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Fantasy ~Magicborne: Detailed Fantasy Adventure!~

SkyGinge

Sad Shroom
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The RP is Now Up and Open!Please click this link and then use the links at the top of each page to navigate your way through the lore and details. Ensure you've read everything before you make your application!

Millennia ago, or so says tradition, the world was formed out of the perfect magic of The First Magician, who established the laws and systems behind the world and crafted landscapes and life in which to fill it. But those days have long passed, and the secret to pure magic has disappeared into oblivion, along with the First Magician himself. Mankind is born with the potential for magic inside them, but every exertion of magic is tinged with natural corruption. Put simply, magic is broken, and whilst it offers extreme power to those who pursue its whims, its consequences are increasingly dire both for the magician and for the foundations of the world itself.

In the present day, the fabric of magic, once pristine and ordered, finds itself tattered and chaotic, with the very laws of the universe fraying at the edges. A town is build sideways on a sheer chasm face. The dead come back to life. Fortunes and luck are very real, scientifically explainable phenomenon. Magic is commonplace in the lives of all, albeit in cautious moderation. Meanwhile, the natural disorder is mirrored in political disorder, as two kingdoms are caught in the deadlock of war. King Auxis of Nortalis believes the Meridanian ruler, Lekheyr Chalach, to be behind a curse tainting the souls of his people, and will stop at nothing to destroy him to free his people. The battlefields are ablaze with magic and chaos.

Nineteen years ago, something peculiar happened; every pregnancy in the secluded Nortalian town of Bordissa resulted in the birth of twins. Far from the brutality of the border battles, these young people have so far enjoyed a life of rural solace. But when one twin from every pair disappears overnight, the remaining twins find themselves thrust from their country comfort into a web of deceit, where corruption and dark secrets lie at every turn. As they desperately search for their missing siblings, they find themselves as central figures within a dangerous scheme far beyond their comprehension, a multi-faceted plot which questions the very nature of evil itself.

The world's balance lies in the hands of our young heroes. Will you join the adventure?


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Thanks for interestedly checking out this interest check! Magicborne is a detailed fantasy RP that will be running over the summer, lead by myself and my co-GM Semblance Semblance . The RP will begin in Bordissa as we play out the fateful night our characters' twins are kidnapped, and then follow them across Nortalis on their quest to discover what happened to their twins. We will also later have the opportunity to play their kidnapped siblings in brief interludes as they find themselves subjected to imprisonment and worse. The focus of the RP will be exploring how our characters deal with the traumas of their journey, how they bond and interact, and there'll be plenty of high-stakes combat sequences along the way!

We've put a number of systems in place to ensure the RP is as structured as possible. The world of Magicborne features a detailed magic system, complete with twelve different categories to choose from, from your classic fire, earth and water to teleportation, charming and prophesy, each with their own destructive consequences for the careless magician. The story will run on a chapter system, where the events will be split over the course of five chapters, each set in a certain location and with certain goals for our characters to try to achieve - the idea is that the RP will be finished by mid-October, as we wanted to place the RP within an achievable time-frame to see to completion. There will also be a stat system in place to balance combat, with characters gaining stat bonuses at the end of each chapter. However, there is still plenty of space for us to develop this fantasy universe together, and there will be sections of the RP in which you can play out your own subplots, and we want to be open in discussion to allow people's ideas a place in the main storyline!

If this has piqued your interest, please comment down below; further lore and details will filter through as I compile and pretty them. Thanks for reading!
 
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Millennia ago, or so says tradition, the world was formed out of the perfect magic of The First Magician, who established the laws and systems behind the world and crafted landscapes and life in which to fill it. But those days have long passed, and the secret to pure magic has disappeared into oblivion, along with the First Magician himself. Mankind is born with the potential for magic inside them, but every exertion of magic is tinged with natural corruption. Put simply, magic is broken, and whilst it offers extreme power to those who pursue its whims, its consequences are increasingly dire both for the magician and for the foundations of the world itself.

