As you drift into the abyss of sleep, you feel a sharp tug in your chest. It's too late to resist - your body has gone limp and your consciousness is being transported thousands of miles away. You've been selected for the Bestowing.
You wake on an island. It's the dead of night - the sky above blazes a palette of cool colours. You look around, and see maybe a dozen other bright figures - you assume they must be like you.
You look up again and see 8 constellations blazing in the sky. Each depicts an epic figure; you don't recognise them, but immediately feel their power, even from millions of miles away.
In the distance, an orb of light floats above the water. From it a powerful voice resonates through your ethereal body.
"Welcome. You have been selected to participate in the Bestowing. Above are nine constellations - each is the figure of a Titan, a powerful being that holds control over one aspect of the world you know. Ally yourself with one of these Titans, and become a champion for them - carry out their will on earth, and squander the progress of other Titans if necessary...if you so please. Should you choose to ally yourself to none, you will be Branded. Fight, then, for the glory of the Titans, in the arena of planet earth!"
The constellations above burn brightly, expectantly. The horizon of the dark ocean also burns a low purple. You could walk across the water and awake...or pledge allegiance to a Titan. You must make your decision.
Allies: Locke, Rylai
Enemies: Harrow, Chremon
The overseer of time, and the pinacle of progress. Epoch understands that time welcomes all but stays for no one. The movement of the continuum is pivotal to order and life. The champions are expected to be innovators, and the leaders of world progression. They are expected to NOT be very materialistic, as time does not accept luggage.
Blessings:
Continuum exception: Once every hour, the Champion has the opportunity to slow time to 1/3 of its speed, for up to 1 1/2 minutes (30 seconds of slowed time).
Acceleration: The champion can enhance their speed, agility and thoughts. Unlimited usage, but this also ages the body. Be wary of use.
Soothesayer: The champion may be given visions of the future, at the cost of great pain while doing so. Bestowed upon them at the Titan's wish, if they are in good favour.
Allies: Pangaea, Rylai
Enemies: Harrow, Rennigan, Meridian
Austelle is the creator of the cosmos, peppering it with the fine fragments of his own celestial forgery. He values the appreciation of beauty, and implores champions of his pantheon to marvel and preserve the glory around them. They are expected to find the beauty in EVERYTHING. No exceptions. Positivity is key!
Blessings:
Numinous: The champion can inspire a person to rally to their cause for a short time, feeling Austelle's magnificence.
Event horizon: The champion illuminates an area with starlight, burning away darkness and impurities.
Starman: The champion becomes the embodiment of space, being able to shift through walls and arrive at another location in space if they so wish. This is very exhausting on the body, and can only be used for a few minutes every day.
Allies: Chremon, Epoch
Enemies: Harrow, Rennigan
Locke created the unruly nature of the sea, and wants to see (heh) uninhibited motion in all things, just as a body of water. She favours activity in her champion, always pressing to achieve an objective, and does not tolerate complacency or laziness.
Blessings:
Lagoon:The champion creates a small puddle of water they can use to teleport from one location to another, providing they've formed another puddle there. This ability can travel further in wetter conditions/areas.
Barbed gift: Locke gifts the champion with a trident that can be used as a weapon, which is bound to their soul by a 100 metre chain. The weapon is imbued with some magical power in the hands of the champion, but if the tether is broken the trident is destroyed, and the champion loses favour with Locke.
Leviathan: The champion summons tentacles that ravage the area around them, consuming all except for the champion. This power gets stronger near large water bodies.
Allies: Epoch, Pangaea
Enemies: Harrow, Rennigan, Chremon
Rylai is the judge of the living, and executioner of the dead. Considered the most righteous of the Titans, Rylai expects his champion to fight against the immoral, and to follow a strict moral code themselves...or they too will face Rylai's wrath.
Blessings:
Detector: The champion is easily able to detect the morality of a person, eventually realising their intentions, secrets, and memories the longer they remain in a person's vicinity.
Executioner: The champion tests a person, bathing them in holy warmth. To the righteous, this is a pleasant warmth, but to the extremely corrupt, it burns even their bones to ashes.
Divine court: The champion creates an arena of light to test their foe in glorious combat. The most righteous will always prevail. This condition is not applied to other champions, or the Branded.
Allies: Chremon
Enemies: Pangaea, Harrow
The Puppeteer is an architect of the mind, finding facets in people's personalities to manipulate and exploit. Not inherently evil, the Titan seeks to test the boundaries of the human mind. What he does with his results is unknown. He expects his champion to seek knowledge in all its forms, and to even exploit people if necessary. He disapproves of relationships, seeing them as a distraction to his cause.
Blessings:
Conversion: The champion is skilled in the art of persuasion, eventually bending others to their will. The longer they talk, the more the subject is convinced to do their bidding. This effect is limited to strong temptation on champions/Branded.
Host: The champion can see from the perspective of any other person or animal, but cannot control their movements or actions, for up to a few moments a day. The champion must have made eye contact with the victim at least once, the more recently the clearer the vision.
Puppeteer's stage: The champion reaches into the very mind of their victim, and views the entirety of that person's psyche as a library. With experience and time, the puppeteer will be able to view "books" in the person's mind that can be rewritten to change a person's thoughts, or even personality. This effect is reduced on champions/branded.
Allies: None
Enemies: All
Harrow only seeks to squander the goals of the other Titans. It is this objective that makes her the true mediator: balancing all the forces that wish to sway the world in their direction. Harrow only wishes her champion to disrupt other champions, and does not encourage them to pursue friendships with other champions.
Blessings:
Nullify: Disables the target champion/Branded's abilities for a few minutes. Can only be used on that champion/Branded twice a day.
Oracle: The champion can seek the presence of other champions. The closer they are, the weaker this sense gets.
Decrepit: Subjects the area around the champion to entropy, ageing all life in this radius significantly. The more complex the organism, the weaker this effect is; humans are aged by a year, and champions/Branded are merely slowed in thought and action.
Allies: Austelle, Rylai
Enemies: Harrow, Rennigan, Meridian
Pangaea is the designer of all animal and plant life, finding joy in creating a new creature every few millenia or so. Pangaea wishes for harmony between humans and nature - she wishes her champion to not be violent unless completely necessary. She also dislikes her champion wasting - for every thing used, place back two.
Blessings:
Mediator: The champion is naturally fortunate and charismatic. People around them are more peaceful, up to a certain extent, and the champion can tame even the most wild animals, with time.
Practitioner: The champion heals the wounds of someone else - at the cost of their own well-being. The more dangerous the injury, the more energy the champion would need to exert to fix it. The champion CAN revive someone that recently died, if they give their own life as a sacrifice.
Sanctuary: The champion whisks away themselves, and the people/objects in the area around them, to a random location in the wilderness, safe from harm. This location cannot be decided by the champion. However, given the champions natural good fortune, perhaps Pangaea has a reason for delivering the champion to that place.
Allies: Rennigan, Locke
Enemies: Harrow, Epoch, Pangaea
Chremon is the father of the entire draconic lineage, creating the first dragons from the wrath of truefire itself, watching the species grow fruitfully until humans slaughtered them by their thousands. Over the last several centuries, few remain alive. Seeking to once more make dragonkind a species of legend, Chremon only asks that the champion forsake most human contact to devote themselves to their cause.
Blessings:
Pristine scales: The champion is extremely fire resistant and magic resistant, to an extent - magic has a reduced effect on them.
Sear: The champion can heat their hands with enough power to melt some metals. Can be used for mediocre light, plenty of heat and for combat. For this reason, the champion may choose to use hand to hand combat as their main means of attack.
Dragon's heart: The champion can reconstruct the matter of their bodies to transform into a dragon at will, gaining the ability to shoot jets of fire and fly. Dragon form is about 25 feet long, with a wingspan of 75 feet. Dragons have the same heat/magical resistivity.
Allies: Harrow
Enemies: All (minus Harrow)
The Branded have chosen to ally themselves to none, leaving them without the conventional blessings of the Titans. However, the defiance of their destiny has entertained fate; their soul is reborn each time they die. With many lifespans, they can learn to control this ability. They only suffer from a fraction of the abilities of the champions, and have no reason but personal whim to fight for a cause. Because they have turned down the gift of the Titans' blessings, they are expected to be killed if they're ever found by a champion, with the exception of Harrow.
Abilities:
Burden: The Branded can absorb the souls of organisms around them, gaining power depending on the amount of life energy absorbed. This increases healing, speed and strength.
Soul surge: The Branded can wield this life force as if it were magic, personalising and manipulating it to their will. This destroys their "pool" of magical energy, making them reliant completely on the life force of others for magic. These abilities can only be used if they have enough life force absorbed from other sources; if the pool of "life force" absorbed is depleted, these abilities cannot be used.
Spirit form: With mastery of the rebirth process, the Branded may choose to travel with only their soul (as pictured). They may turn into dust at this point, and can travel on the wind to a new location indefinitely. If their body is left without a soul for too long, it will die - however, the Branded can eject a soul from another body with enough force (easier in older bodies) and inhabit it, destroying the soul of the previous person.
You are a Champion. Demonstrate FUROR TITANICUS!
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The Cosmos, the entirety of the FT universe, is split into several realms. There is Earth, the planet our characters reside on, and 9 other realms that are inaccessible to humans. A Titan resides in its respective realm, and CANNOT pass into another realm, either of another Titan, or onto Earth. This makes direct combat between Titans IMPOSSIBLE. That's why they use Champions to inhibit the will of other Titans on Earth - if they were to pass into the Earth realm, the difference in physics would destroy an entire continent, if not the planet itself.
There are some points in each realm at which the barrier between others is much weaker, known as a Gate. It's still not possible for humans or Titans to enter another realm using Gates, but sufficient magic can be used to influence the area around them. Dreams are also a method Titans use to contact their champions, or humans worthy of the Bestowing. Gates can be found in nature, usually in/near Vistas (see below).
FUROR TITANICUS is set in the fantastical world of Earth - same name, different geography! The planet is filled with much of the flora and fauna on our planet, however there are other notable features that make the world much more interesting - and perilous - to live in.
Vistas are places on Earth that have a strong magical aura around them, usually because they contain a Gate to another realm. The areas tend to look very surreal and almost psychedelic - at these places on Earth the laws of physics are bent. Time could be slower or gravity weaker. Some humans devote their life to seeking out and documenting Vistas, discovering if there is any correlation to their location and the effects experienced within them. Due to their magical nature, Vistas have a tendency to allow beings such as Demons and Wandering Spirits to manifest without the use of a summoning circle. As such, Vistas can often be used as training in fighting the ‘free’ Demons found there.
The Earth in FT is much larger than the planet we live on. As such, huge colonies of Stelebark trees have formed - the bark is as tough as tempered steel and is even brewed into drinks by some tribes (see below). These forests are the size of oceans in some areas - it is said that those who enter never make their way out again.
(ignore the blimps >.>)
The icy grip of the south has been slowly advancing up the planet in the last few centuries. Strange creatures, spirits and beings have crawled out from the maw of the land. Harsh and unforgiving, only the most hardened people dare live close to this area - the souther pole is currently unexplored. Who knows what secrets lie there...?
Direct link: http://i.imgur.com/9lKbrXv.jpg
1 Hexagon is equal to 6 miles. 1 Mountain Hexagon is equal to 9 miles.
Since the world is so much larger, there are many more cultures and communities around the globe. Some from colossal cities, others live as vagabonds. Very few have heard of the Titans, worshiping other mysterious gods themselves.
Some nomadic peoples live in the large deserts that swathe the east of the land, living by pillaging other small settlements, hunting and farming mudweeds where they please. These tribes are relatively organised - taming and raising their own docile animals has allowed them to create huge communities on the backs of some alone. At first glance they may seem primitive, but the survival instinct of these tribes have lead them through many hardships - none know the deserts like they do.
Kingdoms have varying aesthetics depending on their location and the culture of the people living there. The city pictured above, Tiriatharg, is the capital of its respective kingdom (Capitals are usually named after their Kingdoms). These cities can be extremely large, or quite small and secluded, depending on the population. Other examples:
Braford is a pirate village in the northwest of the largest landmass, Sage. Filled with mercenaries and criminals of all calibre, the relative anarchy is ironically the glue that holds the town together.
Kingdom on the edge of a large superforest, the Fairie Woods. The people are nature loving and peaceful, despite the imposing aesthetics.
An almost alien Kingdom, found in the middle of a large Vista. The physics allow grand structures to be built, appearing surreal and bizarre - the geography of the city has attracted many researchers of the Vista phenomenon.
The Noble City of Thrayheath has about eight different noble families controlling the day to day lives of their people. The most prestigious of these noble families is the Bhiloda-Darila Family and the second prestigious noble family is the Soren-Esta Family. The Noble City of Thrayheath was built up by the two most prestigious noble families, which pride themselves on the unique architecture they built. The Noble City of Thrayheath is a tiered city with eight districts within it, all basically named after the eight noble family’s last name. The Noble Families mansions are in the center of the eight districts. There is a vast building in the center of the entire city, which is the noble family council building, which is called Thrayheath Hall, it is in the 9th district, which is called Thrayheath Proper. The Noble City of Thrayheath is neutral among the other kingdoms on the planet, they get many travelers going in and out of this city, who wish to go to other places. The rain never stops over the Noble City of Thrayheath, it can constantly rain for about a whole week at sometimes.
Architecture: Thrayheath’s architecture similar to that of Italian and German Architecture but with a wider range of darker colors and brighter colors. The important buildings are with brighter colors and the housing are darker in color. However, there is no gray in the entire noble city. The shapes of the buildings are similar to the Italian/German Architecture. The city’s docks are very beautiful and large enough to hold about three ship of the line but it can hold a lot more of the smaller ships.
Districts: The eight districts of the noble city of Thrayheath are named after the eight noble family’s last names. All the districts have the noble family’s mansions and they are in the complete center of the district and it usually intersects with the 9th District where the Thrayheath Hall is located that district is called Thrayheath Proper. In addition, the housing of the Noble City of Thrayheath is spread around all 9 districts and including the outside of the city. The Districts are separated by stone walls since the city needed to be protected, the stone is usually limestone or granite. The gates are normal sized construction, they can fit a large animal equal to the size of an Elephant or slightly bigger and you are required to buy a district pass from the entrance to the city.
The Briloda-Darila District is the cleanest district since it is specialized in making jewelry, clothes, and these shops charge a lot of money for their services. The Soren-Esta District has more hands on shops, alike Blacksmithing, Fletchery, and it has Thrayheath Grand Church in this district. The Yaariyan District is the inns, taverns and other forms of entertainment and it has the Thrayheath Park in it as well. The Garr-Molsi District is the Harbor District, which holds warehouses, the docks itself, and a building, which houses shipbuilders to construct any size of ship, which is the size of a Sloop or smaller. The Draeven District is the Military District, which trains soldiers and guardsmen to keep the city peaceful from dangers from the water and the land, it houses the Military Complex called Thrayheath Fortress. The Ragna-Marr district is the where the criminals go to lay low, there’s dens of bandits and thieves in this district and if you go alone you might get killed. The Beta-Lira district is the Magic District it has magic shops, magic schools, and other such things, it houses the Thrayheath Magic School of the Nobles. The Wilhelm district is a district of mystery and fortunes told, it is where the would-be physics go to get a buck on the unexpecting traveler.
Culture: The Noble City of Thrayheath has a mixed culture compared to other cultures, both genders within the city are treated equally as if they were apart of a Noble Family. The Ratio of Male to Female is slightly more in favor of the female at least 1 male to 2 female. The Noble City of Thrayheath has a harsh conscription policy since it requires all able bodied citizens, living within the city to learn how to fight at a young age(9 Years Old) for both genders. The Noble City of Thrayheath usually prides itself on its fleet of mixed ships and its three Ships of the Line even though they usually use this fleet for protecting other kingdom’s trade fleets. They have to do this protecting trade fleets because of their trade agreements to all other kingdoms to keep their neutrality.
There is a strict rule against same-sex relationships. Anyone who is found out to be an offender of breaking this law is disowned from their Noble Family and banished from the city. However, this only affects the citizens within the Noble City itself. However, they usually cover up the fact if anyone has been banished. The offenders of this crime are usually told to keep their heritage a secret and never to come back to the city or they will be killed. The Noble City of Thrayheath has lack Religion Policies, is to allow anyone to worship in their city, which brings fortunate to the city or a rival of theirs, they enjoy friendly competition. The Nobles have knowledge in all things, which goes on in their city and sometimes without, the most fun they have is with a trader trying to get a better deal than they had gotten. The Nobles gave trading licenses to the other kingdoms on the continent of Sage via a letter of recommendation in not harming their neutrality. The Noble City of Thrayheath has a neutral attitude with the what’s going on the world, they haven’t once tried to intrude on other people’s business if they come from the other kingdoms.
Additionally, they are absolutely have a problem on their hands, there has been Giant Spiders coming from the woodlands to the north and the coast to the east and west of their city. These spiders are similar to Black Widows or Brown Recluses but much larger and much more dangerous compared to the smaller counterparts. Everyone within the Noble City of Thrayheath is terrified of spiders because of a strange coincidence, which caused them to be suspicious of these spiders. These spiders have intelligence as if someone is leading them to cause mayhem and terror to the citizens of Thrayheath. The Spiders from the woodlands are called Tree Willows and the spiders from the ocean are called Brown Depth Spiders. This is the primary reason, why the Noble City of Thrayheath has a very strict conscription policy. The spiders only come out around midnight to 3 o’clock.
Population: 600,000
Ethnicity: The Noble City of Thrayheath are lighter skin tone than all other humans, which makes them somewhat look like they are frail frail people in terms of their skin tone. They get sunburned very easily and usually cannot stay out in the sun very long. Their hair color are easily has a wide variety of hair colors. The people who possess silver hair are usually revered as apart most prestigious Noble Families and Traders, it is a very rare trait to be born with silver hair. Most people of the Noble City of Thrayheath are usually of the average height for male and female and can wear their hair as long or as short as possible, which they try to keep clean and well combed. The males like short hair and while the females like longer hair. The Noble City of Thrayheath’s primary eye color is Gray, which can sometimes turn into Blue Eyes.
Architecture: Elir Nazik possess architecture similar to that of Turkish architecture but with a wider range of bright colors. Many buildings are domed in the city and spires are often seen from almost anywhere.
Culture: Elir Nazik is a female dominated culture despite the ratio of females to males be one to five. Females are raised from a young age(Seven years old) to become War Maidens, the fighting force of the Kingdom. This entails learning everything from simple tactics to fighting with the myriad of curved swords found within Elir Nazik. Females are expected to choose their husband and husbands mostly live a domesticated life of weaving, cooking, and farming. A young woman often sets out from Elir Nazik on a ten year journey after she turns eighteen, a process which begins with them joining a tribe of the desert.
Each journey has a different purpose depending on the War Maiden. Some go out to pray at Shrines for the safety of Elir Nazik while others travel beyond the desert, visiting the myriad of Kingdoms outside of their home and encountering the various people who live in these places. A War Maiden is not to return to the city before her ten years are up nor are they allowed to return should they not return before the end of an eleventh year.
Ethnicity: The people of Elir Nazik are of darker skin than those of say plains or forests. Their hair is naturally brown and borderline black, though there are those who posses blonde hair and are often revered for their beauty. Many of the people of Elir Nazik are tall and possess long hair which they obsessively keep smooth.
Heham, a bustling Kingdom located in the Northern lands bridging the massive distance between Bradford and Hawic, is well known as a center of trade and vital position for all who travel across the North. Many people live in the bustling city from many walks over life but the most well known of those who reside there are the warriors of the Guilds. With thousands of men and women of great power within Heham and a noticeable population of dangerous creatures, people, and the need for protection came the creation of said Guilds. As such, many Guilds such as the Sentinels and Black Watch call the city home. It is not surprising to meet a member of such Guilds on the streets, either returning from or leaving to perform jobs.
