Map and Compass [Original Fantasy Adventure RP]

Oh in regards to that, assuming a character has multiple Sopia absorbed how do they switch between them? Does it happen instantaneously or does it take a bit of time to adjust to changes?
You can change at any point, but you would be unable to use the new sopia for about an hour or so. This is just so that only three sopia would be used at once, rather than nine.
If so how long and how vulnerable does it make the Hunter/Huntress?
The only vulnerability would be the inability to use the sopia you changed. Otherwise, you could still use regular magic.
Also I feel like you may have answered a few of these before but still... Assuming we have all 3 slots filled and we then try and abosrb a fourth Sopia does it have adverse effects? If so is it possible to release a previously absorbed Sopia to make room for more powerful ones?
Then, you would have to release previously absorbed Sopia. If you don't, you simply wouldn't be able to absorb new Sopia, but basically, nothing bad would happen. You don't have to do anything special to release previously absorbed Sopia, you can just release it whenever you want.
 
Possibly unnecessary update: Forgot a deadline I have for tomorrow (pacific time here). I just need to add a bit more to the background and fill in a couple more spells, but looks like I wont get to it tonight. Hopefully nothing else gets in my way tomorrow so I can post a finished CS.
 
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Hey everyone ^^ I hope everyone's having a good weekend! I wanted to quickly note something: I know everyone isn't available to write every other day, and that's perfectly fine. That's why for this fight vs Creatures, I split the group in two, so the general order isn't too important right now. So @SolarFlare and @Snowflake , in case you two are waiting for me and @vide , you don't have to.
 
This looks promising! I'll read through everything later today. :)
 
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This looks promising! I'll read through everything later today. :)
I'm glad to hear that ^^ If you have any questions about the RP lore, or anything in general, don't be afraid to ask!
 
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I'm still around! I just need the spells sorted out D:
Luckily my school's term ended, so now I only have to worry about work I should be able to get back into writing gear. Not gonna lie, it's been a while since I've rped so i'll be having a slow start (as you can see by my slow ass progress with character creation). Problem with taking a writing break is how tough it gets when you try to start up again.
 
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I'm still around! I just need the spells sorted out D:
Luckily my school's term ended, so now I only have to worry about work I should be able to get back into writing gear. Not gonna lie, it's been a while since I've rped so i'll be having a slow start (as you can see by my slow ass progress with character creation). Problem with taking a writing break is how tough it gets when you try to start up again.
It's fine as long as you can keep going ^^ If you need any help, I'm around most days. Also you can join in the Discord as well before submitting your character, if you want to ^^
 
An individual, cloaked in shadow, peeks their head through the narrow crevice between door and wall, then peers about.

In a whisper, it speaks. "This still open?"
 
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An individual, cloaked in shadow, peeks their head through the narrow crevice between door and wall, then peers about.

In a whisper, it speaks. "This still open?"
Very much so, eerie stranger! In fact, this is about the best time for new characters to jump in during this arc ^^
 
Taking the welcome a little too...well, well, the individual threw the door agape, took a homely seat, and poured what they'd consider a "modest" glass of alcohol.

"Well then, looks like I should get about to making a character then, eh?"
 
________________and_____by_sketching101-dc9nufa.jpg


A small sneak peek at who we might meet soon...
 
Let me know if any changes need to be made, and sorry for the delay.

DEA0XvF.jpg

Art by jeffchendesigns
"You're full of crap even by toddlers standards, so quit lying to me."
Name :
Oelu Parenasos
Gender :
Female
Age :
23
Species :
Strayskin Daemon
Physique :
She's taller than most humans and as physically strong as the average Strayskin.
Backstory :
Oelu was born to strayskins in a nomadic Orhcish Clan. There is human blood on the side of her mother, but Oelu was raised more in line with strayskin tradition as carried down in the bloodline of her father. With an unruly personality she followed her father into hunting whether he liked it or not, eventually giving into her eagerness to learn and pursue the way of life of a hunter.

Only once in her life did Oelu stray from the violence of survival and she's still pissed off about it. It was the fault of a stupid elf and his stupid surreal looks impossibly heightened by his even more stupid personality and the way he made her feel. Gross. He bewitched her and she punched him in the face for it.

Baby Nini came around looking more like him than her, and so the stupid looking baby would forever remind Oelu of that stupid time in her life. Still, the dumb baby was hers and the grandparents, who thought Oelu would never be tamed into motherhood, loved it instantly.

