Randomfella
Rando
Look to the different items on display. The trader continues to hand you various items, fakes, knockoffs, worthless items of all manner. A disappointed sigh leaves the man's lips as you refuse each one, you didn't come here for charity, but for business, you knew what could sell well, and he had nothing of interest. His head hangs dejectedly, only able to watch as you begin to walk away, before you stop, pointing to something in the side of his shop. His eyes light up, but only with confusion. It was the first time the item garnered any interest, and while you could hide your own, you weren't about to leave without it, you...
Sit, if you can even call it that, your dishevelled hair drooping over your dirt-ridden face. Ragged patches of clothing the only things to your name, if you could even remember it through the memories that eat at you, haunting every waking second... Though they are preferable to the alternative. A hat, filled with holes, drenched by time, sits before your unresponsive body. Strangers pass it, you're already dead to them, not even a single coin resting within the fake leather. Yet, somehow in your state, you hear a slight *thud* as the weak material is struck. Your eyes stretch open as you weakly lean toward it. No one stands by it, but inside sits something... Amazing, you...
Take the gem, sure you are but a child, yet you've never seen something like it. How could it have just been laying here without someone taking it? You take a small cloth from your hand, wiping the smudges from the surface, it was as if others had mistaken it for trash but you knew better.
No matter your story, this jewel, this bauble, whatever you might name it, seems oddly different, not of this world, yet you couldn't simply leave it be. It was almost as if something drew you to it, you were meant to own this. It had been a week, a day, an hour... You stare into the precious stone, a flash of coloured light erupting into your eyes, followed by... Words? These symbols that appear in your mind, they were of no language you have ever seen, yet you could read them perfectly. Wait!? Who was this?
Belated breaths escaped your nostrils as you stared toward these unfamiliar lands. The blue, or perhaps grey, sky, the large blinding sphere that shone down upon you. One thousand of your kind, sent to the world of man every thousand years, to determine who would rule your home. You had no choice in the matter, whether you wanted to or not, you would fight for the position. You grip the stone that binds you to this world, its colour reflecting familiarly off of the rays of light. You had best find a human that can wield your power, that shares your goals, and you'd best do it soon... The game has already begun.
This is a roleplay I've had on my mind for a few years now, and takes inspirations from settings such as zatch bell or pokemon (though you do not need any knowledge of either to join), in which you will have a human whom will find what appears to be a strange gem, which is bound to a familiar. Only one human can use each gem, and are drawn to it in the beginning. The familiars themselves can attempt to choose a human, perhaps by trial, or observation, though not all are able to wield the power, so it is possible for a familiar to go without a partner for some time.
Familiars are creatures with immense magical powers in their own worlds, and their powers can extend to all reaches of the imagination. Controlling flames, superhuman strength, manipulating minds, you name it. However, in our world, Familiars are unable to use their magic by their own means. This is why they require a human, bonded to them through their stone, to read incantations that activate their powers (such as shouting a move in pokemon, ect). This isn't to say humans have control over Familiars, each have their own respective personalities and inspirations, and if they don't work together, they will never succeed. Spells do not come all at once, it takes time, and a strong bond, for the master of the stone to be able to make read out all of the invocations, the most powerful of which hidden deep within the very core of both man, and familiar.
The Familiars sent to battle are of the newest generation. Most are young, or in their teenage years in respect to their kind, though that isn't to say one can't be older. As for their appearance, the world they come from can be extremely diverse, allowing for numerous possibilities, though most appear physically as young humanoids with some differences to the humans of this world, though they can generally blend in. That is to say you can be as creative as you like if creating a character as a Familiar, though do know overly abnormal appearances will be noticeable by other characters, and will likely need more explanations to their history. The stone they bring with them is called a Mundus Stone, it binds them to the human world, and when destroyed, the familiar is sent back to their own world having failed.
Familiars spells will all be similar in idea, like a 'type' of sorts, that is to say all spells should be similar in some regard. Such as a Familiar whom uses fire spells having all their spells incorporate flames or perhaps heat in some way. There is no set amount of types, and you can choose a theme that you enjoy as long as it is accepted, though I prefer player characters to have different spell themes to one another (I also won't create npc's with exactly the same spell theme, unless there is some significant lore reason toward it). This spell theme also reflects on the Mundus stone. All stones appear different, with different hues of colour. The colour of the stone is chosen by the Familiar, but the energy it gives off when an incantation is being cast is specific to the spell theme, such as red/orange in a fire Familiar's case.
The universe is set in a medi-evil era, so humans can be anything from peasants, to knights, to lords of any age that allows them to talk. There are also mages in the world, though they are quite rare, humans that have been able to harness magical powers, yet they pale in comparison to those of the Familiars. That being said, humans will of course have their own stories and goals, this roleplay is definitely not only about the Familiars (calling it humans and familiars doesn't have quite the same ring to it ). In fact, the humans have far more control over the direction of their story, since the Familiars will rely on them to a greater extent. On the regard of story, there will be laid out plots, cut into arcs until the roleplay if finished, though in any arc of the story there is the option for a character's own story to develop. Perhaps your character dreams of finding ancient runes, or their missing love, just let me know about it in personal messages during the roleplay, and we can work it out, I personally love to have all characters with their own stories, whom join together to fight for a larger purpose.
