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This is the magic wasted land of Garmanic. Long since has the Day of Mana passed and left the lands a caricature of what it once was. The people have rebuilt. Few races live in isolation now: they can no longer afford to live in the altered lands with the magic warped beasts that prowl them.
Caravans travel with many guards between cities, often composing of the both revered and reviled mages. Their accursed magic is what brought about these dark days after all. Perhaps you came by one of these caravans.
Or did you dare the ocean? Many whisper of far worse things than the leviathan beneath the churning waves. A brave soul indeed if you came by ship, but they thank the courage. The supplies are precious.
Or maybe chance simply had you in the city to begin with. We have our share of street rats hobnobbing around the inn. More than a few noblemen bring their ‘work’ here too. One has to wonder what brought your sorts about.
Enough about that, I suppose, whatever brought your arse around, its in with our lot now. Because it seems whatever has brought us together under this roof tonight has a slew of trouble in store for us.
Welcome to the Bilgerat Bride, an infamous inn just at the edge of the redlight district of Port Neworth. Of course our adventure begins with the greatest of clichés my friends! We were at the inn, for some reason or another ...drinking some grog, slaying rats, screwing a whore... when of course, something happens! Where we go from there, that is up to you to decide.
Welcome to the character design tab!
You have 15 points to spend between the following traits.
The highest score you can put in any trait at this time is 10, and it is considered to be on the heroic level of capability.
The lowest score you can put in any trait is 0; you are considered to have no talent and no training in this field.
Might: physical prowess, speed, strength – power through raw brute strength
Arcana: magic lore, magic power, mana pool – power through the arcane magics
Guile: stealth, diplomacy, dexterity, item-craft – power through craftiness and skill
Cognizance: knowledge, weakness finding, lie detecting, perception – the power of the mind and senses
Will: endurance, defense, spiritual resistance – the power of the body and soul
And you may design 3 unique traits.
Unique 1: I would suggest the first one cover your racial bonus.
Unique 2: And that the second cover any offensive capability you might carry. Perhaps even an heirloom or companion?
Unique 3: While the last is something defensive or provides a utility function.
These are just suggestions to help for a rounded character that gives you more options for play. Feel free to experiment and gear your character more towards a specific role, as I am sure your mates will help fill those and as the GM, I will help you fill the necessary spaces!
In time, you might have the chance to earn NEW traits, so don’t worry if you can’t do everything you want right now!
[hdor]Personal[/hdor] [b]Name[/b]: [b]Age[/b]: [b]Sex[/b]: [b]Race[/b]: [b]Appearance[/b]: [b]Biography[/b]: [hdor]Traits[/hdor] [b]Might[/b]: [b]Arcana[/b]: [b]Guile[/b]: [b]Cognizance[/b]: [b]Will[/b]: [b]Unique1[/b]: [b]Unique2[/b]: [b]Unique3[/b]:
Welcome to the Records tab! Here you will find information on people, locales and factions you have discovered.
- You know no one yet!
- You know no places yet!
- You know no factions yet!
- As the story progresses, major events will be chronicled and the story will be recorded in an easy to read synopsis so that players and readers alike can reference the information at their convenience! Canonically Coming of Mana has 3 acts planned. However, these acts can change, depending upon the players.
Welcome to Garmanic here you will find background information about the regions of Garmanic and some the world’s history! No, not everything, but enough to introduce you and let you run with!
Garmanic was a rich planet full of life and divided by race, so it was said to be, by will of the Manica gods. Though many might dispute it, few can stand up against the evidence that the Manica are the eldest race, born of the very planet. With the birth of the races and their bling groping into their new world; so passed the first era.
It was not long before the races established their divisive lines. Dynasties rose and fell in the blink of an eye. The most successful of which built their cities upon places of power, the very springs from which mana welled up from. They utilized the natural power sources in a way that powered their cities. Some even developed technologies that accessed the powers of mana.
