Daydream
[b]Boo.[/b]
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- Age 31
- That thar Kingdom. The United one.
- Seen Jul 2, 2020
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Noble Magic
A brief note to say that this a revival of a Roleplay I had intended to start... About two and half years ago? I left PC for various personal reasons back then, but Noble Magic never quite left my subconscious, and I'd like to give it another shot. PC's roleplaying community still seems the best fit for it, so I'm bringing it back here. The content of this introductory thread remains largely the same, with some tweaks for clarity. I've also done some retooling of the plot progression, so when/if we get going it should be a pretty smooth experience. I hope I can pique your interest!
Introduction
After a decade and a half of fighting, the land is truly at rest. Ten years ago, the Vestian Empire ended its brutal and bloody campaign for conquest of the realms that lie around the Lady's Sea. Soldoro and her allies fought them to a bitter stalemate, and an uneasy treatise was struck. In exchange for a strip of land on the edge of Soldoro, they would cease their crusade for domination. That peace remains to this day, but it came at a price.
Now, it is 1454 and King Perseus Velaro IV is the last of his family. The royal Velaro line have never been ones to shy from battle. Long standing tradition sees royal sons and daughters lead their soldiers to battle, wielding their magic with pride. However, this has been their downfall. Perseus has lost his consort, his siblings and his cousins. There is no one of close enough blood to be named successor. And Perseus cannot bring himself to be with another, after the death of his beloved. With the Vestians still prowling the border, this crisis is a constant pressure.
Therein lies the reason for the King's decree. Noble families of the land are to send a young member of their household to court this season. It is already a long standing tradition for noble youths to spend the summer at court in the Royal Palace, but this year shall be quite different: this year it is imperative. For the youth that impresses most shall be elevated to the status of heir, and adopted as the King's own. Not only this, but the family of the chosen shall be given the Duchy of Northern Soldoro: the position vacant since the death of the previous Duchess.
There will many chances to impress – fetes, masques, balls and feasts. And this year's season shall see the return of an event that has not been hosted since the beginning of the war: The Grand Tournament.
Art and culture are at the fore of all things in Soldoro, and new technologies are often being discovered. A land with magic has no need for guns, and hence they do not exist in this world. Swords and crossbows are fought with, but these are usually only when a person is lacking in combative magical prowess.
Religion in Soldoro is primarily a belief in 'The Goddess' (alternatively referred to as 'the/our Lady'). It is monotheistic, though The Goddess is believed to have multiple aspects – and these vary from region to region. Noble families are expected to show public dedication to her, as Minaism is the state religion. Whether this is privately just lip service is up to the discretion of the individuals.
Now, it is 1454 and King Perseus Velaro IV is the last of his family. The royal Velaro line have never been ones to shy from battle. Long standing tradition sees royal sons and daughters lead their soldiers to battle, wielding their magic with pride. However, this has been their downfall. Perseus has lost his consort, his siblings and his cousins. There is no one of close enough blood to be named successor. And Perseus cannot bring himself to be with another, after the death of his beloved. With the Vestians still prowling the border, this crisis is a constant pressure.
Therein lies the reason for the King's decree. Noble families of the land are to send a young member of their household to court this season. It is already a long standing tradition for noble youths to spend the summer at court in the Royal Palace, but this year shall be quite different: this year it is imperative. For the youth that impresses most shall be elevated to the status of heir, and adopted as the King's own. Not only this, but the family of the chosen shall be given the Duchy of Northern Soldoro: the position vacant since the death of the previous Duchess.
There will many chances to impress – fetes, masques, balls and feasts. And this year's season shall see the return of an event that has not been hosted since the beginning of the war: The Grand Tournament.
---
Soldoro as a country is somewhere between real-life Italy and Greece in the Renaissance period. This is reflected in its architecture – buildings tend to have columns and wide arches and there are plenty of domed rooves in any city. It is on the western edge of an inland sea and has a warm, temperate to Mediterranean climate. There are wide swathes of farmland and vineyards, and its main exports are wines and olives, along with having a thriving fishing industry. Art and culture are at the fore of all things in Soldoro, and new technologies are often being discovered. A land with magic has no need for guns, and hence they do not exist in this world. Swords and crossbows are fought with, but these are usually only when a person is lacking in combative magical prowess.