In the present day, the fabric of magic, once pristine and ordered, finds itself tattered and chaotic, with the very laws of the universe fraying at the edges. A town is build sideways on a sheer chasm face. The dead come back to life. Fortunes and luck are very real, scientifically explainable phenomenon. Magic is commonplace in the lives of all, albeit in cautious moderation. Meanwhile, the natural disorder is mirrored in political disorder, as two kingdoms are caught in the deadlock of war. King Auxis of Nortalis believes the Meridanian ruler, Lekheyr Chalach, to be behind a curse tainting the souls of his people, and will stop at nothing to destroy him to free his people. The battlefields are ablaze with magic and chaos.

Nineteen years ago, something peculiar happened; every pregnancy in the secluded Nortalian town of Bordissa resulted in the birth of twins. Far from the brutality of the border battles, these young people have so far enjoyed a life of rural solace. But when one twin from every pair disappears overnight, the remaining twins find themselves thrust from their country comfort into a web of deceit, where corruption and dark secrets lie at every turn. As they desperately search for their missing siblings, they find themselves as central figures within a dangerous scheme far beyond their comprehension, a multi-faceted plot which questions the very nature of evil itself.

The world's balance lies in the hands of our young heroes. Will you join the adventure?


1450951-bigthumbnail.jpg

Thanks for interestedly checking out this interest check! Magicborne is a detailed fantasy RP that will be running over the summer, lead by myself and my co-GM Semblance Semblance . The RP will begin in Bordissa as we play out the fateful night our characters' twins are kidnapped, and then follow them across Nortalis on their quest to discover what happened to their twins. We will also later have the opportunity to play their kidnapped siblings in brief interludes as they find themselves subjected to imprisonment and worse. The focus of the RP will be exploring how our characters deal with the traumas of their journey, how they bond and interact, and there'll be plenty of high-stakes combat sequences along the way!

We've put a number of systems in place to ensure the RP is as structured as possible. The world of Magicborne features a detailed magic system, complete with twelve different categories to choose from, from your classic fire, earth and water to teleportation, charming and prophesy, each with their own destructive consequences for the careless magician. The story will run on a chapter system, where the events will be split over the course of five chapters, each set in a certain location and with certain goals for our characters to try to achieve - the idea is that the RP will be finished by mid-October, as we wanted to place the RP within an achievable time-frame to see to completion. There will also be a stat system in place to balance combat, with characters gaining stat bonuses at the end of each chapter. However, there is still plenty of space for us to develop this fantasy universe together, and there will be sections of the RP in which you can play out your own subplots, and we want to be open in discussion to allow people's ideas a place in the main storyline!

If this has piqued your interest, please comment down below; further lore and details will filter through as I compile and pretty them. Thanks for reading!
To be honest, it's been a while since I've seen an RP as detailed as this. I am definitely interested.
 
This is really interesting. Though I'm a newbie, so I'm not sure how well I'd fair with all these systems and such >-<. It Is very clever plot none the less!
 
SkyGinge SkyGinge
I am definitely interested in this since you seem to have at least the framework for the plot and lore planned out. However, before I jump straight in, I would like to ask how many players you would be accepting and if we are expected to post a reply every day/alternate days/etc?
 
Han JiHyo Han JiHyo : Hello Han! I was thinking of accepting around sixteen players, a solid group given the inevitable dropouts that will sadly probably happen, though that number is by no means set in stone! For post rate, I'll expect about once every four-five days for the first few of weeks before we broaden it slightly to once a week a little further down the line. Enough to keep it progressing at a decent enough pace to fit the timeframe :)
 
Han JiHyo Han JiHyo : Hello Han! I was thinking of accepting around sixteen players, a solid group given the inevitable dropouts that will sadly probably happen, though that number is by no means set in stone! For post rate, I'll expect about once every four-five days for the first few of weeks before we broaden it slightly to once a week a little further down the line. Enough to keep it progressing at a decent enough pace to fit the timeframe :)
Thanks for answering my questions.
Around 16 in a group RP is about the max I can handle, and since it is not set in stone, I'd be up for it. Any more than 16 and I'm afraid I would have to ask for updates every now and then because I do tend to get left behind when I'm typing up replies.
As for frequency of replies, once a week is perfectly fine ^_^
 
Who likes magic? :D


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~Magic~

What is Magic, and How is it Used?

Magic itself is a potential interwoven within the very identity of humanity, stemming from the magician's soul, the essence deep inside their chest. Magic uses the same energy you might consume during physical exercise, though on a far grander scale as it is converted into magical form. From the soul, it travels to the user's hands where it seeks release - thus, if your hands are cut off, you will find yourself unable to use magic. Using magic can either take the form of an act of creation, creating something out of nothing, or manipulating materials already present to the magician’s aid, dependent on their vein of magic.

Magic is a powerful and practical tool, but an incredibly dangerous one; the general rule is that extended magical exertion results in equal negative repercussion, both long and short term. The short term consequences are simpler and universal. For the average citizen, about a minute’s worth of solid magical activity is enough to leave you physically exhausted. Naturally, this makes using even basic magic incredibly difficult, so fortunately it is possible to combat this fatigue by channeling the magic exertion through the hand into an external object, which then takes the strain in the wielder’s place. For example, rings, staffs and gloves are popular choices, though their endurance is dependent on their material - a cheap ring might break after a single minute of magic, whilst a well-made glove might last a few months before eventually getting destroyed.

The long term consequences, however, lack a solution and are far more serious. Each vein of magic comes with its own detrimental side-affects from callous usage, either by using too powerful magic or for using it for too long. Consequently, whilst everybody from pauper to prince is trained in how to sensibly utilise their magic by government regulation, the average citizen will only use magic in strict moderation, in sporadic support of their chosen craft - for example, an Ignal magician might become a blacksmith, using their ability to kindle and control flames with precision when needed. Of course, there are those who desire to use this power in greater quantities, and these will normally become soldiers, where they have unlicensed reign to let loose, supported by a Santigion who will bear the brunt of their exertion. Or perhaps they might become a Protector, one of the state police who keep magic usage regulated and licensed, with fierce punishment promised for any who break these laws - immediate imprisonment. Though nobody know quite where these criminals go, or what they do...


Veins of Magic
Magic comes in twelve different 'flavours', called veins. People aren't born into specific veins but rather have free choice over which vein to practice. An untutored magician finds themselves initially able to access all of the veins, albeit to minimal levels with greater exhaustion; when specialised in a certain vein, these repercussions are minimised and the magician is able to grow more adept at the cost of their freedom of choice. It is possible to change which vein you specialise in, but it requires a good month's abstinence from magic in order to reset instinctual expulsion, and then would require starting from scratch to learn whatever new vein is selected.

The accordion below gives a brief description of the twelve veins and the repercussions of their careless utilisation. Feel free to be creative in terms of how these veins might be implemented in trades and crafts! Most magicians, if using their abilities wisely and sparsely, won’t be massively affected by these repercussions. However, even using in moderation means somebody in their forties would be starting to feel the mildest side-effects of their powers! The left name is the common nickname, the right the technical classification.

