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Hidden 9 yrs ago 9 yrs ago Post by Laue
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Altea - an island-continent surrounded by a mysterious, impassable storm. Since the beginning of Altea's recorded history, there always were special individuals capable of untold miracles. These individuals eventually were named "mages", and their power to manipulate reality was called "magic". It times before any uniform writing or civilization, they were called witches, priests, shamans, etc. - the names were many, but usually they all signified the awesome power of magic.

As the Folk of Altea started increasing in number and knowledge, so did magic increase in power and magnitude. With pagan deities debunked and forgotten, magic no longer viewed as some kind of divine gift - it was now a tool. And with this realization, human mages of Altea lost any kind of restraint, using magic for their own ends. As humanity's progress continued, so did their ambition. Kingdoms and Empires rose and fell, as those lucky enough to be born mages quickly learned that they can be on top of the society. Eventually, Kings and Emperors became nothing more than figureheads, if they were lucky enough not to get overthrown outright.

In the end, three superpowers remained, each led, directly or in the shadows, by a mage of unparalleled power. Their wars scarred the land, their greed and cruelty choked the people living under them. And then, suddenly, change, and a sliver of hope came to the oppressed people of Altea. A warrior calling himself Grinnoc wielded power unlike any other - the power to repel and destroy magic. A brilliant white light which was warm and luminous, but burn away magic in any shape or form, included the magical energies within the bodies of mages. Grinnoc lent his power to others, with the goal of ending The Age of Magic. This power was called Luminance, and it's wielders - Luminous Knights.

As the Grinnoc Rebellion (as it was named) raged on, the loss of life was catastrophic. Slowly but surely losing, mages, in their desperation, would try to destroy as much as possible before falling, simply out of spite. In the end, Grinnoc won, but it was a pyrrhic victory - the vast majority of the continent was rubble, or worse. Around 90% of total Folk population has died in the fighting. The only rather habitable lands were on the far east side of Altea. It is there where Luminous Knights built the capital of Altea - no more empires, no more kingdoms, no more division. Altea was to be in unity.

Or so Grinnoc claims...

Around 300 years later, society has recovered a bit. Nature violently reclaimed most of the ruined land, somewhat aided by the lingering remains of magic that ruined those very places 300 years ago. Slowly, this new society fully controlled and governed by Grinnoc (who somehow does not age) and his Luminous Knights is reclaiming the lands they lost.

For these 300 years, the remaining people of Altea enjoyed peace, as the ever vigilant Luminous Knights stood guard against any threat to the people. The future seemed bright, and yet, in the shadows, a storm brews, a storm that aims to shatter this fragile land.




Altea's society










Supernatural abilities












Geography and nature










Important NPCs






Character info




Events: Various events will happen during the story where the character's stats will be tested. If your stat meets the requirement, you will succeed in that action. If it does not, you fail. To critically succeed or fail, you have 50% more or less of the relevant stat. For example, if you need 5 strength to succeed, and have 8 (5 + 3(5 * 0.5 rounded up)), you will critically succeed. If you have 2, you will critically fail.

Critical successes and failures: Critical success usually means an amplified good result, often involving in some sort of extra gain. For example, critically succeeding in bashing through a door may send the door flying so hard it takes out the guards on the other side. Critical failure usually results in injury, or some sheer bad luck. All event outcomes are for you to come up with, as these are only guidelines, and the stats point to which outcome is going to happen.

Stats outside of events: Outside of events, stats can be used as a rough estimate on how combat will go against another character.

Initial stat limits: Initially stats cap out at 10, with some exceptions for non-humans.

Hidden 9 yrs ago 9 yrs ago Post by Maxwell
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Maxwell Dumber than Advertised

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How well does luminosity protect against magic, really? Can you get around it by, say, using magic to throw a big boulder at a knight? Will the light stop several tons of rock if it's magically propelled?
Hidden 9 yrs ago Post by Laue
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It negates magic equal to mana spent. While I really don't want to use numbers for this, but for clarity's sake I will. For example, a spell which needed 10 mana to cast would be halved in effectiveness by luminosity spell which used 5 mana. If luminosity used an equivalent of 9 mana, it would be almost completely vaporized. If 10 mana is used, both are nullified completely. If luminosity spell used 15 mana, it will destroy the spell and continue on with 5 mana worth of effectiveness. While we won't use numbers, that's the easiest explanation I can give.

As for the second part, it would do nothing if the rocks are already propelled (not completely true, but focusing Luminosity into such density as to have enough heat to melt the rocks is what very few can do). If the rocks are in the process of being propelled, it would remove the mages control over the rocks - the spell part is moving the rocks, not rocks themselves. However, if a mage creates rocks via magic, they will be affected.
Hidden 9 yrs ago Post by Animelover4evah
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When applying for this rp, would it be alright to use pictures we drew of our character? Also, this may be a given, but are there any knights that have been corrupted? Whether it be from wealth and fame or simply because of their character?
Hidden 9 yrs ago Post by Laue
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Yes, you can use any source for pictures. And yes, there would be corrupt knights, both in a sense you described. And in another way later down the story.
Hidden 9 yrs ago Post by Laue
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Well all the interested people disappeared. A pity.
Hidden 9 yrs ago Post by RIGHTEOUSwench
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Still interested! Just formulating a brainstorm for a character sheet while considering whether a commitment would be possible.
Hidden 9 yrs ago Post by Laue
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Still, there were 3-4 more people interested in this. Marketing is not my strong point it seems.
Hidden 9 yrs ago Post by RIGHTEOUSwench
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For thy sake will I seek out more. I can make no promises as to the outcome of my actions.
Hidden 9 yrs ago Post by RIGHTEOUSwench
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Besides mages, what other healing-related abilities does Altea have in it? For instance, is the medical science contingent to our medieval medical science?

