“An enemy will trap your head in an iron mask, with no holes for seeing or breathing” warned the first oracle.
“A bloody child, born not from woman’s womb, will claim your throne for her own,” advised the second oracle.
“The trees will grow legs and march on the High City,” prophesied the third and final oracle. “Beware the metal faces, and the unborn children, and the shaking branches of the forest. For they hate you, my King, and they will see you fall.”
King Masbeth thought on their words for some time, then ordered the three oracles executed. This would normally be the duty of the royal executioner, but three hundred years ago King Masbeth banished his entire procession from the fortress. It has been a very lonely three hundred years since then.
In the fortress courtyard there is a garden where criminals are meant to be executed, peacefully and with dignity, but it was so very far from the throne room, and King Masbeth was a tired and weary man, and so he decided it would be easiest to kill the oracles then and there. Three swings of his sword; three dead oracles. Afterwards, when he made to tidy up, the King found their bodies were too heavy to move, and their blood would not wash from the white marble floor.
This is what the rumors say, at least—the Dark King of Quishan murdered three innocent oracles who dared to prophesize his downfall. Bullshit, others say. It was his daughters, and he didn’t murder them. How could a man murder his daughters? The shock of the prophecies killed them, right on the spot, and the King just couldn’t bear to move their bodies from where they fell.
That’s when your cousin, the one who always starts fights during New Year’s dinner, interrupts: Your head is so far up your ass I can see it in your mouth. Here’s what really happened...
And so on. There are many rumors surrounding this particular tale (the murderous king story is particularly popular), but to tell you the truth, no one knows why there are three dead woman seated around the throne of the King.
That is a mystery only he could answer.
The heck is all this?:
So! This is an interest check for the End of Sleep, a high fantasy RPG that follows the adventures of a small band of strangers in a cursed land, thrown together by random circumstance and forced to go on—you guessed it—Some Sorta Quest. It is year 572 of the Age of the Widow, and, while only a pessimist would say hope is lost, it isn’t exactly in high supply.
The Age of the Widow:
It started at night. The efertide, they call it, an old magic that emerges every few Ages or so to plague the land of Invernier. When the sun goes down, a dark mist comes out from the sea and the forests, and the unwary are swallowed alive. None of the six previous efernights lasted longer than a decade—this one has endured for over five centuries. Travel at night has become nearly impossible, and interstate cooperation and trade has stagnated. People are reclusive these days, outsiders are never trusted—and that’s without considering the ghosts, the huntsmen, the wights, the werewolves—all the many ills that have descended with the Age of the Widow.
The Setting:
Invernier is a more or less traditional high fantasy setting, though it’s no stranger to technology. Gas lamps, firearms, and even lightbulbs and electricity were all used sporadically in the most developed urban areas, though since the Age of the Widow the spread and use of such things has regressed.
The last 500 years have seen a major collapse in the old political powers. Almost every major royal bloodline has died out, save that of the reclusive King Masbeth in Inger Biotte, who busies himself with mysterious work that puzzles subjects and enemies alike. Though the immediate provinces of Quishan are more secure than most, his power does little to reign in the unstable factionalism bubbling and bursting all across the continent.
How We Start:
Players will begin in a small inn in Alonso, one of the many dilapidated hamlets dotting the lands of the Tempesta. The Tempesta is a gloomy, drizzly, superstitious moorland. Once the great gateway between the south and the far west, it is a land of travelers—people looking for a place to hide, and people on their way to somewhere better. A recent civil war saw the fall of the Army of Heroes, a corrupt military regime that had controlled the region for sixty years. The remaining soldiers, leaders, assassins, and healers who survived the initial purge have since scattered across the land, pursued by the newly ascended People’s Legion.
I imagine many characters will be former trained recruits of the Army of Heroes, or maybe even agents of the Legion, hot on some Hero’s tail Of course, as a realm of travelers, and one of the few places in Invernier where magic is largely tolerated, you can find all sorts of strange folk on the Tempesta moors.
The Story:
Nothing, not even curses, can last forever. One day, the sun will rise. It’s just a matter of who, where, and when.
M A P O F I N V E R N I E R
P E O P L E S O F I N V E R N I E R
This section has been fully updated to show the main OOC post version instead of the Interest Check version. Expect the OOC post to go up very soon.
Humans are by far the dominant race on Invernier. Try not to think of this as a Dungeons and Dragons type situation with mass intermingling of many fabulous races—for many Invernish, the fae are just as much the weird and untrustworthy stuff of fairy tales they are for us. While it’s not totally uncommon to see elves or carnelians travelling the old human roads and bunking at human inns for the night, the fae generally keep to themselves, and tend to be rather aloof towards humankind. Likewise, fae are largely treated with distrust by most humans. Goblins are an exception, and interact and integrate with humans quite regularly.
The fae are not immortal. Though perhaps more resilient to physical injuries than other living things, they have roughly the same lifespan as a human. However, a fae does not age while sleeping, and it is can be common for them to sleep for long stretches of time, dreaming their time away in this ghostly, ageless state. Elves are particularly prone to this, while goblins, a hard and practical people, greatly frown upon sleeping more than necessary.
❖ Playable Races ❖ These are the available races to be used for characters.
H U M A N S
Humankind is superstitious and hardy, found on every corner of the continent and braving many kinds of terrain. They are an incredibly divided, varied, and rather bizarre people, and sometimes catch the interest of the fae themselves. Much of Invernier’s trade and politics, among all races, has traditionally revolved around the ancient human capitals founded by the Nine Sisters, though in the modern era only four of the nine remain standing.
The varied and eccentric human cultures of the world tend to revolve around agriculture, farming, and livestock, especially in rural areas, while the urban regions place emphasis on bartering and government. Humans have a long and rich history of expression through art and writing, something largely unique to their species, and place an unusual emphasis on complex and varied social structures and relationships, a trait that has rubbed off on the fae after the last few thousand years of sharing a continent.
In terms of appearance, humans generally fall between five to six-and-a-half feet in height, with an enormous variety of builds, skin colors, hair colors, and eye colors. Generally, humans of the Isle of Fire have darker skin tones, while those of Redemption and the various mountains surrounding the Horns of the World are lighter. In the rest of Invernier, due to the consolidation of the continent under the Nine Sisters, different skin tones and racial features tend to be intermixed.
