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Songs of Insanity

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Songs of Insanity

Due to things beyond my control, the information for Songs of Insanity will be placed into this one singular section. It will be updated constantly, to view such things as 'classes' or application info, go to edit, select find on this page and earch for said article. Thank you. ----- Character Applications 1. Character Name This should be self-explanatory. However, your name should be derived from the culture of your character. And I absolutely will not tolerate UberDeathOmegaExplodium666! 2. Race Races can be found here. We currently are not accepting new races. The first person to try to be a vampire gets a silver fountain pen through their heart. 3. Class Classes can be found here. Uber Classes are rarely approved. I know you think you're special. You arent. Until you prove it with a spifftastically awesome application. 4. Occupation How does your character get by in the world? How does he make money? Does he make money? This is entirely up to you, though you should keep it realistic. 5. Gender If you manage to fuck this up, I will ban you. 6. Equipment Be realistic. Noone carries ten swords, and there are no machine guns in Llyrrin. No, you cant go into the future to get laser pistols or lightsabres. Keep it medieval, and keep it realistic, and we wont have a problem here. 7. Physical Appearance Be nice and detailed. How do you walk? Talk? Whats your face look like? What about that hot oil burn on the bottom of your foot? Tell it all. The more detailed, the more likely to be approved. 8. Mental Description This is like physical description, except about your mind! An evil psychopath? A domineering seductress? A sociopathical murderer who really means well, but doesnt understand right and wrong? Detail is key. 9. One Original Ability Be creative. This is a chance for you to come up with something completely off the wall (or not to, its your call) and give your character a power you always wanted. Be reasonable, and we'll probably let it through. 10. Religion What faith does the character subscribe to, and how strongly does he believe in the teachings? Pay lip service to it while practicing occult? Devout and perfect in every way? Note that religion is an immense part of Llyrrinian life, and very few individuals are agnostic or atheist - most who claim such are generally under the sway of daemonic influence. Click here for information on religions. 11. Age This again bears reasoning. Li'Alem rarely live past 70, while Ni'nha can live to well over two thousand. As a general rule, keep your characters under the age of 600 if you want them approved. 12. Skills Skills represent what your character knows, obviously. A starting character can have up to 6 skill categories. You must describe your level of skill in each, and it will be reasonable. A 10 year old is not a swordmaster. Neither is a 20 year old. Indeed, Li'Alem rarely live long enough to truly master anything. Remember that. And be detailed. 13. History This is the most important part of the application. What has your character's life been like? What's happened so far? Pour your heart and soul into this. This is the final deciding factor to determine whether or not a character is acceptable. ----- Skills and Occupations This topic covers several possible applications and likely areas of expertise, as well as contain a general list of skill categories (with descriptions thereof). A starting character will begin with 6 skill categories, though what each category means to your character is for you to describe. If you absolutely must have more than six skill areas, PM me, though this is unlikely. Some Suggested Occupations These are some possible occupations for characters, each also involves some suggested skill areas that would go well with such an occupation. Scholar - A scholar seeks knowledge, and may on occasion peddle knowledge. This is not a particularly lucrative occupation, though some make a good bit of money selling books and spells of sorts. Suggested Skill Categories - Knowledge - Language (Emphasis beyond basic fluencies - literacy and whatnot) - Heraldry Thief - A thief makes his living off the pockets of other people. Some are elaborate con artists, developing clever ploys to seperate the mark from their money through speech and charisma, while others are petty thieves, pickpockets, and cat burglars. Suggested Skill Categories - Thieving - Stealth - Speechcraft (Emphasis on bluffing and argument) Soldier - A soldier is the character in the employ of a government or mercenary band who earns his keep through skill with steel. Being a soldier isnt exactly a good way to get rich - soldiers are provided with the necessities of life, in exchange for willingness to go and die at the slightest whim of their lords. Suggested Skill Categories - Weapons - Physical - Leadership (Emphasis on tactics) Merchant - Merchants are a varied lot. They range from swindling street peddlers to farmers selling their crops to traders who travel city to city for a chance to unload their wares onto another. Merchants are often among the wealthiest of the common folk, though this is by no means an absolute. Suggested Skill Categories - Speechcraft (Emphasis on peddling, swindling, and sweet-talking) - Knowledge (Emphasis on appraising goods) - Language (Knowing more than one language is a grand advantage for an entrepeneur) Priest - Priests devote their time to promoting a specific religion, usually in the interest of the local government. However, this is not always the case, as some priests travel the world spreading their beliefs. They often possess magical qualities and scriptural comprehension, as well as a gifted tongue to attract the growing masses. Priests live off the wealth of their founders and follow a relatively strict lifestyle. Suggested Skill Categories - Knowledge (Emphasis on religion) - Speechcraft (Emphasis on preaching) - Magic Clearly there are far more possibilities than these five listed. This is intended to serve more as an example than a definitive list - use your imagination. Occupation can cover a lot of ground... The Grand Yet Incomplete List of Skills This is a list of many possible skill categories, and a description of what would fall under each. If you want your character to posess a skill that does not seem to fall under one of these categories, thats fine - we are always open to improvements and suggestions. When you select a skill category, you should write out a description of what that means to your particular character - one character's Art skills may be painting and singing, while another has mastered the art of arranging corpses into beautiful patterns. Knowledge - Includes such things as history, laws of the various nations, understanding of cultures, memory, and general knowledge as to rumors, myths, legends, et cetera. This also includes basic math and basic scientific theories. Weapons/Fighting - This includes skill in all manner of weapons as well as unarmed combat and martial arts. Physical - General physical capacities - this skill could include sprinting, endurance, acrobatics or gymnastics, and similar capabilities. Heraldry - This includes knowledge of crests, flags, seals, and other such things - few people learn more than the heraldry of one or two nations, as there is simply so much to it. Language - Llyrrin has many languages, the most common are listed below. Language encompasses speaking, comprehension, reading and writing of the language in question. Common Languages - Nikkai, Jiangwen, Ilanin, Arkadian, Talleng, Jyera'ha, Ni'nha, Kuo'ra, Eluh'nha, Tor'run, Sen'lun, Fae. Thieving - This category includes lockpicking, pickpocketing, and more innocuous traits such as sleight of hand. Stealth - This includes the ability to move silently through a variety of settings and the ability to hide oneself from view, as well as being able to shift away and lose oneself in a crowd of people. Speechcraft - A broad category involving such things as diplomacy, swindling, debating, effectively lying, sweet-talking and peddling. It could also cover such things as oratory. Leadership - Leadership represents the ability to lead soldiers into battle, or the ability to lead scholars in research, or any number of like situations. It covers such things as tactics, the ability to inspire your fellows, and knowledge of reactions in battle. Magic - This includes both knowledge of the five elements and the actual manipulation thereof. Psionics - Note any psionic potential the character posesses under this category. Survival - Tracking, foraging for food, fishing, hunting, navigating through familiar (and to a lesser extent, unfamiliar) territory. Other important factors include knowing how to build shelter, find water, and in general live off the land. Seamanship - Involves sailing, piloting small watercraft, and general survival while on the water. Military - Includes charioteering and more advanced tactics, knowledge of formation fighting and siege warfare, use of fire, and other such details of war. Art - All manner of artistic ventures, from music to painting to drawing to arranging corpses into displays (or flower arranging for the more conventional types). Cooking, dancing, acting, anything artistic. It all falls under this category. Smithing - Silversmithing, blacksmithing, crafting weapons and armor, metallurgy, smelting, and similar appropriate vocations fall under this category. Tanning - This involves skinning, tanning leather, and working leather into usable forms. Medicine - Herbalism and poultices, as well as most natural means of improving healing, curing diseases, and remedying poisons are aspects of this area. Piloting - Familiarity with Sen'lun airships and zeppelins, such as the piloting, proper techniques of navigation, and other important skills for pilots and airship captains are covered here. Vocational - Use this to mention skills tied to your occupation which are not covered by other categories. Alchemy - The making and use of gunpowder, potions, explosives, Septim