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Fantasy Magicians of Emun Lore

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Clockwork Syringe

The Night Blade
Rules:
1. Respect all RPN rules
2. No Godmodding(controlling or forcing another role-player's character to do something without their consent)
3. Tag anyone you interact with
4. Respect each other, no Bullying
5. Mods and the owner are to be listened to, 3 strikes and you are out.
6. No kill zone. Killing is only permitted in terms of NPCS or a removal of a character from the storyline.




How Magic works:

All magic is sourced on the Cosmic Loom and can be accessed by those with the training, blood, or required pacts.

Arcane Externus: This method of magic occurs when one learns how to manipulate the Cosmic Loom outside of themselves without the aid of their own internal magic. Anyone can theoretically become an Arcane Externus, if they try hard enough. This is typically the most common form of Arcane Magic and is achieved through study and hard work

Arcane Blood: This method of magic occurs when one’s body or soul is a particularly concentrated point within the Loom, allowing magic to be sourced directly from within oneself. Most of the time, there is no real need for study of magic among Arcane Blood users, since the magic is manifested instinctually the more one uses it. Typically, this is received from a magical ancestor such as a dragon, an angel, a demon, an elemental, a djinn, etc. This the rarest form of Arcane magic as it requires you to have an arcane blood ancestor typically or a source of arcane blood magic.

Arcane Axiom: This method of magic involves attuning oneself to a sentient magical armament and gaining power from its own source. Most of the time the weapon is an Arcane Pact user that has, through long forgotten and dangerous magics, bound their soul to the weapon achieving a pseudo immortality for as long as the blade exists, the soul within the sword cannot die. This is an incredibly rare and depends on finding a weapon to attune to. Not much is known about how this magic works due to how rare it is. (This will not be available for selection at the start)

Arcanus Ambrosial: This method of magic is received from a deity and is dependent on their chosen religion. (Think of clerics/paladins) Power gained from this source is through devotion to a diety. This user draws power from their deity and uses it to fuel their magic. As their devotion grows, so does their power. The unity drive of each deity is different from each other but the Ambrosial’s specific channeling of that power is specific to their own inerpretation.

Arcane Contract: This method of magic involves a deal or bargain made with a magical being. In return for providing power, the individual must agree to uphold some sort of bargain or promise. This is a generally uncommon form of magic.



Tiers of Magic:

Tier 1: Starting point, all practical uses of magic are learned here. All Arcane users get access to their skill. Externus users typically learn how to manipulate the loom, blood users gain access to the specific magic their soul or body is made from and ambrosial users gain the first pieces of power from their chosen deity.

Tier 2: All arcane users gain further power from their chosen source in addition to further magic prowess. Specifically, Blood users gain the ability to morph parts of their body, Ambrosial users can heal greater wounds, and externus users can a reserve any uncast magic from the loom that can be used in place of their ability to manipulate the loom. (This is where your characters will start the adventure, unless you specify tier 1 as an option)

Tier 3: The source of one’s Arcane magic truly starts to take shape here in the shape of their signature style: Unity Drive. Unity drive can only be used once per day at this level. Blood users gain the limited ability to fight like the source of their arcane energies, ambrosial users gain the ability to project an aura of their deity's energy to aid or malign their allies and enemies, and externus users can merge two separate types of energy from the loom into one arcane cast.

Tier 4: An arcane user’s Unity Drive and arcane casting is further augmented from their internal source or the loom.

Tier 5: Currently, this is the highest known tier that is accessible by normal means. The Unity Drive gains another use and the casters can access the Overdrive function. Overdrive cranks up the arcane users power to 11 for a short time and can only be used every 2 days due to the toll it takes on the user’s body.

Tier 6: [UNKNOWN] Only in legends has this ever been seen. As such it remains to be rediscovered.

Tier 7: [UNKNOWN] Only in legends has this ever been seen. As such it remains to be rediscovered.

Tier 8: [UNKNOWN]Only in legends has this ever been seen. As such it remains to be rediscovered.

Tier 9: [UNKNOWN] Only in legends has this ever been seen. As such it remains to be rediscovered.

Tier 10: [UNKNOWN] God level, Dragons, Typical source of blood magic.

