I just wanted to try and be creative, but I'll make sure my ambitions don't make me go overboard, they're meant to be unique, not OP.
If everyone’s happy with that then sureGiven the sort of backstory I'm going for with my race, with them being feared and hated by the other races (similar to the orcs in the elder scrolls series), it would make sense for them to be the ones who are attacked. They could then blame the Apex Syndicate, given how close they are geographically.
At this stage yesI'm assuming that rule also applies to dragons? (Not that I plan to have one)
I think the amalgamations are best left as they are. New Bearers may be able to become mythical beasts as the RP goes on, i.e. a Phoenix or Thunderbird.And I remember you talking about my limits on the beasts the Bearers can become, but if they're to be amalgamations of existing species, does that mean they become other known mythical creatures that would also have a combination between two species?
I’d argue from the description you gave that crystal alchemy is Light-Earth not Light-Metal but other than that acceptedName: Tarksa. There empire is called the Republic of Diamonds.
Description: A group chitinous serpents who thrive for beauty and superiority.
Location: A clash of people who live both underground and on the surface with there many cavern systems. wherever the canyons are the Tarksa make there homes in harsh terrain and natural defenses. There cities and crystalline structures are made to be difficult to maneuver in unless you're a Tarksa
Government structure: (using Britain as a base) Tarksa uses a system of parliament that brings one representative from each city. While they discuss local politics the final decision for most decisions goes to the monarch. whether king or queen they have the highest power in parliament and most request must go through them.
Characteristics: Tarksas are a mixture of beetle and snakelike appearance. they have slit mouths with forked tounges and unblinking eyes. they have a small protruding beetle horn that slightly increases in size based on age. They have pieces of chitin embedded near their shoulders, abs, back, and hips, but there rest of there body is covered in scales. they have the lower half of a serpent and there scales are usually a dark blue or purple color, though many Tarksa will use polish to make themselves colorful.
Military presence: 3/5. it is not expected that all citizens fight (given many want to live in luxury) but everyone must take some type military education. Be it simple self-defense or advanced weapons training. Most of the time the republic would rather settle there dispute through commerce rather than force, though history shows they can become awfully aggressive to those they felt wronged by.
Military structure: the monarch has a series of royal knights that have succeeded in the in all manners of advanced war training. these knights are tasked with training lower regiments and subdivisions. they have their own brand of armor that uses a mix of chainmail laced with diamonds. Tarksa mostly uses spears and crossbows while they have also invented and hold a monopoly on the trebuchet. (I might remove the trebuchet idea)
Importance of magic to faction: 4/5 given that it is there magic that creates many structures, jewelry, and even weapons. ones that excel are the highest regarded and paid heavily for their services.
Name: Crystalline Alchemy
Base Elements: Light and metal
Description: Crystalline Alchemy transforms the earth and simple plant life into different gems and crystals. they are also able to shape and break crystals with a bit more ease. while sometimes the crystals themselves can have magical properties, this is very rare and takes alot longer to create than normal.
How to Use: Must be very close to the material and picture exactly what type of gem it can become.
Drawback: the process of crystallizing can be very slow for larger objects. It can take hours or even days to fully transform and object. this is due to safety reasons as crystalizing an object too fast can cause the caster to crystalize aswell. this has been a problem as citizens would crippling body movement or damages their vitals.
Equipment/Materials needed?: the piece of earth or plant must have the type of mineral element in it to transform into the desired gem. for example, if someone wanted a ruby the object needs to at least have iron already existing inside it. this makes diamonds easy to come by but other colorful gems much more valuable.
Name: Burxa Sorkonox
Title: Supreme Tarksa
Age: 60
Gender: Male
Appearance: Slightly smaller than other Tarksa, Burxa has natural bright blue scales that reflective in sunlight. He has a hood around his neck that is a genetic rarity. His horn is cut and trimmed to the point where small but very sharp.
Clothing: He is adorned with many pieces of jewelry such as shiny gold bracelets, large necklaces, and even a ruby lodged into the base of his horn.
Personality: He is patient but very blunt. he hates subtext and despises those who try to be underhanded. While he can understand the emotions of others he doesn't try to and can come off as really cold. He genuinely cares for his people but is also obsessed with wealth and luxury.
Equipment: on the right side of his hip he keeps a pocket mirror that can be used as a communication device.
Weapon(?): on the left side of his hip he carries a shortsword called "Axolotl's fang" that whenever chipped or damaged would regrow itself.
