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Chains of Argus • Registration Thread

azontr

He/Him
39,441
49,525
The World was created... Millions of years ago, through the power of the Sun Goddess.

Her graces weaved the Planet of Argus into existence, including all that was around it, with her Divine Light.

But with light, there will always be darkness...




Another God was born outside of the Light, a God made to rip, tear, and torment the living.

Argosax was his name, a being born to eradicate life and reap chaos throughout the Sun Goddess' creation

With his power, he reaped destruction throughout her creation for thousands upon thousands of years.

But the Sun Goddess, Ophelius, would not yield to chaos...

Gathering her forces of Light, Ophelius made her way to destroy the Dark God Argosax, meeting his armies of destruction in battle for centuries to come.

Eventually...

Ophelius proved herself the winner.

With a hole of darkness plunged into the Earth, where the body of Argosax was thrown to rot, the world of Argus had been saved... For thousands of years, peace won out over the darkness of the world.

Not until recently, has the darkness returned to curse the world. Lurking in the shadows, crawling in the dirt, and hiding in the darkness...



You have been chosen to fight against the darkness.

To rise against the evil!...

And to discover the truth... as to why it ever existed in the first place.




Races:





The Rakshashin are one of the Main Races residing within the World of Argus and are a Race of Anthropomorphous Eldritch Creatures, typically categorized as Demons.

The Legend of the Rakshashin starts off with the war between the ‘Dark God’ Argosax and the ‘Goddess of Light and Sun’ Ophelius hundreds of thousands of years before the story ever took place, with the descendants of the Rakshashin, the Raksha, being the first soldiers that Argosax employed against the Goddess of Light, the first beings capable of being classified as Demonic.

In common history, the Raksha were the Ultimate Soldiers of the Dark God, capable of raining death and destruction upon legions and legions of Ophelius’ soldiers with their Demonic Weapons and uncanny control over Magic, specifically that of the Dark Element.

Following the Dark God’s defeat in the Ancient War, and his banishment into Gehenna, the Raksha were left with no choice but to submit themselves to Ophelius’ will to ensure their survival in future generations. For the sake of this, they were forced to inbreed with humans, watering down the demonic blood in their veins over the years and producing the modern Rakshashin.

The Rakshashin are, first and foremost, a race of warriors, generally split into countless tribes, clans, or factions, all focused on producing the strongest possible offspring and sending them off on their year-long journey across the World to hone their skills.

Once this journey was to end, they would receive a Demonic Weapon forged by a dwarven smith, sentient items that only those of the Rakshashin Race are capable of properly using without extreme damage.

Abilities inherent to the Rakshashin: Body Control (Even the youngest of the Rakshashin are capable of producing extra limbs and manipulating the unnamed substance that makes up their horns), Darkness Manipulation (Any of the Rakshashin can use Dark Magic), Longevity (The older they get, the slower they age), Enhanced Senses (The Rakshashin inherently have far greater senses than the average human)

Weaknesses: The Rakshashin are weak to Holy and Light Magic. Are bound by code to never turn down a formal duel. The Rakshashin are mute and use sign language or magic to communicate.

The Everians are one of the Main Races in the world of Argus, and are a race of pointy-eared, Mana Manipulators and are one of the oldest races in the world.

Previously, in the first Ancient War between Argosax and Ophelius, they were servants of the Goddess of Light, blessed with the amazing ability to manipulate all colors of Elemental Mana due to their contributions to her side in the war.

Despite their amazing sorcerous capabilities, Everians are, to put it bluntly, not the strongest of races out there physically, and without reinforcement could probably be beaten by well-trained humans if the Everian themselves are also not well trained.

They are, due to heavy biological modifications over the years, immortal, and as such stop aging once they reach the age of 22.

Modern Everians are usually solitary beings, not inherently gruff or violent and always thirsty for knowledge and the like, which is why most schools of mysticism, or even schools for those who are not Mages, are founded and run by Everians.

The Everians, like other races, have a system of strict government, focusing on the Everian Royal Family, in which the older Everian, between the King and Queen, holds more authority in political and economic decisions. Royal Blood is widespread throughout the Everian race, and for those who possess it, they have an extreme aptitude for learning.

Abilities inherent to the Everians: Immortality (Type 1), Elemental Manipulation (Everians are typically capable of utilizing all forms of Elemental Magic), Magic (Any Everian is inherently capable of utilizing Mana to perform Magic) Regeneration (Mid-Low; Everians can typically regenerate dangerous wounds in a short amount of time)

Weaknesses: Most Everians have a limited Mana Pool and suffer from Mana Sickness, a condition that affects mages of any kind, which causes extreme pain and nausea for many hours, when they run out of mana. Are inherently not that physically strong without training, and the average Everian is weaker than the average Human.

