Sketching101's Tests

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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|| Lore || IC || Character Index || Roster || OOC ||

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Credit to tyleredlinart

  • Rules
    1. Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
    2. Color-code dialogues "like this" in any colour you want. (However, keep in mind that most people use the default layout! So try not to use colours that are too dark.)
    3. Do your best to avoid meta gaming and power gaming.
    4. 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.
    5. All IC posts must be written in third person.
    6. Romance is great! 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, then you can put it in a spoiler.
    7. No photos: 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.




  • CGLRIjb.jpg

    Art credit to Min-Nguen
    Welcome to the RP! This is a brief guide for what to look out for when creating your first character. First, I’d suggest going over the three places you can start from: Ithya, Enia, and Aepia. You can find information about these in the Lore page (along with most of the stuff we’ll be talking about here). Briefly: Ithya is a large commune of anarchists fled from Enia, Enia is a powerful and prosperous kingdom, and Aepia is another kingdom in the midst of a civil war. You can have your character be from any of these countries. After deciding on a name and general idea on what kind of character you want to play, it’s a good idea to build your character’s backstory, skills, and appearance around that core idea. Once that’s done...

    The story starts as many do, on a prisoner transport airship headed toward a prison world. How were you caught? Were you a noble in the academy, showing off their abilities to their lowly classmates? Or perhaps you’re a royal whose polymorph birthmarks grew on their face, and the Templars finally had the gall to take you in. Or if you’re an Ithyan, were you out on Irve on an excursion? Or perhaps the Templars came to Ithya looking for trouble with the anarchists, and found you.

    Next step, one of the most fun bits: What kind of extravagant magic does your character use? Are they acrobatic? In that case, perhaps they can use magic that helps them show that off! Are they a musician? Why not use magic like the magic bards do! Or perhaps you want to do something completely different with your magic, than your character’s past. Be creative! And remember, one school of magic isn’t necessarily one function, but simply a theme. That is to say, if your theme is time magic, you don’t have to be limited to slowing time. You can add any kind of magic that would be reasonable and thematically fitting. Say, one thing you could have as part of time magic is healing wounds, by restoring something small to its previous state. This doesn’t have to be through the manipulation of time, but rather applying the logic used to manipulate time to healing magic. Or a geomancer could alter their skin to harden like a magic stone armour, without necessarily using earth magic.

    Do you want your character to start with the essence of a creature? If so, what kind of creature is this? Is it a canine beast, a sea serpent? Or is it a dragon? And what does the Sopia they have do for your character? Perhaps your character can now sprout wings, breathe fire, turn semi-invisible, see in the dark, grow giant claws, breathe underwater… Or perhaps you can turn into the creature! As a polymorph, these are your greatest advantages over those that imprison you.

  • Code:
    [center][img]*Appearance image here* (If you have difficulty finding images, you can come to me. I might be able to help you find one, or draw one for you!)[/img] 
    [font=Courier New][color=]*Name *[/color][/font]
    [/center]
    [spoilerbb=*Character Name*]
    [color=][b]Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Gender/Sex :[/b][/color] (whichever you prefer to mention)
    [indent]
    [/indent]
    [color=][b]Age :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Physique :[/b][/color] 
    (Is your character ginormous? Tiny? Do they have horns, wings, tails, extra limbs, extra eyes…What’s their build like? Their height, weight, etc. No need to go into detail unless you want to!)
    [indent]
    [/indent]
    [color=][b]Backstory :[/b][/color]
    (Where did your character grow up? What events lead to them becoming who they are now? Go into as much detail as you feel is necessary, but don’t feel pressured to write an enormous backstory! Just try to have some substantial events about your character’s past that had an impact on how their personality developed! One question that’s worth answering is how they were caught as Polymorphs by the Templars? [If your character is from Ithya, refer to the character guide in the previous tab])
    [indent]
    [/indent]
    [color=][b]Affiliation :[/b][/color]
    (Is your character part of an organization? Optional: If yes, what’s their role within that organization?)
    [indent] 
    [/indent]
    [color=][b]Personality :[/b][/color]
    (This is usually the least fun part, but try to think of how your character would have turned out after living through their lives. This isn’t a strict guide for how your character will behave, as that will likely change quickly once you get a chance to test them out. Just write whatever you want here.)
    [indent] 
    [/indent]
    [color=][b]Skills and Talents :[/b][/color] 
    (Includes non-combat abilities as well. Does your character sing? Are they a good cook? Can they solve a Rubix cube in under a minute?! Go nuts!)
    [indent]
    [/indent]
    [color=][b]Schools of Magic :[/b][/color] 
    (Describe the kinds of magic they specialize in. You can have 2-3 specializations, for fun combos. For details on how magic works, I would refer you to the Lore page [you can find a link at the top of the OOC page]. Otherwise, you can come to me with your questions!)
    [indent]
    [/indent]
    [color=][b]Sopia :[/b][/color]
    (Is your character a polymorph? If so, what kinds of Sopia do they have? What do these essences allow them to turn into, or what buffs/debuffs do they get from them? You can have one Sopia active at a time, but you can have up to two non-active Sopia.)
    [indent]
    [/indent]
    [color=][b]Gear :[/b][/color]
    (A musical instrument? Weapons? Notebooks? Motorbike keys? Clothes?)
    [indent]
    [/indent]
    [color=][b]Other :[/b][/color]
    (Anything else you want to mention? You can also make your own categories like this, if you want to expand on something specific, say, your character’s [color=][b]Relationships :[/b][/color])
    [indent]
    [/indent]
 
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|| Lore || IC || Character Index || Roster || OOC ||

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Credit to ivanlaliashvili

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    Every living being is capable of using magic. This includes the denizens, creatures, and even some rare clockworkers. It’s an enormous well of power that lies within everyone, and in terms of the depth of the power, every person has far more power than they can tap into in a lifetime. That power can be extracted from the living through various means, most prominently through polymorphy.

    Magic can be treated as an “orchestration” of natural elements. This can range from simple things like moving objects from afar, phasing or “welding”/combining objects, to weaving wounds shut, curing illnesses, or even manipulating the passage of time. In fact, even necromancy is possible. However, while everyone has the faculties for using magic, and has the depth of power to do incredible things, using powerful magic takes a lot of skill and knowledge. Still, most curious souls can learn some fundamental magic on their own. Most mages specialize in two or three archetypes of magic, but learn the fundamentals of most simple magicks.

    The most fundamental defense against these reality-bending magicks, those who can access the well of magic within them have a magical barrier that prevents hostile magic from affecting them. This magical barrier can be whittled down from magic attacks, and can be regenerated over rest, or through more magic.
    EXAMPLE: If time is slowed down in a region, and there is a mage within the area whose barrier hasn’t shattered yet, time doesn’t slow for them until their barrier is broken.

