A long time ago, in a land far far away... Bah! You’ve heard this a thousand times already haven’t you? Alright, I’ll just get to the point then. Some time ago in this strange land (which we shall call “Lanquar”), a man who was too curious for his own good managed to unlock the secret to an ancient art known as “Magic”.
By now you’re probably thinking: “Who’s never discovered magic before in fantasy lands?”. Well you see, these people were a little dimwitted and discovered magic much later than other fantasy universes, so don’t be too hard on them.
Anyway, upon discovering magic, the kings in charge of the different kingdoms decided that such a powerful ability had to be kept under control. So, they decreed that magic should only be used by a select few. Another reason was the fact that only some special people displayed a natural affinity for magic at a young age. They were to be taken and trained to master their powers, and act as elite soldiers of their kingdom. Those who were to become magic-users were called by the kings as “Magic Knights”. Genius.
In response, the population revolted, saying it was unfair, and launched several rebellions. That is, until one of the rebel leaders learned magic and accidentally burned himself to death. After that, the commoners calmed down and agreed to the rule.
As a result, each kingdom created a guild that housed each of their Magic Knights (and each had a signature shaped table design!). And these guilds were tasked with protecting the lands and people of their respective kingdoms. Because of their exceptional control of magic, they were able to maintain peace within their land, and scare off any would-be enemies.
However, this peace would not last forever. Sinister forces are stirring, evil tides are tossing, monstrous machinations are mobilizing, And bad baddies are... Screw it, you get the point! And who else is there to stop them but, The Knights of the Shaped Tables!
Oh I can tell this is going to be an interesting journey... And it all starts with the Magic Knights of the Zerandar Kingdom; The Excalibur Guild.
To be more specific, the fresh recruits of the newly formed Libra Squad.
Magic is an ancient art that was discovered by the people of Lanquar through old texts and symbols on ruins. How they managed to decipher them is beyond me... Nonetheless, they were able to unlock their secrets and learned how to master them. The methods of performing magic are a secret closely guarded by the kings and the guilds. They know that if it falls into the wrong hands, it would cause quite a disaster (especially if the one who got a hold of it was smarter than the man who burned himself).
There are different styles of Magic. People who have “The Gift” show a certain affinity for a certain magic type from a young age. However, they cannot perform actual magic unless trained to do so. Their Gift is only seen in their behavior and personality.
Elemental Knights: These Knights have a type of magic that allows them to command the four elements: Earth, Air, Fire, and Water. They can bend the world around them to their will, and the experienced ones can create the elements out of thin air. However, the amount of matter they can summon and control depends on their energy and focus, as doing so is very taxing on their stamina. They are known to be the most physically strong and mentally hardened out of all the Magic Knights. No one can beat them in a battle of raw strength, and they rarely give in to temptations. They are serious about their health and exercise regularly (along with a balanced diet) to make sure they stay in shape. Even if they are not the smartest, they are undeniably the most athletic, courageous, and honorable out of all the Knights.
Holy Knights: These Knights use “Light Magic”. This magic is said to be passed down to them by “Kyr”: The goddess of light. They can create light from their bodies which allow them to heal wounds, restore broken objects to pristine condition, call upon divine guidance, and blind their enemies with obscenely bright light. They can also use this light to exorcise demons and destroy shadow weapons. They generally don’t get along well with “Demonic Knights”. Holy Knights are known to be the most religious of the Knights. They take time out of their schedule to help others, never miss a day of church (unless they’re on important business), say 3 prayers a day, always tell Demonic Knights how bad their god of darkness is, and preach towards non-believers about the powers of the goddess of light. Their habits can get quite annoying at times, but no one can deny how great they are in battle. They are natural leaders who can rally people together for a common goal. Their undying belief and optimism allows them to influence a team that’s losing morale, and bring their fighting spirit back.
