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Fantasy Secrets of the Thieves Guild Character Creation Info (WIP)

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Technology level (Wip)
The world of Noven has advanced greatly in the hundred or so years after the war and subsequent re-founding of Oria. Through the power of steam, electricity is possible which opens up the potential for many great wonders that were not previously accessible. Here are a list of examples in a few aspects where technology affects peoples lives in this setting to give you an idea of what you're working with.

Travel:
Powerful engines have revolutionized our ability to travel from one place to another, allowing people to move great distances in a fraction of the time. Currently the main form of travel is via train, boat and airship. Personal transportation does exist in the form of automobiles, but those are a rarity at this current time, only affordable by very important people and generally only used for long distances.

Weaponry:
The most common weaponry of the current age is still the classic medieval fair, swords, bows, crossbows. Though revolver pistols and bolt action rifles are beginning to make an appearance. Firearms area a fairly new technology currently, and the field of their creation is still expanding,

A note on Technomancy:
For the unenlightened, Technomancy is the use of enchantment magics to enhance the powers of complex machinery. In this world though, the powers that shape the universe are very fickle when used on objects that operate with an electric current or have too many moving parts. This makes it nigh impossible to use enchantment magic on many of inventions of the modern era due to how unreliable the result will be. It's still possible, but highly illegal in most places, and very dangerous.



Races (WIP)
There are many different races that live in the world of Noven, and though many of them may not be native to the big city, they may still have their own reasons for showing up and participating in the current events. Every race has their own traits and culture that make them special and may lend to your desired backstory, so it's important to read over your chosen race thoroughly. Also, if you have a custom race that you'd like to choose instead of the listed below please send me a PM and we'll work things out, but be ready to present a lot of info, from simple things like common height/weight and appearance to cultural structure and common territory.

Humans:
Overview:
Let's start with a classic shall we? Humans are everybody's second best friend, they live practically everywhere and come in many different flavors. The human race has been around since the dawn of time and have grown to become one of the most popular and widespread. They're very versatile, and come from vastly different backgrounds, generally depending on where they were born. Human societies can range from great, industrious empires to small nomadic tribes, and anything in between. A very social race, humans generally make their presence known wherever they decide to settle, a trait which makes them as many enemies as it does friends.

Appearance Info:
There is no such thing as a "Typical" human, they come in all shapes and sizes, but generally they fit these parameters.

Age: Humans live to roughly 100 years old and reach maturity around 18-21.
Height: 5 to 6 feet.
Weight: 125 to 250 pounds

Skin tone: Dark blacks to pale.
Hair color: Black to blond

Natural Skills/Resistances/Weaknesses:
The Jack of all trades, humans are not naturally talented or inept in any one area, and have no innate resistances or weaknesses.

-Human spirit!: Because of their naturally strong willpower and determination, humans take fairly easily to soul magic and command more soul energy than most.

Sub races:
Due to the way in which human physiology works, humans are able to breed with any other race on this list unless stated otherwise, including monstrous races. Hybrid creatures created in this way are referred to as Half-(other race), these hybrids take on a lesser version of the traits of their parents, halfing the pros and cons in equal measure. Half humans pick up the cultural traits of the the race they were raised by, a half orc raised mostly by other orcs will act more orc than human, and vice versa.

Elves:
Overview:
Elves are a very secluded race, they stick to their enchanted forests and are often wary of outsiders. A naturally druidic race, It's rumored that the elves were created long ago by Terrus, the goddess of the earth, to protect her great forests. Towards that extent it is very true that they live in a perfect symbiosis with their magical woods, providing healing and security for the native fauna and plant life in exchange for the gift of immortality and shelter from harm. Because of their long life span, Elves are often seen as a very slow moving race, they don't see the embrace of death closing in so they see no need to "live life to the fullest" as others describe. They see life in slow motion and are very difficult to get upset, as they know any short term grief will pass quickly, but those that have successfully angered an elf will tell you they make for terrifying enemies.