However as they began to reach a peak of power, many of these power nations found themselves in a struggle for superiority and went to war. It was a rush for the strongest utilization of mana power. It was not long before it reached its peak.
The Day of Mana: the day on which one city pushed too far and ultimately tapped into the deepest reserves of their mana spring. It resulted in a geyser of magic that flooded forth and spilled out over the land and connected with the other wells, effecting worldwide. Not all were spared from the cataclysm. Many became ill with the Dreamer Disease. They would fall into a slumber and never wake.
There were, of course, other effects of the mana blight. Some individuals now found themselves capable of manipulating mana to their will. The landscape had been devastated and shifted, it was a new world for many. The wildlife that survived the affair was now a twisted shadow of what it once was.
Such fiends has forced what has survived to band together. What countries remained have held together, if barely. Cities are now thrive as having the relative safety of numbers whole townships value every warrior and mage that their poor lands can scrounge together.
- 1. Albraz Cordillera
The Albraz Cordillera are the tallest mountain chain in the world that once
boasted many great civilizations. With the day of mana, it was amongst the first to be incapable of supporting civilization as the mountain grew too treacherous. The great city of Gargonhaldt was abandoned and has fallen to ruins. Of the mountains, the least treacherous of ways is Taeviel’s Crossing, the pass that connects east and west. Those of more stern stuff might attempt the ways through The Gibbering Mines, but few can stand the echoes of mana that whisper endlessly through their passages.
- 2. Sea of Didojik
- Named after Emperor Didojik, the Sea of Didojik once represented a time of trade and prosperity for the lands of Enruba. Still, it offers a passage to them, but it offers its own dangers. Still, there are those that would dare the The Blightmire rather than take passage across the Sea of Didojik and tempt the spirits.
- 3. Enruba
- The wasted lands, or otherwise known as the desert empire, it was the lands least effected by the mana blight. It has bloomed like a desert flower, capitalizing on the misfortune of the other lands. Unlike in many lands where the mana-ravaged beasts flourish, in the desert, man has learned to reign supreme. In their oasis cities they have developed vertical agriculture systems and waterways, and the crown jewel of these cities is the capital, Kor-Haptep.
- 4. Rorchereal Tundra
- The northern lands of snow and ice, the Rorchereal Tundra lends itself to the hardiest of stock. Wintry nomadic tribes make their homes on the Tundra ice. Many tales crop up about the barbaric north and those that make their homes there. Of these tales the most famous is The Epic of Fjörgur, a great warrior of the north and his battle to seal the Bantredyne.
- 5. Dyrden Ocean
- Consuming much of the planet’s surface, the Dyrden holds many of Garmanic’s dangers and mysteries. Of course it is the fastest way to travel between the nations, using Mercuil as a landing point between the ways. However, the depths holds many-a-sea monstrosity for the daring sailor. Many sailors whisper of a mana-contorted leviathan within the depths. Those that might confirm such a thing have perished beneath the churning waves.
- 6. Mercuil
- The blighted kingdom, Mercuil is world renowned as the lands that brought about the Day of Mana. It was through their actions that that the mana blight has come to pass upon the world and it is their lands that the effects of the taint is most apparent. Beasts were mutated most dangerously on this continent, the capital of Rah’Vello was destroyed, and they suffered losses by the masses. Due to the dangerous nature of the continent, the population congregated to the few cities that existed. Most fell. The ones that survived built walls to survive, the greatest of which being the coastal city of Selhalune.
- 7. Southern Wastes
- The southern arctic continent, it is all but a frozen desert consisting of blizzards and dangerous hidden drops into ice caves that could collapse upon unsuspecting travelers at any moment. The icy climate offers little in the way of survival to those who would brave it, even the most resilient of mana fiends struggle to survive here.
