We're currently accepting new entries, feel free to post a character sheet.
Those of us who played through Act II will be more adept at magic and possibly have material or magical advantages compared to new characters. If you wish to make a more advanced mage, please speak with Rtron, Fallen, or myself in PM. (If you make a beautiful CS we may give leniancy, but I would like to have a group who starts with nothing. And rises to heroes that way. You'll feel like you accomplished more that way! )
Act III will focus upon the renewal of the College. The training of new mages, along with new alliances formed in the battle against Kudd.
THE INFERNO, ACT III- "Candle in the Night"
Blood, a Naersan Childrens' Rhyme
The demons' wail in inferno’s depths,
As restraining chains are shattered,
The Pitted souls in their abodes,
then broke free and scattered.
Upon the crust war wages on,
Between the red and gold,
Neither side gains any ground,
As nations and men grow old.
The LichLords rise in wild power,
and slay all who oppose,
the Chaos reigns in tainted glory,
always their power grows.
Arcane fades, weak and dim,
but never does it fail,
the gods walk on Tiien again,
looking for Savior's sail.
IC is up!
Character name: Lady Talia Ry'liyn; Third order Disciple of the Vigil
Mageblood type: Lues Mageblood
Favoured Magic Class: Psychomancy
Previous Magic training: Minor training from a coven in her homeland on the basic theory of magic and whatever practice she could do herself without taxing herself overly.
Race: Forest Elf
Long, chestnut hair flows down to her lower back and assists in covering her pointed ears though anyone looking closely will clearly be able to see them. Her eyes are golden in color, which is not very unusual among her own people. Standing at 6' tall, Talia is one of the shortest elves in her coven and as a result, she is a bit curvier than average though it is most noticeable in her hips. Overall, her build is still leaner than most humans and lithe. As far as garb, Talia wears a green dress that falls to her knees and covers all of her arms so that only the tips of her fingers show. She wears dark brown leather boots that come up to her knees and has a belt with a pouch attached for carrying items. Generally, she leaves her hair pulled back in a loose braid and tucks her hair into the brown cloak she wears, keeping the hood up.
Short Bio: Born in Ghannos to a pair of non-mage parents, Talia led a fairly average life among the Forest Elves until she awoke magically. At first, she thought she was simply going insane, thinking she could tell what other people were thinking. Usually followed by extended sleep and a feeling of illness. Eventually, one of the elder mages discovered her for what she was based on the symptoms she displayed and she was ushered into a coven: the Disciples of the Vigil.
Being a secretive people was not just about staying in the woods, but about keeping unwanted visitors out of the woods as well. The Disciples of the Vigil were dedicated to the safety of the population and all of their gifts were combined to ferret out corruption and assure that no one with ill intent found the people of Ghannos. It was an old order, one that has lost much of it's necessity over time. Still, Talia looks to them as family. So when the elder mage instructed her to apply to the Aerta College of Magicks, she did so without hesitation. Part of her mission, should she be accepted into the school, was to learn what she could of the ways of other races. She knew most about the Dwarves that lived in the mountains between Ghannos and Eania, but almost nothing of any other race. Learning about them would help her know also what motivated them. Another, more important, part of her mission was to learn about her magic from a skilled elder as she had no one to learn from within her coven. Talia has great hopes of one day being the best psychomancer in the lands.
Good Attributes: Talia picks up languages quickly thanks to her magic translating from mind to mind. Physically, she's stealthier than average and can pick locks, but has not been trained to wield anything other than her long knives. She also knows how to live off of forested lands.
Bad Attributes: Talia is painfully shy, not liking to speak overmuch. Her mage blood makes speaking even less of a necessity so she tries to fade into the background and is almost paralyzed by being the center of attention for large crowds. Talia also has taken an oath never to utter a lie which is very precious to her but may cause some trouble down the way.
Secret Word: Faded
Character name: Lacer Iterattus
Mageblood type: Lues
Favoured Magic Class: Will be Shadow Noxomancy once he can correctly control it.
Previous Magic training: Training with the archmage Pylia.
Race: Human (Not sure which type he'd be)
Appearance: Lacer is average height, about 5'11", an is fairly muscular from his endless travels, weighing in at 175lbs. He has pronounced facial features, blue eyes, and short messy black hair, with slight amounts of facial hair and an apathetic look in his eyes. He usually wears dark clothing to dissuade any approaches.
Short Bio: Lacer Iterattus grew up a wandering orphan, and learned to use his mageblood at an early age out of survival instinct. It was simple decay magic, but he never understood anything about it, and really doesn't care, but it aids him when he needs it. He has never had a profession or agenda, he prefers to wander the lands in search for captivating scenes, and a sense of freedom, and existential fulfillment. It's because of this that he never got close to anyone in his life, but this is not something he seems to regret. When it comes to conflicts between people he always finds himself too apathetic to press his influences for either side, except if one of the parties is defenseless, in which case he always does his best to protect. He has always been one to seek the little things in life, and often finds himself napping in the sunlight, which is among his favorite things to do. Any major events in his life have all been avoided, because of his low tolerance for such things, and his opinion that complexity has no room in his life.
Good Attributes: Combat-wise: quick learner, skilled swordsman, and learning shadow noxomancer. Personality-wise: courageous, and a strong will to protect those who cannot protect themselves.
Bad Attributes: Combat-wise: Still a learner of magic, and his stubbornness against help. Personality-wise: He is ill mannered with everyone, but those closest to him. Often he shows a selfish nature, not wanting much to do with anyone elses, which stems from his fears of abandonment, and inadequacy.
Secret Word: Faded
UserName: Draconilian. Draco for short.
Character name: Arhkraxx Scykrethaze "The Frosted Blade Of The South Winds"
Mageblood type: Aqua
Favoured Magic Class: Cryomancy (Question, can Esyires breathe fire if they use another magic type? it doesn't affect my choice, just good to know)
Previous Magic training: All that is given for his race early in life. Which unfortunately isn't all that much, most are expected to learn a lot on their own. So he has focused a lot on close combat. Merging sword skills with his cryomancy, forming ice weapons generally.
Limited stamina, if he can't get a certain amount of mileage out of a certain amount of ice he's in trouble
Appearance: I can't quite get a real picture of a Dragon (yet)
So here's my usual
Scales are not the Bronze and black in the image, but rather Sapphire and cobalt colored.
Short Bio: His clan, the Scyk, migrated generations ago to the far north, rather near the snow elves in fact. This gave them a natural affinity for the Aqua mageblood and far more are born with it from the Scyk clan. Their Cryomancers are notorious for their power. Arhkraxx is a bit of an exception, considering he was more fond of using magic to support his life rather than lead it. A bit of an oddity in the world at large to be honest. He received some training with Swords, a balanced weapon, though somewhat complex to form out of ice as opposed to undefined blades, they are effective all around weapons. Arhkraxx left his clan years ago, travelling by wing to the mainland, seeking more practice with magic overall, considering it was more important than he initially wrote it off as. With his travels, he has developed his own unique fighting style, combining the nature of water and his own physicality into a special Dual-Blade fighting style, though he can use other weapons, they are not his specialty.
Nominally the history could be considered finished, however I want to know where the plot should pick up for this character so I may add to the history accordingly.
Good Attributes: He's an Esyire, and thus capable of flight. He is also physically strong and somewhat practiced with close combat. Ice magic is fairly versatile as well, when he can use it.
Bad Attributes: His magical stamina is weaker overall, he is also fairly rough with it, preferring to rely more on his physical skills.
Secret Word: Firstly, I believe adding a secret word to a CS is a good way to get the players to read the rules. A test, if you will. Definitely, you should not have pointed out to read the rules however. Eventually everyone would have figured it out. Distinctly a good idea though.
(Hint, read the first letter of every sentence)
Character name: Glace Arlomere
Mageblood type: Aqua
Favored Magic Class: Practices in both but is focused on cryomancy.
Previous Magic training: Very little experience or training as he was first first in his bloodline to have Aqua Mageblood. What little experience he has is from small scale experimenting.
Race: Naersan Human
Appearance: A body that shows he only gets enough exercise to stay healthy. Is 5'8", has green eyes, and short messy black hair. often seen wearing a white, hooded jacket, blue shirt, white pants, and black boots.
Short Bio: Born in a family where, usually, those born in it that have mageblood were of the Lux variety. So when demonstrated abilities labeling him as one with the Aqua Mageblood his parents, and brother, were really surprised. In his home town there was no one who was of the Aqua Mageblood, so Glace had no way to properly learn the true use of his power. He at least learned the basic concept of mageblood from the elder, but that was it.
Time passed and his brother died from an unknown disease, fighting against it for a month before losing his battle. This, understandably, made Glace a bit unsociable around new people, even less talkative towards his friends. A few years later his parents sent him out to live on his own so that he could see the world and learn to fend for himself, in other words it was their attempt at getting him to make new friends. Now he finds himself having trouble finding someone to train him how to use his mageblood properly, so he heads somewhere that would likely be the most help.
Good Attributes: When something grabs his attention, it is hard to deter him from finding out about it, in other words he can become quite focused on something. Is in good health and can sometimes be somewhat cautious. Has surprising potential despite family history.
Bad Attributes: Is easily irritated when interrupted during a project or when talking. Can be seen as lazy at most times.
Secret Word: 'Faded'
Character name: Uicle the Undead
Mageblood type: Obligatio/Aqua Mageblood(s)
Favoured Magic Class: Necromancy/Hydromancy
Previous Magic training: What he has taught himself and what he has learned over the years through his...experiments.
Race: Yasomerian human...at least he used to be.....now, I'm pretty sure he's a Naersan human.
6ft 5in, and this type of eye color
Without the robes, instead this.
With a separated Dual Scythe, that can be connected for double the carnage, on his hip: Scythes!