fire, acids and other alchemical substances. ----- Races Li'Alem (Leh-Alm) The Li'Alem are among the youngest peoples of Llyrrin, and the most prominent and widespread. Short lifespan and exponential reproduction among them have led to a large population, and Li'Alem kingdoms rise and fall with amazing regularity. Empires sometimes last for centuries, and sometimes for no longer than a single conqueror's lifespan. Physically and mentally, Li'Alem are human. They run the gamut on appearance, mindset, and culture, though there are five kingdoms of great power currently vying for superiority on Llyrrin. Nikkai - The Nikkai are a proud, ethnocentric, and highly xenophobic people. Nestling their civilization into mountainous valleys in the northeastern regions of Kazekei, the kingdom if Nikkoku is dominated by the need to grow enough rice for the entire population, no mean feat in the harsh climes they call home. The Nikkai are often considered to be a warlike people by outsiders, though this isnt entirely true. While immense value is placed on a warrior's prowess, and the Samurai have immense power, they are like any other people, and realize that prolonged warfare usually isnt beneficial to a nation. Far above the value of the warrior is the value of simple courtesy - the Nikkai avoid showing strong emotion, and are meticulously polite to one another (this courtesy is rarely offered to outsiders). Honorable conduct is all-important, and one who can put on a better face and maintain their composure is much more valued as a member of society than one who cannot. In the centuries since splitting away from being a Jiangren colony, the only traditional enemy the Nikkai have had has been themselves. Civil war is not uncommon, but rarely lasts more than a year, as once the snow sets in the mountain passes become entirely unpassable. Currently, however, the nation is split into two warring factions - one a largely peasent army, led by an enigmatic officer known as "Tanaka Chan", has taken to arms demanding rights. The dominant Hojo shogun is using every available resource in attempt to quell the rebellion. The war is currently entering its third year. Nikkai typically stand from 1.4 to 1.6 meters, with pale olive complexion, dark hair, and dark eyes. The Akara family has a tendency towards grey eyes, and a genetic predisposition towards colorblindness. There are few other exceptions to the general physical tendencies, though there are many variances within them. Among nobles, hair is never cut except in cases of extreme dishonor. The average lifespan of a Nikkai is between 46 and 55 years. Jiangren - The Jiangren populate nearly every corner of the continent of Kazekei, and have colonized much of the Nansei archipelago as well. A society that has survived in various forms for the extent of known history, the nation of Jiangsu has undergone many phases - it is currently in the declining stage of empire, with many colonies breaking away as Nikkoku did nearly seven centuries ago. Jiangsu has a longer history than any other human nation, the earliest of Jiangren settlers far predating even the grand Kingdom of Arkadia. Spanning a vast amount of land, and with a massive population, Jiangsu is an incredibly productive land which has produced some of the finest artists and craftsmen the world has ever known. However, isolationist policies have, in the past, kept these gifts confined entirely to the Jiangren, and few outsiders could ever understand the full accomplishments of the nation. Steeped with tradition, the Jiangren are considered by many others to be stubborn to a fault, and clinging to traditions that have outlived their usefulness. However, the success of Jiangsu's military campaigns certainly speaks for something. While the people are generally a practical and humble people, the noble castes tend towards reckless arrogance, feeling themselves superior by birthright. Not all hold these beliefs, but the majority which control the nation are most often a very nationalistic and power-hungry breed. The warpath has led Jiangren into a prolonged conflict with Septim, one which neither side seems able to claim victory in. A typical Jiangren stands between 1.4 and 1.7 meters, bearing similar physical traits to the Nikkai who broke away from them. However, living in a generally warmer environment, the Jiangren tend to have slightly darker skin. They also do not attach the same importance to the length of one's hair, though noblewomen still rarely if ever cut their tresses. Generally, the Jiangren live from 48 to 54 years when allowed to die naturally. Talleng - The westernmost continent of Myalen is home to the Talleng, a deeply pious and heavily nomadic people who have adapted to the destruction of their homeland, taking to the unnatural deserts as they once did to the nearly tropical forests that once covered the whole of Myalen. Though they exist as a number of independent emirates, at this point in time a single Sheik has proven himself dominant by claiming the most important water supplies. Very pious and even more