- Invitation Status
- Look for groups
- Looking for partners
- Posting Speed
- 1-3 posts per week
- Writing Levels
- Adept
- Advanced
- Preferred Character Gender
- Female
- Genres
- Fantasy, SciFi, Swords and Sorcery, Apocalyptic, Steam Punk, Drama, Anime, Superhero, Medieval,
Rules
Rule #1: NO SEX. PERIOD.
Rule #2: No Pictures that aren't owned by you, or expressly released for your use.
Rule #3: Be a thoughtful and careful writer; double and even triple check posts for errors. There will be rewards for thoughtful roleplaying, and punishment for thoughtless roleplaying.
Rule #4: If you play a powerful character, gun for the top, try to kill one of the Ascended, or otherwise "powergame", expect to be challenged. I allow, and even encourage playing like this, just don't expect to get what you want without either fighting hard for it, or using your brain to hatch a great plan to attain it.
Rule #5: Hijacking is allowed, but ask first.
Goals
Goal #1: Have fun!
Goal #2: Interact with the Ascended and their Chosen. There can be many Chosen belonging to each Ascended at any one time, but only twenty Ascended. In fact, there may be less at times, if one is slain, as there may be an interim when their replacement is being decided by the others.
Goal #3: Become (or begin as) one of the Chosen of the Ascended! Through great deeds and clever machinations, you may be selected by the Ascended and become one of their "Chosen"; an arbiter of their will, bestowed with great and terrible powers.
Goal #4: Usurp an Ascended's godhood! By killing an Asceneded, while also embodying their will, it is possible to usurp their position as a demigod.
Goal #5 Play the political game, gun at one of the positions of power; maybe even instigate a war or two!
Settings and Places of Import
This world's name is Fleggis. The continent in which we will begin the story is the large green one, called Geleena.
Map of Geleena
Map Key
1: Barrience, the Kingdom of Emerald and Saphire
Barrience is a large and prosperous realm located near the center of the continent. It's land consists of beautiful mountains, valleys and fertile pastures.
Capitol: Callence
The Palace at Callence Mountain, or simply Callence, is the seat of power of the Keirieg dynasty, ancestral rulers of Barrience. With vaulting, blood red rooves, beautifully flush arches and joints, and deep expanses delving to the center of the mountain, Callence truly is a marvel. It sits embedded in the center most peak and has tracts extending throughout the ones nearby, leading to pastures and townships carved into the mountainside.
2: The Province of Leoriene, Vassal to Barrience
Capitol: Hellaie
3: Kerralakk, Allies to the Emerald
Capitol: Tarrupell
4: Jerrell, Terror of the West
5: Effellerrenn, Land of three Lakes
6: Hev'lel: the Northern Peninsula
7: Fielel'karr, the Kingdom on the Coast
8: Hendil'karr, Kingdom of the Strong
9: Gunnarr err' arr': the Land of the Mountain's Shadow
10: Tellarr'karr, Kingdom of Land and Sea
11: Nor err' arr', Land of the Ridge
Capitol: Craghold
12: Bila, the Known South
13: Junnarr'karr, Kingdom of the Mountain Pass
14: Jeull, Land of Pasture and Lake
15: The Archipelago of Kellence, Land of Freedom
16: Poloro, the Far South
Chapter Summary:
(Chapters will span the course of 1-2 months IRL)
Chapter One: A war is brewing in the west, and the fertile midlands bordering Jerrel prepare for the conflict. Chapter begins 10/3/14
Capter one will focus on locations 1(Barrience), 2(Leoriene) and 3(Kerralakk)
Chapter Two: The "War in the West" ensues, leaving both the kingdoms of the midlands and the west in chaos. Chapter begins late November.
Chapter two will focus on locations 4(Jerrell), 5(Effellerrenn) and 6(Hev'lel)
Chapter Three: ???
Chapter three will focus on locations 7(Fielel'karr), 8(Hendil'karr) and 9(Gunnarr err' arr')
Chapter Four: ???
Chapter four will focus on locations 10(Tellarr'karr), 11(Nore err' arr') and 12(Bila)
Chapter Five: ???
Chapter five will focus on locations 13(Junnarr'karr), 14(Jeull) and 15(Kellence)
Chapter Six: ???
Chapter six will focus on location 16(Poloro), and will open up a new section of map introducing new races and realms.
Gods
This RP will revolve heavily around the gods. There are many who are called gods, yet one stands above them all:
Rule #1: NO SEX. PERIOD.
Rule #2: No Pictures that aren't owned by you, or expressly released for your use.
Rule #3: Be a thoughtful and careful writer; double and even triple check posts for errors. There will be rewards for thoughtful roleplaying, and punishment for thoughtless roleplaying.
Rule #4: If you play a powerful character, gun for the top, try to kill one of the Ascended, or otherwise "powergame", expect to be challenged. I allow, and even encourage playing like this, just don't expect to get what you want without either fighting hard for it, or using your brain to hatch a great plan to attain it.
Rule #5: Hijacking is allowed, but ask first.
Goals
Goal #1: Have fun!
Goal #2: Interact with the Ascended and their Chosen. There can be many Chosen belonging to each Ascended at any one time, but only twenty Ascended. In fact, there may be less at times, if one is slain, as there may be an interim when their replacement is being decided by the others.
