Old SMITED Lore/Info

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Bestial
Bestial beings are part-beast and cannot change form. They are not magic users, but are generally physically strong. Examples; Nagas, Satyrs.

For every 5 years after their 21st birthday, bestials only age physically 1 year.

(Total Age - 21) / 5 + 21 = Physical Age
(Physical Age - 21) * 5 + 21 = Total Age



Racial Lore


Bestials have no official governing body as most are solitary. However, that does not mean there are not any societal laws that have become accepted by most.

Some Bestials are nomadic, moving from place to place, while others prefer to claim a territory for themselves and settle there. It is when two Bestials try to claim the same territory, or a section of territory overlaps that challenges tend to occur. While one would assume they would always fight first, that isn't always the case. Most of the time, disputes are settled non-violently. It is only when an agreement cannot be made that challenges occur.
Laws

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  • Challenges must be answered.
  • Defeated challengers may have their lives spared, but it is not a requirement.
  • No one may interfere in a challenge.
 
Demons
Demons are beings with non-elemental magical ability. They are usually characterized with the following physical features; horns, fangs, pointed ears, inhuman eye colors. They have a bit of a rivalry with Nephilim, mostly due to assumptions that demons are all evil.

For every 10 years after their 18th birthday, demons only age physically 1 year.

(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age



Racial Lore


Demons are ruled by an absolute monarchy, the long No’erver Dynasty which has been in power for many millennia. Their society is aristocratic with Houses that are known to covertly plan machinations in order to climb up the hierarchical ladder; subterfuge, spying, assassination, and sabotage are all commonly committed. That isn’t to say if they are caught doing it, they will escape punishment.

Houses are noble families with great wealth and power. Some of these houses are ancient, having held their position for a long time. Others are newer after earning favor from the Emperor. Houses can also fall out of favor and lose their position and all their holdings depending on factors.

Demons do not take being slighted lightly, even accidental insults may result in a challenge over one’s honor to be demanded. Not all challenges are physical though, they can also be games of wit. Sometimes restitution is enough to settle disputes instead of challenges being demanded. Should a dispute continue to not be resolved the Noble Court may settle it for those involved.

Slavery is allowed, though not as common as it used to be. Those who fight and are defeated, but not killed in combat, owe their life to the one who spared them. Slavery is basically a life debt. Generally, slaves are not mistreated or abused as having a loyal slave is much preferred over one who could plot against you.

Voreiss'i No’erver​
Emperor​
Ny'rayi No’erver​
Empress​

N'ildem No’erver​
Eldest Son - Heir​
Delek'e No’erver​
2nd Son​
Cer'iao No’erver​
3rd Son​
Ver'theri No’erver​
4th Child - Daughter​
Laws

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  • The Emperor’s Word is the Highest Law.
  • Treason against the Emperor is punishable by death.
  • Dishonored members may be exiled from their Houses.
  • Slavery is permitted.
  • A slave can only be released by their master.


Deity


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Demons and Nephilim are monotheistic and worship the same deity; Ai'unia.

The Goddess Ai'unia has dark wings, pointed elvish ears, fangs, and black horns. These physical attributes - while not shared by one race - show the connection to Ai'unia.

It is said that Ai'unia created both Demons and Nephilim, sharing aspects of herself and gifting them with magic. It is here that the lore of Ai'unia alters between Demons and Nephilim, and also part of the reason why these two races dislike each other.

Both races claim that they were the first of the two created, as being first made them closer and even more important to their deity. The Nephilim mocked the Demons for not being gifted the graceful wings. Likewise, the Demons taunted the Nephilim, calling them a weaker race.

This conflict between the two has gone on for an unknown period of time and does not show signs of ending.
 
Nephilim
Nephilim get their racial name due to being capable of flight with magically produced wings making some view them as ‘angelic.’ They are gifted with non-elemental magical ability.

For every 10 years after their 18th birthday, nephilim only age physically 1 year.

(Total Age - 18) / 10 + 18 = Physical Age
(Physical Age - 18) * 10 + 18 = Total Age



Racial Lore


Nephilim have a governing body known as the Chamber of Magistrates. Those who are selected for this position - usually chosen by the current Magistrates - have complete control over their race. They write the laws and enforce them as judge, jury, and if needed, executioners. There are only ever twelve Magistrates at any given time.

All other Nephilim fall under the guidance and command of the Magistrates. Should one be called upon by the Chamber, they are expected to fulfill their duty. Those who refuse to obey the Chamber doctrines are declared as ‘Fallen’ and exiled, forbidden from ever setting foot in any Nephilim territory.

Fallen, if found by a loyal Nephilim, are generally arrested and face punishment decided by the Chamber. Some of these punishments are light; such as if a Fallen swears to a magical Oath known as “The Honor Binding.” Other punishments include life imprisonment and even death depending on what a Fallen is found guilty of.