- 8. Vossheim
Vossheim is a land of relative flatness. To the south are the mires that lead out from Baelmyst, within which reagents for powerful potions can be found. To the north are great grasslands. Of this area, the dry brush oft catches catches ablaze into out of control
wildfire across the planes. For this reason, the cities are constructed of stone and built aside water sources, so that mages might combat the rampaging infernos. Most renowned for having much of the city burned down twice over and still raising from the ashes is the capital, Caville.
- 9. Ogdyn Sea
- A vast sea between the regions of Vossheim and Baelmyst, it was carved out by super-massive glaciers that retreated over the landmass north in the early ages of history that gouged out deep holes in the earth, and deposited sediment and meltwater. Due to this the waters support a healthier than normal algae life that make the waters appear green. Aside from that, the Ogdyn Sea boasts thriving fishing communities upon many of its shores, being the safest of any of the great bodies of water.
- 10. Baelmyst
- There is a disputation over how the Baelmyst got its name. Some say it was from a great tragedy long ago that cursed the lands. Others say it has just always been evil. Either way, the region is shrouded in an ever present mist. Before the Day of Mana, the mist was thought of as a guardian presence that protected those who lived within from invading forces. Since then, it has taken on a more sinister nature, befuddling travelers who do not ward their way with magic, oft leading them to prey to the beasts or spirits of the forest. Of the cities, Fort Xandra is the most populous of the region, having been the fortress home built by a proclaimed guardian of the woods. Our story, of course, starts in Port Neworth
- 11. Trenlow Sound
- The Sound settles between Baelmyst and and the lands surrounding the Albraz Cordillera. Of the seas, it is the one most populated by mana twisted fauna. The most infamous of these creatures exist along Widow Ridge where the creatures conjure the illusion of sailors lost at sea to tempt widowed women to jump to their deaths, dashed upon sharp rocks below.
To the people of the rest of the world, those of Mercuil are seen in a mysterious and supernatural light and tales abounds are held of them. This is not surprising as of the other nations it is the most isolated from the others. Though foreigners will visit their land, namely the city of Selhalune where they dock to replenish supplies before continuing their voyages, they do not travel beyond the walls or seek exceptional interaction with these people. Many still hold hard feelings for the mana blight. However, that is not to say all the stories are uncalled for or untrue. Those from Mercuil are known for their habits of odd medicines, consuming plants and unusual parts of mana fiends. Unlike most of the world that fears spirits and seek to exorcise them, those of this country welcome them into their body, believing that it is their ancestors honoring them and through this they will guide, empower and protect. Since the initial outbreak of Dreamer's Disease, where their country suffered the most who fell to its clutches, it has tapered off into the rarest of cases. Of the nations, they have the lowest rate of those to appear with talent and fewer yet to achieve great power with it. It is just as well, as they have a strong loathing of the practice, believing it to be a sign of a tainted spirit.
The people of Mercuil live in houses of either gong, an, or asuka stylings depending on the region. Typically, there is a stone shrine built to the ancestors within these homes. Their cities, the only part of the myōden left that were once controlled by the daimyos of the hegemon, are no longer in their rule. Though they are still considered noble families, they had long been stripped of their power for the events that led to the Day of Mana and a meritocracy was instituted.
The people, always natural in the ways of battle and martial by nature, have adjusted well to the new fight against the mana fiends. With the culling of their population, however, they found a blessing in their traditional matriarchal society. Everyone who could be capable of wielding a weapon needed to be capable of doing so, and men and women have long since fought side-by-side. Of these weapons, the most identifiable by those of other nations are their curved blades of polished folded steel. However, they are avid users of polearms and heavy mechanical bows. Unlike in other countries, iron is less commonly found here, having to be extracted through burning it out of peat in small quantities. This has caused them to develop ō-yoroi armour made of leather, woods and small plates and bands of steel in order to compensate.
