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Fantasy Beyond the Witch's Corridor [Lore]

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Nano

procrastination symphony
Beyond The Witch's Corridor
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Lore
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  • File
    001
    Sinoa
    Another world existing parallel to Earth. In comparison to Earth whose civilizations were revolutionized by technology, Sinoa’s evolution was led primarily by magic. While the buildings on Earth are carefully constructed using large machines, the architects of Sinoa resort to manual labor or the manipulation of building materials using magic. In a similar vein, humans developed medicine through the synthesis of chemicals, but the Sinoans turned towards the practice of healing arts and alchemical potions. In short, magic is the core of all Sinoan civilizations, much like the importance of technology and electricity on Earth today.
    File
    002
    Rifts
    Due to the rapid destabilization of the boundary between Earth and Sinoa in 2012, various smaller holes in the boundary began to appear sporadically after the two initial cataclysms. These holes were formally named “rifts” and were observed to rise and fall in frequency in 12 year cycles. The most infamous amongst these rifts is the Witch’s Corridor, the rift that swallowed Albarn and continues to appear once every 12 years between the months of January and March, at the apex of rift frequencies.

    Just as how people can tumble through the rifts, monsters frequently make their way to Earth either due to an instinctual pull towards influxes in mana or simply being at the wrong place at the wrong time. The vast majority of rifts remain open for no more than a few seconds, essentially stranding any unfortunate creatures and individuals who happened to fall through. Unfortunately, many rifts that open in Arcvine City connect to areas in The Void Lands, meaning that many of the monsters that appear are rather hardy and instinctively aggressive.

    Due to rifts causing a great disturbance in the space they appear, researchers eventually developed a system capable of scanning areas in set intervals to detect any incoming boundary collapses. As a result, some rifts can be detected beforehand, and Arcarum is tasked with dispatching agents to high risk areas prior to the onset of the rift. However, some rifts form from a collapse too rapid to be pre-detected by the system, and certain smaller rifts may even pass through detection altogether.

    In addition, the rifts have trickled greater amounts of mana from Sinoa into Earth, causing mutations in certain animals and plants over the years.
    File
    003
    ARCARUM
    “A warrior needs not concern themselves with matters within the purview of men.”


    Founded in 2020 as the need for a more specialized force to combat the rifts rose, Arcarum is a government-funded organization that deals solely with Sinoan-related incidents. As reflected in its peculiar motto, crimes and incidents under the jurisdiction of Arcarum are kept entirely separate from police operations and vice versa. As a result, Arcarum agents and investigators have no authority over and are strictly forbidden from touching upon so-called “mundane” cases unless sufficient evidence of the presence of the supernatural has been reported. During evacuations or extreme circumstances, exemptions may be made in the form of a joint collaboration between the police department and Arcarum.

    The vast majority of Arcarum’s members, whether they be in Field Operations, Communications, Investigations, R&D, or other departments, are all generally graduates of Pallas Institute or similar military-grade academies that focus entirely on training prospective Arcarum recruits. The few rare exceptions exist in the form of exceptional individuals with strong recommendations and high scores in the required exams or Sinoan migrants with military backgrounds. Conversely, graduating from Pallas Institute does not guarantee a position in Arcarum. All prospective recruits are required to take entrance examinations held biannually as well as pass an interview. In addition, all recruits are subject to a year or more of training as an intern and must pass a promotion exam in order to become officially enrolled as a member of Arcarum.

    Depending on the individual’s department, each Arcarum member is associated with a particular series of ranks and clearance levels. In Field Operations, agent ranks are expressed using the following levels:

    D Rank
    consists of trainees/interns who are technically not part of Arcarum’s official registry. Unlike Pallas Institute’s training which teaches the raw skills necessary to succeed as an agent, D Rank agents are organized into temporary squads of four to five and trained with teamwork as a focal point. Due to the lack of a guarantee of all squad members passing the annual promotion exam within the same year, squads are not official until the appropriate paperwork has been submitted after being promoted to a C Rank agent.

    C Rank
    is the first rank in which agents are assigned and dispatched on official operations. Due to the complicated process of promoting, the majority of agents will remain C Rank Agents until they retire. As a result, there are a handful of C Rank veterans whose experience and skill surpass their suggested rank.

