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Re: Althalos
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| 22 Jan 2012 03:48 PM |
ZOMG IT'S A RP.
***INDEX*** 1. Introduction _1a. Credits __- __-Editors _1b. Geography __-Map __-Key 2. Monetary Systems _2a. Systems __-Quills __-Circlets __-Laurels __-Tower _2b. Monetary Regions 3. CS/Starting 4. Races _4a. Player Controlled _4b. Non-Player Controlled (Monsters) 5. Places 6. Mythology/Religion _6a. Important people in Mythology/Religion 7. Magic _7a. Types of Magic __-Faith Magic __-The Way __-Astrological Magic __-Psychic Magic __-Street Magic 8. Important Associations _8a. Groups/Guilds __-Psionic Assassins __-The Guides __-Psych Hunters __-Psychic Mages __-Followers of The Way _8b. Noteworthy Mortals __-The Psionic Prophet 9. The Three Moons _9a. Korum _9b. Isis _9c. Nark 10. RULES
--Section 1: Introduction--
--1a. Credits--
-Admins:-
TAYTAYisgr8
FIRECAKE
Assassin555
Linkhero13
Drow509
Xilirite
-Editors:-
Taytayisgr8 (Queen Elizabeth) - Organizer of Collab (not to be confused with the Index), Poster of thread, Minor contributor to lulz, Major Contributor to Races, CS and Magic.
Assassin555 (Squire Assass) - Major Contributor to Races & Geography
FIRECAKE (Knight of the realm & pope of the Acrats) - Major Contributor to religion, monetary systems, & maker of the index
XILIRITE (CAPtain Xildo)
Annabanana1999 (Lady Chiquita) -Minor Contributor to Races
LINKHERO13 (Wizard of the Colon Three) -Major contributor to lulz, Races, monsters, magic and general lore.
Carlygirl77 (Chelsea the imposter) - Minor Contributor to lulz
Drow509 (Papa Drow) -Major contributor to Places and Magic
Name: Arthalos
--1b. Geography--
-Map- http://www.roblox.com/Althalos-Map-Prototype-item?id=70271049
-Key-
Orange = The Autumn Woods. Trees in these woods are massive beyond comprehension; they are as thick around as twenty men and pierce the clouds. The leaves of these trees are red, orange, and yellow all year round, constantly drifting miles down to the surface. This gives the wood a shadowy, ethereal feeling to it.
Black = The Rift. A massive, gaping maw that splits the earth to the Northeast, the Rift is a massive, jet black ravine that travelers dare not enter. The land is said to be cursed. On top of that, time acts differently in the darkest depths, miles below the surface.
Gray = Highlands. The blue, misty mountains and rugged hills that crown Northern Althalos, home to the Mountain People and many varieties of rare beasts.
Dark Green = Night Elf Woodlands. A forest with a massive, leafy canopy of pines, this land resides in nearly complete darkness. It is home to the Umaen, as well as many nocturnal predators.
Yellow-Green = Emeraldin Bridge. A swath of deciduous trees, grassy clearings, and glass-smooth pools of water, this is the peaceful area where many beings make their homes. It is known as a bridge because it connects the Emerald Woods and the Umaen's territory.
Light Green = Emerald Woods. A light forest of mixed trees, home to Vendaen and many varieties of forest creatures.
Center = Althalos Great Plains/Foothills. The gently sloping, beautiful, sunny center of civilization. The lower parts have a wet and a dry season, and several large lakes sprawl across the vast landscape.
[Not shown:Valderien Lake, the largest lake in Althalos, located between the Highlands and the plains.
The Beoling Sea, the ocean that borders Althalos to the south.
The Great River: A massive river, so wide you can not see from one end to the other, and so deep that it may be confused for an ocean, except for the fact that it is not saltwater. It goes straight through Althalos, though it curves a great deal. Eventually, it empties out into the ocean, forming a powerful current, and rich delta. The source of it is in the most northernmost parts. It begins as a normal, not too wide river, but most flowing water sources on Althalos empty out into it eventually, including underground rivers.]
--Section 2: Monetary Systems-- (Mainly edited by FIRECAKE :3) [And first thought up by Assass]
The currency of Althalos consists of three dominant monetary systems of varying value:
Quills, Circlets, and Laurels.
1 Quill ~ 0.5 Circlets. 1 Quill ~ 0.1 Laurels. 1 Circlet ~ 0.2 Laurels.
--2a. Systems--
-Quills- The lowest form of currency, the lowest value (1 Quill) a simple bronze coin, banded with copper and displayed the treasury emblem, an array of weapons, spears, swords, arrows, etc, all wrapped up in vines. The next highest value (5 Quills) is a slightly larger, but still the same color coin embroidered with the same treasury emblem. The highest, a large coin (20 Quills), gold and stamped with the treasury emblem. This coin is around an inch thick and weighs a few ounces.
-Circlets- The middle-value form of currency, the lowest value (1 Circlet) a silver coin with a hole in the center. The motto of the treasury is stamped around the hole, " Balance, welfare, economy". The next highest coin, a slightly larger emerald coin (2 Circlets) , also with a hole in the center with the motto stamped around the hole. The largest value is a golden coin with a very large circle in the middle (5 Circlets)
-Laurels- The highest form of currency, the lowest value a ribbed gold coin etched with silver runes (1 Laurel) and a silver version of the treasury emblem, a snake intertwined with a pine tree. The next highest value is a sapphire coin with the same emblem stamped on (5 Laurels). The highest value is a large gold coin without the etched silver runes, unlike the other coins, however it does have the same emblem, though it is constructed of painted glass, making it extremely fragile. (100 Laurels).
-Tower- A universal form of currency, which is a large and flat mineral-based coin, about the size of a plate. It is made of a gold background with a bronze tower depicted on it, surrounded by gems, and 5 painted people. It's not a small form of currency. One is enough to buy a small castle. However, the chances of you getting a Tower, or having one, is minimal to none. In fact, I am not allowing you to start off with ANY Towers, though there is a slight possibility of you getting one during the RP (A Tower is much like a gold bar, if you want to get technical c:)
--2b. Monetary Regions--
Quills: Quills are the most common currency and used everywhere except Ratty, Silver Brook, Haldafhyan, Galafax, & Valdierhm, who only use Circlets, and in Delidann, where they use Laurels but will trade Quills.
Circlets: Circlets are used in Ratby, Silver Brook, Haldafhyan, Galafax, & Valdierhm. Many other towns will trade Circlets for other currency, but do not use it for their commerce.
Laurels: Used in Delidann as a central currency for commerece. Delidann will also trade Laurels for Quills and Quills for Circlets and vice-versa.
Tower: Universal unit of trade. --------------------------------------------------------------------------------------------------------------------------- --Section 3: CS/Starting-- CS: This Character sheet will not be your regular CS. You will not reveal your bio, personality,weapon, armor, appearance, and ETC... Our reasoning for this is that your bio and personality forces you to reveal your secrets before you even start role playing. You will reveal your past by yourself, or not at all if you wish, and forge your own future. The weapon and armor you will have to incorporate into the RP, which will be simple enough. i.e:
"I reach to my waist and unsheathe my ruddy claymore, running towards the enemy. Luckily, my leather armor allows me to get to them quickly."
We understand that it would be a bit difficult to RP without appearance and RACE, so, make the appearance and chose the race, then PM TAYTAYisgr8 it. You cannot outright reveal it to the other RPers, but you can give hints. ie:
"The cold winter night gives a mighty chill to me, and it feels like my ears are going to fall off. I hold them in my hands to warm them, a difficult task, considering how long they are."
For other things about your characters, the admins and I will prod you into different directions, slowly revealing what type of character he/she is. Just read this all (Or most of it), PM me what your character looks like, and what race he/she is, then you can hop right in to RPing! [Starting scene/quest:] You open the broad, oaken door and step outside, savoring the mildly cool air of Skyreach, the city of mages. You stand in Rasdann's Square, the wide, raised plaza built into the side of the towering spire, the very heart of the city. Your reasons for coming here are your own. Perhaps, to make a name for yourself? To fulfill a quest given by your patrons? Whatever the reason, you walk to the edge of the square, captivated by the beauty of the city: a winding tower with wide, terraced gardens and houses. As you take in the glorious sights, you identify something not so glorious. A black mass of creatures marches on the city, and, without warning, begin to conjure large unknown flares of magic that assault the walls of Skyreach. To your horror, these "Flares" of magic destroys everything it touches, turning it into dust, then into nothingness. Alarms blare as the tower sways, and you reach for your weapon of choice. You see some creatures summoned by your mysterious enemy running towards you, and realize, with a cold pang of fear, that they are going to attack you.
--Section 4: Races--
--4a. Player Controlled-- (This is what me, Xilirite, Linkhero13, AnnaBanana1999, FIRECAKE and Assassin555 came up with.)
Human (Pronounced Huu~min): Odd creatures going over a wide range of different intellects, builds and heights. Typically around 5" 9' to 6" 5'. This race has over time spread throughout the world without much trouble. Known to be natural adventurers, and/or filthy vagrants. Most are quite petty, but several are fairly decent. A race mainly too stupid to govern themselves, so they leave that to other races.
Acrats: Large Rat-People found in dark places, caves, etc. extremely long and sharp front teeth, have gained the ability to glide with flaps between their arms. They're also just about as religious as Tim Tebow. The average lifespan of an Acrat is 50-60 years because they fail at living. (Cakie wants to make sweet, sweet love to this race.)
Mountain People: Similar, in a way, to dwarves. Short, very muscular, with olive skin and black hair. Reside on mountains, and are expert stone cutters and smiths. They have a passion for adventure.