The land of Vossheim is best described as being divided between two separate groups. The first of which would be what the rest of the world consider the 'civilized' Voss, though it is a widely held belief that you cannot trust a man of Voss. Civil Voss is ruled by a Tsar and the line of succession flows through the son. Luckily, the Voss are known for producing large families because assumption of the right to rule is highly sought after and if someone is not bringing the country to a small civil war for their own right to rule, assassination attempts and the occasional battlefield 'accident' when the next in line is thought more fit to rule is a timeheld tradition leading to rulership exchanging hands often enough. Those of civil Voss are monotheistic, worshiping Vhors, a god of battle, storms and master of all waters. They pray to him before every battle for victory, for rain and for the damned Northmen to stop raiding every winter. Overall, civil Voss are a stubborn breed who are never to be bullied about or likely to give in, even when their door has been beaten down by a man of the tundra for the fourth year running.
'Wild' Voss comprise of nomadic horse tribes who in history divided from their brethren to practice religious freedoms. Many of them have adopted different beliefs, but a commonality between all is cairn worship. These cairns are placed along many common travel routes and it is common practice to stop at each and offer a tribute. While some might deposit coin or baubles if they believe to have read a bad omen, most will leave an offering of food and drink for the next traveler to come by. Doing this is believed to provide for good luck and safe passage and ward off evil spirits on their journeys. Shamans are common among the tribes and are thought to have some measure of power over spirits, having an otherworldly connection between this world and the next. They also provide healing services and serve to interpret omens people have seen in the world and their dreams.
The region as a whole is known for their love of riding creatures. The more stubborn the creature is to tame, the more respect they have to be able to ride it. One of the symbols of a master rider is a ursine mount. However, there are old tales of times when people once rode griffins into battle.
"The secret is, son, you need to look into his eyes and let him know who really calls the shots around here." -A great Voss father, teaching his son to ride a Artôrwulf
- Rorchereal Tundra
The Northmen are a people made of piss and ice, the rest of the world would say. This may be infamy garnered from their inclination of setting raiding parties in the harsh winters, some of which are against other lands but even other clans of the north fall victim to it. When deciding not to bear shield and axe and steal what they need to survive these times of scarce food, it is not unheard of for clans to band together for the purpose of taking down massive game to divide the spoils. Come springtime, they find that the ice has thawed enough to fish and that the grampus are swimming close to the shore and even up the rivers, making it easy for them to harpoon from their skin boats. Little of animals go to waste. Leathers and hides are common in attire. Even the bones prove useful, particularly those of large mana fiends as they can stretch leather over them to make their summer tents. During the winter months, however, their homes are icy igloos.
Many of the Tundra are contented with their lives as roaming hunters and surviving off of the land. It is not unheard of that one will grow tired of the endless snow and ice and travel the world, plying their trade for those who will pay. However, there are those more mercantile might offer their services on a vessel, traveling to another land. There they would sell their furs, scrimshaw and other northern trinkets and return home with much needed supplies to make life easier. Other practices include marriages that last for a contractual length of time. Upon their end the two parties can choose to renew their vows or part ways. Arranged marriages and the the tradition of "stealing a mate" (one that displays superiority and worthiness to wed) from other tribes prevents genetic stagnation. Northmen, as a burial rite, burn their dead in a funeral pyre as a sacred use of the sparse wood this much of this region produces in order to honor them. However, they do not believe in gods or an afterlife and believe in the power of man, and celebrating life.
In the land of Enruba, ritual blood sacrifices of sacred stock are given to the mana spring that the imperial estates surround and the grand temple is housed over. Mana technology is still utilized heavily here, potential consequences unheeded and many devote their entire lives to develop the next thing that will revolutionize the world. They revere Manica as living deities and as such treat any who visit with utmost hospitality, paying homage to them in food, housing and gifts. Ceremonies are performed upon death to assure that spirits reach the afterlife and their bodies are fed through mana machines that produce geodes, turning the body to crystals. In this way, they feel they have reached an end as the Manica have.
