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Fantasy Caravan - Kingdoms Of Thoris [OOC HUB]

Tex.Y

True Neutral
Characters Thread: https://www.rpnation.com/threads/caravan-kingdoms-of-thoris-character-hub.345250/
Discord Chat: https://discord.gg/zGUGu6j
IC: https://www.rpnation.com/threads/caravan-kingdoms-of-thoris-chapter-1.346761/

~Caravan~
Kingdoms of Thoris

*Writer's note: You need not feel overwhelmed by the sheer amount of content. It is not necessary to read everything, and any questions you may have can be asked to me directly, if you don't feel like reading through all of the lore.

-

Welcome to Thoris, a sprawling world of magnificence, brimming with life and energies that transcend mortal understanding. At one point, the forces of nature lived in tandem with one another, locked in a tranquil cycle of life and death. Beasts did as they would, and took only what they needed from the land to survive. There was a sense of order buried within the countless struggles for survival. At least, that's how it was before the introduction of a force that sought only to conquer and control. Intelligence. With time, the threat of evolution took hold of the natural energies that maintained balance in the world. Races sprouted from the results, and followed through with their selfish desires. In time, they begun what could be transcribed as, a series of vicious crimes against life itself in their efforts to tame nature.

Fast forward a few thousand years. Civilisations have risen and fallen, acting as tides against the natural elements, leaving only weathered stone in their wake. The ruins of old, returned to nature, have long since been disregarded in lieu of modern practices. The sentient races of Thoris have advanced quicker than ever before, rising to levels of power that consistently stand toe-to-toe with the natural forces around them. This has allowed sustained advancement, without worry of being torn to pieces by beasts and magic, like their predecessors had, so many times before them.
The year is 1252-4E, marking the longest recorded era of advancement in sentient history. The kingdoms of Thoris have come to an accord, following the second great war, to maintain peace and guide all sentience in the right direction. But with so many different cultures, the clash of morals was unavoidable. Even now, particular superpowers struggle to stay relevant. Although every nation holds a voice at the continental counsel, wherein all leaders and political figures have a chance to voice their concerns, not every demand or worry is addressed with equal acknowledgement. The unrest within certain political bodies continues to grow, as the global union restricts actions. None are sure of what each kingdom plans beneath the veil of diplomacy, but with time, it might become clear that peace cannot exist with certain elements maintaining a persistent role in the mix.

Magic
The latent energy flowing through every inch of Thoris' atmosphere, and its people. Mana is what allows sentient races, and the beasts of nature, to manipulate the aspects of magic and reality by harnesses it through the use of what magical scientists refer to as nodes. Nodes exist in the bodies of sentient races in abundance, and allow different abilities to manifest with differing severity, supply, and effect. Some are born with unusual node correspondence, allowing them the mimic, or outright copy the magic that their racial restrictions would normally not allow, like granting humans manipulation over the mind, or Felis the ability to tap into healing abilities. Likewise, some are born without Nodes at all, albeit a rare occurrence. Furthermore, some races lack the natural affinity with magic to maintain their nodes without practising magic on a regular basis. In cases like this, non-casters can permanently lose their ability to harness Mana as their nodes shrivel up, and die.

Magic falls into many classifications, but is bound by a single set of universal rules, which are as follows:

<Law of Creation> All Mana exists indefinitely, and cannot be destroyed by normal means. It may only be redistributed, changed, and applied. As such a rule exists, complications arise when using magic who's sole purpose is destruction, as it defies the natural order of nature.

<Law of Independence> Magic is one with matter. Down to the very core of atoms, Mana is present, making up the very building blocks of reality, from the soil to the trees. It flows naturally, without guidance, through the blood of earth's creatures, and composes the planet we stand upon. As such a rule exists, magic that already serves a purpose, to compose a tree, or keep the human heart pumping blood, is extensively difficult to manipulate.

<Law of Sentience> Sentient creatures have a significant link with their own Mana, giving it a direct link with their soul. As such a rule exists, taking control of another person's manifested Mana is near impossible, and may produce chaotic results.

<Law of Blood> Mana is limited within sentient creatures, and most are unable to draw it from the atmosphere, or other natural sources, due to its chaotic and specific nature when expelled from the body. As such a rule exists, Mana consumption can exhaust, or outright kill, any who are not careful when using it.

<Law of Divinity> Certain branches of magic transcend the rules mentioned above. These are limited by divine teachings, wherein sentient races call upon magical powers that have predetermined rules. As such a rule exists, certain classifications of magic may break the rules of Mana, and create new rules of their very own.


