Magic, once a hidden art used by secluded groups, has now become widely known. What was once held sacred and practiced in hiding, now appears in advertisements for household goods or used by street performers... And magic has grown in popularity stronger than everywhere else, in one particular country. News of it traveled across the sea, from here, the news spread from country to country.
Kokotha, a new country, a land of opportunity and magic. Casters and humans from other lands sail across the sea to this new country, in search of new life and starting a new. Large machines operating with magic runes and new devices introduced everyday, from new radios, cars, and phones.
New Wickborough, the capital of Kokotha, being the hub for this economic growth
But not everything is perfect in the world. Tensions between Casters, those who see it as a old sacred rite, those who embrace it fully, and people using magic for unsavory purposes.
The Old Path, high in the mountains to the north, rejecting the modern ways. The Universal Machine, always in the spotlight. The Black Hats, hiding in the depths. The mercenary Golden Boys, the White Tooth Men and their secret operations, the reclusive Pride living in the wild, and the Wanderers, whom yet to find their path.
New life, new opportunities, new groups, new inventions, a new country, and old magic.
OOC
So what is Kokotha?
Kokotha is a roleplay canon started by me way back in late September of last year, started on the roleplay forums of Ponychan. After picking up speed and a story forming, the canon has now moved over to the Guild; for reasons I won't really go into. Despite its original site, the canon has no relation to the series.
The world of Kokotha is a turn of the century era roleplay with fantasy elements. Cowboys and mafiosos using magic, steampunk elements here and there, and your typical turn of the century styles such as jazz, prohibition, speakeasies, and economic growth.
Rules
1. Don’t be a dick. No harassment of people in the canon or outside of the canon. Just be respectful to your follow roleplayers. This is the most important rule.
2. You can post after you’ve submitted a sheet. The sheet will be reviewed and, if approved, you may roleplay.
3. Before you want to invite someone to the roleplay or the discord, ask me first. You'll be able to invite people to the Discord once you submit a sheet that's been approved.
4. Low to High Casual writing skill is expected. This isn’t a canon that is going to judge you on how well you RP and you don’t need to write a wall of text everytime you post. Just be sure to give your partner enough to work with.
5. You don’t need to consistently roleplay to be a member; we’re not going to reject you for not doing anything. If you want down time you can just chat in the roleplay and talk with people.
6. Respect the rules of the site.
The Basics of Kokotha
The Main Setting
Kokotha: The main setting where the canon is held. A large, country, high in economic growth. East Kokotha being full of cities and factories, while western Kokotha is mostly untouched, with wide stretches of desert and younger cities.
New Wickborough: The capital of Kokotha and a testament to the industrial strengths of the country. Booming with economic energy and an influx of people overseas, it is never a restless day in the country. It is the main area of the setting. The city isn't without its Casters. From the Old Path that hides in the shadows, the Golden Boy Mercenaries, the ever prevalent Universal Machine, the criminals known as the White Tooth Men, and the Wandering Casters who venture in from the country or from overseas
New Wickborough: The capital of Kokotha and a testament to the industrial strengths of the country. Booming with economic energy and an influx of people overseas, it is never a restless day in the country. It is the main area of the setting. The city isn't without its Casters. From the Old Path that hides in the shadows, the Golden Boy Mercenaries, the ever prevalent Universal Machine, the criminals known as the White Tooth Men, and the Wandering Casters who venture in from the country or from overseas
Magic
Magic was once a secluded art, It wasn't until 2 centuries ago that it became widely known
Runes: Runes are the method of casting magic, each rune representing an aspect of Yim. These runes are carved upon weapons, machines, or even arrows and bullets, and through these carvings is the caster able to enhance their abilities.
Yim: Yim is the world of magic, parallel to the physical world known as Kodo. A large white void, filled with grey stones, mist, harsh winds, a blue sun-like orb in the sky, and lightning storms. An unstable world, it is the very essence that Caster's draw upon to cast their abilities. The landscape is dotted with multicolored spheres. Each individual one of these spheres houses a pocket dimension, created by a powerful being, most likely an amalgam. The size and complexity of these worlds depends on the power of the one who created it; as Yim is a world of pure magic, and casters manipulate magic, being in Yim allows the powerful to literally worldbuild. These pocket dimensions fade away, turning back into pure magic, when the one who created them dies.
