Fate of Fantasy Introduction: The Prophecy of Norindul, blue A great many years ago thrived a land full of unnatural and fantastical beauty, rich with magic - however vague and mysterious it might seem - and songs of old heroes that still scented the sweet air of every pub and city street. But as we all know, each tale of heroes and heroins must have their villain. In this case, the world of Norindul was threatened by a dark sorcerer whom consumed himself in the visage and soul of a Demon Lord. The dark magician's meddling would have easily become this world's undoing . . . had it not been for a very bold group of heroes that mustered enough courage to face the evil wizard head on. Fortune seemed to favor the heroes, but before our silver-haired champion was able to lay his final blow the sorcerer sealed himself within a magically-protected tree, entering a state of deep hibernation which no being upon Norindul - hero or otherwise - could break the evil wizard from. But one of our heroes, knowledgeable of the wizard's dark magic, convinced his allies to seal their souls within a vast spectrum of magical energy. With the help of Divine Magic, each hero submitted to the power of a spell that would force their souls to continuously reincarnate, understanding that one day the world would call for the heroes to return and finish what they could not the first time around. And when such a time comes that the dark wizard awakens from his slumber, the heroes of old would become anew, wrenched from their time and to another . . . Or so the Prophecy has been Written . . . Current Day: 2016, purple The world has found itself consumed by industry and progressive technology. What once thrived as the age of heroes and magic has been lost in the tides of time. However, a breach in the world still sizzled with energy as the time neared. In the middle of a city park stood one tree, old and rotten but somehow preserved. A crack ripped through the mid of the tree and soon a body reached from its depths, a seal was broken and the magic of old activated with the revival of the Dark Sorcerer. Those whose souls belonged to the heroes of old are now torn from their normal lives, their schools and duties; they are ripped away in the span of a second, to a world unlike any they've ever seen . . . The Heroes awake in the lush green brush of a hill offside to a beautiful forest. The roar of war echoes in the not too far distance, and those that have lived a pampered life are now upon a world that feels completely alien . . . Yet, as it would happen, were once the Great Saviors of . . . "To prevent the catastrophe of our mistakes, of our inability to stop the sorcerer, we are now forced to dial back the clock and finish what we started. This is the only way our souls can find peace . . ." Roleplay Information, red Current Races Available: Human Dusk Elves Moon Elves Star Elves High Elves Wood Elves Aquatic Elves Aviary Elves Drow (Dark Elves) Various Fae Races Centaur Minotaur Lich Giants Dwarves Draken Werecats Orcs Goblins Gnomes Shades Specters Vampires Lycanthropes Okami Skeletons/Undead Dragons* Phoenix* Thunderbird* Frost Feron* Those with * are limited as to how many there can be. Please inquire about any race you may want to play to learn more of their lore in this story. Available Roles: • Characters That Belong: These are people and creatures who live in the world of Norindul and have the comfort of knowing their environment and having allies already. • Characters Who Are Alien: These are the descendants of Heroes Old, who have been ripped from the modern world back to Norindul in order to fulfill their prophecy. They know nothing of Norindul, their abilities, and will have to find allies as the story commences. Physically and racially speaking, they will resemble their original form in the times of old and will most likely switch from human to another race, such as elf, fae, centaur, etc. *Note that you can play nearly any type of character you desire in either one of these roles: good, evil, lawful, chaotic, a mix of races or merely human* Rules: 1. Posts should be done as needed at least once a day if possible. latest once every two days. (Special cases let me know) 2. All Iwaku rules apply, no god mods and almost all fights will be figured out prior to the scene. Some cases however do not apply and can alter the story in interesting ways. Do not destroy important things without asking first please. 3. IF a single person is blocking the progress of more than one player at a time for more than a day I will hijack their character vaguely and move the story. This is so that things do not become stale for consistent players. (IF you have an issue with this concept please contact me.) 4. One paragraph minimal for posting. get all cs approved and work with me on how you would like to incorporate your character. This also means plots you may desire. 