Appearance Info:
Elves generally stand slightly taller than humans, with slender builds and angular features, elven males and females are often misconstrued because generally males stand around the same height and are only marginally heavier, a fact that dooms the race to relentless teasing from the other races.

Age: Elves are biologically immortal when inside their enchanted forests. Though, many elves die around 700-1000 due to either the chaos that is life or the willingness to move on. They reach the age of maturity at the same time as humans.

Other details dependent on subrace.

Natural Skills/Resistances/Weaknesses:
-Natural Grace: Elves are naturally well coordinated and refine their skills over hundreds of years. They have an advantage towards tasks that require accuracy or dexterity.

-Frail build: Elves generally have a slimmer figure, which makes them great for moving quickly and gracefully, but leaves them lacking in muscle. They are noticeably weaker than other races.

-Urban sickness: Because all Elves are naturally attuned to lush, green forests, the urban sprawl can actually be physically harmful to them. If an elf spends a day away from nature they begin to feel physically sick, the symptoms worsening until they are noticeably weaker and slow in roughly a weeks time. This sickness can be offset by spending a few hours a day surrounded by nature. Many cities have taken measures to accommodate their elven citizens. Elven homes are usually very well adorned with plant life and greenery, and many cities have places called "Greeneries", lush gardens contained within a large buildings for Elves to stop and refresh themselves. These Greeneries typically act as large community hubs, sporting inns, taverns, stores, and other amenities.

-Trance: Elves do not need sleep, instead they may simply enter a state of deep meditation for 4 hours to gain the same benefit as 8 hours of sleep. (This doesn't mean elves can't sleep the same way other being can, in fact they prefer traditional sleep over meditation)

-Fey Ancestry: Elves are naturally resistant to mind altering effects such as spells that charm or put one to sleep(Though that doesn't mean they're immune to these effects, just more resistant than most).

-Divine touched: The elves commonly worship Terrus as their creator, and because of this they have a strong affinity for divine magic, specifically the druidic magic granted by mother earth.

-Otherworldly intellect: Because Elves live for so long they have a great amount of time for experimentation and learning, giving them great potential to practice arcane magic.

Sub races:
Elves have three common sub races: Wild Elves, Summer Fey, and Mountain Elves.

-Wild Elves:
Wild elves, also referred to as wood elves or forest elves, are perhaps the most in tune with their druidic nature and fully embrace their bond with nature. They live in small, scattered communities up high in the trees, singing to the branches to grow natural shelters. These high up villages are very hard to spot allowing the Wild Elves to hail arrows down on unsuspecting enemies!

Wild elves generally have a more copper or greenish skin tone, and their hair color generally ranges from browns to blacks, they stand a bit shorter than humans from 5 to 6 feet and can weigh anywhere from 100 to 145 pounds. They are more skilled in stealth, druidic magic, and archery than their other elf counterparts, this strength is enhanced greatly in their native forests. Wild elves are also fleet of foot and have a slightly faster running speed than most.

-Summer Fae:
Tall, slender and strikingly beautiful are the Summer Fae, these elves generally stand a bit taller than your average human, from 5 and a half to 6 feet tall, weighing 120 to 150 pounds, their skin tones generally range from pale to yellow-ish colors with gold speckles. The Summer Fae are a noble, proud people who believe themselves to be superior to other non-Elves and even other Elves. They gather together into large groups, creating the closest thing Elves have to cities by singing to the stone and woods around them, making them into beautiful constructions. Summer Fae stonework is generally considered to be second only to dwarves.
Summer Fae are much more in tune with the arcane than most others, and make powerful wizards by augmenting their spells with the more natural, druidic magics. These Elves generally prefer to train with finely crafted blades and the use of magic, creating a beautiful dance of death in close quarters combat.

-Mountain Elves:
Unlike their other Elven counterparts, Mountain elves are BIG strong creatures who typically stand around 6 to 7 feet tall, easily weighing in at 180 to 230 pounds. Their skin tones range from the type of mountains in which they live, generally ranging from blues, to greys, to reddish colors, and they naturally have very black hair. They are a nomadic people with strong loyalty to their tribe. Their time in the mountains has made them hard and rugged, and much more brutal than most elves. Because of their more brutish nature they are sometimes referred to as "Feral Elves" by their other Elf brethren.

Mountain Elves do not have the Natural Grace trait, instead, substitute it with "Rugged toughness: Mountain Elves are much more durable and strong than other Elves, making them harder to kill and terrifying with heavy weaponry.". These elves are good at surviving and thriving in even the most deadly environments, making them great bodyguards and mercenaries, they generally train with great clubs and other blunt weaponry, as well as axes and greatswords if the materials are available to craft them. Mountain Elves are often known to trade with nearby Dwarves for equipment.


Dwarves:
Overview:
Tradition, honor, and proper beard grooming, these are the traits of a good Dwarf! The Dwarves of Noven date their origin back to a number of different gods depending on where they're from. It's believed that, when the god of protection Tore created the original Dwarves, they became so popular with the other gods for their capability and loyalty that other gods soon began to create Dwarves of their own design with subtle changes here and there to better fit their own domain. This is why the Dwarven race is so split up all over the world, sticking tightly to their own little clans in order to preserve their gods ideals. To this day Dwarves are known as some of the easiest people to work with, they're culture alone breeds a people who believe collaboration and unity are the way to true perfection. A problem for one Dwarf is a problem for his entire clan, and they are more than happy to help. Try your best not to cause trouble for a Dwarf, lest you face the wrath of his many brothers in arms. Most common dwarves specialize in metalwork in some way or another, many spend their lives dedicated to the art that is the forge. Dwarven craft is recognized as some of the finest in the world, and their technological skills are unmatched.

Appearance Info:
The most noticeable trait of a dwarf is their size and their stout nature, dispute their size they often weigh just as much as the taller races, giving them rather heavy builds that suit them well for the taxing mine and blacksmith work they are so accustomed to.

Age: 400 Dwarves mature around the same rate as humans, but are not considered "mature" by their clan until they are in their 100s.
Height: 4-5 feet
Weight: 150 -250 pounds


Other details dependent on subrace.

Natural Skills/Resistances/Weaknesses:
Natural Strength: Dwarves as a race are incredibly tough, stronger than your average human, and much stronger than elves, they can dish out devastating hits, and shrug off blows that would cripple other races.

-Poison immunity: Dwarves are immune to the effects of most weaker poisons, requiring stronger toxins in larger doses to affect them.

-Darkvision: Accustomed to their underground homes, Dwarves have evolved a natural ability to see in the dark. Though they cannot make out color they can see reliably in shades of grey in the complete absence of light.

Divine favor: As the children of many gods, Dwarves often take well to Divine magic, generally following the deity of their clan.




Orcs:
Mushmen:

Sentient Construct:
Overview:
Sometimes a mage needs a helping hand, or some muscle, in these situations mages create Constructs. These automatons are generally crafted out of some sort of material and animated by magic in order to help your average wizard with their day to day activities. But, sometimes a wizard needs just a little more help, they have a task that requires a little more precision, or the ability for their constructs to make quick decisions and react to the situation at hand. In these circumstances a powerful mage may tap into the essence of life itself and do what was once thought impossible. They create a blank soul or take the soul of another, and bind it to a construct, making a Sentient Construct. These Sentient constructs start out the same as their unintelligent brethren, but over time they begin to develop thoughts and emotions, a personality forms and they grow into more intelligent creatures. There is no such thing as a natural construct, sentient constructs are always formed by either a blank, artificial soul being bound to a construct, or the wizards own soul, or the soul of another is bound in the same way. Because of this, Sentient constructs are actually quite rare, as there are very few wizards in the world that have the power to bind a soul to this realm.

Appearance info:
Sentient constructs can take a variety of different forms, they don't even need to look humanoid. Though generally constructs do not exceed that of a medium sized creature (Roughly 5-6 feet tall, 150-250 pounds), because after that point the construct requires a great deal of energy to operate, making it much less efficient. Generally constructs are made of one or two different materials fashioned into a body with limbs and joints that are controlled by magic, with some sort of apparatus to contain their soul depending on the subrace.