Brands: The way a Caster learns if they are capable of magic. When they reach a certain age, usually 16-21, a rune symbol will appear on their body; typically on the wrist of their dominant hand. These Brands are what allows a Caster to use magic without the use of a runed weapon; this however isn't a novice thing to try and associated with a higher risk of becoming an Amalgam. As the Brand manifests, it appears to burn onto the Caster's skin, hence the name, as if by some invisible iron. Despite this, they feel no pain from it but it is often described as uncomfortable.
The Relationship Between Brands and Runes: Every rune has dominion over a different aspect of Yim. The harsh storms, the mists of magic, the stoney crags, etc. This applies to the Brands as well. A Caster with the brand of Mist will have a higher skill as a weapon with the same rune, but this doesn't mean they can't use weapons with a different rune; it just means that they will be less open to more advanced abilities
Runes: Runes are the method of casting magic, each rune representing an aspect of Yim. These runes are carved upon weapons, machines, or even arrows and bullets, and through these carvings is the caster able to enhance their abilities.
Yim: Yim is the world of magic, parallel to the physical world known as Kodo. A large white void, filled with grey stones, mist, harsh winds, a blue sun-like orb in the sky, and lightning storms. An unstable world, it is the very essence that Caster's draw upon to cast their abilities. The landscape is dotted with multicolored spheres. Each individual one of these spheres houses a pocket dimension, created by a powerful being, most likely an amalgam. The size and complexity of these worlds depends on the power of the one who created it; as Yim is a world of pure magic, and casters manipulate magic, being in Yim allows the powerful to literally worldbuild. These pocket dimensions fade away, turning back into pure magic, when the one who created them dies.
Brands: The way a Caster learns if they are capable of magic. When they reach a certain age, usually 16-21, a rune symbol will appear on their body; typically on the wrist of their dominant hand. These Brands are what allows a Caster to use magic without the use of a runed weapon; this however isn't a novice thing to try and associated with a higher risk of becoming an Amalgam. As the Brand manifests, it appears to burn onto the Caster's skin, hence the name, as if by some invisible iron. Despite this, they feel no pain from it but it is often described as uncomfortable.
The Relationship Between Brands and Runes: Every rune has dominion over a different aspect of Yim. The harsh storms, the mists of magic, the stoney crags, etc. This applies to the Brands as well. A Caster with the brand of Mist will have a higher skill as a weapon with the same rune, but this doesn't mean they can't use weapons with a different rune; it just means that they will be less open to more advanced abilities
Amalgamates
Amalgamates: A Caster must always learn to control their power and not let it become stronger than them. If they allow their powers to get out of control, whether it be do to excessive use or poor training, they become a beast known as an Amalgam. These beasts with bodies half flesh and half magic, can come in a variety of forms. Some taking the form of a beastman or a mixture of several beasts and a human, hence the name, others can take on surreal, Alien forms. It is said the form represents who the person truly is on the inside, others say it is a warped perception on how they see themselves, and others say that it has no real sense or reason to it.
When one becomes an Amalgam, they lose all sense of reason, identy, and conscience, seeking only to destroy and wreck havok. They gain new powers along with the ones they had as a human.
In training, precautions best be taken to ensure one doesn't become an Amalgam. The key is to maintain a balance between yourself and your magic. To not let it get stronger than you and not let it get too weak.
When a Caster becomes an Amalgam, other Casters set out to slay them. Even the hardest veterans can have difficulties slaying an old friend who transformed. In most factions, to become an Amalgam is considered a faith worse than death, and to kill this Amalgam is considered setting them free from a form of torture. There is no record of someone becoming an Amalgam and turning back, alive. Because of this, they are considered tragic monsters by most Caster communities.
However, to some groups, they are hailed as an evolution. Many amalgamates have a new personality and consciousness to go with their new form. The most powerful of them are treated as equal to gods.