Religion in Soldoro is primarily a belief in 'The Goddess' (alternatively referred to as 'the/our Lady'). It is monotheistic, though The Goddess is believed to have multiple aspects – and these vary from region to region. Noble families are expected to show public dedication to her, as Minaism is the state religion. Whether this is privately just lip service is up to the discretion of the individuals.
Nobility
[FONT= "Brawler"]You will play the child of a noble family sent to the king's court with the intention of becoming his heir. The nobility of Soldoro is made up of Mage families – mages are the ruling class in this land. Magic appears among the commoners, but only rarely. It is most strongly carried in the bloodlines of the old families, where it has been held for centuries. This causes a notable class divide, with many nobles looking down upon the 'peasants'. There is further divide among the ranks of nobility, and at court where you stand on this scale affects the way you are perceived by others.
The ranks are as follows (in descending order):
You may choose to be the child of a noble of any one of these ranks, apart from Duke/Duchess. The Duke of South Soldoro is an NPC, and as stated above the Duchy of the North goes to the family of the chosen heir.
[/FONT]
The ranks are as follows (in descending order):
Spoiler:
Duke/Duchess – Ruler of a duchy within the Kingdom. Soldoro has two duchies – the North and the South.
Count/Contessa – The ruler of a city and a portion of the surrounding land.
Marquis/Marquise – Rules a portion of land called a march, which is close to a border. There will likely be towns and/or villages in this land. After the war, this position became perceived as equal to that of a count/contessa – many of these nobles were instrumental in the defence of the border.
Baron/Baroness – Ruler of a portion of land, will likely have a town and/or villages in their sway as well.
Baronet – Rules a portion of land, perhaps containing a village.
Lord/Lady – Owns a small piece of land – their estate and its grounds or perhaps some farmland/a vineyard. This title is sometimes given as an honour for outstanding contribution to the country – for great inventions or military service, as an example. Recently elevated noble families are regarded with much derision.
Count/Contessa – The ruler of a city and a portion of the surrounding land.
Marquis/Marquise – Rules a portion of land called a march, which is close to a border. There will likely be towns and/or villages in this land. After the war, this position became perceived as equal to that of a count/contessa – many of these nobles were instrumental in the defence of the border.
Baron/Baroness – Ruler of a portion of land, will likely have a town and/or villages in their sway as well.
Baronet – Rules a portion of land, perhaps containing a village.
Lord/Lady – Owns a small piece of land – their estate and its grounds or perhaps some farmland/a vineyard. This title is sometimes given as an honour for outstanding contribution to the country – for great inventions or military service, as an example. Recently elevated noble families are regarded with much derision.
You may choose to be the child of a noble of any one of these ranks, apart from Duke/Duchess. The Duke of South Soldoro is an NPC, and as stated above the Duchy of the North goes to the family of the chosen heir.
[/FONT]
Magic
All of the noble families of Soldoro have magic in their blood. However, a mage can only be of a certain type – and these types are exclusive. Even if the character you are playing is a child of two different kinds of mages, they will only be able to perform one kind of magic. On occasion, a child may find they are not of the same type of either their parents, but instead of a type from a prior generation.
Basic spells can often be cast with no more than thought and intention. More complex spells may require incantations and rituals.
The types of magic are as follows:
Spoiler:
Life Magic: With magical arts attuned to human biology, the Life mage is adept in healing and preserving spells. This includes the ability to create a shield to nullify and block. A clever group of Life mages developed the art of 'shield-throwing', which involves manipulating a shield to push or constrict someone. This is more limited than the telekinetic magic of a Force mage, as it involves using the magical shield as though it were a physical object. Life magic also contains within it the power to modify one's appearance and physiology, to a minor degree. Additionally, there is a Life spell that allows two people of any gender to have a biological child. Due to its intricacy, life magic is difficult to fully master – many use it for healing and it is seen to be rather uncouth to use in combat.
Elemental Magic: The Elemental mage can control fire, air, water and ice, earth (the ground, rocks, minerals, metal – not plant growth and such) and lightning (difficult to control, and there are few masters of lightning). Few mages of this type are able to master every element, and even if they are, it is near-impossible for them to wield them all at same time. Most focus on one or two disciplines (with the focus often being dictated by family preference).
Natural Magic: Affinity with and control over nature is the Natural mage's skillset. They can will plants to grow and communicate with/control animals. This includes the ability to shapeshift into an animal form, though this prevents the use of any other kind of spell. A less common form of shapeshifting involves changing only parts of one's body to animal form – allowing other spells to be cast. As this can cause complications in trying to shift back, it is not practiced by many. Occasionally you may meet a Natural mage with leftover animal traits from unsuccessful transformations.