    Enchantments are perhaps the most common forms of magic, as they can be used widely by anyone, if their tools have the enchantments. They’re often used to strengthen mining/farming tools, heat houses, freeze food… Military forces also tend to use enchanted weapons quite a bit, in order to give their foot soldiers, who usually aren’t permitted to learn magic, can gain an upper hand in battle. The rarer form of enchantments are those drawn on skin.
  • There are a small number of special variants of magic that are, as with most magic, performable by everyone, but use different mediums of casting. While it still channels the magic within, the intensity and nature of the magic depends on a different set of skills than that of traditional mages. Some of the more common examples of these kinds of practitioners would be bards and performers, with their use of music and oration, painters, with their use of the brush, and on the rarest of occasions, cooks, with their magic-infused food akin to an alchemist’s potions.

    Polymorphy is one of the few magicks that not everyone can use: It’s restricted to the use of descendants of Daemons and Seraphs, from the time of the old god. These people are born with ostentatious, coloured birthmarks, but those marks aren’t always visible. They can be likened to enchantment tattoos. This specific kind of magic allows the user to change their form to that of a magic being whose essence they’ve consumed, and gain their attributes. However, unlike the Daemons and Seraphs of the past, they aren’t any stronger magically or physically than other people, mostly because the magical pool within the denizens of the worlds has expanded infinitely since the fall of the old god.

    One partial transformation they can perform without any essence is that when they’re in their true form (regular), they can grow a second mouth that starts from the bottom of their nose, and can reach as far as their belly buttons, with sharp teeth, and an infinite void behind it. This allows them to consume creatures with greater ease, and take their essence, otherwise known as Sopia. They can store up to three different Sopia at a time, and use only one at a time. They can only change their active Sopia once a day.
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    Magic has greatly aided in integrating travel technologies into everyday life. In countries with a high number of mages, when laying down the tracks for trains, the constructors use magic to quickly mold and place the materials for bridges and tracks to build a network for people to travel quickly, or to transport goods easily and safely. Infrastructure for electric grids are similarly built with the use of magic.

    There are also vehicles made for urban travel that use magic to float and glide, rather than use wheels. These vehicles have greatly influenced the way cities are designed. There aren’t many wide streets outside of the richer districts, since traffic doesn’t require width, but simply height. Instead, most buildings in large cities are built extremely tall.
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    The greatest child of the combination of magic and technology is the recently invented airship. It used to be that people would need to travel between worlds using magic currents to brave the dangerous trip. In the last six years, airships have gone into common use among the nobles and in the military. Particularly, the Templar Knights have been funding research on developing more durable airships that could travel farther, faster.

    In terms of weapons, the advent of magic bullets has made the gun a more viable tool for fighting against mages. Most mages have sufficient defensive prowess that they can avoid being hurt by plain weapons like bullets, and since bullets are as tiny as they are, they’re difficult to enchant effectively. However, some great strides have been made in this area on a foreign world, and that technology has been imported to Irve thanks to airships.

    Clockworkers are magickfuel based beings from the time of the old gods. They’re used as menial workers for jobs mages don’t want to spend time on, and too dangerous for commoners. They usually serve as part of the police enforcement for ruthless efficiency, and expendability, but they’re not worth much in a military capacity. They’re mostly semi-sentient. While they can think and feel, these faculties are limited to their “field of work” (builder, soldier, police, librarian, etc.). Outside of Ithya, in the rare event that clockworkers show sentience, they’re promptly dismantled.

    All of this technology is thanks to something called magickfuel, a term mentioned a few times above. This new technology was derived from the power source of the Clockworkers in Enia. The method of creating new magickfuel has been a very closely guarded secret by the kingdom. The Templars are playing an important role in this new technology’s development, but little else is known to anyone who is not directly involved in the development process.


  • Worlds
    A world is a floating island that houses a variety of fauna and flora. Most worlds are inhabited by people, but there are some that are nearly uninhabitable. Ithya used to be one of those worlds until the anarchists agreed to leave Irve in exchange for being left alone. Travel between worlds used to be exceedingly difficult, before the invention of airships. To travel from one world to another, one would either have to have a skilled mage on board to lift and move the ship for hours, or even days, depending on the distance, or ride the nebulous and dangerous gravitational stream that flows between worlds. Now, to travel by ship, there’s no need to have a mage on board: instead airships now have magickfuel engines that lift and move the ships. It is still expensive to travel long distances, but this kind of travel is far more accessible.

    Before the advent of magickfuel, nations in different worlds were virtually cut off from each other. Recently, however, there have been attempts at introducing these different cultures to one another, even though there are many difficulties and distrust between these newly acquainted cultures.
  • Ithya
    Property is not a concept that exists on Ithya. Nobody owns anything, or any land.
    Even in military-like organizations and syndicates, there is no chain of command. While there are “ranks”, no rank is higher than another. The traditionally “higher ranked” officers are usually responsible for organisation and presenting plans, but they don’t have the right to command anyone.

    In Ithya’s communes, there are councils that decide how to proceed with things like the construction of new roads, distribution of resources, building of new housing units or buildings for new syndicates… The council members are chosen at random, and each seat rotates once each month, so, usually, all adults in a commune end up serving in the council at one point or another. Similarly, a number of each commune’s members are sent to Ithya’s council to coordinate with other communes efficiently. Again, those sent to the council rotate, and are chosen at random.

    Nobody has to work at a job, at any point, but it’s frowned upon to not do any work to help maintain life in the communes, especially since Ithya is a world filled with dangerous fauna and scarce resources. A job can be anything, but with the exception of artists, mathematicians, scientists, and doctors, it’s rare to see people who do any single job for more than a couple of years. However, even those people who specialize in such areas of study often spend some years working in different jobs.

    The fauna is significantly more hostile than on most worlds. Their dangers can range from small critters damaging crops, to entire mountains getting up to their feet and walking across fields. A common mortal danger is winged beasts swooping into communes to grab a couple of people and fly off. While these were enormous problems years prior, in the present day, the new denizens of Ithya have taken precautions against these problems when building new settlements, after years of suffering due to a lack of understanding of how these creatures behaved.

    Ithyans still trade with countries on Irve, mostly importing resources scarce on Ithya. This can range from books on magic and technology, to food items and exchanged correspondences between scholars.

    The philosophy behind the settlement of Ithya can be summed up as “No one shall eat while another starves.” They pool their resources together in order to best serve as many people as efficiently as possible.
    The Troubadours
    The Troubadours are a group of travellers who work to help settlements with specialty-requiring problems. They are mostly composed of “conductors” (Ithyan mages), and those that aren’t are trained to eventually become mages. Settlements often call them when there’s trouble with these natural disasters, but they’re almost never called for troubles with other people, as those are often handled locally. They handle problems ranging from making crops flourish during a bad harvest, to transporting food, and even to hunting or calming belligerent creatures causing a risk to the safety of a settlement. Like all organizations on Ithya, they have no rank structure. They also function as a mobile school for magic, for those who want to learn how to master their skills. Most people who come to learn don’t stay to join the Troubadours.
  • Enia
    Enia is a nation of religion, strictly enforcing the law of the church of Ydran. The Templar Knights are practically the highest military authority in the kingdom, but technically, the will of the royal family and the nobles precedes that of the church. Nonetheless, the Templars are given enough leeway to do whatever they want, and recently, have even made moves against the nobility and royalty, with the tacit approval of the reigning king.

    The nobility of Enia are akin to that of feudal lords, with great influence over their territories, only responding to the king, and the orders of parliament. Even though they own land and armies, they are quite firmly dedicated to the kingdom of Enia. There’s no real infighting among the lords, beyond the pettiest of quarrels.

    The royal family is a sprawling, wide tree. The current king has dozens of legitimate children from several noble families. All princes and princesses live in the royal academy, where they learn magic and receive their education. Most of the princes and princesses return to their family territory to become the head of their family. Others, who want to become king or queen, or who were from the same family as another heir of a noble family, join either the military or the Templars. The next king or queen is chosen among the heirs by the parliament and the nobles when the current ruler passes.

    The practice of magic is banned for the lowborn, with the aim of maintaining order. This law is imposed with extreme harshness. Even if a child is found playing around with magic, if the Templars find out, they’re likely to execute the perpetrator. This is widely accepted as a necessary measure by the nobles, and even the more pious commoners. There are magic academies where people can earn the right to use magic as officers of the kingdom, and even gifted commoners can be accepted, but more often than not, most academies will have no more than a dozen commoners in a two-three hundred graduating class.

    People with four arms are called children of Ydran, due to their resemblance to the goddess’ distinct physical appearance. They’re quite rare among commoners, as most people with such appearances have been absorbed into the noble families long ago. They’re treated as equal to members of the noble families by the Templars, and are often given training in magic at one of the academies.
  • Aepia
    In Aepia, there’s been a civil war raging for a few decades now, inspired by the anarchists who were exiled to Ithya to found their own society. For the last 23 years, various factions have been fighting among themselves and against the kingdom.

    Among the rebels, there are two rivaling factions: the statists and the anarchists. The statists want to overthrow the royal family, and establish a parliamentary nation, greatly overhauling the legal system to better serve everyone while maintaining some form of peace. On the other hand, the anarchists want to dismantle the state, rather than replace it, and want to model their new society after Ithya.

    Aepia has had monetary and some military support from Enia, who fear a victory for either the statists or the anarchists would lead to another uprising back home. Their support has been crucial in the war effort.

    Some other socialist statist nations from other isles have supposedly been aiding the rebels, but they’ve been causing problems within the rebel factions to turn them against one another, assassinating quite a few of the leadership of the anarchists after joining their ranks under the guise of aid.
 
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Schools of Magic


  • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic.

    Spells
    Make Pliable

    Name:
    Make Pliable​
    Expertise:
    3​
    School of Magic:
    Metaphysic​
    Spell Type:
    Continuous or Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration, or 1 hour if cast as a ritual​
    Description:
    The caster can cast this spell on a non-magical surface by drawing the formula, and imbuing the spell with magic. This spell can be cast as a continuous spell, or as a ritual spell. If it’s cast as a ritual spell, the casting takes a minute.
    Range:
    Touch​
    Area of Effect:
    Material in-contact with the target, up to 1 + [Expertise] meters away​


    Aspects
    Aspect of Transmutation I

    Name:
    Aspect of Transmutation I​
    School of Magic:
    Metaphysic​
    Expertise:
    2​
    Description:
    Spells that alter the physical properties of objects can be cast on willing or unconscious beings. If cast on self, the properties can be limited to parts of the body, and clothing surrounding them.​


  • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects.

    Spells
    Conjure Familiar

    Name:
    Conjure Familiar​
    Expertise:
    3​
    School of Magic:
    Spatial Magic​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour / number of creatures summoned​
    Description:
    The caster conjures up to ten magical familiars in the form of a creature friendly to the caster. The familiar’s skills and expertise are equal to half that of the caster (rounded up), if only one creature is summoned. If more than one familiar is summoned, the sum of their skills and expertise would equal that value. This spell cannot be cast again until its effects disappear. The caster can communicate with the familiars through speech.
    Range:
    Up to 5 + [Expertise] meters​


    Aspects
    Aspect of Conjuration I

    Name:
    Aspect of Conjuration I​
    School of Magic:
    Spatial Magic​
    Expertise:
    2​
    Description:
    Any magical effects experienced by the summoner is also experienced by their familiars.​


  • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings.
    Spells

    Become Invisible

    Name:
    Become Invisible​
    Expertise:
    3​
    School of Magic:
    Telepathy​
    Spell Type:
    Instant​
    Casting Methods:
    Formulaic​
    Duration:
    Up to 10 minutes​
    Description:
    The caster can choose to turn themselves, or a living/non-living thing they’re in contact with, invisible to regular sight. Anything (non-living) that being is in contact with, and stays within the spell’s area of effect, can turn invisible as well. The caster can dispel this effect at will if they targeted themselves.
    Range:
    Self or Touch​
    Area of Effect:
    Up to 1 + [Expertise] meters cubed​


    Aspects
    Aspect of Illusion II

    Name:
    Aspect of Illusion II​
    School of Magic:
    Telepathy​
    Expertise:
    4​
    Description:
    Spells that are cast on the caster themselves can also apply their effects on up to [Expertise] others within 1 + [Expertise] meters.​


  • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves.

    Spells
    Divine Past

    Name:
    Divine Past​
    Expertise:
    3​
    School of Magic:
    Nature Magic​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster draws the formula on the surface the spell will take effect on. For each day further back they want to see, they need to prepare the spell for an additional minute. Once the ritual is ready, events that unfolded in the region are projected as illusory images. Wards against magic could obscure the projection.
    Area of Effect:
    4 + [Expertise] meter wide cube​


    Aspects
    Aspect of Divination III

    Name:
    Aspect of Divination III​
    School of Magic:
    Nature Magic​
    Expertise:
    6​
    Description:
    Ritual spells that provide insight into the nature of creatures, locations, or events, instead become continuous spells that immediately take effect.​


  • Evocation is the manipulation and transformation of the magic within the non-living world.