E L V E S
The elves are an eerie people native to the dark and wild parts of the world. No fans of direct sunlight, they generally build their settlements underground, where the sun can’t intrude, or occasionally within thick and shadowy forests. Their subterranean kingdoms are centers for mining, smithing, and jewelry, and elfkind has a reputation for being rather greedy and material.
Elven settlements fall under the absolute rule of an alfking, though the alfking generally avoids interfering with day-to-day matters, leaving most of the actual management of the settlement to the thanes. Elf cultures tend to revolve around mining, blacksmithing, and the hunting of wild animals around their settlement. Most elves, even within the elf-kingdoms, prefer to keep to themselves.
There are four major elf-kingdoms—Gestalt in the southwest, Magdalene, in the southeast, Morfin in the northeast, and Sin Sinder in the northwest. Gestalt and Magdalene are most similar to human societies (despite Magdalene’s reputation as an archetypal alien faerie kingdom in the woods) while Sin Sinder and Morfin are the most isolationist. Gestalt interacts with humans in the most up front way, and despite its bloody history with and lingering distrust of goblinkind, they have much better relations with goblins compared to other elven kingdoms.
Elves are gaunt, greyish-skinned, spindly beings, with long limbs, long fingers, pointed ears, and entirely black eyes with maybe only the tiniest corners of white visible. They can see keenly in the dark, and their hair lacks pigmentation, appearing almost exclusively in black, gray, or white. They generally fall between four-and-a-half to a little under six feet in height.
G O B L I N S
Goblins have long been the subjects of slavery, cruelty, and oppression. During the first thousand or so years of recorded history on Invernier, goblins fell under mass enslavement by elves and nephilim, who used them as labor in their mines and cities. During the unrest caused by the Nine Sisters’ ascendance, however, the goblins enslaved in the Fosterling Mountains staged a mass revolt, slaughtering and driving off their elf subjugators and establishing the free country of Patriness.
In a cunning and highly political ploy, the first king of Patriness established strong diplomatic and financial ties with humans shortly after the country was founded, which allowed the goblins to remain independent and avoid vengeance from the western elves. Though it never occurred in the lifetime of the Sisters who had cooperated with goblin empowerment movements, in the last two thousand years the enslavement of goblinkind has largely died out, though prejudices remain—in some places stronger than in others—all across Invernier.
Their culture tends to emphasize solidarity within the immediate community, goblin or otherwise. Many goblins, especially those from Patriness and its surrounding areas, seek employment as merchants, diplomats, negotiators, and other professions requiring the use of charisma and fast thinking. Goblins in general have a reputation for cunning and silver tongues, though are also known for being highly distrusting towars magic.
Goblins tend to have gold, tawny, or brass-colored skin, with pointed ears and thick, dark-colored hair. Goblin eyes are usually some shade of yellow, gold, orange, or amber, and occasionally dark and muddy brown. Their teeth tend to be rather sharp, with large, pronounced canines, with a variety of builds and body types. Their height ranges from four-and-a-half to a little over five-and-a-half feet tall.
Most goblins live in the southwest, in Patriness, Andrea’s Fault, the Tempesta, and Quishan. There are also many goblins in Primaveira and Milos, though humans of the southeast tend to have a less benevolent disposition towards goblinkind.
C A R N E L I A N S
Where the isolated elves are solitary and alien, the isolated carnelians are quiet and peaceful, and prefer privacy over all else. The spiderfolk of Invernier have never engaged in nation-building the way other races have; instead, their people are scattered all across the continent in small, hidden villages. They feel an immense affinity for water, and are found most commonly by lakes, rivers, and the coast. Many are sailors, fishers, and shipwrights.
Carnelians were especially affected by the early years of the efernight, losing hundreds of colonies across the continent. King Masbeth gave considerable aid to them during this period. However, Masbeth has a tendency to reach out to the Quishani colonies quite often for shipwrights and sailors, and as a result many carnelians who prefer their privacy have moved further west, while the ones who remain in public colonies have a reputation for being distinctly un-carnelian due to their cooperation with humans. Redemption, on the other hand, offered assistance without the kind of interference that Masbeth became known for, and as a result there are many carnelian colonies in the distant north.
Carnelians are tall, lithe, and generally have very similar heights, usually in the range of six feet to a little under six and a half. They are distinctly spider-like in appearance and movement, earning the nickname of ‘spiderfolk,’ and are covered almost entirely by smooth black armor of segmented chitin that grows from their flesh. Only their lower jaw is totally exposed, revealing dark, colorless lips whose corners split into two, like forks in a road, giving their mouth a sort of stretched-out X shape.
The exposed skin of their lower face and around their joints is not dissimilar from humans, and can come in several tones. Carnelian arms and legs have three joints rather than the two of humans, goblins, and elves, and their fingers are long and end in sharp talons.
Carnelian’s have long, pronounced fangs that slide out more visibly the wider their mouth is opened. Though untrue, most rural humans hold that carnelians are people-eaters. Carnelians are, however, exclusively meat eaters.
❖ Non-Playable Races ❖ Parts of Invernier history and society, but very rare and not available for playable races. Often considered fairy tales, moreso than even the fae.
N E P H I L I M
One of the most reclusive fae races, the nephilim are tall and mighty masters or architecture and engineering. Their cultures have produced strange and ingenious technology coveted by all other races, though they themselves are extremely dismissive, if not hostile, to all magic beyond their own unique style. Generally, architecture and engineering are held in high regard by nephilim, who appreciate the hard and practical arts. They do, however, often have soft spots for the recreational art other races sometimes take part in, especially the human painters and elven jewelers. Their magic and technology involves a kind of living cement, some halfway point between plant and stone, which they freely sculpt into fabulous shapes and structures. The nine great human cities were actually made from a kind of magic uniquely invented by the Sisters based on the nephilim Genosia, and the Sisters are largely disliked by nephilims for corrupting their sacred art (though, of course, during the time of the Sisters, the nephilim people payed great tributes and honors to the nine queens).
