We are delighted to inform you that you have been accepted into the Alveos Adventure Academy. When I founded this place of learning all those years ago, I had a few goals in mind. I wanted to prepare the next generation to be ready to face the dangers of the world around us. I wanted to bring peace to a troubled land. Finally, I wanted to create a place where the varied inhabitants of our beautiful home could learn to coexist and settle disputes before violence needs to break out. You have been chosen to join that legacy of peace and a brighter world. It will be a tough road, but we are all grateful for who you will become along the way. Welcome.
Headmaster Jorgle Shalewater
Alveos is a world comprised of elemental planes fused to create a single realm of natural splendor. There is one realm for each element (water, earth, air, fire, wood, metal, lighting and ice), as well as a central neutral realm where the central ruling powers reside. The realms sentient inhabitants include elementals, beastfolk, elves, halfling, and humans. The elves serve as the primary ruling and diplomats while the elementals control each individual realm. Beastfolk serve as the link between higher species and the creatures found throughout the world. Halflings are a short race who promote peace and simple pleasures. Finally, humans, though shortlived, are numerous and house the most religious individuals on Alveos.
Alveos is a world rich with mana that fuels the magic of the realm. Most people can use at least a little magic. Adventurers often pick up magic to help supplement their other skills. Some even choose to go so far as to specialize in using magic and becoming great mages.
However, not all is well in the world. Monsters swarm the world threatening to to destroy the delicate balance that has been maintained. There are also rumors of something lurking in the shadows, looming a threat over the future of Alveos. Though each realm has its own military, many choose to become adventurers to be free to help without obligations to national interests.
The roleplay will focus on young individuals learning how to deal with the world around them and their instructors try to train and encourage the next generation.
*Please post characters here for me to review before posting them in the character section.
There are five core races available to play for this RP. There is a variety in the midst of these core races, however.
Humans: Humans in this world are similar to humans in most settings. In Alveos, they are the most short-lived of the races. They supplement their relative brevity with faster breeding times and strong convictions. Most humans are a part of the Church of the Twelve Stars. The religion states that there is one creator deity, who mediates the world through the angels represented by the twelve zodiac. See below for more information.
Elementals: Elementals are creatures made from pure elemental energy. The most primordial race found on Alveos, the race was originally represented by four subraces: fiery salamanders, airy sylphs, aquatic undines, and the down-to-earth gnomes. However, when their four separate realms fused in the distant past, four new races and planes were formed at the boundaries. The border of water and air founded the plane of wood and their elementals the dryads. Likewise, water and earth created the realm of ice, inhabited by the Yuki. Earth and fire created the plane of metal with its denizens, the dwarfs. Finally, fire and air fused to create the plane of lightning and it's people, the Rai. Elementals can live to be nearly 1000 years old and rarely die early unless they are actively killed. While in their home, they take the forms of beings made of pure elemental substance. However, to travel from their designated locus, they take on humanoid forms with skin tones, hair colors, and markings giving away their true nature. Dwarves have hair made of different metallic filaments, such as copper or gold. A dryad might have dark tan skin and green hair mimicking a tree. A gnome might have grey skin tones and amethyst crystals for hair.
Elementals tend to embody the extremes of the personalities of their elements. Salamanders are passionate and emotional. Undines are contemplative. Sylphs love freedom and having a good time. Gnomes are stable and dependable, though they can also be stubborn. Yuki are stoic and blunt. Dryads are nurturing and protective. Rai are full of life and energy. Finally, dwarves are determined and diligent.
Elementals of opposite energies often struggle with each other and never form long term romantic relationships and are unable to produce children. Here are the opposing pairs: Fire Vs. Water Earth Vs. Air Wood Vs. Metal Lightning Vs. Ice
Elves: The elves were divinely created to serve as the ruling class and the mediators for the races of Alveos. They hail from the central plane of Elwyn, where the Academy is located. Elves are divided into four different subraces based on the seasons, as well as associated with certain elements and aspects of a person. Spring elves mediate for the elements of air and wood and represent the spirit. Summer elves moderate the elements of fire and lightning and represent the heart. Autumn elves advocate for the elements of earth and metal while representing the body. Finally, winter elves govern the elements of water and ice and represent the mind. An elf's subrace is determined by the time of birth and not by the parents' subrace. Elves can live for hundreds of years.
Beastfolk: Beastfolk are the race that serves as the link between the sentient, humanoid races of Alveos and the animal kingdom. They are varying levels of bestial, from simply having different ears and a tail, to fully anthropomorphic animals. They often mimic attitudes of the animals they share kinship with. Some examples include kitsune, merfolk, melusines, and butterfly folk (similar to faeries and pixies that you usually see.) Beastfolk live about twice as long as humans.
Halfling: Halfings are the shorter, more stable cousins of the humans. Halfings love nothing more than the simple pleasures in life. One might think this would make them poor adventurers, but the halflings also have a deep appreciation for a good story and the desire to experience them sometimes drives the simple folk to travel to see the world. Halflings live about twice as long as humans and eat about twice as much as well.
NPC Races Monsters: Monsters are the preeminent problem on Alveos. Chaotic and destructive, they seek nothing short of destroying the life that is maintained on Alveos. A key role of the Academy is learning to use your talents to fend off these beasts. Variations include savage chimeras and manticores, cruel hags, mindless goblins, and a plethora of other foul and offensive creatures.
However, the most feared are the Hara. These monsters were once the very inhabitants of Alveos that make up the playable races. However, at some point, a powerful curse plague was unleashed upon the inhabitants of the world. It transformed the inhabitants into bloodthirsty creatures of the night. Shortly after their discovery, the angels were forced to intervene and quarantined the creatures to a separate plane. Whenever spotted, they are quarantined until heavenly help arrives.
The corruption affected each race differently. Elves were transformed into graceful but bloodthirsty vampires. Humans decayed into zombie hordes. Their cousins the halflings transformed into gluttonous ghouls. The elementals, so tied to the land, became ghosts that haunted their homes and corrupting the very earth around them. Finally, the beastfolk transformed into lycanthropes, forced to separate the civilized sapient forms and the savage animals underneath. Lycanthropes transform under the new moon, when the angel Selune's power is at its weakest.
Angels: The divine servants of the creator, their home is the heavenly realm of the stars. They serve as the mediators between creation and creator. They are represented by the twelve zodiac constellations. The two most powerful are the king and queen, Solarion and Seluna. Solarion controls the sun and is the head of the angelic hosts. Seluna rules the moon and has made it her mission to contain and hopefully cure the Hara.
Warrior: Warriors are fighters who focus on strength and melee fighting. They may supplement their attacks with magic, but they primarily focus on strong, straight forward melee attacks. Examples: Fighter, Paladin, Samurai, Dark Knight
Light Armor: This includes classes that prefer dexterity based approaches, either through ranged attacks or strategic precision attacks. Examples include: Rangers, rogues, archers, monk
Mage: Mages specialize in utilizing magic to its fullest extent. Most mages choose to specialize in one of the primary magic types. Some types, such as elemental magic, may produce even further specializations. See the magic section for more details.
Magic is pervasive in Alveos. The leylines of the plane stretch everywhere and mana is abundant. To utilize magic in Alveos, people take the raw mana of the leylines and channel it through their souls, refining it into the desired form, before releasing it back out. Magic in Alveos falls into eight categories as follows:
Elemental: Elemental magic draws from the elemental powers surrounding the plane. Created by the elements, the magic is divided amongst the eight elemental types: water, air, earth, fire, wood, lighting, ice, and metal.
Cosmic: Cosmic magic manipulates space and time. One of the two magics created by the angels, it is very difficult to achieve advanced ranks that allow for large scale manipulations. However, spells that affect very local areas can include speeding up or slowing down time for an individual, inverting gravity in a small area, or teleporting a short distance.
Divine: Divine magic contains the primary healing magic as well as the holy offensive spells used to fight of the monsters and evil forces of the world. This is the second of the two magics created by the angels.
Summon: Summon magic was created by the beastfolk to call for their animal allies in their time of need. This magic allows the user to conjure beasts and beings for a short time while giving the ability to give limited commands.
Arcane: Created by the elves, arcane magic is the purest form of magic. Arcane magic abilities include countering other spells, enhancing other spells, and blasting foes with pure mana bursts.
Alchemy: Alchemy is the magic of materials. Created by humans and halfings, it includes transmutation, the enchantment of magic items, and even the enhancement of one's own body.
Illusion: Created by the Hara, but since adapted for general use, illusion magic manipulates the mind and feelings of the target. this includes creating false sensory experiences, charming a foe, or even reading someone's mind.
Necromancy: It is unknown who created the dark magic known as necromancy, but this forbidden magic is rarely performed by the average citizen of Alveos. It can be used to siphon life force, debilitate foes, or most heinously, spread and manipulate the Aracht curse plague that creates the Hara.
