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Fantasy Dark Omens (Lore)

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SETTING
The goddess of the world, known as Gaia, had three deity sons known as the Warrior, the Magician and the Trickster. The Warrior had incredible strength and power, the Magician had control over the elements and the Trickster had complete freedom of form and movement. All three were meant to protect and guide humanity as beings from other worlds tried to enslave them, such as dragons, ogres and demons.

Many battles were fought throughout the ages and together with humanity, the three brothers managed to beat them back each and every time. But throughout all that time, it became apparent that the Trickster was the least favoured Brother among the humans, if not outright despised. This is because between each invasion, humanity tended to turn on itself and the most amount of misery wrought by far were at the hands of those blessed with the powers of the Trickster.

Deceivers and betrayers, they would often make puppets out of kings and usurp control of entire nations, causing wars, famine and deep divides among the people. Almost always, they would play the role of the villain throughout the annals of history and as those born with the blood of the Trickster came to be shunned, so too did the Trickster himself. No matter how much he had contributed to protecting the world, humanity would sing praises to Gaia, the Warrior and the Magician... but not him.

Eventually, the Trickster was no longer counted among the Guardian Brothers and he became so embittered with jealousy that when his only worshipers consisted of black-hearted rogues and devils, he sought to become the monster they thought him to be and abandoned all interest in protecting an ungrateful race, seeking instead to engineer their destruction. With all the combined malice of those who had misused his powers in the past, the Trickster sewed chaos among humanity and when they were at their weakest, he opened the way between worlds. All the enemies of old came flooding back in a torrent and not even the Guardian Brothers could stop them this time.

The Warrior fought valiantly, but was eventually slain in the field of battle. The last remnants of humanity dwindled to a mere handful and all, it seemed, would soon be lost... but the Magician had a final gambit to play, which brings us to now. Gathering the most powerful mortal champions left, he sent their souls ten years back through time into their past selves and gave them a final mission. To stop the assassination of the king in the city of Liotra and thereby prevent the beginning of the end.

 
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ASPECTS
Warrior - Strength, speed, skill and resilience, all these are essential qualities to the Warrior on the field of battle and thus those under his aspect are allowed to transcend their natural limits, elevating themselves far above any ordinary human being in terms of sheer physical might and martial prowess. To run with the wind, crush boulders into dust, step between rain drops or take a spear to the gut and not be harmed, these are the things a disciple of the Warrior is capable of. The sole condition to possessing such a power is that one must train constantly for just as a blade must be honed to become sharp, so too must a warrior hone their body and skills to wield that blade effectively.

Magician - Fire, earth, wind and water, the world is made up of these elements and the Magician governs them all. Those under his aspect are likewise able to command the elements, but as in all things there must be balance. To control fire, one must take care not to be burned by the flames. To shape the earth, one must understand the difference between soil and stone. Through careful manipulation of wind and water, one may even be able to summon the storm and call down lightning, but be just as likely as their foes to be struck by it. Whatever the case might be, a mage must above all else be wise lest they fall victim to their own power.

Trickster - Stealth, deception and cunning, these are the ways of the Trickster. Whether it be moving with silent footfalls, taking the form of an animal or disappearing from sight entirely, those under the aspect of the Trickster are able to bypass any obstacle and reach anywhere they desire without hindrance. Indeed, many a thief, spy and assassin have been those capable of such feats and have committed so many dark deeds that the Trickster himself has become a pariah in the eyes of humanity. To be associated with him in anyway is to be instantly reviled, but just because one is perceived to be malevolent does not mean one must be so.

 
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ABILITIES

For the abilities section in your character sheet, please choose from here only. If you wish to make your own abilities, run them by me first and they may be added to the list.

In terms of mechanics, all characters will have a maximum of 10 mana points and each ability costs at least one. You may use more than one ability in your post, so long as it does not exceed your character's current amount of mana.

Certain abilities will cost more depending on pre-requisite abilities (eg. The Lightning Storm ability itself + its 2 pre-requisite abilities which adds up to a total cost of 3 mana points).

For any post you write where your character has NOT used an ability, a single mana point is regained. If there are any special conditions regarding mana recovery, I will say so at the end of a post. (eg. After an uneventful journey, everyone's mana is now fully restored).


  • WARRIOR

    • Air Slash: The wind itself becomes a blade as you send it forth with a sweep of your weapon.​
    • Dash: With a sudden burst of speed, you move like a flash of lightning.​
    • Flow: Time seems to slow as you clear your mind and focus on the moment, sharpening your reflexes and combat skills to a razor's edge.​
    • Harden: Attacks bounce harmlessly off your flesh as you tense your body and become like a pillar of iron.​
    • Leap: Soar high into the air to gain distance or deliver an almighty blow.​
    • Might: Use your strength to its fullest extent, such that you may bend steel or lift a boulder with ease.​
    • Roar: A thunderous bellow that can rupture ears or make yourself heard above the din of battle.​
    • Slam: Deliver an impact with such force that it can leave a crater in the ground or in your foe. (Requires Might)​
    • Throw: Launch a projectile with such force that it strikes with the power of a meteor. (Requires Might)​

 
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