    Spells
    Move Object

    Name:
    Move Object​
    Expertise:
    1​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can move objects within range freely. The number of objects that can be moved at a time is equal to the caster’s Expertise. Heavier objects move more slowly. With higher expertise, casters can move heavier objects more easily. If the object is larger than the area of effect of the spell, the spell can only apply force on the part of the object within the area of effect.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​
    Evoke Fire

    Name:
    Evoke Fire​
    Expertise:
    3​
    School of Magic:
    Evocation​
    Spell Type:
    Continuous​
    Casting Methods:
    Somatic​
    Duration:
    For the duration of the caster’s concentration​
    Description:
    The caster can spark and manipulate fire within range. The movement of the fire depends on the user movements.
    Range:
    5 + 2 * [Expertise] meters​
    Area of Effect:
    Sphere with radius of 2 * [Expertise] meters​


    Aspects
    Aspect of the Elements: Fire

    Name:
    Aspect of the Elements: Fire I​
    School of Magic:
    Evocation​
    Expertise:
    3​
    Description:
    Fire no longer burns the mage. Magic that allows the caster to manipulate heat or fire no longer requires concentration to be used (but are still somatic).​


  • Life Magic concerns communicating with and manipulating 'souls', or rather the raw magic of a living being (or a being that was once living).

    Spells
    Magic Ward

    Name:
    Magic Ward​
    Expertise:
    2​
    School of Magic:
    Life Magic​
    Spell Type:
    Ritual​
    Casting Methods:
    Formulaic​
    Duration:
    1 hour​
    Description:
    The target gains resistance against spells of Expertise less than the caster’s Life Magic expertise. Also, the target is obscured, but not erased, in divination spells.
    Range:
    Self or Touch​
    Area of Effect:
    Up to 1 + [Expertise] meters cubed​


    Aspects
    Aspect of Transmutation III

    Name:
    Aspect of Necromancy III​
    School of Magic:
    Life Magic​
    Expertise:
    6​
    Description:
    Spells that animate dead bodies by returning its magic back to the corpse can grant the caster one aspect the being had in life. As long as the caster has the being’s aspect, their own aspects, other than Aspects of Necromancy, cannot be used. Once the body is no longer animated or is destroyed, the being’s aspect can no longer be used.​

 
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|| Lore || IC || Character Index || OOC ||
|| Part 1 || Part 2 ||

gMyh58t.jpg

Credit to ivanlaliashvili

  • baJLc7r.jpg

    Magic
    Every living being is capable of using magic. This includes the denizens, creatures, and even some rare clockworkers. It’s an enormous well of power that lies within everyone, and in terms of the depth of the power, every person has far more power than they can tap into in a lifetime.

    Magic is most commonly seen in the form of enchanted items, as it allows anyone to be able to use the benefits of magic without having to study it. Even in societies where magic is banned for the majority of the people, like in the kingdom of Enia, tools enhanced with magic are used throughout the populace.

    Most magic can be treated as an “orchestration” of natural elements. This can range from simple things like moving objects from afar, phasing or “welding”/combining objects, to weaving wounds shut, curing illnesses, or even manipulating the passage of time. However, while everyone has the faculties for using magic, and has the depth of power to do incredible things, using powerful magic takes a lot of skill and knowledge. Still, curious souls can learn some fundamental magic on their own.

    At academies, magic is taught in the form of “Spells” and “Aspects”. A spell is magic that can be cast or used after fulfilling specific requirements. Aspects are specializations in archetypes of magic that give mages strengths to allow them to better use the spells associated with that archetype, but often also grant weaknesses.

    Spells and aspects fall into a set of “schools of magic”. As mages get more knowledgeable in a given school of magic, they are able to learn more powerful spells and aspects that fall into that school of magic. These schools of magic are commonly divided into the following categories:

    • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic. This kind of magic includes archetypes such as abjuration and transmutation.
    • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects. Its archetypes include chronomancy, creation, and conjuration.
    • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings. Such archetypes include illusion magic, bewitching magic, and beast taming magic.
    • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves. It is often associated with many types of healing magic as well. Its archetypes include divination, technopathy, and floral magic.
    • Evocation is the manipulation and transformation of the magic within the non-living world. This school of magic is best known for the telekinetic magic archetype, but also includes elemental magic archetypes such as pyromancy, aerothurgy, and hydromancy.
    • Life Magic concerns communicating with and manipulating “souls”, or rather the raw magic of a living being (or a being that was once living). This magic includes archetypes such as necromancy, and spectromancy.

  • There are a small number of special variants of magic that are, as with most magic, performable by everyone, but use different mediums of casting. While it still channels the magic within, the intensity and nature of the magic depends on a different set of skills than that of traditional mages. Some of the more common examples of these kinds of practitioners would be bards and performers, with their use of music and oration, painters, with their use of the brush, and on the rarest of occasions, cooks, with their magic-infused food akin to an alchemist’s potions.

    Polymorphy is one of the few magicks that not everyone can use: It’s restricted to the use of descendants of Daemons and Seraphs, from the time of the old god. These people are born with ostentatious, coloured birthmarks, but those marks aren’t always visible. They can be likened to enchantment tattoos. This specific kind of magic allows the user to change their form to that of a magic being whose essence they’ve consumed, and gain their attributes. However, unlike the Daemons and Seraphs of the past, they aren’t any stronger magically or physically than other people, mostly because the magical pool within the denizens of the worlds has expanded infinitely since the fall of the old god.

    One partial transformation they can perform without any essence is that when they’re in their true form (regular), they can grow a second mouth that starts from the bottom of their nose, and can reach as far as their belly buttons, with sharp teeth, and an infinite void behind it. This allows them to consume creatures with greater ease, and take their essence, otherwise known as Sopia. They can store up to three different Sopia at a time, and use only one at a time. They can only change their active Sopia once a day.
  • SvQDCP2.jpg

    Magic has greatly aided in integrating travel technologies into everyday life. In countries with a high number of mages, when laying down the tracks for trains, the constructors use magic to quickly mold and place the materials for bridges and tracks to build a network for people to travel quickly, or to transport goods easily and safely. Infrastructure for electric grids are similarly built with the use of magic.

    There are also vehicles made for urban travel that use magic to float and glide, rather than use wheels. These vehicles have greatly influenced the way cities are designed. There aren’t many wide streets outside of the richer districts, since traffic doesn’t require width, but simply height. Instead, most buildings in large cities are built extremely tall.
    nVFmqWX.jpg


    The greatest child of the combination of magic and technology is the recently invented airship. It used to be that people would need to travel between worlds using magic currents to brave the dangerous trip. In the last six years, airships have gone into common use among the nobles and in the military. Particularly, the Templar Knights have been funding research on developing more durable airships that could travel farther, faster.