Familiars are magical pets that bond with their owner. They can range from regular creatures with some small magical capacity to mythical creatures like phoenixes. Some familiar users enter tournaments where they pit their companions in friendly contests to determine who is the strongest.
*For teachers and staff, place subjects that they teach or their role in the major role as well as the word Staff in front.
Name: Gender: Race: Age: Major (Primary/Specialization): Familiar (optional): Appearance (Pictures and/or descriptions are acceptable.): Bio: Personality:
Name: Ozzie Gender:Male Race:Rai(lighting elemental) Age: 100 years(when In humanoid form looks 19) Major (Primary/Specialization):warrior(Viking) Familiar (optional):None
Appearance (Pictures and/or descriptions are acceptable.): When In his elemental plane Ozzie takes the form of a rough outline of a man made by pure lighting . When in humanoid form Ozzie takes the form of a 5'7 man with a slim but muscular build. His marks identifying him as a elemental are his hair is a shocking bright white color, his eyes bright blue, also on his hands starting from his fingertips are tiny red lines that looks like lighting.(colors of his markings are based off of the color lighting can be.) He wears a long sleeved loose fitting wool Viking tunic with Viking linen trousers.
Bio: TBR(if that's ok)
Personality: being a rai he is very energetic . He also loves humor (especially dark humor) and joking around . He's usually gets along pretty well with most people unless you are a ice element . Once he gets into battle he may get a bit carried away and be consumed by bloodust/berserker rage for a short while. Ozzie also has a strong dislike of liars and manipulative people as he feels they should just be upfront. He likes making friends but doesn't get too attached as he knows he will most likely outlive them.
Alright, here's my sheet. Feel free to tell me if something's wrong with it.
Name: Tobias Greenwood Gender: Male Race: Human Age: 17 Major: Light arms/Ranger Familiar: None
Appearance: Tobias is a slender but well-built youth, a little taller than average, with light brown hair and soft hazel eyes. His looks are a grade higher than what can be expected for his social background, but the clothes he wears are often worn down and patchy, reflecting his circumstances.
Personality: Tobias is pragmatic, cautious, and downright miserly at times, but very straightforward in his approach. He tries his best to use what he has to move towards his goals, but his nature leads him to sometimes miss the opportunity to take initiative. He's not one to dwell on his mistakes, however. He takes it all in stride and moves on, so that he isn't weighed down by his past.
Tobias was born to a large but poor family, and as is often the case in such families, they are very close with each other. His father was a hunter, who hunted animals from the nearby forest for food and money. The children who could work also helped to scrape together what little wealth they could. The family lived happily together, but they knew that their situation was tenuous.
One day, the worst happened. Tobias' father was injured in a hunting accident. His injury prevented him from going out to hunt for the forseeable future, which spelled disaster for the family. Worse yet, the eldest siblings had gone out to make their fortunes in the wider world. And thus, at the tender age of 13 years old, young Tobias had to take up the bow and fill the space. At first, he wasn't very good. His archery was fine and he had help from his father, but Tobias' father had little education, and didn't make the best teacher. He couldn't help being worse than his father, he didn't have the years of practise needed for an experienced hunter. Nevertheless, the family would suffer if he couldn't hunt better game. Recklessly, Tobias headed into the forest to force himself to become a better hunter.
He ran for hours before realising he had forgotten to bring arrows. It was another few minutes of walking before he realised he was lost. But standing in place wouldn't do anything, so he kept walking. Soon, he came across an oddity; a strange house in the middle of the forest. Inside was an old man wearing a strange robe made of leaves. More importantly, the man was tending to a pot of soup. Tobias stood at the doorway, unsure of whether or not to go in, but the old man noticed and gestured invitingly. He shared his soup with the boy and listened to Tobias' tale. Once they were done with the soup, the old man sent Tobias on his way with directions out of the forest. As he left, Tobias turned to thank the old man, who smiled and said he was welcome back any time.
Tobias visited quite often. As it turned out, the old man was a druid. He taught him many things about the forest, such as the habits of animals, which plants were edible, and how to set traps, among other things. He even noted that Tobias had some talent for earth magic, and taught him a little of what he knew. How to shift the earth to cover his tracks, how to use dust to cover his scent, and how to coat his arrows with the power of stone. The most important thing the druid taught him, however, was how to respect the forest - how the forest was a living ecosystem, and how he was a part of it. Under the druid's tutelage Tobias became a great hunter, capable of providing for the family and then some. Money was also coming in from his siblings, so things were going quite well for the family. His father had recovered somewhat, and though he couldn't hunt, he could do other work. Tobias was content to continue hunting for the family, but it seemed they had other ideas.
One day, his family confronted him with a letter. An acception letter from Alveos adventure academy. They had submitted an application in his stead, and it had been accepted. At first Tobias was shocked, but they had good reasons. 4 long years had passed since he began hunting, and his youth was quickly passing him by. There was more to the world than this, and they wanted him to experience it. He was still hesitant, until his master appeared. He told him there was nothing more he could teach Tobias, but the boy had more potential. He urged him to accept; the family was doing well enough financially and he should make the most of his own life. Tobias relented, reluctant as he was. It was already paid for, after all, and he didn't want their efforts to go to waste.
I wanted to ask if any players were playing a member of the nobility/administrator/important person who would reasonably have a retinue (high-tier servant/follower/companion) of some sort from home to collaborate on a character with them.
@chocomog333 In my case since I'd like to have a connected backstory I'm going to wait to make the character to the other person. I like to 'fill' rolls if that makes sense to whatever is left. No aristocracts so far though ... nothing like snotty nobility for everyone to hate.
@chocomog333 Just a quick question before I place my CS. Can a student have two specializations in magic? I was thinking of going with an elf that specializes in both Arcane and Cosmic.
@Dragonydas You can have more specializations, but the more you take on, the less specialized you'd be. Each magic type takes some amount of study and practice, so he'd never be as good at either skill as someone who just focused on one.
@chocomog333 actually a question on magics. Would "Speak with animals" be under summoning (it was made by beastfolk and includes creating companions) or alchemy (altering mind/vocal cords).
What about summoning a fire elemental? Would that be elemental or summoning? Would this be a case where two magics would surpass one?
@chocomog333 That's perfect. I wanted to have more of a support type of character and those two seem to be the type of support I wanted.
Name: Eliyen Patris Gender: Female Race: Winter Elf Age: 17 Major (Primary/Specialization): Mage (Cosmic and Arcane) Familiar (optional): (A white snow hare with a crystal-like horn in the middle of her forehead. Can use a bit of Ice magic.) Appearance (Pictures and/or descriptions are acceptable.):
Eliyen is a very pale winter elf with long silver hair and bright yellow eyes. She has a slim body, but slightly small for her age. She is often seen wearing large coats, large earrings and a tiara that seems to be quite pricey.
Bio: Eliyen has always lived in the middle of riches. Her father, Faelyn, a diplomat for the ice realm, was always happy to bring Eliyen new things from his travels through the realm, but her mother, Ellarin, was always quick to teach her that she couldn't take the things she had for granted and that there were others in the world that had much much less. They were good parents to her. While Faelyn was away from home on his job, Ellarin made sure to almost always be watching her daughter, as well as teach her some arcane magic.
Eliyen would also sometimes travel with his father to the realm of ice, where she saw the most amazing things and creatures. It was on one of these travels, that she met with Kalia, a snow white hare with a single crystal horn in the middle of her forehead. The two appeared to enjoy each other's company, and from that day forward, they were inseparable.
On that same trip, when they were about to return home, her caravan was suddenly attacked by an ice ghost, an elemental that had been cursed. Her guards fought well against the creature, but they were loosing. Faelyn hugged his daughter close and waited for the beast to come after them, until they both heard even more cries of battle. Adventurers had found the caravan being attacked and were now driving the beast to a corner. They eventually managed to corner it until an angel descended from the skies and finally helped remove the ghost.
This moment stuck with her for a long time until, when she came of age, during the middle of dinner, she stood up from her chair, looked at her parents and said... "Mom, Dad... I want to be an adventurer."
Personality: Despite her life in the middle of riches, Eliyen is far from a spoiled brat. She enjoys listening to other people's issues and tries to help them in the best way she can. She is often calm and collected, except when she sees a fluffy animal. When this happens, her attention is turned only to that animal and she can't help it but approach it to pet it. Beastfolk aren't safe from this as well, as she will almost instantly try to pet said beastfolk if they are fluffy enough or have fluffy parts.
@Dragonydas You can have more specializations, but the more you take on, the less specialized you'd be. Each magic type takes some amount of study and practice, so he'd never be as good at either skill as someone who just focused on one.
Conversely, would say a cosmic mage who only did space magic or an alchemist who specializes in making magic wands be better at those?