[h3][center][b][u][color=Gold]RP-Status:Open (Temporarily [i]Accepting new applicants)[/i][/color][/u][/b][/center][/h3][h1][center][b][u][color=#DAA520]𝓗[/color][color=#D3D3D3]𝒱[/color][color=Crimson]𝓜[/color][/u][/b][/center][/h1][sub][center][b][u][color=#DAA520]Humans[/color] [color=#D3D3D3]vs[/color] [color=Crimson]Magic Users[/color][/u][/b][/center][/sub][center][b][u][h3]Plot/Overview:[/h3][/u][/b][/center][hr] [i](No surprise)[/i] Simple as the title, players will create characters which are Human or 'Magic user'. These two factions, as history entails, constantly rival and even attempt to destroy one another. Zero reason other than vengeance, upon vengeance fuels the animosity between them. Only one factor differentiates Human & Magic-User; Magic-users possess one 'Magi-Talent'. A innate magic feat/ability. Minor as this detail may be, chaos still riddles the world. However we must ask, Players, what will your actions unfold? What path will you forge? [hider=Concerning Magic-User's] [i](Another term for Magic-User = Magi)[/i] and their magical 'talent'. Overusing this ability can risk grave harm, even death. Mana is the energy which fuels magic. Thus a Magi requires mana, which flows through their body, to harness, cast, utilize, or activate their ability. Allowing this 'mana reservoir' or 'mana bank' to deplete to pure emptiness will cause the subject to die. For a magi's body heavily relies on the mana which flows through them. First signs of mana-overuse or using their ability to much within a certain time span are dizziness, headaches, aching of body, and fatigue. Next, their bodies senses could become dulled or lessened or nausea could be enduced. Thirdly they could take on symptoms of illness. Finally being death or comatose stasis. Things such as rest, relaxation or eating can refil someones lost mana reserves or energy. Just like if someone were to over exhaust themselves physically. Now I would like to cover another, final feature to Magi Talents. Of course, a Magi only possesses one talent or ability. Example being, a Magi who can manipulate/create/harness the element of fire. However, Magi can have a 'secondary trait' or 'side-effect' to their ability. Example being, one who manipulates fire, is natrually resistant to high-temperatures or even fire itself. Another example could be, someone who has extremely high/magically empowered speed, they could process things quicker so their movements or actions are not blurs. A final example could be, someone with super-strength, could also possess some sort of resistance factor. So if they used full strength and punched a wall, they wouldn't break their bones or etc. [/hider] Couple things about the world. Turmoil and chaos greatly thwart the blossom/progression of technology and even society/civilizations as a whole. Here's a few things to quickly cover. [list] [*][hider=Technology]Pseudo-modern - regions of this world possess marvels of current age such as hospitals and even motor-vehicle transportation. While other regions exist within a 'medieval' state, using fire as a light and heat source could be the norm. [i](Any questions on the sense this makes, please ask, for i question how much others will understand this rule x.x )[/i][/hider] [*][hider=Colonization] The colossal land-mass which this story/RP takes place greatly deters the ideals of exploring outward or by sea. [i](At least for most.)[/i] Not to mention, majority of the land remains unclaimed or 'wild'. Thus could be typical for civilians to 'endure the hardships of home' rather than forge their own path/colony. [i](Also, surviving as a whole can prove rather strenuous between nature/the wild, along with the turmoil between Humans and magic-users.)[/i][/hider] [*][hider=Fire-arms]I'd like to ban guns as a whole, but i'll simply say [i](Unless all players decide to ban guns entirely)[/i] this RP's universe and it's fire-arms level will replicate around the time of about 1500's-1700's. or better yet, i'll cover below what i expect/we should have.[list] [*] Matchlock Musket/Pistol is the most common and only type of fire-arm. Even then, they are rare. [*] Firearms are far from being mass produced. Yet some militia have been known to use them. [i](Yet is very rare.)