SkyGinge
Sad Shroom
~Overview~
The kingdom of Valia. A lone island amongst a thousand sprawling seas. A medieval isle of dramatic landscapes and a world dominated by magic. Welcome to a new world.
The people of Valia lived a peaceful, rural lifestyle in primitive villages, bar the bustling capital, Aliak: the walled city situated amongst a ring of mountains and home of the Palace of Light and the universities of magic, highly acclaimed academic buildings for budding magicians. Under the reign of King Lyram, the kingdom was growing steadily in knowledge and magic. As a people yet to discover the benefits of electricity, magic was a wonderful gift used amongst communities for all purposes; construction, agriculture, light, cooking, ECT. Indeed, the people of Valia were a strong nation living happy, simple lives amongst the wonders of nature.
However, throughout its timeline, the island has been wrought with battles and war. Various dark magicians, upholding the title of Shadow King, sought the destruction of Valia and, leading an ever present evil faction called the Dark Druids, mercilessly attacked the people of the island. Corrupted by their dark magic and motivated to create chaos purely for the cause evil, the Shadow Kings would unleash beings of pure darkness upon the people. Nevertheless, each and every time the kings, knights and magicians of Valia would quash this evil, only for another Shadow King to appear years later when a suitable candidate was found. And thus set into motion a pattern of subsequent peace and destruction.
In his youth, King Lyram decided to stop this once and for all. Early on in his reign, he set about finding and destroying the many hideouts of the Dark Druids, killing their current Shadow King in an attempt to bring conclusive peace to Valia. His efforts were successful and brought about a thirty year period free from fighting, the longest period of peace the kingdom had ever enjoyed.
But peace never lasts forever.
One fateful night, the old King was assassinated in his throne room. Thousands of Shadow Warriors, swirling, blotchy beings of pure darkness encased in sturdy armour, overran the kingdom, performing a mass genocide as they swept through the villages of the realm, mindlessly slaughtering the innocent population; a new Shadow King had been born, more ruthless and powerful than ever. With nothing left to stop them, the Shadow King and his Shadow Warriors seemingly eradicated all human life from Valia; for once, evil was totally triumphant.
Only the fight isn't over yet. A month later, scattered across the land, young magicians and warriors who managed to escape the onslaught live secret lives in the wild, on the run from hideous beasts manipulated by the Shadow King. Now, they must group together and attempt to avenge their fallen people by overthrowing the Shadow King. It will be a monumental struggle full of epic battles and journeys, but they must succeed; surely they have nothing else to lose now.
Can these survivors truly save Valia? Does the Shadow King have greater evil intentions? And what on Earth is the Magistone, and why, seeing as it is in the flipping title, is it so important considering it hasn't been mentioned at all so far?
Experience gritty post-apocalyptic fights in a beautiful fantasy environment! Develop interesting characters amongst others as you struggle through a life of dire survival! Enjoy a plot full of twists, turns and occasional freedom of direction! And endure SkyGinge's TV-advert-style bigged-up introduction! Only you, dear writers, can unfold this tale and decide the fate of our heroes.
~What to expect from this RP~
Lords of The Magistone is a survival/fantasy RP. It is essentially like any post-apocalyptic RP only mixed with fantasy elements. Thus whilst this RP will be largely focused on survival features, such as trying to live in the wild, camping out and hunting, and avoid pursuing shadow creatures, there will also be a heavy emphasis on magic, combat, and a traditional fantasy-genre plot-line.
It's a fairly simple idea; magicians and warriors as the last survivors in the wild, but an idea that will hopefully be easy to fit into and enjoy. So don't be shy; if you like fantasy RPs then don't hesitate to join in!
Lords of The Magistone will also be both linear and freeform. At different parts of the RP, role-players will have the freedom to create their own subplots and lead the RP in different, exciting directions. However, there will also be points where I will need to maintain the central plot arc and as such will make things more linear at these times. The RP will also utilise an objectives system, which I will explain later.
Below I have contained some handy and essential details about the RP and how it will work.
Due to this nature of this RP, there is going to be a heck of a lot of fights and scraps. In this RP, it is up to you as role-players to fully determine the outcome of fights. However, this is a survival RP, so I do expect injuries, no matter how minor, to be sustained. No battle will be easy; most of the population was wiped out by the enemies after all.
Below I will include mini data sheets for all the kinds of enemy that you can run into at a given point. This will allow you to see how to properly combat them, how easy they are to fight, and essentially stop inequalities in battle. Whilst I am fine with a bit of tongue in cheek regarding battles, please have common sense in fighting and don't be ridiculously over-powered or dumb.
You may also encounter un-profiled enemies should you choose to introduce subplots: these are entirely under your control, but remember not to make them too overpowered and please PM me beforehand regarding them.
Enemy list
Enemies for this objective:
Enemy Name: Shadow Men
Description: Essentially normal humans of all shapes and sizes, decked in simple black armour and topped off with an intricate black helmet. This helmet is used by the Shadow King to control them, and it cannot be removed unless the wearer is dead.
Fighting Abilities: They are far more vicious fighters than most humans, and as they fully serve the Shadow King, emotions do not get in their way in a battle. They use simple swords to attack.
Weaknesses: They weren't created for battle, and as such are fairly clumsy and easy to beat.
Other Enemies:
Enemy Name: Shadow Dogs
Description: Like a wolf or large dog in stature and shape, but instead of housing familiar features is made out of a swirling mass of dark matter.
Fighting Abilities: Shadow dogs use all the abilities that a wolf or hound may use in battle; claws, teeth, lunging, ECT. They can follow a scent for days and hunt in large packs, making them a formidable enemy. In addition to all their hound-like traits, the beasts don't get tired and don't feel as much pain as standard animals because of being made out of dark matter.
Weaknesses: On their own, they are quite weak; they could easily be taken out by a few deft sword swings, or a health blast of magic. They are also slightly more fragile to physical damage than normal wolfs.
~A general overview~
You may be thinking 'Yay, woo, magic, let me set fire to stuff already!', but the system of magic in the world of Valia is much more developed than that.
Magic plays a huge part in just about everything in this RP, from helping characters to survive, to combat, to even the storyline. Magic itself is a special type of energy that is found naturally in the atmosphere. The human body maturely absorbs it, but one must be trained to learn how to use it. Magicians are able to use this magic energy and change it into one of ten categories of magical abilities, which can be utilised through expressive hand gestures. Using large concentrations of magic energy, magicians are able to pull off extravagant acts of magic manipulation. The more experienced a magician, the more magic energy they can store, thus the greater the amount of magic energy they can use at one time and therefore the more potentially powerful their magical abilities can be, and the more of them they can use. However, using large proportions of magic energy in one go can cause the user to become weak and faint, and once magic energy is used up, it takes a while to filter back into the body without the aid of potions. Where magic energy clumps together, often naturally in the atmosphere, magic zones form. These can be used to block magic tracking through mystic magic, and if set up by other magicians can be used to buff allies.
Students at a university of magic first get to choose to study one of five primary magic disciplines. In order to master this discipline, they spend three years learning and improving their skills at the relevant University of Magic in Aliak. If they are thought to be talented after this, they may move on to study from one of five secondary magic disciplines that take four years of study to master. Secondary magic was taught in a top secret plaza in the north, so secret in fact that any potential students were hypnotised to forget the journey each way. These secondary disciplines are considered to be more complex and powerful than their primary counterparts. In rare circumstances, a magicians may only study a secondary magic. Please bare into account study lengths when creating your characters, and also bare in mind that your character could have been in the middle of their course when the apocalypse occurred.
~Primary Magic~
Here is a handy description of the different types of primary magic and their capabilities under different levels of mastery.
Earth: The magic of the ground. Beginners can only muster the summoning of small rocks from the earth, with the size of rocks and ability to use them increasing with greater rank. Masters can cause earthquakes, swiftly manipulate and form rocky structures, and travel via moving dirt tunnels, as well as being able to fully manipulate the earth. A very good defensive art.
Fire: The magic of flames and warm temperatures. Beginners can summon small flames and heat up their body temperatures slightly. The control of both fire size, intensity and temperature increases with rank. Masters can create huge fireballs, weave intricate fiery patterns and use their fires to produce solar energy to grow vegetables and plants. Plus it's awesome to be able to create fireballs.
Ice: The magic of ice and coldness. Beginners can freeze small patches of water, cool themselves down slightly and fire small icy blasts. The ability to freeze and cool, and the size of the ice shards that can be fired increases with rank. Masters can freeze larger areas of land, fire and protect themselves with ice crystals and even freeze themselves or another in a huge energy consuming burst of magic. Good for sneaky defence and battle strategy.
Thunder: The magic of electricity. Beginners can create small electrical currents and small sparks. The size of the thunderbolts that they can fire and the voltage of their electric magic increases with rank. Masters can quickly fire large, powerful thunderbolts and create thunder webs around themselves. And besides, being able to fire thunderbolts is pretty cool.