Short Bio: Traveling from the sands of yarosomere, Uicle immediately found the perfect area to practice his necromancy...Djarkel...after a few years of being unable to get official education, he began to take his lessons into his own hands. After he began doing this he began to explore and experiment with his magic, things like, does the subject have to be completely dead? Can you animate a dead part of someone like hands, legs, feet, etc.? if so do they half to be attached to the host? Of course these things need subjects so he took "volunteers" at night from the local villages. Eventually a vigilante mob found him and attempted to kill him. Managing to scare them off, but not before a mortal wound, Uicle prayed to Guarot to give him unending life in return for offerings. Receiving no answer Uicle turned towards Aarem the god of evil.
(let me explain, not unending as in he couldn't be killed, more as long as he continued to do things that please or constitute as offerings, pain, suffering, helping a vampire, making a new vampire etc. his life was be extended as such he could be killed by a blade or a spell same as any man, and if he was not wearing his armor in sunlight he would have been dead.Also he didn't need food or water in the sense he fed off of the suffering or emotions that make people distinctly unhappy that he caused and could feed off of blood like a vampire, and could instinctively tell who has the curse. )
The god answered but with a price, Uicle's first offering would be his own soul (after he ceased to exist you know decapitation etc. as such he has no chance at rebirth unless through direct intervention of Aarem) and mortal life, agreeing Uicle was turned into what his was, an undead lich, with a mask and other such armors to cover his appearance, wandering in the Ravine of demons, hunting for materials (corpses, minerals,etc.) to create more beings to experiment with. Occasionally leaving to give a week or so of offerings to his patron.
In the years before he joined the college, Uicle began feeling disgust, self-loathing, and regret at his own actions. Something that he hadn't felt centuries. He began planning on freeing himself from Aarem and condemning his soul to the pit. Suicide wouldn't work, as Uicle had seen the effects first hand of such an attempt. To put it lightly, the man was brutally tortured mentally before his soul was released into death. But, before Uicle could enact this plan, he died.
In the ensuing conversation with Aarem, Uicle said some not so polite (or smart) things to Aarem, got tortured and then banished to the Pit. Thus breaking his contract with Aarem. But, instead of wonderful death, he was slammed back into a body. Along with an annoying voice inside his skull that claimed it came along with the 'gift' Aarem had given Uicle, causing him to pass out, be carried to the Arch-mage, then given to a Hydromancer, and indirectly causing his death.
More than a little shocked that he was alive, Uicle planned to kill himself after Kudd had fallen. Why? Because he didn't feel he deserved to be resurrected, compared to the hundreds of innocents in the prime of their lives how died that day with him. As for why after Kudd died, it's simple. Revenge. After all, when seeking revenge, always dig two graves.
Good Attributes: Dying and being reborn have given Uicle a sense of calm, and he isn't easily agitated all that much anymore .The bonus of having another mind in your skull is that they can tell you if someone is trying to bash your skull(s) in from behind your back, and can shout duck! He's also fairly handy with his dual scythes. Runecrafting, smithing, and other such things involving crafting in general Uicle is all fairly proficient in as...well...you have to if you're a Necromancer.
Bad Attributes: Ever since his resurrection, Uicle has been having...suicidal tendencies. Not to say he's planning on slitting his wrists or anything, just that he might not take the 'this might really fuck me up' factor into the equation. In scenarios such as rushing a demon horde. He also has a tendency to forget that he is indeed alive and does need to eat, drink, etc. And, along with the suicidal tendencies, he tends to be overly negative. Especially, when it comes to speaking about himself.
Secret Word: Faded
He's got arcanite or some shit.
Character name: Alaira Taenn, the Wanderer
Age: 21,000,000. Alright, 21.
Mageblood type: Clima.
Favoured Magic Class: Electromancy, with just one Aeromancy spell.
Previous Magic training: Self-taught, though that comes with a lot of disadvantages.
Race: Forest Elf
Appearance: Alaira is different from most forest elves. While still tall, she is a bit... Bulkier than most. If it weren't for the ears, she could probably pass for a human. she's got long dark hair, and bright blue eyes. She has fair skin, and fair features, though not jaw-droppingly beautiful. she generally wears a medium suit of Fortite (Had to bring down this guy, quite the tough one. Cool suit though!) made from a larger suit of armor she brought back to town and had reforged, as well as an Iron lance.
Short Bio: Alaira is essentially the opposite of the average Forest Elf. Bow? HAH! she'd take a lance over one of those twangers any day, and what's with all that sitting around in the trees all day? There's a whole world out there! So, as soon as she was able she left home to become a wandering mercenary. During her travels she discovered that she could use magic! AWESOME. She found she had Clima Mageblood, and quickly learned how to manipulate it. She found that she could not figure out how to shoot lightning at people, but she found that she could imbue her gear with lightning, but little else. she did learn a wind spell that allows her to jump quite high, but it's used for little else. She's currently wandering, looking for employment.
Good Attributes: A healthy respect for the dead. STABBING PEOPLE (Martially competent)! STABBING ANIMALS (good hunter)! RUNNING AND JUMPING TO ASSIST IN STABBING YOUR GOOFY ARSE (Very athletic, can jump quite high with magical aid)! STABBING PEOPLE IN ADVERSITY (Courageous)! STABBING PEOPLE NO MATTER HOW TOUGH THINGS GET (Perseverance)! She can be awfully friendly when you manage to take yourself off the 'To Stab' list.
Bad Attributes: Quite greedy and arrogant, and suffers from an immense fear of Caves and other underground areas. Hunts down those that practice Obligatio Magic with intense fervor. Somewhat stupid. Immense hatred of Eysires.
Secret Word: Faded
Character name: Rendar Gulch
Age: (No younger than 18, can be any older.)
Mageblood type: Clima
Favoured Magic Class: Electromancy, though Kudd's blood allows him to use some Aeromancy
Previous Magic training: Was at Aerta until it was destroyed, soon after joined Kudd. Now he can use Kudd's blood to perform spells.
Race: Naersan Human
Short Bio: Rendar grew up on a farm just outside of Shimmerstone, the capital city of Eania. His mother died giving birth to his youngest sibling Matthias, meaning Rendar
quickly grew up from then on. At the age of 15, he was left in charge of the farm consistently, while his father went into town to sell their crops. One day, when
his father went into town, Rendar went with him. He was intrigued by swords, and was always rather adept at using them. His father decided that Rendar could train at
the Shimmerstone Swordsmanship Academy with members of the guard, which he accepted gratefully. Every day he would travel into the city to practice, and sometimes he
would even beat some members of the guard. His future seemed set out for him, until it was all sidetracked with the discovery of his magical abilities.
It was a dark, stormy night (cliche, I know. But it works.) and he was running toward the house with his brother Matthias when he tripped. Suddenly, a bolt of lightning
slammed into the ground next to him. Rendar raised up his hands and the electricity surged around him and his brother in a circle before dissipating. Stunned, Rendar studied
what that possibly could have meant and learned of the Aerta College of Magicks, and, being the seeker of knowledge that he was, wanted to go. His father, however, refused to
let him go until he was old enough to pay for his own schooling. So, Rendar began pulling his weight around the farm, and then some. At the age of 18 he became a sellsword,
protecting people who had to go to dangerous places around Eania. Finally, at the age of 25, he had made enough money to pay for his tuition. He said his goodbyes to his siblings
and ill father, and set off for Aerta.
A few weeks later, Rendar received a letter from his brother, informing him of his father's condition. He had been slightly ill when Rendar left, but was now on his deathbed.
Rendar returned home as fast as he could, and shared a bittersweet reunion with his siblings. He cared for his father and, the next morning, he had died. Rendar and his brother,
Matthias, dug a grave below the old tree in their yard for their father, while their sister Annabeth grieved. The three tried to spend the rest of the day like a normal family,
but it was difficult. They knew that Rendar would have to take them into the city, and most likely have the farm sold. But those worries would be saved for another day, and the
three went to sleep.
However, during the night, disaster struck. Rendar awoke to the sounds of swordplay outside his room, and bolted up from his bed. Matt was slaying bandits who had attacked the farm.
Rendar grabbed his sword and ran outside to help defend. After the two had slain the bandits, Rendar looked around for Anna, but she was nowhere to be found. Matt told him that she
had been taken by the bandits, and that he would defend the house while Rendar went after her. When Rendar reached the bandit camp just inside the forest, he murdered the bandits that
were camped their, untied Anna, and returned to the farm with her. But when they got there, a larger group of bandits had arrived, along with their leader. Rendar sent Anna to the city
after noticing his brother's lifeless body at the bandit leader's feet. Suddenly, a rush of power overcame him, and he did things with magic he never knew he could. He dispatched the
entire group of bandits with one single spell, then placed his brother in the flames of the house. He had no time for a burial, so a cremation would do.
Returning to Aerta, Rendar took a trip to the Archmage's office. He didn't know who else to turn to, but Aaron did not say things that made Rendar happy. Angry and confused, Rendar
returned to his dorm, haunted by his failure. While he was in his dorm, a soft "ding" could be heard from his chest. He approached it, and removed Wildbane, a very powerful sword.
