Sylph
Fickle
Most creatures in the world possess magic in the form of affinities. Characters can have a maximum of two affinities when they start.
Below is the list of basic affinities. When creating a character they must have at least one standard (non-special) one.
*Apologies for those on mobile. I tested it on mine and the icons line up, but apparently it can appear staggered on other devices.
Earth: Controls rocks and soil. Does not include manipulation of plant life.
Water: Controls water. Can only be used in liquid form unless combined with other affinities.
Wind: Controls currents and air density.
Lightning: Generates and controls electricity.
Light: Many illusionists have this affinity, though it does take on other forms.
Dark: Use of shadows or corruptive magic.
Spirit: Can include seeing and controlling spirits or manipulation of one's own.
Body: Includes strengthening physical abilities or changing the properties of one's body.
Fire: Controls fire. Can be the standard sort or one the special types listed below.
Special: An option only as a second affinity. Provide your own details. Some common second abilities include:
Thanks
Vanguard
for the icons!
*Apologies for those on mobile. I tested it on mine and the icons line up, but apparently it can appear staggered on other devices.
Earth: Controls rocks and soil. Does not include manipulation of plant life.
Water: Controls water. Can only be used in liquid form unless combined with other affinities.
Wind: Controls currents and air density.
Lightning: Generates and controls electricity.
Light: Many illusionists have this affinity, though it does take on other forms.
Dark: Use of shadows or corruptive magic.
Spirit: Can include seeing and controlling spirits or manipulation of one's own.
Body: Includes strengthening physical abilities or changing the properties of one's body.
Red: Normal fire.
Blue: Cold to the touch.
Green [forbidden]: Necrotic; decays whatever it touches.
White: Only burns living things.
Black: Only burns non-living things.
Purple: Burns mana/magic.
Transformation: The character may assume one other form and change the distribution of their attributes.
Healing: Allows a healing version of the character's first affinity.
Mind [forbidden]: Attacks on the mind or manipulation of thoughts.
Plants: Growth and manipulation of plant-life.
Summoning: Allows a character to summon aid in battle. Summons must have the same affinity as the summoner, and the more there are of them the weaker they become.
Attributes
Most things in the world have a certain level of strength or magic associated with them, however attributes are a purely OOC indication of a character's strengths and weaknesses. They are there as a guide for how well your character might stack up against different opponents.
All Wayfarers joining the expedition start with 100 points. If the character has previously earned points through the Guildstone Chronicles, those can be added to the starting amount.
Points can be distributed among the following attributes:
Points can be distributed among the following attributes:
- Strength: physical power.
- Magic: proficiency with the character's given affinities.
- Agility: better movement speed and more sophisticated use of weapons and equipment.
- Dexterity: affects quality of crafted items. Needed for artisan characters.
- Constitution: physical endurance, used to better survive in harsh situations or perilous environments.
- Fortitude: mental endurance, used in weathering stressful situations or attacks on the mind.
•• ━━━━━ •• ━━━━━ ••●•• ━━━━━ •• ━━━━━ ••
Template
Appearance:
Name:
Race:
Affinity:
Total Attribute Points:
Strength:
Magic:
Agility:
Dexterity:
Constitution:
Fortitude:
Background:
Objectives:
Allegiances:
Abilities & Equipment:
Rules
- RESPECT THE LORE.
- Specifically, the histories and explanations people create throughout the RP.
- If someone is still active try not to change things without first discussing it with them.
- If it's lore created by a former player, creative liberties are allowed in building upon it. - No modern technology, though magic equivalents may be allowed.
- Main characters are to be a part of the Expeditionary Force or otherwise intending to participate (eg as part of another house).
- Cannon fodder enemies / random NPCs are fine.
- Antagonists are allowed for storyline purposes. - Race Limitations
- No fandom characters or historic figures.
- No gods or named beings from religious texts.
- No sci-fi extra-terrestrials. - There is no post order, unless players wish to implement one.
- At least a paragraph per post; no one-liners.
- Common RP courtesies and Nation rules apply.
Last edited: