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Skies Of Lyrinthas (o/a)

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Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:37 pm


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Ancient history can be the best kind, you know, but we aren't here to discuss that.
You don't care why the Mages came here those centuries ago, or what they were doing in the desert that wiped out so many.
You may not even want fame, or riches, or a taste of combat. War has grown very terrible since the days of horses and catapults.

You could want something else. Come inside, and tell me what it is...


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PostPosted: Sun Aug 28, 2016 3:38 pm


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    Rules and Expectations
  1. HAVE FUN. I mean it. Or else...
  2. Follow all Gaia ToS, avoid gratuitous explicit material.
  3. This world has a lot to offer and storytelling should be rich; please spellcheck and make posts 1 or 2 paragraphs in length.
  4. Characters can die; I will reward good sportsmanship on behalf of whomever deals with this in a mature fashion.
  5. Godmodding is obviously grounds for removal - you may still create NPCs for narrative use if you clear them with me first.
  6. Suggestions welcomed! I enjoy adding player-created lore and abilities to my roleplays, if they fit.


ROSTER OF CHARACTERS
For complete profiles, visit the OOC thread!


 

Morvick

Dapper Autobiographer


Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:39 pm


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    To this day no one has received a satisfactory answer to the question: Why did the Mages come to Lyr-Thannas 800 years ago?
    The mancers themselves offered no explanation, and we suspect all but those in the closest, deepest circles have forgotten, regardless. Many claim the cause is inconsequential, for the eastern shores lined with their ark boats all the same. What pitiful resistance they met with in the sparsely-wooded and arid mainland was utterly crushed. Najma pyromancers flung all manner of fire and lightning to raze our forts. Delkhi geomancers brought the earth itself to turn on our armies. Sielu corpomancers faced our greatest champions and most cunning plots with surgical grace. We faced them with iron armor and hammered steel, and none of it was enough to withstand their might.
    As kings and priests learned to bend the knee, it became clear that our new rulers were sovereign over all.

    The next seven centuries were a time of prosperity and learning, with a new invention reshaping daily life every few years, new medicines pushing back the specter of death we used to make gods to. During this whole time, the mages toiled in the Krel desert, making expeditions from every corner of their empire to visit the shimmering sands. The decades faded into centuries and bountiful harvests occupied our senses, machines lined the horizons, wealth carried along the mage-kept roads. Something seemed to stir the warlocks and wizards in their palaces, and activity to and from the great desert increased until it seemed our lords were rarely in their hold-fasts.

    One day, it all came crashing down in the Wild Spell. An earthquake preceded a mighty surge in storms, and the night sky tore open to reveal vast nova in the heavens. Meteors fell like slain angels and the landscape split into crags like opposing demons. Almost everything the mages had built was sundered and our cities were thrown into chaos. A great rebellion rose among the unchecked power of the cataclysm, blaming the Najma, Delkhi, and Sielu for careless ruin. By the time the Wild Spell had mostly run its course, the Self-Determinant Conflict was half over, and we had discovered the source of the scourge - a vast and intricate temple, already sinking into the sands as smoke and magefire blasted its machinery to scrap. We never learned what the intent of the machines were, and every mancer brought to confess had been jailed with their silence on the matter. All of no consequence: It came to be that the superior numbers of the humans was well-aided by the advent of zeppelin technology, so with rifles and planes we drove our former masters to the brink of genocide. The final confrontation was a siege of the great city of Lyrinthas, and there the mages sued for peace.

    Eight long years of bloodshed all ended 42 years ago. Most scoff at calling the current arrangement "peace", but conditions were set and the surviving magic users were pulled from every hovel and cast into the Krel desert in exile, there to make their lives, isolated in the hostile badlands. We converted their vast empire into self-governing city-states, and we all took the namesake of our greatest victory. The Federation of Lyrinthas, here now and for always to watch over the land and bring prosperity forth from its harsh horizons. The mancers have begun to reintegrate into our daily lives, visiting the cities we rebuilt in our own image with curiosity and wide eyes. It is not the arcane we owe our livelihood to, but steam and clockwork and guns and coal. Many in the Senate have recognized the value of magic even so, and permit controlled collaboration with military and academic specialists.

    Not that we know how long it will last. Something drove the mages to carelessness 50 years ago, and disquiet has started to trickle into the streets. How long can we hold our people together?


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Blue arrows indicate Trade Winds for airships. White hatched lines represent major railways.
Travel Across 1 grid-space: Zeppelin - 60 to 90 minutes. Locomotive - 2 hours. Scout Plane - 20 minutes.


    Provinces and Capital Citystates
    Each provincial region is divided into twenty to thirty smaller citystates, and governed by political officials from their capital city of the same name. Each province operates with its own minted currency and is responsible for affairs of defense, commerce, trade, and public health. It is a rare day when a governor will concede to needing the assistance of a neighboring citystate; even those who live near the provincial borders have their regional pride. Each citystate within the Federation provinces operates on the feudal system, providing military and infrastructure support to outlying towns as needed. The Wild Spell occasionally sweeps through chaotically, throwing entire military divisions into a panic as they try to respond.

  • Agriniel
      The Dust Claw mountains slope easily to the west here, and provide the miners and foresters of Agriniel with ample access to their riches. Ore, coal, and lumber all are brought forth in high quantity, and the cities from the foothills to Orimo Point all demonstrate vast industrial potential. The airships and militia from Agriniel are the second-strongest in the Federation.

  • Alhariq
      Exile home of the Najma pyromancers, their secluded cities are founded near ancient holy temples. Much of an average mountain citystate is made from stone or some other non-conductive, non-flammable material, in an effort to reduce the hassle of controlling damage caused by young reckless adolescents. Great chapels of light are built from glass licked into shape by thousands of repeated spells, until the ornate spires and balconies dominate any given hill and clifftop.

  • Arcia
      The first place to put up anything resembling a proper resistance against the mages so long ago, Arcia is naturally defensible and its dozens of coastal cities bring in bounties of fish and salt which drive their economy... unless you forget about the piracy. With hundreds of potential coves and hidden bases, few Valkyrion have ever tracked a Corsair once they slip into the rocky topography of an Arcian island.

  • Cantora
      Cantora province is perhaps the most mage-friendly of any other Lyrinthian territories, owed mostly to their heavy trade with the Najma from Alhariq and the Delkhi from Ubrea. As a side-effect, their presence in the air is among the strongest, though spread quite thin as they try to patrol over mancer airspace to deter pirates and freelancers from picking their trade partners clean.

  • Ibarinth
      "The Jewel In The West" and the military which controls much of the trade into and out from the Western Bounty. Ibarinth operates one of the most successful fishing and whaling industries (rivaled only by Arcia) and so exports a great abundance of delicacies. Their wide-planned city makes ample use of canals to move people and goods up channel-locks and to different districts.

  • Lyrinthas
      Seat of the Federation Senate, and victory site of the Self-Determinant Conflict forty-two years ago. Its capital of the same name is the largest of the citystates. The center of each city features a great oval arena whose roof can retract, exposing the vast zeppelin bunker which stretches a quarter of a kilometer down into the hard granite foundation so common to this region. During emergencies, most of a city can evacuate into these subterranean lairs.

  • Neannor
      The Western Bounty is the largest unbroken expanse of fertile farmland in the Federation, and breadbasket to all. Towns and citystates here enjoy a wider street plan as the easy slopes provide no contest to building. As easy as the life is, there are few centers of focused learning anywhere but at the western coast, and most of the air power in the region is devoted to trade.

  • Rijance
      Exile home of the Sielu corpomancers, built around hot springs to chase off the chill of the northern glacier. Buildings of set stone resemble castles and towers, capitalizing on the many vantage points of the highlands. Graveyards have never been the way of the corpomancers, instead they entomb the dearly departed into blocks of ice to be preserved within deep, flooded sinkholes. Towns and cities are walled and have many layered shells of habitation, embracing a feudal organization structure with the elite in the center-most walls and commoners making their lives within the outermost battlements.

  • Ubrea
      Exile home of the Delkhi geomancers, with sanctuaries raised from the sands around treasured oases. Citystates here will craft elaborate terraces in a show of wealth with beautiful reflecting pools, lush walled gardens, and recreational parks. Most residences lay underground where temperatures can be cold and balmy as an escape from the dry heat. Large magnetically-operated sun-shades are opened like tall umbrellas to cast public spaces in comfortable shadow.
 
PostPosted: Sun Aug 28, 2016 3:41 pm


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~ NOTE ABOUT TECHNOLOGY ~
Everything the Lyrinthians use will require either ammunition, fuel, or to be rewound. When near a base or airship this is a non-issue, but be considerate of it whenever you cannot be resupplied.
Your chosen gear is what you have training with, and is considered your "standard loadout". Borrow gear sparingly, and avoid discarding your trusty equipment.


VANGUARD SOLDIERS
We can thankfully say that our greatest engineering achievements are not reserved for battle, but we do not neglect the military matters which ensure our dominance. Here you will find training with intricate tools for use in guerrilla combat, alchemical mimicry of magic, and gear-driven implements of war. Each citystate arms and fields its own fast-response forces, and territory or resource disagreements can sometimes get... tense.

                      History
                        Each of the 6 human provinces will train and field soldiers from their own citystates, often sending them to their capital for finishing and assignment. There is a long tradition of sending the middle children from each family to serve for several years once they turn 16. Gender is not a consideration for rank or position, as in the Self-Determinant Conflict victory came down to every able-bodied person picking up a weapon to turn on their former mage masters.

                      Wild Spell
                        Moving military goods was infinitely easier before the Wild Spell, but with enough airships the citystates are still able to respond to any threat, even quicker than before. Tactics to endure the powerful chaotic magic frequently come down to establishing high-volume Antimagic Capacitors at forward operating bases and sheltering within until the storms pass by.

                      Tactics
                        Depending on the airship they are traveling in, as few as 10 or as many as 200 Federation vanguard soldiers may deploy to a location at a time, typically as a mix from the militia, alchema, and machina corps. Militia establish a cohesive front-line within which the other troops can maneuver. Alchema soldiers ensure magical threats are mitigated and repel any close-range combatants as the battlefront advances. Machina engineers ensure that the line can move forward, with heavy suppressing fire and siege-breaker tools.

                      Telegraphs
                        Citystates run and operate underground telegraph lines between major population centers, and access to these communication devices is privileged. The Vanguard are often tasked with securing any disturbed length of the vital network while their Machina crews restore communication between isolated cities.


COMMONLY ISSUED EQUIPMENT
The gear that most professionals pick, and which best suits the expected need.


    SLOT 1: Armament (choose only one)
  • Militia - Revolver Musket, a versatile semiautomatic weapon tuned for mid-range combat and fixed with a bayonet. Its lesser cousin, the single-shot Steam Musket, is still a common sight out on homesteads and wielded by bandits.
              Capacity: Cylinder holds up to 5 rounds which can be reloaded all at once.
              "Warning: do not fire one-handed."
  • Alchema - Solvent Launcher, a close-range weapon that coats a target 15 meters away with a splash of different concoctions. Different models exist which vary the payload delivery, such as in a stream, compact globs, or within glass canisters.
              Ammo types: Incendiary jelly (spontaneously ignites upon contact with air), Corrosive acid (rapidly eats through metal and stone), Freezing foam (expands and cools into ice crystals).
              "Flush eyes thoroughly if contaminated."
  • Machina - Reciprocating Crossbow, armed with a variety of bolts featuring specialized heads and augments. Reloads itself every 3 seconds, and can fire 2 bolts simultaneously at the cost of effective range.
              Specialized Ammo: Serrated bolt (bleeds or shreds soft targets), Flare bolt (creates thick smoke and colored light), Bolas bolt (opens into a spinning chain).
              "Keep fingers away from loading winch."
  • Any - Custom, must discuss with me. Devise your own Armament which fits the theme of either Militia, Alchema, or Machina.
              Primary: This is your main weapon, and what you reach for first when combat starts.
  • Absent - None, for whichever reason, you do not carry a main weapon.
              Sidearm: For field officers, a simple single-shot pistol can be issued.

    SLOT 2: Ordinance (choose only one)
  • Militia - Concussive Grenade, bandolier holds multiple thermobaric explosives which can be set on a variable timer fuse. They are able to be individually rigged as traps or thrown, rolled, or ricocheted into position.
              Intensity: A dial on each grenade controls the force of the detonation as well as its composition. Range from stone-cracking explosion to a nonlethal but disorienting flash-bang effect.
              "Advisory: do not knock together."
  • Alchema - Chaos Mine, a bouncing-betty style dart-thrower filled with venomous needles which fire from face-height. Has a very brief spin-up time once triggered by wire or timer. Must be reloaded and rewound between uses.
              Poisons: Hallucinations (false visual and auditory stimuli), Seizures (initiates convulsions and tremors), Blood ulcers (orifices begin to bleed and hemorrhage).
              "Avert eyes from aftermath where possible."
  • Machina - Steam Mortar, housed in a gyroscopic backpack gimble to keep steady, reloads itself every 10 seconds. Effective range is up to 150 meters, with variable bomb velocity by throttling the miniature built-in boiler.
              Shells: Shrapnel pellets packed around a blasting-powder core to help defeat a variety of targets. Can be impact-detonated or set to an airburst fuse to try and damage aerial targets.
              "Do not operate under intoxication."
  • Any - Custom, must discuss with me. Devise your own Ordinance which fits the theme of either Militia, Alchema, or Machina.
              Problem Solver: This is what you reach for to deal with hardened or numerous threats, to destroy or suppress.
  • Absent - None, for whichever reason, you do not carry a piece of ordinance.

    SLOT 3: Utility (choose only one)
  • Militia - Expandable Shield, carried on the arm when retracted and may deploy into one of several designs - most often a tower shield. Spring-loaded so that it expands rapidly to full size and remains unobtrusive between battles.
              Specialized: Soldiers may get their shield altered to focus on neutralizing one threat better than others. (Ballistic cloth, Chemophobic paint, or Thermal alloys).
              "Under high tension: repair with caution."
  • Alchema - Antimagic Capacitor, a deployable device that draws in arcane energies, but cannot interfere with enchanted weaponry. Creates a safe zone against magical effects, out to 15 meters. Mancers within its range cannot cast active spells.
              Critical Mass: As the capacitor absorbs magical energy, it deposits that arcane power into a phial. This phial will explode and scatter the collected mana after it is filled up. Best to safely dispose of it or throw it at a hostile.
              "Induce vomiting if ichor solution is ingested."
  • Machina - Steam Automaton, a large clockwork wonder that is engineered for combat. Understands only basic verbal commands. Most models are rugged and can endure repeated punishment before showing signs of failure.
              Imitation: Many variants of automaton exist, from attack dogs to stylized lions to slender humanoids. Their different forms allow unique benefits, but all exhibit a single-minded focus that is uninterruptible.
              "Refrain from confusing the friend-or-foe algorithm."
  • Any - Custom, must discuss with me. Devise your own Utility Piece which fits the theme of either Militia, Alchema, or Machina.
              Situational: Utility devices are meant to structure how you fight, and define your effectiveness when not on the offensive. Often deployed to the field separately.
  • Absent - None, for whichever reason, you have not selected a deployable field device.

    SLOT 4: Gear (choose only one)
  • Militia - Armored Longcoat, featuring a flexible internal plate vest, collar, sleeves, coattails, and back brace, worn snug around the torso. Relatively light but provides full-body protection against stray shrapnel and slashes.
              Helmet: Comes standard with a wide-brimmed steel helmet and padded coif. Coat variants exist based on manufacturer and whether a user wishes to sacrifice durability for a lighter load.
              "Remove inner armor plates before washing."
  • Alchema - Vapor Harness, a nozzle-studded vest and rebreather combination, controlled by a wrist mechanism which can be loaded and releases payload either as an aura, in a single direction, or directed inward to the mask-wearer.
              Aerosols: Choking mist (burns and gags if inhaled), Sleeping gas (induces unconsciousness if inhaled), Enraging smoke (forces adrenaline and hyperventilation if inhaled).
              "Ensure rebreather filters are cleaned regularly."
  • Machina - Clockwork Exoskeleton, a heavy self-supporting suit of tempered armor that offers generous protection while preventing fatigue, at the cost of speed. Joints use tension cables to deliver power from the backpack.
              Overclocked: You can disable the exertion governors in the exoskeleton, allowing the suit to perform extraordinary physical feats at the risk of breaking and injuring you. Soldiers have died doing this.
              "Notice: reduced field of view. Maintain situational awareness."
  • Any - Custom, must discuss with me. Devise your own Gear which fits the theme of either Militia, Alchema, or Machina.
              Body: The Gear you wear on your body helps govern your defenses, and may include deterrents to keep hostiles away from you.
  • Absent - None, for whichever reason, you have never received any personal armor.

    SLOT 5: Bonus (choose only one)
  • Militia - Trauma Kit, you are issued and trained to use this first-aid kit. Contains equipment to stabilize a dying patient, as well as potions and ointments.
              Contents: 2 potions that heal 1 injury each, numbing ointment, sleeping and waking salts, basic surgery tools, clotting gauze.
              "Seek field surgeon in event of amputation."
  • Alchema - Mana-fluorescent Lamp, use this alchemical lamp to illuminate an area in a pale green-tinted light. Anyone or anything that is magical will glow brightly under the lamp.
              Marked: if a magical effect or person has been illuminated by the lamp, the tell-tale light will "cling" for 60 seconds and fade over time if no further exposure to the lamp light occurs.
              "Long-term exposure causes skin discoloration."
  • Machina - Omni-Wrench, you carry and make use of this all-in-one adaptive repair tool. With this and spare parts, all but the most grave field repair tasks are within your capability.
              Automated: Some elaborate models of the wrench come with spider legs and a logic engine, allowing it to seek out and complete repairs on its own, though it takes longer than if a mechanic was doing it.
              "Routinely service the wrench itself."
  • Any - Custom, must discuss with me. Devise your own Bonus Equipment which fits the theme of either Militia, Alchema, or Machina.
              Generalist: Oftentimes the Bonus you bring will shore up a weakness or provide non-combat benefits that you and others can appreciate together.
  • Absent - None, for whichever reason, you never picked up a specialty piece of gear.

    PERSONAL: Prototype (select only one choice)
  • Upgrade, select one of your equipment pieces from either Armament, Ordinance, Utility, or Gear (Slots 1 through 4). Detail how you enhance that selection to improve its performance.
              Your upgraded equipment's basic function should not change, but be calibrated up or have more versatility. Limit descriptions to two sentences.
              "Modifications void the manufacturer's warranty."
  • Invention, consider your character's strengths and weaknesses. Devise a unique creation that you use out on the field which augments your character's needs.
              The invention could take inspiration from the natural world and may conceal a hidden ability. Limit descriptions to two sentences.
              "Field testing is required for all patent-seekers."
 

Morvick

Dapper Autobiographer


Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:42 pm


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~ NOTE ABOUT TECHNOLOGY ~
Everything the Lyrinthians use will require either ammunition, fuel, or to be rewound. When near a base or airship this is a non-issue, but be considerate of it whenever you cannot be resupplied.
Your chosen gear is what you have training with, and is considered your "standard loadout". Borrow gear sparingly, and avoid discarding your trusty equipment.


AIRBORNE INFILTRATORS
Air power has been the single greatest disruption to the old ways of life, and with the skies we have gained swift trade, unity, and incredible learning. These treasures require protection, as the clouds fill with contenders for wealth and control. You are among the ranks of those who crew, hunt, or fight from high-flying armored airships - though your motives and alliances might be in question. The provinces patrol their own airspace regularly, but may often respond to piracy or seek to flush out a thieve's den.

                      Zeppelin Supremacy
                        The rise and utilization of zeppelins in trade was a short preamble to the Self-Determinant Conflict once the merchants armed their vessels and turned upon their supernatural masters. Since that dawn, humanity has never let go of the sky and uses ever-increasing air power to hold dominion over the mages who once ruled them.

                      Wild Spell
                        Avoiding a mana storm usually stands as a captain's top priority, but several stories exist of brazen crews who engaged in battle from within the random spells, nova star glow, and high winds of such a slipstream. The most frequent interaction a zeppelin might have with the Wild Spell is to evacuate or provide relief aid for populations caught in its brief, sweeping grasp.

                      Federation Provincial Flag-Ships:
                        Each citystate manages a hangar of military airships (sometimes in armored subterranean bunkers), with the largest ones often bearing the name of the town they came from. Such a ship from the capital of each province is known as the Flag-Ship, and is staffed only by the most skilled crew and equipped as the test-bed for the latest in aerial technology. All told, each of the 6 Lyrinthian provinces can put roughly 450 airships of various tonnage (from cutters to dreadnoughts) into service at once.
                          Maiden of Arcia, The Agriniel, Cantoran Wind, Thunder Over Ibarinth, Lyrinthas Sovereignty, Goliath From Neannor
                        Mancer provinces (Alhariq, Rijance, Ubrea) are forbidden from developing and managing their own air power, though mages have been brought aboard to help crew prototype coalition zeppelins for the Federation.

                      Signal Lamps
                        Communication between airships, control towers, and fighter planes is all handled by an intricate system of colored flashing lights. The Cryptography Academy provides curriculum on how commanders can forge their own codes, as well as adhere to several universally-recognized messages. Powered by alchemical reactions, a large enough signal lamp manned by a competent Cryptographer can be seen by a recipient hundreds of kilometers away (though most heavy dirigibles can manage only 75 kilometers).


COMMONLY ISSUED EQUIPMENT
The gear that most professionals pick, and which best suits the expected need.


    SLOT 1: Boarding Weapon (choose only one)
  • Valkyrion - Stacked Pistol, a one-handed weapon featuring three barrels laid one on top of the other, which can be fired with successive pulls of the trigger. Rated for short range and is built in many varieties from snub-nosed to long-barrel.
              Repeater: Some crew members modify the firing mechanisms in their pistols, causing one trigger pull to empty all three shots one after the other.
              "Caution: Hairpin trigger."
  • Corsairs - Lever-action Blunderbuss, a short-range weapon that can be loaded with powerful wide-angle shells, and fires one of its shells per trigger pull. Cut-down versions are popular, letting them easily fit into a leg holster.
              Variable: Depending on the situation, hostages might be required - for this, the blunderbuss can fire a non-lethal blast of air or sandbags.
              "High recoil, maintain firm grip."
  • Artemae - Forearm Blade, an extendable long dagger which is housed inside a slim gauntlet on the arm, and readied with a subtle movement of the wrist. The blade can be detached from the gauntlet and held in the hand like a dueling knife.
              Ejection: After fully extending, the blade can be fired up to 10 meters with great force. One gauntlet typically only carries one such blade.
              "Clean venom and blood from blade regularly."
  • Any - Custom, must discuss with me. Devise your own Boarding Weapon which fits the theme of either Valkyrion, Corsair, or Artemae.
              Primary: This is your main weapon, and what you reach for first when combat starts.
  • Absent - None, for whichever reason, you do not carry a personal defense weapon.
              Backup: A simple field knife is available for the insane.

    SLOT 2: Sabotage (choose only one)
  • Valkyrion - Frequency Harmonizer, a disk-like device which must be affixed to a structure, machine, or object for best effects. When activated, the harmonizer vibrates at the natural frequency of the material it is attached to until it is destroyed.
              Single use: Once the battery is loaded and the device is turned on, it cannot be deactivated and will eventually shake itself apart - whether or not it succeeds in demolition.
              "Warning: do not activate device while on body."
  • Corsairs - Activation Putty, a box with about one kilogram of an inert grey, sticky material which can have different powders mixed into it for destructive effects. Can only be set off with a detonation cord and fuse unit or timer.
              Powders: Blasting powder creates a mighty force. Thermal powder burns at several thousand degrees. Noxious powder expands into a fuming gas.
              "Use gloves to handle inert putty."
  • Artemae - Endothermic Capsules, a satchel full of marble-sized adhesive charges, armed for detonation when squeezed. Upon discharge, the liquid inside each one freezes any moisture into thick ice, making metal brittle and the air frigid.
              Compounded: The more of the bombs which are detonated at once, the colder and larger the effect becomes. One full 2-kilogram pouch could freeze an area 5 meters wide with frost and solid ice.
              "Seek medical attention for frostbitten hands."
  • Any - Custom, must discuss with me. Devise your own Sabotage Tool which fits the theme of either Valkyrion, Corsair, or Artemae.
              Sapper: You know that no bombardment will ever be as good as a precision act of destruction from the inside. Your Sabotage Tool is what you use to that end.
  • Absent - None, for whichever reason, you do not carry any destructive equipment.

    SLOT 3: Special (choose only one)
  • Valkyrion - Telescopic Rifle, collapses and extends with the flip of a lever. Single-shot bolt action weapon, it uses a pressurized steam canister to deliver lead bullets with great accuracy and middling stopping power.
              Darts: You are able to load the chamber with darts instead, though they fly slower and have no ability to penetrate defenses. Sleep, poison, enraging, and hallucinogen darts are popular.
              "Adjust for wind and distance."
  • Corsairs - Ballistic Gauntlet, worn on the forearm and triggered by a pressure plate set over your knuckles after you depress the safety trigger. The gauntlet can hold one blasting-powder shell that fires on a punch, and then must be reloaded.
              Anti-armor: The gauntlet is designed for maximum damage in one shot, and the shells are shaped to penetrate personal body armor. Its recoil is considerable.
              "Repress displays of aggression while wearing gauntlet."
  • Artemae - Electrified Net, fired from a launcher and features pitons at each of six corners, so that the metal net might anchor itself to surfaces. Once at least two pitons are anchored or several seconds passes, the net electrifies in preparation to shock.
              Razorwire: In the event that electrocution is ineffective, the netting holds hundreds of blade-like barbs which dig into flesh. The net is 3 meters across at the widest, and can be shot up to 10 meters away.
              "Includes insulated wire snips for mishaps."
  • Any - Custom, must discuss with me. Devise your own Special weapon which fits the theme of either Valkyrion, Corsair, or Artemae.
              Reactive: Your Special equipment is what you fall back on time and again to solve unique problems, and fight in your own proven style.
  • Absent - None, for whichever reason, you did not bring or train with any useful specialty gear.

    SLOT 4: Mobility (choose only one)
  • Valkyrion - Jettison Vest, a lightweight emergency device that can fling you and something (or someone) away from each other. The sudden blast is accompanied by a plume of white vapor from the used steam canister, which can be reloaded.
              Omni-directional: Most assemblies of this vest have different nozzle orientations, and all of the blast is directed out of whichever side you choose.
              "Be mindful of hazards at landing sites."
  • Corsairs - Grapple Belt, with lightweight harness, 25 meters of high-test cord, and a clockwork winch system, harpoon head, and spring-loaded firing mechanism. The belt can be rewound quickly to enable multiple uses.
              Accessories: Many such belts carried by boarding pirates also come with climbing claws and spiked boots.
              "Maintain adequate posture to avoid back injury."
  • Artemae - Velocity Boots, disguised under one's pant-legs until deployed, these knee-high boots expand up at the heel to raise the user atop spring stilts which can amplify running and jumping, as well as absorbing some impact from falls.
              Enhanced: With proper training and a good fit, these boots can increase one's run-speed to 55 kph, and permits long-jumps further than 10 meters, and a running high jump greater than 5 meters.
              "Comes in flat or high arches for comfort."
  • Any - Custom, must discuss with me. Devise your own Mobility Equipment which fits the theme of either Valkyrion, Corsair, or Artemae.
              Infiltrator: The secret to combat is agility, and nobody does that quite like you. This is gear you use to get in or out of dangerous situations quickly.
  • Absent - None, for whichever reason, you never strapped on anything to boost your agility.

    SLOT 5: Bonus (choose only one)
  • Valkyrion - Code Book, an ever-evolving collection of signals, sayings, light patterns, and markings that are devised by some crew members. Encrypted communication bewilders anyone trying to intercept the codes.
              Signal Lamp: Some will carry an accompanying lamp to send long-range messages. This mirrored, shuttered, and sometimes mechanical device is good for sending brief messages a dozen kilometers away.
              "Update regularly with Dirigible Command."
  • Corsairs - Skeleton Key, a small intricate tool that is able to crack open almost any lock, given enough time. Larger or more complicated safeguards take longer to spring open.
              Automated: A rare variety is able to open locks on its own, being that it was built with an internal logic engine and comes equipped with stabilizing legs. The key still works faster with someone operating it.
              "Key may need several rewinds during use."
  • Artemae - Tracker Goggles, A set of alchemically-tinted goggles and a tracking signal emitter, which pulses intermittent ultraviolet flashes that are visible through the goggle lenses. The emitter itself is small and adhesive.
              Unobstructed: With a clear view, an observer could use the goggles to track an emitter as far away as 1 kilometer. Obstructions significantly reduce the brightness or visibility of the emitter's signal.
              "Avoid prolonged staring at emitter light."
  • Any - Custom, must discuss with me. Devise your own Bonus gear which fits the theme of either Valkyrion, Corsair, or Artemae.
              Knowledgeable: Those in Airborne usually prefer to carry extra equipment that lets them learn or communicate information from a privileged advantage.
  • Absent - None, for whichever reason, you never learned how to use any of the tools of the trade.

    PERSONAL: Prototype (select only one choice)
  • Upgrade, select one of your equipment pieces from either Boarding Weapon, Sabotage, Special, or Mobility (Slots 1 through 4). Detail how you enhance that selection to improve its performance.
              Your upgraded equipment's basic function should not change, but be calibrated up or have more versatility. Limit descriptions to two sentences.
              "Modifications void the manufacturer's warranty."
  • Invention, consider your character's strengths and weaknesses. Devise a unique creation that you use out on the field which augments your character's needs.
              The invention could take inspiration from the natural world and may conceal a hidden ability. Limit descriptions to two sentences.
              "Field testing is required for all patent-seekers."
 
PostPosted: Sun Aug 28, 2016 3:46 pm


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~ NOTE ABOUT SPELLS AND PENALTIES ~
You may "Weave" any of your active spells to include or affect a physical object for a short time, so long as the Weave does not contradict a limitation set forth in the spell.
Frequent use of a spell or maintaining one for too long will inflict you with a form of Mana Sickness. Any illness this causes will eventually clear on its own, given time.