Two years passed and Oelu finally went to her trial. By then she'd already had plenty of experience hunting and was accompanied by another well trained fellow of her own clan. They consumed the Sopia of the first two Creatures they killed with Oelu claiming the first before the other could beat her to it. Bleeding Armadillos were not an easy catch after all, given their misting blood's effects. Only a year after she set off to board the Orcish ship setting north. She figured a true hunter needed the glory and experience. Plus, that dumb elf ought to know Nini existed.

Skills and Talents :
From her father she learned hand to hand combat and the use of a sword, while her mother taught her archery and tracking skills.
Special Traits :
Horns serve as sensors that detect air currents. Comes in really handy when aiming her arrows.
Sopia Slots :
Bleeding Armadillo has strong armor that protects it while blood flows between its scales. As the blood is touched by air it turns into a hallucinogenic mist.

Essence:
Has the ability to imbue Bleeding Armadillo's hallucinogenic blood properties to other blood. The effect is weaker than the original.​
Element:

N/A​
Corpora:

Has the ability to grow Bleeding Armadillo skin shield on a limited scale. She currently only has Bleeding Armadillo armor on her arms. Growing Bleeding Armadillo skin takes days and it's itchy and painful. She has to shed before armor matures or it will start bleeding when emotions are heightened thus hindering those around her.​
Currently Unused Sopia :
(2 slots)​

Spells :
Spell Name :

Innate Polymorphy​
Spell Nature :

Polymorph Magic​
Description of Spell :

Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :

This is a spell that requires no drawing of formula, and can be used upon will.​

Spell Name :
Warp
Spell Nature :
Unholy Magic
Description of Spell :
Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.
Requirements for Casting :
The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.​

Spell Name :
Earth Reversal
Spell Nature :
Unholy Magic
Description of Spell :
Lets her reverse disturbances/changes to the ground/earth. Particularly useful spell for tracking purposes or for covering traces by undoing.
Requirements for Casting :
The caster must have enchanted some dirt beforehand in order to spread upon the ground to be affected by the spell.​

Spell Name :
Nature's Barrier
Spell Nature :
Unholy Magic
Description of Spell :
Creates a barrier as tall as caster. It can serve to block or camouflage.
Requirements for Casting :
Caster must touch fingers to lips after formula for spell in order to activate the barrier by code word.​

Spell Name :
Touch of Anti-venom
Spell Nature :
Unholy Magic
Description of Spell :
Heals or gives temporary immunity to venom or infection.
Requirements for Casting :
Caster must taste the blood of the being to be healed before casting spell.​

Spell Name :
Forrest Fletching
Spell Nature :
Unholy Magic
Description of Spell :
Crafting arrows from mildly similar materials. The basic idea of alchemy in an equivalent exchange kind of way. Basically making arrows out of pieces of wood and stone. Spell skips the process of manually making arrows.
Requirements for Casting :
Requires raw materials for casting.​
Gear :
Oelu wears a basic clan-issue breastplate, cuisse, and poleyn.
Weapons :
Bow and quiver (made by her mother)
Sword (gift from her father)

Other :
From her neck hangs a little pouch. Inside there's a round piece of seashell with a painted picture of her toddler.​
 
Last edited:
Let me know if any changes need to be made, and sorry for the delay.

DEA0XvF.jpg

Art by jeffchendesigns
"You're full of crap even by toddlers standards, so quit lying to me."
Name :
Oelu Parenasos
Gender :
Female
Age :
23
Species :
Strayskin Daemon
Physique :
She's taller than most humans and as physically strong as the average Strayskin.
Backstory :
Oelu was born to strayskins in a nomadic Orhcish Clan. There is human blood on the side of her mother, but Oelu was raised more in line with strayskin tradition as carried down in the bloodline of her father. With an unruly personality she followed her father into hunting whether he liked it or not, eventually giving into her eagerness to learn and pursue the way of life of a hunter.

Only once in her life did Oelu stray from the violence of survival and she's still pissed off about it. It was the fault of a stupid elf and his stupid surreal looks impossibly heightened by his even more stupid personality and the way he made her feel. Gross. He bewitched her and she punched him in the face for it.

Baby Nini came around looking more like him than her, and so the stupid looking baby would forever remind Oelu of that stupid time in her life. Still, the dumb baby was hers and the grandparents, who thought Oelu would never be tamed into motherhood, loved it instantly.

Two years passed and Oelu finally went to her trial. By then she'd already had plenty of experience hunting and was accompanied by another well trained fellow of her own clan. They consumed the Sopia of the first two Creatures they killed with Oelu claiming the first before the other could beat her to it. Bleeding Armadillos were not an easy catch after all, given their misting blood's effects. Only a year after she set off to board the Orcish ship setting north. She figured a true hunter needed the glory and experience. Plus, that dumb elf ought to know Nini existed.

