May I ask, who here isn't too hindered by work and studies? Who here loves to post and would like the reply post to be surprising? If you are, then this roleplay may be in your interest. BUT~ although the actions you make are your own, the outcome of your actions will be determined by me. Whether you swing a sword or shoot a gun at a monster, whether it hits or not, the outcome will be posted by me. So every action you do is a mystery with half chance of succeeding and another half chance of failing. If an action is done towards your character, you will have one chance to react to it. Whether the action hits you or not, it is not up to you. You will write how your character react, and I will post the outcome based on your character's reaction. I need scientific logic in every actions in you do. So, I hope you don't simply write that your character dashed sideways without detailed explanation of his or her movements. If you are still reading this, please bare with me for a while longer. In every roleplay, there are myriad of universes or multiverses in which magics are abundance. There are many type of magic type and some of them may even be invincible with unlimited source of power. I do not like such type. Therefore, to make it fair, I have devised my own type of magic type with very limited powers. It would restrict your creativity in creating your own spells, but it will restrict you from making an overly powerful magician. The Science of Magic. (Move your mouse to reveal the content) The Science of Magic. (open) The Science of Magic. (close) Lore: In ancient times, there was only one language spoken. The meaning absolute and their words are power. The power of the writings of runes are no different. Words when spoken and pentagrams when drawn with intent, reality as well as ethereal matter would bend. But to speak even a word, spirit and soul is consumed. Talking is taxing, even life threatening. Without soul, a person dies. Accidents occurs constantly and chaos follows. Out of fear, some chose silence over speech. Thus, other symbols and languages that does not require soul to speak are created. As time passes, many of the words and symbols of power are forgotten. Whatever words that survived the passing of time is presently considered spells, curse, and enchantments. Spells are casted through spoken words of power or written runes of power which are derived from lost ancient forgotten language and symbols. Intelligence is needed in learning and understanding these words and runes. These Words and runes needed to be memorized. Sentences needed to be created and sigils needed to be drawn. The more powerful the spell, the more words and runes is needed. But by simply chanting and drawing the spell would not work. Will is needed in guiding the spells. The meaning of the words must be known or else the spell will not happen. What power spells of sorcerers are not muscles or stamina or even chi, but spiritual energy. There are flows of spiritual energy in ones veins, the amount of spiritual energy an individual can carry varies for each person. Overexertion of the body's spiritual energy may lead to death as spiritual energy is a person's life force. Decrement of the body's spiritual energy does not tire the body, but a person will feel it depleting similar to the feeling of an emptiness or thrist in one's soul. Usually, a person will lose consciousness before his spiritual energy runs dry, but in some rare cases, individuals are left with a dead lifeless body. That is the reason why some sorcerers store spiritual energies in gems. Unlike other materials, the spiritual energy stored in a gem will not seep out. The spiritual energy inside a gem can also be used directly without any side effects. Gems can be crushed and made into body tattoos, to make it easier for sorcerers to move around. Spiritual energy is like oxygen in the air but it is thin as a thread, which makes it difficult to be used directly. The spiritual energy in the air is inhaled through the pores of the skin, slowly replenishing ones spiritual energy in time. It can also be condensed into liquid form called ether, a blue glowing substance. Consuming ether can instantly replenish ones spiritual energy in a large amount. A person can get addicted to ether as is also a kind of drug which can cause halusinations and fluctuations of emotion if taken in a heavy dose. Withdrawal of ether is similar to other drug addiction withdrawal. Staves and wands are a sorcerer's catalyst. It is easier to guide a spell with them. But an experienced sorcerer can still cast and guide spells without the use of catalysts, only not as easy. One might wonder why a sorcerer don't simply light a person on fire from the inside or simply chant a person to die instantly. The answer is simply because they can't. A living thing cannot effect another living thing directly. To effect a living creature directly is impossible without knowing the true name of the creature. It is the mysterious law of the words and runes of power. This means that you cannot use the spiritual energy of another person's living body. You cannot heal another person directly as the law of the arcane art does not allow it. To heal a someone, a person will have to enchant his tools to have healing properties. The person can also enchant the air around his patient with healing properties. The tools and the air will heal