5. Use creativity to mold the world. use (non Important) npcs to further your posts. its a world so there is bound to be more than just you and your rp partner. (If you mean for an npc you use to become Long term then p[lease contact me concerning what you have planned.) 6. All Npcs unless otherwise agreed upon, I may kill, use manipulate etc.. to further story plot if it is convenient and helps me accomplish what I want done. (Not Npcs talked about otherwise) 7. Have fun with this and lets fill the world of Norindul with some epic characters that may never be forgotten. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- Dark Magics: Principles of the Noctera Magula Ensein~ The "darker" side of Magic in Norindul originated to defy the standard belief that Magic should always originate from the Mana in the air rather than by another force. Everywhere in the world there is Mana, a substance that is harnessed by specific mediums to conjure up a spell by combining a force. Dark Magic, however, requires a different fuel; life energy and souls, the kinetic energy and sacrifice thereof are used to create something out of impure energy taken from another living source. The simplest of dark arts magic might sap the life from a flower, while the most powerful spells might require a city to be sacrificed in a circle of power. Dark Magic is a broad spectrum that encompasses the following Arts: ﮲ Necromancy; The ability to command and tamper with the necrotic forces that be. Summoning orbs of dark energy, or undead minions, or resurrecting the dead against their will. ﮲ Siphoning; The ability of stealing vitality to empower and buff yourself. ﮲ Shadow Craft; The Art of taking the Darkness around you and solidifying it. Crafting it to accomplish your means. ﮲ Demomancy; Summoning and conquering demons. ﮲ Hexes; Placing curses and blights upon a foe through incantations and other situational methods. Most are quite riddling and require a person to go against their very nature to become cured from hexes. ﮲ Domination Magic; Taking over the will of another being and forcing them to do something they normally would not. ﮲ Soul Tampering; tampering with the soul of Mortals either by absorbing it or by breaking it a part. This is the harshest and least... stable form of the Dark arts and is forbidden even by most dark arts practitioners. The Price: Depending upon the infraction of the spell you cast, you infuse a little of your own energy and life force to craft each spell. In order to empower that spell you have to give up more of your energy. Doing so can shorter your life span in a way varying of how harshly you use your magic. By crossing the boundaries of the Dark Arts, you meld your mind with the other realms and are subject to insanity and multiple personality disorders, as well as visits from creatures attempting to make a contract with you for your body. Such creatures include: demons, demon lords, shades, specters and hags. It is extremely rare for one to practice both Light and Dark Magic, due to the cost of each being counter productive upon the other. The price is the number one reason that most Necromancers attempt to bind themselves to their Phylactery and inhabit an undead immortal body, such as a Lich. No longer bound by the rules of their magic, they can experiment freely with the full extent of their power. However, only 2 Dark Practitioners have ever survived the procedure of becoming a Lich in all of history. Arcane/Mana Magics: Principals of Arcane Magic~ Arcane Magic is the foundation of taking the mana that is ever present in the air and bending it to your will. Mana is a force that lingers everywhere in Norindul, an ever lasting source of power that possesses the power to grant wishes in the forms of spells. Mana is essence born from the Goddess of Magic Serianna, an ultimate embodiment of knowledge study and power, she created Magic as a way to take the knowledge of the world and turn it into something tangible. A means to give those unskilled in martial ways a way of living, a purpose for their lives. Mana is that gift, but it is up to the spell casters to bend that mana into what they wish. Arcane Schools Include~ ﮲ Divination; The Art to predict what is to come, to influence your nature and the chance of something through the art of scrying and other such fundamentals. ﮲ Evocation; Mostly constituted into elemental forms of magic, this is the damage dealing spell type. Though not always related with the elements. Any spell that can be used to form mana into a physical magical threat is Evocation. ﮲ Conjuration; Tapping