The empire is ruled by the Emperor, who appoints his own Grand Vizier. Many more Viziers operate within each city-state of the empire. Of all the regions, it is by far the most rich and opulent, the richest temples are said to be plated with gold and the walls embedded with crystals. They are also the most afforded to scholarly practices and in the capital have a great capital built up from hundreds of years. Agriculture and gardening are central to the land and are the pride of Enruba as it symbolizes their conquering of the desert and their god's triumph over death. Many will go so far as to import rare flora from other lands in order to make their personal gardens more impressive and it is a great insult to suggest their garden left wanting. Many Enrubians have a vast superiority complex when it comes to other countries, and even among those of different social strata. One such example is their regards to traders. Many would not even consider the life of a trader afar in Enruba, if not just because it demands one leaves what they believe to be the chosen land, but because they regard it a profession for liars, cheaters and greedy men.
Punishments can be severe within the empire for crimes. Bodily punishment is not uncommon. In some instances, 'an eye for an eye' is a principal held, much in the case of stealing where one might lose a hand. For crimes severe such as murder, execution or serfdom are the verdict. Those who owe a great debt might forfeit themselves to an indentured servitude to work off their debts.
The Baelmyst, even before the Day of Mana, the entire region has been seeped in magic and strange occurrences that defy the laws of nature. A shroud of ever present mist is the indicator for when one enters it's borders. In the past before the Day of Mana the settlements and signs of civilization that were housed within the confines of the mist were not the most wealthy or perhaps large, and to this day they fancy themselves as woodsmen even if they have retreated within cities. But the people who made their living there were content, believing the mist that never vanished protected them from outside invaders. Oh there are tales aplenty, ask any old crone or wise man and he will tell you of many a legend, myth or fable of something odd, strange or otherworldly happening to those who venture off the established paths through the mist and who go deeper. Tales of the passing of time acting strange, a journey that should take you only a week might take a month or you arrive at your destinations within hours.
Those tales were scarce, but when the Day of Mana came and all Mana wells across the world changed, they warped their surroundings with effects that would not be felt for generations to come. Within the Baelmyst the mist shroud that most folk thought as protecting them became a more grim place for those who live there and travel through. Strange noises first ever heard when one was deep within the confines of the mist could now be heard at the edges of settlements. Children and adults alike who would be at the edge of town might end up missing, their loved ones haunted by singing in the voice of their missing relative from the fog, and when they go out and find the origin of the voice they too disappear. There are places where the mists seems to whisper in your head, filling your mind with words of madness or booming laughter.
In the past a fortress had been built by proclaimed guardian of the woods, the name of this fortress: Fort Xandra. Many flocked to this site for the protection it offered and it has grown considerably since the time of its founding. The guardian has long since vanished or passed away and now it is ruled by a man proclaiming himself Ard Ri, high king of the Baelmyst. For a long time the various settlements within the confines of the Baelmyst stood alone, valuing their freedom but now a man has arisen to power in Fort Xandra with a purpose to unite the settlements in one nation and under his rule. Several settlements have flocked to him for the protection he claims to offer for the ever increasing threat from within the mist but others refuse, stating that they have protected themselves for generations without a king on a throne.
Most of the settlements refusing the newly self-crowned ruler seem to be in fact trying to find ways to co-exist with whatever manner of beasts or spirits lurk within the mist around them. Leaving gifts and offerings at the edge of town believing by doing that they will be left alone and spared from the darker horrors that lurk within. Some even go as far as to sacrifice animals or even their fellow townspeople. Some volunteer for that honour while others... not so much. The people are highly superstitious and suspect many things that do not seem as they should, a trait instilled by their mothers and fathers sitting them down as wee babes and sharing with them tales and fables.
'The tale of Fabian, as heard told by a old sage in the town of Darkring.'
Gather 'round children, gather 'round... my bones are old, my eyes dulled but I have seen and heard much in my youth and I shall tell you now the tale of Fabian, to enrich your fantasies, but also to warn you for what arrogance and greed may lead you to...