Architecture: Heham, being a Northern Kingdom, relies on alpine woods and stone gathered from the surrounding forests and Shaziram Crags to build their structures. Many of the homes are reminiscent of Nordic style housing and often tend to be built into the hillside or the majority of their space being in cellars. Guild halls are often the most ostentatious of the buildings in Heham, often being made from the finest wood and stone possible. The only building in the entire Kingdom which stands out more than the rest is that of the Palace, a massive marble castle built and furnished with dark spruce.
Culture: Heham is a typically Nordic city, one ruled primarily by men though women are often treated as equals and independent, even being able to own land and businesses. Strong women who are capable of self-defence and fighting are considered the most equal and are even allowed to join one of the Guilds which reside in Heham. Though Heham is a center of trade and highly prosperous for a Northern Kingdom, it is better known for the Guilds which have taken residence within. Many of said Guilds vary in purpose with the Sentinels and Black Watch being prime examples, one being used to hunt creatures while the other often is hired to guard caravans, respectively. Despite having a standing military force of its own, Heham relies heavily on the Guilds to protect them whenever the need be, whether this is through charity or by payment is decided by the Guild in question.
Ethnicity: Due to Heham’s nature and position in the world, the ethnicities which exist inside the city are extremely varied. The largest of the ethnicities are Nordic in appearance, bearing dark hair and eye colors and generally being larger than the other ethnicities. One can find people even from the Bradford and Hawic living within Heham, though they are noticeably by their primarily smaller stature or darker skin color.
Andale Tower, an imposing castle set on the the junction of a river leading in land towards its own lake, gained its name from the many spires which are an integral part of its structure. Made from graying marble and local oak wood, the castle itself is a sight that even causes even the most traveled of men and women to stare in awe. Set around the castle is the town of Andale, sprawling and built from wooden and stone housing whose inhabitants vary in shapes in sizes as well as in occupation. It would not be surprising to find a few small Guilds within the boundaries of the town.
Usually found near Vistas, institutes house those that wish to learn the ways of magic. Institutes are normally independent facilities, but may have close relations with a kingdom if it is beneficial to them. Consider them very large universities.
These ancient monuments seem to have been left here from generations passed. While some tribes worship the weak spirits and apparitions that appear there, legend has it that the bodiless can find purpose there. Whether this is true or not remains unproven.
There are a multitude of creatures that exist in FT that don't on earth. Here are a few that may prove worthy adversaries if encountered:
Large creatures seemingly formed of icy flesh. These creatures are very primitive and only seek to consume what the cold hasn't. While they're known to wander the south independently, finding them in groups is not too uncommon.
Hulking figures always enclosed in some form of armour. These creatures do not eat, or sleep. They simply wish to experience war and slaughter their enemies. Very resistant to magic. Approach with extreme caution.
Mysterious beings, these creatures seem to gift certain humans with dreams - or nightmares - that can avert the course of fate. Why they do this is unknown, but it is wise to heed their message.
Demons, beings from another Plane of existence than one which the Earth exist on, are known only due to the dabblings done by magi curious in finding those who exist on the other Planes. One such Plane was the home of the Demons, a race of morally ambiguous and physically horrendous. These creatures are as unpredictable as the Seas and just as likely to kill someone. Summoning a Demon is like rolling a dice and you may get a terrible roll, ending with a being highly unwilling to allow control or provide any help to its summoner. Those who are lucky may full well end up with a being which shall help them beyond even the goal they were summoned to complete. Occasionally, Demons will form in a lesser state of being in Vistas, thus making Vistas highly dangerous to the average traveler.
Wandering Spirits, the souls of lost Humans which have failed to have been put to rest, are a natural occurrence on Earth though few can see them without magical training. These souls often are found around loved ones or the lineage of their loved ones. Some consider them to be Guardian Angels due to their ability to influence the world around them and protect others. For the most part, Wandering Spirits hardly ever interact with those whom they do not know and will avoid magi who see them. Yet, some Spirits seem drawn to Vistas where they may physically manifest.
Magic doesn’t quite ‘branch off’ as many academies prefer to teach as. Rather, magic is a singular existence which is controlled by the Magus imposing their will upon its existence. A Magus can feel the flow of magic around them as naturally they would wind. Using the flow of magic requires one to tap into and then impose their will upon it. For younger Magus this limits their spells to weaker powers while those who have honed the craft can form entire creatures from magic. The many Styles of Magic are simply that which a Magi can learn through a long life
Druidic Magic comes in many forms though its branch is well known to be used by the Northern Magi and the Forest Academies. Using druidic magic can be considered as growing closer to nature itself and often is considered to be one of the easier Styles to learn. Yet, easy is not to be taken as lacking in power. Rather, a properly skilled Druid can eliminate entire armies with their magic. Entire forests can be grown by ancient Druids and a barren desert may very well become a grassland overnight should they wish it. A user of Druidic magic can feel how entire forests are doing, can asses what ails all beings which live and breathe, and can even imitate the form of creatures they have encountered
Summary: Druidic magic is comprised of the following areas of magic.
-Animal Empathy
-Animal Morphing
-Botanical Communication
-Divination
-Dowsing
-Ecological Empathy
-Healing
-Nature Manipulation
-Weather Manipulation
-Zoolingualism
The act of creation something from nothing is an art that only gods and select Magi learn. Only a few are powerful enough to properly create something more than inanimate objects with creation of a living creature being both a taboo and a dying art. Nowadays, the art of Creation Magic is simply known for creating beautiful gems or wondrous flowers which never wilt. Within the boundary of Creation Magic exists the magic known as Animation, making the inanimate able to move whether by free will or programmed orders. Some Magi are known to learn how to create constructs and use them from varied activities such as research assistance to battle. In the end, Creation Magic is a dying art which few can learn on their own and even fewer are skilled to teach.
Summary: Creation Magic is comprised of the following areas of magic:
-Construct creation (Golems, Elementals, etc.)
-Nature creations (Flowers, Trees, etc.)
-Creature creation (Animals and People)
-Object creation (Common items)
-Elemental creation (Making fire, water, etc.)
Whether holy by nature or by definitions provided by man, Holy Magic is considered to be one of the Styles closest to that of the Gods. Holy Magic has the power to cure ailments of any kind, repel evil entities, and even bring back the recently dead. It is unknown if the Gods allow the users of Holy Magic, massive in number though unskilled, to use it or it is simply the act of a Magus who has passed down their teachings in this ancient Style. The average Cleric, as a Magus who uses Holy Magic is known, knows well enough how to heal wounds ranging from small cuts and scrapes to broken bones as well as curing many diseases. Those who are ‘blessed’ by the Gods show exceptional skill in the use of Holy Magic and can eventually reach the ability to revive those who are recently dead and even heal fatal wounds.
Summary: Holy Magic is comprised of the following areas of magic:
-Healing
-Reanimation
-Divine Force Manipulation (Repelling Evil)
-Divine Weaponry (Holy Weapons)
-Divine Enchantment (Enchanting Weapons)
-Curse Negation
-Malignancy Negation
Necromancy is a dark Style, one which is rarely ever known to be used anymore except by those looking to extend the length of their lives. A Necromancer can live centuries by absorbing the souls of other and feeding on them to extend their life. While believed to be an inherently negative magic, Necromancy has many uses which are beneficial to common person. A necromancer can bring back the dead and use their tireless forms to perform mundane tasks and assist others. Those who have great enough power may even extend their lives through the consumption of the life force of a living object, whether this be a person or even a tree. Those of the highest level of skill in Necromancy can even harness the souls of the dead for combat or purge them for the living.
Summary: Necromancy is comprised of the following areas of magic:
-Reanimation
-Soul Manipulation
-Undead Control
-Resurrection
-LIfe-force absorption
-Mediumship (Talking to and seeing Spirits)
-Pain Control (Inducing or Removing pain)
Ritual Magic is one of the potential strongest areas of magic as it encompasses the ability to summon beings of great power, demons included, and even create them whenever the need be. The very Style is considered the most dangerous as the creation of a ritual circle, being a simple process for those learned in it, can be done at anytime and can do anything from bringing onto this plane a demon to cursing a foe. Yet, one misstep in the creation of a ritual circle can very well endanger the creator as well as all of those around them. There are even those who use Ritual Magic to physically empower themselves by creating circles on clothing or their bodies.
Summary: Ritual Magic is comprised of the following areas of magic:
-Invocation (Spoken spells)
-Summoning
-Creature Creation
-Physical Empowerment
-Enchantment
-Hexes
Blood Magic is simply that, a style of magic which allows the user to manipulate and use blood in varied forms. Though a magic which inherently requires the injuring of another or one’s self, Blood Magic is also rather powerful, creating virulent plagues that corrode the body of their target or vitalising the body of the user while stealing life from another. Blood mages are known to form Blood pacts, using their magic to bond two people under a set of conditions. Blood mages can heal people if they wish, but given the nature of the magic it is mostly used for destructive purposes.
Summary: Blood magic is comprised of the following areas of magic:
-Blood pacts
-Minor healing
-Life-force absorption
-Plague creation
-Animation (to a degree; a blood mage can imbue the power of blood vitality into a recently deceased or inanimate object - this is by no means permanent or even feasible for more than a few minutes)
Enchanting is a mostly ancient art, with its more powerful uses lost as innovations in magic emerge. In modern times, its practical use is imbuing an inanimate object with magical energy, for purposes such as establishing a magical communication link between two specific entities. This cannot be done to the living - the equivalent of imbuing a human with magical energy is known more commonly as healing. However, enchanting is known specifically for inanimate objects. The properties given to the object can become more complex with the amount of life-force imbued with it.
