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@Kazemitsu
Divination magic can reveal them, along with them being sensitive to silver or holy stuff, otherwise they'll uusally resemble ordinary people.
@Kazemitsu
Considered evil, like the other monsters they still have human feelings and free will and all that. Though most, especially newborn skinwalkers (Which there are many given the cataclysm), can't control themselves under a full moon; much like a werewolf. And do have a preference of eating human flesh.
Welcome to your destiny! Oh great heroes!


or villains




In the fantastical world of Harvess, the vast kingdom of Ceosia governs over most humans within the realm. Through the authority of the church of light, the royal family ensures peace and prosperity through the lands, driving off evil that would prey upon humanity. The recent cataclysm has, however, brought chaos and disorder to the realm. Amidst the rapid forced reincarnation of many from another world, most were converted into children of Hecate, monsters naturally aligned with the demon king and his ilk. A fair amount were allowed to be reborn under the church and the College, but the favored few who made contracts with the Sacred Artifacts of the paladin order, naturally became paladins themselves. The public looks to these heroes to restore order and keep the peace.




Ceosia has several orders that act as the cornerstones to their civilization. These are, The Order of Light, The Order of The Paladins, The Order of the Magi, The Order of Harvest, The Order of Commerce, The Order of Shadow, The Order of Law, and the Central Order. All governed by the royal family and their personal knights.

- The Order of Light is the holy church and religion of Ceosia. They worship a divine being referred to simply as 'The Light', the true name of the deity has been lost to time. A creator deity, brother to the wicked Goddess Hecate and Rival to her spouse, Lucifer, The First Demon.
The Church's hierarchy is governed at the top by the Pope, who also acts as an advisor to the royal family, thus wielding even more political power than the other heads of their respective orders. Following this hierarchy are the Cardinals, Bishops, and Priests. The duties of the Church is to uphold religious values and tradition, retain worship and govern prayer and sacrifices. Those considered 'blessed' by the light have the power and authority to wield miracles, situational powers invoked by The Light himself. Any of the orders that have this blessing are referred to as Clerics. Monks are those under the order who have trained in spiritual power, similar to the Paladins, though with a focus on blunt instruments or hand-to-hand. A monk can also be a cleric. Inquisitors are monks that take missions under the church to act as their own form of 'paladin', though they don't have any sacred artifacts of their own.

- The Order of Paladins are a sacred order that governs over the Sacred Artifacts. Weapons forged by dwarves with the slain or sacrificed souls of powerful beings, chosen only to those they make a contract with that would reincarnate into this world. They are the hero-makers, an order that garners the most public favor. Aside from training the destined heroes, their ranks also consist of knights and squires; Warriors without a contract of a sacred artifacts, and servants to the heroes respectively. Beneath their grand Barracks in the capitol lies a labyrinth that imprisons and stores the great variety of artifacts that are presently ownerless. All members are trained to use Spiritual Power alongside martial arts, for the heroes this extends to training with their soul-bonded artifact. Knights and paladins are ranked as bronze, silver, gold, and platinum respectively, all heroes are at least ranked as silver. As squires are more of glorified servants, they are stuck at rank bronze.

- The Order of the Magi is the Educational Order of the Kingdom. In addition to providing standard education, they are also in charge of the Mage College Sarafel, and all things 'magical' within the kingdom's provinces aside from the Paladins. As both the Church and Paladins are skeptical of magic, these orders do not get along well with the Order of the Magi, and are often at the center of political conflict. Students that only know a little magic are referred to as Magicians. Apprentices are the next step up, and following them is the rank of Sage, and Mage respectively. Those that are able to use Sorceries are called sorcerers, and vocation spells Wizards. (A wizard can also be a sorcerer.)

- The Orders of Harvest, Commerce, and Law are all purely civil divisions of orders. The Order of Shadows is the underbelly of Ceosia. On the service they are something of a 'intelligence' group, having trained professional scouts and rangers to provide information. But discreetly they also handle less publicly known positions. Hired Criminals, Assassins, Black Market dealings and what have you. In relation to the Adventurer's Guild, they provide scouts to assist parties with travels and information relevant to any given quest. With the exception of any individual obtaining magical items, the order of the shadows do not have any means of supernatural training. Instead, they have more practical skills of stealth, trap-disarming, basic combat and martial arts, underhanded tactics and what have you. A classic rogue.

- The Adventurer's Guild is the Central Order of Ceosia, one that unifies all other orders under their employment. The guild provides a sort of hub for these various groups, letting them take commissioned assignments. Anyone can make commission requests, for a fee ofcourse, and jobs can vary wildly. From bounties set on monsters and criminals, to escorting wandering travelers from one town or city to another, to finding rare materials or even hunt down the demon king himself. As a freelance nature of employment, it is up to individuals to take what jobs they wish, incentive by whatever rewards the contractor provides for their quest. It is common for adventurers to form teams or parties.




Ideally I would like the guild based characters to have all formed a team for sake of simplicity. You can all vote democratically on what mission/quest to take from the bounty board, and that'll be the focus of each rp segment. You are also free to have your own villain PCs hunted or otherwise intervene in the quests if you wish.

Revived from dying in another world, it's been roughly 1 year (Not everyone was reborn at the same time.) since the cataclysm first started. There's been some time for most to have been trained properly, but some can be brand new and just arrived if you wish. You have the option to know other reincarnated characters in their past life, including player characters, as long as both agree/talk it out of course. Even if your character didn't get a weapon contract, they typically have great potential to learn faster and easier then people of the native world.

For Paladins:
The contract you make with your sacred artifact has soul-bonded the two of you until death. At any time you can summon the weapon and you're able to magically transform into your paladin form when you use your weapon (Think magical girl transformation but for knights, though you can be creative with your suit of armor, it doesn't necessarily have to be armor visually.)
All Paladins have spiritual power training which means that even without their transformation they have superhuman stats, but transforming into their knight form further amplifies their spiritual power. Additionally their magical weapon has a unique property and one special move it can use.

Spiritual power varies with individuals, typically speaking each rank can be considered a 'tier' above the former in general strength, though stats like speed and durability don't have to be split evenly with strength. If your character specializes in any given trait over others, be sure to mention that, otherwise it assumes they follow an even spread. As a general rule of thumb, a Paladin that specializes in one stat will be roughly equal in that same stat to a Paladin of one rank higher, (whereas stats include strength, speed, durability.) but as a consequence will have their other stats on the same level as a Paladin ranked lower.



For Magi:

Consider your rank first, Magician, Apprentice, Sage, Mage, wizard

Magician will only know up to 2 spells, and maybe some rituals. Apprentice will know at 4 spells and typically will have at least a familiar contract and a catalyst. A sage can learn up to 6 spells and one mastery spell (Infusion spells or Compound Vocations, or otherwise a very big/powerful spell), A mage knows 8 spells and two mastery spell, and wizards 10 with three masteries.

Note: you do not need to reach the spell limit to reach a rank. In theory you can know only one spell and still ascend the magic ranks if your magic is powerful enough, or otherwise experienced.

You can also list up to three ritual spells if your character is nerdy enough, regardless of rank.

Also consider what element your character has an affinity too. If you're at least a sage, you may also have unlocked a secondary element. Unlike your primary affinity, which is determined at birth, a secondary affinity is unlocked through a special connection with meditation and ritual through another element.

It is recommended, but not required, to have either a form of catalyst or a familiar if you are at least an apprentice, both if you are a sage or higher.

Grimoires are tools spellcasters use to study and record spells, sometimes they can draw power from them, particularly for rituals, so they are an optional but common tool among magi.

Elemental affinities are important as they determine what kind of sorceries and vocations you can cast.

You do not need to be able to cast sorceries to cast vocational magic, nor vise versa.