Fabian, oh sweet and innocent Fabian, born a blessed child but became twice blessed due to arrogance and ignorance. The golden haired boy, the pride of his parents, the envy of his friends. All who knew him, loved him and he in turn loved all who paid attention to him. He was the son of the alderman and anything he wanted he would get from his parents or the other townsfolk. His beauty was unmatched by any of his age or ever witnessed before. 'Touched by the spirits he is!' They cried in adoration! 'A blessed child of the gods, a blessing for our entire village!' Shouted others.
And he was a blessing, bringing joy and laughter as he grew up to all who met him, but with age he grew arrogant and fat upon the adulation of the village and always expected to get what he wanted. Be it a sweet stick from the baker, or some fresh sausages of the butcher. He even once commanded his father to hose a festival in Fabians honour! And the folk of the village went along with it, because they truly believed that Fabian was blessed by the forest spirits and that if they kept him happy, the village would thrive as it had been since his birth.
Then one day, a travelling musician came through the village. His voice like an angel, the music coming from his flute brought out emotions long buried in any who heard it to the fore and men and women alike cried openly feeling their moods brightened and hearts yearning for more. But then the musician stopped playing and retrieved a wrapped parcel from his back, upon unwrapping it he revealed a very simple harp, no gold or silver embellishments, no artistic cut of the wood. It simply appeared to be a harp and then it began to play, by itself. And the music of the harp transcended to what the musician played moments earlier on his flute. Images of feasts from ancient times accompanied the music in the minds eye of all who heard it and danced to the tune until the entire village was dancing and feasting through the course of the night. Until finally at dawn, the mist miraculously lifted briefly so the rays of the sun could unobstructed touch the harp as it let out a final note.
All applauded and cheered and then a voice broke through, heard by everyone. 'I want that harp!' Fabian shouted, his arms crossed and looking at the harp with greed. The crowd murmured, looking from Fabian to the musician who looked surprised and shook his head. 'I am afraid I cannot sell nor give away this item. For you see it is not mine to give. I am merely its caretaker.' He said with a apologetic smile.
'I want it!' Fabian shouted angrily and looked at his father who nervously swallowed and addressed the musician. 'Where is this owner then perhaps I can pay him to keep the harp.'
The musician shook his head amused, 'she who owns the harp has no want for money, gold or riches. All she wishes is her music to be heard. To bring joy and dance. That is her reward. I travel with her from town to town, village to village. And she will play everywhere to be heard so that all may enjoy and experience her gift. So she cannot stay in one place.'
'I don't care! I want it!' Came Fabian's shout once more and the village folk murmured louder, they had always given the blessed child whatever he wanted, never had someone refused him. The musician no longer smiled, shaking his head. 'Young man she only plays when she wants and what she wants is to travel across the realm. You cannot change what is meant to be.' The musician stated calmly and went to wrap the harp back into cloth.
Fabian looked flabbergasted, nobody refused him! Nobody told him he could not have what he wanted! A rage came over him and he charged out of the throng of people at the musician. All were frozen with shock at what was happening and the musician was as surprised as any as Fabian slammed into him and both of them fell to the ground as Fabian, the blessed child began hitting the musician with his fists, over and over. The weather darkened and a strong, cold wind swept up around the village. Fabian stood up as a lightning strike thundered and boomed nearby, his fists red with blood, the musician lying broken on the ground in the village center. Triumphant he reached for the harp. 'I am the blessed child and I always get what I want!' He laughed with wide eyes as he grabbed the harp and held it aloft. 'Play! I wish to hear the music!'
No music came and more thunder strikes hit the area around the village, the villagers themselves looking on at the grisly scene in the center with open mouths, frozen in shock at what they had witnessed their blessed child do. 'Play! I said play damn you!' Fabian shouted and cursed, shaking the harp that was still silent. With a scream of rage he brought harp down on the ground and with a might crash it broke apart on the ground. 'If you will not play for me then you will not play for anyone!' Fabian shouted at the crowd.