    B Rank
    consists of agents whose skill and combat prowess far surpass that of the average Arcarum agent. Despite being the “middle rank” on paper, B Rank agents are considered part of the elite and are expected to at least be thrice as efficient as an experienced C Rank. As a result, the process of promoting from C to B is rigorous and first requires various merits on the individual’s record to qualify to take the promotion exam. The average B Rank takes five years to a decade to have moved up from C Rank, though those with military backgrounds may show higher efficiency and cut down a year or two. Agents that cannot harness the power of mana are virtually nonexistent at this rank.

    A Rank
    agents make up the top 1% of the organization and hold the highest promotable rank. During emergency situations, they may be dispatched solo to stall monsters until a proper force is mobilized, requiring those of this rank to hold high combative capabilities and resourcefulness. Most hail from Sinoa due to the higher likelihood of the individual having dealt with monsters from a young age, but a few talented and hardworking agents from Earth may eventually make it to this rank.

    Special Grade Agents
    are particularly distinguished agents originating from Arcarum’s beginnings. As members of the oldest generation of Arcarum, their status as Special Grade Agents remain even after retirement. Due to being unable to be promoted to the position, there are only a total of five with Reim Theophil Abraxos being recognized as the strongest of the five. In addition, they are the sole members of Arcarum who are not officially affiliated with a set squad due to being required to lead major operations or seeing frequent travel.​

    (Note: Due to certain plot developments in the future, only B/A Rank agents in Field Ops with at least five years of experience as an Arcarum trainee+agent will be accepted in this RP.)
    File
    004
    Squads
    Due to the number and strength of the monsters who cross over from The Void Lands, most if not all of Arcarum’s operations are joint efforts. Squads are an integral part of the organization, and each member is assigned a provisional squad during their year as an Arcarum intern. Upon successfully promoting to the standing of an official agent, the passing members of those squads may choose to remain with their squad members, create a new squad of their choosing, or accept scouts from preexisting squads. Should a squad lose members or fail to maintain a group of three or more, agents of said squad may be temporarily assigned to another squad as reserve members.

    Certain branches of Arcarum give varying degrees of freedom regarding an agent’s combat garb. The Arcvine Branch is particularly lax due to being located in the most diverse city in regards to background and races. So long as it does not interfere with its protective functions and clearly displays the agent’s squad insignia, their uniforms may be altered as they see fit. Though not required, many squads choose to commission a squad uniform as an unspoken tradition.

    The earliest squads derived their names from the surname of the squad leader. As of 2027, squad names are determined by the year that the squad was recognized as an official squad as well as the order in which it was established relative to other squads formed within that year. The current nomenclature is a letter in the Greek alphabet followed by a number, with each year taking on a separate Greek letter. The current year 2047 is assigned the letter Υ (upsilon).
    File
    005
    Micron Device
    Micron devices serve as an ID, communication device, and a portable storage for all equipment vital to Arcarum Agents. Every Arcarum affiliate is required to wear the halo-like wristband at all times, and nearby agents are alerted and informed of emergency dispatches through the device. Each agent is also provided with an earpiece that can be connected to their micron device.

    For ease of deployment, micron devices are programmed with the ability to directly materialize an agent’s uniform over their body. In addition, all micron devices hold a maximum of three weapons registered under the agent’s name. Unlike the uniform which can be materialized at the agent’s will, a civilian safety act was passed in 2025 in which all micron devices contain a lock on their holster function.

    As per Field Operations protocol, agents must first connect to communications and query a request to the appropriate authorities to remove a weapon from their micron device. Once authorized, the lock is released, allowing the agent to draw their weapon. Likewise, the registration and approval of weapons placed inside micron devices are strict, and any agents found carrying and using unauthorized equipment are subsequently put on probation and may have their agent status terminated depending on the severity of the offense.