Signature spells refer to either Compound Vocations or Infused Vocations. If you don't cast vocational magic this can instead be just compound sorceries.

If you have a familiar, they can have one spell you can cast from them. If the spell is an invocation, the warlock curse will not affect you, but may curse the familiar similarly if they aren't a demon or other dark being. (Likewise, such a being wouldn't be able to have an evocation as their spell.) Instead of a spell, they can have a 'combat form' if you want to be more of a summoner.

For else: Standard equipment and any important details. if you wanna get by with just a magic item or something you can submit your ideas to me or ask for some ideas on my end if you aren't sure. If you plan on playing a cleric, keep in mind miracles aren't magic. You pray to the light and if it works, the light will offer you assistance based on the prayer. There is a limit to how often it'll work (think three times per adventure, mileage may very depending upon how big that miracle was) so keep that in mind. Its not a reliable power system but more like a 'minor wish' that can be ignored. Note Only magi can use magic, ignoring magic items of course. You can only be 'attuned' to three magical items. For paladins their contract also counts as a magical item.

I believe I left some details for the Children of Hecate monsters that people can be reincarnated to in the interest check, if you are interested in that you can DM me for more details.



Discord link is here:

discord.gg/aceaMfCy
I am currently working on the OOC, but here is a discord link.

discord.gg/aceaMfCy

@Snagglepuss89@VarionusNW@Dr Acula@PapiTan@banjoanjo@Dezuel
@Dr Acula

Ah that should be interesting? I haven't listed out the full magic system but just so you're aware Alchemy or potion making is a form of spell-medium, in that spells can be imbued in potion form.
In the fantastical world of Harvess, it is said that those reincarnated from another world bring with them a great destiny. In truth, however, it is not order that these people bring, but chaos. Historically this chaos has been dressed up as 'order', to control the darkness that looms and waits beneath the depths of this great world. Normally, reincarnation occurs naturally, dead solves from one world crossing into the next, being born again as a newborn. There are circumstances where instead of being reborn, reincarnated are instead revived with their memories intact of their previous world. And it these individuals that harbor great power or potential; often they arrive in this new world having made a contract with a paladin artifact, turning them into great heroes.

But what would happen if those brought from the other world were forced into roles that weren't heroic? How will their choices then reflect Harvess and its peoples. What Chaos would that bring? That was what the former adviser to the demon lord wondered. This mysterious shadow to the king of demons enacted a great ritual that brought disaster to the other world, dragging in a great number of souls from various walks of life, and harvesting many of them into the roles of monsters. The consequences of this ritual also seemed to bring fourth a great deal of disaster and chaos to Harvess too, beyond those reincarnated, a resurgence of monsters, powerful natural disasters, and great sicknesses all plagued the land during what would be now called the year of Hell on Earth.

Farance, the great kingdom of heroes and legends, were not all without hope though. The Arsenal of the Paladin Corps had intervened, making contracts with souls entering harvess to save them from their fate as monsters and turning them to heroes. The Mage College of Sarafel, and the Holy Church, were also successful in salvaging many souls, keeping them human in their new lives. Though the influx of refugees would only hurt the kingdom while suffering through this hellish year. Those that had made contracts with the sacred artifacts, and other refugees who would be recruited by the various factions of the kingdom, would be trained to prepare to save this blighted world (And earn their keep.)