Goal #3: Become (or begin as) one of the Chosen of the Ascended! Through great deeds and clever machinations, you may be selected by the Ascended and become one of their "Chosen"; an arbiter of their will, bestowed with great and terrible powers.
Goal #4: Usurp an Ascended's godhood! By killing an Asceneded, while also embodying their will, it is possible to usurp their position as a demigod.
Goal #5 Play the political game, gun at one of the positions of power; maybe even instigate a war or two!
Settings and Places of Import
This world's name is Fleggis. The continent in which we will begin the story is the large green one, called Geleena.
Map of Geleena
Map Key
1: Barrience, the Kingdom of Emerald and Saphire
Barrience is a large and prosperous realm located near the center of the continent. It's land consists of beautiful mountains, valleys and fertile pastures.
Capitol: Callence
2: The Province of Leoriene, Vassal to Barrience
Capitol: Hellaie
3: Kerralakk, Allies to the Emerald
Capitol: Tarrupell
4: Jerrell, Terror of the West
5: Effellerrenn, Land of three Lakes
6: Hev'lel: the Northern Peninsula
7: Fielel'karr, the Kingdom on the Coast
8: Hendil'karr, Kingdom of the Strong
9: Gunnarr err' arr': the Land of the Mountain's Shadow
10: Tellarr'karr, Kingdom of Land and Sea
11: Nor err' arr', Land of the Ridge
Capitol: Craghold
12: Bila, the Known South
13: Junnarr'karr, Kingdom of the Mountain Pass
14: Jeull, Land of Pasture and Lake
15: The Archipelago of Kellence, Land of Freedom
16: Poloro, the Far South
Chapter Summary:
(Chapters will span the course of 1-2 months IRL)
Chapter One: A war is brewing in the west, and the fertile midlands bordering Jerrel prepare for the conflict. Chapter begins 10/3/14
Capter one will focus on locations 1(Barrience), 2(Leoriene) and 3(Kerralakk)
Chapter Two: The "War in the West" ensues, leaving both the kingdoms of the midlands and the west in chaos. Chapter begins late November.
Chapter two will focus on locations 4(Jerrell), 5(Effellerrenn) and 6(Hev'lel)
Chapter Three: ???
Chapter three will focus on locations 7(Fielel'karr), 8(Hendil'karr) and 9(Gunnarr err' arr')
Chapter Four: ???
Chapter four will focus on locations 10(Tellarr'karr), 11(Nore err' arr') and 12(Bila)
Chapter Five: ???
Chapter five will focus on locations 13(Junnarr'karr), 14(Jeull) and 15(Kellence)
Chapter Six: ???
Chapter six will focus on location 16(Poloro), and will open up a new section of map introducing new races and realms.
Gods
This RP will revolve heavily around the gods. There are many who are called gods, yet one stands above them all:
Akash-Mouruga
The creator god and first entity, who's will dictated the divinity of the Ascended. He has created the world four times before, and has since adopted a very hands off form of governance:
The creator god and first entity, who's will dictated the divinity of the Ascended. He has created the world four times before, and has since adopted a very hands off form of governance:
The Ascended and Their Champions
The Ascended are a group of people who have risen beyond their humanity to fill one of the twenty seats of divine governance. The Ascended control events in Fleggis in an attempt to preserve a healthy balance in all things. While they are extremely powerful, they are still mortal, each one receiving exactly one hundred years of life from the point of ascension. They can also die violent deaths, with many Ascended throughout history having risen through the murder of their predecessor. Otherwise, an Ascended appoints a successor at the moment of death, unless they die while unaware, in which case the other 19 Ascended conviegn to decide. They are fond of further delegating this work to others, bestowing their Chosen with their "Gifts", granting their champions powerful abilities with which to carry out their will.
The Commander: Bestows an aura of command and inspiration, as well as an enhanced military mind. Can be male or female, with the current one being male.
The Soldier: Turns men into the mightiest of warriors at the cost of their minds and free-will; once bestowed the Soldier's Gift, a man is bound to his master and his master's goals, swearing so in an oath, and thereafter sacrificing his will until the day one of them dies. Those bestowed The Gift of The Soldier are granted immense power, usually being granted monstrously powerful enchanted armor and weapons, along with the greatest martial prowess one could hope for. Must be male.
The Lady: Bestows otherworldly radiance, grace, beauty, poise and confidence, as well as fine silks, silver, gold, jewels and jeweled things, and even entire kingdoms to those she sees as excellent potential rulers. People with this gift often become rulers in their own right, as their mere voice is enough to make most swoon and submit, and their wealth is often enough to buy a kingdom outright. Must be female.
The Wench: Matron of pleasure halls and prostitutes, The Wench watches over and protects both those who pay and those who are payed to have have a roll in the hay. Able to bestow amazing beauty and powers of seduction,
The Wench is also, in ways, a female counterpart to The Fool, instilling lighthearted moods and atmosphere in places she thinks may require or deserve such levity. Must be female.
The Murderer: Destroyer and ravager, The Murderer rules over the domain of prolific and grandiose murder and misdeed, bestowing his servants with horrendous powers ranging from the relatively mudane improved strength or explosive breath, to morphing them into grotesque, monstrous creatures. Can be male or female, with the current one being male.
The Mariner: Bestows otherworldly clairvoyance regarding the sea to, and enchants the vessels of, great seafarers. Rarely female, with the current one being male.
The Farmer: Sees that crops and livestock are tended to, helping those who lack in these areas and setting people on a right path concerning farm life and surrounding virtues. Also known to punish habitual animal and landscape abusers. Can be male or female, with the current one being male.
The Pioneer: Much like the Farmer, but attuned to the frontiers and wildlife more than crops and livestock. Known to bestow gifts of the wilderness such as animal tongues, the power to shape-shift into animal forms, and a clairvoyance of the forest much like The Mariner's clairvoyance of the sea. Can be male or female, with the current one being male.
The Innocent: Unnaturally lightens up situations and moods, and also grants this power to kindhearted people, which has prevented many disputes, and even wars. The Innocent is often a child. Can be male or female, with the current one being female.
The Scoundrel: Grants abilities and spells that help while being stealthy and during the night. Can be male or female, with the current one being female. Floating, invisibility and concealment, enhanced climbing, jumping, agility and balance are all gifts freely granted by The Scoundrel.
The Smith: Grants the greatest enchanted weapons and armor known to man, and sometimes even sees fit to increase the stamina, fortitude and will of those he grants his famous enchanted gifts to. Rarely female, with the current one being male
The Hero/Heroine: Respects heroic martial action, and bestows a wide range of blessings to those he deems worthy. Matched in fighting prowess only by those granted the gift of The Soldier, and allowed their own freewill with which to power their resolve, the Gifted of The Hero are, perhaps, the most innately talented and unstoppably powerful warriors to ever exist. Rarely female, with the current one being male.
The Shaman/Medicine Woman: Enchanted and continues to enchant different species of plants which, when combined in proper proportions, create alchemic reactions and compounds. Patrons naturalists and alchemists. Can be male or female, with the current one being a female.
The Genius: Bestows miraculous super-natural tools, books and inventions on brilliant minds he favors in order to further their goals. Arcane books containing spell encoded riddles, puzzles that reveal world changing secrets, or even mechanical wings are all within the Genius' domain. Can be male or female, with the current one being a female.
The Ruiner: Acts against all machinations of the other gods, except perhaps The Murderer who is by nature inclined to chaotic behavior, or the Scoundrel, Statesman, Merchant or Genius, who often patronize and assist rebels and other topplers of the status quo. Causes madness, plague, disease, drought, flood, decay and despair. Any person terrible enough to receive the "gifts" of The Ruiner are damned to a wretched existence as a walking embodiment of ruin, causing all around them to writhe and wither in terrible lamentation. The Ruiner long ago commissioned the Statesman to erase all memory of his/her past from the minds of every conscious thing on Fleggis, forsaking it's human form for an indestructible cloud of smoke. Speaks primarily in others minds using the voice of yet an other person. Can be male or female, with the sex of the current one unknown.
The Mother: A healer and comforter who's gifted are great healers with the ability to heal ailments of the mind, body and heart. Those blessed by The Mother are able to heal wounds like they were smoothing over clay, and can sometimes even bring people back from the brink of death. Must be female
The Fool: Bestows a jovial aura of comradery to kindhearted, boisterous drunks. The fool blesses his chosen with whimsical and unique items, usually involving music, drink, food or all three. Those he has gifted can bring great prosperity and happiness to those affected by their festivals, bringing much needed food and drink to poverty stricken areas, inducing progress and growth. The joy they bring also helps to avert strife, much like the innocent. Also represents a kind of "blue collar" wisdom. Must be male.
The Statesman: The Statesman likes to manipulate eloquent chamber speakers and large governments into being larger and better in many ways, though is some times callous, merciless, and even a bit sadistic in the process. The Statesman often poisons the minds of certain politicians, sowing mistrust, paranoia, jealousy, and even murderous intent. The Gift of The Statesman often manifests in the form of a silver tongue, able to sway the hearts and minds of all but the most solid of constitution. Another for of the gift is to allow the gifted individual to plant images, thoughts, feelings or even memories in the minds of others, even large groups of people. Rarely female, with the current one being male.
The Merchant: Coin master and hand of progress, the merchant pushes for expansion in most forms, and aids those who would see businesses, cities, technology, knowledge, and the human race in general, grow. At the same time, however, The Merchant seeks to cut dead weight and therefore destroys or aids in the destruction of certain large, stagnant states, usually by bestowing large sums of coin to opposing sources, though, since fire is key to progress in the human world, he also holds some domain over pyromancy. Can be male or female, with the current one being female.
The Judge: God of recompense and the patron of judges, physicians, knights, councilmen, juries, constables, and executioners. The Judge values trust, honor, duty, loyalty, trustworthiness, dependability, keeping your word, honesty, justice, vengance, retribution, punishment, reward and compensation. The Judge is capable of miraculous and varied powers such as shape-shifting, teleportation, incorporeal forms with minor flight (ie. floating around as a spirit) and her touch can do many miraculous things, such as turn items into other materials or even shape-shift other living things (i.e. turn you into a frog, or enhance your size/strength) or even grant these abilities to others. Gives favor and grants powers to promise keepers and selfless, dependable individuals. Can be male or female, with the current one being female.