The eight schools of Magic

Abjuration
Abjuration is a school of magic that deals in protective spells and the suppression of others' magic. Magic of this school creates physical or magical barriers, negates magical or physical abilities, harms trespassers, or even banishes the target of the spell to another plane of existence.
Conjuration
conjuration focuses on summoning magical effects and creatures.
Divination
Diviners deal with the uncovering of mysteries, fortune-telling, and the perceiving of places and people at a distance.
Enchantment
Enchantment deals with influencing the minds of others, either by subtly charming them or through compulsion, which exerts a more overt control over the subject.
Evocation:
Evocation deals with the creation and manipulation of raw magical energy, often for a destructive end.
Illusion:
Illusion deals with the creation of images, sounds, figments, or shadows, generally to confuse or deceive the onlooker.
Necromancy:
Necromancy is sometimes referred to variously as the dark arts or death magic. It deals with the manipulation of the essential life force which infuses all living things. Its darker aspect is the creation and control of undead creatures.
Transmutation:
Transmutation deals with the transmutation or transformation of objects and people, or the changing of one of their attributes.

Deities:
Rithmur: Deity of Luck and the stars
Erather: Deity of the Hunt and farmers
Sardenth: Deity of Redemption and Healing
Ragdalor: Deity of War and battle
Denilma: Deity of Poetry and Beauty
Trendam: Deity of craftsmen and protection
Albatorn: Father of the pantheon and Deity of Light
Emoldina: Lady of the afterlife and Death

Rithmur: God of Luck, Stars & Magic

This god takes the form of a young man. He is very tall and has a lean build. He has straight, very long, cobalt-blue hair worn in an artistic style. His deep-set eyes are moss green. His outfit is made from animal skins, and is that of a teacher. He has blue skin, can impart knowledge of magic, and it is said that he can endow worthy individuals with temporary and great magical power should he deem it necessary.

Erather: Deity of the Hunt and farmers:

This god of takes the form of a mature man. He has a tall and lanky build. His hair looks as if it was made of autumn leaves and his beady eyes are sapphire. He is usually portrayed as wearing a black and white robe whilst carrying a scythe. This scythe is known for its’ ability to cultivate the land no matter how barren it is.

Sardenth: Goddess of Redemption & Healing

This moralistic goddess takes the form of a young woman. She has a curvy build. She has vermillion hair worn in a style that resembles a monk's cowl. Her beady eyes are aquamarine. She has china-white skin. She is usually portrayed as wearing a practical outfit that is mostly yellow in color, and which is covered in setting-sun designs. She carries a shield that protects her & her charges from all harm. She sometimes takes the form of a cat.

Ragdalor God of War and Battle

This god takes the form of an adult man. He is inhumanly tall and has a thin build. He has straight ash-gray hair. His round eyes are blue & has ruddy skin. He is usually portrayed as wearing a severe outfit that is mostly night-black in color, and which incorporates line-like designs. He carries a greatsword that can cleave through most materials with a single slash.

Denilma: Goddess of Poetry and Beauty

This goddess takes the form of a young woman. She is very short and has a broad-shouldered build. She has straight slate-gray hair. Her slitted eyes are midnight black. She has black skin. She is usually portrayed as wearing a revealing uniform that is mostly lavender in color, and which is covered in pentagon designs. She also wears a necklace that is said to contain the essence of the muses; the ability to impart musical and lyrical prowess to those she deems worthy.

Trendam: Deity of craftsmen and protection

This tactful god of artisans takes the form of an old man. He is short, bald and has an overmuscled build. His eyes are azure and has umber skin covered in scales. He wears a simple white robe with a craftsman apron over it. He carries a hammer that can mold any material as well as change it into anything Trendam wants.

Albatorn: Father of the pantheon and Deity of Light

The leader of the Pantheon takes the form of a heavily muscular, tall and handsome adult. He possesses Gold eyes and wavy black hair with a full bushy beard. He always wears his full plate armor emblazoned with a sun and carries a spear with a blue head. Known as “Sunlance” it pierces through false promises and brightens even the darkest night.

Emoldina: Lady of the afterlife and Death

This goddess of death takes the form of a an attractive young woman with raven black hair, green eyes and ruby lips. She is always seen wearing long and billowy black embroidered robes. She carries a staff with a garnet in at the tip which she uses to monitor the afterlife as well as see an individuals’ lifespan. It can also steal a non-deity’s lifespan away should she chose to do so.

Organizations:
The Dawn Rose Company: A mercenary group that fights for coin, but has a sense of honor. They will not take any job that does not line up with their own system of beliefs. Occasionally they are called upon to fight in conjunction with the crown to defend the kingdom in times of strife, but will not turncoat against the royal family.