    The shape of a micron device displays the division the Arcarum affiliate belongs to while the color denotes an agent’s rank. D Ranks are blue, C Ranks are green, B Ranks are yellow, and A Ranks are red. The micron devices of Special Grade Agents are white and uncolored.
    File
    006
    Magic System
    The basis of all systems in Sinoa. At its most rudimentary level, magic is the ability to command the world to do one’s bidding by expending a form of energy known as mana which naturally exists in every living creature as well as the environment. Due to the concentration of mana on Earth being considerably thin relative to Sinoa prior to the rifts, magic was a practice initially developed solely in Sinoa.

    The concept of magic itself finds its origins in the Tenebrius race. Similar to the Phantasma who manipulate mana as easily as breathing, the Tenebria possess an intrinsic understanding of magic. However, due to lacking the magic sight of Phantasma, the race eventually transcribed magic into a spoken and written language to better channel mana. Their form of magic was powerful, but the ancient language of the Tenebria is unable to be spoken by the other races who lack the ability to form its unique vocal tones, frequencies, and pressure. Eventually, this language was simplified by the Tenebria, granting other races access to magic though in a less potent form.

    In truth, so long as the person is aware of the theories driving magic, any user of magic is capable of casting spells without any sort of incantation. However, (with the exception of the Phantasma race) this freedom is typically reserved for simpler spells. Runes and incantations provide a direct connection with the world and mana, making spells far more potent when spoken. As a result, most complex and large-scale spells take far more setup and are not as commonly used by the average person. Even then, they’re limited in their own right.

    Theoretically, teleportation magic and other large scale space-time magic has been proven to exist by the existence of the Rifts and Micron Devices. It, however, remains undiscovered and a hot topic of arcane academia to this day. For the time being, it has been deemed infeasible due to the immense amount of mana required in a short period of time.

    (Note: Holy and Dark magic don’t exist in official terms, since spells that people consider to fall under such categories have no true elemental attributes. However, some cultures and people on Earth may refer to them as Holy/Dark attributes due to the influence of literature and other media.)
    File
    007
    Elemental Affinity
    Every entity capable of using magic is born with a specific elemental affinity be it fire, wind, or any of the world’s natural elements. Certain races such as the Aegir share a universal affinity amongst their race (i.e. water) while others such as humans vary in terms of what affinity they possess.

    Though affinity does not lock the user into spells of the element specified by their affinity (with the exception of Phantasma), spells of the corresponding element or similar derivative elements come far easier than those of different elements. For example, a human with a water affinity can cast water spells with ease but may struggle with even simple fire spells. As a result, most people choose to specialize in the element of their affinity due to the lack of efficiency in learning spells beyond them.

    The sole exception to this rule comes in the form of general magic, which encompasses all forms of magic not under any specific element (e.g. telepathy). Though simple in nature and not as potent as elemental spells, they provide uses not found in the elements that any user of magic can find useful for both combative and mundane needs. General magic spells that field agents commonly learn are barriers, basic healing magic (first aid), short distance telepathy, presence detection, enhanced perception, self weight manipulation, and basic strengthening.
    File
    008
    Arcanium
    A special ore capable of storing mana. How much mana it can store is dependent on its purity as well as how long it was allowed to develop in a high pressure environment. Due to its property of storing mana, arcanium has a distinct trait in which it glows a vibrant green-blue reminiscent of paraiba tourmaline which turns clear when emptied of mana. When imbued with the mana of a specific individual, it changes color based on the element of the mage providing the mana.

    On occasion, rare specimens of arcanium that have been bathed in incredibly dense amounts of pure mana over centuries may be unearthed. Due to being extremely difficult to break and being capable of storing immense amounts of mana, they have been titled adamantine arcanium and are virtually priceless.
    File
    009
    Fairy Script
    Named after the Fae race, the founders of the technique, Fairy Script makes use of the complex runes making up the language of the Tenebria as a means to “program” devices to perform set commands. Though the language itself originates from the Tenebria, only the Fae were capable of developing the convoluted process of inscribing runes in specific sequences onto an applicable vessel. Though the functions of their creations can technically be replicated by any mage, Fairy Script brings the benefits of the process being entirely automated save for the pull of a trigger. The device is also energy efficient due to pulling mana from the environment or arcanium rather than from the caster’s body. However, as an enchanter writes more functions, the difficulty in successfully applying it increases exponentially. The vessel on which the runes are inscribed must also be capable of hosting and sustaining the Fairy Script, lest the magic end up destroying the vessel.

