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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 22, 2018 20:37:25 GMT -5
I kinda wanna make another rp but I'm not sure what. Gonna throw up a poll n work on all of them here with bits and pieces of lore and whatnot. Just go ahead and cast your vote and in the end, we'll see how it goes. This is def going to be a small group rp so if u wan to claim a spot just tell me
The poll itself is a really cut n dry version of the verses I have in mind. In reality, it's probably a lot more morally grey, darker, and grim. These rps are as much about the story as they are about the characters and character dynamics.
2) tbd, set in a world where magic is considered something cursed and magicians have been weaponized.
The people have spoken! Anyways... I'm thinking maybe since I've got too many ideas and I'm indecisive as hell, I'll let y'all choose the general gist of the plot as well to see what you're interested it. It's def small group because... I can't run big rps without it getting too hectic lol
These are the current ideas completely written out: 1. After a large scale rebellion, the young emperor is overthrown. The nation is fragmented beyond belief. Three individuals rise to power, three factions forming causing a period of war between three kingdoms with the claim of unifying the nation. Each believes them to be rightful in their acts.
Lit, lit. I'm glad y'all are voting on these. Really helps me out. Anyways, the last poll I swear.
So the magic is non negotiable since it pretty much covers Everything you need to know about the magic system in this universe. And if you don't wanna read it, well I ain't going to appreciate you asking me something that's answered there lol That said, however, the kingdoms lore will be something like this but probably?? Less Intense but still it's a Lot of reading. I can either: a. cut a lot of it out for u [not for me lol] b. give u everything c. organize it so the important info is at the top and the rest is at the bottom and optional so u can read whenever u feel like
this is the kinda content we're talking about: wcrpforums.com/thread/50419/ory
5 - 7 open slots, 3 claimed.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 26, 2018 16:43:09 GMT -5
layout plan -
i. intro ii. kingdoms/factions
iii. magic [this is so long oof] -> contemplate: breaking it up into two posts iv. plot??? established in intro v. members & links vi. credits
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 27, 2018 15:20:14 GMT -5
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Post by The Blue Adept on Sept 27, 2018 19:50:01 GMT -5
shdfkjdf i shouldnt be trusted with this decision...
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 27, 2018 20:25:34 GMT -5
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 27, 2018 21:53:32 GMT -5
Oh shit nvm, more ppl voted. sorry blue ur vote is now just one of a million. Gonna make that SoH-esque rp
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 29, 2018 1:20:57 GMT -5
Lit m update a new poll soon tho I don't think I will be working on this until some time next week since I think I'm getting sick + I have two exams n a project due next week :/
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 18:02:15 GMT -5
Current layout concept Skies of History
The skies of history Cannot retain the frigid rain and the nighttime winds. The years hide away old dream after old dream.
Once beautiful and untouched by strife and conflict, the lands of Itox have not seen peace in decades. Following the death of Emperor Vivas, the royal court fell into disarray. The royal adviser attempted to usurp power for himself, acting as the parental figure to the young prince turned emperor. Starvation plagued the lands after poor decisions were passed by adviser Song and peasants came to arms - rebelling against the once unified empire.
As the young emperor grew older, Song came to fear that he would lose his control over the lands. As a result, he wished to end the life of the new Emperor Vivas and place a new figurehead in his place - one that was easier to control.
His plans succeeded and Emperor Vivas met an untimely demise, though his retainers managed to flee with his child. Following the news of young Emperor Vivas's death - military generals in various districts of the kingdom rallied together to overthrow the corrupt royal court.
Following the successful revolt, the new figurehead ruler - a young child - was rescued by the military commander of the central kingdom. The west came to house Emperor Vivas's daughter, protecting her from harm. The east came upon the royal imperial seal - granting them the divine right to rule the lands of Itox. With three factions established and none willing to submit to the next, a war has plagued the lands for ages.