The Ascended are a group of people who have risen beyond their humanity to fill one of the twenty seats of divine governance. The Ascended control events in Fleggis in an attempt to preserve a healthy balance in all things. While they are extremely powerful, they are still mortal, each one receiving exactly one hundred years of life from the point of ascension. They can also die violent deaths, with many Ascended throughout history having risen through the murder of their predecessor. Otherwise, an Ascended appoints a successor at the moment of death, unless they die while unaware, in which case the other 19 Ascended conviegn to decide. They are fond of further delegating this work to others, bestowing their Chosen with their "Gifts", granting their champions powerful abilities with which to carry out their will.
The Commander: Bestows an aura of command and inspiration, as well as an enhanced military mind. Can be male or female, with the current one being male.
The Soldier: Turns men into the mightiest of warriors at the cost of their minds and free-will; once bestowed the Soldier's Gift, a man is bound to his master and his master's goals, swearing so in an oath, and thereafter sacrificing his will until the day one of them dies. Those bestowed The Gift of The Soldier are granted immense power, usually being granted monstrously powerful enchanted armor and weapons, along with the greatest martial prowess one could hope for. Must be male.
The Lady: Bestows otherworldly radiance, grace, beauty, poise and confidence, as well as fine silks, silver, gold, jewels and jeweled things, and even entire kingdoms to those she sees as excellent potential rulers. People with this gift often become rulers in their own right, as their mere voice is enough to make most swoon and submit, and their wealth is often enough to buy a kingdom outright. Must be female.
The Wench: Matron of pleasure halls and prostitutes, The Wench watches over and protects both those who pay and those who are payed to have have a roll in the hay. Able to bestow amazing beauty and powers of seduction,
The Wench is also, in ways, a female counterpart to The Fool, instilling lighthearted moods and atmosphere in places she thinks may require or deserve such levity. Must be female.
The Murderer: Destroyer and ravager, The Murderer rules over the domain of prolific and grandiose murder and misdeed, bestowing his servants with horrendous powers ranging from the relatively mudane improved strength or explosive breath, to morphing them into grotesque, monstrous creatures. Can be male or female, with the current one being male.
The Mariner: Bestows otherworldly clairvoyance regarding the sea to, and enchants the vessels of, great seafarers. Rarely female, with the current one being male.
The Farmer: Sees that crops and livestock are tended to, helping those who lack in these areas and setting people on a right path concerning farm life and surrounding virtues. Also known to punish habitual animal and landscape abusers. Can be male or female, with the current one being male.
The Pioneer: Much like the Farmer, but attuned to the frontiers and wildlife more than crops and livestock. Known to bestow gifts of the wilderness such as animal tongues, the power to shape-shift into animal forms, and a clairvoyance of the forest much like The Mariner's clairvoyance of the sea. Can be male or female, with the current one being male.
The Innocent: Unnaturally lightens up situations and moods, and also grants this power to kindhearted people, which has prevented many disputes, and even wars. The Innocent is often a child. Can be male or female, with the current one being female.
The Scoundrel: Grants abilities and spells that help while being stealthy and during the night. Can be male or female, with the current one being female. Floating, invisibility and concealment, enhanced climbing, jumping, agility and balance are all gifts freely granted by The Scoundrel.
The Smith: Grants the greatest enchanted weapons and armor known to man, and sometimes even sees fit to increase the stamina, fortitude and will of those he grants his famous enchanted gifts to. Rarely female, with the current one being male
The Hero/Heroine: Respects heroic martial action, and bestows a wide range of blessings to those he deems worthy. Matched in fighting prowess only by those granted the gift of The Soldier, and allowed their own freewill with which to power their resolve, the Gifted of The Hero are, perhaps, the most innately talented and unstoppably powerful warriors to ever exist. Rarely female, with the current one being male.
The Shaman/Medicine Woman: Enchanted and continues to enchant different species of plants which, when combined in proper proportions, create alchemic reactions and compounds. Patrons naturalists and alchemists. Can be male or female, with the current one being a female.
The Genius: Bestows miraculous super-natural tools, books and inventions on brilliant minds he favors in order to further their goals. Arcane books containing spell encoded riddles, puzzles that reveal world changing secrets, or even mechanical wings are all within the Genius' domain. Can be male or female, with the current one being a female.
The Ruiner: Acts against all machinations of the other gods, except perhaps The Murderer who is by nature inclined to chaotic behavior, or the Scoundrel, Statesman, Merchant or Genius, who often patronize and assist rebels and other topplers of the status quo. Causes madness, plague, disease, drought, flood, decay and despair. Any person terrible enough to receive the "gifts" of The Ruiner are damned to a wretched existence as a walking embodiment of ruin, causing all around them to writhe and wither in terrible lamentation. The Ruiner long ago commissioned the Statesman to erase all memory of his/her past from the minds of every conscious thing on Fleggis, forsaking it's human form for an indestructible cloud of smoke. Speaks primarily in others minds using the voice of yet an other person. Can be male or female, with the sex of the current one unknown.
The Mother: A healer and comforter who's gifted are great healers with the ability to heal ailments of the mind, body and heart. Those blessed by The Mother are able to heal wounds like they were smoothing over clay, and can sometimes even bring people back from the brink of death. Must be female
The Fool: Bestows a jovial aura of comradery to kindhearted, boisterous drunks. The fool blesses his chosen with whimsical and unique items, usually involving music, drink, food or all three. Those he has gifted can bring great prosperity and happiness to those affected by their festivals, bringing much needed food and drink to poverty stricken areas, inducing progress and growth. The joy they bring also helps to avert strife, much like the innocent. Also represents a kind of "blue collar" wisdom. Must be male.
The Statesman: The Statesman likes to manipulate eloquent chamber speakers and large governments into being larger and better in many ways, though is some times callous, merciless, and even a bit sadistic in the process. The Statesman often poisons the minds of certain politicians, sowing mistrust, paranoia, jealousy, and even murderous intent. The Gift of The Statesman often manifests in the form of a silver tongue, able to sway the hearts and minds of all but the most solid of constitution. Another for of the gift is to allow the gifted individual to plant images, thoughts, feelings or even memories in the minds of others, even large groups of people. Rarely female, with the current one being male.
The Merchant: Coin master and hand of progress, the merchant pushes for expansion in most forms, and aids those who would see businesses, cities, technology, knowledge, and the human race in general, grow. At the same time, however, The Merchant seeks to cut dead weight and therefore destroys or aids in the destruction of certain large, stagnant states, usually by bestowing large sums of coin to opposing sources, though, since fire is key to progress in the human world, he also holds some domain over pyromancy. Can be male or female, with the current one being female.
The Judge: God of recompense and the patron of judges, physicians, knights, councilmen, juries, constables, and executioners. The Judge values trust, honor, duty, loyalty, trustworthiness, dependability, keeping your word, honesty, justice, vengance, retribution, punishment, reward and compensation. The Judge is capable of miraculous and varied powers such as shape-shifting, teleportation, incorporeal forms with minor flight (ie. floating around as a spirit) and her touch can do many miraculous things, such as turn items into other materials or even shape-shift other living things (i.e. turn you into a frog, or enhance your size/strength) or even grant these abilities to others. Gives favor and grants powers to promise keepers and selfless, dependable individuals. Can be male or female, with the current one being female.
Character Creation
Name:
Age:
Appearance: (Only use pictures if you are licensed to use them. Otherwise, just describe your character.)
Occupation:
Process:
Place points to determine your characters stats. No more than 20 points are allowed in any given slot.
Power and Skill:
Power and Skill are two of the most important factors when creating a character in this RP. Skill determines your experience and talent in a given field, while Power determines your raw physicality and/or Arcane aptitude. One is nothing without the other. A low power means you have little to fuel your skill, while a low skill means you don't know how to USE your power. Depending on how you play, I will reward, or even punish you with either an increase or deduction of Power/Skill points
Edit:
I am adding dice to the mix, with 5, 10 sided dice being rolled to determine your Power and Skill Points.
You can now either choose the standard 30, or gamble on a single roll for your score. Please be trustworthy and only roll once.
Die Tosser
Power and Skill:
Power and Skill are two of the most important factors when creating a character in this RP. Skill determines your experience and talent in a given field, while Power determines your raw physicality and/or Arcane aptitude. One is nothing without the other. A low power means you have little to fuel your skill, while a low skill means you don't know how to USE your power. Depending on how you play, I will reward, or even punish you with either an increase or deduction of Power/Skill points
Edit:
I am adding dice to the mix, with 5, 10 sided dice being rolled to determine your Power and Skill Points.
You can now either choose the standard 30, or gamble on a single roll for your score. Please be trustworthy and only roll once.
Die Tosser
Power:
Arcane:
Normal:
Will:
Skill:
Martial:
Magical:
Weapons and Armour:
Tactical:
Arcane Fonts:
Fonts are twelve incarnations of magical power that occur naturally in the world, personifying different elements, energies and forms of existence. There are three Font Forms, each with four Fonts unique to that Form. Only those with a certain magical aptitude can harness the transcendental power of the Arcane Fonts. A high score in any Font means you are very practiced and skilled in using techniques from that Arcane Font, but if your Arcane Power is not sufficiently high, you will not have much raw power behind your skill, and will burn out after a short period, and may not even be able to perform very powerful attacks or spells at all. Conversely, a high Arcane Power score paired with a low Font score would mean the user would have a load of raw power, but not know how to use it very effectively, or in creative ways. For example; a user has an Arcane Power score of 2, and a Font of Water and Ice score of 10. This person would have trouble casting large or powerful spells simply because they would have little with which to fuel them. On the other hand, if someone had an Arcane Power score of 10, and a Font of Water and Ice score of 2, they would have plenty to fuel their attacks and spells with, but may only know the most basic of ways in which to utilize water and ice. Characters filling out this category can also fill out Martial Specialization, but not Arcane Empowerment Style.
