Asriel Dreemurr Posted October 30, 2014 Report Share Posted October 30, 2014 Please take into account that this is by no means finished. Everything below is simply a collection of all that is certain for the coming roleplay, but there's going to be plenty of room to add things. [spoiler=Premise] Welcome back to a world of terror and strife, though things aren't quite so openly bad nowadays. It's been one thousand years since the last time you set foot in this place, and I have to say that things seem to be looking up. The Church of Titania is still around of course, but their political power has been significantly reduced since the times of old. The nations of this world stand and fall under their own power and corruption now, and war is somewhat more frequent than it was a millennium ago. Still, for the most part people do not need to worry about being accused of being witches thanks to the rise of a new organization. Speaking of Witches, they're still certainly around and certainly only women have the capacity to become them. However, with the fall in the influence of the Church, many of the other ancient ways of magic have returned, and an entire new organization was born to help manage and train the world's magical population. The Magus Association is the group which governs those who are magically inclined in the world, and among their goals is to find the source of all magic. How can this be achieved you ask? The Holy Grail. The Holy Grail is a mysterious artifact which first appeared some centuries ago, no one agrees on the exact date when it first manifested, and which has been said to be capable of granting any wish. There have been dozens of wars and hundreds of battles to claim if down through the years to claim the grail, and a new one is upon us. Do not misunderstand, there could well be the deaths of thousands if such a fight were to get out of control, and so there have been some changes in recent centuries. The Church of Titania and the Magus Association have come to an accord to suppress knowledge of the holy grail, and instead organize a war in miniature to decide whom is most worthy to claim it. This is based upon the phenomenon seen down through history of the grail "choosing" seven people it deems worthy to claim it, and the ability these people have possessed to summon the spirits of legendary figures to assist them in the fight. The Holy Grail War, as it has come to be known, is a conflict organized by the Magus Association and overseen by the Church between the seven "Masters" and their "Servants" as the summoners and spirits have come to be known. In this war, you are one of the Masters and have called forth a figure out of this world's legend to do battle against others of their kind. From whence do you hail? What wish would you have the Grail grant? What will you sacrifice in the course of this battle? Oh there are more questions to be asked, but you might not get the chance to answer.[/spoiler] [spoiler=Rules] I have the final say in all matters relating to this RP, and reserve the right to alter the rules as necessary. No God Moding, Power Playing, Metagaming, you know the drill. Participants should make sure to read over the standard Roleplaying Forum Rules and the Advanced Clause to ensure their familiarity with them. When we get to it, applications for Servants will be sent to me via PM to avoid undue player knowledge. Before the RP starts, be sure to send me a PM with your skype details so that all can be gathered in a chat there. Only those wishing to participate in the RP or the planning process may submit legends. [/spoiler] [spoiler=Database] Here is where the information on the world at large will be stored. More will be added. [spoiler=The Supernatural]Silver and Salt Silver has magic repelling properties. It is not absolute, but wearing a full suit of silver armour protects from direct magic (such as mental invasions) and weakens indirect magical attacks (fire magic etc.) It is capable of cutting and breaking magic. Again, it is not absolute, and the strongest spells can withstand it. Silver is poisonous to magical creatures, who feel pain and nausea when coming in contact with it and tremendous pain when cut with a silver sword. Sufficient contact with silver and the bloodstream can lead to death. Salt also has supernatural affecting properties, the applications are widely varied.Talismans While it is not possible for ordinary humans to directly contact with spirits, talismans are any sort of thing that can affect the spiritual world regardless. Examples include charms and amulets as well as magic circles and symbols.Fausts Those who have formed a contract with servants of darkness and been transformed body and soul are called Fausts, and are able to take on the forms of monsters (each Faust has a set monster form and can transform back and forth, as well as half-transform). Unlike Witches, Fausts lack the capability to truly control themselves and often end up going berserk, slaughtering everything they see. They are under a constant urge to destroy. Fausts grow more powerful by devourer the raw flesh of creatures while their soul has yet to leave their body. They absorb the soul into their own and the devoured soul is left in torment until the Faust is slain. In ancient times, Fausts have also been created in contract with magical singularities such as Archdevils and Dark Gods through a powerful ritual. These Fausts were so powerful they were mistaken for natural disasters that wrecked the geography of the land. Behemoth, Goliath, Leviathan, all