Old Projects
CRAWL V3 • CRAWL V2 • Origional
Everyone is Jorde || Lost Cards of Broken Paradise || Starkissed || Fiasco! At Magic Academy
Rainbow Bubblegum Souffle || Beyond the Gate at World's End || Tribal Survival || Slime Factory
Slime World
IG Int | IᎶ.
Fantasy • Epic Quest • Anime
♥ ♠ ♣ ♦
There once was a land of beauty and wonder known as Meltaine. This ancient land had knowledge and magic, and all it harboured lived abundant, joy-filled lives. They were clever and graceful, wise and benevolent, strong and honorable... but most of all, they followed their hearts and brought light, love and life to the world they lived in. There was no turmoil, no pain, and no suffering.
This sacred kingdom was preserved by the Guardians of the Royal Lines. Kings and Queens who held within their souls the purest form of each virtue that brought their home such prosperity. They had reigned for thousands of years, and perhaps would have reigned for a thousand more; they had no heirs for they were thought to be immortal beings of purity and goodness.
The Fetid Wind that swept through the land left no mark at first. A gentle sickness overcame the Royal Lines, one that could not be cured by any magic yet known. First they grew tired; then they grew withered. With them the earth writhed and cried out in their names. But as the life left their bodies, so too did the virtues they represented. They rose into the skies as symbols of light, splintering and scattering, lost to the world. The land of Meltaine fractured, and the dark corruption buried it's tendrils deep into the hearts of man and earth alike.
The people cried out in one voice and the noble Jacks took to the thrones in hope of salvaging their lost home. But their hearts, far weaker than the Guardians, could not bear the load of the evil that writhed within their beings. As the evil killed crops and poisoned lakes so too did it twist the Jack's hearts into beings of evil, and the Broken Jacks became rulers of the Mad Land of Meltaine, for all who lived within were poisoned by the evil.
The gruesome genocide of the people of Meltaine is one not written in storybooks. While it is said some still live in that legendary land only those who took the evil into their hearts could abide by it's harsh landscape. Early in the Jack's reign, those who were wise enough to read the signs saw the tragedy that was befalling their home. It was with great grief a band of refugees took to the ocean and travelled to faraway lands in search of freedom and safety. But their hearts had been left bereft of guidance, and within them the seed of corruption took root. Now, all had the capacity for goodness and for evil in their hearts, and the madness would always be with them.
This sacred kingdom was preserved by the Guardians of the Royal Lines. Kings and Queens who held within their souls the purest form of each virtue that brought their home such prosperity. They had reigned for thousands of years, and perhaps would have reigned for a thousand more; they had no heirs for they were thought to be immortal beings of purity and goodness.
The Fetid Wind that swept through the land left no mark at first. A gentle sickness overcame the Royal Lines, one that could not be cured by any magic yet known. First they grew tired; then they grew withered. With them the earth writhed and cried out in their names. But as the life left their bodies, so too did the virtues they represented. They rose into the skies as symbols of light, splintering and scattering, lost to the world. The land of Meltaine fractured, and the dark corruption buried it's tendrils deep into the hearts of man and earth alike.
The people cried out in one voice and the noble Jacks took to the thrones in hope of salvaging their lost home. But their hearts, far weaker than the Guardians, could not bear the load of the evil that writhed within their beings. As the evil killed crops and poisoned lakes so too did it twist the Jack's hearts into beings of evil, and the Broken Jacks became rulers of the Mad Land of Meltaine, for all who lived within were poisoned by the evil.
The gruesome genocide of the people of Meltaine is one not written in storybooks. While it is said some still live in that legendary land only those who took the evil into their hearts could abide by it's harsh landscape. Early in the Jack's reign, those who were wise enough to read the signs saw the tragedy that was befalling their home. It was with great grief a band of refugees took to the ocean and travelled to faraway lands in search of freedom and safety. But their hearts had been left bereft of guidance, and within them the seed of corruption took root. Now, all had the capacity for goodness and for evil in their hearts, and the madness would always be with them.
♥ ♠ ♣ ♦
It is a thousand years hence and the Mad Land of Meltaine is all but a fairytale. You live in the lands of Wormwold, a place far from the paradise of old. It is a life of toil and hard work, taming lands unknown and claiming them in Wormwold's name.
It is hard to imagine a world where all people were born equal with all valors and magic within them. These days each person is born into one Suit and inherits that Suit's powers alone... and if that wasn't enough to contend with, born into one of the classes, their place in society, accordingly. Hearts are near Royalty, Spades are Nobility, Clubs are Brutes and Diamonds are Beggars. Each Class subjugates themselves to the wills of those above them, and most will marry within their own class suit. It is the way of things, and life has never been different.