Summary: Enchanting is comprised of the following areas of magic:
-Healing (rudimentary)
-Imbution
-Tempering (enchantment of metal)
-Wordsmithing (enchantment of books - how they initially have any magic power)
Mana is, to every form of magic, the reservoir of energy that users tap into to perform feats. In normal humans incapable of magic, this pool is measured at 1, in arbitrary units - with even the most basic spells costing about twice that, most people will never realise their magic potential. However, through rigorous training, a person can increase their mana pool - most mages lie at around 30 mana, being able to cast multiple simple spells (about 2-3 mana each) before their mana pool is expended. More experienced users can reach up to 60-70 mana, with those having centuries of training reaching 100-150 mana (it is exponentially difficult to gain mana with talent - 150 is a formidable amount of mana despite being 5 times more than basic mages). In the case of the Branded, the life force they absorb is the only form of mana they have - their soul's own mana pool has been completely eradicated. Mana is what ties a soul to the body - the lack of this means that a soul can detach from a body at will, with practice, explaining the Branded's powers. In the case of champions, they too have very little mana pools, with the most ever observed being a modest 10 mana - Titans prefer to limit mana use in their champions as it is a sign of ungratefulness to the Blessings they've been given.
Mana regenerates at an increased rate with more experience, however basic users will experience a rate of about one unit per day. Extended mana usage in a short period of time will reduce the rate of regeneration, much like more exercise causing a longer recovery period. However, this "stamina" can increase with more spell usage, which also increases the magic pool, making casting basic spells easier, however more complex spells are much more difficult to cast, so the talent needed to use them will also be necessary. The Branded do not have a mana regeneration rate as they do not have their own mana - since they absorb life energy from other sources, they can store astronomical amounts of mana, so long as their soul and body can handle it - This makes casting the most complex spells much more feasible, however, talent and the size of the mana pool do not always correlate (even though more talent will eventually lead to a larger pool if the user trains often). A Branded could absorb 500 mana but not have the ability to cast any spells stronger than a small fireball. Training is essential to becoming a strong mage.
The amount of mana the average organism has:
Small wildlife (insects and shit) = 0.01
Basic plant life = 0.05
More complex animals (dogs) = 0.15
Most complex non-sentient animals (chills/monoliths) = 0.5
Humans = 1. Large, old trees = 1.
Oldest trees in existence = 5.
Dragons = 10.
Champions/Branded = 100.
Soul Absorption, the act of consuming the life force of another living being, is unique and only usable by Branded. Branded naturally contain 15 Life Force and can gain more by consuming that of another being. The consumption of Life Force is a slow process, taking around a minute to consume 1 point. The larger and more sentient the source of Life Force, the longer it will take with Humans taking around an hour to absorb. While a Branded can absorb Life Force from nearly any source, it is generally best to avoid attempting it on Champions who can take days to fully consume. Absorbing Life Force is a relatively easy process, requiring the Branded in question to simply devote focus to consuming the energy of whatever is around them.
A new Branded can consume Life Force up to five meters from them, though this area of consumption is increased as they become more skilled in doing it. An extremely skilled Branded can consume Life Force from half a kilometer away, though the absorption is slower past 250 meters. Due to the nature of their power, Branded are not nearly as limited in magical usage as normal humans, allowing them to cast spells seemingly impossible to even the most skilled of Magi so long as they have the Life Force required for it.
Insects: .25 per pound
Small plants: .5 per pound of material.
Young Trees: .5 per.
Older trees: 1 per.
Small animals: 1 per
Large animals: 3 per
Humans: 10 per
Monoliths: 20 per
Chills: 30 per
Champions: 50 per
Demons: 60 per
Wandering Souls: 5 per
And I think that's it! Any other questions I'll answer and add to this post later. Have fun and thank you for reading! Jhett ~
(Please note some of the Titans have already been chosen in the interest check. If this becomes a little more popular then 2 people could choose the same Titan, but it'd be best if they were each filled first!)
-As GM, my word is law. If you don't agree we can discuss it, but if I put my foot down and you still protest, you'll be asked to withdraw from the RP.
-Don't be a dick in OOC. Save that for the IC, if your character wants it!
-No Godmodding. If you're a champion, you cannot have anything more than basic magical skills/talents, as that will simply give you an unfair advantage.
-No deus ex machina. If your character is about to surely die, they'll die. No one lives forever! (well..)
-There will be a general plot. We can discuss it and see if we can make it better, however most of the plot is predetermined and concrete. Of course character personalities will change the plot, so I'm sticking to a few core plot points. These will be very unlikely to change. Unless given consent, do not try to change them.
-Have fun!
You wake on an island. It's the dead of night - the sky above blazes a palette of cool colours. You look around, and see maybe a dozen other bright figures - you assume they must be like you.
You look up again and see 8 constellations blazing in the sky. Each depicts an epic figure; you don't recognise them, but immediately feel their power, even from millions of miles away.
In the distance, an orb of light floats above the water. From it a powerful voice resonates through your ethereal body.
"Welcome. You have been selected to participate in the Bestowing. Above are nine constellations - each is the figure of a Titan, a powerful being that holds control over one aspect of the world you know. Ally yourself with one of these Titans, and become a champion for them - carry out their will on earth, and squander the progress of other Titans if necessary...if you so please. Should you choose to ally yourself to none, you will be Branded. Fight, then, for the glory of the Titans, in the arena of planet earth!"
The constellations above burn brightly, expectantly. The horizon of the dark ocean also burns a low purple. You could walk across the water and awake...or pledge allegiance to a Titan. You must make your decision.
TITAN: Epoch, Lord of the Ages Taken, Kito by @Krinos Solstice
Allies: Locke, Rylai
Enemies: Harrow, Chremon
The overseer of time, and the pinacle of progress. Epoch understands that time welcomes all but stays for no one. The movement of the continuum is pivotal to order and life. The champions are expected to be innovators, and the leaders of world progression. They are expected to NOT be very materialistic, as time does not accept luggage.
Blessings:
Continuum exception: Once every hour, the Champion has the opportunity to slow time to 1/3 of its speed, for up to 1 1/2 minutes (30 seconds of slowed time).
Acceleration: The champion can enhance their speed, agility and thoughts. Unlimited usage, but this also ages the body. Be wary of use.
Soothesayer: The champion may be given visions of the future, at the cost of great pain while doing so. Bestowed upon them at the Titan's wish, if they are in good favour.
TITAN: Austelle, Star Weaver Open
Allies: Pangaea, Rylai
Enemies: Harrow, Rennigan, Meridian
Austelle is the creator of the cosmos, peppering it with the fine fragments of his own celestial forgery. He values the appreciation of beauty, and implores champions of his pantheon to marvel and preserve the glory around them. They are expected to find the beauty in EVERYTHING. No exceptions. Positivity is key!
Blessings:
Numinous: The champion can inspire a person to rally to their cause for a short time, feeling Austelle's magnificence.
Event horizon: The champion illuminates an area with starlight, burning away darkness and impurities.
Starman: The champion becomes the embodiment of space, being able to shift through walls and arrive at another location in space if they so wish. This is very exhausting on the body, and can only be used for a few minutes every day.
TITAN: Locke, Mistress of the Deep Taken, Maris by @Samara
Allies: Chremon, Epoch
Enemies: Harrow, Rennigan
Locke created the unruly nature of the sea, and wants to see (heh) uninhibited motion in all things, just as a body of water. She favours activity in her champion, always pressing to achieve an objective, and does not tolerate complacency or laziness.
Blessings:
Lagoon:The champion creates a small puddle of water they can use to teleport from one location to another, providing they've formed another puddle there. This ability can travel further in wetter conditions/areas.
Barbed gift: Locke gifts the champion with a trident that can be used as a weapon, which is bound to their soul by a 100 metre chain. The weapon is imbued with some magical power in the hands of the champion, but if the tether is broken the trident is destroyed, and the champion loses favour with Locke.
Leviathan: The champion summons tentacles that ravage the area around them, consuming all except for the champion. This power gets stronger near large water bodies.
TITAN: Rylai, The Judicator Taken, Rebecca by @Ezekial Wolffe
Allies: Epoch, Pangaea
Enemies: Harrow, Rennigan, Chremon
Rylai is the judge of the living, and executioner of the dead. Considered the most righteous of the Titans, Rylai expects his champion to fight against the immoral, and to follow a strict moral code themselves...or they too will face Rylai's wrath.
Blessings:
Detector: The champion is easily able to detect the morality of a person, eventually realising their intentions, secrets, and memories the longer they remain in a person's vicinity.
Executioner: The champion tests a person, bathing them in holy warmth. To the righteous, this is a pleasant warmth, but to the extremely corrupt, it burns even their bones to ashes.
Divine court: The champion creates an arena of light to test their foe in glorious combat. The most righteous will always prevail. This condition is not applied to other champions, or the Branded.
TITAN: Rennigan, The Puppeteer Taken, Merasmus by @Frizan
Allies: Chremon
Enemies: Pangaea, Harrow
The Puppeteer is an architect of the mind, finding facets in people's personalities to manipulate and exploit. Not inherently evil, the Titan seeks to test the boundaries of the human mind. What he does with his results is unknown. He expects his champion to seek knowledge in all its forms, and to even exploit people if necessary. He disapproves of relationships, seeing them as a distraction to his cause.
Blessings:
Conversion: The champion is skilled in the art of persuasion, eventually bending others to their will. The longer they talk, the more the subject is convinced to do their bidding. This effect is limited to strong temptation on champions/Branded.
Host: The champion can see from the perspective of any other person or animal, but cannot control their movements or actions, for up to a few moments a day. The champion must have made eye contact with the victim at least once, the more recently the clearer the vision.
Puppeteer's stage: The champion reaches into the very mind of their victim, and views the entirety of that person's psyche as a library. With experience and time, the puppeteer will be able to view "books" in the person's mind that can be rewritten to change a person's thoughts, or even personality. This effect is reduced on champions/branded.
TITAN: Harrow, Sower of Dissonance Open
Allies: None
Enemies: All
Harrow only seeks to squander the goals of the other Titans. It is this objective that makes her the true mediator: balancing all the forces that wish to sway the world in their direction. Harrow only wishes her champion to disrupt other champions, and does not encourage them to pursue friendships with other champions.
Blessings:
Nullify: Disables the target champion/Branded's abilities for a few minutes. Can only be used on that champion/Branded twice a day.
Oracle: The champion can seek the presence of other champions. The closer they are, the weaker this sense gets.
Decrepit: Subjects the area around the champion to entropy, ageing all life in this radius significantly. The more complex the organism, the weaker this effect is; humans are aged by a year, and champions/Branded are merely slowed in thought and action.
TITAN: Pangaea, Nature's Bastion Open
Allies: Austelle, Rylai
Enemies: Harrow, Rennigan, Meridian
Pangaea is the designer of all animal and plant life, finding joy in creating a new creature every few millenia or so. Pangaea wishes for harmony between humans and nature - she wishes her champion to not be violent unless completely necessary. She also dislikes her champion wasting - for every thing used, place back two.
Blessings:
Mediator: The champion is naturally fortunate and charismatic. People around them are more peaceful, up to a certain extent, and the champion can tame even the most wild animals, with time.
Practitioner: The champion heals the wounds of someone else - at the cost of their own well-being. The more dangerous the injury, the more energy the champion would need to exert to fix it. The champion CAN revive someone that recently died, if they give their own life as a sacrifice.
Sanctuary: The champion whisks away themselves, and the people/objects in the area around them, to a random location in the wilderness, safe from harm. This location cannot be decided by the champion. However, given the champions natural good fortune, perhaps Pangaea has a reason for delivering the champion to that place.
TITAN: Chremon, The Elder Dragon Open
Allies: Rennigan, Locke
Enemies: Harrow, Epoch, Pangaea
Chremon is the father of the entire draconic lineage, creating the first dragons from the wrath of truefire itself, watching the species grow fruitfully until humans slaughtered them by their thousands. Over the last several centuries, few remain alive. Seeking to once more make dragonkind a species of legend, Chremon only asks that the champion forsake most human contact to devote themselves to their cause.
Blessings:
Pristine scales: The champion is extremely fire resistant and magic resistant, to an extent - magic has a reduced effect on them.
Sear: The champion can heat their hands with enough power to melt some metals. Can be used for mediocre light, plenty of heat and for combat. For this reason, the champion may choose to use hand to hand combat as their main means of attack.
Dragon's heart: The champion can reconstruct the matter of their bodies to transform into a dragon at will, gaining the ability to shoot jets of fire and fly. Dragon form is about 25 feet long, with a wingspan of 75 feet. Dragons have the same heat/magical resistivity.
BRANDED: 5/6 Positions Taken (Rand by @AetherChronos, Nala by @Mag Lev,Cassandra by @Landaus Five-One, @MonkeyBusiness, @souleaterfan320 )
Allies: Harrow
Enemies: All (minus Harrow)
The Branded have chosen to ally themselves to none, leaving them without the conventional blessings of the Titans. However, the defiance of their destiny has entertained fate; their soul is reborn each time they die. With many lifespans, they can learn to control this ability. They only suffer from a fraction of the abilities of the champions, and have no reason but personal whim to fight for a cause. Because they have turned down the gift of the Titans' blessings, they are expected to be killed if they're ever found by a champion, with the exception of Harrow.
Abilities:
Burden: The Branded can absorb the souls of organisms around them, gaining power depending on the amount of life energy absorbed. This increases healing, speed and strength.
Soul surge: The Branded can wield this life force as if it were magic, personalising and manipulating it to their will. This destroys their "pool" of magical energy, making them reliant completely on the life force of others for magic. These abilities can only be used if they have enough life force absorbed from other sources; if the pool of "life force" absorbed is depleted, these abilities cannot be used.
Spirit form: With mastery of the rebirth process, the Branded may choose to travel with only their soul (as pictured). They may turn into dust at this point, and can travel on the wind to a new location indefinitely. If their body is left without a soul for too long, it will die - however, the Branded can eject a soul from another body with enough force (easier in older bodies) and inhabit it, destroying the soul of the previous person.
You are a Champion. Demonstrate FUROR TITANICUS!
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Universe
The Cosmos, the entirety of the FT universe, is split into several realms. There is Earth, the planet our characters reside on, and 9 other realms that are inaccessible to humans. A Titan resides in its respective realm, and CANNOT pass into another realm, either of another Titan, or onto Earth. This makes direct combat between Titans IMPOSSIBLE. That's why they use Champions to inhibit the will of other Titans on Earth - if they were to pass into the Earth realm, the difference in physics would destroy an entire continent, if not the planet itself.
There are some points in each realm at which the barrier between others is much weaker, known as a Gate. It's still not possible for humans or Titans to enter another realm using Gates, but sufficient magic can be used to influence the area around them. Dreams are also a method Titans use to contact their champions, or humans worthy of the Bestowing. Gates can be found in nature, usually in/near Vistas (see below).
World
FUROR TITANICUS is set in the fantastical world of Earth - same name, different geography! The planet is filled with much of the flora and fauna on our planet, however there are other notable features that make the world much more interesting - and perilous - to live in.
Vistas
Vistas are places on Earth that have a strong magical aura around them, usually because they contain a Gate to another realm. The areas tend to look very surreal and almost psychedelic - at these places on Earth the laws of physics are bent. Time could be slower or gravity weaker. Some humans devote their life to seeking out and documenting Vistas, discovering if there is any correlation to their location and the effects experienced within them. Due to their magical nature, Vistas have a tendency to allow beings such as Demons and Wandering Spirits to manifest without the use of a summoning circle. As such, Vistas can often be used as training in fighting the ‘free’ Demons found there.
Superforests
The Earth in FT is much larger than the planet we live on. As such, huge colonies of Stelebark trees have formed - the bark is as tough as tempered steel and is even brewed into drinks by some tribes (see below). These forests are the size of oceans in some areas - it is said that those who enter never make their way out again.
Wastelands
(ignore the blimps >.>)
The icy grip of the south has been slowly advancing up the planet in the last few centuries. Strange creatures, spirits and beings have crawled out from the maw of the land. Harsh and unforgiving, only the most hardened people dare live close to this area - the souther pole is currently unexplored. Who knows what secrets lie there...?
People
Direct link: http://i.imgur.com/9lKbrXv.jpg
1 Hexagon is equal to 6 miles. 1 Mountain Hexagon is equal to 9 miles.
Since the world is so much larger, there are many more cultures and communities around the globe. Some from colossal cities, others live as vagabonds. Very few have heard of the Titans, worshiping other mysterious gods themselves.
Tribes
Some nomadic peoples live in the large deserts that swathe the east of the land, living by pillaging other small settlements, hunting and farming mudweeds where they please. These tribes are relatively organised - taming and raising their own docile animals has allowed them to create huge communities on the backs of some alone. At first glance they may seem primitive, but the survival instinct of these tribes have lead them through many hardships - none know the deserts like they do.
Kingdoms
Kingdoms have varying aesthetics depending on their location and the culture of the people living there. The city pictured above, Tiriatharg, is the capital of its respective kingdom (Capitals are usually named after their Kingdoms). These cities can be extremely large, or quite small and secluded, depending on the population. Other examples:
Braford
Braford is a pirate village in the northwest of the largest landmass, Sage. Filled with mercenaries and criminals of all calibre, the relative anarchy is ironically the glue that holds the town together.
Galorand
Kingdom on the edge of a large superforest, the Fairie Woods. The people are nature loving and peaceful, despite the imposing aesthetics.
Hawic
An almost alien Kingdom, found in the middle of a large Vista. The physics allow grand structures to be built, appearing surreal and bizarre - the geography of the city has attracted many researchers of the Vista phenomenon.
The Noble City of Thrayheath has about eight different noble families controlling the day to day lives of their people. The most prestigious of these noble families is the Bhiloda-Darila Family and the second prestigious noble family is the Soren-Esta Family. The Noble City of Thrayheath was built up by the two most prestigious noble families, which pride themselves on the unique architecture they built. The Noble City of Thrayheath is a tiered city with eight districts within it, all basically named after the eight noble family’s last name. The Noble Families mansions are in the center of the eight districts. There is a vast building in the center of the entire city, which is the noble family council building, which is called Thrayheath Hall, it is in the 9th district, which is called Thrayheath Proper. The Noble City of Thrayheath is neutral among the other kingdoms on the planet, they get many travelers going in and out of this city, who wish to go to other places. The rain never stops over the Noble City of Thrayheath, it can constantly rain for about a whole week at sometimes.
Architecture: Thrayheath’s architecture similar to that of Italian and German Architecture but with a wider range of darker colors and brighter colors. The important buildings are with brighter colors and the housing are darker in color. However, there is no gray in the entire noble city. The shapes of the buildings are similar to the Italian/German Architecture. The city’s docks are very beautiful and large enough to hold about three ship of the line but it can hold a lot more of the smaller ships.
Districts: The eight districts of the noble city of Thrayheath are named after the eight noble family’s last names. All the districts have the noble family’s mansions and they are in the complete center of the district and it usually intersects with the 9th District where the Thrayheath Hall is located that district is called Thrayheath Proper. In addition, the housing of the Noble City of Thrayheath is spread around all 9 districts and including the outside of the city. The Districts are separated by stone walls since the city needed to be protected, the stone is usually limestone or granite. The gates are normal sized construction, they can fit a large animal equal to the size of an Elephant or slightly bigger and you are required to buy a district pass from the entrance to the city.
The Briloda-Darila District is the cleanest district since it is specialized in making jewelry, clothes, and these shops charge a lot of money for their services. The Soren-Esta District has more hands on shops, alike Blacksmithing, Fletchery, and it has Thrayheath Grand Church in this district. The Yaariyan District is the inns, taverns and other forms of entertainment and it has the Thrayheath Park in it as well. The Garr-Molsi District is the Harbor District, which holds warehouses, the docks itself, and a building, which houses shipbuilders to construct any size of ship, which is the size of a Sloop or smaller. The Draeven District is the Military District, which trains soldiers and guardsmen to keep the city peaceful from dangers from the water and the land, it houses the Military Complex called Thrayheath Fortress. The Ragna-Marr district is the where the criminals go to lay low, there’s dens of bandits and thieves in this district and if you go alone you might get killed. The Beta-Lira district is the Magic District it has magic shops, magic schools, and other such things, it houses the Thrayheath Magic School of the Nobles. The Wilhelm district is a district of mystery and fortunes told, it is where the would-be physics go to get a buck on the unexpecting traveler.
