Current
Stop being passive aggressive. Just be aggressive.
7
likes
1 yr ago
It is certainly not 'optimal', but it *is* doable, depending on what you want to do with it. You could go swords or valor bard and play them more like a warrior with some magical ability
2
likes
2 yrs ago
One might say your villain arc has begun. Embrace it.
My character role-wise will most likely be a combat healer. That being said, overlap is common, and if other characters wish to dabble in healing as well, all is good
Characters will be fresh WARDEN graduates and should be around the same age range (20-22)
This RP is intended to be fairly small, and revolves around a group of close knit characters
Your character doesn't necessarily need to be friends with everyone and character conflicts is nice, but they definitely shouldn't be antagonizing towards everyone either. They did after all agree to all go on a trip together.
I don't need things to be paragraphs upon paragraphs long, quality is key!
Note when it comes to choosing whether your character is 2nd or 3rd class. Most characters should be 3rd Class. Imagine WARDEN 2nd Class as basically the equivalent of Magna cum laude or otherwise the top of their graduating class
W A R D E N
Image goes here
NAME AGE | HEIGHT | WARDEN CLASS (2nd or 3rd)
A P P E R A N C E
Any extra details regarding their appearance that a picture might not show.
P E R S O N A L I T Y
The character's outlook on life and general disposition.
B A C K G R O U N D
A short bit about their story, where do they come from, how does their history reflect what they have become- if applicable. Maybe their family are notable in the military/political spheres, maybe they did exceedingly well or terribly at the academy. This doesn't need to be extensive or exhaustive, just a few paragraphs about the character. Remember that they've spent the last 10 years training in a military academy.
C O M B A T
Combat Class: The character's WARDEN combat specialization. While WARDENS each use their own unique style, they generally fall into one or two broad combat categories for the purposes of training. Sample WARDEN combat classes can be found in the WARDENS section of the Compendium. If you feel none of those fit, feel free to make your own.
Combat Style: The character's personal combat style. Do they prefer to get up close and personal or like to stick to the back. What weapon's they use and such.
R E L A T I O N S H I P S
Specifically, your character's general impressions/relationships with other player characters. This section can stay blank until characters have been accepted.
(You may need to remove the '-' from the {HR}
[Sub][b][color=darkgray]W A R D E N[/color] [/b][/sub] [hr-] [Color=lightgray] [center]Image goes here
NAME AGE | HEIGHT | WARDEN CLASS(2nd or 3rd)[/center]
[Sub][b][color=darkgray] A P P E R A N C E [/color] [/b][/sub] [hr-] [I][indent]Any extra details regarding their appearance that a picture might not show. [/indent][/I]
[Sub][b][color=darkgray] P E R S O N A L I T Y [/color] [/b][/sub] [hr-] [I][indent]The character's outlook on life and general disposition. [/indent][/I]
[Sub][b][color=darkgray] B A C K G R O U N D [/color] [/b][/sub] [hr-] [I][Indent] A short bit about their story, where do they come from, how does their history reflect what they have become- if applicable. Maybe their family are notable in the military/political spheres, maybe they did exceedingly well or terribly at the academy. This doesn't need to be extensive or exhaustive, just a few paragraphs about the character. Remember that they've spent the last 10 years training in a military academy. [/indent][/I]
[Sub][b][color=darkgray] C O M B A T [/color] [/b][/sub] [hr-] [I][indent] [u]Combat Class:[/u] The character's WARDEN combat classification. While WARDENS each use their own unique style, they generally fall into one or two broad combat categories for the purposes of training. Sample WARDEN combat classes can be found in the WARDENS section of the Compendium. If you feel none of those fit, feel free to make your own.
[u]Combat Style:[/u] The character's personal combat style. Do they prefer to get up close and personal or like to stick to the back. What weapon's they use and such.[/indent][/I]
[Sub][b][color=darkgray] R E L A T I O N S H I P S [/color] [/b][/sub] [hr-] [I][indent]Specifically, your character's general impressions/relationships with other player characters. This section can stay blank until characters have been accepted. [/indent][/I] [/Color] [hr-]
F A S T F A C T S ▲ Modern/Futuristic Fantasy setting ▲ Action, adventure, drama, romance, and mystery. ▲ Magic, airships, magitek, eldritch abominations and one hell of a road trip. ▲ World-building highly encouraged.
L O R E
And cometh the swallowing darkness. A blighted destiny by sinners south, leaving only tragedy by powers wrought. By hands of Lyssa and the touch of her lips, those brought pure will face the tide. Despair not for those lost in the darkness but look towards the peace of the new dawn. Canticle of Fajjar 17:1
The story of Spiritum is about a world known as Yerin, a world where magic and technology have mixed and flowed together for centuries. Long before man had conquered the world, creating massive metropolises, machines that could soar among the very heavens, and highways that stretched seemingly endless across the horizon; before it all, a pact was made with the Gods. In exchange for our eternal reverence they taught us the secrets of magic, the ability to draw from the Astral Mist to bend and shape reality in ways thought to be unimaginable. The Gods gave them the gifts of powerful and magical minerals descending from the heavens in floating islands, and embedding themselves over and around the lands of Yerin. Large concentrations of these minerals would become that which fueled the industrialization of the world, and would form the centers upon which great civilizations would form around. Referred to as Levistone, when refined into Etherium fuel, these magical minerals served as power sources, mechanisms to enable flight, and the backbone of which modern technology would be built on.
It would be these valuable minerals which would nearly plunge the world into ruin due to greed and malice in equal parts. One of the kingdoms that had formed around massive deposit of Levistone would one day become the sprawling Vangar Empire. Over time the Vangar evolved into a strong military and industrial powerhouse. They used the Levistone to fuel their army and industry and over time the large deposits across their lands began to run empty. To ensure their continued prosperity, Vangar began to invade the many lesser kingdoms around them to secure their Levistone supplies for their own use.
This cycle has lead to the current state affairs with the Vangar-Rassvet conflict. The small Kingdom of Rassvet is a small but influential land with a storied history dating back to when the Pact was made. Rassvet followed a policy of strict isolation and neutrality for most of its existence, preferring to keep out of major conflicts whenever they could. Careful guarding and use of their own Levistone deposits have preserved them to state of potential power unmatched in all of Yerin. Seeing an opportunity to secure a massive boon to their Empire, the Vangar marched into Rassvet with the intent to annex the kingdom and secure their prosperity for the near future.
Leading the charge against the Vangar invasion is a special branch of the Rassvet military known as WARDEN. Selected from a very young age based upon their aptitude to draw upon the Mist, these warriors possessing both martial and magical skill far above the standard soldier. With the help of these warriors, the Rassvet army has managed to hold the much larger Vangar Excursionary Force at bay for a little over six months now. Though day by day the Vangar continue to gain ground and casualties mount in the thousands on both sides.
All the while the coming darkness as foretold by the Oracles themselves approaches. Many believe it is a product of the war and the dead. The corpses and the smell of blood driving the monsters from their hiding places mad with a ravenous lust for blood. Many also theorize that the rapid mining and usage of Levistone is disrupting the dens of monsters, and bringing them out into the forefront.
Among all of this, the story of Spiritum focus upon a group of freshly graduated WARDENs intent on going on one last road trip as a sort of collective 'family' before they are shipped out to the front lines. Par for the course things don't go as planned. One series of unforeseen events later eventually leads to this group coming to meet an unfortunate soul connected to the coming darkness, and find themselves hunted by both Rassvet and Vangar on a world spanning journey to save it all.
O O C I N F O / P I T C H
Welcome one and all to Spiritum, a reboot of a reboot of @Hexaflexagon's Spiritum RP. two parts Final Fantasy, and one part Lord of the Rings, Spiritum is a story about nations and nationalism, moral quandaries, plucky adventurers and the lengths at which individuals will go to preserve their power.
We the players will take on the role of a group of fresh faced WARDENs. Our training squad has just recently graduated from the Citadel military academy in the Capitol city of Orestia. With war on the horizon, we've decided to take one last trip together across the country to see all the sights before we are inevitably split up and sent to serve where our talents need us most. A bunch of young supersoldiers in a beat up car with a trunk full of alcohol and a sudden influx of freedom, what could possibly go wrong?
The world of Yerin is not unlike our own. A world with its own convoluted and sometimes purely idiotic history spanning backwards thousands of years. It's a world with its own backstabbing aristocrats, religions, cultures, heroes, and prophecies. Yet at the same time much of this background has been intentionally left as vague snippets. Allowing players to add to the lore as little or as much as they please.
The story itself will focused on character interaction and the bonds of the party, but there will be plenty of room for action and suspense. More than anything I want the RP to be about telling a good and fun story. It's a strange tale about friendship, war, the burden of fate, and the choices we make. But hey if it sounds like your thing well then why don't you come and say hi?
T H E C O M P E N D I U M
General world-building stuff for your reading pleasure. More will be added as we go on.
Yerin is a planet roughly the size of Earth with an orbital period of 400 days. There is one unified supercontinent roughly the size of Pangea surrounded by a smattering of islands almost 25,000 in number, in both the oceans and the sky above, the largest of which is roughly the size of Alaska. As is expected temperatures are warmest near the equator and gradually become cooler as you approach the extreme north and south. The geography is varied from seemingly endless deserts to soaring mountains that stretch far into the sky. Civilization has left its mark on this geography. Highways snake across the land connecting cities, forests are cleared to make perfectly calculated crop fields and land is torn upon to access the precious minerals beneath.
Though it would be foolish to say that man has conquered Yerin. The planet's wild spirit roars loudly. Beasts of all kinds roam the lands, some large enough to destroy armored vehicles with a single swipe of their claws. Large wyverns and other flying creatures rule the skies, harrassimg airships that dare to fly through thier territory. The seas are no better, home to leviathans that would glady drag an unsuspecting sailor to an early watery grave. Due to the general ferocity of much of the local fauna, the people of Yerin have come to have a cautious respect of the living world around them in most things.
All in all 10/10 would visit again.
A small kingdom surrounded on three sides by the outerlaying Vangar provinces and on one side by the ocean. Once a small collection of loosely united city states under the protective aura of a large network of Levistone- the largest placed in the center of its Capitol referred to as the Bastion- united close to 1,000 years ago by King Tyrol after centuries of infighting. Ever since then Rassvet has prided itself as an intellectual and cultural powerhouse among the nations of Yerin. Birthplace of the Industrial Revolution which propelled the world into modern era, many come flocking to its lands to pursue intellectual and business endeavors. Nevertheless, the real power that the kingdom possess is not in its people but upon the natural bounty they live upon. With massive deposits of Levistone, courtesy of its nearby floating islands, alongside abundant veins of iron and mithril in its hills and mountains, Rassvet materials were shipped around all of Yerin to be used in everything from cellular devices to tanks- though notably in more recent times, the majority of such exports have stopped to ensure the continued prosperity of the kingdom.
Following a small and almost bloodless civil war, between nationalist and royalist parties almost 200 years ago Rassvet became a constitutional monarchy. Most of the power these days is held by the Royal Assembly. The Assembly is composed of 51 individuals, fifty of which are voted on by the citzenery and one of which is appointed by the King. The Assembly is generally considered a rather corrupt establishment run by bribes and the will of the donors. Nevertheless, it gets its job done and the people are generally willing to overlook said corruption. Having a general directive to keep trade flowing and insure businesses continue to invest in their lands the assembly follows a strict neutrality policy in any and all conflicts.
When Vangar invaded, the military was blindsided despite its stronger defensive position. Vangar armor rolled across farmland, airships bombed military aerodomes and infantary stormed underprepared border forts. The defenders were shattered and crushing blow after crushing blow pushed the Rassvet line to a stone's throw of the capital Orestia. Artillery smashed into the city that historians called the 'shining flame of progress', skyscrapers were turned to heaps of rubble and even the Royal Palace was partly damaged in the shelling that commenced. Morale weakened by the day and Vangar higher ups expected the Royal Assembly to offer a peace deal within the month.
The siege would only be broken by none other then Prince Fenris, eldest son of King Balthazar and a career military man. Fenris was promoted to General of the Armies to take on a job that five other men with twice his experience could not. Willing to take the drastic numerical losses needed to break the Vangar siege he give the Rassvet military its first victory it had seen in weeks. Slowly the Vangar have been pushed back to the border that they once easily took control of after a decisive campaign by Rassvet to push deep into Imperial territory.
The mightiest sovereign state in Yerin. Originally a republic governed by a sprawling senate, the rise of the military brought about the shift to an imperial system 400 years ago. With the change in governance, Vangar began invading its neighboring lands, securing their land and resources, quickly becoming the largest realm in Yerin. While in the past the emperor was traditionally of the military, a purge of key figures in the military by emperor's long past lead to a brutal civil war making Vangar into an absolute monarchy.
While Rassvet may have been the birthplace of industrialization it was Vangar that harnessed it to its full potential. Using the power of factories and the assembly line they were able to supply there military at staggering speeds to fuel thier almost constant war economy. It was Vangar that perfected the magitek equipment that almost all modern infantry uses in combat. Though because of this Vangar is trapped in a endless cycle. They harvest resources, those resources are used to supply the army, supplies run low so they invade other nations and the cycle continues.
The current one in charge of perpetuating this cycle is High General Zalser Auckwaeld. The current head of the Imperial Excursionary Force, Zalser is of a different make than most Vangar Generals. Born in a lower middle class family rather than the auspices of the nobility, he worked his way to the top through hard work and dedication. At thirty three years of he is one of the youngest generals in the history of the Empire. Young, charismatic, loyal, and a tactical prodigy he serves as the face of a land whose capital is thousands of miles away.
While Rassvet is more or less surrounded on three sides by Vangar controlled lands, the Empire's control over said lands are not quite as ironclad as the Imperial propaganda might have one believe. Vangar's control over these regions vary wildly, from more or less entirely compliant, to shaky at best, requiring a significant military presence to pacify. Many of these neighboring regions were Rassvet trade partners until very recently, and sentiment towards the isolationist kingdom is nominally sympathetic, though many are more resentful, viewing Rassvet's strict stance on neutrality as a reason for their own subjugation.
Many refugees from the neighboring regions have found their way into Rassvet, leading to clashes in ideologies, though for the most part, so long as refugees are willing to follow Rassvet's laws and culture, they are allowed to stay. Notably, Rassvet has refused to grant refugees and migrants citizenship, only granting nominal citizenship to those that join Rassvet auxiliary forces. This has not stopped Rassvet from enforcing their statewide survey on even refugee populations.