Does the throne belong to the daughter of Emperor Vivas, directly linked to queenship by blood? Should the new ruler - placed on the throne by Song - considered the rightful ruler now? Or does the imperial seal - a symbol of divine right - signify the true emperor?
After four decades of bloodshed, the questions have not been answered. No kingdom will budge from their ideals and beliefs.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 18:19:17 GMT -5
Magic No one action will be adequate. All actions will be necessary.
Magic is a rare commodity in this day and age. Very few are born with it, but those that are are found and trained to harness their abilities for combat for the betterment of their kingdom. These individuals are highly powerful and there is no knowledge of the cause of these abilities. Magic is not known to be a genetic trait; it is rare that magic passes onto the child of a magic wielder but there have been cases. Also, it appears that at times the environment of birth also impacts the magic user's magic, though that is not confirmed. Each military unit has one magician assigned to them as an offensive unit and as a shield. There are vast differences in abilities and utilization of these individuals, but they are feared foes on the battlefield.
All Magic is linked to mana. And to magicians, mana is a peculiar thing. Mana is the life force, or soul, of a person. Every human has the capability to form mana, but it's a lost art and those that do manage never do so with conscious awareness of the act and how it's done. Magic is performed through the creation of physical mana, formed through condensing the soul into a weapon. The reason why mana needs time to regenerate and mages die when overexerting their mana pool is because their soul is drained with their magic. More practiced mages have larger mana pools and are capable of exerting less mana for larger and stronger spells. The person's soul determines the traits that the person will have in regards to magic.
Chant MagicThe most ancient of magic types is chant magic. Magical chants are very powerful, however, they take a long time to prepare for and charge up properly. Chant magicians are easily recognizable due to chant magic runes appearing upon their flesh in a color matching to their magic type, with images and ancient script reminiscent of their abilities. For example, ice mages have glowing white runes and fire mages have fiery red runes. This kind of magic impacts a large radius.Centered Magic Centered magic is not as ancient as chant magic, but it was the precursor to free reign magic. Centered magic is a highly focused and precise kind of magic. Without the use of magic infused words to project their magic, centered magicians utilize an object of some sort that can channel and direct their magic. Though the magic centered magicians perform are weaker than chants, they are very focused and precise. Centered magicians often times use wands, weapons, and a variety of trinkets to channel their magic. Some are known to utilize short chants to collect mana into their items, though it's a rare and older practice. Free Reign MagicThe youngest of the magic types, free reign is not very powerful or accurate, but it's explosive and fast. It gets the job done quick and is capable of being deadly in the hands of experienced magicians when paired against chant or centered magic users. Free reign magic has no item to direct magic into or words to increase its power, therefore making it wild and unstable. However, it's a force to be reckon with all the same.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 19:08:05 GMT -5
Magic The old Lie: Dulce et decorum est Pro patria mori.
There are scales of magical mastery that are known. These are the scales of skill and capability in which kingdoms track their own magicians and the enemies'.
I. Level One is a trainee, basic stage, where most practitioners have learned to manipulate the basis of magic to a low degree. Level one magicians are usually aged one through eight. II. Level two magic is when practitioners begin to master the basics of their magic type with the occasional mistakes. Level two magic practitioners are usually younger kids around ages eight through twelve. III. Level three magic is when the basics are mastered and magic is being learned at a more upper level. Level three magic users are adolescents around the age twelve to eighteen. IV. Level four magic is when practitioners have master both basic and upper levels of their magic and are starting to train in advance magic with slight mistakes occasionally. Level four magicians make up most of the magic wielding population and once a magician reaches level four, they are cleared for combat on the field. Most never advance from this stage. V. Level five magic is when practicers master basic and average levels of their magic type and begin wielding advance magic types more often, but haven't truly mastered advance magic yet. Along with that, the path to becoming a level six from a level five is a longer leap than the other level transfusions. Level five magic users are adults, and very few individuals are known to advance from level five into level six. Most level fives are around twenty five and up. VI. Level six is the level of complete mastery and beyond. Level six is uncharted magic, incapable of being peaked and incapable of being measured. There is no way to measure what is the strongest level of level six magic as it is impossible to tell how strong a level six magician is given circumstances, magic type, and the opponents they go against. Level six magicians are very gifted adults or adults who practice strenuously. The youngest age one can achieve level six is around age thirty five. However it is rare that anyone that young achieves level six mastery.
