Guidebook
Welcome
Welcome to Antarsia! The site where fantasy meets reality and anything is possible. Ancient beings come back to life to retell their tales and allow you to experience it with them. However, the site itself is driven by the creativity of the writer. The site thrives on how creative the members can be and how far they can push the boundaries of their own mind. The lore is written with leniency; allowing flexibility for all types of roleplayers. We encourage people to submit or inquire if they want to see something changed or challenged.
The species and lore we have so far are just the beginning of what is to come. The site will continue to grow as the plots, world, and the member base flourish. We thrive on the idea of creating an environment that is drama free, laid back, and fun so everyone can enjoy what they joined the site for: writing!
Site Rules
1. No Drama! Any disagreements should be taken to private communications. If an issue cannot be resolved, do not hesitate to contact any of our admins; we will help you resolve the issue.
2. Please be respectful of other members and their opinions. If someone has an opinion you disagree with, healthy and respectful discourse is encouraged. However, if insults or rudeness ensue, we will close the topic and warn any members being disrespectful. If you choose to pursue the topic after this, you risk a ban from the site.
3. We will be doing regular inactivity checks. If you are inactive for a period of two months (have not logged on), we will send an email to you. If you do not respond to the email, your account will be deleted and your characters will be archived. If you do put up an inactivity notice or respond to the email letting us know what is going on, you do not need to worry about deletion.
4. Do not spam or double post, both in and out of character. If you are spamming (including begging someone to reply, or posting one or two word responses to threads in or out of character), then you will be warned.
5. We only allow one account per member, and do not have separate character accounts. If we find more than one account per member, both accounts may be deleted.
6. Once something has been submitted to the site for lore the site will not remove it. it belongs to the site as it has already been fitted in through a long process. However, we will credit the orginial owner for the information and they are free to still use it for personal use.
Roleplay Rules
1. No Godmodding or powerplaying. If your character needs to do something to another character, make sure you have explicit permission from that character's player to do so.
2. Do not claim control of or accuse other members of "not playing their character correctly." What is correct or not for a character is up to the character's player to decide, and accusations such as this will result in the accuser being warned.
3. No word limit, but please make sure your posts actually move the thread forward and have enough content for your partner to respond to. Unless absolutely necessary, there should not be one-liner posts.
4. Please note that our roleplaying level is moderate to advanced. Although the occasional typos are fine, please proofread and/or spellcheck your posts before posting. Chatspeak is absolutely not allowed in IC posts.
5. Antarsia is a 3-3-3 rated RP site as defined by rpgrating. This means that language swearing and mature language is permitted, sexual content is permitted. Anything goes on Antarsia.
6. We have semi-liquid time, of up to one month either forward or back in time. Anything you wish to play out of that time range in the past should be placed in the corresponding forum category rather than the continent forums. However, continuity is still present in canon. This means that although your characters are able to participate in multiple threads at once, make sure they are not in two places at the same time IC unless it is an ability that was previously stated. If you cannot keep track of the times of your threads, do not place your character in more than one thread at a time. If you are found to be breaking this rule, you will be warned and one or both of your threads halted.
7. We do not limit the number of characters you have; however, you must have a complete and approved app for all characters that you are using IC. If you are using a character that does not have an app, you will be warned and the thread closed.
8. You may only make a character in a plot position if you have been selected as the plot-holder for that position and your application approved. If you have not been approved and create a character in a plot position, you will be warned and your character deleted.
9. Characters may not have repeat names or names that are too similar to other characters. Please make sure you check the Character Names Thread before applying, as we cannot approve your character unless it has an original name.
10. Please be respectful of the people you are roleplaying with. If someone is uncomfortable writing or reading something, please do not push the issue and respect their boundaries.
11. This is the most important rule: Have fun!
Credits
A big thank you to Saperlie for hosting us, designing, and coding this amazing site!Thank you to the amazing staff, Lypten, and Xikhara that has come together to make this possible!
A special thanks to our Loremasters for helping flesh out the lore.
To see stock for the map brushes please check here for proper credits!
Thank you to our site artists, Xikhara, Lypten, and Faesu who have done an amazing job with the art found on site!
Thank you to Han for the commission on the dragon layout and knight layout images!
Creation Rules
Have an idea for a character and all you need to do is make that character thread? Make sure you are familiar with these rules before creating a character to use in the forums; we cannot approve any character applications that do not meet these rules.