well-known monsters in mythology that were in truth Fausts. Furthermore, there was a time during which Fausts were born of mortals creating contracts with Witches. This still occurs in some cases, but the Magus Association frowns heavily upon such things.Spirits Spirits are the forces that govern this world, from rain spirits to fierce volcano spirits, some control nature, while others, such as the Norns, control causality. Some are great and powerful and govern entire land masses, while others such as sprites group together in order to cause any physical effect on the world.Demons Otherwise called devils, they are the spirits of darkness and vary from mindless flesh-eating imps and ghouls to powerful princes of hell. They once walked the land during the Age of Spirits, but now sealed away and only are able to manifest into the physical world when dark feelings fester and ferment to serve as energy for their physical form.Church Magic The Church does not utilize the magic of spirits, and one does not have to be born with the capability to use it, although some are born with the talent for it. The capability to use the Church’s magic is unlocked when one reaches a height of religious fervor where everything else goes blank. The Church often employs the use of drugs and hypnosis in order to help its disciples attain this state of enlightenment. The Church’s magic comes from using one’s own life force, one’s own soul or spirit to make changes to the physical world, however the force of this is very small compared to the power which spirits wield. There are a select few who are born with the capability to wield Church Magic to a powerful extent, and these men and women are called Wisemen or Sages.[/spoiler] [spoiler=Nations]Alteria Occupying the western side of the great range of mountains which splits the world in two, Alteria has long been known as one of the most powerful nations of all. Founded in the ancient Age of Spirits by the warrior king Araghast Alter, the nation has endured more or less as it currently is since that time, although suffering a brief period of occupation by the Eldant Empire. The kingdom’s power comes from the great stores of natural resources in the form of stone and ore from within the mountains and wood from their forested slopes. The people of this mountainous nation are strong, hardy folk who live and die on either the many industries centered around harvesting their resources or else on the herds of equally hardy goats which they raise on the rocky slopes. The capital city of Caranall may well be the most heavily fortified place in the world. Built out into the slopes of the greatest mountain in the range, it is here where the Cathedral of Walpurgis stands testament to the power of the Church. The city itself is built in its entirety out of stone, which has allowed it to stand strong against innumerable sieges in the past, and is surrounded by a structure called The Great Wall. Not a wall in the traditional sense, but rather a great section of the mountain where the slope has been cut away to leave a perfectly smooth wall up which no army could climb. The only way into the city is up what is called The Pilgrim’s Ladder, an immense winding trail cut out of the face of the wall and leading to the only gate into the city. Similar defensive measures can be seen on any of Alteria’s great cities, especially those which sit at the passes along the edges of the mountain range and guard entrance to the kingdom.The Vale Covering much of the lands to the east of the Alterian Mountains is one of the largest nations in the world when accounting for only sheer land mass, so large that straying from the main roads throughout its span can leave travellers indefinitely lost. Thoroughly dominated by pine trees, the Vale lays claim to all of the lands north of the Merikak Desert from the mountains to the eastern coast. Fertile soil from formidable rainfall allows the trees in this region to grow to normally unimaginable heights, while spring-fed lakes and rivers both give them the water they need and contribute moisture to form the great banks of fog seen throughout the gently rolling hills and deep gorges of the land. Naturally, this nation’s prime export is wood taken from theses forests, while a great many hunters call this land home and thus provide a steady stream of game to both local and foreign markets. In places where the forests have been sufficiently cleared, farming communities spring up and take advantage of the high quality ground. With humid air leading to sweltering summers and harsh, unforgiving winters, the people of this land often build sturdy homes of the very lumber so many of them harvest for their livelihoods with special attention given to maintaining a comfortable temperature within. Due to the dense vegetation found in this land, most people live within small hamlets built along the banks of rivers and streams or in those rare naturally occurring clearings where enough space can be fund to build houses and grow enough food to support the people living in them. Because of this, those living in this land became a close-nit, humble sort who rely on the land to survive. This reliance upon the land has spawned a set of folk beliefs and practices, rumours and legends which have survived the advent of the Church of Titania. Most popular among these include the fable of the culling of the lycanthropes, as well as the ancient druids who stole the rain for the Merikak Desert and hoarded it within the Vale. The predisposition towards smaller communities does not mean that larger cities are unheard of, but they are as few and far between as the large hills and clearings in which they are built, and each is invariable surrounded by a great earthen well. The greatest of these cities is Brynmor, the capital of this nation where their sovereign resides. Built atop the largest hill in the region, this city holds a commanding view of the forest, and is surrounded by a full five leagues of cleared forest so that no approaching enemy might catch them off their guard. Because of its sheer size, it is a rather politically unstable area. The land is divided up into a number of small regions where various self-dubbed monarchs hold power and are constantly disputing with each other over land either through tongue or steel, answering solely to the High Sovereign, named Queen or King depending upon their sex, of the Vale who is, in truth, the only true ruler of the Vale, yet it has became tradition to dub the lords of the large lands of the Vale as monarchs in their own right, particularly due to the absolute governance they’re given from the High Sovereign, save the High Sovereign’s own laws themselves. Communications between the chief monarchy and the certain regions can take months and the messengers may even fall prey to the many thieves and bandits that stalk the roads.The Merikak Desert Covering the southern portion of the eastern lands of the world, this region is both oppressively hot and unbearably cold at the same perplexing time. Here, it was said, was where the Demon King Beelzebub was born, transforming a once-fertile land into a sandy waste. This great expanse of sand interspersed with the occasional spot of scrubland or an exceptionally rare oasis stretches from the foothills of the Alterian Mountains to the sea, where the only cities in this region can be found. Well, perhaps it is inaccurate to say that no cities can be found in the desert itself, but those cities there are well-hidden. The reason for this is that, in recent years, the eternally shifting sands have become a haven for those fleeing persecution at the hands of the Church. There is no uniting culture here, as each and every community set up by these refugees is inevitably different from the rest. Even the coastal cities, who make their living off the bounty of the sea and trade with other nations via means of oceanic travel, are without any unified government. Instead each of these cities organizes itself and the surrounding area under a local governing body, the nature of which varies greatly from city-state to city-state. There is a population of natives roaming the wastes themselves, a group of nomads reliant upon their herds of sheep for food and clothing. It is perplexing to many how these people, called the Merikaa by outsiders, can survive in such an unforgiving environment, let alone thrive to the extent that they do! Each time an outsider has come into contact with these people, they have found them welcoming and with food and drink to spare for those they come across in the wastes. Many who traverse the few land-routes through this place form working relationships with the Merikaa, allowing them to pass through the desert with relative ease and even trade for a surprisingly vast array of spices. Still, there are rumors that these apparently well-to-do people harbour dark arts and darker people, rumors which the church is indeed interested in investigating.Saresia Occupying most of the interior lands to the west of the Alterian Mountains is a land of vast open fields and rolling green hills. This is Saresia, a land renowned in the outside world both for having more cattle than it does human inhabitants and the most skillful horsemen ever seen, being the reason that a nation which has few if any natural defenses in its landscape has managed to remain as a power for as long as it has. As flat as the landscape may appear if one merely glances at it, there are a multitude of rivers about which supply water both to the fields of well-irrigated grain that provide food for the human inhabitants and the cattle to which so many of them tend. Because of the lack natural features on the land which can be used for defense, a great many of the cities and towns in this land are heavily fortified. They often feature deep moats surrounding a large wall either of packed earth or stone from one of the few quarries. Each town also invariably features at least one well providing water in the case of a siege cutting off their supply from outside the walls. This does not mean that the Saresians are experts in siege warfare, far from it in fact as they instead rely on organized forces of horsemen to defeat any force which would seek to destroy them. Another weapon they have traditionally used against their enemies is fire, and anyone who has seen one go out of control in field on a dry windy day can understand the reason why it has been so effective. These tactics have led to the rest of the world widely believing the Saresians to be Barbarians: an entirely unfair assessment. The people of the plains, though violent and barbaric to those who seek to destroy them, are a rather friendly and welcoming sort to those who don’t want to turn them into corpses. Of course an unfortunate addendum must be made to this, as they are a conservative people if nothing else, and tend to ostracize those that violate existing social norms to the point that they can no longer properly function in society. Their capital city, Verax, is likely the worst example of this as those deemed unfit to remain in the society within are thrown outside the walls after being branded upon the forehead with an easily recognizable mark. Those such marked would find it impossible to enter any of the country’s other towns or cities, as royal decree makes it punishable by death for a marked one to be allowed into any town. In stark contrast to this treatment of the undesirable are the many houses of knights operating in this nation, each and every one of them with their own unique moral code: usually including the virtues of Honor and Truthfulness.[/spoiler] [spoiler=The Church of Titania] The Church of Titania was born during the era of war, when men sought peace in their hearts. Originally founded by a group of soldiers who had grown tired of the near-endless cycle of conflict in the world, they came together and set about the worship of a hitherto unknown Goddess. It is unclear where the group obtained knowledge of Titania, but what is clear is that those devoted to her wielded great power to heal wounds and cure diseases with a simple touch. Because of this, they spread rather quickly through the world as a clerical order and were even welcomed in places where their peaceful ways were considered unfitting. Still, they wielded no great power or influence. This changed during the Holy War against Beelzebub and his demons, as Walpurgis gathered the people of the world together and led them in battle against their otherworldly foes. Declared a living saint by the High Priest of Titania shortly before his death, though Walpurgis seemed to have good intentions they paved the road for something great and terrible. In the aftermath of the war, the nations of the world gave praise to Titania, who it seemed had sent a champion to lead them. The church capitalized on this, beginning an era of conversion in which the great majority of the people were brought into the light of the Goddess. This proved to be an unprecedented increase in the power of this organization and its highest officials, and it is no fool who said that power corrupts. Over the centuries following this age of conversion the church gradually became more and more dogmatic, steadily looking towards other beliefs and practices with suspicion and hatred until finally the High Priest issued an edict declaring all those who did not follow Titania to be offensive in the Goddess’ eyes. This led to a great purge of both people and knowledge as other faiths were systematically eliminated and their holy texts burned. There was a great deal of time during which the Church held absolute authority over the world, but that authority was broken one thousand years ago at the height of the Dark Age. In the present day, the Church of Titania remains powerful but does not wield anything approaching what it had in the dark ages. They have returned to their more peaceful roots, acting as a clerical order in many places and spreading the word of peace between all people. They do still hold great influence over the world’s politics, as the majority of the world’s people are devotees of Titania, but the renewed sovereignty of the nations has created a balance against its power. Furthermore, the advent of the Magus Association has provided wielders of magic with an unprecedented level of protection against the more radical aspects of the Church.[/spoiler] [spoiler=The Magus Association] Founded at the end of the Dark Age, the Magus Association came about as a response to the crimes committed by the Church during that time. Originally it was a group of non-magically inclined individuals taking up the name of ancient wielders of magic purely as an insult to the group. Their purpose was to act as a watchdog over the organization of the faithful, to ensure that the group could never rise to a position of absolute power again. This changed as, inexplicably, magic returned to the world. Witches were the first to seek out this new organization, hoping to find refuge from a hostile world. As time went on, types of magic that were thought to be wholly lost to the world began popping up in various places and their wielders requested entrance into the Association. It was not long before the group was completely made up of the magically-inclined members of society, and so their purpose changed. Now they focused on recovering the lost knowledge of the arcane arts, and passing their knowledge down to future generations of Mages. Nowadays, the Magus Association is headquartered in one of the great cities of the Vale while they have outposts in every major city across the world. Each outpost is attached to a school intended to find children with magical talent in the world, and from there send them on to their headquarters, the Hecate Academy, where they are instructed in the sort of magic to which they are best suited. The students may go on to train under specific masters, or continue on alone and learn themselves. There are mages that exist outside of the association, and they are allowed to do so if they wish so long as they do not break the laws surrounding the proper use of magic. Those mages that break those laws and are outside the association often find themselves hunted down by the Church, while those within that do so are subjected to a justice system maintained by the association itself.