The supposed birthplace of the nephilim is on the Isle of Three, where their most ancient city, the fortress of Asir, is also located. Most nephilim have retreated to their homeland since the fall of Oolasheene one hundred years ago, and their people have become increasingly rare on Invernier. No outsiders are allowed within the walls of the nephilim cities, so it's unknown how they have handled the recent disasters of the Age of the Widow.
T H E U N D E A D
The woken bodies of the departed. Most see them as monsters, or made-up children’s stories, though they are just as sentient and emotional as any human or fae.
Undead are born in countless ways, but they all share certain traits. Brought back, their skin becomes ashy and cold, but loses any traces of serious rotting, while their faces gain a rather starved, skeletal look. Their eyes burn up into white mist, and the empty black sockets gain pale dots of light, presumably for seeing, though the science and magic of undeath is poorly researched.
Each individual undead is said to have the potential for greatness inside them. This is often dismissed as rumor, however, and in many places the undead are treated as criminals, or animals. Julieta, youngest of the Nine Sisters, grew sympathetic to the plight of the undead, and championed their rights as individuals worthy of kindness and respect. This led her into conflict with one of her own siblings, Desdemona, and sparked a military and political conflict that eventually ended in Julieta’s death at her sister’s hands.
There are some who hold fast to Julieta’s belief, later shared by her sisters Miranda, Cordelise, and Viola, that the undead must be treated as equals. Others think she as delusional, and even more feel that, while her heart was in the right place, her involvement with the undead led to many calamities among the Sisters, and that these schisms, and Julieta’s death, were entirely the fault of the undead.
It is unknown if there are any undead colonies or significant undead populations anywhere in the world, and they are generally known to be wandering pilgrims.
D R A G O N S
An ancient, powerful race, born from the very bones of Invernier itself. Dragons are covered in scaled, metallic armor, with wings that stir up tempests and breath that scalds like fire. They grow incredibly large, though the fables are not very exact—the size of a dragon is expressed less through numbers and more through metaphors. They are not a fae race, and have enormous lifespans, though are, presumably, mortal.
Deep magic surrounds any sort of interaction with a dragon, from combat challenges to simple bartering. The clash between a brave knight and a cunning dragon, a cunning dragon facilitating the ascension of a mighty lord—these are images and tropes woven into the public consciousness of Invernier.
Dragons, however, are a rare sight these days. Most would say they’ve died out, though the few remaining members of the Wise would tell you the dragons have gone far north to the mountains beyond Aránmore and the furthest reaches of Sinderband. It is unknown if they will ever return.
M A G I C O N I N V E R N E I R
(I've updated this from the Interest Check version to the full OOC post version, though it's missing a handful of magical styles)
During the golden age of magic, Invernier was a place of magnificent sorcery, ruled by unstoppable Mage-Kingdoms. But those days are long gone. Now, only echoes remain.
Modern knowledge of magic on Invernier is riddled with holes and clouded by superstition. Some scholars (those that remain, at least) suggest this is for the best: magic was always meant to be something undefined and illicit, a thing of shadows, a thing for the shunned. Today, it primarily exists in the form of minor spells, learned and traded like black-market goods. Many places have outlawed the old powers, while others will go so far as to arrest magicians on the spot.
While it is possible to learn one or two minor spells without suffering from this, true magicians will invariable experience extreme warping of the eyes. Common warpings include:
❖ The fraying and distortion of the iris over the pupil, like a torn spiderweb. ❖ The splitting of the iris into multiples (usually two per eye, but as many as four have been recorded in the past). ❖ The blackening or whiting of the entire eye. ❖ Multiple pupils. ❖ Bizarrely colored and shaped animal-eyes, such as those of snakes, cows, or crocodiles.
Making a character a true magician means giving yourself a noticeable marker that will probably incur discrimination in many parts of Invernier, so don’t make that decision lightly.
Feel free to make up your own spells. Below are a list of magical styles, and each style has a handful of example spells you can either use for yourself, or use for ideas for your own magic. Spells fall in three categories—simple (1 point) advanced (2) and mighty (4). True magicians are allowed 7 points to spend on magic, while characters who only know a handful of tangential spells are allowed 3.
Keep in mind magic is rare, and widely untrusted. It’s not the most common thing to know spells, even if only a handful of simple ones. If a character does know magic, try to give them a certain amount of consistency among what kinds of magic they’ve learned and why.
Another note: some spells may not be ‘magic’ to certain groups of people. For example, some healing spells and many of the arts of Old Soot are considered more in line with blessings and prayers, or old tricks, while others are considered holy gifts for priests, such as a handful Seathe spells. Oh, that’s not magic, that’s just an old prayer that’s been in my family for generations, or No, see, that’s the good magic, the kind that’s normal and helpful. This only really applies though if eye warping hasn’t occurred yet, at which point most (depending on region, again) would assume the magician to be one of the ‘bad ones.’
T H E L A G R I M A
The Lagrima is an ancient and powerful tradition of magic that conjures and subjugates wild animals. It requires an animalistic forcefulness of character, and was traditionally used by hermits and sages in the Far Wilds.
Sample Spells:
❖ Gloom Wings ❖
Simple A spell that conjures a moth from the palm of one’s hand. As long as the moth exists, the magician will share the moth’s senses, and the creature can be controlled like an extra limb. If the moth is hurt, the magician feels its pain.
❖ Bitter Kiss ❖
Simple A spell that births a small black snake from one’s mouth. It’s bite paralyzing, and can stun even a large beast. As long as the moth exists, the magician will share the snake’s senses, and the creature can be controlled like an extra limb. If the snake is hurt, the magician feels its pain.
❖ Wicked Feathers ❖
Advanced A spell to conjure a medium-sized bird of prey from out of the soil. As long as the bird exists, the magician will share its senses, and the creature can be controlled like an extra limb.
❖ Will of the Wild ❖
Advanced A minor spell to enforce one’s will on a wild animal. While larger animals will simply be stunned or momentarily weakened, medium and smaller sized animals—like snakes or wolves—can be commanded and their senses momentarily shared, like an extra limb. Unlike spells that conjure animals, spells to subjugate them do not force a magician to share the animal’s pain.
❖ Carnal Medicine ❖
Advanced A killing spell for slaying small animals like sparrows or squirrels and turning their bodies into ash. The ash is a potent sort of enhancer, and though it has no curative properties on its own, can flood someone with a sort of animalistic energy and restore stamina and strength, making for a useful addition to other medicines.