Magical Classifications
  • The most common form of magic that all forms of life have the capacity to create and manipulate. The arcane is a raw manifestation of Mana. It acts as the core of all magical manipulation, almost like magical stem cells. If not given shape or form within the other classifications of magic, Arcane energy acts much like raw force. It can be used to enact telekinesis, create forceful waves of energy, or manifest physical creations temporarily. Although it is the simplest form of magic, the limitations of Arcane energy are not very strict.

    Raw Arcane energy can range in coloration from a dark blue, to a bright white. Darker Arcane energy is associated with strength, while lighter arcane energy is associated with control, allowing magical scientists to classify an individual's abilities with ease. Some are capable of manipulating the hue of their raw Mana, but these prodigies are few and far between. Arcane energy loses its natural coloration when applied to another classification of magic, as one would expect.


The Races
Throughout Thoris, there are many intelligent races that rule the major nations, either on their own, or in union with one another.

  • Humans are the most unremarkable race in all of Thoris. They are of average, height, strength, and magical affinity, balanced all around. The only somewhat unique trait of humanity, is its intelligence, and advancement in technology. Humans are more apt with technology, and are the sole force behind steam-punk technology. They're also the second more influential contributor to magical science, granting them a great deal of respect. Despite all of this, the have the shortest lifespans in Thoris.

    Humans posses an average node network, allowing them to dabble in all forms of natural magic. They are also one of the only races who are capable of becoming paladins.

    The average life span of a human is 60-80 years, and usually stand 5.5-6.5 feet tall on average.


The Nations
Standing as paragons of order, the nations of Thoris are hubs for civilisation to congregate, and thrive. As expected, nations at different ends of the world differ in culture significantly, based not only on their location, but the most prominent races within.
  • Considered to be the worlds largest and most prosperous super-power, Arcadia is a symbol of unity and peace. Within the giant white-marbled castle-city, which itself is etched into the bottom half of a mountain, each and every intelligent race lives in union with one another. The culture of the city sets itself out as something hard to define. Since everyone is free to act however they wish, as long as they do not break the laws of their home, many sub-districts have formed behind Arcadia's walls. Likewise, there are areas within the city where tolerance is key, and all shreds of racism and prejudice have been shed completely. Unfortunately, no nation is perfect, and the districts within Arcadia are often at odds with one another. Even so, Arcadia is the richest, most prosperous nation in Thoris, and sits at the center of the worlds single super-massive continent.

    The paladin order of Arcadia is by far, the largest collection of Paladins in Thoris.


Relevant IC Information Ends Here
Glad you read through that, or didn't. Either way, here's the stuff you need to read in order to join up.

Rules and Regulations1 - No god modding/powerplaying/autohitting/all that nasty stuff. You all know this by now, I don't even know why I need to state it.

2 - Please, do not add major lore without consulting me first. You're free in-character to create explanations and locations within the universe without asking me, because it's a pretty HUGE setting, but don't go creating entire nations without letting me know about them, just so we don't end up having things contradict eachother.

3 - Be friendly, be tolerant, and be tolerable. I have a zero tolerance policy for self-entitled tools who go around insulting people because they think it's funny or entertaining. If you're one of those people who can't treat others with respect, you're outta here, yo.

4 - Please address me if you have any questions or concerns. I want to make this fun for everyone involved, and avoid alienating Role players. I'm open to ideas and I'm very flexible. Take advantage of that!

5 - Don't call me Texy. This will result in an instant ban, totally. Like, no warnings, I'll ban you. I'll ban you so hard. Definitely.

The Plot
The player characters, as described earlier, will be part of a Caravan. Which Caravan? Why, Arcadia's royal Caravan, of course! Your purpose will be explained in the introductory post, but here are a few guidelines on the state of your characters when the RP begins:

You are a member of Arcadia's guard, a collection of knights who work directly under the king, and carry out cross-country missions whenever contracted to do so. Arcadia uses a Caravan system in order to maintain constant communication with its allied nations between the bi-annual continental counsels. They also use this system to transfer supplies, investigate oddities in the wild, and maintain the city's perimeter.

With this in mind, your occupational status can vary. You may be experienced, already used to the complications of your occupation, or you might be a brand new recruit, this being your very first expedition outside of the city's walls. Likewise, if you'd like to join the Caravan through more indirect means, you may speak to me about it, and I will discuss your options in great detail.

At any rate, there are three roles I absolutely must have filled. If nobody vouches to do so, I will fill them myself.

