I redefine rules as something we are predisposed by social cues & that's accomplished through having a clear-open mind to know our endeavors justly.
Guide
Guide
∞. The PlatinumRule
|x|. The Golden Rule
Platinum Articles
0. Articles 0 to 2 talks about our work ethics, work-life balance and state of being.
Golden Articles
These Golden Articles talk about the Gameplay Mechanics of the Roleplay.
3. Articles 3 to 12 talks about the immersive roleplay mechanics when it comes to role and power systems, as know, not all crazy ideas of an Author may translate well to a Roleplay Setting, hence they're reworked.
Silver Articles
Silver Articles refer to character creation guides.
13. Races
|x|. The Golden Rule
Platinum Articles
0. Articles 0 to 2 talks about our work ethics, work-life balance and state of being.
Second Chances
I'm compassionate to people but it doesn't mean I'm naive, what this Article and its Sections is about refers to Player Rights.
0.1. Curse, none of us are perfect, some of us may not get along well with each other. This section speaks about granting second chances based on disputes and uncomfortableness, that're settled privately, I never tolerate drama, as much as possible, reconcile and be civil.
0.2. Blessing, I am objective and barely phased with y'all wrongdoings of the past. If you're an ex-problematic one in the past just like me, who is willing to change, I am willing to show compassion to your atonement. The way I go about this is simple, I will do background research and keep tabs on y'all, if I see a total of 3 RPs that you're such a menace to be reckoned with, I will not condone your behavior and you will not be accepted on this RP. I wish no curse upon you, I just wish you could change.
0.3. Love, the power of love is not bias, I value the connections I make with y'all, as awkward as this is, it's no romo, just friendship.
1. Breaks, I advocate refreshments and taking a break in all of my RPs. Doing RPs are supposed to be fun and not treated as chores/routinistic. You serve a Benevolent Gamer, in return I reciprocate your ordeals projected by IRL circumstances that may affect your psyche, I value your mental health at all costs & I'm compassionate enough to listen. I may provide you wisdom but I'm no Psychiatrist, just letting you know that I don't take you for granted. Unlearn what you originally think about RPs, there's few benevolent gamers like me, most of us are adults in this site already and we have IRL commitments. To cut to the chase, all of my RPs are a sanctuary in terms of OOC/Discord. I firmly believe in having the right mindset to resume writing activities without compromising time, soon, you will understand my approach as a GM.
2. Unfolding, I respect everyone's inquisitive approach about certain plot points in general, it's nice to ask questions. In this case, I'd like is to narratively utilize our imagination, I value quality posts with foreshadowing in practice, I'm not saying foreshadow all the time. What I truly meant is that as long as there's a stirring agent that moves the plot then that's good, I'll be happy to facilitate.
I'm compassionate to people but it doesn't mean I'm naive, what this Article and its Sections is about refers to Player Rights.
0.1. Curse, none of us are perfect, some of us may not get along well with each other. This section speaks about granting second chances based on disputes and uncomfortableness, that're settled privately, I never tolerate drama, as much as possible, reconcile and be civil.
0.2. Blessing, I am objective and barely phased with y'all wrongdoings of the past. If you're an ex-problematic one in the past just like me, who is willing to change, I am willing to show compassion to your atonement. The way I go about this is simple, I will do background research and keep tabs on y'all, if I see a total of 3 RPs that you're such a menace to be reckoned with, I will not condone your behavior and you will not be accepted on this RP. I wish no curse upon you, I just wish you could change.
0.3. Love, the power of love is not bias, I value the connections I make with y'all, as awkward as this is, it's no romo, just friendship.
1. Breaks, I advocate refreshments and taking a break in all of my RPs. Doing RPs are supposed to be fun and not treated as chores/routinistic. You serve a Benevolent Gamer, in return I reciprocate your ordeals projected by IRL circumstances that may affect your psyche, I value your mental health at all costs & I'm compassionate enough to listen. I may provide you wisdom but I'm no Psychiatrist, just letting you know that I don't take you for granted. Unlearn what you originally think about RPs, there's few benevolent gamers like me, most of us are adults in this site already and we have IRL commitments. To cut to the chase, all of my RPs are a sanctuary in terms of OOC/Discord. I firmly believe in having the right mindset to resume writing activities without compromising time, soon, you will understand my approach as a GM.
