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.

powers

There is heavy speculation on what causes powers, the current most accepted belief being that powers, much like magic, come from a form of energy within Arietians. This energy grants those who possess it the ability to exert control over elements, their body, and the world around them in a variety of different ways. Arietians may possess different mixes of powers, often in varying degrees.Below is a list of the powers currently known to Ariet-kind. Little is known about them in regards to how they are caused, but Arietians have been honing these abilities for as long as the planet has existed, and there are many masters of each across the lands. There are also equally as many students, with new Arietians awakening these abilities every day and heading on the journey to controlling them.

Fire Elementals
Water Elementals
Air Elementals
Earth Elementals
Plants elementals

Telepathy
Shapeshifting
Super Strength
Healing
Invisibility

Out of characters, members will be limited in how many powers their characters will be able to have, as well as the strength of each power, through primary and secondary powers. A character may have three primary powers, which are at their full strength, with additional restrictions for certain power combinations. Additionally, each character may have one secondary power, which will not be quite as strong as their primaries. Through world effects, Blessings, Curses, and other events, characters may also have their powers Boosted, to strengths above what's allowed for primary powers, or weakened, suppressing primary powers to the strength of secondaries and negating secondary powers entirely.

blessings and curses

Blessings and Curses are more powerful, intent-based uses of magic, which can not be used at the same frequency as Simplicities. They have varying levels of strength, which determine factors such as duration and effectiveness.Blessings are works of powerful magic with assumedly positive intent, while Curses are works of powerful magic with assumedly negative intent. Both can be cast on living beings, or on items - “spells” and “enchantments” being the terms for each use, respectively. Some Blessings and Curses require a caster to possess specific powers, primarily those relating to elemental abilities. Blessings and Curses, much like Simplicities and Complexities, may be made stronger when applied by multiple casters, though there are limits to this increased ability and how much magic truly changes these effects.

transformatives

Often not even referred to by this obscure term in universe, there are two spells, a Blessing and a Curse, known for the exorbitant amount of effort casting them costs, and the extreme effects which they take when completed. Out of character, these spells are completed through Quests - writing challenges designed to establish in character motives/lead-up to the effects of the spell as well as prove players' dedication to use these mechanics, preventing oversaturation of what are supposed to be rare forms of magic.

living weapon curse

Through a particularly strenuous effort, it is possible for someone to Curse another with the ability to shapeshift into a weapon. When done carelessly, the result of this weapon is often a simple, dull blade; performed properly, the weapon will be one of the Curser’s design. The Cursed’s weapon form may only be wielded by the Caster - no other will be able to take even a single swing with these weapons, no matter how strong.

While this use of magic is considered a Curse, it’s difficult to find a pair in which either party feels Cursed: this Curse creates a powerful bond between the Weapon and the Wielder, giving them the ability to sense each other’s emotions, communicate telepathically, and see through each other’s eyes when the Weapon is transformed. Often, this “Curse” is only used on close friends and partners.

shuzora's blessing
CW: Vampirism/Blood Mentions

Despite its name, this spell is still classified as a Curse, as creating a Shuzora is perceived as a heartless and dangerous practice - and is outlawed through all governed corners of Ariet. Originally a spell to bring loved ones back to life, this Curse does exactly that, with the drawbacks of the revived party’s eternal suffering. They can no longer gain energy through any means aside from consuming blood. The more similar to their original form the food source’s blood, the more power the Shuzora gains. Any powers they had in life are weakened or disappear, and they gain super strength.

Shuzora find it difficult to control their emotions, and are especially known for feeling an instinctual hatred or resentment for their creator. They often feed by biting pieces out of their prey to get easier access to blood flow. When a Shuzora is at full strength, they create a venom which turns those who survive their attacks into Shuzora. Transformed Shuzora do not gain super strength or lose their old powers; they only gain the need to feed on blood.

ancient history

The Ensemble

One of Ariet’s first civilizations, this small kingdom followed the Iesura God and upheld the values of community and physical strength. Modern Arietians have very little information about the Ensemble, as once their civilization fell the forest they resided in became hostile towards outsiders. Flora and fauna alike make it difficult for any but the most determined explorers to make it further than a few feet into the woods, and few who get that far stay for long.

The Adrira Coterie

Sister tribe of the Acanophe Council, the Adrira Coterie lived around and studied, to the best of their abilities, the magic of the Polarstone. Sharing a similar yet opposite magic with the Acanophe’s Torridstone, this large, ice-veined boulder in the center of their lands turns what should be temperate plains into a miniature taiga. Roughly 100 years ago the Adrira’s lands became shrouded in fog, following their return home after their final visit to the Torridstone Ruins. Out of respect, the rest of Ariet has made agreements to leave the Polarstone Taiga be, assuming the Adriras to have gone extinct.