    In terms of weapons, the advent of magic bullets has made the gun a more viable tool for fighting against mages. Most mages have sufficient defensive prowess that they can avoid being hurt by plain weapons like bullets, and since bullets are as tiny as they are, they’re difficult to enchant effectively. However, some great strides have been made in this area on a foreign world, and that technology has been imported to Irve thanks to airships.

    Clockworkers are magickfuel based beings from the time of the old gods. They’re used as menial workers for jobs mages don’t want to spend time on, and too dangerous for commoners. They usually serve as part of the police enforcement for ruthless efficiency, and expendability, but they’re not worth much in a military capacity. They’re mostly semi-sentient. While they can think and feel, these faculties are limited to their “field of work” (builder, soldier, police, librarian, etc.). Outside of Ithya, in the rare event that clockworkers show sentience, they’re promptly dismantled.

    All of this technology is thanks to something called magickfuel, a term mentioned a few times above. This new technology was derived from the power source of the Clockworkers in Enia. The method of creating new magickfuel has been a very closely guarded secret by the kingdom. The Templars are playing an important role in this new technology’s development, but little else is known to anyone who is not directly involved in the development process.
 
Year 1532, after the founding of the Church of Ydran

  • Worlds

    A world is a floating island that houses a variety of fauna and flora. Most worlds are inhabited by people, but there are some that are nearly uninhabitable. Ithya used to be one of those worlds until the anarchists agreed to leave Irve in exchange for being left alone. Travel between worlds used to be exceedingly difficult, before the invention of airships. To travel from one world to another, one would either have to have a skilled mage on board to lift and move the ship for hours, or even days, depending on the distance, or ride the nebulous and dangerous gravitational stream that flows between worlds. Now, to travel by ship, there’s no need to have a mage on board: instead airships now have magickfuel engines that lift and move the ships. It is still expensive to travel long distances, but this kind of travel is far more accessible.

    Before the advent of magickfuel, nations in different worlds were virtually cut off from each other. Recently, however, there have been attempts at introducing these different cultures to one another, even though there are many difficulties and distrust between these newly acquainted cultures.

    List of Worlds and Nations/Societies
    • Irve : Kingdom of Aepia, Kingdom of Enia
    • Ithya : Anarchist communes
  • Ithya

    103 years prior to the start of our story, three million refugees fled to the world of Ithya from the neighbouring world Irve. Today, around a million people live in the young settlement of Ithya. The settlers were given the monster-ridden world they live on today, where their numbers were whittled down rapidly when they first arrived. They were able to adapt eventually: they mostly lived as nomads, avoiding the danger of the creatures that kept the world free of people for thousands of years. Twenty years ago, the building of the first large settlement was completed. While there were other settlements, they’re situated up high inside mountains to avoid both the creatures on the ground and in the sky. The city is nothing extravagant, but it achieves its goal: keeping its inhabitants safe, and alive. From the city, the Troubadours were born: a group of travelling healers, craftsmen, and rarely, fighters, to help build more settlements, heal the wounded and sick, and fight off any outstanding dangers the locals aren’t able to manage alone. Their most expert mages are called conductors, since the word mage would be applicable to nearly everyone on Ithya.

    Property is not a concept that exists on Ithya. Nobody owns anything, or any land.
    Even in military-like organizations and syndicates, there is no chain of command. While there are “ranks”, no rank is higher than another. The traditionally “higher ranked” officers are usually responsible for organisation and presenting plans, but they don’t have the right to command anyone.

    In Ithya’s communes, there are councils that decide how to proceed with things like the construction of new roads, distribution of resources, building of new housing units or buildings for new syndicates… The council members are chosen at random, and each seat rotates once each month, so, usually, all adults in a commune end up serving in the council at one point or another. Similarly, a number of each commune’s members are sent to Ithya’s council to coordinate with other communes efficiently. Again, those sent to the council rotate, and are chosen at random.

    Nobody has to work at a job, at any point, but it’s frowned upon to not do any work to help maintain life in the communes, especially since Ithya is a world filled with dangerous fauna and scarce resources. A job can be anything, but with the exception of artists, mathematicians, scientists, and doctors, it’s rare to see people who do any single job for more than a couple of years. However, even those people who specialize in such areas of study often spend some years working in different jobs.

    The fauna is significantly more hostile than on most worlds. Their dangers can range from small critters damaging crops, to entire mountains getting up to their feet and walking across fields. A common mortal danger is winged beasts swooping into communes to grab a couple of people and fly off. While these were enormous problems years prior, in the present day, the new denizens of Ithya have taken precautions against these problems when building new settlements, after years of suffering due to a lack of understanding of how these creatures behaved.

    Ithyans still trade with countries on Irve, mostly importing resources scarce on Ithya. This can range from books on magic and technology, to food items and exchanged correspondences between scholars.

    The philosophy behind the settlement of Ithya can be summed up as “No one shall eat while another starves.” They pool their resources together in order to best serve as many people as efficiently as possible.

    The Troubadours

    The Troubadours are a group of travellers who work to help settlements with specialty-requiring problems. They are mostly composed of “conductors” (Ithyan mages), and those that aren’t are trained to eventually become mages. Settlements often call them when there’s trouble with these natural disasters, but they’re almost never called for troubles with other people, as those are often handled locally. They handle problems ranging from making crops flourish during a bad harvest, to transporting food, and even to hunting or calming belligerent creatures causing a risk to the safety of a settlement. Like all organizations on Ithya, they have no rank structure. They also function as a mobile school for magic, for those who want to learn how to master their skills. Most people who come to learn don’t stay to join the Troubadours.

    Cities and Settlements

    C4Oq2wO.jpg

    Credit to Gunzfree

    Briseterre
    Briseterre is the largest settlement on Ithya. It’s built in a valley, with a pair of rivers running through the town. It’s also home to a large academy of magic. It has an airship port up on the peak of the mountain the rivers flow from.

    Boussole
    Boussole was a small town with a population of around three thousand. The region where it was recently sank into the ground. There’s an enormous, several kilometer wide hole in the ground, with the ruins of the town at the very bottom. The town disappeared the same day Sunderlake Prison was broken out from.
  • Enia

    BYWnjqi.png
    Irve is a beautiful world rich with resources, and countries spreading all over the surface. The largest country, Enia, has lived relatively calmly for the last century, since it exiled the anarchists to the desolate isle world of Ithya. Enia is renowned for their incredible advances in technology and magic. While in order to keep the peace, the commoners aren’t allowed to use magic, students of magic academies are trained in all kinds of magic. Most vitally, a portion of the military is formed of noble mages trained for battle from a young age at the Royal Academy along with the princes, and princesses. Although the Academy normally doesn’t accept women who aren’t from the royal family, it’s not unheard of for women of high birth and high talent to be taught with the princesses. While the royal family still has absolute power over the affairs of governance and war, they keep the appearance of remaining out of politics, and leaving them to their parliament.