Culture: The Noble City of Thrayheath has a mixed culture compared to other cultures, both genders within the city are treated equally as if they were apart of a Noble Family. The Ratio of Male to Female is slightly more in favor of the female at least 1 male to 2 female. The Noble City of Thrayheath has a harsh conscription policy since it requires all able bodied citizens, living within the city to learn how to fight at a young age(9 Years Old) for both genders. The Noble City of Thrayheath usually prides itself on its fleet of mixed ships and its three Ships of the Line even though they usually use this fleet for protecting other kingdom’s trade fleets. They have to do this protecting trade fleets because of their trade agreements to all other kingdoms to keep their neutrality.
There is a strict rule against same-sex relationships. Anyone who is found out to be an offender of breaking this law is disowned from their Noble Family and banished from the city. However, this only affects the citizens within the Noble City itself. However, they usually cover up the fact if anyone has been banished. The offenders of this crime are usually told to keep their heritage a secret and never to come back to the city or they will be killed. The Noble City of Thrayheath has lack Religion Policies, is to allow anyone to worship in their city, which brings fortunate to the city or a rival of theirs, they enjoy friendly competition. The Nobles have knowledge in all things, which goes on in their city and sometimes without, the most fun they have is with a trader trying to get a better deal than they had gotten. The Nobles gave trading licenses to the other kingdoms on the continent of Sage via a letter of recommendation in not harming their neutrality. The Noble City of Thrayheath has a neutral attitude with the what’s going on the world, they haven’t once tried to intrude on other people’s business if they come from the other kingdoms.
Additionally, they are absolutely have a problem on their hands, there has been Giant Spiders coming from the woodlands to the north and the coast to the east and west of their city. These spiders are similar to Black Widows or Brown Recluses but much larger and much more dangerous compared to the smaller counterparts. Everyone within the Noble City of Thrayheath is terrified of spiders because of a strange coincidence, which caused them to be suspicious of these spiders. These spiders have intelligence as if someone is leading them to cause mayhem and terror to the citizens of Thrayheath. The Spiders from the woodlands are called Tree Willows and the spiders from the ocean are called Brown Depth Spiders. This is the primary reason, why the Noble City of Thrayheath has a very strict conscription policy. The spiders only come out around midnight to 3 o’clock.
Population: 600,000
Ethnicity: The Noble City of Thrayheath are lighter skin tone than all other humans, which makes them somewhat look like they are frail frail people in terms of their skin tone. They get sunburned very easily and usually cannot stay out in the sun very long. Their hair color are easily has a wide variety of hair colors. The people who possess silver hair are usually revered as apart most prestigious Noble Families and Traders, it is a very rare trait to be born with silver hair. Most people of the Noble City of Thrayheath are usually of the average height for male and female and can wear their hair as long or as short as possible, which they try to keep clean and well combed. The males like short hair and while the females like longer hair. The Noble City of Thrayheath’s primary eye color is Gray, which can sometimes turn into Blue Eyes.
Architecture: Elir Nazik possess architecture similar to that of Turkish architecture but with a wider range of bright colors. Many buildings are domed in the city and spires are often seen from almost anywhere.
Culture: Elir Nazik is a female dominated culture despite the ratio of females to males be one to five. Females are raised from a young age(Seven years old) to become War Maidens, the fighting force of the Kingdom. This entails learning everything from simple tactics to fighting with the myriad of curved swords found within Elir Nazik. Females are expected to choose their husband and husbands mostly live a domesticated life of weaving, cooking, and farming. A young woman often sets out from Elir Nazik on a ten year journey after she turns eighteen, a process which begins with them joining a tribe of the desert.
Each journey has a different purpose depending on the War Maiden. Some go out to pray at Shrines for the safety of Elir Nazik while others travel beyond the desert, visiting the myriad of Kingdoms outside of their home and encountering the various people who live in these places. A War Maiden is not to return to the city before her ten years are up nor are they allowed to return should they not return before the end of an eleventh year.
Ethnicity: The people of Elir Nazik are of darker skin than those of say plains or forests. Their hair is naturally brown and borderline black, though there are those who posses blonde hair and are often revered for their beauty. Many of the people of Elir Nazik are tall and possess long hair which they obsessively keep smooth.
Heham, a bustling Kingdom located in the Northern lands bridging the massive distance between Bradford and Hawic, is well known as a center of trade and vital position for all who travel across the North. Many people live in the bustling city from many walks over life but the most well known of those who reside there are the warriors of the Guilds. With thousands of men and women of great power within Heham and a noticeable population of dangerous creatures, people, and the need for protection came the creation of said Guilds. As such, many Guilds such as the Sentinels and Black Watch call the city home. It is not surprising to meet a member of such Guilds on the streets, either returning from or leaving to perform jobs.
Architecture: Heham, being a Northern Kingdom, relies on alpine woods and stone gathered from the surrounding forests and Shaziram Crags to build their structures. Many of the homes are reminiscent of Nordic style housing and often tend to be built into the hillside or the majority of their space being in cellars. Guild halls are often the most ostentatious of the buildings in Heham, often being made from the finest wood and stone possible. The only building in the entire Kingdom which stands out more than the rest is that of the Palace, a massive marble castle built and furnished with dark spruce.
Culture: Heham is a typically Nordic city, one ruled primarily by men though women are often treated as equals and independent, even being able to own land and businesses. Strong women who are capable of self-defence and fighting are considered the most equal and are even allowed to join one of the Guilds which reside in Heham. Though Heham is a center of trade and highly prosperous for a Northern Kingdom, it is better known for the Guilds which have taken residence within. Many of said Guilds vary in purpose with the Sentinels and Black Watch being prime examples, one being used to hunt creatures while the other often is hired to guard caravans, respectively. Despite having a standing military force of its own, Heham relies heavily on the Guilds to protect them whenever the need be, whether this is through charity or by payment is decided by the Guild in question.
Ethnicity: Due to Heham’s nature and position in the world, the ethnicities which exist inside the city are extremely varied. The largest of the ethnicities are Nordic in appearance, bearing dark hair and eye colors and generally being larger than the other ethnicities. One can find people even from the Bradford and Hawic living within Heham, though they are noticeably by their primarily smaller stature or darker skin color.
Andale Tower, an imposing castle set on the the junction of a river leading in land towards its own lake, gained its name from the many spires which are an integral part of its structure. Made from graying marble and local oak wood, the castle itself is a sight that even causes even the most traveled of men and women to stare in awe. Set around the castle is the town of Andale, sprawling and built from wooden and stone housing whose inhabitants vary in shapes in sizes as well as in occupation. It would not be surprising to find a few small Guilds within the boundaries of the town.
Institutes
Usually found near Vistas, institutes house those that wish to learn the ways of magic. Institutes are normally independent facilities, but may have close relations with a kingdom if it is beneficial to them. Consider them very large universities.
Shrines
These ancient monuments seem to have been left here from generations passed. While some tribes worship the weak spirits and apparitions that appear there, legend has it that the bodiless can find purpose there. Whether this is true or not remains unproven.
Creatures
There are a multitude of creatures that exist in FT that don't on earth. Here are a few that may prove worthy adversaries if encountered:
Chills
Large creatures seemingly formed of icy flesh. These creatures are very primitive and only seek to consume what the cold hasn't. While they're known to wander the south independently, finding them in groups is not too uncommon.
Monoliths
Hulking figures always enclosed in some form of armour. These creatures do not eat, or sleep. They simply wish to experience war and slaughter their enemies. Very resistant to magic. Approach with extreme caution.
Dreamchasers
Mysterious beings, these creatures seem to gift certain humans with dreams - or nightmares - that can avert the course of fate. Why they do this is unknown, but it is wise to heed their message.
Demons
Demons, beings from another Plane of existence than one which the Earth exist on, are known only due to the dabblings done by magi curious in finding those who exist on the other Planes. One such Plane was the home of the Demons, a race of morally ambiguous and physically horrendous. These creatures are as unpredictable as the Seas and just as likely to kill someone. Summoning a Demon is like rolling a dice and you may get a terrible roll, ending with a being highly unwilling to allow control or provide any help to its summoner. Those who are lucky may full well end up with a being which shall help them beyond even the goal they were summoned to complete. Occasionally, Demons will form in a lesser state of being in Vistas, thus making Vistas highly dangerous to the average traveler.
Wandering Spirits
Wandering Spirits, the souls of lost Humans which have failed to have been put to rest, are a natural occurrence on Earth though few can see them without magical training. These souls often are found around loved ones or the lineage of their loved ones. Some consider them to be Guardian Angels due to their ability to influence the world around them and protect others. For the most part, Wandering Spirits hardly ever interact with those whom they do not know and will avoid magi who see them. Yet, some Spirits seem drawn to Vistas where they may physically manifest.
Magic
Magic is, by its very nature, a chaotic swirl of energy which is not quite of this world nor of another. It seems, rather, that magic exist from the mixing of worlds after the great Cataclysm which ushered in the new era. Magic has no limitations except by what its user has learned, either done by themselves or by another. All can learn magic, though some races show an inherent dissociation with magic in general. Whether this dissociation is one created by the Cataclysm or by the Gods who watch over said race has yet to be determined by any Magi. While some believe their magic is given to them by the Gods, the truth is that the Gods can only limit one’s skill with a certain magics and often look down upon those who perform them.
The Styles of Magic
Magic doesn’t quite ‘branch off’ as many academies prefer to teach as. Rather, magic is a singular existence which is controlled by the Magus imposing their will upon its existence. A Magus can feel the flow of magic around them as naturally they would wind. Using the flow of magic requires one to tap into and then impose their will upon it. For younger Magus this limits their spells to weaker powers while those who have honed the craft can form entire creatures from magic. The many Styles of Magic are simply that which a Magi can learn through a long life
---Druidic Magic---
Druidic Magic comes in many forms though its branch is well known to be used by the Northern Magi and the Forest Academies. Using druidic magic can be considered as growing closer to nature itself and often is considered to be one of the easier Styles to learn. Yet, easy is not to be taken as lacking in power. Rather, a properly skilled Druid can eliminate entire armies with their magic. Entire forests can be grown by ancient Druids and a barren desert may very well become a grassland overnight should they wish it. A user of Druidic magic can feel how entire forests are doing, can asses what ails all beings which live and breathe, and can even imitate the form of creatures they have encountered
Summary: Druidic magic is comprised of the following areas of magic.