Force Magic: Force mages are able to remotely manipulate things. This type of magic is largely centred around the skill of telekinesis, pushing, pulling and levitating objects or beings. It also contains within it the ability to make the mage themselves levitate – a true master can heighten this to the power of full flight. Some mages use this kind of magic to enhance unarmed combat skills – to deliver a kick or punch with more force. Others focus the kinetic energy into powerful blasts that sear and burn on contact.
Death Magic: The opposing force to the magic of Life, Death magic allows the mage a rather fearful set of skills. The first of which is categorised as necromancy. Necromancy is the summoning of spirits to aid the mage. Unless it is a time of war and the mage is in battle, using this power to reanimate a corpse is strictly forbidden. As is summoning a spirit into a body of the living. A common and accepted practice is to summon spirits into a weapon or construct. A legal, yet frowned upon, practice is to summon the spirit into the body of an animal. Death mages can also manipulate shadows – to hide themselves or darken a place. A forbidden practice is the death curse, a supposed complicated and lengthy ritual that can kill a person instantly. All studies of the death curse have been banned, all texts on the subject were burned centuries ago. Some speculate it is merely a rumour.
Elemental Magic: The Elemental mage can control fire, air, water and ice, earth (the ground, rocks, minerals, metal – not plant growth and such) and lightning (difficult to control, and there are few masters of lightning). Few mages of this type are able to master every element, and even if they are, it is near-impossible for them to wield them all at same time. Most focus on one or two disciplines (with the focus often being dictated by family preference).
Natural Magic: Affinity with and control over nature is the Natural mage's skillset. They can will plants to grow and communicate with/control animals. This includes the ability to shapeshift into an animal form, though this prevents the use of any other kind of spell. A less common form of shapeshifting involves changing only parts of one's body to animal form – allowing other spells to be cast. As this can cause complications in trying to shift back, it is not practiced by many. Occasionally you may meet a Natural mage with leftover animal traits from unsuccessful transformations.
Force Magic: Force mages are able to remotely manipulate things. This type of magic is largely centred around the skill of telekinesis, pushing, pulling and levitating objects or beings. It also contains within it the ability to make the mage themselves levitate – a true master can heighten this to the power of full flight. Some mages use this kind of magic to enhance unarmed combat skills – to deliver a kick or punch with more force. Others focus the kinetic energy into powerful blasts that sear and burn on contact.
Death Magic: The opposing force to the magic of Life, Death magic allows the mage a rather fearful set of skills. The first of which is categorised as necromancy. Necromancy is the summoning of spirits to aid the mage. Unless it is a time of war and the mage is in battle, using this power to reanimate a corpse is strictly forbidden. As is summoning a spirit into a body of the living. A common and accepted practice is to summon spirits into a weapon or construct. A legal, yet frowned upon, practice is to summon the spirit into the body of an animal. Death mages can also manipulate shadows – to hide themselves or darken a place. A forbidden practice is the death curse, a supposed complicated and lengthy ritual that can kill a person instantly. All studies of the death curse have been banned, all texts on the subject were burned centuries ago. Some speculate it is merely a rumour.
Gameplay
The game will play out as a hybrid. The action will happen primarily in the capital city of Avilla, and surround the advancing season at court. There will be periodic events that characters are required to attend – balls and feasts and such. And your characters will also be called to partake in bouts in the Grand Tournament. Between these events your characters will be free to explore the city and the castle as they please and pursue their own interests, in a small sandbox type of environment. Often there will be ongoing events in the city that your characters are free to investigate (or not) at their leisure. The plot will move on periodically as the season progresses, and does have defined end goal.
Largely, the point of the roleplay is to manoeuvre through the political and social entanglements of your character's time at court. How they act will affect how they are seen, and will affect the news of them that reaches the king's ears. Cause a scene in public, and people may start to whisper about your character. However, it is not imperative that your character should want to become the king's heir – indeed a family member may have pushed them into attending Perhaps they simply wish to enjoy a season at the Royal court. There shall be a set end point (the heir is decided upon) and from there everything shall wind down.
As GM, I'll provide posts with context – the mood at court, insights from the King and other NPCs and things happening in the city. At times I may provide suggestions for places within Avilla for your characters to visit that offer non-essential sub-plots. Behind the scenes I'll be keeping track of your characters actions and how they have affected their social standing and likelihood of becoming the King's heir.
Locations
Just a brief bit of info on some of the areas in Soldoro – like I said above, most of the roleplay with be played out in the capital city, but this section can be used when you're building your sign-up.
Spoiler:
Avilla: (See 'The City of Avilla')
Avera: Avera is quiet, and quite peaceful. Its population are a religious sort and as such there are many churches and temples in the city. Most famous of which is the ancient 'Temple of The Lady', where many make pilgrimage to. There are a large number of peasants in the city of Avera, causing some to comment that it looks 'untidy'. Many here fish, or tailor clothes from the wool and leather from the surrounding farms (as the city is situated amongst one of the few areas of pastoral farmland in Soldoro). Clothing is then shipped downriver into Avilla.
Orotello: A city famous for its college of bards – it is renowned that Orotello produces some of the best musicians in the land. There's even mix of wealthy and poor in this city, but a rather apparent divide between them. Anglers often cast out onto the lake to catch the rare native white trout.
Omercia: Primarily a trade city – known for its large marketplace. Many surrounding vineyard owners and arable farmers bring their produce here to trade before it is shipped off downriver to Artez.
Saritta: Another city in which market trade is common, Saritta produces a famous brand of wine which is popular in both Soldoro and in other lands. Barges also travel from Saritta to Artez carrying lumber cut from the nearby forest that borders The Republic of Navacy.
Artez: Artez is a trade city – it has a larger port than Avilla and the city itself is not much smaller. It also has the largest population of 'wealthy peasants' – that is, non-nobles who have become rich as traders. There are lots of Inns in Artez due to the high number of sailors passing in and out of the city. It also has notably higher crime than other cities in Soldoro.
Avera: Avera is quiet, and quite peaceful. Its population are a religious sort and as such there are many churches and temples in the city. Most famous of which is the ancient 'Temple of The Lady', where many make pilgrimage to. There are a large number of peasants in the city of Avera, causing some to comment that it looks 'untidy'. Many here fish, or tailor clothes from the wool and leather from the surrounding farms (as the city is situated amongst one of the few areas of pastoral farmland in Soldoro). Clothing is then shipped downriver into Avilla.
Orotello: A city famous for its college of bards – it is renowned that Orotello produces some of the best musicians in the land. There's even mix of wealthy and poor in this city, but a rather apparent divide between them. Anglers often cast out onto the lake to catch the rare native white trout.
Omercia: Primarily a trade city – known for its large marketplace. Many surrounding vineyard owners and arable farmers bring their produce here to trade before it is shipped off downriver to Artez.
Saritta: Another city in which market trade is common, Saritta produces a famous brand of wine which is popular in both Soldoro and in other lands. Barges also travel from Saritta to Artez carrying lumber cut from the nearby forest that borders The Republic of Navacy.
Artez: Artez is a trade city – it has a larger port than Avilla and the city itself is not much smaller. It also has the largest population of 'wealthy peasants' – that is, non-nobles who have become rich as traders. There are lots of Inns in Artez due to the high number of sailors passing in and out of the city. It also has notably higher crime than other cities in Soldoro.
The City of Avilla
![[PokeCommunity.com] Noble Magic [M] [PokeCommunity.com] Noble Magic [M]](https://image.ibb.co/kWjrc8/G45WNCD.png)
If an area has a more general name, that describes the kind of things in that location, then it's perfectly fine for you to impose a bit of your own geography on Avilla. You can invent museums or shops or taverns that your character may find when exploring.
Avilla itself is not unlike Rome in appearance. Buildings are white and terracotta – the architecture is brimming with columns and archways. Many buildings have statues and carvings to decorate them.
Spoiler:
The Royal Palace: Where your characters shall be staying for the course of the season. The apartments for visiting nobles are on the second floor. The King's quarters are on the top floor. The ground floor has the ballroom, great hall and kitchens. The first floor has the library and the (currently empty) quarters for other members of the royal family. It lies in beautifully landscaped grounds.
The Velaro Theatre: The Royal theatre, performances for the Royal family and visiting local and foreign nobles are held here. Behind it is an amphitheatre for outdoor performances.
Oro Park: A small and beautifully kept park with a large fountain in its centre. The paths are lined with rose bushes. The fountain depicts the Goddess in her 'Mother' aspect – water pours from her hands into the pool below.
Queen Anya Park: A large park, with well-trimmed trees and perfectly pruned shrubbery. In its centre is a large artificial lake, upon which rowing and swimming competitions are held.
Fortibelle Park: The more neglected sister of Queen Anya Park, it's a little overgrown and the trees crowd together in many places. It's not well lit, and easy to get lost in in the dark.
Palace Bridge: A delicate looking arched bridge, wrought out of intertwining metal and stone. It is believed to have been created by magic in centuries past.
The Velaro Bridge: Wide, functional, only slightly arched and made from grey stones. It takes the brunt of the traffic out the bridges.
The Marquise's Bridge: A white stone bridge that has short balustrade. An old story says that the Marquise of Oranica threw herself from the bridge in despair at her husband discovering her lover and murdering him on the spot.
Embassies: Surrounded by high walls, dignitaries of foreign nations operate here. Nobles are of course offered a room in the palace, however.
The Velaro Theatre: The Royal theatre, performances for the Royal family and visiting local and foreign nobles are held here. Behind it is an amphitheatre for outdoor performances.
Oro Park: A small and beautifully kept park with a large fountain in its centre. The paths are lined with rose bushes. The fountain depicts the Goddess in her 'Mother' aspect – water pours from her hands into the pool below.
Queen Anya Park: A large park, with well-trimmed trees and perfectly pruned shrubbery. In its centre is a large artificial lake, upon which rowing and swimming competitions are held.
Fortibelle Park: The more neglected sister of Queen Anya Park, it's a little overgrown and the trees crowd together in many places. It's not well lit, and easy to get lost in in the dark.
Palace Bridge: A delicate looking arched bridge, wrought out of intertwining metal and stone. It is believed to have been created by magic in centuries past.
The Velaro Bridge: Wide, functional, only slightly arched and made from grey stones. It takes the brunt of the traffic out the bridges.
The Marquise's Bridge: A white stone bridge that has short balustrade. An old story says that the Marquise of Oranica threw herself from the bridge in despair at her husband discovering her lover and murdering him on the spot.
Embassies: Surrounded by high walls, dignitaries of foreign nations operate here. Nobles are of course offered a room in the palace, however.
Sign-up
Name:
Age: Between sixteen and twenty-five.
Gender:
Magic Type and Style: Remember, only one type. Give some idea of how your character uses this kind of magic, and what areas of it they are proficient in. It is fine for your character to be adept in their chosen style, but powerplaying their magic is not. All magic has its weaknesses, and its strengths.
Noble Status: Which rank of nobility your character's parents belong to, and which city they rule, or where their land is. If you aren't playing the child of a Count/Contessa, then lay claim to the areas of Soldoro you see fit, but give a general idea of where in the country your land is, and what it contains (making up villages and towns is perfectly okay!).
For the child of a Count/Contessa you can claim any city you wish, and this shall be a first-come, first-saved basis. You can choose any of the five cities that are not the capital.
Appearance: A picture or a detailed description, or some combination of the two.
Personality/Background: What your character is like, and little bit of their history up to this point.
Family Background: This only has to be brief – a sentence or two to give some idea of how long they have held their title and general popularity with the local populace. This section can be incorporated into the above if that's easier.
Rules
1. Obviously, all the normal PC and RPT rules apply.
2. Joint posting is allowed, and may even work nicely when it comes to bouts in the Grand Tournament.
3. No powerplaying – it's fine to be adept at your magic type, but it isn't fine to be an all-powerful, invulnerable mage.
4. Your characters may not leave Avilla. If you have a good reason to do so, then please ask. Otherwise, it's unlikely that our young nobles would go wandering the countryside alone. It simply wouldn't do.
5. Activity wise, at least weekly posts are preferable. There's flexibility here, depending on how long people think it will take.
6. Be nice to me and each other! Especially me though.
Accepted Players
1. Me as King Perseus Velaro IV and various NPCs.
2. Godzil as Trevor Silverman.
3. Songbird as Marisa Graf and Sasha Quinn.
4. Kikpanther as Lyra Damontefeltro.
5. Quest as Marjorie Venilia-Viggo
6. Junier as Rane Branto de Sarohttps://docs.google.com/document/d/1Uho2AYrWTW4f-atsp3-MxN2gV8zsiVbHnYh9yj6BHIU/edit?usp=sharing.
(Character names link to sign-ups).
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