Preamble
When one of my friends suggested to me that I should write a roleplay, I was astounded by the idea. "I'm really busy!" I said, and thought about declining; but then I considered the idea for a little while, and decided to go for it anyway. This is the result of my haphazard decision.
Without further ado, I present to you...
Litany
A high fantasy RP.
In an age before the memories of modern man, before any of the present countries were established, there existed a girl who made her home in the lofty Aenaean Mountains. She was born from the elements, and lived as the voice of nature. Every thousand years, a cataclysm follows in the wake of her death – destruction, then rejuvenation. Her appearances were manifold and varied, but her way of life was always the same; she lived and died in solitude. One day, a timid but idealistic young man came to train himself at the peak of the highest of the mountains, so that he could gain enough power to cease the wars across the continent below. The girl had never seen anyone from the outside world before, and so out of curiosity asked him to take her along on his journey. The man, astounded by the girl's very existence itself, readily agreed. The two travelled across the continent together, gathering companions and followers under the banner of the man's dreams of a peaceful world. A decade and a half later, after the dust from the long years of warfare had settled, the man had transformed from an incompetent adolescent into a warrior of legendary skill. His name was Helvenn, the founder of the empire of Helvenand, and he named the capital of his nation Arianne, named after his perpetual companion.
[Beginnings of a Tale]
The plane of Lunicia is but one of many in the infinite multiverse; upon first glance, it does not seem like anything other than yet another temperate, undeveloped world – magic vastly outpaces technology, monsters still roam the countryside, and myriad horrors are hidden within the depths of the earth. The priorities of civilization, however, are slowly shifting. Legend and legacy are being forgotten in favor of advancement and progress. The ancient empire of Helvenand, encompassing the northeastern half of the landmass of Khellius, has grown to become the greatest superpower on the continent. To its southwest is the mercantile nation of Perinth; its northwest, the republic of Nemaesus; to the south, the tropical monarchy of Salantira; and beyond that, to the east, is the theocracy of Teucrion.
Countless millennia have passed since the age of the heroes, and their exploits have since passed into legend. Most famed among the band that travelled forth with Helvenn is, of course, Helvenn himself, a man whose courage was admired even moreso at times than his prowess. At his side stands Arianne, a muse-like figure with great artistic ability and a graceful, calming presence. Four of their companions gained great renown also: the grand magister Kyre, possessing intellect beyond compare and a mastery of magicks that have since been lost to time; the silent protector, Marcell, defending the companions with unwavering loyalty; the soundless enforcer, Ciefe, meting out justice from the shadows; and the eloquent diplomat, Varras, whose rhetoric and seasoned discourse were unsurpassed.
The year is 1019. The six nations of Khellius have lived in harmony for nearly a thousand years, and both commerce and the study of magic have flourished. This long-standing peace, however, is broken very unexpectedly; the massacre of thousands of Helvan innocents during the festival of Caspenalia as well as arson and property damage, committed in the capital, no less, is too much to ignore. Following the discovery that the perpetrators were Perinthian and Salantiran terrorists, Emperor Terreus thus issued a decree for the nation to go to war. Needless to say, the military might of Helvenand crushed Perinthian resistance, despite the latter's fierce efforts.
This particular story begins near the conclusion of the Helvan-Perinthian war, just after the fall of Tyrovion, the capital of Perinth. It accompanies a band of adventurers, or perhaps mercenaries, under the employ of the Empire of Helvenand. Following the conquest of Perinth, it has become painfully clear that the extremist force behind the initial attack on the capital have not been eradicated in any effective way whatsoever, and the band has temporarily been relegated to bandit extermination in the ravaged countryside. As the story unfolds, however, the adventurers will find that perhaps the current political climate is not simply man's doing, after all…
The winds of change are upon the world. Only time will tell what the future holds.
Countless millennia have passed since the age of the heroes, and their exploits have since passed into legend. Most famed among the band that travelled forth with Helvenn is, of course, Helvenn himself, a man whose courage was admired even moreso at times than his prowess. At his side stands Arianne, a muse-like figure with great artistic ability and a graceful, calming presence. Four of their companions gained great renown also: the grand magister Kyre, possessing intellect beyond compare and a mastery of magicks that have since been lost to time; the silent protector, Marcell, defending the companions with unwavering loyalty; the soundless enforcer, Ciefe, meting out justice from the shadows; and the eloquent diplomat, Varras, whose rhetoric and seasoned discourse were unsurpassed.
The year is 1019. The six nations of Khellius have lived in harmony for nearly a thousand years, and both commerce and the study of magic have flourished. This long-standing peace, however, is broken very unexpectedly; the massacre of thousands of Helvan innocents during the festival of Caspenalia as well as arson and property damage, committed in the capital, no less, is too much to ignore. Following the discovery that the perpetrators were Perinthian and Salantiran terrorists, Emperor Terreus thus issued a decree for the nation to go to war. Needless to say, the military might of Helvenand crushed Perinthian resistance, despite the latter's fierce efforts.
This particular story begins near the conclusion of the Helvan-Perinthian war, just after the fall of Tyrovion, the capital of Perinth. It accompanies a band of adventurers, or perhaps mercenaries, under the employ of the Empire of Helvenand. Following the conquest of Perinth, it has become painfully clear that the extremist force behind the initial attack on the capital have not been eradicated in any effective way whatsoever, and the band has temporarily been relegated to bandit extermination in the ravaged countryside. As the story unfolds, however, the adventurers will find that perhaps the current political climate is not simply man's doing, after all…
The winds of change are upon the world. Only time will tell what the future holds.
[Whispers of the Earth]
The continent of Khellius is not very technologically advanced. While ingenious mechanical devices powered by wind and water exist, much of the innovations in Khellius is powered by magic, from glass firearms charged with elemental energy to advanced automatons, capable of comprehension of complex commands given by their creators. Miracles are dispensed by clerics and priests of St. Elendra, though there are a number of secret cults in the land as well.
Relevant world information in the spoiler below.
Helvenand
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Spoiler:
The empire of Helvenand is governed by Emperor Terreus Menenius Agrippa, a man known for his kindness towards his own people if not for his wisdom; three generals serve as his advisors, selected for ten-year terms. The empire is separated into four provinces: the province of Raetia, encompassing the Vaeln forest and known for its special varieties of lumber as well as skilled bio-arcanists; the province of Galatia, containing a large section of the Iberian forest as well as the Florentian and the northern Cyrenaic mountains, possessing skilled craftsmen of a large variety of trades due to the natural abundance of both lumber and minerals in the region as well as its proximity to the coast; the province of Moesia, by far the largest province, spreading from the Iscan Plains to Magador Swamp, a large percentage of the population of which are farmers; and the administrative province of Illyria, located in the heartland of the empire and a bustling centre of commerce as well as the exchange of knowledge.
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Histria, wellspring of life – capital of Raetia
The city of Histria is a tangle of narrow streets and row buildings, usually built of an artistic combination of wood and stone. The alchemists' guildmaster Enher Lyson has a certain degree of influence over the city, backed by an order of sorcerers and arcanists dedicated to research on bio-arcana. Moreover, due to Histria's abundance of magically altered plant life, the air is wondrously pure and fresh.
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Placentia, heart of the Florentians – capital of Galatia
Built into the Florentian Mountains themselves, Placentia is most remarkable for its numerous towering spires and ancient statues. Well-protected by wards and magical constructs from natural disasters such as earthquakes, it is lighted by ardelyte, a special glowing crystal found in the nearby quarries in abundance. Placentia is also famous for its bustling subterranean town, in the deepest parts of which it is said there are wellsprings of power.
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Ticinum, land of intoxication – capital of Moesia
Built on the shore of the Lesse River, Ticinum is a sprawling city, a labyrinth of narrow, winding streets, with an intricate network of canals and aqueducts interwoven into the maze. It houses a host of secondary industries, largely involving the processing of agricultural goods, as well as the famous Ticinian Market, a chain of marketplaces set up on the riverbank. Drunken brawls often take place in the city streets at night, the result of the multitude of brewery businesses there.
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Arianne, crown of the Empire – capital of Illyria
The capital of Helvenand, Arianne is well-defended, boasting three layers of walls – the innermost of marble, the middle of masterfully worked stone and steel, and the outer of ensorcelled quartz. A consortium of guildmasters, known as the Arianne Trade and Services Association, in charge of management of major topics regarding economics, is based here, and several major roads run through the city. The Collegium Magiae, the most prestigious school of magic (arcane or otherwise) in Helvenand, makes its main branch in the central district of Arianne, and the church of St. Elendra has a significant presence here. Other important buildings are the Forum Helveni, a large public square in which the court of the emperor often assembles for daily discussion of the nation's affairs, and the Amphitheatrum Marcium, an ancient amphitheatre where dramatic plays as well as great games are held.
Perinth
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Spoiler:
The mercantile nation of Perinth is ruled by an oligarchy; a council consisting largely of wealthy merchants votes on resolutions, and the ones that pass become national decrees. As a nation, Perinth utilizes a justice system of trial by a jury of peers, instead of by civil authorities. Perinth holds freedom as a fundamentally important right; as long as the basic laws are obeyed, the nation's citizens are free to do whatever they please, leading to a progeny of famous satirists and critics taking refuge in its borders, as well as less savory individuals. Perinth is known for its skilled illusionists and conjurers, and takes pride in the intricate contraptions that its inventors design.
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Tyrovion, civilization arisen – capital of Perinth
On the eastern edge of the southern Umbric forest, Tyrovion is a city enclosed in walls of stone and iron. Able to travel into the wider sea as well as Lake Sinope, it harbors a flourishing shipbuilding and shipping industry. Its proximity to the Aenaean Mountains means that it is a popular tourism site. Since the city is built on the ruins of an older civilization and ruins can still be found in the undeveloped outskirts of the city, it is a hub for treasure hunters as well. Having converted the nearby lake to a fish farm of sorts, Tyrovion exports large amounts of fish that are used for food as well as bred for entertainment.
