Tallest Tower

an anthro-alien fantasy RP

setting

ARIET is a small world on the way out of the era of kings, as more democratic settlements attract those without strong connections to their kingdoms. Three empires still thrive, having the advantage of strong cultures and fair monarchs. All others have fallen into irrelevance, leaving the fate of many territories, resources, and Arietians up in the air. The remaining kingdoms have lived in relative peace with each other for decades, but diplomacy may be off the table for the most ambitious of them. Most hope for continued peace, but there’s always potential for backstabbing and shady dealings in politics.

Tallest Tower will be an RP about the world of Ariet - its civilizations, its gods, its individuals, and how they all function on such a strange planet, especially when it begins to defy the very laws of time. As sitewide plots change the world, smaller-scale plots between members change the creatures who inhabit it, from weddings in the midst of catastrophic wars to family feuds in time of widespread peace. Characters may find themselves enrolled in Ariet’s famous research university, as a right-hand man to one of the world’s last monarchs, or face-to-face with gods and other unearthly beings. It all depends where you take them.

sandbox / campaign

sandbox

A majority of the site will be dedicated to the sandbox RP, where members may play their characters' day-to-day lives in different towns and kingdoms, in scenarios unrelated to ongoing campaigns. Players will have a significant amount of freedom as to what their characters get up to in this part of the game. Sandbox RP will be affected by campaigns, and may have events related to the campaigns, but a majority of these will be optional! Sandbox will also offer exciting opportunites such as character development challenges, world exploration, and opportunities to play with the site's lore.

campaigns

The campaigns will be what move the world of Ariet along, forming the major points of its history through impactful events. Applications are expected to join campaigns: unless interest in participation greatly exceeds staff expectations, there should be room in each campaign for anyone who’s interested. However, staff will use applications to choose key characters for each campaign; depending on the scenario and needs of the campaign, key characters may be randomized, or may be chosen by staff for narrative reasons. Key characters will be the most notable characters, having the most direct impact on the campaign’s outcome. But rest assured, all characters and roleplayers in a campaign will get a customized experience and be able to participate in an impactful way!

upcoming campaigns

the revival

Coming soon...!

mirus, the antigod

Coming soon...!

civilizations

*Ancient History *
Only ruins remain of these civilizations.

Kingdoms
The last remaining monarchies of Ariet.

Settlements
Democratic communities free from the rules of kingdoms.

Other?
The Hereafter are neither kingdom nor settlement. So they say.

magic

Magic on Ariet exists as a part of nature. It is a lifeforce, as necessary for the existence of Arietian creatures as a heart or a brain. Some creatures exist almost entirely from the effect of magic. The ways magic exists and can be used vary greatly, from how it can be harnessed from within to how it occurs naturally in the world; the many spiritual beliefs of Arietian cultures often reflect and observe these different forms of magic. The study of magic is a prominent focus of the Erviset University, and every day they discover a little bit more about this complex form of power.

basic magic

Simplicities are minor extensions of inner magic, which a majority of Arietians will be capable of by a young age. Only those with severe magic deficiency will be unable to perform these feats, though those not quite so far on the low end may experience the effects of insufficient magic from using too many Simplicities in a short timespan. There's little technique to casting Simplicities, as they are an innate ability in those able to perform them (though some may not perform them to the same standards as others). Simplicities are generally uses of magic which could just as easily be done with the hands or simple tools (ex. moving an object a short distance, opening a jar, etc).Complexities are a step up from Simplicities. They are, as their name implies, more complicated to perform, use more magic at a time, and it is less rare, but still not common, for one not to be able to perform them, or at least struggle with a handful of them. They are not innate and must be practiced thoroughly before they can be mastered. There's a wide variety of tasks which can be performed using Complexities, and the possibilities have not been fully unlocked; or, so is the belief of those who study the potential of Ariet's magic.Simplicities and Complexities alike may be used with increased power by being cast by multiple Arietians at the same time.

list of simplicities

Basic Levitation: Characters may levitate objects they could carry by hand.
-Restore: Characters may mend mildly to moderately damaged objects, from torn clothes to holes in walls.
- Move: Used to command an inanimate object to move, whether just for a moment, or a brief period of time. This includes having spoons stir pots, fans wave themselves, etc.
- Shield: Characters may briefly create a magical barrier between themselves and an attacker/projectile. This barrier can only last for five seconds at a time, and is broken after one strike from magical attacks.
- Break: Opposite of restore. Characters may break small objects or lightly damage larger ones, from tearing clothing to splintering wooden doors.

list of complexities

- Distract/Notice: Characters may attempt to direct another’s attention towards or away from something.
- Influence Mood: Characters may lightly influence the mood of another character, usually used as a morale booster.
- Spark: Characters can create a small spark, light a lighter
- Compass: Characters can direct an object, such as a stick or stone, to point north.
- Trace: A character, through touching an item belonging to someone else, may be drawn to the location of the other for 30 minutes, or ten IC posts.
- Cut: Can be used to cut an object with the same power as a sharp knife/pair of scissors. Can be used offensively, with limitations.
- Hover: Can be used to float about three inches off the ground.
- Preserve: Used to help keep plants alive. Can extend the life of fruits and vegetables by an additional week.