Fonts are twelve incarnations of magical power that occur naturally in the world, personifying different elements, energies and forms of existence. There are three Font Forms, each with four Fonts unique to that Form. Only those with a certain magical aptitude can harness the transcendental power of the Arcane Fonts. A high score in any Font means you are very practiced and skilled in using techniques from that Arcane Font, but if your Arcane Power is not sufficiently high, you will not have much raw power behind your skill, and will burn out after a short period, and may not even be able to perform very powerful attacks or spells at all. Conversely, a high Arcane Power score paired with a low Font score would mean the user would have a load of raw power, but not know how to use it very effectively, or in creative ways. For example; a user has an Arcane Power score of 2, and a Font of Water and Ice score of 10. This person would have trouble casting large or powerful spells simply because they would have little with which to fuel them. On the other hand, if someone had an Arcane Power score of 10, and a Font of Water and Ice score of 2, they would have plenty to fuel their attacks and spells with, but may only know the most basic of ways in which to utilize water and ice. Characters filling out this category can also fill out Martial Specialization, but not Arcane Empowerment Style.
The Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used
Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
"Nature's Form"
Font of Water and Ice
Font of Wind and Air
Font of Soil, Stone and Steel
Font of Fire and Flame
"Essence's Form"
Font of Life
Font of Light
Font of Death
Font of Darkness
"Energy's Form"
Font of Lightning
Font of Force
Font of Sound
Font of Haze
Martial Specialization:
This category encompasses all martial prowess derived through natural means, and any skill derived purely through muscle. This category is for the non magical. If your character is a warrior or fighter who uses their natural might to get the job done, you will most likely be filling out this category. Characters filling out this category can also use Fonts, but not Arcane Empowerment Style.
This category encompasses all martial prowess derived through natural means, and any skill derived purely through muscle. This category is for the non magical. If your character is a warrior or fighter who uses their natural might to get the job done, you will most likely be filling out this category. Characters filling out this category can also use Fonts, but not Arcane Empowerment Style.
The Points Available for Martial Specialization=Normal Power + Will Power
Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
Speed:
Strength:
Toughness:
Balance:
Strength:
Toughness:
Balance:
Arcane Empowerment:
Those who use Arcane Empowerment techniques are a unique group indeed. This style uses arcane energy to fuel and strengthen the body, allowing for super human feats of strength, speed, endurance and agility. These individuals are incredible martial artists and excel at close quarters combat, but are not able to access the power of specific Fonts or utilize weapons or armor, instead relying on unarmed attacks and raw arcane power. If you wish to have your character be a practitioner of the Arcane Empowerment Style, please fill out this category ONLY.
Those who use Arcane Empowerment techniques are a unique group indeed. This style uses arcane energy to fuel and strengthen the body, allowing for super human feats of strength, speed, endurance and agility. These individuals are incredible martial artists and excel at close quarters combat, but are not able to access the power of specific Fonts or utilize weapons or armor, instead relying on unarmed attacks and raw arcane power. If you wish to have your character be a practitioner of the Arcane Empowerment Style, please fill out this category ONLY.
The Points Available for Arcane Empowerment=Normal + Arcane + Will + Martial + Magical
Arcane Empowerment Style Requires Both a Magical and a Martial Skill of 5 or Higher, and a Natural, Arcane and Will Power Score of 5 or Higher. Practitioners of This Style Can Use No Other.
Speed:
Strength:
Toughness:
Balance:
Strength:
Toughness:
Balance:
Weapons, Armour and Tactical Equipment:
Anything that your character uses. From potions to compasses, breastplates to crossbows; anything you can see existing in a medieval fantasy setting is fair game, just don't venture too far into the realm of technology. Think along the lines of smoke bombs and grappling hooks as far as tactical equipment goes. If you have, for example, 10 points in Weapons and Armor, you could have an indestructible enchanted sword that can shoot fireballs and lightning. Or, if you also had a few points in Tactical, you could combine it with your Weapon points and make the same sword, but now it also has the power to detect heartbeats, or can create illusions, or something else that could bestow you with a tactical advantage.
Anything that your character uses. From potions to compasses, breastplates to crossbows; anything you can see existing in a medieval fantasy setting is fair game, just don't venture too far into the realm of technology. Think along the lines of smoke bombs and grappling hooks as far as tactical equipment goes. If you have, for example, 10 points in Weapons and Armor, you could have an indestructible enchanted sword that can shoot fireballs and lightning. Or, if you also had a few points in Tactical, you could combine it with your Weapon points and make the same sword, but now it also has the power to detect heartbeats, or can create illusions, or something else that could bestow you with a tactical advantage.
You Will Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.
Weapons, Armour and Tactical Equipment:
Summary
A short summary of your character, their equipment, and any special skills or techniques.
Races:
Humans: Humans were the first and only race created by Akash; all others simply being distortions thereof. They are by far the most populous, with almost every nation teeming with them. Humans receive no boosts or decreases to any stats.
Centaur: The Centaur were one of the first groups of people to permanently transform themselves into entirely different creatures, capable of producing offspring with the same traits. +4 to Balance, and +2 to Toughness and Strength. +4 to Will and Martial. Cannot use Arcane Fonts.
Ga'Rei: A clan of men and women who's ancestors used the magic of the Font of Life to alter their bodies and abilities. They have bright white skin, pale blue hair, bright blue eyes, and stand 7'-8' tall. They are lithe and slender, generally, and possess an innate knack for dexterity and precision. They are also greatly inclined toward the panoply of magical arts, able to master them much more easily than the other races. +5 to Magical, Arcane, Balance and the Font of Life, but may only put a max of 3 points into Strength and Toughness. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc).