The Honor Binding Oath is a magical oath that when taken means that should those who go against the Chamber are executed immediately by the oath itself.
Laws

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  • The Chamber and its doctrines are to be obeyed.
  • Magistrates are to be respected.
  • Disloyal Nephilim shall be disgraced, disavowed, and forthright be known as Fallen.
  • Fallen must be brought to justice upon discovery and delivered to the Chamber.


Deity


7UU8yOK.png
Demons and Nephilim are monotheistic and worship the same deity; Ai'unia.

The Goddess Ai'unia has dark wings, pointed elvish ears, fangs, and black horns. These physical attributes - while not shared by one race - show the connection to Ai'unia.

It is said that Ai'unia created both Demons and Nephilim, sharing aspects of herself and gifting them with magic. It is here that the lore of Ai'unia alters between Demons and Nephilim, and also part of the reason why these two races dislike each other.

Both races claim that they were the first of the two created, as being first made them closer and even more important to their deity. The Nephilim mocked the Demons for not being gifted the graceful wings. Likewise, the Demons taunted the Nephilim, calling them a weaker race.

This conflict between the two has gone on for an unknown period of time and does not show signs of ending.
 
Magicians
Don’t confuse these magicians with those that put on magical acts. Mortals who are magically gifted are grouped together as Magicians as being called a sorcerer, sorceress, witch, warlock, or even a wizard can be viewed negatively. Mages - while also Magicians - focus more on the scholarly side of magic; spell research and creation.

Magicians are all mortal, this means they age the same rate as normal humans. The only thing that separates them from normal humans is the fact that they can use magic.


Racial Lore


Magicians have always lived secretly among normal humans, even eventually forming a secret society known as The Syndicate. Most magicians are part of The Syndicate. Official members benefit from perks, such as access to the Shadow Archives, a library where mage scholars research and create spells, as well as collect ancient magical artifacts. Members are granted the magical equivalent of an ‘ID card’ in the form of a tattoo with The Syndicate’s Seal.

Not every Magician is required to be a member, though they are required to register with The Syndicate so that the Shadow Archives have all Magicians on record. This is part of an agreement with SMITED.

Members can be expelled from The Syndicate, should the Mystics decide to do so. Generally, being expelled simply means no longer having the protections of being a member. However, more serious cases may involve punishment beyond just being expelled, such as imprisonment and having their magic sealed.

The more powerful Magicians - granted the title of Mystic - control this secret society. When the first Mystics created The Syndicate, it was to stop a group of Magicians know as The Hollow Infinity from their goal of subjugating normal mortals.

The Hollow Infinity use what most refer to as Dark Arts, the most commonly practiced being Necromancy and Blood Magic. The Syndicate managed to stop The Hollow Infinity, capturing or killing most of its members and forbidding the practice of Necromancy and Blood Magic.

The Mystics - if there is ever a need - may summon the members of The Syndicate. Most cases they ask for volunteers, but they may choose to assign certain tasks in special cases.
Laws

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  • Necromancy is forbidden.
  • Blood Magic is forbidden.
  • Stealing the magical power of another being is forbidden.
  • Use of Magical Arts to influence or remove a person’s free will is forbidden.
  • Only true members of The Syndicate are allowed into the Shadow Archives.
  • All Magicians must allow The Syndicate to register their Magician status for record purposes.


Philosopher's Stone


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Magician’s do not credit or use a deity to explain their existence. Instead, they believe in a legendary item known as the Philosopher's Stone.

While much of the lore surrounding this crystal is based around alchemy, that is only due to a resurgence in interest during the 1700’s when human alchemists discovered texts mentioning it and the powers it was capable of, much to the annoyance of the Magicians.

The stone has existed long before alchemical interest, though its origins are shrouded in mystery even to the magicians themselves.

What is known, is that an expedition of mortals had discovered the crystal, though their written accounts never reveal where. Three members of this expedition discovered its power to grant magical abilities and became the first Magicians. They experimented with the crystal, granting nearly the entire group they had come with magic as well.

The three decided to not return to their home, knowing that should the stone fall into the wrong hands it could impact the world negatively. Thus they created their own city; Cythytos. The city blossomed from the magic of the Philosopher's Stone.

The historical texts end there, with only speculated theories from magicians over what happened to the first magicians. One theory is that the first three managed to transcend into godhood. Another suggests that something happened between the first magicians that resulted in the downfall of the city.

The Stone’s location is unknown, but continued to be highly sought.
 
Half-Humans
Half-human/half-supernatural do exist and are allowed. Due to being half-human, they age more quickly than their supernatural side. They are also weaker than someone who is a full-blooded supernatural race.

Half-Human/Half-Shifter

Half-human shifters cannot fully transform into a pure bestial form and instead retain humanoid proportions but animal features when they do shift.

(Total Age - 21) / 2.5 + 21 = Physical Age
(Physical Age - 21) * 2.5 + 21 = Total Age


Half-Human/Half-Vampire (Dhampir)

While being half-human removes the pesky issues of problems with sunlight, there is still a desire to consume blood, though they can eat human food to survive. While vampires do not age, humans still do and so half-vampires will still age, though more slowly than normal mortals.

