Flights 'n Tights has two very different but equally fun settings: Lasombra and Effusia. They are two different parallel Earths, with distinct tones. Characters from either world can interact with characters from the other, but it isn't altogether common. However, there are always ways to go back and forth. It makes for an exciting occasional crossover!
We also have two mini-grids, Arcadia and Sangria. Arcadia is a world of high fantasy (Elves, Dwarves, and so on) while Sangria is a world of modern fantasy (Vampires, Weres, etc.)!
Lasombra is the more serious of the worlds, as you may have guessed from the name. Most established characters already existing in comics will fit in well here, as will original characters who have a similar tone. Although it's more serious than Effusia, that isn't to say it's all angst and grit; everything has its place.
Some cities, such as Metropolis, will be brighter, more iconic, and have more of an emphasis on high adventure. Some cities, like Gotham City, are darker, more serious, and more dangerous. Heroes in Metropolis are often celebrities of a sort, whereas heroes in Gotham City are more urban legends, though they may interact openly with authority and the public. These sorts of differences are found everywhere on Lasombra.
Effusia is the less serious of the two worlds. Here, teams such as the Twink Titans keep the peace. It's not all fun and games, though. Sometimes the struggle gets serious. Villains still try to take over the world. Even in the Super Friends series, there were dark stories. But they were the exception, rather than the rule.
On Effusia, an emphasis is on fun superhero antics much like the Silver Age, where brightly-colored heroes fought iconic villains and were generally expected to win…though not before going through some really wild ordeals first! An emphasis is on imaginative circumstances and out-of-this world plots.
Arcadia is a world of high fantasy. It is a world where magic is overtly everywhere, and where races other than humans are extremely common.
There are a number of locations in Arcadia. These can be reached by conventional travel, such as walking, by coach or carriage, or riding. There are also private magical means. The most common forms of travel anymore, however, are either by passenger airship or by Remote Doors, which are basically stable portals connecting two locations.
There are a variety of races in Arcadia. It is likely that, whatever race you would like to play, it likely exists somewhere in the world of Arcadia. The most common races in Arcadia are the following: | |
High Elves | High Elves, or Light Elves, or any of a number of other names, are the most well-known and immediately approachable of the Elves. They are usually what anyone is talking about if they should say only "Elves", typically fair and nimble. Often beings of many talents, High Elves tend towards archery and magic, but they are excellent with swords and polearms as well. Elves do not consume the flesh of anything and can become seriously ill from doing so. High Elves also tend not to like being underground or in the earth for any significant length of time, and they can become claustrophobic. |
Dusk Elves | Dusk Elves are dark in complexion, from simply tan skin to jet black, with some shades of dark blues and purples uncommon but occasionally occurring. Dusk Elves are notoriously antisocial, and they tend to shun any sort of outside interaction. However, through the years, some have come to the surface or joined other societies. While they may not be particularly eager to welcome anyone else to their own domains, no other race bears them any particular ill will, and Dusk Elves tend to find themselves readily enough accepted wherever they go.However, there are some places that are less accepting than others, and there are also people of the belief that Dusk Elves can be used for powerful magic. Some groups of magicians insist that any substance from a Dusk Elf is inherently powerful, and so any part of a Dusk Elf is sought after by these odd magicians.Dusk Elves are especially good at stealth, and they can see in low light, almost complete darkness. Bright lights tend to frustrate them and irritate them, making them prone to headaches. They are also gifted in dark magics such as necromancy. |
Humans | Humans are among the most common races in Arcadia, and they tend to be the most widely-distributed. Anywhere a person can go, it is likely that some humans will be there. No certain tendencies exist for humans, although many of the other races regard them with suspicion due to their societies' tendencies for self-deception and trickery. High Elves tend to regard them as one would children, since humans have been around relatively much less time than the Elves, or any of the other races. The rest have mixed opinions. Humans are one of the only races on Arcadia who are not immortal by default; humans typically live only a couple of hundred years at most. However, there are some who have lived much longer, and others who have found means of extending their lives by magic and other means. Some humans, however, maintain that their mortality drives them to accomplish more, and greater, in the time they have to them. |
Dwarves | Dwarves are uncommonly-seen outside of their mountain kingdoms and mines but nonetheless have a large population. There are various kinds of Dwarves; although the stereotype is that they are all long-bearded miners, in actuality there are plenty of Dwarves who do not mine and have no interest in it, and plenty who have no beards either. Naturally, depending on the trends of the specific Dwarf-settlement, some fashions will be more prevalent than others. Dwarves do tend to be fairly insular, even between their own people's separate cities. There is little communication between them, and only occasional. Although there are Dwarves who venture out, typically in their youths to find adventure, or to trade with the other races, most Dwarves remain in their mountain realms. |
Fair Folk | The Fair Folk, or Faeries, of Arcadia are always a force to be reckoned with. They also tend to be the most reclusive and difficult to find, although a number have and do interact with the other races. They are closest to the Elves, but it is said that the Fair Folk were around even when the Elves were young. Fae in Arcadia are almost godlike figures, and some do take responsibility for certain areas, features of nature such as pools and groves, and so forth. There are many areas in Arcadia where the Fair Folk are worshipped, in a way, and most Arcadians always leave an offering at certain festivals of the year. It is always preferable to call them "Fair Folk" or some other complimentary term such as Lords, Ladies, the Bright Ones, and so forth. Most Arcadians of any race would be aware of the courtesy and not willing to incur the wrath of any Fae listening in. |
Beastmen | Beastmen are a curiosity in Arcadia, and although there are some whole societies of similar types, they mostly seem widely varied. It is uncertain where this curious race came from originally, but they can be seen all over Arcadia. They all share certain traits, which are that they are typically like an animal and a human combined. Most of them will form societies that develop along lines similar to their most prevalent animal features. Since there are so many types, they do not have a singular tendency, but instead they usually choose pastimes appropriate to their personality, which can correspond to their animal features. |
There are so many things to do in Arcadia! Not only are there numerous ruins around to explore, but there are also plenty of cults and conspiracies to find out, and ancient evils waiting to strike! From clearing an ancient temple of monstrous invaders to preventing a corrupt vizier from assassinating a king, adventurers are always able to find something to occupy their time.
It doesn't have to be all fighting, either; there are countless treasures to be found, friends to be made, crafts to be created, and knowledge to be learned.
There are many deities and demigods in Arcadia, and most of the races have multiple belief systems. They tend to get along well enough, as there is mostly peace between the major regions of the world. It wasn't always like that, and certain remnants of the earlier unrest remain.
Owrgs are giant monstrosities, tall as houses and about as unstoppable. They fire beams of concentrated evil, but they can be opposed. They tend to exist only in places of high corruption and evil energy, although they can also bring those things simply by being near somewhere.
Euternos are huge creatures, typically in bizarre shapes such as a vast sphere with eyes set in its body and massive spikes splaying out like huge legs, or twin pyramids joined at the point, and so forth. Their shapes may not make much sense to observers, but their power is undeniable: they siphon magical energy, including life energy, from their surroundings, making them difficult to fight. Fortunately, most all of the Euternos were either destroyed or made inert and buried thousands of years ago. However, occasionally someone stumbles upon one.
Lyches are undead mages, typically holing themselves up in catacombs or in ancient, often decrepit, towers and fortresses. These are magicians whose desire to persist in living has pushed them to keep themselves alive by whatever means.
Other such things exist in the world. The history of Arcadia had many strange and dark spots. Many mysteries lie hidden, waiting to be discovered!
Sangria is a world of modern fantasy. This involves Vampires, Weres (Shifters), Fae, and various other types of non-human beings. In Sangria, it is a world where the supernatural exists, and overtly, but many people do not acknowledge or believe in supernatural events or beings. Some of these beings also have reasons to keep themselves hidden, or their existence secret, from the rest of the world. It is a world often of suspicion and paranoia, of something perhaps terrible or wonderful lurking in the shadows or around the corner.