Fire/Ignal
Ignal magic is the magic of fire and heat - it allows the magician to create and manipulate fire, and raise temperatures. Many become blacksmiths or similar craftsmen, though its destructiveness also makes it a favorite of many soldiers. However, using it carelessly and for extended of periods of time begins to char and burn the user’s flesh; gradually they begin to feel unnaturally warm, and under extreme exertion their flesh can burn away completely in places, leaving them perhaps missing limbs.
Water/Acquarian
Acquarian magic is the magic of water - it allows magicians to create and manipulate water, making many strong swimmers and allowing for the vital creation of clean water in some rural locales. Many sailors and fishermen are Acquarian, using their abilities to aid safety, travel and hauls respectively. But overusage results in sickness, a gradually weakened immune system, and under extreme exertion some have been known to simply fade away into water.
Earth/Agrirran
Aggriran magic is the magic of the earth and agriculture - it allows magicians to create and manipulate plant-life and soil. The majority of Aggrirans are farmers, and there's even a yearly competition for designer plants - this magic allows for the creation and presence of unique flowers and produce. There are other uses however - it is useful in hiking for example to aide with difficult ascents. Careless manipulation slowly makes the user dependent on light, growing gradually more photosynthetic, and cases of extreme exertion have resulted in the magician turning to stone.
Wind/Aurval
Aurval magic is the magic of wind and momentum - it allows magicians to form and manipulate winds, using the momentum of air particles as a sort of force for pushing and pulling, maneuvering both objects and themselves. Many huntsmen archers have traditionally been Aurval, using subtle manipulations of the wind to increase their accuracy; it is also useful in some agricultural practices, for example. Overusage comes at the price of increased dizziness, faintness, a loss of balance, and gradual physical weakening.
Ice/Ghiaciel
Ghiaciel magic is the magic of ice and coldness - it allows magicians to create and manipulate ices, snows and cold temperatures. Food preservation is one handy application of this vein, and it also allows for bearable living in desert climates; it is also a favourite of Protectors as it allows for the apprehension of criminals without the chaos of fire. But over-strenuous manipulation starts to affect the magician’s own temperature, making them unnaturally cold, and at the worse extremes can induce hyperthermia and even frostbite. One city is famous for what appears to be an ice sculpture of a man - it is actually what remains of a rogue Protector when he attempted to freeze the settlement some centuries ago.
Charmers/Ventent
Ventant magic is the magic of fortune and luck - it gives magicians the interesting and unique ability to interact directly with the fabric of magic to manipulate fortune itself, both for themselves and others. This allows charmers to grant temporary good luck, bad luck, curses, blessings and buffs to physical abilities, making the sale of its services as popular trade in itself, whilst allowing for subtle fruitfulness in whatever pursuit the charmer might undertake; hence many of the rising merchants and tradesmen are Ventant. However, overusage starts to make the user themselves grow very unfortunate, and can even result in an eventual loss of ability to use magic.
Spacial/Traslocal
Traslocal magic is the magic of manouvrability and spaciality - it allows allows magicians the power of short-distance teleportation and the ability to manipulate gravity, allowing them to jump higher than usual and walk on walls and ceilings. This is incredibly disorientating for beginners, but once you get used to it, this popular magic has a plenitude of useful applications - traditionally it has been used by artists, especially dancers, and there is an amphitheater in Nortalis' capital especially dedicated to Traslocal performance. However, overusage strains the magician's ability to control these powers, leading to unfortunately painful random teleportations and gravitational instability. In extreme cases, people have been known to simply fall into the sky, never to return.
Prophets/Oraculae
Oraculae magic is the magic of time and prophesy - it allows magicians the ability to glimpse into the future, either in short-term foresight for combat or hunting, or through far-flung visions of events to come in years ahead; alternatively, they can also glimpse (with limitation) into the past. Like with the charmers, this makes quite a trade in and of itself, but other common occupations include detectives and historians. Oraculae magic is also the most consumptive vein, and its proponents normally must choose between multiple vague and often patchy visions (the image of a street-corner, for example) or a single precise vision unless they are especially adept. Similarly, callous usage causes forgetfulness and gradual memory loss, leaving an extremely unwise Oracule mad and unable to tell whether they’re seeing past, present or future.
Sensory/Sensorae
Sensorae magic is the magic of the senses - it allows magicians the ability to temporarily heighten their senses, allowing for impeccable zooming vision, meticulous hearing, sensitive smell or even (for the indulgent) heightened taste! Whilst they can only heighten one at a time, this versatile vein has multiple uses, such as in scouting, tracking, and even (again, for the indulgent) creating several notable chefs! However, careless usage comes at the expense of weakening and eventually losing other senses, leaving a reckless Sensorae increasingly senseless save for when they use their abilities.
Necromancers/Mortius
Mortius magic is the magic of the grave - it grants magicians the ability to interact directly with the dead, allowing them to raise and animate corpses on their behalf, and manipulate the power of shadows to create dark-energy-based attacks. Whilst this vein is generally frowned upon, it is sometimes chosen by soldiers and mercenaries, especially given its power over antihumans. This dangerous magic begins to give the magician nightmares with overusage, makes them gradually intolerant to light, and eventually results in a troubled, mortified mental state.
Dreamweavers/Sognial
Sognial magic is the magic of sleep and trickery - it allows magicians to conjure up illusions and manipulate dreams. Like necromancy, this vein is generally frowned upon, though it normally provides a trade in itself, offering secure sleep and customisable dreams for a small/not-that-small fee. Overusage of this art comes at the price of rising hallucinations and fluctuating sleep extremes, both insomniac and comatose states.
Clerics/Sanitigion
Sanitigion magicians arguably hold the greatest power at the greatest price; this vein is the magic of healing, which is capable of reversing and reducing wounds and illnesses. However, this comes at the price of the Sanitigion’s life, as the magic process, save for when operating with minor ailments and scrapes, ages the magician drastically. Given the focus on the war, public Sanitigion magicians are immediately carted off to the battlefields where they spend most of their day healing wounds and reversing the damage done by soldiers exerting themselves for extended periods of combat. As a result, most Sanitigion magicians are old and decrepid by the age of 22. This makes choosing this vein an especially sacrificial undertaking as, unless you keep it a secret, you are effectively consigning yourself to an early grave.