into the outer realms of spirits and the like, and other planer creatures you can summon them to your side. This also constitutes forming things from nothing, material from mana. Summoning swords armor etc. ﮲ Illusion; Illusion is just as it sounds. Creating traps and mirages blurring yourself or copying yourself. Using anything and everything to trip up the mind of those watching you perform this brand of magic, and in the worst cases using it to kill someone through their mind. ﮲ Abjuration; Warding Magic. This is what one might consider shields, or defensive based spells. One can help add resistance destroy resistance, buff or debuff. Abjuration is the shield. ﮲ Enchantment; To bend or influence the world around you, this is the use of the most evil of the Arcane schools. One can use this magic to influence another decisions, to control the outcome of something, and over all dominate the will of another creature. This is also one of the hardest schools to master. Most mages can only operate under two of these schools, perhaps three. In best cases, the Mage might even be able to master almost all of them, but the years of knowledge and dedication make that task something most will never achieve. Outside of the base of schools rests the type of arcane specialist that resolves themselves outside of the Arcane schools. The Creation mage. ﮲ School of Creation magic; This is what occurs when one is able to grasp the arcane schools, not as academic learning styles, but rather as additions of knowledge. They grasp magic at its raw base and are not able to think of it in a systematic calculation. They can take all schools and bend them around them, combine them reform them. Nothing is beyond this type of mage who understands all for its base and not for its value. The creative wizard, the follower of Lariaht. Serianna- patron of Schools Lariaht- patron of Creation In terms of Arcane magic these are the two Goddess' to follow. Principals of Aura Magic: Aura magic is the fundamental mixture of Mana and KI energy. It is used to help enhance physical attributes with physical power bred from this unique mixture of mana and KI. You can use this power to enhance attacks with your own Aura. Read certain events through the Aura of others. Use your aura as a weapon, or a shield, or a shield that happens to be a weapon. Aura bypasses almost all arcane magics because of how raw it is, but it is ten times more limited, and there has never been anyone known to master aura and Arcane. Divine Magic: Principals of Divine Magic~ For those who have not been graced with power over the forces of Nature, or the whims of Arcane magic, some might say they are insignificant. However possibly one of the rawest and most powerful forms of Magic, is the Divine. Divine magic at its core is the recognition and connection with a deity that one has chosen to devote themselves to. Through dedication, prayer and over all faith, one can "move mountains" with the power of a God or Goddess behind them. Divine Magic is the pure will and essence of casting a blessing that might serve the God the Practicioner has chosen to devote themselves to. Each God has different tenets, and following those tenets brings one closer to their Deity. Similarly, each Patron can be "categorized" by an affinity - Lawful, Chaotic, or Neutral. Different Domains of Divine Magic are available to each sect, so as to agree with the morals and tenets of that general alignment. Lawful Patrons~ Practitioners who follow Lawful Gods or Patrons will find that their abilities are tailored to the overarching goal of preserving life. As such, they are unable to access Lawful Domains of Divine Magic, and any spells they learn from a neutral domain are limited in a manner that restricts them from directly destroying or inhibiting the life of another. As Lawful practitioners, they are gifted access to the Healing and Light Domains where Chaotic practitioners are not. They are also able to learn spells from the Empathy, Clairvoyance, Physicality and Summoning Domains; however their potential to master any of these Domains is significantly less than their potential to master Lawful Domains of Divine Magic. Chaotic Patrons~ Practitioners who follow Chaotic Gods or Patrons will find that their abilities are tailored to the preservation and advancement of self, over society. As such, they are unable to access Lawful Domains of Divine Magic. As Chaotic practitioners, they are gifted access to the Purging and Perception Domains where Lawful practitioners are not. They are also able to learn spells from the Empathy, Clairvoyance, Physicality and Summoning Domains; however their potential to master any of these Domains is significantly less than their potential to