Cambion: A half-demon hybrid born of a Succubus and a Man. Extremely charismatic, and intelligent. Usually appearing as normal humans, but do not breath, nor emit a heartbeat. Known to be excellent mages. They are mainly freelance when it comes to leaders, working on their own. In small groups, they may be surprisingly deadly, but are known to betray one another if it benefits them in even the slightest way.
Qwelar: Long, tall, lanky humanoid beings with extremely long arms and legs, they are most well renown for their excellent craftsmanship, imagination, artistic ability, ingenuity, scientific discoveries, and unmatchable dexterity. No set leaders. If leaders are needed, they will be appointed. Allies to the humans, since the early days. Most Qwelars and humans have forgotten why they even are allys in the first place..
Glaedan(Water Elves): Elves with smooth, blue skin. Extremely agile, can breath under water, proficient in magic and melee, horrible archers. Their hair is made of a substance similar to that of a fish's fins, and they can see in the dark and pick up vibrations few others can. Like all other elves, they have a chiefton who controls & commands their sect.
Vendaen(Wood Elves):Long, tall, with pointed ears and a natural connection to the forest, these beings reside in the many forests and trees that dot the lands. Gifted in archery and such. Like all other elves, they have a chiefton who controls & commands their sect.
Dwarves:Stout, fat beings that oftentimes live underground. Attack bonuses with 2-handed weapons such as hammers, picks, etc. They make the best mead of all. The Dwarves have kings or chieftons depending on the size of the kingdom or clan that they serve.
Orcs:Green, stocky beings that live in tribes. Very well muscled with an odd bright green skin, very possessive and aggressive, and have an odd hatred towards all other races. They have chieftons that run the tribe.
Uruks: Larger sub-breeds of Orcs with small tusks, pale, gray-green skin, can handle the largest weapons and armor. (Ex: ballistae, warhammers) Are known to eat people of all races, including their own.(Must have permission to play) Uruks are mainly a freelance group, with no set leaders but if leaders are necessary for a certain quest or mission, they will select one.
Goblins: Smaller sub-breeds of Orcs, they live in packs and roam the wastes in search of travelers to prey on. Several varieties exist with distinguishing traits, such as wiry small builds, with pointed ears and a skill in magic. Each goblin pack has one leader, the Alpha, usually the biggest and strongest in the group. If an Alpha dies, he/she will be replaced by the second strongest and so on.
Blights: Undead souls infused with corruption or possessed by demons, Blights appear as corpses given life. Their weapons are ruddy blade scavenged from anything from their past world. Are proficient at dark magic They have no set leader
Umaen(Night Elves): These elves live in the deepest woods, in the hazy twilight where they make their home. They have luminous eyes that help them see in complete darkness, and are the finest archers in the land. Like all other elves, they have a chiefton who controls & commands their sect.
Beldan(Black Elves): Dark, enigmatic travelers who almost always keep their faces covered, and possess extreme agility and skill with magic. Once was one of the most powerful races of the lands, but due to an odd natural disaster that struck the land recently, they are but vagrants with little home to call their own. Some say they lack eyes, and see through the essence of magic, while others believe that their arrogance and pride have caused great shame among them, shame enough to have them cover their faces.(Require permission to play) Like all other elves, they have a chiefton who controls & commands their sect.
Forgotten: Horrid, humanoid creatures with no mouth, only completely black eyes and a smooth, dark organic plate covering their entire body. Instead of hands, there are talons that give off festering disease. They are shrouded in mystery and superstition, and seem to have a unique relation to time. They also hold immense magical capabilities. Known to live in many of the ancient temples that time forgot, as well as the depths of the Rift.(NPCs only) They have no set leader.
Aedin(Wind Elves): Tall, thin, almost ethereal beings, Wind Elves often work as spies, or thieves, and have created many guilds devoted to these practices, sometimes two or three in each city. Two of the most prestigious -- The Night Stalkers and Yrindae's Wind -- are in (Insert capital city here), and are engaged in a secret gang war. Like all other elves, they have a chiefton who controls & commands their sect.
Daedin(Faux-Wind Elves): These are much like Wind Elves, but they have taken to living underground, and have stopped pursuing the shady businesses of their Wind Elf brothers. Although called Wind Elves by other races, Wind Elves shun these beings, and refer to them as Daedin. Like all other elves, they have a chiefton who controls & commands their sect.
Dralvor: Tall, humanoid reptiles, with human bodies covered in light scales and the head of a dragon, with fin-like flaps as ears, tails, and small horns. Extremely agile, and make great warriors. Dralvor come from a land called the Gray Foothills, where they live in small barbarian kingdoms.
Straethin(Wild Elves): These elves resemble Wood Elves, but are savage and only semi-sentient. A few rare specimens are born with the intelligence of other elves, but still maintain the savagery of the other members of their race. They are extremely good fighters, specializing in two weapons, and rapid, wild attacks, using equal parts dexterity and strength to power each attack. Like all other elves, they have a chiefton who controls & commands their sect.
