Map and Compass [Original Fantasy Adventure RP]

Sketching101

Coup de Gravy!
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Writing Levels
  1. Intermediate
  2. Adept
Preferred Character Gender
  1. Male
Genres
Fantasy, Scifi, Mystery
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|| Roster || IC || Character Index || Expanded Lore Index ||

-Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
-Try not to go back and forth in solo-posts. If you're going to do a conversation with someone, please do a collab as to not take up much space in the IC. (websites like etherpad and primarypad are good for this)
-Color-code diaoluges "like this" in any colour you want.
-No meta or power gaming. I know meta gaming is difficult to enforce meta gaming rules, but I'm trusting you guys on this.
-Short posts are acceptable-don't feel obligated to write extremely long posts on your own- but try to have at least one good paragraph that adds to the situation somehow.
-All IC posts and CSs must be written in third person.
-Romance is okay, but if things get too 'heated' then please fade out and take it to PM's. If you feel the specifics are pertinent to the plot and want people to read it, message me and we can see which parts should at least be in a spoiler.
-No real pictures. For all character descriptions, use drawings, please. If you struggle to find anything, I could try to make something or give you some references to use.


The World Unraveling

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Credit to 2wenty

Lore


"[...] The name of the subject isle is Plateau. It's in orbit around the core planet, along with several other isles similar to it. It has been active since generation RQ2VV, making it the longest standing isle. It has proven to be quite good for the development of life. Unfailingly, it has produced quickly developing societies and rich cultures with relatively small disruptions to life. Notably, in generation RQ32K, a mathematician was able to acertain the isle's nature and conjectured the existence of the core planet. While many other generations had similar discoveries, none were so accurate as that of RQ32K's Maellon Greyscale. This discovery comes despite the inhabitants' inability to observe the planet directly due to the shape of the isles. [...]"

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  • The ruins of the high city of Garth
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    Credit to Merl1ncz
    Record of Generation RQ32K
    ~~~

    Despite the heightened danger rate of the creatures, this RQ32K has prospered significantly more than any other generation before it. I had not expected their technology to advance so much so quickly. Concordia, in particular, has been developing at an incredible pace. They have spread more and more across the plateau and have created technology that could allow them to move to other planes in time. While this cycle is coming to an end, I have the highest expectations for the next generation.

    [...]

    Nevertheless, it is disappointing that despite this level of sophistication, the Concordian Empire is attempting to spread across the isle. They're pouring more and more resources into their military, which is having an adverse effect on its population. On the other hand, it could be argued that its only because of these investments that Concordia is developing technology so quickly.

    [...]

    Over the last few years, Concordia's spread has accelerated greatly. They've all but conquered the Kingdom of Genis ever since they developed their airships. Genishians didn't seem to expect an aerial assault. Yet still they seem to be struggling greatly against the southern clans.

    [...]

    The Orcish Clans have allied themselves with the Daemons to make a rather formidable coalition. While Concordia might be much more advanced in regards to their application of magick for the purpose of furthering technological and scientific developments, the magickal understanding of the Daemons is unrivaled. Together with the Orcish Clans, they have proven to be a force to be reckoned with. I had not expected they would have been able to successfully defended their lands even up until this point. Perhaps they will even hold out even up until the next Cataclysm.

    ~End of Log ~

  • [spacer]Concordia is the largest of the three great states ruling over the world. It resides on the Eastern Continent, spreading large settlements all across its territory. Its population isn't dominated in number by a single species, unlike the other two countries, but the ruling family has been human for several generations. There are towns that have an overwhelming majority of one species, but all of the larger cities are completely cosmopolitan. Its industrial developments make Concordia's economy the strongest by far. It's at the height of the war against the Orcish Clans and Genis. Concordia seems to be coming on top despite the two countries working together. Concordia already conquered what land Genis had on the Eastern Continent and sacked two of its cities on the Western Continent before the calamity.[/spacer]
    Capital
    Gordium is the capital of Concordia. It is the home of the royal family and of five million others. Two fifths of the population is human, and the remaining population is half and half strayskins and elf. It has tall, thirty meter walls and is renowned for its impenetrable gates. During the last century, more and more mage schools have opened there. A fraction of the western district of Gordium is used for barracks for new soldiers.​

    Important Locations
    The Fourth Pillar is an institution of the Church located on an island south of Gordium. There, Templar Knights are trained in Holy Magic and traditional combat in order to spread the Church's teachings out east.​

    The Third Pillar is on an island north of Gordium, where priests study the teachings of the Church and learn all kinds of magic the allfather provides them with. These priests accompany the Concordian Army as healers and supportive fighters.​

    The First Pillar used to belong to the Genis Kingdom on the Eastern Continent before Concordia drove them off. While it used to be a monastery, it is now used as a military outpost for Concordia. The First Pillar is where the first generation of Seraphs were created.​

  • [spacer]The Church is the religious organization that spreads the word of The Creator. They're perhaps the most influential organization on Plateau, and rival both Concordia and the Orcish Clans in military might. Despite being at war with the Orcish Clans, they still have functioning churches on strayskin territory. These buildings are left alone by the warring parties even in the land of the Orcish Clans.[/spacer]
    The Monks are the men and women who have been guarding the churches for centuries. They are rarely seen in combat and have so far stayed out of the conflict between Concordia and the Orchis Clans despite being affiliated with the Church. The Monks are known to be ascended Templar Knights and mages. Thanks to their blessing, they are feared by the greatest warriors around the world. That is mainly why the churches are generally left alone.

    The Templar Knights are the Church's soldiers who either show great devotion to the Creator, or are born as Seraphs and are trained from birth. While most Seraphs are used for propaganda by the Church to show that their actions are blessed by their deity, the Seraphs are still some of the mightiest warriors on the planet.

    Holy Mages are scholars that are trained in different disciplines of magic. They either become part of the Templar Knights as healers and battlemages or go to work at churches as priests and missionaries.​

  • [spacer]The Orcish Clans are on the Southern Continent. There are several nomadic clans that roam the continent, and only three settlements. The Chieftain lives at the capital out east on the continent's second largest mass of land. There are few strayskinson the continent. There are few humans and elves living among the strayskins, but those that live in the clans are treated as any other. They have a strong navy to control the seas near them, which has allowed them to keep enemies away and raid merchant ships. They allow certain ships passage in exchange for fees, as well as have well protected trade centers in their settlements. There are eight predominant clans on the islands, and the title of Chieftain passes from one to another quite often as the power balance tips in someone else's favour easily. However, during the last few years, the Chieftain has remained the same. The clans have halted warring among themselves and have been fighting against Concordia. During the beginning of the war, Concordia tried to enter the west through the Southern Continent, but couldn't hope to rival the strayskins' skill at sea. Only then did the move north to the Western Continent.[/spacer]
    Capital
    Sonia
    is the capital of the Orcish Clans and is where the Chieftain lives. It's a popular trade center and home to the strayskin navy. Even though it's located on the outer skirts of the Orcish Clans' territory, it's exceptionally difficult to conquer. The island it's on has several defensive magical traps laid around it, along with the firepower to sink any ship that gets stuck in such spells.​

    Important Locations
    The Second Pillar is where the first generation of Daemons were created. They have built their city around the Pillar. They have a good relationship with the Orcish Clans despite their unholy reputation. Some are even on the high council at Sonia. This relatively favorable treatment of Daemons is one of the phenomena that trigerred Concordia to move to invade the west.​

