- Posting Speed
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Intermediate
- Adept
- Advanced
- Adaptable
- Preferred Character Gender
- Female
- Genres
- Fantasy, Scifi, Modern, Magical, Horror
[Interest Check] | [Lore Thread] | [OOC/Sign ups] | [Character Index] | [Manifest Anima Discord]
GMs: @yoshua171 @Tuujaimaa & @Celaira
GMs: @yoshua171 @Tuujaimaa & @Celaira
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The year is 2051 in the island metropolis of Ominar.
Night hung over the ocean like a pall of roiling smoke, the gentle curls of pitch-dark brine batting it away for a brief second before it settled against the still surface again--a dance of two steps executed in rhythmic harmony. The motion of the waves breathed life into the dark, and it encroached readily across the glassine surface of the water until it broke upon the shore of a magnificent island. It lapped upon the shore like a second sea, buffeting the onyx black rock in its clamour for the distant brightness above, but finding no purchase, and sinking back to its lonely duet with the water.
In stark contrast to the murky depths of the island, an effulgent radiance blanketed the distant beyond. Argent lights danced languidly across the glassy windows of the many skyscrapers that pierced the bustling city's skyline, cavorting with the caliginous hues of night painting themselves where the light could not reach. Wind whistled between the buildings, bringing with it the briny scent of the surf that encompassed the island. Even at night, the city was alive with movement. Sights and sounds radiated from every which way, a unique symphony of cultures and races woven together into a sonorous tapestry that could only be found here, on the shores of the place called Ominar--humanity's metropolis. A bastion of magic and magitech, and a haven to all three of the races: those born of chaos and discovery--Licentia; those born of order and stability--Prae; and those born somewhere between, with so many choices to make--Humans. A city born of a necessity for both equality and progress. Beneath the velvet blanket of midnight, everyone is equal: but the night does not last forever.
Soon dawn cuts across the depths below and the sky above, smattering its dappled light across the breadth of Ominar. The atmosphere of the city shifted in its wake, from intrigue and mystique to something sterile and refined. In this city, in the harsh brightness of day, money spoke louder than the music of the night. Where cultures once danced together in a cacophony of color and sound the orderly shuffle of business now reigns. Though the streets are still filled with life and movement, it is a much different sort to that which dominates the night--when this city breathes, the world moves to accommodate it.
Though the gentle lustre of the moon delicately frames the interplay of light and shadow, the coruscating sun is harsh, casting its shadow deeper down into the realm of murk and gloom. Beneath this veil the underbelly of the great city churns unending, feeding on everything the daylight scares away and pouring out misery and profit in equal measure. Ominar is a city of progress, built by--and for--those with drive and purpose. It caters not to the mundane, and it suffers not the indolent. And so, as with all things burningly bright, it casts a vast shadow--one whose presence is only made more terrible when weighed against the light it shuns.
Extreme as the cycle may be, it is natural to Ominar. Every nook and cranny filled with shadow, every mote of light in the sky--these are simply part of something greater than themselves, simply part of nature. And yet, even in this great to and fro, there are foreign elements. The ebb of the tide brings with it something neither light nor dark--a vessel borne from faraway shores. Its passengers bear familiar faces, but harbour an unseen intent.
As they step into the bounds of the city, as they alight upon its dock and climb its crested hill, they bring with them the beginnings of something else. A whisper of a wave whets its growing appetite upon the shore, rebounding with greater strength again and again and again.
Though unformed as yet, it is wave that will leave nothing unchanged in its wake.
It is your choice whether this tide wipes the slate clean for you to build an empire atop, or you resist its inexorable push and fight to preserve what is.
How will you fare when history's reins are thrust upon you?
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Vis: Essential energy, vis is that which permeates everything. It is the energy that facilitates not just magic, but life, consciousness, and existence itself. It can be found in a feasibly infinite number of forms and arrangements.
Leylines: A complex network of dense vis currents deep beneath Earth's surface. Vis emanates out and upwards from them, allowing vitality to flow throughout the planet and resupplying the ambient vis in the atmosphere.