NAJMA PYROMANCERS
The glorious power of the stars courses through our veins, and blooms in a majestic dance of light and life-giving energy. Alas, not all times are for peace and splendor - sometimes we must answer the call to war. We hail from a lineage of magic that enables access to spells derived from cataclysmic radiation, volts of coursing electricity, and tongues of searing fire.

                      Brilliance
                        It was Najma pyromancers who lit the way into what was then called Lyr-Thanna, and guided the first mages to the eastern coast from their mysterious homeland. From this foothold they found, fought, and then were worshiped by the locals, and were seen as demigods born to rule lesser men. In the following hundreds of years, mage culture flourished and the pyromancers stood as clerics to the sun, sky, and stars - issuing sermons, performing miracles of healing and fire, and calling great storms to water crops. After the Wild Spell and the advent of air power, it was not long before pyromancers and all the other mages were routed from their palaces and cast into the desert as exile.

                      Wild Spell
                        The Najma live not in fear of the Wild Spell, but in reverence of its raw power. Their cities feature lightning rods which draw the energy down and collect it into large crystals, which they drain during ceremonial rites and rituals. Some nomadic pyromancers chase the storms after they first encounter them on pilgrimage, convinced the chaotic arcana will boost their abilities.

                      Zahra
                        The Najma grow and smoke a cherished mountain crop, the zahra, which numbs their bodies to pain and induces a tranquil mind. It is traditionally consumed from a long, ornamented pipe that is a pyromancer's most prized possession. It is often a contest of pride to see who among a pair of chance strangers has the more-ornate pipe, and more than a few wars have been avoided due to a shared smoke and contemplative discussion.

                      Roseglass
                        To connect their disparate cities, the Najma employ a network of enchanted glass windows called the Roseglass Rooms, and standing before one to send or receive messages is considered a privilege. The magic glass can transmit only images and light, so an elaborate language of elegant gestures and hand signals has been developed since the oldest of days.


Symptoms of Mana Sickness
Rest to recover. More severe stages require more rest.

Stage 1 - Light fatigue and dizziness. Caused by maintaining a series of spells for 4 minutes or repeatedly casting 4 spells in rapid order.
Stage 2 - Labored breathing, difficulty focusing. Caused by maintaining a spell for 2 more minutes or chaining 2 more spells to the combo.
Stage 3 - Almost total exhaustion, wild mood swings. Caused by attempting any further spellcasting while suffering from Stage 2 sickness.
Undertaking any magical activity while at Stage 3 Mana Sickness will plunge you into unconsciousness.

COMBAT-FOCUSED ABILITIES
Mancers are born, not made. What abilities have developed as you matured?


    SLOT 1: Target (choose only one spell)
  • Nucleo - Decay, fire a brief laser beam of high-energy particles at a target, flash-boiling water and burning flesh so that it blisters. If the beam encounters a solid object, the particles can penetrate up to 5 centimeters of armor and shielding.
              Burn injury lasts a short duration and blisters up. Over-use causes or intensifies Mana Sickness!
              "Alaidmha"
  • Fulga - Salvo, rapidly bombard a single target with a dozen lightning bolts from your hand or the sky in the blink of an eye, creating a deafening report. The dazzling lights blind and deafen whoever was near the strike.
              Blindness and deafness clears after a brief moment. Over-use causes or intensifies Mana Sickness!
              "Saeiqa"
  • Vulca - Incinerate, launch a searing ball of fire toward the location which splashes over a target or area to coat it in flames, and then maintain the follow-up jet of heat to stoke the flames hotter and hotter. Struck targets are set alight.
              Flames die down several seconds after the jet ends. Over-use causes or intensifies Mana Sickness!
              "Rammad"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Target Spell which is either Nucleo, Fulga, or Vulca in nature.
              This spell must be usable from a moderate distance, and have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic at a target.
              You might still be able to create a small spark in the distance.

    SLOT 2: Area (choose only one spell)
  • Nucleo - Reaction, build up a critical instability within a wide area, ripping apart some of the matter. A firecracker preamble of smaller explosions builds up to a thunderous mushroom cloud of instant heat and blinding light.
              Sporadic explosions continue for a brief time until the smoke clears. Over-use causes or intensifies Mana Sickness!
              "Ainfijar"
  • Fulga - Nexus, choose multiple prominent targets or objects within an area to load with powerful static energy, and then discharge a web of electricity between them that can overload whatever is trapped within.
              Arcing bolts continue to zap the area for a brief time after beginning. Over-use causes or intensifies Mana Sickness!
              "Shabaka"
  • Vulca - Conflagration, ignite a given area with instantaneous fire and acrid smoke. The firestorm draws in air with such force that nearby objects and people might be sucked into the flames as they gain intensity.
              Flames and wind last for as long as fuel is there to burn. Over-use causes or intensifies Mana Sickness!
              "Easifa"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you an Area Spell which is either Nucleo, Fulga, or Vulca in nature.
              This spell must interact with the environment and may be placed near or far from you, and must have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic in an area.

    SLOT 3: Contact (choose only one spell)
  • Nucleo - Detonate, build up explosive particles and concentrate them to a single point in your palm or fist. Upon touching another surface, object, or person, the reaction creates an incredible blast between your hand and the target.
              Blast remains primed for several seconds, but may fizzle out if not used up. Over-use causes or intensifies Mana Sickness!
              "Tafjur"
  • Fulga - Storm, conduct an electric pulse under your hands, sending shocks of power through your target. Anything within 2 meters can suffer from arcs that chain to them and mimic the original effect for the duration.
              Electrocution leaps between targets, lingering while victims convulse. Over-use causes or intensifies Mana Sickness!
              "Sadma"
  • Vulca - Eruption, build your hand up into a white-hot glow and place it against a surface. A location nearby (within 5 meters) is consumed in a brief pillar of fire that rises from that surface, and continues to smolder.
              Fire field remains for up to ten seconds before it burns out. Over-use causes or intensifies Mana Sickness!
              "Alqam"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Contact Spell which is either Nucleo, Fulga, or Vulca in nature.
              This spell must be cast through physical touch, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic through your touch.

    SLOT 4: Self (choose only one spell)
  • Nucleo - Destabilize, collect particles of cosmic energy as a volatile aura that surrounds your body. The next time you are struck, the aura rips open and creates an explosive force that blasts projectiles, people, and objects away from you.
              Blast remains primed for up to a minute, otherwise it collapses uneventfully. Over-use causes or intensifies Mana Sickness!
              "Mutaqal"
  • Fulga - Grounding, generate an energy glyph nearby that glows with lightning, and loses charge until you blink to it or it dissipates. The weaker the glyph's power, the closer you must be to teleport back to it.
              Glyph endures for up to five minutes before neutralizing. Over-use causes or intensifies Mana Sickness!
              "Nass"
  • Vulca - Accelerate, dash forward on tails of flame at high speed toward your destination, or in a retreat that scorches the surroundings. Anything that you impact during travel is knocked back.
              Rush again once, immediately after arriving at your destination. Over-use causes or intensifies Mana Sickness!
              "Tasarae"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Self Spell which is either Nucleo, Fulga, or Vulca in nature.
              This spell can only affect you individually, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast magic on yourself.

    SLOT 5: Bonus (choose only one passive augment)
  • Nucleo - Regenerate, in addition to your ability to cast pyromancy spells, your body undergoes rapid cellular division. Once per day, a minor injury will heal up, such as cuts, broken bones, burns, or pulled muscles and dislocated joints.
              Wounds: Your ability to regenerate grievous wounds could take up to a week to mend entirely. You are not able to regrow limbs, but a recently-severed limb could eventually reattach to its stump.
              "Tajadu"
  • Fulga - Electrostatic, in addition to your ability to cast pyromancy spells, you gain the ability to stick to any surface. This effect can be instantaneous and allows walking on a ceiling or other steep and inclined surfaces.
              Contact: You must continually touch the surface you wish to attach to, and the charge can only hold up to twice your weight or it will fail.
              "Jadhab"
  • Vulca - Infrared, in addition to your ability to cast pyromancy spells, your eyesight has become more sensitive and you have heat vision. It is possible for you to detect anything warmer or colder than its environment through an obstruction.
              Blindsight: Even if you can see no light or have your eyes shut or blinded, you are able to sense the location of hot and cold spots almost as accurately as if your vision was not impeded.
              "Bisir"
  • Wild Spell - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Passive Ability which is either Nucleo, Fulga, or Vulca in nature.
              Altered: This magic represents a change in your body, and its benefits are always available no matter what.
  • Unknown - None, due to youth or perhaps having one human parent, you have not developed any innate magical abilities.

    PERSONAL: Adaptation (select only one choice)
  • Harmonize Magic, select one of your spells from either Target, Area, Contact, or Self (Slots 1 through 4). Detail how you amplify or evolve the chosen spell within the constraints of that magic type.
              The power of your gift with the harmonized spell is so great that it does not cause or worsen Mana Sickness (your other spells still do). Limit descriptions to two sentences.
              "Ainsijam"
  • Conjure Weapon, pick one magic subtype; Nucleo (radiation), Fulga (electricity), Vulca (flames). Craft a named enchanted weapon that you can summon on demand, which exhibits properties from the chosen magic subtype.
              The conjured weapon's physical properties mean it is not impacted by effects which negate magic. Limit descriptions to two sentences.
              "Nashad"
 

Morvick

Dapper Autobiographer


Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:48 pm


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~ NOTE ABOUT SPELLS AND PENALTIES ~
You may "Weave" any of your active spells to include or affect a physical object for a short time, so long as the Weave does not contradict a limitation set forth in the spell.
Frequent use of a spell or maintaining one for too long will inflict you with a form of Mana Sickness. Any illness this causes will eventually clear on its own, given time.


DELKHI GEOMANCERS
We are the shapers and the first great builders, calling the foundations of the earth itself to rise and obey. What is built in peace must be guarded in war, however, and we are not idle sentries. You stand as a proud member in a lineage of magic that develops abilities for sculpting arcane spells written in rivers of sand, ribbons of magnetic ions, and bone-shaking rockslides.

