When it is said, this word evokes the idea of illusions and parlor tricks. Perhaps it also evokes thoughts of unexplained phenomena in the days of yore. It might even evoke the idea of spirituality; surely invoking the miracles and powers of the unknown has a spiritual connotation. However, in our universe, magic is simply nothing more than our imaginations grasping at the answer for what we cannot comprehend. But consider for a moment a universe much akin to our own. A world interlaced with real magic; a universe where everything spiritual, everything religious could be explained by magic. This such universe is the universe where our Roleplay takes place.
Enter the universe of Paragon’s End.
Sorcery can be traced back as far as history has been written. Although the crucifixion of Jesus Christ sparked a major Magi movement, it was not until the early 4th century when Constantine the Great adopted Christianity into Rome that the most powerful Arcanocracy arose (government ruled through occult means). Although the Vatican is the largest Arcanocracy, every religion has their own forms of magic and theology. The occult and arcane are dismissed in popular opinion as myths and legends. Though unbeknownst to the general populace, the occult is very much a reality. The secrecy of arcana is intentional. Although everyone can eventually learn an aspect of arcana, not everyone is born with a sensitivity to the ebbs and flows of mana. Most people would have to dedicate their entire lives to even achieve a tenth of what a natural born Talent can achieve. There have been many hundreds of times in history where those who were Untalents rose up against Magi, even hunting them to extinction. The secrecy of arcana was necessary to preserve the lives of those with knowledge. This secrecy has created an underworld of societies; an entire web of sub-societies with their own politics, their own bartering, their own wars. This underworld is only known to those who are a part of it. And you, you are a part of it.
Factions:
There are five main factions to choose from when creating a character (although there are five as of now, you are not limited to these five and I am open to the idea of others if they are fleshed out enough) Also know that the setting of this RP is a setting requiring your character to devote themselves to something other than their origin faction (this is explained in THE STORY BEGINS).
Catholic Arcanocracy
Catholicism is the single biggest faction in Paragon’s End. As stated earlier Talents only make up about 0.01% of the population, Catholicism has the largest amount of Talents at about 40% of the total number of talents (around 296000.) With the knowledge to sense Talents and locate them, Catholic scouts enlist Talent’s at young ages. Once enlisted, the Talents are taught the basics of arcana within the local Cathedral until they reach the proficiency level of Magi. Once they reach the proficiency level of Magi, they are able to embark upon missions for the Vatican. Catholic Magi think of magic as simply God’s miracles working through them. It is common amongst the Arch-Magi to think of any other magic usage outside of the church as heresy, that those who use magic who are not catholic use the power of Satan. Proficiency Level titles from least to greatest Novice Apprentice Anointed Magi Grand-Magi Arch-Magi Papal-Magi (of which there can only be one elected from the arch-magi after the death of the previous Papal-Magi)
(Anyone can make only up to a Grand-Magi character. Arch-Magi are story relevant and to achieve Arch-Magi status is the highest regarded status aside from Papal-Magi which is not attained through power but through election)
Societas Academia
Societas Academia is a religiously unaffiliated school of magic. The academia accepts both Talents and Untalents, and even has Untalents as some of its chief officers. Societas Academia has more Talents than Untalents. This has created a hierarchy amongst the student body wherein the Talents are popular and the Untalents are seen as social outcasts. Once a student has become a graduate, they can choose to either become a professor or an enlister. The professors teach the students, and the enlisters scout out potential candidates and enlist them at the school. Out of the 0.01% of Talents they have around 20% (148,000) of the Talents. They have different smaller institutions all across the world, but the largest main institution where they study aspect training is in Northern California hidden in the Redwood National Park. Proficiency level titles from least to greatest Primary schooler Secondary schooler Aspect trainee (once finished with secondary school, the student is allowed to choose one of four aspects to specialize in Scholar [this is a research role, mostly dominated by Untalents. They go on expeditions to find ancient knowledge all around the world. They right reports and create new spells and sub-aspects] Cleric [this is a medical role, they specialize in learning to heal all types of infirmities] Ruin Mage [this is a combat role, they specialize in learning destructive spells that cause devastation to their enemies] and Knight Mage [this is a combat role that specializes in using close quarters spells to gain the upper hand in melee combat] Even though a student can only specialize in one aspect, students are already expected to know enough general spells that would fall into each aspect before specializing. )
Graduate [Professor/Enlister]
Dean (the dean is elected from professors and enlisters. The professor or enlister has to be older than thirty years old to qualify for election. Once the previous dean retires, or dies, an election takes place to vote in a new dean from the pool of middle aged applicants)
Disciples of Salem
While the Underworld does its best to hide itself from the world, not everyone that is not a Talent is clueless to the occult. The Disciples of Salem is an organization of Untalent witch hunters. They see Talents as abnormalities and have dedicated generations of effort into creating an art that can counter magic so they can hunt all Talents down and kill them. Instead of utilizing a large well of mana within themselves, they rely on manipulating the mana that nature provides. With the small amount of mana a normal person has, they can use that small amount of mana as a control point to manipulate the mana in nature itself. Most if not all of their spells (Disciples of Salem call them Arts) have to do with mana nullification and spell nullification. They are all trained in hand to hand combat, and are very dangerous to Talents. They’ve got about a hundred thousand members, and their membership is quickly growing. They have bases of operations spread out all across the united states and some in Europe, but the main base of operation is in Danvers Massachusetts (originally Salem.) Proficiency level titles from least to greatest. Initiate Fighter Scout Tracker Hunter Witch Hunter The leader of the Disciples is always chosen from the descendants and living relatives of Abigail Williams, who was the first to start developing the abilities needed to hunt Talents. The current leader is Will Snyder the great great great great great grandson of Abigail Williams.
Cult of the Enlightened
The Cult of the Enlightened is a cult who believes in ferocious beasts of limitless power called The Old Ones. The cult’s entire purpose is to do the bidding of the Old Ones all in order to bring back The Old Ones from the realm they are contained in. Once the Old Ones are released they will bring genocide and enslavement upon the world. The cult does not have a hierarchy of proficiency; they see everyone who is a follower of the cult as equals. They have around 10% of the world population of Talents (around 74000)
Protestant Magi and Pagan Magi
The protestant and Pagan Magi make up the rest of the 30% of the population of Talents. Because they are so dispersed within their organization and beliefs, they are lumped together but not treated as a single entity. By themselves there are over 200 different subgroups with different beliefs.
Creating a Character
In this universe there are two types of people, the Talents (those born with the natural ability and sensitivity to mana) and the normal Untalents (those without the natural ability and sensitivity to mana.) Everyone is born with a small amount of mana within them, but it takes a large natural amount of mana to be constituted as a Talent. Though there are those who devote themselves to the occult that are Untalents but it takes years of devotion to increase the amount of mana a person naturally holds. Only about 0.01% (around 740,000 people total) of people born are Talents. You can choose to have your character be from one of any of the factions. Just know that the setting of this RP is a setting requiring your character to devote themselves to something other than their origin faction.
The Story Begins With...
31 year old Felix Glasius has been with the Catholic church his whole life. Rising through the ranks of Magi at an early age, he became an Arch-magi after creating his own spell and fighting style, Manaegis! Even though he dedicated his life to this organization, he began to have his doubts about their authenticity when, during a summit, a fellow Arch-mage Thadeus suggested they focus their efforts on finding ancient artifacts of power called Paragons to ensure Catholic supremacy. The motion was voted down by the Papal-magi, and Felix thought that had been the end of it. Four months later, the Papal-magi died, and Thadeus's brother Cornelius was voted in as Papal-magi. Thadeus brought the motion to secure the Paragons up once more at the summit after his brother was voted in. This time the vote was in favor of the conquest. Although, Felix had very bad feelings about the new mission, he continued his job as normal. One night, Felix had a dream, a dream of a great suffering that came from the Paragons. The dream showed Felix that the Vatican was not the only entity searching for the Paragons. In the dream a powerful voice told him that many forces of evil were attempting to gather the Paragons, and Felix needs to gather together a group of guardians to stop those who wished to bring the nine Paragons together. When he awoke, he was sitting at his desk in his room, with a pen in hand and parchment in front of him. The parchment had names, and the locations of the guardians he needed to gather together all written in his handwriting.
This is where the story begins. Your character is one of the guardians that Felix wrote down during his vision. Are you ready to fight for the world?
RULES
Grammar and typography are a must. If your post looks inadequate you will be warned. If your post continues to look inadequate you will be kicked.
Characters have to have a fleshed out character design, no gary/mary stu/sues (character depth), not overpowered, and can not be direct ripoffs of a already well established character in popular media. (Original)
No God Modding! If you are writing a post that has a direct effect on another person's character, make sure they are okay with the effect and outcome. If you do not want to do this, leave you interactions with other player characters open ended. Collaboration is a major part of making an RP thrive, so talking and collaborating with other players outside of the RP to dictate the actions of your characters is highly encouraged.
Post length needs to be at least three sentences. It is deeply encouraged to write more well thought out posts with many words and paragraphs, but it is not mandated. Three sentences is the minimum amount a post should contain. I will make exceptions for certain posts if you absolutely cannot come up with something, but I am of the belief that three sentences is not difficult to write at all.
This RP has some religious influence in the lore, but I do not want to see any debates over religion here. This RP is purely fictional, so leave all prejudices behind. Don't do anything fourth wall breaking or passive aggressive about it either.
Be civil towards your fellow Role-players. You don't have to like each other, but you have to at least act like you respect each other. I do not want to see infighting of any kind. If I see infighting, it will result in a warning. Two warnings and you are out on the third. Don't be a jerk, just don't do it.
Name
Sex Age Appearance information related to appearance under the bolded Appearance header.
Pictures related to appearance or more info related to appearance.
I think I might like to make a character who is a cultist. I'm thinking of him as an eccentric, rich, young bachelor who uses his money and influence to "promote global enlightenment".
I think I might like to make a character who is a cultist. I'm thinking of him as an eccentric, rich, young bachelor who uses his money and influence to "promote global enlightenment".
Well, just so you are aware, the plot setting for created characters in the RP is that Felix is gathering up magi from his list. So, you won't be actually helping any of the factions, technically we are making our own faction the faction of Guardians. But your character can have a Cult background.
Male 40 Appearance 6'6 Deathly Pale. Shaved head. Dark stubble, seemingly always having a couple days of growth. A tattoo in the center of his forehead. Left sleeve. Right sleeve. Heavy scarring on fingertips, palm of hands, and wrists. Mismatched eyes, the "Scrying Eye" has a greyed sclera, a blackish blue iris, and a ravaged pupil. The second eye is a dull green, usually bloodshot due to poor sleeping habits. Smells faintly of alcohol and cigarettes nigh constantly
In his one man crusade against the Cult of the Enlightened John has collected quite the ugly bag of tricks, both figurative and literal. Many of his spells fall under the category of black magic and are fairly harmful to those who come under his fire. Most of these spells were gained in his younger, more hate filled years. Curses and hexes, horrible little things that scar, hurt, and traumatize their victims if they survive. However, age has blunted John's hatred and he does not use them unless he is in dire need. For the most part he leaves the serious fighting to others, and instead uses the remainder of his skills to finding answers. Astral projection, communing with spirits, rituals, and a handy knowledge of potions, poultices, and basic first-aid to help his fellows.
Dagger: A wicked, cruel thing. This dagger was used in the slaughter of John's coven, he aims to put it in the heart of the one who ordered it.
Scrying Eye: A magical eye, given in exchange for his own. This eye allows John to see things one can't normally see, like auras and residual magical energies. At the cost of temporary blindness John can shoot a bolt of magical energy at an enemy, usually fatal.
Assorted Salts: Pure salt to ward off malevolent spirits. Fire salts, or dragon salt, is a magical salt that burns impossibly hot when charged with mana and has a multitude of uses. Black salt, when used correctly it will aid the inexperienced in entering the astral plane but if burnt the smoke will put you in a death like coma. Purifying salts, when added to a liquid, usually water, the liquid is purged of impurities and can help with illnesses however the taste is terrible.
First-Aid: Basic first aid filled with gauze, alcohol, stitching wire, and painkillers.
Brass Knuckles: Effective and easy to hide.
In a simpler time John Barrows was just a simple man, working a simple job. In fact him and the entire coven lived simple lives under their patron, The Adversary. Unfortunately, as things tend to go, John's life took a nose dive into the horrible as the Cult of the Enlightened sacrificed his friends and family to fulfill the wishes of their asinine gods. Either through some fluke or miracle John escaped and in the wake of this atrocity he was filled with nothing more than hatred and rage, all aimed at the Cult. For many years John made sure to be a thorn in the side of The Cult, always bringing terrible vengeance to whatever members and cells he could find.
After nearly a decade of his one man war one thing became apparent, he wasn't accomplishing anything. Their activities never ceased completely and new members seemed to pop up whenever one was taken out. In addition, over the years his fire had died down and smoldered down to nothing. With little to drive him he almost gave up and instead went back to his old home and began gardening, becoming something of a non-standard doctor to the locals. Life became quiet once again, almost peaceful. For several years he stayed in his little house undisturbed besides the occasional local asking for something to ease an ailment. That is, until a man named Felix asked for help.
If you could describe John in one word it would be tired. It's in the way he moves, how he talks, and he acts. But most of all, it's in his eyes. John has been hurt and has hurt others in equal measure, full of past regrets. He makes no illusions that he was or is a good person, in his age all he wants to do is do something worthwhile. But in the end, even though he may not like it, John is willing to do the dark and dirty to get the job done.
John isn't a fan of sadists or the self righteous, especially the church given his pagan beliefs. In his spare time he tends a small garden, listens to metal, drinks hard liquor, and smokes cigarettes.
Well we all can't be happy go lucky adventurers now can we? Besides you don't go about digging through eldritch knowledge without coming out with a few scars. I can take it into consideration but at least let me finish the character before judgments are rendered. I swear he's not a serial killer.
Well we all can't be happy go lucky adventurers now can we? Besides you don't go about digging through eldritch knowledge without coming out with a few scars. I can take it into consideration but at least let me finish the character before judgments are rendered. I swear he's not a serial killer.
Alright. So trying to make the character I was thinking of actually kind of sucks. I have nothing. I'm going to try for a slightly different and somewhat less dark approach. Wish me luck.
Male 40 Appearance 6'6 Deathly Pale. Shaved head. Dark stubble, seemingly always having a couple days of growth. A tattoo in the center of his forehead. Left sleeve. Right sleeve. Heavy scarring on fingertips, palm of hands, and wrists. Mismatched eyes, the "Scrying Eye" has a greyed sclera, a blackish blue iris, and a ravaged pupil. The second eye is a dull green, usually bloodshot due to poor sleeping habits. Smells faintly of alcohol and cigarettes nigh constantly
In his one man crusade against the Cult of the Enlightened John has collected quite the ugly bag of tricks, both figurative and literal. Many of his spells fall under the category of black magic and are fairly harmful to those who come under his fire. Most of these spells were gained in his younger, more hate filled years. Curses and hexes, horrible little things that scar, hurt, and traumatize their victims if they survive. However, age has blunted John's hatred and he does not use them unless he is in dire need. For the most part he leaves the serious fighting to others, and instead uses the remainder of his skills to finding answers. Astral projection, communing with spirits, rituals, and a handy knowledge of potions, poultices, and basic first-aid to help his fellows.
Dagger: A wicked, cruel thing. This dagger was used in the slaughter of John's coven, he aims to put it in the heart of the one who ordered it.
Scrying Eye: A magical eye, given in exchange for his own. This eye allows John to see things one can't normally see, like auras and residual magical energies. At the cost of temporary blindness John can shoot a bolt of magical energy at an enemy, usually fatal.
Assorted Salts: Pure salt to ward off malevolent spirits. Fire salts, or dragon salt, is a magical salt that burns impossibly hot when charged with mana and has a multitude of uses. Black salt, when used correctly it will aid the inexperienced in entering the astral plane but if burnt the smoke will put you in a death like coma. Purifying salts, when added to a liquid, usually water, the liquid is purged of impurities and can help with illnesses however the taste is terrible.
First-Aid: Basic first aid filled with gauze, alcohol, stitching wire, and painkillers.
Brass Knuckles: Effective and easy to hide.
In a simpler time John Barrows was just a simple man, working a simple job. In fact him and the entire coven lived simple lives under their patron, The Adversary. Unfortunately, as things tend to go, John's life took a nose dive into the horrible as the Cult of the Enlightened sacrificed his friends and family to fulfill the wishes of their asinine gods. Either through some fluke or miracle John escaped and in the wake of this atrocity he was filled with nothing more than hatred and rage, all aimed at the Cult. For many years John made sure to be a thorn in the side of The Cult, always bringing terrible vengeance to whatever members and cells he could find.
After nearly a decade of his one man war one thing became apparent, he wasn't accomplishing anything. Their activities never ceased completely and new members seemed to pop up whenever one was taken out. In addition, over the years his fire had died down and smoldered down to nothing. With little to drive him he almost gave up and instead went back to his old home and began gardening, becoming something of a non-standard doctor to the locals. Life became quiet once again, almost peaceful. For several years he stayed in his little house undisturbed besides the occasional local asking for something to ease an ailment. That is, until a man named Felix asked for help.
If you could describe John in one word it would be tired. It's in the way he moves, how he talks, and he acts. But most of all, it's in his eyes. John has been hurt and has hurt others in equal measure, full of past regrets. He makes no illusions that he was or is a good person, in his age all he wants to do is do something worthwhile. But in the end, even though he may not like it, John is willing to do the dark and dirty to get the job done.
John isn't a fan of sadists or the self righteous, especially the church given his pagan beliefs. In his spare time he tends a small garden, listens to metal, drinks hard liquor, and smokes cigarettes.
I like your character, you're in. All you have to do ispost your character in the character section, and then make a first post with your character going about his daily business in the ic. I will have Felix visit your character after you make your first post.
I'll begin thinking up a character tonight. Fallen a little ill though so that combined with other college work has made it a little busy to have gotten it off the ground already.
Edit: Longest thing to determine will likely be magic style and history obviously. I'm thinking either Rune Magic or Gem Magic as ideas, the former being magic based upon writing runes and such obviously and the second being akin to say Fate/Stay with Tohsaka where one uses gems as a sort of catalyst for spells. Might mix them both for the character as well since it seems people have more than one area of magic to use.
Sapphire Necklace Engraved ring Small Chalk for writing runes Student ID Small bag of gems
Within the confines of Societas Academia, free of religious delegation and protection from the witch hunters of the world, Yuno got to experience a more free form nature of magical growth within the variety of options available to pick up and learn. Obviously, as a Talent she got to remain towards the top of the hierarchy of the student body by doing so. Even as a Ruin Mage however, she had more method to her than fireballs and lightning bolts. Her magic is one that was passed onto her from her mother and her mother before that: Gemstone Focus. The properties of these gemstones seem to have innate magical effect with them, and by mastering it she has given herself a wide range of arcane and versatile pool of magical power. Another use is that these spells are very quick to cast as the gem takes the need of melding the form of the magic into their own properties. From magic missile like bolts to focused blasts these tools are handy, but she also has her own magic to develop of Rune Magic. The art of drawing and crafting runes for rituals and spells which while slower are also versatile and more permanent. Leaving one to write lines to create barriers or leave a cursed mark onto the opponent. The strongest form is the rituals such words, runes, and signs are required for though if one has the time to create such powerful magics. After all, have you ever seen a cult not chant around a magic circle to summon devastation?
Expectations: Yuno’s life has been a constant barrage of them. With her mother being a graduate of professor the Societas Academia and top of her class and her inherited magical style that her family has been passing on the fate to carry on the family name moved to rest on Yuno as their only child after her mother’s miscarriage with the second. Second was never good enough for the name that needed to continue to excel in the eye of her mother and elder grandmother. Day in, day out was practice from even the youngest of ages to grow crystals, study them, and then use them to their fullest potential. One didn’t need society or friends. She only would need the connections her mother already established and the scores to get her by, and Yuno did throughout primary and secondary schooling. But, that was with a longtime friend as her side as well. The person Yuno may confide in when not in her mother’s almost torturous and cruel aspect of training.
Gem magic wasn’t a large part of Yuno’s resentment. Her mother’s skill and ability fascinated her to the point where Yuno could kid herself half the time it was fair and right for her mother to expect to much. That she should feel superior from her lineage. Their name would be remembered through generations to come if they kept up, and possibly grow to be a very well established family. But, Yuno wanted to expand that magic and use it for her own will. Develop it organically like a crystal would grow rather than be the strict and uptight woman she was forced into being. Less direct and more graceful Yuno wanted to learn more, explore, and use her magic outside of simple practice and regulated ability. Somewhere that could truly test her skill as well as develop the use of other magic. Her mother usually disparaged her from learning basic rune magic outside her regular studies. Enough to get the top spot was fine in her eyes, but Yuno’s best friend used such a magic to more than remarkable abilities. It was always a place Yuno fell behind in, and her goal to get better and continue on the separate path alongside her gems was a more personal goal. At least, until her friend’s death due to unforeseen illness.
At first Yuno of course was devastated and alone from this, having not gotten together with others, but at the same time this point was a realization. Her mother was the one holding her back because she was trapped in her shadow. But, she can’t seem to find a way out of it. She was a graduate student and a Ruin Mage already. Her path for these years was so completed that abandoning it now would almost be a death sentence to her future. This wasn’t what she wanted, and to keep up with the world her friend tried showing her was another goal. Sure, she wasn’t her friend. Her friend was a bit to direct, blunt, and needless to say idiotic outside of fighting to be a guide, but the respect Yuno had of it and feeling of going with her own will was what Yuno was inspired by.
Yuno is an elegant combination of grace and cunning wrapped up into a sparkling package. While logical, she looks more onto the positive side of things believing in how ones mindset can change the outcome of a situation. Dedication in all of her endeavors and putting the job above most other things she can come off as cold or teasing at a first glance, but she has the best intentions as well as what she believes is a strong moral compass. With her dedication to her art and lineage though comes at the cost of friends within the Acadamia. Having her studies distract her from such things through a good portion of her life until she finally got out of being a Secondary Schooler and on with the greater freedom as a Ruin Mage. Versatility over one special skill in her magic and daily life left her with many graces and favorable attitudes from her teachers, but some can take her as a show off which leaves her to enjoy the quieter moments of the night and how music can help her take her mind off the troubles of life. More... abrasive and direct anger from others can easily annoy her as the logic of it may pass, but devotion is something she respects even if its not the same devotion as her.
Could one of you guys read the abilities section and say if its good or bad? It's late here and while feeling ill I may or may not write the best.
It's fine. Looks good for the most part. One thing though, Rune Magic is already a type of magic used frequently. In fact, Felix uses a type of rune magic to get from place to place. Also, I will at some point have Felix make inferences of the gem magic based upon the description you have given it once he sees you use it. Something along the lines of using manalysis to see how mana interacts with your gems, how you use them as your focus, stuff like that.
Question on Scholars of the Societas Academia. Aside from their usual tasks of researching the arcane (and its wide realm of knowledge) and creating new spells, are they limited to the spells they produce or discover, or can they utilize spells and skills from other aspects or factions?