the patient instead of him healing his patient directly. Other than the body of a living creature, belongings of the living creature cannot be effected directly as well because it is considered claimed and a part of the living creature. Whatever items that belongs to a living creature, that item cannot be taken or effected with the use of direct magic. It could be taken with indirect magic such as raising the earth to move the item towards you. You don't need to yell out jibberish words or sentences to create spells in the roleplay. I agree that it sounds silly. You don't need to create words for the spells. Just write that your character created a spell by joining the words of power into sentences. Just mind the time it takes for your character to create the sentences. You won't create a fireball by just saying "hadoken" or "kame hame ha". A spell is casted by joining words like poetry. You don't say "fire appear" and a fire would simply appear. You would have to create a proper sentence such as "let a ball of fire appear upon me, fed by the oxygen in the air that surrounds us. Let it not harm me but anything else." Any enchantments done will have a chemical reaction to the matter enchanted. If a person enchants the air, the air will become visible. If a person enchants his armor, the armor may change in color or it may glow, depends on the kind of spell. Therefore, if air or light is enchanted with harmful or healing properties, another person may notice the difference in the color of the air and will have the chance to avoid it. The amount of spiritual energy used will be based on how powerful your spell is, how massive is the area of effect, and how far the distance of the spell from your body. Elemental spell is okay in my book. Just pay attention to the strength, size, and distance of your spell. A fist size fireball from your hands won't cost much spiritual energy, but a house sized fireball will ofcourse cost you more. Hurling or moving the fireball with magic will also cost spiritual energy. The distance of the spell from your body should also be taken into account. Creating it close to your palm would not cost you much spiritual energy, but if you make it appear behind an enemy who is a meter away from you, it will cost you more. As for ice and water spells. It would cost you a lot to create water and ice out of nothing. But if you simply move a puddle with a spell and turning it into ice, it will cost you less. But if you try to create a stream of river out of nothing, you will die, unless you have massive stored spiritual energy in gems. Moving and stopping matters with magic is a very useful spell. You can create varias barriers with that simple spell. I would enchant my clothing with a spell that would stop fast solids from hitting me. It would cost me lots of spiritual energy as well as time chanting ancient words on the clothing to create the enchantment. But after taking lots of hits, the spiritual energy I spent on the clothing would deplete, thus the enchantment will break. If the clothing doesn't take any hits, without maintenance, the enchantment will also break in time because spiritual energy will gradually seep out of the clothing. Teleportation and summoning are spell are impossible for the sapient of the world. in my opinion, teleportation and summoning spell is a type of spell where you bend the dimension, time, and space of reality. Think of the massive space you're manipulating. The amount of spiritual energy in any sapient body will not be enough to handle those sort of spells. Those sort of spells will use up all of your spiritual energy and kill you and will still fail in the process. Necromancy or animating the dead will be a difficult class of spells because it require tremendous amount of spiritual energy. Plenty of gems stored with spiritual energy is needed. Although you can animate the dead, you cannot bring back their memories and their personality. You cannot read their past of their living lives as their past is no longer available. Please let it be known that most words and runes of power are lost and forgotten in time. It is an ancient language which would risk a person's life to learn. Muttering even a word or writing even a single rune would cost you spiritual energy, even if you didn't have intents to cast any spell. To date, only small amount of words and runes are known, therefore not a lot of spells are known. Even if powerful spells are able to be created, the amount of spiritual energy needed will have to be equal to the strength of the spell. Other than the ancient language and symbols, there are druids who uses a different kind of magic. Below are explanation for druids. Druids are classes that are associated with the nature. Nature is a living matter and it chooses their druid. Not everyone is capable of being a druid. Only one with devotion and sovereign love for nature are bestowed with the ability to bend nature. The flora and fauna moves to protect and aid their druid in battle. Druid powers are double edge blades that would protect nature as well as harming it as it consumes nature of its health and vitality. They draws power from the land around them. Overuse of these power can potentially kill the very thing they sought to protect. I hope this helps. In this world, there will be many kinds of races. Elves will be a secluded race which hides themselves from other