Golem: Golem are a race innately attuned to the earth, composed of various metals and stone. They have, over the centuries and generations, transformed their bodies with use of the Font of Soil, Stone and Steel. These beings are capable of the most incredible feats of that school, and are feared as some of the most innately proficient spellswords in the land, able to conjure incredible walls, giant spears, and even great metal or stone warriors to do their bidding, while their incredible bodies can take even the most stern punishment a battlefield can offer. Their most prominent weakness lies in their eating habits; a Golem must eat approximately 2 pounds of the material of which it is composed to stay healthy, and will starve if they cannot keep consumption up. This limits their range, for the most part, to their homeland of Nor err' arr', especially for those comprised of more precious metals or gems. Lastly, the fact that these beings sometimes are indeed walking fortunes leads to a very real risk of death by assassination, ambush or trap from those who might seek to murder and melt down and sell a man made of silver or gold. +8 to the font of Soil, Stone and Steel. +5 to Magic, Martial, Strength and Toughness. + 2 to Arcane Empowerment. Can only put a max of 4 points into Ballance. Can only use the Font of Soil, Stone and Steel. Cannot swim, and do not sail.
Tallencey: Descending from mages who specialized in Nature's Form, the Tallencey family has an inherent talent for fire and water magics, able to control and produce them with ease. Even their hair is made of the elements, often switching from water to fire when angered or on the attack. +5 to Magical and Arcane. + 7 to the Fonts of Fire and Water, but can only use Nature's Form.
Ogres: Ogres descend from a single man, Braugh the Bloody, born some three hundred years ago. He still lives today, strengthened and twisted by the divine magic of the Murderer. Braugh stands as one of the Murderers most feared champions, siring an entire clan of monstrous, gigantic, and bloodthirsty killers. Though not as grotesque or powerful as their patriarch, Ogres still stand at 8' and 11' feet tall, weigh an average of 600-700 pounds, have amazing muscle to fat ratios, and thick, thick skin. +10 to Strength and Toughness, but cannot use Arcane Fonts or Arcane Empowerment, and can put no more than 1 point into tactical. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies.
Floreine: The Floreine are men and women who have, over the generations, evolved into Human/plant hybrids through the utilization of the magic of the Font of Life. These creatures still have gained photosynthesis abilities, and so do not need to eat and/or drink the way other races do unless they are in an area without sunlight and/or rain. However, if a Florenie goes without sunlight or carbon dioxide for too long, their "skin" begins to wilt. This condition is known as flaccidation and can sometimes lead to death if not treated. Because of this condition, Florenie cannot wear any type of armor, or risk flaccidation forming underneath it. Tree-based Florenie, and some shrub-based ones, make up for this with skin made of bark. The more delicate of the Florenie must instead rely on their dexterity. +2 to the Font of Life. Often have a number of extra appendages (four armed Floreine are common, and so on). Cannot use any magic except for that of the Font of Life. Cannot use Arcane Empowerment. Weak to Darkness, Fire and Death Magic.
"Tree" Floreine: +15 to Toughness and Strength but may only put a max of 3 points into Speed, and a max of 6 into Balance. The average mature Tree Floreine stands at 15 feet tall. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies. Require regular water and sunshine. Will die within about 15 days if left in total darkness.
"Vine" or "Flower" Floreine: +5 to Font of Life. +5 to Balance. May only put a max of 2 points into Toughness and Strength. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc). Require constant watering. Go dormant without light, will die within about 5 days if left in shadow.
Centaur: The Centaur were one of the first groups of people to permanently transform themselves into entirely different creatures, capable of producing offspring with the same traits. +4 to Balance, and +2 to Toughness and Strength. +4 to Will and Martial. Cannot use Arcane Fonts.
Ga'Rei: A clan of men and women who's ancestors used the magic of the Font of Life to alter their bodies and abilities. They have bright white skin, pale blue hair, bright blue eyes, and stand 7'-8' tall. They are lithe and slender, generally, and possess an innate knack for dexterity and precision. They are also greatly inclined toward the panoply of magical arts, able to master them much more easily than the other races. +5 to Magical, Arcane, Balance and the Font of Life, but may only put a max of 3 points into Strength and Toughness. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc).
Golem: Golem are a race innately attuned to the earth, composed of various metals and stone. They have, over the centuries and generations, transformed their bodies with use of the Font of Soil, Stone and Steel. These beings are capable of the most incredible feats of that school, and are feared as some of the most innately proficient spellswords in the land, able to conjure incredible walls, giant spears, and even great metal or stone warriors to do their bidding, while their incredible bodies can take even the most stern punishment a battlefield can offer. Their most prominent weakness lies in their eating habits; a Golem must eat approximately 2 pounds of the material of which it is composed to stay healthy, and will starve if they cannot keep consumption up. This limits their range, for the most part, to their homeland of Nor err' arr', especially for those comprised of more precious metals or gems. Lastly, the fact that these beings sometimes are indeed walking fortunes leads to a very real risk of death by assassination, ambush or trap from those who might seek to murder and melt down and sell a man made of silver or gold. +8 to the font of Soil, Stone and Steel. +5 to Magic, Martial, Strength and Toughness. + 2 to Arcane Empowerment. Can only put a max of 4 points into Ballance. Can only use the Font of Soil, Stone and Steel. Cannot swim, and do not sail.
