Just here to share my multitude of ideas and meet people who do the same nerdy things I do. Been RPing off and on for way too long. I'm into fantasy and sci-fi RPs mostly.
I’m also Artifex, for those who knew my other account.
Great job with Remon...I like how cerebral he is. Very nice approach. He's approved!
As far as development, I see it being more about personally improving on the things that a person specializes in and does best. Evolving and intensifying their personal skillset to greater and greater levels. If that involves learning new skills, that's fine, too. That being said, every Runic who practices the same art won't necessarily grow in the exact same ways. Space-time is usually a tricky thing to work with, so I don't have an immediate answer off-hand, but I will definitely ponder on it. Hope that sheds at least a little light.
Name | Silas Ohroyo Age | 25 Gender | Male Appearance |
Silas stands a modest 5’ 7” with a lean, slightly muscular build. His dark brown hair is styled into shoulder-length dreadlocks with golden-dyed tips, and his skin is on the lighter side of brown despite the amount of time he spends in the sun. His eyes are a rare amber color that seem to glow in the right light.
Attire |
Silas seems to be continually dressed for warm weather usually opting for close-fitting sleeveless tops and loose shorts. He has a few pairs of moccasins that he wears, preferring not to be ‘weighed down’ by more traditional footwear. The rest of his attire is more tribal as he wears a small number of beaded bracelets and necklaces.
Armament/Gear |
Silas carries dual khopesh-style swords forged from an extremely durable metal with handcrafted wooden handles tipped with small, curved blades. He also carries a set of throwing knives (more in the style of kunai). All of his blades are engraved with tribal runes and symbols. The swords have leather sheaths which are strapped to Silas’ sides.
Alignment |
Idealist (Neutral Moral)
Personality/Habits |
Silas has a heart for adventure and is an explorer by nature. He has a high tendency to learn every corner and crevice of any environment he ends up in; neither height nor depth will stop him from traversing the world around him. He has a profound respect and fascination for nature thanks to his tribal upbringing. When it comes to people, Silas is usually kind and pleasant, wanting to bring a bit of light into every person’s life. He has a strong sense of morality, however, and will readily oppose those with adverse tendencies and intentions.
Affinity |
Ars Stellara
Favored Abilities |
✴ Solar Conduit: Silas is able to magically absorb and store energy from the sun’s rays. He can use this energy to naturally power his body or expel the energy as blasts of heat and light. ✴ Infusion: Silas is able to imbue inorganic metals and minerals with solar energy causing them to heat to searing temperatures or even explode if enough energy is used. He often uses this ability on the blades of his swords to magnify their cutting power tremendously. ✴ Microstars: This is the most difficult and taxing of Silas’ abilities as it requires a high level of focus and expenditure of runic power. Silas is able to concentrate solar energy into tiny ‘stars’ of varying sizes; the largest he can currently conjure is about the size of large grapefruit. He uses these stars as sources of light and heat when there are none available in his vicinity. He can only conjure a single star at one time and only for a limited duration.
Other Skills/Talents |
Silas’ explorative tendencies have earned him a fair number of skills over the years. Naturally, he is rather agile and has superb climbing skills, whether scaling trees, mountains, or man-made structures. He often felt the need to defend himself and survive on his adventures, so he developed into an adept swordsman and marksman, taking up the favored weapons of his ancestors.
Background |
Silas grew up in a small tribal village situated on the edge of a lively forest. His parents were highly skilled artisans, his mother an expert in sewing quality clothing and his father a master weaponsmith. Several members of the village possessed runic blood, including Silas’ father, though not everyone fully embraced their power. Even though Silas’ father didn’t deny or renounce his runic bloodline in any way, he chose to settle down and make a living in a more traditional way as a craftsman working with his hands. In fact, he practiced a bit of Ars Terrata, specializing in earth- and fire-based abilities to greatly enhance his craft. Of all of Silas’ parents’ four children, he was the most outgoing of the bunch. He took every opportunity to escape the comforts of home to venture off into the world, often being reprimanded for doing so. As he grew, however, his parents accepted his lust for adventure and began to bolster his readiness rather than suppress his tendencies.
As he got a little older and saw more of the world, Silas began to discover its darkness and brokenness. One day, he decided to embrace his runic power and officially join the fight to take down those who sought to bring his world to ruin. The young Runic bid his family a heartfelt farewell and embarked on a mission to join the Brotherhood. He had heard that the Brotherhood had guilds that trained runic warriors called Paladins to oppose the evil he desired to eradicate. In little time, he discovered House Orenia and they accepted him with open arms. Silas’ mentors helped him understand his runic abilities more deeply, and he proved to be an impressive talent. He excelled in his training and quickly rose to the rank of Paladin, surpassing Runics several years older than himself.
Name | Darcella Bryenne Ventanni Age | 23 Gender | Female Appearance |
Darcy is a bit on the tall side at 5’ 10” with a slender build. Her eyes are a soul-piercing ruby red and her matching-colored hair flows all the way down to her waist. She usually has her hair tied into a high ponytail, though she'll have it done in some fancy braid when the mood strikes her. Her nearly flawless milky skin is free of any blemishes, marks, and scars -- which is surprising considering the company she keeps as far as summons go.
Attire |
Darcy actually makes most of her clothes herself and is usually decked out in darker tones with clothing that is considered more 'modern' or 'trendy'. She likes to show off her legs, so she dons loose skirts and short shorts whenever possible. In keeping with her fascination with dragons, Darcy always has her nails done to look like claws.
Armament/Gear |
Darcy is definitely not much of a fighter so she carries little more than a knife as far as weapons go, though she is decently skilled at using it. She carries a travel bag with a few essentials when out and about.
Alignment |
Trickster (Social Impure)
Personality/Habits |
Darcy is a pain in most people's rear. She has the most fun when it's at another person's expense and has no problem raining on anyone's parade. She can be a bully at times, even with her friends, and she is terribly arrogant to boot. Being somewhat of a child prodigy does wonders for her ego...and it also gains her a few followers.
Affinity |
Ars Invocato
Favored Summons |
✴
Darcella's first summon and closest companion. As she and Ceraseth have grown together, her arrogance and harshness has rubbed off on the dragon-cat, making them partners-in-crime. Ceraseth makes no qualms about helping Darcy with a prank or nipping at an unsuspecting victim's heels.
✴
Rashu
Snow
Alvorion
A trio of sky drakes who happen to be siblings. Each of them stand at roughly 6' in height with impressive wingspans. They all specialize in elemental magics that are tied to the sky: ice, lightning, and air. They are a rather gifted bunch and they can be quite arrogant and prideful. It was a trying process getting them to accept Darcy's call, but once they saw her magical prowess, they decided to form a tentative pact with her. As time went on, and the drakes realized how compatible their personalities were with the young invoker, the bond became strong very quickly. Darcy prefers to call on them in battle situations whenever necessary. They've also grown pretty fond of Ceraseth and enjoy visiting with him and Darcy regularly.
Other Skills/Talents |
Darcy has a great talent for sewing and she usually makes all of her own clothing. She has studied many draconic languages and can speak them quite fluently. If irritating the crap out of people was considered a skill, she'd be pretty excellent at that too.
Background |
The Ventanni family has produced many powerful runics, and Darcella is no exception. As a child, she trained constantly with her parents and showed a high level of potential very early on. The young girl was quite ambitious and always wanted to push for the difficult things even if they seemed out of reach. “It's better to have tried and failed than to never have tried in the first place,” she used to say. She gained an affinity for dragons and poured countless hours into researching the majestic creatures, hoping to one day use Ars Invocato to summon one.
When that one day came, Darcy had discovered a very strange being indeed. She had been searching the realms for something unique and had come across a very perplexing environment. Several odd languages brushed past her thoughts and a few even seemed mixed together. She heard something that resembled dragon language and instantly tried for the link. The creature seemed rather willing to have a companion -- perhaps sensing her youthful purity -- and made a quick connection.
When the creature emerged from her gate, Darcy's face contorted into a look of slight confusion.
“But I could have sworn you were speaking dragon language…”
In front of her stood what looked like a black cat with an extra long tail and whiskers like a dragon would have. Apparently, Darcy had tapped into a realm full of animal hybrids and amalgamations, and she had linked with a dragon-cat.
“Well, you are pretty adorable…”
The dragon-cat gave what sounded like a mixture of a purr and a low growl. He floated off of the ground and flew up to Darcy, coaxing her to pet him. His fur was surprisingly soft on top, though his underbelly was most definitely covered in the armor-like scales of a dragon.
Just then, a mouse had emerged from a nearby patch of grass, and the dragon-cat quickly took notice and gave chase. The little mouse was quick, but it was soon overcome by the hybrid. Stopping directly in front of the rodent, the dragon-cat spewed a burst of flame from its mouth and roasted the little critter. Darcy's eyes lit up as she watched the brief spectacle and realized she had invoked a truly unique specimen.
“Ok, now you're absolutely awesome! But you need a name…”
Darcella thought for a moment as the dragon-cat enjoyed its snack.
“How about...Ceraseth?”
Darcy felt the positive vibes emitting from the creature confirming his approval of the name. She was quite happy that the bond with her first summon was so instantaneous and it gave her a little ego boost. She had proven to be quite a natural, though some might argue that the creature was easier to work with because it was only half-dragon. Whatever the case was, her parents were thrilled with her accomplishment.
As time went on, Darcy's runic talents grew and she gained more draconic companions. In time, she decided to join a guild -- namely House Darthon -- and become part of the Brotherhood, in order to use her abilities for good while simultaneously showing off her talent. Even though her arrogant attitude hadn't made her many friends, her skills quickly earned her the rank of Paladin.
Ars Mutatio The art of transmutation. Ars Mutatio involves manipulating matter at the smallest levels in order to completely change its composition, therefore transforming it into something new. A massive amount of runic power is needed for this kind of control, and mastering this particular art requires an extreme level of skill.
The Runic Arts are basically what would be 'magic types' in other games...like elemental magic, summoning, white magic, etc. What you will be doing is choosing an Art to specialize in and using abilities (spells) based on how the Art works.
The Annulus A conceptual model for the cyclical nature of life's events. The Annulus consists of four epochs repeating in a perpetual sequence: rapture, regression, ruin, and restoration. This doctrine reveals itself in every facet of existence from seasons to lifespans to wars.
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Omnia The energy that powers all universal processes. Incarna The energies that sustain life within each and every being. Cruxia The physical matter that composes every living and nonliving entity. These are the three fundamental components that shape our universe. A basic understanding of this concept is absolutely imperative as one traverses their life’s journey.
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[ Praemora ]
A world full of breathtaking landscapes, diverse culture, and alluring mysteries. One could spend a lifetime discovering its wonders and not even scratch the surface. Life on Praemora can be quite wonderful for both the adventurous and the ordinary. Yet, underneath the veil of typical daily life lies a mystical war that continually wages between a certain group of gifted individuals.
[ Runics ]
Those with runic blood, simply known as Runics, are endowed with the ability to manipulate Omnia, Incarna, and Cruxia to produce endless magical effects. This ability is broken down into several specialties dubbed the Runic Arts. The Arts are classified into three groups based on the amount of skill and power required to perform and master them.
Primal arts are of the lowest caliber as they require the most basic levels of runic power and are of a low complexity. Even though most runics can perform primal arts with ease, regular practice can help fine tune and focus one's ability.
Ars Simplexis The common arts. These spells and incantations are quite simplistic in nature and are usually labeled as charms or tricks. Things like invisibility, levitation, illusions, and sensory enhancement fall into this category and require lower levels of runic ability. As uncomplicated as these abilities can be, enough practice and honing can produce some rather amazing effects.
Ars Auxilium The art of protection and restoration. These abilities range from magical shielding to organic healing to mental cleansing. These abilities require slightly more runic talent than those under Ars Simplexis, and can be quite useful in a variety of situations.
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Dire arts are far more challenging than primal arts to carry out. A runic will usually dedicate themselves to a single art of this caliber in order to completely master it, as it takes an extremely bright and talented person to consign themselves to more than one.
Ars Terrata The art of controlling the elements. The four main elements of earth, fire, water, and air are the building blocks of the planet. Practitioners of this art are able to impose their will upon the elements for both offense and defense. This art is not to be taken lightly as it requires a fair amount of runic ability.
Ars Stellara The art of conjuring power from celestial bodies. The heavens abound with energies far beyond our comprehension and reach, yet there are those who have dedicated themselves to drawing upon this power and wielding it as their own. A difficult yet very rewarding art to master.
Ars Sanguis The art of manipulating lifeblood. One of the few darker arts a runic can practice. Tampering with something as essential as one’s blood can produce some cruel and unwary effects. Users of this art can cause lacerations from a distance, crystallize blood into weapons, and even manipulate blood flow within the body.
Ars Quantum The art of bending spacetime. Runics who practice this art can manipulate the spatial energies that hold the universe in place. They can compress the space between two points allowing them to ‘teleport’, or even increase and decrease the effect of gravity on a certain area. The use of Ars Quantum involves a very high level of runic ability that is nearly on par with apex caliber arts.
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Apex arts are of the highest caliber, and rightfully so. These arts require extremely high levels of focus, dedication, knowledge, and skill. Masters of apex caliber arts usually have strong runic bloodlines and immense magical talent.