While dozens of gods have their followings all over Yerin, there are two that have more or less established themselves above the rest in the minds of the people: Gaia the Earthmother and Yreas, the Lord of Skies. The two gods are worshipped in unison by the Order of Dawn. The Order of Dawn is one of the oldest continually operating organizations in the world. Taking dominance after several religious wars about several hundred years prior the Order can be found almost everywhere. Independent of any government cathedrals and shrines can be found in almost every major city. While they technically hold no political sway outside of the border of Fazra, the floating city (the holy seat of the order), many governments cast edicts that favor the Order. The general idea being that it is easier to keep them appeased than have them declaring religious war against you.
The public are familiar with two major faces of the Order, the Lord's Inquisitors and the Maidens of the Mother. The Maidens tend to the day to day operations of the Order's many buildings. They offer guidance, spiritual healing and the occasional if rare exorcism. Generally there numbers are made up of orphaned young girls that are taken in and raised by the Order. They are taught how to harness magical power to perform a variety of miracles. The Inquisitors on the other hand are the martial branch of the Order. Most serve as the police and defenders of Fazra from those that would wish to harm the holy city. Some though are seen throughout Yerin hunting down heretics per ancient accords signed generations ago. These inquisitors are more like special forces than any religious group rooting out those that would spread unpure words across the land.
Magic is the art of being able to pull from the Astral Mist. The Mist is the surrounding energy that encompass the space around Yerin in its plane of reality. Stars and galaxies are not as we know them but actually points of highly clustered magical energy within the Mist itself. The art of mastering this power comes in two parts. First and arguably the more important of the two is a person's natural aptitude as some are just wired to be more finely tuned to Mist than others. The second is actually learning how to use said magic, the memorization and knowledge of vast sums of knowledge whose complexities and intricacies mean the difference between a successful spell and leveling an entire city block.
The way each spellcaster observes and manipulates the Astral Mist differs. Many see it as clouds of literal mist in the air that they can reach out and manipulate, others hear it as music in the world, ready for them to compose into a symphony. Still more feel it as an intrinsic part of their soul, controlling it as an extension of their own being and others cannot sense it at all, relying on the rote memorization of hand motions or spell formulae inscribed in great grimoires.
The power bound in spells may be used for healing, teleportation, destruction, creating illusions, and altering form. Though the mist also affected by the caster themselves and each magical burst is different from person to person. Magic is considered a danger, a blessing, the future, an art and a science all wrapped into one tight bundle. Despite its dangerous properties and potential for massive abuse, magic is seen as something of a sacred thing. As a gift from the Gods it carries with it a certain amount of weight and wonder that comes from centuries of religious thought. Due to its divine origins, the Church has a strong investment in the magical arts and its oracles are some of the best magic users in all of Yerin.
Technology in the world of Yerin has developed alongside and with advancements of magic. This fusion of the unknown and the rational being a fundamental building block in the world. From a technological level the world is futuristic compared to our own but close enough to our own reality as to not be totally distant. People drive cars, take trains and use airships to get around. They have wireless phones and their own form of the internet. It's a place where soldiers with assault rifles can be seen fighting against flying monsters and men that can call down electricity from the sky. They also have other more stranger things like giant walking war machines, matter replicators, floating cities and gunsblades.
In many places technology and the industries around it is seen as the way forward as especially in the Vangar Empire and its provinces where they have had to focuses heavily on technology, using magic and Etherium to augment and enhance rather than as the sole source of advancement. It's the general rule in all places, that technology general comes first as a military invention before slowly over time being filtered down into the general public's use.
WARDEN can trace it starts back to the early years of the Rassvet. Following in the lineage of a monastic order of magic wielding knights who protected the kingdom from evils that normal men could not. WARDEN serves in the same general purpose of defense of the Kingdom but now do it as decisive shock troops using combined technological and magic power to shatter enemy lines and go on general suicide missions for most normal people.
Every year the Rassvet Government conducts a grand survey of all children within their lands ten years of age. They run the children through what amounts to a series of aptitude tests of all kinds. Those who were considered possessing desirable traits were then taken to the Capital to be trained in the Citadel. The sprawling complex that is essentially a city sized military base within a bigger city complete with its own security force, power supply and laws would become the children's home for the next ten years. Within they were put through hell through one of the most rigorous training regimes in all of Yerin.
Cross trained in a variety of disciplines, including but not limited to: Rifle and small arms marksmanship, close quarters combat and field surgery, WARDENs are trained in both conventional warfare as well as guerrilla tactics, and specialize in using magic in conjunction to traditional arms and armor.
WARDENs are typically fairly unique and individualistic, with highly varying combat styles and preferences, but for the purposes of training and standardization, they are typically sorted into one of or a few combat specialties. Overlap is common, and many WARDENs don't fit neatly into a single category. The major notable specialties include:
VANGUARD Decisive in action and straightforward, the WARDEN Vanguard consist of those who take the fight directly to the enemy. Heavy weapons specialists and melee users often find themselves right at home as a Vanguard. Riflemen, shieldbearers and swordsmen, while the Vanguard is among the most numerous of the WARDENs, they are so because they are often the most needed in times of war. Often clad in the heaviest of armors and weapons, the WARDEN Vanguard are both the tip of the spear, and the final line of defense for the people of Rassvet.
RANGERS Independent and adaptable, the WARDEN Rangers consist of skirmishers and scouts, capable fighters in their own right, but with the most impact outside the front line. Highly mobile bladesmen, saboteurs and solitary marksman are among those that consider themselves a Ranger. Rangers are experts in guerilla tactics and survivalists at heart, suitable to operating both alone and in a group, utilizing their unique talents for their comrades in arms.
BATTLEMAGE CORPS While all WARDENs are capable of using magic, only a select few are designated as Battlemage. Wading into battle with the power of the Astral Mist, a WARDEN Battlemage is among the most dangerous individuals on a battlefield. Calling down lightning, creating barriers, and conjuring firestorms, a single, competent mage is capable of turning the tide of battle with a flick of a finger. Battlemages usually find themselves sitting safely behind a wall of Vanguards, and are often among the first to be targeted during an attack because of their destructive powers. While an asset on any battlefield, these individuals are often closely watched by their peers for any sign of mist burn.
COMBAT SUPPORT While it's name gives off the idea of a back line non-combatant, a practiced WARDEN Support corpsman is anything but. These men and women consist of heavily armored war-healers, combat engineers, expert pilots and other specialist roles, expected to carry out their designated specializations while still being WARDEN tier combatants. If the Vanguard is the backbone, the Battlemage is the muscle, and the Ranger is the eyes and arms, the Combat Support is the heart of any WARDEN formation.
Upon graduating WARDENs are placed into one of three tiers:
First Class are the best that WARDEN has to offer. Operating on a level beyond any member of the Rassvet military including their fellow WARDENs and consisting of barely one hundred individuals at any given time, these individuals are regarded as some of the most fearsome warriors on the planet. 1st class WARDENs are given special privileges and are sent in to deal with the most important of matters, usually working behind enemy lines to ensure the protection of Rassvet. They generally act as singular walking armies going in alone and without backup.
