Starting Artifact(s): Darkness Element - Collar: emanates a fog of darkness that obscures vision.
Orphanage Hometown: Baston Town
History: Moira was delivered to the Baston Orphanage as an infant, left with only a family name, Messer, and a whispered apology. At least, that’s the story she received from one of caretakers who happened to be there that night. Personally, Moira didn’t mind -- she couldn’t miss a parent she never knew after all. According to some children who had arrived when they were older, it might actually be better.
A particularly precocious child, Moira was never one for rules -- always looking for some way to subvert them, and justify breaking them whenever caught. Punishment was never a deterrent, just an excellent reason not to get caught.
The caretakers told her that hitting others was bad, and against the rules. Moira understood that it hurt people and was bad manners, but breaking the rules was so fun. Some rules weren’t enforced by the orphanage -- these rules were unspoken, like “girls can’t play with boys” or “girls can’t beat boys”. She broke these rules all the same.
As she grew older, new rules came into place. Boys and girls must sleep in different rooms. Moira didn’t immediately know why this was a rule, but she soon found out. That was a very fun rule to break.
As Moira grew bored of breaking the rules, she found a new pleasure -- getting others to break the rules. Especially the rules they’d set for themselves. Push and pull and prod people and interesting things tended to happen.
Personality: Self-indulgent, impulsive, flirtatious, and selectively callous, yet also affectionate, sociable, and considerate.
Containing only a bed, desk, chair, and dresser, the room was small and the ceiling a tad low. An overlarge, pitch black curtain hanging securely across the only window ensured only the barest hint of light was admitted. This dim illumination revealed stone walls and a wooden floor -- though one could hardly see the floor due to the piles of clothes strewn across it.
A small lump lay upon the aforementioned bed, outlined by a thick comforter. Two soft, furry ears of a lavender color were all that peeked out above the top of the comforter. An ear twitched once, then twice more, followed by a soft sigh. With both arms, Moira threw back the covers with a dramatic flourish, briefly leaving her arms hanging in the air before they fell back to bump against the headboard, eliciting a clinking sound.
Still blinking the sleep from her eyes, the girl glanced up at the origin of the sound -- a pair of fuzzy handcuffs hanging from the headboard. She smirked, the events of the night before rushing back to her. Mustering her willpower, Moira rolled out of bed, twisting so that her feet found the floor first, followed by a graceful arch of her back as she slowly rose upright.
A head of dark violet hair swayed and settled, reaching down a bare back to hang just over the girl's similarly bare hips. Moira stretched, yawning, before absently picking through the clothes on the floor for a suitable combination of garments. Underclothes, stockings, and a dark purple dress were pulled on one by one until she stood fully dressed in the center of her room, a discarded shirt partially underfoot. With a bit of concentration, Moira urged her newest appendage to fetch her newest posession from atop her desk. With a deft curl and flick, Moira's cat tail sent the Artifact atop the desk into her waiting palms. She fixed the smooth dark leather of the collar around her neck, the the cold metal ring at the front sending pleasant goosebumps down her spine.
Artificer: Elemental Mages that draw their powers from the enchanted armors they wear and weapons they wield. These are called “Artifacts” -- equipment forged from the remains of powerful magical flora and fauna at great cost.
You have just received your first Artifact. Congratulations!
As a ward living off of Kingdom taxes for up to the last sixteen years of your life, you’ll need it to pay off all that accumulated debt... Or be forcibly drafted into the Kingdom’s military!
You can’t say you haven’t been prepared, the Orphanage has provided the best education and military training (a moderate amount of) money can provide. (You’ll have to pay for this education as well. Even though the schooling and training was mandatory. It’s almost as if they want you saddled with an impossible debt...)
Like every Ward, you have until your 18th birthday to pay off your debt (and vacate the orphanage). That gives you just under two years, so there’s no time to waste!
What you learned in School
Artificer: Elemental Mages that draw their powers from the enchanted armors they wear and weapons they wield.
Artifact: Enchanted paraphernalia charged with mana.
