Doomyfish23
"Honey!!! Wheres my Supersuit?"
1.) The usual no God modding, Mary sue, Gary stu. Magic is not a one size fits all solution to problems, please keep your characters limits in mind.
2.) Humans are the only playable Race in this setting. Most magical creatures died put before the great empire fractured into the nations we know today.
3.) Please try to get a post up at least once a week, if you cannot make that post deadline, please let me know i will work with you and perhaps shoehorn your character out of danger.
4.) Please try to be semi realistic with decision making. Even the most badass of badasses in this setting knows that facing a horde of 1000 alone with just your sword or magic is basically a death sentence. Work smart not hard, zombies can always work harder.
5.) Necromancers are not playable, Unfortunately they conflict too heavily with established lore and setting.
6.) if you need help ask. It doesnt matter if its with a CS Your working on, with a post your stuck on, an embarrassing mistake, a question that your sure I’ve already answered but cant find it. Regardless of what it may be i will help to the best of my ability. If i cant help maybe the group can, multiple brains are usually better than one…
2.) Humans are the only playable Race in this setting. Most magical creatures died put before the great empire fractured into the nations we know today.
3.) Please try to get a post up at least once a week, if you cannot make that post deadline, please let me know i will work with you and perhaps shoehorn your character out of danger.
4.) Please try to be semi realistic with decision making. Even the most badass of badasses in this setting knows that facing a horde of 1000 alone with just your sword or magic is basically a death sentence. Work smart not hard, zombies can always work harder.
5.) Necromancers are not playable, Unfortunately they conflict too heavily with established lore and setting.
6.) if you need help ask. It doesnt matter if its with a CS Your working on, with a post your stuck on, an embarrassing mistake, a question that your sure I’ve already answered but cant find it. Regardless of what it may be i will help to the best of my ability. If i cant help maybe the group can, multiple brains are usually better than one…
Standard roles
Citizenry- the citizens of either nation. Non militant, non magic user.
Soldiers- The military men and women of either land.
Knights- The elite military of Vulkun. Specialized operators.
Inquisition- Elite military of Thandrell, Anti-Magic specialist.
Magic user- Hidden element of both nations.
Nobles/leaders- Mayors of fallen cities from thandrel, lords of minor towns and houses from both nations, Wealthy nobles of vulkun.
Thandrellian Roles
Crown Heir- (Open) - this is the role of the current leader of Thandrell. Child of the king who died in Luca they have inherited a heavy mantle of responsibility. Build them how you like, justify it how you want, but the crown heir must be opposed to The Mayor of Driscol, Mainly his willingness to capitulate to The demands of Vulkun, and his suggestion of Eliminating the inquisition and legalizing magic.
Grand Inquisitor- (Open) - A veteran inquisitor recently elevated to the head of the organization. Their motivations are their own, but outwardly they must support the crown as in it is their claim to legitimacy found. Likewise they must oppose magic use, as it is their reason for existing at all. All other facets of this character are yours to build.
Chief manaite- (Open)- The public face of the magic user faction. You may design this character how you want in most aspects. They must be somewhere between friendly with, and fiercely loyal to the mayor of Driscol as his decree allowed for the legalization of your very existence and his forces serve as a check against the inquisition. Are you the most powerful mage? The one deemed most expendable? The best public speaker? Either way, your position is in service to the magical people of the twin nations.
Vulkunian Forces
The Knight commanders- Six roles total fill this slot. They are the commanders of the respective knight houses.
House Meldas, the Guardians- (Open)
House Sigurne, The Siegemasters - (Open)
House Felix, The Hunters- (Open)
House Ignacio, The Assassins- (Open)
House Logos, The Scholars- (Open)
House Fathom, The Navy- (Open)
The General- (Open) The Aged Warrior in charge of maintaining the defensive Line along the mountain pass and keeping the Thandrellians out of their nation. Build them however you want, but their loyalty lies solely with the crown. They are not a member of ANY knight house and represent the common soldier taken to the Nth degree.
Lord Of Treaties- Basically a judge or lawyer with incredibly high office. They serve as the primary diplomat between the two nations and have loyalties that shift with the winds. Under strict orders by the current king to accept no deal unless it involves the dissolution of Thandrell and the forfeiture of All lands and holdings to the nation of Vulkun. Build around this as you see fit.
Citizenry- the citizens of either nation. Non militant, non magic user.
Soldiers- The military men and women of either land.
Knights- The elite military of Vulkun. Specialized operators.
Inquisition- Elite military of Thandrell, Anti-Magic specialist.
Magic user- Hidden element of both nations.
Nobles/leaders- Mayors of fallen cities from thandrel, lords of minor towns and houses from both nations, Wealthy nobles of vulkun.
Thandrellian Roles
Crown Heir- (Open) - this is the role of the current leader of Thandrell. Child of the king who died in Luca they have inherited a heavy mantle of responsibility. Build them how you like, justify it how you want, but the crown heir must be opposed to The Mayor of Driscol, Mainly his willingness to capitulate to The demands of Vulkun, and his suggestion of Eliminating the inquisition and legalizing magic.