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Calis, city of artistry
Situated at the edge of the Julian forest and nearby the source of the Senian River, the city of Calis is renowned for its numerous colleges dedicated to the study of the arts. The Academia Caliae is based here, and is one of the most famous schools of fine arts, possessing a long-standing rivalry with the Universitas Artificium in Naranum. The city itself is laid out in a grid-like fashion, and many of its buildings are constructed from large blocks of granite. Another defining feature of the city is its production of textiles of astounding craftsmanship, and Calian silks are among some of the most valued fabrics on the continent.
Nemaesus
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Spoiler:
A republic situated in a more northern locale, Nemaesus is essentially governed by its own people. Two consuls are voted on annually to represent the nation, and a senate of hundreds serves as the guiding political force of the state. Common plebeians and wealthy patricians alike are able to become senators, as long as they rise through the ranks in due republican form by ascending the ladder of the magistracies. A large part of the agriculture takes place in the southern part of the republic, but some food has to be imported. Most notably, Nemaesus is home to the Ancient Circle of Druids, an organization with continental influence dedicated to furthering the interests of nature and preventing harm to it.
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Resapha, arboreal reprieve – capital of Nemaesus
A city constructed out of living trees, Resapha is an example of a harmonious fusion between civilization and nature. Swinging bridges and vines link the treetop villages to one another, and short-distance public teleportation circles exist, allowing convenient travel across large distances of the city. Resapha is defended by a shimmering forcefield, which is fueled by stored solar energy, and is known for its fearsome female-exclusive sniper brigade, the viragos. Resapha is known for its eloquent orators, taking after the footsteps of its founder Varras, and men and women from the entire continent gather here to engage in the practice of rhetoric and debate. The Maxentian Square, a meeting-place for the Nemaesian Senate, is situated in the heart of the tallest tree in the centre of the city.
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Naranum, sleepless metropolis
Located at the base of Mount Paranceus, Naranum is a city dedicated to the pursuit of knowledge. Lit by imported Helvan ardelyte and magical flame in equal parts, the city's brilliance does not dim even with sunset – and indeed, some varieties of research must be conducted in the night-time.The city's architecture is a jumbled, chaotic mixture of innumerable styles, and large quantities of arcanists and manifesters alike make their homes in the city; even the church of St. Elendra has established a branch of their research and development division in Naranum. The Naranian Universitas Artificium, a renowned school of the arts, is a long-time competitor of the Academia Caliae. The city is especially well-known for its floating quarter, situated in the sky directly above the ground level of the city and sporting an enchantment that allows light to filter through to the buildings below.
Salantira
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Spoiler:
A monarchical government presides over the tropical nation of Salantira. Due to the higher temperatures here, headgear is often worn by Salantirans to provide comfort, as well as generally lighter clothing. Domed architecture is very popular in Salantira, and the climate allows for the survival of unique species of life that would have developed differently under a colder environment. Though a large number of Salantirans live in cities like the rest of the world, some wander the desert of Gerasa, preferring to preserve the customs of their ancestors. Salantira is a significant naval power, due to its possession of almost the entire Leucarian coastline as well as a part of the Messanian coastline, and its ships are unparalleled in their speed and maneuverability.
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Estaren, ninefold bastion – capital of Salantira
Walls of stone, spreading outwards in nine concentric rings, make up the layout of the city of Estaren. Located in the centre of the city is the royal palace, the paths to which are lined with trees of gold and silver; elaborate hanging gardens intermingled with key administrative buildings dominate the second ring. The third ring houses the residences of royal servants and viziers alike, and the fourth ring contains a multitude of shops and manufactoriums, providing Salantira's acclaimed tea and spices, among other specialty items. The fifth and seventh rings are residential districts, while the sixth houses the service industry, including but not limited to schooling, health care, banking, and consultation services. The eighth ring, similar to the second, is also meant to be a location where leisure and relaxation can be found, and includes facilities which meet that end accordingly. The ninth is a ring relegated to the defense of the city, and furnishes Salantiran troops stationed at Estaren with accommodations.
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Velchis, town of mercenaries
A town at a fork of two rivers, Velchis is distinguished for its military prowess, and Velchian sellswords are some of the most coveted in the known world. Velchian blacksmiths hone their skills across the Teucrian border in the Patavian Mountains, learning the arts of bending the flame of the earth into flashing steel, and Velchian weapons are, if not necessarily the best in Khellius, at least highly prized as a result. As for the town itself, the structure of the municipality, though it does not appear at first to be extraordinary, allows the citizens to quickly rush to its defense by creating locations on the rooftops and in the houses that allow defenders to strike at their assailants while being shielded from the brunt of the counterattack.
Teucrion
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Spoiler:
The theocracy of Teucrion is ruled by the church of St. Elendra; taking a very positive outlook on humanity, it is unhesitant of accepting refugees from other countries, providing a safe haven provided that those who take shelter swear an oath to not harm others during their time in the country. Bishops and cardinals are religious leaders as well as public servants, and the Luminarch, Micaelis Reval, serves as the official head of state. Teucrion's economy is mostly based on the processing of resources into various useful objects, and Teucrian wine is valued for its medicinal properties, brewed with a secret formula of herbs.
