In the beginning, it was only the ilim, and the land. In time, humes discovered
their safe-haven, and the ilim welcomed them with open arms, readily sharing
what they had. But, humes ever desire more, and pushed further across the
continent, building cities, and nations. The ilim were driven into a smaller and
smaller territory, now called Galace, the last stronghold of the children of Azaleon.
And the ilim knew war. The hume nations slowly whittled away until there were
but three: Dalmasca, Jihon, and Macenia. Dalmasca and Jihon were always at war
with Macenia, seeking to reach Galace's resources and claim them for themselves,
but the Macenian humes refused to bow and let them pass.
In hope that they would understand the ilim, and learn to live in harmony as they
did, the gods bestowed unto humes magic, but it was not the gift they'd intended,
most hume magi going crazy, over time. The people became fearful of hume magi,
many casting them out when they were found, more outright executing them.
A prophecy was told, that foretold the coming of a mage called the Messiah, that
would rid Azaleon of all humes incapable of using magic, and bring a new dawn to
Azaleon. But some do not rely on prophecies and would-be. In Dalmasca, a storm
rises, as a young boy aims to claim the imperator seat for himself, and stop the
fighting. He has much opposition. Do you stand with the cobra, or will you seek
to behead it?
Messiah is an original fantasy play-by-post RPG, with no word
count, no app, no character caps/bans/limits. Due to its varying themes,
however, it is not suitable for users below eighteen (18), though the overall board
rating is high-side PG-13/3.2.2. It does go above this.
Sep 21, 2018 -- New Theme! we have a neato new theme, mobile responsive, sleek, nice-lookin, two color schemes (light and dark). to change your chosen scheme, click your name at the top of the site, look and layout, change theme, change from light to dark and click use this theme.Sep 20, 2018 -- Alert Wonk I have noticed some awkwardness with the topic and board watch alerts in the alert system, and am curious if anyone else is having the same issue. You can help test the alert system by subscribing and posting to this topic.Sep 9, 2018 -- Welcome back! we are now on our new smf 2.1 home! welcome back everyone! some things have changed due to this!Sep 5, 2018 -- Upgrade Time-Line IP Tech's server is now upgraded to using Apache 2.4 and PHP 7.1. The Character Manager for SMF 2.1/PHP 7.1 is also now complete, it just needs its installer written. So, here's how we're going to do this.
Here, you can find all you need to know in order to play with us. If you have any questions, or need clarification on something, please post in the Guest Services board, so that someone can help you out.
We no longer accept advertisements. Please just delete any ads of ours you have, and carry on. If you have any questions, concerns, or suggestions for the staff team, here's where you can post about it. We do ask that if your subject's matters are private or incriminating, you PM a staff member instead (you may request PM privileges for such in this board, too). This board is guest-friendly.
All the stuff you'll need for plotting and planning with other players, getting personal character connections, and such, can be found here. This board also holds the forum where written communication goes.
In celebration of the return of spring, those in Dalmasca, or that venerate the goddess of life, host an often multi-day fertility festival in Iuna's honor. Such festivals are commonly full of general merriment, consumption of alcohol, probably some drug use, coupling, and exchange of floral crowns.
Dalmasca's well-known for its winding, often narrow streets, back alleys that feel more like traps than streets. The main roads are larger, to allow room for horses, carriages, and other such vehicles to pass through, but most Dalmascans walk where they're going. In varying social hot-spots, the roads become even wider.
Dalmasca is bordered to the south and the east by the sea, the Aont Strait to the southeast, across which lies Jihon, and Cierien Bay to the south. Nydema, due to eastward expansion, borders the Aont Strait, and many of its city districts are very close to the sea. As a result, there are many places along the outskirts of Nydema where there is beach, and while some areas are more dangerous and rocky than others, plenty are sandy and inviting.
Many streets in Dalmasca's cities are home to residential properties belonging to the commoner class. Typically spanning several dozen blocks, these areas are somewhat sequestered to the side of town centers, meant to be close by, but out of the way. Some areas of such districts are visibly poorer than the rest.
The estate of the Asherons is a large one, sprawling grounds contained in a high stone wall, the gate seemingly perpetually open. Several buildings scatter across the land, lawn meticulously cared for, with a small area of dirt and sand to one side of the far back building, a three storey, non-symmetrical design (this is the Asheron blood stable). The main building, toward the front, rises four storeys tall, primarily made of marble and grey stone, with several different marble columns acting as support for varying balconies. The centre opens to the sky, with a fountain slash pool as the centrepiece, surrounded in flowers and shrubs.
House Cassimer own two estates; the first, close to the centre of Nydema, spans several blocks of space, with a beige stone wall, wrought iron gate, perfectly manicured lawn, the estate itself three storeys, symmetrical in design, and matching the stone wall. It looks rather stately, and the grounds only have one building on it. There's a fountain in the foyer, but it isn't large enough to swim in; there's a pool in the back, for that. The second estate is a few miles outside Nydema, a quaint little homey cottage in comparison, built of brown stone, two storeys tall, lawn well cared for and brush swept to the side, a covered front porch, and a pond in the back. The second estate has a horse stable.
The smallest of the major noble estates, and smaller than even some minor house estates, House Essair sits to the side of the Dalmascan coast. The sea is close enough, one need only walk about a quarter mile to get to the beach, around the side of the house. Primarily built of brick and stucco, it has a small covered porch in a circular shape, the base of marble with steps that go all the way around, gold inlay designs in the risers, with a stone wall around its parameter. The gate is wrought iron, small fires burning on the marble wall posts at even intervals, the house itself four storeys tall. The lawn is cared for, but vines crawl freely across the outer walls, and a large overhead trellis pokes out from behind the house, covered in vines and dangling wisteria, with a fountain to the side. One back corner is entirely glass with marble supports, where the indoor garden is, and the interior leads into a foyer, with a staircase on either side, and an archway that goes into the centre of the house. It is built in a circular shape around a fountain, which shoots water jets up the entire height of the estate, the balconies around the fountain built of marble.
With a thriving economy, Dalmasca commands rather a large market district, where local farmers, distant traders, and merchants, come to sell their wares. There's often a large slave market attached, off to one side, and a particular street devoted solely to the shops of artisan crafters, called the craftsman's district.
A few blocks from the market district usually lies a pleasure district, where one can find plenty of taverns, bars, and brothels, to whet any appetite for the seedy. The street gangs also often host their operations here, and there are plenty of gambling dens to meet Dalmasca's demand for them. Some are less reputable than others.
Religious buildings in Dalmasca tend to come in clusters; they are almost clustered enough to warrant the official declaration of another city district, in the larger metropolises, but they don't always like one another. Even in small villages, at least the more major Dalmascan deities, Oanke and Ytias, have a temple somewhere.
A city's mingling and day-to-day affairs tends to take place in the town center, around which the rest of the city is often built. From there, one can get anywhere in any given city with ease, and it's a common meeting place for businessmen and friends alike. Citizens also often hold weddings and other public functions here. The high court, where the Justicars tend to legal affairs, is often also to the side of the town center.
While communication is not instant, varying different methods have been used to make long-distance communication faster. The Macenians send horsemen to carry messages across Azaleon, and the Free Cities have tamed and trained varying types of birds.
Just outside Dalmasca, at the foot of the Ivory Mountains, is Haradi. Due to their close proximity to a slave-holding country, Haradi is both home to several hundred former slaves, either intentionally or not, and one of the more defended Free Cities in the line-up. In general, Haradi does not have much issue from Macenians, and actually rather get along with Macenians, often trading with them, but relations with Dalmasca and its nobility and gentry are, perhaps, long since strained.
The other monarchy amongst the Free Cities, albeit some argue that Saqqara is not a monarchy, but more of a true democracy, Saqqara lies in the cool desert valley of Nashret, between the Ajet Mountains to the northeast and the Al Hajar Mountains to the southwest. The city is distinctive in its architectural styles, retained from their earliest years, featuring pyramid shapes, bricks created of clay mud, intricate detailing designs, and domes. Saqqara seems to like the colors red, black, and gold, as well, as these are often used in their designs and architectural detailing.