Natural Skills/Resistances/Weaknesses:
-Modular: Every construct is designed to work a specific task, but with a pip of magic and some raw material you can pull off and add on new limbs in order to serve a different function.

-Feel no pain!: Constructs generally either feel absolutely no pain, or feel very little to know when they're damaging themselves. This allows them to take blows without a care and push themselves beyond the normal limits of a creature of their size at the cost of possible harm.

-Serviceable: Whenever you take damage or a piece of you begins to grow old with wear you can simply replace or repair it! So long as you take good care of yourself, and nothing happens to your soul, you will live forever.

-Noven bound: Possibly the most terrifying thing about a Sentient Constructs existence. When their body dies, their soul remains bound to this world and cannot pass on. If their soul is not found by a mage who can bind them to a new body, they will eventually decay into nothing...

Sub races:
There are three common sub races for Sentient Constructs: Golem, Necromantic, and Mechanical.

-Golem Constructs:

Necromantic Constructs:
These are also normally called Undead, bodies long dead raised again in service of a necromancer. Occasionally a Necromancer will try his hand at creating his own creature from body parts of the dead, stitching them together into an amalgamation of horrific parts, but this is not always the case. Either way Sentient Necromantic Constructs are undead given a soul once again for the Necromancer's own purposes. Thanks to their biological body, they do not need a specific apparatus to hold their soul, instead it can simply be bound to the body itself much like any other living creature.

Necromantic Constructs look very much like the creature that they died as, except they replace the traits of their race with the traits of a construct. Their appearance only differs from that of a normal member of their race when they go for a while without eating...

Simply put, the magic that binds a soul to a dead body is very straining on both the soul and the body. In order to sustain themselves, Necromantic Constructs need to eat biological matter to sustain their physical form. if a Necromantic Construct goes for roughly a week without eating, their bodies begin to rot and stink, their features begin to look more sunken and weary and in serious cases they can even begin to fall apart at the seams! But unlike most creatures, Necromantic Constructs also need to feed their decaying soul as well. To do this, a Necromantic Construct must eat a creature while it is still living. When this happens, the living creatures soul does not pass on, instead it sustains the soul of the construct. The soul of a Necromantic Construct decays much slower than it's body, meaning it only has to consume small souls once a week to stay normal, or a large soul to sustain itself for a month or longer. When a Necromantic Construct's soul begin to decay they begin to turn into more animlistic, instinctual beasts. It gets much harder to think as all they can focus on is sustaining your now dwindling consciousness, making them prone to irrational acts and desperate feeding attempts. Consuming souls can return a Necromantic Undead back to normal, but they remember the actions they took in their soul starved state, which can be taxing on ones sanity.

Necromantic Constructs replace the "Serviceable" trait with "Consume: Necromantic Constructs cannot heal normally, instead any injuries to their body can be healed by consuming biological matter, giving them a brief but strong magical healing factor which gets more powerful depending on the size of the matter ingested."

Mechanical Constructs:

Faeries:
A race created by slim slim
Overview

Faeries are one of the more ancient races and are quite reclusive in nature. They tend to gather in giant communities with a single queen as their leader. They rely very little on technology and prefer nature settings to the bustle of urban areas. They live short lives which is why they act much like children throughout their years. They cannot lie but are natural tricksters and play with words to warp the truth.

Appearance Info

Faeries are mostly female, and the males either have very small wings or are wingless. Their features vary from more human-like to that of insects and their wings can vary from that of butterflies or dragonfly wings with multitudes of colors and shades or that of bird wings, etc. Faeries can reach a height of three feet maximum but are usually much smaller. They are usually very slender and weight about 40-60 pounds.

Age: Faeries can live for about 30 years and look the same until their last breath. Death isn't seen as a big deal since the bodies turn into dust and there isn't anything to bury or burn. They mature around 5 years of age and most immediately set out on their own or even before that since family ties are usually nonexistent.

Natural Skills/Resistances/Weaknesses

Frail: A hit that could bruise a human or elf could break a Faerie's bones if they landed a hit. They lack strength physically which is why they usually shy away from violence.
Honesty: Faeries are not able to lie, no matter how much they try. They can only play around with the truth and answer questions indirectly, etc.
Agile: Thanks to their aerial capabilities and short stature they are quite hard to target and are extremely graceful in the air and on the ground.
Divine Gifts: Faeries are inclined towards Divine magic and like elves are inclined towards druidic magic from the mother earth. Each subrace tends to lean towards different gods.
Silver Tongued: Faeries have an inclination toward flowery speech and can easily charm people with just their voice.


Sub Races

Dust Faeries:
Dust Faeries are the largest of their kind and usually stand 3 feet and reside in dark caves. They are usually albino with alabaster skin and gray or black eyes. They dig large tunnels underground and have communities of up to 100 faeries. They reproduce extremely fast which is good because they usually kill one another twice as fast. They are cannibals and have two sets of razor sharp teeth and pray on goblins when they run into them. Their wings are much smaller than other faerie's and resemble layered wasp wings. Magic is very uncommon among them since they're rather dumb and hostile.


Meadow Faeries
Meadow faeries are the smallest and are the most childish and tricky of their kind. They are extremely colorful and are natural healers and are very attuned to nature. They live in single, giant trees that are protected with spells that confuse outsiders who get too close so they will leave them alone. The Faerie Queen is always a meadow faerie and is recognizable by her 4 foot stature. She can unite the Faeries if there is a major threat and is a very powerful magic user. The Faerie Queen can live up to 100 years and once she dies a regular meadow fairy immediately transforms. No one knows why faeries are selected to be the Queen. Meadow faeries are known for their melodic voices that seem to be a spell all on their own. They love shiny objects and are known to venture outside of their tree and it’s wards just to collect something sparkly which is how humans catch them.


Forest Faeries:
Forest Faeries are feathered and have varying sizes but are more attuned towards hunting and combat skills. They have all sorts of skin colors and their hair shades are usually red and brown. Their feathers are mostly black and brown and they're the strongest fliers. They don't play with words very often and are very trustworthy and don't mind outsiders. They specialize in poisons and traps and are more adaptable than other faeries. They live in trees as well but are the only faeries that live with their families like humans do instead of leaving as soon as they mature. Most of them have elongated fingernails that look like claws and some have feet that resemble bird feet as well with sharp talons. Their eyesight is also extremely good and are useful when hunting/scouting.


Urban Faeries:
Urban faeries live near city limits or even in them if they feel so inclined and are the more intelligent than their faerie counterparts. They have giant yet colored wings that are in brown, grey, black, and muted colors like mustard-yellow, etc. They have a more inquisitive and curious nature and love fixing things. They are small enough to avoid detection and usually live in the attics of homes. Homes with urban faeries usually find broken objects fixed overnight and scraps missing or certain objects dismantled and fixed up into something else. They're playful but will be much more lenient with their random tinkering treated kindly. They especially love children who will normally keep the faerie's residency a secret and leave out food and trinkets for them. They're omnivores and eat rats if nothing else is available and often hang out in sewers because of this. They're known to adopt babies whose parents leave them and the nicer urban faeries hide out in orphanages just to take care of these children.




Factions(Wip)

This RP is split up into two opposing factions which your character will be apart of, The Thieves Guild, or The Enforcers. The conflict between these two factions acts as sort of the main element of this RP, and the faction your character chooses will become a huge defining trait for your character, I advise that you choose wisely, because neither side takes kindly to turncoats.
Ps: If you wish for your character to become a double agent, send me a PM, we'll talk.