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Noviopolis, sanctuary of light – capital of Teucrion
Built around a core of brilliant corundum, shimmering in a multitude of colors, the city of Noviopolis is meticulously clean, and the urban poor that are usually present on the seedier districts of a city are conspicuously absent; even the city's sewage system is abnormally free of detritus and dross. Exactly how the city is kept in such spotless condition is a secret that has been passed down through generations of Luminarchs, but it is widely rumoured to be the result of a blessing placed upon the locale by St. Elendra centuries ago. Needless to say, these feats are envied greatly by other nations. Being the religious capital of the church of St. Elendra, Noviopolis also draws uncountable pilgrims and tourists alike, and the city has been greatly enriched as a result. The Citadel of Light, where the Luminarch presides, is located on a hill in the northeastern part of the city, guarded by the Crucesignati, an elite faction of priests experienced with war, nicknamed the Fighting Arm of the church.
The Church
Spoiler:
Sidebar: The Church of St. Elendra
History
The main extant religion on the continent of Khellius is, of course, the church of Saint Elendra, whose font of holy power and object of worship is its namesake, a winged goddess of incredible purity and strength attended by three flights of angels; how she came to have the prefix of "Saint" before her name is a hot topic of debate within the church itself, with one part of it maintaining that she was initially mortal and the other that it was a posthumous title affixed to her name. Regardless, however, her name is constant and unchanged everywhere on the continent, and very well known.A goddess of victory and cleansing with many titles such as the Merciful, the Healer, the Beautiful One, and the Champion, her divine symbol is a six-petaled flower, dyed alternately white and red. Although her wrath usually takes on the form of fire, it is not the same sort of flame that is usually found in life, being thousands of times hotter and more powerful - even creatures normally immune to fire will take a severe beating from a flame strike channeled by a petitioner of St. Elendra. Though the force of her miracles are seen everywhere in the land, she usually only interacts physically with extremely accomplished members of her clergy.
Nobody is quite sure how the goddess came to exist; she has been a part of humanity's memory since the dawn of recorded history. There are, once again, numerous theories about her - whether she is the greatest power on Lunicia, or there is someone mightier, as well as how she came into being.
The incentive for people to worship St. Elendra are twofold - first, it is evident that she has actual power, and the common people rely on a mixture of their faith and holy symbols to protect themselves in the occurrence of a malevolent attack; second, the concept of rewards after death exist, and if a follower is especially pious, there is a possibility of ascension into the ranks of her angels, which are separated into three flights (as is the church itself, somewhat), described below.
The Flight of the White Lotus
The flight of the White Lotus is associated with healing, light, sacred cleansing, barriers, and protection. Angels from this flight have wings of pure ivory and very light hair, and associated clergymen are often apothecaries, inventors, and healers, working for the benefit of the church as well as the wider world.
The Flight of the Crimson Lilium
The flight of the Crimson Lilium is associated with flame, righteous anger, struggle, and victory. Angels from this flight are more heavily armored and possess a more warlike bearing, and usually have wings tipped with a warm color, though this can range from light orange to deep carnelian. Associated clergymen are usually inquisitors and militant members of the church, actively seeking out and eliminating ancient sources of evil as well as darkness within.
The Flight of the Twin Fantasia
The flight of the Twin Fantasia is associated with joy, music, good news, and encouragement. Angels from this flight are often dark-haired, with cheerful expressions on their visages, and their wingtips are tinged with a pleasant blue. Associated clergymen are usually artistically gifted, and are accomplished writers, orators, preachers, and capable leaders and administrators of the church.
Hierarchy of the Church
The Luminarch holds the highest position in the church, and is elected by a council of archbishops and cardinals. Accompanying the Luminarch is a gathering of the aforementioned high-ranking members of the clergy, who serve as a source of valuable advice as well as the governing body. Below the archbishops and cardinals are the bishops, who act as municipal leaders in Teucrion and leaders of large congregations elsewhere, and below that are the priests and clerics who propagate the teachings of St. Elendra.
Special Divisions of the Church
The crucesignati (sing. crucesignatus) are an elite faction of priests, mostly from the flights of the Crimson Lilium and the White Lotus, who are skilled in warfare and are tasked with the defense of Noviopolis as well as select important tasks around the continent. The exorcistati sancti (sing. exorcistatus sanctus)are a group of petitioners alike that act in the interests of the church as well as educate the members of the wider public in the art of performing miracles. The cognoscentes (sing. cognoscens) are the inquisitors, in charge of routing corruption from the ranks of the church and the keeping of laws.