When one becomes an Amalgam, they lose all sense of reason, identy, and conscience, seeking only to destroy and wreck havok. They gain new powers along with the ones they had as a human.
In training, precautions best be taken to ensure one doesn't become an Amalgam. The key is to maintain a balance between yourself and your magic. To not let it get stronger than you and not let it get too weak.
When a Caster becomes an Amalgam, other Casters set out to slay them. Even the hardest veterans can have difficulties slaying an old friend who transformed. In most factions, to become an Amalgam is considered a faith worse than death, and to kill this Amalgam is considered setting them free from a form of torture. There is no record of someone becoming an Amalgam and turning back, alive. Because of this, they are considered tragic monsters by most Caster communities.
However, to some groups, they are hailed as an evolution. Many amalgamates have a new personality and consciousness to go with their new form. The most powerful of them are treated as equal to gods.
Aspects of Yim
Aspects of Yim: The Aspects of Yim are the six types of magic that casters call upon.
Mist: The air of Yim is covered in a dense, blue mist. This mist is pure magic and through a rune or brand, the Caster can call upon this mist bringing it in small qualities into the physical plane. A very versatile magic style, as being a gas made of pure magic, its properties can be altered very easily. One can change its flammability and summon a mist that the ignites upon exposure to our air. One would turn it into a poisonous gas or a gas that rapidly heals those inside of it. It isn't without its weaknesses though; high winds allow a Storm Caster to easily counter them.
Stone: The stones of Yim while resembling grey craggy stones, are made of pure magic. Those with the Brand of Stone can summon these stones, whether it be to create a shield, a weapon, deadly projectile, or whatever creative use the Caster can think of. Unlike Mist though, because of the stones solid make up, they are harder to change the properties of it so drastically; this doesn't mean its impossible, it's a common method to change the hardness or density of the stones, changing the smoothness and sharpness can easily create a blade better than any sword or enhance a current one. These stones don't stay in the physical plane forever, after some time or when the Caster wills it, they will disappear, returning to Yim.
Storm: Storms constantly rage over the skies of Yim. Those with the brand of Storm may manipulate lightning and winds with a snap of their fingers, firing lightning bolts from their finger tips or a blade of compressed wind with a swish of their arm. It extends to weapons as well. A common usage for this rune is to power machinery fitted with a storm rune. No use for a generator, the Caster acts as a battery. Not as versatile as Stone or Mist, but makes up for this in raw power
Body: A unorthodox form of magic. Those who use this form typically fight unarmed, but sometimes fight with a sidearm fitted with a different Rune. The main ability of this rune is to enhance ones own physical capabilities using the magic of Yim. While Casters are stronger physically than a human, the Body brand goes beyond even these limits. They may shape shift their limbs or boost their own mental processing. A very dangerous style, however, as it is one of the most often associated with changing into an Amalgam.
Liquid: Because of all the storms in Yim, pools of liquid magic form. Those with this Brand may call upon this liquid and manipulate it. Whether using it as a high pressure water cutter or freezing it. It is often considered a combination of Stone and Mist; as in ice form it is similar to Stone but in liquid form it is similar to Mist. However, while it doesn't have access to the full capabilities of either of these forms, but has its own place in the world of magic.
Light: A support and offensive form of magic, centering around beams of light or hard light structures. Offensively, it can be used to fire simple beams of light, create a bright blinding flash, or even a sword of hard light. On the other end of the spectrum, it can be used to heal, create a wall of hard light to shield ones self and allies, and create a light in dark places.
Mist: The air of Yim is covered in a dense, blue mist. This mist is pure magic and through a rune or brand, the Caster can call upon this mist bringing it in small qualities into the physical plane. A very versatile magic style, as being a gas made of pure magic, its properties can be altered very easily. One can change its flammability and summon a mist that the ignites upon exposure to our air. One would turn it into a poisonous gas or a gas that rapidly heals those inside of it. It isn't without its weaknesses though; high winds allow a Storm Caster to easily counter them.
