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ScatheAriiasqDrayceon

Just cause I read worse don't mean it ain't cursed
Roleplay Availability
Roleplay Type(s)
THE WORLD:

This word is Esteros, divided into three continents and just out of the medieval era.

Vessier, the icy northern continent of strong magic and driven by progression of said magic.

Avieran, the dessert land that thrives on animals handlers. It has a diverse array of wildlife, and specializes in the field of nonmagical and magical creatures.

And then where you are. Ezrer. Ezrer is the continent of wide grasslands and forests, living off 'technology'. You are here.

Different humanoid species:

Seraphs: Winged reptilians. Some have tails some don't. Many have a physical ability (think Jet's splitting jaw), and most have leathery wings, though, feathers aren't uncommon. Long, pointed ears that can move and swivel at will. Average height; 6'6. Increased senses and speed. Some can use magic to switch to a humanoid form.

Harvin: Anthropomorphize an animal. ONE ANIMAL. (Give them fingers and relatively human toes). Average height; 5'6. Increased speed, much more strength, and general senses. Harder time doing magic.

Humans:
Vanilla human. You know what that is. Average height; 5'6. Adrenaline rush: Basically physically unstoppable for a small time. Not invincible, but your stamina will not wear down at all, and you can't feel pain.

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CONCERNING MAGIC:

Magic:
There are four types of magic, all drawing energy from a soul. Souls are sometimes called magic reservoirs. Reservoirs can be trained, allowing the caster a greater range of spells to use. Magic is divided into four groups.

  • Incantations: Spells activated via spoken word. Moderate energy drain.
  • Magic circles: Basically a drawn incantation. Basically a circle with several ancient symbols tying the magic to the object or energy wanted to be manipulated. Activated by the blood of the caster. Can be engraved on an item to make an enchantment. Low energy drain.
  • Genetic magic: Magic inherit to the caster that ties them to an energy element. 1/10 chance. High energy drain. Magic such as this provides them immunity to this element and full control over it.
  • Alchemy: Take two things, squash them together, and draw power from that. Ingredients decide the spell. No need for a magic circle. Essentially, potions. Low energy drain.



Magic is further divided into five subgroups:

  • Energy Elementalism: The study of the elemental energies. Hard to use and even harder to master. (Light, heat, electricity, chemical.)
  • Standard Elementalism: The study of elements as a whole. Easier to use and master. (Fire, water, earth, air.)
  • Mentalism: Magic focusing on the manipulation of the mind. Intermediate. (Illusion, telepathy, telekinesis, memory manipulation, etc...)
  • Physical magic: Magic affecting the body. Easy to use, hard to master. (Speed, strength, and endurance buffs, restoration magic, blood magic, bodily modifications, etc...)
  • Soul magic: Illegal magic focusing on someone else's magic reservoir. Difficult to use or master. (Soul/body binds or breaks, magic boosting, death magic.)



Grimoire: Grimoires are books containing spells. All of the learned magics. Incantations, Magic circles, and Alchemy. Basically, they're textbooks.

Souls: What people call the finite pools of energy that fuel spells. Physical energy can be converted to soul energy if the reservoir is low. A spell too high of a level will kill the caster. There are alternate ways of obtaining magical energy, though most are unknown.

Incorporeal Souls: When someone loses the physical energy to continue and they die their soul starts seeping back into the nature around them. This can take up to a minute after brain-function ceases. If one has enough magic energy, they can break the bind the soul has to a body, and the soul will become detached. They can still retain the mortal's personality and thoughts, but they cannot make spells or be of any use. They are nonphysical to all but whoever broke the body bind.

The souls can't do much besides boost someone's magical energy. They are invincible, and when their energy is depleted, they will be unable to be drained. Water may cause them to lose their energy and stop floating, but they will eventually either wash up on a shore or be tossed back into the air and allowed to resume floating.

Souls can enter another creature's body, but only with permission and they cannot take control of it.

Staffs: Some mages may use staffs, long poles used to store spare soul energy from themselves in downtime. They can also be enchanted to help with spellcasting.

Artifacts: Enchanted items with some benefit. Usually jewelry or accessories of some kind.

There are many other lost forms of magic, such as spellweaving, necromancy, and life magic. These are currently unavailable.

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YOUR SITUATION:

It was dark. Cold and dark. Dust floated through the air and the area around you smelled of ash in an almost sickening way. You didn't know where you were. A whisper of a word floated through your mind, unintelligible and garbled. It actually kind of gave you a brief headache, the frequency of the pain varying. Again. And again. Slowly getting clearer until... the pain stopped. And a voice punctured through.

'Are you okay?'

It was a man's voice, this time clear, carrying an accent. British. Formal. 'We're gonna get you guys out. Stay still. Are you injured?'

You weren't majorly, besides a few scrapes here and there. Possibly bruises. Maybe one fractured bone. Everything hurt like hell, though. Felt like you'd been tossed down a tree and hit every branch physically possible on the way down. As your eyes finally got used to the light, you could look around.

You were in a collapsed cave with others. Broken chains littered the ground, and stone surrounded you, crumbled and jagged. If you moved the wrong way, that could be disastrous.

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Yaaay! First real post! I figured I'd check and see if anyone was interested in a roleplay like this. So—uh... go for it!
 
Rather interesting premise and definitely has some promise
 
I have arrived and am very interested. Also also are we allowed to make our own abilities/magic?

Genetic magic is restricted to the elements, however spells are something that are just kinda... everywhere and everything, so yeah. Magic circles, incantations, hell, if you give me a good base for a made-up language, I'll even let you do spells in that, provided you give a translation.
 

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