OPEN THE WESTERN REGIONS OF THE MAP NEED YOU AND YOUR REALM TODAY! The Accepted Library============================================================================
"The world breaks everyone and afterward many are strong in the broken places. But those that will not break it kills. It kills the very good, and the very gentle, and the very brave, impartially."-Ernest HemingwayWelcome to the Grimdark.
It is the Seventeenth Heroic Age of the divinely appointed Heroes Calendar on the world of Somnus, a dying world following the “Cataclysm”, an event of existential dread and horror for all beings mortal and immortal. Just two centuries ago a force of unbending will, unknowable intent and uncaring relentlessness marched on the world in all directions, a darkness spewing forth from a hole in the very centre of the world.
It is a world where the ruling gods of the cosmos are disposed and then replaced of by their own ascended instruments every millennium, former mortals rule as gods over a progressively shrinking world. These deities fight with divine power through all their instruments and weapons against the darkness... and are losing.
Mortal realms, vast empires and quaint principalities alike stand in defiance, fight valiantly and fall together against a force of unending number and patience. Great hosts are formed in the distant lands of safety to march heroically towards the centre of the world, hopeful thousands marching towards an enemy spoken of in rumours and nightmarish tales. Equally great hosts are formed in the fallen lands of entropy and despair, marching solemnly away from the centre of the world, broken thousands marching towards safety spoken of in rumours and fanciful tales.
It is the end of times. It is the slow fall of life and civilization and its inhabitant’s defiant war against all odds. They are Wielders of magic; great beasts of legend, armies of hundreds of thousands, warriors, crusaders. They are the millions of ignorant serfs, the kings; emperors, warlords and messiahs. They are the unrivalled heroes, chosen by the gods, assembled for this crawling, final battle. It is a battle from which life takes one foot forward for three back. It is a war of defilement, of the destruction and remaking of all things.
It is the Sacrilege War.============================================================================WHAT IS THIS RP:-It is (grim)dark fantasy.
-It is a Nation-Roleplay.
-It has two play styles, Realms and Hosts.
-It has deities that interact with and need the physical world. The deities take power from belief and thought of mortals and in return dispense magic to mortals.
-It has four great faiths and four great holy cities.
-It has a force of darkness, despair and the apocalypse, GreivousKhan, our Co-GM, as himself.
-It is vaguely Renaissance tech, 1200’s-1500
-It has a single massive Pangae-esque continental mass from which there is no escape.
-Fantasy races and custom races exist.
-Huge numbers of soldiers fight in cataclysmic battles, the end of days gives nations some freedom to draft much more than they can handle economically.
-It is vaguely cooperative. While the living fight together against the darkness, there is nothing stopping infighting except self-preservation.
-It is a story of cosmic horror, of enclosing lovecraftian doom. You will not survive.
WHAT IS A REALM and HOST?Realms are physical nations with borders, populations and armies. They have smaller starting armies than Crusaders however can rapidly replenish their forces (And as such usually have far larger maximum army sizes, particularly when factoring in modifiers they gain when being physically invaded by the darkness), have far more resources and static defences like castles and walls. Realms must attend to political matters far more than Hosts and while the war of extinction is the most important matter, it is hardly the only one. Realms consist of empires, kingdoms, principalities and other nation-states that can claim ownership of territory.
: -Hosts are landless factions with a single, massive starting army, this 'host' comes in two flavours: Positive hosts (Crusade-style) are given an objective (usually either to defend a besieged realm from the darkness or attempt to venture into the darkness itself to recapture territory, the latter is very dangerous) and march towards the Darkness. Negative hosts (Refugee-style) are generally soldiers and civilians fleeing in terror to find a new safer homeland. Hosts only physical territory besides the land they camp in (Usually with permission of the country they are passing through) is specific 'order' buildings permitted to them by patron realms(Generally positive hosts do this, negative hosts have little reason to). Due to Hosts difficulty with regaining troop numbers, Hosts are advised to have a high number of hero characters and bands of larger than life fighters. Hosts are typically comprised of crusaders; adventurists, great heroes, warlords, barbarian nomads, refugee’s who wish to reclaim their lost lands or find new ones and any other willing to form together into vast armies of light (Or not so light). Hosts if they take land may (But don’t have to) become realms. This can be true for both kinds of hosts, as positive hosts may win back territory from the darkness and found a new realm and negative hosts may eventually find a new homeland)
============================================================================LAYING DOWN THE LAW:1: I(Serpentine88) am the law. When I am not available to be the law, the Co-GM(GreivousKhan) is the law.
1.2: I am the highest level of law.
2: Usual rules (No metagaming, powergaming or godmodding as well as captain obvious forum rules)
3: I hold the right to banhammer as I see fit.
4: No flamewars in the OOC (I have the right to determine what is and isn’t a flamewar)
5: No arguing with the GM or CO-GM after they have made a final decision (Note Rule 1).
6: No retconning things that have already happened or attempting to changing/removing vital parts of your sheet after it is accepted without my permission (Note: Fluff information on your sheet may be changed at will).
7: Attempting to break the game mechanics or various systems or plot of the RP through some means of asshattery will result in me summoning Cthulhu on you realm/characters/host. (Note: This is me saying don’t do it)
8: Joining this RP and being accepted means that you accept and acknowledge these rules (Particularly rule 1). You may not claim ignorance of these rules upon being accepted.
9: If you attempt to find loopholes in these fundamental laws, please see rule 1.
10: Have fun, friendGM commands it.
============================================================================POLITICAL MAPhttp://i.imgur.com/4ooJa9V.png[/url
[note: The above map was drawn by me]
White = open blocks to claim
Coloured Blocks = Claimed blocks
Brownish-Grey = Impassible landmass (Extremely large mountain ranges, note the rectangular blocks within this land are mountain passes)
Brown = The ocean (We live on a continental mass similar to Pangaea)
Grey = Land currently being invaded by the Darkness
Black = Land taken by the Darkness
NORTH:
Standard Blue = (Sigma)
Maroon = (The Captain)
Tyrian Purple = Empire of the Wyverncourt (Serpentine88)
EAST:
Standard Purple = Drathan Union (Flagg)
WEST:
Standard Red = Kadian Covenant (Monkeypants)
Amazon/Jungle Green = (Isotope)
Light Orange = (Missy)
SOUTH:
Gold = (Grijs)
Sand/Tan = (Tatasuaiissen)
Brown = (Honored Brother)
Green = Empire of the Green Sea (Celeste)
GEOGRAPHIC MAP
Dark Green = Forests/Woodland
Green = (Thick) Grasslands + Minor Woodland
Light Green = Plains and (Light) Grasslands
Pale Green = Tundra
Purple = Marshes/Swamp
Light Brown = Hills and Rocky Terrain
Dark Brown = Mountains and Ranges
Gold = Desert
Tan = Cold Desert/Steppes
White = Arctic
Grey = Grasslands, Plains and Forests with gradual darkness corruption
Black = GreivousKhan Says Hi
Pale Blue = Jungle/Tropical
Pink = Great Defensive Structures (E.g: The Wall from ASoIaF or the Curtain Ring-Walls from Attack on Titan)
Lavender = Holy City
============================================================================WHO ARE THE PLAYERS?The Realms of the Living:-Serpentine88, as
??? (GM)
-
Flagg as
The Drathan Union-
DAWNSTAR as
The Revolutionary Republic of Ma' Hurcazak-
Monkeypants as
The Kadian Covenant-
Missy as
The 19th Clan-
Isotope as
The Kingdom of Ararllia-
Celeste as
The Empire of The Green SeaThe Great Hosts of the Living:-
Goldeagle1221 as
The Horns of Harnia-
YandereNoodle as
The Firmehi Swarm-
Enalais as
The Order of IgnisThe Darkness:-Greivous Khan,
as himself (Co-GM)
============================================================================THE SHEETS AND SHEET GUIDES
-Realm name:
-Flag/Banner:
NATIONAL
-Capital:
-Government Type:
-Currency:
-Population: (See Guide For Info)
-Realm Size: (See Guide For Info)
-Unique Trait #1: (Created by the player, needs to be approved by me)
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 (Created by the player, needs to be approved by me)
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
GEOGRAPHICAL
-World-Realm Map: (Fill in desired blocks on world map)
-Internal-Realm Map: (A zoomed in map of your controlled blocks and major cities/castles/locations within it)
-Major Cities:
-Major Castles:
-Buildings of Interest:
-Geographic Features of Interest:
RACIAL
-Majority Race: (See Guide For Info for standard race list or create your own)
-Majority Race Appearance:
