Berries
Berry bad fruit puns
Closed: If you are interested in joining, please send me a PM, but you may not be able to hop in immediately.
CS THREAD | OOC THREAD
Discord Link
Introduction
Centuries ago, the Kingdom of Dtrir was a prosperous and wealthy nation. Surrounded by rich mines and forests, it never lacked resources, and it was one of the world's five hotspots of magical activity. So powerful was Dtrir that it was the envy of all other nations: an envy which festered in the shadows, for none could challenge the mighty Kingdom that had been sovereign to the world at large for decades.
It seemed as if Dtrir was invincible. The end of its reign seemed to stretch far into the future; so much so that nobody could even conceive a world in which Dtrir did not exist.
Nowadays, Dtrir has been all but lost to time. The once mighty Kingdom exists nowhere outside of stories and the lore of elders. There is but one book that documents anything about the fall of the nation, and its pages are scrambled and torn... Even the book's title is hard to make out, but after hard scrutiny one can make out the words "The Keys to Dtrir".
Roleplay Info
The Kingdom of Dtrir, once mighty, has fallen and been lost to the ages. Hardly anything remains of the Kingdom but a single book, "The Keys to Dtrir", which documents the fall of the mighty nation. It is hard to decipher because it has been kept in such poor shape, but it tells the tale of how the nations of the world bonded together to launch a magical and physical assault on Dtrir.
After many years of war, Dtrir was weakened. Using its last bit of strength as a nation, it opened a Rift in space: hiding itself in the rift and locking its doors to the world. However, Dtrir miscalculated. Instead of locking the keys inside with them so that they could emerge once they became strong again, they dropped the keys into the outside world - locking themselves inside the Rift forever unless somebody assembled the keys to open their doors once more.
With the keys fell a single man. His name has been lost, but he is the author of the "Keys to Dtrir" and is the only one who knows the full legacy of Dtrir and how to retrieve them from the Rift. This man is the last living remnant of Dtrir. This roleplay will be focused around finding the lost keys to Dtrir, as well as finding the man who knows how to access the Rift.
World Info
The Kingdom of Dtrir is situated in the world of Anama. Anama is a high-fantasy world with all sorts of diverse races and magic, and contains many different nations. Technology in Anama is rather basic, for the abundance of magic makes technology unnecessary. However, certain sects of humans are known to have advanced technological capabilities, though those sects tend to be highly reclusive.
The physical keys to Dtrir are magical keys, and will each possess a certain magical attribute which will make them difficult to retrieve.
There will be hardly any limitations on characters as the world is flexible enough to contain nearly anything, though of course any god-mod characters will be unacceptable. In addition, there will be many opportunities for world building, since Anama is such a diverse world it is open to a lot of interpretation.
Info Dump (Not Required Reading!!)
CS THREAD | OOC THREAD
Discord Link
Introduction
It seemed as if Dtrir was invincible. The end of its reign seemed to stretch far into the future; so much so that nobody could even conceive a world in which Dtrir did not exist.
Nowadays, Dtrir has been all but lost to time. The once mighty Kingdom exists nowhere outside of stories and the lore of elders. There is but one book that documents anything about the fall of the nation, and its pages are scrambled and torn... Even the book's title is hard to make out, but after hard scrutiny one can make out the words "The Keys to Dtrir".
Roleplay Info
The Kingdom of Dtrir, once mighty, has fallen and been lost to the ages. Hardly anything remains of the Kingdom but a single book, "The Keys to Dtrir", which documents the fall of the mighty nation. It is hard to decipher because it has been kept in such poor shape, but it tells the tale of how the nations of the world bonded together to launch a magical and physical assault on Dtrir.
After many years of war, Dtrir was weakened. Using its last bit of strength as a nation, it opened a Rift in space: hiding itself in the rift and locking its doors to the world. However, Dtrir miscalculated. Instead of locking the keys inside with them so that they could emerge once they became strong again, they dropped the keys into the outside world - locking themselves inside the Rift forever unless somebody assembled the keys to open their doors once more.
With the keys fell a single man. His name has been lost, but he is the author of the "Keys to Dtrir" and is the only one who knows the full legacy of Dtrir and how to retrieve them from the Rift. This man is the last living remnant of Dtrir. This roleplay will be focused around finding the lost keys to Dtrir, as well as finding the man who knows how to access the Rift.
World Info
The Kingdom of Dtrir is situated in the world of Anama. Anama is a high-fantasy world with all sorts of diverse races and magic, and contains many different nations. Technology in Anama is rather basic, for the abundance of magic makes technology unnecessary. However, certain sects of humans are known to have advanced technological capabilities, though those sects tend to be highly reclusive.
The physical keys to Dtrir are magical keys, and will each possess a certain magical attribute which will make them difficult to retrieve.
There will be hardly any limitations on characters as the world is flexible enough to contain nearly anything, though of course any god-mod characters will be unacceptable. In addition, there will be many opportunities for world building, since Anama is such a diverse world it is open to a lot of interpretation.