Straeva: The Torquean equivalent of leylines, these take the form of vast flowing subterranean rivers of dense vis. The position, size, and potency of a given straeva can change with time, though the size and potency consistently rises as one delves down into the deeper levels of Torqueo.
Foci/Focuses: Objects that are specifically attuned to amplify the potency of magic and--more importantly focus it, allowing a mage to have greater precision and control. These objects can be specialized or general use, crafted to work to strengthen certain types of magic or to help amplify certain aspects of a caster's skills. A focus can be essentially any object that is enchanted with the necessary properties, though some objects are better than others.
Bridges: The colloquialism used to refer to the spatial 'pathways' that form to connect realms to one another, allowing traversal from one to another.
Anima: The soul, the seat of consciousness, a being's anima is that which gives life to their vessel--or conversely--it is the entirety of their lifeforce made physical. While composed of vis, the anima is so dense and complex as to be impossible to replicate. While the vis within the anima can typically not be accessed for magic, it is this structure that generates the vis that fills the ostium throughout the rest of a being's body, facilitating magic in all its forms. The strength of one's anima is determined in part by genetics and in part by how often one uses their vis. Typically one's anima will grow stronger over time so long as it is forced to regenerate repeatedly over an extended duration. As a result it may generate vis faster or generate more potent vis as a mage practices more and more magic.
Ostium: The circulatory system for vis, the Gateway, a being's ostium is the structure that supplies the rest of the body with vis generated by the anima, energizing it. Furthermore, without a functional ostium, magic is impossible, for it is the control of one's ostium and the vis therein that makes one capable of utilizing magic.
Velo: A structure possessed solely by Precursor Descendants, the Velo is essentially a second ostium, which allows these specialized humans to 'imprint' abilities, memories and skill regardless of their nature to pass on to their offspring. While giving them a significant advantage, possessing a velo also makes them far more vulnerable to certain forms of magic--and indeed--the many dreaded permutations of malady.
Maladies: Otherwise known as vis diseases--this term refers to any ailment which is caused by or directly affects the vis--and related structures--within a living body. These are, more often than not, transmitted via vis-to-vis contact.
True Names: All sapient beings, be they Human, Licentia, or Prae, have two names. The name given to them at birth by their parents, or chosen for themselves, is their primary name--some individuals go their entire lives without ever realising that there is something more within them.
Their second name is the True Name, which is a fundamental representation of the deepest essence of their Anima. A True Name exists in only the individual's mother tongue and dialect, and is typically extremely difficult to vocalise--and impossible for one not of the individual's race and particular dialect to ever vocalise. Knowing one's True Name confers certain benefits, but also reveals truths about the self that require an enormous confidence and conviction to begin to comprehend without losing their sense of self.
Licentia, in order to evolve past the stage of Eximius, are required to know their True Name--this is a big part of their lost legacy and is why so few Licentia manage to achieve such a feat.
Humans that have the gift of magic all have some inherent inkling of their true name, and while this is not directly the cause of a human's inborn magical ability, it is a contributing factor.
When a being knows their True Name, they understand their anima more fully and more honestly, which in turn increases the amount of vis they are able to generate and their control over their internal vis--knowing your True Name makes you better at magic by a significant margin in general.
Certain types of magic that affect the anima, such as Boons and Banes, can be cast distantly if one knows the True Name of the being they wish to affect, and Spatial manipulation affecting an individual bypasses all warding attempts or magical resistance if their True Name is invoked as part of the magic.
"Only in knowing your fundamental truth may you clad yourself in falsehood." - Archytas the Skintwister
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Prisms: A naturally occuring material in Priscus, these objects form in vis-rich atmospheres, condensing into crystals so dense that they actually warp the spatial structure inside themselves. Particularly dense prisms can actually be used to seal/store items or beings. Often, for this to occur they must be attuned to the wielder and with the items or beings in question to some extent, as well as being molded into a form that will shape the extra-spatial region within the crystal.