After the assault on Aerta, and the mass exodus to Deathold, Rendar took a trip down in the Ravine to retrieve armor materials. While he was below ground, a strange being revealed itself
to him. It was a fallen angel that he would come to call Azreal. Rendar, Azreal, and Aerie traversed the rest of the Ravine, and when they came out of the Deathold entrance, they met up
with Karnage. Rendar gave the materials to him and headed into the camp outside Deathold's ruins. Alas, Rendar would never get his armor from Karnage. When Rendar, Enrigo, Azreal, and
Glorora entered the forest in search of a group of demons, Enrigo angered Rendar. A furious Rendar attempted to stab him, but Azreal stopped him from doing so. In a fit of rage, Rendar
pinned Azreal to the ground with a gust of wind (that even he was surprised of) and stabbed him repeatedly. Ashamed, Rendar fled into the forest and passed out, only to awake in bindings,
bindings put in place by none other than Glorora. The two had a short talk before a burst of flames knocked Glorora unconscious. Emerging from the fire was Kudd Gro'Feesah, who offered
Rendar power in exchange for his service. Rendar accepted. The two stepped into the flames and disappeared along with them. A few hours later, Rendar and Inque attempted to kidnap and murder
Pylia, but their plan was interrupted by some of the other mages. As the shadow room collapsed, it plunged Rendar, Karnage, Pylia, and Lacer into the Dead Cathedral, about a mile or two northeast
of Deathold. There they were met by Slade, a monster with no allegiance to anyone but himself. He exchanged blows with the mages while Rendar watched, but was eventually routed. Knowing that
he could not face three mages (one of which was Pylia) at once, he chose to retreat as well, but not before attempting to crush the mages inside the cathedral. Rendar was never seen again.
Far to the north, near Old Sanguine, it is said that a Great general that goes by the name of "Gulch" is preparing the final assault on Tienn...
TL;DR: Rendar was good, family dies, turns evil.
Good Attributes: Expert swordsman, powerful mage, brave
Bad Attributes: Doesn't handle loss well, extreme lust for power, oh and he's just the top general in the demon lord's army!
Secret Word: Faded
Character Name: Dirk Stonewall
Mageblood Type: None
Favored Magic Class: N/A
Previous Magic Training: N/A
Short Bio: Dirk was born underground, like a true dwarf. He grew up tinkering with various pieces of machinery,
and quickly became a very skilled and well-known craftsman. Rather than create weapons and armor for the Dwarven leaders, he chose to open "Stonewall", a business that would manufacture and repair arms and armor. The business did well in Oelik Hold, and even with some mercenaries travelling Tienn. Stonewall would quickly grow to become the number one place to buy weapons and armor in Oelik Hold. Now, after 25 years of serving his dwarven brothers and sisters, he has decided to move his business into the rest of Tienn, specifically Shimmerstone. However, while on his way to the Eanian capital, his caravan was attacked by a group of roving bandits. His fellow caravaneers were brutally slaughtered, and his wares were stolen. Dirk himself managed to kill one of the bandits before having to hobble off into the forest. Weakened and impoverished, Dirk came upon Deathold College. Hopefully its inhabitants were kinder than the bandits.
Good Attributes: Loyal, Strong, Master Blacksmith, Skilled merchant
Bad Attributes: Drunkard, Demanding
Secret Word: Faded
Please fill out and post in
Character name: Aramir Flamehands.
Mageblood type: Lux
Favoured Magic Class: Pyromancy (Her flames from Pyromancy have a unique trait. Instead of being the usual color, they're an ice blue.)
Previous Magic training: A little bit of experinmentation on her part, at most she can make fireballs and chuck them. Though, she can light her arrows with magical fire.
Race: Snow elf
Short Bio: Aramir was born in the far north, where most of the snow elves are. She was born to two Aqua magebloods, one who specialized in Hydromancy, the other who specialized in the other branch of Aqua mageblood. Everyone expected her to be an Aqua mageblood. Until, at the age of 15, surprise! She's a Lux Mageblood. With a knack for Pyromancy. They discovered this when she accidentally burned down a snow fort. Luckily, no one was hurt, but the children whom had been pelting her with snowballs and giggling about it never through snowballs at her again. She also found a snowy owl egg, and raised the chick that hatched from it up to adulthood. As such, she now has a snowy owl following her around.
She has named her (at least Aramir think it's a her) Sleet. As her parents wondered what to do with her, as they couldn't teach her how to use her mageblood if they themselves didn't know how to use it, she began practicing her archery,and became quite good at it. One of the best archers in her area. A necessity (in her mind) for an archer, she became good a creating arrows and bows. Though, her first bow (bow seen in picture) was always her best (again in her mind.), she made some good money off of selling her bows to the local populace.
Her parents finally made up their minds to send her to Aerta to learn how to control her abilities. Along the way, she was accosted several times by bandits, rapists, and murders. Each time Aramir either shot them, or Sleet clawed their faces and they ran, then they were shot by Aramir. Overall, they all got shot. Other than that, she progressed from her homeland to Aerta largely uneventfully, though she did have to dodge a small demon horde when they came by. She arrived at the college the day before the attack. She was ushered to her room, as the Arch-Mage was busy, and was planning on introducing herself tomorrow, when a large metal golem, carrying an unconscious armoured man, raced past her, nearly knocking her over and sending Sleet flying in the air, practically kicked in the doors to the Arch-mage's office. Then, the demons attacked.
Aramir did what she could, running to her room, grabbing her bow, and firing at anything that flew and moved. Though, she ran out of arrows, and a group of Dorn came at her. With no other weapons on hand, Sleet busily dodging and battling flying Kree, Aramir did the only thing she could. She used her magic. A small whirlwind of ice blue fire picked itself up around her. The Dorn attempted to go through, and were repelled. Screaming something about, fire so cold it burns. After that, Aramir blacked out. She awoke in the camp, surrounded by concerned Vitilamancers. When she finally assured them they she was okay, they left her well alone, and Sleet was with her. She took a walk to clear her head and deal with the recent events, when she came upon a woman, apparently the one whom had saved most of the mages here, standing stock still, as if frozen. Images of a study and 3 people flickered about her.
Wary, Aramir approached asking what was wrong. Before she got within a few feet though, there was a flash of light, and the woman was no longer stock still, and the three people were there. One of them was the Arch-mage. The two others of them with weapons. A whip and a hammer. Aramir made her excuses and such, then made her escape. The experience was far to unsettling for her. Now, she is in the college that was once a college that rivaled Aerta, awaiting the Arch-mages move.
Good Attributes: She's a master archer, having practiced for hours a day. She's fairly fast, this includes running and slight of hand, and she is fairly good at hand-to-hand. And she fights to win. Not fair.
Bad Attributes: Aramir has trust problems, stemming from being accosted repeatedly by all different races. She also has a short patience, and temper, and has a decided lack of tact when it comes to conversations.
Secret Word: Fade
UserName: Lucius Cypher
Character name: Karnage Urabrask Vorinclex
Mageblood type: Binding Blood
Favored Magic Class: Demonomancy
Previous Magic training: Has been practicing with various Demons of the Inferno as well as continued education in the College.
Race: Orc. Originally.
Short Bio: Karnage Urabrask Vorinclex was part of a nomadic tribe of Orcs, he himself born under a weapon smith. For a good part of his youth, he spent it with his father, a blacksmith, learning his craft. Occasionally, his tribe would find a village an trade, and there he would observe other smiths in their crafts. Though most orcs his age would, by now, have been training in some form of weapon, Karnage instead chose to deviate from weapon training and better his skills as a smith. This alienated him from orcs his age, but none would dare mock him, as his skills as a smith were quite remarkable at his age. At around the age of 20, Karnage discovered something about himself; he had mage blood. Specifically, Binding Blood. In his tribe, those with Mage blood usually would have to leave in order to learn their magic, almost none of them ever returning. But Karnage was a orderly orc, and as per tradition, he too left the tribe to find someone to teach him how to use his powers. Unfortunately, he decided to test it out before he gained any practice. He was traveling along side the Ravine of Demons, a place filled with demons, monsters, and abominations. There, he decided to use test his Binding Blood, to see what sort of magic he was able to preform. What happened was that he summoned a moderately powerful demon, but he had no control over it. The demon posses Karnage, and at the time, the two fought each other in the center of Karnage's mind, fighting for control. During this struggle, Karnage fell into the Ravine of Demons, and miraculously, didn't die. But what happened afterwords was that other demons, seeing what they thought was a corpse, attempted to corrupt the body, to turn it into their slave. some simply tried to eat him. But through force of will, Karnage managed to stop the possession attempts, and anything that tried to eat him. But his body has been warped. Only vaguely humanoid, Karnage was turned into something that was no longer an Orc.
Seeing what he had become, Karange did not bother to leave the ravine. To him, this was the only place he would belong to now. So after fighting for his right to live in the Ravine, Karnage began, at the age of 30, to settle down. Using only his clawed hands, he carved himself a forge next to a river of lava, where he would live the rest of his life. The demons and monsters that dared bother him were killed and eaten by Karnage for substance. Here, he also discovered what treasures were within the Ravine of Demons; ores and materials that he could use to create his crafts. It was while extracting these ores and materials that he practiced his Binding Blood, using the Demonomancy Infernal Magic to light up the darkness, or remove ores from stones. Here he also mastered his trade as a smith, practicing and perfecting to art of crafting all sorts of things, from pots and silverware, to armor and weapons. He also became a proficient hunter, occasionally hunting down powerful monsters within the ravine for materials for his craft or of substance. Recently, he has begun to go to the surface in attempts to trade. Little did he know, he spent little under 300 years in the Ravine of Demons, and much has changed since then.
Despite spending only a short time at Aerta College, Karnage has gained new experiences and powers, though not without his share of pitfalls. He lost a cache of his weapons, which still bothers him from time to time. However, he has also gained the ability to speak the common language, has learned the basics of Rune Etching, and as come to terms with the demon inside him. There are still mysteries in his future, however: would he ever find out what became of his clan, and just who is the one who speaks to him in his thoughts? And what would he do if he figures out what has happened to his home? Only time will tell.
After arriving to the Death Hold college, Karnage went on an expedition to gather allies from the demon kind. He had to go alone due to the nature of the location he was heading; across the planes of the Physical Realm and into the Inferno. He was gone for two months, and when he returned, he was... Changed. He brought with him a contingent of demon warriors and lords banished to the Inferno, willing to fight against Kudd and "liberate" his domain. Karnage wrote down his exact experience in a book, detailing various functions of the Inferno and it's populace. He's been going through strange moods as of late, but luckily has the company of his close friends and loved ones for support... So long as he can remember who they are. He now leads the legion of demons he calls "Alliance of Karn", which is split into five separated organizations: The Loyal Legion, The Piercing Vision, The Limitless Power, The Burning Rage, The Boundless Growth. Each organization has a HQ in new Twilight College in which they control their armies, but are planning to spread their influence all over the world of Tiien. For now, however, Karnage keeps them in check, leading them against Kudd's army.
Good Attributes: Perspective of his surroundings, also a master blacksmith. All he needs is time, and he could repair or make you anything you desire. Very dexterous and good with his hands, he could turn anything in his hand into a lethal projectile with his amazing accuracy, be it rocks, furniture, knives, or snowballs. Also very good at being stealthy, as living within the Ravine made him have to learn to hide, from both predators and prey.
Bad Attributes: He's jumpy and prone to violence due to living within the Ravine for so long, he's also very protective about his crafts. To steal them, damage them, or insult them is a quick way for him to insert said weapon into the body of the offender. This extends to people he likes too, to the point that you could mistake him as a guard dog.
Secret Word: Faded
UserName: Lucius Cypher
Character name: Lucilia Aeris Riovas
Mageblood type: Nature Mage Blood
Favoured Magic Class: Floramancy
Previous Magic training: Has been honing her skills since the rise of the Twilight College, training to prepare for the up coming war against Kudd.
Race: Human Vampire
Short Bio: Lucilia was the daughter of a alchemist and a herbalist, and spent most her her time learning about plants and various herbs and poisons. So it came to no surprised that when it was discovered that she had Mage Blood, she was naturally talented at Floramancy. Taking her belongings and some books, at the age of 10, she went to the Aerta College of Magicks to learn how to use and control her Mage Blood. But most her of initial education was bookwork, studying and learning about basic things like mathematics, history, and a bit of science. It wasn't until she was 17 that she actually began to practice her Floramancy, and even then, she only managed to take a little under a year's worth of training. One day, as she was returning from visiting her family, she was attacked by a Vampire. Though for some reason, on a whim, the Vampire who attacked her did not kill her. Instead, a curse was placed on Lucilia, a curse that turned her into a Vampire. At first, she showed no signs. She felt no more physically or magically powerful then before. Fire was no more harmful then it normally is, she desired no blood, and she did just fine in the sun. It wasn't until three years later, while she was visiting her family, did the curse actually took hold. During the moment, her body grew thirsty, and no amount of water or wine would slate her thirst. She grew pale, and her body was cold to the touch, as though her skin had been turned into metal. Her control over her magics also grew unstable, with plants growing and dying rapidly around her without her digression. And when the thirst for blood grew too much for her, in a blind panic she ended up killing her family, drinking the blood in their bodies until it they became shriveled husks.
After the realization of what she done, she brewed a medicine that would make her forget. After making preparations, and attempting suicide multiple times (all met with failure), she consumed the drug that wiped out most of her memories. Only with the use of magics and through journals that she left behind, did she manage to start a new life, ignorant to the sins of her past. So for the next few decades, she had lived her her family's former workshop, relearning how to create medicines, elixirs, and poisons from her past, while experimenting and making new ones. Occasionally, she would venture into town and drain the blood of a poor soul, but as she lived on, the amount she needed to consume became less and less, where even after heavy activity, she would only need to consume just enough blood for someone to continue living.
Since coming to Aerta College, she's become a bit unhinged. The presence of one of the demons made her "remember" the death of her parents, and she aims to eliminate the demon so she would no longer feel so uneasy. However, her obsession to eliminate the threat might have altered her mind, as she has now began to stockpile poisons and explosives in the event that she needs to kill not just him, but many others. She keeps her calm facades up, even began to grow out her hair and stop dying it, though how she turns up, only time will tell.
After some time at the Twilight College, Lucilia has gotten over her hatred against demons, oddly enough. Despite facing Kudd and his demons, Lucilia has learned a bit more about her own fellow demonic allies, and simply has grown out of her prejudice. But now she leads her own campaign in the form of total economical domination; in order to fund the war effort, Lucilia has used her various connection to create and extensive alliance with various guilds and merchant factions, from the Scorch Lands to Yarosmere, she also has made a refuge for those forced out of their homes due to Kudd and his army. With these new allies, she handles the logistical needs of the Twilight College, bringing in supplies of food, materials, and man power. However, she has also been committing to a private war against Kudd Worshipers and sympathizers. This may bring concern to others, as it does not seem that she is interested in cutting down the amount of Kudd supporters, but seems to be searching for someone...
Good Attributes: As a Vampire, Lucilia has Enhanced Strength, Perceptional Senses, Speed, and Lifespan, as well as an Increased Mageblood Aptitude. Has Night-Vision. She's also able to hid herself quite easily, and can turn into a bat to minimize her physical profile. She's also a skilled Herbalist and Alchemist, able to make medicines and potions for most diseases and injuries, and able to concoct poisons and bombs to inflict the same diseases and injuries. Finally, she has the ability to communicate to plants, flora, and other things of nature, including certain beasts.
Bad Attributes: Every couple of days, she has to drink blood, though she only has to drink a small amount from one person. However, if she neglects doing so, her body begins to weaken significantly, and if she does not drink for too long, she ends up a "Half-Blood", basically back to being a human. Going without drinking blood makes her uncomfortable and always thirsty, for reasons that may only apply to her. She also has both a weakness and a fear for fire, or any bright light in general. Sun-light causes her physical discomfort. Finally, she reacts violently to the names of Markov or Elliot. She doesn't know why.
Secret Word: Faded
Character name: Dante Benevolio. “The white ram”
Mageblood type: Clima
Favoured Magic Class: Aeromancy
Previous Magic training: Many years ago, he worked for a mage that taught him about how to use the mageblood in him. Unfortunately, he never felt like pursuing further mastery in magics, until recently.
Race: Naersa Human
Short Bio: As far as he remembers, Dante was a slave from a young age, he was allegedly sold to pay off a debt, and so, he doesn't really remember anything from his real family. He was branded and sent to work in the fields by what he believes was a really succesful merchant of slaves while being a pawnbroker on the side.
Dante as a child was a very weak child, and was instead put to work inside his owner's mansion. Dante's weak and vaguely femenine looks at the time made him popular in certain undesired services.
Until his late teenager years, he took the chance of a bandit attack to sneak out of his owner's grasp towards the next town. Since he had nowhere to go, he lived on the streets, trying to work of whatever to at least get fed.
During this period of his life, Dante had many jobs: He learned to cook, to clean armor plates, to shear sheep, to sharpen weapons, etc. In this time, Dante's life was filled with learning and new experiences. He eventually sought more. He traveled as stowaway in ships, and when he got caught, was adopted by the ship's crew, filled with adventurers and wizards.
Dante learned to be an efficient sailor, and learned swordplay from the adventurers on board. There, he found his calling: Monster slaying. He helped the adventurers, mainly carrying equipment, but he proved to be a fast learner, maybe even a natural, when it came to the sword and shield.
After the group of wanderers finished their mission, he was taken under the wing of one of the mages, and traveled with him to his home in Eania.
With the mage, Dante was able to quench his thirst for knowledge, helping the mage make his concoctions, hunting for ingredients, and reading his books in his spare time, even being half-assedly taught about the use of his mageblood by the mage. But he had to carve his own path sooner or later.
Dante became a traveler with no clear aim, offering his services of slayer to villages with infestations and parties made with the purpose of exploring uncharted cave systems and long-forgotten ruins where monsters made their nests.
Indeed, Dante lived his life just how he wanted. He helped the weak, and every day he learned something from the people he interacted with. He had set foot in most of Naersa, and slowly he became wiser and wiser.
Dante wandered far and wide, living through many kinds of adventures. One that may be worth mentioning, was that during a year he was cursed to being a vampire. He doesn't like to speak of that, as he gave in to temptation and fed upon humans, many times, before he was cured by one of his (now deceased) companion. His pale skin, platinum hair and pink eyes are a constant reminder of his crime, and the fairly shitty experience during that time.
During one of his travels, the inn where he was staying for the night was attacked by a group of marauders. With haste, he retaliated, but soon he found himself overwhelmed. Before one of the marauders laid the final blow on him, in , he managed to use the mageblood that he neglected for so long, and managed to deflect the swing, but not enough. The sword that was aimed at his chest instead got stuck on his shoulder.
He fought through the pain, and managed to kill his attacker, but there was still more bandits around him. Dante kept fighting, until reinforcements finally made their way to the town.
During his recovery, he wondered, “How different would it been, had my skills in magic been greater?” The question echoed back and forth in his mind, and with his spirit of self improvement, Dante pursued to be taught the ways of magic, thinking it'd come in handy in the future.
In personal pilgrimage, he began a journey to master the ways of Aeromancy, at the very least.
Good Attributes: He's skilled with the sword and shield, stubborn, and he's hardly ever uncomfortable. He's not bad in navigation through sea and dark caverns or ruins, that includes climbing and spatial reasoning in general. Slaying monsters has become his profession.
Surprisingly, Dante is pretty good at drawing, and will draw in his diary portraits of important people he met, of beasts he encountered, or places he wishes to remember, as well as quick maps.
Bad Attributes: Stubborn. He's a trouble-seeker, but even when he intends to rest trouble seems to come his way.
He generally speaks without thinking, being a bit blunt about his thoughts. He also likes playing the hero, putting himself in the fire without a second thought if he feels it's the right thing to do, this specific trait is the one at fault for the many unlucky events in his life. A bit of a womanizer, and he has lost all feeling on his left arm, except for a stinging pain that won't go away.
Secret Word: Faded
Character name: Pylia Keltafer
Mageblood type: Light Mageblood
Favoured Magic Class: Vitaliamancy, recently been cursed with voice sickness by the Witch of Endor. Came out of the illness with the power of Chantment.
Previous Magic training: Worked in the temples tending to the sick, wounded and dying. Has trained under Aaron for her chantment, along with the other Pylia for chantment through the Dark Study.
Race Naersan Humans
Short Bio: Pylia came to the College to grow as a healer and develop her magic to further benefit her temple. Until leaving Hope, Pylia had only known the temple. The outside world was quite intimidating to her. Out of all the mages who could summon plants, create monsters, weapons, thunder, Pylia felt she had nothing to offer. Her time in the College caught the attention of several important people, including the Archmage due to her actions healing the injured Orc, Karnage.
The Archmage took an interest in Pylia, and began to instruct her personally. After an exercise, Pylia met a woman known as the Witch of Endor. She struck Pylia with voice-sickness, a disease that left Pylia bed-ridden for a weak and unable to speak. Upon her recover, Pylia discovered she had the gift of Chantment. The Witch had changed Pylia, she still possessed her Vitalimancy, but now had a power to help protect the College.
With the change, Pylia was given access to a realm known as the Dark Study. A library where Pylia spends her sleeping hours studying magic. There is also another idealized version of her within the Dark Study, the other Pylia is much more powerful than the innocent healer in the waking world. If in times of great peril, Pylia can "trade" places with the other version of herself. This form is Pylia's exact opposite, powerful, brave, and apathetic to the desires of the other mages. This lead to the "good" Pylia keeping her in check.
Pylia is rumored to be groomed by the Archmage to eventually take over the College, Pylia doesn't know how to feel about the news. However, she understands the Archmage and the Witch both see something in Pylia that makes her worthy of the title.
Good Attributes: Pylia is a talented healer, one of the most patient and kind mages in the college. She tries her best to bring out the talents and abilities of her friends.
Bad Attributes: Pylia is afraid of the Dark, being alone. Recently the fear of her new power corrupting her.
This rp is derived from a world the previous GM came up with several years ago and had planned to turn into a book, but, my drafts of it were wiped off my computer, and I abandoned the project. It has a fully blown lore, as well as several cultures, etc, etc.
If you wish to change or add something, feel free to ask me about it, and if I say no, don't take it personally. This place has a set lore which I'd like to abide to, though I'll add new things if I must.
My view on this is completely changed. This has become an open project and world; ready for any change you suggest. If I like it, and it doesn't interfere with in-character lore too much, I may actually use your idea.
Another thing is the addition of small villages, caves, etc.
Seeing as coming up with all of them alone would be a large undertaking, if you want a settlement of some sort, I'll have a sheet for you to fill out along with your CS.
Please read all of the below, or you might end up horribly lost.
Mechanics of MagicIn the world of Tiien, Magic reigns supreme. One out of three people is a mage; born with the Mageblood; exclusive to them. Mageblood is their source of power; and without it, they'd be just as normal as everyone else.
Mageblood, as is hinted, is actually within... well, the Mage's Blood. In fact, it substitutes for about 50% of their total bloodstream. As spells are cast, Mageblood is used, and the less Mageblood the Mage has, the more sickly they will become. Seeing as Mageblood is more than half of their normal blood, overuse of it can cause "Blood-Sickness", which includes Nausea, Disorientation, and to a point, fainting. It can also cause death, when the heart begins to pump so fast, trying to circulate enough blood to sustain magic as well as bodily functions, it can burst. That said, the more the Mage uses magic, the more they learn about the control of Mageblood. Stronger and more experienced mages know ways to restrict the flow of Mageblood, and can cast spells for a long time, while newer mages will be able to cast little without fatigue. Mageblood also regenerates as normal blood would.
Aside from that, there are also different types of Mageblood. Within each Mageblood, there are two classes of magic, of which anyone with the appropriate Mageblood can cast from, though most Mages specialize.
Magic in itself is simply the manipulation of Arcanite. With current scientific understanding, I'll put it into terms. Arcanite is the building blocks of the building blocks, atoms. They are the "Thisness and Thatness" of matter as a whole. It is the... Pure essence of the world.
Mageblood is the catalyst which allows mortals to use it.
Mageblood itself is only one way to get to Arcanite, and mostly, each blood only has a capacity to manipulate one branch of Arcanite.
Magebloods and SchoolsEach Blood is made up of two different schools; a seperation of powers that really only applies to those less experienced in magic. In time, most mages will become a master in both Schools of their Blood.
School of Pyromancy- Pyromancy is the heating of Arcanite to cause incineration or other such affect. Pyromancy is considered the more offensive branch of the Light Mageblood, though both have offensive capability, unlike most other Magebloods. Pyromancers usually specialize in purely fire-type spells, but some have been known to heat up stone or metals and use molten materials in spells. Also, the more skilled Pyromancers can actually use Ashes as a catalyst; whether they use the ash to suffocate an enemy, or envelope an enemy in it then set it aflame. Pyromancers who use ash are greatly feared, and there is a special sect of them residing in the Djarken army; named the Ashen Eyes.
School of Vitamancy- Vitamancy is the usage of life energies to manipulate flesh. Vitamancers are some of the most feared battlemages and are the most useful mages in terms of healing. There are two exclusive 'Sects' of Vitamancers out there; One being the "Fleshmenders". Fleshmenders are as the title hints; mages who focus their training on healing, which is the act of using Arcanite within flesh and bone to essentially knit the body back together, or in some cases, simply strengthen it.
"Fleshrenders" are basically the Fleshmenders' opposite. Fleshrenders have little to no care for healing, preferring to tear muscles, burst arteries, and break the bones of their enemies. Fleshrenders can bypass nearly all defenses, making them fearsome in the midst of battle. Some Fleshrenders actually specialize in certain areas of the body. Those focused in flesh are considered Caromancers, those focused in Blood are Haemomancers, and those focused in Bone are Osteomancers.
School of Hydromancy- Hydromancy is one of the most versatile schools of magic. Despite popular belief, Hydromancy isn't just magic restrained to water; it can be used to manipulate any fluid or liquid; ranging from water, to acid, to things as odd as saliva or melted candlewax. Some Hydromancers prefer to use blood for their magics, and are about as efficient as Haemomancers when it comes to killing an opponent, though they control it a bit differently.
School of Cryomancy- Cryomancy is nearly the exact opposite of Pyromancy. Instead of raising temperatures, Cryomancers lower them; which results in freezing temperatures within seconds. Cryomancers versed in Hydromancy often use Ice for both offensive and Defensive purposes.
School of Aeromancy- Aeromancy is the manipulation and creation of air currents and, to some extent, weather. Students studying Aeromancy will learn to use the air and gaseous particles around them for a multitude of different things. They will learn how to channel their mageblood to focus air currents around their body, speeding different things up. For instance, one could focus the air around their fists or sword, enabling them to attack faster. They will also be able to use wind gusts to knock opponents down or move large objects. More skilled Aeromancers will be able to create Tornadoes out of thin air, or even move things in the air by manipulating air currents, even themselves, effectively being able to fly short distances.
School of Electromancy- Electromancy is the manipulation of electric charges. Those who chose to study Electromancy are able to conduct electricity through their body and the air around them. A common thing for them to learn is conjuring a single bolt of lightning to use against an opponent. More skilled Electromancers can create more interesting things with their magic. Some can course electricity through their body, creating a sort of armor that, when it come in contact with an opponent, will shock them. Masters of Electromancy will be able to conjure up powerful lightning storms, at the expense of a lot of blood. What most don't know, however, is that Electromancers hold the key to activating some of the oldest technologies.
~ Thanks goes to Valen Dreth for this section
School of Geomancy- Geomancy is another versatile magic. It's uses range from construction, to offensive attacks, to defense, and to some degree economy. Geomancers are able to tap into the Arcanite within stones, minerals, or anything derived from them, and bend them to their will. A geomancer has the ability to use stone, ores, sand, glass, etc. to their advantage. They are often deadly in battle, and also have a small connection to blood. Iron in the blood stream allows Geomancers to have some degree of control over it, though it is nowhere near the strength of a Vitamancer or Hydromancer.
School of Herbamancy- Herbamancy is one of the least appreciated bloods, however, it is also one of the most useful. Herbamancers have complete control over flora, and with this ability, have most of Naersa at their fingertips. A popular fighting style with Herbamancers is using roots or vines to snare and kill an enemy. Many Herbamancers, due to their close association with plants, tend to have some degree of training with Alchemy.
School of Necromancy- Those who follow the school of Necromancy will study the art of giving Inanimate objects life. This, however, is not limited to corpses. Anything that was not living before the Necromancer came along (Such as corpses, they are dead. No life resides in them.), or that is not required by something to live (Ex: Blood). Can be animated by a Necromancer to serve his/her purposes. There are specializations, if you will, of Necromancy. Those who specialize in animating the dead, are called Mortum Necromancers. Those who specialize in the animation of inanimate objects( Knives, books, armor, etc.), are called Animo Necromancers.
A little bit more detail in what exactly summoning, or raising, a corpse does. It pulls the spirit out of the Pit, which shall be explained later on, into a body, to serve the Necromancer. Powerful Necromancers can summon the spirit alone, creating ethereal soldiers. It should be noted that the fresher the corpse is, the easier it is for the necromancer to reanimate. Skeletons require each individual joint and bone to be bound to the Necromancer's will before said skeleton will function properly. Taxing on the Necromancer, naturally. Skilled and powerful Necromancers can manipulate individual corpses, or spirits, or Golems, of their armies to do exactly what they want and how they want it done.