The stone held within your hands, the Mundus Stone, is their connection to this world, and the connection to their own. This is why it is required to unleash their own power, at your command! You can do what you like with the stone! Put it in a locket, strap it to your wrist, chuck it in the bin, whatever you find most effective! However! If you wish to cast an incantation with it, there are a few things you should know! Or should I say, a few things you will learn over your time with your Familiar.
Firstly, you may only cast the spells you can read. You may see countless symbols within what you call the 'gem', yet only set lines of our language can be read. Don't worry! It isn't broken! It simply takes time, and effort to unlock the extensive powers your Familiar is capable of! (If you aren't taken out before you can even read a few that is!) Effort through physical training, and the bond between you and your partner! Either one, or both!
Secondly, casting an incantation requires you to place your palm upon the stone. Either palm is fine, but the direct contact is necessary, no matter how well you might remember the words (Though it is faster to speak them by heart, than to read them out). So apologies to anyone who thought to lock it within a titanium box! That isn't going to work as well as you might wish!
Lastly, no, you can not just continue to read out spells and expect the Familiar to continue to vomit them out without pause! In fact, the spells themselves use your own willpower! How great is that! That means, the more spells that you cast, and the stronger those spells are, the more you will be drained! Exciting! This will be one of the most important lessons you come to find! All humans have different amounts of willpower, and no, being a big strong warrior doesn't mean you have a strong will! In fact, the weak, that continue to fight through their own troubles, are often the ones with the most! As you fight, and battle, through hardship and impossible odds, your willpower will grow! Those that struggle, those that fight no matter the cost, will find success in this game!
Thank you, human, for listening to my spiel! I hope you find what you wish for in your new friend! Most important of all, have fun!
Specifics...Thank you Jin... *Djinn!*
It is not only Familiars who have special abilities. Perhaps you are a warrior, clad in steel, able to both give and take plenty of punishment. An archer, capable of taking out your targets before they are close enough. An assassin, hell, why even fight if you can take down your opposition without them knowing you're even there. A mage, able to distract your opponents through illusion, or slightly add to your Familiar's power. These, and plenty more, are options for your character. If you have any wild ideas, feel free to message me, or leave them here (or on the ooc when it is made). All player humans and Familiars are intended to be balanced, and while power will change and radiate throughout the course of the roleplay, no one will be able to simply take down another group with a flick of the wrist. If you are a master of combat, expect to have penalties to balance you to a beggar.
For Familiar's powers, most things are acceptable (though I will be going through spells and such with each Familiar player to ensure they aren't broken). I would prefer to stay away from concepts such as time travel, mind control of humans and familiars that are partnered, and really anything of that nature. If you're unsure about a concept you are thinking of, or just want to discuss it, feel free to message me, I'm happy to help with any queries you might have. Familiar players create their spells, you may discuss it with your partner if you have one, but in the end it is the Familiar's call what spells they posses, the same goes for humans and their abilities/spells. You do not need to create all of your spells from the start, only a few are necessary as more will be added as the story progresses. Your first sets of abilities should be relatively weak, for example, a fireball that shoots toward the target in a straight line would be fine, later a spell could cause it to be homing, and/or explode on contact.
As far as player v player combat goes, no one will have their stone broken without the gm's involvement. As far as ic rules go, this is the biggest one, any power play or god-modding will be pointed out, and if continued, possibly punished by removal from the roleplay. This isn't to say that each character has plot armor thick enough to go through any decision they might make. Too many reckless maneuvers can and will result in a shattered Mundus Stone, though there will be warnings beforehand about possible dangers with select choices, but they won't be unlimited. Another thing to note is that Familiars are unable to destroy their own Mundus Stones, only other Familiars or humans may destroy them.
There are two types of characters you may create, being humans (or other races if requested as a group) or Familiars, second or even third characters are possible, but will depend on current ratios of human to familiar. As a roleplayer, I think the best way to go about this is to have the option to create a human and Familiar, that are bound to one another, or to create a character that bonds to another roleplayers character (or becomes familiar with them, heh). The former option comes with less restrictions, and expectations, as you being mia will not be as dire toward another player in the roleplay. The latter, which I do prefer due to the greater possibilities with interactions when having two roleplayers in one team, also comes with more requirements. If you have ever ghosted a roleplay, or have a regular tendency to go for weeks without posting, this option is not for you, as it could cause your partner in the roleplay to be forced to wait for extended periods of time. The posting expectations are once per week for solo players, and around once every two or three days for partnered players, though I do understand that life can get in the way. The best thing to do if you know you will be absent for a long period of time is let the roleplayers and I know in ooc, so an arrangement can be made. Please write in the first and last letters of your username so I know you've read these rules. All RPN rules apply. The story itself will likely be dark at times, and light in others, with comedic elements mixed in depending on the characters! Thanks for taking all of that in, hopefully the plot is something that you like the sound of. If you have any questions, or ideas, please feel free to let me know in the comments.
Last edited: