- Posting Speed
- 1-3 posts per week
- One post per week
- Writing Levels
- Adept
- Advanced
- Preferred Character Gender
- Male
The Seals of Valinar
Several millennia ago, when the world was breathed into existence, the Divine Beings saw to create children in their likeness. And so the Seven Sons of the Divine were forged. Selvia, the ruler of natural elements, Oldric, ruler of the divine sciences, Lurin, the ruler of sacred arts, Pheon, the ruler of celestial beasts, Tholmar, the ruler of mystical craft, Deana, the ruler of myth and dream and Cast, the ruler of the mind's eye. From these Seven Sons, the world was given life and magic spread and filled the corners of it.
But in time, the children of the Seven Sons became enchanted by their own importance, and each became convinced that their way was the best way. Soon, division beget violence and war, and the lands were separated. In time, a band of men arose, tiring of the strife, and sought to create a land of their own, unburdened by the lust for power and dominion. Pooling their magic, they devised a barrier using seven seals. With the source of magic sealed away beyond this barrier, the creators successfully separated themselves from the magical realm and all knowledge of magic passing to time and waste.
Now, on the cusp of another war, magic has begun to seep into the Mundane realm, and it has become increasingly apparent the thing greatly feared by those who created the barrier has come to pass. The seals are breaking…
You'll be playing a character that has come to the crossroad town of Whiteridge. Why? Well, that's up to your character. You are a member of the Mundane world, and because of this, magic has been nothing more than a thing of fiction to you, and the stories of the seals, a fable your parents told you in hopes of keeping you in line. The magic you know is nothing but illusions...cheap card tricks and of the such. Be creative concerning your background, hometown, and things of that nature. If you have questions, you will be able to shoot them at myself, or @Elle Joyner .
Things to consider:
Your character is not indestructible.
Elle and I morph our stories around characters. Your character decisions, backgrounds, and such, may very well change the course of the story. In essence, the decisions you make help us write the story.
You have no magic at the moment. In fact, if you actually see magic, there's a very real possibility you might freak out.
Don't be useless to the team. If you make a merchant, give him/her something that would most definitely benefit the team on the journey.
Several millennia ago, when the world was breathed into existence, the Divine Beings saw to create children in their likeness. And so the Seven Sons of the Divine were forged. Selvia, the ruler of natural elements, Oldric, ruler of the divine sciences, Lurin, the ruler of sacred arts, Pheon, the ruler of celestial beasts, Tholmar, the ruler of mystical craft, Deana, the ruler of myth and dream and Cast, the ruler of the mind's eye. From these Seven Sons, the world was given life and magic spread and filled the corners of it.
But in time, the children of the Seven Sons became enchanted by their own importance, and each became convinced that their way was the best way. Soon, division beget violence and war, and the lands were separated. In time, a band of men arose, tiring of the strife, and sought to create a land of their own, unburdened by the lust for power and dominion. Pooling their magic, they devised a barrier using seven seals. With the source of magic sealed away beyond this barrier, the creators successfully separated themselves from the magical realm and all knowledge of magic passing to time and waste.
Now, on the cusp of another war, magic has begun to seep into the Mundane realm, and it has become increasingly apparent the thing greatly feared by those who created the barrier has come to pass. The seals are breaking…
Kingdom of Grendania
Grendania knew true peace for only a short time in its long history. Under the short rule of the Thysian Family, Grendania was ruled justly, but when House Belvonte believe that they could make Grendania greater than it was, they usurped the throne and have reigned ever since. Vallus Belvonte now sits on the throne and rules the kingdom mercilessly. The neighboring kingdom of Bycrest has been a thorn in Grendania's side ever since House Belvonte took power.
Kingdom of Bycrest
Bycrest was once an aligned nation with Grendania, until the Belvonte family took control of the throne. Infuriated by the transfer of power, the people rebelled, and in time managed to build quite a force.
In time, they were able to secure land and build their own kingdom, set apart from their former dominion.
Kingdom of Anglion ||
Anglion is located on the other side of the barrier, a sprawling kingdom ruled by Lord Aramaes. Despite Anglion's wealth and stature, the lives of the people therein are hardly satisfactory, due largely to the overbearing nature of their leadership. Laws within Anglion center largely around the unlawful use of unapproved magical practices and a strict code of governing over everything from one's occupation to the conversations they have with others around them. Everything is policed, and the people live in terror of one misstep.
Rellion Aramaes is surprisingly young for a man of his prestige, but deeply gifted in his abilities, a fact which aided in his early ascension to the throne.
Recently, there's been escalated incidents of disappearances… a situation further complicated by the most recent victim, the sister of Lord Aramaes.
Grendania knew true peace for only a short time in its long history. Under the short rule of the Thysian Family, Grendania was ruled justly, but when House Belvonte believe that they could make Grendania greater than it was, they usurped the throne and have reigned ever since. Vallus Belvonte now sits on the throne and rules the kingdom mercilessly. The neighboring kingdom of Bycrest has been a thorn in Grendania's side ever since House Belvonte took power.
Kingdom of Bycrest
Bycrest was once an aligned nation with Grendania, until the Belvonte family took control of the throne. Infuriated by the transfer of power, the people rebelled, and in time managed to build quite a force.
In time, they were able to secure land and build their own kingdom, set apart from their former dominion.
Kingdom of Anglion ||
Anglion is located on the other side of the barrier, a sprawling kingdom ruled by Lord Aramaes. Despite Anglion's wealth and stature, the lives of the people therein are hardly satisfactory, due largely to the overbearing nature of their leadership. Laws within Anglion center largely around the unlawful use of unapproved magical practices and a strict code of governing over everything from one's occupation to the conversations they have with others around them. Everything is policed, and the people live in terror of one misstep.
Rellion Aramaes is surprisingly young for a man of his prestige, but deeply gifted in his abilities, a fact which aided in his early ascension to the throne.
Recently, there's been escalated incidents of disappearances… a situation further complicated by the most recent victim, the sister of Lord Aramaes.
THE SEVEN BREEDS OF MAGIC
1. Natural magic | this is elemental based magic - fire, water, earth, air, light and darkness. These magics are limited to their source and require energy to execute. The stronger the spell, the more energy is required.
2. Alchemy magic | Science based magic. Alchemy involves the transformation of materials.
3. Ceremonial magic | This breed of magic involves a form of ceremony to complete - this includes Necromantic, Healing, Blood and Soul magic.
4. Invocative/Summoning magic | Summoning involves calling forth a being by use of invocation. Generally relates to magical creatures such as dragons, gryphons, chimera and the like.
5. Sympathetic/Talismanic magic | Talismanic magic involves the use of a magical totem or icon to complete the spells.
6. Illusionary magic | Generally involves arcane incantations to craft illusions. Some spells include disguises, invisibility, the illusion of a specific creature or locations and hallucinations.
7. Divinatory magic | This magic draws visions of future occurrences.
Limitations of Magic - these occur on the mundane side of the barrier.
They tire faster
Spells sputter out, backfire, or fail
Takes more mental focus to cast spells of higher difficulty.
1. Natural magic | this is elemental based magic - fire, water, earth, air, light and darkness. These magics are limited to their source and require energy to execute. The stronger the spell, the more energy is required.
2. Alchemy magic | Science based magic. Alchemy involves the transformation of materials.
3. Ceremonial magic | This breed of magic involves a form of ceremony to complete - this includes Necromantic, Healing, Blood and Soul magic.
4. Invocative/Summoning magic | Summoning involves calling forth a being by use of invocation. Generally relates to magical creatures such as dragons, gryphons, chimera and the like.
5. Sympathetic/Talismanic magic | Talismanic magic involves the use of a magical totem or icon to complete the spells.
6. Illusionary magic | Generally involves arcane incantations to craft illusions. Some spells include disguises, invisibility, the illusion of a specific creature or locations and hallucinations.
7. Divinatory magic | This magic draws visions of future occurrences.
Limitations of Magic - these occur on the mundane side of the barrier.
They tire faster
Spells sputter out, backfire, or fail
Takes more mental focus to cast spells of higher difficulty.
You'll be playing a character that has come to the crossroad town of Whiteridge. Why? Well, that's up to your character. You are a member of the Mundane world, and because of this, magic has been nothing more than a thing of fiction to you, and the stories of the seals, a fable your parents told you in hopes of keeping you in line. The magic you know is nothing but illusions...cheap card tricks and of the such. Be creative concerning your background, hometown, and things of that nature. If you have questions, you will be able to shoot them at myself, or @Elle Joyner .
Things to consider:
Your character is not indestructible.
Elle and I morph our stories around characters. Your character decisions, backgrounds, and such, may very well change the course of the story. In essence, the decisions you make help us write the story.
You have no magic at the moment. In fact, if you actually see magic, there's a very real possibility you might freak out.
Don't be useless to the team. If you make a merchant, give him/her something that would most definitely benefit the team on the journey.
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