Mana: The essence of all magic. Untouchable and unfathomably potent. Comes in all sorts of Elements.
Manabeast: The broad term for any magical animal, plant, or monster. Hunted down for their threat to humanity and their value in Artifacts.
Reagents: Mana-charged metals, crystals, and Manabeast remains.
Rules of an Artificer: 1. By wearing and using Artifacts, an Artificer slowly absorbs the ambient mana given off, allowing them to wield mana on their own.
2. The more involved the Artificer was during the Crafting process, the more quickly the Artificer will absorb the ambient mana -- speeding training and growth. This includes the hunting and harvesting of the Manabeast corpse.
3. The Element of the Reagent dictates the Element of the Artifact -- and thus the Element of mana the wearer absorbs.
4. Casting is amplified by equipped Artifacts of the matching Element.
4. There's a limit to how fast one can absorb mana. Oversaturate your body, and it'll react with a Manabeast mutation dependant on the Reagent of the Artifact. As alarming as this sounds, taking on Manabeast traits has become rather fashionable lately -- especially the Manabeasts of the feline variety... ;)
Mages expend mana to control their respective Elements, by either manipulating their surroundings or creating their Element from mana and manipulating that.
Mages have an individual mana pool for each Element they possess.
While more cost-effective to manipulate pre-existing material, a Mage has better control over an Element they created.
When you create an Element, it appears in its natural or "base" state, and you can expend additional mana to change that.
Mages have selective immunity to the thermodynamics of their own created Elements. (Heat and cold resistance only).
Certain elements complement each other, speeding the absorption process based on the element already absorbed.
Certain elements conflict with each other. Conflicting elements must be balanced, or the Artificer risks Backlash.
Backlash: When an Artificer's element goes out of control. Possible causes are:
Casting beyond what you are capable of, forcing training, overdrawing your mana, or being unable to balance conflicting elements.
Absorbing too much Mana at once.
Overdrawing Mana reserves.
Inability to balance conflicting elements.
Backlash may result in fatigue, nausea, unconsciousness, mutations, physical damage, paralysis, brain damage, or death.
Artificers can always sense their own elements, as well as weaker artificers of the same element. Artificers can hide elements they are stronger in from being sensed.
The stronger a Mage is in an Element, the more finely they can sense it, and the greater area they can sense.
The area around an artificer, called their domain, is saturated with their manaforce -- it is harder for another artificer to cast in that area.
Artifacts
Artifacts can have a wide variety of active and passive abilities, determined at the time of Crafting. The quality of materials combined with the Reagent determine the strength of the ability.
(Artifact abilities are similar to skills in video-games. Active use skills, activated passives, always-on passives...)
Artifacts will do things that their Element should be able to do. Yes, it will be largely redundant, but your characters will initially be using them for training only, with their ability being secondary.
Anyone can tell what Element an Artifact is just by being in close proximity to it, but Mages with more affinity for that Element can sense it from farther away.
Artifact abilities can only be revealed through testing, unless you made it or know how it was made.
Mages can use any Element of Artifact, but a Mage wielding a conflicting Element will have greater difficulties using that Artifact.
Element conflicts can be resolved by sealing Artifacts, so that it is just a tool, and not both a tool and a training measure.
Artifacts will eventually run out of mana, the Reagent needing replacement. Sealed Artifacts run out of mana slower, and actively using an Artifact makes it run out of mana faster.
Artifact strength is determined by the strength of the Manabeast Regent used. Artifacts do not scale in strength with the Mage, but their abilities can be bolstered by the Mage using the Mage's own mana, if they possess mana of that Element.
Artifact Crafting:
The key points in the Crafting process are the formations -- which can only be drawn by, of all things, sticks of chalk freely distributed by the Kingdom in small quantities at a time. No one knows how the chalk is made, and the production method for the chalk is the most closely guarded secret in the Kingdom.
When a Manabeast corpse is harvested, a simple collection formation around the corpse, using the red chalk, focuses all the Elemental mana into a single Reagent taken from the corpse, such as a claw, scale, or patch of fur/skin.