Stone: The stones of Yim while resembling grey craggy stones, are made of pure magic. Those with the Brand of Stone can summon these stones, whether it be to create a shield, a weapon, deadly projectile, or whatever creative use the Caster can think of. Unlike Mist though, because of the stones solid make up, they are harder to change the properties of it so drastically; this doesn't mean its impossible, it's a common method to change the hardness or density of the stones, changing the smoothness and sharpness can easily create a blade better than any sword or enhance a current one. These stones don't stay in the physical plane forever, after some time or when the Caster wills it, they will disappear, returning to Yim.
Storm: Storms constantly rage over the skies of Yim. Those with the brand of Storm may manipulate lightning and winds with a snap of their fingers, firing lightning bolts from their finger tips or a blade of compressed wind with a swish of their arm. It extends to weapons as well. A common usage for this rune is to power machinery fitted with a storm rune. No use for a generator, the Caster acts as a battery. Not as versatile as Stone or Mist, but makes up for this in raw power
Body: A unorthodox form of magic. Those who use this form typically fight unarmed, but sometimes fight with a sidearm fitted with a different Rune. The main ability of this rune is to enhance ones own physical capabilities using the magic of Yim. While Casters are stronger physically than a human, the Body brand goes beyond even these limits. They may shape shift their limbs or boost their own mental processing. A very dangerous style, however, as it is one of the most often associated with changing into an Amalgam.
Liquid: Because of all the storms in Yim, pools of liquid magic form. Those with this Brand may call upon this liquid and manipulate it. Whether using it as a high pressure water cutter or freezing it. It is often considered a combination of Stone and Mist; as in ice form it is similar to Stone but in liquid form it is similar to Mist. However, while it doesn't have access to the full capabilities of either of these forms, but has its own place in the world of magic.
Light: A support and offensive form of magic, centering around beams of light or hard light structures. Offensively, it can be used to fire simple beams of light, create a bright blinding flash, or even a sword of hard light. On the other end of the spectrum, it can be used to heal, create a wall of hard light to shield ones self and allies, and create a light in dark places.
Factions
The Old Path: The Old Path is the faction of Casters who believe that the traditional ways of the Caster is the true way, rejecting all new ideas. Fighting primarily with swords, bows, and shields, as well as wearing armor, their gear is primitive for the time. But in recent times, they have become reclusive and hide among society in plain sight, rejecting most of the ways of the future. They typically only work for themselves, rarely doing mercenary work for people outside of the path.
The Golden Boys: The Golden Boys are a faction of Casters who are known for their usage of firearms. The founder, once a member of the Old Path, saw that it wouldn't be long before the old ways of Casters would become obsolete and guns and light body armor have long replaced swords and platemail. The name comes from them being highly skilled at mercenary work, and despite the name, women can become members. Their weapons are commonly guns, usually pistols because of their versatility and lightweight, but the use of melee weapons like knives aren't unheard of. Similar to the Old Path they have a common teaching. Their teaching, however, is the opposite to the Old Path, and that is that they must adapt as time goes on.
The Universal Machine: The Machine is a faction of Casters who take the industrial age to another level. The weapons they use are heavy, cumbersome, and powerful, futuristic for their time, powered by runes. They often cited as being one of the more outgoing factions, showing themselves to the public and working for the government; most of the members are workers for industrial sites, benefiting from their powers. They lack a specific teaching or codex, making them different than the other groups. They do abide by the concept of "hard work pays off"
The Children of Kodo'Yim: The antagonists of the series. The Children of Kodo'Yim is one of the few factions that can be considered evil among other factions. Similar to the Old Path in that they mostly reject modern society, although some them use firearms, they do however have one significant difference; they see those with magic as chosen and those without, as impure. They seek to purge the world of the magicless. Their name comes from Kodo'Yim, the being said to be the creator of magic, and the universe itself. They believe in a "Cycle of Magic," in which there are periods of time when magic is obscure and rare and periods of time when magic is at its peak and everyone has it. They wish to enforce the latter by any means necessary. Their leaders are widely unknown except by their elite, but they are referred to as the Laughing Queen and Silent King.