Demonic Knights: These are Knights that use “Dark Magic”. Unlike Light Magic, this type of magic is said to have been given to mortals by “Zar”: The god of darkness. This magic allows them to call upon the forces of darkness to assist them in battle. Based on their skill, they can summon different kinds of demons, sap the energy of their foes, and create shadow weapons. They often stay away from Holy Knights whenever they can, but the Holy Knights never miss an opportunity to argue with them. Demonic Knights (or Demon Knights, for short) are known to be the quietest and most reserved of the Knights. It is unknown if they have any religious affiliation (even towards the god of darkness). They seem to not care at all about the welfare of others, have very few friends (if any at all), and usually prefer working alone. They prefer staying in solitary places, and won’t speak their mind unless you explicitly ask them to. However, they are known to be the cleverest of all the Knights, displaying their prowess as a field strategist thanks to their pragmatic nature, but this also makes them seem cold and uncaring. They are also considered to be pessimistic at times, and prone to terrifying bursts of anger. So if you manage to get on their bad side, make sure you’ve written your Last Will and Testament first.
Blood Knights: The most violent of all the Knights. They are Knights who have mastered “Blood Magic”. They become stronger and more powerful based on how much pain they cause and blood they spill. They master all sorts of weapons and fighting styles, and their magic builds up on it, granting them strength, speed, and focus in proportion to how much they hurt others. They can slow their perception of time when enough of their magic power is built up, and predict the next moves of their opponents before it even happens. They are not afraid to get messy because the increase of their physical power also gives them a feeling of happiness and excitement. They live for the thrill of the kill, sometimes to the point of jeopardizing a mission just to have a longer and tougher fight. Because of this, Blood Knights are often sadistic by nature; never missing a chance to make someone wince in pain. Some Blood Knights have even gotten an addiction to the rush of combat. This often gets them on the bad side of some the other Knights. Elemental Knights question their honor, Holy Knights criticize their lack of consideration for others, and Demon Knights are annoyed by their careless approach to fights. They have a variety of relationships with Golem Knights, because they are the only ones who can stand the Blood Knights’ insatiable bloodlust.
Warden Knights: The most patient and enduring of the Knights. “Warden Magic” is a type of magic that allows the user to suffer fatal injuries, and still remain standing. Depending on their mental fortitude (or bravery), Warden Knights can manipulate their body into regenerating quickly, or become as hard as steel. If they are mentally prepared for it, they can even make themselves indestructible for short periods. This makes them last the longest out of anyone in a fight. Because of the demands of their magic, Warden Knights are often unaffected by pain, and barely react to even the most disturbing displays of gore (even against themselves). They value patience and observation above other skills; enduring the assaults of their opponents as they wait for the perfect opening to fight back. They often act as “tanks” by taking hits for their allies, and act as diversions against a large enemy force. Because of this, some people say that Warden Knights are masochistic and actually enjoy being hurt. But this is not true... At least, not mostly... Anyway, because of their abilities they usually act as suitable training partners for Blood Knights, because no one else is brave enough (or stupid enough) to do it.
Each Magic Knight uses their own set of spells to assist their allies and lay waste to their enemies. What they can do depends on their magical affinity.
Elemental Knights
- Elemental Knights mostly do not use spells, in the traditional sense. Instead, they just manually control the elements to do what they wish. This includes hitting enemies at high speeds, or sticking on a surface (such as those of a weapon). The energy it takes for them to perform Magic depends on how much of an element they are attempting to control, and how long they intend to do so.
Holy Knights
- Holy Knights utilize the “Seven Rays of Kyr” to perform their magic. Novices can perform the 1st and 2nd rays, but only true masters of the art can use the 4th to 7th Rays.
• 1st Ray: Repairs small objects
• 2nd Ray: Heals minor wounds
• 3rd Ray: Destroys Shadow weapons
• 4th Ray: Exorcises Demons
• 5th Ray: Heals mortal wounds
• 6th Ray: Calls upon "Kyr" to guide their actions
• 7th Ray: Very few can perform this successfully (Most Knights collapse the moment they try). Augments their body with Divine Light, increasing their speed, strength, intelligence, and endurance, and makes them immune to Shadow weapons and demons for a period of time. Use of the 7th Ray saps almost all of a user’s energy, and they will most likely collapse after doing it.
