• Welcome back to Pokécharms! We've recently launched a new site and upgraded forums, so there may be a few teething issues as everything settles in. Please see our Relaunch FAQs for more information.

Ask to Join Possible RP - The World of Ennen

Ennen, for those of you that have remained unaware, is my slightly anachronistic everything-but-the-kitchen-sink setting. Inspired mostly by the cavalierly modern view Discworld takes of fantasy, Ennen incorporates sci-fi, steampunk, and, yes, fantasy. (I think that sentence had a ‘fantasy to other words’ ratio that was too high.)

To put it bluntly, I'd like to set an RP there. The general idea would be that a villain is embarking on a quest to kill the most powerful mages in the world, and it's up to a group of characters to figure out their plan and put a stop to the magicide.

So, that said, you probably need a primer on Ennen! First, the world itself:

Check out the map here

Lovingly reproduced above in only the most default of RPG Maker tilesets is the world of Ennen. What are labeled are the largest human settlements - as I’ll get into later, Ennen has a huge nonhuman sentient population, but winners, history books, maps, etc. They tend not to meddle in the affairs of humans, which means that they're probably not going to be very good as PCs for this RP.

From the top-left:

Erdric: Unintentionally named after a Dragon Warrior character whose name got stuck in my head. Erdric has ‘the hero’s home village/starting place in an RPG’ written all over it. There’s not much of a centralized government; Erdric is mostly just a series of self-governing cities. Not much about them stands out on the world stage; when it comes to wars, everyone tends to leave Erdric alone. Their claims to fame are a magic guild in the town of Thornton, a decent school of magic in the remote, mountainous town of Eldarin, a warriors' guild in the farming town of Sybyll, and Port Yarcia, which is pretty much the only place non-Erdricites would be able to point to on a map of Erdric (and it also has a good Merchants' Guild).

Vianu: A frozen, craggy, uninhabited wasteland. Whatever creatures live here are content to keep to themselves. A large expanse of ruins near the water’s edge tell a story of some people living there at some point in the past, but they obviously gave up. However, in the caverns underneath Vianu, a solitary mage keeps a huge archive and watches over the Crystal, source of all magic in Ennen.

Mersat: The continent of Mersat is the most densely populated area in Ennen. The countries in Mersat used to constantly be at war with each other, until someone had the bright idea to put up a huge wall dividing them all off from one another. The damage had been done, though; Kenba consolidated itself as a massive sprawling juggernaut and one of the most dangerous countries on the world stage, Alzabata never recovered from the blight that underwent their land and lakes, and Momotto became even more isolationist and refused to let anyone in or out. Alzabata has a thriving tourism industry, in that people pay large sums of money to get away from there. Momotto is the most technologically advanced country in the world thanks to a combination of raw materials, a really devoted king, and buy-in from the citizens. Khetaqa is abandoned, ever since a demon laid waste to the country long ago. Qassan is a vassal state of Kenba and is ruled mostly by Empress Kaja III, who gets the final say in what goes on in Qassan so long as they keep up trade with Kenba.

Ginde: A country that’s mostly desert, so long as you ignore the dense rainforest to the south - and most people do ignore it, since most people who enter it die. Even though Ginde doesn’t have much in the way of natural resources, they do have most of the plants used in Ennen for dye - and so Ginde is the fashion capitol of the world. Especially rich Gindens tend to wear shades of vibrant purple - the only color dye that can absolutely not be found anywhere else. The Rasaka Desert, in the middle of the continent, is brutal and full of deadly creatures - that, combined with the rainforest, gives Ginde the highest number of things that can kill you per square foot anywhere in Ennen. It’s said that there are mysterious pyramids somewhere in the desert, but nobody has been able to get legitimate evidence.

Ferride: More properly, Lord Ferride Island. This island, which has absolutely no redeeming qualities, was purchased by one Lord Ferride back some time ago as a display of how much money he had. He made his homestead there, but when his family realized that absolutely no subsistence could be made there, they departed, leaving him there to die, old and alone. In modern Ennen, Lord Ferride’s name has entered the vernacular as slang for someone who is extremely rich or makes extremely poor decisions (often both) - as in “That guy’s getting all Ferride up in here” or “She just Ferride’d all her gold away trying to find the lost mermaid city.”

Dola Islands: The most popular place in Ennen for destination vacations. It’s perpetually sunny and temparate, with some of the most shining seas visible anywhere. How much the local mage population had to do with this is unknown. The northern island has rocky cliffs that are absolutely bursting with valuable gems, which up until recently were a well-kept secret. A business on the south island has figured out the secret to electricity and is trying to pull Ennen into a new age. The fact that the company is run by a vampire is completely irrelevant. The Dola Islands are possibly the only place in Ennen where humans are a minority - nonhuman species make up the majority of the native population.

Lycus: Very much like Vianu in terms of climate and layout, but people actually decided to settle Lycus instead of just leaving it for warmer climes. The biggest magical academy in the world is here, as is the biggest magical library. They trade in furs, mostly, but they also have a surprisingly substantial tourism industry - the magical fallout site to the south is a popular destination.

Alverdi: The continent Alverdi is home to three countries. Vandrio, to the west, revolves almost entirely around the Church of Ennen, which is based there, but also depends on its trade in agriculture, particularly flora. Remina, to the east, is a well-oiled military state that starts training children at a very young age, moving them from fort to fort throughout the country to get skilled soldiers. Nobody in Remina is not involved in the military, and the military’s general is essentially the leader of the country as a whole. Remina is very aggressive - most conflicts in Ennen’s history can be traced to either Remina or Kenba - and it has aggrieved Vandrio more than once. Becdeni, in the center, is a strictly neutral state, taking no part in any conflicts on the world stage and acting as a mediator in any disputes. Becdeni also has a strong military force that helps keep Remina on their side of the mountain range.

U Hao: A country that was never really settled like the rest of Ennen. It has little strategic value and sits next to an active volcano, which means that it tends to fly under the radar on several countries’ lists of places to take over. The few colonialists who did visit ended up integrating into native culture.

Emek Archipelago: There is nothing on Emek. Any buildings you see on Emek are a figment of your imagination, and should by no means be investigated. If you do investigate these wholly fictional buildings, anything that happens to you is your own fault.

If you want details on specific towns after you've picked a country, let me know.

As far as who your character is and what they do, there aren't many restrictions! I will say this, though:

1. Your characters should probably be somewhere near Thornton in Eldarin to start off, otherwise they won't have much to do for a while.
2. Your character can use magic if you want, but be warned that magic is the sort of thing that takes intensive training. Most people need to train in magic for years and years before getting any good at it - late teens is usually when people get enough control over their magic to use it reliably, since it requires a lot of focus and willpower to cast spells successfully. Casting spells can also be tiring if used too freely. As a result, if your character is a mage, they probably don't have many other specialties. Most people also specialize in one type of magic - earth magic, fire magic, sound magic - and as they get more experienced, they can specialize further - time magic, transformation magic, emotion magic, for example.
3. In terms of livelihoods, if it's a job that makes sense in Discworld or LOTR, it probably exists in this setting.
4. As I said before, the various nonhuman sentient species won't have a large role here. However, in certain rare cases, there are halfbreeds - someone whose parents are a human and another sentient creature (usually dryads, hissguises, and sirens/sentinels). If you play a halfbreed, know that they face huge amounts of discrimination from humanity at large and tend to be shunned. More details on those creatures can be found on my Tumblr.

My Ennen tag on Tumblr: Go here for more details!