-Animal Empathy
-Animal Morphing
-Botanical Communication
-Divination
-Dowsing
-Ecological Empathy
-Healing
-Nature Manipulation
-Weather Manipulation
-Zoolingualism
---Creation Magic---
The act of creation something from nothing is an art that only gods and select Magi learn. Only a few are powerful enough to properly create something more than inanimate objects with creation of a living creature being both a taboo and a dying art. Nowadays, the art of Creation Magic is simply known for creating beautiful gems or wondrous flowers which never wilt. Within the boundary of Creation Magic exists the magic known as Animation, making the inanimate able to move whether by free will or programmed orders. Some Magi are known to learn how to create constructs and use them from varied activities such as research assistance to battle. In the end, Creation Magic is a dying art which few can learn on their own and even fewer are skilled to teach.
Summary: Creation Magic is comprised of the following areas of magic:
-Construct creation (Golems, Elementals, etc.)
-Nature creations (Flowers, Trees, etc.)
-Creature creation (Animals and People)
-Object creation (Common items)
-Elemental creation (Making fire, water, etc.)
---Holy Magic---
Whether holy by nature or by definitions provided by man, Holy Magic is considered to be one of the Styles closest to that of the Gods. Holy Magic has the power to cure ailments of any kind, repel evil entities, and even bring back the recently dead. It is unknown if the Gods allow the users of Holy Magic, massive in number though unskilled, to use it or it is simply the act of a Magus who has passed down their teachings in this ancient Style. The average Cleric, as a Magus who uses Holy Magic is known, knows well enough how to heal wounds ranging from small cuts and scrapes to broken bones as well as curing many diseases. Those who are ‘blessed’ by the Gods show exceptional skill in the use of Holy Magic and can eventually reach the ability to revive those who are recently dead and even heal fatal wounds.
Summary: Holy Magic is comprised of the following areas of magic:
-Healing
-Reanimation
-Divine Force Manipulation (Repelling Evil)
-Divine Weaponry (Holy Weapons)
-Divine Enchantment (Enchanting Weapons)
-Curse Negation
-Malignancy Negation
---Necromancy---
Necromancy is a dark Style, one which is rarely ever known to be used anymore except by those looking to extend the length of their lives. A Necromancer can live centuries by absorbing the souls of other and feeding on them to extend their life. While believed to be an inherently negative magic, Necromancy has many uses which are beneficial to common person. A necromancer can bring back the dead and use their tireless forms to perform mundane tasks and assist others. Those who have great enough power may even extend their lives through the consumption of the life force of a living object, whether this be a person or even a tree. Those of the highest level of skill in Necromancy can even harness the souls of the dead for combat or purge them for the living.
Summary: Necromancy is comprised of the following areas of magic:
-Reanimation
-Soul Manipulation
-Undead Control
-Resurrection
-LIfe-force absorption
-Mediumship (Talking to and seeing Spirits)
-Pain Control (Inducing or Removing pain)
---Ritual Magic---
Ritual Magic is one of the potential strongest areas of magic as it encompasses the ability to summon beings of great power, demons included, and even create them whenever the need be. The very Style is considered the most dangerous as the creation of a ritual circle, being a simple process for those learned in it, can be done at anytime and can do anything from bringing onto this plane a demon to cursing a foe. Yet, one misstep in the creation of a ritual circle can very well endanger the creator as well as all of those around them. There are even those who use Ritual Magic to physically empower themselves by creating circles on clothing or their bodies.
Summary: Ritual Magic is comprised of the following areas of magic:
-Invocation (Spoken spells)
-Summoning
-Creature Creation
-Physical Empowerment
-Enchantment
-Hexes
---Blood Magic---
Blood Magic is simply that, a style of magic which allows the user to manipulate and use blood in varied forms. Though a magic which inherently requires the injuring of another or one’s self, Blood Magic is also rather powerful, creating virulent plagues that corrode the body of their target or vitalising the body of the user while stealing life from another. Blood mages are known to form Blood pacts, using their magic to bond two people under a set of conditions. Blood mages can heal people if they wish, but given the nature of the magic it is mostly used for destructive purposes.
Summary: Blood magic is comprised of the following areas of magic:
-Blood pacts
-Minor healing
-Life-force absorption
-Plague creation
-Animation (to a degree; a blood mage can imbue the power of blood vitality into a recently deceased or inanimate object - this is by no means permanent or even feasible for more than a few minutes)
---Enchanting---
Enchanting is a mostly ancient art, with its more powerful uses lost as innovations in magic emerge. In modern times, its practical use is imbuing an inanimate object with magical energy, for purposes such as establishing a magical communication link between two specific entities. This cannot be done to the living - the equivalent of imbuing a human with magical energy is known more commonly as healing. However, enchanting is known specifically for inanimate objects. The properties given to the object can become more complex with the amount of life-force imbued with it.
Summary: Enchanting is comprised of the following areas of magic:
-Healing (rudimentary)
-Imbution
-Tempering (enchantment of metal)
-Wordsmithing (enchantment of books - how they initially have any magic power)
---Mana---
Mana is, to every form of magic, the reservoir of energy that users tap into to perform feats. In normal humans incapable of magic, this pool is measured at 1, in arbitrary units - with even the most basic spells costing about twice that, most people will never realise their magic potential. However, through rigorous training, a person can increase their mana pool - most mages lie at around 30 mana, being able to cast multiple simple spells (about 2-3 mana each) before their mana pool is expended. More experienced users can reach up to 60-70 mana, with those having centuries of training reaching 100-150 mana (it is exponentially difficult to gain mana with talent - 150 is a formidable amount of mana despite being 5 times more than basic mages). In the case of the Branded, the life force they absorb is the only form of mana they have - their soul's own mana pool has been completely eradicated. Mana is what ties a soul to the body - the lack of this means that a soul can detach from a body at will, with practice, explaining the Branded's powers. In the case of champions, they too have very little mana pools, with the most ever observed being a modest 10 mana - Titans prefer to limit mana use in their champions as it is a sign of ungratefulness to the Blessings they've been given.
Mana regenerates at an increased rate with more experience, however basic users will experience a rate of about one unit per day. Extended mana usage in a short period of time will reduce the rate of regeneration, much like more exercise causing a longer recovery period. However, this "stamina" can increase with more spell usage, which also increases the magic pool, making casting basic spells easier, however more complex spells are much more difficult to cast, so the talent needed to use them will also be necessary. The Branded do not have a mana regeneration rate as they do not have their own mana - since they absorb life energy from other sources, they can store astronomical amounts of mana, so long as their soul and body can handle it - This makes casting the most complex spells much more feasible, however, talent and the size of the mana pool do not always correlate (even though more talent will eventually lead to a larger pool if the user trains often). A Branded could absorb 500 mana but not have the ability to cast any spells stronger than a small fireball. Training is essential to becoming a strong mage.
The amount of mana the average organism has:
Small wildlife (insects and shit) = 0.01
Basic plant life = 0.05
More complex animals (dogs) = 0.15
Most complex non-sentient animals (chills/monoliths) = 0.5
Humans = 1. Large, old trees = 1.
Oldest trees in existence = 5.
Dragons = 10.
Champions/Branded = 100.
Soul Absorption
Soul Absorption, the act of consuming the life force of another living being, is unique and only usable by Branded. Branded naturally contain 15 Life Force and can gain more by consuming that of another being. The consumption of Life Force is a slow process, taking around a minute to consume 1 point. The larger and more sentient the source of Life Force, the longer it will take with Humans taking around an hour to absorb. While a Branded can absorb Life Force from nearly any source, it is generally best to avoid attempting it on Champions who can take days to fully consume. Absorbing Life Force is a relatively easy process, requiring the Branded in question to simply devote focus to consuming the energy of whatever is around them.
A new Branded can consume Life Force up to five meters from them, though this area of consumption is increased as they become more skilled in doing it. An extremely skilled Branded can consume Life Force from half a kilometer away, though the absorption is slower past 250 meters. Due to the nature of their power, Branded are not nearly as limited in magical usage as normal humans, allowing them to cast spells seemingly impossible to even the most skilled of Magi so long as they have the Life Force required for it.
Insects: .25 per pound
Small plants: .5 per pound of material.
Young Trees: .5 per.
Older trees: 1 per.
Small animals: 1 per
Large animals: 3 per
Humans: 10 per
Monoliths: 20 per
Chills: 30 per
Champions: 50 per
Demons: 60 per
Wandering Souls: 5 per
Contained within are Events meant to provide Champions and Branded a direction to travel. Wars, monster sightings, and reports of strange happenings, some even magical and possibly related to other Champions and Branded.
The War for the Crown, beginning several years ago after tensions in the Kingdom of Lainoor caused the eruption of a rebellion, has recently reached a brutal conclusion as the Rebel forces were routed and split apart. Their remaining forces fled into Builthy Vale, the dense forest being near impossible for the Lainoorian forces to navigate and fearing an ambush should they enter. The grounds between Builthy Vale and Werewood Forest are littered with the swords and bodies of those who died. Some say that a man can be seen inside the desolation of the battlefield, simply sitting and looking over all the dead bodies. None know who he is nor is purpose, but the figure frightens a small town nearby.
Updates: Maris, Champion of Locke, has entered Builthy Vale and has found it to be all too quiet for a normal forest. The silence is uneasy, lacking the sound of birds chirping and insects trilling.
With Maris’ wanderings deeper into the woods of Bulithy Vale has come the discover of a disastrous battle. Dead bodies lie about on the ground as if discarded trash and the ground itself seems to have faced the wrath of the combatants. It is unknown whether man or monster fought the men whose bodies littered the ground. What is known, though, is that the camp Maris has discovered has a recently made fire which can be seen from the distance. The possibility of survivors is tempting
The battlefield is more like one out of a nightmare, bodies strewn carelessly about it. It certainly couldn’t have been done by anything human. Distracted by the death of a woman in front of her, Maris failed to notice the approach of the only survivor. Even he was injured, though better than all those she had passed. He warned her to leave and never come back, even offering to lead her out.
Heham, the largest and most influential city of the Northern Kingdoms, has recently come to express their Desire to be rid of their recent enemy, Hawic. As such, a war has begun around the Hehamian castle of Grinain’s Delve. With the Hawician forces pushing hard against the forces of near endless mercenaries, it seems the the War will never end. It is unsure what has brought about this change in Hawic’s political standing with Heham, though residents within the capital of both seem to suggest that an outside force is acting upon their Kings. Recent sightings in Heham have spoken of a raven haired man whose crooked form and pale skin suggest he is far out of his territory. Similarly, Hawic has seen a woman possessing sea blue hair and eyes of gold whom has seemingly wormed her way into the King’s court and possibly his heart.
Updates: With the public opinion plummeting and a lack of support from many of the small Guilds of its city, Heham’s chance of winning grows ever small. On top of that, several Guilds in the city propose a rebellion to overthrow the King, making the situation worse. Small skirmishes exist on both sides nearer to their cities, punitive forces meant more for scouting than actual fighting.
Peywold Castle, once the imposing home to the Peywolds of Galrond, has long since begun to fall into disrepair and disuse as the family has begun to die out. With many of the young heirs of Aurelius Peywold dying before they can take the position of Lord, the Castle has sat with naught but despair in its halls. Some say that the heirs had been cursed to die by an old mage while others believe it to be naught but unfortunate deaths. Rumors have come from Peywold Castle to Galrond of a beast which stalks their halls, a horrid creature seemingly a mixture of man and beast. Coupled with these rumors are that of a misuse of magic by the eldest daughter of the Peywolds, one which must be dealt with before she harms someone.
Update: The search for the Beast will have to be put on hold for Rebecca with the coming of a mage-peasant war within the lands of Galrond. It doesn’t look like the peasants don’t have a chance, at least not without somebody to help them.
The War for the Crown, beginning several years ago after tensions in the Kingdom of Lainoor caused the eruption of a rebellion, has recently reached a brutal conclusion as the Rebel forces were routed and split apart. Their remaining forces fled into Builthy Vale, the dense forest being near impossible for the Lainoorian forces to navigate and fearing an ambush should they enter. The grounds between Builthy Vale and Werewood Forest are littered with the swords and bodies of those who died. Some say that a man can be seen inside the desolation of the battlefield, simply sitting and looking over all the dead bodies. None know who he is nor is purpose, but the figure frightens a small town nearby.
Updates: Maris, Champion of Locke, has entered Builthy Vale and has found it to be all too quiet for a normal forest. The silence is uneasy, lacking the sound of birds chirping and insects trilling.
With Maris’ wanderings deeper into the woods of Bulithy Vale has come the discover of a disastrous battle. Dead bodies lie about on the ground as if discarded trash and the ground itself seems to have faced the wrath of the combatants. It is unknown whether man or monster fought the men whose bodies littered the ground. What is known, though, is that the camp Maris has discovered has a recently made fire which can be seen from the distance. The possibility of survivors is tempting
The battlefield is more like one out of a nightmare, bodies strewn carelessly about it. It certainly couldn’t have been done by anything human. Distracted by the death of a woman in front of her, Maris failed to notice the approach of the only survivor. Even he was injured, though better than all those she had passed. He warned her to leave and never come back, even offering to lead her out.
Heham, the largest and most influential city of the Northern Kingdoms, has recently come to express their Desire to be rid of their recent enemy, Hawic. As such, a war has begun around the Hehamian castle of Grinain’s Delve. With the Hawician forces pushing hard against the forces of near endless mercenaries, it seems the the War will never end. It is unsure what has brought about this change in Hawic’s political standing with Heham, though residents within the capital of both seem to suggest that an outside force is acting upon their Kings. Recent sightings in Heham have spoken of a raven haired man whose crooked form and pale skin suggest he is far out of his territory. Similarly, Hawic has seen a woman possessing sea blue hair and eyes of gold whom has seemingly wormed her way into the King’s court and possibly his heart.
Updates: With the public opinion plummeting and a lack of support from many of the small Guilds of its city, Heham’s chance of winning grows ever small. On top of that, several Guilds in the city propose a rebellion to overthrow the King, making the situation worse. Small skirmishes exist on both sides nearer to their cities, punitive forces meant more for scouting than actual fighting.
Peywold Castle, once the imposing home to the Peywolds of Galrond, has long since begun to fall into disrepair and disuse as the family has begun to die out. With many of the young heirs of Aurelius Peywold dying before they can take the position of Lord, the Castle has sat with naught but despair in its halls. Some say that the heirs had been cursed to die by an old mage while others believe it to be naught but unfortunate deaths. Rumors have come from Peywold Castle to Galrond of a beast which stalks their halls, a horrid creature seemingly a mixture of man and beast. Coupled with these rumors are that of a misuse of magic by the eldest daughter of the Peywolds, one which must be dealt with before she harms someone.
Update: The search for the Beast will have to be put on hold for Rebecca with the coming of a mage-peasant war within the lands of Galrond. It doesn’t look like the peasants don’t have a chance, at least not without somebody to help them.
Champion interactions:
1. Champions CAN kill each other. Do not expect the plot to advance without any deaths.
2. Some champions will be better in combat than others. However, these champions usually have a little utility to their abilities - outside of a fight, they're relatively normal humans.
3. Killing a champion does NOT take their powers, if you are another champion. You will keep your original champion blessings regardless, unless you choose to forsake your Titan and become Branded.
4. Being Branded and killing a champion does NOT give you their powers. You have forsaken the Titans, this is your curse.
5. Killing a Branded human does not give you their immortality, or powers.
6. If a Branded human (somehow) manages to eject the champion's soul from their body, killing them, they do not gain their powers. These blessings are applied to the SOUL of a champion, which gives the body its powers in turn.
7. A champion can choose to become Branded at ANY time. This is irreversible. However, becoming branded while using a blessing of your champion will most likely kill you - for example, becoming Branded while you have summoned a Leviathan will most likely make it attack you, too.
8. It IS possible to change pantheons, IF both champions agree to it. This process is irreversible and can only be used once, ever. Doing this makes your previous Titan completely forsake you, perhaps even using the little influence they have on the world themselves to try and kill you.
9. Champions and the Branded cannot enter another realm, as far as we know.
10. Champions CAN use basic magic outside of their blessings, but it is highly frowned upon by the Titan. Sustained usage may mean relinquishing some, or all, of their blessings altogether.
1. Champions CAN kill each other. Do not expect the plot to advance without any deaths.
2. Some champions will be better in combat than others. However, these champions usually have a little utility to their abilities - outside of a fight, they're relatively normal humans.
3. Killing a champion does NOT take their powers, if you are another champion. You will keep your original champion blessings regardless, unless you choose to forsake your Titan and become Branded.
4. Being Branded and killing a champion does NOT give you their powers. You have forsaken the Titans, this is your curse.
5. Killing a Branded human does not give you their immortality, or powers.
6. If a Branded human (somehow) manages to eject the champion's soul from their body, killing them, they do not gain their powers. These blessings are applied to the SOUL of a champion, which gives the body its powers in turn.
7. A champion can choose to become Branded at ANY time. This is irreversible. However, becoming branded while using a blessing of your champion will most likely kill you - for example, becoming Branded while you have summoned a Leviathan will most likely make it attack you, too.
8. It IS possible to change pantheons, IF both champions agree to it. This process is irreversible and can only be used once, ever. Doing this makes your previous Titan completely forsake you, perhaps even using the little influence they have on the world themselves to try and kill you.
9. Champions and the Branded cannot enter another realm, as far as we know.
10. Champions CAN use basic magic outside of their blessings, but it is highly frowned upon by the Titan. Sustained usage may mean relinquishing some, or all, of their blessings altogether.
The more detail, the better! Really go to town on this if you want.
Appearance: (and a brief description!)
Name:
Age:
Titan:
Origins: (doesn't have to be from one of the areas previously mentioned - so long as no HUGE kingdoms are created, make it up if you wish!)
Personality:
Likes:
Dislikes:
Backstory:
Skills & Talents: (Refrain from making these magical)
Equipment/weaponry: (Again, magical weapons are also discouraged. You have enough power already!)
Magical abilities: (Applies to Branded characters only)
Reason for picking Titan/Branded:
Appearance: (and a brief description!)
Name:
Age:
Titan:
Origins: (doesn't have to be from one of the areas previously mentioned - so long as no HUGE kingdoms are created, make it up if you wish!)
Personality:
Likes:
Dislikes:
Backstory:
Skills & Talents: (Refrain from making these magical)
Equipment/weaponry: (Again, magical weapons are also discouraged. You have enough power already!)
Magical abilities: (Applies to Branded characters only)
Reason for picking Titan/Branded:
And I think that's it! Any other questions I'll answer and add to this post later. Have fun and thank you for reading! Jhett ~
(Please note some of the Titans have already been chosen in the interest check. If this becomes a little more popular then 2 people could choose the same Titan, but it'd be best if they were each filled first!)
General rules:
-As GM, my word is law. If you don't agree we can discuss it, but if I put my foot down and you still protest, you'll be asked to withdraw from the RP.
-Don't be a dick in OOC. Save that for the IC, if your character wants it!
-No Godmodding. If you're a champion, you cannot have anything more than basic magical skills/talents, as that will simply give you an unfair advantage.
-No deus ex machina. If your character is about to surely die, they'll die. No one lives forever! (well..)
-There will be a general plot. We can discuss it and see if we can make it better, however most of the plot is predetermined and concrete. Of course character personalities will change the plot, so I'm sticking to a few core plot points. These will be very unlikely to change. Unless given consent, do not try to change them.
-Have fun!
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