News... Currently FOUR characters! FOUR more spots are available! <3
The next post will be coming next Wednesday/Thursday! 5/6/2021
If you're still interested there are plenty of spots and I can work any new characters into the storyline. By the pace of the posts you'll probably have one week and a half or a full two weeks to prepare a character if you're interested!
Existing for hundreds of years Gabaras has thrived off their immaculate spice trades, silk, prided themselves in grandeur relations with foreign dignitaries, and claimed the name as a city of magic. Gabaras was boastful, filled with pride but also kind to their allies. Its king ruled with an iron fist held against those who called themselves enemies and shielded those of a lesser fate.
On the cusp of an industrial revolution, Gabaras’s greatest minds began a collaboration of magic and metal-- steam arising from houses as the city began to advance faster than any kingdom around it. But at its peak, Gabaras fell for mysterious reasons, and one day the council had announced an undocumented ancient evil that had cursed its land. This announcement caused mass hysteria followed by speculation-- but those who were skeptical suddenly disappeared.
Citizens caught wind of the mass disappearances and eventually revolted against their kingdom but the revolts ended in silence. A handful of revolutionaries were unaffected and surprised by their comrades' docile behavior and continued with their original plans and eventually uncovered a dark secret mustering behind Gabaras’s castle walls…
The royal family and the governing branches of Gabaras were seemingly under the control of an unknown entity that grasped its roots deep within the castle-- and in an attempt to thwart the entity the revolutionaries devised a plan of attack and when that attack came it failed spectacularly.
Betrayed by a group of their own comrades the revolutionaries scattered and eventually killed off by the betrayers. Barely any survivors were left and those who managed to escape Gabaras’s peril died of a mysterious infliction but their deaths were enough to gain the attention of neighboring kingdoms that soon gathered their militia alongside mercenaries and the adventuring guilds to fight against the unknown darkness culminating in Gabaras.
“Oh dutiful soldier, save my people from their peril. “
The Nearby World Somnius, The Greyveiled Scorn
Discovered only a few millenniums ago Somnius is a collection of landmasses that have been rigorously colonized by modern kingdoms. Before its discovery, it was known to be a land of danger-- being occupied by an unknown civilization and when contact was attempted no response was given, and then shortly after an invasion occurred but no one was at the other end of that invasion.
In any case, the land underwent an intense battle for reclamation hundreds of colonies, tribes, and groups alike battled on Somnius- battling in lands of which were dotted with ruins and evidence of past life but as always man and men were blinded by the lust of war and eventually only three kingdoms stood victorious against all odds.
Gabaras under the rule of the prideful king, The Kogan’s under the rule of the wrathful king, and Amber Grove under the rule of the merciful king. As the three survivors of a long hundred-year war for territory the three kings that manned their nations collaborated and ruled under one banner over Somnius. Formally naming themselves, “The Kings of Somnius. “ and created a trio of capitals that bordered the edges of Somnius.
Entering peacetime the three lived and grew within Somnius, mapping out its land and discovered ancient knowledge from what they could only assume was from the civilization that never responded. As time went on two of the three kingdoms became docile but Gabaras grew at an alarming rate. Forming connections from outside of Somnius, developing new magics every second year, and soon technology of running gears like airships and blunderbusses made their appearance within cities walls.
As advanced as they were, Gabaras eventually fell to collapse for unknown reasons, and their fall shook modern society, and immediately the remainder of the trio called to arms to aid their fallen comrade.
Gabaras
The King of Gabaras, Jonathan Lockly is the most recent and youngest king of Gabaras and has played a role in developing his kingdom. Extremely inquisitive he has always had a knack for magic and the more earthly aspects of magical applications. Claiming that his goals were to "replicate magic without the use of magic. " Obviously his goals slowly became fulfilled and created a grand city that was worth his pride.
