A Land of wonder. A land of mythical origin and powerful creatures. A land wrought with war and peace, of greatness and sorrow. A land powered by Magic. Everything in this world, from the smallest of babes to the mightiest of Dragons, had within them the flow of life and magic. All beings could use it and mold it to their will, really. All it took was a bit of practice and even a small child could hold a flame in his hand! But very few could master it, and even fewer truly knew what it was they were actually using. It was a simple enough thing to alter the flow of magic around you to start learning what Magic is like, but it was another to summon something from thin air, a feat only the mightiest of Wizards and Witches knew how to achieve. But it was still a well-practiced power, and as with the people the Magic came from, it came in a wide variety.
There were the basic fundamentals of all magic; Fire, Water, Wind, and Earth. These energies could be condensed in to crystals in huge quantities and used at will to power devices or cast more complex spells. But each of these four basic elements further branched in to more detailed and interesting forms of magic. Air magic lent itself to sound and the more obscure forms of magic, such as Far-Vision and Mind-reading. Fire could be shaped in to explosives and Destructive spells, but the wisest of Wizards knew how to shape Fire in to Creation. Water Magic is the basis for all healers and Knowledge-Based Magic. Earth could be shaped and molded in to Nature and Life magic, though the latter was heavily monitored and outlawed for use by the common people, instead reserved for members of the Church.
But there is unrest in Arboros. The Fates are singing a tail of woe and misery, but there is a way to stop it. Will you step up to the challenge? Or will you be the cause? Maybe you'll just be a victim caught in Fate's cruel play. Whatever it may be, You're in for one hell of a ride.
♋For the sake of my sanity, have some common sense. If you don't think you should it, then don't.
♋If you haven't yet, read the basic guild rules and guidelines. Yes, those apply here, and yes, you have to follow them.
♋I have final say on weather or not your character is accepted, as I am the GM and I have very strict ideas and mechanics for certain races and magic. That said, I, honest to god, am not trying to pick on you or tear apart your character. I just want to make sure they fit in to my world.
♋Make your character while you can. I'm going to stop accepting certain races if there get to be too many of them, so I suggest you get your character sheets in!
♋This is a High-Casual RP, so each of your posts must have a minimum of two paragraphs.
♋I expect at least one post every three days. AT LEAST. If you're going to be incapable of doing that, Let us know before hand, or you're going to get left.
♋This role play is European-Medieval theme, with a heavy fantasy influence. Try and thinks European weapons and such.
♋No more Foreigners are being accepted.
♋More rules as I'm sure they'll pop in to my head.
Arboros is a land full of powerful, mystical creatures, the most prominent and wide-spread or the ever-resilient humans, Coming in all shapes, sizes, and colors, and with all kinds of mentalities and beliefs. They have settlements almost anywhere you can imagine, and their cities are quiet a thing to behold. Powerful Earth Mages craft huge towers and buildings from the earth, and Fire Mages bake to the stone until they’re black as night and smooth to the touch. Other races have taken to calling them “Crafters of the ebony stone” because of this, and though the cities are grand, the haste in which they are built can lead to many faults and problems. They are the most adept in basic elemental magic, boasting versatility in almost any field, and they are the only race that has command over Life magic.
The mountains to the north house ancient beasts of legend: Dragons. The ones who rain fire from the heavens and have entire books written about their ferocity and majesty. They’re Scaly, reptilian beasts with mind’s sharper than a blade and power enough to tear down houses in one foul swoop. They are born with mastery over Magic, and as such have crafted titanic cities in to the mountains, Cities literally spanning the distance between two mountain peaks. They work as either Guards for the rich or messengers across the land, what with their powerful wings and affinity for Wind magic. The Dragons have no real enemies, but that’s because they have an ancient oath to never intervene in the affairs of the other sentient races of Arboros. Dragons command mastery over all the elements, and as such are the greatest magic-users in Arboros, with the exception of Life magic, which they find to be taboo. Likewise, they are the strongest of any creature in Arboros, able to heft loads forty men wouldn't be able to move. They average around fifteen feet high and forty feet from nose to tail tip.
The equally ancient Dwarves live in the mountains alongside the dragons, supplying them with precious minerals to deliver to the other races of Arboros. Stout, muscular, and brash, they are the ultimate smiths and miners. They can identify any and all kinds of gems, minerals and rocks. They’re very hardy little buggers, and are resistant to most poisons, which makes assassinating their rich kings much harder than one might think. Although they are reclusive and live with the dragons, there are a number of Dwarves that like to venture out and make a living in Human lands, and are usually paid handsomely for their fine craftsmanship. They average around 4'5, and are usually... Rotund due to their height. But don't let this fool you. No creature in Arboros has greater control over Fire magic than Dwarves, and many of them are stronger than a Man could ever wish to be.
And then there are the Beastkin. Animals that stand on two legs like men, use tools, have their own language… beast-men, really. They’re anthropomorphic animals, and are very wary towards all other races except the Dragons. They can come in almost any shape, size, and species. There are Wolf-Kin, Tiger-Kin, Hawk-Kin, Bear-kin, and, very rarely, Dragon-Kin. And there are still more different kinds, scattered all around the world, coming in different breeds too. They’ve had a long and bloody war with the other mortal races of Arboros, having been hunted for being part animal, and mainly rule the southern forests of the land. Though the war has come to an end and a peace treaty has been signed, most still despise humans, Dwarves, and especially the Elves… Their appearance is greatly varied, as they come in many different breeds. Some Dragon-Kin can get as tall as nine feet, while some Cat-Kin only get to be five, if they're lucky. They are the most proficient in Earth-based magic, excluding Life, due to their living with the land for centuries. Despite clinging to their old ways of living in hand-built huts and villages, they are probably the most technologically adept of all the races, and are expert craftsmen and builders.
Terrible creatures… What? You thought they were fare and beautiful and highly cultured and practiced in the arcane? I suppose they are beautiful, but what lies have you been fed? In Arboros, Elves are the angels of Death. They have no Magical skill, and those that do are often executed. Their beauty is only matched by their blood-lust and skill with a blade. They came from the sands to the east of Arboros in the early years, a Mercenary kingdom when it started. After a long and bloody history, they've risen to be one of the largest kingdoms in Arboros, only rivaled by Humanity. They've been at peace for nearly fifty years, but the masses are getting restless. They want another war, they want death and blood. And so does their king. Elves are usually tall, averaging 6-foot easily, but never going beyond 7. Elves have almost ability to wield magic, and as such are the greatest swordsmen you will find in Arboros... Though Magic does occasionally take hold in an Elf, they are usually banished from their homeland due to their strange ability.
Nomadic and peaceful creatures of greenish, rough skin. They are often discriminated against due to their squashed, harsh features, though you will not find kinder, more generous people in all of Arboros. They came from the sands to the east, much like the Elves, though they have no kingdom to call their own. They are nomads, traveling through the land in search of a peaceful place to settle down and call their own. Though they are peaceful and never start fights, trying to engage one in combat is a death wish. Their skills with blades are rivaled only by the elves, and they are the quickest, most graceful creatures You will ever see. They can land a flurry of blows in the blink of an eye, and they train in ancient sword techniques they have safe-guarded for generations. Orcs average about seven feet, though it's not uncommon for one to reach a towering eight feet. Orcs are naturally talented in all areas of Wind magic, which lends to their techniques of blindingly-fast blows and quick movement.
Goblins, though short and loud, are the most charismatic of Arboros' native races. They are some of the best traders in the land, though their tiny bodies are unfit for most forms of combat. They make excellent traders, able to often times get nearly double the price for something due to their quick wit and quicker words, though this may or may not come back to bite them. As such, they are often times seen with body guards to watch their shops or caravans, since they can do little to defend it themselves. They do not boast any affinity for elemental magic, being well-rounded, but they are good with their fingers, and their craftsmanship is comparible to that of a Beast-kin. These short folk average about four feet in height, with very dark, leathery skin and often times they spot extreme hairstyles.
All beings, save the Elves, can wield some form of magic. How well they can do this is dependent on how much effort they're willing to put in to practicing their art. The most talented of mages have practiced for years, while those who simply do not care have difficulty sustaining a flame for more than a few minutes. It is a skill you must practice and sharpen like any other, and while every race has the ability to use it, It is entirely optional to do so. If you don't want to use magic, that is completely fine. For those of you that want to have some magic in your character's life, I'll give a bit more detailed example of the different types of magic, and their sub-classes. Let's start with...
FireEnergy, warmth, heat, and destruction. Fire is the most versatile of all the magic classes, and with it you can blast a thief to smithereens or cook food by waving your hand over it, or even smelt Ore in your hands and shape it in to a bar. It is the most commonly used magic in Arboros, and many mages and scholars theorize that Fire may even be the basis of magic itself, that the energy used to shape magic is a spiritual fire. Keeping with it's versatile nature, Fire magic has any number of uses. You can inlay Fire Runes on to household objects, such as pans, to cook without need of a fire, or lend you an extra hand in combat as you slash at foes with a flaming sword. Mages can create towering walls of inferno, or simply light all the lamps in a room with a wave of their hands. The Dwarves, however, have used the power of Fire in the art of creating, rather than improving or destroying. They use their fire magic to smelt or and shape it in to the finest weapons and tools you will ever find. Dwarven Craftsmanship is the finest in the land when it comes to objects of metal, and for a very good reason. But that's not all. There have been whispers among the church that mages devoting their lives to fire magic have begun to do what is reserved for practitioners of life magic; Resurrection the dead. Of course, these are just rumors, and no one has seen it in person, but all Rumors stem from one truth...
WaterFlow, cold, healing, and redirection. Water Magic is the most passive of the magic groups. It is not focused on attack, but rather healing and pursuits of the mind. Knowledge flows in to the minds of individuals that practice Water magic, and often times they become great scholars and healers. The easiest for of Water Magic is healing. The body of most creatures on Arboros is made of water, and so Water Magic is employed to mend wounds. It is reshaped in to new tissue and sinew, and in moments, a fatal wound becomes a faint scar. While Water Magic is the most passive, there is a very small, little-known branch used for combat, known as Ice-Magic. Where Water Magic is all about redirection and controlling currents, or displacing water, Ice magic is used to create spires of frozen water, sharp as a blade, and to create thick, sturdy walls of ice. There have even been rumors that those who practice Ice Magic are able to freeze people inside out, killing them painfully, but no one has actually seen this happen in practice.
Life, Fortitude, Nature, Growth. Earth Magic is all about standing strong or encumbering your enemies. The basic Earth Magics deal with displacing the earth around you, and shaping it in to something else. Walls can be erected in seconds, and, with enough practice, you can create a small building. The towering structures of Man are made from Earth Magic, and while they are not the sturdiest of things, they are an impressive feat indeed. While it takes dozens of Mages to construct these towers, A single Mage will never be without shelter in the wild. Branching from Earth Magic is Nature Magic, which focuses instead on controlling plants. Nature Magic can cause plants to grow at an incredibly advanced rate, force trees to bend out of the way, or cause Vines to come to life! It is very useful for setting traps, and as such it is usually practiced by hunters. The other, more well-known branch of Earth Magic is Life Magic, used exclusively by the Church of Sidonay. It deals in resurrecting the dead, though there is a two-day period in which this can be done, and it is very expensive. If the person had died of natural causes, then there is no helping them, but if they are killed by outside forces then a hefty sum can be payed to the Church for a resurrection. Aside from returning the recently-deceased, there is also summoning spirits, or giving life to Skeletons. The Church protects the secrets of Life magic at all costs, and those trying to practice them outside it are executed.
HTML Code:[B]Name:[/B] [B]Age:[/B] [B]Gender:[/B] [B]Race:[/B] (Please, Keep in mind what I've told you about races. You're not going to be an Orc Warrior looking for mercenary work that grew up in a Human City.) [B]Appearance:[/B] (Pic not required, but highly recommended.) [B]Personality:[/B] (Give them good and bad traits, strengths and weaknesses, blessings and curses. Nobody's perfect but nobody's pure evil either.) [B]Biography:[/B] (Completely and Totally optional. If you'd like to leave their history to be revealed, just send me a PM and we can has it out! Same goes if you're unsure about where your character might have come from!) [B]Likes:[/B] [B]Dislikes:[/B] [B]Equipment:[/B] (What is your character carrying? Why are they Carrying it? Isn't it a little [I]warm[/I] to be wearing that?) [B]Magic Affinity:[/B] (Optional) [B]Skills:[/B] (What is your character good at? What can they bring to the table when times get tough? What about when something goes wrong? What are their useful hobbies?)
Please note, Everything here is subject to change. I'm a little scatterbrained when it comes to making an OOC page, so I'll probably be changing this around a lot the first few days.