The White Chariots: A musician group that has gained a reputation for beautiful songs and songwriters alike. All musicians are unique in some form here and as such it is celebrated.

The Nightstalkers: TBD

Other organizations will be added as they come up.

Laws:
TBD

Kingdoms, Cities, and the University:

Rodren University is on a special tract of land in between Odalor and Rendalia

Rendalia: Ruled by the royal family of Rendalia, this country has been around since the time of the Ruin-Bringer and continues to be steadfast in its ideals and goals. Rendalia is a strong ally of Odalor and will aid them if they require it.

Capitol City: Holdgar
Holdgar is a city of concentric circles and height and the deeper and higher you go, the better off the inhabitants are up until the royal palace.

City: Mesmal
Mesmal is the port city of Rendalia. All shipments made by sea come through here and as such it is a booming center for maritime trade.

City: Jukros
Jukros is the main mining town for the kingdom of Rendalia and as such most mining activity is concentrated here and any requests for mining go through here for approval

City: Naryssia
Naryssia is a small hamlet nestled outside of the Darkwood Forest on a river. This settlement is known for the citizen's optimism as well as the location and the citizens make every attempt to take advantage of it.

City: Delorindo
Delorindo is the craftsman city of the kingdom and is home to some of the most famous artisans living in the kingdom. Every year at the summer solstice, there is a festival in which artisans compete for the sun's crown award given to the master artisan of the solstice.

City: Skallan
Skallan is a rough and tumble city where the military of the nation is trained and is the last place you want to commit a crime.

City: Kergos
Kergos is a small farming village located on a lake and enjoys plentiful harvests thanks to the temperate and pleasant climate.

City: Zakromena
Zakromena is a lumber community that advocates for selective and scheduled chopping of trees. This way the local wildlife is not affected adversely due to their main way of life.

City: Xandria
Xandria is the religious capital of the kingdom and is home to the largest temple celebrating the main worshiped deities of the kingdom.

Odalor: Ruled by a council of many races, Odalor is a steadfast ally of Rendalia and will more often than not come to their aid should they request it.

Capitol City: Stonedeep
Bordered by mountains and waterfalls, this city is located on the maw of a cliff and exists both inside and outside of its mountainous location.

City: Eluden
Located on top of a hill overlooking the surrounding countryside, this city has held off more than its fair share of assaults. This is the second largest city behind Stonedeep.

City: Cythesia
Cythesia is a lumber community which has had its fair share of run ins with the local wildlife. Much like its counterpart in Rendalia, Cythesia utilizes selective felling, but there are some that would prefer no felling to take place at all.

City: Anthrolis
Anthrolis is the kingdom's mining town that specializes in both high end building materials as well as gemstones. Due to exporting such a valuable resource, the town partners with Antum to oversee the transportation.

City: Idorous
Much like Anthrolis, Idorous also specializes in mining, but they specialize in coal and stone mining. Due to the tolls coal mining takes, miners can expect to spend no more than two decades toiling in the mines at max before the adverse effects begin to take shape hampering further work. That being said, the residents of Idorous are tough and press on with their jobs despite the odds.

City: Thepi
Thepi is the religious stronghold of the kingdom of Odalor and promotes acceptance and freedom of worship of appropriate dieties.

City: Pharna
Pharna is a town that sits on the north side of a river and delta fed lake. Along with the picturesque views, Pharna is also known to produce baked goods of the same quality one might find in Stonedeep.

City: Antum
Antum is the military hub of the kingdom and any requests for aid in transportation, guards, escort duty and Military assistance in general all flow through here.

City: Strya
Styra is known as a farming town. On the night of the winter solstice residents swear they hear crying coming from the nearby lake. As such nobody dares venture near it for fear of their own lives.