Wind: The magic of the air and mobility. Beginners can create small blasts of wind. The strength and ability to control the wind created improves with rank. Masters can create tornadoes and other huge blasts of wind, wind tunnels and even fly for short periods of time. A handy art for increasing movement.
The descriptions of how the magic disciplines may be used are only guidelines of what magicians of different abilities are capable of: you can be as creative as you want with your magical powers as long as they fit with the ability of your characters.
~Secondary Magic~
Again, details on the secondary magic disciplines and how they work, 'n' stuff.
Dark: The magic of evil and malicious intentions. Beginners can create minor dark blasts and have weak control over shadows, with masters having superb control and power over both. This might sound weak, but dark magic attacks are actually the most painful and powerful of all magic attacks, and they can cause emotional scarring. However, in order to gain power, the user must lust power and embrace their dark sides, explaining how corrupt dark magicians always become. Dark masters can also conjure dark matter, though they know little of what to do with it.
Mystic: A magical art that is unique compared to the others. Each mystic magician chooses to use magic energy in an unusual way, such as long distance communication, possession of spirits and other odd arts. They attack using pure blasts of magic energy, and, as you would expect, the power of their abilities increase with rank and experience, ect.
Nature: The magic of life. Beginners can easily tame animals and summon small plants. The control of this and the power of the lifeforms that can be controlled increases with rank and experience. Masters can summon huge vines and trees, and fully manipulate and summon animals from long distance. Nature magicians quite often have a pet who stays with them at all times.
Light: The magic of healing and goodness. Mainly used as an inoffensive art, beginners can heal small wounds and buff allies slightly. The power of healing, buffs and light attacks increases with rank and experience. Masters can create magic zones, light bubbles, instantly heal wounds, buff allies and attack with light beams and light blasts. The hardest type of magic to learn, but one of the most rewarding, this magic art has passed down the royal family for centuries.
Water: The magic of water and liquids. Beginners can summon small offensive water bubbles and have a little control over liquids. Water manipulation, ability to swim and breath underwater and the size and power of water attacks that can be summoned increase with gingerness of hair. Only joking, they increase with rank and experience like with every other discipline (just thought I'd mix things up for you!). Masters can create huge whirlpools and waves, summon large water attacks and breath entirely underwater. Pretty handy for swimming and such.
If you don't understand any of this too well, don't worry too much as I hope I can give a good example of how magic works in my own RPing, and you'll soon get the hang of it regardless.
This RP will work under an objectives system which essentially provides RPers with something concrete to aim towards with their writing. Essentially, I will post an objective here that you must strive to get your characters to complete. This is in order to keep the RP moving forwards. When an objective is completed, I will write a longer piece that will move us onto the next objective and perhaps show what is happening elsewhere with villains or the like. This section will also contain the enemy profiles needed for the current objective. The updates section will be updated each time so that you can know that the objective has changed.
Current objective: Objective 2: Forward with Pride and Pashan (SPF)
This objective will be a lot more relaxed than the last one - it will be more about peaceful travelling and survival living - there will be the possibility of another skirmish, but it will likely be an easier fight and nowhere near as intense as the shadow dog battle. If you're thirsting for battle still then don't worry; the next objective will be back to being very high paced, but obviously character development, bonding and plot has to happen too
This objective will focus on the next day. It will begin with everybody waking up and going about their morning routine, then people will have a bit more freedom. This is a SPF objective (side-plot friendly), meaning it is encouraged that you start to develop your own side-plot ideas in this chapter - although please PM said ideas to me first so that I can make sure they're suitable.
For those of you who have nothing in mind, there will still be some linear plotting for the group to follow. Skyre, and others, will be heading over to find Clara and Magnus, then returning to the clearing base for lunch. Your characters could hunt, relax, wash, ect. if they do not want to partake in this journey. Then for the afternoon, the group will head east through an abandoned village, then a peculiar valley, where they will meet two very important characters...
Oh, and to those interested in joining, the RP is still open and will remain so until the end of Objective 4.
Enemy Name: Shadow Men
Description: Essentially normal humans of all shapes and sizes, decked in simple black armour and topped off with an intricate black helmet. This helmet is used by the Shadow King to control them, and it cannot be removed unless the wearer is dead.
Fighting Abilities: They are far more vicious fighters than most humans, and as they fully serve the Shadow King, emotions do not get in their way in a battle. They use simple swords to attack.
Weaknesses: They weren't created for battle, and as such are fairly clumsy and easy to beat.
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