1. All rules of the site and roleplay still apply here.
2. No duplicate first names or names that sound too similar. This includes nicknames but does not include last names. To avoid this simply use the Character Namelist
3. On the subject of last names:
- Last names can be awarded to a character by an important entity, such as a God, Oracle, or Royal through a special ceremony
- Last names can be inherited through family
- A character may give themselves or make up a last name, but it is unofficial and will not be truly recognize
- For most others, their last name is simply [father's name]son or they do not possess a last name.
- However, for bastard children last names are not like [father's name]son. Often these children will taken on a common last name. For example, a dragon child without one of their parents and not claimed may be called Estyra Scale. Scale being their last name signifying they are not claimed by their family.
5. Your character may not have abilities that allow them to godmod or powerplay over others.
6. You may not create a God, Oracle, or Royal unless you have applied for and been accepted into a plot position. If you create one of these beings, your app will be rejected.
7. When posting a character app, please use the template we have provided in the placed below under the header character form. You may add anything you want to to this form, but you may not take anything out of this form. Without it, we cannot approve your character!
8. If you host your character pages somewhere else, you still need to make a thread here, but all you need to do in your thread is link your character page. Please make sure your character page contains all the same information as that of the on-forums character application, and a mod will hop over to check it out as soon as possible!
Otherwise, go wild! We love to see what you can come up with! Be as creative and original as you want, and have lots of fun!
Character Form
If you have an idea for a character, please fill out this form and post it in a thread in the Waiting for Approval forum, and a member of the staff will look over it as soon as possible!Some applications may need a bit more information then others. This would be species such as: demons, angels, lions, and wolves. For example, with angels and demons it would be nice to know what house they come from so we can judge the application more fairly. The wolves and lions should specify if they are loners, rogue, or if they belong to a pride or pack respectively. These are just examples and it is best to use judgement here when making an application.
Picking a Species
Picking a species to play could be the hardest part. Staff has some species that have been fleshed out for the site and there is always room for more. If you would like to play a character that does not fit into this list do not feel limited. Staff is always here to help. Some species that have already been fleshed out for our lore are listed below with links to learn more about them.
Ready to Roleplay?
Have your character approved by staff and ready to go? Okay just one last small thing! When creating a thread you need to make sure that you match the proper format so anyone joining or reading your thread will known the timeline of the events. This makes it easier for people who may want to jump in later and help with plotting.
Thank you, and happy roleplaying!
Magic
As the pieces of the gods settled, so did the magic within the creatures, some pockets of species more adept in the skill of magic than others. These gifted creatures began to explore magics, and thus formed a system of magical order and categorization that holds true even today.
Magic that is entirely controlled by an individual is known as “High” magic. It is considerably weaker than wild magic, but much easier to manipulate to one’s will and is the most diverse of the magic types. There are three categories within high magic that users may control.
- Arcane - Arcane magic is high magic at it’s most raw form, and is the most common type, able to be accessed to a degree by all magic users. This form of magic can be used to summon, create portals, and for powerful bursts of raw magic and illusions. The color of this magic is reflected on one’s aura, visible when being used or to those who are able to see the aura of others.
- Healing - Healing magic works in three ways: it can be used to heal others but also to tear wounds open once more, and it may also be used to protect. This form of magic is difficult to learn, and one must understand exactly what they are healing, destroying, or protecting to perform this magic. There is heavy emphasis on the use of light, and this form of magic draws on the power of the soul itself.
- Destructive - Destructive magic includes curses and rendering of things; this is usually harmful magic that is heavily frowned upon, and it can become addictive if used too often. Users of this magic can summon more sinister beings, which can prove dangerous and hard to control, and thus such antics are discouraged both in schools of magic and other places.
- Elemental - Elemental magic involves the manipulation and control of the elements, the five main being Earth, Fire, Air, Water, Spirit. Sub-elements derived from the original five, such as electricity, ice, etc. are included in this form of magic, but are much harder to master. Elementals are the masters of this form of magic, and are able to have full control over their own elements at creation. Other creatures take years of practice, and it is rare that another creature may become as well-versed in this form of magic as an elemental. Spirit elemental magic is the rarest of all, and is the most difficult to master-- it allows for control over most elements and sub-elements, as well as aspects of magic that are not tangible but more based on aura.
- Shapeshifting - Shapeshifting is a form of nature magic that a user must be born with. The process of learning to shift takes time and effort, and it is a skill that cannot be acquired.
- Feral - Feral magic encompasses the ability to call on animals and communicate with them. This magic, in its more powerful form, can also allow the wielder to control other creatures and force them to do their bidding, though this magic is highly difficult to perform and master.
- Necromancy - Necromancy is a darker wild magic that is often frowned upon by society. It is the ability to control the dead from ghost to dead bodies to do the biding of the user. The stronger the mage, the more they can control and the stronger things they can summon.