- Major Breaks
100% of our Major Breaks stem from our mental health and wellbeing, I care for you.
1.1. No posts on Saturdays, I'm not ashamed to be a Christian & I like to aesthetically enforce that Saturday is sabbathical and it's for us to rest like a Phoenix.
1.2. No posts on your Birthdays, we celebrate a birthday by being born, that extends to your relatives/friends.
1.3. Breaking Dues, I issue Breaks rewardingly, especially if I've witnessed y'all efforts ICly, this is a 3-day break honored to you. Love yourself because that's all I gotta say, you should love yourself NOW!
1.4. Bereavement Breaks, it's a touchy subject, when dealing at the ascended ones. Regardless of your belief in it, you're honored an indefinite Leave of Absence.
1.5. Leisure Breaks, these breaks are for us like just chatting idly and doing fun activities together or even your personal things to do like playing games, cuz who doesn't play FGO, Genshin, COD, Wuthering Waves and so on these days?
1.6. Separation, if you want to quit, that's fine, just so you know that you're welcome to come back anytime. Life is tough, we all know that.
1.7. There will be no posts during Hiro Mashima's Birthday and anniversary of his works as observed Holidays for us:
- May 3 being Hiro Mashima's Birthday
- July 6, Anniversary of Rave Master
- October 12, Anniversary of Fairy Tail
- April 11, Anniversary of Eden's Zero
- July 7, Anniversary of Dead Rock
2. Unfolding, I respect everyone's inquisitive approach about certain plot points in general, it's nice to ask questions. In this case, I'd like is to narratively utilize our imagination, I value quality posts with foreshadowing in practice, I'm not saying foreshadow all the time. What I truly meant is that as long as there's a stirring agent that moves the plot then that's good, I'll be happy to facilitate.
- Foreshadowing helps us build on things like a setup for the things to come.
2.1. Communication is not just our downtime but also the discussions we have. All of my announcements will be in the OOC thread, this is to help balance Discord and OOC things. OOC will be an announcer page, personally, I prefer Discord to do all these but this is for the sake of keeping OOC tab alive, all the lore ground work will also be posted here in the OOC.
2.2. Discord is for instant talk and brainstorming.
Golden Articles
These Golden Articles talk about the Gameplay Mechanics of the Roleplay.
3. Articles 3 to 12 talks about the immersive roleplay mechanics when it comes to role and power systems, as know, not all crazy ideas of an Author may translate well to a Roleplay Setting, hence they're reworked.
Rework, as we know there are things that works in Anime/Manga but not on RP, hence certain magic lore reforms are rework to better suit the RP.
4. Attributes are something Element related and I don't expect everyone to be an Elemental Mage. In Elentir, Elements are powerful and when given specific properties, they can bypass even the resistance of Slayer Magic. There are eight magical elemental Attributes known as Affinity:
5. Ranking defines the tier of occupational opportunities of promotion and power levels.
Mage Types
6. Alchemist
Alchemy involves transforming matter by alchemizing it, thus performing a Transmutation; changing the shape and form of said material, the more powerful the Alchemy, the more equivalent exchange that either merits or demerits, Alchemy is the pinnacle of Black Arts.
7. Enchanter
Enchantment — Warning! Overhauled. Due to the uncanny similarities to Alchemy, Enchantment for the RP is going to have different mechanics, Enchantment is the pinnacle of White Arts.
8. Assassin
Assassination is the art of stealth, the function of the user's Magic is to attack with invisible weapons, which they can do to inflict torture, as well as attack and take their opponents by surprise with hit-and-run tactics upon the clever use of Illusion Magic, the are the pinnacle of Blue Arts.
9. Warrior
Requip is the backbone of Knight-based Mages, they employ Requip to give reverence to their culture, they are the pinnacle of Red Arts.
10. Mage
A Mage is a Generalist that is a jack of all trades, master of none, this is the most common class.
11. Transporter
Spatial Magic is the backbone of Transporter Mages, they are uncommon in the populace and are highly sought for their convenience.
12. Mildian
The Scholar of Lost Magics, Mildians are more than just keepers of Time Magic, they're an entire class of their own and an ethnic group of people who are selective of teaching their ways.
- Suggestions are welcome to help us use and balance the magic we'd want.
3.1. Magic Denominations, we define magic based on what nation and culture your character come from. While Mana is still the common tongue or common term for Ethernano, the other forms such as Ether, Root and Spiria will be explained in detailed. I'm here to tell you that, we're all capable of learning each. Magic is powered by emotions, PoE, to say that Fairy Tail has too much power of friendship moments is quite a big statement. However, for our verse the Power of Emotions, the Power of Feelings, while strong, isn't gonna be the X Factor for us to win battles, they are still important but not used in a cringe way.
3.2. Ether is Mana at its purest form, the so called, True Magic. Ether is rarely found on our Planet but it's abundant in outer space of Elentir, only Gods, God Slayers, Elite Magic Clans and Ether Gearists use Ether, because Ether is The One Magic, which is also linked to the Power of Love.
3.3. Ethernano is Ethernano that's projected by the current era, it's magic-fluid/flexible because it can be remodeled into any magic denomination, in Elentir, we call this Mana as it's a diluted version of Ether.
3.4. Curse are used prominently by Devils, on the other hand, Humans are also capable of using cursed ethernano but such a thing would warrant the wrath of Ankhseram. Devils emit antimagic particles, which are poisonous.
3.5. Spiria is spiritual energy, it's prominently used by Celestial Spirits, Yokai, Devil Slayers and Celestial Mages. If you're going to use Heavenly Body Magic, that would count as Spiria, having Spiria means that you use Spirit Arts
3.6. Root is demonic energy, Demons are Human/Devil descendants.
3.7. Origins are Magic Containers, this makes us living Grimoires akin to archiving the data we learn, from infancy until 12 years old, we call it the First Origin, then Second Origin and Third Origin.
3.8. Second Origin unlike Canon, it works in our RP differently, we gain this extra magic core by the time we reach age 13 and it becomes fully developed by age 21.
3.9. Third Origin canonically makes you lose Magic because of its predisposed condition. However, we live in Elentir and as you noticed, I have a big IQ move of a Pro-Gamer, Third Origin is awakened by Mages at the age of 22+ and it won't stop developing until they're dead.
To conclude: First Origin means you're a child, Second Origin means you're in your adolescence/teens/young adult and Third Origin means you're an Adult.
4. Attributes are something Element related and I don't expect everyone to be an Elemental Mage. In Elentir, Elements are powerful and when given specific properties, they can bypass even the resistance of Slayer Magic. There are eight magical elemental Attributes known as Affinity:
- RP Versions of the Eight Attributes
4.1. Ice is composed and free-thinking, Ice Mages are the most versatile Mages and spiritually attuned to learned Alchemy.
4.2. Sky is derivatively referred to as Wind Magic, Sky Mages are the most attuned to learn Enchantment, they also make great Healers.
4.3. Moon is also known as Water Magic, Sea Mages are determined and pragmatic, they are most attuned to learn and hop through a Dimension and Gravity Magic.
4.4. Sun is the most powerful Attribute because of their raw powered emotions, they are capable of transcending beyond their limits and approach the Power of Love and even invoke Lightning Magic and Fire Magic.
4.5. Light aligns Light Mages to have the aptitude for either Illusion, Celestial, Heavenly Body and Devil Slayer Magic, they specialize in Spiritual Arts.
4.6. Earth regardless of Magic has frigid/rigid defenses and the ability to soften and harden magic.
4.7. Wood provides longevity.
4.8. Darkness sharpens one's senses to the maximum.
4.9. Lost is the forbidden attribute that allows one to better understand Black Arts.
To conclude, having Attributes means your raw potential, knack and talent to acquire said Magic but it doesn't mean that just because you have it innately that you'd beat someone who is a dedicated Practitioner.
5. Ranking defines the tier of occupational opportunities of promotion and power levels.
5.1. Saint is the highest title and power level that one could almost never attain, they are banned from joining Guilds, Saints are world-ending threats, there are Seven Star Wizard Saints.