Grand Inquisitor- (Open) - A veteran inquisitor recently elevated to the head of the organization. Their motivations are their own, but outwardly they must support the crown as in it is their claim to legitimacy found. Likewise they must oppose magic use, as it is their reason for existing at all. All other facets of this character are yours to build.
Chief manaite- (Open)- The public face of the magic user faction. You may design this character how you want in most aspects. They must be somewhere between friendly with, and fiercely loyal to the mayor of Driscol as his decree allowed for the legalization of your very existence and his forces serve as a check against the inquisition. Are you the most powerful mage? The one deemed most expendable? The best public speaker? Either way, your position is in service to the magical people of the twin nations.
Vulkunian Forces
The Knight commanders- Six roles total fill this slot. They are the commanders of the respective knight houses.
House Meldas, the Guardians- (Open)
House Sigurne, The Siegemasters - (Open)
House Felix, The Hunters- (Open)
House Ignacio, The Assassins- (Open)
House Logos, The Scholars- (Open)
House Fathom, The Navy- (Open)
The General- (Open) The Aged Warrior in charge of maintaining the defensive Line along the mountain pass and keeping the Thandrellians out of their nation. Build them however you want, but their loyalty lies solely with the crown. They are not a member of ANY knight house and represent the common soldier taken to the Nth degree.
Lord Of Treaties- Basically a judge or lawyer with incredibly high office. They serve as the primary diplomat between the two nations and have loyalties that shift with the winds. Under strict orders by the current king to accept no deal unless it involves the dissolution of Thandrell and the forfeiture of All lands and holdings to the nation of Vulkun. Build around this as you see fit.
The CS
Name:
Age: (min 14, max 70)
Gender:
Faction: (Can be none)
Appearance: (image or description.)
Personality:
History:
Skills:
Equipment:
Likes: (3)
Dislikes: (3)
*magic users*
Type:
(Wizards Just put wizard, If a Mage, Smith, or Druid List the specific type. Ex Fire Mage, Beast Druid, Frost Smith.)
Spells:
(Wizards can have up to 5, All low level.
Ex. mage hand- An invisible telekinetic hand guided by the casters mind which can lift up to 25lbs and operate within a 20ft radius of the user.
Mages, Druids, And Smiths can have up to 3. Of notably higher power.
Ex. Thunder Clap- A spell which imbues the casters hand with and effect for sixty seconds, this effect is: on touch generate a powerful electrical current in the target with no rebound to the caster.
I will help here if needed, but its mostly open to your interpretation, just give it readable parameters and those can be shifted as needed.)
Passive magical trait-
(All Wizards have the Trait “Omni-Spell- Grants the caster access to any form of magic, but removes the ability to Master any form of magic.”
You may invent a passive trait for your Magic user, but it must fit their theme. For example, a poison Druid, would likely have immunity to poisons of all kinds lest they die.)
Holdings- (this is your wealth. Do you own property? A town? A ship? A buisness? Are you a member of a Noble family or even a large family? Do you have servants? Are you a servant to someone else? Think medieval times, how much resources you own effects how many ears perk up when you speak.)
Relationships- (this is where you put important people in your characters life. A wife, a brother, a sister. If the other person is of particular interest, like a high ranking officer or a noble, perhaps a king, even just a friendship with such a big named individual could be beneficial to put here. Remember in this world, who you know is important. Feel free to discuss amongst yourselves. Ask me if you want to formulate some connections with big Npc’s or any of my coming characters.)
Extra- (if i missed something feel free to add it.)
Name:
Age: (min 14, max 70)
Gender:
Faction: (Can be none)
Appearance: (image or description.)
Personality:
History:
Skills:
Equipment:
Likes: (3)
Dislikes: (3)
*magic users*
Type:
(Wizards Just put wizard, If a Mage, Smith, or Druid List the specific type. Ex Fire Mage, Beast Druid, Frost Smith.)
Spells:
(Wizards can have up to 5, All low level.
Ex. mage hand- An invisible telekinetic hand guided by the casters mind which can lift up to 25lbs and operate within a 20ft radius of the user.
Mages, Druids, And Smiths can have up to 3. Of notably higher power.
Ex. Thunder Clap- A spell which imbues the casters hand with and effect for sixty seconds, this effect is: on touch generate a powerful electrical current in the target with no rebound to the caster.
I will help here if needed, but its mostly open to your interpretation, just give it readable parameters and those can be shifted as needed.)
Passive magical trait-
(All Wizards have the Trait “Omni-Spell- Grants the caster access to any form of magic, but removes the ability to Master any form of magic.”
You may invent a passive trait for your Magic user, but it must fit their theme. For example, a poison Druid, would likely have immunity to poisons of all kinds lest they die.)
Holdings- (this is your wealth. Do you own property? A town? A ship? A buisness? Are you a member of a Noble family or even a large family? Do you have servants? Are you a servant to someone else? Think medieval times, how much resources you own effects how many ears perk up when you speak.)
Relationships- (this is where you put important people in your characters life. A wife, a brother, a sister. If the other person is of particular interest, like a high ranking officer or a noble, perhaps a king, even just a friendship with such a big named individual could be beneficial to put here. Remember in this world, who you know is important. Feel free to discuss amongst yourselves. Ask me if you want to formulate some connections with big Npc’s or any of my coming characters.)
Extra- (if i missed something feel free to add it.)
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