Of Gunpowder and Steel
IC is here: http://roleplayerguild.com/showthrea...r-and-Steel-IC
The world of Iveron is a wild one. This earth-like world is home to many races and species. The world is dangerous and monsters roam the plains, deserts, and forests. There are cities, but only so many. The world still progresses though, gunpowder along with steam and electric power now becoming much more common.
Iveron is a world of fantasy and magic, but the one thing the world seems to agree on (with the help of the mysterious Council, a race of hooded Outsider's that act as a sort of world government) is that magic is a dangerous force that requires proper training and restrictions. Only those trained in special magical academies, whether for military use or healing or study purposes, can legally use magic. The Council's agents keep this balance, but they sometimes miss the few that practice magic unlicensed.
The Corvus, crow men with a chess-based hierarchy, rule over the other races in their kingdoms. The Angels, once human but now near-immortal creatures, hide in their underground cities, churning out new machines every day. The Satyrs, men with goat-like legs, wander Iveron's landscapes along with the Masque, eeriely beautiful masked preformers. Kolbolds, short lizard men with a knack for traps, hide underground in their dungeons in fear of the bigger folk. The Fair Folk, tall and disturbing insectoid beings of mysterious origin, watch from their forest homes. The Worldkin, the embodiment of the elements themselves, mingles with the more fleshy folk. The Outsiders, beings not of this world with strange powers that they're willing to share... For a price. Many more races dwell within the cities of Iveron, playing their own roles.
The RP will take place a year or two after what I'll be calling...
THE FAE WAR (gods i need a better name)
In which there was a rather large conflict between the mortal races and the Fair Folk. It's was a short lived, but incredibly violent war (the main method of permanently killing Fair Folk is excessive dismemberment and mutilation. Or cremation. Or disintegration. They're fond of doing worse to us.). Many men were taken for their sick experiments rather than straight out killed. If you want, you could be a soldier from the war, or maybe the result of some weird Fae experiment (which often ends with more bad then good).
FYI, Fae and Fair Folk are the same thing.
You are an adventurer, or about to become one. You've found yourself in the city of Crossroad, a bustling trade city and center of activity in Iveron. Your motivation for coming here is your own, but you'll be leaving with a new group of companions.
Here is a list of races, then some info on magic.
SpoilerAngels: The Angels are what became of the human race. A bunch of blind, albino, underground monsters. And they live 'forever', with a catch. They have to be pumped with an extremely addictive drug 24/7 and are only able to live a week without it. The drug comes in the form of syringe like vials that are jabbed into their backs and slowly release the liquid into their system. Each vial an Angel has will last them a week, so they will often wear up to 8 vials. The Angels live in underground cites of stone and metal and are one of the driving forces behind the industrialization of the world and the inventors of most modern technology.
Corvus: the Corvus are proud crowmen who base their class system off of the game of chess. The higher classes live in massive castles of stone with the Pawns living in the farms and villages surrounding their fortresses.
Satyrs: The Satyrs, along with the Masque, are a nomadic people that travel across Iveron's many landscapes. They have goat-like legs and horns of many, many styles. They are fond of music and the simpler things in life. Many Satyrs live in the cities of other races.
Masque: The Masque are a strange sort, seemingly not of this world. All Masques wear a mask of some sort, thus the name. They never reveal their faces and rumors has it that they don't have any faces. Their bodies are made of some unkown all black material and it seems the only way to kill one is to destroy their mask. They are also a nomadic people and tend to travel with Satyrs. They are talented preformers and dancers and magic seems to come naturally to them.
Kobolds: Kobolds are short lizard men that live in dungeons and caves all over Iveron's, worshipping their obscure gods and stealing any of value. Some kobolds live in normal society and lead normal lives, though are usually stuck with less important jobs. They have a strong work ethic to compensate for their small stature.
The Fair Folk: Horrible, horrible creatures. The Fair Folk are alien creatures that take many forms, some blindingly beautiful and other mind-destroyingly horrifying. They delight in the pain of the mortal races and love to torment them in every way. Many seem to have insectoid or animalistic traits, including antlers, carapaces, wings, and more.
Outsiders: Outsider is a broad term for the god-like beings that exist outside of Iveron's realm of existence. They are not necessarily evil and are willing to make deals with mortals.. But often for a price.