They can also manipulate the corpses or whatever they have summoned/created as puppets. For example, a skilled and powerful Necromancer could create a giant earthen fist, and manipulate it as if it was their own hand. Or, they could use a vaguely human shape to manipulate as if their own body. It should be noted that Elementals (Golems created out of the elements) that are human shape are difficult to create, and only skilled and somewhat powerful necromancers can create them.
School of Demonomancy- Those who follow the school of Demonomancy specialize in the summoning and binding of demons from the Inferno. They can either choose summon the demon straight up, or they can bind them into objects for specific purposes. This should be noted as different from necromancy golems as they have complete and utter servitude to their master, but, unless the spell creating them is vague in their purpose, they are stuck doing one thing. Demonomancy golems have the consciousness of a demon trapped into the object, and if not bound correctly could sabotage their master in someway shape or form. They are also fairly easily reworked for the purpose.
The more powerful the demonomancer, the more powerful the demon. A novice could summon maybe an imp or two. A master could summon several major demons of different elemental abilities. It should be noted that blood sacrifice could be used to summon the more powerful demons if one is not strong enough to do it by themselves. The more powerful Demonancers could open and seal portals to the inferno, undue bindings, or even turn demons against their former masters. Demonancers can also use a special form of magic called 'Infernal Magic' a mixture of Pyromancy and Geomancy. Basically, lava magic. The only thing that makes the Infernal Magic stand out from standard Pyromancy or Geomancy is that all magics by it are accompanied by the color green. Green flames, Green earth, etc. Any fire or earth created or manipulated by Demonomancy is considered tainted. The stone crumbles easily and the fire lasts only a short time. But be warned though, while Demonomancy allows for powerful summonings, if one takes on too much strain for their bindings, the demon(s) they've summoned may break free and wreak havoc.
~Thanks goes to Rtron for this section
School of Noxomancy- Noxomancy, without question, is one of the most mysterious and occult schools of magic. Noxomancers are often seen as evil, ruthless, and untrustworthy, but that's mostly a stereotype. Noxomancers have an odd assortment of powers, but all of them seem to stem from Darkness. Their source of power, unlike other magics, doesn't solely come from Arcanite. It comes from a source called "The Nox" by most. It is a well of pure evil which was created at the bottom of the Crag; and was created by Aarem many years ago. Noxomancers pull power from the Nox to supplement the lack of Arcanite they can use. Only Decay magic can be done without drawing from The Nox.
Noxomancers can use the forces of Death, Decay, Pestilence, and Shadow.
Upon reaching the age of Awakening for a Noxomancer, they may choose to preform a ritual and align themselves with The Nox; and choose either Pestilence or Shadow. Aligning with Pestilence makes casting Shadow magic impossible, and vice versa. If the Noxomancer decides not to Align themselves with The Nox, they are stuck with Decay, while both Pestilence and Shadow aligned Noxomancers are able to cast Decay AND Death magic, along with their respective magic alignment.
Death- The force of Death isn't quite what it sounds like. Death is actually the closest a Noxomancer can come to using the pure power of The Nox. It is often used in emulation of elements. Sometimes, it is used in the form of fire, or water, or earth, or air. The same effect, however, resides with all of the different forms. Death. Contact with Death magic (including the caster) eats away at the very soul. Only highly trained Noxomancers can even use Death magic without serious consequences. Use of this magic is NOT taught in Naersa at all; and is strictly banned from being taught in both Eania and Djarkel.
Decay- The force of Decay is the only magic under Noxomancy which does not require Alignment with The Nox to work. Decay is essentially the speed-rotting of an affected area. In some ways, it is more like some caustic power, as it can eat through flesh, bone, metal, and other materials such as stone. Many Noxomancers who don't want to commit themselves to The Nox end up mastering this magic.
Pestilence- Pestilence is one of the two forces which a Noxomancer can align with. It draws it's power from The Nox, and can be seen as an "Upgraded" and more deadly version of Decay. Pestilence focuses on sicknesses, causticity, and other such maladies. Pestilence Noxomancers are rarely used in war, and are more likely to be used to wipe out entire towns, or even cities, with deadly plagues over the course of years.
Shadow- Shadow is one of the two forces which a Noxomancer can align with. It draws it's power from The Nox, and is nothing like Pestilence or Decay. Shadow magic could technically be called Light manipulation, however, it's abilities also reach into the Shadow Realm, a plane of existence that completely mirrors our own world. Shadow Noxomancers have much more power than most let on. The Shadow Realm is a parallel plane to ours, and Noxomancers of Shadow, can enter said realm physically and spiritually. The Shadow realm is the place in which most Ghosts and spirits half-reside, their other half residing in the Physical realm. Things in the Shadow realm are pretty much the same as in the Physical, except for the absence of life (other than Noxomancers) and the dull quality of light. Most people in the Physical realm only show up as shadows in the Shadow Realm. Often, it takes years for Noxomancers to overcome the inborn fear of the Shadow realm, but once they master it, they can physically enter and manipulate the real world without consequences. Often, Noxomancers learn how to become "Shades", living beings who enter the physical realms as partial ghost-like shadows, and a skilled one can wreak havoc on a battlefield without fear of physical damage. The Shadow Realm also allows for Teleportation, for if a Noxomancer were to physically enter the Shadow Realm, he/she can simply go to the exact place they want to in the physical realm, and can return to their body. This isn't practical on the Noxomancer's side due to the fact that they still have to travel the whole distance in the shadow realm, but that isn't too much of a problem, because entering the shadow realm very nearly stops time until they leave the shadow realm, thus a Noxomancer who travels for six days in the shadow realm could travel half way across Tiien in the span of 2 or 3 days in the Physical realm. BUT, masters of Noxomancy are able to turn into a shade within the shadow realm (thus becoming pure shadow.) and having full control over the Shadow realm's power. Thus being, they can become 'one' with the shadow realm and cause themselves to rapidly move from place to place, often cutting teleportation times in half, so that six-day journey would be more like six hours for the Noxomancer and 2 or 3 hours in the physical realm.
Now, even outside of the Shadow Plane, Noxomancers still manipulate the Shadow Plane. They use their power to move things in the shadow realm, thus moving the shadow in the Physical realm.
So, all in all, Shadow Noxomancy is a complex manipulation of the Shadow realm. Those who can do it easily have great power, near invulnerability. Just imagine a Noxomancer dissapearing at the tip of a blade, reappearing behind the owner of said blade, and rotting the assailant to mush with the flick of a wrist. Shadow Noxomancy is a powerful school of magic.
School of Psychomancy- Psychomancy is a very unique School of magic, as it is the only one which can directly affect minds. Psychomancy is sometimes summarized as "Illusion", but it's power extends beyond that.
Psychomancers have the ability to completely alter minds; to take them over, wipe them clean, to cause apparitions or sounds, and also have the ability of telepathy. They are some of the most controversial mages, as only a strong mind will protect you from their allure.
*NOTE* This is a very rare mageblood. If you think you might want an Arcane character, PM me first.
Arcanomancy- Usage of pure magic energy, called Arcanite,to damage your opponents, do teleportation, telekinesis, and time magic.
Sorcery- A mixture of every other mageblood; this magic allows a Sorcerer to cast spells from any other Mageblood class.
Chantment- The use of (ultimately Latin) phrases or words to preform magic. Not everyone has the power of Chantment. In truth, very few do. Those who can also have Mageblood, but a different kind, which allows use of all magicks, but NOT by using the blood. Using this magic requires a strong, clear voice, and any mess-ups can be disastrous. But, since Chantment doesn't require any energy to cast, Chanters are infinitely powerful.
Weaving- Using the power of movements to 'weave' magic. Certain movements can manipulate arcanite, and Weaving can be preformed by anyone, even non-magebloods. It is somewhat still common for village witches and midwives to practice this.
Runecrafting- Runes are symbols used to imbue magic into an item or being. There are runes for nearly anything you can think of, but it is an almost-forgotten craft. The college holds all of the knowledge of runes left in the world.
I have several plot ideas lined up, and your characters will become more adept at magic as we go along. You'll all start as somewhat newbies, having no official training, though you may have been trained locally.
The World of Tiien
Name: Ravine of Demons
Description: Known as the Ravine of Demons due to the high population of demons, monsters, and abominations, only those with a death wish would dare attempt to go here. There isn't a settlement or any form of ruling class here, as it is every creature for themselves. Most leave each other well enough alone, but it is a common sight to see them fight to the death upon seeing each other. The Ravine as a strange property that allows the creatures of the Inferno to come into this realm, though they would have to deal with other demons and monsters if they wish to leave the Ravine. another trait is that nothing rots down here; everything that dies does not decay or rot, though the smell still persist. There for, it is no surprise to see giant monsters laying motionless on the ground, not asleep but dead. Usually, however, the corpses would be eaten down to the bones, and even then.
Alignment: Within Djarkel, but ultimately neutral
Location: Largest access point is between Sorrow and Fringe, but there are other caves and entrances scattered throughout the world that can leave to the Ravine of Demons. Karnage himself lives near an entrance that is close to Sanguine, on a higher level on Mount Sanguine.
Listed lowest in value to highest.
Listed weakest in strength to hardest.
~Greystone (Lead)- Not many (known) uses, however is sometimes used to make arrowheads that do, eventually, poison the target. Most lead comes from the southern Eanian mines.
~Slowsilver- Called "Slow"silver because of it's color when refined, but is weaker than silver and therefore considered inferior. Rarely ever used in combat situations, or any other situations for that matter. It is mostly found in norther Naersan regions.
~Copper- Used to make armor and weapons sometimes; usually for a town militia or a poorer wanna-be adventurer. It is, also, often used for amulets or other rune-able jewelry due to its malleability and durability. Copper is normally found in the Eanian mountains.