sentient creature's eyes. They are immortals and do not breed. If ever an elf was to visit or settle on a human settlement, he or she will most likely alter his or her form to look similar to the settlers of the settlement. Other than the standard Dungeons and Dragons races, there will be beast folks. We will be using this for how the races generally sees other races. Thank you. Humans & Orcs & Elves & Dwarves & Halflings (Move your mouse to reveal the content) Humans & Orcs & Elves & Dwarves & Halflings (open) Humans & Orcs & Elves & Dwarves & Halflings (close) below are images by http://tyshea.deviantart.com/ The Beast Folk of The World (Move your mouse to reveal the content) The Beast Folk of The World (open) The Beast Folk of The World (close) THE BEAST FOLKS. image by http://drachenmagier.deviantart.com/ Unproved Lore: Centuries ago, three arcane portals opened on the corners of the world. These portals were gateway to the three moons in the heavens. From these portals came few sentient beasts of all kinds and all sizes. The sapient of the world react to them differently. Some paid them no attention, some attempted to force the beast folks to retreat back into their portals. The beast folks then scattered. Some dove into the seas, some climbed the mountains, some ran to the jungle, and some flew to the skies. Alas, the humans failed. The beast folks settled and became one of the sapient of the world. There are myriad kinds of sentient half beasts all over the planet. All of them have features of animals, furry and feathery, sharp teeth and claws, but they are indeed humanoids. Most of them walk on two legs. Some walk on all four. Some have more than four legs. Sapient such as the mermaids, lamias, and nagas, have no legs. They all vary in sizes. Some appear to be the same size of their animal counterpart, while others are massive giants. Unlike wild animals, beast folks wear cloths to conceal their naked body as well as for protection. There are varieties of sapient in the world. All have their own language. Beast folks have difficulties in speaking the language of the humans as their lips and tongues aren’t built the same way. It is difficult for beast folks to cast spells with their lips and tongues as well because of the animal criteria of their mouths. Unlike other sapient, beast folks usually cast spells and enchantments by writing runes and sigils on solid matter. Although not as secluded as the mysterious elves, most beast folks prefer to live far from human settlements. Beast folks have always been discriminated for their appearance and their cultures for as long as they have existed in the world. It wasn’t until decades ago that most of the races of the world attempted to eliminate racism and gave entrance for beast folks to enter the cities. Although beast folks were accepted and the rates of discrimination towards other races are not as high as it had been before, out of natural instinct, some humans still hated beast folks, and some beast folks still hated humans. Until today, settlements consisting only of beast folks still exist. Scientific fact: Two different kinds of beast folks cannot produce babies as their DNA will not mix. A bear kin and a fish kin will not have children together. A human cannot produce babies with any beast folk as well. Finally, below is the plot for the roleplay. image by http://tyleredlinart.deviantart.com/ This settlement on top of a mountain is powered by heat produced from burning coals and electricity which is brought on by dynamos charged by windmills. Snow filled the mountain as snowstorms are normal occurrences, causing few airships to make it into Galbourne Ridge. There are two other ways to reach Galbourne Ridge. One way is by three trips of the three levels of gondolas stops. Another is by journeying up the steep, freezing, and snowy mountain. The settlers of Galbourne Ridge are strong men and women, resistant to frigid weathers. The original citizens of Galbourne Ridge are dwarves; miners and developers of machines and weapons. Presently, the general inhabitants of Galbourne Ridge are humans. Few original dwarven families of Galbourne Ridge still lives in the small mountain city. Underneath the city is a massive cave; an old mine where the dwarves used to mine gold, gems, metals, and all sorts of materials. Now, the mines are filled with homes and businesses, untouched by the wild snowstorms. The current mines are located deeper into the mountains. Nowadays, attacks of winged reptiles are have increased. Destruction reigns in the city. Assets have been lost. Lives of livestocks as well as lives of the sentient creatures have been taken. These are the reason that you; a couple of hunters were summoned. The roleplay starts in Galbourne Ridge. The plan is for you to wait in the city for a dragon to come. You will then force the reptile or reptiles to retreat and later follows it back to its lair. There, you will destroy the dragons' home... or not. It is up to you. The path of the story may even change according to what you decide to do. There won't be story of an airships ride or gondolas ride here. The roleplay will immediately start in the city with you patrolling and seeing the dragon coming, may it be dawn, morning, noon, evening, dusk, or night. I will only be taking two constant posting players. I hope you have read my idea of how this roleplay will be played.