Interest Check Thread: roleplayerguild.com/topics/83614-mid-h..
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Magic exists in the world, however, humans do not have the natural affinity for it. For starters, gifted humans are born with the aether potential, which is to say they have potential magical affinity. However, before these gifted ones can use magic, they have to use a conduit that acts as the medium of the Aether and the human host; a tool to represent their magic, if you will. Hence, sorcerers always have a magical item with them that allows them to perform their magical affinity like staves, runes, gauntlets and the like. These Magical Conduits are not easy to find, much less create. Some of these artefacts are extremely pricey in the black market. It is not uncommon to see magic users carrying multiple staves or even a lot of magical artefacts, however, the more they carry, the slower they move and the more prone they are to attacks.
An example of this system would be, for example, Person A has a fire-based aether potential. Thus, if Person A wields a magic-infused blade, the sword can be imbued with fiery attacks as well as being able to manipulate fire due to the user's aether potential being channelled through the sword.
There is one dangerous thing about magic, though. Unlike hand-to-hand combat where the fighters merely deplete their physical strength, magic users, after depleting their physical strength, can still use magic by drawing upon their own life energy. This makes their spells stronger and more efficient, however, it reduces their lifespan and, to a point, it can kill them.
P.A refers to Pass Amorra which refers to the era after the supreme deity, Amorra, sacrifices himself to create the earth according to legends.
After the monarchy's defeat at the hands of the Ninrus Elders, the whole nation was placed into a state-of-calamity. Ninran soldiers can do whatever they want without consequences and the vualranians have to hide wherever they go. The very concept of justice, freedom and peace are more than just ideas; they are perspectives. In short, the newly conquered Vualranur is very unstable with Ninran spies and soldiers lurking all around.
Thus, the survivors, along with prince Azrael, have hidden themselves from the world. They did menial jobs, changed their names, became a slave, became a prostitute... you name it. Of course, all of these hiding were not for naught. Before parting ways, Akriel had given each member a solid instruction:
"In two years, after the world would believe that the Seraphs are no more, go to the place where the four founders lived and died. Ask the one in charge for the room of Lord Nemamiah. We'll see each other soon."
Of course, the instruction pertains to the city of Salome, specifically, the Drabanom Inn. The four founders are not buried in one place. In fact, the four are scattered; one is buried in the north, the other south, another west and the last one east. The centre of these four burial sites all point to the aforementioned inn. Significantly, Drabanom was the place where the four founders first met each other. Thus, every member of the Seraph knows that the place where the founders 'lived' and 'died' pertained to that one inn.
Appearance
(Image or Description will suffice)
Name
Age
(The youngest guild member allowed is 17. For this roleplay, the younger members are the only ones who survived. Hence, the oldest can be 25)
Personality
Aether Potential Affinity
(The magical ability of your character. Make sure to explain that ability briefly. If your character has no magical ability, remove this portion)
Aether Artefact
(The magical artefact your character uses to channel their aether potential. Explain how the artefact channels the affinity. If the artefact is a sword, does it burst into flames if the user has a fire affinity? If it's a stave, does it release lightning bolts if the user has a lightning affinity? Again, if your character has no magical affinity, remove this portion)
Skills
(Anything that is not magical. Examples can be 'Master Swordsman' or 'Master Archer', to name few)
*Note: The character sheet does not involve your history because I really encourage everyone to talk to one another in the RP, find out each other's history as it goes on. Besides, it really allows some flexibility so that you can build your character's past as we go along.
In this medieval world, the strongest of nations boast a proud technological advancement of flintlocks, muskets and cannons. While most prefer the quick and elegant movements of the blade, it is far more practical for soldiers to fire off a more damaging bullet. Mostly, riflemen operate in specialized divisions with the majority of ranged formations making use of bowmen and crossbowmen.
FULL
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Magic
Magic exists in the world, however, humans do not have the natural affinity for it. For starters, gifted humans are born with the aether potential, which is to say they have potential magical affinity. However, before these gifted ones can use magic, they have to use a conduit that acts as the medium of the Aether and the human host; a tool to represent their magic, if you will. Hence, sorcerers always have a magical item with them that allows them to perform their magical affinity like staves, runes, gauntlets and the like. These Magical Conduits are not easy to find, much less create. Some of these artefacts are extremely pricey in the black market. It is not uncommon to see magic users carrying multiple staves or even a lot of magical artefacts, however, the more they carry, the slower they move and the more prone they are to attacks.
An example of this system would be, for example, Person A has a fire-based aether potential. Thus, if Person A wields a magic-infused blade, the sword can be imbued with fiery attacks as well as being able to manipulate fire due to the user's aether potential being channelled through the sword.
There is one dangerous thing about magic, though. Unlike hand-to-hand combat where the fighters merely deplete their physical strength, magic users, after depleting their physical strength, can still use magic by drawing upon their own life energy. This makes their spells stronger and more efficient, however, it reduces their lifespan and, to a point, it can kill them.
Timeline
P.A refers to Pass Amorra which refers to the era after the supreme deity, Amorra, sacrifices himself to create the earth according to legends.
The Situation
After the monarchy's defeat at the hands of the Ninrus Elders, the whole nation was placed into a state-of-calamity. Ninran soldiers can do whatever they want without consequences and the vualranians have to hide wherever they go. The very concept of justice, freedom and peace are more than just ideas; they are perspectives. In short, the newly conquered Vualranur is very unstable with Ninran spies and soldiers lurking all around.
Thus, the survivors, along with prince Azrael, have hidden themselves from the world. They did menial jobs, changed their names, became a slave, became a prostitute... you name it. Of course, all of these hiding were not for naught. Before parting ways, Akriel had given each member a solid instruction:
"In two years, after the world would believe that the Seraphs are no more, go to the place where the four founders lived and died. Ask the one in charge for the room of Lord Nemamiah. We'll see each other soon."
Of course, the instruction pertains to the city of Salome, specifically, the Drabanom Inn. The four founders are not buried in one place. In fact, the four are scattered; one is buried in the north, the other south, another west and the last one east. The centre of these four burial sites all point to the aforementioned inn. Significantly, Drabanom was the place where the four founders first met each other. Thus, every member of the Seraph knows that the place where the founders 'lived' and 'died' pertained to that one inn.
Character Sheet
Appearance
(Image or Description will suffice)
Name
Age
(The youngest guild member allowed is 17. For this roleplay, the younger members are the only ones who survived. Hence, the oldest can be 25)
Personality
Aether Potential Affinity
(The magical ability of your character. Make sure to explain that ability briefly. If your character has no magical ability, remove this portion)
Aether Artefact
(The magical artefact your character uses to channel their aether potential. Explain how the artefact channels the affinity. If the artefact is a sword, does it burst into flames if the user has a fire affinity? If it's a stave, does it release lightning bolts if the user has a lightning affinity? Again, if your character has no magical affinity, remove this portion)
Skills
(Anything that is not magical. Examples can be 'Master Swordsman' or 'Master Archer', to name few)
*Note: The character sheet does not involve your history because I really encourage everyone to talk to one another in the RP, find out each other's history as it goes on. Besides, it really allows some flexibility so that you can build your character's past as we go along.
Technology
In this medieval world, the strongest of nations boast a proud technological advancement of flintlocks, muskets and cannons. While most prefer the quick and elegant movements of the blade, it is far more practical for soldiers to fire off a more damaging bullet. Mostly, riflemen operate in specialized divisions with the majority of ranged formations making use of bowmen and crossbowmen.