    Enia is a nation of religion, strictly enforcing the law of the church of Ydran. The Templar Knights are practically the highest military authority in the kingdom, but technically, the will of the royal family and the nobles precedes that of the church. Nonetheless, the Templars are given enough leeway to do whatever they want, and recently, have even made moves against the nobility and royalty, with the tacit approval of the reigning king. For the last 5 years, the Templar knights greatly within the kingdom of Enia. The king has even let them have their pick of the top graduates of the Royal Academy, including from the princes and princesses. Being a member of the Templar Order is considered a great honour in Enia, since long before they started drastically growing their forces.

    The nobility of Enia are akin to that of feudal lords, with great influence over their territories, only responding to the king, and the orders of parliament. Even though they own land and armies, they are quite firmly dedicated to the kingdom of Enia. There’s no real infighting among the lords, beyond the pettiest of quarrels.

    The royal family is a sprawling, wide tree. The current king has dozens of legitimate children from several noble families. All princes and princesses live in the royal academy, where they learn magic and receive their education. Most of the princes and princesses return to their family territory to become the head of their family. Others, who want to become king or queen, or who were from the same family as another heir of a noble family, join either the military or the Templars. The next king or queen is chosen among the heirs by the parliament and the nobles when the current ruler passes.

    The practice of magic is banned for the lowborn, with the aim of maintaining order. This law is imposed with extreme harshness. Even if a child is found playing around with magic, if the Templars find out, they’re likely to execute the perpetrator. This is widely accepted as a necessary measure by the nobles, and even the more pious commoners. There are magic academies where people can earn the right to use magic as officers of the kingdom, and even gifted commoners can be accepted, but more often than not, most academies will have no more than a dozen commoners in a two-three hundred graduating class.

    People with four arms are called children of Ydran, due to their resemblance to the goddess’ distinct physical appearance. They’re quite rare among commoners, as most people with such appearances have been absorbed into the noble families long ago. They’re treated as equal to members of the noble families by the Templars, and are often given training in magic at one of the academies.

    Cities and Settlements

    a0uUeoR.jpg

    Credit to Gunzfree

    Cartetoile
    The capital of Enia, where the Royal Academy is, and where the king lives. Cartetoile is near the edge of the floating world of Irve, and is the largest port of commerce in Enia. Airships that fly off-world often depart through Cartetoile, since it’s the nearest point to the next closest world, after Ithya.

    Montacier
    Montacier is a merchant’s town built on the seaside. Just across the sea is Aepia. Most aide that goes to the Aepian Kingdom passes through here to resupply, or transfer the cargo onto seafaring ships.

    Sunderlake Isle
    Sunderlake Isle is an island on the large desolate world of Plateau. It used to house the Enian prison for polymorphs. In the year 1532, contact with the Templars on the island was lost until the survivors reached Cartetoile. Reports from merchants traveling near Plateau claim to have seen mysterious ruins where there should only be the ocean.
  • Aepia

    On Irve, there’s a country in the middle of a vicious civil war. Aepia is a country considerably smaller than Enia, but it has similar laws on governing the use of magic by commoners. However, the rebels were able to gain more and more popular support after the queen killed off their leadership during peace-talks. While the rebels have an incredible numbers advantage, the queen’s armies are fiercely loyal, and their ability to use magic to lay waste to swaths of men and women who haven’t used an ounce of magic in their lives has proven to be troublesome for the rebels. For the last 23 years, this war has been going on, leaving millions of dead behind.

    Among the rebels, there are two rivaling factions: the statists and the anarchists. The statists want to overthrow the royal family, and establish a parliamentary nation, greatly overhauling the legal system to better serve everyone while maintaining some form of peace. On the other hand, the anarchists want to dismantle the state, rather than replace it, and want to model their new society after Ithya.

    Aepia has had monetary and some military support from Enia, who fear a victory for either the statists or the anarchists would lead to another uprising back home. Their support has been crucial in the war effort.

    Some other socialist statist nations from other isles have supposedly been aiding the rebels, but they’ve been causing problems within the rebel factions to turn them against one another, assassinating quite a few of the leadership of the anarchists after joining their ranks under the guise of aid.

    Cities and Settlements

    OoHghwZ.jpg

    Credit to daRoz

    Lucillia
    Lucillia is the new capital of Aepia, since the razing of the previous capital, Refiel, during the very beginning of the civil war. Lucillia is right across Montacier, on a well guarded clifftop near the ocean. It is one of the few places in Aepia that has been able to exist peacefully, far from the conflict.

    Refiel
    Refiel is the previous capital of Aepia, and now the base of the rebels’ operations. In contrast to the rest of Aepia, the slave market only operates underground. The city has been home to a string of disappearances as of late, but with the war raging on, not many people have given the events much attention.



  • 3hq9vBe.jpg

    The Church of Ydran follows the teachings of the goddess Ydran, who, according to them, is the one who gave the infinite pool of magic to everyone. She’s depicted as having four arms, and a long staff with a hollow disk at the top. According to the church, back when magic was still a rarity in the world, and hoarded by the nebulous figure known today only as the Old God, she led a band of warriors and sealed the being away. When the Old God was sealed away, the people’s magic stopped being siphoned, and so over the centuries, their wells of magic overflowed. It’s said that she would return once the Old God breaks his chains, and will lead the fight against the Old God once again.

    There’s little known about either the Old God or Ydran, barring the stories told by the church. There are five broken pillars that reach up as high as some worlds from the core of the worlds that are said to hold him in place, but other accounts claim that they used to hold another world in place.

  • Denizens

    The people of the worlds have changed immensely since the time of the old god. Back then, people could easily be separated into distinctly different species. Over the thousands of years in between, variety has greatly increased. Most people have one distinctive feature or another: some people are 3-4 meters tall, some people have twice as many limbs as most people, some people have tails, some people have horns, wings, gills, and the list goes on and on. This is why all intelligent and sentient life capable of using magic are called simply “Denizens”.

    More generally, the church of Ydran calls any living being with magic within them “Breathful”.

    Creatures

    Creatures (animals, beasts, monsters, as they’re otherwise known) are the sum of all complex Breathful (including plants), but are often used to refer to non-denizens. They vary greatly in size and nature, from world to world. Some worlds have no creatures larger than a house, while others could have the entire islands as creatures. On Ithya, in fact, it’s common for some creatures to be mistaken for mountains. All creatures have the faculties to perform magic the same way denizens are, and most often use various forms of magic in order to hunt their prey or trick their predators.
 