-Caravan Commander (A role of leadership, who's purpose is to guide and maintain the order of his group.)
-Caravan Pilot (Well versed in animal husbandry and/or maintaining the beasts that actually move your caravan)
-Caravan Carpenter (As implied by the title, responsible for upkeep of the Caravan, so that there is no danger of ending up stranded in the middle of nowhere.

Beyond that, roles vary, but are centred around keeping the Caravan safe, and getting it to its destination, and of course, back to Arcadia in one piece.

If there are any questions, do not hesitate to ask me directly.

Character Template
Here's a very basic outline for you to use at your leisure. Use it as guidance, if nothing else.

Name:
Age:
Appearance: (Pictures, or text-based descriptions are both fine)
Height:
Race: (One of the primary races, or one of your own creation.)
Home Nation: (One of the four primary nations, or a nation of your own creation.)
Magical Capabilities: (Classifications, specific specialities, etc.)
History: (Prior to joining the Arcadian Guard)

With All That Out Of The Way...
Welcome to the Caravan!
 
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Oh so much to choose from.. races, places, and lore building. where to start - where to start. I'm torn between asking for Pilot or wanting to add a position but Only because I had a great idea for a char based for a animal wrangler. So more for the person cleaning feeding and veterinarian the beasts both working in caravan and mounted forces protecting/working for it. I could even add a few choice fantasy animals from other places I have come from. well just read further you will get the idea.

Name: Strago (duh)
age: 32
appearance: 3.jpg
Height: 6'2
Race: 87.75 Human 12.25 Esp (this will be explained in backstory)
Home: Leias (actually he is from a small town in Leias called Luvia)
Magical capabilities: Animal communication/control and the ability to use magical attacks made by magical creatures (not all of them obviously.)
History: The Esp have a curious magical talent where they are able to commune with animals of various intellect using the bio-electrical portions of their minds. They actually just read the animals mind and then send psychic waves so the animals release chemicals in their brains to recreate emotions of whatever the Esp desires such as fear anger calm/euphoria or some other emotion state cause by a imbalance of chemicals. They also can mimic many different types of creatures magical attacks the only downside is they themselves have to be exposed to the attack and must have seen the creature do it. The explanation of this phenomena has never been confirmed but many theories have been made. The unfortunately low number of surviving Esp make these studies difficult. Being only 1/8 Esp Strago has had to spend 5 years practicing to achieve the working status in his abilities(12-17). He has also spent 8 years learning and working as a Vet(18-25), also worked as a cook(17-18). For the last six year Strago has been making his way from place to place as a traveling vet until someone suggested he work for Caravan tending to their work animals as a full time career.

So be sure to read it over I know it seems like a lot but not really. so if you want to give him Pilot I'm ok with it. Also let me know if I am over stepping any bounds.
 
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Oh so much to choose from.. races, places, and lore building. where to start - where to start. I'm torn between asking for Pilot or wanting to add a position but Only because I had a great idea for a char based for a animal wrangler. So more for the person cleaning feeding and veterinarian the beasts both working in caravan and mounted forces protecting/working for it. I could even add a few choice fantasy animals from other places I have come from. well just read further you will get the idea.

Name: Strago (duh)
age: 32
appearance: View attachment 326346
Height: 6'2
Race: 87.75 Human 12.25 Esp (this will be explained in backstory)
Home: Leias (actually he is from a small town in Leias called Luvia)
Magical capabilities: Animal communication/control and the ability to use magical attacks made by magical creatures (not all of them obviously.)
History: The Esp have a curious magical talent where they are able to commune with animals of various intellect using the bio-electrical portions of their minds. They actually just read the animals mind and then send waves neutrons so the animals release chemicals in their brains to recreate emotions of whatever the Esp desires such as fear anger calm/euphoria or some other emotion state cause by a imbalance of chemicals. They also can mimic many different types of creatures magical attacks the only downside is they themselves have to be exposed to the attack and must have seen the creature do it. The explanation of this phenomena has never been confirmed but many theories have been made. The unfortunately low number of surviving Esp make these studies difficult. Being only 1/8 Esp Strago has had to spend 5 years practicing to achieve the working status in his abilities(12-17). He has also spent 8 years learning and working as a Vet(18-25), also worked as a cook(17-18). For the last six year Strago has been making his way from place to place as a traveling vet until someone suggested he work for Caravan tending to their work animals as a full time career.

So be sure to read it over I know it seems like a lot but not really. so if you want to give him Pilot I'm ok with it. Also let me know if I am over stepping any bounds.