  • [spacer]Most hunters and huntresses live outside the Second Pillar, living in mostly nomadic camps and societies. While different clans have different training methods, they all gather at the Pillar to pass their rite of passage trial for trainees who reach the age of 16. In order to pass and take the title of hunters, the trainees need to consume their first Sopia. This first hunt proves to be quite deadly, sometimes even leading to some deaths by the swords of other trial goers after the same Creature. Once a Daemon becomes a hunter/huntress, they go back to their clans to work as sellswords, though these days they've been working with the Orcish Clans more than anyone else.[/spacer]
    [spacer]Among the more well known clans are Hornslayers, Galesons, Craftsmen... But there are many other smaller clans that focus on certain methods of hunting from trap-crafting to magically charmin Creatures to help them in their fights.[/spacer]

  • [spacer]Genis is the kingdom of the elves, with little to no minority populations of strayskins and humans. Those that do live there are mostly students of magic, learning at the Fifth Pillar. Currently, there isn't much of Genis left. They used to be a thriving kingdom that exported minerals all around the world and used magic to assist their growing industry. During Concordia's attempts to go to the Southern Continent, Genis assisted them with weapons and ships, happy to help bring about the demise of their neighbours. They were caught off guard when Concordia attacked Genis. Their capital was sacked on the eastern coast of the Western Continent by Concordia. The only standing city left in Genis is the Fifth Pillar, which survives only thanks to the defences set up by the master mages from the Academy of Magic there. There are a few towns supposedly loyal to Genis but they have been cooperating with Concordia for a long time.[/spacer]
    Important Locations
    Currently, The Fifth Pillar functions as the capital. The king resides there, along with the royal guard. The people holed up there are running low on resources, so food is being rationed. The population is declining rapidly due to famine and plagues. The one place that is thriving in there is the Academy of Magic.​

  • [spacer]Outside of the Orcish Clans, there is a single predominant religion. It is described not in a book but on the five pillars that are said to hold the world afloat. It tells of five warriors and one human chosen by The Creator. The Warriors always have the same titles: the Shield, the Arrow, the Spear, the Chant, the Sword. The chosen is called the "Craftsman". As the pillars that previously held the world begin to collapse and the god of destruction, Lox, begins to break free of its chains, these six build up five more pillars to chain Lox once more. During this "Cataclysm", beings named "Creatures" begin appearing around the world, written to be monsters made the Unholy Magic of Lox. The Warriors replace the pillars as the Craftsman helps them hold up the earth on their backs. After they're all replaced, the Craftsman guides society in order to destroy the remnants of the Daemons, living for centuries until the last of the creatures is dead. The current empress Lunaris XVII of Concordia is said to be a descendant of the last Craftsman and is considered the predominant religious leader in her country.[/spacer]
    [spacer]While the Clans generally believe in the existence of these gods and stories, they don't worship the Creator. This is mostly due to the conflicts they've had with Concordia where they've been treated as the enemies of the devout, similarly to the treatment of Creatures.[/spacer]


The Denizens of Plateau


  • Strayskins are the predominant species in the Orcish Clans. They are generally more physically imposing than their fellow denizens due to their larger builds and horns. Strayskins get their name from the great variety of skin colour they have among their own people, including colours like the pale hues of red, green, blue and grey. Their horns often vary in size: sometimes they're ridiculously large and sometimes they're not even noticeable. According to the Church, strayskins are the creations of Lox.
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    Elves are nimble and lean. Physically they aren't very different from humans. The only immediately distinguishing qualities are their long pointy ears and pale skins. According to the Church, elves are the ancestors of both strayskins and humans.
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    Humans are physically very close to elves. According to the Church, humans were molded from the elves by the Creator.
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    Half-Bloods are the combinations of multiple species. Such people have varying attributes of both their parents' species. Half-bloods get attributes from their parents semi-randomly. That is to say, two half-bloods of the same two species might look completely different and might be confused to be of two different species. So, if an elf and a strayskin have two children, one might be large like a strayskin but fair skinned like an elf, and the other could be lean like an elf but horned and red like a strayskin.
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    Daemons look nearly identical to the other species of Plateau with the exception of the natural marks along their bodies. Daemons are natural Polymorphs and Unholy Magic users. Their Polymorphy makes them especially suitable for hunting Creatures since they're able to absorb some of the powers of the game they hunt. Otherwise, they're physically stronger and more durable than their common counterparts.
    daemons___different_species_by_sketching101-dc27vn9.jpg

    Seraphs are similar to Daemons in appearance, but most Seraphs that work in the open are easy on the eyes, so to speak. Nearly all known Seraphs are humans or elves. Unlike Daemons, they are natural Holy Magic and while they're Polymorphs as well, very few Seraphs know how to use that gift since the Church doesn't want them to be seen as monsters like Daemons.
    character_concept___seraph_by_sketching101-dc1sfvv.jpg


  • [spacer]Most Creatures are mindless monsters that roam Plateau. Their flesh is hard as steel and flexible as skin, and some stronger ones are near impervious to regular weapons. They often have magical attributes called Sopia that can be absorbed by Polymorphs. They can't reproduce and don't die of old age. Their size ranges from a few meters in length to hundreds of meters in height. The larger they get, the less aggressive they get. The biggest ones don't grow hostile without provocation unless they're near a large population of humanoids. They appearead from the collapsing pillars when the cataclysm began.[/spacer]
    [spacer]While they are infamous for being formed by Unholy Magic, they are adversely susceptible to all kinds of Unholy Magic and are resistant against Holy Magic.[/spacer]

  • [spacer]Daemons and Seraphs are quite similar, and physically almost identical. They both have immense physical strength and magical potency. Members of both species can ressemble elves, humans and strayskins, and they both have various patterns of tattoo-like birthmarks over their bodies. These birthmarks are said to be brands that bind them to their mortal bodies. The most evident differences are in their eye and pattern colours. Aside from the differences in the patterns themselves, their patterns and eyes tend to be coloured purple, red, grey and yellow, but the tones of the colours are recognizably darker in Daemons than in Seraphs. What truly distinguishes these two is their respective Balance affinities. Seraphs always have a Holy Magic affinity, while Daemons always have an Unholy Magic affinity.[/spacer]
    [spacer]The first generation of Daemons only emerge from the Second Pillar, and so the second warrior, the Arrow, is always a Daemon. The first generation of Seraphs on the other hand appear from the First Pillar, and so the first warrior, the Sword, is always a Seraph. Daemons are traditionally trained and hired as Creature hunters, and Seraphs are trained to become Templar Knights.[/spacer]


Magic and Character Information


  • Daemons are capable of three kinds of magic: Polymorphy, Unholy Magic, and Elemental Magic.

    Polymorphy is a kind of magic that only Seraphs and Daemons can use.
    polymorph_concept_by_sketching101-dc244ok.jpg

    Polymorphy abilities are altered by consuming Creatures and absorbing their "Sopia", their magical essence. Some Creatures might have weak skin but can become semi-transparent, while others might have naturally venomous body or greater senses. Some even have one or more elemental affinities that Polymorphs don't naturally possess. Polymorphs can absorb these attributes from Creatures, gaining physical and magical strengths and weaknesses. There are three different types of Sopia: Essence, Element, Corpora. An Essence is any special attributes a creature might have (Any magical ability and spells the Creature might now [not affinity]). Element is the elemental affinity a Creature might have. A Corpora is any unique physical attributes the Creature might have. A Polymorph can have different Sopia for each of these three slots.

    Balance Magic concerns Holy and Unholy Magic. Very few people have affinities in either. Holy Magic affinity is very rare, but Holy Magic can be learned through great piety, if the Creator sees the power fit to grant. Holy and Unholy magicks are very similar but are also polar opposites. Spells of one kind will have a reverse effect on someone of the opposite affinity. An Unholy healing spell, for example, would hurt someone with a Holy affinity, while a Holy damage spell would heal someone with an Unholy affinity. In most cases, people don't have an affinity either way, and those people are affected normally by the spells. Daemons and Creatures always have an Unholy Magic affinity, while Seraphs always have a Holy Magic affinity.

    Daemons use Unholy Magic to craft weapons from dead Creatures, summon and store gear, and quickly move around with short warps. Most Daemons have their own variations of Unholy spells besides these spells.

    Elemental Magic is split into three groups: Water Magic, Fire Magic, Wind Magic. Non-Daemons/Seraphs all have an affinity to one of these three kinds of magic, and cannot, aside from very few exceptions, use an Elemental Magic outside of their affinity. Each kind of Elemental Magic contains attributes of its respective element, and is thus named. While some spells can also manipulate the element it represents, most elemental spells carry attributes of Fire/Wind/Water. That is to say, one could use a water magic spell to make magic behave like water for a short period of time before it returns to being magical energy.

    Daemons don't have a natural elemental affinity but can obtain affinities from consuming Creatures thanks to their Polymorphy.

    Spells and Casting

    [spacer]Spell-casting requires a sort of formula to be created. The formula describes in a sort of mathematical language how the spell is supposed to work. The formula is expressed in a magic circle when the corresponding spell is being cast. Most mages use staffs and spell-tomes to carry copies of the spells. The staffs and books themselves rarely have magical attributes besides the method used to write the spells, but instead, they are used as vessels for the written form of the spell, which can be used to cast it. However, it's rare to see spell-staffs in the hands of fighters, since the formula can also be written on any other kind of weapon. Otherwise, casters can draw the formula circle when casting it.[/spcaer]

    Weapons can be enchanted with spells in order to be more versatile in combat, but often using multiple spells on the same weapon can lead to the damaging of the weapon.​

    Anchors are magically enchanted items that behave as a source for the effects of a spell. It's often used in teleportation magic.​
    [/spacer]

  • [font=Courier_New]Essentials[/font]
    The characters are all born Polymorphs/Daemons for the first part of the story. They should be relatively young (16-25 yrs) to have people with a low amount of experience without being complete beginners. In regards to their backstory, be as creative as you want and if you're ever in doubt about whether or not it's too much and you're not sure if it would fit, send me a PM and we can work something out. It would be a good idea to go into some detail as to what kind of family they have or what kind of life they had in their clan. If you want, you can make a clan of your own before you make your character (however, even if your character belongs to a clan that focuses on one kind of hunting, they don't have to adhere to that style more than any other!). I would encourage you all to work with other players to make your backstories (same clans, similar families...). Below are some spells you might want to look through to see if you want any of them on your character. You can start with a total of six spells, so you could either use these spells and make one of your own, or pick any of those below you want. (Innate Polymorphy is mandatory and is already on the CS outline.)​

    [font=Courier_New]Where the Story Picks Up[/font]
    All characters in the first arc are on a ship leaving from a ship on the northern side of the Second Pillar heading toward the Fifth Pillar to help the elves in their fight against Concordia. We will pick up at a point when the ship has already set sail.​



    • Code:
      [color=][b]Spell Name :[/b][/color]
      [indent]Warp[/indent]
      
      [color=][b]Spell Nature :[/b][/color]
      [indent]Unholy Magic[/indent]
      
      [color=][b]Description of Spell :[/b][/color]
      [indent]Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.[/indent]
      
      [color=][b]Requirements for Casting :[/b][/color]
      [indent]The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.[/indent]



    • Code:
      [color=][b]Spell Name :[/b][/color]
      [indent]Craftsman's Hammer[/indent]
      
      [color=][b]Spell Nature :[/b][/color]
      [indent]Unholy Magic[/indent]
      
      [color=][b]Description of Spell :[/b][/color]
      [indent]Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.[/indent]
      
      [color=][b]Requirements for Casting :[/b][/color]
      [indent]The caster needs to draw the spell to project and dismiss the spells.[/indent]



    • Code:
      [color=][b]Spell Name :[/b][/color]
      [indent]The Hunter's Pockets[/indent]
      
      [color=][b]Spell Nature :[/b][/color]
      [indent]Unholy Magic[/indent]
      
      [color=][b]Description of Spell :[/b][/color]
      [indent]The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.[/indent]
      
      [color=][b]Requirements for Casting :[/b][/color]
      [indent]The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.[/indent]



    • Code:
      [color=][b]Spell Name :[/b][/color]
      [indent]Unholy Healing[/indent]
      
      [color=][b]Spell Nature :[/b][/color]
      [indent]Unholy Magic[/indent]
      
      [color=][b]Description of Spell :[/b][/color]
      [indent]The caster covers their hands with a magical aura to accelerate healing of a target with an unholy affinity. When used on others, the spell deals equivalent damage instead of healing.[/indent]
      
      [color=][b]Requirements for Casting :[/b][/color]
      [indent]The caster needs to draw the formula in the air and pass their hands through the drawings to cover their hands in the healing magic.[/indent]



    • Code:
      [color=][b]Spell Name :[/b][/color]
      [indent]Innate Polymorphy[/indent]
      
      [color=][b]Spell Nature :[/b][/color]
      [indent]Polymorph Magic[/indent]
      
      [color=][b]Description of Spell :[/b][/color]
      [indent]Innate Polymorphs are able to [url=https://i.imgur.com/hDKnoYS.jpg?1]change their body[/url] to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.[/indent]
      
      [color=][b]Requirements for Casting :[/b][/color]
      [indent]This is a spell that requires no drawing of formula, and can be used upon will.[/indent]


[spacer]

Character, Organization and Location Sheets



  • Code:
    [center][img]*Appearance image here*[/img]
    [font=Courrier New][color=]*Name or Quote*[/color][/font]
    [/center]
    [spoilerbb=*Character Name*]
    
    [color=][b]Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Gender :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Age :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Species :[/b][/color] (What kind of Daemon? [Human, Elf, Strayskin, or a mixture])
    [indent]
    [/indent]
    [color=][b]Physique :[/b][/color] (Briefly explain aspects of your character's physical traits not immediately clear in character art)
    [indent]
    [/indent]
    [color=][b]Backstory :[/b][/color] (Give a history for your character and perhaps their family)
    [indent]
    [/indent]
    [hr]
    [color=][b]Skills and Talents :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Special Traits :[/b][/color] (Any unique magick? Any unique physical attributes or abilities?)
    [indent]
    [/indent]
    [color=][b]Sopia Slots :[/b][/color]
    [indent]
        [i]Essence[/i]:
        [i]Element[/i]:
        [i]Corpora[/i]:
    [/indent]
    [color=][b]Sopia List :[/b][/color] (Sopia that are both used and unused)
    [indent](3 slots)
    [/indent]
    [color=][b]Spells :[/b][/color] (The sheet for making spells is in the next tab)
    [indent]
    
    
    [color=][b]Spell Name :[/b][/color]
    [indent]Innate Polymorphy[/indent]
    
    [color=][b]Spell Nature :[/b][/color]
    [indent]Polymorph Magic[/indent]
    
    [color=][b]Description of Spell :[/b][/color]
    [indent]Innate Polymorphs are able to [url=https://i.imgur.com/hDKnoYS.jpg?1]change their body[/url] to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.[/indent]
    
    [color=][b]Requirements for Casting :[/b][/color]
    [indent]This is a spell that requires no drawing of formula, and can be used upon will.[/indent]
    
    
    ------------
    
    
    [/indent]
    [color=][b]Gear :[/b][/color] (Describe your character's armor/miscellaneous items)
    [indent]
    [/indent]
    [color=][b]Weapons :[/b][/color] (Describe your character's weapons)
    [indent]
    [/indent]
    [hr]
    [color=][b]Other :[/b][/color] (Anything else you wanted to add can go here)
    [indent]
    [/indent]
    [/spoilerbb]



  • Code:
    [color=][b]Spell Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Spell Nature :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Description of Spell :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Requirements for Casting :[/b][/color] (Besides using the formula for the spell)
    [indent]
    [/indent]



  • Code:
    [center]
    [b][i]Name[/i][/b]: (self explanatory)
    [b][i]Kind of Organization[/i][/b]: (Government, mercenary group...?)
    [b][i]Species of members[/i][/b]: (If applicable)
    [b][i]Purpose[/i][/b]: (reason for its creation)
    [b][i]Reputation[/i][/b]: (How well is it known?)
    [b][i]Location[/i][/b]: (Where do they operate?)
    [b][i]Number of members[/i][/b]:
    [b][i]Leader(s)[/i][/b]: (if any)
    [/center]



  • Code:
    [center]
    [b][i]Name[/i][/b]: (If any)
    [b][i]Location[/i][/b]: (Where is it situated?)
    [b][i]Classification[/i][/b]: (Is it a district, a building, a field..?)
    [b][i]Significance[/i][/b]: (Why is it worth mentioning? The reason could be as simple as 'it's a part of my character's backstory')
    [b][i]Inhabitants[/i][/b]: (If any)
    [b][i]History[/i][/b]: (Not necessary but would help give context)
    [b][i]Other[/i][/b]: (Anything else you want to add?)
    [/center]



  • Code:
    [center]
    [b][i]Name[/i][/b]: (If any)
    [b][i]Appearance[/i][/b]: (Where is it situated?)
    [b][i]Average Size[/i][/b]: (How large are most specimens?)
    [b][i]Sopia[/i][/b]:
        [i]Essence[/i]:
        [i]Element[/i]:
        [i]Corpora[/i]:
    [b][i]Other[/i][/b]: (Anything else you want to add?)
    [/center]

[/spacer]
 
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@Sketching101 can I ask you to make a sketch of my character? I have some references for him and I thought I'd use them but I'm having trouble finding the artists/source so asking you to make an iteration of them is the best choice I have. Is that fine? I can PM you the images or put them here in a spoiler. I can dig deep and find the source but data problems so...
 
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I will get my own character up in a few days (hectic week, sadly) In the meantime, if you guys have any questions or any other requests, feel free to ask me!
 
Here we go!

daemon_character_by_sketching101-dc3u9ty.jpg

"Don't worry, I'll watch your back!"
Name :
Ark Petyr
Gender :
Male
Age :
20
Species :
Half-Blood Daemon (Elf, Strayskin)
Physique :
Ark is a relatively small Daemon, particularly when compared to tall elves and burly strayskins. He betrays no hint of his strayskin heritage in his physique beside his blood red eyes. The patterns on his body stretch from his cheeks and down to his chest and limbs, coloured a light green. His physical strength is deceptively good for his size, which is a subtler hint to his strayskin blood, but he's only as strong as a weaker strayskin.
Backstory :
[spacer]Ark was born to a Strayskin huntress from the Hornslayers and an Elvish hunter from the Galesons. He spent his youth with the Hornslayers with his mother and half-siblings. He was trained in hunting as a Hornslayer the same way the Strayskins were instead of the way elves are trained. His performance in the strength-centric hunting was sub-par for some time but his sister and brother helped him better adapt to fighting larger opponents than himself. As time passed, he learned to fight better with less confrontational methods. While he was getting stronger and more skilled, he had never seen a Creature in person until he came of age for his trial.[/spacer]
[spacer]When he turned sixteen, he went on the trial along with the other Daemons of age. That was the first time he saw Creatures in action. His first introduction to the game he would be hunting was just a series of corpses of his friends and peers. During the trial, he fought paired with another Hornslayer. They were both able to survive and pass the trial after taking on three different Creatures, in three different times. On the first one, another trial-goer stole the Sopia of the Creature before they could consume it, forcing them to look for others.l[/spacer]
[spacer]During his time as a hunter, he mostly fought against other people rather than Creatures, participating in the Orcish Clans' battles as part of the Hornslayers' support against the Concordian armies. Around the time he turned eightteen, he returned to hunt around the Second Pillar as the number of Creatures seemed to somehow increase. For two years, he aided in hunts in a small group under the leadership of his older brother, along with a number of other experienced hunters. Over two years, the number of Creatures seemed to go down once more, and so he was sent back to Sonia, set to go north on an Orcish ship.[/spacer]

Skills and Talents :
Ark is acrobatically skilled and able to move through the air with precision. He's best trained with using a pair of knives and a bow for combat. His spells are complementary to these skills, focusing on mobility and barrages most. He mostly fights evasively, either parrying or dodging blows. He uses his physical knives for close combat and spectral knives for throwing, and fights armoured enemies with his heavy hitting bow.

Outside of combat, he's most skilled with crafting arrowheads and bladed weapons, and cooking Creature meat.
Special Traits :
Relatively to most Daemons of his build, Ark is quite strong but is still nimble. However he's barely as strong as the weakest of the strayskins.
Sopia Slots :

Essence:
Grey Lizard - The grey lizard Sopia allows Ark to have a vague sense of magical presences around a thirty meter radius. He is only able to distinguish between the presence of a Creature and a non-Creature, and a vague distance.​
Element:
N/A​
Corpora:
Grey Lizard - The grey lizard Sopia gives Ark's skin the ability to attach or detach from surfaces to climb flatter surfaces better or slide across rough surfaces.​
Currently Unused Sopia :
N/A (2 slots)

Spells :

Spell Name :
Innate Polymorphy​

Spell Nature :
Polymorph Magic​

Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​

Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Warp​

Spell Nature :
Unholy Magic​

Description of Spell :
Warp is a spell learned by some hunters and huntresses that allows them to transport themselves to a magical anchor they enchant beforehand. The caster is transported to the enchanted item three seconds after the spell is drawn in the air.​

Requirements for Casting :
The caster must have enchanted an item they can transport themselves to and be within 15 meters of this item. The spell must be a replication of the enchantment drawn upon the anchor.​


Spell Name :
Craftsman's Hammer​

Spell Nature :
Unholy Magic​

Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.​

Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.​


Spell Name :
The Hunter's Pockets​

Spell Nature :
Unholy Magic​

Description of Spell :
The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.​

Requirements for Casting :
The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.​


Spell Name :
Spectral Blades​

Spell Nature :
Unholy Magic​

Description of Spell :
The user can turn an inorganic item to a version formed from perishable magic. When this spell is used on the item, the original is destroyed and spectral copies can then be temporarily created (one of any at a time) and destroyed to allow it to be recreated. These versions are much more brittle than the originals but can be summoned with other spells' and enchantments' effects.​

Requirements for Casting :
To transform an item into a spectral item, it needs to be placed wholly inside a spell formula. To summon or destroy a spectral version, a small version of the formula must be formed. [Ark has the formula tattood on his right palm with just one point missing, which is tattood along his ring finger.]​


Spell Name :
Unheavenly Grace​

Spell Nature :
Unholy Magic​

Description of Spell :
Once the formula is drawn, the spellcaster is able to give other people inside the formula moderate regenerative properties and physical boosts for ten seconds. The spell can't be used on the self, but can be used to enchant items, which makes the items unable to physically impact anything enchanted with Unholy Magic. When used on Holy Magic users, the spell does as much damage as it would have healed and mildly dampens the target's abilities, but the weapon still wouldn't deal physical damage. This is best used with Spectral Blades.​

Requirements for Casting :
The spell can't affect the user, and only people without Holy Magic can be positively affected by it. For it to work, the target must be inside the circle of the formula.​

Gear :
Grey Lizard Armor : This is a light armour crafted by Ark's younger sister after he passed his trial. It covers his chest, upper legs, and upper arms very well, but leaves most of his body vulnerable for the sake of mobility.
Weapons : (Describe your character's weapons)
Grey Lizard Knives : Ark crafted two physical weapons made from the first Creature he killed, and two spectral versions. They're designed to be both throwable and usable for close combat.
Woodknight Bow : The woodknight bow is a weapon gifted to him by his mother. Its string is very tightly strung and its bark is proportionately sturdy, in order to shoot faster and heavier arrows. It's modelled after Strayskin bows.
Grey Lizard Arrows : Ark has five spectral arrows made from the first Creature Ark has killed. He has fifteen additional regular arrows, ten of which are stored by the Hunter's Pockets spell.
Other :
He has a feather hanging down from his right ear.
 
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Hey~hey~^^!!

Working on a charrie. Gunna take a bit cuz trying to wrap my head around the magics stuff yeah. Think I'm not cut out for this cuz seems so idk video game~ish :3 But like sooooo what's with the maths formula thingie? Like how do you figure that out??o,O??
 
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Hey~hey~^^!!

Working on a charrie. Gunna take a bit cuz trying to wrap my head around the magics stuff yeah. Think I'm not cut out for this cuz seems so idk video game~ish :3 But like sooooo what's with the maths formula thingie? Like how do you figure that out??o,O??
Oh you don't have to figure anything out yourself. It's just an explanation for how spells are cast. It's basically the equivalent of saying the words of a spell and making a wand gesture in Harry Potter in order to cast a spell. In this, you basically draw the spell is all.
 
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All pictures are clickable, redirecting to the original/source


Small things can cause devastation. Not everything needs to be a grand display, you know?


Name :
Kalen Tu
Gender :
Male
Age :
19
Species :
Elf-Strayskin half-blood of the third or fourth generation from consistent interspecies reproduction
Physique :
Len has light gray skin, often mistaken as pallor, unhealthy.
Backstory :
Len is the child of a long-dead hunter couple, and much like him are both half-bloods descended from Elf and Strayskin ancestors.

Their family lived close by the Second Pillar and served as hunters for generations. They live in seclusion along with their close relatives, fellow hunter families. All of them descended from various Elf-Strayskin half-blood parentages reaching a few generations back. For some reason, several Elf-Strayskin hunters made their home by the Second Pillar and birthed Elf-Strayskin half-bloods, founding their own clan. By essence, the newer generations of half-bloods procreated and produced generations of purely Elf-Strayskin descended Daemons. Len is one of the products of generations of careful bloodline mixing.

Len, at a young age of six, lost his parents. They, along with the more experienced and elder hunters of their clan were sent on a mission that ultimately took their lives. It was such a mystery as to how and why it happened – their clan specialized in hunting and together, they were efficient in their work. Almost – if not all – of them are trained to be hunters in the future, all because their clan had an abundance of Daemon offspring. Its as if they're made for the job. The mission required many more of their elder hunters to never return to their homes and eventually lead to younger, less experienced hunters to be sent off. Evidently, with less skill and experience the younger hunters failed the mission.

Kalen being too young to be sent off, was made to stay with another clan of predominantly proficient hunters along with a few other children sent to other clans. There, he was raised as a hunter. Yet, he did not fit in. It was his lineage and inheritance from their clan that made him like so. His tendency to adopt a much different way to hunting isolated him more from his caretakers than he already was.

Skills and Talents :
Daily training from his old clan made Kalen a natural hunter. Their approach to hunting was to establish a territory, much like a perimeter around their target either done by their numbers or a variety of magics. After doing so, they took the monster head-on and did so efficiently, with exceptional success rates. Len follows this approach and isolates him from other hunters who prefer traps and stalking their prey.

He has a lean build and fit for hit-and-run tactics but instead, Len is a brawler and a good one at that. He packs a punch and is resilient enough to last in a fight even with injury. His instincts are hone to a point where his body reacts immediately in accordance to the target's minute actions. This enabled him to focus on wearing the target down bit by bit and going in for the kills whenever he sees it. He is exceptional in single-combat, against a creature or not but this skills makes him less effective in a battle-royale, the sheer numbers of targets lowering his efficiency.
Special Traits :
Len experiences moments of intense desire to rip flesh apart with his mouth. It begins with his throbbing gums and elongating teeth. In extreme cases, his jaw dislocates involuntarily effectively exposing his polymorphy.​

Jaw dislocated, his cheeks tear apart and he appears much akin to a snake, with human teeth and two pairs of pointed fangs. This instance is not due to his will and completely happens at random. Len can try to close his jaw and mouth but then, he'd appear more like an eternally grinning monstrosity, exposed large teeth and gums and all.​

When it passes, his gums relax and a rush calms him down, his elongated teeth receding back, fangs filed down to their usual smooth points. His jaw reattaches itself and cheeks stitched back together. The affected part remains sensitive for a time after an extreme incident.
Sopia Slots :
Essence: Blue Tempest – by absorbing this creature's ability to cause weather disturbance, it allows him to imbue objects with magic that serve as triggers. The weather is affected in mild cases but with preexisting weather phenomena, can be made worse with its use.
Element: Blue Tempest – Devouring it made him have a dual affinity – Wind and Water magic.
Corpora: The Swarm – he consumed large amounts from these creatures and it made his skin resilient and flexible. It can be distinguished only under faint light or through moonlight – a semi-thick layer of translucent skin a shade darker than Len's own covering his torso and the more exposed areas of his limbs.
Currently Unused Sopia :
(2 slots) - TBA

Spell Name :
Innate Polymorphy​
Spell Nature :
Polymorph Magic​
Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.

Spell Name :
The Hunter's Pockets​
Spell Nature :
Unholy Magic​
Description of Spell :
The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.​
Requirements for Casting :
The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.