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Magical Anomalies

The presence of magic inevitably had lead to some more unsavory phenomenon. It is possible to cannibalise another's soul in order to heighten and strength your own magical capabilities. This brutal barbarism is considered evil and has been outlawed, and yet there remains a few who do it anyway, called Vampyres. The process of cannibalism, in action in the above illustration, grants the Vampyre access to powerful magic without the same exhaustion faced by regular magicians. There is, however, a dire cost: once somebody has vampyrised once, they find themselves addicted to the process, driven out of torment and desperation to kill and consume again and again. Vampyres are incredibly dangerous and self-destructive creatures, the high cost of lusting for immoral power.

Somewhere down the line, something cracked in the fabric of magic which means the dead do not stay dead. Two days after death, a corpse will reanimate, becoming an Antihuman. These peculiarities look identical to humans, but age backwards from their time of death, growing younger and younger whilst still maintaining their adult psychology until they eventually become toddlers and start to regress. These monsters retain the memories of their former selves, but something in the process of deaths warps their minds and makes them naturally inclined to evil and destruction. As they are technically dead, they find themselves incredibly susceptible to Mortius magic. They lack souls, and hence lack the ability to use magic, but their scheming and the difficulty in distinguishing them from regular citizens means the governments take strict measures to prevent their creation by decapitating corpses as soon as possible after death, halting the transformation process. Though sometimes this process is skipped...

Magic’s profound effect on the world itself has lead to the presence of a number of fantasy species popping up over the weird and wonderful environments. Animals in themselves can’t use magic, but they are sometimes affected/mutated according to the veins of magic - for example, a family of rabbit-like creatures in a volcano territory which can breathe fire, or deer-things with incredible eyesight. None of these animals are intelligent to human-levels, however, and exist like the wildlife in our world. Although, there are legends which speak of a peculiar settlement in the west of Nortalis, a settlement inhabited by an intelligent something else...

Other Magical Details
Fortune:

Magic itself is considered to extend invisibly across the world like a battered fabric. Years of spells, each tinged with slight corruption, has made this magical landscape a complete mess, which in turn affects the laws of the universe itself as certain blotches and areas find themselves affected by chaotic and unusual phenomenon. For example, in one city, gravity might be lower than normal, meaning that people can jump higher – in another, monsters might inconspicuously spring up. Using magic might be more exhausting in one place, less exhausting in another; in one town, all the trees might suddenly die off, in another they might grow at miraculous pace. This means the ecosystems of the two nations are dramatically varied, with perhaps a desert next to a snowy tundra, and with all sorts of weird and wonderful creatures populating them! This also means, in a sense, that luck, fortune and misfortune are very much real, not in the sense that spotting a black-furred cat curses you, but in the sense that one might find themselves getting lucky repeated (winning a lottery, narrowly avoid fatal enemy attacks) and there's a logical reason behind it – that in the chaos of the fabric of magic, you happen to be fortunate! Similarly, you might always be the one who trips over random rocks you couldn't see, or who always misplaces the dagger they swore they put there mere seconds ago. This is made even more chaotic by the fact these fortunes are often changing and switching around. Expect the unexpected!

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Mananite:

Nothing is known to directly interact with magic - nothing that is apart from Mananite. A bluish obsidian-like ore, Mananite is incredibly useful as it is especially resistant to the strain of channeling magic, whilst also providing adequate defense from oncoming magical attacks. As might be expected, this makes it a valuable resource, such that the monarchy of Nortalis piles resources and workmen into mining and excavating Mananite ore from beneath the earth, using the majority of it for their own purposes, crafting it into gloves for magic-casting and armour for soldiers. This makes privately owning anything Mananite an expensive affair. If Mananite sources were suddenly cut, Nortalis would find their military might radically reduced…

Miscellaneous Information!

A few random other bits of magic-related information! Not all magic is done simply through external action – for example, the incantations provided by the seers of the state religion require speech alongside action. Some religious minorities (specifically those who worship magic itself) also speak aloud in prayer or incantation when casting magic. It's unknown whether this actually has any effect. Additionally, people are sometimes (though rarely) born unable to use magic at all - this is considered a disability just like blindness or missing a limb, and is sometimes treated with scorn.




 
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Love the concept, especially the cons of magical usage; definitely a magic system I can get behind! Very interested in joining, to say the least.
 
Yay we're so glad this has garnered much interest! We look forward to seeing your characters :) I believe Ginge plans on posting the thread sometime in these next couple of days HYPE
 
I finally checked out the link that Semblance Semblance sent me, and this looks awesome. I just switched jobs so hopefully I'll have more time for this than I was expecting to have.
 
Love the story and the magic system, very detailed and intricate!
I have a couple of questions about the characters, the first being, are we limited to just playing humans? Or is this a "Tolken races" Rp? The second question is are all of the characters playing as one of the pairs of twins that disapeared?
 
Love the story and the magic system, very detailed and intricate!
I have a couple of questions about the characters, the first being, are we limited to just playing humans? Or is this a "Tolken races" Rp? The second question is are all of the characters playing as one of the pairs of twins that disapeared?

Glad you like it - hopefully it'll be a lot of fun! As the magic section describes, there are no other fantasy races in this world - there's some smaller, more magically affected creatures (such as the odd fire-breathing rabbit and other quirks), but nothing else intelligent and nationy. We will all be playing as the twins who are left to search for their kidnapped other twins (if anybody has a less clunky way of describing them please say so because I'm aware it's a mouthful every time I write it!), and in brief intermissions, as the captured twins themselves!

To reiterate what Semblance has already said, this RP is very much open as we haven't started yet! We're still working on compiling the last few details but I'm hoping to have the actual RP thread up about this time tomorrow, at which point you'll be able to read some more lore and start making your character applications! :)
 
Glad you like it - hopefully it'll be a lot of fun! As the magic section describes, there are no other fantasy races in this world - there's some smaller, more magically affected creatures (such as the odd fire-breathing rabbit and other quirks), but nothing else intelligent and nationy. We will all be playing as the twins who are left to search for their kidnapped other twins (if anybody has a less clunky way of describing them please say so because I'm aware it's a mouthful every time I write it!), and in brief intermissions, as the captured twins themselves!