Your character is a Reincarnated. Apparently a great destiny awaits you! Or from what people say. However, as mentioned, this disaster did not just bring in an influx of new heroes, but new monsters as well. Even those saved from such a fate we're not all made heroes, some due to their lack of potential or laziness had to acclimate in lower statuses. So you get to pick from the options of: HERO! (Chosen Paladin, you made a contract with one of the aforementioned Paladin weapons before being revived.) Mage! (You were recruited by the College to study magic, for the most part mages are not as powerful as Chosen Paladins, but reincarnated people often have enough potential that they can learn to be skilled mages quicky.) MONSTER: You along with many others were dumped in this world with some sort of terrible curse (or blessing, depending on how you look at it.) but regardless, people hate you and are hunting you down, including the heroes of this story. You get to pick from three races (Children of Hecate), Witch, Vampire, Skinwalker/Werewolf. Each have their own conditions, but all are hunted by Paladins. (This is more for people that want to have a villain PC or what have you, so be advised.) OTHER: not everyone that was reincarnated is as destined for greatness as people say. Perhaps you are a knight's errant to a paladin, a measely squire in training. A humble priest at the Church, a powerless rogue learning the tricks of the trade from the thieves' guild, or hell, pick up farming. If you wanna help out the monster PCS/NPCS without being a monster yourself? Certainly. Everyone has free will after all.

The Adventurer's Guild is a sort of unified collection of the various factions of Farance to help get heroes fight monsters and do other things to help out. They have a bounty board for hunting monsters and criminals, as well as jobs posted to say, escort travelers or deliver goods. Graduated Members of each faction use the guild as their primary source of income and place to hangout.

I don't want to get too indepth with the power system since there is a lot of info, especially regarding magic, so i'll try to keep the main topics brief.



















As alluded to, in the world of Harvess there are other things in this vast world beyond humans and this struggle. Mythical beasts roam the earth, Elves and Dwarves are the other two prominent races but as they are mostly isolated and aren't involved in the reincarnation destiny that humans seem to be in, aren't tied to the story necessarily.















𝒪𝓊𝓉 𝓌𝑒𝓈𝓉, 𝓉𝒽𝑒𝓎 𝓈𝒶𝓎, 𝒶𝓃 𝓊𝓃𝓉𝒶𝓂𝑒𝒹 𝒻𝓇𝑜𝓃𝓉𝒾𝑒𝓇. 𝒲𝒽𝑒𝓇𝑒 𝓇𝒾𝒸𝒽𝑒𝓈 𝓇𝓊𝓃 𝓉𝒽𝓇𝑜𝓊𝑔𝒽 𝒸𝒶𝓋𝑒𝓈 𝒶𝓃𝒹 𝓇𝒾𝓋𝑒𝓇𝓈, 𝓌𝒽𝒾𝓁𝑒 𝓂𝑜𝓃𝓈𝓉𝑒𝓇𝓈 𝓈𝓉𝒶𝓁𝓀 𝓉𝒽𝑒𝒾𝓇 𝑔𝓇𝑒𝑒𝒹𝓎 𝓅𝓇𝑒𝓎. 𝐹𝑜𝑜𝓁𝒽𝒶𝓇𝒹𝓎, 𝐼 𝓈𝒶𝓎, 𝒻𝑜𝓇 𝓂𝑜𝓈𝓉 𝓂𝑒𝓃 𝓉𝑜 𝓂𝑜𝓋𝑒 𝑜𝓊𝓉 𝓉𝒽𝑒𝓇𝑒. 𝒪𝓃𝓁𝓎 𝓉𝒽𝑒 𝒷𝓇𝒶𝓋𝑒, 𝑔𝓇𝑒𝑒𝒹𝓎, 𝒹𝑒𝓈𝓅𝑒𝓇𝒶𝓉𝑒, 𝒶𝓃𝒹 𝒻𝑜𝑜𝓁𝒾𝓈𝒽 𝑒𝓃𝒹 𝓊𝓅 𝓉𝓇𝓎𝒾𝓃𝑔 𝓉𝑜 𝓂𝑜𝓋𝑒 𝑜𝓊𝓉 𝓉𝒽𝑒𝓇𝑒. 𝒴𝑒𝓉 𝓅𝑒𝑜𝓅𝓁𝑒 𝓈𝓉𝒾𝓁𝓁 𝑔𝑜. 𝒜𝓃𝒹 𝓉𝒽𝑒 𝓌𝑜𝓁𝓋𝑒𝓈 𝓉𝒽𝒶𝓉 𝓌𝑒𝒶𝓇 𝓈𝒽𝑒𝑒𝓅'𝓈 𝒸𝓁𝑜𝓉𝒽𝒾𝓃𝑔 𝒻𝑜𝓁𝓁𝑜𝓌 𝓉𝑜𝑜. 𝒪𝓊𝓉 𝓉𝒽𝑒𝓇𝑒, 𝒶𝓌𝒶𝓎 𝒻𝓇𝑜𝓂 𝓉𝒽𝑒 𝓁𝒾𝑔𝒽𝓉 𝑜𝒻 𝒢𝑜𝒹'𝓈 𝒢𝓇𝒶𝒸𝑒.





Welcome to Cryptic Valley. A vast region west of the Mississippi where tall tales roam as old as the trees and mountains. Roughly including modern-day Texas, the story takes place in the late 1860s. A newly unionized America fresh out of the civil war, still in shock over the decade's events. The Bloody war, the struggle of the freedom of slaves, the continued mistreatment of slaves, the terror of the dead rising to feast on the living, and the witches that spite mortal men.

Wait, what?

That's right, this isn't your ordinary western tale. This is a supernatural take on the western Genera. Mythical beasts lurk in the untamed wilds. The occult has a heavy hand, and with the growing power of the inquisition across the Atlantic, The wild frontiers of America's West are one of the last refuges away from the church's influence. For the most part, in broad strokes history is more or less the similar to our own, for simplicities sake, with some notable exceptions:

Magic is real! Yeah, crazy right? And...other gods too but we'll ignore that for now. Just know that while magic takes different forms in different cultures across the globe, all follow the rules of the pentacle system, which we will get into later. Shamans, Druids, Witch-Doctors, for the most part, practice what is deemed as 'white magic', while malevolent spellcasters practice 'black magic'. The catholic church and other related powers used to view all forms of magic (besides priestly miracles) as evil. (Sorcery, as we'll get into later, is considered 'neutral' magic, since it only manipulates one of the five basic elements.) Modern Reform, However, have been gradually more lenient towards white magic and sorcery. Broadly speaking, for what humans that are able to and practice magic, can only practice white magic. It often takes wicked sacrifices or exploitations of other dark powers for a human to be able to practice black magic; and those that too are forever unable to cast white magic in turn.

There are creatures as well, monsters from myths and legends, cryptids too. By this era of civilization most have been extinct or reduced to small populations, but in less-habited lands such as the west, they still dwell. And boy can some of them be scary. Its dangerous work, but it also allows for outlaws to escape the law more easily, so long as they don't become prey to the supernatural as well. Monster Hunters are a popular, albeit, dangerous occupation, more so then your typical bounty hunter.

In the oldest tales, there are said to be three children of the moon. All draw their power to it, and all share some connection to the Goddess of the Moon herself, Hecate. All are to be feared. The two younger siblings is the Beast Child and the Night Child. Werewolves, skin walkers, they go by many names, but these are the accursed shapeshifters that take the form of many beasts and prey upon mankind with ruthless savagery. The Night Child. The vampires. Forever Denied the morning sun, they stalk the shadows, and consume their prey with the grace of an assassin; unlike their more violent sibling.

The oldest, and most feared, however. Is the Heir to Hecate. The First Child and Daughter. The witches. While they too, feed upon mankind, they wield the full power of magic at their whim. It is said to earn the spite of a witch is a fate worse then death itself.

This RP will act as a sort of series of one shots with a healthy mix of optionally slice-of-life. The town of Copper Springs and its general surroundings act as a 'HUB' of sorts for players to socialize or do whatever with when there isn't a main story taking place. The main stories, meanwhile, will act as 'ideally' short and optionally events that should be open enough for everyone to join at their leisure for the main events.

