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Fantasy The Obsidian Knight Lore

OOC
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Characters
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Lore
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Ranks
Ranks don't necessarily mean who is stronger but instead how high the character is on the charts. The amount of missions, tier level Imps, and years equate to their rank. Most veterans that have taken several missions are usually ranked A-B. Decent agents are C rank which is common.

Rank F: This is mostly for those who are terrible in the game. They are either cowards, or have done something horrible like accidentally causing harm to their teammate, or uncooperative. They are dropped to that level for a second chance or they have potential

Rank D: Is given to rookies starting from age 13 and up

Rank C: The majority of the organization are rank C as it is the most easy and perfect place to be if they are unable to take on higher tier Imps. Most people have gotten too comfortable at this level. (Working years: 1+)

Rank B: These people deal with higher tier Imps while still considered mediocre but have been ranking in the charts with how many missions they have amassed over the years. (Working Years: 5+)

Rank A: This rank not only is the highest, but these people can deal with any level of threat. They are either prodigies, talented, or have managed to rank up over the years. There are different ages. They would be on par with the Obsidian Knights or sometimes Rank B (Working Years: Varies/ 10+ Usually)

 

Impurities/I.M.P.S. & Tiers

Note: Normies/non-magic users cannot see impurities, but they are aware there is something there that causes accidents or deaths.

Impurities are a mixture of eldritch and underworldly. They are corrupted abominations that wander the mortal realm wreaking havoc. Their design is that of something that has crawled out from the depths of hell, grotesque, size varies, but are mostly jet black. Their eyes, ears, mouth and ends of their limbs or parts of their bodies are covered with colors that glow which stick out like a sore thumb in the dark. Impurities torment the innocent as if playing with their food. They are attracted to negative energy, blood and most importantly mana. Mana is what an Impurity seeks, to gain strength and evolve to their ultimate form. When they first pass through the Nexus, they are weak and easily vanquished forced to hunt for nourishment like humans. While humans do not contain an excess amount of mana, it is enough to satiate their appetite, regenerate missing limbs and grow in power over time. On special occasions they come in groups, pushed by larger predators. When this happens it means higher tiers Impurities are bound to follow. It is a common pattern in which agents predict and prepare for the worst by monitoring the area for a high level Imp.

Note: Higher tier IMPS have more vibrant colors attached to them as an estimate sign of how strong they are. Any kind of marking would be considered dangerous. The markings can be anything such an X on its chest, a diamond, a star, etc. These signs are notable and common upon higher ups. The organization has yet to decipher what they mean.

Tier I

Impurities/I.M.P.S. & Tiers

Impurities are a mixture of eldritch and underworldly. They are corrupted abominations that wander the mortal realm wreaking havoc. Their design is that of something that has crawled out from the depths of hell, grotesque, size varies, but are mostly jet black. Their eyes, ears, mouth and ends of their limbs or parts of their bodies are covered with colors that glow which stick out like a sore thumb in the dark. Impurities torment the innocent as if playing with their food. They are attracted to negative energy, blood and most importantly mana. Mana is what an Impurity seeks, to gain strength and evolve to their ultimate form. When they first pass through the Nexus, they are weak and easily vanquished, forced to hunt for nourishment like humans. While humans do not contain an excess amount of mana, it is enough to satiate their appetite, regenerate missing limbs and grow in power over time. On special occasions they come in groups, pushed by larger predators. When this happens it means higher tiers Impurities are bound to follow. It is a common pattern in which agents predict and prepare for the worst by monitoring the area for a high level Imp.

Note: Higher tier IMPS have more vibrant colors attached to them as an estimate sign of how strong they are. Any kind of marking would be considered dangerous. The markings can be anything such an X on its chest, a diamond, a star, etc. These signs are notable and common upon higher ups. The organization has yet to decipher what they mean.


Tier I

Imps
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Tier one IMPS are as the name states taking the form of something akin to an imp or at least a haunting creature that would make a child cry ‘boogieman’. While not aggressive they can cause all sorts of trouble such as be a mild nuisance, strike fear into the hearts of man and become a threat further down the road after their victim is ripe enough to devour. They are considered to be buds before it blossoms into a major issue. Imps are mainly bipedal monsters with glowing red eyes.

Hellhounds & Hellcats
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Hellhounds are quadrupedal beasts taking the shape of dogs, wolves, cats, tigers, panthers, etc. Much like a dog, hellhounds have an acute sense of smell reaching up to twelve miles. They are blind and use scent as a way to see. Unlike IMPS, they directly head for those with the highest mana pool in their area to devour. The only way to deter them is alcohol and menthol. A hellhound attacks with dark fire that would weaken a person as it drains mana. Luckily for sorcerers with advanced skills, it only injures them slightly. To a normie, it is deadly.