Skills and Talents :
From her father she learned hand to hand combat and the use of a sword, while her mother taught her archery and tracking skills.
Special Traits :
Horns serve as sensors that detect air currents. Comes in really handy when aiming her arrows.
Sopia Slots :
Bleeding Armadillo has strong armor that protects it while blood flows between its scales. As the blood is touched by air it turns into a hallucinogenic mist.

Essence:
Has the ability to imbue Bleeding Armadillo's hallucinogenic blood properties to other blood. The effect is weaker than the original.​
Element:

N/A​
Corpora:

Has the ability to grow Bleeding Armadillo skin shield on a limited scale. She currently only has Bleeding Armadillo armor on her arms. Growing Bleeding Armadillo skin takes days and it's itchy and painful. She has to shed before armor matures or it will start bleeding when emotions are heightened thus hindering those around her.​
Currently Unused Sopia :
(2 slots)​

Spells :
Spell Name :

Innate Polymorphy​
Spell Nature :

Polymorph Magic​
Description of Spell :

Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :

This is a spell that requires no drawing of formula, and can be used upon will.​

Spell Name :
Warp
Spell Nature :
Unholy Magic
Description of Spell :
Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.
Requirements for Casting :
The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.​

Spell Name :
Earth Reversal
Spell Nature :
Earth Element Magic
Description of Spell :
Lets her reverse disturbances/changes to the ground/earth. Particularly useful spell for tracking purposes or for covering traces by undoing.
Requirements for Casting :
The caster must have enchanted some dirt beforehand in order to spread upon the ground to be affected by the spell.​

Spell Name :
Nature's Barrier
Spell Nature :
Unholy Magic
Description of Spell :
Creates a barrier as tall as caster. It can serve to block or camouflage.
Requirements for Casting :
Caster must touch fingers to lips after formula for spell in order to activate the barrier by code word.​

Spell Name :
Touch of Anti-venom
Spell Nature :
Unholy Magic
Description of Spell :
Heals or gives temporary immunity to venom or infection.
Requirements for Casting :
Caster must taste the blood of the being to be healed before casting spell.​

Spell Name :
Forrest Fletching
Spell Nature :
Alchemy Magic
Description of Spell :
Crafting arrows from mildly similar materials.
Requirements for Casting :
Requires raw materials for casting.​
Gear :
Oelu wears a basic clan-issue breastplate, cuisse, and poleyn.
Weapons :
Bow and quiver (made by her mother)
Sword (gift from her father)

Other :
From her neck hangs a little pouch. Inside there's a round piece of seashell with a painted picture of her toddler.​
Seems mostly okay, but there are a few things I want to go over. Sent a PM ^^
 
Cika.full.2294226.jpg

"If it can't be solved with a big ol' weapon, it probably ain't worth solvin' anyhow."
Name : Za'an Krarg

Gender : Male

Age : 25

Species : Strayskin

Physique : He's a good 190 centimetres tall.

Backstory : Za'an was born to a clan of warriors, of which he was considered the 'runt', on the outskirts of Sonia. The Krarg disliked how bustling the city often was, and preferred the open spaces, while still maintaining a short enough distance for making trips into the city when needed. Most of the clan's time was spent bettering themselves, sometimes even battling nonstop for 24 hours. Za'an's brothers were all larger and more powerful than him, so he grew to rely more on wit and the agility his smaller build provided him to gain an edge against them. His adaptability and outside thinking when it came to combat afforded him some renown from the clan's head, Yinchwie Krarg. This led to quick movements up through the ranks for Za'an, and more hunt opportunities.

The Strayskin enjoyed this way of life. His "disadvantages" against others in his clan gave him the opportunities to come up with unique ways to beat them, rather than rely on the brute strength method they so often employed. Despite this, he was still a Strayskin at his core. As much as strategics were a part of his fighting style, it was still all about combat. If it couldn't be solved with a bout, it probably wasn't an issue that warranted any real attention.

Za'an recognized his Daemon abilities at 16, and would shortly thereafter be tasked with taking a trial to become a hunter of Creatures. Because of the clan's beliefs, the trials were a solo effort. One had to overcome obstacles through their own strength. To put his strength and wits to the test, he was to face a Belcorn, a creature possessing intelligence rivaling that of real world dolphins, and the strength of a dozen men. The battle wasn't easy, but by managing to sever one of the creature's arms and consuming some of the muscle, he gained increased strength — enough to tangle with the creature and eventually overpower it.