Myrindell: A race vaguely humanoid beings, with bone that protrude from their forearms to create large blades. They also have a large crest made of bone on their face that is often tattooed. They make excellent assassins and warriors. Freelance, no set leaders.
Daci: A fairly humanoid race, excepting the animal ears protruding from the top of their head, and the tail from their bottoms. They are sensitive to drastic weather changes. They come in two forms; Feline or Canine. They tend to use claws or fangs, but some use weapons as-well, usually daggers and such. They are naturally sneaky. Feline: Freelance, no set leaders. Canine: They travel in packs, with selected Alphas who are the best fighters, tricksters, etc.
Iruntini (singular Iruntur): Almost perfectly human in build with short pointed ears. However their skin, hair, and even the whites of their eyes can change color to match their surroundings, making the individual seem almost invisible. In true coloration Irunturi usually have light blue or violet skin, two different colored eyes that can span the entire human range as well as dipping into violet and yellow, and hair tends to be white or a subtle blue. However they can shift coloration to match more than their surroundings, they can match the coloration of another race and thus be able to imitate them at a distance (particularly humans). They live in small migrating tribes that, if the time is right, will settle in one area to raise a colony. Favored spots are in mountains and dense forests where they have room to expand. They will usually govern themselves and have a tribe leader before settling as a colony.
--4b. Non-Player Controlled (Monsters)--
Malform: Monsters produced by dark magic. Used as minions, pack animals, and pretty much anything else animal related. Warped, cobbled-together beings, these horrible creatures may sometimes even contain stones and logs in their bodies!
Hydrahok: Small lake monsters, related to the great Sea Serpent. Have three heads, blood can heal any wounds, spit acid and can envenom victims with a single bite.
Whispers- Strange, odd whisps of energy that show up every so often around forgotten cities and temples, capable of shape shifting as well as some minor magic. Not inherently dangerous, but unsettling and capable of driving a man insane.
Minotaurs: Evil beasts that have taken to living underground or in dark places. Attack and consume anything that is meat. Coarse gray fur, muscular, massive horns.
Wyverns: Dragons that breath ice, are fairly small, and have wings for arms.
Trolls: Hairy, 10-foot-tall beings that are ravenous and fierce, sometimes bred and used as work animals by Uruks and Orcs.
Cahjerhs (Hellbats): Massive bats with fangs, carry deadly disease, build nests and lay eggs.
Ironthrall: Remenents of the great gnome war. Many humans were enslaved during this, and used as soldiers due to the gnome's small stature using several... augments provided by the gnomes. This new race, known as Ironthrall followed their gnome masters. And killed all humans on sight. After the war ended, they were set out into the world, feeling only a cold hatred for all humans.
Fuum: Apelike menaces that stalk the highlands. Hunted as game by the Mountain Folk.
Kelgryphon: A 'dark gryphon', as they are called, have the head of a dragon, the body of a hawk, and the legs of a wild stallion. Extremely dangerous, breath fire, unlike their tameable gryphon counterparts.
Escrt'yl (Crystal Wyrm): Massive dragons without wings, they grow ever longer until they die. They are translucent, and have eerie magic capabilities that no one understands. Inhabit places DEEP underground, most common in old dwarf mines and sub-citadels, as well as Daedin settlements.
Klaw beast- a roughly twelve foot long furry creature with abnormally small hind legs and oversized forelimbs with massive 3 two foot claws attached to each. It walks on its knuckles and can stand on its hind legs for short periods of time. They mostly dwell in mountain area though there are rumored to be subspecies that dwell in temperate forests.
(Others will be mentions/discovered/created/whatever/etc etc throughout the RP.)
--Section 5: Places--
Redwood Hold: An abandon fortress deep in Redwood forest; it is a hub for adventurers as it contains many unheard of and rare treasures that many have died trying to obtain.
Woodshot: A mid-sized town stuck in the middle of the forest, near Redwood Hold. It is one of the main stops for adventurers on the way to Redwood Hold, and is known for it's skilled smiths.
Ratby: A small farming village located near a river. Hence it's name, it constantly battles with swarms of rats and Acrats that roll out of the nearby ruin. The townsfolk are always desperate for help, and will pay more than a pretty penny for anyone who can stop these rat swarms. (Note: Most of the people here are constantly sick, so make sure to wear gloves when shaking another persons hand.)
Riverdale: As the name suggests, Riverdale is a large town located near a river. It is a hub for fishing, trading, and smuggling.
Genevine: A moderate-sized village located beside a river, which runs into a large swampy lake farther down. Known for smithing, stonecutting, and clay. Although a human city, a large percentage of the population also consists of Glaedans from the water source nearby.
Jormung: A foul, boggy city full of Uruks, Orcs, and the occasional Dralvor.
Stump Cross: A backwater town that no one wants to rename, everyone here is typically dour, outsiders are not accepted well.
Hawksburg: An orderly town where everything is set into stone: routines, meals, and lives. The guard watches over the citizens like hawks, lashing out at the slightest offense with either fines or jail time.
Silver Brook: A once prosperous town famous for it's waterfall, it now lies in ruins. It was once the center of all Beldan civilization, but after the disaster, it lies scarred and weathered with age. It stands near Night Elf territory, in a shady hollow by a slender swath of woodland. This wisp of woodland, known as Emeraldin Bridge, connects the Wood Elves' Territory to the dark canopies of the Night Elves.
Arcaneous Planar (Institution of Magical Arts): (This is quite important and needs to be worked on)
Basic facts: It holds multiple spaces in our planet, so, for example, you may see a door, or gateway leading to this in a major city. If you go through it, it would take you to a place outside of time, space, and normal reality, the actual Arcaneous itself. You can also do this to exit to a major city, making it a great form of travel. It is the cause for many major events, and there is a completely unparalleled wealth of magic and knowledge here. The college itself is in a place in time so that half a year there is but a day in the normal world. There are no suns, and it is virtually indestructible, because of the impossibly high walls and magic spells surrounding it. The amount of secrets here is completely unmatched, and the leaders, or archmaesters of this place have power to rival the gods.
Skyreach: The towering spire of mages, this hold is known for it's beauty and refined elegance, just as well as it's spell casters, including a Professor of Magic who is a Beldan, he is said to be incredibly talented.
Delidann: The great 'Center Hold' and the capitol of human civilization. A hub of life for all non-hostile beings. It appears as a massive city, set into a diamond shape with a towering keep on each point in the inner wall. It is in a large, hollow hill, in a large dip that was scooped out ages ago. There are multiple layers of walls ringing the hill.
Haldafrayn: The ancient ruin of a massive dwarf fortress, carved into the walls around an underground lake. Crystal wyrms, Cahjerhs, and tunneling variants of Trolls. Galafax: A ruinous city set atop the only outcropping of mountains on the plains, this was the former capitol of the various elves and of the humans. Now, it's only occupants are the restless spirits of the dead, the occasional Blight, and necromancers who seek to control the hidden powers here. It has many gateways to other dimensions hidden within it.
Valdierhm: The dwarf capitol, this city spans the gaps in a small ravine, bridging across it numerous times. Known for it's gems and coal.
(Same as monsters, more will appear throughout the RP.)
--Section 6: Mythology/Religion--
Acrat Religion (Written and thought of by FIRECAKE): Acrat Religion, a polytheism, states that the most important thing is the moon of Korum. The life of an Acrat revolves around Korum, as they are very religious. They also believe in the gods of Kurom (See Important People in Mythology), the god of the moons (Korum especially), Zeppala, god of infinity. The Acrat holy book, Tarca , can only be operated by an Acrat priest with a spiritual connection to Zepalla. If the book is not being used by a priest, the words and preachings will scramble into ancient Acrat text and be bent by the light into illegible form. If the book is used by the proper priest, the book will be given light by Zepalla himself and will read clearly in Acrat. The Acrat priests can perform nearly all forms of magic, just not all that well. Faith magic is used by the Acrat priests when reading from the Tarca, without it there would be no legible words. To even open the Tarca, the Acrat priest must use his/her Astrological magic, aligning the shadows and light of the moons so that the book's cover can be opened and shut. Once in a while, an Acrat will be born into Psychic magic and automatically become chiefton of whatever clan he/she is in. At age five, the Acrat will take full control of his/her clan and will begin a lifelong quest to find Kurom through magic. This is tradition, and if it is ignored, the Acrat and his/her family is burned at the stake in ancient Acrat ruins. This ceremony is also noted in the Tarca. Should the Psychic Acrat, known as just "Prophets" to the Acrats, not be willing or not able to carry out their destiny, they should be burned at the stake while the ceremony is read by a high Acrat priest.
--6a. Important People in mythology/religion--
Acrat Religion Kurom: Kurom, god of the moons, specifically Korum. The Acrats worship Kurom in their cave-homes and in the open when Korum, the moon, rises fully. Kurom's myth dates back many centuries in Acrat culture. The mortal Kurom was said to have been given control of the sky by Zepalla (See Zeppala) in return for many noble deeds on earth. He became a god soon after, but stayed on earth instead of living with all other gods. Kurom is said to one day reveal himself to the Acrat people and lead them to greatness, which has not yet happened.
Zepalla: Zepalla, god of infinity, is the all-mighty god in the Acrat religion. Zepalla controls all powers given to all gods. Notable mortals that have been given powers by Zepalla: Kurom, [ Other? ]. Zepalla also controls the world (Remember, this is just religion) and despises all light that he does not create, one of the reasons the Acrats live mainly in caves and usually only venture out to worship the gods at night.
____________________________________________________________________________
--Section 7: Magic--
--7a. Types of Magic--
-Faith magic- Faith magic would be quite simple. Let's say there is a king, with thousands of soldiers that have pledged to him. He would be able to draw on all their energy to use for magic. This would also apply to religious figures people worship, A necromancer people fear would also be able to pull on their fear to use for magic, and etc...