(Total Age - 21) / 10 + 21 = Physical Age
(Physical Age - 21) * 10 + 21 = Total Age


Half-Human/Half-Merfolk

Half-humans here cannot fully change into a merfolk form, though they can hold their breath a long time underwater (45 minutes) and their legs show colorful scales when wet. Because of being half-human, they don’t have the issue of drying out, though they do still love to be in water.

(Total Age - 18) / 1.5 + 18 = Physical Age
(Physical Age - 18) * 1.5 + 18 = Total Age


Half-Human/Half-Elf

Half-human/half-elf characters do retain the dominant physical feature of pointed ears, however they aren’t nearly as pronounced.

(Total Age - 20) / 5 + 20 = Physical Age
(Physical Age - 20) * 5 + 20 = Total Age


Half-Human/Half-Demon

Half-human/Half-demons can still have demonic physical characteristics, just to a lesser degree than a full demon. They can still use minor magical abilities.

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age


Half-Human/Half-Nephilim

Half-human/Half-Nephilim don’t appear much different than a normal human. While they can still use minor magical abilities, they cannot fly like a full Nephilim, but rather ‘levitate’ or ‘glide.’

(Total Age - 18) / 5 + 18 = Physical Age
(Physical Age - 18) * 5 + 18 = Total Age



Racial Lore


Generally, half-humans are disliked by pure-blooded races, some discriminate against them more than others. Half-Humans still have to follow the laws of their supernatural side. This means a Half-Nephilim/Half-Human character falls under The Chamber’s laws.

The reason for Half-Humans having to adhere to these racial laws is due to SMITED pressuring races to take responsibility for those that share the same racial abilities, even if they are only half-bloods.

For those Half-Humans that do not have a racial leadership or government, it falls on SMITED to ensure they adhere to The Accord of Amalgamation.
Laws

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  • Half-Humans fall under the jurisdiction of the supernatural race they share blood with.
  • Should a Half-Human not fall under a supernatural racial jurisdiction, they fall under the jurisdiction of SMITED.
 
Welcome Agent
Welcome to SMITED agent. To help you on your journey in creating a character, this is a bit of a guide to give you a directional push and to prepare you for what to expect.

Firstly, you should read the roleplay rules. Most of these rules are roleplay common sense, written down to show what will not be allowed or tolerated.

It is also suggested you review the system information. While this isn't a true dice game, dice are used to promote a fairness when it comes to combat. This thread also explains how missions work and how characters gain experience.

If you are still interested in joining as a SMITED agent, great! I know it's a ton of information to read just in those two threads alone and it's appreciated that you did read it.

Now comes the character creation. You may want to read SMITED Lore to help better understand how SMITED came to be, how it functions, and so forth. It can help you with your character creation greatly.

If you feel you are ready to create a character, you can find the information for Character Creation & Sheet here. Within this thread you will find the character creation rules/restrictions, links to the Playable Races & Lore, and character sheet.

Now, here comes the part that most players do not survive; character review.

All character sheets will be reviewed when submitted before being permitted to join the roleplay. This review is meant to check for a few things;
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  • Does the character fit into the SMITED universe?
  • Does this character violate any rules of character restrictions?
  • Does the character fit within the basic lore of their chosen race?
  • Is the age correct?
  • Is the physical information realistic for that race?
  • Is the character's personalty contradictory? Mentally stable?
  • Is the character overpowered?
  • Is the character too weak to be a field agent?
  • Is the character balanced well with their weaknesses and limitations?
  • Does the character's history fit into the SMITED universe timeline and racial lore?
  • Does the character's history reflect a logical reason for the character's purpose in joining SMITED?
  • Does the character's history help explain how they came to learn certain things, such as combat skills, knowledge and so forth?
  • Has the character assumed on behalf of the SMITED agency?
  • Does the character contain non-canon lore or items that weren't approved, such as a curse, magical weapon, deity, etc?
This is just a generalized list for character sheet review. You are free to review your sheet yourself asking these questions to help you review your character yourself.

Many players dislike having their character torn apart for a variety of reasons. Perhaps some are unable to take constructive criticism or simply are unable or unwilling to make changes to their characters. If you are unwilling or are offended easily at having your character reviewed and possibly be requested to make changes, you may wish to reconsider joining.

As a GM, I spend quite a bit of time reviewing character sheets and offering suggestions or asking questions. I am always open to discussion and will help with a character as best as I can if needed. I do my best to work with players so they can have a character they enjoy, yet still fits within SMITED.

There is a Character Assistance thread, and even a Discord Server with a channel for help in #smited-characters.

I am willing to work you with on your character, you just have to be willing to work with me and be able to handle required changes or any constructive criticisms.


Still here? Awesome! Now go explore! Create a character and become an agent!
 
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