The words left his lips as a enormous bolt of lightning smashed down upon the pieces of the harp which started to burn to ash, the smoke twirling, rising in a enormous shape that began to take solid form... as a spirit of the forest came into being. She let out a scream that made the ground tremble and houses collapse, sinkholes opened underneath people who fell into their depths. Many ran, away from the village into the mist which had gotten thicker and was suddenly filled with the sounds of gibbering and cackling voices before the screams of the villages drowned them out.
The spirit stopped screaming her burning gaze looking at all who remained before looking upon Fabian and she spoke directly into the minds of all present, bringing them to their knees as the voice in their heads was loud enough to deafen them. "A claim of a blessed child that was never blessed, a arrogance of your own creation. This boy is not blessed he shall be cursed and this village as well, twice cursed you all are and twice cursed you all shall remain till my music shall once more play!" She waved with her hand and before Fabians eyes the villagers that had remained, his own father and mother included, twisted and turning into malformed monstrosities of man and tree. As their transformation was finished and they all howled with pain and anguish the spirit turned to Fabian. "You shall forever know thirst, hunger and suffering. You shall not rest nor find bliss in dying of old age. You shall live forever, hunted by those who fed your arrogance to be torn apart at midnight only to be be brought back at dawn to start the cycle anew! Always shall you return here at the place of your crime and you shall forever be haunted by what you have done!" With a crack of thunder the forest spirit vanished, leaving Fabian in the middle of the ruined village center as the twisted forms of what were once his fellow villagers, his worshipers, began to move with purpose towards him, hatred burning in their glowing eyes. And then he screamed, for the first time, the first time of many as each dawn he would be reborn and the cursed villagers would hunt him again to tear him apart limb from limb over and over.
So hear me well children, never let arrogance and greed blind you.... and if a golden haired young man asks you for refuge and safety for the night. Refuse him and close the door, for what may be hunting him will kill any who dare stand in their path....
- Garmanic was a rich planet full of life and divided by race, so it was said to be, by will of the Manica gods. Though many might dispute it, few can stand up against the evidence that the Manica are the eldest race, born of the very planet. With the birth of the races and their bling groping into their new world; so passed the first era.
Welcome to the Frequently Asked Questions tab of the post! Here you might be able to find some of your questions answered regarding the roleplay that other roleplayers, like you, have asked. If it has not been asked yet, don't worry, contact me!
- How do I get in contact with you?
Of course you can find me here on Iwaku through the OOC, the PM system and my wall. However you call also contact me through the following means.
[CONTACT INFO REDACTED BY STAFF]
- What does scaling actually look like for traits?
1 point is having some basic knowledge, you've read a few books and you might know a couple weak spells that could work in a pinch to throw a situation in your favor, but they aren't going to be doing much with it really.
With 5 points, you've been your way around the block and know more than the average paige. You probably have a decent spellbook from a whole school of study. You're more likely to succeed in challenges you take on through the challenges of the arcane. This would be your average gauge of power, making an undead companion, hurling a bolt of lightning, healing someone's cut sliced leg.
With 10 points you are a a hero of the arcane, you've mastered at least one school, possibly two if you aren't dabbling in three. You will likely know most things when it come to the matter of the arcane exempting the most obscure. You're probably going to be capable of massive feats of power at this time, ie) summoning infernos of fire to engulf a church, hypnotizing a dragon for a time to do your bidding, the like.
Apply the principal to your desired trait and the spheres that they encompass.
- How does a mage's mana pool work?
Your body can contain so much mana at a time without it being dangerous. Some individuals have trained themselves to have a greater capacity over time to hold more through training each day, trying to inwardly channel it from the surroundings. You won't necessarily tire yourself or injure yourself to use your reserve, you'll just feel the chamber run to empty.
