The Premise:
It began with a chalice. A chalice of gold and silver. The chalice was forged by a god of origin, eternally filled with black Ichor, the blood of an origin god. By consuming this substance, a man could become a god. Anything could become a god. Man’s arrogance led this power to be abused and misused by humanity’s new rulers. A punishment was sought upon them. Without consistent consumption of Black Ichor, the gods would malform into beasts, so named “The Godless.” To stem the tide, a great hero stole the chalice of black ichor and cast it into destruction. Now it is rumoured another chalice of black ichor has been made and is continuing the corruption of its predecessor upon the land, dripping into the grand river of Eleteele. Its location is sought after by would be heroes and warriors at the river’s source, seeking it out for the promise of fame and glory, or the power of the ichor itself. Now, on the outskirts of the kingdom of Galothiel, the story of another of those seekers, begins…
It began with a chalice. A chalice of gold and silver. The chalice was forged by a god of origin, eternally filled with black Ichor, the blood of an origin god. By consuming this substance, a man could become a god. Anything could become a god. Man’s arrogance led this power to be abused and misused by humanity’s new rulers. A punishment was sought upon them. Without consistent consumption of Black Ichor, the gods would malform into beasts, so named “The Godless.” To stem the tide, a great hero stole the chalice of black ichor and cast it into destruction. Now it is rumoured another chalice of black ichor has been made and is continuing the corruption of its predecessor upon the land, dripping into the grand river of Eleteele. Its location is sought after by would be heroes and warriors at the river’s source, seeking it out for the promise of fame and glory, or the power of the ichor itself. Now, on the outskirts of the kingdom of Galothiel, the story of another of those seekers, begins…
The story takes place in the kingdom of Galothiel, The so called “Kingdom of the gods.” It is a land primarily known for the origin of Black Ichor, its original vessel found in their ancient vaults. The river Eleteele cuts all the way through the kingdom, starting from the top of Mount Galothiel and then working its way down over the region. When Galothiel’s current king, Lariet, declared war upon all false gods, they began to trade the gold ichor they collected to other lands after it proved a useful resource in many ways. The kingdom then flourished thanks to this trade and became fairly rich. Now a new resource of Black Ichor has surfaced in this kingdom. The kingdom is also home to Bronwick, the legendary knight who destroyed the original source of Black Ichor. Nowadays, the kingdom's trade has slowed and almost vanished entirely, few dare to enter the kingdom for fear of what it has become. The truth is a mystery. All that is known is, this is where the Godless spawn from. If a Godless has ever been in another kingdom, Galothiel was once its home.
Gold Ichor: The blood of gods, taken from them when they are slain. It is a valuable commodity in the land of Galothiel. It can be used to increase the strength of weapons and armour. If consumed, it can grant people the powers of a demigod and a healing effect, but unlike black ichor, it does not corrupt and only wears off after a certain amount of time passes.
Black Ichor: The blackened blood of origin gods that can turn mortals into gods. This blood runs through the veins of all origin gods. It was given from one god to an enchanted chalice to grant this blood to the mortals. Black ichor must be consumed regularly in order to retain godly status, else it transfigures a person into a monster. Black ichor increases a person’s natural abilities and prowess immensely and often changed appearance based on their skills.
Origin gods: The original gods who ruled over the mortals from above. They granted good fortune upon those who obey them and rarely interact with mortals. Supposedly the gods were the first beings to ever be born and then they created everything else in this world. The truth is unknown.
- Reyval, Sire of Storms: King of the elements of nature and weather, very temperamental lord. He inspired the Weatherers and the ideas of using the power of nature in experimentation. Following him increases a person's ability to use wind, ice, water and lightning spells.
- Pietro, Mage of Miracles: The god of magic and looked to by all powerful mages, supposedly the original creator of magic. Following him will grant someone increased power in casting magic spells.
- Madison, Ageless Warrior: Goddess of battle, weapons and smithing. Looked upon by the greatest warriors and swordsmen. She founded a personal race of knights she called the Protectorate knights, made by rescuing great warriors before an unjust death, off the battlefield or by sickness. Following her will grant a person natural prowess in battle and occasionally spare them from death for dire hits.