    Many functions fall into miscellaneous categories, but the majority of enchantments fall into six basic types:

    Temper
    The most common type of enchantment by far. These runes are used to alter the properties of the vessel that they’re inscribed on. Most Fairy Script inscribed objects will have a basic strengthening property as its first set of runes to make the vessel more durable. Other common enchantments allow the Fairy Script to automatically repair the vessel, make a blade sharper and cut in deeper, repel mold and grime, or make the object more flexible.

    Morph
    Whether it be a simple alteration in length or a complete change in shape, Fairy Script is also capable of morphing the body of the vessel with ease. Compared to freehanded spells, the user is not required to be adept in the element closest to the specific object. However, each set of runes defines a single shape, size, and mass, making it more convenient but less flexible.

    Enhance
    Compared to runes that alter the vessel itself, this category of runes improves a physical attribute of the wearer. Fairy Scripted eyeglasses might improve visual acuity and allow the wearer to see greater distances like a bird, while a ring might increase the wearer’s strength. Much like its equivalent spells, items that boost physical attributes are multiplicative rather than additive, so the overall benefits of the effects vary depending on the user.

    Imbue
    The class of enchantments that convert mana to a given element. The runes either apply the element to the vessel or channel it along the surface of the vessel, and it is most commonly seen in combative equipment. On its own, the element’s effective range is limited to the reach of the vessel itself. Most lamps and other light sources in Rocheste are lit through the use of these runes.

    Project
    Mana is drawn from the environment and formed into a projectile based on the parameters set by the runes. Though primarily used in ranged weapons such as manacasters and bows, it can also be applied to the edge of a blade to launch a wave of mana. These runes are commonly combined with elemental imbuement runes in order to create elemental projectiles. Incidentally, the Fae have built up a rather fearsome reputation in snowball fights and similar games. Some children play too hard and end up pelting unfortunate victims with high velocity snowballs during the winters or streams of water during the summers.

    Corrode
    Spells of this category cause the rapid decay of mana. Though it is typically harmless to most people, it is extremely effective at piercing barriers or breaking magical artifacts. Due to magic of this type being incompatible with the bodies of all known living beings, it is limited to Fairy Script and Magitech and cannot be cast via normal means by a mage.​

    As a race of philomaths, the Fae welcome any who wish to learn Fairy Script. However, few and far between are capable of mastering the craft that many Fae have spent their entire lives learning and improving.
    File
    010
    Magitech
    Magitech makes use of mechanical contraptions to perform a set of actions powered by arcanium. Though similar in nature to Fairy Script, Magitech is often considered strictly inferior to the former due to being limited by whatever mechanical parts that its body has been equipped with. Its limited potency and functions are overlooked in favor of its ability to be more easily mass produced and distributed. In short, it is the same as the electrically-driven technology of modern Earth with the modifications that it uses mana as a power source and is hence able to perform spells.
    File
    011
    Final Chapter
    Of all terrorist organizations that have been capable of evading Arcarum’s eradication efforts, Final Chapter is by far the largest. Directly opposing Liberati, a human supremacist group, the members of Final Chapter refer to themselves as a vigilante group who fights against the injustices faced by Sinoan races. Capturing one member does little to clue into the group’s higher powers due to grunts being brainwashed into blindly following its cause of meting out justice where “the justice system has failed.” Any captured members who appear to have more knowledge of the organization mysteriously had their memories wiped as soon as investigators began questioning them.
    60%
    Glossary...


code by Nano
 
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Beyond The Witch's Corridor
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NPC
Sheets
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Name
Schneerose Reinbach
Race
Human
Height
5’6” | 168cm
Affiliation
Arcarum
Role
Branch Chief
Birthplace
USA
Affinity
N/A
When judged by her appearance, she is too old. When judged by her position, she is too young. Regardless of what standards people measure her by, Schneerose Reinbach’s age never fails to surprise. Due to having climbed to her current position at an age considered far too young and unworthy, she faces harassment from other Branch Chiefs of Arcarum on a regular basis. However, a powerful backing as well as having been personally appointed by Kaye Osier a decade ago causes them to be incapable of doing much more than trouble her with their petty tricks.

