BlackoutThieving
Content
The Setting
Long ago, in the corrupt, modern, mercantile city of Sproutholm crime was rampant and the monarchy, grasping at the straws of power they had left, most of which withstood of deciding the hours of the theater and determining which god was prettier looking and the least likely to wipe the city for minor clashes with the religious code bound to be broken by the untamed, perpetually bickering, and in the eyes of most gods, sinning citizens of Sproutholm, decided that they needed to re-conquer their previously held influence and took the riches of and illegalized the Thieves’ guild, the organization that had been responsible for organizing all crime, so that citizens were robbed and vandalized in accordance with their income, and combatted the now rising crime with magic-using guilds sponsored by the monarchy’s freshly stolen funds.The use of magic, having formerly been outlawed, greatly empowered the monarchy, as most people dare not mess with the arcane, by account of the completely rational fear of turning into another exotic creature to be displayed in the cages and pens of the local ooz (Original Organism Zeitgeists) at the expense of a spell gone wrong.
Some people have since proven themselves able to utilize magic without any significant risk and with natural ease, seemingly without any genetic correlation or other factor. Usually, these people don’t tap into their arcane abilities, but those who do typically do so by an inherently magical occurrence, a catalyst, activating their potential. These people are sought out by guilds and subsequently employed, being of high-value.
Information
The setting is very DnD-esque and highly inspired by Terry Pratchett’s Discworld, while also having the freedom and character-individuality of Fairy Tail. I act more as a GM, playing the NPC's and the world, rather than being a player myself and if you wanna buy supplies, explore and such you can ask me if your character would know where to go and such or you could do it yourself. I like the interaction, though. It is essentially a Fairy Tail type of guild with a mission board and the likes.
I am willing to incorporate a lot of magical creatures if you are willing to compromise, but as a baseline, here’s a list in case you need ideas.
Human
Elf ( Average lifespan of 150 years)
Half-elf
Dwarf
Halfling
Goblin
Half-orc (No orcs; Too dumb)
Dragonborn (In the style of Dungeons and Dragons, effectively strong humans with a breath weapon, not close to a dragon in terms of power)
In terms of your magical prowess, you’re all going to start out weak. This is supposed to be a longer roleplay; You will progress. As for your magical powers, I will read through your character sheet and judge them for myself, telling you to change something if it’s too powerful. There’s mainly 4 types of magic in this world:
The Questions
Now, this is an interest check, so I still need your help deciding something.
Should the roleplay begin at the event that activates your magical powers, having all of you become benders of the arcane at the same time or should it begin at the formation of the guild, having already activated your powers?
Should we use dice rolls (D20) to check for success of attacks and other things?
Also, there will of course be a minimum post limit of one paragraph per post and two posts per week.
Long ago, in the corrupt, modern, mercantile city of Sproutholm crime was rampant and the monarchy, grasping at the straws of power they had left, most of which withstood of deciding the hours of the theater and determining which god was prettier looking and the least likely to wipe the city for minor clashes with the religious code bound to be broken by the untamed, perpetually bickering, and in the eyes of most gods, sinning citizens of Sproutholm, decided that they needed to re-conquer their previously held influence and took the riches of and illegalized the Thieves’ guild, the organization that had been responsible for organizing all crime, so that citizens were robbed and vandalized in accordance with their income, and combatted the now rising crime with magic-using guilds sponsored by the monarchy’s freshly stolen funds.The use of magic, having formerly been outlawed, greatly empowered the monarchy, as most people dare not mess with the arcane, by account of the completely rational fear of turning into another exotic creature to be displayed in the cages and pens of the local ooz (Original Organism Zeitgeists) at the expense of a spell gone wrong.
Some people have since proven themselves able to utilize magic without any significant risk and with natural ease, seemingly without any genetic correlation or other factor. Usually, these people don’t tap into their arcane abilities, but those who do typically do so by an inherently magical occurrence, a catalyst, activating their potential. These people are sought out by guilds and subsequently employed, being of high-value.
Information
The setting is very DnD-esque and highly inspired by Terry Pratchett’s Discworld, while also having the freedom and character-individuality of Fairy Tail. I act more as a GM, playing the NPC's and the world, rather than being a player myself and if you wanna buy supplies, explore and such you can ask me if your character would know where to go and such or you could do it yourself. I like the interaction, though. It is essentially a Fairy Tail type of guild with a mission board and the likes.
I am willing to incorporate a lot of magical creatures if you are willing to compromise, but as a baseline, here’s a list in case you need ideas.
Human
Elf ( Average lifespan of 150 years)
Half-elf
Dwarf
Halfling
Goblin
Half-orc (No orcs; Too dumb)
Dragonborn (In the style of Dungeons and Dragons, effectively strong humans with a breath weapon, not close to a dragon in terms of power)
In terms of your magical prowess, you’re all going to start out weak. This is supposed to be a longer roleplay; You will progress. As for your magical powers, I will read through your character sheet and judge them for myself, telling you to change something if it’s too powerful. There’s mainly 4 types of magic in this world:
- Innate Magic, aka, Fairy Tail magic
- Patron magic, aka Warlockry, aka Magical Sugardaddy
- Spell Magic, aka The Hard Way (Why do this to yourself?)
- Magic items, aka Better Get A Wii Remote Strap
The Questions
Now, this is an interest check, so I still need your help deciding something.
Should the roleplay begin at the event that activates your magical powers, having all of you become benders of the arcane at the same time or should it begin at the formation of the guild, having already activated your powers?
Should we use dice rolls (D20) to check for success of attacks and other things?
Also, there will of course be a minimum post limit of one paragraph per post and two posts per week.
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