You can certainly have him as a role outside of Pilot, but if nobody else were to take that position, I'd suggest having him command the animals as well. Either way, the esp are acceptable. I'll likely work on a segment for them when I have a chance to tomorrow, and run it by you once I've finished. At any rate, Strago is fine. I've created a character thread for this, the link to which can be find at the top of the first post.


Well, this is very tempting.
1xRW0.gif
 
I'm thinking of making a navigator-type character, in tune with nature so that they know good paths to take and such. Doing a CS on my phone is going to be actual hell though. ;-;

Edit: Scratch the navigator thought, I have zero sense of direction in real life and I feel that attribute will carry on into roleplay. XD I shall think of other stuffs.
 
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I'm thinking of making a navigator-type character, in tune with nature so that they know good paths to take and such. Doing a CS on my phone is going to be actual hell though. ;-;

Edit: Scratch the navigator thought, I have zero sense of direction in real life and I feel that attribute will carry on into roleplay. XD I shall think of other stuffs.

Definitely don't want anyone ending up in a gorge, lol.
 
SilverFlight SilverFlight I think you nailed the Feral Lok'Sha, spot on, as well as the Caravan details. Just be aware that we're working off of medieval technology, with human civilisations just barely reaching the necessary developments to enter a steam-punk age.

Reinhardt Reinhardt Elim is perfectly acceptable. I'm curious myself, would his unique node mutation give him more Mana, power, control, etc? Or something more specific?

Strago Strago Here are some first drafts in regards to the esp and their magic. Their ability to commune with creatures would be under psychic class, but to explain nature-related magic, I've added a new section to the classes.

  • Esp are a peculiar, and nearly extinct folk, that shy away from the prying eyes of the more developed, and sturdy races in Thoris. The esp are found scattered across the wilds in small groupings, barely protected from the beasts that wander, due to their inherent ability to commune with nature's creatures. They are naturally gifted in magic, but unlike the other races in Thoris, their application of Mana differs completely. Rather than possessing the capability to manifest Mana, and mould it into any of the classifications, they are inherently capable of communicating with the beasts in the wild, using their nodes to alter, and understand the brain chemistry of less intelligent sentient creatures.

    The Esp have an abundant node network, and do not have to actively practice magic to keep it healthy, much like the Myti. Unfortunately, they are also completely unable of using other forms of magic. For all intents and purposes, they act much like the beasts that they speak with. Due to this however, they can perfectly copy the abilities of wild creatures, as such magic is less familiar with the classifications of Mana. Rather, it is completely instinctual. This sets them apart from most races, as there are no known classifications that allow intelligent races to copy bestial magic.

    The average lifespan of an Esp is 80-100 years. Esp are roughly 5-7 Feet tall on average.


Also, for everyone, Light magic class has been renamed 'Holy' Magic class.
 
SilverFlight SilverFlight I think you nailed the Feral Lok'Sha, spot on, was well as the Caravan details. Just be aware that we're working off of medieval technology, with human civilisations just barely reaching the necessary developments to enter a steam-punk age.

Reinhardt Reinhardt Elim is perfectly acceptable. I'm curious myself, would his unique node mutation give him more Mana, power, control, etc? Or something more specific?

Strago Strago Here are some first drafts in regards to the esp and their magic. Their ability to commune with creatures would be under psychic class, but to explain nature-related magic, I've added a new section to the classes.

  • Esp are a peculiar, and nearly extinct folk, that shy away from the prying eyes of the more developed, and sturdy races in Thoris. The esp are found scattered across the wilds in small groupings, barely protected from the beasts that wander, due to their inherent ability to commune with nature's creatures. They are naturally gifted in magic, but unlike the other races in Thoris, their application of Mana differs completely. Rather than possessing the capability to manifest Mana, and mould it into any of the classifications, they are inherently capable of communicating with the beasts in the wild, using their nodes to alter, and understand the brain chemistry of less intelligent sentient creatures.

    The Esp have an abundant node network, and do not have to actively practice magic to keep it healthy, much like the Myti. Unfortunately, they are also completely unable of using other forms of magic. For all intents and purposes, they act much like the beasts that they speak with. Due to this however, they can perfectly copy the abilities of wild creatures, as such magic is less familiar with the classifications of Mana. Rather, it is completely instinctual. This sets them apart from most races, as there are no known classifications that allow intelligent races to copy bestial magic.

    The average lifespan of an Esp is 80-100 years. Esp are roughly 5-7 Feet tall on average.