The Acanophe Council

Sister tribe of the Adrira Coterie, the Acanophe Council lived around and studied, to the best of their abilities, the magic of the Torridstone. Sharing a similar yet opposite magic with the Adrira’s Polarstone, this large, magma-secreting boulder in the center of their lands once turned what should have been a flowered field into a miniature dessert. The events of its destruction have been lost to time, but when it was destroyed the Acanophes fell to ruin and disbanded.

Fear's Crypt

Fear’s Crypt was the first civilization on Ariet to evolve from the Oracle’s design. It was created by the Oracle as Andure’s Servants, designed to worship Andure and attempt to live in harmony with the god’s creatures. It did not take long for the Servants to deem their job impossible, and they began developing fighting techniques to battle Andure’s beasts into submission. They quickly took over the island they and Andure’s creatures had been put upon, claiming it as their own and training the next generations to be prepared to continue the fight against Andure and his monsters.Having always been reclusive, it is believed when Fear’s Crypt caught wind of the other ancient civilizations falling into ruin, they took the opportunity to go into permanent hiding. Some believe them to have finally gone extinct as the Ensemble and Adriras had, though nobody is willing to explore their island for fear of the monstrous creatures they once kept in check.

kingdoms

Trumpets of Doom

An empire holding a reputation dissonant to their apparent nature: within the walls of the kingdom are devout subjects of a goddess revered for her loving, giving nature, who welcome outsiders in with open arms and care for them out of the goodness of their hearts. Without, they are feared and distrusted, rarely welcome on the lands of other kingdoms. At their core, the Trumpets exist to uphold the values of the gods they believe created Ariet, and to master the instruments designed to speak their gods’ languages.

The Ascended Garden

A flower-covered kingdom atop a plateau specializing in the art of relaxation, as a means of enhancing the mind for the practice of divination. They worship no particular gods, but believe there’s a deep-rooted magic within Ariet which connects all of time - magic which flows through plants. It’s a finicky, easily-disturbed magic, however, one which doesn’t mix well with stress or negative energy. The Gardeners have long been one of the most revered kingdoms, and remain as such, for their diplomatic nature.

The Wavewakers

A semi-aquatic kingdom where powerful mythological beings rule through divine vessels. They place a heavy emphasis on honing one’s magical abilities, a process they teach through a connection with the water. Wavewaker citizens thrive by being a tightly-woven community, reassured by the unwavering confidence of their line of leaders.

settlements

Arinsgat

Known to almost all, Arinsgat was Ariet’s first settlement, formed around the Oracle Castle. Arinsgatians lived a life interwoven with the Iesura, who considered the town an extension of the castle and, as such, protected it and the citizens. In return, Arinsgatians celebrated the Iesura through various festivals and interactions with the stone creatures. However, the Iesura fell lifeless one day, and with that began Arinsgat’s downfall; the townsfolk left in droves without the protection of the Iesura. Now, it lies untouched out of respect, only visited by lawless adventurers and researchers from Erviset.

Murheld

A farming settlement full of superstition and neighborly hospitality. While the town has its quirks, rarely does one find themselves uncomfortable in this cozy corner of Ariet. Murheld offers good food, good company, and abundant entertainment; it’s the perfect place for anyone trying to get away from it all, whatever “all” may be.

Erviset

Formed from a single library kept by a studious wanderer, Erviset University expanded quickly from nothing, the allure of knowledge from all around the world an exciting prospect for Ariet’s great minds. Now, students may come and enroll to become masters in countless subjects. The university offers experiences to change the world through research and exploration, or to learn about it from the many detailed writings found in the original school library. A small town has popped up around the university, offering food, housing, and entertainment to students and professors alike.

Fenholt

Fenholt is often viewed as a town driven by wealth, but those who come into the town with money expecting to be treated like royalty are sorely mistaken; generational wealth is what’s important to Fenholtens. That’s not to say money’s of no importance in this haunted town. Fenholt Treasury will gladly hold onto your spare change, as well as appraise treasure, offer loans and insurance, and exchange currencies from different civilizations from their extensive collection. While the living are not particularly fond of outsiders, the town’s ghosts are rather friendly towards them, and will gladly approach an unfamiliar face - to mixed reactions from those not used to seeing the undead.

the hereafter

This towering, castle-esque building houses an entire town’s worth of citizens divided into two groups, living under the rule of one united council. On the bottom floors, the population of the “Here” make up the working class, living the ideal of mundane, mortal life. On the top, members of the royalty-modeled “After” live the pampered lives of faux-deities, following the many complex social rules of heaven on earth. Together, they form a balanced and peace-oriented hierarchy as one society.

species

The species information for Tower is still being hammered out! However, Arietians will be anthropomorphic creatures, able to have the characteristics of almost any earth animals - and not being limited to having traits of just one. Many different mutations, such as wings or spikes, can also be found in Arietians, as well as "unnatural" colors. This page will be updated when the species details are finalized, so stay tuned!

staff search

Tower is currently accepting applications for potential staff members! If you're interested in the concepts of the site and contributing to its creation/moderation, please consider applying. We'd love to have some new faces aboard!