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|| Lore || IC || Character Index || OOC ||

Rules
  1. Follow the CS guidelines on the bottom. If you need any clarification, don't shy away from asking.
  2. Color-code dialogues "like this" in any colour you want. (However, keep in mind that most people use the default layout! So try not to use colours that are too dark.)
  3. Do your best to avoid meta gaming and power gaming.
  4. 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.
  5. Try to post regularly - or if you can’t, try to keep in touch about your situation so we can plan accordingly.
  6. All IC posts must be written in third person.
  7. Romance is great! But if things get too 'heated' then please fade out and take it to PM's.
  8. No photos: 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.
  9. No “chibi” characters, which is to say characters that look like children, but are adults.

Character Creation Guide

  • Schools of Magic
    More information about the lore of magic can be found on the magic lore page.
    • Metaphysic deals with the alteration of physical properties of objects and recreating the effects of physical objects through magic. This kind of magic includes archetypes such as abjuration and transmutation.
    • Spatial Magic is the art of manipulating space. Spatial magic is mostly used to teleport, or create objects. Its archetypes include chronomancy, creation, and conjuration.
    • Telepathy concerns any kind of magic that affects or uses the sensory perceptions or the minds of living beings. Such archetypes include illusion magic, bewitching magic, and beast taming magic.
    • Nature Magic communicates with the world, and the magic in both non-living and living beings. Not to be confused with telepathy, nature magic communicates with the magic of beings, rather than the beings themselves. It is often associated with many types of healing magic as well. Its archetypes include divination, technopathy, and floral magic.
    • Evocation is the manipulation and transformation of the magic within the non-living world. This school of magic is best known for the telekinetic magic archetype, but also includes elemental magic archetypes such as pyromancy, aerothurgy, and hydromancy.
    • Life Magic concerns communicating with and manipulating “souls”, or rather the raw magic of a living being (or a being that was once living). This magic includes archetypes such as necromancy, and spectromancy.
    • Creating Spells
      Name: The name of the spell. The spell doesn’t need to have a name in-universe, but it should have one for OOC referencing.
      Expertise: Levels of expertise range from 1 to 10, 10 being the highest. This is not an in-universe metric, but rather a general way to denote someone’s knowledge in a skill.
      School of Magic: If the spell belongs to a specific school of magic, the user needs to have a level of expertise in that school of magic equivalent to the level of the magic. Otherwise, the user’s highest level of expertise in any given school of magic is compared instead.
      Spell Type:
      • Instant: Instant spells are cast-and-forget. Spells whose effects behave autonomously to the caster belong in this category. This includes enchantments, and most conjurations, as well.
      • Continuous: Effects last only as long as the user is conscious and continuously using the spell. These spells can be disrupted if the caster gets distracted. Spells that allow the user to magically influence their effects after they are cast belong in this category.
      • Ritual: These types of spells require an amount of time to cast. After a ritual spell is cast, the spell behaves like an instant spell, meaning the caster has no direct control over the effects of the spell after it is cast.
      Casting Methods:
      • Verbal: Spells that require verbal trigger. The verbal requirements are often incantations, but can also be a description of directions, or some sort of communication. Illusion spells often require a description of the kind of illusion to be created and charming spells often require the target to be able to understand the caster’s directions.
      • Formulaic: Spells that require some sort of expression of a formula that describes the spell. This requirement can be fulfilled using magic tomes that have drawings of the formula circles, or by being drawn on the air or a surface. The caster must fully understand how the spell functions, and what the formula means in order to cast the spell. Enchantments also fall under this category.
      • Somatic: Spells that can be cast through physical movement. These movements aren’t set in stone the same way some formulaic spells and verbal spells require a specific key to cast the spell, but rather require the caster to “conduct” the magic to do what they want.
      Duration: The length of time that a spell and its effects endure after being cast.
      Description: Explain what the spell does, and if applicable, provide the following:
      • Range: How far away from the user can the spell take effect?
      • Area of Effect: At the point where the spell is cast, how much of the surrounding area is affected? If the spell only affects the target hit by it, the spell’s area of effect is simply “targeted”.

      Code:
      [b]Name:[/b]
      [indent]<Name of the spell>[/indent]
      [b]Expertise:[/b]
      [indent]<1-10>[/indent]
      [b]School of Magic:[/b]
      [indent]<Optional. See the magic index for a list of existing schools of magic>[/indent]
      [b]Spell Type:[/b]
      [indent]<Instant, Continuous, Ritual>[/indent]
      [b]Casting Methods:[/b]
      [indent]<Verbal, Formulaic, Somatic>[/indent]
      [b]Duration:[/b]
      [indent]<How long does the spell’s effect linger?>[/indent]
      [b]Description:[/b]
      [indent] <Describe the spell here>
      [i]Range:[/i]
      [indent][/indent]
      [i]Area of Effect:[/i]
      [indent][/indent]
      [/indent]
    • Creating Magic Aspects
      Name: The name of the Magic Aspect.
      School of Magic: If the aspect belongs to a specific school of magic, the user needs to have a level of expertise in that school of magic equivalent to the level of the magic. Otherwise, the user’s highest level of expertise in any given school of magic is compared instead.
      Expertise: The level of expertise required in the school of magic to acquire the aspect
      Description: A description of the benefits and detriments the aspect grants to the mage (and/or those around them).
      Code:
      [b]Name:[/b]
      [indent]<Name of the Aspect>[/indent]
      [b]School of Magic:[/b]
      [indent]<Optional. See the magic index for a list of existing schools of magic and archetypes>[/indent]
      [b]Expertise:[/b]
      [indent]<1-10>[/indent]
      [b]Description:[/b]
      [indent]<Describe the Aspect here>[/indent]

  • Mental and Social Prowess
    Each character can be proficient in certain areas of study. These proficiencies can help characters discern things others might not deduce, or do something that requires special knowledge. None of these will directly affect combat, but can help with non-combat situations. Also, things like persuasion, intimidation, and deception cannot be applied on other player characters. Just like magic, these levels of proficiency ranges from 1 to 10. At higher levels of proficiency (6-10), these proficiencies manifest as magic abilities. These proficiencies are divided up into the following categories:
    • Investigation is a proficiency for characters that have strong deductive and investigative skills or intuition. This proficiency can allow you to receive hints about a mysterious situation from the GM. With high proficiency, characters can receive hints about larger mysteries of the world.
    • Perception allows characters to notice difficult-to-catch details about the world around them. This proficiency will allow your character to realize subtle details or changes in the environment or people’s physical behaviours. With high proficiency, characters can notice details that would normally be undetectable.
    • Persuasion is for characters that are good at breaking down people’s arguments and constructing irrefutable logic to convince people. This proficiency allows your character to have a better chance of persuading people into believing something using logic. With high proficiency, characters can have a chance to persuade people even when they might otherwise be unwilling to listen.
    • Characters with high intimidation have a terrifying or imposing presence that can allow them to terrify people into backing down. This proficiency allows your character into scaring people into submission. With high proficiency, characters can intimidate people without having to talk to them, meaning some people might be afraid to maliciously approach them.
    • Deception is a proficiency for natural liars and tricksters. This proficiency allows your character to more easily convince someone of a lie, or something that the target doesn’t believe to be true. With high proficiency, characters can trick people into believing increasingly ridiculous things.
    • Insight allows characters to use their intuition to understand how people are feeling. This proficiency can allow you to receive hints about what people might be thinking about or how they’re feeling, that might not be immediately obvious. With high proficiency, characters can intuit the nature of the events and environments.
    • Performance is a proficiency for characters with a dramatic flair. This proficiency allows you to command a crowd more easily, using charismatic and tactful performance instead of using reasoning or convincing. With high proficiency, characters can charm larger crowds by using their wily charms instead of having to appeal to their intellect.
  • Physical Prowess
    Each character can be proficient in certain physical skills. Just like magic, these levels of proficiency ranges from 1 to 10. These proficiencies are divided up into the following categories:
    • Acrobatics allows characters to move more freely and nimbly.
    • Sleight of Hand gives characters a better chance at being able to achieve acts that need good fine motor skills. This includes pickpocketing, lock picking, or even juggling.
    • Stealth allows characters to avoid being seen, or heard, even avoid magical detection at higher levels.
    • Heavy Weaponry proficiency allows characters to more skillfully use heavy weapons such as swords, hammers, heavy bows, or shields. Any weapon of equivalent weight would fall in the same category.
    • Fine Weaponry proficiency allows characters to more skillfully use weapons that require good fine motor skills such as knives, or bows.
  • Character Questions
    You can choose three of these questions and give brief answers about your, instead of writing a personality paragraph. If you would prefer, you could also write a paragraph describing your character’s personality instead. You can change the questions to better fit your backstory if you want.

    These questions are all hypothetical situations, so they don’t necessarily have to be things that happened in your character’s past.
    • You had a wonderful dream last night where you were living the best life you want for yourself. Who did you see in that dream?
    • You had a horrible nightmare last night where your greatest fears came to fruition. Who did you see in that dream?
    • While you were at the tavern last night, a pair of drunk patrons knocked over your table while fighting each other. What do you do?
    • You and another player character (your choice) had an argument. What was it about?
    • You meet another player character (your choice) for the first time sitting across you on a train ride. What do you think of them, based on their appearance and demeanor?
    • While you’re travelling in the kingdom of Aepia, a wounded rebel soldier pleads for you to hide them. You know that a kingdom patrol is about to come by this route, and if they see you helping the rebel, you could be arrested as well. What do you do?
    • As a child, you learned that your bully, who at every turn has tried to hurt you and your friends, was secretly a polymorph. If you tell the Templars, they will arrest them. What did you do, and how do you feel about what you did after all these years?

  • Code:
    [center][img]*Appearance image here* (If you have difficulty finding images, you can come to me. I might be able to help you find one, or draw one for you!)[/img] 
    [/center]
    [tabs]
    [tab='[ Personal Information ]']
    [color=][b]Name :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Gender/Sex :[/b][/color] (whichever you prefer to mention)
    [indent]
    [/indent]
    [color=][b]Age :[/b][/color]
    [indent]
    [/indent]
    [color=][b]Physique :[/b][/color] 
    (Is your character ginormous? Tiny? Do they have horns, wings, tails, extra limbs, extra eyes…What’s their build like? Their height, weight, etc)
    [indent]
    [/indent]
    [color=][b]Backstory :[/b][/color]
    (Where did your character grow up? What events lead to them becoming who they are now? Go into as much detail as you feel is necessary, but don’t feel pressured to write an enormous backstory! Just try to have some substantial events about your character’s past that had an impact on how their personality developed.
    Is there any specific thing you want to know about the world for your backstory? PM me and I’ll get something to help you along.)
    (I would recommend going through the questions in this blog entry (https://dndduet.com/10-backstory-questions/) to have an easier time coming up with interesting details about how your character grew up and what made them who they are today, though this is not necessary.)
    [indent]
    [/indent]
    [color=][b]Affiliation :[/b][/color]
    (Is your character part of an organization? Optional: If yes, what’s their role within that organization?)
    [indent] 
    [/indent]
    [color=][b]Character Questions :[/b][/color]
    (Briefly answer three questions from the Character Questions tab about how your character would behave under certain circumstances. This is just to make the character creation more fun, but if you would prefer, you can write a paragraph about your character’s personality instead.)
    [indent] 
    [/indent]
    [/tab]
    [tab='[ Skills and Talents ]']
    [color=][b]Physical Prowess :[/b][/color] 
    (What physical abilities is your character skilled in? You can allocate a total of 5 points as you would like. You can find a list of skills in the Character Creation Guide’s Physical Prowess tab. This is mainly to show what your character is capable of generally.)
    [indent]
    [/indent]
    [color=][b]Mental and Social Prowess:[/b][/color]
    (What physical abilities is your character skilled in? You can allocate a total of 5 points as you would like. You can find a list of skills in the Character Creation Guide’s Mental and Social Prowess tab. This is mainly to show what your character is capable of generally.)
    [indent][/indent]
    [/tab]
    [tab='[ Magic ]']
    [color=][b]Schools of Magic :[/b][/color] 
    (What schools of magic is your character knowledgeable in? You can allocate a total of 5 points as you would like. You can find the schools of magic in the magic section of the lore page, or in the Character Creation Guide’s magic tab. You can learn spells in your respective schools of magic)
    [indent]
    [/indent]
    [color=][b]Sopia :[/b][/color]
    <N\A if your character is not a polymorph>
    (Is your character a polymorph? If so, what kinds of Sopia do they have? What do these essences allow them to turn into, or what buffs/debuffs do they get from them? You can have one Sopia active at a time, but you can have up to two non-active Sopia.)
    [indent]
    [/indent]
    [color=][b]Spells and Aspects :[/b][/color]
    (What spells does your character know? What magic aspects do they possess? You can create your own spells and aspects from the Magic tab of the CCG, or pick those from the magic index page.)
    [indent]
    [/indent]
    [/tab]
    [tab='[ Other ]']
    [color=][b]Gear :[/b][/color]
    (A musical instrument? Weapons? Notebooks? Motorbike keys? Clothes?)
    [indent]
    [/indent]
    [color=][b]Other :[/b][/color]
    (Anything else you want to mention? You can also make your own categories like this, if you want to expand on something specific, say, your character’s [color=][b]Relationships :[/b][/color])
    [indent]
    [/indent]
    [/tab]
    [/tabs]
 
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