The Wanderers: Not exactly a faction, but a name for a type of Caster who hasn't chosen a group or don't go by any form of teaching. They may use swords like the Old Path, but not reject modern society. They may use high tech machines like the Universal Machine, but associate themselves with the group. This makes them one of the most versatile and diverse groups of Casters, but they lack a great community to tie themselves to
The White Tooth Men: A criminal organization run by Casters. With the prohibition on alcohol and goods in Kokotha, they have set up across various cities, delving into illegal activities and going to places others fear to tread. Despite being criminals, they are not evil or cruel. They are taught of respect and to treat those with respect fairly, be them normal or Casters; only when one oversteps this respect, do they get the White Tooth's ire.
A subfaction under the White Teeth are the Diamond Dogs. A group of hired hitmen consisting of former Golden Boys and Black Hats. Unlike the others, they are very small in number, at less than a dozen.
The Pride: A faction of beastkin. Because they are frequently alienated from society, they stick together and form their own groups. The Pride takes what they can get in turns of weapons or technology, while they usually stick to their physical abilities, but they don't frown upon the usage of weapons.
The Black Hats: A faction consisting of former Golden Boys members. A far more sinister group of assassins and killers. While the Golden Boys have their limits as to what they will do and typically only kill Amalgams and criminals for money, The Black Hats are willing to hunt down and target anyone, for the right price.
New Wickborough Special Class: A subclass to the New Wickborough Police Force. The difference is that their rank consists of Casters. As normal police men are unlikely to take down a skill Caster, the Special Class will handle the job. The Special Class's job also includes slaying any Amalgams that enter or appear in or around the city, or investigating nearby areas. Rarely, they will be sent on investigation duty across the country, if they are determined to be capable enough.
Epitania Tribes: The natives of land south of Kokotha, the country of Epitania. Split into several tribes, some well known for the use of their manipulation ability, and their different uses for magic. Kokotha seeks to take advantage of these tribes to spread their influence, while the tribes benefit from Kokotha's expansion to become more structured
The Harvestmen: A faction of skilled hunters. Typically living normal lives in the day, they meet when the sun sets, and track down and kill Amalgamations. Unlike the mercenary factions like the Golden Boys and Black Hats, they are unable to be hired. They are solely in the hunt for the thrill and the only way to join is by proving ones worth to them. Typically possess unique weapons, crafted from the essence of slain amalgams. They are stationed mostly in North and South Kokotha.
The Runecarvers: Not much is known about the mysterious Runecarvers. But it is believed that they are the ones pulling the strings in the background in Kokotha. Espionage and information gathering, they make an big impact with little presence, but what they impact can't be easy to tell.
The Drekka: A faction of brewers, alchemists, and runemakers, working under the blackmarket. Much more rural and robust than the mafioso White Teeth but just as dangerous. Their influence has since spread beyond the west and has been reaching the Eastern regions of Kokotha.
Their leader is also quite mysterious. Said to have disappeared one day, likely going into hiding. The Drekka, as it stands now, are lead by small splintered groups
Kokothan Brewer's League: Can be seen as the opposite to the Drekka. Licensed merchants and travelers, selling potions and other magic trinkets. Either staying in one location and setting up a shop or traveling across the country or overseas. Merchants do not have to affiliate themselves with the KBL, although they can still benefit from it.
The Covenant: An old order of monks believed or originate in the beginnings of the nation of Xiao, raising and teaching new casters in methods of precise magical control along with martial arts, breeding generations of powerful warriors. Their numbers have steadily been declining, and today only four of the old masters remain, each with only a handful of students. The Covenant is divided into branches based on brand, one corresponding to each type of magic. In the old days, students would enroll at the core branch, known as The Unity, typically at a young age, before their brands emerge. Once their academic schooling is complete, and their brand has appeared, a student will then move to the branch corresponding with their brand, where they will be taught to master the applications of their magics.
Ghost Choir 9: A centuries-old society founded by an Archaeologist who had an obsession with the civilization of Isz. Consisting of incredibly talented mages raised and trained from childhood, they seek to keep Isz technology and magical knowledge out of the hands of the common man, seeing it far too dangerous to be trusted to them. They also seek to keep mages safe and free from harm and oppression, a few members even being involved in government. At any given time, only 9 members of the Choir can exist. To remedy this, each member trains an apprentice to replace them if they end up dying.
The Golden Boys: The Golden Boys are a faction of Casters who are known for their usage of firearms. The founder, once a member of the Old Path, saw that it wouldn't be long before the old ways of Casters would become obsolete and guns and light body armor have long replaced swords and platemail. The name comes from them being highly skilled at mercenary work, and despite the name, women can become members. Their weapons are commonly guns, usually pistols because of their versatility and lightweight, but the use of melee weapons like knives aren't unheard of. Similar to the Old Path they have a common teaching. Their teaching, however, is the opposite to the Old Path, and that is that they must adapt as time goes on.
The Universal Machine: The Machine is a faction of Casters who take the industrial age to another level. The weapons they use are heavy, cumbersome, and powerful, futuristic for their time, powered by runes. They often cited as being one of the more outgoing factions, showing themselves to the public and working for the government; most of the members are workers for industrial sites, benefiting from their powers. They lack a specific teaching or codex, making them different than the other groups. They do abide by the concept of "hard work pays off"
The Children of Kodo'Yim: The antagonists of the series. The Children of Kodo'Yim is one of the few factions that can be considered evil among other factions. Similar to the Old Path in that they mostly reject modern society, although some them use firearms, they do however have one significant difference; they see those with magic as chosen and those without, as impure. They seek to purge the world of the magicless. Their name comes from Kodo'Yim, the being said to be the creator of magic, and the universe itself. They believe in a "Cycle of Magic," in which there are periods of time when magic is obscure and rare and periods of time when magic is at its peak and everyone has it. They wish to enforce the latter by any means necessary. Their leaders are widely unknown except by their elite, but they are referred to as the Laughing Queen and Silent King.
The Wanderers: Not exactly a faction, but a name for a type of Caster who hasn't chosen a group or don't go by any form of teaching. They may use swords like the Old Path, but not reject modern society. They may use high tech machines like the Universal Machine, but associate themselves with the group. This makes them one of the most versatile and diverse groups of Casters, but they lack a great community to tie themselves to
The White Tooth Men: A criminal organization run by Casters. With the prohibition on alcohol and goods in Kokotha, they have set up across various cities, delving into illegal activities and going to places others fear to tread. Despite being criminals, they are not evil or cruel. They are taught of respect and to treat those with respect fairly, be them normal or Casters; only when one oversteps this respect, do they get the White Tooth's ire.
A subfaction under the White Teeth are the Diamond Dogs. A group of hired hitmen consisting of former Golden Boys and Black Hats. Unlike the others, they are very small in number, at less than a dozen.
The Pride: A faction of beastkin. Because they are frequently alienated from society, they stick together and form their own groups. The Pride takes what they can get in turns of weapons or technology, while they usually stick to their physical abilities, but they don't frown upon the usage of weapons.
The Black Hats: A faction consisting of former Golden Boys members. A far more sinister group of assassins and killers. While the Golden Boys have their limits as to what they will do and typically only kill Amalgams and criminals for money, The Black Hats are willing to hunt down and target anyone, for the right price.
New Wickborough Special Class: A subclass to the New Wickborough Police Force. The difference is that their rank consists of Casters. As normal police men are unlikely to take down a skill Caster, the Special Class will handle the job. The Special Class's job also includes slaying any Amalgams that enter or appear in or around the city, or investigating nearby areas. Rarely, they will be sent on investigation duty across the country, if they are determined to be capable enough.
Epitania Tribes: The natives of land south of Kokotha, the country of Epitania. Split into several tribes, some well known for the use of their manipulation ability, and their different uses for magic. Kokotha seeks to take advantage of these tribes to spread their influence, while the tribes benefit from Kokotha's expansion to become more structured
The Harvestmen: A faction of skilled hunters. Typically living normal lives in the day, they meet when the sun sets, and track down and kill Amalgamations. Unlike the mercenary factions like the Golden Boys and Black Hats, they are unable to be hired. They are solely in the hunt for the thrill and the only way to join is by proving ones worth to them. Typically possess unique weapons, crafted from the essence of slain amalgams. They are stationed mostly in North and South Kokotha.