Dtsen: A rare substance found only in the depths of Torqueo's lower layers, this material is so difficult to obtain that it has become mere legend to most. It has the durability of diamond, the density of lead, but without the weight of either. Dtsen must be worked in very specific, very difficult ways that no normal artisan would know, let alone be capable of. Due to the difficulty in obtaining it and its relative rarity as a result, Dtsen artisans are fairly rare, nonetheless they do exist and they often double as some of the most skilled craftsman and enchanters, for the art of working Dtsen requires many disciplines. Furthermore, the material is more magically pliable and conductive than almost any other known material. Dtsen in its natural form, appears as an almost opaque silver crystalline structure, with a 'black glow' thrumming from within. The crystal structure of Dtsen is adaptive, making it form irregular shapes, something that is very uncharacteristic of crystalline materials. The material, when it is found at all, is found growing on or near the 'roots' of Torqueo's vis veins, or leylines, as some call them. The purer and more potent the vis vein, the more valuable and useful the Dtsen that can be harvested. While some licenti scholars, such as the eminent Edravhen, know how Dtsen grows and could likely advise others in creating it independent of true vis veins, they have always protected the knowledge fiercely...for reasons unknown.
Verisium: Otherwise known as vis-infused platinum, this material is made by bonding vis to platinum at the molecular level, refining its properties. While normal platinum is an incredibly potent material, capable of dispersing magical force and energy across its surface or channeling it if applied directly, Verisium takes such a step further. Rather than disperse vis across its surface or merely channel it, Verisium amplifies any vis channeled through it and projects it invisibly around itself in a field. Any vis channeled through Verisium is enhanced dramatically in its potency and refined into a more focused, stable state. Due to the aforementioned traits the material is essentially toxic to licentia anatomy as it binds vis to itself, making it impossible for licentia to absorb or otherwise effect it through any 'normal' means. Like most difficult to make materials with incredibly useful properties Verisium is incredibly expensive--more so than either Vis Crystals or Conduit Metal (on average). The material was first created in Medius by the Avusahré family.
Conduit Metal: An alloy composed of carbon, iron, and silver, this metal is an exceptional conductor of vis. It is used in the construction of many magical implements including Foci and most enchanted items. Due to the process requiring vis be infused as well as for the metals to be combined in very specific amounts, Conduit Metal is particularly expensive. The material was first created by the Katela family.
Blackstone: Can absorb, repel, and insulate from vis. The material is similar in physical composition to granite, but when it is broken appears to have a structure like obsidian. As its name implies, it is black in coloration. Depending on how the material is worked it will either end up opaque or somewhat translucent. The material is often used for places of internment in Torqueo so as to starve licentia of vis, and make sure that any sustenance they gain is purely from a source of their warden's choosing. This material, though less common, does exist in Medius and can be found in trace amounts in Obsidian, as well as deep in the earth. Blackstone is resistant to non-vis forms of energy and vis-manifested elemental magics, but can be compromised by introducing it either to too much vis, or to incredible amounts of physical force.
When too much vis is channeled through it, or a consistent amount is channeled through it for an extensive amount of time, Blackstone will begin to breakdown. This is due to the fact that the material is a vis forged amalgamation of other materials. When exposed to more vis, the bonds created to meld the properties of its constituent elements begin to deteriorate, until the material is reduced to a fine powder.
Vis Crystals: A rare thing in Medius, vis crystals are generally not naturally occurring. These crystals are the result of vis being packed very tightly together until it crystalizes. The process of making them is difficult making them expensive. Vis crystals are used as "magical batteries," to hold enchantments, raw vis, or to amplify magic making them supremely useful.
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I. This Roleplay includes mature themes including, but not limited to: Drug use, violence, sex, death, and strong language. Please be advised that these things will be present in the RP, and should be handled with care.