5.2. Savant or S-Class makes up about few in a thousand Mages, they attend to dangerous missions and are of great responsibility to be a potential Guildmaster or a Saint Vessel Candidate, as such S-Classes transcend and is one step above the human realm, they're humans yet monstrosities in their own right by magic power.
5.3. Armada aka A-Class are Mages of cultivated progresses, they are the peak of the tangible world as in humanity progress and achievement.
5.4. Brigader aka B-Class are Mages of median progress, they have fast growth and high potential to soar either A or S.
5.5. Carver, the C-Class Mage are typically by no means weak, by meaning of Carver, their magic power is above average and at least Guild Entree level.
5.6. Decatur, the D-Class are Mages of average magic power, Mages of this rank are mostly students learning Magic.
5.7. Entry, the E-Class have meager magic power yet have insane physical prowess.
5.8. Failnaught, the F-Class Mage has no magic power but their senses and physicals are all boosted to thrive in the magic world.
To conclude, these are subjective, it's either your born with the rank or toil for it. An E Class can ascend the ranks but an F Class can't and lower ranks doesn't mean you are weak. No one is born equal, you grind or you don't.
5.2. Savant or S-Class makes up about few in a thousand Mages, they attend to dangerous missions and are of great responsibility to be a potential Guildmaster or a Saint Vessel Candidate, as such S-Classes transcend and is one step above the human realm, they're humans yet monstrosities in their own right by magic power.
5.3. Armada aka A-Class are Mages of cultivated progresses, they are the peak of the tangible world as in humanity progress and achievement.
5.4. Brigader aka B-Class are Mages of median progress, they have fast growth and high potential to soar either A or S.
5.5. Carver, the C-Class Mage are typically by no means weak, by meaning of Carver, their magic power is above average and at least Guild Entree level.
5.6. Decatur, the D-Class are Mages of average magic power, Mages of this rank are mostly students learning Magic.
5.7. Entry, the E-Class have meager magic power yet have insane physical prowess.
5.8. Failnaught, the F-Class Mage has no magic power but their senses and physicals are all boosted to thrive in the magic world.
To conclude, these are subjective, it's either your born with the rank or toil for it. An E Class can ascend the ranks but an F Class can't and lower ranks doesn't mean you are weak. No one is born equal, you grind or you don't.
Mage Types
6. Alchemist
Alchemy involves transforming matter by alchemizing it, thus performing a Transmutation; changing the shape and form of said material, the more powerful the Alchemy, the more equivalent exchange that either merits or demerits, Alchemy is the pinnacle of Black Arts.
6.1. Molding & Living Magic is a brand of Alchemy that focuses on Transmutation, molding properties of Magic and bringing life to creation.
6.2. Lacrima is the study of precious stones and potions, its use varies, from Letter Magic is when Lacrima is used to make scripts, these Mages are called Rune Alchemist to Raves that are called either Holy Bring or Dark Bring for they're called Blacksmith Alchemist, Rave Master or Claimer, and finally Eye Magic.
Observation showed that Rave Master characters are mostly Alchemist-esque Mages
6.2. Lacrima is the study of precious stones and potions, its use varies, from Letter Magic is when Lacrima is used to make scripts, these Mages are called Rune Alchemist to Raves that are called either Holy Bring or Dark Bring for they're called Blacksmith Alchemist, Rave Master or Claimer, and finally Eye Magic.
Observation showed that Rave Master characters are mostly Alchemist-esque Mages
7. Enchanter
Enchantment — Warning! Overhauled. Due to the uncanny similarities to Alchemy, Enchantment for the RP is going to have different mechanics, Enchantment is the pinnacle of White Arts.
Rendition: Enchantment is the magical ability that manipulates magic essence, which in turn affects the physical. To avoid Alchemy vs Enchantment confusion, the former only modifies extrinsic properties that are outward while Enchantment does it for intrinsic properties that are inward. As such, Enchanters have occupancy to become Celestial Spirit Mages or a Slayer, Enchanters are also adept in producing and learning Spiria, faster than anyone else, at their peak, they make the constellations bend to their will.
Enchanters are the most common Magic Denomination.
