- Invitation Status
- Posting Speed
- One post per week
- Writing Levels
- Adept
- Advanced
- Douche
- Adaptable
- Preferred Character Gender
- Primarily Prefer Female
- Genres
- Fantasy of varying types. Some sci-fi.
Over fifteen thousand years ago, the world was filled to bursting with magic. Gods the size of mountains walked the land, and mere men could rain down fire from the sky. It was a time of boundless creation and change, commonly known as the Age of Myths. But it became too much for the world to handle, and a cataclysmic event began to tear the world apart. This destruction was halted, but it's effects still scar the world today. Entire countrysides float leagues above the ground, the mighty gods have disappeared, and magic was reduced to no more than sparks and shadows.
However, now those sparks turn into flames, and shadows turn into false nights. There are rumours of the heads of gods being glimpsed behind distant mountains, and people being born with unnatural powers. The slow decline of the strange races of the world has stopped, and now they grow more populous every day.
You will be playing the role of a person of exceptional talents in the service of a wealthy treasure hunter that has stumbled upon knowledge of an ancient remnant from the Age of Myths. A remnant that may have caused the awakening of this return of magic. A remnant that happens to be on the far side of the known world; if it exists at all. It's a long, dangerous journey, and your employer has gathered you to act as guides and protection on the roads to come. Whether you hold true, deal in betrayal, or strike out on your own is all up to you.
Current Available Employers: (Can be seen in the Non-Player Characters tab)
- Ard Revelle (Advantage: Wealth)
- Sandra Misworth (Advantage: Powerful Mage)
- Felice Saradhan (Advantage: Mental Manipulation)
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Note: Format it however you want, as long as the information is present and easy to find. Or just copy+paste the code below this example.
Name: What is your character called?
Age: Years upon this fictional world in which your character has been alive.
Sex: AKA biological AKA androgynous/unknown is allowed AKA whatever
Race: Are they human or otherwise?
Appearance: What do they look like? Picture, description, haiku, animated 3D feature length film, dress up flash game, or any combination thereof allowed.
History: Your character's past. Doesn't need to be extravagant or an eight page detailed account of every aspect of their life. Just give enough to let us understand who your character is.
Traits
- Trait #
- Trait #
- Etc
Unique Aspect - Your unique aspect.
[b]Name[/b]:
[b]Age[/b]:
[b]Sex[/b]:
[b]Race[/b]:
[b]Appearance[/b]:
[b]History[/b]:
[b]Traits[/b]
[list][*]Trait II
[*]Trait I
[*]Etc[/list]
[b]Unique Aspect[/b] - -
Beyond the normal flavour-focused part of your character, there is a mechanical aspect to them as well. This is to help define your characters strengths and weaknesses from the outset. The purpose of these is that there will be some dice work in the background. Simple stuff, and nothing that you'll really need to worry about. Also to note: there are no critical failures, so you won't suddenly be killed attempting some easy task or anything like that.
And yes, characters can be killed. But play to your strengths, be smart with your plans, and work together, and you'll probably come out okay.
Now how does this affect character creation? To start off with, you get four points to divide among the general traits, as well as a unique aspect (which I'll explain in a moment). The general traits measure your prowess in various physical and magical skills. Skills can be taken more than once, with no set limit (so yes, technically, you could put four points into a single skill; that's called minmaxing).
Unique aspects are designed by you. To start off with, you only get one. This unique aspect can be almost anything. It can scale over time, it can be a passive buff, it can be an active action you are capable of doing. Though something to note: If you are playing a non-human race and wish to gain any benefits that race has (The strength of a troll, the grace of an elf) that will take up your unique aspect. If you wish to be a spellcaster, you will need to use your unique aspect to explain your magical capabilities (fire magic, necromancy, etc). And finally, your unique aspect can be magical in origin or form without you taking Magic traits (examples of such things can include the ability to temporarily turn invisible, or speak to the dead).
Whenever a fairly major event is finished in the RP (be it accomplishing some kind of goal, failing to accomplish some kind of goal, etc) players will be able to get more general traits, as well as another unique aspect. The specifics of how much of those you gain will be decided by me whenever it comes up. -
These traits measure your physical (or in the case of Magic, meta-physical) prowess in various areas. Something to note: there are no traits related to intelligence, cunning, or charisma. Those are all solely dependent upon your roleplaying.
Note: While Poise may seem like a charisma boost, it only is by association. In truth, it is purely in the way you hold yourself. A character with no Intimidation, for instance, can still force others to their will with an appropriate threat, and a character with no Inspiring can still rally an army with an impressive speech.
Finally, for comparison, the average person would have about two points in relevant traits. So a soldier might have Flurry of Blows I + Block I, an archer Strength I + Accuracy I, a labourer Strength II, etc.
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- Strength - Strength is what allows you to carry great weights and crush foes with your blows.
- Block - Your ability to defend yourself from threats; be it by the use of armour, shields, or weapons of your own.
- Endurance - Endurance is what lets you carry on and resist the effects of fatigue.
- Fortitude - Your ability to take and shrug off injuries.
- Charger - Speed and momentum is all in the muscles, after all.
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- Flurry of Blows - Lets you unleash a veritable storm of swords upon your foes.
- Acrobatics - Cartwheels, jumping, climbing, and keeping your feet on unstable terrain.
- Reflexes - Your reflexes are what let you dodge incoming dangers and such things.
- Deftness - It takes a certain subtlety to slip a merchants coin purse out from under his cloak.
- Accuracy - Does nothing for how hard a punch your arrows pack, but at least you can hit someone with one.
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- Unseen - Often times it can be handy to passed unnoticed.
- Desirable - A measure of your ability to seduce and entrance others.
- Inspiring - The firmness of your shoulders, the determined set of your jaw; all inspire courage in those that follow you.
- Intimidating - Be it a mad glint in your eye, the crushing power of your hands, or the disgusting aroma of your body, people are not inclined to get in your way.
- Trustworthy - People are more inclined to believe what you say, whether or not you're actually being honest.
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- Potency - The sheer strength of your spellcasting.
- Control - Without control, your magic is erratic and unpredictable. This lets you increase the complexity and versatility of your spells.
- Recuperation - Just like physical fatigue, spellcasters need rest before slinging more fireballs. This lets you get to the burning faster.
- Reservoir - How much magic one can cast before running out of juice.
- Counter-Magic - Your capability to resist magic against yourself. In a spellcaster, also let's them take a more active role and stop the magic at the source.
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Magic is the life-force and very essence of gods. To expect a mortal to harness it without worry is foolish. In order for a magic user to wield this power, they must modify their own physical form to something more than a man. The stronger the magic they use, the less human they become. This process is known as purification.
For a simple town charlatan, this change could be as simple as eyes of silver. For the average wandering pyromancer (which is about the power level any magician PCs will be starting at), it could be a hand and forearm made of intricate cast iron. But for the true spellcasters, the ones who turn rain to fire and can bid an entire river rise to their service, there is little left of their mortal form. A face replaced with an eternal waterfall, limbs of silk and fire, and a torso of gilded beauty are par for the course for such powerful beings. -
If there's anything you want to talk to me about, there are two preferred outlets:
1) Iwaku's own private message system
2) On Skype. My username is Herzinth, and my current screenname is Ebony Dark'ness Dementia Raven Way
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Stock
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Source
Celestia is where the roleplay will begin. Nestled in the pass between two mountain ranges, it is built on and around the floating remains of the mountain that used to seal the pass. According to the inhabitants, the mountain was shattered by Ghalad, the Slumbering God, when he awoke to himself buried far underground.
It is one of the oldest cities in Adira, and over the millennium countless tombs have been carved into the landscape. The people are used to strangers, as the ancient buildings and tombs attract all kinds of adventurous treasure hunters.
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Source
The gods of Adira are powerful beings the size of small mountains. They do not often concern themselves with the doings of man, in much the same way mortals do not concern themselves with the doings of ants. Even among the stories from the Age of Myths, the deaths of gods are few and far between; and the majority of those few deaths caused by infighting between the gods themselves.
Beyond generally being humanoid in shape, their appearances can vary greatly. Some are clad in gilded plate armour, while others are covered in a chitin exoskeleton. Some wear masks, others have the face of a man, and others simply have a void of light in place of a head.
Wherever a god treads, purities appear. Purities appear to be ordinary creatures or plants except utterly bereft of colour and impossibly smooth to the touch. They are believed to be made of pure magic, though the secret of how to harness that magic - if there ever was one - has been long lost. Most purities will mindlessly follow the god that created them in a blinding procession, while those that are left behind slowly fade away, disintegrating over the course of weeks. -
Living
- Hua Ling - UltimaCircuit
- Tegami - Zackymas
- Aeok - Eternalfire61
- Azalie Orletylar - Beatrix
- Freya Kvalheim - red
- Hazia - Dr.Forrest
- Iyo Wenrift - Holmishire
- Deston Therope - Tonedeaf
- Amelia Ironheart - Amelia Ironheart
- Robin - vegan choi
- Gustav V - Lyzan
- Aya Nullveil - WanderingSpirit
- Circe Noryth - Rosie
- Zennith Dumah - WitchChild
- Callawyn Arrowfell - Thomas McTavish
- Vahlok Sillesejoor - Nykerius
- Zadok Shadows - Zadok shadows
- N/A
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Source
Name: Ard Revelle
Age: 103
Sex: Male
Race: Half-elf, half-human
Known History: One of the many treasure hunters that reside in Celestia, he's a wealthy half-elf who has hired a group of talented people to help him find an ancient remnant of the Age of Myths on the far side of the world. The specifics of what the remnant is or where it is he keeps a closely guarded secret, though he has revealed that he found out about it during his explorations of Celestia, and that it is somewhere in the grand forests of central Wrenstock. -
Source
Name:Sandra Misworth
Age: 37
Sex: Female
Race: Human
Known History: Sandra was with Ard when they stumbled upon the tomb containing information on the remnant. She decided to strike out on her own in the hopes of claiming it for herself. She's a powerful mage who grew up in Deshold before heading out into the world to make use of her talents. -
Source
Name: Felice Saradhan
Age: 187
Sex: Female
Race: Human Vampire
Known History: Felice wasn't with Ard or Sandra when they learned of the remnant, but rather took the information from them after the fact. Or at least, the location of the tomb containing said information. Born and raised in Celestia, she gained her current affliction while delving in some caves deep in the ravines.
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