To reiterate what Semblance has already said, this RP is very much open as we haven't started yet! We're still working on compiling the last few details but I'm hoping to have the actual RP thread up about this time tomorrow, at which point you'll be able to read some more lore and start making your character applications! :)
lol about the time you had messaged back, I had reached that section of the magic.
Well the Rp definitely sounds like it is going to be an interesting one. I think I will pass though, I'm looking for something a little bit different. But best of luck to everyone and the Rp ^^
 
A quick question SkyGinge SkyGinge

I think I'm leaning towards a soldier-type character with magical abilities tied to fire. I was wondering if there were any nobles in Bordissa. I'm also wondering what the average age of enlistment in the Nortalisan Army so I know whether he would be an actual soldier or some sort of trainee or initiate at 19.
 
zCrookedz zCrookedz : Thanks for popping by anyway, and we really appreciate the honesty :)

Shireling Shireling : Good questions! Every settlement has its own castle with a baron family to watch over the dealings of the town, and report back to a wider county council whose head then meets with the main council in the capital, Salarch. So I was thinking there'd be one major family of nobles in the town, though potentially with two sets of twins (if the baron himself is fairly old, it's feasible he had two daughters-in-law around their early twenties both pregnant within the same year) who would then be cousins. As for joining the army, I was thinking enlistment for training would be about sixteen (though this isn't an area of the world I've fleshed out massively so you're welcome to be creative with it in consultation with me!), though it might be advantageous to have him having finally completed his training just before the start of the RP as to give him a good reason to be around in Bordissa and not already on the front lines :)

Misuteeku Misuteeku : Read four posts up, my friend!
 
Seems real interesting! I have been spending some time on skype with a group doing a very system based RP and it was a blast, similar in idea to this one. This would definitely be something I am interested in.
 
zCrookedz zCrookedz : Thanks for popping by anyway, and we really appreciate the honesty :)

Shireling Shireling : Good questions! Every settlement has its own castle with a baron family to watch over the dealings of the town, and report back to a wider county council whose head then meets with the main council in the capital, Salarch. So I was thinking there'd be one major family of nobles in the town, though potentially with two sets of twins (if the baron himself is fairly old, it's feasible he had two daughters-in-law around their early twenties both pregnant within the same year) who would then be cousins. As for joining the army, I was thinking enlistment for training would be about sixteen (though this isn't an area of the world I've fleshed out massively so you're welcome to be creative with it in consultation with me!), though it might be advantageous to have him having finally completed his training just before the start of the RP as to give him a good reason to be around in Bordissa and not already on the front lines :)

Misuteeku Misuteeku : Read four posts up, my friend!
Alright sounds good.
 
zCrookedz zCrookedz : Thanks for popping by anyway, and we really appreciate the honesty :)

Shireling Shireling : Good questions! Every settlement has its own castle with a baron family to watch over the dealings of the town, and report back to a wider county council whose head then meets with the main council in the capital, Salarch. So I was thinking there'd be one major family of nobles in the town, though potentially with two sets of twins (if the baron himself is fairly old, it's feasible he had two daughters-in-law around their early twenties both pregnant within the same year) who would then be cousins. As for joining the army, I was thinking enlistment for training would be about sixteen (though this isn't an area of the world I've fleshed out massively so you're welcome to be creative with it in consultation with me!), though it might be advantageous to have him having finally completed his training just before the start of the RP as to give him a good reason to be around in Bordissa and not already on the front lines :)

Misuteeku Misuteeku : Read four posts up, my friend!
By the way, this is straight medieval fantasy right? No guns or tanks or anything right? Also, as a nobleman he would probably received a higher rank, I guess the Nortalisan equivalent of an NCO.
 

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