Hey there, people of the Guild. This is a reboot of another RP that I made a few months back and going to see if I can revise it to please people that desire a classic high fantasy, sword and sorcery rp with lots of DND esq elements, fun, drama, character interaction and other very good stuff. Here is what I have in mind though it is not set in stone and may change through suggestions from players which I accept with a smile. I will listen to any suggestion about anything, societies, races, historical events etc. All are welcomed.
Note that most of what you are about to read is mostly copy pasted from the previous thread with some minor adjustments. Things will probably be different if I get the OOC up.
The world of Astas is vast and wondrous, mysterious and dangerous. Ruins of a past civilization is scattered all over the land and they promise a great deal of treasure. Many beasts prowl these ruins as well as the surface, feasting on the flesh of unfortunate treasure hunters and travelers.
Towers known as Magi Spires house magic users and the elders teach their students how to properly control it so not to become a victim to the madness of the Maelstrom. The Magi try their best to teach young acolytes to handle their abilities so not to cause chaos in the world though sometimes it is without success and the acolyte is either executed or his connection to the Maelstrom is severed forever. Minor establishments are set in places such as farm villages so that those who seem capable of magic may be able to control it and then decide whether to go to a Magi Spire and learn the ways of the eldritch or stay and continue helping ma and pa with the field.
Lately, a powerful lich has come to power. His forces are seemingly few but hidden somewhere though just been ravaging small villages. However, spies have been found carrying the mark of the lich and people of power fear that this foul foe may grow too powerful for them to handle.
Within the world of Astas is the island of Vek, also known as The Crossroad Island. It's the largest island in the world and is right between the four ruling continents of the world. The island is self-ruled by various trade guilds that ended up making the island the center of world-wide trading. Every ship that transports goods and people has to come through Vek if they are in need of supplies and/or repairs. It is oddly the only island that is an ideal distance from each end of the world so all four heavily rely on Vek for its trade route. Four houses rule the small island but unease .Thieves infest the island as well, often praying upon hapless travelers and slow merchants. Vek is also the most common place for people that seek adventure, fame and fortune to stop before deciding to where they will go. News travels through Vek from every corner of the world and more often than not, one or two persons of interest need a sword hand or two to deal with a problem, or even a magical hand.
These are mostly just the more universal ones. Many have their own deities which I am going to leave blank for players.
Dar'nu: The Great Dragon of Order. Prayed to by most human holy orders and knights. His symbol and illustration is that of a blue eyed golden dragon. He is mostly worshiped at temples dedicated to all the gods. He is said to be the one keeping his brother, Muardu the Void-hearted, at bay within the Maelstrom. He is also worshiped by the elves.
Muardu: The Chaos Dragon. No common worship though his fall to madness is mourned by dedicated wizards. His illustration is that of a black scaled and red eyed dragon. It is said that he was the one that opened the Maelstrom to the realm, bringing magic to the world, but became mad, trying to permanently open the rift between the two realms and plunge them both into endless chaos. Dar'nu cast him into the very center of the Maelstrom where it’s said that his madness grows.
Gunpowder has not been invented but steam powered engines are in their developing states by dwarves. Dwarfs sometimes ask for magical aid for their machines. Gnomes and Dwarves are the leading races when it comes to technological discoveries though some humans are also proficient in them. Spring devices and clockwork has been invented though sometimes when near magic they tend to fail.
These races are not concrete. If you want a race to be added then PM me with the suggestion. Just as long as it's mostly Bipedal and 0,8 to 2.3 meters in height. Being a half breed is quite alright as long as the other half isn’t demon, vampire or the such without a compelling history to it.
Race ~ Station in general society
Humans ~ Accepted
Elves ~ Accepted
Dwarves ~ Accepted
Gnomes ~ Accepted
Orcs & Goblin kind ~ Somewhat accepted
Average Height: 1.75 – 1.9 Meters
Average Weight: 75-80 kg
Average Physical Traits: Horns, tail, skin color ranging from shades of blue to shades of red and faintly glowing eyes of various colors.
Bio: Hakedia was once the Capitol of Dairen and the richest of all cultures and magical abilities. Hakedia was the home of the most talented wizards known in history though also the most ambitious. A coven of wizards tried to open the Maelstrom even more to gain more power but it failed hard. The entire city was destroyed and the survivors were cursed, marked by the crimes of the ones responsible. The first generations of "Hakedians" were deformed despicable beings with only a few that looked remotely human however generations after generations have made them what they are now. They are however not numerous and are very distrustful.
Average Height: 1.55 Meters
Average Weight: 60-70 kg
Physical Traits: Scaly skin like a fish of blue to green-ish color, large dark eyes, seaweed like hair (no facial hair), small backfin, gills, fins. Slender build.
Bio: Merfolk are usually live in large grottoes and underwater caves, mostly in Tanale. They aren't numerous enough to be in most councils of the world. They are almost nomadic though they stick with each other and rarely go to war with one another. Each tribe of Merfolk may be a hundred or a less. Merfolk are however very experienced swimmers and are actually hired to take down leviathans since they can actually hunt them without too much loss of life.
They rarely go into cities and towns that aren't near water since they are most comfortable at shores and near the sea.
Merfolk usually praise the name of Ca’tan the Deep One who is portrayed as fish like man with tentacle facial features.
Magic will be rather innate but self-taught spells are mediocre compared to ones that go to towers of Magi. Proper education is the only real way to cast potent magic properly. One must know how to approach the spell before utilizing it or risk a life of insanity. Some may be more innate with mental magics or fire, leaving other spells much harder to learn but the said spells much easier to control.
1 in almost 1000 is born with gift of magic. They are able to tap into the magical maelstrom and bend it to their will however understanding of their ability is needed before casting spells. Masters of the art have been known to turn the tide of a losing battle. It is very rare to see a dwarf or some other member of the little folk show magical abilities, but not impossible.
When an individual taps into his magical resources, he or she is putting themselves in danger for the Maelstrom is a chaotic thing and beings within it, that even the greatest of Demons fear, seek entrance to the mortal soil. Many who have tried to tap into more power than they can handle have become mad as the wraiths of the maelstrom tore their sanity apart. The more power they draw upon the likelihood to be spotted by the Wraiths increases.
Also, not only will large spells draw their attention but also if many spells are cast in a short period of time.
The link between the Maelstrom and the spellcaster grows with time but differs from person to person, making the potential of anyone difficult to determine. A spellcaster will not only be drained by his/her spell but they will also feel it when Wraiths become too interested in what you are doing.
As the connection between the caster and the Maelstrom grows the caster is able to be more subtle when taking magic from it, able to take more power than he could when he was younger without drawing the attention of the Wraiths.
Important notes about magic:
Magic in this roleplay will not, I repeat, not be bombastic. You are not going be flinging 40 fireballs left and right and destroying half an army. Magic will be draining and not to mention dangerous. Cantrips will be rather simple like minor telekinesis enough to flip a page and lift about 10lbs, lighting candles with a word and so on. Bigger magic and more harmful ones will be much more difficult.
Illusions may not work with very observant people.
Mind Suggestions will not work on people with exceptional will.
Mind control is easier on simple animals since sentient minds are more cluttered.
Laws of Magic:
Necromancy, demon summoning and mind domination are considered an abomination and perversion of magic. Magics that concern these things go dangerously close of getting the attention of Wraiths too so only the most experienced, mad or both warlocks have been known to cast them.
You won't be able to control anybody's will (though Mind Suggestions are okay) when it comes to Psionic and mental magic.
You can't just out right instantly kill anyone with a single spell unless it’s well aimed.
No swallowing of souls. This ain't Skyrim or WoW
No focus on elements from the Periodic table.
Restriction on Spellcasters:
If you are going to be a pure spellcaster, I'd prefer it if you are a young one. Giving you time to grow in the RP in not just power but also in character. A 50 year old hasn't as much potential to grow as a 20 year old would.