Outside of combat, active channeling can replenish a portion of your reserves if you've been given a brief respite. Some alchemy involves the fluid from the mana springs, so it wouldn't be a stretch to suppose that they would replenish the body, though they are probably tainting in too often a period and potentially addicting with the rush of power.
- What races are there in Garmanic?
There is only one race that I have created for Garmanic. That is the Manica race. They are a humanoid race of various flesh tones and hues with gem protrusions from their body. While the youngest and most passable for human merely have their heart stone, the eldest find themselves 'returning to mana', their bodies becoming large crystals.
Aside from that, I will operate along with very recognizable races for the most part. You will see your typical fantasy elves, dwarves, orcs and so on. That is not to say you have to play these races, though! Feel free to create your own race, provide information for me to work upon so that I can incorporate them into the world. Just understand that I might have to make some adjustments to make them fit just a little bit. Your character with your race may not have every property they are known for upon entrance.
- What sort of creatures can I expect from this roleplay?
I'm not going to start throwing a bunch of brand new creatures at you without any background whatsoever to work off of. I intend to look for some creatures that in some way have been altered from some of our classical fantasy monsters and introduce to you our favorites in a new light. Not just fantasy creatures but some of our the natural beasts that fantasy worlds overlooked that could have become a greater threat given the right forces.
Don't worry though. You still have a background to fall back on. There was a time when dragons soared through the skies, krakens ruled the seas and goblins were the scourge of every young adventurer.
- Okay, really. When was the Day of Mana?
- Roughly 260 years ago.
- Just what will our choices mean?
- Your choices mean they can take the roleplay into new and unexpected directions. You can take the roleplay off the path of the canon story and craft a story of your own, flipping off events unfolding in the world. Each choice you make will have a far-reaching effect that will ultimately decide the end result of this story. You don't have to be the noble heroes, even. You can be that evil bastard at the end of the day. It all just depends on the choices you make.
The rules are as follows:
- Follow Iwaku rules and we’ll all be just peachy.
- Don’t be an arse. Don’t carry qualms about the RP out and about. Just don’t. We all know sometimes we get our knickers in a bunch about this stuff from time to time, but we can all be mature about it and go to our brooding corners.
- Try and have at least legible spelling and grammar. I know mistakes happen, I’m not asking perfection.
- Try and keep up with the RP. I aim to post every other week. If everyone posts in a round before the two weeks is up, I might even post a bit early for y’all. However, real life happens, for you and me. I don’t expect that everyone will post every round. I know some people might post twice a round if it’s a very social one! Just try and be around
- That said, if you are going to be gone for an extended time from the RP, CONTACT ME. Tell me what is happening. That way, we will not have to worry about a hiccup from your character and maybe we can even arrange an excuse for why your character is gone and bring you back when you are less busy!
- Death can occur in this RP. It is not my absolute goal to murder-rape-kill your characters but bad things might happen to them. There will be dice rolls in the background from time to time to influence events.
- Talk to me and your fellow RPers! This is a group activity. Your characters should interact! You should talk to me, I would enjoy hearing ideas from my players, they might be incorporated, who knows!
Anesha Silinrul as played by @Andrea
Surak Silinrul as played by @Sarzu
Nasika Silinrul as played by @Selvi
Salius Vas'Truin as played by Radio Jelly
Crela Bjorjil as played by Radio Jelly
Erylis Tarcasia as played by Azula
Akade Kadenz as played by Zombehs
James Brown as played by @Kadaeux
Deekin as played by @Gat
Lyrman Rosticault as played by Drifter
Otel Pence as played by Drifter
Neriah Glaeborne as played by @mkvibe
Blaine Redhawk as played by @WitchChild
Jorrosa the Broken as played by @Rain of the Night
Aliquipiso, The Wanderer, Descendant of the Guardian of the Woods as played by @Rai'Athar
Jerrek as played by @That LARP Guy [Pending]
Kannagi Kenbu as played by @Skyswimsky [Pending]
None as of yet
None as of yet
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