Spell Name :
Cloudburst​
Spell Nature :
Water and Wind Magic​
Description of Spell :
Changes the weather after making the trigger burst up above, causing a light drizzle or a downpour that lasts for at least ten minutes. The duration depends on how hard the rain falls down and the amount of magic fed the trigger. The caster has awareness about the changes in the area affected by the spell. Cloudburst can be distinguished from normal rain through the presence of the caster's magic in every single raindrop.​
Requirements for Casting :
An object inscribed with the formula and fed with magic for a period of time is flung up and activated remotely, making it explode with magic, either altering the weather or making it worse. Len uses stones.

Spell Name :
Vector​
Spell Nature :
Unholy Magic​
Description of Spell :
A magic circle is cast upon a surface with an arrowhead figure in the middle. The direction in which the arrowhead points propels the caster/target whenever they are directly above the magic circle or stepping on it.​
Requirements for Casting :
It must be inscribed onto the target area and activated remotely. Ini Len's case, any place touched by his magic (i.e. Cloudburst) is a possible casting point of Vector.

Spell Name :
Riving Torrent​
Spell Nature :
Water Magic​
Description of Spell :
Water is formed into thin blades parallel to the caster's fingers and are either used as magical claws for close quarters combat or as projectiles to harass enemies from afar.​
Requirements for Casting :
The caster channels magic into an object – or themselves – inscribed with the magic circle and converts it into liquid blades. These edge-cutting water blades are better used by manipulating existing bodies of water as it uses less magic and focus to maintain the form. The farther the blade is from the caster, the harder it is to retain its form.

Spell Name :
Blind Vacuum​
Spell Nature :
Wind Magic​
Description of Spell :
Distorts the air around the caster and adjust their magical presence to blend into the environment. They appear normal but magic detection spells are ineffective when it is cast. It acts as a magical detection camouflage.​
Requirements for Casting :
Through a cut, the blood shed is used to draw the formula onto the caster's body. It lasts as long as the blood remains liquid and when it dries, the effect lessens until it loses its effect.



Gear :
Cloak – a faded black cloak that cover everything from Len's neck down to his mid-thighs. The storage spell's formula is inscribed onto it and it is as simple as reaching in and putting summoned objects inside to dismiss them. Like a pouch without a hole.

Cuffs – enchanted to make the wearer unable to harm or leave the owner. Anyone with weaker magic or in a bad physical condition than the caster remains stuck wearing it. The maintain ownership of the cuffs, a droplet of blood is needed to sync the caster's magical signature onto it and for 24 hours, it remains their property until they blood is again given.

Weapons :
Set of Knives – a set of four that appear more like black metal stakes. Enchanted with unholy magic to be resistant to wearing out and breaking; unholy magic users are not harmed by touching them, anyone else is weakened, making recovery a struggle.


Other : (Anything else you wanted to add can go here)

Len doesn't speak much and he smirks a lot.

[/hr][/hr][/hr][/hr]
 
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Oh you don't have to figure anything out yourself. It's just an explanation for how spells are cast. It's basically the equivalent of saying the words of a spell and making a wand gesture in Harry Potter in order to cast a spell. In this, you basically draw the spell is all.
K and like these spells are basic ones right? So like later on these spells grow in power or like do we learn/steal/make maths out of new ones?

And like iif we don''t want to use up all our Sopia how do we learn new ones and like can we switch them out later on? And like is it one ability per slot? Like for example is my charrie eats a vampire would she need to eat 2 vampires to gain two abilities or is one enough to gain several of their abilities?
 
All pictures are clickable, redirecting to the original/source



Small things can cause devastation. Not everything needs to be a grand display, you know?


Name :
Kalen Tu
Gender :
Male
Age :
19
Species :
Elf-Strayskin half-blood of the third or fourth generation from consistent interspecies reproduction
Physique :
Len has light gray skin, often mistaken as pallor, unhealthy.
Backstory :
Len is the child of a long-dead hunter couple, and much like him are both half-bloods descended from Elf and Strayskin ancestors.

Their family lived close by the Second Pillar and served as hunters for generations. They live in seclusion along with their close relatives, fellow hunter families. All of them descended from various Elf-Strayskin half-blood parentages reaching a few generations back. For some reason, several Elf-Strayskin hunters made their home by the Second Pillar and birthed Elf-Strayskin half-bloods, founding their own clan. By essence, the newer generations of half-bloods procreated and produced generations of purely Elf-Strayskin descended Daemons. Len is one of the products of generations of careful bloodline mixing.

Len, at a young age of six, lost his parents. They, along with the more experienced and elder hunters of their clan were sent on a mission that ultimately took their lives. It was such a mystery as to how and why it happened – their clan specialized in hunting and together, they were efficient in their work. Almost – if not all – of them are trained to be hunters in the future, all because their clan had an abundance of Daemon offspring. Its as if they're made for the job. The mission required many more of their elder hunters to never return to their homes and eventually lead to younger, less experienced hunters to be sent off. Evidently, with less skill and experience the younger hunters failed the mission.

Kalen being too young to be sent off, was made to stay with another clan of predominantly proficient hunters along with a few other children sent to other clans. There, he was raised as a hunter. Yet, he did not fit in. It was his lineage and inheritance from their clan that made him like so. His tendency to adopt a much different way to hunting isolated him more from his caretakers than he already was.

Skills and Talents :
Daily training from his old clan made Kalen a natural hunter. Their approach to hunting was to establish a territory, much like a perimeter around their target either done by their numbers or a variety of magics. After doing so, they took the monster head-on and did so efficiently, with exceptional success rates. Len follows this approach and isolates him from other hunters who prefer traps and stalking their prey.

He has a lean build and fit for hit-and-run tactics but instead, Len is a brawler and a good one at that. He packs a punch and is resilient enough to last in a fight even with injury. His instincts are hone to a point where his body reacts immediately in accordance to the target's minute actions. This enabled him to focus on wearing the target down bit by bit and going in for the kills whenever he sees it. He is exceptional in single-combat, against a creature or not but this skills makes him less effective in a battle-royale, the sheer numbers of targets lowering his efficiency.
Special Traits :

Len experiences moments of intense desire to rip flesh apart with his mouth. It begins with his throbbing gums and elongating teeth. In extreme cases, his jaw dislocates involuntarily effectively exposing his polymorphy.

Jaw dislocated, his cheeks tear apart and he appears much akin to a snake, with human teeth and two pairs of pointed fangs. This instance is not due to his will and completely happens at random. Len can try to close his jaw and mouth but then, he'd appear more like an eternally grinning monstrosity, exposed large teeth and gums and all.