❖ Plea of Scales ❖
Mighty A spell to pull an enormous snake from out of wood. The snake is thicker as a man’s arm, and over twenty feet long. It is viciously quick, and its bite causes severe pain. As long as the snake exists, the magician will share its senses, and the creature can be controlled like an extra limb. If the snake is hurt, the magician feels its pain. This spell requires some form of wood to be present.
❖ Primal Geas ❖
Mighty A powerful enchantment to be placed on a wild animal. The animal that has been obligated under a geas is placed under the absolute control of the magician. The animal’s size does not matter, though this will not work on sentient species. Over time, the geas can be modified to enhance the animal’s strength, size, or stamina, or imbue it with certain minor but significant abilities. A magician may only hold once subject in a geas at any given time—one geas for one master.
C O N C O R D A N C E
Concordance is one of the few magical styles with a distinct and well-recorded history, invented early in the Age of the Queens by Julieta Sinqueleur, youngest of the legendary Nine Sisters. Julieta based the art of Concordance entirely on song and melody, and certain members of her procession learned to imitate the Queen’s enchanted voice. They say that over the course of her short life, Julieta wrote hundreds of tunes, each with a unique power.
The magic of Concordance is highly varied, but includes no cruel or unkind magic, as fitting for a person of Julieta’s nature. She saw laughter, happiness, and sad, subtle love as the greatest powers humankind would ever know, and her songs all reflect this.
Sample Spells:
❖ Ballad in the Mist ❖
Simple A low and long ballad whose lyrics can be indistinguishable from the wind. This song raises a spectral mist to cover the magician and their allies, while mysteriously leaving their vision intact. A more powerful variant (Advanced) exists that is more magically imbued, and can even shield the magician and their allies from magical detection as well, and dampen enemy spells.
❖ Masmala ❖
Simple A whispery and happy tune to be hummed under one’s breath. The song Masmala, based by Julieta on Majulin children’s lullabies, can carry hypnotizing effects capable of lulling enemies and wild animals into a sleepy stupor. This song was written while Julieta and Desdemona were still dear friends, when neither could imagine the bloodshed that would eventually erupt between them. There is a melancholy note to Masmala's upbeat melody, perhaps a development that arose after Julieta's death, something that lingers like an aging grandmother on happier, better times.
❖ Mending Melody ❖
Advanced A quiet and hopeful tune that can heal minor flesh injuries and restore stamina.
❖ Hymn for the Lost ❖
Advanced A gentle song of remembrance. As it is sung, the magician will glimpse flashes of the history of their current location, and the longer they sing, the further back they see and hear. Vision becomes blurry if you try to look back farther than a week.
❖ Shoshanna ❖
Mighty A whispered song audible only to the singer. It casts the singer into shadow, hiding their body and muffling their footsteps. Of course, the invisibility only lasts to the end of the song, so once about three minutes have passed, one will pass back into visibility, even if only for a moment, unless the magician is particularly fast about restarting the song.
❖ Symbelmine ❖
Mighty A high and powerful song of desire and sadness. Its power destroys rock and mortar and metal, and promises to the listener an end to all tyranny and injustice. Though few know how to pull magic from this powerful song, the lyrics of Symbelmine are well known in the east, as they chronicle Julieta leading the Undead from their prison in the Catechism to safety in the mysterious southeast.
O L D S O O T
The practices of Old Soot came about during the fourth Efernight, when the Mage-Kingdoms had long since dwindled and magical study had all but ceased. Unlike ancient and powerful disciplines such as the Lagrima, Old Soot was developed by village elders and common farmers, a series of practical and simple rituals steeped in folk culture. Its magic focuses on warding off darkness and preserving homes.
Sample Spells:
❖ Warm Bones ❖
Simple A traveler’s spell that fills one with warmth during the cold nights. This magic is also capable of lighting kindling with tiny fires.
❖ Sheepcatcher ❖
Simple A useful spell invented by farmers for tracking down lost livestock. When invoked, this magic can reveal to the magician the location of nearby living creatures, and give a rough estimation of what kind of creatures they are.
❖ Homespinning ❖
Advanced A spell for those seeking to protect their home. If inside a room, the doors and windows will be reinforced, and if broken, will burn the skin and smudge the eyes of intruders.
❖ Woodsman’s Torch ❖
Advanced A hardy spell for finding your way in the dark. You will immediately become aware of the four cardinal directions, and a faint light visible only to you will point in the direction of any location you visualize with your mind.
❖ Blessing of the Hearth ❖
Mighty A spell that invokes the homely comfort of a roaring fire to heal injuries and restore stamina. Blessing of the Hearth requires a blazing fire to already be present, and its healing abilities are proportional to the flames, but once placed on the fire the effect is long enduring, and can heal many people at once. It will even sustain the fire for longer than would be normal.
❖ Bane of the Nightprowlers ❖
Mighty With three short words of power, a magician conjures a ball of bright hot fire in the palm of their hand. Bigger than a human head and full of energy, this powerful spell can injure enemies and provide light in the dark.
S O L V I T A
Solvita was a magic popularized by Miranda Newcastle, who used it extensively throughout the Tempesta. It’s power still lingers in the land in the form of light drizzles and eternal twilight, and a heavy rainstorm surrounding Castle Miranda itself. This is a cool and mighty for of spellcasting that requires a certain peace of mind. Generally, Solvita comes in two forms—magic to summon weather, and magic to enchant existing weather.
Sample Spells:
❖ Shivering Fog ❖
Simple A spell to raise spectral mist to cover the magician and their allies. This mist is heavy and all-encompassing, thick enough to dampen even weak-level spells, though it affects all parties equally.
❖ Gaze of the Rain-Sprites ❖
Simple A blessing that allows the magician and up to two allies sea clearly through inclement weather and darkness. The heavier the inclement weather, the more powerful the vision-enhancement
❖ Scattering Showers ❖
Advanced A spell to call down a scattering rainstorm. If focused, a magician can concentrate the downpour into a single point, though this requires no small concentration.
