Doctor Llamabean
*winks at Markus*
- (Forgive my lack of coding. Maybe I'll come back later and touch up.)
Welcome aboard, ye lost soul! And welcome to The New Age!
So ye've come lookin' fer trouble, aye? Heh. Can't say I blame ye; this world's got more stories than the sea's got secrets. But let me tell ye somethin' before ye throw yerself to the tide... this ain't the world it used to be.
They call this era the New Age, but don’t be fooled—just ‘cause the Hollow Epoch’s long past don’t mean its ghosts are gone. The sea still carries whispers of what was lost, and those who dig too deep into the past… well, they don’t always live to tell the tale.
This world’s got Sorcerers, ones who pull power from the Source like it’s the very breath in their lungs. Then ye got Alchemists, speakin’ in tongues that make a man’s ears bleed, bindin’ the Tether to twist the world to their will. And then, there’s the ones no one speaks of, 'cause no one even knows what they are: Vessels, people with power flowin’ through their very veins, guided by voices no one else can hear.
But it ain’t just magic ye gotta worry about. Pirates, kings, warlords, and secret orders—they’re all vyin’ for control, each one with their own vision of what this New Age ought to be. Some chase gold, some chase power, and some... some chase the truth. But ye best be careful...there’s some truths that ain’t meant to be found.
So what’ll it be, stranger? Will ye raise yer flag and carve yer name into the world? Or will ye be another poor soul swallowed by the sea?
Heh. Either way, ye best hold fast, ‘cause this world don’t take kindly to the weak. - Hi! So, as you can probably tell, this RP is about Pirates. Clever name, right? I know.
So, basically, our characters sail the seas in search of riches, adventure, and/or answers! There is a lot of lore for you to read about, and it's only going to expand as we go, but I intend to be as transparent as an individual needs me to be. There is also a lot of freedom for players to add their own touch to the world history. I've established enough of a foundation for people to walk on and take as example for their own building! - ROLES:
Captain - There can be a total of 3 Captains. Captains can be either of the three classes: Sorcerer, Alchemist, Vessel
(3/3 claimed)
Vice-Captain - There can be a total of 3 Vice-Captains. Vice-Captains can be either of the three classes: Sorcerer, Alchemist, Vessel
(3/3 claimed)
Mythological Humanoid - There can be only 3 Mythological Humanoid OCs in the cast. This role cannot be any of the three classes, as it would have its own unique capabilities and feats. (3/3 claimed)
Crewmates - There can be any number of Crewmates! Crewmates can be either of two classes: Sorcerer, Alchemist, or they can choose to be neither. They cannot be Vessels. However, do not let this discourage you! There are numerous ways to add uniqueness to your character. If you need help with ideas, talk to your Captain or Me! This world is expansive with many mystical concepts, so that gives us some extra room to invent. Some ideas could be (Shipwright, Cook, Navigator, etc.)
NPC Crewmates - These can only be crewmates with no class. They are simplyHuman
- ✧ SORCERY | "SORCERER" ✧
THE NATURE OF MAGIC:
In this universe, magic is referred to as the Source. Not everyone is born with the potential of harnessing the Source.
The Source is what magic theoreticians call the supernatural reservoir of energy that Sorcerers are born capable of tapping into. The Source is magic. Many theoreticians still debate its true nature.
SORCERERS:
—Those born with an innate connection to the Source are called Sorcerers.
—Source-sensitivity is not always hereditary.
—Sorcerers are distinguished at birth by iridescent markings covering their bodies.
—They possess longer lifespans than non-Sorcerers, living up to 160 years on average.
MASTERING THE SOURCE:
Those born Source-sensitive must learn to harness their gift.
—Calling upon the Source requires time, practice, and meditation.
—Bending the Source to one’s will demands focus, control, and dexterity.
—Sorcerers utilize hand symbols and fluid body movements to shape magic, weaving it into a complex, living design.
—Every Sorcerer has their own unique formula for spellcasting.
Not all Sorcerers are capable of the same feats.
—Some spells are widely known, familiar to most if not all Sorcerers.
—Other spells are unique, crafted or discovered through personal study and practice.
THE COST OF POWER:
Sorcery is among the most formidable forces in the world—but it is dangerous.
—Many Sorcerers succumb to Source Blight, a plague of the mind caused by overindulgence in magic.
—The most afflicted ooze raw, unfiltered magic and become unstoppable monstrosities.
—The more one pulls from the Source, the greater the risk of falling into madness.
THEORIES OF THE SOURCE:
Magic scholars debate the true nature of the Source:
—Some believe the Source is a separate plane of existence, slipping into the physical world when called upon by Sorcerers.
—Others theorize that the Source is an infinite wellspring of energy that exists beyond time and space, and that Sorcerers act as living conduits for its power, drawing from the well.
—A less popular theory is that the Source is not meant to be used by mortals. It is an unnatural force, dangerous in that it erodes the minds of those who draw upon it, leading to Source Blight. It is believed that Sorcery is a gateway to something darker.
MAGIC AND SOCIETY:
Magic is not welcome everywhere.
—Some regions abhor the existence, practice, and use of magic.
—Others permit its use, but impose strict regulations, but the fact of the matter is that Sorcerers are still rare. As a result, many people regard Sorcery with fear and hatred. - 🜃 ALCHEMY | "ALCHEMIST" 🜃
THE NATURE OF ALCHEMY:
Alchemy is a refined practice that taps into the Source via the Tether through material transformation, chemical reactions, and ritualistic formulas. Unlike Sorcery, which requires directly manipulating the Source, Alchemy channels its power through physical mediums—plants, minerals, metals, and even the essence of living beings (blood, spit, hair, etc.).
Alchemy is a supernatural science, an imbuing of the Source into substances, formulas, and objects, rather than a weaving of the Source into new forms. Unlike Sorcery, which draws power directly from the Source, Alchemy does not generate power—instead, it uses the Tether to channel and store the Source into lasting forms.
The Tether is what alchemical scholars describe as the conduit between the physical and supernatural realms. While its exact nature remains debated, only those born with the Echo can practice Alchemy. This connection is rare, and not just anyone can become an Alchemist—one must be born with the ability to understand and speak the language of Alchemy.
ALCHEMISTS:
—Those who study and manipulate the Source through ritualistic formulas are called Alchemists.
—Like Sorcerers, not everyone is born capable of Alchemy. Only those born with the Echo can interact with the Tether to tap into the Source.
—Alchemy is not hereditary.
—While Alchemists do not live longer than ordinary humans, some have discovered elixirs and tinctures capable of prolonging life.
THE ECHO:
The Echo is the innate connection that allows Alchemists to comprehend and speak an incomprehensible language that grants them control over the Tether.
—The Alchemists' Language has no written form—it exists only as spoken utterances.
—To non-Alchemists, their speech sounds warped and otherworldly, as if the words do not belong to mortal tongues.
—Attempting to process or understand Alchemical speech can cause dizziness, disorientation, and nosebleeds in normal people. More powerful Alchemists or those speaking with greater intensity may induce worse symptoms, such as unconsciousness or temporary deafness.
MASTERING ALCHEMY:
Alchemy is a discipline of study, experimentation, and formula.
—Alchemists must learn to harness their gift, understanding the relationship between the Tether and the materials they work with.
—Unlike Sorcery, which directly manipulates energy, Alchemy stores and redirects it, embedding magic into objects and substances.
—Mastering Alchemy requires years of experimentation. Miscalculations can lead to harmless failures or ones more catastrophic.
THE COST OF POWER:
Alchemy is powerful, but it comes with its own dangers:
—The Tether, when improperly manipulated, can backlash, causing unstable reactions.
—Corruption: Some Alchemists experiment on themselves, attempting to become more than human, which often results in horrific transformations or decay from within.
—Resource Dependent: Unlike Sorcerers, Alchemists require rare ingredients, metals, and purified elements, making their craft expensive and time-consuming. - ✺ VESSELS ✺
WHAT ARE THEY?:
Truth be told—no one knows. Vessels are a rarity among rarities, beings that are unknowingly born with the Source naturally flowing through them.
Unlike Sorcerers, who must manipulate the Source through will and motion, or Alchemists, who bind the Source's energy through the Tether, Vessels do not control power—they are power.
Their existence is a mystery, as very few recognize what they truly are, and none understand their origins. Vessels do not realize they are different from ordinary humans, as no widespread knowledge of their nature exists. They simply live their lives, unaware that their strength, speed, and resilience are beyond normal human limits.
—The life duration of Vessels is unknown.
What defines them most, however, is something more than just raw ability—they hear the Voices.
—Vessels are incredibly rare, even more so than Sorcerers.
—They are not trained in magic. Their abilities are entirely innate, requiring no study or ritual.
—They do not pull from the Source; they are naturally infused with it, allowing them to perform superhuman physical feats.
—Each Vessel hears a Voice, a presence that guides, warns, and speaks to them. The Voice is unique to each Vessel, possessing its own personality and tendencies.
THEIR ABILITIES:
—Vessels possess immense physical prowess, including:
Enhanced Strength – Capable of feats beyond human limits.
Enhanced Speed & Reflexes – Moving faster and reacting quicker than ordinary people.
Heightened Durability – Withstanding injuries that would be fatal to most.
Enhanced Recovery: – Vessels recover faster from wounds than normal people, but not in a magical healing sense. It's more like their bodies naturally push through pain and mend quicker. As a result, they don't scar as easily, and wounds that would normally leave permanent scars fade over time.
Alchemical Immunity: – The Tether, which Alchemists use to bind magic into materials, does not work properly on Vessels. Potions and elixirs might have unpredictable effects. Some work, some do nothing, and some backfire. Enhancements, such as enchanted armor, cannot bind to them, nor can they wield Alchemical weapons.
–An Alchemical weapon, which is a weapon imbued with power via alchemy, will harm a Vessel. They can hold it, but it will ultimately damage them, resulting in burns all over their body.
- ROLES:
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