Customs
The teachings of Saint Elendra are passed down in a few holy books, with little to no commentary attached; inspired by Saint Elendra, the books are a narrative of holy acts and struggles in ancient times, as well as her principles of faith. The religion's deadly sins include avarice, thoughtlessness, apathy, sloth, and irresponsibility, while the books extol the virtues of moderation, bravery, and temperance. The priesthood accepts members from either gender, and theological study is not required, though it often occurs with potential clergymen. Worship includes, besides congregation in designated sacred buildings (i.e. churches), private meditation as well as solemn prayer.The most important holidays are Caspenalia, during the winter solstice sometime in Dairmen, celebrating the goddess's sweeping away of the overpowering frost of winter; Sanctalia, on the eighth day of Eulis, commemoratingthe traditional date of when the goddess first came into full divinity; Viritalia, a holiday devoted to extolling the virtues of the goddess, on the twelfth of Zanatria; and Messalia, three days of thanksgiving between Meselo and Camasto to the goddess for the bountiful harvest and her continued protection.
Important Miscellany
Spoiler:
Calendar
Aquerin (mid-winter)Dairmen (late winter)
Eulis (early spring)
Sylvaeris (mid-spring)
Panoris (late spring)
Itana (early summer)
Zanatria (mid-summer)
Rethica (late summer)
Thonoro (early autumn)
Meselo (mid-autumn)
Camasto (late autumn)
Viodion (early winter)
Months are not separated into weeks, and each month has only twenty-four days. In colloquial language the later days of the month are sometimes referred to by the number of days remaining until the next month, though this is never done in writing.
[Rules of Engagement]
There is always this inevitable section; better that it comes before the sign-up sheet than after, lest no one read it. The rules, then, are as follows:
- Please follow the rules of this forum. This should not need to be said, but I will say it anyway. Go read them if you haven't already.
- Please be intelligent. Use your common sense first and foremost. This will help avert many of life's difficulties, and it is no less true when applied to this roleplay.
- Please listen to me. As the creator of this roleplay and someone who has spent a great deal of time crafting this setting, I would like to make my life easier by saying the following: please don't argue with me when I ask you to do something nicely. I usually have a good reason.
- Please don't godmode or take control of others' characters without their permission. Life is never devoid of challenges. Roleplays shouldn't be, either. Plus, if every encounter was solved in an easy and painless manner, this roleplay would quickly become extremely boring. As for the second part ... try not to do it unless you're a telepath. Otherwise it would make no sense.
- Please be active. Amendment: I suck at posting once a week sometimes, so just stick to not ditching I guess. If you need to take a break, tell me when you are going to become inactive for a good reason so I won't be confused. I do not want this roleplay to die any time soon, and eventually I want to see the plot come to fruition, so do not sign up if you cannot commit.
- Please read my setting notes carefully. (When applicable.) A roleplay is a co-operative enterprise, and while I encourage you to be creative, don't trample on my creations when you're doing so. Regarding cities and such: The cities I mentioned are only the major ones, so there's plenty of room for you to include smaller-sized cities and towns in your backstory or in the main plot.
- Please do not be overly explicit. Since the roleplay is rated PG-16, there is a certain degree of freedom that one has. However, do not exceed the PG-16 rating with the severity of your writing, or everyone will get in trouble.
- Please have fun. Personally, I wrote this roleplay in order to have fun, but hopefully it's not too much to ask of you, the player.
[Makings of a Legend]
Nota bene: Acceptance does not hinge on reservation or priority of signing up, but rather on strength of writing.
Sign-Up Sheet:
Name:Age:
Gender:
Personality: About 2 paragraphs as a minimum.
Appearance: About 2 - 3 paragraphs as a minimum.
Background: About 2 - 3 paragraphs as a minimum. A lot of the map is up to your interpretation, though if information is wanted on various locales it can be provided.)
Legend: See below on how to fill out - one of five available choices.
Statistics: Mouse over the name to see what a statistic governs; see below on how to fill this out.
Strength -
Dexterity -
Constitution -
Intelligence -
Wisdom -
Charisma -
Abilities: See below on how to fill this out.
Roleplay Sample: Please give me a general idea of the style in which you write and the quality of your writing.
Statistics
Spoiler:
The mechanics system is heavily inspired by D&D, and thus will take the same system of buying points; all six statistics start from a base of 8, and a player has 32 points to distribute. It costs 1 point to raise a statistic by a single point until the statistic reaches 14, beyond which it costs 2 points to raise. Statistics cannot be raised beyond 16, unless a specialization is selected that would do so (see below).
A handy calculator can be found here.
A handy calculator can be found here.
Abilities
Spoiler:
Generally speaking, a character that is able to both fight and cast magic is not going to be as good at magic as a character that has chosen to exclusively focus on magic, and thus a helpful table is provided below of possible specializations; a character can assign up to four points, and a major specialization is worth 3 points, while an intermediate and a minor specialization are worth 2 points and 1 point respectively. If a character selects only minor specializations, he is eligible for an additional point (for a total of five). If a character gains "free" minor specializations, it is possible for him to upgrade the specialization to intermediate (by investing 1 point) or major (by investing 2 points).
Some specializations, with enough advancement, grant other specializations.
If you feel uncomfortable with the mechanics presented below, simply write your character and I will assign a mechanics profile to your character after discussing it with you.
Edit: Everyone is able to wear armor. Armor will, however, interfere with the usage of arcana and miracles - mindcraft is not affected, since it does not involve freedom of movement. Moreover, if you have a low Strength score it is more difficult for you to wear armor, and if you have a low Constitution score you might get tired more quickly in heavy armor. (Apply liberal amounts of RP rule #1 - common sense.)
As for Endurance - intermediate specialization now grants minor blunt weapon mastery or minor edged weapon mastery.
Some specializations, with enough advancement, grant other specializations.
If you feel uncomfortable with the mechanics presented below, simply write your character and I will assign a mechanics profile to your character after discussing it with you.
![[PokeCommunity.com] l i t a n y :: a song of worlds. [PG-16, OOC / Sign-Up Thread] [PokeCommunity.com] l i t a n y :: a song of worlds. [PG-16, OOC / Sign-Up Thread]](https://i.imgur.com/AMHZF.png)
As for Endurance - intermediate specialization now grants minor blunt weapon mastery or minor edged weapon mastery.
Legends
Spoiler:
With the sign-up submission, each player will also select a legend; note that the legend's characteristics do not have to correspond with the actual character in any way, though generally some sort of slight semblance will be useful ability-wise.
The legend you take means that you act as the incarnation of that initial role in this cycle of the story. You get to determine the personality of your legend as it was initially as well, since it will be very similar to your character's personality.
Choices are listed below:
Helvenn, Heroic Champion – taken by Cirrus
Arianne, Exalted Muse - taken by Cirrus
Kyre, Sublime Archmage - taken by parallelzero
Marcell, Stalwart Guardian - taken by Loki
Varras, Ardent Orator
Ciefe, Reticent Shadow - taken by Ray Maverick
The legend you take means that you act as the incarnation of that initial role in this cycle of the story. You get to determine the personality of your legend as it was initially as well, since it will be very similar to your character's personality.
Choices are listed below:
Helvenn, Heroic Champion – taken by Cirrus
Arianne, Exalted Muse - taken by Cirrus
Kyre, Sublime Archmage - taken by parallelzero
Marcell, Stalwart Guardian - taken by Loki
Varras, Ardent Orator
Ciefe, Reticent Shadow - taken by Ray Maverick
[Workings of Magic]
This is a quick sidebar on how magic works in Khellius. There are three types of magic available to the general public: arcana, miracles, and mindcraft.
Arcana
Alternate Names: arcane magic, invocations, arcane spells
Expressions for Practitioners: arcanists, sorcerers, wizards, conjurers, evokers, illusionists, abjurers, transmuters – artificers: alchemists, enchanters
Arcana is the art of bending the world to one's will; by carefully infusing the aetheric network that the world is laid out on, one can produce extraordinary effects in reality. There are five schools of arcana: abjuration, conjuration, evocation, illusion, and transmutation. Though even a novice practitioner is able to produce some form of advanced effect, the breadth of that effect varies with experience, power, and specialization – for example, a sphere of flame produced by a tertiary evoker will not nearly be as explosive as a sphere of flame produced by a primary evoker. Arcana is also a form of magic that is most likely to produce dramatic results, being able to do a variety of useful and miscellaneous things; remarkably, however, it is not able to heal wounds in any efficient manner whatsoever. Alchemy is a substudy of arcana, and involves imbuing the qualities of invocations into objects to be activated at a later date – alchemical objects of varying amounts of utility are often produced by skilled inventors.
Specifics
Spoiler:
Preparation: Though arcanists can utilize the aether in familiar or fairly simple ways without any preparation – for example, an arcanist acquainted with fire can shape it in almost every way imaginable – additional preparation is needed for very complex usages of arcana, often involving long incantations. Since most combat usages of arcana are uncomplicated, usually calling on some form of energy to annihilate an opponent, they will take little to no time to deploy, but fabrication of intricate objects, specific usages, or spells that are large in scope will require more time.
Components of Spells: An arcane spell is composed of two parts – the verbal component, which is the incantation spoken by the arcanist, and the somatic component, which is a series of exact hand gestures that must accompany the incantation. It is the somatic component of arcana that prevents most arcanists from wearing heavy armor, if they even choose to wear any. The somatic component must be executed without any errors in its precision, lest the energies in the spell fail and be lost. Sometimes a third part is necessary as well: material catalysts can be utilized to produce a more powerful result than normally possible or to narrow the intent and boundaries of a spell.
Schools:
Abjuration (abjurers)
Abjurations are protective spells. They create physical or magical barriers, negate magical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Abjuration spells are also often used as a way of countering spellcasters and manifesters alike, since much of the school's repertoire is focused on restricting and dispelling.
Conjuration (conjurers)
Conjurations are spells that involve the manipulation of matter into something more useful, be it transporting it from one locale and then spontaneously recreating it in another, bringing a manifestation of a creature to the spellcaster, or the creation of objects or effects on the spot. Conjuration effects merely use magic as a tool of assembly, and their results are not inherently magical.