❖ Gifts in the Rain ❖
Advanced A variant of the magic still lingering around Castle Miranda. This spell allows someone to wash away their injuries, minor sicknesses, and weariness, though it requires running water to be constantly flowing over the target. They say that whenever a life is saved via the Gift of Solvita, the ghost of Miranda sleeps a little better in her grave.
❖ Eyes in the Droplets ❖
Mighty A spell that scatters a magician’s senses across an entire rainstorm. Wherever the rain goes, the magician’s five senses linger in every raindrop, allowing them to cast their eyes over vast swathes of land.
❖ Heaven in Mourning ❖
Mighty A spell to call down a single lightning bolt from the heavens. They say that on the day Miranda found out about Julieta’s death, her grief called down a terrible thunderstorm that ravaged the Tempesta for a week, before hurtling across the continent and pounding down on East Majulin for over a year. There is an unhappy history to this magic, and using it usually implies a certain amount of disrespect (if used flippantly) or desperation (if necessary).
W I T C H I N G
This is the kind of magic that gives all other magic a bad name—though, in and of itself, Witching is not inherently bad. Witching involves magically enchanting contracts, and is tangentially related to the powerful magic that suffuses the dragons and the ways they interact with other species. It involves the sacrificing of body parts for knowledge or power, lasting bonds between two or more individuals, and/or ensuring sharp vengeance should a deal be broken. Though most people do not know its proper name, Witching magic is what one would associate with the forests of Brujeria, and the stereotypical ‘bad’ magician.
Sample Spells:
❖ Oblige ❖
Simple A spell that twists up the targets tongue as they speak, and compels them to tell the truth. If they are aware they are being enchanted, of course, a person can simply stop talking, so this spell has to be placed subtly and at just the right moment.
❖ Bartered Strength ❖
Simple A small animal is killed—as its life exits the world, something else is allowed to enter. This spell imbues a target with supernatural strength, speed, and full and healty stamina for a short period of time. Advanced variants of this spell can be used for healing—though they require larger animals for stronger effects.
❖ The Vow ❖
Advanced A spell that, when placed over a promise as its being made, gives the promiser a certain compellation to fulfill it, and strikes them with death should they refuse to fulfill it. Weaker versions of this spell can be made which bestow only weakness and sickness instead, which lift immediately if the promiser puts active effort into fulfilling their promise (though this requires their promise to be physically possible).
❖ Blood Combat ❖
Advanced If a stranger attacks you, Contracted Combat forces the fight to be played out to the end, with one person killing the other, and prevents anyone else from interfering.
❖ Tipping the Scales ❖
Advanced If a magician has successfully a brokered a deal for magical strength, this spell allows them to tip the bargain in their favor, and greatly augment the benefit they reaped. This works best when only one bargain of a single type is active at a time..
❖ Grisly Trophy ❖
Mighty A spell that involves someone, not necessarily the magician, sacrificing a body part as part of a magical deal. This spell allows the sacrificed body part to be preserved, and its powers borrowed. For example, an arm could be taken, and the magician could mark it so it suffers all damage that would be dealt to their own arms, or enchanted so the arm will bolster the magician’s own arms in strength and endurance, permanently. The magic fades if the original arm is directly burned. This morbid magic can be difficult to maintain for practical reasons, as it requires the body parts remain intact, and as such needs a good hiding place to place them.
❖ My Last Words ❖
Mighty A spell of kindness and mercy. The magician promises to protect someone, to love them and the things they had loved, and to fight for the things they had fought for. When this bargain is made, the opposite party is hidden away in pure light and shielded from all harm within the heart and soul of the magician, until they are ready to come out. This spell is almost never used, as it requires the magician to enter a state of absolute vulnerability and surrender to the person they have allowed into their heart.
RPG Standards: Unless there’s no appropriate way for your character to make a response, players should shoot for about one post per week. I’ve never been very strict on post length though, so don’t sweat it if you hit as low as even a paragraph and a half. If that’s all it takes to accurately and fairly interact with the others and react to the story, then great, nice job.
I’ll be holding you potatoes to quality writing standards on this, so you best be bringing that proper grammar and character development, or whatever kids these days are calling it.
Art: The art in the banner is by Erikas Perl, super talented painter, definitely worth checking out if you have the time.
Lupa takes the form of a great white fire, though pale limbs and arms and a vicious fanged mouth seem to move in the flames, the vague outline of a human-ish figure. She stands tall as a house, occasionally bigger, depending on her mood (her mood is usually ‘bigger’). The flames are normally more or less harmless, though if she so pleases they can ignite with blistering heat.
Lupa has no tolerance for time wasters, and when set to a job doesn’t care much about the goal or purpose, as long as that job is done quickly and efficiently. It can be hard, however, to discuss her exact motivations, as she is rarely in the mood or mindset for intelligible talk.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Lupa radiates power like a wildfire, and shows just as much restraint. However, despite her brutish aggression, she is intensely competent in a fight, and has a knack for spotting the shortcomings of both herself and her opponents. She tends not to rely on special moves, instead using blazing fire attacks and her own fists and fangs to break down the enemy.
As with all Virtues, anyone wielding her tablet will share her True Virtue ability, and can invoke a handful of her special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Lupa’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Fatal Flaw
A burning grapple attack that wraps up the target in a coil of fire. The longer you stay in the grapple, the more your defenses are lowered.
■ Beyond Reproach
Lupa can radiate blistering heat that makes it extremely painful to come close to her. However, while active, she cannot use any other special moves.
■ Glory
Though it takes a few seconds to charge, this ability greatly enhances the effects of Lupa’s True Virtue, causing her powers to grow at much greater speed.
■ Icarus
A powerful ranged attack in the form of a single arrow shivering with oppressive silvery heat. Should it hit you, this ability drastically decreases defense, though the small size of the projectile can make it hard to connect.
■ Fertile Ash
A move only Lupa has access to (it cannot be copied or borrowed), and can only be used on someone other than herself. The target is wrapped up in soft orange flames, and their injuries are scalded away, while their defenses are greatly improved.
SUPER MOVES
■ Humility
A terrible, blinding blaze that explodes from Lupa’s jaws. It leaves no detectable damage, but renders weaknesses fully and utterly exposed, and turns the most powerful defenses brittle as kindling.