The Runecarvers: Not much is known about the mysterious Runecarvers. But it is believed that they are the ones pulling the strings in the background in Kokotha. Espionage and information gathering, they make an big impact with little presence, but what they impact can't be easy to tell.
The Drekka: A faction of brewers, alchemists, and runemakers, working under the blackmarket. Much more rural and robust than the mafioso White Teeth but just as dangerous. Their influence has since spread beyond the west and has been reaching the Eastern regions of Kokotha.
Their leader is also quite mysterious. Said to have disappeared one day, likely going into hiding. The Drekka, as it stands now, are lead by small splintered groups
Kokothan Brewer's League: Can be seen as the opposite to the Drekka. Licensed merchants and travelers, selling potions and other magic trinkets. Either staying in one location and setting up a shop or traveling across the country or overseas. Merchants do not have to affiliate themselves with the KBL, although they can still benefit from it.
The Covenant: An old order of monks believed or originate in the beginnings of the nation of Xiao, raising and teaching new casters in methods of precise magical control along with martial arts, breeding generations of powerful warriors. Their numbers have steadily been declining, and today only four of the old masters remain, each with only a handful of students. The Covenant is divided into branches based on brand, one corresponding to each type of magic. In the old days, students would enroll at the core branch, known as The Unity, typically at a young age, before their brands emerge. Once their academic schooling is complete, and their brand has appeared, a student will then move to the branch corresponding with their brand, where they will be taught to master the applications of their magics.
Ghost Choir 9: A centuries-old society founded by an Archaeologist who had an obsession with the civilization of Isz. Consisting of incredibly talented mages raised and trained from childhood, they seek to keep Isz technology and magical knowledge out of the hands of the common man, seeing it far too dangerous to be trusted to them. They also seek to keep mages safe and free from harm and oppression, a few members even being involved in government. At any given time, only 9 members of the Choir can exist. To remedy this, each member trains an apprentice to replace them if they end up dying.
Races and Species
Humans: The main species of the world. Not much to say about them other than that they are identical to humans of the real world other than that some are capable of magic. Normal humans in capable of magic are said to build up a magic resistance, being more durable if attacked by spells. The theory behind this is because they lack the capability of magic, their bodies contain a form of "anti-magic."
Beastkin: Humans partially transformed by magic, now consider themselves to be a new species, despite being mostly human. Commonly associated with the Body Rune. Features include fangs, beast-like eyes, fur growing in patches on their bodies, large builds, and sometimes tails. Because of their appearance, they are often exiled by most societies, stores refusing to sell to them, or assaulting them. Many Casters consider them to be on the verge of becoming Amalgams, so they turn them away as well. To fit in with society without worry, they frequently go in disguise.
Dwellers: Xenophobic amphious people, rumored to live in the sewers and oceans around Kokotha. Surprisingly they possess a culture with a caste system and monarchy. They don't interact with human society and are left alone, unless they attempt to expand into the city.
Otek: A hardy race of simian-like humans, almost resembling the yeti of myth and cryptozoology. Taking residence in the cold reaches of the world, most recently tribes of them appearing in North Kokotha, they typically stay away from human and caster civilization. Very strong and very large, the smallest of them stands above the average human. It is often difficult to pinpoint a specific aspect of their culture, due to their race being so wide spread and so many of them being different, many living in solitude as well
"Fairies": Going by a different name throughout different countries and cultures, these enigmatic creatures are beings only those capable of magic can see; but even with the ability to see them, a caster can go years without even catching a glimpse of one. Despite staying out of sight, they are said to assist casters. Giving them items in exchange for simpler things or leading them to safety if they are in danger. They are said to not have a sense of good or evil, simply helping those with understanding of magic, whomever they may be.
The Ancient Race of Isz: Millennia before Kokotha and before human and caster society as it is known today, the Race of Isz dominated the world. The first known culture in the world, the first known casters, and said to be the progenitors of the human race as it is today. However, they have since gone extinct, Millennia before present race. The ruins of their temples and cities still lie in wait, some above ground to be looted for materials, some deep underground, untouched by society.