                      Enduring
                        When the mages first arrived in ancient Lyr-Thanna, the Delkhi geomancers crafted great cities and the long roads which led people to them, pulling the power of the earth and stone under foot into service for all. They became cartographers and historians, encoding the laws and traditions which would come to guide life in the new empire. As they ruled alongside the other mages, a seemingly boundless font of treasure would be recovered from their mines - riches flowed freely and the days were decadent. Delkhi were also responsible for cataloging and advising mancer marriages, helping all races to achieve the purity of blood they desired. Once their subjects unlocked air power and set upon the mages in anger at the Wild Spell, it was all over: the Delkhi geomancers and their kin were sent to the desert to build new lives in the oases ruins.

                      Wild Spell
                        The Delkhi are perhaps the best-equipped to endure the shredding power of a Wild Spell storm, for they can wrap their cities in domes of dancing light and create fresh walls against the debris. It is usually the more-rare earth tremors which draw geomancer attention, as they find great importance in finding its source to construct a small shrine (no matter how isolated). In the years since its beginning, Delhi have reported rare, strange alterations to some bloodline's abilities, and attribute this to the Wild Spell.

                      Kharuul
                        The Delkhi citystates are guarded in part by greater golems, the kharuul, which house the mummified bones of beloved ancestors and which serve as walking gardens, covered at the shoulders and head by bristly, spined desert flowers. Though they do not speak and cannot roam further than 50 kilometers from their place of burial, the timeless golems are fiercely territorial and, due to being built from bone, metal, rock, and dirt, they are unbelievably durable. These are far and away more powerful than the peons summoned during combat by silica geomancers.

                      Lodestones
                        Grand libraries are built where the Delkhi Lodestones are kept and played. Standing as tall as a child, each stone has a twin kept in some other city (and as such, large numbers are needed to link the whole province). When music is played against one stone, its twin sings the same tune. By this method, listeners and players can exchange messages instantly between these libraries.


Symptoms of Mana Sickness
Rest to recover. More severe stages require more rest.

Stage 1 - Light fatigue and dizziness. Caused by maintaining a series of spells for 4 minutes or repeatedly casting 4 spells in rapid order.
Stage 2 - Labored breathing, difficulty focusing. Caused by maintaining a spell for 2 more minutes or chaining 2 more spells to the combo.
Stage 3 - Almost total exhaustion, wild mood swings. Caused by attempting any further spellcasting while suffering from Stage 2 sickness.
Undertaking any magical activity while at Stage 3 Mana Sickness will plunge you into unconsciousness.

COMBAT-FOCUSED ABILITIES
Mancers are born, not made. What abilities have developed as you matured?


    SLOT 1: Target (choose only one spell)
  • Silica - Liquefaction, make the sediment or ground at the target location vibrate and flow like mud, quickly trapping a person or vehicle in the temporary quicksand.
              Ground hardens back up after a minute. Over-use causes or intensifies Mana Sickness!
              "Jivekh"
  • Ferro - Propel, build up opposing magnetic fields around a metallic slug, until it is released as a powerful cannon-shot at your target. The projectile gains more velocity the longer it is in flight.
              Projectile is launched after a brief and climactic build-up. Over-use causes or intensifies Mana Sickness!
              "Strijel"
  • Litho - Bombard, conjure a dozen fist-sized rock fragments to orbit in the air around you, and focus on a target. Pummel the location with these bone-breaking stones in a continuous hail of sharp earth.
              Assault ends when all twelve shards are shot, one after the other. Over-use causes or intensifies Mana Sickness!
              "Rhaniti"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Target Spell which is either Silica, Ferro, or Litho in nature.
              This spell must be usable from a moderate distance, and have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic at a target.
              You might still be able to move a small earthen or metal object from afar.

    SLOT 2: Area (choose only one spell)
  • Silica - Sandstorm, suspend a large swirling cloud of sand and dust in the air to obscure vision and plunge an area into thick darkness. Visibility drops to an arm's length, and sounds barely carry over the howling wind.
              Dust cloud lasts for three minutes or so before settling. Over-use causes or intensifies Mana Sickness!
              "Elsen"
  • Ferro - Aurora, collect ionized particles into a dome of slow-dancing light, deflecting incoming magic or arcane effects, but cannot interfere with enchanted weaponry. Does not impede outgoing magic or silence any casters who are within.
              Defensive lights last until they have dispelled 10 arcane attacks. Over-use causes or intensifies Mana Sickness!
              "Vernoye"
  • Litho - Convergence, crash multiple massive sections of rock together from beneath a location, thrusting the earth up in a heave of quakes and faults to craft a temporary wall of stone.
              Rock structure lasts for an hour or until you reshape it. Over-use causes or intensifies Mana Sickness!
              "Barikh"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you an Area Spell which is either Silica, Ferro, or Litho in nature.
              This spell must interact with the environment and may be placed near or far from you, and must have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic in an area.

    SLOT 3: Contact (choose only one spell)
  • Silica - Construct, use your hands to enchant sand which assembles a warrior made from layers of crystalline glass flakes. This golem is fast and durable, chipping rather than shattering. The warrior is dismissed if another one is summoned.
              You can cast your Target or your Area spell through the golem, which kills it. Over-use causes or intensifies Mana Sickness!
              "Tsereg"
  • Ferro - Polarize, create an attraction or repulsion force between yourself and a surface or object. Pull something to your grip from up to 15 meters away, or shove something away that you are touching and prevent it from approaching you.
              Force field persists for several seconds or until you attain a grip on the object. Over-use causes or intensifies Mana Sickness!
              "Ulkhekh"
  • Litho - Epicenter, touch or strike a wall or the ground, initiating a rippling shockwave in the material which propagates outward, centered on you. The cascade flings anything around that is not secured tightly.
              Quake lasts for three to five seconds. Over-use causes or intensifies Mana Sickness!
              "Gazar"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Contact Spell which is either Nucleo, Fulga, or Vulca in nature.
              This spell must be cast through physical touch, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic through your touch.

    SLOT 4: Self (choose only one spell)
  • Silica - Alluvius, disappear in a wisp of sand and reappear a short distance away, emerging from the ground instantly. Rolling sands cling to you and cause either the initial hit or the next hit to deflect and cause no harm.
              Sand shell persists up until you are struck or relocate. Over-use causes or intensifies Mana Sickness!
              "Mankhan"
  • Ferro - Levitate, magnetize yourself and repel the ground beneath you to briefly rise a short distance. Can maintain any lateral momentum you had at the moment you left the floor. Lift effect also slows your fall to a gentle landing.
              Glide effect lasts until you have moved a total of 30 meters. Over-use causes or intensifies Mana Sickness!
              "Osokh"
  • Litho - Dermis, encase your body in a flexing suit of glinting crystals and gemstones, which you can move as easily as your own skin. The armor crumbles when it absorbs a tremendous force on your behalf.
              Geode armor holds until it is picked apart or blown off. Over-use causes or intensifies Mana Sickness!
              "Khuyag"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Self Spell which is either Silica, Ferro, or Litho in nature.
              This spell can only affect you individually, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast magic on yourself.

    SLOT 5: Bonus (choose only one passive augment)
  • Silica - Lyriform, in addition to your ability to cast geomancy spells, you can detect vibrations which traverse whatever material you are touching. It is possible to be alerted to the distance away from something that is moving.
              Range: Depending on how well the material can transmit vibrations, you can detect movement as far away as 3 kilometers. The finesse of this sensation is dependent on how many different things/people are moving at once.
              "Sonsokh"
  • Ferro - Oriented, in addition to your ability to cast geomancy spells, you are sensitive to the magnetic ley lines which can prevent you from becoming lost. You always know the direction and distance to 2 locations you have visited recently.
              Migration: If you have spent at least 5 days at a location or visited it 3 separate times, you will always know where it is, in addition to the 2 most recent locations, as usual.
              "Avlaga"
  • Litho - Enameled, in addition to your ability to cast geomancy spells, your bones have hardened to be 5 times more resistant to breaking, bending, and fracturing than natural, and your teeth never fall out or chip.
              Inertia: Though your bones may never break, any impact which jostles your internal organs may still damage them. Be cautious of concussions or bruised lungs.
              "Khatu"
  • Wild Spell - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Passive Ability which is either Silica, Ferro, or Litho in nature.
              Altered: This magic represents a change in your body, and its benefits are always available no matter what.
  • Unknown - None, due to youth or perhaps having one human parent, you have not developed any innate magical abilities.

    PERSONAL: Adaptation (select only one choice)
  • Harmonize Magic, select one of your spells from either Target, Area, Contact, or Self (Slots 1 through 4). Detail how you amplify or evolve the chosen spell within the constraints of that magic type.
              The power of your gift with the harmonized spell is so great that it does not cause or worsen Mana Sickness (your other spells still do). Limit descriptions to two sentences.
              "Khamtyn"
  • Conjure Weapon, pick one magic subtype; Silica (sand), Ferro (magnetism), Litho (stone). Craft a named enchanted weapon that you can summon on demand, which exhibits properties from the chosen magic subtype.
              The conjured weapon's physical properties mean it is not impacted by effects which negate magic. Limit descriptions to two sentences.
              "Bolgokh"
 
PostPosted: Sun Aug 28, 2016 3:49 pm


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~ NOTE ABOUT SPELLS AND PENALTIES ~
You may "Weave" any of your active spells to include or affect a physical object for a short time, so long as the Weave does not contradict a limitation set forth in the spell.
Frequent use of a spell or maintaining one for too long will inflict you with a form of Mana Sickness. Any illness this causes will eventually clear on its own, given time.


SIELU CORPOMANCERS
Mankind stands as the apex of creation, its witness and its pride, and we celebrate the mysteries of this soul, mind, and body. From on this high perch we have earned the envy of many, and must defend our right to exist. Harness your lineage of magic that unlocks spells which explore the mysteries of conscious experience to intrude on the deceased spirits, fabricate a convincing false reality, or rapidly reorganize the flesh.