WEAKNESSES & LIMITS
Lupa is fast and viciously powerful, but she doesn’t seem the acrobatic or defensive type. Even her speed is less a thing of agility and more like a sudden, bursting lunge. At a range, her only way to fight seems to be that long silver arrow.
OTHER
Hates boasters.
MALACHIA
The Virtue of Control
⦋ — || — || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Malachia seems to lack a true physical form, though, if he deigns to take shape, appears as a bank of mist and a towering roll of thunderclouds. Crackles of electricity and dark clawed arms appear in and out of the shadows. Despite this fearsome appearance, Malachia voice is soft-spoken and kindly.
PERSONALITY TRAITS
■ Dreamy ■ Reserved ■ Critical ■ Fatalistic ■ Cautious ■ Savors the moment ■ Gives good advice, but hates that you had to ask
BACKSTORY & MOTIVATION
Many who wield Malachia’s tablet never discover the source of the powers it grants. Malachia rarely reveals himself, even to the wielder of his ablet, and what he wants seems influenced less by his own desires, and more by what his wielder wants, and how badly they want it.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Fluid and changeable like a river, Malachia is adaptive on the battlefield. From the depths of his storm clouds he can expel tendrils of ice, waves of rain, and rushing blows of water. It’s hard to safely keep distance from him, and his defenses and agility make for a difficult fight.
As with all Virtues, anyone wielding his tablet will share his True Virtue ability, and can invoke a handful of his special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Malachia’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Snore
A rumble of thunder crackles through Malachia’s insides, and its energies provide a reasonably strong healing effect, as well as dispelling any curses or negative statuses. He needs some space and time to fully activate this power.
■ Labor
Though it takes a few seconds to charge, Malachia builds up monumental physical power in his insides, to be used either by him or gifted to another. After executing this ability, Malachia’s normally average physical prowess temporarily becomes a force to be reckoned with.
■ Idle Hands
Malachia’s long dark arms become fluid tendrils of inky-black water. Coming too close puts you at risk of being grappled and thrown.
■ Focus
Malachia solidifies himself. Mist becomes heavy fog, stormclouds crackle with electricity, and his defenses temporarily skyrocket, though he becomes sluggish once this effect wears off.
■ Nitpick
Malachia extends a crushing wave of water that saps at the target’s ki reserves.
SUPER MOVES
■ Diligence
Malachia releases thousands of clawed arms that come reaching down from the heavens. Physical attacks pass uselessly through their watery substance, and each one carries much more crushing power than first appears, though, it must be said, they are somewhat slow.
WEAKNESSES & LIMITS
On those rare occasions where he intervenes directly, Malachia takes care to drag things out, and would much prefer you simply give up before he has to put real work in. He takes victory after a long, drawn out fight, but rarely before.
OTHER
Enjoys very hot drinks.
Nevarine
The Virtue of Possession
⦋ — || — || Nonbinary ⦌
APPEARANCE & PERSONALITY
APPEARANCE
An average-sized figure, Nevarine has an unassuming presence that bellies their enormous power as a Virtue. A thick blanket of ivy shrouds them near-completely, like some kind of bizarre green bedsheet ghost, though a pair of bright gold eyes can be seen through a chink in the plant cover. Beneath the ivy, you might occasionally see slender arms and legs, and very dark skin. Nevarine has a friendly voice more human than you would expect from such a bizarre-looking being, the kind of voice you might associate with two retail workers commiserating pleasantly after a long day at work.
PERSONALITY TRAITS
■ Friendly ■ Easily excited, but hides it well ■ Not opposed to violence ■ Manipulative ■ Strong sense of self-preservation ■ Down-to-earth ■ Kind
BACKSTORY & MOTIVATION
The seven virtues are not known for their desires or schemes, and each seems content with the hopes and plans of their current wielder. At first glance, Nevarine does not seem any different from any of the others, though, of course, they would never tell you if they were.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Nevarine is as lively as a flourishing woodland, full of energy and resourcefulness. Though lacking in raw power, Nevarine has access to many strange tricks and abilities, and makes for a difficult, changeable fight. Their ivy can swing wide and cut deep, and their battle-sense is quite keen. They seem especially gifted at toppling proud, mighty enemies who rely too much on their powers.
As with all Virtues, anyone wielding their tablet will share their True Virtue ability, and can invoke a handful of Nevarine’s special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Nevarine’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Possession
Nevarine can mimic an attack that they have recently seen, though it will have decreased speed and increased power.
■ Going Green
Nevarine takes the exact appearance of their opponent, and can use the entirety of their movepool.
■ Resentment
Nevarine’s ivy spreads suddenly across the ground around them, capable of slowing down or even entangling the enemy. This attack can lead into such moves as Thanksgiving and Prosperity.
■ Thanksgiving
A draining attack with intrusive plant tendrils that siphons ki, electricity, and stamina from the target to heal Nevarine.
■ Prosperity
A great flourishing attack that causes plantlife to swell up and explode from a single spot. This attack is rather low-power considering the standard strength of a Virtue, but it has remarkable speed, coverage, and range, and can tangle up the target.
SUPER MOVES
■ Kindness
Nevarine brings the target underneath their ivy and melds into them. Under Nevarine’s possession, you surrender all power and control—however, this move also protects you from all harm, and causes Nevarine to suffer any injury that might have been intended for you.
WEAKNESSES & LIMITS
As a result of their incredible versatility, Nevarine does not seem to specialize in any one area, and in terms of raw power is probably the weakest of the Virtues. This is, of course, relative, as even the weakest Virtue has considerable raw strength. That said, Nevarine seems to have no fondness for the things disliked by plants, such as intense temperatures.
OTHER
Loves a good book.
DROHAVEN
The Virtue of Determination
⦋ — || — || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Drohaven stands tall and mighty, a great iron knight in gleaming armor, her horned helmet bearing the snarling, unmoving visage of a gargoyle. A sheet of cool silver hair falls out the back of the helm, but on closer inspection, you might see that the strands of hair are actually filaments of soft, unbreakable metal. Her voice is smooth and hard, and her build is one that, were she human, might make you picture muscles underneath the metal.