[/spoiler] [spoiler=The Holy Grail War] The first instance of the conflict known as the "Holy Grail War" occurred approximately nine hundred years ago, and in its aftermath the rules that governed the conflict were worked out by the Church of Titania and the Magus Association over the course of a century. The next war occurred a century later, and from then on the conflict has repeated itself once every hundred years, making this the tenth time that battle has been done for the Grail. The Holy Grail itself does not seem to have any particular connection to the Church, save that it resembles the chalices used in their rituals, and it is unknown why it was named as it was. Still, the testament of every person who has ever won the conflict has stated that the object has the ability to grant a single wish of whoever claims it. Strangely enough, it also seems to possess a will of its own, as it "chooses" those who have reason to seek it out and grants them the ability to summon forth a person out of legend. Those who are summoned forth are known as Heroic Spirits, and Servants when they are engaged in a contract with one of the summoners, who are known as Masters. Each Heroic Spirit that is summoned is assigned a class from a list of seven: Saber, Archer, Lancer, Rider, Assassin, Berserker, or Caster. Which class a Servant will be is dependent both upon their own personality and fighting style, and the specific manner in which they are summoned to the world. There are only ever seven Servants and seven Masters at the start of the War, and if either a Master dies or their Servant is vanquished, the Master is considered defeated and no longer participates in the conflict unless conditions should change to allow them to. The Holy Grail does not appear in a single location each time, but signs do come ahead of it to show where it will appear in the world. It always appears in a city of sufficient size to support those it has chosen to fight in its conflict, and the first signs appear seven years ahead of time so that prospective Masters have time to prepare and prove themselves worthy. A person knows whether or not they are a Master based upon whether or not a sigil appears on their left hand, the mark itself being a representation of the Command Seals the Grail has granted them. Command Seals are spells which the Master is given, which allow them to force their Servant to obey any single command they give.[/spoiler][/spoiler] [spoiler=Legends] Now, this is where what I think the most interesting thing about this RP will be found. Everyone who wishes to participate will have the opportunity to create the legend for a particular character who could be made into a Servant. There are of course a few requirements that must be met: 1) The Legend must be of someone who has been dead for at least two hundred years. 2) If you choose to write a legend, it must be at least two paragraphs composed of at least five sentences each. We want to know a fair bit about these legendary figures after all. 3) You don't have to detail the legendary figure's origins if you don't want to. Where someone comes from isn't always remembered. 4) Any legends which are submitted MUST be submitted to me via private message. If you post them in this thread, they will be disregarded. 5) Have fun writing them. People aren't remembered as legends for that one time they found a magazine in a hedge, so come up with some sufficiently legendary feats they could have performed! Just don't get too excited, because 6) I hold the final right of review for any legend that is submitted to me. With all that out of the way, I can't wait to see what all of you come up with! The list of legends can be found below. [spoiler=Araghast Alter] It is not remembered by History from whence the people that came to inhabit the land of Alteria originated, save that they came across the sea from far to the east. What else is remembered of that time, long ago in the Age of Spirits, is their leader. Araghast Alter he was named, and as tall as the great masts of their vessels he stood, clad in the hides of great and exotic beasts. Across the great lands of the world he led his people, first into a vast expanse of trees. Here they tried to settle, but every night their camp was assailed by a wolf twice as large as Araghast himself. After several nights of this, he grew tired of simply fending it off and stepped forth to face it in battle. He took up a mighty hammer in both hands, and struck the beast upon its back with such force that it burst open and spilt its blood across the ground. Unfortunately, the native people of the forest had the blood wash over them and were twisted into insane beasts that were half man and half wolf, and they drove Araghast and his people out by their sheer numbers. Next, they went south into a vast and fertile plain that seemed like heaven. There they formed small communities, and tried to make a home for themselves. Once again they were assailed, but this time by other humans who wielded strange and unseen powers to corrupt and destroy. These strange primordial powers forced Araghast's people to come together to fight them off, and Araghast once again took to the field of battle. He crushed hundreds of these strange chaotic sorcerers beneath his mighty hammer, but would have been overwhelmed by them were it not for the arrival of a group of women clothed in robes and led by one of their own whose stature neared Araghast's own. The Church says it was Titania and the Spirits that served her, while those who wield other sorts of magic say that it was Hecate, Queen of Witches, and her followers. Whatever the case, these women saved Araghast and his people, and in turn they became allies in the war against the twisted spirits which Man had brought forth into the world in his greed. While the woman engaged the king