GM
Paradoxial
2 postsin 0 days
Online
The unholy arts
Cmere boy, have I got a tale for you. Mind the mud, I just got that hardened. So, you might not believe it but did you know that ages ago, this place was a different land? Used to have sunshine and big grassy plains, and they called it Mercigul. I can remember my grandfather telling me stories of the mighty Templars who protected the land with a fair hand. They were supposedly unbeatable in physical combat. Mind you, I said physical. There was the academy of archmages, who practiced the art of pure magic and banished darkness from the world. Everything was perfect back then until he entered the academy. He had a name back then, but you know him as lord Raven, supreme ruler of this land, Vilehelm. He was the one who discovered the dark arts, alchemy and black magic. The academy was the first to go, with an explosion so loud it burst the eardrums of all near it. It wasn't long before the Great War started, when the first archmages fell to the dark arts and became plague doctors. The diseases and plagues felled the Templars faster than any army ever could. Soon enough the land was transformed into what you see before you, swamps, huts, dead trees and rain for 300 days a year. Times are a changing though, and the archmages and Templars have risen once again. Lord Raven has sent his best plague doctors and necromancers to stop the resistance until they can take back what was once theirs. Alright now, off to bed. Don't let the venombugs bite.
(IC)
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(OOC)
Hello and welcome to Vilehelm, a swampy wasteland filled with plague doctors, necromancers and alchemists. You will take the role of a member of the Guild of Dark Arts. A group of you will embark on a journey through the heartlands of Vilehelm in order to track down and destroy the resurfacing Holy duo, the Knights of Templar and the Archmages. Characters in the guild of the Dark Arts typically have one Art in which they are proficient in. On the flip side, you may choose to play a archmage or Templar, constantly defending the remains of the army and trying to reintroduce the holy arts to the land. The Templar have little to no magic proficiency, instead being masters of the blade. Likewise archmages have no physical combat expericance. The dark arts are listed below:
Alchemy:you have a proficiency with alchemy, giving you the magical ability to make potions and bombs at lightning speed. Also you have the ability to see the resources and materials nearby that you need to craft.
Voodo: you have practiced for years in order to control the plagues. You have the ability to curse people with various diseases and poisons. You may also temporarily heal your allies and yourself.
Engineering: you have a knack for knowing how things work and exploiting that. You have the ability to flood technology with magic, forcing it to work or work faster than it should be. Also when using guns the magic passively effects it, making it shoot faster and harder. If the right materials are found you can work with an alchemist to make new weapons.
Necromancy: you have attuned yourself with the dead. You are able to control any undead being that is within seeing distance. You are also able to summon corpses from the ground, but it will quickly exhaust you
Soul pact: you have made a pact with a demon. You may choose any demon you like, as long as it is not inherently OP. You can summon your demon to help you briefly at the cost of a chunk of your health. You may transfer your life over to another ally. When holding onto an enemy for longer than 5 seconds you will start to drain its life, restoring your own.
Infected: whether purposefully or on accident you have become infused completely with the dark Arts. You are highly unstable and develop sociopathic tendencys. At times you are known to turn on your allies. Your magic is completely random and works in varying degrees.
Those are the options for the dark arts guild. Here are the options for the holy arts. You may only choose one as a profiency.
Light: the most basic magic in the holy arts. You are able to illuminate your surrounding and Conjure balls of magic that severely burn and knock back an enemy and heal an ally.
Paladin: you are a Templar that has chosen the divinity amaranth, goddess of protection. You can heal your allies and summon shields to protect you and 1 other ally from magic. You are able to briefly power up your weapon with divine justice.
Elemental: you are in tune with the elements. You are able to move small to medium objects and control minor elements such as a pond or a boulder.
Scholar: you are able to read from the ancient texts. You have a book that you may use to give various buffs to allies. You also are quite skilled in speech and it is easier for you to persuade people than most.
No matter what group you are in you may only choose one class to be proficient at in order to stop OP play. I myself will be taking control of most of the NPCS you will encounter across your journey. Message me if you want to know about preset characters and higher ranked positions, such as a master of your art or a Templar commander, etc. money is ranked by 100 coppers to a silver, 100 silvers to a gold. Most common is silver. If you wish to apply, please fill out the following character sheet:
Name:
Allegiance:
Profiency:
physical description:
Age:
Starting items:
Background of character:
Thanks and have fun!
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