For the next few years, Za'an would work on increasing his skills as a hunter. New hunters rose during that time, and the increase in hunters meant a gradual decrease in creature numbers. With how little there were now here being an unreliable source of both silver and satisfaction, Za'an would set out on a ship with other fellow hunters, headed to the north, where war, and new opportunities, awaited.


Skills and Talents : Za'an is stronger than humans, but weaker than your typical Strayskin. Because of this fact, he relies more on cunning during battle, outsmarting opponents and playing defensively until an opening reveals itself. Despite his lack of strength, he prefers the excitement of close range combat, which is proficiency with weapons allows him to do unabated.

Special Traits : Za'an has put a lot of effort into training his hands and fingers, to the extent that just an open palm hit can cause as much damage as a good clean punch from a more physically endowed Strayskin.

Sopia Slots :
Essence:

Enraged Belcorn — Enraged Belcorn gives Za'an a boost to his strength and agility, sort of an enhanced adrenaline rush, if you will. How long he can maintain this mode is dependent on how much stamina he has once he activates it, but no matter when he uses it, it always leaves him a bit exhausted once the effect ends. As a result, he prefers to keep it restricted to a last resort move.
Element:

N/A
Corpora:

Enraged Belcorn — Enraged Belcorn alters the strength of Za'an's horns, thus making his tougher than most, regardless of size. It also leaves him with a tail, unique among Strayskins.​


Currently Unused Sopia:

N/A (2 slots)


Spells :
Spell Name :
Innate Polymorphy​
Spell Nature :
Polymorph Magic​
Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Craftsman's Hammer​
Spell Nature :
Unholy Magic​
Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.​
Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.​


Spell Name :
The Hunter's Pockets​
Spell Nature :
Unholy Magic​
Description of Spell :
The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.​
Requirements for Casting :
The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.​


Spell Name : The Anvil's Blessing

Spell Nature : Unholy Magic

Description of Spell : The Anvil's Blessing increases an item's durability, sharpness, and force of impact. The effect wears off if the caster ceases contact with the enchanted item.

Requirements for Casting : The formula for the spell must be drawn on the item to be enchanted. Likewise, the caster must be making and must maintain physical contact with the item being enchanted.


Spell Name : The Eye's Trail

Spell Nature : Unholy Magic

Description of Spell : The Eye's Trail grants the caster enhanced cognitive abilities, being able to tell where a target is moving even before its there.

Requirements for Casting : The effect wears off if the caster closes their eyes.


------------​
Gear :

Belcorn Light Armor — An armor set including gauntlets, chest piece, and leg coverage. The joints, while loose, are reinforced with Belcorn horn material for extra protection.

Weapons :

Krarg Heavy Battle Axe — A trusty battleaxe bestowed upon Za'an by the head of the clan himself. Balancing mobility and strength, it was custom made for the Strayskin's journey.

Krarg Spear — A standard spear used for fighting creatures. It's size is noticeably larger than that of normal spears. Za'an keeps this stored in Hunter's Pockets because of this fact.


Other : Through Za'an's ears are earrings fashioned from Belcorn horns — a final testament to his success against the beast.

[/hr][/hr]



Name: Belcorn
Appearance: Belcorn can be found in especially thick forests, most prominently those surrounding Sonia's outskirts.
Average Size: A standard Belcorn is 365 centimetres tall and 487 centimetres long.
Sopia:
Essence: N/A
Element: N/A
Corpora: N/A
Other: The competitive nature of Belcorns is what keeps their population from rising to unmanageable levels.
[/hr][/hr]
 
Cika.full.2294226.jpg

"If it can't be solved with a big ol' weapon, it probably ain't worth solvin' anyhow."
Name : Za'an Krarg

Gender : Male

Age : 25

Species : Strayskin

Physique : He's a good 190 centimetres tall.

Backstory : Za'an was born to a clan of warriors, of which he was considered the 'runt', on the outskirts of Sonia. The Krarg disliked how bustling the city often was, and preferred the open spaces, while still maintaining a short enough distance for making trips into the city when needed. Most of the clan's time was spent bettering themselves, sometimes even battling nonstop for 24 hours. Za'an's brothers were all larger and more powerful than him, so he grew to rely more on wit and the agility his smaller build provided him to gain an edge against them. His adaptability and outside thinking when it came to combat afforded him some renown from the clan's head, Yinchwie Krarg. This led to quick movements up through the ranks for Za'an, and more hunt opportunities.

The Strayskin enjoyed this way of life. His "disadvantages" against others in his clan gave him the opportunities to come up with unique ways to beat them, rather than rely on the brute strength method they so often employed. Despite this, he was still a Strayskin at his core. As much as strategics were a part of his fighting style, it was still all about combat. If it couldn't be solved with a bout, it probably wasn't an issue that warranted any real attention.