Types of Magic
Elemental MagicElemental magic is using one of nature's elements to one's disposal. Elemental control starts with the basis of learning how to bend an element to one's will and form it. In the second level, magicians learn how to use magic as its forte, fire as offensive, earth as defensive, etc. Later, magicians learn how to use the element in its opposite forte and will become capable of using the element for tactical assistance Such as merging elements for combos. The later stages, level four and five, of training includes creating a living elemental partner, capable of leading an attack on its own and sacrificing itself for a short while. These "living elemental partners" are most akin to golems or animals made completely of elements. The last and strongest form of elemental magic is eternal element. With eternal element, individuals will put a lot of strain on their body and use up a lot of stamina; but, in return the element is basically indestructible and "eternalized", except when it comes into contact with an equally powerful opposite eternal element. The element can become a weapon or a wall and can only be released by the castor if willed. The last thing about elemental magic is something known as "overtake"; if a magician is capable of a higher level of mastery, they are capable of overtaking magic and dispelling it. If they are at equal measures in abilities, then the one with more skills and stronger element will overcome. Elemental magic follows this cycle; ice < fire < darkness < light < lightning < water < earth < wind < metal < ice. Other elemental types; ink, acid, and plant magic are considered sub categories, therefore they do not have one nullification, but multiple. Sub elements have more weaknesses but also more strengths therefore making them specialized in a manner but also dangerous.
Shapeshifting Shapeshifting is the ability to change the form of a human to a non- human form. Shapeshifting is the ability to take one differing form of some sort of animal; whether it be a fantasy, non-existent, or just a normal creature. But then again, there's always some odd balls that come around with strange shifting capabilities, like expanding or shrinking, changing the body's mass, elasticity, or shifting into weird things, like plants. There is the basic stage of shifting where magicians have to learn to accommodate with the natural instincts of their new form and get used to the body. As shifting becomes more natural and magicians learn how to control their instincts, they can do more advanced shiftings like change their accustomed size and their overall form. For example, a shifter can shift into a half animal form, or anthro form the more used to shifting they become. However, all shifting styles are unlocked by experience and opportunity and cannot be taught.
Reverse NecromancyReverse Necromancy is the art of bringing dead souls back and placing them in new hosts. It deals with inanimate objects, for example a soul can be placed inside of a puppet and the soul inside will be able to carry out tasks. Reverse Necromancy used to be extremely complicated due to souls not wanting to leave its host body so a new rule was placed that created a sort of ‘jar of souls effect’. Magicians can make contracts with certain souls and have them in their pool of available souls, it prevents the souls from rebelling because they’re guaranteed a chance to be hosted. Because reverse necromancy is a form of "uncorrupted" necromancy, reverse necromancy can only be learned after studying the basis of necromancy. In addition, a reverse necromancer is also capable of stealing souls and using them to regenerate mana, it is rare that this will occur but it has been known to happen with strong reverse necromancers who demand sacrifices for "sacred" healing techniques.
Necromancy Necromancy is the art of raising the dead to one's disposal, similar to summoning. Necromancy is corrupt magic which ends up in turn corrupting the body, messing up the magician's body and soul. Necromancy practitioners are known to have hollow, emotionless eyes that seem almost void of color. They are capable of raising any sort of dead, from zombies to skeletons, souls, and lost spirits. Necromancy involves the art of reanimating the soul of a human body. Necromancers are capable of raising dead at first only, but with practice, they are also capable of stealing souls. Lastly, as necromancers improve in this form of dark magic, they will become capable of using the soul to regenerate mana, destroying the soul forever.