You are a student of the Spire, a youth preparing yourself to take your place in Wormwold. You live and grow in a city of mostly students, of all Suits and powers, and aim to gain Prestige and make your way in the world. These days, however, you can't shake the strange dreams you've been having. Dreams of a beautiful city that glints in the sunlight, of terrible creatures rising from a dark wood, and a wind that buffets you and withers your soul. Always the last thing you see is that sickeningly grotesque smile, that glints and gleams with a madman's fervor. It all seems so familiar...
It is hard to imagine a world where all people were born equal with all valors and magic within them. These days each person is born into one Suit and inherits that Suit's powers alone... and if that wasn't enough to contend with, born into one of the classes, their place in society, accordingly. Hearts are near Royalty, Spades are Nobility, Clubs are Brutes and Diamonds are Beggars. Each Class subjugates themselves to the wills of those above them, and most will marry within their own class suit. It is the way of things, and life has never been different.
You are a student of the Spire, a youth preparing yourself to take your place in Wormwold. You live and grow in a city of mostly students, of all Suits and powers, and aim to gain Prestige and make your way in the world. These days, however, you can't shake the strange dreams you've been having. Dreams of a beautiful city that glints in the sunlight, of terrible creatures rising from a dark wood, and a wind that buffets you and withers your soul. Always the last thing you see is that sickeningly grotesque smile, that glints and gleams with a madman's fervor. It all seems so familiar...
♥ ♠ ♣ ♦ Suits ♥ ♠ ♣ ♦
The four suits affect all aspects of a character, bust most importantly their power/style of magic. All suits have their own magic which can be interpreted in a number of ways.
♥ Hearts ♥
♥ The Primary Suit of Royalty ♥♥ ♠ ♣ ♦
Hearts - Emotional Element, Life, Emotion, Healing, Connection, Light, Love, Joy, Fertility, Social
Shadow of Heart: Instability, Overgrowth, Despair, Forced emotion over others, Blinding, barren.
♠ Spades ♠
♠ The Secondary Suit of Nobility ♠♥ ♠ ♣ ♦
Spades - Mind Element, Intellect, Logic, Puzzles, Finesse, Delicacy, Grace, Devotion, Studiousness, Dedication, Arcana, Memory, Literacy, Willpower, Skillful, Wit, Cunning, etiquette
Shadow of Spades - Supremacy, Dominance, thirst for forbidden knowledge, cruelty, logic-driven only
♣ Clubs ♣
♣ The Tetriary Suit of Brutes ♣♥ ♠ ♣ ♦
Clubs - Physical Element, Strength, Power, Courage, Loyalty, Earth, Air, Fire, Water, Steadfast, Dependable, Reliable, Crafters, Machines, In Touch With The Earth, Protection, Valor
Shadow Side of Clubs: Pain, Suffering, Anger, Destruction, Violence, Torture, Darkness, Machinations
♦ Diamonds ♦
♦ The Quarternary Suit of Beggars ♦♥ ♠ ♣ ♦
Diamonds: Spiritual Element, Wisdom, Neutrality, Balance, Equalising, Flow, Ease, Peace, Harmony, Spirits, Magic, Natural order, Dreaming, Signs, Premonition, Precognition, Benevolence
Shadow of Diamonds: Lack of caring, immovable, inactive, imbalance, ignorance to others, disharmony, upheaval, necromancy, undead, refusal to follow natural order
🂿 J ø к ε Я ṧ 🂿
May only be 2.
Little is known about the Jokers. They say they are no class and all classes, that they are the highest and lowest combined. That they function beyond the rules of the Suits and belong to the corruption in the Mad Land of Meltaine.
ﬡ ℬ R O K E N J A C K S ﬡ
May only be 4.
The Broken Jacks are legendary creatures who rule the fractured lands of Meltaine. They have been poisoned by the corruption that enraptures the land. It is unclear what their aims are, but they have gone mad with power, and wish to bring others into their thrall. Each Jack follows a unique aspect of their suit.
♥ ♠ ♣ ♦
⚜ T H E S P I R E ⚜
The Spire is a coastal city of canals and towers of white stone that cascade with beautiful waterfalls. It is a city of commerce, gaining a lot of wealth through trade in the port district. However, that is not it's call to fame. While beautiful, the Spire is at the heart of Wormwold's tradition of preparing the youth for the great tasks that lay before them.
Further inland, on the high ground that overlooks the port, the Prime District sits overlooking the rest of the city. Here, the youth are brought from all over to be trained. For this reason the Prime District operates differently than other cities - as well as gold, students can earn credit through their training that can be spent on privileges within the city. In this way students are encouraged to perform well, while also learning to be autonomous in their own right. They may perhaps one day earn the right to own their own properties, places of business, gain access to exclusive areas of the city, research, weaponry and magic, as well as being held in high standing within the city itself... sometimes, the only way to gain respect regardless of one’s born rank.