master Chaotic Domains of Divine Magic. Neutral Patrons~ Practitioners who follow Neutral Gods are the most diverse of Divine Magic users, who seek to serve no specific moral purpose other than what benefits their individual nature. As Neutral practitioners, they are gifted access to all Domains of Divine Magic; however, their potential to master Lawful or Chaotic domains is significantly less than their potential to master purely Neutral Domains of Divine Magic. Domains of Divine Magic~ ﮲ Light; Unique to Divine Magic users is the ability to use blessed light in ways others cannot. Many spells are dedicated to the manipulation and use of light to defend and protect - often times defending with light will inflict some sort of damage on those who threaten the caster. ﮲ Healing; A complex and extensive domain, healing abilities can range anywhere between healing small wounds, to stabilizing a dying creature, to purifying toxins or disease, and at the highest extent reverting the body of a severely injured or near-dead creature back to a recent state of being. The line is drawn when a creature dies, as Divine Magic cannot effect or alter what is dead in any way. ﮲ Empathy; Anything pertaining to the alteration of emotion or how thoughts are conveyed from one person to the next. This includes abilities such as compelling hostility, spreading an aura of good fortune, calming a crowd, inspiring the truth, etc. ﮲ Clairvoyance; This domain encompasses all spells and magics which enable the perception of things or events in the future or beyond normal sensory contact. Such abilities may include the detection of magic or magical items, poisons, concealed persons, foresight into future events, the detection of internal psyche and untapped potential, etc. ﮲ Physicality; While the potential for this domain is nearly limitless, all Patrons of Light set rules and boundaries for what their blessing may actually grant a practitioner of Divine Magic. Spells that affect the physicality of a creature may be used, for example, to move inanimate objects or temporarily become an incorporeal mass of untargettable dust - however, no Patron of Light will allow a Divine Practitioner to alter the physicality of another living creature in a destructive manner, as they ultimately seek to preserve life. ﮲ Summoning; A truly neutral domain which either lawful or chaotic followers can perform, these spells allow a practitioner to summon celestial spirits which will aid them in their endeavors. ﮲ Purging; This domain encompasses all magic which can be used to purge or wipe something from existence. ﮲ Perception; This domain includes the alteration of perception, an act of divine punishment that strips you of being able to trust your perception, including abilities such as being able to haunt someone with their sins, keep them from seeing or hearing something, etc. Divine Blessings~ While the Domains cover a broad spectrum of the abilities available for Divine practitioners to master, each God or Patron may also grant "Divine Blessings" to their loyal followers, which allow the practitioner to access realms of magic much more closely related to the will of their chosen deity. These gifts are rarely given and usually for extreme feats of servitude to the Patron, making them equally powerful and spectacular. (For example: A Cleric that Follows Settirus, the Chaotic God of Murder, Poison and Secrets, sets up a grand scale secret assassination, thus pleasing their God. In return, Settirus may gift them the blessing or favor to silence someone forever, use telepathy, or in extreme cases a spell of death itself that can kill on touch and leave no traces behind to incriminate the practitioner.) Each Patron will offer different blessings when such favor is earned. While this description is the Basis for all Divine Magic, it excludes a very grim truth about Divine Magic at its core. In truth, the Magics labeled as "Dark" could be considered Divine, just by their nature. Dark Magic draws power from the worship of Demon Gods and utilizes that power to create atrocities; to defy laws set and agreed upon by Lawful, Chaotic and Neutral Gods. While those of Norindul consider Dark Magic to be an independent study far from the association of Divine Magic, it can in truth be considered nothing more than the fourth sect of Divine Magic. (For anyone looking to practice Divine Magic, please get ahold of me as the GM so I can help you with your Domains/Abilities, which will be determined by the God or Patron you choose to follow.) Natural Magics: Principals of Natural Magic~ Besides Mana, the world itself is a living source for power, a natural conveyor of energy that releases the love and essence of nature itself. For those that have