-The Way- Once in a blue moon, a child is born into the way. A society of monks living in the peaks of the highest mountains. These people have a strange type of magic, allowing them to see the relation of all, from the tiniest gust of wind to the greatest mountain. As well as the disturbance in several energies, allowing them to tell if one building is weaker than the other, or what parts are on the verge of collapse.
-Astrological Magic- Ah, astronomy magic, a fairly common, but difficult caste of magic. Relying on the alignment of moons & stars. Allowing a range of different abilities, from mastery over fire to teleportation. Although many mages draw from the moon Isis, some prefer drawing from all the stars at once. Which of course is a near impossible task. But, gives the user an immense amount of magical power.
-Psychic magic-
Psychic Magicians' eyes will turn blue, not just the iris, but the full eye.
(Side note: If a child is born on a triple lunar eclipse, silent, with all the moons aligned with the sun, then he/she is granted immortality, and full control over all Psychic magic. These are beings of pure energy, and are known as Psionic Prophets) (Lag effect: The law that something in the physical realm must eventually match that in the Physical Realm. This process can be sped up using Various types of Psychic Magic) (You may only have one type of Psychic magic, and no matter what, you do not start off with any form of Psychic magic except for Telepathy, but it may be granted to you)
Fully mental Psionic Magic: 1.Dreaming force 2.Illusory force 3.Altering force 4.Compulsive force
Verciumen (Direct alteration of the Psionic Realm) 1.Destructive Force 2.Creative Force 3.Implying Force 4. Positive Force 5. Negative Force
Kuindar (Direct alteration of the Driving Forces and Energies in the Psionic Realm) 1. Warp Force: ability to majorly warp objects on touch. (ex: Wall will disintegrate upon touch.) 2. Temperature control force: inability to feel heat or chill in any realm that is not the Psionic Realm, however you will still get frostbite and burn, you just won't feel it. 3. Energy dimming force 4. Energy increasing force 5. Time force 6. Transferring force
Remer (Separation from locations in the Psychic Realm and the Physical Realm) 1. 2. Projection of yourself into the Psychic realm 3. Telepathic Force 4. Traveling Force (Projection one of your senses into the psychic realm, so you can feel, see, smell, taste, and hear things from a completely different location)
-Street Magic- -Street Magic- Of course, "Street Magic" known as the most vile of magics, even by ruthless criminals. As street magic is a highly unpredictable and mysterious form of magic, there are several theories in the mix about how works, such as on occasion, when a person is... less then sober he makes pacts with several deities at once, giving him immense power for as long as he isn't sober. Of course, when he finally he is sober, he breaks all of those pacts, and forgets about it. This invokes the deities wrath, making it harder to cast. But those completely as they put it "d...r....u....n....k" it is impossible for them not to be able to make a pact with one god or another. Most people do not realize they are casting it when they do. Some also could argue that it is possible that every being on this planet has a bit of magical ability in them, and for some reason drinking spirits just brings out that spark, letting the user perform wonderous acts. In any case, however, this can make bars and alleys a dangerous place to be at after the working man is resting, especially if you get in a fight.
____________________________________________________________________________ --Section 8:Important Associations--
--8a. Groups/Guilds--
-Psionic Assassins- A guild of Psychic Magicians (Not the pull the rabbit out of the hat crap) who work as assassins. The guild accepts any and all races, even the Acrats who don't have much power at all, as long as they are psychic. Psionic Assassins have several areas where they can sleep and rest without being in danger. Killers for hire, the assassins will usually congregate in areas where they are not in danger of being hunted themselves, because along from hunting & killing other people, the assassins are also killed for rewards given by the people being hunted & killed. If a seemly "impossible" task needs doing, (Ex: defeating an army of the undead that outnumber you one zillion trillion gazillion jillion to one) the Psionic assassins congregate and choose a leader, usually whoever is the strongest of the group. Many die in their training, but they are usually the Acrats because they suck ass at fighting and life in general.
-The Guides- A group of many people sworn to showing the way to people as they cross lands unknown. There will be 1-3 members of this guild in each area, always willing to help you cross land you are unfamiliar with if you have a party of 15 or more (Any "baby-on-board" or child younger than 6 will be considered 5 people, as children are essential to life and preservation). Any less and they will ask you leave alone, that you are not essential to survival and that there are not enough of you to risk losing a Guide. Guides may spend most of their adult life studying new territory and making maps for other Guides to use later on. Guides spend most of their years training, making their minds and memories sharp, and memorizing everything there is to know. Guides use Astrological & Psionic magics to improve their memory, intellect, and speed. It is considered an honor to join this elite group, especially considering the fact that most guides get a great deal of money from adventurers.