- Cadabyr, Sunlight’s Vessel: A god of health and goodness, albeit he is highly demanding of his servants. He founded the Angels, exceptional humans he granted great power and agelessness in return for governing the human world. Following him will grant the user increased power in light based spells.
- Kalen, The Final Vision: Supposed reaper of souls and goddess of the dead, seen as more of a necessity and often not worshipped. She creates the demons in her own personal realm and summons them to the plane of mortals as punishment for their ignorance to the gods. Believing in her will grant the user an increased power in dark and fire based spells.
Gods: Those who regularly drink black ichor and retain their humanity. Their abilities and strengths have been elevated past mortal level and they have reached godhood. Most gods tend to abuse their power as human minds cannot take it very well, those who do not are subject to their own whims. Gods must still regularly partake of black ichor to retain their humanity and godhood. They produce gold ichor when slain.
Godless: Those who have consumed black ichor but failed to continue consuming it. Their strength is still strong but weaker than gods, their abilities and strengths playing into their appearances and powers. Their minds tend to be warped from the experience, their personalities shattered and few have control over their actions beyond simple rage, hunger or bloodlust. Sometimes, groups who fail to consume black ichor can be fused into a single being.
Demigods: Those who consume normal gold ichor. They are granted increased strength in their abilities for a short amount of time, depending on how much ichor is consumed. Demigodhood is often used to fight the Godless due to its increase in power.
Favours: A favour is an item that has been inscribed with the memory of someone who once held it, usually seen in the form of a white glowing signature on the item. At particular times, the signature will glow brightly and at that point, the memory of that person can be summoned in physical form. They appear at the age and power they were when the favour was made, so a favour can sometimes call upon a younger version of someone or even the form of a dead man. They are extremely fickle as to when they work and if broken, will no longer work.
Black Ichor: The blackened blood of origin gods that can turn mortals into gods. This blood runs through the veins of all origin gods. It was given from one god to an enchanted chalice to grant this blood to the mortals. Black ichor must be consumed regularly in order to retain godly status, else it transfigures a person into a monster. Black ichor increases a person’s natural abilities and prowess immensely and often changed appearance based on their skills.
Origin gods: The original gods who ruled over the mortals from above. They granted good fortune upon those who obey them and rarely interact with mortals. Supposedly the gods were the first beings to ever be born and then they created everything else in this world. The truth is unknown.
- Reyval, Sire of Storms: King of the elements of nature and weather, very temperamental lord. He inspired the Weatherers and the ideas of using the power of nature in experimentation. Following him increases a person's ability to use wind, ice, water and lightning spells.
- Pietro, Mage of Miracles: The god of magic and looked to by all powerful mages, supposedly the original creator of magic. Following him will grant someone increased power in casting magic spells.
- Madison, Ageless Warrior: Goddess of battle, weapons and smithing. Looked upon by the greatest warriors and swordsmen. She founded a personal race of knights she called the Protectorate knights, made by rescuing great warriors before an unjust death, off the battlefield or by sickness. Following her will grant a person natural prowess in battle and occasionally spare them from death for dire hits.
- Cadabyr, Sunlight’s Vessel: A god of health and goodness, albeit he is highly demanding of his servants. He founded the Angels, exceptional humans he granted great power and agelessness in return for governing the human world. Following him will grant the user increased power in light based spells.
- Kalen, The Final Vision: Supposed reaper of souls and goddess of the dead, seen as more of a necessity and often not worshipped. She creates the demons in her own personal realm and summons them to the plane of mortals as punishment for their ignorance to the gods. Believing in her will grant the user an increased power in dark and fire based spells.
Gods: Those who regularly drink black ichor and retain their humanity. Their abilities and strengths have been elevated past mortal level and they have reached godhood. Most gods tend to abuse their power as human minds cannot take it very well, those who do not are subject to their own whims. Gods must still regularly partake of black ichor to retain their humanity and godhood. They produce gold ichor when slain.
Godless: Those who have consumed black ichor but failed to continue consuming it. Their strength is still strong but weaker than gods, their abilities and strengths playing into their appearances and powers. Their minds tend to be warped from the experience, their personalities shattered and few have control over their actions beyond simple rage, hunger or bloodlust. Sometimes, groups who fail to consume black ichor can be fused into a single being.