Most of the stories will also take place either in the town itself, or relatively close enough to town to allow the cast of players to join at their leisure. Of course 'free-roam' collabs don't need to be all wholesome fluff socializing for any that are interested in more inter-player dramas and actions, or mini action-oriented events like fighting a bandit, just whatever y'all wanna do while I'm not hosting anything major. I'm also open for player-themed events for players that have their own ideas for group rp events.

Regarding locations too, y'all can come up with your own stuff like a specific store in a town, a nearby home for a monster-pc, etc. Won't be too strict on historical accuracies are anything either since its a casual experience. Just like characters though, try to run it be me with whatever you wanna make in terms of locations or maybe even major plotlines so I'm on the same page.

Ideally the RP will be as active as the cast so there isn't any pressure for deadlines with exceptions to the main story events and personal preferences amongst your own collabs. Speaking of the town meanwhile..






𝒞𝑜𝓅𝓅𝑒𝓇 𝓈𝓅𝓇𝒾𝓃𝑔𝓈, 𝒷𝒶𝓈𝓉𝒾𝑜𝓃 𝑜𝒻 𝓉𝒽𝑒 𝒻𝓇𝑜𝓃𝓉𝒾𝑒𝓇.


The town of Copper Springs sits neatly between Texas's Eastern woodlands and the drier plains and deserts to the west. Making it an ideal location for settlers to brave its dangers while being close to a source of water and food. This however, also means that the town sits between two territories of the various monsters that prefer the woods or the dry, open plains. Its fair population, religious worship, and fair amount of guards are believed to keep monsters at bay. But in truth, the rabid spooks and cryptids rarely mess with the prey of any moon-child, and all three have some secret stake to this town. The roughly 40 year-old village may seem like a safe bastion from the terrors outside, but it is merely a peaceful meadow to satisfy the lambs before slaughter.




That summarizes the gist of the plot. Next I'll get into more about magic and potentially playable stuff. I'd expect most people to just go with human to fit in more with the ideas of horror, but of course players are more then welcome to make monster-pcs too. There isn't really a character limit either so make however many characters you want and use them at your leisure.




~1505 | PARIS | FASHION SHOW VENUE




Finally. It was somewhat embarrassing that his skeletons failed to find any on their own, but so what! He had already tried so hard to be the best reaper present. And clearly he was, surely! Surely his talents would be appraised of once this infernal job was all said and done.

"Roger that, I'm right on it." He and his pair of minions were right on the trail, Edward flying fast with his skeletons marching as quickly as they could after their master. Honestly, this was too much trouble. They already saved the Gala, maybe they were just being overly concerned. That was until he saw the growing manifestation behind him. Good lord, she really is a cursed magnet. He had caught up with Vera by the time they drew near to the parking lot.

Sure enough, he eventually found Celeste who seemed to be part way dragged into the vehicle. It looked like it was against their will, but he hadn't heard much of the conversation beyond Celeste's excitement.

Wait, she could see him? Edward's froze up in shock at that. His skeletons, almost-cartoonishly, skid to a stop with one bumping into another.

No it must have been a mistake, he must have forgot to turn his invisibility off. Or, was it? Shit, he wasn't sure. But she sounded, happy to see him? Why? That had to be a mistake as well. He was a flying ghost wizard. Then again, if she could see them well, he was pretty cool at the Gala. Maybe she's a fan now? Or maybe she meant Vera? Was she visible?

Shit. Well, that's not important. There was some growing disaster behind them and there wasn't any time to ask questions or be flustered about it.

Edward made sure he made himself corporeal so he could at least be 100% certain he was heard, despite his previous reluctance. His introverted, cloistered nature was drowned out by all this frustration and confusion.

"Get the hell out of the city!" There was no dramatic pretense to his speech. Just, drive away from any and all populated areas please. Even if it follows her, it would be easier to deal with whatever the hell is next without worrying about casualties. He remained visible to the public, hovering as he readied his staff with one hand and ghostly blade in the other, the two skeletons moving away from the street, but standing ahead closer to the growing threat and waited for orders.

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