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Yes, I'm still alive. Mag Lev#3871

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Magic





Magic, the practice of using Aether to perform acts which no man could possibly do, to heal wounds in a near instant, and to even raise the dead from their graves. Few have delved so far into the study of Aether as the mages of Ishan-Ai and fewer even have access to the knowledge they have uncovered. Bits and pieces of their studies have been leaked, either through spies or simply their own free will. From those pieces many practicing mages have been able to get a solid grasp on the source of their power and the cost which comes with it.

Aether is the force which powers a mage’s spells, the driving force that allows a normal man to create a raging fireball or even heal a cut. Aether is believed to come from another plane of existence and leaked into the material plane through some unknown means. However, what is known is that anybody can harness the power of Aether and that it is inherently connected to the Aetherials. Aetherials are believed to inhabit the same plane Aether comes from and can be summoned with forbidden magic however this mostly results in contact with malevolent beings. Aether, however, is divided into four schools of study.

On Casting


A mage’s spells are limited in effect by the Aether Reserves they have built up. Most mages start out with very small Reserves which grow over time as they get older and hit their peak around their twenties. However, the true measure of a mage’s power is not in their reserves but rather in how they use their magic. Magic is, in of itself, not the primary tool in a mage’s arsenal however it is a powerful one, allowing a mage to turn the tables on their foe in an instant in some cases. If a mage is smart they can stretch out their reserves with fewer spells at a lower cost or simply go all in with a single spell. Casting a spell, however, is where a mage will show their true strengths.

In ancient times mages are believed to have used rituals and runes etched on their equipment to cast spells from the ambient Aether. However, with such Arts lost to time and forbidden to be studied, mages have turned mostly towards casting vocally with chants. The power of a chant is often based on its length, a single fireball even capable of becoming a raging inferno by building upon its chant. However, a single mispronunciation or missed letter can result in a backfire or miscast. As a mage grows more skilled however, such failings tend to become less and less common and the chanting faster. Eventually a highly skilled mage may even be able to change how a spell reacts by changing the chant.

The Schools


Elementalism


Elementalism is the art of controlling the natural elements of the world, bending them to one’s will and even creating them. Elementalism is further divided into Pyromancy, Cryomancy, Geomancy, Aeromancy, and Electromancy. Though one can learn all the elemental arts, this often comes at the cost of overall skill in them. Most mages are known to specialize in one or two elements at most, generally one’s which do not have conflict with each other.

Pyromancy- Pyromancy is the art of creating and using fire, both as a weapon and a tool. Pyromancy is one of the easiest and most common of the Elemental Arts to learn, often used offensively rather than any form of defense. Pyromancy is, however, countered by Cryomancy and it is rare for a Mage to learn both due to the varying casting of the elements.

Cryomancy- From Cryomancy comes the art of manipulating, creating, and using water and ice. Similar to Pyromancy, Cryomancy is common to among the Elemental Arts and one of the most varied. Due to its nature of being the most flexible of the arts, it has applications as both offense and defense however it specializes in neither and tends to be overlooked.

Aeromancy- To control the very wind allows one to have a large presence on the battlefield or not, for those who wish to go unnoticed. Aeromancy is the rarest of the Elemental Arts to learn due to high chance to miscast with even a single error. However, it is both powerful offensively and defensively when the spells are correct. It is, however, heavily countered by Geomancy and few Aeromancers are capable of learning any of the other Arts.

Geomancy- To manipulate the very earth beneath one’s feet, to create walls and waves of ground to crush your foes. Geomancy one of the rare Arts to learn due to the few mages so intune with its element. However, Geomancy is an effective defensive Elemental Art as well as a strong offense however its spells consume more of one’s Aether reserves than any of the main three Arts.

Electromancy- With singing bolts and crackling lighting, Electromancy brings the power once revered and believed only capable of being achieved by the Gods to a mage. Electromancy is the strongest offensive Elemental Arts and often can be applied for minor defensive skills in combat. However, the biggest drawback of Electromancy is the drain it has on one’s Aether reserves. Often Electromancers find themselves on the very edge of their reserves if their battle is not over in a few minutes. Electromancy is, however, almost as rare as Aeromancy due to much of its knowledge being forbidden by mages of Ishan-Ai

Restoration


To influence the sway of life and death, to cure an illness and protect your allies from further injury; Restoration is truly one of the most valued schools of magic. From Restoration a Mage can heal most wounds at a drain to their reserves the longer their spell lasts and how severe the wound is. Despite this and the belief that Restoration magic is, rather, a miracle by the Gods is often false due to the limited degree which it can heal a person. While a mage can sew up a wound as if it was never there, the damage underneath can be left behind. Often times an unskilled and untrained Mage will do more damage than what their healing was worth by twisting the muscles into a horrid mass as it heals or leaving areas untouched.

As such, most mages who wish to learn Restoration can be offered classes in anatomy and physiology of the Races, at a cost of course, in most major cities in Eroammir and the Imperium. Some of these classes even train mages in preparation for when their magic reserves are out and they must rely on less grand methods of tending a wound such as alchemy. To some, however, the drive with Restoration is learn how to resurrect the dead, a feat that no mage has accomplished in history. They can, however, cure a illness even as it ravages a dying man’s body, offering the man a chance to come back from the verge of death.

One of the lesser known uses of Restoration magic is, however, in warding. Rather than healing wounds or curing illnesses, Warding focuses on placing magical spells on an object to give it an Aspect. These Aspects come in the form of Observation, Enhancement, and Deflection. Observation wards allows a mage to detect when a person enters an area or see an area from afar. Enhancement wards may temporarily give allies a boost to their physical abilities at a large cost of a Mage’s reserves, allowing them to sway a battle in mere seconds. Deflection wards, on the other hand, are purely defensive reflect most magical or physical sources of damage for the length of their existence. Warding, however, is one of the harder Magical arts to learn due to the drain it puts on one’s reserves and length needed for their casting.

Necromancy


Holding sway of the living is for Restoration, to raise corpses from the ground, summon spirits, and even contact Demons is the realm of Necromancy. From Necromancy one may find that, perhaps, most people do not like the idea of having their loved one’s dug up and their corpse paraded around for a battle. However, it is also from Necromancy that one may discover knowledge once lost, never shared between a single living soul on the mortal plane and lost with an old mage’s death. Necromancy provides a mage the ability to summon a soul and temporarily bind it to the mortal plane. However, the act of such a spell often draining and the results tend to vary as few survive the trip between planes sane. On the other hand, one could simply settle to raise a thrall from the ground to fight and protect the mage.

Most tempting of all, however, is the act of summoning a Demon into the physical plane from the Aetherial realm. The purpose of such a spell is to gain knowledge or enhance one’s magic, at a cost of course, through a deal with the Demon. However, summoning one is far more difficult than it seems as no mage inherently has the reserves to do as such. Instead they must rely on the darker side of Necromancy, Blood Magic, to spill the lifeforce of another and use its magic to draw the Demon in. Demons are, however, devious beings even for Aetherials and their deals tend to leave the mage at a heavy cost.

Rituals


Lost to ages and forbidden by the Kings and Queens of old from the Imperium, Ritual magic is an ancient school that none have access to due to power which it may grant. From the early Era of the Imperium has the study of Ritual Magic been banned, all scrolls on it locked away in the Grand Library of Ishan-Ai. However, much of the speculation around its function has given rise to wild tales and assumptions, some which have not so lightly been mentioned as more than wild tales. From a Ritual one could easily summon a Demon without a cost to one’s self, even bind such a creature to one’s service by the effects of the summoning circle. Some say that it could even bring back a dead man, raise a field of ancient soldiers, or even create forests from thin air. However, such Arts are considered lost upon the world and only the speculation remains.
Races





Humans


Elves


Dwarves


Tieflings


Starfallen



Orisiri

Organizations





The Order of the Sacred Flame






How strange it was that you had found yourself in this situation. Driven from your home and country, exiled and forced into the service of the Sacred Flame. Perhaps, at one point, fate and luck had been on your side, that you had been born a noble and given full rights in your homeland. Or you had simply been one of the lowest of the low, forever looking to pinch a loaf of bread from nearest stall. It mattered not where you came from, what you had done in your life before, or even how you had come to travel to the Northern Lands, to enter Weirn. You had been save by the Order of the Sacred Flame, at a cost of course.

You would likely have been beheaded or thrown in an arena had it not been for the Order. They argued on your behalf, going so far as to put their own neck on line to save yours. To offer you a chance at redemption, glory, or even gold. Your Freedom came at a cost, an exile from your homeland until you had performed well within the Order. Here, in the frozen lands of Weirn, you shall find you redemption. Here you shall prove yourself.



The Sacred Flame Discord
Places





Weirn




”We speak of the Kings in the North as if they were legends, as if they had died the very moment we mention them. They sit in their halls watching Orimmir and the lands of Horimir beyond, protecting the Southern Kingdoms while they squabble over farmlands and forests. They train their soldiers to fight, to die for their king and queen, to leave behind a legacy and measure one’s worth not in coin but in heads they’ve cut off. Their women and children understand well that they very well might not see their Father the next day, that their neighbors could just as easily die form a raid as from illness.

Yet they have not request we pay them any tributes, no tithes for protection nor feasts in their honor. The Kings of Weirn are living legends each in their own rights. “


Long have the northern lands of Weirn ruled freely over themselves, bowing to none of the Southern Kingdoms nor the tribes of Horimir. The cities of Weirn are believed to have been the first established settlements of Man, built long before history was ever recorded. Though the original foundations have become nothing more than ruins, stones jutting out of the imposing mountain range, the cities are ancient nonetheless. The Kings of Weirn are no less ancient, their bloodlines long and storied in their Great Wars against the Horimir and even some detailing skirmishes into the Southern Lands.

Of these lands exist seven major cities, protectors of the passes through Orimmir which the Horimir may take south. Of these seven, there exist three which stand above all else. The grand fortress of the north, Normundr. The bustling trade city and meeting spot of the Kings, Vernthouth. Last of all, the grand port city of Haev. Though these three have more influence over Weirn as a whole, it is noted that their relationship is more or less symbiotic. Due to Normundr’s position in the far north, they rely on the fishing and farming surplus from Vernthouth and Haev to survive, Vernthouth in turn relies on Haev for its connection to the Terrimmir Sea.











Ioria




What is better than the rolling hills of Ioria, the green pastures and beautiful scenes which have struck many with muses. Great artists tell of Ioria as a land as wondrous as a beautiful woman, though personally it is probably more like a beautiful bit of land but still. Here the Kings rule themselves and war teeters on the edge of everyone’s minds, the Imperium and Eroammir always at each other’s throats. Still, it is where many of the realms call home.

Ioria is a land of plains and forests, its lands rarely broken by rocky outcroppings one might make for mountains were it not for the looming presence of the Ghenna Mountains in the far distance. Many of the people of this world call Ioria home, its vast lands inhabited my numerous races. Most unique of all, however, may be the presence of the three great powers of Ioria: Keirous, the Imperium, and Eroammir. While there are various other, smaller, lands scattered throughout Ioria, many are aware that the three could crush them in an instant if they so wished.

However long has the Imperium and Eroammir been at each other’s throats allowing for various other nations to rise in power and take control of what lands they two had not claimed. The ever present and mysterious Keirous, however, has become an ever looming threat for both as rumors spread of their growing strength from beyond the Aouril plains.











Wonderful, I shall work on getting an OOC up over the next couple of days as well as an update to provide a sheet and races information.
I’m curious.

I’d like to know more of the general lore, but I get that’s going to wait for the OOC. Specific questions, I guess, are currently limited to:

Do we have (or start with) a leader who is directing us on adventure? Alternatively, are we free to seek our own ways of “helping the cause?”

How organized are we as a group, and is there the threat that the Order will lift their protection if we’re disobedient?

Where does your fantasy world exist on the technology spectrum? I mean, magic obviously but how widespread is it compared to gunpowder, mechanization and so on?

How strong is Weirn’s control of their lands? Bandits in every forest, or are things fairly well ordered?

I understand that you’re saying player decisions will drive things - does that mean we start out able to decide how to resolve issues we face?

Interested and will watch this space as we learn more.


Alright, I shall answer every questions as thoroughly as I can.