Demigods: Those who consume normal gold ichor. They are granted increased strength in their abilities for a short amount of time, depending on how much ichor is consumed. Demigodhood is often used to fight the Godless due to its increase in power.
Favours: A favour is an item that has been inscribed with the memory of someone who once held it, usually seen in the form of a white glowing signature on the item. At particular times, the signature will glow brightly and at that point, the memory of that person can be summoned in physical form. They appear at the age and power they were when the favour was made, so a favour can sometimes call upon a younger version of someone or even the form of a dead man. They are extremely fickle as to when they work and if broken, will no longer work.
Magic is not quite as simple and easy as it is in other worlds. The power to wield magic is based entire upon a persons inner soul. A strong soul is needed to be able to wield magic, along with knowledge of how it works.
Since magic is based upon the soul, when you cast a spell, you are essentially extending your soul into a physical form to attack someone with. This can be done either from a catalyst or the hand. Using a catalyst is the weaker option as the energy has less distance to travel before taking form, but it is safer. Casting it from the hand is more dangerous as channeling pure magical energy into a limb will often cause damage and withering to it, but it is more powerful than using a catalyst. Magic users will often wear gauntlets or hand protection to decrease the damage done from casting magic by hand. Keep all this in mind if you choose the build of a mage.
The kinds of magic can be split up into 5 groups. Whilst it is possible to learn all 5, not only does it require strong study, it is near impossible to master all 5.
Pyromancy: This type of magic is based solely on damage and destruction. Pyromancy's flames can cause intense damage to opponents and have a wide range in battle. An alignment with Kalen or Madison is recommended.
Storm magic: A magic form based on experimentation and quick thinking. Storm magic gives the wielder power over ice, wind, water and lightning. On their own they are somewhat unimpressive but when used in conjunction or with the scenery, they become far more dangerous. An alignment with Reyval is recommended.
Light magic: Predictably, magic based around healing and piety. Light magic is useful for healing physical wounds and curing status ailments such as poison or paralysis. At its strongest it can increase the strength of those around you. An alignment with Cadabyr is recommended.
Dark magic: A magic form based around draining and weakening your enemies. Dark magic is slow and about inflicting status ailments and generally weakening foes. At its strongest, dark magic can perform death curses. An alignment with Kalen is recommended.
Soul magic: The strongest form of magic, based solely upon the constructs from a person's inner being. Soul magic typically creates constructs from ethereal energy to be used in battle, such as blades, spears and shields. It is incredibly hard to master and some people don't even have the soul to master it. An alignment with Pietro is recommended.
Since magic is based upon the soul, when you cast a spell, you are essentially extending your soul into a physical form to attack someone with. This can be done either from a catalyst or the hand. Using a catalyst is the weaker option as the energy has less distance to travel before taking form, but it is safer. Casting it from the hand is more dangerous as channeling pure magical energy into a limb will often cause damage and withering to it, but it is more powerful than using a catalyst. Magic users will often wear gauntlets or hand protection to decrease the damage done from casting magic by hand. Keep all this in mind if you choose the build of a mage.
The kinds of magic can be split up into 5 groups. Whilst it is possible to learn all 5, not only does it require strong study, it is near impossible to master all 5.
Pyromancy: This type of magic is based solely on damage and destruction. Pyromancy's flames can cause intense damage to opponents and have a wide range in battle. An alignment with Kalen or Madison is recommended.
Storm magic: A magic form based on experimentation and quick thinking. Storm magic gives the wielder power over ice, wind, water and lightning. On their own they are somewhat unimpressive but when used in conjunction or with the scenery, they become far more dangerous. An alignment with Reyval is recommended.
Light magic: Predictably, magic based around healing and piety. Light magic is useful for healing physical wounds and curing status ailments such as poison or paralysis. At its strongest it can increase the strength of those around you. An alignment with Cadabyr is recommended.
Dark magic: A magic form based around draining and weakening your enemies. Dark magic is slow and about inflicting status ailments and generally weakening foes. At its strongest, dark magic can perform death curses. An alignment with Kalen is recommended.
Soul magic: The strongest form of magic, based solely upon the constructs from a person's inner being. Soul magic typically creates constructs from ethereal energy to be used in battle, such as blades, spears and shields. It is incredibly hard to master and some people don't even have the soul to master it. An alignment with Pietro is recommended.