                      Misunderstood
                        In the earliest of days during their escape to the west, the Sielu corpomancers saw Lyr-Thanna as an open oyster, the pearl of its people so full of untapped potential. While other mages tended to matters of stone or the sky, the Sielu offered guidance in matters of philosophy, death, and physicality. Their temples filled with worshipers seeking heightened awareness or to speak once again with the dearly departed. These rites became shrouded in mystique and awe, while the warlocks were adorned with rumors, reputation, and sometimes revile. They settled further toward the northern glacier after the Self-Determinant Conflict, away from those who would judge or fear them.

                      Wild Spell
                        The prideful Sielu are known to have a unique relation with the Wild Spell, where it is viewed as a contest of ability and a chance for unchecked growth. Should any storm crop up, droves of mages will venture to endure the ripping winds and hail of stone. They may seek visions, consort with devils, or just to push their physical limits in the quagmire of mana. Those who are lost to the Wild Spell are spoken of reverently, and highly respected as ancestors.

                      Omatunto
                        The ritual of the omatunto binds an imprinting of values, memories, and knowledge from a deceased ancestor into the mind of an adolescent who has come of age. This second conscience serves as the ghost of a guide, a sense of whatever the mentor would have done during times of doubt or questioning. The omatunto will result in rich dreams and visions, a strong sense of purpose, and an emotional shift in the student towards whatever temperament the dead mage once had.

                      Chorus
                        Under typical circumstances the Sielu do not intrude on the minds or matters of neighbors, out of mutual respect. When the need is urgent, however, corpomancers gather in a great theatre to join their voices in a telepathic beacon, reaching out to ride the waves of their population. This million-mind Chorus is a sacred event, and done so sparingly. It is not possible to hide the message from any who help carry it forward to every corner of Rijance, and so this periodic union is always followed by a time of reflection and solitude, if matters are not life-threatening.


Symptoms of Mana Sickness
Rest to recover. More severe stages require more rest.

Stage 1 - Light fatigue and dizziness. Caused by maintaining a series of spells for 4 minutes or repeatedly casting 4 spells in rapid order.
Stage 2 - Labored breathing, difficulty focusing. Caused by maintaining a spell for 2 more minutes or chaining 2 more spells to the combo.
Stage 3 - Almost total exhaustion, wild mood swings. Caused by attempting any further spellcasting while suffering from Stage 2 sickness.
Undertaking any magical activity while at Stage 3 Mana Sickness will plunge you into unconsciousness.

COMBAT-FOCUSED ABILITIES
Mancers are born, not made. What abilities have developed as you matured?


    SLOT 1: Target (choose only one spell)
  • Anima - Nightmare, craft a ghostly replica of an individual's deepest fear, and set it upon them as a semi-physical adversary. The summoned fiend is always hostile, but its form can vary wildly.
              Apparition fades after several minutes or if the victim "defeats" it. Over-use causes or intensifies Mana Sickness!
              "Intoilija"
  • Neuro - Hologram, create a perfect copy of yourself, another person, or an object, and visualize them in the world. This impostor does not hold up to physical inspection, but will behave exactly like the original in all other respects.
              Illusion ends if someone physically bothers with it or several minutes elapse. Over-use causes or intensifies Mana Sickness!
              "Vaarenos"
  • Phylo - Contagion, forcibly establish a sympathetic bond between you and a target - the next injury or damage you receive will be magically replicated on them. The effect expires if you do not become wounded soon.
              Bond breaks after half of a minute or if it is consumed to injure the target. Over-use causes or intensifies Mana Sickness!
              "Kirous"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Target Spell which is either Anima, Neuro, or Phylo in nature.
              This spell must be usable from a moderate distance, and have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic at a target.
              You might still be able to fake a simple sound or play of light against a surface.

    SLOT 2: Area (choose only one spell)
  • Anima - Rift, disassemble the boundary between the mortal and spirit planes. Visions of oblivion creep in while indignant ghosts try to attack any mortal intruders they find in the area, until the two worlds separate again.
              Haunting lasts for a minute or until the spirits drag a victim into the void. Over-use causes or intensifies Mana Sickness!
              "Kummitella"
  • Neuro - Confuse, temporarily alter the emotions and perceptions of people who enter a given location. Afflicted targets may forget why they went there, or suddenly believe their comrades are persecuting them, and flee.
              Disorientation lingers in their minds until they are injured or two minutes pass by. Over-use causes or intensifies Mana Sickness!
              "Sekoita"
  • Phylo - Fracture, twist and stress bones within an area, causing great pain to enemies within. The more crowded it is, the less strain you are able to inflict on each person. Potentially break their bones and hyper-extend joints by doing this.
              Force lasts for ten seconds as long as you can maintain uninterrupted concentration. Over-use causes or intensifies Mana Sickness!
              "Tauko"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you an Area Spell which is either Anima, Neuro, or Phylo in nature.
              This spell must interact with the environment and may be placed near or far from you, and must have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic in an area.

    SLOT 3: Contact (choose only one spell)
  • Anima - Diffusion, phase a material object into an incorporeal form with the intent to pass physical objects through each other. After a brief duration, the objects are restored.
              Phase remains active for up to five consecutive seconds. Over-use causes or intensifies Mana Sickness!
              "Sauhut"
  • Neuro - Vanish, making physical contact with an enemy allows you to warp their perception of reality and cause you to seem to disappear. Hostile action from you will break this enchantment, and they are the only ones fooled.
              Disappearing act lingers until you make an attack or five seconds go by. Over-use causes or intensifies Mana Sickness!
              "Kadota"
  • Phylo - Infestation, impregnate any exposed section of flesh you can reach with fast-growing humanoid larvae, which erupt into very small flying, hungry monstrosities when they hatch.
              Monsters fall apart after several moments or if they are killed. Over-use causes or intensifies Mana Sickness!
              "Rumilus"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Contact Spell which is either Anima, Neuro, or Phylo in nature.
              This spell must be cast through physical touch, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast your magic through your touch.

    SLOT 4: Self (choose only one spell)
  • Anima - Shadow, trade places with a nameless spirit as you retreat into your own shadow. The ghost can attack or receive damage on your behalf, either of which causes it to be banished and returns you from oblivion.
              Sanctuary lasts for up to thirty seconds or until the ghost attacks or is struck. Over-use causes or intensifies Mana Sickness!
              "Varjo"
  • Neuro - Mirage, cloak yourself in shifting images and sounds from your immediate past and immediate future in an ongoing illusion. Foes cannot distinguish the flickering deception to determine your real location.
              Illusion persists for several moments, ending early if you are restrained. Over-use causes or intensifies Mana Sickness!
              "Kaistaa"
  • Phylo - Morph, selectively alter the bones and flesh of one limb or body-part in a painful, quick process. Specializing your body for a given task is temporary, and the return to your natural shape is just as unpleasant.
              Body modification lingers until you cancel it or half an hour elapses. Over-use causes or intensifies Mana Sickness!
              "Vaihtua"
  • Wild Magic - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Self Spell which is either Anima, Neuro, or Phylo in nature.
              This spell can only affect you individually, and should have a lingering effect. Over-use will still increase Mana Sickness!
  • Unknown - None, due to youth or perhaps having one human parent, you cannot cast magic on yourself.

    SLOT 5: Bonus (choose only one passive augment)
  • Anima - Echo, in addition to your ability to cast corpomancy spells, you are able to witness the sounds and images of past events as if ghosts acted them out. Your divination cannot reveal events older than 24 hours with any clarity.
              Fade: The further back in time an event was, the less of it is clear enough to watch. The most emotional events persist the longest.
              "Muistoh"
  • Neuro - Whisper, in addition to your ability to cast corpomancy spells, you can project your mental voice into the mind of another person who you know the face of. Unless they can also Whisper, you cannot hear a reply.
              Mumble: The maximum range of a whisper is 250 meters, and it is not stopped by anti-magic effects. The further the recipient is, the simpler your message must be for them to understand it.
              "Julki"
  • Phylo - Perceptive, in addition to your ability to cast corpomancy spells, your senses are made more acute. It is easy for you to decipher far-off sounds, track a faint smell, and discern visual details at the limit of your sight.
              Overwhelmed: You must take care in places that have too much stimulation, as this can confuse your heightened senses. With focus and peace of mind, you can block out distractions and regain your powerful senses.
              "Tuoksua"
  • Wild Spell - Unique, must discuss with me. A bloodline with distant taint from the Wild Spell has given you a Passive Ability which is either Anima, Neuro, or Phylo in nature.
              Altered: This magic represents a change in your body, and its benefits are always available no matter what.
  • Unknown - None, due to youth or perhaps having one human parent, you have not developed any innate magical changes.

    PERSONAL: Adaptation (select only one choice)
  • Harmonize Magic, select one of your spells from either Target, Area, Contact, or Self (Slots 1 through 4). Detail how you amplify or evolve the chosen spell within the constraints of that magic type.
              The power of your gift with the harmonized spell is so great that it does not cause or worsen Mana Sickness (your other spells still do). Limit descriptions to two sentences.
              "Kehitaa"
  • Conjure Weapon, pick one magic subtype; Anima (spirits), Neuro (illusion), Phylo (blood). Craft a named enchanted weapon that you can summon on demand, which exhibits properties from the chosen magic subtype.
              The conjured weapon's physical properties mean it is not impacted by effects which negate magic. Limit descriptions to two sentences.
              "Herataa"
 

Morvick

Dapper Autobiographer


Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:51 pm


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United Lyrinthian Federation
    Formed at the end of the Self-Determinant Conflict which saw the ruling mages deposed and banished to the inner wastelands. The Federation is a union of 6 human provinces and the 3 mage provinces, each of which are further broken into a score of territorial citystates who independently enforce their own laws and customs. Given that all settlements are so isolated, being self-sufficient is a necessity and traders have always been highly valued.