At the start of the industrial age, Gabaras began mass preparations of modernizing their city with technological applications such as city travel with trams and motorized vehicles. Homes specifically in Gabaras were equipped with electronic and magic capabilities coupled with mass sewage lines. A wonder to the world, they barred off their projects for the "safety" of the other kingdoms as they claimed that all new technology were labeled as prototypes. But eventually, Gabaras's hand was forced and began to slowly introduce their technological marvels to the kingdoms.
Kogani
The King of The Kogan's, Oda Hideyoshi. Although not actually a king, Hideyoshi holds royal blood and has been a continual tradition of the centuries passing. Kogani runs on democracy and works alongside a political representative-- Oda holds some political power as a majority of its citizens believe in the sacred flow of tradition. Aside from being a traditional figure, Oda actually takes the title of War General and hones his ability in teaching Kogan Soldiers the art of the blade. He is especially popular for mouth and hand type abilities that require no incantation but breathing.
Following the Industrial Age, the city of Kogani generally stays away from Gabaras's technological advances but its politicians did play a role in persuading Gabaras to release a few of their technologies that would help the overall quality of life within the city. This included cement roads, motorized vehicles that were only distributed to some people of the Kogan’s, and sewage lines. Aside from the more recent industrial advancements The Kogan’s take arms as the leaders of the seas and are proficient at sea on war. They offer protection both on sea and land and store the 2nd largest army, the largest being Gabaras.
And although having the 2nd largest army, it is generally a great honor to be recruited under the Kogan’s military. They are especially known for their skill in combat, particularly honing mouth and hand mana abilities that require no incantation-- instead, simply breathing.
The Amber Groves
Originally having a king back in the days of the Somnius war, they have completely abandoned the monarchy government and now rely on a socialistic representative council of the provinces within the Amber Grove. They are a powerhouse of magic and have protected the land from natural disasters and provided almost all the mages of Somnius with their magical knowledge.
With the introduction of the Industrial Age, the council completely welcomed its emergence. Right as Gabaras began formal trade with the cities they were the first to also industrialize their cities but with an emphasis on magical applications. A majority of homes and even cities nest their way into trees or natural objects and thus use the new technologies to automatically activate magical appliances without the need for a mage.
MAGIC It is unknown how the dance of magic began-- but it became a prevalent tool in almost all known societies. Magic has been a pathway to and from worlds and a way of communication between the peoples of the earth.
In simple meanings, magic is a label used to define actions charged by the collection of mana. Mana is the energy that can be shaped and conducted by the user's will. From summoning demons from the dark realm, or conjuring storms over a city, magic has no bounds except for the restriction of the humanoid body.
Those restrictions being the storage of mana. From the current world's understanding mana travels through the body but cannot be perceived normally. But with the use of “Magic Sight,” scholars are able to see the travel of mana throughout the body and is mainly directed towards the mouth, arms, chest, and legs. Mana travels through the body via blue-ish tinted veins and can only be perceived through magic sight.
These veins determine the amount of mana a person carries and if they are denser the more mana they can carry and vice versa. Mana veins also dictate where you can cast magic; with a focus towards the veins in your mouth, you are able to cast magic efficiently through incantation. A focus towards the hands or legs implies some sort of magically drawn symbol or patterned dance that enables a spell.
But usually, mages focus all points of their body so they are never too underhanded. Although, if a mage chose to focus on one point of their body their mana veins would move in favor of where they are casting and thus disable all other areas of their body and can only be moved through rigorous training or expert restoration magic.
Magic is always changing and scholars stress that those of a magic degree always be open-minded to new possibilities-- even if their odds seem unlikely. RACES Humans, Elves, Dwarves, and Orcs. Humans populate a majority of the planet- having the knack for adapting to any surrounding they meet. They are tenacious beings and often rule over the other three main races. Elves on the other hand tend to stick to the sidelines offering little to the world, focused on their own kind. The elves isolate themselves to the grand forests of Earth and live quiet but long lives. Their silence is often but met with annoyance but whenever they do have the chance to speak the other races listen.
