has developed one of his Psychic Disciplines more than the rest of his abilities - 2 points
Focus - Characters with this Advantage can harness their ability more than normal and focus their powers on a particular objective - 1 point
Extreme Concentration - A character with this Advantage can concentrate much more than other Psychics, thereby gaining greater benefits from his abilities - 2 points
Common Disadvantages

Bad Luck - Characters with this Disadvantage have very bad luck in doing what they set out to do; they fail much more than they would like - 1 point
Blind - A character with this Disadvantage is completely blind - 2 points
Deafness - A character with this Disadvantage cannot hear anything - 1 point
Mute - A character with this Disadvantage is incapable of speaking - 1 point
Nearsighted - A character with this Disadvantage cannot see well. Many things appear blurry, and he even has difficulty reading - 1 point
Exclusive Weapon - A character with this Disadvantage is accustomed to fighting exclusively with a specific weapon and therefore is less able to fight with other weapons - 1 point
Severe Allergy - A character with this Disadvantage suffers from some type of allergic reaction which is so serious that, by mere contact or inhalation, he will have a terrible allergic reaction lasting hours. Some examples of typical allergies are to metal, pollen, or even sunlight - 1 point
Addiction or Serious Vice - A character with this Disadvantage has an urgent need to take some type of action or consume a specific substance daily and will do anything necessary to satisfy his vice - otherwise he will begin to feel very nervous and go into withdrawal - 1 point
Atrophied Limb - A character with this Disadvantage has a severe problem with one of his limbs. The limb may shake all the time, or it may not respond when most needed - 1 point
Serious Illness - A character with this Disadvantage suffers from some type of degenerative disease that will end up killing him. Usually, he has an average of little more than half a yearwhen beginning the game. However, the period can be greater or lesser if the GM (me) needs it to fit within the time frame of his campaign (This is an experiment game, anyway, so don't worry about the length of a campaign in this case). A character with this Disadvantage is not only very playable, but he can also have an additional objective in finding a cure for himself - 2 points
Physical Weakness - A character with this Disadvantage is exceptionally weak physically; whenever he receives a critical wound, he has a strong possibility of dying or of suffering irreversible damage - 1 point
Deep Sleeper - A character with this Disadvantage sleeps very deeply and has difficulty awakening. He will remain asleep even with light physical contact, and when he finally does awaken, he will be stunned for several minutes - 1 point
Unfortunate - Misfortune follows the character wherever he goes. Terrible things happen to him no matter how much he tries to avoid them - Will discuss limits with players - 1 point
Easily Possessed - A character with this Disadvantage is easily controlled by any being with the ability to affect his mind or alter his personality - even if the character's will is strong - 1 point
Exhausted - A character with this Disadvantage is vulnerable to Fatigue. Not only will he tire more easily than others, but he particularly suffers the effects of Fatigue - 1 point
Severe Phobia - A character with this Disadvantage experiences a terrible fear of something, which forces him to behave irrationally in its prescence. The exact nature of the phobia is at the discretion of the GM (me) - 1 point
Vulnerable to Pain - The character has no resistance to physical pain, which terrifies him - 1 point
Sickly - A character with this Disadvantage suffers from bad health and sickens easily - 1 point
Slow Healer - A character with this Disadvantage possesses a very low recuperative capacity and recovers from wounds with great difficulty - even with supernatural aid - 1 point
Slow Learner - A character with this Disadvantage cannot learn as quickly as a normal individual - 1-2 points
Slow Reactions - The character's reflexes leave him ill-prepared to respond quickly to events - 1-2 points
Susceptible to Magic - A character with this Disadvantage is easily affected by magical energies - 1 point
Susceptible to Poisons A character with this Disadvantage cannot combat the negative effects of any type of harmful substance - 1 point
Vulnerable to Heat/Cold - A character with this Disadvantage is particularly vulnerable to heat or cold (player's choice) - 1 point
Magic Disadvantages