Mog'Shon: A plant-like species divided into two races due to recent evolutionary changes. Shon have skin like bark on a tree. They can mend specific parts of their body, but not the torso area, with plant magic, and allow plants they touch to grow rapidly to their will. Mog, on the other hand, are smoother, more precise and graceful than Shon, and most are more green. They can't form their bodies like Shon can, but they can root their bodies to soft grounds, have better control over the plants they grow, and can tame animals around them. No Mog has ever tamed over 3 animals and if they ever tamed more than one the animals would abandon them after a couple of hours. If the Mog ever wanted, they could permanently turn themselves back into plants, becoming once more with nature.
Beastkin: Humans partially transformed by magic, now consider themselves to be a new species, despite being mostly human. Commonly associated with the Body Rune. Features include fangs, beast-like eyes, fur growing in patches on their bodies, large builds, and sometimes tails. Because of their appearance, they are often exiled by most societies, stores refusing to sell to them, or assaulting them. Many Casters consider them to be on the verge of becoming Amalgams, so they turn them away as well. To fit in with society without worry, they frequently go in disguise.
Dwellers: Xenophobic amphious people, rumored to live in the sewers and oceans around Kokotha. Surprisingly they possess a culture with a caste system and monarchy. They don't interact with human society and are left alone, unless they attempt to expand into the city.
Otek: A hardy race of simian-like humans, almost resembling the yeti of myth and cryptozoology. Taking residence in the cold reaches of the world, most recently tribes of them appearing in North Kokotha, they typically stay away from human and caster civilization. Very strong and very large, the smallest of them stands above the average human. It is often difficult to pinpoint a specific aspect of their culture, due to their race being so wide spread and so many of them being different, many living in solitude as well
"Fairies": Going by a different name throughout different countries and cultures, these enigmatic creatures are beings only those capable of magic can see; but even with the ability to see them, a caster can go years without even catching a glimpse of one. Despite staying out of sight, they are said to assist casters. Giving them items in exchange for simpler things or leading them to safety if they are in danger. They are said to not have a sense of good or evil, simply helping those with understanding of magic, whomever they may be.
The Ancient Race of Isz: Millennia before Kokotha and before human and caster society as it is known today, the Race of Isz dominated the world. The first known culture in the world, the first known casters, and said to be the progenitors of the human race as it is today. However, they have since gone extinct, Millennia before present race. The ruins of their temples and cities still lie in wait, some above ground to be looted for materials, some deep underground, untouched by society.
Mog'Shon: A plant-like species divided into two races due to recent evolutionary changes. Shon have skin like bark on a tree. They can mend specific parts of their body, but not the torso area, with plant magic, and allow plants they touch to grow rapidly to their will. Mog, on the other hand, are smoother, more precise and graceful than Shon, and most are more green. They can't form their bodies like Shon can, but they can root their bodies to soft grounds, have better control over the plants they grow, and can tame animals around them. No Mog has ever tamed over 3 animals and if they ever tamed more than one the animals would abandon them after a couple of hours. If the Mog ever wanted, they could permanently turn themselves back into plants, becoming once more with nature.
Joining the Group
Just follow this simple character sheet. Also, if you're interested in chatting with the other members of the canon, you can PM me for a link to the Discord server. Feel free to ask any questions you may have about the world as well.
Appearance (a picture or a description will suffice):
Name:
Their name plus any possible nicknames or titles
Age:
If they are a Caster, youngest age should be 16, but it isn't unheard of for them to be younger, just very rare.
Brand:
For info on brands and the types, go to Aspects of Yim and Magic
Weapon & Rune (if they have one):
Weapons can range from swords, guns, and even steampunk-esque weapons
Faction:
For info on the factions, check out the Factions hider. If they don't tie themselves to any factions, they are a Wanderer
Personality:
What are they like
Background:
Their history, what brought them to Kokotha, and what their present life is like.
Other:
Anything that doesn't fit into the other categories, maybe a fun fact about them.
Character sheets can go in this thread or you can PM them to me.
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