    Federation Senate
      Ruling government over the nine provinces, ensuring open trade between humans and issuing regular military shows of force over mage citystates to quell thoughts of uprising. Focused on peacekeeping and stifling conflicts between curtain citystates, the Senate floor is often a madhouse of posturing, threats, and bribery as territory disputes, trade disagreements, and misbehaving governors all test the patience and negotiation skills of the men and women who attend. Located in Lyrinthas, site of the decisive final battle during the Self-Determinant Conflict more than 42 years ago.
      Hierarchy of the Senate follows downward and votes among subordinate politicians can sway or be vetoed by their spokesperson.
    • Magnus: Elected yearly, ensures that Senate dealings move along at a reasonable pace and can issue feud-breaker activities such as duels or votes so as to settle disagreements between citystates.
    • Primus: Term-elected senator from the capital citystate of each province, and speaks to military and trade needs. The 3 mage Primus officials (all Masters) must each confer with an advising Lyrinthian Admiral during deliberations.
    • Senator: Life-long representatives from the citystates that make up each territory in the provinces of the Federation. Often once governors, they may also be successful merchants.
    • Governor: Non-Senate position, Governors may still visit as dignitaries to discuss regional problems or to bring suggestions forward. Governors have many backgrounds but all focus on running their local citystate.
      Security consists of specially-armed enforcer troops who bodyguard the senators and police the premises.
    • Long-barrel Stacked Pistol
    • Electrified Net
    • Light Armored Longcoat (no helmet)
    • Mana-fluorescent Lamp

    Department of Integrated Arcanics
      (D.I.A. or The Department)
      College system dedicated to research and development of alchemical technologies. Teams consist of field specialists studying alongside mages and historians. It is widely regarded to be one of the few official organizations where magic users are respected and treated like confidants. The Department's primary political influence comes from the ability of its agents to speak with authority in mancer temples as well as university lecture halls in equal measure.
    • 2-person "Head Hunter" teams consisting of a mancer Adept and an Adjunct Professor are often sent out to recruit talented students, powerful young mages, and dedicated experts for work on different projects in one of many capital-city facilities.

    Federation Independent Armies
      Conglomerate ground forces from each of the 6 coastal provinces which establish occupational presence in troubled regions, and which often strong-arm negotiations between uncooperative rival citystate governors. Broken down into three categories by specialization of gear, training, and mission.
    • Militia: Establishes and holds a cohesive front line during combat. Fast response time, and squads are tightly coordinated to operate as a single unit. Universally trained as field medics to reduce casualties.
    • Alchema: Skirmishes near the front line and in close quarters, deployed against asymmetrical threats such as mages or guerrilla fighters. Sets up ambushes and identifies arcane threats to neutralize.
    • Machina: Siege-breaker field engineers who administer surgical destructive power over an extended duration, using shock and awe tactics. Their durable automatons function as small tanks on the battlefield.

    Federation Dirigible Command
      Orchestrated network of airships, fighter planes, spies, and airports which keeps the military zeppelins in the sky and patrolling the trade routes. Broken into three main categories of crewman and supporting technology.
    • Valkyrion: Armed troops specializing in boarding and repulsion of enemy boarders, these men and women prefer to neutralize threats before they move in. As such, they double as scouts when airdropped behind enemy lines.
    • Artemae: Undercover specialists, these trained killers seek to infiltrate the crews of privateers and corsairs, as well as their lairs. They can gather vital intelligence before escaping or taking political hostages.
    • Deck Crew: Any of dozens of positions that range in prestige from Captains to Machinists to Gunners. The deck crew of a Zeppelin see to its continued success and operation, and may never directly fight an enemy combatant unless the airship is boarded.


Lyrinthian Commerce Guild
    The economic livelihood of the Federation is (supposedly) safeguarded by the Guild, which educates and employs finance brokers and brazen captains to keep currency and goods flowing. Because each citystate can only legally enforce laws within its own airspace, a vibrant Black Market has thrived for decades within the Guild and is stocked with fenced goods from neighbors near and far. The Federation hardly has the time or interest to police and track all suspect goods, and so clients might make regular employment of enforcers, pirates, and thieves in a deadly ongoing game of settling scores. Distrust against the Guild's cut-throat tendencies is measured against the vital role it plays, and rivals are either bought up or driven out.

    Merchant Fleet
      The heart of the Guild is the Merchant Fleet, which operates a number of commissioned cargo and passenger zeppelins. Enterprising captains might find themselves hauling grain for half a dozen trips before they are trusted with live or valuable cargo - or the foolish might try picking up a shipment from blacklisted towns where murder and crime are commonplace. Wealthy and homesteading passengers also are brought across the trade winds in luxury liners (or stuffed in with the deck crews if they're poor) and represent a considerable income for whichever airships can give them passage.
      Several extra jobs are usually available to a Merchant, though a disinclination to carry heavy weapons does limit most crews.
    • Retrieval and Inquiry tasks will usually bring a crew to a pick-up location for delivery, where they might also be asked to make note of particular people, goods, or force deployments in exchange for a hefty bonus commission.
    • Delivery and Insertion jobs might come with an extra passenger or two, who will happily ride along quietly with their mysterious cargo as long as nobody asks too many questions.
    • Evacuation orders may come through and it often falls to the Merchants, with their generous cargo space and lifting ability, to help refugees escape an emergency while being guarded by military zeppelins.

    Troubadour Circus
      Smaller towns and especially those considered isolated even by Lyrinthian standards all look forward to the visiting circus zeppelins, which deploy into their own performance tents. Often scoffed at by the rest of the Guild as a quaint distraction, the Troubadours can bring in as much coin as they do talent -- a visiting circus is the perfect recruitment and public relations tool for the rest of the Guild. This is also one of the relatively few places where magic users are welcomed openly, for their spells can lend fantastic effects during a performance and make for popular "Tech versus Magic" shows that enrapture the public, most of whom never witnessed the widespread hostilities of the war 42 years ago. As fun as the carnival can be, they never stay in one place for more than a couple of days; time is money, and one full tour can set some of the more modest performers up for life.

    Railroad Association
      Travel between smaller towns is only commonplace by airship (or magic, for the mancers) due to the difficult terrain, but the larger citystates and the capitals are linked by a far-flung network of railroads. These industrial-scale transports can haul heavy goods not otherwise feasible by smaller dirigibles, and it is possible for passenger cars to be hooked up as well for migrating workers. The longest stretches of railroad cross the Krel Desert on their way through mage territory which most commoners and mortals consider to be dangerous. Driven by great steam engines, a train will often host a squad of guards who might man a gunnery car, there to repel Corsairs, Privateers, nosy Valkyrion, or rogue Mancer groups. There are some enthusiasts who consider sightseeing from the railway to be the best way to appreciate the Lyrinthian Federation's territories, and others still whose only way of life is to hitch rides as a vagrant stow-away.

    Black Market
      There's no real secret about the Black Market's existence or even how to contact someone buying or selling for them. Services and goods are available that range from military hardware, pilfered magical texts, armed mercenaries, and sultry escorts of amorous proclivities. If the Black Market's authority is not respected, a debt goes unpaid, or goods simply need to be smuggled through contentious airspace, agents hire reputable captains and crew who are willing to take a risk for the right price.
      Enforcing the will of the Black Market bosses can be lucrative, but full of betrayal should you ever misstep.
    • Corsairs: Air pirates who fly in small, fast, heavier armed cutters meant to surprise and overtake any mark. Most boarding parties equip their signature short-range gear meant to dominate in the close quarters of airship interiors.
    • Fences: Trusted individuals who have police and financial contacts, all of which allows them to accept stolen goods and quickly move them into market and get the responsible crew paid on behalf of the Commerce Guild.
    • Privateers: When captains escape the control of the Black Market and begin doing "freelance work" by picking their own marks, they are banished from the Guild. Privateers have a reputation for greed and decadence to match their usual brutality.


Paramilitant Mancer Organizations
    Opinions of these three well-known organizations vary, from childish vigilantes to a dangerous precedent of magical revolt. The three groups do not see eye-to-eye, and so alliances are rare or short-lived. None of the mage provinces officially endorse them, but their members hail from all walks of life. Their views on the Lyrinthian government, culture, and military are frequently negative or derisive at best. Their opinions about other mages tend to be elitist, and they place great importance on the purity of bloodlines for the strongest magic.

    Soulguard
      Long-standing alliance of nucleo, silica, and anima mages who seek out historical artifacts and look to the past for guidance. The Soulguard is vicious and relentless in their defense of temples and sepulchers, blending into the shimmering heat of the desert and whittling foes down until they are buried under the dunes. They are leery of newcomers who do not share their pure bloodlines, and cannot ascend them into higher ranks.
      The Soulguard have attuned their different abilities to work synergistically and create powerful new effects if two different mages cast magic as a pair.
    • Nucleo and Silica mages combine rituals to create glass-based spells and structures.
    • Silica and Anima mages cooperate and summon hordes of timeless mummified warriors.
    • Anima and Nucleo mages work together to tear the very souls from a still-living victim.

    Vigil
      This is a faction of fulga, ferro, and neuro mages who watch over the balance of instilled calm and forced peace, especially in the Lyrinthian Senate where they try to presume to speak for all mages. The Vigil often takes it upon themselves to guard mage lifelines of commerce with wide-reaching illusions and suppressing spells. They heavily question any mixed-blood mage who joins, and make it clear that they would always hold low stations.
      The Vigil have attuned their different abilities to work synergistically and create powerful new effects if two different mages cast magic as a pair.
    • Fulga and Ferro mages synchronize their abilities to create dancing lights and destructive plasma.
    • Ferro and Neuro mages coordinate to bolster their reflexes while creating solid-state false realities.
    • Neuro and Fulga mages combine spells to create widespread dominating feedback of emotions and pain.

    Concordat
      These powerful spellweavers of vulca, litho, and phylo magics look to the future, and explore the immutable change of the world and strive to bring order and guidance to turbulent times. The Concordat brush aside adversaries and crush the old guard who would stagnate or falter under a tide of heat, rock, and bone. They are distrustful of new additions to their ranks if those bloodlines are not pure, and cannot promote them very high.
      The Concordat have attuned their different abilities to work synergistically and create powerful new effects if two different mages cast magic as a pair.
    • Vulca and Litho mages join their energies and cast fountains of lava and falling meteors.
    • Litho and Phylo mages team up to build living self-healing structures which shape-change as needed.
    • Phylo and Vulca mages summon rituals of boiling blood and flaming tar to wash away adversaries.