The Thieves Guild:
The thieves guild has, for the most part, existed within the city of New Albion as a sort of local legend. The people fell in love with the romantic idea of a rugged band of rogues working together to settle a score, sometimes they were depicted as robin hood-esque heroes! People who stole from the rich to help the poor. Other times they were used as great villains, or even cautionary tales for mothers to tell children who stay out too late. No matter how you spin it, the thieves guild has been a popular part of New Albion culture for a long while, though, of course, nobody expects such a place to actually exist... right? What's the saying? There's no honor among thieves... how could a bunch of oily cutpurses stand each other long enough to actually form a running guild?

Goal:
The exact goal of the Thieves Guild is hard to distinguish, especially since their recent increase in activity. Most believe that they're simply in it for the money, taking advantage of the lull in security to pull off riskier heists.

Tactics:
Because of the shrouded nature of the guild it's very hard to speak of the way that they operate with any sense of surety. But, through the stories that have come up already, it's believed that the guild uses stealth and cunning to make up for their small numbers. During a heist they are fast and coordinated, generally getting in and out in the span of a few hours. Thieves believed to operate for the guild avoid direct confrontation like the plague, and will often flee from a fair fight.


The Enforcers:
Due to the spread of organized crime within the city, the guard is making a risky move to keep up with Illicit activity. The Enforcers is a vigilante-like organization approved of by Gwen Kingston in order to put a stop to the corruption of her families dear city. The group emulates the original founding of New Albion, where it's said in history that Esther Kingston enlisted the help of a group of adventurers to help protect the town and allow it to grow into the city it is today! To this end they seek out great and fledgling adventurers alike towards their cause, knowing that these resident problem solvers may just be what the city needs.

Goal:

The official goal of The Enforcers is to stop the increase in organized crime and return the city back to a more peaceful time. Though many see through this simple omission of information, it's said by some that the real reason the organization was founded is to directly deal with the thieves guild, the city just doesn't want to acknowledge the guilds existence.

Tactics:
Enforcers are organized, regimented, and well equipped. They go into every situation prepared for the worst and have multiple contingency plans for when things go wrong. Every person in the team has a job, and they do that job well allowing the unit to work like a well oiled machine. Generally during missions they will go out of their way to protect civilians, and always try to perform an arrest unless the criminal is actively threatening them or another life. Their only weakness is in the nature of the faction. Because the Enforcers consists of adventurers who are generally aimless vagabonds from vastly different backgrounds they often have different ideas on how to do things, or unorthodox skillsets, which can cause quite a bit of difficulty.

Magic!

There are three types of magic you can use. Fundamentally the type of magic you choose won't restrict you too much, it's mostly for RP. A shield spell is still mechanically a shield spell be it a shield made of earth, the will of the gods, or your own soul! Though there are subtle differences that you should be aware of, which we will go over now. There are three main types of magic in this setting, Arcane, Divine, and Soul.

Arcane:
Good ol' fashioned magic! This is your standard fireballs, your levitation spells, Prestidigitation! Arcane magic draws the raw mana from another plane of existence and uses it to shape the world around you to your will.

What's so good about arcane magic?:
Arcane is the strongest of the casting types in terms of raw power. A good Arcane mage can command the elements to their will, tame animals and charm people, and teleport great distances. Meanwhile the strongest mages have been known to be able to raise the dead, kill their enemies with the touch of a finger, and tear holes in the very fabric of reality...

So.. what's the catch?:
I'm glad you asked! While arcane magic is the strongest magic, it is also incredibly hard to learn and advance in. A character who invests in arcane magic should expect to invest long hours of dedication and practice to the craft with very little in terms of advancement. Aside from that there is another con to the use of arcane magic in how unpredictable it can be at times. Little is known about where mages draw their power except that it is a plane of existence known as Domum, and sometimes when one draws mana from the wells of Domum.. other strange things trickle out as well...

Well how does it work? What do we know about arcane magic?:
Not very much! arcane magic is a very mysterious beast and we are still unraveling her secrets one by one with each day. What we do know though is that there is another plane of existence that runs in a strange parallel to our own named Domum. Not much is known about this plane except for the fact that it contains an unbelievable amount of mana. What is Mana you ask? We don't really know what that is either! But what we do know is that with careful rituals of incantations and hand movements, as well as material sacrifices in some cases, we can tap into the plane of Dumom, extract some mana and use it to shape the world around us in incredible ways.