Magic Classes
Those that use magic can be categorized into classes of usage. It is possible for an individual to be part of more than one class, and it is not uncommon for more skilled users to be part of multiple classes.
- Sorcerer - arcane magic user
- Mage - multiple elemental user
- Shaman - Nature
- Cleric/priest - holy/healing magic user
- Wizard - arcane magic user
- Druid - Nature magic user
- Mancers/Manipulators - single elemental user
- Magician - other magic user
- Warlocks/Witches - nature/elemental user
- Archmage - powerful spellcasters who have taken their chosen magic to their abilities to their peak. Typically a master of one or more types of nature magic
- Grand Sorcerer/Wizard - powerful spellcasters who have taken arcane magic to it’s peak. Typically a master of one or more types of high magic
- Enchanters - imbue items with magical properties, not necessarily a magic class, anyone with magical talent can learn
Common Magical Items
These items are, by definition, common. Most ordinary people are capable of acquiring these without too much difficulty, and they are common fixtures in many homes.
Wardstones: Wardstones are important items, used to establish permanent wards to protect homes and castles. Common enhancements include portal disruption, physical blocking, and intrusion detection.
Elemental Stones: Elemental stones contain a small degree of magic in whatever element they happen to be made for. They can be used for simple tasks by most people, and a control of magic is not needed to operate them. In the event that a stone is overused, it will become inert, and will need more energy to activate again.All elemental stones will recharge over time, drawing energy from the ambient magic in the environment to refuel.
- Water Stones: Water stones are capable of creating a small amount of water, and are often used for bathing or taking care of gardens. Larger ones can be used for fire prevention.
- Fire Stones: Like the name suggests, fire stones make fire. Often used for cooking, the stones can also generate heat, and therefore are a valuable item in winter. Some people use them as weak weapons, though they would be outmatched by the simplest mage.
- Ice Stones: Ice stones are very useful for chilling things. Often used to preserve meat or other foods, they are also used to cool buildings during the summer.
- Air stones: Air stones are often used to generate small pockets or gusts of air, often used to push ships or help people swim underwater or in low air environments.
- Earth Stones: Earth Stones draw upon the power of nature, and are often used in gardens to increase fertility.
- Light Stones: Light Stones are used by many healers for the crating of potions, or to treat minor injuries such as scratches or bruises. They can also be used to illuminate an area, similar to a torch.
- Darkness Stones: Darkness Stones are popular among thieves and assassins, as they can be used to poison people or darken areas. While a darkness stone will never kill a person on it’s own, it can be used to weaken an individual.
Scrying Glass: Enchanted mirrors, crystal balls, or other reflective surfaces used to show distant places or people. The magic is usually weak, however, and can be blocked by most wards.
Curses
Both Vampires and Werewolves are cursed beings, punished for the crime of an individual years and years ago. The gods that were wronged placed a curse upon the offending beings, for them to carry for the rest of their lives. These curses were designed to spread both by bite and inheritance, so that any that dared to defy the gods and assist these cursed beings would suffer alongside these wrongdoers.
All curses carry the same inheritance pattern: the offspring of any cursed being will possess the curse, while the mate will not; it is the ultimate punishment to the parent who must watch their child suffer and turn against them in the gods’ thirst for vengeance upon those who dare love the creatures that have wronged them. These curses can be healed, but only by the most skilled and powerful angels. Failed attempts mean the loss of life for both the healer and the cursed, yet successful attempts are rare, thus making healers reluctant to help these cursed individuals. The exception are the chimeras as it can appear at random in any hybrid no matter the percentage, but it is no guaranteed.
Curses cannot be mixed. A pairing between a vampire and a werewolf is impossible; the child will be born twisted and deformed and will die within a day. Similarly, no one individual can have more than one of these curses; a werewolf bitten by a vampire will die a painful death, and vice versa. Not only this, but any creature healed by an angel must take care never to be bitten again, for no matter werewolf or vampire, the healed creature will die just as painful a death as the combination of curses. The exception to this are the chimeras. While a chimera cannot be bitten or else they die a painful death, they cannot pass their curse on with a bite or scratch as the other curses.
Vampires
The vampires were first created when a human desecrated a temple dedicated to Jiasna, the goddess of order and chaos. The temple had been meticulously set up, designed to be the perfect balance between the two opposing forces, and when the human managed to demolish the temple in a drunken stupor, Jiasna awoke to bring chaos down upon the offender.
