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    1. Varynas 11 yrs ago

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Alright! Well the OOC should be ready within a couple of days. I apologise for thr inconvenience but I'm still in a bit of pain from my surgery.

I only have a map of one of the continents ready. Would you like all three done before I post the OOC?
Working on it! I'm having surgery tomorrow and will be in hospital for a couple of days, so I'm aiming for early next week!

Leylines are simply rivers of raw energy flowing beneath the surface. The are the source of power for users of arcane magic. Ley energy is also quite volatile and must be condensed somehow or contained.

I'll think about it. Shapeshifters have never occurred to me, so I'll get back to you. :)
K-97 said
I'm interested. Are there any dominant religions in the world? I'm thinking of playing a monk of sorts.Also could you go into detail about the ''arcane inscriptions'' of the Ithuri? As well as its capabilities and weaknesses.


There are many religions in the world, and most are the product of human thinking and philosophy. The ithuri do not revere any superior being, regardless of whether one exists or not, as they believe that they are above anything and everything. In the Dawning Age, they did revere a pantheon of gods who have been adopted by humans. This pantheon has become one of the dominant religions in the human world. Collectively, these gods are known as the Seraphim.

There are two strands of doctrine. There is the orthodox belief, which depicts the Seraphim as winged entities wreathed in fire. It is believed that the Seraphim are preparing for the End of Days, where they must come up against the Red Shadow, an embodiment of the sins of humanity. There are nine entities in the orthodoxy, each representing different attributes:
· Glory
· Death
· Existence
· Mercy
· War
· Hope
· Fate
· Guidance
· Justice

The orthodox belief was popular in the Domain of the First Men, and continues to be in Rulaan, Vinosca and Falas Moudaiin.

The newest doctrine eliminates the End of Days, and condenses the Red Shadow into the concept of ‘red sin’. Red sin is an umbrella term for all deeds considered evil and inhumane. It is believed that the battle with red sin is a daily struggle and that paradise awaits those who win the battle. There are 11 entities here, presented as human figures.
· Malthe, God War and Flame
· Sirein, Goddess of the Unseen
· Aran, Goddess of Love and Lust
· Nadael, God of Tides, Storms and Winds
· Vinos, God of Vine, Vale and Forge
· Ira, Goddess of the Sun and the Moon
· Erumiel, God of Time, Scripture and the Stars
· Orelia, Goddess of Life
· Talas, God of Knowledge and Justice
· Vaan, God of Music
· Piara, Goddess of the Woodland Realms

This is the religion of the Queendom of Audya.

There are numerous other religions in the world, and if you would like to know about them, just ask. The Seraphim are the biggest in the human world currently, followed by the Cult of Habdel in Ashara.

Onto the ithuri! During the Dawning Age, the ithuri devised an ‘arcane alphabet’ consisting of over 200 symbols called vitali. All ithuri have various symbols etched into their skin by a pencil made of ley energy (called a stele) by the stelemasters of Dalrenhil. There are a few reasons for this, the primary one being nourishment.

Dalrenhil, the city-nation of the ithuri, is surrounded by barren desert. To compensate for the lack of food, they began utilising ley energy to sustain their bodies. Eventually, this became an addiction, and eliminated the craving for food and water.

However, centuries of over-reliance on arcane magic and ley energy has weakened the ithuri significantly. Their forms have diminished considerably, making them very slender and lithe, with very little muscle. They are able to walk and perform some tasks, however other strenuous and mundane happenings require a lot of effort. Magic is therefore utilised to do these tasks, making magic one of the cornerstones of ithuri culture and activity.

When an ithuri is born, they are inscribed with something called an ‘orb’. This orb is a well of dormant ley energy that grows as the ithuri does, sustaining itself on the energies of nearby leylines. When an ithuri has fully matured, more vitali are added, with lines to link the orb to vitali. Vitali are therefore powered by the constant flow of energy in the ithuri’s skin. There are two types of vitali. The first is ‘constant’. Constant vitali require very little energy to work and are always active. They include minor enchantments to hide blemishes, signs of aging (as ithuri do age) and slight increases to strength, endurance and speed. The second kind of vitali are dormant, and have no energy flowing through them unless activated by the will of the ithuri. When these vitali are filled with ley energy, the ithuri experiences a flow of power. As ley energy begins to wane, so too does this power. These include more significant increases to strength, speed, accuracy and other physiological boons. They can also keep an ithuri warm or cool, bolster concentration, or bolster a spell or incantation.

