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Fantasy Threads of Fate - Info

rules
Rules
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General Rules:
  1. Under the ruling RPN staff, I , Quark, shall have the final say in all decisions for this Threads of Fate RP.
  2. Honesty is the best policy. Let me know if you have issues/concerns.
  3. Please try to reply within the week. Discuss with me if something is up or you're waiting for replies. There will be announcements for when the RP will be on break.
  4. Please keep OOC in OOC thread. Long live shenanigans.

Roleplaying Rules:
  1. There is no room for main characters to die in the RP, thus all main characters will get plot armour.
  2. In fights, your characters will hit and miss.
  3. In the case you have a secondary character in mind, let us know in OOC or PM Quark.
  4. Pandas don't have wings.
Please put "I have read and agree to play by the rules" in every CS.

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Arc I Setting
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[WORLD I HISTORY]
Note: You won't need to remember all of the details in the history, as it's expected not all characters would know about it, as written historical records are rather limited in this world.

In this world, the characters only know of two continents: Erminia and Lexaria.

The history of the world extends to no earlier than about 150 years ago. The few and earliest records say that Lexaria was once a part of Erminia, located in the eastern coast. Shortly after the unification of the continent, under a single monarchy, two towers were constructed: the Tower of the Sun and the Tower of the Moon. The records only say that the Tower of the Sun is in the current capital Iafern.

There is a set of missing records for the next 20 years, and fast forwarding to about 130 years ago. The maps in the books have changed, showing that Lexaria had drifted off to the sky. It took the Tower of the Moon with it. To this day, it still remains hovering in the sky in the same place as always. Not many are sure about what magic had initiated this. Since then communication between the two continents have gotten more and more difficult.

Exactly 100 years ago, was the turning point for both continents. A dark, inky black cloud spiralled around the Tower of the Moon, covering the top. At the same week, monsters of different forms and shapes had started appearing. These ranged from pixies to demons. Rumours have been saying that many of these came from Lexaria. However, by this time, the floating island had shut off completely.

Over the past decades, the Cloud of Darkness continued to expand slowly like a foreboding omen. Many have been sent on expeditions to journey to Lexaria and investigate, but none have come back.

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[ERMINIA]
Erminia is a large continent in a fantasy medieval setting (like Rune Factory or Avalon Code), split up into many regions. Each of these regions may have some variations in their clothing styles and customs, but all are under the rule of one monarchy.

There are various land forms and weather conditions in the continent. The eastern areas have slightly more frequent rain and warmer weather. The buildings and the dress customs are similar to medieval Asia with the glazed tile rooftops, silk clothing and oriental food. Meanwhile the western region would be more equivalent to medieval Europe. The buildings have gothic deisgns, and the people dress with heavier clothing especially during cold winters. Though they have differences, all have the central belief that the Sun and the Moon in the sky is the God and the ruler. Prayers are offered to the Goddess of the Sun every year in the Sun Tower about the Cloud of Darkness.

Cities in Erminia is generally safe. Each would have a gate, stationed with guards who know basic magic. When travelling between cities, it's not uncommon to not be attacked by monsters or thieves. There have been unverified rumours lately that some villages have been attacked by monsters. These beasts are what you find in a typical fantasy RPG, such as goblins, pixies, werewolves, vampires. The most dangerous ones known would be demons.

The capitol city is Iafern, where the tower is also located. It is also where the royal monarchy lives.

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[ROSELEA]
Hidden within the mountains, is the trading city of Roselea. It generally takes about a week to travel on foot from the capital. It is one of the newer cities in the continent to improve travelling between the western and eastern regions.

Due to the mountains obscuring the sunlight, half of the city always remains dark all year round. The weather is much windier and colder, sometimes to the point of even snowing. Naturally, travellers must be prepared to bring warm clothing with them. The main source of water is from canals or wells constructed by humans decades ago. In winter when the canals are frozen, people are still able to access water by using large tools to chip away the ice. Throughout the city there are certain entrance points to the underground tunnel.

Roselea is known for the airship port, and the curse magic shops from both the west and east. There is no formal academy but there are many who travel here to get an apprenticeship. The other place where one can also learn magic is going to the public underground library. There is an entrance from the street, though there is also an underground entrance that isn't often used.

Within the mountains, there is the large docking station built for airships. Airships allow travellers to get to major cities. To reach there, there are several passageways from the underground tunnels that leads up to the mountains. There is also another separate passageway that leads to a villa, built into the mountain. The entrance is rather secure as it is hard to climb through the windows on such a steep mountain. This is known to be where visitors from the royal court would be staying at.




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Arc I - Magic
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Everyone has affinity to one element. Some who excel in magic may have an additional affinity over time. The five basic elements are: fire, water, earth, wood and metal. This determines which elemental magic you are weak or resistant against.

In general magic effects are slow and not too obvious at times. The more efficient it is, the more mana it requires. More experienced magic users have a larger mana pool, so it is proportional to the age. All magic requires magic gems to enhance magic effects in one way or another. On a note, magic gems are not cheap. Fortunately other than ritual magic, gems don't wear out for several years.

Not everyone in Erminia knows magic, as it requires a lot of time in honing one's magic skills. Some may excel more in pure physical combat.

[Types of magic in Erminia]
It takes time to master just one type of magic, hence often people settle on practising one type first. After being proficient in one, they may then perhaps consider about having a few fundamental knowledge about the others. Healing and curse magic are the most commonly used.

Healing magic: refers to magic used for recovery of non-critical physical injuries, curses and ailments. Generally can be in the form of channeling mana into the injury with a staff. There are also some who gather specific ingredients and prepare them to produce tonics/potions. These are the common ways, but some village or cities may have slightly different traditional methods. Currently it is the most researched type of magic. Healing magic users often find a profession in giving treatment to those who are sick or need a curse being lifted. Curses are harder to treat and require more mana. In addition, some more experienced healing magic users are able to make seals/items that grant immunity to curses for a period of time.

Curse magic: refers to magic that brings some sort of misfortune upon a victim, such as causing the victim to become dizzy, mute or blind. One can also inflict some physical injuries, though this is more taxing. Generally curse magic requires a sacrifice, such as the caster inflicting the injuries on themselves, then using mana to channel this injuring to be projected onto the victim. There are other forms such as voodooism or setting illusions, depending on the practises taught in that region. Most curses can be lifted with healing magic, but they must be properly identified. Some curse magic users are able to fuse two curses into one (this counts as one skill). People who practise curse magic are not necessarily hated as it means they can provide additional defense, but some cities may be a little wary.

Rituals/Summons: magic rituals that call forth some effect, familiar/spirit, etc. These effects have some sort of impact, whether the human eye can see it or not. One example could be summoning a spirit, another could be summoning a barrier. The main components required are generally magic circles/seals and sacrifices/gems. One is generally required to draw the magic circle markings on the ground, then lay magic gems on areas in the magic circle. Some smaller-scale summons can be done with a pre-drawn or visualised magic circle. The larger the summon, the larger the stakes if the ritual is messed up, and the longer it takes. Generally the magic gems wear out more often with this type of magic (within just a few uses, depending on how large-scaled the summon is), thus it is not practised often.This magic is the most tedious out of all three.



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