She gave the human fangs and blood-red eyes, and skin paler than the glow of the moon, and a thirst that could only be sated with blood and nothing else. Though the human grew sober to apologize, there was no mercy in the goddess's mind, and the vampire was sent back to wreak terror upon its city.
Its bites were either fatal or contagious, but the vampire could not control when such things happened, so that a sip of blood may kill a beloved, while nearly draining a murderer might pass on the curse-- so the curse spread, first from humans to humans, then to the other creatures of Antarsia, until all species were affected with the thirst for blood that Jiasna had given this first offender.
Upon receiving the spell, vampires of any sort will turn many shades lighter in color and grow sharpened fangs, as well as blood-red eyes. They must have blood every fortnight or they will starve and go mad, wreaking havoc upon villages until their thirsts have been sated.
Because they are so shunned, Vampires tend to avoid others and live solitary lives, only appearing at night to feed and quench goddess’s anger.
Werewolves
The first werewolf was created when several wolves unearthed a beautiful gem from their den. Offered as a sacrifice to Cysnial, the goddess of charity, it was stolen by a greedy human. Cysnial, in the grip of her corruption, sent a wolf to demand the gem’s return, as her greed demanded the gem be hers. The human skinned the wolf in response, and crafted the pelt into a cloak. Enraged at the theft of both a wolf and the gem, Cysnial cursed the man. The cloak was bound to his skin, and when the moon rose into the sky, he became a wolf, lost to the wrath of Cysnial’s greed. Though he tried to return the gem to her, the goddess would not be swayed, and his curse was set to spread as punishment to those who harbored him. In the madness of the wolf, he would spread the curse to those he bit, and she decided that was a fitting fate.
Since then, werewolves have evolved. The curse has long since spread from humans to all other species, and the amount an individual is affected by or can control the curse can vary widely. Some werewolves are confined to their wolven forms when the moon rises. Others are capable of controlling the transformations perfectly, shifting at will. Some have even developed a Warg form, between their wolf form and that of their original species. One thing is certain: All werewolves are stronger on the full moon, when the goddess’ curse is most powerful.
No matter the level of control one might have on their curse, one thing is inevitable: the werewolf must become a wolf at least twice a month-- once during the full moon when the wolves are the strongest, and once during the new moon, when the sky is black and the werewolves become absolutely unable to control their lupine selves. On these two nights, all werewolves are forced to remain wolves, to howl their apologies to Cysnial and hunt those that yet offend the goddess.
Chimeras
The first chimera was born when the daughter of a high born family disgraced not only herself, but her family, city, and the Gods. The daughter was promised to be wed to the god, Plythio, as a priestess of the high temple. As part of the ceremony, the girl must never have been with another. The night before the ceremony, the girl had slipped out to be alone for a bit. Having been a shapeshifter, she shifted to her lion form and went to go meet up with a longtime friend. Upon meeting, the girl explained her reasons for leaving and her distress for her impending ‘marriage.’ After some comforting, the two step the night together.
The day of her wedding, word got back to the god about her behavior the previous night. Enraged, the God of nobility and pride cursed the woman to bare children of the pairing and all others who slept together the previous night no matter their species as punishment for her disgracing him. When the pregnancies came to term, the children bore characteristics of both parents rather than one or the other; including hybrid children. Pairs such as a kitsune and a dragon created foxes with wings or the ability to breathe fire, and an elf and a lion had children with a human form, but a tail and a lion face or a lion body with human hair. These oddities of half of each parent became known as chimeras.
The curse evolved to become a genetic mutation that can occur from hybrids and their following generations. A pairing with multiple children could have the entire bunch normal, but one child could be a chimera. The gene is found only in hybrids no matter how small the percentage. Chimeras cannot shapeshift or take primarily after one parent. They must have features of both species.
Gods
The gods of Antarsia are powerful but divided; there are sixteen greater gods in total now, but there were once only two, by the name of Jaelanai and Akros. Here you can find more information about the gods, though not all is known about them, and there will always remain a shroud of mystery surrounding these celestial beings.
Orignal Gods
The two original gods once worked together to create all of Antarsia, and the creatures in it. With their combined efforts, the world as we know it now was made, as well as the various species we see today, both plant and animal, sentient and non-sentient.
Jaelanai was the Goddess of Life. She created the creatures that reside in Antarsia, from the smallest critter to the tallest tree, breathing the gift of life into all of them, to see her creations flourish and thrive in the newly created world. She, as the driving force of nature, was more powerful than her brother, and could create as she wished. However, her creations were all shells, empty of thoughts as we know them today, simply existing, for the goddess of life was incapable of breathing such things into them.