Dwarves are short, gruff humanoid creatures that are typically skilled in the art of forgery, especially of mystical weapons.

Where exactly the dwarves originated from is unknown, but it is typically known that during the first Ancient War between Argosax and Ophelius, the original Dwarves were incredibly passive and thus gained no favors from either the Dark God or the Light Goddess.

This is not to say the Dwarves are a passive race, and while they will typically not harm anybody unless harmed, they are quick, very quick to hold grudges against others who wrong them, and will hold onto these grudges for as long as they live until they get their revenge against the one who wronged them.

Outside of that, they are typically attuned with the Mystical Colors of Fire and Magma, and as such can use their abilities to forge dangerous weapons, and the greatest of their smiths, who are mysteriously affiliated with the Rakshashin Race, are the only ones typically known to be able to forge sentient, Demonic Weapons.

Abilities inherent to the Dwarves: Longevity (The Dwarves can live for up to thousands or even tens of thousands of years, but are still capable of perishing from old age at a certain point), Fire Manipulation/Earth Manipulation (Are extremely attuned to the Mystical Colors of Fire and Magma, and as thus can produce and manipulate both), Weapon Mastery (The dwarves are no slouches in combat, and most if not all of them are born with an instinctive sense for using axes and hammers)

Weaknesses: They hold grudges and they are short.

The Orcs are, in fact, one of the youngest Races in the World, having manifested seemingly out of nowhere from a Mystical Plant that Orcish Seers refer to as the World Tree tens of thousands of years ago.

They are, typically, large, green-skinned anthropomorphous creatures with tusk-like teeth, and typically grow up very fast physically. At age 5, most Orcs will be taller and bulkier than most full-grown adult humans, a trait that they seem to share with the Dragonkin race.

Typically, Orcs are viewed as foolhardy, but not all of them are, in fact, many Orcs have contributed to the World greatly both magically and technologically, and the Race has produced brilliant military generals and soldiers over the years. Though, some younger Orcs do follow the brutish stereotype their race has built over the years and are quite foolish and violent. Though, usually all of them shout violently when charging into battle.

They, like the Dwarves, drink a lot of alcohol.

Abilities inherent to the Orcs: Large Size (Type 0; Generally, Orcs are extremely tall, and can go up to 10-20 feet in height), Rage Power (All Orcs are typically capable of gaining a boost to physical and or magical stats through rage and anger), Enhanced Senses (An Orc’s senses are inherently supremely advanced)

Weaknesses: Their size makes it difficult to maneuver through cramped spaces.

One of the more peculiar races in the world, the Vaewolves are a Race of crossbred Vampire and Werewolf hybrids born from many tens of thousands of years of crossbreeding between the two races.

Originally, the two races were sworn enemies, unconcerned with the affairs of the outside world barring their eternal grudge against each other. But, after a time, the Vampires and the Werewolves were forced to face the reality of the constantly changing world, and the growing strength of the other races at the time. Had they not worked together, they would’ve been annihilated.

The two races thus decided to work together to form a better, stronger race from the both of them over the course of thousands of years, and would, eventually, create the Vaewolves, a hybrid between the two.

Modern Vaewolves are typically an incredibly solitary, non-hostile race, unless provoked. They usually house themselves underground or in caves due to their aversion to sunlight, and are usually owners of livestock such as sheep or cows in order to sustain themselves on something outside of human blood or flesh. Though, not all Vaewolves do this, as some particularly sadistic or deviant members of the Race may turn to consuming humans to sustain themselves.

Abilities inherent to the Vaewolves: Statistics Amplification (Can empower themselves through direct contact with moonlight or the consumption of human blood), Transformation (Into werewolf form), Regeneration (High-Low; Vaewolves display staggering regenerative abilities, capable of healing enormous scars and even organ loss in a matter of hours), Power Bestowal (Can grant strength to others through granting them blood)

Weaknesses: Extended direct contact with sunlight causes a Vaewolf great pain and nausea, and can even cause them to pass out. Even longer periods of time within sunlight can potentially kill a Vaewolf. They are weak to silver weapons and Holy Magic. The standard Vaewolf can only maintain their werewolf form for up to 15 minutes, though as they grow stronger this time will continue to increase. Orc blood tastes disgusting to them.

Also typically known as Dragons, the Draconians are one of the oldest races of the world, originating even further back than the Ancient War between Argosax and Ophelius.

They are, in their natural forms, enormous Reptilian creatures with wings and armor-like scales, typically much larger than a normal human and on par with the Orcs. Naturally, they are born from eggs, which must be kept in an incredibly hot environment to properly hatch, the hotter, the better for the Draconian that will hatch from the egg.

At this stage, they will typically be at the size of a common house cat, beginning to grow in size as they age, though their size upon birth is generally decided by how much heat they were provided while in their egg. Some of the oldest and strongest Draconians have grown to be the size of entire castles and mountains.

Draconians are naturally born with, like the Dwarves, with an extreme affinity towards the Mystical Colors of Fire and Magma, which is why when they are younger their flesh is so hot that they could melt through wood and stone due to a lack of control over their body temperature.

Draconians do not typically congregate or settle with one another, and usually are constantly moving from environment to environment to suit their own needs. Over extremely long spans of time, some Draconians are capable of adapting to a specific environment. For example, if one decided to settle in a tundra, they would, over the course of hundreds to many thousands of years, become a Teal Dragon capable of manipulating Ice and Water.

Extreme exposure to heat during the egg stage typically produces Red Dragons, which typically comprise most of the Draconian Race.

Abilities inherent to Draconians: Transformation (Draconians can shift between Dragon Form and human form), limited Adaptation (Draconians are capable of adapting to their environment, though this takes anywhere from hundreds or thousands of years), Fire/Heat Manipulation (Draconians that aren’t born as White Dragons are naturally capable of using Fire and Heat Magic, and can release it as a breath attack through their mouths), Flight (In Dragon Form)

Weaknesses: For the younger Draconians, their Dragon Form transformation takes a few minutes to complete, and once they return to Human Form, they require anywhere from a half hour to an hour to go back into Dragon Form. Somewhat weak to silver and holy weapons, though not nearly to the extent as a Rakshashin or a Vaewolf.

Humans are in fact the oldest race in the world, being one of the first Races created by the Goddess of Light Ophelius. Born without the capability of using Mana, completely unlike other Races, due to the dangers it can cause to a human body, humans were given the ability to use another mysterious energy source dwelling within their own body.

This energy has many names, in the East it is called ‘Qi’, in the West and North and it is called ‘Aura’, and those that hail from the South don’t really have a name for it, but it dwells within the Souls of a human just as Mana naturally dwells within the Souls of other races.

Humans, due to their lack of natural strength compared to the other Races, mostly work as Warriors or fighters that temper this natural energy within their bodies in order to gain strength. A select few humans that have connections with other Races are capable of procuring Magical Tools and using the mana supply within them, though, only those with immense talent can utilize the makeshift Magic to the extent that the other Races can.

Despite this, humans have, in fact, produced some of the strongest fighters over many thousands of years due to their immense dedication to making up for what they lack in comparison to other Races, though this trait does not extend to all humans.

Abilities inherent to Humans: Chi Manipulation (They can manipulate the unique internal energy within their bodies), Statistics Amplification (They can use the energy within their bodies to boost their physical strength), Weapon Creation (Can form weapons out of their internal energy by molding the energy into their desired shape)

Weaknesses: Standard human weaknesses. They require food, water, and can catch diseases and the like without their own defenses. As stated previously, they are unable to use magic without significant harm.



Stats:


The AP is currently 9-B; starting off at 15 kilojoules and going up to 45 kilojoules as a max. Speed is subsonic; scaling to moving faster than the human eye can track. The Lifting Strength starts at Class 5; scaling to 2 tons, and goes up to 4 tons, which is still Class 5, as a maximum.




Mechanics:


See here. A color-coding system that specifics which colors mean which element or type of magic being used.



See here. For Draconian players this guide serves to specify the types of Dragons they can create, their elemental benefits, and weaknesses.





General Rules:

Simply run changes to your characters by me either in this thread or in a Direct Message, and be fair to the other players. And Have Fun!
 
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I be bumpin' on the haterz. Bumpin' on the hoes. Bumpin' on everyone, you know how this shit goes:

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We already talked about Howling Mist in DMs, I didn't want to be to restrictive since he said he wanted something more important to the story so I let it slide.
 
We already talked about Howling Mist in DMs, I didn't want to be to restrictive since he said he wanted something more important to the story so I let it slide.
I was mostly talking about it's backstory, the gods are the only ones with relevant time manip yeah? Then how the hell does some random cult put it into a weapon? Lol
 
I was mostly talking about it's backstory, the gods are the only ones with relevant time manip yeah? Then how the hell does some random cult put it into a weapon? Lol
" Dimensional Travel and Portal Creation via Minor Space-Time Manipulation (Capable of opening and closing holes in the fabric of spacetime)"
It's just a fancy way of explaining the ability to open portals, it's not Yamato or Other Time based weapon.
 
So uh, we should be good now, yeah? My main concern was Howling Mist but if everyone thinks that it passes now, then Bolverk should be fine to go as well since he looks good enough.
 
You almost had issue with seeing for kilometers with perfect clarity Azontr, so I think perfectly seeing blood vessels and shit is on the chopping block too
 
I mean my main problem with that was the range. If his senses have a fixed, preferably limited range, then it shouldn't be problematic so long as Oliver doesn't cheese it.
 
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