The Prime District exists for two reasons: first, to encourage the young to take their proper place among the Suits, as is correct of them. Second, to prepare them for the dangerous world they find themselves in, and readying them to perhaps one day take their place among a Deck.
However, that is not the only path for a youth of the Spire. Many senior students will take their place working within stores, within guilds, or crafting goods for the city. Others may instead decide to return to their families, often is the way among nobles. Doing well in the Spire brings great honor, wealth and respect to one's home, but the Spire itself rewards those willing to do the work. However, only the best will be richly rewarded.
R A N K I N G S
The Spire works on a prestige ranking system. Please note: upon purchasing your rank, your credits are then spent and reset to 0. Credit upgrades are automatic. Also note that there may be Suit-based penalization that apply to In Training/Novice ranks, and certain Powers are inherent and ignore some rank restrictions (e.g. if your character's concept and Power is creating machinations, they can build and use machinations)
⟁ T H E M A D N E S S ⟁
Corruption, Madness and Maladies have been brought to the hearts of men. Corruption, Madness and Maladies can befall your character during the course of the roleplay. Maladies are small temporary madnesses that affect your character - sometimes for a period of time, such as the length of one mission or one week, or other times you must find a simple cure (a certain tincture of plants, for example). Madnesses are more permanent and powerful maladies that are far more devastating and harder to shake. Sometimes a Madness will create a new Fate for the character that, if completed, will remove the Madness.
Corruptions are the most dreaded of all - for better or worse, corruptions can change a person's physical makeup, mutating them and changing who they are. It can also give new powers and abilities, but sometimes, this has it's own cost. It is possible to remove corruptions but this is not always successful.
❧ F A T E S & D E S T I N I E S ☙
On your character sheet you will provide three destinies for your character. They can be things you want your character to experience (but maybe your character would have no idea about it, or maybe even wouldn't want it to happen) things that will involve other characters in the roleplay or group-set goals, or sometimes over-arching or significant storylines.
Destinies can be big or small. They can be anything from "I want my character to get beat up this chapter" which provides other player's or the GMs the opportunity to fight you, or "I want my character to gain the ability to fly" which your character may not have any idea about, or even "I want my character to meet someone new" which your character might want to happen. They could be something like "Our group completes the mission without getting harmed" to "Everyone discovers the significance of Meltaine."
The GM will provided opportunities, usually at the end of a chapter, to change your destinies if you're finding them unenjoyable. Rewards will be granted upon completing a Destiny, with greater rewards being given for more difficult Destinies. While that's the case, it is best to have a mix of a short-term destiny, intermediate destiny, and long term destiny.
Fates are not chosen but given. They are temporary goals suggested by the GM that your character can chose to ignore or follow. Those who complete a Fate will be rewarded, but your character does not have to follow them.
♛ T R E A S U R E ♛
There are many types of treasure in Wormwold and the Mad Lands.Reagents: Reagents are items that have properties that can be used to create magical or imbued items. They can be applied to armor, weaponary and brought to the Alchemist for potion creation. There is no limit to how many reagents you can have and each reagent has multiple properties of various rarity.
Curiosities: Magical and Mechanical items of a mysterious nature; most Curiosities hold little to no use. Some make life easier, such as a cup that never runs dry or a wind chime that sings when danger is near. Others hold little to no use. The truth is, most of these items will keep their signifance well hidden, as these items cannot be identified. There is no restrictions to the amount of Curiosities one can own - unless you count space, that is.
Trinkets: More predictable and arguably far more useful then their Curiosity counterparts, these items come in all sorts of shapes and forms. From damage boosters to two way screens that let you see far away places, these common items litter the known world. Trinkets can be identified relatively easily, and some can be extremely helpful in a pinch... but alas, these items usually have a depletion rate, and low level Trinkets only have one charge in them. Trinkets are under regulation in the Spire.
Artefacts: The most powerful magical items in all the land, artefacts are rare creations that can have a myriad of different properties and uses. They don't get destroyed as easily as trinkets; some are even indestructable. As it is, the Spire has strict regulations on the use of Artefacts, as they can be very dangerous.
⚔ C O M B A T ⚔
The combat system in this RP is a combination of different systems, but highly inspired by various tabletop systems. Below is an explanation of the different parts of combat and how they work.
╠ L O C A T I O N S ╣
Below is the list of locations available to unlock through the credit system. When a Player unlocks a location, the full information pertaining to that place becomes available. You may buy additional unlocks for 1000 Credits each once you are Initiate rank or higher.
W R I T S
Permission slips, written privilege permissions, commendations and sometimes letters of correspondence. Writs can only be sent from high ranking officials. Some attempt to forge.
WORKS IN PROGRESS
Everything below this line is still WIP.
❉ C O N D I T I O N S ❉
Conditions apply buffs or debuffs to stats and sometimes change how combat functions. Some status effects, such as hungry or parched function outside of combat as well as during combat.