7.1. Take Over Magic is the process of internally altering one's soul after absorbing the magic essence of a sentient construct, in return, the Mage can invoke an advanced transformation by becoming the being themselves.
7.2. Reijutsu aka Spiritual Arts is the most common use of Enchantment, the people of Elentir produces Spiria-based magic cores, warranting them the title of White Mage.
7.3. Celestial Spirit Magic & its branch, Heavenly Body Magic.
7.4. Devil Slayer Magic is the magic of exorcism , Angels are the Allfather Ankhseram's personal enforcers of his divine law. The Angels teach Devil Slayer Magic to their Exorcist, thus exhibiting angelic eyes to see the cup of evil, a concept that measures the level of sin in a person. The greater the sin, the more effective Devil Slayer Magic becomes, hence making it the perfect magic to kill Devils, Demons and Etherious.
Devil Slayers leave no room for Devils, Demons and Etherious to live, even against beings perceived as evil. When they defeat their Devils, they can consume their souls, imprisoning them against their will inside the body of the Devil Slayer, and for each absorbed soul, it'd appear like a series of tattoos/black markings. These black markings, greatly enhance the Devil Slayer, since it will allow them to use the abilities of their absorbed enemies into holy artifacts or outright spellcasting in tandem.
Their element delivers emotional damage like penance and it's difficult to extinguish.
7.5. God Slayer Magic is taught by Gods to their Champions, their element is divine and always black in color with its natural hues. When a God inhabits their God Slayer, they are neither being, they become an entirely new person, different from the two mix while maintaining a synchro-balance of godhood and humanity. The purpose of God Slayers is to destroy False Gods, Idols and heretic magic architecture like the Tower of Babel, they also erect Lacrima Towers as a Church, more followers means more power.
7.6. Dragon Slayer Magic is taught by Dragons to their Dragon Slayer, of all Slayers, they have the highest elememtal resistance, bordering imperviousness to magic as they age until 700 due to their tough scale-like skin. The purpose of Dragons are to destroy worlds, nations and ethnic groups of people who have committed blasphemy against Ankhseram, they are the most destructive form of Slayers. They destroy those who are far too gone in the Black Arts.
7.7. Dual Modes, all Slayers have a learning curve for Dual Element Modes within their respective Attribute that they're initially born with.
7.8. Forces, Dragon Force turns one into a Dragon, Angel Force turns one into an Angel, God Force turns one into a God.
7.9. Covenant · Neither Slayers can eat each other's elements because they're different forms of Slayer Magic, Natsu's asspull of emptying his magic container is irrelevant here. Slayers cannot learn a different form of Slayer Magic either.
Enchanters are the most common Magic Denomination.
7.1. Take Over Magic is the process of internally altering one's soul after absorbing the magic essence of a sentient construct, in return, the Mage can invoke an advanced transformation by becoming the being themselves.
7.2. Reijutsu aka Spiritual Arts is the most common use of Enchantment, the people of Elentir produces Spiria-based magic cores, warranting them the title of White Mage.
7.3. Celestial Spirit Magic & its branch, Heavenly Body Magic.
7.4. Devil Slayer Magic is the magic of exorcism , Angels are the Allfather Ankhseram's personal enforcers of his divine law. The Angels teach Devil Slayer Magic to their Exorcist, thus exhibiting angelic eyes to see the cup of evil, a concept that measures the level of sin in a person. The greater the sin, the more effective Devil Slayer Magic becomes, hence making it the perfect magic to kill Devils, Demons and Etherious.
Devil Slayers leave no room for Devils, Demons and Etherious to live, even against beings perceived as evil. When they defeat their Devils, they can consume their souls, imprisoning them against their will inside the body of the Devil Slayer, and for each absorbed soul, it'd appear like a series of tattoos/black markings. These black markings, greatly enhance the Devil Slayer, since it will allow them to use the abilities of their absorbed enemies into holy artifacts or outright spellcasting in tandem.
Their element delivers emotional damage like penance and it's difficult to extinguish.
7.5. God Slayer Magic is taught by Gods to their Champions, their element is divine and always black in color with its natural hues. When a God inhabits their God Slayer, they are neither being, they become an entirely new person, different from the two mix while maintaining a synchro-balance of godhood and humanity. The purpose of God Slayers is to destroy False Gods, Idols and heretic magic architecture like the Tower of Babel, they also erect Lacrima Towers as a Church, more followers means more power.