xenophobic than the Nikkai, the Talleng rarely see outsiders, and even more rarely tolerate them. Blood feuds are common among different tribes, though any threat from the outside would immediately unite the clans against the newcomers. Since the formation of the Great Desert four centuries ago, Talleng society has been fractured, with warlords rising and falling every generation. Perhaps the only unifying attitude of the Talleng is an utter intolerance of outsiders. Beyond that, the philosophy varies from one community to the next, with some espousing pacifism while others wage endless war, some attempting annexation and others practicing isolation. However, the successes of the military leader Sheik Sin Jazid have forced the majority of the Talleng to recognize him as a leader figure - Jazid has complete control of the two most important water supplies in the desert, and has enacted taxation on its use. A Talleng generally stands from 1.5 to 1.8 meters, with a sturdy but slender build. Skin color is generally a dark ruddy brown, though eye colors run the gamut from brown to blue. Talleng lifespan ranges from 39 to 47 years, depending largely on the whims of the year and the current controller of the oases. Septim - The Septim Empire is the youngest kingdom of Llyrrin, and one of the most powerful. Controlling the western shores of Arkadia, Septim holds some of the most fertile land in the world. Because of this, they are able to maintain a large, highly disciplined military - and have entered into prolonged war with Jiangsu, the only major rival to their power. Arrogant, warlike, and ruthlessly destructive, the Septim rulers have created a new pantheon that is entirely their own - a war-driven cast of gods that they use to stir the people into a militant fervor. For the most part, it works - decent people can be driven easily to insanity through the use of military and divine threat. However, the Septim gods are very real: as much a power as any other mystical force in Llyrrin. This has lent a certain credibility to the Emperor, granting further control over the people. Indeed, while the people of Septim are no more inherently warlike than any other, they are fiercely patriotic and most would gladly die for the Empire. The Septim rose to power less than a century ago with the fall of the Kaymann Empire that reigned before them. The Septim have modeled much of their society after the Kaymann, but are determined to succeed where the other failed: Kaymann, the Emperor believes, attributed too much power to common people who lacked the judgement to act in the interest of the nation. Whether the more iron-fisted approach will succeed or not is anyone's guess, though the Septim show little sign of slowing up. Septim tend to be tall and stocky, sometimes standing as high as 1.8 meters. They have paler skin than most Llyrrinians, though still with a very ruddy tone. Hair color ranges from platinum blonde to dark sandy brown, with occasional individuals posessing red hair - a throwback from Arkadian ancestry. Septim generally live from 40 to 50 years. Arkadian - Arkadians are something of an enigma. Once a grand and powerful kingdom in the days of Sankall'in, Arkadia was all but destroyed in the Dragon Wars. However, the nation was carried on by idealists - and has slowly recovered. Today they control a small amount of land at the center of the continent of Arkadia, though skirmishes with Septim patrols do not bode well for the small nation's future. Among humans, Arkadians are perhaps the most tolerant due to their close proximity with the Jyera'ha. That is to say, they tolerate Elves - they are still as a whole brutally racist towards other humans and even Elves who dont look enough like them. However, they have on many occasions been forced to accept aid from the Elves, and have grudgingly accepted the presence of their Sylvan allies without conflict. Nationalism is highly common in Arkadians, the constant struggle for their very survival against kingdom after kingdom has lent them a feeling of "Us against the world", and they are quite determined to stay standing at the end of the bloodshed. The only kingdom older than Arkadia is the very kingdom that felled it's glroy - Jiangsu. In the Dragon Wars, Arkadia held the advantage until a single Jiangren prodigy of the Nikkoku colony shattered the forces of the mighty kingdom. This woman, Akara Satsuki, later taught Dinfalas Isumendur the ways of swordplay and military tactics - Dinfalas became the first Arkadian king after the nation's fall. Isumendur's line continues to reign to this day, though none are nearly so compassionate or effective as leaders as their first was. Arkadians tend to be tall and well built, often standing 1.8 meters or higher. They often sport red or blonde hair, and some few even posess tresses of a silvery hue. Eye color is usually pale blue, but on occasion green and hazel eyes have been seen. Arkadians tend to be very pale complected, often being lighter than the parchment they write on. A typical Arkadian lives from 43 to 51 years.