~Bronze- One of the more commonly used metals. It is cheap, so armies sometimes equip their expendables or rookies with it as it costs little to replace. Bronze is found primarily in Oelik Hold.
~Mithril- Mithril is a silver alloy which has a high resistance to magic for some reason. It is used avidly within armies, and its moderate costs allow it to be made for even moderately low-ranking officers. Almost all soldiers are equipped with Mithril shields, which normally negates most magics.
~Crugheye (Platinum)A rarely used metal when it comes to arms and armors due to it's rarity, but it sometime, still, is used to make armor for the wealthy. It is usually found in Oelik Hold, and is named after their major god, Crugh. In their old stories, he has eyes of platinum and pupils of obsidian.
~Steel- Steel is a VERY RARE metal in all places except the Scorched Lands. Even there, humans rarely go looking for it because the entrance of a human to the lands is basically a death sentence, due to the high toxicity of the place. Steel is usually used to craft Esyire armor and weapons.
~Fortite- Slightly stronger than steel, Fortite is a salmon-pink colored metal found in the western Eanian mountains. It is costly due to it's rarity, though the price sometimes fluxuates due to large deposits which are often found.
~Adamantite- Though it offers poor magic resistance, Adamant armor and weapons are a must for most officers that will be only participating in mundane battles. Its low melting temperature makes it a death trap when the wearer is going against mages.
~Godstone (Titanium)- Widely considered the strongest metal around, Godstone is normally used to outfit kings and high ranking officers or nobility during times of war. It costs a lot, and there is only about enough Godstone in Naersa to create 30 sets of armor. Much of the Godstone is in Djarkel, the only place this valuable stone is found.
~Magebane- Magebane is possibly the most sought-after metal in all of Tiien. It has great physical protection, even though it is inferior to Godstone in that aspect, but is the best metal protection against magic. It offers almost complete protection against slashes and stabs, but too much weight (just about 100 PSI, not aided by kinetic force) will crush it like paper. Almost 99% of magic can not go through, destroy, or weaken a thick sheet of it, but Fortite costs an insane amount of money.
Listed most common to rarest.
Major Political powers/alignments
~Eania used to own all of what is now called Djarkel, and was named Empania before the Black Wars of 1312.
~Highly discourage Black and Binding Magicks
~Patron god is Billant
~Is an Empire
~Capital sits in the middle of Shimmerstone lake and is surrounded by four natural lakes which are named after the 'Angels of Life'
~Army is mostly composed of elite warrior-priest Vitalimancers called "Paladins".
~Mortal enemy of Djarkel
~All races are welcome in Eania, excepting Vampires.
~Landscape is lush and beautiful.
~Djarkel used to be confined to the peninsula of old Sanguine, and it's capital was what is now called old Sanguine.
~The capital was moved to 'New' Sanguine after the Black Wars of 1312
~Patron god is Gaurot
~Accepts all Magebloods, and is dominated by Binding and Black magicks.
~Is a Kingdom in which Barons reside over sections of land.
~Capital sits miles from the five mountains which were made specially (magically) to mimic the Shimmerstone lakes. The large mountain is Mount Sanguine, and the other four are named after the four Angels of Death.
~Army is composed of 'Warlocks', basically elitist battlemages of every blood.
~Mortal enemy of Eania
~All races are welcome in Eania, including Vampires.
~Landscape is rotting and cursed after many years of curses and enchantments upon it. Bound creatures wander around much of the land, and the skies are always overcast.
Billant-Light; Sun; Warmth
Gaurot-Death; Rebirth; Souls
Crugh-Earth; Stone; Dwarves; Geomancy
Whein-Water; Ice; Seas; Hydromancy/Cyromancy
Kurth-Nature; Floramancy; Fauna
Aarem-Black magicks; Vampirism; Evil; Suffering
Ren-Generality (God of all Domains)
Leehno-Moons; Space; Stars; Sky
Baltam- Body; Flesh; Physical; Vitalimancy
Moltom-Mind; Brain; Intelligence; Wisdom; Knowledge; Mental
Duur-Insanity; Mental illnesses; Cripples (Bodily or mentally); Psychomancy
Gusstha-Air; Wind; Clouds; Flying
Xiah-Lust; Beauty; Passion; Love
Sammel-Thievery; Beggars; Mistrust; Wealth
Demons of interest
Kudd-Gro'Feesah: He's been around for a long time. Yep, that's right, he's Satan. In this day and age, we only have faint memories of him, warnings in a book. Little do we know, he lies beneath our Science-shrouded noses, deep within the Inferno. Now, nearly 2,000 years after modern times, after a nuclear war, the rise of magic, and such... He's back; on the mortal plane. He is the lord of Demons and Infernal magic; he knew of magic since the beginning of time, and allowed some of his followers to preform magic before mageblood was widely distributed.
Gornun'Tu-Gash: Kudd's right-hand man, he's been with the Dark Lord since the beginning of time. He is a mere rat compared to his master, but even the most powerful mortal Demonomancers pale in comparison to him. He specializes in using mortal's weaknesses against them, especially greed.
Gro'Kree: Bird-like demons who feed primarily on human flesh. They are known by their distinctive "Kree" screech.
Gro'Dorn- They are the grunts of the demon force. They're known for their swiftness and deadliness in combat. They have minimal control over fire, classifying them as Pyromancers. Sometimes, they are also called Imps.
Gro'Shai- These demons are some of the most powerful and feared, albeit least understood. They are often known as Wraiths, and have no 'real' physical form. They are ethereal to anything in the Mortal Plane, thus cannot do damage. BUT, they are the only demons capable of possessing a living creature, taking over it's body, sometimes permanently.
Gro'Na- Sometimes considered the most powerful demons; the Gro'Na are the few, few demons with free will. Not only can they deny Kudd's call, they can also use any magic they want; they seem to not be bound by Magebloods. It is assumed that Kudd'Gro-Feesah is actually a very powerful Gro'Na.
(This isn't EVERY demon out there. Just the majority of them. There are others, use your imagination!)
Death, Rebirth, and the Pit
Death- When a person dies, the soul vacates the body and leaves it as a lifeless husk. Little respect is shown for corpses, as the dead are not considered sacred. The soul is then brought to the Underworld, Gaurot's realm, to await judgement by it's Angel of Death which will be tending to it.
Rebirth- The Angel who attends to the soul depends on how the soul was forced to leave it's body. If the soul lead a bad life, it is forced into 'The Pit', basically a place of torture for souls. If a necromancer summons a spirit, he/she pulls from the pit.
War tends to those who are killed in any violent manner. Includes murder. Those who are claimed by war get a thorough judgement. Then, they are reborn or put in the Pit.
Famine tends to those who died because of a lack of something. Stillborn children, starved, or Dehydrated souls are returned here and reborn, seeing as their death usually constitutes for suffering in the pit. No Famine souls will ever be put in the pit.
Malady tends to the souls of those who died from any illness, or poison.
Malady Souls are given judgement then placed in the Pit or Reborn.
Time is the keeper of every soul which dies from other means than those covered by the other Angels. Natural deaths other than illness, death from age, etc.
Time Souls are given judgement then placed in the Pit or Reborn.
Naersan Humans- Based from Naersa. They are light-skinned and have the highest rate of Mageblood carriers. They are of slight build and have an average height of 5'5''.
Yarosmerian Humans- Based from the Desert lands of Yarosmere. They are dark-skinned and have a slightly lower rate of Mageblood than Naersans. They have a stronger build than Naersans, and are slightly taller at an average height of 6 feet.
Orcs are dark green-skinned humanoids. They often have short tusks which protrude from an underbite, and have a 'smushed-up' face. They are of heavy and strong build, and have an average height of 6'5''. Mageblood is moderately rare within the race, with a rate of 1/5 who have Mageblood.
Dwarves are short, stocky, and hairy humanoids. They live underground most of the time, so have pale skin and largeish eyes. They control almost all of the Underground of Naersa. Their average height is around 3 to 4 feet tall.
Snow elves are very short, standing even shorter than the dwarves, at 2 to 3 feet tall on average. They are very slight of build, have pointed ears, and hail from the Northern Glacial continents, the Icelands. They usually have light blue-tinted skin and pale hair. The Mageblood rate is about 1/10.
Forest elves are quite tall compared to their northern counterparts, at 6-7 feet. They are slight of build, have pointed ears, and come from the Forested lands of Ghannos. The Mageblood rate is about 1/15. The almost never leave their leafy abodes.
Esyires are large, anthropomorphic dragonoids. They average 7-8 feet tall, have wings, and are born with an affinity to Mageblood, which their scales reflect. The scales take on the colour of the Mageblood that they are born under. They are not affected by the magic type they are attuned to. They come from the irradiated wasteland of the scorched lands, and often keep to themselves. Seeing one in human holds is rare, though they have a close bond with the Dwarves.
LiteratureThese are excerpts from books of interest in the world of Tiien, for easier comprehension.
(Work in Progress)
Written by Xair Brentbrood, Master Necromancer, 1543-1550, 1E.
Before you continue in the following pages of this tome, let me give you some useful advice.
You're going to die.
No matter how hard you try, you will. Your soul will leave your body and be cast into the dark river of death, but what then?
You may be wondering what exactly death is.
Well, it isn't. Death is a state of being, not a place; but Gaurot's realm and the Pit are places.
Perhaps I should elaborate.
As I said, you are going to die. But don't be afraid; dying is a simple action. When your soul-carrying vessel has existed for so long it can no longer function correctly; your soul leaves it. Simple as that. But what happens after this vacation, you ask? You die. Obviously. But what REALLY happens is more complex. You see, this mortal realm exists alongside three others. The first; The Inferno. The Second; The Free Realm. The Third; Death. Death in itself is impossible to enter as a mortal. At least, as yourself. As one with the Gift of Mageblood, you can will yourself to die.