What are the traits of an Arcane mage?:
Arcane mages are well known for their incredibly high intelligence and cleverness, as well as their curiosity and affinity for flair. A true Arcane mage has the perfect spell for every occasion, and just LOVES to show the world just how smart they are. Arcane mages are inventors, scientists, explorers. Their extensive knowledge of the world around them has only left them with many, many more questions that they long to answer.

How to cast Arcane magic:
Arcane magic requires the use of two things, a focus and a spellbook. An arcane focus can be anything really, but generally it's an enchanted object that allows the caster to focus their power through it to manipulate mana. While a focus can be anything the caster has a strong connection to, generally they take the form of a staff or a wand of some sort. A spellbook on the other hand, is a book of inscribed instructions on how to properly manipulate the magic of the world. Arcane magic is very complex and difficult to understand, making the use of these books a necessity for most. Without a spellbook, a mage is very limited towards the spells they are able to cast, generally an Arcane mage only knows a few simple spells by memory that they can cast without referencing their spellbook. Without an arcane focus, an Arcane caster can still cast magic, but they must seek out specific alchemical reagents, the exact object varying from spell to spell.



Divine:
Sometimes, the gods that created and rule this world take interest in a single individual, and bestow onto this mortal some of their own power to help them in their quests. Divine mages have been granted great powers through their extensive worship of their god, as well as their desire to carry out their patrons will.

what's so good about divine worship?:
Well, for starters divine magic one of the easier magics to obtain, because instead of rigorous study you simply gain the magic by gaining the affection of your chosen deity(Though, this is easier said than done). The more you impress your chosen deity, the more powers they will bestow upon you in order for you to carry out their divine purpose. Also, depending on your level of faith with your chosen Deity they may find it appropriate to deliver you helpful messages and grant you luck in your time of need, or even speak to you directly! Plus! A divine being gets stronger as they gain more followers, this means that a more charismatic character will have a better time progressing in this form of magic as they will be able to convert more followers.

Aaand the bad?:
Well.. where to start? First things first the gods are rather clingy ones, and they require a lot of attention, which means you must keep to a strict worship schedule in order to keep their favor. That, and the fact that the Divine that gifts you your powers expects you to use them for their cause. What does that mean exactly? It means that more than likely you will have a loooong list of rules bestowed upon you which must be followed to the letter, and sometimes you may be forced to sacrifice your own personal goals in favor of your deities. Which leads me to the worst part about divine magic, falling. You see, when a cleric or paladin of their faith strays just a little too far from their deities light, they fall. When you fall you are stripped of ALL powers, favors, and gifts from your god. All of it, just gone in a flash as if it was never there. There is a chance to make things right with your deity again, but the gods are fickle, and it will take a great amount of effort to show your devotion to them once again.

What are the gods? How are they made? Who can I worship?:
In this world many, many gods exist, in fact all of them do! How can this be you ask? Simple! The gods are created, and gain their power from the raw beliefs of mortals. This means that any god you could ever think of probably exists and has at least a small following, which means you have complete freedom towards who you worship and what this god is all about in your CS. Just be aware of one thing, the more people that believe in a god, the more powerful that god becomes and the more power he will be able to bestow upon his/her followers. This means that dieties of concepts such as freedom, security, love, hate, vengeance, malice... all of these dieties will potentially have very large followings, and as such these deities will be much more powerful than say.. The goddess of food and drink. But don't let that discourage you from worshiping gods with a small base of followers. The gods with fewer followers tend to love each and every one of them just a little bit more, and they tend to be more lenient on your duties.

What are the traits of a Divine mage?:
Divine mages are well known for their unwavering faith and devotion. Divine mages are not afraid of death, for after death they will join their deity in the stars. This means that they are not afraid to run headlong into an impossible fight for the greater good. These mages are your healers, your righteous soldiers, the protectors of the people and defenders of what is right! But at the same time, they can also be cultists, servants of vengeful and angry gods that want nothing more than destruction. The choice is yours who you worship, just make sure you choose wisely.