-Majority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
-Minority Races: (If any, these are typically standard races or races created by other players, however you can still create your own. Note that minority does not necessarily mean insignificant)
-Minority Race Apearance(s):
-Minority Race Characteristics: (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
RELIGION & MAGIC
-State Religion: (Either create your own local religion or take on a major religion)
-Religious Information (If creating your own local religion, information here)
-Religion Demographics:
-Holy Relics In Possession:
-Holy Sites Under Control:
-Magical Schools and Curriculum: (What forms of magic are common? Note worshiped deity)
MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)
NATIONAL DRAMATIS PERSONAE
-Head of State/Monarch:
-Ruling Dynasty (If applicable):
-Constable Of The Army (If applicable):
-Religious Head (If Applicable):
-Persons of interest:
HEROIC DRAMATIS PERSONAE
-Insert hero characters here
CULTURAL
-History
-List of Historical Grievances
-Relations
-Cultural Notes
THE HOST
-Holy City Benefactor: (If applicable)
-Original Primary Objective:
-Original Secondary Objectives:
-Host Size: (See Guide)
-Unique Trait #1: (Created by the player, needs to be approved by me)
-Unique Trait #2: (Created by me, mostly to reduce min-maxing)
-Unique Flaw #1 (Created by the player, needs to be approved by me)
-Unique Flaw #2 (Created by me, mostly to reduce min-maxing)
PATRONAGE & GEOGRAPHIC
-Host Map: (Place founding location, current objectives, former objectives, current position of Host and the route it has so far taken from its founding location)
-Founding Location: (Where did the Host first begin its march)
-Patron Realms:
-Host Headquarters Location:
-Major Host Strongholds:
-Buildings of Interest:
RACIAL
-Majority Race: (See Guide For Info for standard race list or create your own)
-Majority Race Appearance:
-Majority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
-Minority Races: (If any, these are typically standard races or races created by other players, however you can still create your own. Note that minority does not necessarily mean insignificant)
-Minority Race Apearance(s):
-Minority Race Characteristics (Things like height, species type, biology, etc. Note that due to things like sub-races and cousin species, you can modify the standard races)
RELIGION & MAGIC
-Host Religion (Note: If the Host is of the religious crusader variety, it is suggested to use one of the major religions, otherwise the host would have inadequate funding to launch)
-Holy Relics In Possession:
-Holy Sites Under Control: (Requires either land or donations from patrons)
-Hosts Magical Arsenal: (Common magic forms used by host magic users)
MILITARY
-Total Military Size (See Guide For Info)
-Military Details (Unit Types and distribution of numbers)
LEADERSHIP DRAMATIS PERSONAE
-Host Leader
-Host Religious Head (Note: Typically a direct underling of religions overall leader)
-Persons of Interest
HEROIC DRAMATIS PERSONAE
-Insert heroes here
CULTURAL
-History of the Host (This includes how it was founded and why)
-Relations (This is very important for hosts as hosts have to pass through realms)
-Customs and Traditions (Cultural quirks of the host)
-Empire:
1: 80 blocks maximum without modifiers
2: 18 million people maximum without modifiers (10-15 average. 18 million = 1300's pre-black death France's population roughly)
3: 260,000 maximum soldiers without modifiers
4: 1000 practical magic users without modifiers
5: 10 heroes maximum without modifiers
6: 260 warships maximum without modifiers (Requires water)
-Major Kingdom:
1: 40 blocks maximum without modifiers
2: 8 million people maximum without modifiers (3-5 average. 3 million = 1200's England's population)
3: 120,000 maximum soldiers without modifiers
4: 500 practical magic users without modifiers
5: 5 heroes maximum without modifiers
6: 120 warships maximum without modifiers (Requires water)
-Minor Kingdom:
1: 20 blocks maximum without modifiers
2: 2 million people maximum without modifiers
3: 65,000 maximum soldiers without modifiers
4: 200 practical magic users without modifiers
5: 3 heroes maximum without modifiers
6: 65 warships maximum without modifiers (Requires water)
-Principality:
1: 10 blocks maximum without modifiers
2: 500,000 people maximum without modifiers
3: 20,000 maximum soldiers without modifiers
4: 50 practical magic users without modifiers
5: 1 hero maximum without modifiers
6: 20 warships maximum without modifiers (Requires water)
-Positive Host:
1: 0 blocks (MUST CONQUER OR HAVE LAND APPOINTED)
2: Strongholds determined by patrons
3: 500,000 maximum members of the host without modifiers
4: 5000 magic users without modifiers
5: unlimited maximum heroes (Within reason... This also means no spamming legendary creatures)
6: ??? warships maximum without modifiers (Appointed by holy cities and gifted by patrons)
NOTE: The suggested average host size is 200,000, around the size of Emperor Barbarossa's Host during the Third Crusade
-Negative Host:
1: 0 blocks (MUST FIND NEW HOMELAND)
3: 1,200,000 maximum members of the host without modifiers (Warning: Including women, children and elderly)
4: 5000 magic users without modifiers
5: unlimited maximum heroes (Within reason... This also means no spamming legendary creatures)
Humans: Standard army maximum numbers
Elves: Standard army maximum numbers
Dwarves: Standard army maximum numbers
Orcoids(Orcs): Standard army maximum numbers
Halfling(Hobbits/Dwarves/Gnomes): For every Halfling in army added, add an additional soldier to maximum (x2)
Goblins/Lesser Orcoids: For every Goblin in army added, add an additional soldier to maximum (x2)
Greater Orcoids(Trolls/Ogres): For every Great Orcoid in army added, remove 100 soldiers from maximum.
Giants: For every Giant in army added, remove 100 soldiers from maximum.
Beastoid(Centuars): For every Centaur in army added, remove 4 soldiers from maximum.
Beastoid(Satyrs): For every Satyr in army added, remove 2 soldiers from maximum.
Beastoid(Lizard folk/Draconians): For every Reptile in army added, remove 2 soldiers from maximum.
Beastoid(Ratpeople): For every Rat in army added, add two additional soldiers to maximum (x3)
Beastoid(Insectoid/Arachnoid): For every Bug in army added, add two additional soldiers to maximum (x3)
Legendary Beast(Dragon): for every dragon in army added, remove either 1 hero from maximum for a sentient dragon or 10 magic users from maximum for a normal dragon
Legendary Beast(Phoenix): For every phoenix in army added, remove 1 hero from maximum
Celestial Embodiment: Requires special event, usually a gods intervention.
============================================================================THE FOUR GREAT FAITHS
--Religion Name: Justinianism
---Religion Holy City: West (Sacrosanctum)
---Name/Titles of Deity: Justinian Magnus (Known by its followers), Consenarius (aka the "Voice of Consensus", was the name given to it by the previous pantheon), The Ordered God, The God of Many, The New God, The God of Heroes
---Religion Form: Monotheism + Spritualism (Christianity with a catch)
---Summary of Deity: Rather than being an all powerful omnipotent creator god, this otherwise Abrahamic style benevolent deity was formed from the ascension of mortal spirits into a higher plain of existence, in particular heroes fighting heavenly proxy wars in the material world. As the heroes ascended their identities and powers fused together, converting their magical and heroic power into a collective divine will. The god they created soon after overthrew most of the previous gods in the deicidal Aestromachy and formed a new benevolent order. This god is potentially the most powerful god of the four because as the war against the darkness becomes more and more lost, this god becomes more powerful due to the death of further heroes bringing more ascended individuals into its collective will.
---God of: Order, Stability, Justice, Life, Light, Heat, Death, Morality, Civilization, Sacrifice, Altruism
---Celestial Embodiment: Reborn Heroes, Saints, Avatars, Divine Intervention
---Chosen People: Humanity and Heroes(Of all races)
---Deities Personality and Style: Justinian Magnus is a being that has simultaneously lost its individual humanity and empathy but gained an almost inconceivable sense of enlightenment and morality. As a fusion of countless ascended formerly mortal heroes of all denominations, Justinian Magnus has unconditional love for all living things however it can no longer comprehend individual relationships. Its highly idealistic and convicted sense of morality, justice and righteousness is what motivates it now. While mortals worship Justinian Magnus as a he, technically speaking the god itself views itself as "Us" and still refers to itself as "Consenarius" or simply "We" or even "It". Its extreme ideals but lack of direct emotional ties results in a being that has draconian notions of justice. While it is the most openly benevolent being, it is also the most fanatical.
---Worshiped For: Salvation (Justinian Magnus promises to save all life, protect it from harm, ensure order and give paradise after death)
---Worshiped Through: Prayer, Sacrifice, Destroying the Darkness, Defending the innocent
---Religious Caste: Priests, Heroes, Monks, Crusaders, etc
---Religion Name: Yuwanite Aestrosism (Or simply Yuwanism)
---Religion Holy City: East (Yuwanopolis)
---Name/Titles of Deity: Yuwan'asyiel (Known by her followers), Yuwan (Shortened, regular name recognized by everyone), The Temporal Goddess, The Dreambringer, The Pathfinder Goddess
---Religion Form: Monotheism (Formerly Polytheism)
---Summary: A member of the Aestrosian Pantheon that survived Justinian Magnus' Aestromachy, Yuwan'asyiel continued the pantheon by turning her small pantheon cult into a formal and major religion among the mortals. Dispensing wisdom to the elves and knowledge to the dwarves (Beings that though she did not create were considered her favorite beings) she is worshiped as the mother of all information, time, perception and idea's. She talks to mortals through whispered dreams and visions, guiding them with secret glimpses of knowledge unknown to the rest of the world. The goddess herself is a master planner and indirectly leads the mortals to military and political victories for an agenda that is mostly unknown. Some suspect that she is secretly controlling the darkness, however her followers say this is nonsense due to most of her visions giving information and warnings as to how to fight it.
---Goddess of: Knowledge, Wisdom, Dreams, Visions, Time, Secrets, Mystery, Lies
---Celestial Embodiment: Wisps, Prophets, Oracles, Visions
---Chosen People: Elves and Dwarves
---Deities Personality and Style: Manipulative, secretive and a schemer, many non-believers suspect she is a malevolent deity (Particularly those who follow the newer faiths that despise the old fallen pantheon) however those who do not actively consider her the mastermind behind the darkness must admit that many of her interventions with the mortal world have been invaluable. Most notably among the dwarves, she is considered a deity of technology and innovation, the single most important being to the current renaissance.