II. Combat will be handled on a case-by-case basis, with the GMs proctoring in case issues or disagreements arise. Should you want to script your fight, let the GMs, and your partner(s) know. Make sure all parties are in agreement. A 'scripted fight,' is one wherein the victor is decided beforehand.
III. If a problem arises for a player in regards to the GM and they feel uncomfortable bringing it up. Go to the other GMs for advice. Don't worry, we're perfectly reasonable people and nine times out of ten we'll work through it with you.
IV. Should you lack inspiration or enough material to post, tell someone. Communicate. Talk to your GMs. Worst case scenario, we'll just move your character aside till you can post again.
V. While you may expand on or modify the base format of the character sheet, make sure all necessary sections are included.
VI. No OOC drama. Keep it to PMs, and hopefully keep it non-existent. If needed contact a GM for problem resolution.
VII. Posts of two paragraphs or more; quality over quantity. If you're drawing a blank, don't worry so much.
VIII. Characters should be placed in the OOC for review. Once they are accepted, please post them in the character index.
After a GM makes a plot post, we'll wait a week for everyone to make theirs! If you don't make it in a week, we'll keep moving forward--unless you let us know, and we're more than willing to offer you a little extra time. Try not to make it a routine thing, though, because other players rely on you to keep this whole story moving! You're an important piece of the puzzle we're all trying to put together.
This is, first and foremost, a story that we're all telling. With stories comes growth. Whether that is growth as a person, or growth in power, wealth, or whatever flavour you might prefer, it is a story that is all yours to tell. Your character is important, and we invite you to tell their story along with ours; even if huge plot stuff is happening, your character's life can still have a role, and it should. Big things will happen--whether or not your character has more important things to worry about is up to you, and we invite you to take your plots where you want them to go."
With the fantastic level of depth in the lore present in Manifest Anima, an equally incredible amount of creativity and variety is made possible. In addition to simply playing with the existing lore, there is always the option of building upon something or creating something new--we want you to be able to take ownership of aspects of the world. If you want to simply play with what we have that's wonderful, and you are welcome to, but try to keep in mind that the option to make something new and fresh, is always open! Enriching the world and everyone's experience in it is what we aim to do, and what we aim for you to be able to do as well.
In Manifest Anima there is a strong focus on interaction, consequences, and player choice. It is designed to evolve with its players and while there is a plan, it can deviate wildly depending on how those involved interact with the world and the elements presented--or implied.
Active and interactive GM team! We have three people who are genuinely dedicated to this project and want everyone to have a great time. If you're having trouble, let us know, we're there to help!
One of the main focuses of Manifest Anima is realistic immersion. This is a roleplay where logic determines what happens to your characters based on the actions that they take and the circumstances that they find themselves in--and while you have control over the actions your characters take and (somewhat) their circumstances, do not expect to be able to control the consequences with impunity. If logic demands that your character dies--they will die. They will reap exactly what they sow, and we want you to know that from the beginning.
This doesn't mean that you can expect death to happen at every turn--because it won't. Other people can intervene to save you from your fate, or you can set up contingency plans to ensure that you don't meet an early demise, but every action and inaction has a consequence that you will be expected to face.
CHARACTER SHEET
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[CENTER][div=margin-top: 0;]## | Gender | Species | Sexuality | Nickname(s)[/div][/CENTER]
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[COLOR=white][[/COLOR]SPELL/ABILITY NAME[COLOR=white]][/COLOR] - desc.
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[div=font-family: georgia; font-variant: small-caps; font-size: 20px;]Physical[/div]
[div=font-size: 52px; color: var(--mainColor); letter-spacing: 3px; font-variant: small-caps;][SIZE=32px]♔[/SIZE][FONT=Lovers Quarrel]M[/FONT][FONT=Georgia][SIZE=32px]agic[/SIZE][/FONT][/div]
[COLOR=white][[/COLOR]SPELL/ABILITY NAME[COLOR=white]][/COLOR] - desc.
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[div=font-size: 10px; text-align: center; margin-top: 0;]"Quote"[/div]
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