Who would want to kill themselves, you ask?
Well, Necromancers, for one. And, since this a book on Necromancy, I won't go further than that.
Death is the River.
The Pit is the Lake...
More on Death itself in the next section...
Well, seems you've read this far. Good. That means you're interested. So, since you seem to be a dedicated student, allow me to teach you a few things. As with the introduction, I'll be telling you about death, here.
Now, as a Mortum Necromancer, you probably have some sort of affinity for death. At least, I hope you do, otherwise you're in the wrong profession. Now, just because you enjoy death, or the aspect of it, doesn't mean you understand it. In truth, very few people understand it. I, however, am one of those people. But, in stead of trying to make you all understand, I'll put it in metaphorical terms for you all.
Think of death as a swift, flowing river. It is ice-cold and relentless, but you are in a boat. That boat is your body; it is life. It floats in death, but you stay on it. Now, let us think more of the river. Rivers have rocks, right? Some of them do. Let's think of death as a very rocky river, then. Life is constantly being smashed against the rocks. Of course, Life is a strong boat. But, it can't last forever. Eventually, the Lifeboat is broken down, piece by piece, with you still on board. Holes spout water up; you are closer to death than ever before. And, eventually, you fall in. You are gone. The Boat, your body, useless. Your spiritual form will sink into the depths of death, and be pulled with the current.
Alas, you have saviors. The Angels of Death like to intervene; they like to pick you out of the water, build you a new boat, and set you off once again, alive. But, those who were not good; those souls which do no good for the world, do not get saved. They get no new boat, they get to be borne down the river, over the waterfall, and into the pit.
I like to liken the pit to a lake, for it is much calmer than death. This, the lake, is where you will be pulling souls from. Of course, that's only for ethereal Necromancy, which we will get to later on...
Since you've got a minor understanding of death itself, it's time to go into the more Necrotic sections of Necromancy. Now, if you have a weak stomach, I advise you against this art. Perhaps Demonomancy is for you? Either way, it requires a liking, or at least a respect, for corpses. This is the most mundane part of Necromancy; the Corporal minions.
Now, we all know there are two types of people in the world. Dead ones, and living ones. But, unlike some believe, you can only travel one way in that endeavor. You can die, but you never truely come 'back to life' in your original body. Ever. In fact, it is almost impossible for a Pitted soul to ever be graced a body again. Why, you ask? Because the main job of Necromancers is NOT to slam unwilling souls into bodies. In fact, only high-grade Necromancers even use Ethereal minions (look at the next chapter), and none of those require a body. Now, lets go through with a list of basics for Corporal Necromancy.
Corpses are your main ingredient. It makes it sound like a recipe for pie, but it is true.
Now, again against popular belief, the more meat on the body means the easier the animation. Sure, Rigor Mortus has set in, usually, but that still means you have joints, nerves, and muscles in your minion, allowing for easier and less straining bindings on the body.
For example, if you were to bind a skeleton, you would have a lot of trouble, and use a lot of blood, trying to bind every joint, hold every bone together, and so on, often for less of a minion than you would have gotten from a fresh Cadaver.
If you'd like, ask me, and I may allow your character to have Vampirism.
Vampirism is a curse, technically, and warps the body beyond repair.
~Enhanced Strength, Perceptional senses, Speed, and Lifespan.
~An Increased Mageblood Aptitude.
~ Unconditional Albinism and Fangs (Very pale skin, white/off white hair, pink eyes.)
~ Permanent until death, or a Magical Reversal. Reversal leaves albinism.
~ Blood-Thirst (Failing to feed or a week or more begins the process of becoming a Half-blood, where the body weakens to a point which there are none of the pros listed and all of the Cons.)
~ Weak to fire
~ Sunlight is painful
Metals: The stuff you find in the ground. Most look like rocks or dirt, so only those with the right knowledge and a sharp eye could identify what ore is what metal.
~Greystone - A common metal that is sometimes used to make arrowheads that poison the target. Most Greystone comes from the southern Eanian mines. Very light weight, but brittle and difficult to make into a solid shape.
~Slowsilver- Called "Slow"silver because of it's color when refined, but is weaker than silver and therefore considered inferior. Rarely ever used in combat situations, or any other situations for that matter. It is mostly found in norther Naersan regions. Considered to be an atheistic alternative to silver.
~Copper- Used to make armor and weapons sometimes; usually for a town militia or a poorer wannabe adventurer. It is, also, often used for amulets or other rune-able jewelry due to its malleability and durability. Copper is normally found in the Eanian mountains.
~Bronze- One of the more commonly used metals. It is cheap, so armies sometimes equip their expendables or rookies with it as it costs little to replace. Bronze is found primarily in Oelik Hold.
~Mithril- Mithril is a silver alloy which has a high resistance to magic for some reason. It is used avidly within armies, and its moderate costs allow it to be made for even moderately low-ranking officers. Almost all soldiers are equipped with Mithril shields, which normally negates most magics.
~Crugheye - A rarely used metal when it comes to arms and armors due to its rarity, but it sometime, still, is used to make armor for the wealthy. It is usually found in Oelik Hold, and is named after their major god, Crugh. In their old stories, he has eyes of platinum and pupils of obsidian.
~Steel- Steel is refined iron supplemented by chemicals that can come from coal, though there have been phenomenon’s in which they can be found naturally in the Scorched Lands. Even there, humans rarely go looking for it because the entrance of a human to the lands is basically a death sentence, due to the high toxicity of the place. Steel comes in many different region varieties, like sought after Dwarven Steel (Which has a golden tint) to less renown but commonly used Steel-Oak, grown in the elfish lands of Ghannos, and many other varieties.
~Fortite- Slightly stronger than steel, Fortite is a salmon-pink colored metal found in the western Eanian mountains. It is costly due to its rarity, though the prices sometimes fluctuate due to large deposits which are often found.
~Adamantite- Though it offers poor magic resistance, Adamant armor and weapons are a must for most officers that will be only participating in mundane battles. Its low melting temperature makes it a death trap when the wearer is going against mages. On the plus side, they are one of the hardiest materials around, making it good against normal weapons.
~Godstone - Widely considered the strongest metal around, Godstone is normally used to outfit kings and high ranking officers or nobility during times of war. It costs a lot, and there is only about enough Godstone in Naersa to create 30 sets of armor. Much of the Godstone is in Djarkel, the only place this valuable stone is found, and those places are guarded by Djarkel’s elite troops due to said stone.
~Magebane - Magebane is possibly the most sought-after metal in all of Tiien. It has great physical protection, even though it is inferior to Godstone in that aspect, but is the best metal protection against magic. It offers almost complete protection against slashes and stabs, but too much weight (just about 100 PSI, not aided by kinetic force) will crush it like paper. Almost 99% of magic cannot go through, destroy, or weaken a thick sheet of it, but costs an insane amount of money.
Madness Ore – A toxic material found in parts of the Ravine, direct contact is capable of causing bouts of insanity and sensory numbing. When refine, it is harder than steel, but due to its toxicity, there are very few who are willing or able to work with Madness Ore.
Iron – Another common material found throughout the world, used in all forms of construction.
Ebony – A volcanic metal formed only in certain locations in the world. A metal so rare that there are no natural sources; all Ebony is artificially made, usually by demons or those who can withstand volcanic heat. Has a natural sharp edge, but is no harder than iron.
Crummite – A curious material that is difficult to shape due to its durability. However, they are commonly made in rouge shapes of preexisting weapons, making them easy to turn into said weapons with scarce materials.
Ironwood – Not actually a metal, but there is hardly a difference. These woods can match even steel in durability while being much more plentiful. The conditions needed to grow Ironwood are very specific, but now an entire forest has been treated to accommodate these trees. Found only in the lands of Ghannos, they are used by their people often and rarely exported.
Runestone – These pale colored rocks are naturally smooth and can hold magical properties very efficiently, though the stones themselves are no more durable than your average rock. They are collected due to their magical efficiency, typically inscribed with runes and used for the creation of many magical artifacts. Finding things also usually means that there is a source of Crystalloids nearby as well.
Crystalloids – Gems of different colors, hues, and effects, Crystalloids are the necessary basics for all forms of magical crafting. While Runes can provide temporary enchantments, Crystalloids can provide an indefinite amount of energy to the same runes, without having to use your own magic to power them. Crystalloids also come in different elemental varieties, like fire crystalloids, nature crystalloids, even necromantic crystalloids.
1: Follow all RPG basic rules.
2: Respect your fellow Rp'ers.
3: If you think someone is overstepping their boundaries, tell ME and I will look into it.
4: If you overstep your boundaries, I'll tell you, void what you did, and give you a warning. After two warnings, you are at risk of being kicked from the RP. DO NOT BE OP.
5: If you want to apply, put the word 'Faded' in the area in the CS which asks for a word.
6: I'm not much of a stickler, seeing as this is casual, But I want a minimum of a paragraph per post, if at all possible.
Please fill out and post in
Character name: (First, Last, and any titles.)
Age: (No younger than 18, can be any older.)
Mageblood type: (Choose from one of the 7.)
Favoured Magic Class: (Choose one of the two in your mageblood)
Previous Magic training: (No official training, you'll all be Novices.)
Race: (one from the list)
Appearance: (Real pic is applicable, no Anime, please. A description is also nice.)
Short Bio: (Nothing major, just some background.)
Good Attributes: (Any knacks, skills, etc. That could benefit the Character.)
Bad Attributes: (At least one Phobia, cripple, or quirk that could hinder your character.)
Secret Word: (Hint: Read the RULES!)
[Hider= Settlement Sheet]
Name: (Name of the town. Duh.)
Type: (Village, camp, cave, etc.)
Description: (Population, map, text description, etc.)
Alignment: (Eania, Djarkel, or Neutral?)