Akros was the God of Knowledge. Gifted with the power for thought and reasoning, he saw his sister's creations as empty, and used his powers to fill them with being, so that they became sentient, and able to think on their own. However, before he could finish, Jaelanai stopped him, angry at what her brother was doing to her creations, and thus a war began, leaving some of the species of Antarsia with the capacity for thought and the rest in their forms as Jaelanai made them.
The Divided Gods
When Jaelanai stopped Akros from what she considered was defiling her creatures, the two gods had a battle, one that lasted years upon years, with light bright enough to outshine a thousand suns. When the battle was over, the two original gods were no more; rather, they had each broken into 8 different pieces, never to return to their full forms.
These gods watch over Antarsia now, stepping in on very, very rare occasions should need for such an intervention be dire, but making sure none of their charges are destroyed in foolishness.
The Pure Gods
The pieces of Jaelanai are termed the Pure Gods, not because they are inherently good, but rather because they are simply beings, unable to harbor thoughts of good or bad. They are simply the patrons of the forces that created the species in Antarsia, and no deed of evil is through their intent. What follows are the names of the eight Pure Gods, as well as a brief statement over what they look over and who they guide.
Ganthor is the god of stone, and the patron god of the dwarves.
Haliea is the goddess of the sun and moon, and the patron goddess of the angels and demons.
Jakroth is the god of fire, and the patron god of the humans.
Karnos is the god of the plains, and the patron god of the lions.
Malina is the goddess of the forest, and the patron goddess of the elves.
Nialle is the goddess of magic, and the patron goddess of the kitsune.
Zarkos is the god of air, and the patron god of the dragons.
The Corrupt Gods
The pieces of Akros are termed the Corrupt Gods, not because they are inherently bad, but rather because they gave rise to the thoughts that would eventually lead to darkness. As the patrons of ideas that can be good but can also turn bad, these gods were the ones to introduce the concept of evil to Antarsia. What follows are the names of the eight Corrupt Gods, as well as a brief statement over what they look over and who they guide.
Eleinia is the goddess of dreams and obsessions, and patron goddess of the dragons.
Jiasna is the goddess of order and chaos, and patron goddess of the humans.
Lithrina is the goddess of love and war, and patron goddess of the dwarves.
Norak is the god of peace and death, and patron god of the lions.
Plythio is the god of nobility and pride, and patron god of the elves.
Tharamos is the god of reality and illusion, and patron god of the kitsune.
Vaerath is the god of light and dark, and the patron god of angels and demons.
Oracles
An oracle is a vessel for the divided Pure and Corrupt Gods, and is always a Royal of the species that the god is the patron of. Oracles are indistinguishable from the other members of their species, other than a tattoo that may be easily concealed from others should they wish to.
Oracles do not know when they will be taken over by the Gods, and have no recollection of the possession after it has occurred. When the God possesses an Oracle, it can be very dangerous and damaging to the oracle, for although the Gods limit their power while doing so, they still possess enough concentrated energy to damage the oracle. After such an episode, the Oracle must heal and recover for a few days before they are able to continue with their lives once more.
That the God possesses an Oracle is a very, very rare occasion, for Gods do not normally intervene in the daily goings-on of Antarsia and the individual creatures, and some Oracles may go their entire lives without ever being possessed by the Gods they serve. Once an Oracle dies, the God will transfer the status of Oracle to the next conceived Royal child of that species, who will serve as the oracle their entire life.
Following is a list of the names of the gods and the oracles that serve them.
Feaya-
Ganthor-
Haliea - Lizair Dawnbreaker
Jakroth-
Karnos-
Malina-
Nialle-
Zarkos-
Corrupt Gods
Cysnial- Acrtis
Eleinia- Giriana
Jiasna-
Lithrina-
Norak-
Plythio -
Tharamos - Karyso
Vaerath- Naiome
Time Division
Time is handled slightly different then it is in the real world. It is divided much differently to the point to where that Spring and Fall are not actually recognized as seasons but more as a transition for Summer and Winter. Fall and Spring only last one month, while the other two seasons tend to last three months each. It is not requited to remember all this by heart, but it is always located here for members to refer to should they need to for roleplay.20 hours to a day
10 days to a week
5 weeks to a month
10 months to a year
The 1st - 4th months is summer
The 5th month is a transition
The 6th - 9th month is winter
The 10th month is a transition
First: Jaelani
Second: Feaya
Third: Ganthor
Fourth: Haliea
Fifth: Jakroth
Sixth: Karnos
Seventh: Malina
Eighth: Nialle
Ninth: Zarkos
Tenth: Akros