Past the unreliable atmosphere that her nonchalance elicits, Rose’s tight hold over her seat is attributed to more than just nepotism. A playfully smug and stubborn but shrewd personality has aided her in proving her worth both to her subordinates and superiors willing to acknowledge her work in keeping Arcvine City safe over the course of a decade. Perhaps her life would have been far easier if she had simply relinquished her seat, but she continues onward with confidence, holding the belief that Kaye Osier had passed on his mantle to her for a good reason. However, Reim Abraxos claims that, while she is cunning, her faith in the city and her allies may bring about her downfall one day.
Name
Reim Theophil Abraxos
Race
Tenebria
Height
6’7” | 201cm
Affiliation
Arcarum
Role
General Manager
Birthplace
Grisea
Affinity
Metal
The Arcvine City Branch’s General Manager. Despite his muscular frame and the scars littering his body, he is Arcvine City’s most efficient paperwork filing machine and the managerial backbone of his division. His physical appearance may be gruff and fearsome, but most agree that he’s about the most reliable old grandpa you’ll find in Arcarum. Many, however, feel that his role of fitting himself behind a (relatively) tiny desk is a waste of human resources. In the past, he was once hailed as Arcarum’s strongest agent, but he’s been reduced to an office mule since his retirement from the battlefield.
SECURITY CLEARANCE DENIED...
Name
Lif Anderson
Race
Sylvan
Height
5’2” | 158cm
Affiliation
Arcarum
Role
Operator
Birthplace
Rocheste
Affinity
Water
Lif’s short stature results in her being frequently mistaken for a child causing her a great deal of grief, but she nonetheless puts in great effort to gain the trust of the agents she coordinates. Since tripping on to Earth with her parents during the last cataclysm, the Sylvan has lived a steady life, heading off to Pallas Institute once she was of age. Initially, she applied to the standard combat training course, but she was moved to the communications division upon showing very little promise for combat.

The shy but determined little bird may be too frail to put up a good fight against even the weakest of monsters, but Lif makes up for what she lacks in brawn with a keen intellect and an observant eye. She is quick to pick up on small details that suggest that something is amiss and has aided greatly in keeping her agents out of trouble on many occasions. Unfortunately, her awkward nature makes her less capable in the field of reassuring people or dealing with the more unruly personalities present in Arcarm, so the agents who doubt her decisions are a dime a dozen. It doesn’t help that she often neglects to explain her reasoning behind certain seemingly odd instructions.
Name
Ein Askr
Race
Fae
Height
6’1” | 185cm
Affiliation
Arcarum
Role
Instructor
Birthplace
Rocheste
Affinity
Wind
During The First Cataclysm, Ein Askr was tasked with escorting Rocheste’s head librarian on their journey to The Void Lands. Twelve years later, he emerged from the boundary alongside Günter Reinbach, terribly confused but quick to draw his bow the moment he laid his eyes upon the congregation of monsters. Though initially wary of lending further aid to the humans, the Fae gradually fell into step alongside Kaye Osier and the founding members of Arcarum, and he eventually settled down as one of the instructors of Arcarum’s interns.

Unlike the scholars stereotypical of the Fae race, Ein is first and foremost a marksman and not particularly fluent in the use of Fairy Script. However, decades of observing the librarians whose safety he was entrusted with grants him enough knowledge on the topic to re-enchant the runes inscribed on his bow whenever they’re in need of repairs, an occurrence as frequent as twice a week. Whether it be fieldwork or a training session, the Fae seldom wields any other weapon, abusing it thoroughly in spite of his careful maintenance. His personality is often described to be just as stubbornly bland as his choice in equipment, terribly polite but stiff and lacking in opinions to the point where he appears to have no hobbies or outstanding preferences. Though he means no harm, this lack of “flavor” and social skills has led to his notoriety of being Arcarum’s most talented conversation killer. However, he is surprisingly adept at assessing those under his instruction, and his advice is concise and easy to understand.
SECURITY CLEARANCE DENIED...
code by Nano
 
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