Hope this answers your questions. :)
Since there is so much interest, I'm considering adding a second storyline to do with Iaryn... not sure yet. Thoughts?
Magi are able to create things, such as elements like fire and ice and also objects. However, the extent of this depends upon the source of your magic (as each mage is only able to draw from one source). Conjuration is most common in arcane magic, where weapons and tools can be created with arcane magic and behave in whichever way the mage wishes (most can only create an arcane mimicry of something, meaning that it takes the shape but is surrounded by a surreal violet glow and expires whenever the mage can no longer sustain it or dismisses it; experienced conjurers can create permanent items).

From my notes, there is an order of battle wizards who fight utilising a swarm of swords, as an example of conjuration.
questionmark693 said
If you have room left, I'm very interested. I do have a couple questions (the answers to which will not sway my interest) though. What races exist? What amount of magic can a PC use, and of what nature? Will a map be provided at some point of the known world and kingdoms?


There are a few races across the three continents, though only three (perhaps four) will be playable. The three playable races are the ithuri (also called the First Children), the dvergr (called 'dwarfs' by humans) and humanity (also called the athaler, or Second Children). The ithuri and dvergr are much older than humans, known as 'Elderkind'. Ithuri are somewhat similar to the typical elven trope, except their race is slowly dwindling and they only have one major city in the world. They are also very reliant on magic, requiring tattoos of arcane stencilling to substitute for their lacking physical prowess.

The dvergr, like the ithuri, are dwindling. Their people were driven to endangerment by the ithuri during the Dawning Age. From thirteen powerful underground kingdoms, the dvergr have rallied together in the northern realms where they are often exploited for their capabilities as workers. They are creatures of flesh, but once slain, turn to stone. What is peculiar about the dvergr is that they have no pupils, and their eyes have the appearance of precious stones like emeralds which shine in the darkness. They are a religious folk, bound by the Axefaith, and have a very strict society comprised of three castes (workers, warriors/priests and runescribes).

The athaler are the most dominant race. There are many countries and city-states across all three continents. The athaler are all descendants of nine tribes, hailing from the Domain of the First Men (destroyed by the Great Sundering). The three greatest powers in the world are human nations, and they are: the principalities of Ashara, the Jzarean Empire and the Queendom of Audya.

Magic is the ability to control, to bend and to change. The definition varies between the four types of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. That being said, however, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both benevolent and malevolent.

Physiologically, magic acts like a muscle. To cast magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, that being said, magic does take its tolls. Physically, over-use can result in tiredness. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your thinking patterns or severely alter your persona. Both cases apply most definitely to those who dabble in Black Magic. Warlocks in particular are prone to corruption of mind and body.

Age is also a factor in magic. The fitter and younger you are, the more potent your magic is. That being said, it is possibly for exuberant elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool, anything to reduce the full impact of the arcane. Another factor is power cap. Every mage is born with a different power cap that generally doesn't grow. Your power cap determines how strong your magic will become and how much you can channel at one time. Wild Magic users tend to have greater caps than other types. Unfortunately, most people with high power caps die very young.

The extent of magic, I suppose, is determined by your power cap. Practitioners of arcane magic tend to have lower power caps, and thus their magic is localised and their potential is smaller (which also allows them to exercise greater control and self-discipline in the uses of magic). To expand, pyromancers (who are, by definition, practitioners of wild/elemental magic) have higher power caps and are therefore able to perform grander, more destructive acts of magic.

As characters, the difference between arcane/wild/black/whatever magic is trivial unless you are a scholar or white wizard (who, for their own learning purposes, have categorised magic as such). All magi are born with the same gift to manipulate, bend, change and bring forward. The only difference is their source of power, which serves as a significant distinction in the magical community (though less so for non-magi).

A map will be provided. It will be basic, showing the three continents, the major regions and all powers (countries/city-states) within them.

Hope this helps! Keep asking if you need. :)
Oh great! Well I'll start working on an OOC ASAP!

Do any of you have questions?


Iaryn
The Last Dragon


Premise
The Second Era of Men ended with one of the world’s most dire calamities. A group of arcane practitioners performed a ritual which sundered one of the world’s largest leylines, causing it to erupt from the earth and unleash a maelstrom of power so great that it completely obliterated an entire empire. This catastrophe became known as the Great Sundering, and it has defined the Third Era.

As a result of the sundering, the slow death of magic has been hastened. The powers that once fuelled the world are a mere whisper of what they once were. Magi are fewer in number and sadly dwindling, the victims of mageocide, war and abuse of their powers. The seeds of distrust and resentment lain so delicately over the Second Era have blossomed into a garden of hate, fear and hysteria. The influence of magi on the world’s political sphere declines, and as such, magi have little protection against the paranoia of rulers and their subjects. Not only are magi endangered, but all vestiges of the Dawning Age, in their great wonder and splendour, are quickly dying out.