Locations in Ennen
Ennen fauna
Elements in Ennen
The Ennen pantheon

Finally, my two characters:

-Name: de Soren
-Gender: male
-Birthplace: Thornton, Erdric
-Age: 26
-Height: 5'7"
-Weight: 150 lbs
-Hair: blonde, wavy, well-groomed
-Eyes: Bright blue
-Clothing: Tends to wear a dark blue suit, especially when performing. He also keeps a staff with him - one made of oak, topped with a ruby sphere.
-Musculature: Average
-Reference: Here
-Personality: Chipper and upbeat, de Soren always has a smile on his face. It's hard to shake him and even harder to get him angry; he just lets most things go. This can be deceptive, though, as even when de Soren is angry or upset, he won't show it; instead, he'll just be smiling. Despite his friendly nature, however, de Soren doesn't make really good friends easily - most people would say that he seems very guarded, as if he's hiding something. In truth, though, de Soren just normally keeps his guard up instinctively, due to the heavy stream of criticism he's received over the years.
-Skills: He's a mage, skilled in the art of performance magic - spells designed to be as showy and flashy as possible. Next to no practical applications for the most part, but they're a big hit at his nightly shows at the Magicians' Guild in Thornton.
-Past: de Soren was the Master of the local Magic Guild. He inherited this title after his father, the elder de Soren and the previous Master, chose him as his successor. His position was a matter of much contention at the Guild; while most of the members themselves like de Soren due to his affable personality, many said that he lacked the experience or the drive necessary to keep control.

Members of the Magic Guild can be hired out for entertainment or for protection: de Soren has more experience in the former than the latter. As such, his spells are mostly centured around being showy. However, his brief stint as a body guard allowed him to refine some of his spells for combat purposes.

As said, de Soren once worked a job as a bodyguard. Although he succeeded in protecting his charge, he very nearly didn't, and his client almost died in an assassination attempt. This incident drives a lot of de Soren's desire to improve his magical abilities, but it also got used as ammo from other members of the Guild that he doesn't deserve the title of Master.

After two years of serving as the Master, de Soren got fed up with the constant attacks on his ability by the Guild members. As a result, de Soren relinquished the title back to his father. He now spends his time in training.
-Family: His only living family is his father, de Soren Sr., who is the current Master of the Magician's Guild.
-Love Relationships?: Nobody knows if he has his eye on anyone.

---

-Name: Sienna Travler
-Gender: Female
-Birthplace: Vezretti, Vandrio
-Age: ??
-Height: 5'11"
-Weight: 160 lbs
-Hair: Red, shoulder-length, curls if she doesn't straighten it
-Eyes: Red
-Clothing: Usually wears a light grey suit
-Musculature: Lanky
-Reference: Here
-Personality: Sarcastic and sardonic. She thinks very highly of herself and very lowly of most other people. She breaks into laughter at the drop of a hat, usually at inappropriate moments. She takes a lot of pride in showing off, and gets irritated when she's ignored. When she's challenged, it becomes a point of pride for her to rise above it.
-Skills: Sienna is an especially rare type of mage called a mnemomancer - to date, only a few of these mages have been verified in Ennen. Instead of learning spells, mnemomancers can mimic spells that they see someone else perform. Nobody knows quite how, but Sienna also has the ability to memorize mimicked spells, which is undocumented in other mnemomancers. She uses her spells to perform at the Magicians' Guild, like de Soren.
-Past: Sienna is pretty hush-hush about her past. None of her acquaintences know much, but they've pieced together that she is from Vezretti, had a lot of training in magic growing up, and got accepted into the guild at a relatively young age after an incident in which she managed to magically kill a slime that was loose in her neighborhood.
-Family: Her mother, Fawn Travler, is an architect in Vezretti. Her ancestors further back pop up occasionally in books on magic and history, but if asked, Sienna never acknowledges them.
-Love Relationships?: None
 
Last edited:

StellarWind Elsydeon

Armblades Ascendant
Staff member
Administrator
Tentative character bio for my crazy plant lady.
-Name: Theresa ("Tessa") Sage
-Gender: Female
-Birthplace: Ahgor, Ginde
-Age: 35
-Height: 1.57m
-Weight: That's for her to know and the rest of you to never find out.
-Hair: Some form of strawberry blonde. Wavy and long when it's down, generally tied back and done up in some way to keep it from getting in the way of her work otherwise.
-Eyes: Green.
-Clothing: She wears some form of robe-like longcoat lined internally with a complicated suspender system for holding flasks, vials and pouches which contain her assorted concoctions and specimens. The whole thing has some form of magical climate control woven into it, which probably explains how on Ennen she manages to not melt in warmer climes while wearing that. Underneath said longcoat she wears a pair of thick gardeners' overalls, a long sleeved shirt made of a flannel-like fabric and thick leather boots and gloves. She also tends to wear a pair of safety goggles - usually on her forehead. Most of her gear is designed to be resistant to acids, toxins and provide a certain degree of protection against sudden kinetic force. Some may wonder why a plant mage would need the sort of protective gear that would make blast-element enthusiasts reach for their pocketbooks. They clearly haven't found creative enough uses for plants.
-Musculature: For her petite sort of frame and fairly unassuming appearance she is surprisingly strong. Then again, you'd kind of have to be to routinely carry all the nonsense in the above section.
-Reference: None yet. I'll draw her at some point.
-Personality: A studious woman, generally polite to whomever she meets, Tessa generally keeps to herself nonetheless and would appreciate it if people respected that - though if they don't, they would find very quickly that she is not an individual to annoy. She does however appreciate a good intellectual discussion about the finer points of her chosen fields - and often gets phenomenally excited about unusual plant life, its qualities and new possibilities it presents, something that would probably catch people who are used to her more reserved side by surprise. Some might say that she likes plants more than most people - and to be perfectly fair, they'd be right. She is not particularly religious - but still has occasionally invokes a few select deities, such as Meion and Mihtas.
-Skills: She has a fair deal of understanding and skill in plant magic and the chemistry of plants, allowing her to craft a variety of concoctions - potions, poisons and occasionally even incendiaries and explosives - through combinations of the right plant materials. She's got a vial for every occasion in that coat of hers - although, at times she gets a touch too creative with her craft, for science. This probably explains a lot about her gear.
-Past: From a fairly early age, Tessa has dedicated her life to the study of plants. With knowledge gleaned from library books and later on from the local school of geomancy, she studied the finer points of plant-related magic. Over the years she has taken to exploring the world in pursuit of more knowledge, selling her chemical concoctions and plant-based ingredients from more hazardous locations to fund her expeditions (you would probably be surprised of how little call there is for a 'mad botanist' as an occupation, as opposed to, say, 'apothecary' or 'herbalist').
-Family: She has parents and a sibling who is a merchant of some form or another, and she occasionally visits them back home, when time permits.
-Love Relationships?: She's practically married to her craft - and that is probably for the best.
 
Hope I'm not too late to pitch in a bio.

-Name: Johanne Farlo
-Gender: Male
-Birthplace: Momotto, M-Tto
-Age: 21
-Height: 5'7"
-Weight: He doesn't weigh himself and therefore doesn't know.
-Hair: Black and shaggy, he doesn't cut it until it starts to seriously obstruct his vision and keeps it in a pony tail.
-Eyes: A warm chocolate brown
-Clothes: Likes to keep his style of wear simple with a white dress shirt, brown khaki pants and dark leather suspenders. In the rare moments that he's spoken with his not-so-close neighbors he claims that any other style of clothing would just simply be too "troublesome." Other then this peculiar interests in dress shirts and suspenders, the man also seems to keep a strangely marked gold embroidered pocket-watch on his person which he often takes time to look at. Perhaps a memento from the past? As for his foot wear, the man walks around barefoot most of the time and only wears a single worn out pair of boots when he enters town on personal business. There were many instances where friendly townsfolk took pity on his poor(?) circumstances and have given up a pair in order to help him out, but the man himself never seems to wear any of them. No one, to this date, knows what he's done with them.
-Musculature: Neither skinny nor muscular, Johanne is a snug 'in-between,' and is seen as just a general healthy young man.
-References: I can't draw...
-Personality: Johanne is a weird mix of reclusive, lazy, and oblivious. The man hardly speaks and often(always) communicates with his facial expressions when forced to interact with anybody. It was also observed, by a hiker who trekked by Farlo's forest cottage, that the quiet man seem to have a strong obsession with gardening. Indicted by the many potted flowers (the hiker also swore that he saw a few vintage high quality boots amidst the pots, but many doubt his wild claims) and bushes that seem to just litter his residence and its close surroundings. However, other than his speculated love for flowers and all things manly, the man is just simply too lazy when it comes to anything else- especially when it comes to dealing with other people. His poor relationship skills are further cemented by the fact that he can't read 'the mood' and often gazes off into the distance with unfocused eyes, thinking who knows what, when someone tries to converse with him.
-Skills: Despite his love for gardening, Johanne pertains no skills relating to it and has some, non-surprisingly, talent in the Silence Element. As for any other skills he may have or may not have, they are currently unknown.
-Past: Both of Johanne's parents were successful scientists in the Momotto kingdom and were famous for having contributed in M-Tto's magic technology department numerous times; they were considered to be some of the best in their craft. Unfortunately Johanne never got to personally know his mother, as she tragically died during his childbirth and the widowed Marcus Farlo was left to raise his son alone. But despite his busy schedules, Marcus always managed to find some time for his son and was able to raise him with both love and care.

Due to his upbringing, Johanne's early life surroundings were filled with various gadgets and their magic theories. Prompting the boy to develop an eager passion for the art, much to his father's delight, and began to study/train himself in both the magical and technological. However, the happiness of the two didn't last for long and Johanne was soon delivered the news of the untimely demise of his father, which was caused by a detonation from a poorly monitored failed experiment. Bereft of life and thoughts, the orphaned Farlo boy was taken to his nearby relatives and lived quietly with them for some years. The once bright and cheerful boy died the same day his father had.

When Johanne hit his late teenage years, he amassed his parent's fortune and suddenly left his relatives. Although they hadn't treated him unkindly, the family of four had always interacted with him like they were walking on eggshells, as if he would break from the most briefest of touches. The atmosphere was stifling and so he left for the continent of Erdric, leaving behind a farewell letter, before settling down in the nearby forestry of Thornton.

-Family: An older brother seems to exist, as Johanne was told by his relatives, but the man was like a specter in Johannes life and he holds no small amount of resentment to this figure that had abandoned him and his father.
-Love Relationship?: Any women who has the mental fortitude to even get along with this recluse should be commended, much less a lover. TLDR: Nope.
 
Last edited:
Oh, I forgot to include this question in my Bio post, but is it possible for the people of Ennen to be born with innate Magic Element(s)?
 
I was thinking more along the lines of a physical manifestation, but yes roughly that.

For example: A baby is born with a very strong affinity to the Element Time to the point where it can manifest a field around them where time is isolated (stopped or collapsed) upon birth, but in return the baby's 'time' is greatly reduced. Along with the casualties that may have already/could have happened.

A powerful affinity to a specific Element but pays an irreversible price in compensation.
 
Ah, I see what you're saying. No, humans are strictly majority earth-element. Using magic allows them to harness other elements, but being an entirely different element would mean that, well, they're not human anymore.

That said, the effects of what you're referring to can come with magical experience. Mages with a lot of strength in time magic, for example, have to be careful of the side effects.
 
Oooh, alright thanks for clarifying that. I'd rather not do something with my character that defies in-world logic, phew dodged a bullet on that one.
 
Nah, it was my pleasure. It's fun learning more about these kinds of new 'verses, I can't wait til we actually get started. :p

By the way, how many people are you planning on having on in the RP?
 
Top