Fear is the driving factor of humanity. It was fear that banished all those people from Farnea. It was fear that had the leaders of the Sanctuary surrender themselves. It was fear that drove the Gifted to run deep into the forested island. It would be naive to think that fear wasn't a factor in their decision to fight back.Within Farnea lay the kingdoms of the world. Though mostly at peace, they faced something that they had never dealt with, or even conceive within their minds before. The introduction of magic unto the land began with Carneas, the first Gifted. No, no wars where waged. Not one person had died due to the mans birth, and yet, he was feared. Soon after, different individuals began to be discovered within the land, no relation between any of them. People grew uneasy due to their presence. The idea that they were able to bend the very laws of nature seemed evil. After the discovery of Ractem in the Beyond, no time was wasted in shipping them away. Now, three years after the discovery of magic, the island is in a state of chaos.
In Ractem, the Gifted adapted to their new life in the forested island. Some went of on their own. Some formed or joined the Sanctuary, such it's leader: Carneas. Others wasted time trying to get back to the mainland. Amidst their struggles for survival, their troubles grew as certain individuals seemed to entirely change in personality. The discovery of the Sprites was a horrible one. It seemed that these demons were able to take over the body of a Gifted, and not one year after the first wave of Gifted reached Ractem, the Sanctuary fell to them. The sprites waged war on the Gifted, claiming their bodies as their own due to the debt owed for their bestowal of magic.
You will play as one of the Gifted fighting to reclaim Ractem.
Farnae: The main continent of the world. The culture is similar to that of medieval times, with no electricity and kings ruling the land. The continent is divided into five kingdoms, but are all a part of this singular mass of land. The RP will, for the most part, not take place within any part of Farnae (though this is subject to change as the RP progresses.)
Ractem: The island that those gifted have been sent to. It is here that the Sanctuary has been formed, an organization of The Gifted who train their members to control their powers. At the time that the RP has begun, Sprites have already seized the main center of buildings that belonged to the Sanctuary. Ractem is a mostly forested island, with a center area filled with buildings belonging to the Sanctuary. On the outskirts lay several huts, homes of those sent to Ractem but refuse to take part in the practices of the Sanctuary.
The Gifted: Those granted magical abilities. Magic comes in many forms, and all Gifted have an affinity for certain magics. They are only able to use magic they have an affinity for, whether it be Illusion, Elemental, Beneficial, etc. The spells that they are able to cast will be determined by what attributes they possess. Each gifted may have a different way of using their magic. It could incorporate sigils, rituals, verbal components, interpretive dance; whatever you like.
Sprite: This is what the creatures who attempt to take control of the Gifted are known as. They have never before been seen in their physical bodies, as when they take control of someone, they maintain their hosts form. Once someone has been possessed, this means all trace of their soul is gone. These creatures select Gifted who appeal to them, and lach on. Slowly, they mentally wear down their hosts until they surrender their bodies unto them. At that point, the two may battle for control of the one body, or the gifted may simply hibernate.
Malkin: The area from which Sprites hail. It is said to be on the other side of the word from Farnae, but it is unknown if it is even a physical place. Based on what the Sprites claim, this is the source of all magic.
The Beyond: The area referred to when speaking of places past the boundaries of Farnea. This includes any islands or continents, visited or unvisited, such as Ractem or Malkin.
Name:
Gender:
Age: Between 15 and 40
Appearance: Prefer image, but description is acceptable. If described, please write at least two paragraphs, one for physical traits and one for clothing.
Affinity:
Spells: An initial set of 5 spells. You will obtain more when I feel it appropriate
Personality: At least one paragraph
Background: At least three paragraphs
Skills: Non-Magical (Weapons will generally not be available on the island.)
Likes and Dislikes:
Description of Magic
Here you will describe the way your characters magic operates. Is it solid? Powerful? How much range does it have? How creative is your character with it?
I will not allow for any over powered characters, so be sure to describe the flaws of your characters magic. Understand that I have final say on any changes you will make, but feel free to argue with me, as long as you have a reasonable explanation behind it!
Elemental: Magic dealing with the elements. Gifted with an affinity for elemental magic can prioritize either Water, Fire, Earth, or Air magic in order to cast a variety of spells. After reaching a certain skill level in any given element, sub types for each element will become available (I.E: From Water magic you will be able to cast Ice magic.)
Illusion: Magic dealing with perception. You may target a persons senses, causing them to see or hear things that may not be there, cause delusional feelings, or even temporarily blind someone at high levels.
White: Magic dealing with beneficial things, such as healing, protective shields, or buffs. This affinity offers very low offensive options, except for light magic, which can be thought of as a very weak form of elemental magic.
Black: The opposite of White Magic, this affinity allows the Gifted to curse someone, sacrifice their own blood for powerful spells, or even raise the dead. This magic has very low defensive capabilities, with the exception of Shadow Magic, which can be thought of as a very weak form of elemental magic.
Conjuring: Magic allowing the castor to summon forth creatures, armor, weapons, items, or anything else that can be thought of.
Enchanting: Magic allowing the castor to add new properties onto objects. Gifted with this affinity don't have spells as much as they have trinkets or weapons that they have enchanted before hand. These items can have various abilities, from a key that can open any lock, to a sword that can shoot flames.
Raw: Magic in it's purest form, Gifted possessing an affinity for Raw magic are rare. Their connection to the Sprites is so intense that their magic is like clay that they may mold. Those with Raw Magic cannot cast spells in the traditional sense. Instead, they possess a sphere of energy that follows that, and they are able to mold and shape to their desires. The energy is not solid, but can block mana based abilities. However, those with Raw magic also are more prone to possession, due to their connection to sprites.
Transformation: Magic that allows the castor to alter his or her own physical traits. They may spawn wings for themselves, claws or fangs, or even fully shift into different animals.
Feel free to suggest more!
Temporal: Magic dealing with distortion of the laws of physics. People with with this form of magic may only specialize in a single aspect, such as gravity or astral type magic.
You will create the spells for your own character, to allow for some creativity. The way your spells will work will be based off of how you describe your magic (See the CS for more details.)
1. What the GM says goes. Feel free to argue with me on whatever you like, preferably via PM, but please understand that way I say is final.
2. Respect everyone here. I don't want to see any flaming, spamming, or whatever else. You will receive two warnings, but afterwords will be kicked from the RP.
3. I plan for this RP to be High-Casual, and expect a certain level of writing with each in character post and in the CS. Nothing insane, just three or so good paragraphs for each IC post.
4. If you plan to leave or will be generally unavailable, please inform me. If it is the latter, we can work something out to put your character out of the story for as long as you need.
5. Do not god mode, auto hit, yada yada yada.