Za'an recognized his Daemon abilities at 16, and would shortly thereafter be tasked with taking a trial to become a hunter of Creatures. Because of the clan's beliefs, the trials were a solo effort. One had to overcome obstacles through their own strength. To put his strength and wits to the test, he was to face a Belcorn, a creature possessing intelligence rivaling that of real world dolphins, and the strength of a dozen men. The battle wasn't easy, but by managing to sever one of the creature's arms and consuming some of the muscle, he gained increased strength — enough to tangle with the creature and eventually overpower it.

For the next few years, Za'an would work on increasing his skills as a hunter. New hunters rose during that time, and the increase in hunters meant a gradual decrease in creature numbers. With how little there were now here being an unreliable source of both silver and satisfaction, Za'an would set out on a ship with other fellow hunters, headed to the north, where war, and new opportunities, awaited.


Skills and Talents : Za'an is stronger than humans, but weaker than your typical Strayskin. Because of this fact, he relies more on cunning during battle, outsmarting opponents and playing defensively until an opening reveals itself. Despite his lack of strength, he prefers the excitement of close range combat, which is proficiency with weapons allows him to do unabated.

Special Traits : Za'an has put a lot of effort into training his hands and fingers, to the extent that just an open palm hit can cause as much damage as a good clean punch from a more physically endowed Strayskin.

Sopia Slots :
Essence:

Enraged Belcorn — Enraged Belcorn gives Za'an a boost to his strength and agility, sort of an enhanced adrenaline rush, if you will. How long he can maintain this mode is dependent on how much stamina he has once he activates it, but no matter when he uses it, it always leaves him a bit exhausted once the effect ends. As a result, he prefers to keep it restricted to a last resort move.
Element:

N/A
Corpora:

Enraged Belcorn — Enraged Belcorn alters the strength of Za'an's horns, thus making his tougher than most, regardless of size. It also leaves him with a tail, unique among Strayskins.​


Currently Unused Sopia:

N/A (2 slots)


Spells :
Spell Name :
Innate Polymorphy​
Spell Nature :
Polymorph Magic​
Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Craftsman's Hammer​
Spell Nature :
Unholy Magic​
Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.​
Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.​


Spell Name :
The Hunter's Pockets​
Spell Nature :
Unholy Magic​
Description of Spell :
The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.​
Requirements for Casting :
The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.​


Spell Name : The Anvil's Blessing

Spell Nature : Unholy Magic

Description of Spell : The Anvil's Blessing increases an item's durability, sharpness, and force of impact. The effect wears off if the caster ceases contact with the enchanted item.

Requirements for Casting : The formula for the spell must be drawn on the item to be enchanted. Likewise, the caster must be making and must maintain physical contact with the item being enchanted.


Spell Name : The Eye's Trail

Spell Nature : Unholy Magic

Description of Spell : The Eye's Trail grants the caster enhanced cognitive abilities, being able to tell where a target is moving even before its there.

Requirements for Casting : The effect wears off if the caster closes their eyes.


------------​
Gear :

Belcorn Light Armor — An armor set including gauntlets, chest piece, and leg coverage. The joints, while loose, are reinforced with Belcorn horn material for extra protection.

Weapons :

Krarg Heavy Battle Axe — A trusty battleaxe bestowed upon Za'an by the head of the clan himself. Balancing mobility and strength, it was custom made for the Strayskin's journey.

Krarg Spear — A standard spear used for fighting creatures. It's size is noticeably larger than that of normal spears. Za'an keeps this stored in Hunter's Pockets because of this fact.


Other : Through Za'an's ears are earrings fashioned from Belcorn horns — a final testament to his success against the beast.

[/hr][/hr]



Name: Belcorn
Appearance: Belcorn can be found in especially thick forests, most prominently those surrounding Sonia's outskirts.
Average Size: A standard Belcorn is 365 centimetres tall and 487 centimetres long.
Sopia:
Essence: N/A
Element: N/A
Corpora: N/A
Other: The competitive nature of Belcorns is what keeps their population from rising to unmanageable levels.
[/hr][/hr]
Looks good :D You can go ahead and put him in the Character Index and I'll add him to the roster ^^
 
Sorry for not being able to write just yet... Here's a little thing for @Pravitas & @Mglo since I couldn't get you guys started IC just yet >.<
za_an_and_oelu_by_sketching101-dcahnhp.jpg
 
Good going, @Sketching101, now the tag team has to be canon.