Attributes
Intelligence: 9/10
Wisdom: 9/10
Strength: 2/10
Power: 8/10
Constitution: 6/10
Charisma: 2/10
Dexterity: 9/10
Your location needs to be more specific and you’ll need to remove the detection ability.Name: The Kingdom of Sakharr
Description: A small kingdom built inside of a rather large oasis with walls surrounding the said kingdom and a temple in the middle. It's rather diplomatic and is quite trading focused
Location: "Dembazo Oasis" which is located inside the great desert of Sekage
Government structure: Sakharr have a monarch-like government structure, where they either have a king or a queen as their ruler, who then have one of their children become the next ruler. Right under the king/queen is the four courtiers with each of them being responsible of military, trading/economics, education and agriculture respectively.
Characteristics: (of inhabitants) Different elements of earth manifest in this race. Varying from the dry and cracked texture that are often seen around the deserts ground with bits of dust falling, to a rough and pebbled rock-like skin with one or two small crystals embedded on. Other than that they look rather humanoid.
Military presence: in the society 3/5
Military structure: The Courtier of Military is mostly the one who is in charge, but the king/queen is the one who does the final decision. Under the courtier of military are of course commanders, who make sure that the wanted actions happen and then the soldiers, which includes the royal guard.
Importance of magic to faction: (how closely linked is magic to culture) 4/5
Name: Chambark and Lyhiam
Base Elements: Earth and Water
Description: Chambark what Sakharrians call the manipulation of earth Lyhiam is for water manipulation. The power and abilities of both Lyhiam and Chambark vary from citizen to citizen. The major factor if of course training and the natural abilities in the said arts, but the abilities are sometimes varied depending on the person. Someone may be better on the one while worse on the other, good at both or bad at both. If you are especially good at Cambark you can possibly sense some of the different minerals in a 29 ft (8.8 m) range and if you have mastered Lyhiam you can possibly sense nearby water in the same range, but they can not turn water into ice.
How to Use: (if complex) Both Lyhiam and Chambark are controlled via bodily movements. Stiff and powerful movements are used with Chambark, while with Lyhiam's movements are more flexible and fluid.
Drawback: The user of both arts need to know what each movement does and how to properly use it. If the movements are done incorrectly nothing will happen or then something unwanted/unexpected may happen.
Equipment/Materials needed?: N/A
Name: Naharia Sakharr
Title: Queen of Sakharr
Age: 36
Gender: Female
Appearance: Naharia has a sienna colored, dry and cracked dessert ground texture on her skin with a red-orange colored gem on her forehead. Her black hair reaching a bit past her shoulders, though it's usually worn in a very loose ponytail. Her eyes are a bright blue looking like a small clear ponds in the middle of the desert. She is 5'5 tall and is average weight, but possibly leaning towards rather curvy with a hint of strength showing underneath.
Clothing: Naharia tends to wear a white loose tunic with gold like decorations on the sleeves with some decorated metal armor on top with a rich purple cape. When Naharia's presence is required at the battlefield she wears significantly more armor that is also quite decorated. When in her kingdom she of course wears more relaxed clothing like a long, white tunic that has once again golden decoration on the sleeves, light green baggy pants and a very loose cardigan with the color bright orange with jewelry of different kinds complimenting her appearance and showing of her wealth.
Personality: Naharia is quite calm and collected individual. She can be quite and savage with her words, but she has no trouble with choosing the correct words to charm anyone. She can be somewhat narcissistic and think highly of herself, but she does show kindness to her citizens and her beloved family. She tries to use diplomacy over violence and war often talking her way out of situations.
Equipment: Other than her wealth, weaponry and jewelry she carries a small bag of water .
Weapon(?): If not using either of Chambark or Lyhiam Naharia's weapon of choice is a scimitar.
Attributes:
Intelligence: 6/10
Wisdom: 6/10
Strength: 5/10
Power: 8/10
Constitution: 5/10
Charisma: 8/10
Dexterity: 6/10
It’ll doThere I did the edits.
Just say if there's anything else that needs to be changed.
Try something to introduce your leader going about their day to day duties, in reality we’re waiting for a certain someone to writing the initial inciting incidentJust trying to think on how to introduce the Apex Syndicate.
For simplicity in an otherwise complex rp we’ll use gold and silverI have a question. Do we have our own currency or is there a standardized gold and silver coins?