Worldkin: Seemingly created by the Fair Folk, Worldkin are humanoid embodiments of the elements. Fire, water, air, and earth. They are few and far between and it is rare for Worldkin to meet eachother outside of the biggest cities.
Council Members: Council Members are a form of outsider that make up the Council that regulates magic use among other things. They all wear hooded robes with elaborate designs on them to conceal their appearance. The have abilities directly tied to combating magic users. They are known to recruit some of the mortal races as agents.
Shifters (Thanks LoneSilverWolf!): A race of shapeshifters from an island off the main land of Iveron. Shifters have a humanoid form and an animal form that they switch between. Their humanoid form generally looks human except for a number of more animalistic features from their animal form.
Also, magic. Firstly, magic is rather freeform and magic users create a number of spells tailored to them. There are 4 levels of magic. Cantrips are the first and weakest and everyone is free to learn and access them without a license. They are mostly used for utility or minor tasks like lighting up a room or starting a campfire. They have no associated school. The second level is slightly more advanced and includes the weakest of the school-affiliated spells. The third is definitely more powerful and most spell casters are this rank. The fourth rank begins moving into much, MUCH more powerful, but more expensive and time-consuming ritual magic involving many materials to do. The fifth and final level is rarely attained and VERY powerful. All fifth level mages are under constant surveillance by the Council.
Ok, magic schools. Elementalism (fire, water, air, earth), Occultism (necromancy, blood magic, outsider summoning), Divine (healing, anti-undead, no resurrection), Transmutation (physically changing materials), Illusion (illusions, duh), and Transportation (moving instantaneously). You have a separate license level for each school. You start as Level 1 in all schools, which really only matters if you're a level higher than 1.
If you're making a magic character
A non-magic oriented character who dabbled in magic gets 1 or 2 levels to add to schools.
Partial magic talent is a 3, maybe a 4.
Someone actively putting aside time to study magic gets 5 to 6 levels
Each point used should reduce your skill in other sorts of combat.
Be wary of when and where you use magic if you're an illegal mage, the Council has many ways of finding you out. Your 'sigil', a sort of calling card you leave behind whenever you cast a spell, and your 'trace', a faint bit of magic that follows you after casting a spell.
And example spells...
Level 1/Cantrips: sparks to start a fire, an orb of light
Level 2: A few magic missiles, projecting your voice, healing minor wounds (a grazing hit, a bruise)
Level 3: A bolt of lightning, healing medium wounds (a bullet hole, a sword slash), turning a few zombies, resurrecting a zombie, 'blinking' a short distance
Level 4: Speaking to the dead (ritual), a big exploding fireball, teleporting long distances (ritual)
Level 5 (basically all ritual magic): Large scale weather effects (ritual), open doors to other planes (ritual), resurrection (EXTREMELY EXPENSIVE ritual), becoming a Lich (ritual)
A character sheet! Feel free to add any thing you feel is needed.
Age: (I'm assuming all races have human lifespans here, in an Angel's case... No more than 200, their miracle drug isn't that old. They used to be mortal, blind, underground, psuedo-psychics y'know!)
Appearance: (Picture or written, doesn't matter)
Class/Abilities: (you don't need to define a 'class', but have put a general idea of what your character does though)
Magic License: (what level skill you have and whether or not you have a license)
Gear: (Weapons, armor, and anything else you carry with you)
Bio: (Do whatever with this. Feel free to leave it blank and reveal it later)
I'll keep a list of approved characters below...
Kathryn Larkspur, Satyr Soldier
Name: Kathryn Larkspur
Be warned, it's a BIG picture. Essentially the same but with shorter hair, just a bit below the shoulders. And ignore the flying grenade thingies
Class/Abilities: Soldier, she's a good shot with her musket and in close-combat. She knows a bit of healing magic, but nothing life-saving
Magic License: Legal Level 3 Divine magic based around minor healing spells. Really only helpful for minor combat wounds.
Gear: Weaponswise she carries a musket, a flintlock pistol, and a hatchet. She wears an unaffiliated army jacket from the Fae War. She always has a torch or two on hand along with her tinderbox, a pocket watch, some rations, and a bit of cooking supplies. She also has a small First Aid Kit with bandages and some salves of various sorts.
Personality: Kathryn is energetic, a bit impatient, and a bit immature. She acts deadly serious in stressful situations (IE, combat) and when talking about the Fair Folk. She holds a grudge against the Corvus, and may act a bit hostile towards them, especially ones from the Corvus kingdoms.
Bio: Kathryn fought in the Fae War alongside the makeshift Crossroads Militia. She worked as a mercenary adventurer sort, doing odd jobs that generally weren't big enough to send soldiers after. She took basic training in healing magic during the Fae War long with many other militia and got her 2nd level license.
Riza'an, Shifter Mage
Name: Riza'an (pronounced Riz Ae ahhn)
Appearance:Riza'an is tall, even by human standards, standing at 6' 7." His skin is light, but strongly tanned from his life on the nearby Island. His hair is shoulder-length and a deep fiery red streaked with bright gold. His eyes take on the characteristics from his dragon form; they change colors from gold to red depending on his mood, and he has catlike pupils. He has a strong, defined face and always carries a well-crafted walking stick. He wears long, flowing emerald robes trimmed with silver, a blue belt at the waist with a small back attached to it. In this bag are general supplies such as a variety of spell-books and potions and such. The bag is enchanted to carry a lot more than it looks capable of carrying. Also of note is the large jagged scar across the left side of his face, starting just below his eye and running down to the underside of his neck.
In dragon form, Rizaan has long, leather wings and scales of red, the color of glowing embers. His scales are trimmed with bright gold, the same shade as his eyes (when he's in a good mood). Like his human form, his eye color conveys his temperament: from gold to crimson red. His tail is as long as his body, he has thick muscled hind legs and his forelegs are thinner, ending in a fiercly clawed hand. His stomach, like that of all dragons, is where he is slightly vulnerable, as their scales are much softer--these are a lighter shade of red than the rest of his body's scales. From the top of his head to the tip of his tail, there are very small spines that jut up through his scales. His scar in THIS form can be seen by the slightly off color of the scales on the left side of his face.
Class/Abilities: Aside from his shifter powers, he is a magician through and through. He *can* use a sword to some effect, but a very well skilled swordsman would outclass him every time. His bread and butter is magic. Still, he can outfight many with sword alone. Even worse for any potential attackers is his ability to change into his true form, that of a fire-breathing monstrous dragon. He spends most of his time in his human form, however. It makes it easier for him to deal with real people.
Magic License: (Riza'an has been studying the arts of magic since he was a child--specifically that of illusion and elementalism.
Elementalism: Licenced at level 3
Illusion:Licensed Level 4
Occultism: Level 1
Divine: Licensed level 1
Transmutation: Level 1
Transportation: level 1 (he's always found this particularly difficult and somewhat useless, considering he can just fly wherever he wants to go).
Gear: His robes, various spellbooks, and his walking stick (which is actually conceals a very thin rapier-style sword). He also carries alchemical equipment such as a morter and pestle, and a few other Alchemical items such as containers for carrying things, water, and a variety of plant samples.
Personality: When he's not pissed off, he is can be fun to be around. He's a bit snarky, much to the chagrin of those who schooled him in the magic arts. His transportation teacher in particular found him to be a "most annoying student who shows very little in the way of true talent for this particular school of magic. He does not pay attention and often makes, shall we say, off-hand remarks about how 'useless' this type of magic is." He is fascinated by life on the mainland, and has not let his time in the war two years ago spoil his outlook on life.
Bio: Currently, he is researching ways to enhance the lives of humans, so that they may live to be even beyond the 200 year mark that the Angel race has achieved. To his dismay, he has not even come close. He loves magic and he loves Alchemy (that is, making potions from plants and other ingredients--NOT changing elements from one form to another). He fought in the Fae War, his magical skills well appreciated by the various generals in the war. He still bears the scars of the Fair Folk, including the one across his otherwise unblemished face, that nearly took out his left eye. As for what happened to the poor soul that caused the injury...well, let's just say that he found out what happens when you piss off a dragon. He lives on the mainland, opting to leave the Island because he was fascinated with the lives of the humans and other races that live there.
Other: he has been getting bored lately (he does bore easily), looking for some sort of adventure, for some meaning to his life. He loves to spend time in taverns, where he occasionally frightens a poor barmaid by morphing one of his hands into his dragon-hand when he hands her his money.
Ambre, Worldkin Elementalist
Class/Abilities: Fire Elemental, fire is her element, it can heal her, she uses it for attacks, and she can consume it in the place of food, but she does have a love for hot spices.
Magic License: Level 4
Gear: Her fire retardant clothing
Personality: She acts extremely naive to things even though she does have a vast wealth of knowledge, her false demeanor helps people to get closer to her as those who first meet her usually display some fear towards her flames even though they will only burn those she wants to harm.
Bio: A Worldkin's past is usually shrouded in mystery and Ambre will never speak of hers.
Other: She is constantly shrouded in a thin aura of flame, while it does look like it would damage and burn everything she touches it does not, it will only burn when she wants it to.
Araia, Masque Scavenger and Information Dealer
She makes her living on whatever she finds, whether it be trivial junk, some long forgotten artifact, or even the latest tell tale of what goes on in the Councils chambers.
Someones always looking to buy it, whether to in turn make their own profit off it, or to use it to their own advantages she cares not.
Some say she's a thief, a common street brat with no civilized training or education.
Shes self taught and what she picks up watching others.
She mainly practices occult, and illusion magic.
Tends to only use it as a last resort, as a diversion for her to slip away quietly.
She doesn't own much, most of what she finds shes sells, moving on to the next place or item that interest her.
The few things she calls her own would be her cloak, her mask, a set of carving daggers, nasty things she had picked up of a decaying corpse of a former bandit.
Only recently had she come across the lovely uses of gunpowder, shape some of them into small tiny smoke bombs.
Quick and easy little things, that once again served as a distraction instead of having any hostile attention focused on her.
Araia has a trusting personality; she likes looking for the good in others and tries to maintain a happy facade so she doesn’t worry others.
She’s extremely curious and that can get her into unwanted situations but she makes the best of it, be it for better or worse.
She likes it when things go according to plan, everything goes simple and smooth; when things start showing kinks and things start going awry she gets frustrated and likes to yell at things.
She's smart enough not to yell at the people in charge or those she's working with so she settles with aiming verbal abuse at her shadow or whatever else is handy.
Due to the damaged done to her mask, her past and who she is is mystery to her.
Araia was a name she had given herself.
She's content with not who she is, happy that she at least knows what she is.
Shes picked up the habit of talking in 3rd person.
Jacque Noir, Masque Bounty Hunter
Name: Jacque Noir
Class/Abilities: Bounty hunter, he boasts monstrous strength and speed as well as heightened senses
Magic License: (what level skill you have and whether or not you have a license) Level three, licensed [he doesn't like having to use anything other thank his 'blinking' despite being decently skilled in other fields.]
Gear: (Weapons, armor, and anything else you carry with you) A compound bow, a quiver filled with at least twelve arrows at a time [half of these are dipped in tetrodotoxin as he likes to bring in his quarries alive], a F.A.S.T. series knife.
Personality: Jacque is a peculiar man, despite his profession he's a bit of a sporting person, often allowing his opponents to grab their weapon if they drop it in combat, and refusing to kill them if they are incapable of fighting back. He can still be sarcastic and somewhat cynical at times, though he's not big on unnecessary conflict.
Other: He has a strange fondness for the smells of cinnamon and mint.
Alteria, Fae Enchanter
Name: Alteria Fen' Levalez
Class/Abilities: Enchanter, she adds magical attributes to items, usually weapons or armor
Magic License: She is magically licensed in all schools except occultism and has spent a good time studying the magical arts
Gear: She has a set of light steel armor with her which she magically equips, it is of course, enchanted, she does not keep any other weapons on her, the armor stays in a large case that she simply holds,
Personality: She is very calm and surprisingly cheery character, she doesn't seem to cause as much mischief as expected, usually just harmless things, she would not be considered dangerous by most(who know her), she is prone to getting distracted easily and is actually quite immature, she seems to lack traits most Fay carry,
Bio: Raised not by Fay she lived a peaceful life, not straying to far from her home or really having anything spectacular happen to her, she was raised by angels oddly enough and hasn't even technically lost a family member, she would be considered sheltered and has little to no experience outside of town,
Other: She is mute[/CENTER]
- - - Updated - - -
I hope things such as enchanting is actually aloud, I counted it as being in the Transmutation or Elemental school(s)
Ok, a lot of text. If you have any questions, do ask me. Also tell me if I should be adding anything. And if you want to use your own race, just ask in advance with some details about them.