The Reagent can be further prepared/purified if needed, and another collection formation executed to re-focus the mana from any discarded parts into the refined Reagent.
The Reagent can then be bonded to the enchanting material of choice, such as smelt into plate armor, attached to a leather strap or chain, or set into a ring. Finally, a dispersal formation, using blue chalk, is executed to spread the mana out to the entire piece, creating an Artifact.
Collection formation: Larger circle drawn around what you want to collect, and a smaller circle inside with what you want mana to be collected into. Only mana taken from a single Manabeast can be collected this way.
Dispersal formation: Circle around what you want mana to be dispersed throughout. Two Reagents, or a Reagent and an Artifact in the circle causes an explosion. Designs drawn inside the circle determine the effect the Artifact will have, and if you want the Artifact sealed or not. All characters have already memorized these designs. (Use sense when creating abilities is all I can hope for.)
A mystical type of Artifact consisting of a tubular structure and a handle with a trigger attached. They come in a wide variety of shapes and sizes, and are typically made up of metal and wood.
Guns are crafted by skilled weaponsmiths, and each one is specialized to fire a certain Element. After purchasing a gun, an Artificer adds a Reagent of their choice of the correct Element to the gun, then using a dispersal formation and gun-specific formation designs provided by the manufacturer, turns the gun into an Artifact. When the gun runs out of mana, the former Reagent can be taken out and replaced, and another Regent added to "reload" the gun.
Guns fire by coalescing mana in their barrels into a material and propelling it a high speeds to hit distant targets. Guns allow Artificers to increase their range and accuracy at a distance. By bolstering the round fired with their own mana, Artificers can add more force and tweak the trajectory to help ensure a hit.
The Elements
Tiers do not indicate the strength of an Element, only its rarity in the vicinity of the Kingdom. (Except for the special exception of T0.)
Rarity: You'll be tripping over T1 Manabeasts left and right.
Fire Create and control magical fire that burns whatever the caster wishes, as well as control mundane fire. Size and heat level is controllable. Fire can be sustained with mana alone, but fuel eases mana consumption. Fire can also be detonated to consume mana in an explosion.
Water Create and control magical water, as well as visible mundane water. Size, shape, density, and temperature is controllable.
Earth Create and control magical earth, as well as mundane earth. Size, shape, makeup, and temperature is controllable.
Wind Create and control magical air, as well as mundane air. Air naturally resembles sea-level air, and more energy is needed to modify the composition. Temperature and density is controllable.
Rarity: You'll see a few of these here and there as you go about your day.
Lightning Create and control magical lightning, as well as mundane lightning. Shape and size is controllable, but lightning doesn’t like to be controlled.
Metal Create and control magical metal, a well as mundane metal. Shape, size, density, and temperature is controllable. In order to wield a specific metal, a Mage must first wear an Artifact refined from the specific type of metal Manabeast (such as Ironpig Manabeasts). Mages can create alloys if they have all the component metals available. Some metals are most costly to form than others. Metal Element is great for crafting Artifacts. (Only iron, copper, and silver are available as starting Metal Artifacts).
Ice Create and control magical ice, as well as mundane ice. Shape, size, and temperature is controllable.
Poison Create and control magical poison, as well as gain resistance or even immunity to poisons. Liquid, gas, appearance, taste, smell, and temperature is controllable. Effects can only resemble poisons imbibed or poison mana absorbed.
Nature Create and control magical plants, as well as control mundane plants. Rate of growth, appearance, and behavior is controllable. Only plants absorbed can be manipulated and created. Normal plants can simply be eaten (or made into tea), but plant Manabeasts need to be refined into an Artifact and worn for at least a few days. The absorption takes weeks if the Mage didn't personally create the Artifact.
Crystal Create and control magical crystal, as well as control mundane crystal. (Quartz, glass, diamond, etcs) Size, shape, and temperature can be controlled. Some crystals are more costly to form than others. Only crystal types absorbed can be manipulated and created. Great for crafting Artifacts.
Qi Cultivate and focus energy throughout the body, enhancing it to improve various aspects. such as vision, reflexes, and toughness. At high levels of attainment, can focus that energy into weapons, armor, or even into the air. As a neutral element, fuses well with most elements. Most Qi-users are close-range combatants.
Rarity: If you search all day and get quite lucky, you might see a T3 Manabeast.
Darkness Create and control magical shadows and darkness, giving it shape and form, as well as control mundane darkness and shadow. Size, shape, and opacity can be controlled. Suppressed or complemented by Light. Has a poor reputation...
Light Create and control magical light, giving it shape and form, as well as control mundane light. Size, shape, appearance, and form can be controlled. Suppressed or complemented by Darkness. Has a good reputation~
Life Create and control lifeforce, as well as the lifeforce of others. Increased lifeforce grants regeneration, speeds healing, gives energy and vitality, and can temporarily allow one to survive fatal wounds. Decreased Life energy causes fatigue, weakness, slows healing, drains energy, and will eventually result in death. Life can also animate constructs to make golems. Has a good reputation, and is valued.
Death Wield decay and corrosion, and manipulate the undead. Powerful users can even become undead themselves. Has a very poor reputation... docs.google.com/document/d/19aQWFKSAE2..
Psyche Manipulate and sense the emotions, senses, and at higher levels memories and even thoughts of yourself and others. Psyche users are untrusted but valued, and are useful in a variety of therapeutic and judicial roles as well.
Rarity: Most people go their entire lives without seeing one. Highly coveted for the incredible magics they possess.
Space Manipulate space to teleport yourself and others, create and activate teleportation formations. Can also “lengthen” and “shorten” space. For example, lengthening space between an enemy and oneself would make it take longer for the opponent to reach you. At high proficiency, can also create and maintain a pocket dimension.
Time Manipulate time to slow or speed individuals, objects, or areas.
Gravity Create and control gravity fields to affect designated targets.
Holy Create and control holy energy, which can neutralize and purify mana, temporarily improve abilities, heal the body and mind, and affect emotions positively--raising morale, bringing a sense of wellbeing and confidence, or granting a sense of peace, fulfillment, and happiness. Has the best reputation, and is even worshipped in some religions. Mutually suppressed by and conflicts with the Curse element.
Can also be attained through the accumulation of goodwill (gratitude, gratefulness) of your own and others.
Curse Create and control curse energy, which can neutralize and corrupt mana, suppress and seal abilities, permanently damage the body and mind, and affect emotions negatively--lowering morale, shattering determination, instilling fear, anger, and paranoia, or granting a sense of depression and hopelessness. Has the worst reputation, and is usually at odds with organized religion but is also worshipped by some cults. Mutually suppressed by and conflicts with the Holy element.
Can also be attained through accumulation of badwill (grudges, hatred) of your own and others.
(Left or right side, order of the combination doesn't matter)
A Mage cannot hold both of these Elements in their body at the same time. A Mage would first have to lose all progress in made in one before they could train in an opposing Element. Holy - Curse Curse - Life Holy - Death
These Elements must be kept in careful balance in a Mage's body, or the stronger one will go out of control. While this complicates training, conflicting Elements can be quite powerful when used together. Fire - Water Fire - Ice Wind - Earth Wind - Crystal Wind - Metal Earth - Lightning Darkness - Light Life - Death Life - Poison Holy - Poison
A Mage with some progress in one Element will be able to train in a complementing Element faster than normal. Water - Ice Water - Life Earth - Metal Earth - Crystal Wind - Fire Fire - Death Darkness - Death - Curse Light - Life - Holy Time - Life Time - Death Nature - Poison Nature - Life Nature - Earth Nature - Water Poison - Death
Character Creation
Time to create your character! He or she will be sixteen years old, and have received Kingdom-mandated schooling and training as long as they have been at the orphanage. Those that entered the system earlier have a greater debt, but an equally greater amount of education -- which is not to be taken lightly.
But enough of that -- you want to know what kind of Artifact(s) you'll be receiving. Imagine your character starts with three points. Each point represents the time a Kingdom Artificer will spend searching for a Manabeast of your requested Element. A Tier 1 Manabeast costs one point, and can be Crafted into one Artifact. Tier 2 costs two points of time to search for, and so on. If you like, your character can save some of their points -- quickening the acquisition of their next Manabeast. You can't save up for a Tier 0 Artifact.
TL;DR Your character is 16 y.o. living at an orphanage, and has both schooling and basic military training. They can choose up to 3 T1 Artifacts, one T1 Artifact and one T2 Artifact, one T3 Artifact, or some variation and get their next Artifact a bit sooner out of fairness. (I can't give you guys half an Artifact now...)
Characters will be Wards of orphanages in smaller towns of the Aureus Province.
At sixteen, Wards are offered the chance to relocate to a larger city, where they’ll be given their first Artifact(s) for their troubles. The Kingdom does this to make the transition to a military academy easier. The Wards do this because it’s their only shot at paying off their debt.
Your character took this opportunity, and has been in Liravel for two weeks now. They've also had their Artifacts for two weeks, and have gained powers by now (and potential side effects, if you wanted).
Your characters, if they've been wearing their Artifact(s) for the two weeks, have basic magical abilities now. Normal people gain magic very quickly at the start, but the rate of growth has slowed down to normal by the end of the two weeks.
At the start, Mages can, for example, throw fist-sized fireballs with relative ease. Basic stuff, but not weak -- mild, you could say.
If you would like your character to know know other characters before the RP begins, in your CS, match your hometown to that character or characters.
Your first Artifact(s) are custom-made to your character’s requests. The Kingdom keeps records, so stealing Artifacts from other Wards would be very difficult to get away with. The citizens of Liravel know this too, and at least won’t be making overt attempts at your character’s valuable Artifact(s).
All characters have to have been in the orphanage system for at least a year.
Name:Firstname Lastname, or Firstname Foundling if your character has no family name.
Gender:Gender.
Appearance:Either an image, a description, or both.
Starting Artifact(s):Your starting Artifact(s) are made to your character's requests (within reason). They won't big or expensive, so they'll probably be something thinner or smaller like a pendant, hat, or bracelet (Relative to something like a piece of plate armor). Describe the appearance, Element, and ability. It won't be very strong.
Orphanage Hometown:Use a random town name (not Liravel) if you want your character to not know any others, or match town name to others if you do. Even if you come from the same town, that's no guarantee you know each other that well. Talk to other RPers, have fun with this part. Are you childhood friends? Lovers even???
History:Can be simple or complex. Just describe how long you've been at the orphanage system and how you got there. All characters must have been at the Orphanage for at least a year.
Personality:All characters at least know each other, so anything that that their peers would know goes here. No need to get lengthy with it though, I prefer to see personality through writing.
Theme Song:Song that plays when you enter a room/do something badass.
Q: I've created my character, what do I do now?? A: Good question! The focus of the RP is on the interactions and bonds between the characters, but characters still do need something to do.
Every character will have at least one thing in common-- their debt.
They can pay this off in a variety of ways: (I'll list in a rough order, from least to most rewarding)
Work part/full time at any of the shops, stores, restaurants, bars, and businesses around the city. You can clean houses, sweep streets, wipe windows, serve food unskilled labor is always in demand.
Start your own business. Buy low and sell high? Find a problem and sell a solution? As a teenager with no money, you have no lack of motivation to innovate and become an entrepreneur! In addition, the Kingdom will happily grant your loans!*
Turn to crime**. Rob houses, mug passerbys, pickpocket the unsuspecting, crime is always an option.
Hunt Manabeasts as an Artificer and sell the Reagents. Stronger Artificers can hunt stronger Manabeasts and sell better Reagents, but getting stronger requires you to invest in yourself. Alternatively, you can capture Manabeasts alive, as some people would rather pay more to kill the Manabeast themself, but this is far more difficult.
Find work as an Artificer, either as a guard, convoy escort, mercenary, assassin, or more. There is massive demand for skilled Artificers of all Elements and skills. Earth Mages can sculpt, Psyche Mages can provide therapy, Life Mages can heal, and more.
Turn to organized crime. Rob banks, ransom Nobles, assault convoys, blackmail Nobles, organized crime has greater risks, and greater rewards.
Become a Knight***. Be chosen by a Noble and your service will be very, very well rewarded.
Become a Noble. Marry into a Noble family, be granted land by a Noble, or even a title from the King himself -- anything is possible, however unlikely. (Turning out to be the long lost child of a Noble though, I think I'm going to say no.)
*Taking out loans to pay off your debt is pretty risky. **Punishments are pretty severe in Astria, and it's really hard to find a good lawyer. ***You'll have to earn a Noble's recognition somehow. Win a tournament, save them from a Manabeast, defend their convoy from bandits, be really good looking, whatever it takes.
The currency of Astria uses enchanted coins in different metals. No one knows how the coins are made, or how they are enchanted, and every coin when touched gives off a specifc feeling that can’t be duplicated. The different denominations are: Iron Copper Silver Gold Platinum
1 iron = 1 dollar 1 copper = 10 dollar 1 silver = 100 dollar 1 gold = 1,000 dollar 1 plat = 10,000 dollar
Every character will have a different amount of debt depending on when they joined the orphanage. From ages 1-5, the cost per year is 12.4 Gold (or $12,400). After that, ages 6-18, the cost per year is 34 Gold ($34,000). The debt covers cost of living, education, training, Artificer benefits, and medical insurance.
Wards at the Liravel Orphanage are able to get free healing from a Life Artificer at any time, there is one in each wing. (Liravel is special in this regard, most orphanages don't have healers stationed 24/7.) Wards are also able to get greater amounts of chalk, as well as ride public transportation for free -- the crests inscribed on every Ward's starting Artifacts works as a sort of identification. While these crests can be duplicated, forging Kingdom property comes with heavy risks for the potential benefits. Wards can also place Artifact orders through the Kingdom -- while they still have to pay, they have military-grade craftsman making custom orders for Wards, who can then attach Regents once the order arrives.
About the World
The Kingdom of Astria is ruled by a monarchy, and has been this way for centuries. A large and powerful country, it is enjoying a time of prosperity. This stems from Astria’s relative monarchy on large-scale powerful Artifact production and the country’s great military successes. Astria supports a powerful military, impressive in both quality and quantity. As a result, or maybe because of this, the country clashes with its neighbors quite frequently.
The King grants provinces to various Noble families to govern in exchange for regular taxes and relatively low unrest. Every town and city has its own local guard, but Noble families are also allotted a limited quantity of formal Knights. These Knights enjoy wealth, fame, power, and are supremely well equipped and trained -- the best of the best. As long as Nobles pay taxes and keep the peace, the King turns a blind eye to everything else they do.
Due easy accessibility of Artifacts and abundance of Mages, all levels of society use Artifacts and magic in day-to-day life. Buildings are typically constructed of stone and wood, produced through Earth and Nature magic -- which also makes repairs a thing of utter ease.
Transportation is assisted by Artifacts -- the main types being landboats and trains. Landboats are powered by Wind Artifacts, and can vary widely in size and shape, but mostly resemble flat-bottomed boats kept aloft by any number of Wind Artifacts on the bottom. Trains are powered by Fire Artifacts -- a technology taken from a Northern country. High-output Artifacts like the ones used in transportation eventually lose energy, but their convenience easily outweighs their cost.
The Vanforth Family controls the Aureus Province. A lofty family, the Vanforths are generally loved by the populace.The family puts on a friendly facade and frequently hands out food packages to the less fortunate. However, there are whispers of Vanforth family secretly hating commoners, rumors started by relatives of the victims.
While the Vanforths never throw the first punch, the family incites conflicts with individuals or families-- leading to skirmishes that wind up with the commoners arrested and tried for physical assault on royalty. But the judicial system is by no means just, being waist deep in bribes, and the people are then put on the chopping block for a public beheading. People who say the Vanforths are evil are usually scoffed at and dismissed.