learned to use Nature as a weapon such as Druid, and Fey types... This magic is the tempest of the world. Nature is unforgiving, raw, founded, and over all adaptable, and so will be the one that uses this type of magic. Nature does not have schools, but rather it has domains that one can live by. The more that a caster understands the nature of their domain, the better off they might be to use its raw power. Domains of Nature~ ﮲ Growth; Growth is the manipulation of plant life in order to entangle, batter, trap and otherwise impale or disfigure your enemy. it can also be used to create make shift druidic homes and the like. The most constructional Domain outright. ﮲ Animal; A Caster of natural domains might choose to bond with animals instead. having the innate ability often to speak with animals, they build a strong connection and from this connection they learn to take the visage of the creatures they befriend. The strongest of Natural casters might be able to still cast other spells while in their wild form. ﮲ Environmental; For this Natural practitioner, the force of nature is a weapon all its own. To use a given thunder storm and call from it, powerful lightning bolts, directed at the enemy, Or to create natural fire out of dry brush, just by willing it. This is the caster that uses the rawest form of the elements and nature and batters enemies with it, whenever they aren't trying to regulate nature that is. ﮲ Preservation; This druidic caster can use its bond with nature on a High level to call animals to its side. Creatures that inhabit the zone the druid is in will fight for him in clusters. It is because this druid uses spells to heal the land, to help it fight back on its own. This druid can mend and shape natural forms, and fix things. A true guardian of balance and the way that Nature can run its course. A follower of this type of Magic would likely follow Xanthrimius. Characters, orange Character Sheets: Name: Alias/Nickname: (if any) Age: (If you transform to a specially aged race then place your original human age and then how that translates in Special years. EX: 19 Human/ 121 Elven.) Ethnicity: Creature Race: (Human, Elf, Fae, etc) Gender: Affinity: (Evil/Good/Neautral) I Belong/I'm Alien: Are you from the future. Or do you belong to the world of Norindul naturally? Picture: Appearance: (Detailed description of your appearance to cover what can't be told in pictures) Personality: (Detailed Description of your characters Personality) Strengths: (What you are good at/agreeable with) Weaknesses: (What you are NOT good at/disagreeable with) Current Relationships: (Who in the RP are you connected to/How.) Skills Modern: (IF this applies state what you were good at doing in the year 2016) Skills Fantasy: (this will be filled out as you progress the story and give yourself more of a standing in the fantasy world of Norindul.) Equipment: (You do not have to list this but I would like to at least see your weapon or combat of choice here, as well as if you are wearing armor and such that might give your character more depth.) Abilities: (You can list this or not list it right away but as you gain spells and specific skills involving whatever you choose to profession in you have to list them here so that you can reference this for your abilities.) Background: (This has to be complete but can be however in depth you want it to be. So long as it notes relationships and infatuations and such int he past that might mean something in current story.) Misc: (You can put Themes, Voices, symbols... other fun stuff and whatever here.) Characters: Tyler aka Tirian, Hero, Played by @Wolfsin Griffin aka Grim, Hero, Player by @Wolfsin Kanari, Hero, Played by @Sinopa Sera aka Sorai, Hero, Played by @Key Tuzi Anabelle, Hero, Played by @Key Tuzi Alyssa Highreign, Native, Played by @Mikasa Twins Aiden and Nadia, Rogue Heroes, Played by @Aka~Kitsune Catherine, Rogue Hero, Played by @Gladis Azeirath, Hero, Played by @DoomyCakez Aneira, Hero, Played by @кετรยεкí Azmeryth, Native, Played by @Azzy Eldrin, Native, Played by @Freedom Valur, Native, Played by @Yaoi Master Gavin Despina aka The Breed, Native, Played by @Red Rabbit Thomas aka Roth, Rogue Hero, Played by @Sepdemonium Chapter Summaries, green Chapter One Tyler Griffin and Sera were once the greatest of friends. However life kicked some of them where it hurt, and the result was that they drifted. Tyler became a prominent Soccer star in Highschool, and ended himself up with the beautiful high class lady Anabelle. Many other characters came into the mix, and relationships were built. Aezeirith Tweedle a young genius to the established family met her first crush, The Twins found "friends" for once. Katherine Monnete and Kain met and began their own game. Griffin having liked Sera for an unbelievable amount of time, was tricked by his crafty little sister Kanari into taking Sera to a concert. The two were getting very close when out of the Tree a Dark shadow appeared. The sorcerer from the tree slaughtered a group of policemen,a nd the sky opened up in response to his arrival. A white flash as if the world was all at once gone, and then the chosen heroes were gone. Chapter Two The chosen all woke up in a lush green field. nearby a battle was waged and knights faced against raiders. In the forest tragedy struck as a troll devoured a girl and sent the majority of the teens that had been transported into a frenzy. Tyler and Griffin teamed up and drew the beast away where they fought it and suffered great wounds before they were saved by the General Godric. Meanwhile Zeiry wakes in the garden of an old hermit and is escorted to a tower of white and gold. She is taught to accept that she is a mage and has entered incredulous training under the pure lady Asciel. The Twins awake in a room of their own, they are brought to another room where they meet their Father.. Who is in fact no one else but the Dark wizard Seridis, the evilest man in history recorded, and the most powerful necromancer alive. The twins learn a great deal from this man. Others meet, and little Kanari is separated from her brother where she meets the lady Neve, who teaches the girl of survival and discipline. Eventually this places them in a city of learning where they meet the mischievous blonde rival to Neve, the Lady Stelemara. Through efforts and deception Kanari goat the guard to accompany her to the lair of a Grand Blue Dragon. One of the legendary creatures of Norindul. When they arrive a battle ensues and tragedy strikes. A general appears upon a Black armored dragon that is bigger than any of them. A battle occurs and Neve and Stella reveal themselves as a Frost Feron, and a Phoenix. The two fight the Dragon and The Blue Dragon does her best to regain her power to help. All the while a Girl Aneira struggles with the inner dragon within her. She is revealed to be a white dragon, but she does not know how to control this power yet. The battle looks grim until a Storm like no other forms and a streak of lightning changes the score entirely. A Thunderbird appears out of nowhere and devours the beat in lightning. The General becomes a pain at this point and uses his lance to fight back. Finally the Grand Blue Dragon enters the sprawl and the Black Dragon is forced to retreat entirely. It is revealed the woes of Neve and Stella and they are forced to say good bye to Kanari as they go before the gods to face judgement. Kanari agrees to be trained by the Thunderbird, whom goes by the name of Zera. Meanwhile In the High Kingdom of Dyanus Dissent rises. Godric arrives just in time to save the princess Alyssa Highreign as she inspects the mangled and ruined corpse of the high priest. A message no doubt, The lady calls a council and it is decided that Godric will set out to find the children of Prophecy. Alyssa must continue to battle this never ending battle of politics and pray for Godric's swift return. The Twins progress in their studies and continue their conquest for power and acceptance. The main heroes continue on their journey but Tyler is gravely wounded. They are saved by a Gnome who takes them in and brings some light upon their situation, naming them by race and explaining enough to give them idea where to go. Some are interested others are knocked out, and some just hate this place. After Tyler is healed they set off to go to a city wityh Gold given to them by Hobbler the Gnome Druid. it is at this point that a task happened in the shadow sets into motion. Hobbler is assassinated the those of prophecy do their best to work out a way to escape the assassin. Unfortunately before they can finally escape they are all wounded badly, and Griffin and Sera are lead to believe that Tyler and Anabelle fell to their untimely deaths at the bottom of a waterfall. Sera and Griffin narrowly escape the threat, due to a large pack of wolves attacking the assassin at last minute so that they can run. Griffin nearly dies of poison but is saved before it is too late. The great Wolf Lobos sends his scout Luna to find Tyler and Anabelle, as they are in desperate need of their help. The forest is threatened to be burned to the ground and only the heroes of Prophecy can save them now. Kanari is in haven where she will train. Zeiry's trial is soon. The Princess receives an official invite from the King of the High Elves. Aneira is directed to a Grand Golden Dragon for answers, And griffin and Sera must leave their deceased behind to search out answers for Sera.