-Psych Hunters- Psych Hunters, so called because they literally hunt Psychic Magicians and Mages, are a deadly group of ruthless outlaws searching work. Psych Hunters are usually not Humans or Acrats, although those races do sometimes produce good fighters. Most are animal or elven races. Some hunt in groups while others hunt alone, but they are always at war with Psionic Assassins, who work to counter-assassinate their members as the Psych Hunters kill off the Psionics. This never-ending power struggle exists because of a series of small wars that occurred thousands of years before between the non-magical armies of millions and the powerful Psionic Magicians and Mages. The Psionic eventually came out on top after losing hundreds of thousands of powerful Magicians. However, many of the mortals were still not satisfied and wanted to shift the power and give a slice to each race, excluding the Psionics, who would be imprisoned and only allowed to perform magic to do working tasks. These people soon formed the Psych Hunters, forever working in secrecy to the world. If you're a Psych Hunter, you've only got one friend in the world. Yourself.
-Psychic Mages- Psychic Mages are less powerful forms of Psionic Magicians. Mages, however, are less freelance and usually work under close monitor of a Magician. Contrary to popular belief, not all people of Psionic Magic are Psionic Mages or Magicians. Mages are still very powerful in the ways of magic, whereas most cannot do jack squat other than make a pebble levitate, or telepathy.
--8b. Noteworthy Mortals--
-The Psionic Prophet- A being made of pure Psychic energy, in fact, A Psionic Prophet has so much Psychic energy that he could destroy an entire city with the snap of a finger. A prophet is the only mortal which has the ability to use all the fields of Psychic magic. A Psychic Prophet is brought into this world if the moons are all aligned with the sun, a triple solar eclipse. The baby would have to be borne cold and silent and blue. The power of the stars would infuse with his/her soul in the Psychic world, giving it immense energy. Slowly, the lag effect would make a new body for him in the physical world. A psychic prophet has strange blue markings all along his/her body, blue eyes, and white hair. They are named prophets because they can see, only one time in their life for 5 minutes, the future, the past the present, and all the possible outcomes. Only one Prophet be alive at any given point in time.
____________________________________________________________________________ --Section 9: The Three Moons--
--9a. Korum-- A dried, evaporated moon. No life has ever been known to exist here but it is assumed that there were once active volcanoes, vast lakes and rivers, and even the mountain range or two. The Acrats have been known to worship this moon devoutly, but it only rises in the sky a few times a month. The volcanic activity made the skies a bright Scarlet.
--9b. Isis-- A crystalline, frozen dwarfish planet/moon. The farthest from the planet your characters are currently stationed on. Typically mages draw on their power from this moon for it's oddly large store of magical power. This was the original home of the crystalline dragons, before vortex opened between the material plane and hell. Which, of course dragged the crystalline creatures along with. The Crystalline Dragons are most active when Isis is at it's most powerful.
--9c. Nark-- A humid, swampy wetland closest to the planet, as well as the original home of the Orcs, until the demons arrived. At which point the Orcs were taken along with the demons onto the earth. ___________________________________________________________________________ --Section 10: RULES--
1: Romance is allowed, but try not to go into too much detail if it gets inappropriate.
2: Just TRY not to overpower your character, please.
3: Do not purposely antagonize other players for no reason.
4: No controlling other people's Characters, NPC Monsters, or important people w/o permission.
5: If you're going to be a magic person, you can't have uber spells like a Psionic Prophet. (i.e., no destroying a person with the flick of a finger.) You'll start as a weakling, go to mage, and then maybe Magician if you can handle it.
6: Don't do stand alone OOC posts. However, you may put as much OOC as you want, if it is accompanied with a bit of actual RP. For example:
(I disagree)
would not be okay. But:
(I disagree) My character falls on the ground.
Would be okay.
7. Please try to read it all, or most of this monstrosity.
(17 pages on Microsoft Word!) |
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| 22 Jan 2012 04:11 PM |
((As a side note, I myself will not be participating in the RP as a RPer, but I may be different types of NPCs.
And also, OOC questions are allowed, and so is OOC chatter BEFORE the RP has begun.
Also, the admins and me will not be afraid to kill you off if you are being illogical, or do something such as:
"I jump down the fifty foot hole, into the measly hay pile because I played too much Assassin's creed and think I can survive that.")) |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 04:22 PM |
(You posted it :D)
Signed, Captain Oblivious |
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sox86
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| Joined: 01 Jan 2011 |
| Total Posts: 1792 |
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| 22 Jan 2012 04:24 PM |
| (Seems interesting... And long.) |
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banshee7
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| Joined: 22 Jan 2010 |
| Total Posts: 5691 |
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| 22 Jan 2012 04:26 PM |
(It took me three hours to scroll down.) (Might join, I'll get back to you in three years.) |
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| 22 Jan 2012 04:33 PM |
| (Assuming this was made on PiratePad...) |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 04:38 PM |
((See you then, I suppose?))