Illusion MagicIllusion magic is the ability to distort the senses of an enemy or create a loophole within their mind. Illusion magic is performed by disrupting the senses within an enemy's mind, therefore allowing illusionists to stimulate pain and certain senses without actually harming them physically. As illusion magic is mastered, the tears and loopholes within the mind grows to a point that the illusion can start impacting reality. With weaker users, illusion magic can only become impact one individual or a small radius, but as it is continuously practiced, it is possible to stimulate a rip in dimension of sorts to bring upon an illusion to the world that is powerful enough to harm. This type of mastery is known as corrupted illusions, otherwise nightmares. There are also known types of illusionary magic that can instill thoughts and fears into their victims, causing them to lash out - unable to distinguish friend from foe or even cause them die of fright.
Healing Healing is considered the most "pure" of magic forms. Healing is the process of restoring health to an unbalanced, diseased, or damaged organism. In other words, casters of healing magic are capable of ridding any sort of injury, disease, and what not. But there's a catch to healing magic, a big catch. Because healing magic is uncharted and is only caught on by the gifted, there is no way to compare leveling or mastery of healing, but all healers must be in a relatively safe location to perform their magic because if their concentration or link is broken the healing may backfire and leave a more drastic injury than before. Of all magics, healing is the most stressful, painful, and hardest to learn. Before healing is mastered, failure must have been faced. Healers have differing effects from using their magic, but in all cases it is noted that it will effect them in one way or another, possibly bringing upon death itself to the castor. The more skilled a healer is, the more they are able to harness their magic in stressful and tense environments.
Summoning MagicSummoning Magic is the practice of calling another living creature with a contract between the creature and summoner to any location at any time. There are many forms of summoning magic, whether it be with the use of some sort of object or merely by forming a tear in the dimension to summon that creature with a bond of some sort. Summoning magic can only be formed by two magic hosting creatures of sorts, whether they be mythical creatures or natural magic hosting animals or humans with magic. Summoning magic strength is not comparable to the bonds alone, the overall individual strength of the summoned creature is also an important matter. Most summoners have one summon that they train to great extents, there are cases of summoners with multiple summons however. Usually, the strength of those summoners' creatures are not always equal.
Enhanced Abilities Enhanced abilities may be due to enhanced magic or strenuous training. Enhanced abilities are often trained for from a young age to enhance the speed, strength, stamina, sight, tracking capabilities, etc. Often, enhanced abilities are due to lots of training and there is not talent truly involved besides perseverance. Enhanced abilities have different levels of mastery, a new practitioner may become fast but not that fast at all... but a master could move fast enough that an enemy's untrained eyes cannot see them at all. Though the kind of mastery depends on the sort of training a magician undertakes because of the bond formed between the body and their mana. OtherOther magic is impossible to explain and determine. It's more than just one form of magic. Other magic is basically the unknown magic, those that don’t quite fall into the main categories but are still powerful when mastered correctly. For example, night vision is a renowned form of magic where the user concentrates mana to rearrange the cornea pigments to intake the darkness and portray a picture as though it were daylight. First time practitioners are hazy, but more experienced ones can sneak through the night as though it were day. Other magic also covers fields ranging from invisibility to power negation or nullification. Other magic is known to be a form of magic that may be specialized to one alone or to a guild of sorts. Other magic is an art of creation and can only be unlocked when mana mastery itself is at a high level.