Hellcats, on the other hand, are stealthy creatures. They wade through the shadows stalking their victim as if they were in a jungle. Their footsteps are soundless, their attacks calculated and precise. A hellcat can see in the dark and take advantage of their surroundings. They are the only tier one creatures with some intelligence using instincts to navigate through a battle. They use their tail as a weapon. It acts like a whip with a spear tip similar to a scorpion. Fire is their weakness, but can easily be killed with any enchanted weapon or spells.


Avians
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Avians are beasts that rule the skies, a cross between a bat and a bird with horns on their heads. Their feathers are as sharp as a knife, enough to cut paper. Their screeches are an annoyance, capable of throwing a person off balance, but not impossible to push through and damage it. They flap their wings or curl their tail to launch their sharp feathers on their enemy like shrapnel. Their weakness is their underbellies.

Sirens
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Sirens are aquatic creatures that can travel through both land, water that turn into miasma. They leave a trail of purple residue as their bodies are covered in poisonous slime and not to be touched. They are difficult to track down in water, but on land they are at a disadvantage using all they have to gain an upper hand. Sirens can spew acid, and poison. They can also use the poison slime on their bodies to create a sludge ball and use it as a projectile. If fire is involved, the sludge can explode. It’s best to be careful when using fire. Electricity, ice and fire are their weaknesses, but any spells or enchanted weapons can vanquish them.
Tier II-Pupa Stage

Nascent
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In this tier, Impurities are faster, bigger, smarter, and have a bit more ombre color showing from their limbs. Their attacks are calculated by hitting harder against sorcerer's. They are also aggressive, capable of harming normies. They can also be unpredictable by flanking sorcerer's, stalking For fun, mimicking a human or an animal cry to get a person's attention whether human or sorcerer.

Tier III-Adult Stage

Sentinel
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Tier three, is by far the most dangerous. Not only do they increase In size but they begin to stand on two legs, and seem humanoid. Their body turns a bit more colorful, blending not just with one color but two. They have markings found on their bodies, and are capable of speech and intellect. These IMPS grow sentient, no longer just simply following primal instincts. They seek larger mana pools thus aiming specifically for sorcerers, or upcoming sorcerer's such as children who discovered their magic. They are extremely dangerous with their enhanced strength, lighting speed, and armor body. They are difficult to kill as if battling against an elite sorcerer. This is the tier where sorcerers tend to either underestimate, or give it their full strength as one misstep could contribute to their demise. At least a group of two A tier or more sorcerers are required to vanquish them.

Tier 4-Giant Stage

Kaiju
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Tier four can be just as dangerous, but it’s a rare occasion as these creatures are formed when hoards of IMPS are clumped together by consuming one another causing their bodies to expand into towering giants reaching up to twenty feet and up. The shape they take can be grotesque or a larger version of hellhounds, Avians, etc. They are considered an important threat to take care of and avoid destruction by all means. A group of two or three sorcerers are needed to take care of such giants.

 
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Chess History

Sorcerers have existed since the dawn of time. They were rogues who used their magic for selfish reasons. Not all were, bad, but without any guidance it was safe to assume they were able to do as they please without consequences. Some time during the fifteenth century, humans began to notice strange occurrences caused by supernatural forces. The sorcerers were not the ones who caused, but the blame was brought on them. This caused the beginning of a witch hunt, and the Impurities leaking into their mortal realm. The two were somehow connected which caused witches to live cautiously and in hiding. The moment impurities started to plague the world is when magic users realized they were the only ones who can see such creatures. They were believed to be demons needing to be exterminated to save their reputation.

A young man named David Bishop, an apprentice of the church realized there is a blight beyond the eyes of the normal folk. It was causing destruction for the humans in their wake. The only thing he could do is take on the burden of ridding the Impurities from the realm, however, it became a problem the older he got. He couldn't do it alone, he needed help. It was then that he decided to search for other gifted people and recruit them to his church. They became a secret organization, continuing traditions that will help the youth in ridding the world of corruption with the exception of free will to take on the such tasks for the rest of their lives. The secret organization was inspired by knights of old, to uphold themselves as important figures, and purify the world, protect the humans so no harm may befall on them. The organization was then dubbed as, 'chess'.

Throughout the years, Chess has expanded their agencies to international where hot spots of impurities would rule. The government has done extensive research learning what an Impurity is and what their purpose are. As it turns out, it's much graver than anticipated.


Note: Chess not only hunts impurities, but are responsible for hunting down rouge sorcerers as a bounty. Dead or alive.
 

The Black Spire

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The Black Spire is a company tower painted All black. The coating is unique as it looks as it blends with the other sky scrapers, but upon closer inspection it turns Black. This only happens when those invited or employees are hired. It drives people insane, but to those on the inside, it is for their eyes only. When expelled, the colors are no longer visible and the memories fade away. This is due to a spell placed the moment the employee steps on the block or enters through the door or any opening for that matter.