When it passes, his gums relax and a rush calms him down, his elongated teeth receding back, fangs filed down to their usual smooth points. His jaw reattaches itself and cheeks stitched back together. The affected part remains sensitive for a time after an extreme incident.
Sopia Slots :

Essence: Blue Tempest – by absorbing this creature's ability to cause weather disturbance, it allows him to imbue objects with magic that serve as triggers. The weather is affected in mild cases but with preexisting weather phenomena, can be made worse with its use.
Element: Blue Tempest – Devouring it made him have a dual affinity – Wind and Water magic.
Corpora: The Swarm – he consumed large amounts from these creatures and it made his skin resilient and flexible. It can be distinguished only under faint light or through moonlight – a semi-thick layer of translucent skin a shade darker than Len's own covering his torso and the more exposed areas of his limbs.
Currently Unused Sopia :
(2 slots) - TBA


Spell Name :

Innate Polymorphy​
Spell Nature :

Polymorph Magic​
Description of Spell :

Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​
Requirements for Casting :

This is a spell that requires no drawing of formula, and can be used upon will.​
Spell Name :
The Hunter's Pockets​
Spell Nature :
Unholy Magic​
Description of Spell :
The spell can summon an item to an associated anchor or dismiss. The spell can only be used with ten second intervals.​
Requirements for Casting :
The items can only be summoned to anchors. The anchor can also be the caster themselves. One item at a time can be summoned without drawing a formula, but they cannot be dismissed without it.​
Spell Name :
Cloudburst
Spell Nature :
Water and Wind Magic
Description of Spell :
Changes the weather after making the trigger burst up above, causing a light drizzle or a downpour that lasts for at least ten minutes. The duration depends on how hard the rain falls down and the amount of magic fed the trigger. The caster has awareness about the changes in the area affected by the spell. Cloudburst can be distinguished from normal rain through the presence of the caster's magic in every single raindrop.
Requirements for Casting :
An object inscribed with the formula and fed with magic for a period of time is flung up and activated remotely, making it explode with magic, either altering the weather or making it worse. Len uses stones.
Spell Name :
Vector
Spell Nature :
Unholy Magic
Description of Spell :
A magic circle is cast upon a surface with an arrowhead figure in the middle. The direction in which the arrowhead points propels the caster/target whenever they are directly above the magic circle or stepping on it.
Requirements for Casting :
It must be inscribed onto the target area and activated remotely. Ini Len's case, any place touched by his magic (i.e. Cloudburst) is a possible casting point of Vector.
Spell Name :
Riving Torrent
Spell Nature :
Water Magic
Description of Spell :
Water is formed into thin blades parallel to the caster's fingers and are either used as magical claws for close quarters combat or as projectiles to harass enemies from afar.
Requirements for Casting :
The caster channels magic into an object – or themselves – inscribed with the magic circle and converts it into liquid blades. These edge-cutting water blades are better used by manipulating existing bodies of water as it uses less magic and focus to maintain the form. The farther the blade is from the caster, the harder it is to retain its form.
Spell Name :
Blind Vacuum
Spell Nature :
Wind Magic
Description of Spell :
Distorts the air around the caster and adjust their magical presence to blend into the environment. They appear normal but magic detection spells are ineffective when it is cast. It acts as a magical detection camouflage.
Requirements for Casting :
Through a cut, the blood shed is used to draw the formula onto the caster's body. It lasts as long as the blood remains liquid and when it dries, the effect lessens until it loses its effect.

------------

Gear :

Cloak – a faded black cloak that cover everything from Len's neck down to his mid-thighs. The storage spell's formula is inscribed onto it and it is as simple as reaching in and putting summoned objects inside to dismiss them. Like a pouch without a hole.

Cuffs – enchanted to make the wearer unable to harm or leave the owner. Anyone with weaker magic or in a bad physical condition than the caster remains stuck wearing it. The maintain ownership of the cuffs, a droplet of blood is needed to sync the caster's magical signature onto it and for 24 hours, it remains their property until they blood is again given.

Weapons :

Set of Knives – a set of four that appear more like black metal stakes. Enchanted with unholy magic to be resistant to wearing out and breaking; unholy magic users are not harmed by touching them, anyone else is weakened, making recovery a struggle.



Other : (Anything else you wanted to add can go here)

Len doesn't speak much and he smirks a lot.

[/hr][/hr]
Accepted! Put him up in the Character index (link is at the top of the OOC).

K and like these spells are basic ones right? So like later on these spells grow in power or like do we learn/steal/make maths out of new ones?

And like iif we don''t want to use up all our Sopia how do we learn new ones and like can we switch them out later on? And like is it one ability per slot? Like for example is my charrie eats a vampire would she need to eat 2 vampires to gain two abilities or is one enough to gain several of their abilities?
You can write new spells later on if you want, or you could learn them from NPCs in the story. They would get more potent as your character grew stronger, but I'll leave that scaling up to the players for the most part.

Basically a character can have three sets of Sopia at any given time. Each set of Sopia has three different abilities. So in your example, no she wouldn't have to consume the sopia of two other vampires to gain all of the vampire's available abilities, one would be enough to gain all of its abilities. However, if she has the sopia of another creature, she could use a combination of the vampire's and the creature's abilities.

Although I'm not sure on the existence of vampires as intelligent human-like beings, vampire-like Creatures could definitely exist if you want that kind of abilities.
 
You can write new spells later on if you want, or you could learn them from NPCs in the story. They would get more potent as your character grew stronger, but I'll leave that scaling up to the players for the most part.

Basically a character can have three sets of Sopia at any given time. Each set of Sopia has three different abilities. So in your example, no she wouldn't have to consume the sopia of two other vampires to gain all of the vampire's available abilities, one would be enough to gain all of its abilities. However, if she has the sopia of another creature, she could use a combination of the vampire's and the creature's abilities.

Although I'm not sure on the existence of vampires as intelligent human-like beings, vampire-like Creatures could definitely exist if you want that kind of abilities.


K well like only using vampires as example cuz like only thing I could think of at the time of something with like multiple abilities. And so like can you eat other daemons or seraphs and steal their spells/abilities? And like are we talking like killing and eating their hearts or something like that or is it like making like a full meal out of them? So like say you want the power of a dragon... you eat the whooooooooole damn thing ;DDDD~~
 
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K well like only using vampires as example cuz like only thing I could think of at the time of something with like multiple abilities. And so like can you eat other daemons or seraphs and steal their spells/abilities? And like are we talking like killing and eating their hearts or something like that or is it like making like a full meal out of them? So like say you want the power of a dragon... you eat the whooooooooole damn thing ;DDDD~~
Eating other Daemons/Seraphs would not work. You don't need to devour the whole thing, but you need to consume the sopia before or soon after the Creature dies.

@vide I will update the roster in the morning! Sorry for the delay. Good night everyome :)
 
Alright, you got me hooked. Nothing quite like making magic into math to catch a nerd in a trap. Here's hoping we get to eat a dragon later on ;)

I'll fabricate out a Character soon-ish but expect other things from me as well, I'll be dropping spells and locations and creatures like it's no one's business. But first, a character!
 
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I found this late at night, so I'm not combobulated enough to put together a character sheet at this time, but I wanted to put my name down anyway. Once I've had some sleep and get my creative engine rebooted I'll definitely take a crack at crafting a character.

Quick question though, is there any inherent racism between the races? Like, if I made a Human Daemon, would elves and strayskins look down on him or is it more of a regional thing? Like, if he grew up with them and lived like they did, he would be treated like just another member of the clan? I must confess to not entirely understanding how this system works, but that's probably due to the aforementioned half-asleep status.
 
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"As was ordained for us to fall so shall the pillars crumble."

Name : Sena Atlaxys

Gender : Female

Age : 20

Species : Human Daemon

Physique : Sena is a tall and athletic woman with clearly defined swimmer muscles. Her skin is smooth and in places shows pieces of tattoos poking out around the neck, waistline, chest and upper back. Fully revealed the tattoos are representative of magical circles used for some of her spells.

Backstory :
[spacer]Atlaxys family was always a part of the Sliver clan. Known for their seafaring skills, swimming and diving, as well as various water-related magic, make Slivers at home around or in water. Those with the strongest Slivers genes have webbed feet regardless of their species. While her parents weren't as lucky Sena was blessed with this mutation at birth. Her parents were overjoyed, being traditionalists they knew she was destined to be one of the Slivers' greatest Huntresses. They raised her as such, always training, always pushing her to do more, to be stronger, faster, tougher.[/spacer]

[spacer]Slivers were her home, her family and her entire world. For their sake, she would go beyond her limits and swim even when her lungs burned and her muscles ached. She would learn everything she could from them, everything that could help her fight to preserve the Clan. There was almost a religious zeal and respect in her as she was growing up. Of course, the Clan put a lot of respect on those who worked hard and even from the start by chance and mutation alone she was among the more favourable pups around. Most Slivers practised water or underwater hunting for their first test. Sena was not an exception. They also valued handmade tools which she took to heart refusing to use anything she didn't make for a long time.[/spacer]

[spacer]She was the only Sliver fledgeling sent to the proving grounds in her year. It was oddly empowering to her to know there would be no competition for her first kill. A smirk and confident demeanour marked the occasion and as soon as the trial began she dove for the water spear in hand. It didn't take long for her to find her prey, or rather for it to find her. As it often is with dangerous hunts the line between hunter and hunter is blurry at best. It didn't matter, she was prepared. Her prey... Snapjaw. An amphibian beast with the jaw capable of snapping bones in one bite. Hence the name. Spear was mainly there to serve as a catching tool, it allowed the hunter to hold onto the beast while they worked on killing it with a short blade. Snapjaw stood no chance and Sena was among the first to finish the test and be named Huntress.[/spacer]

[spacer]Pride of the Clan she was sent out to work right away. Navy always sought out Slivers for their aquatic prowess and adaptability. Even a single one of them was considered a great asset. This was to be her life for the next three years, all up until her ship was taken out by an overzealous enemy. They dragged her out of the sea thinking she couldn't escape now that her ship was gone. What she saw in the eyes of those Templars was a burning hate like no other, it was an eyeopening experience showing her just how dangerous the world was. She jumped overboard and swam for miles until she reached shore.[/spacer]

[spacer]When she returned she began training again, finding ways to give herself advantages at every corner even going so far as to tattoo her body with magical formulae to always be able to cast them. When she felt sufficiently prepared she found a group to travel to the Fifth Pillar with. There she could learn more and help those who need a hand deal a blow against Concordia.[/spacer]


Skills and Talents : Sena is an excellent spear combatant be it on land or in water but if she has a choice she will pick water as her home turf knowing many fighters lack control and skill to properly fight in such environment. She uses the spear to control the distance at which she engages her opponents and is unafraid to simply let go of her weapon and engage with short blades instead. More to the point she is used to engaging with multiple targets at the same time either by using her spear to take them out one by one at range or by drawing blades and going from one target to the next inflicting pain and blood loss until they die or give in.

Special Traits : Webbed feet and lifetime of training in water make the environment home turf for Sena. FIghting those used to normal combat she has an unfair advantage. On top of that, she can hold her breath for almost five minutes under strain, more when remaining still.

Sopia Slots :

Essence: SnapJaw - These beasts are ambush predators lying in wait for a perfect moment to strike then altering the flow of water around themselves to gain rapid propulsion.
Element: SnapJaw - Water
Corpora: SnapJaw - While primarily land animals Snapjaws have a special air bladder that hold additional breathable air within their body that a Hunter can mimic.
Currently Unused Sopia :
(2 slots)

Spells :
Spell Name :
Innate Polymorphy​

Spell Nature :
Polymorph Magic​

Description of Spell :
Innate Polymorphs are able to change their body to consume Creatures' Sopia, forming a larger, fanged mouth on the body. However, using it can leave the caster open to attacks.​

Requirements for Casting :
This is a spell that requires no drawing of formula, and can be used upon will.​


Spell Name :
Craftsman's Hammer​

Spell Nature :
Unholy Magic​

Description of Spell :
Craftsman's Hammer is a spell used to craft weapons and armour from any given materials. The spell creates magical projection of blacksmith tools that better bind and mold the materials to create weapons and tools more efficiently than one would with regular crafting tools.​

Requirements for Casting :
The caster needs to draw the spell to project and dismiss the spells.​


Spell Name :
Water Bubble​

Spell Nature :
Water Magic​

Description of Spell :
Creates a sizable suspended bubble of water in front of the caster up to 1.5 the volume of the caster. Remains in the air for a few seconds before collapsing onto the ground.​

Requirements for Casting :
Caster must be well hydrated or within a damp or moist environment.​


Spell Name :
Eyes of a Hunter​

Spell Nature :
Unholy Magic​

Description of Spell :
The caster enhanced vision allowing them to track movement within any and all environments. Regargless of enhances sight they cannot see in total darkness and have trouble making out fine details such as reading, colour or even faces at distance.​

Requirements for Casting :
Caster loses any additional vision enhancement his eyes or other spells granted them.​


Spell Name :
Thought Word​

Spell Nature :
Unholy Magic​

Description of Spell :
Up to five people can share words without need of speech and at a distance of up to 100 meters.​

Requirements for Casting :
A circle is sizable and requires the individuals to stand on the circumference where the edges of the inner shape touch the outter ring. Each ten meters away make the 'Whisperer' seem more distant. All those affected can choose to only communicate to one of the others or everyone but are limited to only those who stood within the same circle.​


Gear :
Sena travels with light armour only protecting the vital parts and few areas such as forearms and shoudlers so that she can easily use those areas to block or redirect incoming blows. Her protection comes in a combination of SnapJap scales and bones layered on top. Her gear design is very streamlined for swiming and diving with almost fin-like angles to make full use of her talents and skills.
Weapons :
The Spear is simple in design and made out of bone. It's properly weighted to allow for throwing and the tip is double edged with harpoon like hooks. The twin blades are similarly made out of bones and otherwise reminiscent of machete type weaponry but with a pointed tip.

Other :
Sena carries with her a box of Tattooing supplies along with a lot of paper to test out designs and spells on.

Her current tattoos include the Water Bubble spell and Eyes of a Hunter spell. The rest she draws on whichever material is readily available be it dirt, wood or flesh from a killed creature.



Eyy, all done, I had to go sleep so I couldn't finish it yesterday :P
 
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@Snowflake i can see a possible dynamic for her and Len. They would work well in terms of developing spells but would clash in the way they hunt. This is getting interesting.
 
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@vide Clash? Or complement? ;3 While Sena is busy fighting the swarm of enemies Len can go toe to toe with the bigger one once they are isolated from the pack. Granted Sena will clash with anyone if there's a sizable body of water around to throw her opponents in and fight them there.
 
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@vide Clash? Or complement? ;3 While Sena is busy fighting the swarm of enemies Len can go toe to toe with the bigger one once they are isolated from the pack. Granted Sena will clash with anyone if there's a sizable body of water around to throw her opponents in and fight them there.

I guess their varying approach would go well together. But I considered it as more of a 'clash' because Len - after establishing his territory - would just rush in on the big bag creature. Provided that Sena be able to deal with the other ones, it would end badly if there's more than one big bad. Len is borderline reckless, really.
 
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