Oral Requirement - A character with this Disadvantage can only cast spells if he can speak - 1 point
Require Gestures - A character with this Disadvantage must have complete freedome of movement in order to control or use his powers - 1 point
Magical Exhaustion - A character with this Disadvantage suffers intense fatigue whenever he uses magic. The mage will exhaust himself if he casts spells of great power, weakening if he uses his abilities too much - 1 point
Shamanism - The magic practiced by this character has a tribal and shamanic character. His supernatural powers are tied to the material world, and he needs certain components to channel them and cast spells - 2 points
Magical Ties - The powers of a character with this Disadvantage are tied to the same roots as the magical paths (Light, Darkness, Creation, Destruction, Fire, Water, Earth, Air, Essesnce, Illusion, and Necromancy), so his capacity to develop or specify his own spells is practically impossible. The character obtains knowledge of his paths only and cannot research his own spells - 1 point
Slow Recovery of Magic - Magic has problems passing through the wizard's essence; he experiences difficulties recovering power he has used - 1 point
Magic Blockage - Magic does not flow naturally through the body and soul of a character with this Disadvantage. Some type of blockage prevents him from channeling the powers of the environment, and his own soul does not regenerate magic either. When he uses his power, the character never recovers it by himself. The only way he can do so is to feed on the mystical energies of other magical beings or objects - Can't be combined with Slow Recovery of Magic - 2 points
Action Requirement - The control that a character has over the powers of the Soul Flow is fickle, and they respond for him only while he performs a certain action. If, for example, his magic is tied to dance, his spells will work only while he dances. It is possible that the magical powers work solely in specific situations or conditions, such as during the day or with one's feet on the ground - 1 point
Psychic Disadvantages

Psychic Exhaustion - The psychic powers of a character with this Disadvantage cause great physical stress upon his body, leaving him terribly exhausted even when using his low-level psychic abilities - 1 point
Psychic Consumption - The psychic powers of a character with this Disadvantage create serious feedback in his body, causing internal damage - 2 points
One Power at a Time - The psychic powers of the character do not allow him to use several abilities at once. If the character uses one power, his focus remains so intense that he cannot project others - except those maintained unconsciously - 1 point
No Concentration - The psychic powers of a character with this Disadvantage are too unreliable for him to plan ahead in their use - 1 point
For simplicities sake, I'm going to say that you guys know the equivalent of Japanese, Yamato, as well as Latin. Yamato for the fact that you're in a Japanese city, and Latin for the fact that you're fighting people that mainly speak Latin... each other. Also, you're summoning based on personality, there's no way you can use a catalyst at all for your characters. The no catalyst rule applies because, realistically speaking, it's hard to determine the truth about who used what from an outside perspective (even more true considering that you guys aren't from Earth), and your characters wouldn't know the heroes that are to choose from to participate in the tournament.

Anyone wish to play in this game? I tried to explain everything, but it's not easy, because I wanted people to choose from 18 Organizations... though it would take more work than I'd prefer to do, so I decided to simplify it, by sticking with the 7 from the main book of Anima: Beyond Fantasy. If you guys feel like it's not enough to explain everything, let me know, because I'm looking to correct mistakes I'm likely to make. Also, I'm the one that will determine who faces who, but there's more to my job than that. If you wish to know, there's a battle system I'm going to follow for all of you guys, so declare your actions before I roll the dice, and be clear what you wish to do. I'm not exactly going to understand what you're trying to say if you only give me a couple sentences that don't give me clear descriptions, so please be crystal clear for me, due to issues I'd have under normal circumstances.

September 11th, 2011, 02:28 AM
Sounds interesting.

September 11th, 2011, 02:45 AM
count me in
:3 i'l handle the stuff soon

September 11th, 2011, 02:47 AM

Well, I wonder if you'd consider joining up for this, Nanao-kun?

EDIT: Okay, zlol365, I'll count you in.

September 11th, 2011, 08:20 AM
Somewhat interested. Do I need to read the Anima book for the game ? Or will you provide all the parts we need here ?

September 11th, 2011, 01:18 PM
I'll provide all the parts needed, kiryuu=rekka, so you don't have to worry much on the details.

Currently trying to get the chronology down for those that need to know the setting, and everything else is coming quick as I can get to it.

September 11th, 2011, 01:36 PM
I'll provide all the parts needed, kiryuu=rekka, so you don't have to worry much on the details.

Currently trying to get the chronology down for those that need to know the setting, and everything else is coming quick as I can get to it.

and is there a signup format? @[email protected]

September 11th, 2011, 02:14 PM
Unfortunately, not at the moment. I'm still working on the rest of the details, so that you guys can understand the setting more.

If you guys need the sign-up sheet, I'll work on that post-haste, after finishing the chronology.

September 12th, 2011, 10:20 AM
Very good concept and character creation system.

I've got a question, though.

Unspoken Casting - A character with this advantage does not need to speak connect to the Soul Flow - 1 point

Oral Requirement - A character with this Disadvantage can only cast spells if he can speak - 1 point

Assume I don't take the Unspoken Casting advantage, nor the Oral Requirement disadvantage. How would casting spells work? Or must I take one of the two if I don't take the other?

September 12th, 2011, 02:35 PM
It's one or the other, actually, hero.

Although, I'm still trying to get everything working, and the stupid computer ruined what I had on it!

September 26th, 2011, 12:41 AM
Okay, I'm bumping this only because I felt like getting more interest in this, but I'm in the process of putting in the necessary info.

So please, wait for the rest of the info, and you'll see it.