Info Dump (Not Required Reading!!)
Races
Additional races will be accepted if requested.
- Humans are the most common race and have an average lifespan of 70-80 years old. Their average height range is 5"7 to 6"3. Humans are the only race known to be able to use more than one magic classification but don't have high magical affinity from birth.
- Elves are the the second most common rage and have an average lifespan of 150-160 years old. Their average height range is 5"10 to 6"5. Elves have an incredibly high affinity for light magic, but can find it more difficult to branch into other classifications of magic. Additionally, there is a small faction of elves who called drow elves who are affiliated with dark magic and have an affinity for it at birth. Drow elves are known to have darker skin than their light-affiliated counterparts.
- Nymphs have an average lifespan of 100-110 years old. Their average height range is 4"5 to 5"2, and have an extremely high affinity for nature magic at birth. Nymphs, to some extent, are all naturally able to use some form of nature magic even without training but it is dangerous for them to practice any of the other magical classifications.
- Fairies have an average lifespan of 90-100 years old. Their average height range is 4"0 to 4"5 and they possess wings. There are two very distinct clans of fae: one that practices dark magic, and one that practices light magic. The fae who practice light magic have fair skin and light hair whereas fae who practice dark magic are dark skinned with dark hair. Fae have no affinity for nature magic but have high affinities for either light or dark magic from birth.
- Mermaids have an average lifespan of 70-80 years old. Their average height range is 5"5 to 5"11 and they possess tails that are usually around half their height. There are both saltwater and freshwater varieties of mermaids, and they have an incredibly strong affinity for water elemental magic to the point where if they aren't able to use any water magic they will die. They have some affinity for the other elemental magics but struggle outside of water use. Additionally, if a mermaid is able to use shapeshifting magic they may shapeshift into a race with legs in order to walk on land.
- Dwarves have an average lifespan of 120-130 years old. Their average height range is 4"10 to 5"5 and they have a high affinity for nature magic: in particular, earth elemental magic. While a dwarf has an affinity for any type of nature magic, any dwarf who specializes in earth elemental magic can surpass the level of master with ease while using it.
- Orcs have an average lifespan of 90-100 years old. Their average height range is 6"3 to 6"7. Orcs have no magical affinity at birth but make up with it with their massive physical strength.
- Goblins have an average lifespan of 50-60 years old. Their average height range is 4"3 to 4"7. Goblins have an affinity for dark magic practices from birth. They mostly live in underground communities beneath Ticedo after the orcs in Ticedo enslaved them and forced them to go into hiding.
- Shapeshifters can either be elves, orcs or humans and retain the physical traits and life spans as their base race. Shapeshifters are able to turn into one designated animal at will. However, shapeshifters have little magical ability and find it difficult to raise above the rank of apprentice in magic use. Note that any dragon shapeshifters are killed at birth. Additionally, keep in mind there is a difference between the shapeshifter race and the magic ability to shapeshift.
Magic
The three classifications of magic are "nature", "light" and "dark" magic. Each classification of magic has four distinct classes which each have their own god. While it is possible to use multiple classes within the same classification, it is almost unheard of to be able to use multiple classifications of magic. Humans are the only known race with this capability, but it is exceedingly rare. While individuals can't control different classifications of magic, they are able to combine their magic with others to create unique spells and effects.
The magic system is mainly religion based. As stated, each type of magic has it's own god, and while one may train independent from the god's following, the most powerful mages all either come from mage academies or from the respective churches of their gods.
There are seven different levels of mastery for each type of magic:
God
Monk
Legendary
Master
Adept
Intermediate
Apprentice
God level status is only achievable by the gods of each type of magic, and monk status is reserved for the most dedicated of their followers. Monks are all avid followers of their church and are generally age 50+. Legendary magic users are usually at least 40 years of age, and master level users are in their late 20s or 30s.
- Oclo - The god of shapeshifting magic, Oclo is said to have over a hundred forms. His appearance is fluid and on statues he is depicted simply as a cloaked figure. Following the practices of Oclo will give the user the ability to shapeshift into any form that they desire. However, depending on the size and power of the intended form, it can take a massive level of magic mastery. For example, the ability to shapeshift into a dragon would be the power of a monk alone.
Umes - The goddess of the elements, Umes is depicted as a barefoot woman with flames in her hair and a body made out of water. Any who follow her Order gain the ability to control one or more of nature's four elements: fire, water, earth and air. In order to control two elements one must be an adept-level magic user, and to control three one must be a legendary-level mage. To control all four elements requires a monk.
Casoi - The god of gravity, Casoi is depicted as a man lifting a massive rock with ease, for he can control the force that attracts people to the center of the earth. Followers of Casoi can learn to either use gravity to ground their enemies, make themselves fly, or use telekinesis. Gravity is one of the hardest magical practices to follow because of the massive affinity with the earth it requires in order to manipulate the attraction between the earth and other objects. To manipulate a sentient being's gravity the rank of master is required, but one can successfully manipulate a small object's gravity from the level of intermediate.
Aana - The goddess of animals, Aana is depicted as having the ears and tail of a fox. Followers of Aana gain the ability to communicate with animals, and also gain the ability to telepathically communicate with other humans. Additionally, many devout followers of Aana end up gaining the senses of an animal such as hearing, sight and smell. Many times, they also manifest physical features from their specialty animal so it is common for the followers of Aana to have animal ears, tails and even fur. - Aquasis - The god of healing, Aquasis is depicted as an old man in a cloak. Followers of Aquasis gain the ability to heal others by touch, and depending on the level of the mage they can heal bigger wounds more quickly. Additionally, high level followers of Aquasis eventually become able to heal a person without touching them. Monk-level followers of Aquasis are capable of reviving a person within a few minutes of their death.
Iveda - The goddess of energy magic, Iveda is depicted as a beautiful young woman. Energy magic is the practice of using one's own energy, something akin to mana, and moving it outside one's body in order to manipulate material or manifest certain objects. Energy magic is most commonly used to create magic shields or barriers, but can also be used to create things like weapons. High level users are able to use more energy for their creations and therefore can create things on a larger scale, for instance a monk-level user would be able to create barriers so large they can encase an entire army.
Idros - The god of animation magic, Idros is depicted as a puppeteer with a string of puppets in each hand. Followers of Idros are able to create sentience in otherwise non-sentient objects for a certain amount of time in order to make them do their bidding. Higher level mages are able to animate more objects for a longer amount of time.
Pamera - The goddess of the spirit, Pamera is depicted as a woman wearing a long slender mask. Spiritual mages possess the ability to summon spirits to give them strength and provide them with aid. Depending on the level of the mage, the spirits will become increasingly more powerful and increasingly easier to control. Monk-level spiritual mages are able to permanently bind their summons to the earth, though this is a highly outlawed form of magic for spirits can be unpredictable and malicious. - Vydil - The god of blood magic, Vydil is depicted as a handsome young man in a red robe. Blood magic is the ability to control the blood inside a person's veins in order to control them. It is a banned form of magic for controlling others against their will is highly immoral. Any blood mages found are usually executed. It is an incredibly difficult form of magic to master, and blood mages are usually at adept-master level before they can successfully control a sentient being for a mere three seconds. Monk-level blood mages, however, are capable of controlling people against their will for days at a time.
Sather - The god of magic involving the mind, Sather is depicted as a man with long hair and long nails with a smirk on his face. Mind magic extends to anything involving the mind. Low-level mind magic users are able to read emotions, whereas master-level users are able to read thoughts, and monk-level users are able to both manipulate people's emotions but also change their memories. Mind magic is widely banned, and any users of it are sentenced to death when found.
Owius - The god of illusion magic, Owius is simply depicted as a shadow. Many followers of Owius are assassins, for illusion magic allows the user to become one with the shadows and conceal their presence. Additionally, however, users are able to create illusions around other people which are useful to confuse or make escapes. Low-level illusion mages are only able to create small illusions centered around one person, but high-level mages are able to include multiple people in their illusions and can create entire worlds within their illusions.
Earis - The goddess of necromancy, Earis is depicted as a zombie woman. Necromancy is a banned form of magic as it is a widespread belief that the dead are best left as such: dead. Necromancers are executed upon discovery. Followers of Earis have the ability to briefly animate dead corpses in order to make them do their bidding, and amount of time a corpse can be animated and the amount of corpses that can be animated at once depends on the level of the necromancer. Monk-level necromancers have the ability to speak to the dead.
OOC Info
Heya!
I'm Berry. I had started this rp before but it never got past creating CSs, I forget why? But since the world is fleshed out and I want something to GM here we go again! The change from last time to this time is that I'm accepting an unlimited amount of players, and I added some worldbuilding information.
Requirements:
-Be able to post at least once every two days.
-Be able to post at least two substantial paragraphs per character, per post. Along with this comes the general good grammar/spelling requirements. :3
I'd also prefer to have a discord chat for OOC, though we also have a normal OOC thread if anybody doesn't like to use discord. c:
You can find the CS and OOC threads up at the top of the post. :3
-Berry
Heya!
I'm Berry. I had started this rp before but it never got past creating CSs, I forget why? But since the world is fleshed out and I want something to GM here we go again! The change from last time to this time is that I'm accepting an unlimited amount of players, and I added some worldbuilding information.
Requirements:
-Be able to post at least once every two days.
-Be able to post at least two substantial paragraphs per character, per post. Along with this comes the general good grammar/spelling requirements. :3
I'd also prefer to have a discord chat for OOC, though we also have a normal OOC thread if anybody doesn't like to use discord. c:
You can find the CS and OOC threads up at the top of the post. :3
-Berry
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