Hidden 10 yrs ago 10 yrs ago Post by Lugubrious
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Well hello there.

As you might have guessed, this is no ordinary interest check. Hell, it's in the title. What I have here is something I've been working on for a while. I've made loads of original characters over the course of the RPs I've been in, but in the slumps of inactivity you unavoidably experience once in a while, I decided to try something else. So I made an original setting instead--a whole world. Of course, it's hardly perfect. That's why you're here: I want you to help me create an incredible roleplay. Below is all the information I've made, and I would adore absolutely any input (ideas, suggestions, criticisms, you name it) from absolutely any of you, including plots. If this receives some attention it'll probably become a fully-fledged RP at some point, and with your help, it'll become one you'll really enjoy.

The number-one thing I want you to do, however, is make character/s. Just as if this were an actual roleplay, but with fewer constraints. I want to see what you all can do! You can make a peasant, a solider, a noble, a general, a governer, a god, anything that fits into the setting, and I'll probably put them into the full RP. Given that a major theme of Protea's creation was the idea of 'anything being possible', please do flex your creative muscle. But don't feel obligated or constrained--you can't force art. You can even choose what sections to contribute to, based on what intrigues you. Bottom line: if you are interested, please help me by making one or more characters, taking as much time as you need, or by giving feedback on this idea.

Welcome to Protea, a fire sparked by me, but to be kindled by you, and be enjoyed by us all.

World Name: Protea
Size: 1/3 Earth
“Moons”: Six
Setting: Semi-modern (1920's) Hyper-fantasy
Landmasses: Seven

Continents









Races:

All races can use magic, though some have natural inclinations toward some affinities. The only playable Golems will be Travelers








Magical Afflictions



Magic

Magic is abundant in Protea, and has influenced it since the dawn of time. Nobody can be quite sure where it came from. There are as many theories for its origin as there are brands of magic, though a popular idea is that there is a source at the center of the planet that sustains the mana of the whole world. Magic comes in five varieties in this era: spell, conduit, raw, power and charm.
Spell – the natural state in which magic is used. Spells come directly from the user, and require mana to be cast. Unless used by a master of a spell's particular affinity, spells require incantation for casting, most often in the form of the spell's name. More powerful spells may require the user to draw a magic circle with a finger or wand, which will aid in the casting of said spell. Spells must be crafted or learned by each individual, making them more difficult to use than conduits.
Conduit – a recent development. In this age, the barrier between technology and magic has broken down, and the two can be interwoven. Conduits, also known as tools, weapons, gear, and so forth, are the result of this blend: technology imbued with a particular spell that can be activated whenever the user wishes, with no incantation and less mana usage. The downside is that conduits are way less flexible, and are only capable of the same output, again and again, though there are certain techniques that can temporarily amplify said output. A conduit can be anything from a shotgun whose pellets freeze to shoes that automatically engage a slow-fall spell when the user starts to fall. Because these can be manufactured and used by different people, conduits are essentially entry-level magic.
Raw – magic in liquid or gaseous form. This is neither naturally usable or producible by living things, and occurs naturally in the world, usually on the continent of Spinel. Raw magic is unpredictable and uncontrollable, and its effects are more potent (and dangerous) in liquid form. Exposure to liquid magic can result in warp and disfigurement. While raw magic can be processed and broken down into a form that living things can imbibe to marginally increase their magical power, raw magic in its natural form can only be used in essence of application: when thrown at something, it'll kick off. A vial of Tenebris will create cloud of shadows; a splash of Ignis will instantly explode. Proper mages will never use raw magic, because they won't need to.
Power – a rare brand of magic. Powers are unattainable by anyone but the most formidable wizards, though some beings (Travelers, for instance) have them naturally. A power is essentially a single affinity that the wielder (called a Spirit) has an extremely high degree of control over. A Spirit of Fire can employ fire magic in any number of ways, with no need for incantation and no usage of mana, but that Spirit is totally limited to the use of that one affinity, and to use others must work with another Spirit with a different affinity.
Charm – a somewhat unique form of magic. While not directly controllable, charms can be very powerful. Charms are artifacts, small objects like totems or jewels, into which a substantial amount of magic has been implanted. When certain conditions are met, charms will become active, and the magics they can release are more deep than those spells can deliver. In a way, charms are the closest Protea's inhabitants can get to primal magic, a form of magic completely unrestricted by mana, incantation, and affinity, one which has vanished from the world. It is noteworthy to observe that charms themselves can be sentient and/or malevolent.

Affinity List

Forms
Spells are loosely defined by 'forms'. These forms decide the basic way in which the spell affects the world. Not all affinities can work well with all of them. Spell forms are:
Cast – projectiles. This includes broken down into missile, cutter, arrow, blast, wave, bomb, and beam. Multiple instances of this form can occur in one spell. Represented by a triangle.
Touch – physical contact. This includes both ordinary touching and striking, with various body parts. Represented by a trapezoid
Self – affects the caster. If put into a conduit, self spells affect the user. Represented by a square.
Area – affects the area around the user, in a radius definable by the individual spells. Represented by a circle.
Curse – an esoteric form used by very few. A curse, once used, instantly and unavoidably affects the victim. There is no aiming or travel time, just the immediate effect. Represented by a dodecahedron.
Rune – places a two-dimensional rune on a flat surface that lies dormant. It can be triggered by various means (for instance, a Praecantio trigger will activate the rune when magic is used near it, and a Touch trigger will activate it when stepped on or otherwise contacted). Represented by a pentagon.

Combos
Combinations of affinities can have unique results. For instance, Lux plus Praecantio results in astral magics, Viniculum plus Aqua makes sticky slime, and Fabrico and Sensus can create an floating magic eye that acts as a sentry. Even using the same two affinities for different spells, the result can be different based on which is the primary, IE Potentia-Tutamen could make a stream of lightening that protects the target; Tutamen-Potentia might conjure a shield of energy that electrocutes those who touch it. The possibilities are limitless.

More complicated spells require the use of several people. Their mana costs are accordingly higher and their incantations longer. Two-person and three-person spells are still usable in combat; any more typically constitutes a 'ritual' and is too long and too costly to use with any sense of urgency. Two-person spells are referred to as Dual Arts, and a pair well-versed in Dual Arts can elevate them to either Heroic Couplets or Duumvirates based on their moral inclinations. Three-person spells are Triple Arts, and develop into Grand Triplets or Triumvirates.



OTHERWHERES

There are some places on Protea that are not accessible through normal means of travel. These 'otherwheres' are, with one exception, in space surrounding Protea and function as its moons, though only one of them is moon-shaped. The moons themselves are innately magical, and break several rules of physics and space.


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Character Sheet

Name:
Sex:
Age:
Race:
Affinity: (Even if your character doesn't use magic, they have an affinity)
Personality:
Fighting Style: (If applicable. Include weapons and/or spells)
Bio:
Appearance:

Let's do this!
Hidden 10 yrs ago 10 yrs ago Post by The Omnipotent Sphere
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Edit:
Hidden 10 yrs ago Post by bluemoon277
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I haven't read all the material, but I had an idea for a girl to live in FledSpar, It might be a bit far fetched though so tell me what you think

was a woman pregnant with a baby girl. The woman was a devote member of the Panthiest church. She found out her daughter was cursed by being a spirit of earth (ie.dirt,stone importantly sand). The mother thinking this was a curse from The BellRinger, or The Omen (Not exactly sure the meaning behind these two) decided she had to get rid of the baby. Being a devote follower of the gods she put it in their hands. She traveled to Feldspar, and after saying a small prayer left her baby. The baby would have died if a creature called The Sacert and it's rider didn't find her. This creature was thought to be extinct. The man took care of the baby to the best of his abilities in the barren land. He brought it food (mostly grass and the like) and brought it to water. The baby grew up with him raising it. Eventually the man died, and the girl inherited the Sacert to look after. The girl lives in a large oasis that she has built up for herself.

The Sacert

The easiest way to describe the Sacert is that it is a dragon type creature. It can fly and has scales all along it body. It's a sandy color to help it fit into it's natural surroundings. It has dual lungs. One breathes in oxygen, the other breaths in sand (I know its kind far fetched). This allows the Sacert to dive down into the sand to hide. It breathes through holes on the sides of it's neck and doesn't have a mouth on it's face. The mouth is on the stomach and it has very heavy large feet so that The Sacert can drink from the large rivers while holding itself steady in the waters. The weakness of the Sacert is actually it underbelly. It's softer then it's hard scales and can be pierced wh=with a sharp blade.

I'm less interested in the girl and the Sacert, and more interested in the Sacert as an idea for a animal living in this world.
Hidden 10 yrs ago Post by Lugubrious
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Thank you for your input! I like the semblance of an idea you have going there. A neat thing about the lore of Protea is that when someone is interested in using it, it can be fleshed out in a way that suits the player. As for the Pantheist Church, I thought of the Omen as a grim harbinger of misfortune to come, while the Bellringer -as in church bells- honors the dead. Both are pretty foreboding deities, and a particularly devout Pantheist certainly might do something like that.

Overall I like your concept. The only issue I see is with the unique physiology of the Sacert itself. You might consider checking out concepts for Sand Dragons or Burrowing Dragons on google or deviantart. I'm keen to see your concept further developed.
Hidden 10 yrs ago Post by bluemoon277
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Sounds good I'll get back to you with this idea, and I'll see if I have anymore.

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Hidden 10 yrs ago Post by Oswald The Penguin
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What goes on in the camps of the Legion is the subject of many horrified whispers.
Lugubrious


I hear they have a thriving comic book industry.

On a more serious note, I'm very curious about the two 'Premier' elements and what they can do.
Are they simply powerful magics with a broad range of uses, possibly requiring great magical talent to use, that work just like any other element?
Are they exclusive to combos, acting as amplifiers, or perhaps giving rise to unique spells of unusual effect?
Might they not be used for spells at all, instead existing as the most basic elements from which all others are derived?
Is it some sort of combination of all three, or a fourth option that has not yet crossed my mind?
Hidden 10 yrs ago Post by Scarifar
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I don't normally join rp's with tl;dr level information in the first post, but I dunno. This stuff here still captures my interest. We'll see where this goes before I deliver my final judgement.
Hidden 10 yrs ago Post by Lugubrious
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<Snipped quote by Lugubrious>

I hear they have a thriving comic book industry.

On a more serious note, I'm very curious about the two 'Premier' elements and what they can do.
Are they simply powerful magics with a broad range of uses, possibly requiring great magical talent to use, that work just like any other element?
Are they exclusive to combos, acting as amplifiers, or perhaps giving rise to unique spells of unusual effect?
Might they not be used for spells at all, instead existing as the most basic elements from which all others are derived?
Is it some sort of combination of all three, or a fourth option that has not yet crossed my mind?


I saw the two Premier affinities as primal, immensely powerful magics totally beyond the reach of ordinary mages. Superbia, the magic to make thought into reality, on a scale far more versatile and vast than Fabrico, and Viteum, the magic to tear down corruption, not simply to destroy as Fractus does but to warp it into something else entirely. Only someone dug so deep into the mysteries of the universe to become raving mad (and not the violent-sociopath type) can approach that level of magic.

I don't normally join rp's with tl;dr level information in the first post, but I dunno. This stuff here still captures my interest. We'll see where this goes before I deliver my final judgement.


While there is a great amount of information, probably excessive I'll admit, it was meant more of to provide the means in which you can do pretty much anything rather than create a massive, strangling set of rules. Your input will only serve to make it more palatable to you.
Hidden 10 yrs ago Post by Mortalbean
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Subscribed, I'll update this post with some ideas when I get the chance as I'm at school right now.
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Hidden 10 yrs ago Post by Lady Seraphina
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I have a couple ideas for some deities, I'll let you know.
Hidden 10 yrs ago Post by Dead Cruiser
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I would be interested in playing a Machina/Potentia artificer; someone who specializes in making exceptionally powerful conduits.
Hidden 10 yrs ago Post by Lugubrious
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Fantastic, you three! I'll look forward to seeing your stuff.
Hidden 10 yrs ago Post by GodOfChaos
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Don't mind me >.> Just showing that I got my eye on this...<.<
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Hidden 10 yrs ago 10 yrs ago Post by Guess Who
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I've been going back-and-forth on whether I should join this or not for a while, the only problem really being just fear I might overextend myself to too many RP's (three might not sound like a lot to most of you but with my busy schedule it is), I think I've decided to give it a shot though. I'm already about half-way done with a character, he was originally meant for another fantasy RP that ended up going belly up before anyone even posted in the IC, so don't expect too long of a wait for me to finish.
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Hidden 10 yrs ago Post by tatszico
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Also a tentative interest - I'm enjoying the creativity behind the magic system, as it allows each hundreds of possibilities for characters. I'm going to have so much fun trying to create my ideal OC. :)
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Hidden 10 yrs ago Post by reddy
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I think I really like this idea, so here's a character. Tell me what you think.

Name: Rhastulah Ghurst or preferably Mr. Ghurst
Sex: Male
Age: 32
Race: Parili
Affinity: Sensus

Personality: Ghurst is a driven individual, almost bordering on the obsessive. When something catches his interest, he'll usually pursue it to the exclusion of almost all else. It's this mentality that caused him to leave the Arcadian Commune. The people there had no spirit. They lacked desires and he was worried that he might follow the same path if he stayed. This also means he tends to be fairly critical of the lazy.

Despite this aloof attitude, Ghurst can be very personable when he chooses to be. He has close friends in the NC, AO, and PC. He stands by his word and stands by the people he gives it to.

Fighting Style: Ghurst is fond of his Zelmein rollvolver, a sturdy thing of dwarven make, that he uses to great effect on those that would meet him with violence. Carrying only eighteen bullets altogether, it's a weapon of defense to aid in a quick get away or to stop a fight before it starts. Without the gun, Ghurst is a capable brawler, using whatever he can lay his hands on as a weapon. With how dangerous some of his jobs have been getting, Ghurst is beginning to wonder if he should take to something more permanent like a cudgel or a knife.

Bio: Growing up in the Arcadian Commune, Rhastulah benefited greatly educational resources provided by the country. Fiercly intelligent, a trait mostly owed to his academic parents, as a teen Rhastulah grew bored with common topics and instead was drawn to more... eclectic knowledge. Lest their son become a member of the Coven, or something equally as barbarous, his parents sought to fill their son's free time with arts or sports. This only drove Rhastulah to continue his studies in secret.

After graduating with honors in history, archaeology, and chemistry Rhastulah left his homeland and began a career as an investigator of the occult and the strange. In short time he became a private consultant to Fogi's executives, known for sussing out secrets. Recently though, Rhastulah's thoughts have been turning towards the Commune again. His father, it seems, has developed disparitis. A degenerative disease with no known cure, it slowly forces anyone, even humans, who shares parili blood to degenerate into disparis. Though the disease only runs along familial lines, that's small comfort to Rhastulah. For now, all he can do is try to find some means to a cure for his father and himself.

Appearance:


Other than the deer antlers sprouting from his forehead, there is nothing particularly outstanding about Ghurst. He keeps his brown hair neatly combed back to keep it out of his hazel eyes. From the passive expression on his face to the plain clothes he wears, in all ways he locks like a common member of the Republic of Fogi. It is an image Rhastulah fosters. The only thing that might have been a bit much is his handlebar mustache.

Typically, unless he needs something more formal or rugged, Ghurst wears a coal gray, tweed suit with a black waistcoat, and a white shirt underneath. A dark blue tie with matching suede gloves add a bit of color without being too brash. A pair of brown toe cap boots and a matching wool overcoat complete the look.
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Hidden 10 yrs ago Post by Lugubrious
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-quote snipped-


That's exactly the stuff I'm looking for! What kind of story would you want to play this character in most in the world of Protea?
Hidden 10 yrs ago Post by reddy
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Hmmm... Well he would fit in anywhere. Pulp adventures would do best I think, since your world seems to support them with exotic locals and horrors both mundane and mighty. When I first made him I was drawing off of the League of Extrodinary Gentleman and The Amazing Screw-On Head, just being sure not too make him too antiquated.
Hidden 10 yrs ago Post by Lugubrious
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Hmmm... Well he would fit in anywhere. Pulp adventures would do best I think, since your world seems to support them with exotic locals and horrors both mundane and mighty. When I first made him I was drawing off of the League of Extrodinary Gentleman and The Amazing Screw-On Head, just being sure not too make him too antiquated.


Not bad. One setting in particular I was thinking of for a story would be a coastal city in Chalcedony famous for having a water level that changes by the hour. Dry streets would become canals, bridges between houses becoming piers, and so on. There characters would all be gathering in response to a request for aid for an expedition into the lower levels of the city, and there they'd find all sorts of adventures and things.

Perhaps you'd like to think of such a pulp adventure?
Hidden 10 yrs ago Post by Guess Who
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Done. Give it to me straight Lugu, how bad is it?
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