1. The player characters will be under the guidance of a Captain of the Order once they arrive in Weirn. Up to this point, they've been under the guidance of various sergeants who have trained them in skills they may need during their service. While they will have the Captain overseeing their actions, there are many others that'll also be under his watch and, as such, they'll rarely ever encounter him. They'll be more likely to talk to one of a few sergeants for assignments. Who they choose to help and how they choose to help them is, ultimately, up to them.

2. Since this is in tandem with #1, this'll be easy to answer. The Order's main goal with the player characters is to 'redeem' them even if they have committed no crime. How they are redeemed is entirely up to the Order. If they go against orders, it will simply mean they will put off a redemption. It would take a serious issue to arise with a member for them to remove their protection entirely. Such things are few are far between, of course, unless someone commits a capital crime wherever they are stationed. Ultimately, the Order cares little as long as the characters do not besmirch their name.

3. The technology would be around late medieval ages. However, there are certain places in Weirn and the kingdoms to the South, which have begun the development into gunpowder. However, gunpowder development is in its early age and not heavily funded by any nobles due to the proliferation of magic. In fact, almost everybody born in the world can use magic however some are less attuned to certain types, such as with elementalism or necromancy.

4. The Kings of Weirn have a good bit of control over the lands nearest to their cities, however there are a decent few villages between the seven major cites and seats of power that have faced hard times from bandits. However, it should be noted that Weirn is at near constant war with barbarians from a land north of them and beyond a mountain range which stands between the frozen wastes and Weirn. As such, there is little, if any, guard force dedicated solely to dealing with criminals in most cities.

5. As far as resolving issues go, it is entirely up to the characters yes. There will be some cases where your choices will be narrowed, mostly due to it being a situation that could lead to combat, however outside of that you will have free reign to perform you duties for the Order in whatever fashion you wish.
Bump up
@MonkeyBusiness Full on fantasy races though I've got several lined up for the OOC as is. Magic as well. Magic will be limited, however, and meant more as a secondary tool available to all.




How strange it was that you had found yourself in this situation. Driven from your home and country, exiled and forced into the service of the Sacred Flame. Perhaps, at one point, fate and luck had been on your side, that you had been born a noble and given full rights in your homeland. Or you had simply been one of the lowest of the low, forever looking to pinch a loaf of bread from nearest stall. It mattered not where you came from, what you had done in your life before, or even how you had come to travel to the Northern Lands, to enter Weirn. You had been saved by the Order of the Sacred Flame, at a cost of course.

You would likely have been beheaded or thrown in an arena had it not been for the Order. They argued on your behalf, going so far as to put their own neck on line to save yours. To offer you a chance at redemption, glory, or even gold. Your Freedom came at a cost, an exile from your homeland until you had performed well within the Order. Here, in the frozen lands of Weirn, you shall find you redemption. Here you shall prove yourself.





Do you want a world with its own, deep and ongoing development of lore? A world with a wealth of places and people? A world with magic which can develop into a great asset for a caster or even a normal warrior? Or do you want to delve into the intrigue which thrives in the alliances between Kings and Queen, Nobles and Merchants? Well then come on in friend and Prepare yourself for Cinders.

Welcome one and all to the fantasy world of Cinders. Cinders is an idea that I have been working on for a long time and have developed a decent bit of lore about thus far and have finally decided to bring before the public. In this world the players take control of people who have been ‘saved’ by the Order of the Sacred Flame, offered another chance at life in light of their past. What you have been saved from is up to the player to decide however the life you have been thrust into will not be nearly as glorious as legends would say. The Order requires you to follow their will and guidance to obtain your redemption and be freed from the weight of the past.

In the Northern Lands, commonly known as Weirn, characters will find their redemption and the cost which comes with it. After their months of basic training under the Order they have been sent to Weirn as their assignment, to serve the Order and the Kings of Weirn. Their work will not always be glorious nor will they always see battle. Combat, in fact, can be very deadly in the world of Cinders and characters can die if something goes awry. Nor will combat be the sole focus of the Rp, however, as the cities of Weirn will offer the characters a chance to experience the world and the intrigue which thrives in the North. Whether they wish to be involved in it is up to them and player choice is, ultimately, what shall guide the RP along its path.

Anyway, I'm looking for about 6 people before I officially compile everything I have into an OOC. If you have any questions, feel free to ask.
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