PERSONALITY TRAITS
■ Cool ■ Chivalrous ■ Forceful ■ Determined ■ Doesn’t like being contradicted ■ Curious ■ When she dislikes something, she really dislikes it
BACKSTORY & MOTIVATION
Drohaven has a strong sense of chivalry and self-control, and though she is not opposed to cruelty, or even outright evil, she, similar to Nod and Vangelis, can be unusually and dangerously subversive towards potential wielders if they cross her.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Drohaven is likely the most traditional combatant of the seven Virtues, a fierce warrior who fights with sword and shield. She duels with great ferocity, and metal seems especially uninclined to fight her, bending and breaking easily under her strikes. She relies on her excellent defense and offense to win battles.
As with all Virtues, anyone wielding her tablet will share her True Virtue ability, and can invoke a handful of her special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Drohaven’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Judgment
Drohaven conjures a nigh-indestructible sword from the earth, then hurls it with all her might.
■ To Those Who Wait
An extraordinarily powerful countermove, Drohaven allows an attack to glance off her hardened body, then thrusts forward with a piercing strike full of fire and raw destructive energy.
■ Not Yet
A disarming strike, Drohaven goes in for a vicious diagonal cut, but pulls out at the last minute. The resulting shockwave cleaves through ki and magical reserves, and knocks away weapons, but deals no physical damage.
■ Tempered Steel
Entering a meditative state, Drohaven shears off her raw power to gain an explosive increase in speed and defense.
■ Vindication
Her armor flashes with light, and her sword seems to shiver with dry heat. Drohaven asserts her will over the world, and shatters all illusions, deceptions, and mental interferences. She can even use this ability to force someone to speak truthfully, as though pressing some invisible blade to their throat.
SUPER MOVES
■ Patience
Drohaven strikes with a slow, loping attack. Her Patience ignores any and all defenses, and, though slow, brings terrible, inevitable, overwhelming destruction.
WEAKNESSES & LIMITS
Knights are not known for zippy, otherworldy fighting styles, and Drohaven fights like a knight: on the ground, with a sword as her only weapon.
OTHER
Drohaven seems to be unusually close with her current wielder, Auden Rose.
NOD
The Virtue of Joy
⦋ — || — || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Notwithstanding Lupa’s size-changing, Nod is the largest of the Virtues—a massive, terrifying serpent of stone scales crusted with moss and lichen, her body thicker than a truck and many, many times as long. At several places, her body is ringed by great grinding gears, and her draconic head overflows with fang upon fang upon fang, each engraved with terrible scenes of butchery and violence. Her eyes are pitiless black holes drilled into that long stone skull. The voice of Nod, however, is at complete odds with her monstrous appearance: soft, low, gentle, almost seductive; it is the voice of friend, lover, and idol rolled into one.
PERSONALITY TRAITS
■ Unpredictable ■ Short-term thinker ■ Empathic ■ Supportive ■ No sense of boundaries ■ Takes things very personally
BACKSTORY & MOTIVATION
Even when compared to the other Virtues, each tied to the will of their owner, Nod has almost no personal agenda, and can, on the surface, appear as a particularly useful and cordial partner. However, she has a strong sense of empathy and believes firmly that people as a whole deserve happiness, and, though like most of the other virtues not outright opposed to evil, the right amount of excess cruelty at the wrong moment could cause Nod could turn on them at the drop of a hat.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
With the weight of the earth in every blow, Nod strikes hard and brutal, boasting a powerful armored body and incredible raw strength. She is a straightforward fighter, bearing down on any that oppose her over and over until they are satisfactorily removed from the equation. She can also manipulate earth and rocks in her immediate vicinity.
As with all Virtues, anyone wielding her tablet will share her True Virtue ability, and can invoke a handful of her special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Nod’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Imbibe
A counter move where Nod swallows an incoming projectile and absorbs both strength and health from it.
■ Moderation
For a short period, Nod allows a drop in her physical strength in exchange for increased defense and speed.
■ Masticate
A grapple attack, Nod attempts to either wrap the enemy in her suddenly hardened coils, or crush them between her powerful jaws.
■ Satiate
A hypnotic attack, Nod leans in to an immobile enemy and whispers sweet nothings that fill the mind with warmth and contentedness, driving the urge to fight from their mind. Difficult to use mid-battle, but a potential game-ender.
■ Gastric Ground
Nod slams her tail down on the ground, transforming rock into a thick, mud-like substance that sucks down on anything caught within its radius. Can totally disarm enemies, but requires some sort of earth-based ground to use.
SUPER MOVES
■ Temperance
Nod devours a person or object. Insider her, whatever has been consumed in Temperance is immediately placed in a state of preservation, safety, and restoration, but is also totally paralyzed and placed in Nod’s control. While engaging in Temperance, Nod (and her wielder) cannot use any other special moves until the person is regurgitated and her Temperance ends.
WEAKNESSES & LIMITS
Nod fights by throwing her weight around, without a care to how exposed she is. Combined with her monumental bulk, the Virtue of Joy is not exactly a difficult target.
OTHER
Has a fondness for bad romcoms.
PSYLOGENY
The Virtue of Dreams
⦋ — || — || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Psylogeny appears as a handsome, olive-skinned man, good-looking, but not especially remarkable. He wears a white collared shirt and, on top of that, a suit darker than should be possible, like a body-shaped hole was cut into the skin of the universe. He stands at an average, unassuming height, with dark hair pulled back into a bun, and a neatly manicured beard hugging his jaw. His eyes are, from corner to corner, pitch black.
PERSONALITY TRAITS
■ Brash ■ Vain ■ Fussy ■ Easily distracted ■ Self-Serving ■ Pragmatic ■ Easily annoyed, but difficult to anger ■ Likes poetry
BACKSTORY & MOTIVATION
Flighty as a gust of wind, Psylogeny’s goals and ideals can fluctuate greatly, and though, as a whole, he seems to have some lines he won’t cross, he does not have the destructive individuality of virtues such as Nod or Vangelis, and is likely one of the ‘easier’ partners you might find among the seven. In any case, he definitely communicates with his wielder perhaps a bit more than the other virtues, usually to goad or criticize.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Like a breeze lost to the aether, Psylogeny is difficult to pin down, both when trying to communicate with him and with trying to fight him. He seems to easily slip away from attacks, and moves with an unnatural speed. With power over air, Psylogeny can summon gusts to buffet the enemy and to deflect attacks, and his fists seem to sap energy from those they strike.