Departments
The Black Spire has departments designed for any sorcerer's needs as well as accommodations. Some are blocked off and only certified operatives are able to enter using their key cards given to them. The cards and locks are magic-tech in case anyone tries to recreate the card or try anything. The only way to break the seal is through the creator of the seal or through the access card. Here are the list of existing departments found within floors. Red means it's off limits:

-B3-Holding Cell

-B2-Arsenal Room

B1-Research Floor

-F1-Reception floor
*Public Bathrooms
*Courtyard

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*Guest Lounge Room

-F2-Operatives Domain

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*Scoreboard & Mission Board Room
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(More may be added)

-F3-Training grounds
(A floor dedicated specifically for sparring, and training)
*Holographic Practice Room & Sparring room
*Meditation Room
(More may be added)

-F4+-Lodging rooms
*Apartment room with bathroom, bedroom, and corner kitchen

The White Hall

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[Throne Room]

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[Hallway to the throne room]


The White Hall is where meetings are are held with extreme cases between the King and their Knights. A large corridor painted in all white marble and tints of gold embedded for a shiny touch. It leads to two large double white doors leading to a throne room. This can only be reached when you ride the elevator to the top floor. Of course a key pass will be needed to insert into the slot. A literal key in the shape of a white sword. They are imbued with magic and these keys may of course be customized by color. This will allow people to cross the threshold leading up to the hall.

Note: The Concierge holds the spare key.
 
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Magic & Sorcerers
Mana
In order to use spells, incantations, or forge contracts, mana is required. Every living organism contains mana. It is the essence of life and the source of magic. Some have more than others. Those with a large reservoir of mana are gifted and called by many names. These are known as magic-users. In the Chess agency they are dubbed as Sorcerers. They are clairvoyants, guardians between the living and supernatural. The mana they harbor is large enough to bend the laws of reality. Normal people have a small amount of mana and are unable to see the paranormal and produce magic. It is possible to be a late bloomer either from bloodline or a new one.

Sorcerers
While being a sorcerer sounds like an invincible concept, they have limitations, contrary to fantasy stories. Sorcerers can only use one element and expand on it. They can mix spells with contracts to create something new. For example: there once was a swordsman who wielded light shaping his abilities into an arsenal of swords. He also formed a contract with a phoenix and used it to create golden wings made out of light blades. Their feathers are capable of being used as swords.

When a sorcerer casts anything, they spend mana. The stronger the attack, the more spent the user until they can no longer utilize spells. It is recommended to train and expand the reservoir through rigorous training.

When it comes to bloodlines, it’s not far-fetched for the child to be born without magic or harbor a different element than their parents. The way elements are designated is based on the person’s personality. It can be deceiving, confusing even as one cannot decipher if someone is good or bad.

What are spells?
Spells are attacks that do not require incantations. A sorcerer launching a magical attack based on their element is a spell.

What is an incantation?
An incantation is the ability to cast a spell through phrases. They are mostly used to enhance abilities, to trigger a trap, heal, or the need to purify corruption. It’s a stronger version of spells, and used in stealth missions, the problem is one cannot be interrupted when chanting or the process will restart.

What is a glyph?
Glyphs are used are mainly used as support. You can bounce off of them through great heights. They are can be used as a shield and barrier. They hold up so long as the user's mana isn't depleted or loses concentration. Cracks can form if one loses focus or if the enemy overpowers the user.

Contracts
Contracts can be created through different methods. When summoning, a sorcerer must create a glyph, offer a drop of blood and call upon their name. The glyph is different each time, representing their family crest, the blood is an offering to coax them into bargaining and the name is the specific address in who you wish to summon. A promise, or a deal must be offered, and be careful of the loopholes. All monsters can be conniving. Once a contract is formed, they feed off of a sorcerer’s mana during battles which can fatigue the person quickly.

Familiars
Familiars, on the other hand, are different. While the sorcerer and the chosen partner are in a contract, they do not require a whole lot of mana. They have bonded with their partner unless released. Should the owner die, so does the familiar.

Purification
IMPS have the ability to corrupt areas. Their dark webs and hive nests are signs of IMPS taking refuge and corrupting/ cursing the land. Sorcerer's are in charge of purifying the blighted area from evil for safe passage. In order to free the place from infestation, one must find the heart. It is cocooned and beats much like a heart surrounded by miasma to ward people away. The heart is surrounded and possessed by an object, or person that harbors strong emotions unwilling to let go. The object can be precious enough to become the foundation of an IMPS nest as it brings them comfort. An enchanted weapon or more can destroy the heart no problem. However, there are instances when the negative energy is too great and foul the heart can have more than one, or have a barrier. This requires an incantation with the help of at least two sorceress to rid the heart.

 
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