Liravel is the largest city in the Aureus Province, with a population in the hundreds of thousands. The Vanforth Estate is located at the center of Liravel, and the Vanforth family itself can commonly be seen about the city, interacting with its populace. As one gets farther from the center from the city, condition gradually worsen, with the wealthier business owners living nearer the center, and the poorest at the outskirts. Liravel Orphanage, as a Kingdom-funded institution is situated near the center of the city.
The city itself ringed by sturdy walls -- beyond which in every direction are gentle, rolling plains and farmland. As a consequence, Artificers must travel quite a bit outside the city before they can begin hunting. A faster and quite expensive alternative to mundane travel exists in the form of teleportation formations. However, the price to activate them is so high that it’s almost always not worth it.
The Liravel Orphanage is a large, three-story building, holding hundreds of orphans of all ages. Mercifully, the building is further broken up into wings segregated by general age ranges -- you’ll only be tripping over small children some of the time. Age ranges are infant to ten, ten to 15, and 16 to 18. Each wing has it’s own dining hall, where Wards line up along one side of the room to be served food before taking a seat at the long tables and benches throughout the room. Food is served thrice a day at normal meal times, and each Ward can eat as much as they like.
Every wing also has its own wide stone-paved courtyard, where training and schooling takes place. Fighting in the Orphanage is only frowned upon if permanent damage is dealt to any offenders, or property damage occurs. Thus, Wards are encouraged to fight in the courtyard where collateral damage is the least likely.
As older Wards gain their Artifact(s) and move to the next wing, they also get their own rooms. While training and schooling is no longer mandatory for the next two years, most Wards still practice within their wing’s courtyard.
Wards of the orphanage have been able to work to pay off their debt since they were 13, but making any real headway only becomes possible after they become an Artificer.
Treatment at the Orphanage has been decent. The Kingdom has invested in the Wards, and won't mistreat them without reason.
Mandatory military training means that all Wards are physically fit and are practiced in hand-to-hand combat.
Manabeast Tier rarity is only a rough descriptor. Manabeasts of certain Elements are far more commonly found in the correct biomes -- for example, Nature types are found more commonly in heavy forest.
(Will continually update with more)
This is a pretty open-ended RP. The focus is meant to be on character interactions, not the magic and the fighting (although that part's pretty fun too). I didn't want to bog things down with stats, dice rolls, dozens of power-level regulations, and so on, so I trust the RPers to keep things reasonable.
I'll do my to clarify and explain how intended for the world to work. If anything is unclear or confusing, please message me and I'll do my best to address it. I'm also open to constructive criticism -- I'd like to improve, and if you think anything could be done better, tell me what and I promise I'll consider it. (Also tell me if I spelled something wrong or constructed a sentence poorly because I probably did.)
As for rules, standard rules apply. Get permission in the OOC before posting your CS in Characters.
The Kingdom of Astria zealously guards its prime military advantage -- their Artifacts. The chalk used to make the Artifacts is never distributed in large quantities, and the method used to produce the chalk is a state secret. Borders are carefully guarded and controlled to prevent unsanctioned Artifacts and chalk leaving the Kingdom.
There is nothing combustible conventionally viable, so no bombs, cannons, or guns using gunpowder and explosives and such exist.
All Artificers are Mages, but not all Mages are Artificers. (Other countries do things differently...)
Qi can be used to create a close-ranged combatant, or simply to enhance one's senses.
There are crystals produced by Death or Holy Artificers that can hold someone's soul after they die if used quickly enough. Expensive, but it's worth it when and if it's ever necessary.
If someone's soul is preserved, and their body healed, a Death, Holy, or Curse Artificer can rejoin the person's soul to their body.
Bodies can also be remade from scratch with a Holy/Life Artificer, the guidance of the preserved soul, and a lot of biological matter.