of those demons in battle, Araghast fought with a few others to keep his servants back so that they might not interfere with the battle. More demons than can be counted were crushed beneath his mighty hammer, and when the King of Demons fell in battle he shouted a victorious cry that sent all those before him fleeing in terror. Still, he and his now very tired people were left without a home. The Queen whom he had assisted in that war offered to lead him somewhere that they could live, and so he and his people followed. It was a very long journey across many miles leading to the West, before they reached their destination. The greatest of all the mountains in the range that formed the very spine of the world was shown unto them, and the people rejoiced. Araghast was so filled with joy at this sight, that he threw his cloak, save for his hammer the last thing he had to remember his homeland, about the Queen's form and led his people to their new home. All of them climbed the mountain above a point which Araghast made clear and built their homes while their leader climbed to its summit. There, he drew forth his mighty hammer once more and brought it crashing down into the stone. Far below, at exactly the point he told his people to build above, the stone fell away in a vast slide of rock and earth to form a sheer wall stretching down up which only a single path could lead. And so his people, who named themselves Alterians in his honor, were given a home that could not be taken from them.[/spoiler] [/spoiler] [spoiler= Schools of Magic] This gets its own spoiler, rather than being shoved in the database, because I feel it is a bit more important to note what types of magic exist and how they work. However, just as with legends I will allow people to suggest types of magic to be included. These can just be posted in the thread rather than sent in a PM, though the latter method is an option. A further similarity to the Legends section is the guidelines below. 1) Explain the power source your type of magic relies on in detail. This will be made apparent in the pre-existing magic types that will be included. 2) Give an idea as to the sorts of things that are normally capable with the type of magic you are suggesting, such as whether it allows you to transmute materials into other materials or enhance the properties of existing ones. 3) Make sure that you explain a range of possibilities that can be met with your magic. The sorts of feats a novice could be expected to perform, as well as those which only a master could achieve. [spoiler=Witchcraft] The magic wielded by Witches. This sort of magic relies upon a firm connection to the spirit world, and the ability to communicate and request aid from the denizens thereof. Some are born with the ability to wield it, while others obtain it upon gaining an understanding of the nature of death, usually through a near-death experience. Spirits can be called upon to willingly grant assistance, bound into objects or living creatures to grant them unique properties, or enslaved to act directly under the Witch's control. All Witches, and thus all those who practice Witchcraft, are female. If the reason behind this was ever understood, that understanding has been lost to the ages and has yet to be rediscovered. Whatever the case, while Witches can only be female there has never been any correlation found between one's age and the development of their abilities. It seems to be different for everyone, as seen with some of the most startling cases of immensely powerful witches being trapped in the childlike bodies they possessed when they gained mastery of their abilities. The weakest of Witches is still a threat, as when she has realized her powers to their fullest she can call upon a great many lesser spirits to harass and assault her foes. As such she is capable of slightly modifying objects with their influence, such as making a tea kettle that never empties or making a blade incredibly sharp. Alternatively, these weak witches are capable of creating a single Faust and binding it to their will. In fact, every Witch is often accompanied by at least one Faust. The greatest of these casters prove to be all but immortal, able to be killed but not aging and requiring very little physical susbtance as they feed on the very stuff of spirits. Capable of crafting major enhancements to objects, such as binding a mighty Demon into a sword and turning its power into her own. Furthermore, they often are accompanied by a significant number of Fausts of varying levels of power, all of which are under their control. Typically, these Witches prefer to be accompanied by their oldest and most loyal Faust.[/spoiler] [spoiler=Hexcraft] Widely considered the male alternative to Witchcraft, those who wield this power are known as Hexxers, or Warlocks on rare occasions. Relying upon a strong connection to the world around them and the living creatures in it, Hexxers often show the ability to literally communicate with nature. Those that truly understand the interconnectedness of all living things. Hexxers are almost always born with their abilities, or else develop them at a very young age and continue to improve upon them all their lives. Due to the nature of their magic, Hexxers often engage in in-depth study of the natural world and the organisms within it whether they be great or small. Relatively weak Hexxers have little control over how much life force they take from those organisms they draw on for power, and thus often accidentally kill that which they draw from in an