Dwarves are a rowdy bunch, populating earth almost as much as humans. They are small but ambitious and are in the front of technological advances-- to compensate for their stature dwarves hone a manner of machinery or take hold of steel laced with magic. And finally, the orcs, found in Elven forests they are taller than humans and come in many different shades from blue to green, and also sport sharp ears. But unlike the elves, they are strong and forceful. Usually collaborating with their forest friends Orcs take up arms in the art of war and defend their land-- usually not belonging to any sort of government orcs instead belong to a majority of tribes and informal societies.
Aside from the four races, there are also hundreds of others that don’t make themselves known as much as the four. Either in hiding or simply in another plane of existence, these creatures are labeled Otheros-- and make a small percentage of races on Earth. And because they are undocumented by larger civilizations they are met with… uncertainty and a degree of hate from the main races except for the elves and orcs who welcome Otheros kind. Character Sheets
Name : Appearance/Description : Gender : // Race : // Age: Personality : Background : [ Don't worry about this section too much! Just vague details should work well enough since we won't be going over any lore OUTSIDE of Gabaras (this will make more sense in RP. ) But! I do have to include that if you are Otheros your character probably has met some level of oppression and that can work into your personality/background and in addition to this Elven/Orcish people are kinder to Otheros! This should be all but I stress-- if you need any help pm me! ]
Magic : [As stated, Mana Veins dictate how your character controls and cast magicks. With a focus on the mouth, you are incantation bound, with legs you are bound to a patterned dance, and with arms, you draw runes or conjure magic circles. Ultimately these are specifically for flavor and any type of magic is available as long as they aren't too strong! i.e Time manipulation, reality manipulating, or anything on those lines. ] + (Include a basic list of spells a maximum of five should be perfectly good. Your spells should be moderate in a way that they won't decimate cities or one-shot a powerful enemy. They are base-level magicks like a fireball or "water-shot". I suggest for the spells that you have 1-4 basic magicks and then one more 'ultimate' spell. You will be continually advancing in magic as you progress the story so you don't need to feel as if your character is underpowered! )
Equipment : [You characters are most likely under some sort of mercenary work or directly connected to an adventuring guild so they will have some level of basic equipment. Please don't go too overboard! You will be getting better equipment as the RP rolls about!]
CODE:
Just to make sure you've read everything!!! TELL ME A QUOTE THAT YOUR CHARACTER SAYS ALOT!!
Standing a fair 3 feet 7 inches, about average for a dwarf probably. Well muscled and hefty is he, with golden locks, a shaved pate and a glorious golden beard. Aye he's still young. Great muscled arms from lifting kegs of mead, beer, and other spirits besides. A brewmaster and proud of it.
Gender : Male // Race : Dwarf // Age: 34
Personality Loud, proud and often drunk on his own supply. Banard comes from a 203 year long line of Dwarven Brewmasters. And you better believe he's damned proud of that fact. The Kegborne family has been brewing since his great grandfathers time. Banard took up after his father, after his father decided to retire. He's not an angry dwarf, infact he can very well be thought of as jolly. A kind man, but disciplined and firm when it comes to drink and drinking.
He's been handed a small empire of breweries, brewhalls and the near sacred list of brews that the Kegborne family has created. It's almost like a religion to him, tending to the list and his holdings. Straight and proud is how he was taught and he'll be right fucked if he doesn't do his father and ancestors proud!
Background There's a saying among dwarves. "Warriors fight with axe, shield and crossbow. The Old dwarves grumbles about how things were in the past. The miners dig, and the Lords scheme. But if you want to know the heart of a dwarf city, you find the Brewmaster." And in alot of cases this is true. Brewmasters keep the dwarven people happy with full tankards and good company and play.
Banard comes from the Southern Dwarf Holds, lands of great fields among rocky mountains. Great pillars or grey stone and fertile fields. Perfect for wheat, and barley growth as well as cattle. The Kegborne own vast tracts of land for barley and wheat and lands for breweries that have been in the family for just a little over two centuries. The family have cultivated a list of fine drinks, and are just a little proud of the fame this has brought. Banard most of all as he continues on this family empire.