Second Class WARDENs are generally squad leaders put in charge of Third Class WARDENs, and are a cut above average, skilled combatants and tactician. Those that are not in command position are sent in squads to deal with direct concerns that while troubling do not require 1st Class intervention. Only the best of the Second Class have even a chance of being promoted up to 1st Class.
Third Class WARDENs are the general face of WARDEN as they are the most numerous and the most commonly seen by the public. They work alongside the regular forces of the Rassvet military as independent detachments working in tandem to complete operations, or are deployed en masse as an assault force. Their most common use is as shock troops designed to create large holes within enemy positions to be exploited, or as combat specialists attached to army units for specific purposes or support.
WARDENs, as the premier soldier of Rassvet more or less has access to any type of equipment a regular army soldier would have access to, along with a few specific extras and special equipment. Notably, WARDENs (especially you graduates) are not supposed to take equipment off base, but as many commanding officers are starting to realize, it is difficult, if not impossible to fully disarm a WARDEN. There are several items that no WARDEN worth their salt would be caught dead without.
Astral Pocket, Mist Pocket, or just 'Pocket', this is less a piece of equipment, but rather a skill honed by every single WARDEN. Using their control over the Astral Mist, WARDENs are capable of conjuring a pocket of interdimensional space with which they can use to store items- commonly weapons, among other things. The amount of stuff able to be stored in an individual's pocket scales with their ability to manipulate mist. Most individuals can store about a backpack's worth of equipment. Notably, mechanically complex items (like guns) take up more 'space' in the pocket than similarly sized simple items (like knives). A pocket is accessed with a flick of the hand, and WARDENs can grant each other access to their pockets. Living creatures cannot be stored within pockets.
Taking on the appearance of a badge, ring, amulet, or some other small trinket, an Aegis serves as a sort of magic armor, often working in conjunction with, or in place of traditional body armor. Projecting a near invisible barrier just above the surface of an individual's skin or clothing when in use, Aegis’ vary in defensive power, but most are capable of blocking at least one lethal blow before failing. Simple Aegis’ cover the wearer's head and torso, while more complex ones can cover the wearer's entire body. Some particularly powerful magic users can supercharge their Aegis to project a bubble to protect both themselves and their team. Recharging an Aegis usually falls on the individual WARDEN, but it isn't uncommon for the squad's battlemage or other magic capable squadmate to take on the responsibility of recharging everyone's Aegis.
Aegis’ also usually contain a squad communication spell weaved within it.
A small air hypodermic injector carried by WARDENs at all times, typically kept on the belt or an easy to reach location. An AR-Hypo when applied sedates the applicant and temporarily removes the body's ability to manipulate the Astral Mist, and is usually used on the WARDEN themself in cases of Mist Burn. The shock is sudden, and side effects include nausea and exhaustion. These are usually used as a last resort to stop a mage from reaching stage 3 of Mist Burn.
The catchall term for powerful, arcane minerals, Levistone is filled with magic energies and can be harnessed as powerful power supplies. They vary in color but occur naturally in crystalline forms. As their name suggests, when of significant size, or when in high enough concentrations, these stones tend to levitate, often times causing whatever they are attached to, be it object, person or even landmass to float as well. At the heart of every floating island is a huge core of levistone, making these islands extremely valuable to enterprising nations.
In ancient times, old wizards used to stick these stones atop staves, and smiths would embed these stones in the hilts of swords, to allow users to tap into its power. Most modern day applications of Levistone consist of refining it into Etherium fuel, for use in various technologies, though they still see occasional use in their raw form. With their faint glow, large Levistones seem to have other effects, such as keeping monsters away, and large Levistones are often placed in the center of small towns, or embedded into walls around larger cities to keep monsters at bay. Notably, the process of refining Levistone into Etherium fuel seems to have the reverse affect, as many monsters seem appear in greater numbers when Etherium fuel is used or burned.
Using and manipulating the Astral Mist to cast magic is both physically and mentally taxing, the body essentially a conduit for the energy, thus requiring both extensive training and innate talent to utilize effectively. Alongside conditioning and training, the amount of mist able to be handled by one person often varies from person to person, and an individuals' "capacity" to handle large amounts of mist is often hereditary. Mist is dangerous when not handled properly, and overusing or abusing the use of mist and magic can cause a state known as Mistburn. Mistburn is split into 5 separate stages.
STAGE 1 The first stage of mistburn is the most minor and is fairly commonplace amongst those that regularly practice and cast magic. Stage 1 happens right after an individual pushes past their natural mist limit. The afflicted will begin to feel symptoms similar to that of withdrawal: perceived weakening of powers, lightheadedness, vertigo, general fatigue, pains throughout the body etc. Individuals at this stage can generally recover through rest and recovery, or specialized drugs designed to reduce mistburn and fatigue.
STAGE 2 Stage 2 occurs when one forces themselves to continue using or processing mist while in Stage 1. Those that have experienced Stage 2 of mistburn have often compared the feeling to something akin to an adrenaline rush. The headache and fatigue fade and are replaced by an increasing heartrate, more potent abilities and an almost sort of natural regeneration. Patients have reported feeling more alive, and their reflexes feel quicker and more responsive. Their skin is almost warm to the touch- as if they had been baking in the sun for hours. Aggression and instinct increase dramatically and individuals suffering from Stage 2 mistburn often feel as though they have obtained a type of second wind and have pushed passed whatever was holding them back and are capable of continuing.
STAGE 3 In this stage the individual body has taken in much more mist than a normal person should have taken- to put it lightly. As an individual enters stage 3 they begin to suffer from irreversible damage. Stage 3 symptoms include: burning hot skin and high fever, extremely or completely dilated pupils, dangerously high heart rate and most notably glowing veins and eyes as the mist pushes through them. Around this stage, an individual's raw magical ability has increased somewhere in the field of almost ten-fold and physical strength and speed are near superhuman, with minor wounds on the body now healing quicker than a blade can cut. It is also at this stage when mental faculties began to decline rapidly: Increased mania, paranoia, and aggression abound. Anyone suspected of reaching stage 3 of mistburn is often either drugged and sedated or executed immediately. This stage is often regarded as the point-of-no-return, as patients are difficult if not impossible to control and only care for more power and taking in more mist.
STAGE 4 Stage 4 is the closest any individual will come to being a 'living God'. By this point, an individual is practically more mist than man. An individual's entire body glows and is so hot that nearby individuals may receive retinal damage and heavy burns merely from being within a close proximity. The skin begins to crack and disintegrate into dust leaving only mist held together in a human shape, and a life span of approximately ten minutes. There are very few recorded accounts of Stage 4 mistburn, but it has been guessed that if one wanted to, they could likely lift and move mountains with their mind.
STAGE 5 At Stage 5 an individual achieves what is known as a Full Burn. Following the extremely short lifespan of an individual at Stage 4, the body is entirely replaced with mist and the body collapses in on itself. Weaker mages disintegrate into ash, while the most potent can detonate outwards with roughly the intensity of a thermonuclear warhead.
While there was always an honor guard stationed around the dining, they were never meant to fight- they were more of an Edrenian Lord's set dressing than an actual bodyguard force. That did not however stop them from leveling their ornamental lances towards the party at the perceived threat. Artorias' grimace deepened, seemingly ready to escalate things, even if he himself stood unarmed at the moment. Galahad's mother not accustomed to confrontation or violence, for her part finally realized that things were not nearly as calm as she had anticipated and was white as a sheet.