Magical Enhancements Magic Armor Magic Crafted Armor is something only magicians can utilize. These armors have runes and enchantments carved and ingrained into them to either increase a particular trait of the wearer, such as mana, speed, or strength, or protect them from magical attacks of a certain element or elements. It is impossible to tell the difference between a magic crafted armor and normal armor based on appearance, it is during the course of combat that a combatant will realize this. Magic Crafted Armors are made by specialized weapon smiths and powerful ones are often rare to come upon. The more powerful the crafter, the more powerful the armor, and the more powerful the armor, the more costly. These weapon smiths place their mana into the armor, utilizing their magic in order to enhance the armor. Magic Weaponry & Blood Bonded WeaponsMagic crafted weapons are quite similar to magic crafted armor, but this time, their strength comes from their user. The weapon is created capable of accommodating magic and projecting it. Magic crafted weapons come in many different types, but often there are two main ones: first, weapons that project the magic of the user [often it is a ranged weapon, or it could be a blade hilt in which the mage could channel magic through to form a blade of magic, etc. ], or, it could accommodate magic. In the second type, when a weapon accommodates magic it already has a solid form but is capable of being used with magic without melting from the searing heat of flames or becoming brittle and breaking underneath the chill of ice. Blood bonded weaponry is a level of extreme magic crafted weapons, and are one of two magic crafted weapon types. Not only that, they can only be used by the person they are bonded to which is established during some sort of blood letting ritual and mana infusion during it is being forged. The weapon can be summoned by the user and the more experienced the user becomes with the weapon, the more it can enhance their magic.
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 19:58:34 GMT -5
East: Yao Kingdom - red 祸兮福之所倚,福兮祸之所伏。《老子》 Calamity has its roots in prosperity, prosperity has its roots in calamity. Based off east asia. Very diverse fauna/flora, respects their magicians, has more centered magicians > other types of magic. Hierarchy based from Imperial China. Most populated kingdom. Possesses the imperial seal.
West: Kingdom of Lacuna - green Per Angusta Ad Augusta. Through difficulties to honors. Medieval European kingdom. Feudalism. Nobles and knights and retainers. Large numbers of free reign magicians. Very green, rich lands with harsh winters but are unfamiliar with desert environments. Fear and distrust of most magicians, but equal loyalty to the queen - rightful ruler of Itox by blood.
Central: Kingdom of Cihangir - blue Sabır acıdır, meyvesi tatlıdır. Patience is bitter, but its fruit is sweet. Very diverse kingdom built on conquest. Traders and merchants and various fauna flora. Think Ottoman Empire n utilize hierarchy. Has large numbera of chant magicians. Has the new instated emperor, wishes to place them back on throne and unify lands.
For my ref: wcrpforums.com/thread/50419/ory
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:13:42 GMT -5
asdfjasdflkpa I'M GLAD U THINK SO :D <3
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:17:37 GMT -5
Well, I absolutely appreciate the support. What do u go by btw? I don't want to confuse u w/ Blue aka the loser up there that I love very much. But also I'mma be straight up honest w/ u that I probs won't refer to u as Diamond/Dia either since that happens to be my name lul [what r the chances]
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:24:26 GMT -5
Aight sounds gucci to me, Lani. C: I'm just putting together the magics section bc this is actually something I have preestablished. the plot is still being voted on ['m leave it up for some time] so the allegiances n plot section will probably be done later o o f I assume by u posting u'd like to claim a spot? :D
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:34:46 GMT -5
absolutely. this is going to be a small rp so if u'd like a spot, just lmk n I'll save it for u uvu
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:34:59 GMT -5
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:49:57 GMT -5
Both. Definitely both.
Also my suggestion is to try to figure out ur character's basics infos n their magic style n abilities (usually three/four. Each element counts as one ability) n leave the deets for l8r since the plot isn't established yet ^^
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:54:19 GMT -5
Mmhmm nbd if u have any questions about the magic just hmu. I can't throw it up on the format atm since I'm out but i can try to explain it
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 20:56:27 GMT -5
Yep yep. Things like earth, water, fire, wind, lightning, and shadows, and light. Also plant manipulation, rock manipulation, etc. Also falls under this
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Post by L’Éᴛʀᴀɴɢᴇʀ on Sept 30, 2018 21:11:33 GMT -5
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