He's no stranger to hardship, as he spent 10 years in a Dwarven deep mine team. Thick armor and axe-pick in hand fending off dark things while digging out veins of precious metals and ores. Something like an official term of service before he could go off and do something else. After that term he went back to his families holdings and began to learn how to be a brewmaster from his father and grandfather. It just felt right to carefully create the Kegborne blueberry beer.
Magic
Dwarven Rune Magic The Art of Striking the Words of Power
Banard is no Runemage or Rune Smith, but he knows a few runes that he can strike into his boilers and fermentation chambers. Chief among these are the Swirling Waters rune which can act as a back up for stirring mash. And the Roaring Flames rune, that can replace a heating element for keeping the boilers nice and warm. He knows a few more, like a rune for protection against harm and another that is like a proximity mine that causes a stun effect. But little else.
Equipment No dwarf is without a good axe, or hammer, or mace. It's what they know and what they'll wade into battle with. And Banard has his old axe from his days as a deep-miner. He also has a great steel and silver tankard. Something his great grandfather made in his spare time. It's got no special enchantments but for whatever reason when it's filled with a good brew and someone drinks from it they always say they feel more refreshed afterward.
CODE: "Well then, you think you know your brews? Well take a swig o' this then!"
Blatant Inspiration: Samuel and Josef Bugman from Warhammer Fantasy: The World that Was
The character sheet is great! I'm going to assume that Kegborne and the dwarven holds are from the outer world (or a continent that's NOT Somnius. ) So that means he's completely separate from the family of dwarves that mainly stay in Gabaras.
The sheet looks really good even if it's inspired or taken from another material he really melds well the format we got going! In summary, he's ACCEPTED!! :D
And oh my god, I keep thinking I have everything sorted but NOT REALLY-- I am so sure this is the last of what we need. All we're missing from the sheet are a list of beginning spells! I'll clarify that in the CS once I get it updated!
@BigPapaBelial I'm so sorry I didn't originally add it! But please review both the character example and the re-edited character sheet at the top to add your spells list if you haven't already done so! Otherwise your character is pppog
I'm working on something now- leaning towards a sort of magically inclined archer of some sort.
As far as discords go, I'm not a huge fan of them- probably because I already have way too many servers I'm a part of and another is likely to get lost in the discord (heh). But I'll go with what everyone else wants
I could go either way on the discord thing. I check mine every other day or so, and most of my servers are actually partially muted. But yeah either way.
Okay, so I'm thinking over how to implement my character. As aforementioned, he's meant to be a sort of spellsword, focusing on different elemental spells that have combative and utilitarian application. I wonder if, I should have him use the same spells, but apply them in different ways? My main question would be how many spells/abilities is a character allowed to have?
Main thing I need to work out is backstory. Originally, this character is supposed to be some kind of fugitive. The latest iteration of this, was that he was part of some organization that turned out to be corrupt, and he was framed for a murder in order to ensure his silence.
What I do have solid is that he should have traveled to Amber Grove to study magic. He's had dreams of being a kind of "Spell-Knight" like those of legends. He joined an organization in order to further his combative magic skills, and I'll decide if the fugitive bit is necessary or not.
(Include a basic list of spells a maximum of five should be perfectly good. Your spells should be moderate in a way that they won't decimate cities or one-shot a powerful enemy. They are base-level magicks like a fireball or "water-shot". I suggest for the spells that you have 1-4 basic magicks and then one more 'ultimate' spell. You will be continually advancing in magic as you progress the story so you don't need to feel as if your character is underpowered! )
Ooh you could put into play that fugitive status-- with the arrival of the Reclamation of Gabaras, the adventure guilds have offered you a chance to "work" through your jail-time by joining the quest? :o
Otherwise, everything else sounds pretty pog
I'll get to working on a discord and I'll send invites through PM!