Galahad stood, staring at his father, his ears registering the quips of his companions. Had he been in a more rational state of mind, he might have reprimanded them for frank words towards one of Edrenian's highest lords, but the shock of his father's words still rang throughout him. His eyes flitted over to Izayoi, his hand subconsciously reaching for a halberd that wasn't there, his mind repeating their words to him as his brain raced. His father was forcing upon him a choice, Galahad realized, or at least his twisted version of one. Would he choose his family, or the world at large. Galahad and his father often butted heads, especially since his brother died, but even this, was not something he could've expected.
"I didn't choose with whom I ride with." Galahad said quietly, "And perhaps I know less about them than I should." Artorias opened his mouth to speak, but Galahad cut him off. "But I am carrying out the direct orders of my king- your king. If there is an issue with that, I suggest you send a messenger."
Galahad turned to look at his companions, though his gaze stayed on Izayoi for a moment longer than the others. "I believe we've overstayed our welcome. Let us be off."
With that, Galahad turned abruptly on his feet, and walked out, pausing as he passed by Izayoi. "I require a word with you. Later."
F A S T F A C T S ▲ Modern/Futuristic Fantasy setting ▲ Action, adventure, drama, romance, and mystery. ▲ Magic, airships, magitek, eldritch abominations and one hell of a road trip. ▲ World-building highly encouraged.
L O R E
And cometh the swallowing darkness. A blighted destiny by sinners south, leaving only tragedy by powers wrought. By hands of Lyssa and the touch of her lips, those brought pure will face the tide. Despair not for those lost in the darkness but look towards the peace of the new dawn. Canticle of Fajjar 17:1
The story of Spiritum is about a world known as Yerin, a world where magic and technology have mixed and flowed together for centuries. Long before man had conquered the world, creating massive metropolises, machines that could soar among the very heavens, and highways that stretched seemingly endless across the horizon; before it all, a pact was made with the Gods. In exchange for our eternal reverence they taught us the secrets of magic, the ability to draw from the Astral Mist to bend and shape reality in ways thought to be unimaginable. The Gods gave them the gifts of powerful and magical minerals descending from the heavens in floating islands, and embedding themselves over and around the lands of Yerin. Large concentrations of these minerals would become that which fueled the industrialization of the world, and would form the centers upon which great civilizations would form around. Referred to as Levistone, when refined into Etherium fuel, these magical minerals served as power sources, mechanisms to enable flight, and the backbone of which modern technology would be built on.
It would be these valuable minerals which would nearly plunge the world into ruin due to greed and malice in equal parts. One of the kingdoms that had formed around massive deposit of Levistone would one day become the sprawling Vangar Empire. Over time the Vangar evolved into a strong military and industrial powerhouse. They used the Levistone to fuel their army and industry and over time the large deposits across their lands began to run empty. To ensure their continued prosperity, Vangar began to invade the many lesser kingdoms around them to secure their Levistone supplies for their own use.
This cycle has lead to the current state affairs with the Vangar-Rassvet conflict. The small Kingdom of Rassvet is a small but influential land with a storied history dating back to when the Pact was made. Rassvet followed a policy of strict isolation and neutrality for most of its existence, preferring to keep out of major conflicts whenever they could. Careful guarding and use of their own Levistone deposits have preserved them to state of potential power unmatched in all of Yerin. Seeing an opportunity to secure a massive boon to their Empire, the Vangar marched into Rassvet with the intent to annex the kingdom and secure their prosperity for the near future.
Leading the charge against the Vangar invasion is a special branch of the Rassvet military known as WARDEN. Selected from a very young age based upon their aptitude to draw upon the Mist, these warriors possessing both martial and magical skill far above the standard soldier. With the help of these warriors, the Rassvet army has managed to hold the much larger Vangar Excursionary Force at bay for a little over six months now. Though day by day the Vangar continue to gain ground and casualties mount in the thousands on both sides.
All the while the coming darkness as foretold by the Oracles themselves approaches. Many believe it is a product of the war and the dead. The corpses and the smell of blood driving the monsters from their hiding places mad with a ravenous lust for blood. Many also theorize that the rapid mining and usage of Levistone is disrupting the dens of monsters, and bringing them out into the forefront.
Among all of this, the story of Spiritum focus upon a group of freshly graduated WARDENs intent on going on one last road trip as a sort of collective 'family' before they are shipped out to the front lines. Par for the course things don't go as planned. One series of unforeseen events later eventually leads to this group coming to meet an unfortunate soul connected to the coming darkness, and find themselves hunted by both Rassvet and Vangar on a world spanning journey to save it all.
O O C I N F O / P I T C H
Welcome one and all to Spiritum, a reboot of a reboot of @Hexaflexagon's Spiritum RP. two parts Final Fantasy, and one part Lord of the Rings, Spiritum is a story about nations and nationalism, moral quandaries, plucky adventurers and the lengths at which individuals will go to preserve their power.
We the players will take on the role of a group of fresh faced WARDENs. Our training squad has just recently graduated from the Citadel military academy in the Capitol city of Orestia. With war on the horizon, we've decided to take one last trip together across the country to see all the sights before we are inevitably split up and sent to serve where our talents need us most. A bunch of young supersoldiers in a beat up car with a trunk full of alcohol and a sudden influx of freedom, what could possibly go wrong?
The world of Yerin is not unlike our own. A world with its own convoluted and sometimes purely idiotic history spanning backwards thousands of years. It's a world with its own backstabbing aristocrats, religions, cultures, heroes, and prophecies. Yet at the same time much of this background has been intentionally left as vague snippets. Allowing players to add to the lore as little or as much as they please.
The story itself will focused on character interaction and the bonds of the party, but there will be plenty of room for action and suspense. More than anything I want the RP to be about telling a good and fun story. It's a strange tale about friendship, war, the burden of fate, and the choices we make. But hey if it sounds like your thing well then why don't you come and say hi?
T H E C O M P E N D I U M
General world-building stuff for your reading pleasure. More will be added as we go on.
Yerin is a planet roughly the size of Earth with an orbital period of 400 days. There is one unified supercontinent roughly the size of Pangea surrounded by a smattering of islands almost 25,000 in number, in both the oceans and the sky above, the largest of which is roughly the size of Alaska. As is expected temperatures are warmest near the equator and gradually become cooler as you approach the extreme north and south. The geography is varied from seemingly endless deserts to soaring mountains that stretch far into the sky. Civilization has left its mark on this geography. Highways snake across the land connecting cities, forests are cleared to make perfectly calculated crop fields and land is torn upon to access the precious minerals beneath.
Though it would be foolish to say that man has conquered Yerin. The planet's wild spirit roars loudly. Beasts of all kinds roam the lands, some large enough to destroy armored vehicles with a single swipe of their claws. Large wyverns and other flying creatures rule the skies, harrassimg airships that dare to fly through thier territory. The seas are no better, home to leviathans that would glady drag an unsuspecting sailor to an early watery grave. Due to the general ferocity of much of the local fauna, the people of Yerin have come to have a cautious respect of the living world around them in most things.
All in all 10/10 would visit again.