---Worshiped For: Enlightenment (The true realization and meaning of all things, the desire for meaning and purpose)
---Worshiped Through: Creativity, Painting/Art, Singing, Dancing, Thinking, Debating, Problem Solving, Dreaming
---Religious Caste: Philosophers, Inventors, Oracles, Wise-men, Wise-women, Doctors, Savants, Artists
---Religion Name: Desolationism
---Religion Holy City: North ( Desolas Citadel)
---Name/Titles of Deity: The Red Pantheon (Known by its followers), The Desolators Pantheon (Everyone else), The Primal Gods, The Dark Gods (Exclusively known by followers of Justinian Magnus)
---Religion Form: Polytheism
---Summary of Deities: Following the power vacuum caused by the fall of the old pantheon and the rise of Justinian Magnus, something had to fill the void (As Justinian Magnus at the time was not powerful enough to take over the entire celestial plain), and as such a vast pantheon of legendary beasts(Particularly dragons) did so. They are legendary beasts (The only creatures besides heroes that can gain ridiculous amounts of magical power) that became so powerful in life that once they died, like heroes they ascended to another plain of existence. Unlike heroes who have the moral and ideological reasoning to forsake their individual wills to combine into a monotheistic Abrahamic god, these beasts are intently individualistic and prideful and instead of fusing together literally begun killing and eating each other (To empower themselves) or empowering themselves through forcibly spreading cults in the mortal realm. The numerous empowered beast-deities cut slices out of the divine realm not held by Justinian Magnus between them and are essentially an entire pantheon of various war gods. In just the twenty years between the Aestromachy and the rise of the Darkness, this pantheon was responsible for most of the wars and deaths in the mortal realm, former arch-nemesis of Justinian Magnus (Fighting a 20-year heavenly war) and general evil/dark gods due to their overall malevolent and even sadistic style of interacting with the world. It should be noted that Justinianism lacks any form of devil or Lucifer figure in their religious canon because they simply attribute all vice in the world to these beings (In Justinian canon, the Darkness is viewed as a force of the apocalypse and the end times).
---God of: War, Conquest, Power, Ambition, Rage, Wealth, Glory, (Interestingly and usually ignored by Justinian propaganda are their other aspects, including Strength, Courage, Willpower, Freedom and even Love)
---Celestial Embodiment: Legendary Beasts (Particularly Dragons), Avatars, Possessed mortals, Demi-gods, Divinely empowered weapons.
---Chosen People: Dragons, Other Legendary Beasts and Orcoids
---Deities Personality and Style: They are a pantheon of god-level megalomaniacs who are fighting the darkness because they want to rule the world and dominate the minds of all mortals (Or for others in the pantheon, simply continue war and killing forever), rather than it being destroyed entirely. They are essentially the good sides token evil teammates. While a large and variable group with different personalities and motivations, they usually are collectively similar. They are ruthless, aggressive, hyper-competitive, territorial and are ridiculously power-hungry, many actively attempting to knock each other off while simultaneously fighting the darkness or even Justinian Magnus.
---Worshiped For: Awe and Ambition (Many actively respect and fear their power or desire to be chosen by them, as the Red Pantheon is famous for dishing out rewards far more commonly than its rivals. Beyond material gain, many others also worship them because they embody the spirit of freedom, self-determination and prefer their do-what-you-want ideals compared to the stricter alternatives. Particularly popular among barbarian hordes and warlords)
---Worshiped Through: Sacrifice(Of others), Battle, Dying, Killing, Destroying, Creating, Obtaining Favour
---Religious Caste: Rulers, Conquerors, Warriors, Warrior-Priests, Engineers, Murderers, Merchants
---Religion Name: Dryadicism
---Religion Holy City: South (Eve)
---Name/Titles of Deity: The Cradle Pantheon (Known by its followers), The Spirit Gods(Everyone else) The Old Carers, Garden Spirits
---Religion Form: Spiritualism + Animism
---Summary of Deities: Former physical world-nurturing servants of the old pantheon, after the deicidal slaughter of their former masters, they decided to become "Gods that reside within the physical realm", independent of any reigning deity in the celestial plain and powering themselves by directly communicating with mortals. They are the literal gods of the world, the mountain, river, forest, city and down to things like fork gods. They are the weakest gods individually as well as the weakest gods in the metaphysical realm (Since they live in the material world and have very little means to gather large amounts of belief or worship) however collectively in the material realm alone are currently the most powerful when it comes to direct intervention of events (Since the order god isn't ready yet and the war gods nearly never work together). Despite their passive appearance as nature spirits, they are actually extremely militant, though in very passive-aggressive ways (Like using natural disasters to aid the forces of light)
---God of: Nature, Harmony, Growth, Change, Life(Conflicts with order god), Love, Plenty, Equality(Conflicts with order gods justice), Charity
---Celestial Embodiment: Wisps, Nymphs, Dryads, Divine Intervention, THEMSELVES(Individually they can in fact manifest themselves with glorious effects)
---Chosen People: Everyone, though they tend to communicate most with Beastoids, Fairies, Satyrs and Nymphs
---Deities Personality and Style: The Cradle Pantheon "Spirit Gods" are highly variable, however what most have in common is their emotional and empathetic concern for living things, differentiating themselves with the overbearing Justinian Magnus and his/its ideals. nurturers and providers, they give small but helpful assistance to the needy, usually in the form of food, comfort, health and advise. Deities of the masses, they provide a little for everyone and have true interests of every person at heart... Despite this, the Spirit Gods typically are also apathetic in larger than life concerns like the meaning of the universe, ideals or ideological justice. They will assist a innocent maiden in need just as much as a guilty thief in need.
---Worshiped For: Affection (The Cradle Pantheon's deities are genuinely affectionate to all life and are willing to aid mortals even on a personal level. Their emotional and empathetic regard for individuals makes them very popular in particular among the poor and peasantry, even among the less zealous of those of nations with other religions)
---Worshiped Through: Prayer, Love, Birth, Growing things, Building things, Providing Charity
---Religious Caste: Monks, Mothers, Gardeners, Rangers, Farmers, The Poor
============================================================================THE MAGIC SYSTEM AND PLANES OF EXISTENCEFor a closer look, click here
DIVINE (A deity which produces magic from their control of the celestial plain which is in turned fuelled by mortals. Deities are the sole individuals who can distribute magic from the world itself)
~~~Direct Users (Magic users who have been given divine magic from a deitity. They have exceptionally larger reserves of it, abilities and have the ability to ascend to the celestial plain instead of the astral one)
ASCENDED (A magic user with direct power from a deity who has died and as such ascended to the celestial realm as a semi-divine being, essentially a servant to their deity, an ascended being can with permission delegate power from themselves to mortals)
CHOSEN HERO (A magic user who was given both divine magic and a divinely ordained purpose or mission directly from their deity. These individuals include messiahs and the greatest of these individuals, the "Champion Hero" is the marker point for the Heroic Calendar)
HERO or LEGENDARY (A magic user who was given divine magic directly from a deity however was not specifically chosen to act in any way)
~~~Trickled Users (Magic users who were not given direct divine magic but gained it through inheritance from ancestors. These magic users can also gain power through excessive proximity to holy relics and sites)
MASTER (A magic user with sufficient power and knowledge to train others)
MAGE (A magic user who is generally measured by having had the capability to pass apprenticeship and become a practical user of magic, usually in the military)
NEOPHYTE (A magic user in training, usually measured by the experience of user rather than actual power)
~~~Justinian Magic ORTHODOX: (Magic given from Justinian Magnus and strictly regulated. Justinian Magnus dislikes mental and elemental magic, these are for Justinian heroes)
-Miracles/Minor Divine Intervention (Direct)
-Mortal-God Communication Through Tarot (Direct)
-Mortal-God Communication Through Omens (Direct)
-Mortal-God Communication Through Symbolism/Imagery (Direct)
-Divine Intervention (Divine)
-Personal Barrier (Direct)
-Aggressive Barriers/"Offensive Barriers" (Direct)
-Empowerment (Direct)
-Reincarnation (Divine, differs from Astral necromancy as this is Justinian Magnus implanting a celestial being back into a material body, usually said beings corpse for a limited or prolonged but still limited time)
-Avatar (Divine-Justinian Magnus or more often a Celestial Embodiment assumes direct control)
-Enchantment/Extreme Object Integrity (Direct)
-Enchantment/Personal Fortitude (Direct)
~~~Justinian Magic HETERODOX: (Only trickle users can use as Justinian will not give the powers to heroes)