Here's my character! Almost done, just gotta fit up the equipment and the last bit
Ramiel Wyndham
"I'm a better shot than most, luckily for you I'm on your side." Standing in at 6'2", a tall and wiry frame belie a surprisingly developed physique. Rather sinewy and lithe, his is a body that appears used to regular travel and exertion, if not heavy physical labor. Golden blonde hair waves across his head, but is often pulled back with a headband or hat. He prefers earthy colors- greens, browns and blues, with splashes of red to break up the monotony.
Male // Half-Elf // 65
Personality : Not as quiet and reserved as elves, but not as gregarious and adventurous as humans, Ramiel sits somewhere in-between. Ramiel is a calm and fairly down to earth individual, with a friendly and warm disposition and adventurous spirit. Ramiel isn't afraid of confrontation, and will readily stand up for what he thinks is right, but is rarely hot headed or brash. Somewhat lazy and work-adverse, it isn't uncommon for Ramiel to attempt to skip out on camp duties or otherwise avoid more mundane tasks and labor.
Background : A half-elf born of a orcish father and elven mother, Ramiel was born in Kogani but was raised in the Amber Grove. The oldest of three, Ramiel and his siblings were afforded proper education, and Ramiel- taking after his mother- was discovered to have a natural aptitude with magic at a young age. When he came of age, Ramiel was entered into the Veradan Academy, one of the premier schools for magic in all of Somnius.
Ramiel earned middling grades while in school, praised for his natural talent and aptitude, but reprimanded for his general laziness and flippant attitude. Still, Ramiel graduated from school with above average marks, and joined the ranks of the Amber Grove's Rangers. The Rangers serve as one arm of the Amber Grove's military, with its primary duties being to protect and maintain balance between wildlife and the environment and modern society around Somnius. Tasks ranged from preventing wildfires, providing search and rescue services and fighting off monsters roaming too close to civilized areas.
Over the next several decades, Ramiel served the Amber Grove's Rangers admirably, showing a knack for not only might and magic, but tracking and outdoorsmanship as well. As one of the few non full-blooded elves within the ranks of the Rangers, Ramiel found himself getting along better with the orcish rangers in his company and honed his skills with the best of them.
After 30 successful years in the Rangers, Ramiel would eventually strike off on his own, eager to put his experiences to the test as a mercenary, adventurer and explorer. Ironically, he's ended up doing much of the same work he did while a Ranger, only this time without a regular paycheck.
Magic : The Archer's Arcana Taking after his mother, Ramiel's Mana Veins are surprisingly potent, are focused around the arms, though there are still some present around his mouth and legs. Etched tattoos across his forearms help him focus when casting spells.
Arcane Bolt - Low Effort, Fast Cast, Medium Impact A quick blast of arcane energy fired from the fingers. A basic spell learned by most magical practitioners during their first years of practice. Arcane bolts hit with force and speed similar to a crossbow or longbow and require a single hand motion to cast. An additional hand motion to specify an element can be added before the bolt to provide it with an element, otherwise it strikes its target as raw arcane force.
Imbue Element - Medium Effort, Slow Cast, Variable Impact Create a rune in the air, and then place it against the striking surface of a weapon or object to imbue it with a specific element, enhancing its strikes. Strength of this spell is dependent on the size of the striking surface of the weapon. A longsword or halberd's blade would receive a stronger enchantment than a dagger.
Step of the wind - Low Effort, Fast Cast, No Impact A combination of hand motions and steps conjures an unnatural wind. A powerful wind pushes at at Ramiel's back, allowing him to move faster and jump further. These winds also allow him to land and move around relatively quietly- at the very least the sounds of footsteps are shrouded by the sounds of wind.
Lightning Arrow - Medium Effort, Slow Cast, High Impact An arrow of pure lightning conjured by simulating the draw of a bow. Looses a powerful beam through the air, capable of piercing through targets. The longer the arrow is drawn, the more powerful it is, but the more mana it consumes.
Stormcall - High Effort, Very Slow Cast, Very High Impact A lightning rune painstakingly crafted and pressed onto an arrowhead. Can be fired into the air and onto the target. The arrow glows after hitting its mark, calling down a powerful bolt of lightning from the sky a second later. The act of firing the Stormcall Arrow is no more difficult than firing a normal arrow, but the process of crafting it is difficult and energy consuming. Currently, Ramiel can only reasonably craft one a day.