Beludar:
To be updated as the story progresses

Pitran:
To be updated as the story progresses

Rendalian Royal Line of Succession:

1. His Imperial Majesty Alexei Julios Keith(Current Ruler of Rendalia Age: 74
2. Crown Prince Joshua Roman Keith (Firstborn son of Alexei and next in line for the throne Age: 48
3. Alexander Trelian Keith (Firstborn son of Crown Prince Joshua, whereabouts unknown Estimated to be 17-18 years old)
4. Daniel Maygor Keith (Secondborn son of Crown Prince Joshua, age 14. Expected to become 3rd in line if Alexander is unable to be found)
5. Elizabeth Diana Keith (Firstborn daughter of Crown Prince Joshua, age 16. Will only become ruler if both Alexander and Daniel are unable to take the throne)
6. Prince Adrian Gregory Keith (Secondborn son of Alexei Julios Keith, Age 44
7. Prince Rodrick Duval Keith (Firstborn son of Prince Adrian Gregory Keith Age: 18
8. Princess Mary Ann Keith (Firstborn daughter of Prince Adrian Gregory Age 20
9. Princess Kathryn Mary Keith (Secondborn Daughter of Prince Adrian Gregory Age: 15
 
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THE MAJOR ARCANE TYPES AND THEIR ABILITIES AT EACH TIER.

ARCANE BLOOD

TIER 1: Minor resistances to elements that their ancestral bloodline possessed, heartier endurance than most, depending on the bloodline a user might be able to access the beginnings of their powers.

TIER 2: First transformative properties of their bloodline. Examples include transforming parts of their bodies to their ancestral progenitor, and mimicry of their abilities.

TIER 3: UNITY DRIVE: The Arcane Blood user gains access to a form that mimics their progenitor and are able to transform their entire bodies to copy their blood origin. However this takes a toll on the user at first activation causing them to be severely exhausted. An arcane blood can activate this power once per day and only for one hour.

TIER 4: Arcane Blood users are no longer exhausted when they finish their Unity Drive. An Arcane Blood user also starts to mimic their progenitor's nature slightly, but such urges can be controlled with training and meditation.

TIER 5: UNITY OVERDRIVE: The Arcane Blood user gains access to a form that doubles the power otherwise accessible at Tier 3.

TIER 6: LOCKED

ARCANE EXTERNUS

TIER 1: The Externus starts to study the beginnings of the cosmic loom.

TIER 2: The Externus can cast stronger arcane magic at this stage. In addition, The user gains the ability to store a portion of their uncast daily magic. This equates up to two castings at this level.

TIER 3: UNITY DRIVE: The Arcane Externus gains a limited amount of Fusion magic upon entering Unity Drive. 5 casts of Combined magic from the same school can be accessed while in this form.

TIER 4: Arcane Externus users are no longer exhausted when they finish their Unity Drive. In addition, the user can cast 4 spells from any saved magic from the previous day.

TIER 5: UNITY OVERDRIVE: The Arcane user gains access to 10 casts of Fusion Magic. In addition, they can fuse two spells from different schools while in Unity Overdrive.

TIER 6: LOCKED

ARCANE CONTRACT

TIER 1: Begining contractual obligations to their patron begin.

TIER 2: First transformative properties of their bloodline. Examples include transforming parts of their bodies to their ancestral progenitor, and mimicry of their abilities.

TIER 3: UNITY DRIVE: The Contractee gains limited use of their patron's magic for a short time. Durations last for 30 minutes on average.

TIER 4: Arcane Contract users are no longer exhausted when they finish their Unity Drive. In addition, their patron starts to become more linked with the contractee.

TIER 5: UNITY OVERDRIVE: The Arcane Contract user gains access to their patron's magic for one hour.

TIER 6: LOCKED

ARCANE AMBROSIAL

TIER 1: Begining connection to their divine patron. Minor blessings, charms, and healings are able to be cast at this stage.

TIER 2: Stronger spellcasting of divine magic can be cast at this stage, but is pulled from the same spellcasting that their normal spells are.

TIER 3: UNITY DRIVE: The Arcane Ambrosial user gains a pool of divine magic from which they can cast their spells. This pool is independent of their normal spellcasting.

TIER 4: Arcane Ambrosial users are no longer exhausted when they finish their Unity Drive. In addition, their deity may commune with them, (GM discretion).

TIER 5: UNITY OVERDRIVE: The Arcane Ambrosial user gains access to a form that doubles their divine pool of magic otherwise accessible at Tier 3.

TIER 6: LOCKED

ARCANE AXIOM (LOCKED UNTIL FURTHER NOTICE)

TYPICAL MAGICAL ABILITIES REGARDLESS OF ARCANE TYPE:

TIER 1: Minor Magical Ability

TIER 2: Average Magical Ability

TIER 3: Above Average Magical Ability

TIER 4: Top Tier Magical Prowess

TIER 5: Currently this is the top magical cap that most are able to access. Unity Overdrive: This power consumes two uses of Unity drive, but doubles the power achieveable
 

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