As with all Virtues, anyone wielding his tablet will share his True Virtue ability, and can invoke a handful of his special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Psylogeny’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ [Passive Effect] Thrift
Psylogeny absorbs certain attributes from attacks that strike him or come close to striking him, imbuing their strengths into his own abilities.
■ Detachment
Psylogeny converts a piece of his own body into pure aether and detaches it. This technique allows him to shed any kind of status effect, debilitating injury, or mental/psychic/magical interference into that piece of himself, and redirect it into a powerful gust of aether that rebounds on an enemy.
■ Astucity
A hyperfast attack where Psylogeny shoots forward in a blur of darkness and wind, sacrificing raw power for an attack that bears incredible speed, precision, and the ability to dodge defenses.
■ Desire
A powerful blast of aether that swamps the target and drains health from them to Psylogeny.
■ Give and Take
A countermove that allows Psylogeny to redirect attacks that are composed of a single, pure element, or of pure ki.
■ Insatiable
The air around Psylogeny shimmers blue and black, and he gains a powerful aura that increases his ability to sap energy from both people and incoming attacks, and sacrifices his immense speed for enormous physical strength. While he is Insatiable, however, Psylogeny cannot use other special abilities
SUPER MOVES
■ Charity
Psylogeny takes every single attack and injury he has suffered recently and all recent pain and distress, and unloads them in a single, crippling wave that fans out and explodes over a mass area. Alternatively, he can sacrifice a sizable chunk of his own health to make this an enormously powerful healing effect.
WEAKNESSES & LIMITS
Psylogeny is more of a dodger than a sponge, and, despite relying on hands and fists and all the traditional ways of hurting someone you want to hurt, does not seem like a very physical fighter. In addition, unlike virtues such as Lupa or Nevarine, Psylogeny fights in many ways like a man in a suit who just happens to be very, very fast, and he lacks the raw destruction or range that his fellow virtues might boast of.
OTHER
Likes his small luxuries.
VANGELIS
The Virtue of Intimacy
⦋ — || — || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Vangelis takes the form of a tall woman in a long, blood red ball gown, with matching opera gloves pulled nearly all the way up to her shoulders. The ends of the gloves seem less like fingers covered by fabric and more like silky black claws, and her elegantly styled scarlet hair obscures her eyes. Her smile is the smile of someone who knows something you don’t.
PERSONALITY TRAITS
■ Aloof ■ Perceptive ■ Impulsive ■ Emotional ■ Vengeful ■ Respectful ■ That person who gives good relationship advice but when it comes to her own relationships is a hot disaster
BACKSTORY & MOTIVATION
Vangelis isn’t the type with plans or ideals, or long-term motivations. She goes with the flow, and if she does have a motivation, she plays it close to the chest. Make no mistake, however; those who do push her to the edge will suffer for it.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
At her touch, Vangelis brings a resounding silence that smothers and hushes. It seems especially effective against the elements, everything from fireballs to steel beams, and attacks and constructs made of pure ki. The rules of the world seem to melt away from her, and, if enough time passes for her to charge up this effect she can conjure illusion-figures that seems remarkably real.
As with all Virtues, anyone wielding her tablet will share her True Virtue ability, and can invoke a handful of her special moves.
SPECIAL MOVES & TECHNIQUES
■ [Passive Effect] True Virtue
Vangelis’s power grows greater as a fight goes on, slow at first, then like a river bursting the walls of a dam. Attack, defense, and speed continuously increase with time.
■ Abstinence
A blocking technique that hushes the power and potency of an incoming attack. Attacks made purely out of ki or a single pure element are especially weakened.
■ First Kiss
At her touch, your senses spin away from you into a hot, overwhelming deliria that silences all other sensations. Depending on the target’s willpower, this could last as short as a few seconds, to as long as an hour. Normally requires a full second of physical contact, but as the fight goes on, Vangelis can employ this ability at a short distances, and its effects become more and more debilitating.
■ Penetration
An invisible attack with medium range that ignores any and all blocks and inflicts both psychic and physical damage. Not the most powerful attack in the world, but one against which there is no defense, and is difficult to dodge.
■ Long-Distance
A teleportation power that only works if Vangelis is using it to move away from someone, and if that someone is in line of sight.
■ Seeing Red
The world warps around Vangelis, and strange illusion shapes appear before you. This is the kind of technique that can only be used if the fight has gone on long enough for the required amount of power to build up via True Virtue. If her True Virtue is great enough, Vangelis can even make these illusion-creations physical, if only temporarily.
SUPER MOVES
■ Chastity
Power is silenced, electricity is drained, ki is forcibly brought down to the lowest possible level, and any and all attacks vanish like an echo into open air.
WEAKNESSES & LIMITS
Vangelis seems to prefer to keep her distance in fights, and does not appear to show any kind of great physical prowess. She defends more than she attacks.
OTHER
A bit of a music aficionado. She has quite the voice, though it would take some convincing to get her to sing for you.
Oh, no, we've just got a very sizable chunk of the plot and setting hammered out already, and there's limited room in terms of how many Larkins can be player characters.
@Zandan You can also play as an angel soldier. I believe there is one slot open for a Larkin Coven vampire, but Ever would know more about that than me.
Paladins usually know healing magic, and Clementine can cast one or two Cures or Esunas, so that'd leave us with four characters capable of low to moderate healing, possibly five depending on Alice's song roster, or even five-six depending on Nina's spells.
Heavy Soldier: Amelia, Moggo, Rakta, and Clementine.
Mage: Arte
Speedy Damagers: Seruh, Ryouji
Rounded: Nila, Blaike, Ryteb, Ersatz
Support: Alice, Vincent
I feel like if anything we could use maybe one more pure mage. I'm not sure, would you classify Red or Blue Mages in the same group as Black/White/Time? They have emphasis on swords and melee combat more than other mage classes, so I dunno you'd group them together.
This's an interesting take on a high fantasy RPG, nice job. Nice name too, 'My Heart on the Throne,' pretty rad. There's way too much on my plate to join up right now, but best of luck with this.