(Quick note, we're looking for human characters ideally. I can stretch a wee bit if it's really needed but, yes, ideally hoomanz.)
Name:
Age:
Gender:
Class: (Classes i'll let players decide, play what you want. But feature a brief description of your class if it's not obvious.)
Religion: (Optional, but believing in particular gods can have advantages at points in the story. Can be multiple.)
Appearence: (What your character looks like, both physically and in what they wear.)
Brief Biography: (Where did your character come from? Why are they coming to Galothiel? Feel free to make up other locations in this world.)
Equipment: (Don't make this particularly fancy or powerful. Extra choices of weapons and armour will pop up over the course of the story)
Skills: (Particular things your character is good at, such as lockpicking, parrying, quick movement etc. Max is 5)
Weaknesses: (Must number at least 3. And I mean actual weaknesses, not stuff that's really specific.)
Starting Gift: (An item of importance. Can only be one of the options that follow.)
- Pack of throwing knives (Five sharp throwing knives that can be used at will.)
- Thief's key (A metal and wood key that can be made to fit certain locks. Can break.)
- Brass Spyglass (Allows the holder to see things further away.)
- Ring of the forgotten (Masks ones presence when worn against enemies. Limited to 3 uses)
- Vitalizing Tonic (A small red potion that heals the user when drunk. Limited to 2 uses)
- Alluring Spice (Can be thrown on an enemy to attract others to it. Only works on living creatures and limited to 3 uses.)
- Lucky charm (May bring luck?)
Name:
Age:
Gender:
Class: (Classes i'll let players decide, play what you want. But feature a brief description of your class if it's not obvious.)
Religion: (Optional, but believing in particular gods can have advantages at points in the story. Can be multiple.)
Appearence: (What your character looks like, both physically and in what they wear.)
Brief Biography: (Where did your character come from? Why are they coming to Galothiel? Feel free to make up other locations in this world.)
Equipment: (Don't make this particularly fancy or powerful. Extra choices of weapons and armour will pop up over the course of the story)
Skills: (Particular things your character is good at, such as lockpicking, parrying, quick movement etc. Max is 5)
Weaknesses: (Must number at least 3. And I mean actual weaknesses, not stuff that's really specific.)
Starting Gift: (An item of importance. Can only be one of the options that follow.)
- Pack of throwing knives (Five sharp throwing knives that can be used at will.)
- Thief's key (A metal and wood key that can be made to fit certain locks. Can break.)
- Brass Spyglass (Allows the holder to see things further away.)
- Ring of the forgotten (Masks ones presence when worn against enemies. Limited to 3 uses)
- Vitalizing Tonic (A small red potion that heals the user when drunk. Limited to 2 uses)
- Alluring Spice (Can be thrown on an enemy to attract others to it. Only works on living creatures and limited to 3 uses.)
- Lucky charm (May bring luck?)
1. All of RPG's usual rules.
2. No godmodding whatsoever.
3. GM's word is law but if you have questions for character building or certain situations, go ahead and PM me.
4. Post length and quality. I generally expect high quality but don't feel too bad if every post isn't two paragraphs. For battles and simple actions, I don't mind short paragraphs. No one sentence posts though, ideally.
5. You're starting out as semi experienced and you'll grow overtime, so put some work into the arc of your character's powers and strengths.
6. I generally expect a fair amount of attention and not getting left behind. Make sure to PM me if you're going to be away for a while, I will listen.
7. If you get hit, take the hit. No miraculous dodges if a post explicitly states you take damage. I guess this plays into rules 2 and 3 but... eh, I like to be careful.
2. No godmodding whatsoever.
3. GM's word is law but if you have questions for character building or certain situations, go ahead and PM me.
4. Post length and quality. I generally expect high quality but don't feel too bad if every post isn't two paragraphs. For battles and simple actions, I don't mind short paragraphs. No one sentence posts though, ideally.
5. You're starting out as semi experienced and you'll grow overtime, so put some work into the arc of your character's powers and strengths.
6. I generally expect a fair amount of attention and not getting left behind. Make sure to PM me if you're going to be away for a while, I will listen.
7. If you get hit, take the hit. No miraculous dodges if a post explicitly states you take damage. I guess this plays into rules 2 and 3 but... eh, I like to be careful.