Of these, there are the dragons. Once kings of the sky, these fearsome beasts lived in relative harmony during the Dawning Age. Then, they were enslaved, and finally made extinct. Though the last of the dragons perished during the Dawning Age, their spirits persisted. Known as ‘phoenixes’, the souls of dragons were vivacious entities of heat and flame. They embodied passion, anger and vengeance - vengeance for the demise of their kind. In order to achieve this, the phoenixes imbedded themselves in the wombs of pregnant women, and gave birth to pyromancers. The first pyromancers were destructive and feared, but beautiful and passionate. The first pyromancers were incredibly powerful. Historians called them the Dragon Sorcerers. As time passed, and the dragons of the Dawning Age became irrelevant, they became known as Dragons.

Over generations, their powers waned, and were easily controlled. However, while his kin found their human hosts quickly (and also rather early), the last of the dragons waited for many, many years. This dragon, the greatest and most powerful of his kind, who, with his dying breath, brought an entire kingdom to ash and ruin, is Ghand. Ghand found himself bonded with a woman named Chare. In the Year 20 of the Third Era, Chare gave birth to the Last Dragon.

Story
The Last Dragon’s name is Iaryn Vion. Born and raised in the Queendom of Audya, Iaryn came into his powers when he was 13. His uncle, also a pyromancer, taught him restraint and of the concept of ‘contained destruction’. Iaryn is like the rest of his brethren: he is energetic, fiery and untamed, constantly flickering between ecstasy and anger. On his 21st winter, he fell in love with a man named Calan. The love between Calan and Iaryn was strong, but viewed as a perversion in the northern municipalities of Audya. Calan was beaten, killed, and displayed as a warning to other ‘perverts’. Iaryn then brought the city to the ground in a display of fire and smoke.

When he awoke, he remembered nothing, but realised everything. He was apprehended, and brought to the citadel of the white wizards. In Ker Ithryn, his powers were suppressed, and it was revealed to him what he was, what entity raged within him, desperate to free itself. The ABjurer’s Council, the authority of the white wizards, sought to keep him from the world in order to protect the mage community. However, news of what transpired in Audya spread quickly, and forces beyond Ker Ithryn began scheming. Iaryn was a weapon for some, and a danger to others. He was a tool to be used, or a threat to be put down. Ker Ithryn was not a fortress, so it could not withstand a siege should it ever come to that. The archmagi sent Iaryn Vion south, to the city of Dalrenhil, where he would be safe.

But he escaped.

The Dragonseekers
The archmagi of the Abjurer's Council seek out talented individuals to find and return Iaryn Vion before further catastrophe occurs. This search has transported envoys of the council all across the three continents. You are one of these talents, chosen for your gifts by the white wizards. Such gifts may range from your prowess in battle, or your ability to tap into the very active powers of the world. Whether you are from the north, the south, east or west, or whether you are a master swordsman, a thief of a mage of some esteem, the council requires you to apprehend the Last Dragon. It is a simple enough task, but news of his escape spreads like wildfire, igniting hysteria and, for some, ambition. Others seek out the Last Dragon, but you must get to him first.

Ask away! This is a relatively fleshed out world, with room for development. Ask about countries, the story, magic, etc. and I'll be happy to answer. I can get an OOC up soonish if there is enough interest. :)
I would also like to participate. I'm happy to fill in any gaps you have. I'm versatile. :)
A bit of both really. The kind of mage you are depends upon which source you draw from. Pyromancers are practitioners of something called 'wild magic' (or 'esmer'). Pyromancers are very distant from their roots as practitioners of wild magic and consider themselves separate from the likes of other esmer magi. However, their power is natural. They are able to draw from the sun, or any local source of flame, but when they can't they can draw from themselves ('inner fire'). And yes, this is something exclusive to pyromancers, and is somehow (won't give it a way) linked to the extinct dragons and the dragonsouls (also known as 'phoenixes' in this world).

In saying that, it is somewhat grounded. The strength of your power is determined by your strength as a living being. Younger, more vivacious magi are a lot more powerful than older magi, and their bodies can take a lot more punishment (as magic is very much a part of your being). This being said, there are many older magi that can still wipe the floor with their younger counterparts.
Combat is featured, and plays a big role, though there are other significant elements to it such as politics, the supernatural and of course the chase itself.

That all depends really. There are certain limits. One of them, perhaps, is social/contextual. People have developed a lot of mistrust towards magic and magi are sometimes shunned (although certain bodies hold a lot of sway in the world). The Mother's homeland was completely destroyed by something called the Second Sundering, where a group of magi (in the midst of a very brutal war) caused a leyline to sunder and tear apart a large chunk of the continent. So, as you would expect, mages are quite often 'closeted', particularly in rural communities. I'm not quite sure if this answers your question so maybe specify a little more for me? :)

No. The vamphiir are children at this stage and lack self-control. This is why they are such a threat. The Mother is the exception to this.
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