A small kingdom surrounded on three sides by the outerlaying Vangar provinces and on one side by the ocean. Once a small collection of loosely united city states under the protective aura of a large network of Levistone- the largest placed in the center of its Capitol referred to as the Bastion- united close to 1,000 years ago by King Tyrol after centuries of infighting. Ever since then Rassvet has prided itself as an intellectual and cultural powerhouse among the nations of Yerin. Birthplace of the Industrial Revolution which propelled the world into modern era, many come flocking to its lands to pursue intellectual and business endeavors. Nevertheless, the real power that the kingdom possess is not in its people but upon the natural bounty they live upon. With massive deposits of Levistone, courtesy of its nearby floating islands, alongside abundant veins of iron and mithril in its hills and mountains, Rassvet materials were shipped around all of Yerin to be used in everything from cellular devices to tanks- though notably in more recent times, the majority of such exports have stopped to ensure the continued prosperity of the kingdom.
Following a small and almost bloodless civil war, between nationalist and royalist parties almost 200 years ago Rassvet became a constitutional monarchy. Most of the power these days is held by the Royal Assembly. The Assembly is composed of 51 individuals, fifty of which are voted on by the citzenery and one of which is appointed by the King. The Assembly is generally considered a rather corrupt establishment run by bribes and the will of the donors. Nevertheless, it gets its job done and the people are generally willing to overlook said corruption. Having a general directive to keep trade flowing and insure businesses continue to invest in their lands the assembly follows a strict neutrality policy in any and all conflicts.
When Vangar invaded, the military was blindsided despite its stronger defensive position. Vangar armor rolled across farmland, airships bombed military aerodomes and infantary stormed underprepared border forts. The defenders were shattered and crushing blow after crushing blow pushed the Rassvet line to a stone's throw of the capital Orestia. Artillery smashed into the city that historians called the 'shining flame of progress', skyscrapers were turned to heaps of rubble and even the Royal Palace was partly damaged in the shelling that commenced. Morale weakened by the day and Vangar higher ups expected the Royal Assembly to offer a peace deal within the month.
The siege would only be broken by none other then Prince Fenris, eldest son of King Balthazar and a career military man. Fenris was promoted to General of the Armies to take on a job that five other men with twice his experience could not. Willing to take the drastic numerical losses needed to break the Vangar siege he give the Rassvet military its first victory it had seen in weeks. Slowly the Vangar have been pushed back to the border that they once easily took control of after a decisive campaign by Rassvet to push deep into Imperial territory.
The mightiest sovereign state in Yerin. Originally a republic governed by a sprawling senate, the rise of the military brought about the shift to an imperial system 400 years ago. With the change in governance, Vangar began invading its neighboring lands, securing their land and resources, quickly becoming the largest realm in Yerin. While in the past the emperor was traditionally of the military, a purge of key figures in the military by emperor's long past lead to a brutal civil war making Vangar into an absolute monarchy.
While Rassvet may have been the birthplace of industrialization it was Vangar that harnessed it to its full potential. Using the power of factories and the assembly line they were able to supply there military at staggering speeds to fuel thier almost constant war economy. It was Vangar that perfected the magitek equipment that almost all modern infantry uses in combat. Though because of this Vangar is trapped in a endless cycle. They harvest resources, those resources are used to supply the army, supplies run low so they invade other nations and the cycle continues.
The current one in charge of perpetuating this cycle is High General Zalser Auckwaeld. The current head of the Imperial Excursionary Force, Zalser is of a different make than most Vangar Generals. Born in a lower middle class family rather than the auspices of the nobility, he worked his way to the top through hard work and dedication. At thirty three years of he is one of the youngest generals in the history of the Empire. Young, charismatic, loyal, and a tactical prodigy he serves as the face of a land whose capital is thousands of miles away.
While Rassvet is more or less surrounded on three sides by Vangar controlled lands, the Empire's control over said lands are not quite as ironclad as the Imperial propaganda might have one believe. Vangar's control over these regions vary wildly, from more or less entirely compliant, to shaky at best, requiring a significant military presence to pacify. Many of these neighboring regions were Rassvet trade partners until very recently, and sentiment towards the isolationist kingdom is nominally sympathetic, though many are more resentful, viewing Rassvet's strict stance on neutrality as a reason for their own subjugation.
Many refugees from the neighboring regions have found their way into Rassvet, leading to clashes in ideologies, though for the most part, so long as refugees are willing to follow Rassvet's laws and culture, they are allowed to stay. Notably, Rassvet has refused to grant refugees and migrants citizenship, only granting nominal citizenship to those that join Rassvet auxiliary forces. This has not stopped Rassvet from enforcing their statewide survey on even refugee populations.
While dozens of gods have their followings all over Yerin, there are two that have more or less established themselves above the rest in the minds of the people: Gaia the Earthmother and Yreas, the Lord of Skies. The two gods are worshipped in unison by the Order of Dawn. The Order of Dawn is one of the oldest continually operating organizations in the world. Taking dominance after several religious wars about several hundred years prior the Order can be found almost everywhere. Independent of any government cathedrals and shrines can be found in almost every major city. While they technically hold no political sway outside of the border of Fazra, the floating city (the holy seat of the order), many governments cast edicts that favor the Order. The general idea being that it is easier to keep them appeased than have them declaring religious war against you.
The public are familiar with two major faces of the Order, the Lord's Inquisitors and the Maidens of the Mother. The Maidens tend to the day to day operations of the Order's many buildings. They offer guidance, spiritual healing and the occasional if rare exorcism. Generally there numbers are made up of orphaned young girls that are taken in and raised by the Order. They are taught how to harness magical power to perform a variety of miracles. The Inquisitors on the other hand are the martial branch of the Order. Most serve as the police and defenders of Fazra from those that would wish to harm the holy city. Some though are seen throughout Yerin hunting down heretics per ancient accords signed generations ago. These inquisitors are more like special forces than any religious group rooting out those that would spread unpure words across the land.
Magic is the art of being able to pull from the Astral Mist. The Mist is the surrounding energy that encompass the space around Yerin in its plane of reality. Stars and galaxies are not as we know them but actually points of highly clustered magical energy within the Mist itself. The art of mastering this power comes in two parts. First and arguably the more important of the two is a person's natural aptitude as some are just wired to be more finely tuned to Mist than others. The second is actually learning how to use said magic, the memorization and knowledge of vast sums of knowledge whose complexities and intricacies mean the difference between a successful spell and leveling an entire city block.
The way each spellcaster observes and manipulates the Astral Mist differs. Many see it as clouds of literal mist in the air that they can reach out and manipulate, others hear it as music in the world, ready for them to compose into a symphony. Still more feel it as an intrinsic part of their soul, controlling it as an extension of their own being and others cannot sense it at all, relying on the rote memorization of hand motions or spell formulae inscribed in great grimoires.
The power bound in spells may be used for healing, teleportation, destruction, creating illusions, and altering form. Though the mist also affected by the caster themselves and each magical burst is different from person to person. Magic is considered a danger, a blessing, the future, an art and a science all wrapped into one tight bundle. Despite its dangerous properties and potential for massive abuse, magic is seen as something of a sacred thing. As a gift from the Gods it carries with it a certain amount of weight and wonder that comes from centuries of religious thought. Due to its divine origins, the Church has a strong investment in the magical arts and its oracles are some of the best magic users in all of Yerin.
Technology in the world of Yerin has developed alongside and with advancements of magic. This fusion of the unknown and the rational being a fundamental building block in the world. From a technological level the world is futuristic compared to our own but close enough to our own reality as to not be totally distant. People drive cars, take trains and use airships to get around. They have wireless phones and their own form of the internet. It's a place where soldiers with assault rifles can be seen fighting against flying monsters and men that can call down electricity from the sky. They also have other more stranger things like giant walking war machines, matter replicators, floating cities and gunsblades.
In many places technology and the industries around it is seen as the way forward as especially in the Vangar Empire and its provinces where they have had to focuses heavily on technology, using magic and Etherium to augment and enhance rather than as the sole source of advancement. It's the general rule in all places, that technology general comes first as a military invention before slowly over time being filtered down into the general public's use.
WARDEN can trace it starts back to the early years of the Rassvet. Following in the lineage of a monastic order of magic wielding knights who protected the kingdom from evils that normal men could not. WARDEN serves in the same general purpose of defense of the Kingdom but now do it as decisive shock troops using combined technological and magic power to shatter enemy lines and go on general suicide missions for most normal people.
Every year the Rassvet Government conducts a grand survey of all children within their lands ten years of age. They run the children through what amounts to a series of aptitude tests of all kinds. Those who were considered possessing desirable traits were then taken to the Capital to be trained in the Citadel. The sprawling complex that is essentially a city sized military base within a bigger city complete with its own security force, power supply and laws would become the children's home for the next ten years. Within they were put through hell through one of the most rigorous training regimes in all of Yerin.
Cross trained in a variety of disciplines, including but not limited to: Rifle and small arms marksmanship, close quarters combat and field surgery, WARDENs are trained in both conventional warfare as well as guerrilla tactics, and specialize in using magic in conjunction to traditional arms and armor.
WARDENs are typically fairly unique and individualistic, with highly varying combat styles and preferences, but for the purposes of training and standardization, they are typically sorted into one of or a few combat specialties. Overlap is common, and many WARDENs don't fit neatly into a single category. The major notable specialties include:
VANGUARD Decisive in action and straightforward, the WARDEN Vanguard consist of those who take the fight directly to the enemy. Heavy weapons specialists and melee users often find themselves right at home as a Vanguard. Riflemen, shieldbearers and swordsmen, while the Vanguard is among the most numerous of the WARDENs, they are so because they are often the most needed in times of war. Often clad in the heaviest of armors and weapons, the WARDEN Vanguard are both the tip of the spear, and the final line of defense for the people of Rassvet.
RANGERS Independent and adaptable, the WARDEN Rangers consist of skirmishers and scouts, capable fighters in their own right, but with the most impact outside the front line. Highly mobile bladesmen, saboteurs and solitary marksman are among those that consider themselves a Ranger. Rangers are experts in guerilla tactics and survivalists at heart, suitable to operating both alone and in a group, utilizing their unique talents for their comrades in arms.
BATTLEMAGE CORPS While all WARDENs are capable of using magic, only a select few are designated as Battlemage. Wading into battle with the power of the Astral Mist, a WARDEN Battlemage is among the most dangerous individuals on a battlefield. Calling down lightning, creating barriers, and conjuring firestorms, a single, competent mage is capable of turning the tide of battle with a flick of a finger. Battlemages usually find themselves sitting safely behind a wall of Vanguards, and are often among the first to be targeted during an attack because of their destructive powers. While an asset on any battlefield, these individuals are often closely watched by their peers for any sign of mist burn.
COMBAT SUPPORT While it's name gives off the idea of a back line non-combatant, a practiced WARDEN Support corpsman is anything but. These men and women consist of heavily armored war-healers, combat engineers, expert pilots and other specialist roles, expected to carry out their designated specializations while still being WARDEN tier combatants. If the Vanguard is the backbone, the Battlemage is the muscle, and the Ranger is the eyes and arms, the Combat Support is the heart of any WARDEN formation.
Upon graduating WARDENs are placed into one of three tiers:
First Class are the best that WARDEN has to offer. Operating on a level beyond any member of the Rassvet military including their fellow WARDENs and consisting of barely one hundred individuals at any given time, these individuals are regarded as some of the most fearsome warriors on the planet. 1st class WARDENs are given special privileges and are sent in to deal with the most important of matters, usually working behind enemy lines to ensure the protection of Rassvet. They generally act as singular walking armies going in alone and without backup.
Second Class WARDENs are generally squad leaders put in charge of Third Class WARDENs, and are a cut above average, skilled combatants and tactician. Those that are not in command position are sent in squads to deal with direct concerns that while troubling do not require 1st Class intervention. Only the best of the Second Class have even a chance of being promoted up to 1st Class.
Third Class WARDENs are the general face of WARDEN as they are the most numerous and the most commonly seen by the public. They work alongside the regular forces of the Rassvet military as independent detachments working in tandem to complete operations, or are deployed en masse as an assault force. Their most common use is as shock troops designed to create large holes within enemy positions to be exploited, or as combat specialists attached to army units for specific purposes or support.
WARDENs, as the premier soldier of Rassvet more or less has access to any type of equipment a regular army soldier would have access to, along with a few specific extras and special equipment. Notably, WARDENs (especially you graduates) are not supposed to take equipment off base, but as many commanding officers are starting to realize, it is difficult, if not impossible to fully disarm a WARDEN. There are several items that no WARDEN worth their salt would be caught dead without.
Astral Pocket, Mist Pocket, or just 'Pocket', this is less a piece of equipment, but rather a skill honed by every single WARDEN. Using their control over the Astral Mist, WARDENs are capable of conjuring a pocket of interdimensional space with which they can use to store items- commonly weapons, among other things. The amount of stuff able to be stored in an individual's pocket scales with their ability to manipulate mist. Most individuals can store about a backpack's worth of equipment. Notably, mechanically complex items (like guns) take up more 'space' in the pocket than similarly sized simple items (like knives). A pocket is accessed with a flick of the hand, and WARDENs can grant each other access to their pockets. Living creatures cannot be stored within pockets.
Taking on the appearance of a badge, ring, amulet, or some other small trinket, an Aegis serves as a sort of magic armor, often working in conjunction with, or in place of traditional body armor. Projecting a near invisible barrier just above the surface of an individual's skin or clothing when in use, Aegis’ vary in defensive power, but most are capable of blocking at least one lethal blow before failing. Simple Aegis’ cover the wearer's head and torso, while more complex ones can cover the wearer's entire body. Some particularly powerful magic users can supercharge their Aegis to project a bubble to protect both themselves and their team. Recharging an Aegis usually falls on the individual WARDEN, but it isn't uncommon for the squad's battlemage or other magic capable squadmate to take on the responsibility of recharging everyone's Aegis.
Aegis’ also usually contain a squad communication spell weaved within it.
A small air hypodermic injector carried by WARDENs at all times, typically kept on the belt or an easy to reach location. An AR-Hypo when applied sedates the applicant and temporarily removes the body's ability to manipulate the Astral Mist, and is usually used on the WARDEN themself in cases of Mist Burn. The shock is sudden, and side effects include nausea and exhaustion. These are usually used as a last resort to stop a mage from reaching stage 3 of Mist Burn.
The catchall term for powerful, arcane minerals, Levistone is filled with magic energies and can be harnessed as powerful power supplies. They vary in color but occur naturally in crystalline forms. As their name suggests, when of significant size, or when in high enough concentrations, these stones tend to levitate, often times causing whatever they are attached to, be it object, person or even landmass to float as well. At the heart of every floating island is a huge core of levistone, making these islands extremely valuable to enterprising nations.