There are limitless kinds of beings in Sangria. However, there are larger groups that are more common than others. Between these races are some things in common, such as generally not flaunting supernatural status, even if the individual may not exactly hide it. For a number of reasons, most all who have supernatural abilities or heritage don't go out of their way to show it off. | |
Vampires | Vampires are a broadly varied species. They don't even all have the same strengths and weaknesses, but they tend to have a few things in common: they are primarily nocturnal, immortal, superhuman in their senses and abilities, and their power and continued existence stems from feeding off the blood of the living. Outside of that, however, they can be as different as apples and oranges. Most vampires have at least some distinctive ability that is either rare or unique to them. However, it's no fun to play a character with great powers who has absolutely no weaknesses, so of course any vampire should have at least some kind of vulnerability. The most typical flaws of vampires stem from something living for a very long time which may not have been ready to do so: many vampires have a variety of mental and emotional issues, such as compulsive counting, being persistently outdated and unable to understand aspects of the modern world, and even physical repulsion at religious icons. |
Weres | Weres, or shifters, are beings who are otherwise human but transform into something else. Some are cursed and have little or no control over their transformations, while others have complete control over theirs. It typically has something to do with lunar cycles, and can increase strength or trigger a transformation when the Moon is full. Weres can transform into a wide variety of animals, and they tend to take benefits from their animal correspondences as well. They also can take vulnerabilities from them, and most weres have a weakness against certain substances used against them, such as silver. Much of this depends on their natures and how they came about their abilities, but of course every character should have some vulnerability, as playing an invincible character is largely unrewarding on the long term. See Werewolves for more info! |
Fae | Fae are mysterious, inscrutable beings who seem to be ubiquitous in the world, but who rarely appear overtly to humans. Most Fae, even when they take an illusion to make themselves appear human, are enthralling to most who look upon them or hear them. Most anything and everything about a Fae is pleasant and enticing. Fae tend to be peaceful and don't usually have any interest in human world politics or power plays; they are above all that. Fae tend to have great powers over perception and illusion, although many also have other abilities as well. They tend to have distinctive, individual vulnerabilities and weaknesses, and these are usually highly guarded. However, even if a Fae endures defeat, he or she will only be returned to the Faery Realm, to return once regrouped. Fae are almost never overt in the human world, and so they appear quite rare, although they can often be found in great concentration in certain places. |
Mages | There are numerous kinds of mages, but all of them have either a gift for magic or have dedicated their lives to the pursuit of magical knowledge and understanding. Mages tend to focus on a certain type of magic, but that type can be a broad class indeed. Some mages function only with reagents, or physical components, for their spells, while others use foci like magic wands and daggers. Still others use only the focus of their own minds, and mages of that level are rare and exceptional indeed. Many mages are somewhat possessive of their secrets and discoveries, and although several will take apprentices and students, most do not do so readily and can be extremely choosy about their proteges. Many mages are also otherwise humans, although there are some who are not quite human; for example, they may be descendants of Lemuria or Atlantis, and thus more inclined towards magic power, or part-Fae. These come with their own benefits and drawbacks. |
Psychics | Psychics, psionics, mediums, and other such people are many in Sangria. There are some who are glad for the gifts and some who even use them for monetary gain, and others who view their powers as a terrible curse and wish they had never been saddled with them. Whatever the circumstances and attitude, people with these abilities are often their own greatest asset and flaw as well. People tend to regard them with uncertainty and suspicion, especially those who are overt with their powers. Most psi don't try too hard to hide their powers, primarily because their abilities are generally invisible and no one would know without them telling anyway. Most psi deal with great skepticism and hostility for these powers, but some simply attempt to keep their powers from interfering with their lives, if they can. |
So many possibilities exist for adventure in Sangria! There are plain quests to find information, and of course the popular intrigue, playing politics against others in a group, or between groups. There are conspiracies and secrets everywhere in Sangria. Additionally, anyone of non-human heritage or superhuman powers may be targeted by intolerant groups who can fancy themselves some sort of heroes or protectors of humanity.
Different races and types can work together for purposes, or they can be at odds from the start. There are endless approaches and endless goals! These are the people shaping this world and making the future, whether they realize this or not.
Futura is a setting for sci-fi and outer space exploration! Here, new planets and adventures await our heroes all the time. Based out of a central space colony, starfaring crews venture forth all the time to see what new worlds await them. Mysterious ancient artifacts can take ships well beyond the limits of known space, then return them later on, which allows for both a focused hub of activity and the chance for constant new adventures.
This part of the game will feature our automatically generated adventure system! This will create settings and provide story ideas to help start your RP off.