I quickly unsheathe my longsword as the enemy approaches, and I brace myself for a more defencive standpoint; as unlike most of the fools around me, I like to know what the enemy can do before I begin going on the offensive. |
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| 22 Jan 2012 05:08 PM |
| A creature that seems to be a twisted, morphed, horrible mass of darkness slowly approaches you. It is pulsing with dark energies. You think you can even see a pebble inside of it, as in actually ingrained within itself. It charges at you ferociously, making a lunge for your leg. |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 05:11 PM |
I jump back a few feet and slash at it's gut... ish area. At least where most men have their stomachs. Who knows where this one's may be. |
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| 22 Jan 2012 05:25 PM |
| You miss the nonexistent gut, but you still split its weak body almost in half with your slash, making some sort of airy, fog like black matter ooze out of it quickly. unfortunately, the sword get's halfway stuck in the...thing, and unbalances you slightly, making you have to pause a little. From the direction the thing came from comes a rock, which hits you right above the groin. |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 05:30 PM |
I wake up in some strange dark place. Oddly enough, my cloak still wraps around me. Only I think it is my cloak, I can't see the color yet. Creating a small ball of energy, I try to light up my surroundings. I still can't see much. It's very foggy, but I think I can hear the distant shouts of someone in mortal combat. "Hello?" I shout into the blackness.
Signed, Captain Oblivious |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 05:36 PM |
I cringe in pain, and release a stream of violent swears. I double over, and attempt to pull out the sword while looking out for any more projectiles/enemies/passerby who may laugh at me. |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 06:04 PM |
I make my way to a door, now realizing this must be some sort of infirmary, but it is empty. Very strange. I use a small energy blast to unlock the door quietly and make my way into the outside, letting the energy ball of light dim until it is nothing. There's a man lying outside, I know see it's a cobblestone courtyard. Above him towers a black beast, something I've never seen before. The man is curled up, swining his longsword madly. "Don't move!" I shouted, sending a blast of red hot energy towards the black monster as I charge towards the man.
Signed, Captain Oblivious |
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Makrelse
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| Joined: 01 Jan 2012 |
| Total Posts: 334 |
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| 22 Jan 2012 06:07 PM |
| (Excuse me, Tay, but I sent you a message. Could you bother to reply?) |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 06:25 PM |
| Like I don't know how to handle myself in a fight... "WATCH FOR FLYING ROCKS THAT ARE AIMED FOR YOUR FAMILY JEWELS!" I warn the newcomer. Actually, possibly I shouldn't have warned him. might've been funny to have him deal with the same problems. I ought to think more before being a nice person. |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 07:20 PM |
I heeded the warning as a piece of gravel flung toward my... "regions" and deflected it hastily with a small burst of energy. The red energy ball I flung at the monster impacted and drove it back a few feet as it stumbled, quickly regaining its balance. "Damnit," I cursed, "Immune to fireballs..."
I tried the opposite, ice. Shooting a large blue energy wad about the size of my hands, I began to march towards the monster, waiting for the other man to get off the ground and start slicing at this thing.
Signed, Captain Oblivious |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 07:33 PM |
((Lol, I was never on the gorund, I just doubled over.))
My friend/person/helper obviously wants me to do something. This thing possibly being attacking the creature he was blasting with spells. I suppose I'll have to do something myself too. I feel a bit better and pry my sword from the creature's body, and I quickly approach the enemy, dancing around hime, semi-gracefully cutting (slowly but surely) to ribbons. |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 07:57 PM |
(So you're levitating??? NAW. truth.)
My newfound companion begins slicing at the beast as I egg it with more blasts of energy. The ice seems to be having a greater effect on it than the fire did, but still not much. One of its legs is semi-frozen, so I try focusing more energy on the torso now, using large blasts of ice energy the size of my own torso and shooting them rapidly at the beast, not giving it much time to recover.
Signed, Captain Oblivious |
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| 22 Jan 2012 08:05 PM |
The monster who threw rocks at you is dead many times over, under your insane barrage of spells and swords, all that is left of the lowly minion is a little bit of flesh.
However, you quickly realize that is not the only one of them. There are another 10 of these beasts, and while you were focused on the one enemy who threw a rock at you, one had got up to the mage, and bit his leg. |
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FIRECAKE
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| Joined: 28 Feb 2009 |
| Total Posts: 25167 |
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| 22 Jan 2012 08:11 PM |
I shot a storm of ice out of my hands, pointed at the monster, not letting up on the energy rays until it was frozen into an ice cube. I then quickly snapped my finger and the ice cracked, leaving a million, tiny, frozen pieces of monster flesh coated in ice. "You get five I'll get four, eh?" I quickly tended to the wound on my leg, producing a bit of ice energy and using it as tape for my cloak, part of which I tore of and wrapped around the wound hastily to stop any bleeding.
Signed, Captain Oblivious |
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| 22 Jan 2012 08:13 PM |
| (I found a flaw in the monetary system.) |
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Drow509
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| Joined: 16 Aug 2008 |
| Total Posts: 9627 |
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| 22 Jan 2012 08:13 PM |
OH MUFFIN-TOPS.
I attempt to stab the creatue on his leg, but carefully, I don't want the sword in my friend/person's leg too. |
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