-Fire Elemental Magic Specialization (Trickle)
-Light-Based Elemental Magic Specialization (Trickle)
-Radiant heat/light based elemental magic (Trickle)
-Healing (Trickle)
-Barriers (Trickle)
-Aggressive Barriers/"Offensive Barriers" (Trickle)
-Constructive transmutation, geometric earth/steel/metal elemental magics (Trickle)
-Enchantment/Object Integrity (Trickle)
-Enchantment/Personal Fortitude (Trickle)
~~~Yuwanist Magic:
-Precognition/Direct Vision (Direct)
-Precognition/Dreamscape (Trickle and Direct)
-Clairvoyance/Local (Trickle and Direct)
-Clairvoyance/Global (Direct)
-Temporal Clairvoyance (Direct)
-Lucid Dreamscape Communicating (Trickle and Direct)
-Lucid Divine Dreamscape Communicating/God-Mortal Dream Communication (Direct)
-Basic Four Elemental Magics (Trickle and Direct)
-Storm/Lightning Elemental Magic Specialization (Trickle and Direct)
-Teleportation
-Barriers (Trickle and Direct)
-Conjuration/Animation of Lifeless Objects (Trickle and Direct)
-Mass Conjuration/'Heavy Animation of Lifeless Objects' (Direct)
-Constructive, geometric earth/steel/metal elemental magics/transmutation (Trickle and Direct)
-Mutative transmutation, alteration of lifeless objects (Trickle and Direct)
-Mutative organic transmutation, alternation of living beings (Trickle and Direct)
-Teleportation (Direct)
-Temporal Perception Distortion/Time Slowing-Speeding (Trickle and Direct)
-Temporal Freeze (Direct)
-Light Manipulation /Darkness Magic (Trickle and Direct)
-Invisibility (Direct)
-Illusion Magic (Trickle and Direct)
-Telekinesis (Trickle and Direct)
~~~Desolationist Magic:
-Basic Four Elemental Magics (Trickle and Direct)
-Fire and Earth Elemental Magic Specialization (Trickle and Direct)
-Empowerment (Direct)
-Enchantment/Object Integrity (Trickle and Direct)
-Enchantment/Personal Fortitude (Trickle and Direct)
-Enchantment/ Object Weight Manipulation (Trickle and Direct)
-Enchantment/Pain Numbing (Trickle and Direct)
-Enchantment/Stamina Increase (Trickle and Direct)
-Magic Drain/Siphoning (Trickle and Direct)
-Mental Domination/Hypnosis and Suggestive Commands (Trickle and Direct)
Mental Domniation/Mind Control (Direct)
-Possession/Mind Jumping (Direct)
-Empathetic Link/Mind Meld (Trickle and Direct)
-Mutative organic self-transmutation, alteration of self/shapeshifting (Direct)
-Mutative organic transmutation, alteration of living beings (Trickle and Direct)
~~~Dryadicist Magic:
--Basic Four Elemental Magics (Trickle and Direct)
-Water, Air, Earth Elemental Magic Specialization (Trickle and Direct)
-Mutative organic transmutation, alteration of living beings (Trickle and Direct)
-Mutative organic self-transmutation, alteration of self/shapeshifting (Direct)
-Healing (Trickle and Direct)
-Accelerated Growth Non-Sentient (Trickle and Direct)
-Accelerated Growth Sentient (Trickle and Direct)
-Anti-Healing/Life draining touch (Direct)
-Environmental Reconstruction/"Object Healing" (Trickle and Direct)
-Barriers (Trickle and Direct)
-Field Barriers (Trickle and Direct)
-Empathetic Touch/Sense Emotion (Trickle and Direct)
-Empathetic Link/Mind Meld (Trickle and Direct)
-Physical Two-Way Telepathy (Trickle and Direct)
-Remote One-Way Telepathy (Trickle and Direct)
-Remote Two-Way Telepathy (Direct)
-Illusion Magic (Trickle and Direct)