Ars Mutatio The art of transmutation. Ars Mutatio involves manipulating matter at the smallest levels in order to completely change its composition, therefore transforming it into something new. A massive amount of runic power is needed for this kind of control, and mastering this particular art requires an extreme level of skill.
Ars Animatus The art of death and manipulating souls. A dark art indeed that deals with exploiting the spirits of the astral plane -- souls which once held life within a corporeal body. Animists, as they are called, are able to return souls to bodies that have none, therefore giving them ‘new life’ and turning them into what is referred to as an Abyssal. Since these runics have the ability to return souls, the inverse act of removing them is also a possibility, though this requires far more power than controlling a bodiless spirit. Animists are also able to control soulless bodies, which are referred to as Hollows, that cannot act on their own but must be manipulated like puppets.
Ars Invocato The art of invoking. Invokers have the ability to call upon beings from other realms beyond their own. To understand, communicate with, and summon beings from other worlds requires both a great level of runic talent and a high mental capacity. Some invokers call upon creatures to aid them in battle, while others simply invite them as companions to be by their side.
Runics are a special kind of people indeed, yet they are not always respected or praised for their extraordinary talents. Even though there are those who openly embrace runics as a part of everyday natural life, there are others who hold an amount of disdain for their runic brethren, claiming that the Arts are ostentatious or even wicked. These views are not unwarranted since runics have shaped the world in major ways with both negative and positive consequences.
[ The Runic War ]
Once a runic decides to fully embrace their ability and dedicate themselves to the Arts, he or she inadvertently enlists themselves into the ongoing Runic War, and at some point, they choose the path that they will walk. Those who choose the path of the Dawn fight with honor and altruism to promote peace and provide protection to those who are powerless to do so on their own. Others who follow the path of the Dread become agents of chaos and destruction, driven by avarice and ruthlessness. As black-and-white as this dynamic may seem, there is plenty of gray area that a number of runics settle into. For those who do choose to fight however, there are two major opposing organizations that are constantly at odds with one another that runics usually affiliate themselves with.
The Brotherhood An organization of guilds that follow the path of the Dawn. Members of the Brotherhood come from all walks of life and are dedicated to making the world a better place for everyone, runic blood or not. Each guild -- also called Houses -- serves as both a place of learning and training and a base of operations for those who participate in the Wars. Wardens are the elders within each House and are addressed as Sir and Lady. These individuals are usually the most powerful runics in the guild and provide protection and guidance to those within its walls. Paladins are the field agents of each House, charged with missions and quests for the guild. These runics have exceptional skills and unmatched courage. Tyros are the novices and students within each House who have not yet achieved the rank of Paladin.
[ Notable Houses ]
House Orenia
A well-hidden and well-fortified guild located within a mountain range overlooking a large farming village and a lengthy stretch of forest. Runics here practice a wide variety of arts and techniques.
House Aughler
Located in a rather desolate and sparsely populated area, this guild is crawling with brawny and brazen types. Members of this House carry more of a rustic vibe and are all about fortitude and strength.
House Marelda
Tucked away within miles upon miles of sprawling exotic jungle, this guild is heavily protected. Its members hold nature in high regard and do everything in their power to protect and preserve it.
House Darthon
Situated near the bank of a rather large river, this guild looks like an intricate mashup of a library, an observatory, and a battle-ready stronghold. The members of this House seem to carry a more refined and erudite air about them.
Shadow Walkers A wicked cult organized into a massive network of covens that operates in the underbelly of Praemora. As agents of the Dread, these runics live to see the world burn. They specialize in dark arts and rituals, and spend their days terrorizing those who are unfortunate enough to cross their paths. Though each coven doesn’t have an official hierarchy, those who possess more power and skill usually fall into the leader positions. All members are referred to as Acolytes, unless they are newcomers or novices, in which case they are called Tyros -- a general term for a student of the Runic Arts.
[ Other Key Organizations ]
The Hand of Valora A circle of devout, non-runic men and women that fight for the Dawn. They believe they have been set apart by the Divine Edict to be the warriors and protectors of the people. Members of the Hand are dedicated to a creed of righteousness, justice, altruism, and unity, and can usually be identified by a tattoo bearing the Hand’s sacred emblem. Members regularly gather in conclaves at secret locations to participate in rituals and training. The Hand regularly aids and supports members of the Brotherhood whenever possible.
The Order of Silence A network of individuals that openly despise Runics and promote anti-Runic views. Most who associate themselves with this group have been negatively affected by runic activity, whether directly or indirectly; others have been influenced into having anti-Runic views through ignorance, envy, or fear. Though they don’t have a history of being particularly aggressive, their actions as of late have become increasingly more confrontational and radical.
Basilisk A sizable gang of bandits and miscreants that regularly raid and ravage unsuspecting people and places. Its members are obsessive ‘collectors’ who acquire a number of things -- from valuables to artifacts to people -- by any means necessary, no matter how simple or extreme. Even though they might seem like just a crazy band of thieves, Basilisk’s members are ruthless and reckless and should not be taken lightly.
[ Character Sheet ]
Name | Age | Gender | Appearance | (height, body type/build, skin tone, hair/eye color, identifying marks/tattoos, etc.) Attire | (typical clothing style, rather than a single outfit) Armament/Gear | (weapons, tools, accessories, etc.) Alignment | (see notes; this has less to do with your character’s role in the RP and more do with it his/her general approach to life) Personality/Habits | Affinity | (Runic art he/she practices; limit is 1 art for now) Favored Abilities | (abilities he/she has mastered or is currently focusing on developing; please read notes to get a better idea of runic capabilities) Other Skills/Talents | (any non-magical skills i.e. combat prowess, traditional medicine, cooking, etc.) Background | (2+ paragraphs)
Even though runic ability is a mystical and esoteric phenomenon, it isn’t as ‘hocus-pocus’ as traditional magic is usually viewed. True, there are an infinite amount of effects that can be accomplished through the use of runic arts, but it requires certain amounts of knowledge, skill, energy, and willpower. Developing runic powers is comparable to training one’s physical body for a certain sport. The more you use your runic talents, the more they grow. For example, if one decided to focus down Ars Terrata in order to conjure fire, he/she may start out only able to manipulate small flames. As his/her talents grow, he/she would learn to manipulate increasing amounts of fire, learn to conjure fire from scratch, learn to shape fire into different forms, etc. Even though the intricate details of how runic ability works is very much shrouded in mystery, it can be understood at a fundamental level by those who possess it.
**When deciding what types of abilities your character can perform, consider things like the demand on the mind and body, any incantation time involved, complexity, whether the ability would seem more common or more unique, and how certain aspects would progress as the abilities grow.
[ Alignment ]
Lifestyle Lawful (lives by rules) Social (builds connections) Neutral (unbiased) Rebel (opposes rules) Chaotic (disrupts order)
Principles Good (benefits self and others) Moral (upholds what is right) Neutral (indifferent) Impure (ignores interest of others) Evil (intentionally seeks to harm others)
House Orenia. Silas’ best friend and partner. They’ve been on several missions together and have always had each other’s backs. She is a highly skilled fighter and runic. She uses Ars Mutatio to transform herself, both partly and fully, into a massive feline beast with savagely sharp claws and teeth. She has a caring nature that is borderline motherly and cares deeply for those she considers close to her.
Andirah -- 16 -- Ars Auxilium
(clothing style is different)
House Darthon. A young tyro that worships the ground Darcy walks on. She tries to keep her cool around Darcy, but often fails miserably. She is undeniably adorable, though, at her worst, she can be a major brat. Extremely determined when it comes to the Arts though her ability tends to fall short. Darcy sees potential in Andirah and helps her practice when she can.
Velvette -- 18 -- Ars Teratta
(clothing style is different)
House Darthon. Phlegmatic and laconic. She can be quite callous when she gets irritated. She gets mad at herself when she lets her emotional guard down. Vel was incredibly jealous of Darcy's invoking ability at one point, but she decided to befriend Darcy rather than make her an enemy. She gets rather protective of Darcy at times, which usually gets on Darcy's nerves. Vel has a secret fondness for cute things, but tries her damnedest not to show it for fear of appearing childish. She loves playing with fire and her runic abilities are quite impressive; it may only be a short time before she becomes a Paladin.
Notes
I'm allowing two characters max
Going for a younger character pool here - late teens to mid twenties...leaves room for growth
Brotherhood members and independents are open to play
NPCs are welcome; just let me know if they'll be important or recurring so I can add them to my list
Ask me whatever...no question is dumb and this lore is continually evolving
Just here to share my multitude of ideas and meet people who do the same nerdy things I do. Been RPing off and on for way too long. I'm into fantasy and sci-fi RPs mostly.
I’m also Artifex, for those who knew my other account.
<div style="white-space:pre-wrap;">Just here to share my multitude of ideas and meet people who do the same nerdy things I do. Been RPing off and on for way too long. I'm into fantasy and sci-fi RPs mostly.<br><br>I’m also Artifex, for those who knew my other account.</div>