Also, for everyone, Light magic class has been renamed 'Holy' Magic class.
Right, I may need some help picturing that. Are we talking gunpowder but no electricity? Steam power? Coal? or is the most complicated machine there a catapult?
 
Right, I may need some help picturing that. Are we talking gunpowder but no electricity? Steam power? Coal? or is the most complicated machine there a catapult?

Gunpowder is a thing, electricity is completely off the table. Something similar to steam power is in its first stages of development, but can be used to make all manner of small-scale contraptions, essentially mimicking electricity. Appliances wouldn't exist just yet, but human society is currently going through a technological boom, so they may not be far off from creating automated vehicles and hardware.

I'm thinking arcane energy might be a substitute for electricity, as far as the canon is concerned.
 
Gunpowder is a thing, electricity is completely off the table. Something similar to steam power is in its first stages of development, but can be used to make all manner of small-scale contraptions, essentially mimicking electricity. Appliances wouldn't exist just yet, but humans society is currently going through a technological boom, so they may not be far off from creating automated vehicles and hardware.

I'm thinking arcane energy might be a substitute for electricity, as far as the canon is concerned.
Ah good, I imagined there being some small, rudimantary machines that run on power, but that the caravans were drawn by animals. Is that right?
 
Reinhardt Reinhardt Elim is perfectly acceptable. I'm curious myself, would his unique node mutation give him more Mana, power, control, etc? Or something more specific?

It grants him heavily enhanced control over spells, to the point that he can easily alter and modify them to his liking, essentially creating his own set of spells.

However, he can only do this to spells which he has learned and practiced.
 
It grants him heavily enhanced control over spells, to the point that he can easily alter and modify them to his liking, essentially creating his own set of spells.

However, he can only do this to spells which he has learned and practiced.
Alright. I'll be keeping on eye on that.

I think I'll be starting up the IC thread within the next few days. Anyone who might still be interested in joining, but hasn't posted a sheet in the character's thread, will have that time period to do so, as well as roughly a page IC. Otherwise, they'll have to PM me to get involved outside the main group.

We also have a discord: https://discord.gg/zGUGu6j

I'll likely be using that to notify everyone of stuff if they join up.
 
I am definitely interested in this. I am now trying to put ideas together for a character.

But as always I am having some trouble to decide.
What sort of character do you think would help to balance out the team. Here's a few I want to try.
A quirky doctor.
A hot-headed, ex-arsonist, gunslinger
A mysterious, mellow, minstrel.
 
I have no idea about balance but personally I want the hot-headed arsonist gunslinger because that sounds like fun. XD
 
I am definitely interested in this. I am now trying to put ideas together for a character.

But as always I am having some trouble to decide.
What sort of character do you think would help to balance out the team. Here's a few I want to try.
A quirky doctor.
A hot-headed, ex-arsonist, gunslinger
A mysterious, mellow, minstrel.
Quirky doctor fills the most appropriate role, I'd say, but it's up to you in the end.
 
oh a quirky Doctor and a country vet. Is this a adventure or a comedy? lols whatever you decide I'm sure it will be fine.
 
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Q: What is the level of medical technology? Have needles /syringes been invented or are we looking at 1800's medical knowledge?
 
Dreamtique Dreamtique Can I have a little more detail on how the quad-summoning works? Also, I'm in the discord chat listed in the first post, as are most of the players.
 
Dreamtique Dreamtique Can I have a little more detail on how the quad-summoning works? Also, I'm in the discord chat listed in the first post, as are most of the players.

Ah, there's not much detail to it really.
Basically, the summons are based on the Four Symbols, since they are all basically interconnected elements, I figured Vermilion Bird's allies would show up to help too if called upon by the Vermilion Bird itself.

I figured it would be a good boost to his magic's practicality. But do tell me what could I do to make this consistent with your lore.

Go ahead and give me some advice on that.
 
Ah, there's not much detail to it really.
Basically, the summons are based on the Four Symbols, since they are all basically interconnected elements, I figured Vermilion Bird's allies would show up to help too if called upon by the Vermilion Bird itself.

I figured it would be a good boost to his magic's practicality. But do tell me what could I do to make this consistent with your lore.

Go ahead and give me some advice on that.
Essentially, all ethereal beings need to be contracted, and united directly with your soul. You could potentially have 4 summons. If the Vermillion bird has allies in his realm, he could certainly guide them to you, but they would end up as individual summons that your character would have to call upon, regardless.

Ah, and the magic of each of these summons is something I need a little more info on. What they can do, essentially. They don't need to have magical abilities, but I would like to know their physiology to some degree, like size/abilities/etc.
 

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