War for Gods and Races (sign-up / OOC)

  • So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!
Status
Not open for further replies.
Btw, this is a race sheet for my adventurer. I'll post him later. Kudos to the tech guy, he posted a tech God way before I did ugh.

Name: Magia Muicifitra.

Population: Only approximately 95,000,000 in the world, scattered across the globe.

Appearances: The Magia Muicifitra are a strong race of humanoids that look no different from half-humans, half-elves. They have inborn lines etched upon their faces, neck, chest, and arms. These lines, as well as their eyes constantly glow with multicolored mystical energy; different shades of pink for males, different shades of blue for females, although color does not affect strength or power. It is merely a signifier for sex. What sets these beings apart, however, are their skeletons and the fact that they lack a stomach. Their skeletons are composed of a mystic, elder god-made metal alloy called Artifithrim that can only be found in their bodies. Nigh-indestructible, these metal bones generate magic instead of marrow and blood. The Magia quite literally have magic in their veins and, fortunately, are only rarely hunted down due to them being living resources for other races. A lively Magia or Muicifitrian exudes bright lights from his torso and "stomach", while an old and dying individual of the Magia sport still-shiny and durable Artifithrim bones and dim to dying lights. These men and women have normal torsos with lines etched upon their skin. Some have two arms made of skin and some are born with an Artifithrim arm or two. These arms are slightly longer than their arms of flesh and can be fashioned into blades, bludgeons, or other melee weapons. The number of Artifithrim arms does not correlate rank or class, but an individual with two Artifithrim arms are more likely to perform better in both battle and the mystical arts than an individual with one. Likewise, an individual with a single Artifithrim arm can perform better in those fields than an individual with none. A Magia's stomach is simply a large space that emanates a bright light with their magic blood. Their torsos and legs are connected by a single, metallic spinal column. Their legs, however, are externally normal have Artifithrim bones inside their legs. Since they are partially made of metal, they live in frigid lands with cold tundras and extremely frozen climates, as the cold hardens metal.

Another subspecies of the Magia Muicifitra, called the Ferr are both biological descendants of the newer Magia. Unlike their Magia compatriots who have Artifithrim endoskeletons, the Ferr have Artifithrim skin and exoskeletons, looking like well-toned golems of steel. They are the physically powerful albeit magically lacking subspecies of Magia. They are sort of like crabs i.e. they are nigh-indestructible on the outside but have normal human organs, tendons, and muscle tissue on the inside. To support these bodily systems they have cartilage inside. Originally, the Ferr were mutant Magia, but as they grew more prominent in their society, they had been accepted in, as well. These Ferr shed their Artifithrim hides once per year, on their birthdays, and they grow another, bigger hide to accommodate their growing bodies for a month, meaning that for thirty days, they look like normal humans. These shed Artifithrim hides are also another source for extra resources. When a Ferr dies, their body ceases to grow Artifithrim skin. The Ferr skin, unlike the Magia bone, are not solid constructs – they are simply thick, natural sheets covering the bodies. They move at below average speed and cam jump about only three to five inches.

The nigh-indestructibility is as follows: Artifithrim is resistant against significant amounts of pure damage, as the Magia's mystical lifeblood that flows through their bones reconstitutes them in a quick rate. Artifithrim is virtually unbendable and would require a god's strength to shape it (since the Magia were once figurines of an elder god), or at least an extremely powerful source of force. Artifithrim is, as of late, one of the strongest and most durable metals in this world (think Adamantium, Wolverine.) However, Artifithrim is, like all metals, is a great conductor for heat, magnetism, and electricity, much to Magia's dismay. Artifithrim is also special in that it also acts as a conductor for certain types of magic, and thus, can redirect it (the types of transferable magic cannot be specified as of yet, since there are virtually countless types of magic. Of course, Artifithrim cannot conduct and transfer all types of magic and, if there are too much foreign magic in their bones, they are prone to overloading which is lethal) Arthifithrim's melting point is equal to the heat of the sun's mantle. Armor, weapons, and other tools made by Artifithrim lose its ability to regenerate, since the regeneration comes from the Magia's mystic core. However, it still retains its nigh-indestructability and ability to redirect certain types of magic. Examples of transferable magic: electricity and fire (they leave Magia hurt, however), energy, light, etc. Examples of magic that cannot be conducted and redirected: ice, hex, hypnotism, necromancy, transmogrification, transmutation and alchemy, earth, water, etc.)

female_tezzeret_sketch_by_caffienation-d5b4r50.png
(A femel'hiri. Imagine the light is blue)


635032493188562424.jpg

(My soon-to-be adventurer, Mithriuel surrounded by Ferr individuals)


658_corruptedconscience.jpg
(Niv Mechani, the Ferr Arte Dominus of the Magia Muicifitra. Niv Mechani is seen shedding his skin, meaning it's his birthday today. Happy birthday, great leader of the Magia.)



Physiology: The Magia are skilled in modern engineering, architecture, power and energy, smithing, and artificery. Obsessive, keen, and creative, albeit mad thinkers, the Magia amalgamate both metallurgy, science, and magic to create workmanships that are both pleasing to the eye and deadly to the opposition.

Reproduction: Magia couples who wish to reproduce do so through intercourse, much like normal people. However, upon conception, the female must be bedridden for nine months and the male must guide the birthing process (which happens in the light of the femel'hir's shining stomach) by using magic, for about the same time. That is why when two Magia conceive a child, they are basically excused of all their duties and are given necessities such as food by their family or friends. Much like penguins who guard their eggs for two months straight, the mel'chior must constantly imbue the growing Magia foetus with magic until it is a fully finalized baby which is then raised normally. The Magia also have children like normal people and can also have twins.

Culture: These mel'chiori (males, singular: mel'chior) and femel'hiri (females, singular: femel'hir) live in an ecclesiocratic absolute monarchy. They are led by an apotheosised elder God-King, called the Arte Dominus. Traincities are also governed by one member of the council. They are an open-minded, curious people. They are urged by the Arte Dominus and his council to explore and to share knowledge, take risks and build new contraptions every day, as well as continue studying and honing one's skills, whatever field it may be. They are a race of like-minded individuals when it comes to their pursuit of knowledge and innovation. Many Magia and Ferr have contrasting views on other races and the outside world – some are naturally curious as inventors should be, some are neutral, some are complacent and would try anything, and some hold on to the tradition of their elders; keeping to themselves.

Dresscode: They wear armor crafted from the skeletons of fallen kin, fortified by other metals of the world. Casual days include simple robes and cloaks made from fine silk and thick wool.

Religion: The Magia believe their god to be living in each and every one of them, hence the blue and pink light emanating from each individual. Their ancient texts talk about an elder God of the Forge named Arc'tectura, an armour-clad silver skeleton god burning with purple flames. He isolated himself in the cosmos as the war of the gods raged on. Wishing not to partake in the war amongst the Gods, he forged a country out of stone and iron by cooling magma. There, he created miniature versions of himself - human-sized skeletons made of his own material, Artifithrim - out of sheer boredom, as his heart was that of a child's: curious and ever-tinkering. These miniature versions of himself were lifeless. One day, Arc'tectura fell in love with a female elder goddess that showed him kindness. She was the goddess of life and beauty, and she created the purest of humans. After confessing his love to her, Arc'tectura was badly rejected, as a goddess of life could not wed someone unlike her. Wanting to prove himself that he could create something alive and beautiful, Arc'tectura burned these miniature versions of himself with pink and blue flames. They then started to move on their own. Using clay, he created both the torso and legs of the first Magia. The stomach area, however, was where the flames burned brightest, and would always melt the clay around it. Saddened at their lack of perfection, Arc'tectura presented his workmanships to the goddess, hoping they would be enough. However, she still rejected the God of the Forge. Because of his sorrow, he created more of Magia, using himself as their skeletons until he exhausted all the resources of his metallic, skeletal body. He ended up creating a hundred million prototype Magia until he had no more Artifithrim left in his toes up to his chest. What was left of the elder god was naught but his right arm and skull. With many of the first era Magia destroyed via instability or hunted down, the newer, more perfected Magia roam their lands. Currently, their religion is that of, as stated above, an apotheosis. Also, they believe themselves to be the only race that truly are one with their god. The current Arte Dominus is a strong, wise Ferr named Niv Mechani, despite the Ferr's inability to produce magical energy.


4232328853_d5a3083f39.jpg


Infrastructure: Like the Escarians, the Magia and Ferr are master builders, capable of creating great cities of silver and other metals. They are perhaps top in technology and engineering, seeing as they are live in areas rich in different metals such as steel, iron, titanium, silver, copper, cobalt, uranium, gold, and lead. They also have access to jewel mines and clay, since they live in the mines themselves via train-cities. These train-cities are heavily-weaponized lotus shaped train cars (think Zaofu from Avatar: Legend of Korra, can also open and close) built on train tracks that bring all of them to every mine, underground farm, and water reservoir called stations every week for restocking supplies. Some of them live in the stations themselves via underground forts, to defend the mines, farms, and water reservoirs from foreigners. These mines share a network with caves that grant them access to underground water reservoirs as well, where they catch fish with fishing poles or by simply zapping them. They are great at farming underground and eat mostly vegetables that grow in the soil. They also domesticated animals. They do not have cemeteries, as they skin their dead and use the Artifithrim for future use, which is ethical in their society. Along with the artefact creatures (think Magic: the Gathering) they've created to do their bidding, they also live alongside Mole People, who strive to gain equality with the Magia and Ferr (they're not oppressed though, just some racial issues between them). They created magical generators from Artifithrim that can be used to store magical energy and be redirected to any source for energy. Their underground diet consists of moss, liverworts, ferns, mushrooms, algae, various root vegetables such as carrots, potatoes, turnips, beets, bats, giant earthworms, giant bats, cavesnails, domesticated cows, chickens, and pigs, wandering cave mammals such as bears, and cave-dwelling fish.

1330277153321.jpg
(Front of all train-cities)



latest

(Train-city cars)


tumblr_lctqvsGmMy1qbuknmo1_1280.jpg
(The Steel Citadel, Loc'mtovos - Capital of the Magia and the Ferr)


80329.jpg
(Farm stations and their domesticated cattle)


Ways of transportation: The main transportation are their train-cities, its capital being the Steel Citadel of Loc'mtovos – a giant station commanding all routes of the train-cities situated somewhere deep below the black island. Inside each train-city and Loc'mtovos, there are small roads where people ride two-seater horseless chariots that move via steam and fossil fuels called Chars, Artifithrim hover-discus Ornithopters that fly via the Magia's magic acting as a jet that allows them to stay afloat in the air, a two-wheeled contraption that uses a simple chain and pedal to make its wheels move called Dicycles, and boots with wheels on their feet called Cruisers. Teenage Magia also tear old sheets of rectangular metal and small wheels to them as well. They're a very modernized nation. For those who live in the mines, they have the same horseless chariots and larger basket-like ornithopters that can carry large amounts of minerals. For the Magia farmers that live outside Loc'mtovos, they only have hover-discuses. For the water reservoir handlers, they have steel fishing boats with automated oars.

444_FranzVohwinkel.jpg
(An Ornithopter made of Artifithrim. It's big enough to hold four people. They have to stand though.)


michaux353x350.jpg

(The Dicycle. Some Dicycles have bigger front wheels than others.)


Magic: The Magia are a unique people due to the fact that their systems, culture, religion, technology, and everyday life is founded on Arc'tectura's magic. Every single person is capable of unleashing mystical energy at the young age of… well, right after a Magia is born. They literally are magic - fuelled by it, utilize it, and have it in their veins. Their magic, however, is not as flexible as the magic of other societies. They cannot perform curses, hexes, transmogrifications, they cannot hypnotize people, open portals, teleport, or the like. Their magic is simply limited to energy blasts, shockwaves, flash bombs, illumination, jet power (for the ornithopters), self-regeneration, and magic redirection. It functions like both fire and electricity combined and is unlimited (although using it too much could leave a Magia mentally drained. To prevent overheating and overuse, the Magia's lifeblood drains them mentally – leaving them susceptible to fainting). Essentially, they are living, self-charging batteries. A Magia that exhausts his or her magic either building contraptions, charging Artifithrim power-generators, or fighting, will grow weaker by the second. That individual then might fall asleep or faint in the middle of their routine. However, food, drink, sleep, and rest can recharge them, depending on the amount. 24 hours of sleep allows Magia to be fully recuperated. The glowing magical source in all Magias' stomachs cannot by any means be extinguished, even underwater. They can only extinguished by time or by the total destruction of a Magia's body. Some Magia, however, are limited to only sparking things or powering their artefacts, while others can create ruinous blasts of pure Arc'tectural magic energy.

Army: The Magia Muicifitra pride themselves in inventions that could help them in all situations, even war. They have siege tanks that forcefully dig up the land behind them and shape them into large cannon balls and launch them at the opposition, which is great in a cavernous area where there are rocks, metal, and other hard materials (think, Slam Cannon from Generator Rex), mini-zeppelins that drop boulders that can sometimes be drenched in gasoline and lit on fire, weaponized hover-discus ornithopters, ballistas that shoot electric pikes or burning rock javelins, and ground-cannons and blunderbusses that shoot different forms of Arc'tectural magic whether spread shot, stream, or small albeit continuous blasts. Also, various remote-controlled bombs are scattered around areas with many stalactites. It is in the army that the Ferr have excelled, as their tough Artifithrim hides are assets in the battlefield – with great brutal offensive capabilities and an all-around magic and physical defense, despite their intense lack of speed. Many Magia outside the train-cities also live as Dragonworm abd Giant Bat Riders, taming and training them as either siege weapons or tunnel-makers, and aerial units, respectively. Melee weapons are all Artifithrim swords and shields, and other metal alloy javelins, maces, and axes. Truly, the Magia Muicifitra are masters of "underground warfare." Also, the train-cities are heavily armored and weaponized with the same weapons, having additional rock-bullet turrets and guns, as well as catapults. Highly weak against overheating, electricity, high amounts of heat, magnetism, and sometimes, malfunctioning.

leviathan_stormwalker.jpg
(The material tank. There's a maw behind it that extends, gathers up chunks of whatever material there is behind it, molds it into a ball, and shoots it at high speeds. Fueled by coal.)


Steampunk_Mech_III_by_likaspapaya.jpg

(This tank shoots normal steel cannon balls. Fueled by coal and gasoline.)


turret_concept.jpg


(These anti-personnel turrets fire small, sharp rocks and scrap metal at high speeds. Both types of tanks have these, as well as the zepplins and the train-cities)
7be05ffe334a50f890b67337fee36ce4.jpg

(Mini-zepplins that drop boulders)


wd01.jpg
dragon+gun.jpg

(The ballista and Artifithrim magic blunderbuss, respectively. Instead of dragon's heads, they have Dragonworm heads instead.)


Background: Ever since their creation, they've been building for themselves, sharing only the helpful bits of technology to the rest of the world (the weapons, however, stay hidden exclusively for themselves). Artifithrim sells high for the black market, and sadly, many Ferr individuals are trafficked in different parts of the world due to their annual Artifithrim shedding. Now, they live deep underground in heavily fortified walled train-cities. They live alongside the Mole People, who were originally tribal in nature, but colonized them and taught them how to read, write, speak, and the like.

Relations: The Magia Muicifitra have little to no form of interaction with other races due to the histories of their exploitation, save for black market dealers that trade with outsider clients. They hold triennial Alympics, with have hover-discus races, duels, clay plate shooting, and other sports, invention fairs, and every New Year, they create sparklers via their magic to stimulate pink and blue fireworks. Magia are also very fond of drinking their signature drink, cave water freshly dripped from stalactites, mixed with magic, pixie dust, fairy blood, and a hint of bat guano - they get drunk off of this.

Legends/Myths: They tell the story of Arc'tectura. They also say that skinned, dead Magia are heard screaming for help when they are melted for their Artifithrim, and the occasional albeit controversial topic of the Magia race being extinct.

The Lands: Purely an extremely giant cave that can house two million men, women, and children. The Magia live deep, deep underground.

Notable beasts: Dragonworms, Giant Bats, Bird-shaped Artefact Creatures (not actually creatures, more like Magia-made toys), and Mole Men.

Advent_of_the_Wurm.jpg

latest

myr.jpg

cave-monster.jpg

Location: Wherever the GM allows this race to live in
 
Last edited by a moderator:
@Rion will be done. You and @ResolverOshawott both play nicely now.

@Damien Kriez race looks good if you tone down the magi-tech (it doesn't look like your race would be hunted), specify neigh indestructible, and how does their use of magic work regarding max-usage, are they capable of burning their whole magic reservoir and their lives as well in a short moment, or do they get tired mentally as a way to keep them from doing so?
Regarding the location of your race, their homeland would be part of the black area, but their current cave of housing is below and to the northwest of the little white island of the coast of the central area.

@Crow it still gives off the feeling of being too high-tech for the setting we have, the different things about your race makes it look mismatched. Some things that absolutely need to be changed are the metal-absorbing and the indestructible dual-cores. The mechanical/metal flora and fauna needs some thought as well. Their way of levitation should probably be made magical as an electromagnetic quirk would only work properly on your metal/mechanic islands. Also the fact that the mermaids are unknown to the other two versions. Finally, are they living metal wearing steampunk mechanical parts, or mechanical beings ?
 
@Windstormugly Will do, tomorrow. I'm going to bed since it's the first day of school. Ugh. And what do you mean, tone the magi-tech? Tone it down you mean, or simply edit out the part that they're hunted a lot?
 
I wouldn't even feel sorry for the millions Escarians that would die to overwhelm the Magia...
 
I wouldn't even feel sorry for the millions Escarians that would die to overwhelm the Magia...

Meanwhile the drakes and their god are probably laughing at the escarians.
 
...And once the Escarians got their hands on Magia technology, it should be no problem blowing up the Drakes caves.
 
...And once the Escarians got their hands on Magia technology, it should be no problem blowing up the Drakes caves.

Now would the explosion be enough to kill a drake? (Depends how strong it is a grenade wont be enough to kill one let alone injure it but it will leave them quite confused and dizzy but that is just one grenade)

Oh yea could they even reach the main city without suffocating and dying of heat and dehydration?


Damn the roleplay hasn't ever started yet and were already on a war with each other.

Speaking of which i'm going to make a small map on where the minor cities and the main city is actually at.
 
@ResolverOshawott yeeeessss, yeeessss, let the wars begin prematurely and blacken the lands in smog and blood.
A map is very welcome for me as a GM ^^
 
Pfft, just blowing up the surface caves should do. Block off access. Escarians want land to build on, not dark holes in the ground.
 
Pfft, just blowing up the surface caves should do. Block off access. Escarians want land to build on, not dark holes in the ground.

Sad to say they can dig themselves out pretty quick or hell they wont even do that they'd just hid there for a few days in the complex tunnels they build and plan their attack.

Also they do realized that they most of the time build inside mountains and cliffs?
 
Hey, I am going to make a Race sheet for the drow. They live underground is massive caves so I dont need an island or area.
 
Hey, I am going to make a Race sheet for the drow. They live underground is massive caves so I dont need an island or area.

I feel that the drakes could probably run into their massive caves while making their home.
 
I like how many premature wars are starting and I'm just sitting here like "Man, sure would be shame if a horrible plauge made everyone stop fighting... :}"
 
@Nocturne997 this is nothing against what will happen when we get going :3
And plagues might fall right into some gods hand xD
 
@Nocturne997 this is nothing against what will happen when we get going :3
And plagues might fall right into some gods hand xD

CAN WE START NOW? PLEAAAAAASSSSSSSSEEEEEEE.

While we're roleplaying our adventurers we'll probably also roleplay what the fuck is happening in their homelands.
 
Status
Not open for further replies.