In ancient times, old wizards used to stick these stones atop staves, and smiths would embed these stones in the hilts of swords, to allow users to tap into its power. Most modern day applications of Levistone consist of refining it into Etherium fuel, for use in various technologies, though they still see occasional use in their raw form. With their faint glow, large Levistones seem to have other effects, such as keeping monsters away, and large Levistones are often placed in the center of small towns, or embedded into walls around larger cities to keep monsters at bay. Notably, the process of refining Levistone into Etherium fuel seems to have the reverse affect, as many monsters seem appear in greater numbers when Etherium fuel is used or burned.
Using and manipulating the Astral Mist to cast magic is both physically and mentally taxing, the body essentially a conduit for the energy, thus requiring both extensive training and innate talent to utilize effectively. Alongside conditioning and training, the amount of mist able to be handled by one person often varies from person to person, and an individuals' "capacity" to handle large amounts of mist is often hereditary. Mist is dangerous when not handled properly, and overusing or abusing the use of mist and magic can cause a state known as Mistburn. Mistburn is split into 5 separate stages.
STAGE 1 The first stage of mistburn is the most minor and is fairly commonplace amongst those that regularly practice and cast magic. Stage 1 happens right after an individual pushes past their natural mist limit. The afflicted will begin to feel symptoms similar to that of withdrawal: perceived weakening of powers, lightheadedness, vertigo, general fatigue, pains throughout the body etc. Individuals at this stage can generally recover through rest and recovery, or specialized drugs designed to reduce mistburn and fatigue.
STAGE 2 Stage 2 occurs when one forces themselves to continue using or processing mist while in Stage 1. Those that have experienced Stage 2 of mistburn have often compared the feeling to something akin to an adrenaline rush. The headache and fatigue fade and are replaced by an increasing heartrate, more potent abilities and an almost sort of natural regeneration. Patients have reported feeling more alive, and their reflexes feel quicker and more responsive. Their skin is almost warm to the touch- as if they had been baking in the sun for hours. Aggression and instinct increase dramatically and individuals suffering from Stage 2 mistburn often feel as though they have obtained a type of second wind and have pushed passed whatever was holding them back and are capable of continuing.
STAGE 3 In this stage the individual body has taken in much more mist than a normal person should have taken- to put it lightly. As an individual enters stage 3 they begin to suffer from irreversible damage. Stage 3 symptoms include: burning hot skin and high fever, extremely or completely dilated pupils, dangerously high heart rate and most notably glowing veins and eyes as the mist pushes through them. Around this stage, an individual's raw magical ability has increased somewhere in the field of almost ten-fold and physical strength and speed are near superhuman, with minor wounds on the body now healing quicker than a blade can cut. It is also at this stage when mental faculties began to decline rapidly: Increased mania, paranoia, and aggression abound. Anyone suspected of reaching stage 3 of mistburn is often either drugged and sedated or executed immediately. This stage is often regarded as the point-of-no-return, as patients are difficult if not impossible to control and only care for more power and taking in more mist.
STAGE 4 Stage 4 is the closest any individual will come to being a 'living God'. By this point, an individual is practically more mist than man. An individual's entire body glows and is so hot that nearby individuals may receive retinal damage and heavy burns merely from being within a close proximity. The skin begins to crack and disintegrate into dust leaving only mist held together in a human shape, and a life span of approximately ten minutes. There are very few recorded accounts of Stage 4 mistburn, but it has been guessed that if one wanted to, they could likely lift and move mountains with their mind.
STAGE 5 At Stage 5 an individual achieves what is known as a Full Burn. Following the extremely short lifespan of an individual at Stage 4, the body is entirely replaced with mist and the body collapses in on itself. Weaker mages disintegrate into ash, while the most potent can detonate outwards with roughly the intensity of a thermonuclear warhead.
T H E W A R D E N S
I'll go ahead and leave a template here for those that want to get an early start, but this thread is mostly for gauging interest!
Characters will be fresh WARDEN graduates and should be around the same age range (20-22)
This RP is intended to be fairly small, and revolves around a group of close knit characters
Your character doesn't necessarily need to be friends with everyone and character conflicts is nice, but they definitely shouldn't be antagonizing towards everyone either. They did after all agree to all go on a trip together.
I don't need things to be paragraphs upon paragraphs long, quality is key!
W A R D E N
Image goes here
NAME AGE | HEIGHT | WARDEN CLASS (2nd or 3rd)
A P P E R A N C E
Any extra details regarding their appearance that a picture might not show.
P E R S O N A L I T Y
The character's outlook on life and general disposition.
B A C K G R O U N D
A short bit about their story, where do they come from, how does their history reflect what they have become- if applicable. Maybe their family are notable in the military/political spheres, maybe they did exceedingly well or terribly at the academy. This doesn't need to be extensive or exhaustive, just a few paragraphs about the character. Remember that they've spent the last 10 years training in a military academy.
C O M B A T
Combat Class: The character's WARDEN combat specialization. While WARDENS each use their own unique style, they generally fall into one or two broad combat categories for the purposes of training. Sample WARDEN combat classes can be found in the WARDENS section of the Compendium. If you feel none of those fit, feel free to make your own.
Combat Style: The character's personal combat style. Do they prefer to get up close and personal or like to stick to the back. What weapon's they use and such.
R E L A T I O N S H I P S
Specifically, your character's general impressions/relationships with other player characters. This section can stay blank until characters have been accepted.
[Sub][b][color=darkgray]W A R D E N[/color] [/b][/sub] [Color=lightgray] [center]Image goes here
NAME AGE | HEIGHT | WARDEN CLASS(2nd or 3rd)[/center]
[Sub][b][color=darkgray] A P P E R A N C E [/color] [/b][/sub] [I][indent]Any extra details regarding their appearance that a picture might not show. [/indent][/I]
[Sub][b][color=darkgray] P E R S O N A L I T Y [/color] [/b][/sub] [I][indent]The character's outlook on life and general disposition. [/indent][/I]
[Sub][b][color=darkgray] B A C K G R O U N D [/color] [/b][/sub] [I][Indent] A short bit about their story, where do they come from, how does their history reflect what they have become- if applicable. Maybe their family are notable in the military/political spheres, maybe they did exceedingly well or terribly at the academy. This doesn't need to be extensive or exhaustive, just a few paragraphs about the character. Remember that they've spent the last 10 years training in a military academy. [/indent][/I]
[Sub][b][color=darkgray] C O M B A T [/color] [/b][/sub] [I][indent] [u]Combat Class:[/u] The character's WARDEN combat classification. While WARDENS each use their own unique style, they generally fall into one or two broad combat categories for the purposes of training. Sample WARDEN combat classes can be found in the WARDENS section of the Compendium. If you feel none of those fit, feel free to make your own.
[u]Combat Style:[/u] The character's personal combat style. Do they prefer to get up close and personal or like to stick to the back. What weapon's they use and such.[/indent][/I]
[Sub][b][color=darkgray] R E L A T I O N S H I P S [/color] [/b][/sub] [I][indent]Specifically, your character's general impressions/relationships with other player characters. This section can stay blank until characters have been accepted. [/indent][/I] [/Color]