Holy can be acquired by grinding out tons of good deeds, feeding the poor and impoverished, showing mercy to opponents. Actions that sow goodwill and gratefulness, adoration and worship. However, the people you help must be actively thinking of you as you do it and know you are responsible. Being anonymous dampens the effect somewhat, and Holy is accumulated far more quickly when goodwill is borne within beings containing mana. (Mages and Manabeasts)
Curse can be acquired by grinding out tons of bad deeds, harming others and generally accumulating dislike and hatred of others. Actions that sow terror and despair, anger and vengeance. However, the people you harm must be actively thinking of you as you do it and know you are responsible. Being anonymous dampens the effects somewhat, and Curse is accumulated far more quickly when badwill is borne within beings containing mana. (Mages and Manabeasts)
Characters cannot start Cursed by another as this would in turn lead to that character acquiring Curse more quickly. This is an unfair advantage, akin to starting with a pile of Artifacts.
Eating the chalk will have no adverse effects, aside from a dry mouth and possible upset stomach.
"Maybe Torrens was discovered? I'll go ahead and see what's happening." Narza calls out to Athinar as she slips through the sturdy wooden palisade walls and floats off toward the rising smoke in the midst of the town. Flying high into the sky, she is able to make out columns of smoke rising from a central building in the town, and smaller fires in the vicinity, with small figures streaming out of the center building. If these were the guards that her groups was supposed to assassinate, it wouldn't do to have them spreading out across the city.
The shortest path between two points was a line. Unobstructed by any obstacles, Narza went from street to street and alley to alley, forming thick walls of us to block off the guards. While she seemingly placed the walls at random around the guardhouse, she left the street leading to Athinar's gate clear, with all offshoots sealed off. She hoped that with a street clear, the guards would just flock down that street instead of trying to break down walls.
I can't say I recommend going through Empyrean; The Fire King's Crown. Balothiss doesn't seem nearly fireproof enough. Once he learns a few more spells though, he should come meet Narza. I have a feeling she'll take a liking to him, especially if Balothiss learns some element-neutral spells.
Narza listens with surprising focus as Athinar gives his orders. Typically she would be goofing off in the background, staying invisible so no one could chide her for insubordination, but after the incident just before the crew had left, Narza was considerably more wary of Athinar now. She nods carefully at Athinar as she receives her orders, watching his soul anxiously for any sign of a change. The presence he had briefly shown earlier felt instinctively more dangerous than anything else she'd felt before, save probably the Master himself. Athinar continues speaking without so much as a slight perturbation and Narza relaxes.
She keeps pace behind Athinar easily as they move toward the one of the gates, floating silently and invisibly over the grass. She leaves a few wisps of fog around her body to let the others know where she was roughly. It would be easy enough to spot up close, but impossible to make out from a distance.
Narza cheers at the end of Anthinar's speech, running a hand through Athinar's hair absently. Although Narza wasn't too focused on the success of the plan, she understood that she wouldn't be allowed to indiscriminately kill the townies, meaning that only the priests from the temple would be up for grabs. Luckily, the plan placed her directly at the temple, and even better, they'd be killing the priests as one big group! From Derrik's sly and logical point of view, the plan was also tactically sound, and he had no objections to voice to Narza.
"I like it! I call the souls of everyone that dies though." Narza announces carefully, making sure everyone was clear on that. She glares at Azavarn for good measure, since the guy did funny things with souls that prevented her from eating them.I don't trust his hat, it's too curvy. Narza thinks to herself, narrowing her eyes at the demon.
Finally back home! It's so nice to be back on a computer again. I'll be posting in a moment, although Narza won't really have much to add.
Also, I've come to the sad realization that Narza won't be learning any new magic at the current rate of things. All she's going to be eating are priests and paladins, who use holy magic she can't use anyways.
It'd be nice if there was a Mage Guild Branch in the Regional Capital that could attempt to offer some resistance. Aside from mages, I suppose Adventurers would be rather formidable as well.
Actually, Adventurers would be more common at these remote towns than heroes since they'd only stop in at nearby towns to resupply, whilst heroes are probably basking in glory in larger towns.