attempt to manifest their powers. Just as they have little control over the amount of power they draw on, they have little control over how much of it they can use to fuel their abilites and often end up using all of it on a single manifestation. Because of all of this, the inexperienced Hexxers could be considered chaotic in the types of results they produce and they can accidentally produce anything from a widespread hacking cough to severe hemorrhaging in a few individuals. They are also capable of changing into the forms of beasts or enhancing their own physical abilities, but most avoid this due to the unpredictability of their powers. Experienced Hexxers wield their abilities with far greater control than their younger counterparts, able to draw energy from their targets without killing them and in many cases without them noticing. They are also able to draw energy from far more subjects at once and manipulate it with remarkable precision, allowing them to do exactly as they intend. Their bodies can be shaped into the forms of all creatures great and small, even those out of myth, and they can willingly spread incredible pestilence over a vast area, but the crushing majority of them do not. Though not immortal as Witches are, Hexxers claim that they are reborn into a new body shortly after their death and thus participate in the grand cycle of nature.[/spoiler] More are soon to come.[/spoiler] [spoiler=Master Application] Use spoilers where needed. Also, be sure to PM me the wish your character would have the grail grant them, if they know what it is. [Optional character portrait] "Optional character quote." Name: (Be reasonable here.) Age: (This may vary heavily dependent upon the type of caster you are, but try not to exceed 100 years) Gender: Appearance: (Eight lines of description, or an image with four lines of description) Personality: (At least 6 lines describing how your character behaves normally, and a bit about how they handle stress) Bio: (I'd like at least 8 lines detailing where your character came from, and their past life experiences.) Equipment: (The things your character carries on them usually. Fire Arms do exist.) Magic: (Which of the schools of magic your character wields, as well as a few spells to give an example for what they can do. Witches, you can add a portion of your app for your favorite Faust, but don't go overboard with it. This is about you and your Servant, not them.) Miscellaneous: (Anything that doesn't fit elsewhere.)[/spoiler] Well, I think that gets us to a point where we can at least see who's interested and start working out the rest of the world. There are more things that need to be added of course, so we're not ready to start and probably won't be for a little while. Link to comment Share on other sites More sharing options...
-Noel- Posted October 31, 2014 Report Share Posted October 31, 2014 Noting interest. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted October 31, 2014 Report Share Posted October 31, 2014 Noting interest. Link to comment Share on other sites More sharing options...
Alaina Posted October 31, 2014 Report Share Posted October 31, 2014 The interest is being noted. Link to comment Share on other sites More sharing options...
Asriel Dreemurr Posted November 1, 2014 Author Report Share Posted November 1, 2014 Good to hear there are some interested people. Sorry about the delays in things, but y'all can expect the promised example legend to be up within the next 24 hours to be certain. Link to comment Share on other sites More sharing options...
Sploda Posted November 2, 2014 Report Share Posted November 2, 2014 Of course I'm interested, expect a batch of legends within the next few days as well. Link to comment Share on other sites More sharing options...
Andx Posted November 2, 2014 Report Share Posted November 2, 2014 Well with Hecate all but dead suppose I could take interest in this. I'd have to read more thoroughly to tell for sure. Link to comment Share on other sites More sharing options...
bloorocksDotD Posted November 2, 2014 Report Share Posted November 2, 2014 I might show more interest than just my one legend, idunno. @Andx are you talking about the Hecate I think you're talking about? Link to comment Share on other sites More sharing options...
Asriel Dreemurr Posted November 3, 2014 Author Report Share Posted November 3, 2014 Well, good to see everyone's interested. I'll have the example Legend up here in a bit, and then I'll have the app for Masters up some time in the coming week. Link to comment Share on other sites More sharing options...
Asriel Dreemurr Posted November 6, 2014 Author Report Share Posted November 6, 2014 Alright, App for Masters is up and the Schools of Magic have been started. I'll be adding more over the next few days. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted November 7, 2014 Report Share Posted November 7, 2014 [spoiler=Master App (WIP)] “Alais’s a man’s name, and I am a man!” Name: Alais Ortensia Age: 23 Gender: Male [spoiler=Appearance] Young, brown hair, not tall [/spoiler] [spoiler=Personality] Hardworking but inept, easily bored, has a strong sense of justice [/spoiler] [spoiler=Bio] later [/spoiler] Equipment: A magically fortified metal bow + quiver Magic: Enchant Magic Miscellaneous: [/spoiler] Just making a skeleton for now to bump the thread somewhat, going to finish this later along with the description of the Enchantment Magic school. Link to comment Share on other sites More sharing options...
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