Evocation (evokers)
Evocations manipulate energy or tap into the boundless energy of the Plane of Aether to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can wreak large amounts of havoc, though they differ from conjuration spells in that the entire manifestation is magical from start to finish.
Illusion (illusionists)
Illusions deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusion spells can also influence or control the behavior of others through magical means.
Transmutation (transmuters)
Transmutations change the properties of some creature, thing, or condition. Depending on the intent of the spellcaster, transmutation spells can strengthen or weaken, and are often very versatile. However, they are also usually more time-consuming than other schools of magic, since the process of transmutation is usually gradual. Transmutations are almost always temporary.
Components of Spells: An arcane spell is composed of two parts – the verbal component, which is the incantation spoken by the arcanist, and the somatic component, which is a series of exact hand gestures that must accompany the incantation. It is the somatic component of arcana that prevents most arcanists from wearing heavy armor, if they even choose to wear any. The somatic component must be executed without any errors in its precision, lest the energies in the spell fail and be lost. Sometimes a third part is necessary as well: material catalysts can be utilized to produce a more powerful result than normally possible or to narrow the intent and boundaries of a spell.
Schools:
Abjuration (abjurers)
Abjurations are protective spells. They create physical or magical barriers, negate magical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Abjuration spells are also often used as a way of countering spellcasters and manifesters alike, since much of the school's repertoire is focused on restricting and dispelling.
Conjuration (conjurers)
Conjurations are spells that involve the manipulation of matter into something more useful, be it transporting it from one locale and then spontaneously recreating it in another, bringing a manifestation of a creature to the spellcaster, or the creation of objects or effects on the spot. Conjuration effects merely use magic as a tool of assembly, and their results are not inherently magical.
Evocation (evokers)
Evocations manipulate energy or tap into the boundless energy of the Plane of Aether to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can wreak large amounts of havoc, though they differ from conjuration spells in that the entire manifestation is magical from start to finish.
Illusion (illusionists)
Illusions deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Illusion spells can also influence or control the behavior of others through magical means.
Transmutation (transmuters)
Transmutations change the properties of some creature, thing, or condition. Depending on the intent of the spellcaster, transmutation spells can strengthen or weaken, and are often very versatile. However, they are also usually more time-consuming than other schools of magic, since the process of transmutation is usually gradual. Transmutations are almost always temporary.
Theurgy
Alternate Names: miracles, divine magic – see also: nature magic, druidism, dark magic, rituals
Expressions for Practitioners: petitioners, clerics, priests, bishops (etc.) – other flavors: druids, shamans, ritualists, cultists – artificers: runechanters, faith-smiths
Unlike arcana, theurgy draws its power from a divine source, most commonly St. Elendra. Commonly available theurgy tends to focus on healing and protection, and its destructive usage, though potent in its own right, is much less flashy in its dispatch. A very different sort of magic, originally practiced in the northern Umbric forest in Nemaesus and based on the whispers of Nature, exists, but its capabilities are not much different from standard theurgy. A third variety, rumoured to stem from the forces of evil – demons, malevolent spirits, forgotten deities of great evil, and other such entities – also exists, though its utilization is largely forbidden; extremely destructive in design, it feeds off the very life of its wielder, and though it might offer great power, it is never without a hefty price. Generally miracles are freeform, but a list of useful standard theurgy effects is below, as well as how they operate.
Specifics
Spoiler:
Prayer: Since theurgy takes the source of its power from a supernatural source, no preparation is necessary before its usage. However, a petitioner still relies on his own pool of inner strength for its exchange into miracles, and the former has a limit – by extension, the latter thus has a limit as well on its usage.
Components of Theurgy: Theurgy usually consists of a phrase from a hymn or a short verbal exultation, accompanied by a gesture of spiritual importance; the petitioner must also possess a symbol of faith, though the exact form this symbol takes is up to interpretation and widely variable. After a short interval of time (usually a second or so, though it can take up to three or four seconds), the miracle is made reality. Extremely powerful miracles that require more involvement may take up to ten minutes, but usually not beyond. Surprisingly, nature magic and dark magic do not differ very much from conventional theurgy in their framework of necessary parts, only in their actual form.
Examples:
Examples of minor theurgy are: cleansing food and water, blessing a weapon for a small amount of time, healing small cuts and bruises, and warding off mindless undead.
Examples of intermediate theurgy are: removing common diseases, walking on water, consecrating objects, channeling light to attack enemies, and healing more serious wounds.
Examples of major theurgy are: smiting foes with divine fire, breaking enchantments, absolving misdeeds, transforming into a more divine form for a brief period of time, and healing near-fatal wounds.
Components of Theurgy: Theurgy usually consists of a phrase from a hymn or a short verbal exultation, accompanied by a gesture of spiritual importance; the petitioner must also possess a symbol of faith, though the exact form this symbol takes is up to interpretation and widely variable. After a short interval of time (usually a second or so, though it can take up to three or four seconds), the miracle is made reality. Extremely powerful miracles that require more involvement may take up to ten minutes, but usually not beyond. Surprisingly, nature magic and dark magic do not differ very much from conventional theurgy in their framework of necessary parts, only in their actual form.
Examples:
Examples of minor theurgy are: cleansing food and water, blessing a weapon for a small amount of time, healing small cuts and bruises, and warding off mindless undead.
Examples of intermediate theurgy are: removing common diseases, walking on water, consecrating objects, channeling light to attack enemies, and healing more serious wounds.
Examples of major theurgy are: smiting foes with divine fire, breaking enchantments, absolving misdeeds, transforming into a more divine form for a brief period of time, and healing near-fatal wounds.
Mindcraft
Alternate Names: psionics, mental magic, powers
Expressions for Practitioners: psions, cerebremancers, metaminds, telepaths (telepathy), seers (clairsentience), shapers (metacreativity), nomads (psychoportation) – see also: constructors
The reshaping of one's environment with one's mind is perhaps the most dangerous and enigmatic form of magic; the strength necessary for mindcraft springs from the very basis of sentience itself. To a practitioner of mindcraft, nothing about reality is certain save for their own mind, and by exerting enough mental force, their thoughts become manifest on the plane of the Material. While arcana and theurgy both have clearly defined limitations, mindcraft does not – it feeds off the energy of the manifester. Thus, it is entirely possible for the manifester to overexert himself, since the manifester can theoretically utilize powerful effects an infinite amount of times (as long as he has the energy to spare). Mindcraft also has the possibility of backfiring, and though the chance of this occurrence is minimized through experience and practice, it never completely goes away. Mindcraft is sorted loosely into four categories: metacreativity, clairsentience, psychoportation, and telepathy.
Specifics
Spoiler:
Manifestation: To manifest mindcraft, one must concentrate. If something threatens to interrupt the manifester's concentration during an attempt at manifestation, the energy involved is sometimes lost. Interruptions may include injury, opposing magical effects, vigorous motion, violent motion, or excessively violent weather and natural phenomena. The more distracting the interruption, the higher the possibility of failure becomes, and the strength of the effect also dictates how much additional concentration is required.
Displays: When a power is manifested, a display sometimes accompanies the power. This secondary effect may be auditory, material, mental, olfactory, or visual. No power's display is significant enough to create long-lasting consequences for its viewers. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity.
Categories:
Clairsentience
Clairsentience potentially allows the manifester to tap into the collective minds of all creatures in existence, regardless of where the creature is on the fabric of spacetime. Thus, it is used to learn secrets long forgotten, to glimpse the future, to find hidden objects, and to gain knowledge that is otherwise impossible to gain. Potential symptoms of clairsentience backfiring may include temporary insanity, the spewing of gibberish, or the muting of all senses for a short period of time.
Metacreativity
Metacreativity is classified as the act of creation of objects, creatures, or energy through drawing raw aetheric energy from the Plane of Aether and shaping it into desired form. As a result, metacreativity is very flexible, and can be used to aid as well as destroy. Creatures that are created through metacreativity generally lack sentience, but will obey the commands of their creator. Potential symptoms of metacreativity backfiring may include sudden uncontrolled surges of energy which turn back on their creator or the spontaneous production of large amounts of useless aether in the form of ectoplasm.
Psychoportation
Psychoportation involves the distortion of, and movement through, the uncertain fabric of spacetime. They may alter the relative time flow of a certain creature, place, or thing, as well as push individuals as well as objects through vast distances. Using the malleability of the Plane of Aether to its advantage, psychoportation's most potent manifestations have the ability to cross planar boundaries. Potential symptoms of psychoportation backfiring may include a peculiar slowness or quickness in one's actions, sporadic bursts of aging (either forward or reverse), and impromptu disappearances (only to reappear a few seconds, minutes, or even hours later).
Telepathy
Telepathy can spy on and affect the minds of others, altering their thoughts in sinister or benevolent ways. From changing the way a victim views the world to compelling others to take specific actions, telepathy is a category profoundly different from illusion in that it plants thoughts that the subject assumes are his own; it can manipulate the manifester's own mind as well, strengthening it in desirable ways. Potential symptoms of telepathy backfiring may include entering a brief coma, experiencing hallucinatory effects, or developing panphobia.
[Words of Parting]
A few acknowledgements:
- A friend of mine who isn't registered with PokeCommunity, for giving me the idea for the myth.- NBOS Software, for making the excellent Fractal Mapper that was used to make the map
- Various pixiv artists, whose work I acquired off of safebooru (...)
- Dungeons and Dragons 3.5e, from which the statistics system is directly taken and the magic system is heavily inspired
- Typechart.com, without which I would never have been able to get the fonts right
- And finally, me, for being the madman who dedicated literally four entire days' worth of free time to writing all the associated content for this roleplay.
Enjoy the game.
Accepted Players
I. Helvenn's successor, Lyrian Sileres Morianus.
II. Arianne's successor, Fiora Lucilia Cenelys.
III. Kyre's successor, Fayus Celianne Filament de Crea.
IV. Marcell's successor, Nobelus Rhys Dieterre.
V. Varras's successor,
VI. Ciefe's successor, Isaac Aristos.
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