Also if someone was healed by a mage, would a luminous spell turn the healed limb back to its wounded state?
Hidden 9 yrs ago Post by RIGHTEOUSwench
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Also, @Laue at what age does magical ability become apparent and how does it mature?
Hidden 9 yrs ago Post by Laue
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At around age of 4. Basically when a child gains at least basic self-awareness. Except they can't really control it that early, but they can do something... accidentally.
Hidden 9 yrs ago Post by SPAssemble
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Would a Luminous Knight be able to project a field of his Luminosity to repel objects? Do I have to use it defensively like deflecting sword swings or could I centralize the field near my arms and legs to punch/kick things really REALLY hard? Oh and BTW I'm a friend of @RIGHTEOUSwrench and we plan to play as a duo.
Hidden 9 yrs ago Post by Laue
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Initially, Luminosity is pretty much light. It's intangible, at least in the beginning. That's why the preferred defense for most Luminous Knights is to either avoid the spell completely, destroy it before it reaches it's target, or block it with a physical object which is sheathed/cloaked with Luminosity. Using Luminosity against a non-mage is pretty much the same as shining a flashlight on someone. A very bright flashlight.

But as I've mentioned many times, this is only initially. Just like warm sunlight can be focused into something deadly and destructive, so can Luminosity. And there's quite a lot more advanced applications, I just believe the characters discovering them by themselves is a bit more exciting.
Hidden 9 yrs ago Post by RIGHTEOUSwench
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Not sure if you saw my other questions, but no matter; I'll make a list here.

1) If a mage is born to an high ranked official (perhaps a luminosity knight), and raised to use only healing magic, would they still have a collar? Is there any situation in which a mage wouldn't have a collar and be accepted into Altean society?

2) Are the Lumes a religious order of knighthood? If so, could we use writings on the knights templar to augment our understanding of their culture? IE: http://www.the-orb.net/encyclop/religion/monastic/bernard.html

3) Is being healed by a mage considered taboo? Are there any medical alternatives to magic and how advanced are they?

4) I couldn't find anything on religion in the tabs, and was wondering how religion functioned in Altea. Is it a political force? A cultural phenomenon? Is it a faith or a science or a warrior ethic? Polytheistic, monotheistic, etc?
Hidden 9 yrs ago Post by Laue
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1)Collars are used without exception. Except, not even high ranking officers want their children live with them. So some either hide it or smuggle them outside to give them a chance at life. And it will be a key point to several important NCPs. And Grinnoc puts a lot of effort that uncontrolled mages are considered public enemy #1.

2)Knighthood. For reasons yet unknown, Grinnoc is very paranoid about any worshiping/religion popping out. And he has a very good reason for this.

3)No, not really. Magic healing is used extensively, where regular fails. One of the main reasons mages were kept around, albeit leashed. Dwarves lead the forefront of technology, and consider the medical technology be something like 17-18 century. Decent understanding of anatomy, and how to fix obvious things like broken bones/limbs, sewing up wounds. Germs/Infections/Diseases are still not discovered, hence magic is used as a crutch.

4.Luminous Knights operate on honor first and foremost. Being a shining example to others, protecting those who can't protect themselves, etc. Though not everyone buys into those ideals, some do believe in their cause deeply. And as mentioned before, any attempts to find some sort of explanation for Luminosity via faith are swiftly and brutally silenced.
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Hidden 9 yrs ago Post by RIGHTEOUSwench
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Great answers all around, thanks C:

For religion, how about the outsiders? Do they hold to any religious beliefs or are they so scattered that we have leave to create whatever religious thought we desire?
Hidden 9 yrs ago Post by Laue
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Yup. Being outsiders, they can and do believe whatever they want, since there is no one to tell them otherwise.
Hidden 9 yrs ago Post by SPAssemble
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Well that's a shame. I really wanted to be a Paladin with the powers of hamon from JJBA. That's disappointing but not completely discouraging. Is there any way to attain enchanted equipment without being burned at the stake for being a witch? Even if I could attain enchanted equipment, would I have to go spelunking into the darkest parts below the Undercity to find a scroll reviving the lost art of sigils first?
Hidden 9 yrs ago Post by Laue
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Enchanted equipment is reason #2 mages are kept around. Not that it is given to rookies, since they have a very big chance to accidentally burn off those enchantments with careless use of Luminosity. And naturally, ruins of the old world contain many forgotten secrets. As for sigils, Lumes do know it, but it's reserved for higher ranking ones who actually have the capability to learn and use them. Some mages also know it, and luckily, they are important NPCs for the mage side.
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