Demonic Knights
- Demon Knights utilize “Dark Circles” to perform Magic. The number of circles used determines the strength of a spell. However, each extra Circle increases the energy needed to pull it off. They can use a maximum of 6 Circles to enhance their spells. Exceeding that number puts them in great danger of using up all of their life energy in one spell.
• Sapping energy: Forcefully sucks in the energy of a target, and uses it as their own. Speed and intensity of the sap increases the more Circles are used. How long it takes to bring down someone with this spell depends on how much energy they have. Not recommended at the start of fights, but can finish off someone who is already weak.
• Summon Demon: The strength of the Demon depends on which one is summoned. Demonic Knights make sure they know the names and abilities of different Demons in order to use this spell effectively. More circles increase the amount of time that a Demon can remain on the surface world. 1 Circle will last for 2 Minutes. Each succeeding Circle adds an extra 2 Minutes.
• Shadow Weapon: A Shadow Weapon is basically a dark manifestation that hurts anything (besides its summoner) that it comes into contact with. It is up to a Demon Knight’s imagination to give it a form/shape that it can be used in (such as the shapes of swords, spears, and axes). The number of Circles used is equivalent to the lethality and amount of pain the weapon causes. 6 Circles used may result in instant death if an attack from the weapon hits someone. And if they survive, they will be in great agony. Shadow weapons can be used by hand, or controlled telepathically (if the Demon Knight’s mental focus is good enough)
• “World of the blind”: Using Dark energy, the Demonic knight obscures the vision of a target, rendering them unable to see. Forcing them to rely on other senses. When used on people who are already blind, the victim somehow becomes great at gambling games. First Circle lasts for 30 seconds. Each extra circle adds an extra 15 seconds.
• “Re-Anima”: The Demonic Knight summons weaker demons into corpses and skeletons of the dead. The only purpose of these demons is to fight, and will gladly attack any target given by their master. The demon inhabiting the corpse does not feel pain and doesn’t mind losing any limbs. Sometimes, dismembered limbs will fight of their own accord until the spell wears off. However, they are still limited to limping and uneven movement due to the decayed state of the body. First Circle lasts for 5 minutes, each succeeding one adds an extra two minutes. The 6th Circle makes the inhabited body very durable, and allows it to be as versatile as living creature.
• “Underworld Symphony”: Using powerful dark magic, Demonic Knights summon the spirits of evil musicians, who once distorted music from an object of leisure, to a tool of torture. Now, they can be summoned together in their glorious depravity as the Number 1 music group of the Underoworld (Topping undead record charts for over 132 years). They can play magical music that increases the fighting abilities of their summoner and their allies, as well as seething symphonies that bring pain and anguish to enemies. All of these performances are paid in full by the dark god Zar, and he will not be pleased with Knights who overuse this (The price of their concerts is insane). the amount of Circles is directly proportional to how long their song is, and how intense the strength of the music is. The first Circle has them play a 3-minute piece. Each succeeding Circle makes them play 2 minutes longer. 6 Circles can have them play a symphony that lasts for 13 minutes.
Blood Knights
-Most of a Blood Knight's Magic is used to augment their fighting abilities. They have little to no spells that do direct damage to someone, and instead rely on their own strength and skill to carry them through battles. They get stronger the longer a battle continues, but if they are outside of battle for more than 10 minutes, the effects start wearing off.
• Strength: The Blood Knight channels their energy into their muscles. How much stronger they can get depends on how much pain they’ve caused. Maximum strength can allow them to strike with the force of a battering ram.
• Speed: Energy is channeled to the lower body and their joints. Like strength, this becomes even more enhanced the more they hurt others. Highest recorded speeds from Blood Knights are slightly faster than those of race horses.
• Focus: They channel energy into their brain, increasing their intelligence and alertness. This increases as long as they are in battle, as their mind adjusts to the flow of combat. Greatly-focused Blood Knights can predict the movements of their opponents, and react accordingly in the span of a few seconds.
They can also manually channel energy into any part of the body they wish, if they need to concentrate it on one action. Along with changing the location of the energized area at a moment’s notice (as long as they have the mental power).
Warden Knights
- Warden Knight magic is focused around increasing their survivability by deflecting attacks, and regenerating from wounds. Mostly a defensive fighter, Warden Knights fight back with traditional methods (Such as just stabbing their opponent. That usually works). They use energy and mental focus to perform their magic. They need to refrain from panicking, otherwise their magic doesn’t work.
• Fortify: The Warden Knight increases the durability of their flesh, allowing it to function as armor. This doubles as an offensive trick, since they can now use their bare fists to hit an enemy with the effect of a shield-bash. While this protects them from all kinds of weapons, they can still feel the pain. Like Blood Knights, they can select which part(s) of their bodies they want to fortify.
• Regenerate: As the name says, this allows them to heal from flesh wounds. Depending on the skill of the Warden Knight, they may even be able to heal fatal wounds in a matter of seconds (even in the heat of battle), if tended to fast enough.
• Purge: If the Warden Knight has poison or any foreign object stuck in their body, they can use this skill to force it out through their skin. They must remain focused until the foreign objects are out of their body, as it requires constant mental manipulation. The closer the object is to their skin, the faster it gets purged.
• Invulnerability: A skill that can only be used by the most mentally-prepared of all Warden Knights, this allows them to become impervious to any form of damage for as long as they can keep it up. In order to do this, they must somehow “ignore” the pain of the weapons. Because if they ignore it, then somehow the damage isn’t done. However, they can only ignore for so long until their mind becomes tired. At this point, they can become hurt again.
Standard roleplay rules apply. If you're using this site, I'm assuming you know what they are, and that I shouldn't have to point them out to you (No overpowered characters, no taking control of story events without permission, etc.). So yeah, just use common sense. If you think it's wrong, it probably is, so consult with me first either in the OOC or PM's when you're unsure about something.
Due to certain circumstances, rules must be added:
- As the GM, I have the final say in whatever happens. I am open to suggestions, and will take them into account. But I still have the decision as to whatever happens
- You are not allowed to initiate story events without prior permission from me. Tell me what you have in mind first
- No breaking the 4th wall. You may reference tropes and norms from the real-world to add comedic value. But DO NOT blatantly say that the whole thing is fictional in the IC thread, under any circumstances
- Do not start a fight with other players, accidentally or intentionally. I refuse for the OOC to be turned into a flame warzone. Both parties will be kicked from the RP. The provoker will be kicked if he/she continuously and intentionally attempts to start a fight
- Be funny. However, you DON'T have to be funny in every single post. Add something that will make people smile and laugh, but remember that the comedy I was aiming for is more light-hearted than over-the-top. So there can be calm and serous moments as well
More rules may be added as I see fit. Also, put "Narwhal" at the bottom of your application to show that you've read the rules. Applications without these will be denied.
Your characters will start out as new recruits of the Excalibur Guild. As mentioned before, members of Libra Squad (How this works is that Excalibur Guild divides skilled Magic Knights into elite squads named after the horoscope signs).
Name: (Self-explanatory)
Age: (Self-explanatory)
Gender: (Self-explanatory)
Personality: (How does your character behave?)
Affinity: (What kind of Magic Knight is your character?)
Appearance (Normal): (How your character looks naturally. Pics or words are fine)
Appearance (Armor): (How your character looks in their battle-clothes. Pics or words are fine)
Biography: (Give a history of your character up until their recruitment into the Excalibur Guild)
Arsenal: (What sort of weapons and equipment does your character use? Remember, this is a medieval fantasy world)
Guild roster:
Rultaos as:
Karadar Trenact: The... umm... Holy DudeDeserted as:
Chance Chazwalider: Un-killable RedshirtIllogical Jim as:
Anna: Flame-headed (non-ginger) tomboy.Supreme Vampiric Evil as:
Andred Karrion: Vampire wannabeRabidAnubis as:
Kaiser Durun: Hannibal Lecter's grandpappyReaptheMusic as:
Elizabeth Spark: #HitByLightningLOLThe Magic system can still be considered a work in progress, and you are free to discuss any ideas you have with me, either here or through PM :)