Tallencey: Descending from mages who specialized in Nature's Form, the Tallencey family has an inherent talent for fire and water magics, able to control and produce them with ease. Even their hair is made of the elements, often switching from water to fire when angered or on the attack. +5 to Magical and Arcane. + 7 to the Fonts of Fire and Water, but can only use Nature's Form.
Ogres: Ogres descend from a single man, Braugh the Bloody, born some three hundred years ago. He still lives today, strengthened and twisted by the divine magic of the Murderer. Braugh stands as one of the Murderers most feared champions, siring an entire clan of monstrous, gigantic, and bloodthirsty killers. Though not as grotesque or powerful as their patriarch, Ogres still stand at 8' and 11' feet tall, weigh an average of 600-700 pounds, have amazing muscle to fat ratios, and thick, thick skin. +10 to Strength and Toughness, but cannot use Arcane Fonts or Arcane Empowerment, and can put no more than 1 point into tactical. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies.
Floreine: The Floreine are men and women who have, over the generations, evolved into Human/plant hybrids through the utilization of the magic of the Font of Life. These creatures still have gained photosynthesis abilities, and so do not need to eat and/or drink the way other races do unless they are in an area without sunlight and/or rain. However, if a Florenie goes without sunlight or carbon dioxide for too long, their "skin" begins to wilt. This condition is known as flaccidation and can sometimes lead to death if not treated. Because of this condition, Florenie cannot wear any type of armor, or risk flaccidation forming underneath it. Tree-based Florenie, and some shrub-based ones, make up for this with skin made of bark. The more delicate of the Florenie must instead rely on their dexterity. +2 to the Font of Life. Often have a number of extra appendages (four armed Floreine are common, and so on). Cannot use any magic except for that of the Font of Life. Cannot use Arcane Empowerment. Weak to Darkness, Fire and Death Magic.
"Tree" Floreine: +15 to Toughness and Strength but may only put a max of 3 points into Speed, and a max of 6 into Balance. The average mature Tree Floreine stands at 15 feet tall. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies. Require regular water and sunshine. Will die within about 15 days if left in total darkness.
"Vine" or "Flower" Floreine: +5 to Font of Life. +5 to Balance. May only put a max of 2 points into Toughness and Strength. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc). Require constant watering. Go dormant without light, will die within about 5 days if left in shadow.
Character Sheet:
(Copy it all and erase everything that is underlined. Leave what you don't need blank.)
Name:
Race:
Age:
Occupation: (How do they get by)
Class: (What they are in terms of abilities and style)
Appearance:
Skill and Power: (Points Rolled for Skill and Power)
Skill:
Martial:
Magical:
Weapons and Armour:
Tactical:
Power:
Arcane:
Normal:
Will:
Arcane Fonts:
Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used
Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
"Nature's Form":
Font of Water and Ice:
Font of Wind and Air:
Font of Soil, Stone and Steel:
Font of Fire and Flame:
"Essence's Form":
Font of Life:
Font of Light:
Font of Death:
Font of Darkness:
"Energy's Form":
Font of Lightning:
Font of Force:
Font of Sound:
Font of Haze:
Martial Specialization:
Points Available for Martial Specialization=Normal Power + Will Power
Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
Speed:
Strength:
Toughness:
Balance:
Arcane Empowerment Style:
Points Available for Arcane Empowerment=Normal + Arcane + Will + Martial + Magical
Arcane Empowerment Style Requires Both a Magical and a Martial Skill of 5 or Higher, and a Natural, Arcane and Will Power Score of 5 or Higher. Practitioners of This Style Can Use No Other.
Speed:
Strength:
Toughness:
Balance:
Weapons, Armour and Tactical Equipment:
Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.
Summary: (Include any magical specialities, fighting styles or other distinguishing quirks.)
Name:
Race:
Age:
Occupation: (How do they get by)
Class: (What they are in terms of abilities and style)
Appearance:
Skill and Power: (Points Rolled for Skill and Power)
Skill:
Martial:
Magical:
Weapons and Armour:
Tactical:
Power:
Arcane:
Normal:
Will:
Arcane Fonts:
Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used
Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
"Nature's Form":
Font of Water and Ice:
Font of Wind and Air:
Font of Soil, Stone and Steel:
Font of Fire and Flame:
"Essence's Form":
Font of Life:
Font of Light:
Font of Death:
Font of Darkness:
"Energy's Form":
Font of Lightning:
Font of Force:
Font of Sound:
Font of Haze:
Martial Specialization:
Points Available for Martial Specialization=Normal Power + Will Power
Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
Speed:
Strength:
Toughness:
Balance:
Arcane Empowerment Style:
Points Available for Arcane Empowerment=Normal + Arcane + Will + Martial + Magical
Arcane Empowerment Style Requires Both a Magical and a Martial Skill of 5 or Higher, and a Natural, Arcane and Will Power Score of 5 or Higher. Practitioners of This Style Can Use No Other.
Speed:
Strength:
Toughness:
Balance:
Weapons, Armour and Tactical Equipment:
Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.
Summary: (Include any magical specialities, fighting styles or other distinguishing quirks.)
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