Equipment :
Compound Bow - A relatively new type of bow introduced shortly before the fall of Gabaras. More powerful than a longbow of similar size, and capable of collapsing into a small compact form for easy storage.
Quiver - A simple, unadorned but finely crafted leather quiver containing 20 well made arrows. The arrows are feathered with white and red feathers for easier retrieval. A single arrow with golden fletching is imbued with a powerful lightning rune.
Shortsword - A simple steel blade made for slashing. An adequate sidearm or backup weapon when things get too close for comfort.
Ranger's Armor - A set of armor custom tailored to individual rangers of the Amber Grove. Ramiel's armor consists of primarily toughened leathers and thick cloths, with steel plates on his knees and forearms, and a chainmail shirt over his torso for additional protection. A green coat is pulled over the entire set, and a red scarf provides a splash of color.
Ranger's Kit - All manner of necessary equipment for a ranger. A small woodcutting hatchet, a waterskin, and a small leather satchel containing the necessities: A small amount of dried food and water, a woodcarving knife, spare fletching, fishing line and hook, twine, needle, basic medicinal herbs and a small bottle of spirits.
✣ Personality: Because of her upbringing and discipline, Mavis often holds herself and those around her in high reserves of discipline. For the most part, she is “no nonsense and strict”, or so others have oft described her. In truth, she simply likes getting the job done quickly and efficiently with no excuse or waver from a job or contract. Because of this, she’s often noted as a stalwart force both on the battlefield and off it; or for the more ill-natured, a stick up the ass.
Still, there is some leeway behind the stoic wall she holds on herself. If one is patient enough, they may catch her smiling when a soft breeze passes her cheek or when a cute animal crosses her path; or when someone suggests the prospect of monster hunting. Either or, rare as it is, seem to allow something of a softer nature be revealed from the mercenary girl with the spear.
✣ Background: For as far back as since she was a little girl, Mavis had always been fascinated in monsters. From their nature to their standing, the vast bestiary of creatures that walked the earth held ill intent and fascination from the young girl. And with this curiosity came the desire to hunt them, be it out of some sense of justice to those they’ve plagued and wronged or perhaps for the thrill of adventure. Regardless of her reasons, it was this single drive that decided much of Mavis’ early career before flourishing into the life she holds now.
Born in the Amber Groves, she was discouraged from an early age at her lack of magical talent due to her thin Mana Veins. Naturally, she was drawn more so to the way of the warrior and thus, soon found most of her training under the kingdom of Kogani. It was there where she learned the art of weaponry with the brutality and gritted combat skills needed to survive the harsh regiments of the warrior kingdom. At some point in her life, she left Kogani, having acquired all the tools of trade and survival skills needed to pursue her true passion: Monster hunting.
Now she serves as a mercenary for hire to anyone who can afford her coin, though she’s been known to waver the prices for any quest involving a malevolent monster. With the news of Gabaras’ fall reaching the ears of the land and rumor of unnatural forces being responsible, it served as the perfect chance for Mavis to embark on a true adventure to test the measure of her life.
✣ Magic: By choice or chance, Mavis never had much of an affinity for the arcane arts due to her extremey thin Mana Veins. Because of this, she has not learned any noteworthy spells nor does she find any desire or effort to do so. Were she to take the time to practice and perhaps hone her magical ability, she’d more than likely manifest it through her arms via runes or magical circles. At the current point in time however, she prefers relying more on her own physique and the assurance of steel more than anything else.
✣ Equipment: As per any mercenary or sellsword for hire, Mavis primarily carries tools of the trade common in her field of work. Most notable among her essentials are the arrow-headed spear and short sword on her figure. While both are ideal for combat, Mavis’ style in fighting sees her in usage of her spear more than her sword; though that’s not to say she can’t use either in deadly proficiency. She often wears a metal gauntlet upon her dominant right hand to better assist herself in using the great spear.