7.6. Dragon Slayer Magic is taught by Dragons to their Dragon Slayer, of all Slayers, they have the highest elememtal resistance, bordering imperviousness to magic as they age until 700 due to their tough scale-like skin. The purpose of Dragons are to destroy worlds, nations and ethnic groups of people who have committed blasphemy against Ankhseram, they are the most destructive form of Slayers. They destroy those who are far too gone in the Black Arts.
7.7. Dual Modes, all Slayers have a learning curve for Dual Element Modes within their respective Attribute that they're initially born with.
7.8. Forces, Dragon Force turns one into a Dragon, Angel Force turns one into an Angel, God Force turns one into a God.
7.9. Covenant · Neither Slayers can eat each other's elements because they're different forms of Slayer Magic, Natsu's asspull of emptying his magic container is irrelevant here. Slayers cannot learn a different form of Slayer Magic either.
8. Assassin
Assassination is the art of stealth, the function of the user's Magic is to attack with invisible weapons, which they can do to inflict torture, as well as attack and take their opponents by surprise with hit-and-run tactics upon the clever use of Illusion Magic, the are the pinnacle of Blue Arts.
9. Warrior
Requip is the backbone of Knight-based Mages, they employ Requip to give reverence to their culture, they are the pinnacle of Red Arts.
10. Mage
A Mage is a Generalist that is a jack of all trades, master of none, this is the most common class.
11. Transporter
Spatial Magic is the backbone of Transporter Mages, they are uncommon in the populace and are highly sought for their convenience.
12. Mildian
The Scholar of Lost Magics, Mildians are more than just keepers of Time Magic, they're an entire class of their own and an ethnic group of people who are selective of teaching their ways.
Silver Articles
Silver Articles refer to character creation guides.
13. Races
Humans follow Anime Physics/Logic because what else are you gonna expect for a Fantasy Setting? Humans generate magic and that itself allows them to even breathe in space and underwater without breathing equipment. With Magic, Humans function way different compared to what we think for IRL and other works of fiction.
"Human Analogous"
- Maximum Lifespan: 120
Elden Age don't exist in Elentir, people stop aging at 25 and this is due to the overwhelming magic power of Elentir and although they may retain youthful appearances, it's only in form, they will still die like regular humans, on their death bed, when dying, they will decay, age rapidly and die.
- Humans can jump 10 meters high, while this sounds like a dream come true, then feel sorry for your character because, Elentir just have so much megalithic structures, so this don't mean much.
- Humans can glide, this is because physics work differently, some air currents across Elentir, also work differently, that it makes you also look like, air walking briefly.
- Humans can survive 40 Days without food and water.
- Humans can breathe in space and underwater.
- Humans natural bench pressing rate is 0.7 tonnes/635 KG.
- Humans move at "Usain Bolt" Speeds.
- Human Intelligence vary, so don't think too much about it, this is just gonna be the most human aspect we got.
To conclude, take what you will and mesh it straight out the Guinness World Record and that's how we define Humans here in Elentir.
"Human Analogous"
- Maximum Lifespan: 120
Elden Age don't exist in Elentir, people stop aging at 25 and this is due to the overwhelming magic power of Elentir and although they may retain youthful appearances, it's only in form, they will still die like regular humans, on their death bed, when dying, they will decay, age rapidly and die.
- Humans can jump 10 meters high, while this sounds like a dream come true, then feel sorry for your character because, Elentir just have so much megalithic structures, so this don't mean much.
- Humans can glide, this is because physics work differently, some air currents across Elentir, also work differently, that it makes you also look like, air walking briefly.
- Humans can survive 40 Days without food and water.
- Humans can breathe in space and underwater.
- Humans natural bench pressing rate is 0.7 tonnes/635 KG.
- Humans move at "Usain Bolt" Speeds.
- Human Intelligence vary, so don't think too much about it, this is just gonna be the most human aspect we got.
To conclude, take what you will and mesh it straight out the Guinness World Record and that's how we define Humans here in Elentir.