Underground Movements
    Some world views would never garner widespread public support, or would signal career suicide if brought up at a war conference or the senate. Thus, the following proponents all work in secret towards their agenda of choice, building up numbers or quietly running things from behind a series of bribes and lies. They are who most would call extremists, looking to rapidly reshape the world into an image they see to be best-aligned with what is good or righteous. These groups hold secret wars against each other, believing any opposition to be poison against their cause. Assassinations, espionage, and shadow campaigns are their specialty.

    Godsborn Cabal
      These mortals and mages alike find themselves as brothers and sisters in their shared goal of forcibly reinstating mage rule over the populace, believing magic to be divine in nature and thus innately superior to humanity. They are mostly a political entity and seek influence over individual populations to first secure citizen rights for all mages, and then to subjugate non-magical mortals underneath a vast demonstration of coordinated power.
      Godsborn activity of one kind or another has been reported from all capital citystates.
    • Precious little is known about their enigmatic leader, The Apostle. Tracking this figure is one thing all of the Federation forces try to cooperate on.
    • Detectives from Lyrinthas and the Mancers alike do not yet understand how the Apostle continually evades them.
    • The Godsborn Cabal have worked with or exploited the Soulguard, Vigil, and Concordat several times, but remain just as secretive with each of them.

    Inheritance
      There are radical groups of mortals who seek to exterminate the mages and destroy their artifacts, convinced that the earth belongs to the sovereign rule of mankind, not magic. Whatever beliefs they hold about mages - that they are warrior angels or abominations or natural predators among humanity - all of the Inheritance agree that peace is only temporary while the magic users live. This group targets and assassinates high-profile mages and do their best to frighten and drive arcane people away from "normal" cities. It is common to hear of the brutal killing of a mage each week, and the provinces of Alhariq, Rijance, and Ubrea will each interrogate and make public executions of any Inheritance they can find, as a message to other followers of the cult.
      The Inheritance are famous for leaving behind cryptic, virulent messages.
    • Recently, a spree of abductions have been targeting adolescent mancers. When they are found alive and seen by doctors, the teenagers are discovered to have all been alchemically sterilized and made infertile.

    The Ascendant
      Seeking to bridge the planes of living and dead to unify mancers and mortals, the Ascendant view humans and mages as incomplete. Raids on research laboratories have found the premises abandoned, with corpses of test subjects, implanted with magical machinery, still bound onto surgical tables and suspended in liquid vats. Rumors of monstrous tortured shamblers turning up in the badlands and wilderness seem to support the theory that mages and humans alike are volunteering themselves for experimentation with a dangerous new breed of magitech. While investigators have yet to find evidence of any successful widespread plot, there have been reports of unique individuals with superhuman talents unlike any magic previously known, and not accountable by present breakthroughs in alchemy.
 
PostPosted: Sun Aug 28, 2016 3:52 pm


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Copy and Paste this directly from the Code Box, and PM to me labeled "Skies"
Please be willing to discuss revisions with me if something doesn't seem like it will fit.


Replace the "~~~~~~~~~~" with your selection.
Descriptions of each section can be found below!

[size=10][color=black][b][u]Introduction[/u][/b]
[b]Name -[/b] ~~~~~~~~~~
[b]Age -[/b] ~~~~~~~~~~
[b]Gender -[/b] ~~~~~~~~~~
[b]Appearance -[/b] ~~~~~~~~~~
[b]Rank -[/b] ~~~~~~~~~~
[b]Profession -[/b] ~~~~~~~~~~
[b][u]Combat Training[/u][/b]
[b]Archetype -[/b] ~~~~~~~~~~
[b]Slot 1 -[/b] ~~~~~~~~~~
[b]Slot 2 -[/b] ~~~~~~~~~~
[b]Slot 3 -[/b] ~~~~~~~~~~
[b]Slot 4 -[/b] ~~~~~~~~~~
[b]Slot 5 -[/b] ~~~~~~~~~~
[b]Personal -[/b] ~~~~~~~~~~
[/size][/color][spoiler][color=black][size=10][b][u]Background[/u][/b]
[b]Psyche -[/b] ~~~~~~~~~~
[b]History -[/b] ~~~~~~~~~~
[b]Objective -[/b] ~~~~~~~~~~
[/size][/color][/spoiler]


Introduction

    Name -
  • Your character's first and last name, if known.
  • Include any honorifics and titles of acclaim.


    Age -
  • How old your character is in years.
  • Military age is 16 years old.
  • Some characters may be old enough to have fought in the Self-Determinant War 42 years ago.


    Gender -
  • Male or Female.
  • Marital Status and Sexual Orientation may go here as well.


    Appearance -
  • Three sentence-maximum description which includes their favorite outfit.
  • Pictures are optional, but will be reduced to a hyperlink.
  • Note any distinct scars or features such as skin tone or missing limbs.


    Rank -
  • Military advancement, if any.
    • Admiral (leads Province defense, advises to the Senate)
    • Brigadier (commands the airships of a Citystate)
    • Captain (oversees operation of a single airship)
    • Commander (directs any ground troops or fighter planes who are from an airship)
    • Lieutenant (flies a fighter plane or may be an infiltration officer)
    • Sergeant (helps a Commander orchestrate infantry squads on the ground)
    • Corporal (leads an infantry squad of up to ten soldiers)
    • Private (relatively new to the service, but well-trained and highly skilled)
  • Political seat if they hold one, such as Senator, Governor, or Mayor.
  • Mages organize their troops into rough approximations of rank.
    • Master (political and arcane authority, holds position of office and sits as judge and jury on lawful matters)
    • Binder (sought for expertise in a specific realm of magic, and may teach at temples)
    • Adept (studied their particular craft and may mentor a Seeker of their own)
    • Apprentice (now considered an adult, and may elect for combat, academy, or pilgrimage)
    • Seeker (taught restraint from childhood by an Adept, to subdue hyperactive spells)
  • "None" or "Freelance" are acceptable entries here.


    Profession -
  • Your character's role in their society at the time that we meet them.
  • Consider major categories: military, airship, banditry, industrial, merchant, engineer, academic, etc.
  • Also acceptable: any faction or affiliation which might influence who they are hostile or friendly towards.


Combat Training

    Archetype -
  • Choose one that best-fits your character's origins or profession.
    Vanguard Soldier
    Airborne Infiltrator
    Najma Pyromancer
    Delkhi Geomancer
    Sielu Corpomancer
  • If you select "None" such as for a civilian or scholar, indicate only if they have a weapon at all, then write in "None" for the rest of the Slots.

    Slot 1 -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Revolver Musket / Solvent Launcher / Reciprocating Crossbow / None
    Stacked Pistol / Lever-Action Blunderbuss / Forearm Blade / None
    Irradiate / Salvo / Incinerate / None
    Liquefaction / Propel / Bombard / None
    Nightmare / Hologram / Contagion / None
  • Simply list the name of the spell or item.
  • Custom or Unique entries must be discussed with me beforehand, and have descriptions limited to 2 sentences.

    Slot 2 -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Concussive Grenade / Chaos Mine / Steam Mortar / None
    Frequency Harmonizer / Activation Putty / Endothermic Capsules / None
    Reaction / Nexus / Conflagration / None
    Sandstorm / Aurora / Convergence / None
    Rift / Confuse / Fracture / None
  • Simply list the name of the spell or item.
  • Custom or Unique entries must be discussed with me beforehand, and have descriptions limited to 2 sentences.

    Slot 3 -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Expandable Shield / Antimagic Capacitor / Steam Automaton / None
    Telescopic Rifle / Ballistic Gauntlet / Electrified Net / None
    Detonate / Shock / Eruption / None
    Construct / Polarize / Epicenter / None
    Diffusion / Vanish / Infestation / None
  • Simply list the name of the spell or item.
  • Custom or Unique entries must be discussed with me beforehand, and have descriptions limited to 2 sentences.

    Slot 4 -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Armored Longcoat / Vapor Harness / Clockwork Exoskeleton / None
    Jettison Vest / Grapple Belt / Velocity Boots / None
    Destabilize / Grounding / Accelerate / None
    Alluvius / Levitate / Dermis / None
    Shadow / Mirage / Morph / None
  • Simply list the name of the spell or item.
  • Custom or Unique entries must be discussed with me beforehand, and have descriptions limited to 2 sentences.

    Slot 5 -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Trauma Kit / Mana-fluorescent Lamp / Omni-Wrench / None
    Codebook / Skeleton Key / Tracker Goggles / None
    Regenerate / Electrostatic / Infrared / None
    Lyriform / Oriented / Enameled / None
    Echo / Whisper / Perceptive / None
  • Simply list the name of the ability or item.
  • Custom or Unique entries must be discussed with me beforehand, and have descriptions limited to 2 sentences.

    Personal -
  • Choose one. It must correspond to the color of your Archetype unless you discuss with me, first.
    Upgrade / Invention
    Upgrade / Invention
    Harmonize Magic / Conjure Weapon
    Harmonize Magic / Conjure Weapon
    Harmonize Magic / Conjure Weapon
  • Name your selection and limit its description to two sentences.


Background

    Psyche -
  • Your character's mindset and general approach to life. How they resolve stress or problems that face them.
  • Should include any obvious personality flaws, as well as beliefs which would shape major decisions.


    History -
  • Limit to one short paragraph. More than that, and it should be told in-roleplay.
  • Touch upon any formative events and circumstances which shaped your character that were beyond their control (such as parentage or birthplace).
  • To cast magic, a character must have at least one parent of the magic bloodline they can use. Having one human parent might weaken a character's magic, but not always.
  • Magic from different kinds of mages (such as a Najma mother and a Sielu father) does not mix in their children; instead, one arises as dominant in each child and is expressed.
    • The specific spells expressed by a child might be different from his sibling, even if both brothers are pyromancers, for example.


    Objective -
  • Everyone wants something. What drives your character to action instead of going home to an easy, slow life?
  • Your Objective can easily change throughout your adventure. Inspirations may include;
    • Recounting of world events in the SETTING post.
    • Your HISTORY or PSYCHE sections.
    • The BRIEFING (in the next post) of recent things that have happened due to other player actions.
 

Morvick

Dapper Autobiographer


Morvick

Dapper Autobiographer

PostPosted: Sun Aug 28, 2016 3:54 pm


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The Story So Far...



 
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