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Fantasy Our God is a bored God...

Requinard

New Member
The main place of interest in this world is the kingdom of Zert. And this place is special because it has attained civilization in a way that other cultures haven't -- a long time ago an ascetic made a covenant with the creator god, a being who had by then set aside any interest in setting mortals on any specific path, so that he might finally come to terms with the powerful magic that had been responsible for so much wanton death when he could not help but let it out. Back then, the people of Zert was like the barbarians of other lands, everyone had some innate magic power but controlling it didn't come so easy; it was like cancer sometimes, someone tries to simply regenerate an arm but then growth persists when one is not aware. After many days and many nights, the hermit came off the mountain free of such outbursts, able then to apply the seal to others as long as the better part of them consented. Following that, temples erupted from the ground in various locations, and that noble soul entered into a pilgrimage with those who also chose the Path of Enlightenment, and through those fantastical dreams he overcame the block he put on his magical capability so that he might consciously shape the world in his own image. And so it was that the heroes of the last age came to them too -- always a group because a temple never accepted just one -- because the tradition of sealing had become a rite of childhood in the territory that would be Zert but the peoples around them kept their problem, believed in a smiting, a loving or a smiling god, never a bored one; of those heroes, some of them died in a temple, it is hypothesized that they are remnants of the ancient past when the creator god liked to test mortals and their unearthing was in response to people's desire to overcome themselves. The first party, it seems, were simply legendary in their ability to stave off the various phantoms there-in, there are only a hand few who have completed the pilgrimage since, yet Zert maintains a military advantage over the other countries because their fighting force who have visited some temples wield magic with deadly precision.

Knowing the risk, your characters have decided to form a party to tackle a temple. Starting off, they won't have access to any magic, but they will gain some ability if they complete one. If, because the temples are dangerous; there will be no dice involved, however in each post there will be a limit to the amount of things a character can do in a post, in certain lengths of time with time skips, that affect how the game progresses.I will now list the options.

Developing relationships with other characters: Doing this enables the development of combination attacks and the ability of one character to help another with psychic attacks.

Using and developing skills: This has to do with non-magical combat talent and other talents that a character could reasonable develop. If your character doesn't spend time learning how to do something then they will suck at it.

Using magical abilities: Don't have to explain this one.

Performing rituals: There are some types of magic artes that take longer to cast and are thus called rituals.

Ranking up in factions: Though your characters may have come from a neighborhood band of thugs, serious martial power is concentrated in those who are able to wield magic. I will introduce factions later on.

In a regular post, you may attempt three actions; in a combat post, you may attempt two actions; in a post depicting what a character did during a time skip I will allow to have done as much is reasonable for their character in that time period -- rituals of course, will take as long as as they take. As far as the success of developing relationships with other characters goes, the players themselves will determine how intimate they are but I will determine how other things function; in-universe the ability for individuals to synchronize their magic seems to increase linearly, ignoring the fact that people have often become distanced in other ways, resulting in powerful mages sticking close to each other despite their mutual hate, yet those same groups will have trouble detecting psychic danger for their partners.

Character sheet:
Age: (must be within human range before one has become proficient with magic)
Appearance: (Artist, or realistic, and description)
Background:(As long as they from the kingdom of Zert, I am willing to allow any kind of place to serve as a character's home This is also about whether they are a commoner or a noble, the difference being that nobles are closely related to the current grand priest who wields the master seal)
Personality: (Strengths? Weaknesses? This is where psychic attacks will be directed at so give some juice stuff)
Magical affinity: (Although it is possible for a mage to learn any magical spell, everyone has something they're good at. This will determine what spells they get after the first temple.)
Skills: (What kind of talents did your character spend years practicing? i will generally, unless your character has devised a cunning tactic using their opponents's weakness or something, rule in favor of the person who has spent more time with a sword in a sword fight, for example)

There is no fantasy race division like the kind in D&D in the kingdom of Zert, but as it encompasses varied environments and the ascetic brought together many peoples there is a division among those humans, and between those, the barbarians never sealed and experienced adventurers unsealed, and the majority of Zert not taken or adversely overcome by the romance of adventure. With magic people change over time, with the removal of their seal they have to protect their mind and their soul; because beyond Zert's borders there are fell gods who are not bored, and they want in.
 

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