How to cast divine magic:
Divine magic requires two things to cast, a holy symbol crafted primarily of silver, and the ability to communicate with your deity. Divine casters channel the energy given to them by their god into their holy symbol much like Arcane casters do, the only real difference is that a Divine caster does not need to reference complex spells. Instead divine magic is cast purely based off of intent, focusing their emotions to cast their spells. While this method of casting is much more simplistic than an arcane mage, if a Divine mage loses their symbol they are in serious trouble. They cannot cast with reagents like the arcane mage can, in fact they can't even cast with a similar holy symbol! Their symbol is special to them, and in order to cast again they must find it or take part in an 8 hour ritual to bind themselves to a new one, which severs the bind to their old symbol. A divine casters connection to their symbol is so great that harmful effects aimed at the symbol effect the caster as well. Casting a curse on the symbol will transfer it to it's owner, no matter where said owner is, and breaking a symbol causes the owner to feel a great deal of physical pain until they're rendered unconscious for a full 24 hours.



Soul magic:
soul magic is one of the most interesting forms of magic. While the other forms of casting draw from the power in the world around us, soul magic comes from, well, the soul of course!

What makes soul magic so special?:

well it is the single easiest magic to learn. In fact, you can use it right now! That's right! Since every living thing has a soul, everyone has the faculties to learn soul magic. Whereas arcane magic requires an incredible amount of study and research, and divine requires complete loyalty to one deity. Soul magic taps into an ancient, primal instinct within us all and requires no proper education on the subject. Another boon to soul mages is the consistency. While arcane is unpredictable in nature, and divine requires you to follow a deities holy plan, soul magic asks nothing of you and works reliably every time. Building on this, soul magic is the only magic that cannot be silenced or otherwise manipulated against your will, while you may be cut off from Domum, or your deity may have other plans, no one can ever take your soul from you*.

that sounds great! What are the downsides?:
Well... a lot to be honest... you see while soul magic is significantly easier to learn, it is also vastly weaker than the other two forms of magic. For this reason soul magic is often referred to as "the poor mans magic" because of it's nonexistent barrier to entry and low skill ceiling. Also, because you are using your own soul to power your spells instead of drawing it from another source soul magic will tire its user considerably if used too often.

How does it work?:
Very simply! Imagine your soul as fire, blazing hot and and bright with your chest as its hearth. Whenever you cast a spell with soul magic you take some warmth from this fire in order to fuel the magic, and in order to replace it you need sustenance (Food, water, rest, ect..). Soul magic is a very simplistic form of casting that comes naturally to many living things, in fact most people learn about it by complete accident! unwittingly weaving magic through nothing but their strong spirit.

What are the traits of a Soul caster?:
Soul casters can be anyone, they are hard to identify with a specific trait because they come from all walks of life. Though, the most notorious of the Soul mages are known for their incredible willpower. Great Soul mages though, are the winds of change, they are your leaders, your rebels, great heroes and adventurers alike! They are the ones who stand up and grab their destiny by the reigns! Fueled by nothing but raw power of will, the excitement of wanderlust, or even just an unending spite for a world that's taken so much from them. Those that travel the path of the soul do so because they seek true strength, they wish to become greater on their own without borrowing power from deities and strange planes. The path of the soul is the path to self realization.

How to cast soul magic:
soul magic is an extremely simple magic to cast, it does not require a symbol or focus like any other magic does, instead soul magic is cast purely from the heart. You need no reagents or special hand movements to cast, and the spells are very simplistic, allowing a caster to cast even when both hands are full. The downside to this is that every spell you cast drains your soul slightly until it can be replenished, physically weakening the caster for the time being depending on the amount and the power of the spell(s) cast. This downside is exclusive to soul magic as other magics draw their energy from outside sources.

*It is very possible to have your soul stolen in this RP​
 
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