[/i] [*] Cannon's exist. So do grenades/bombs. They are far more common then [i](Matchlock weapons)[/i] hand-held fire arms. [*] Humans invented firearms, cannons and bombs to combat magi and the wild. [*] Gunpowder and ability/place to forge these weapons, aggravates or intensifies their rarity. [*] Currently standing, Fire-arms, Cannons and Grenades/bombs are a marvel/rare. Thus, this realm is far from the transition of 'life by the blade' to 'life by the bullet/explosive'.[/list] [/hider] [*][Hider=Settlements] Areas or settlements of importance within the RP will easily be able to be entered/created by players. [i](Once their character is submitted or simultaneously.)[/i] Simply start a PM with myself and anyone involved with the idea[i](s)[/i] [i](Not required, but titling the PM 'HVM Dev: (Usernames involved) would be extremely helpful.)[/i] Then we will start working on/proceed with installing the new RP lore. Also, to submit a new settlement. I will need to ask people to follow the template which will be placed below. This outline will ensure enough details will be explained/exist for ease of interaction for players which did not create the settlement. [hider= Settlement Outline Information] [b]Name[/b]: Title/Name of the settlement goes here, pretty simple. [b]Human or Magi Settlement[/b]: Which 'faction' is dominant. [i](Do both factions exist? (Rare, but possible.))[/i] [b]Alignment[/b]: A settlement's alignment is the general alignment of its citizens and government—individuals. Those who dwell therein can still be of any alignment, but the majority of its citizens should be within one step of the settlement's overall alignment. [url=http://imgur.com/XeIzIEu.png]Click here[/url] to see a page showing alignments. [b]Population[/b]: This number represents the settlement's population. Note that the exact number is flexible; a settlement's actual population can swell on market/event days or dwindle during winter. This number lists the average population of the settlement. Note that this number is not strict and more used for assistance in clarification or helping fruition of the idea. After the settlement's total population, a breakdown of its racial mix [i](percentages)[/i] could be [i](So not required)[/i] listed in parentheses.[list] [*]Thorp - Fewer than twenty. [*]Hamlet - 21 to 61 [*]Village - 62 to 200 [*]Small Town - 201 to 1,000 [*] Large Town - 1,001 to 3,000 [*] Small City - 3,001 to 5,000 [*] Large City - 5,001 to 10,000 [*]Kingdom - 15k [/list] [b]Government[/b]: This entry lists how the settlement is governed and ruled. Here's a few types to help generate ideas.[list] [*] [u]Autocracy[/u]: A single individual chosen by the people rules the community. Leader's actual title can vary-mayor, burgomaster, lord, or even royal titles like duke or prince are common. [*] [u]Colonial[/u]: Settlements ruler is a figure-head for a distant colonial power: a magistrate, governor, minor landed noble, or etc. He or she may have limited autonomy in running the colony, but ultimately answers to the colony's founding power. Colonies are typically seen as resources for their founding government, not having much political power or influence. [*] [u]Council[/u]: A group of councilors, often composed of guild master members or members of the aristocracy, leads the settlement. [*][u]Magical[/u]: An individual or group with potent magical power, such as A high priest, an archwizard, or etc leads the community. [*][u]Military[/u]: The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law. [*][u]Overlord[/u]: The community's ruler is a single individual who either seized control or inherited command of the settlement. [*] [u]Secret Syndicate[/u]: An unofficial or illegal group like a thieves' guild rules the settlement-they may use a puppet leader to maintain secrecy, but the group members pull the strings in town. [*][u]Dynasty[/u]:Power is concentrated in the hands of a single family or a small group of closely related, inter-married families. These elites have ruled the settlement since its inception, and manipulated the power structure to ensure they remain in power. [*][u]Plutocracy[/u]: The wealthiest and most influential merchants rule this settlement. Wealth is seen as a sign of good character, ethics and even divine favor. The poor have few, if any rights that the wealthy are bound to respect. [/list] [b]Qualities[/b]: Settlements often have unusual qualities that make them unique. I'll list a few to get you started, if this section is applicable. Here's some ideas to get the ball rolling. [i](Or even use.)[/i] [list] [*][u]Academic[/u]: Settlement possesses a school, training facility, or university of great renown. [*][u]Holy Site[/u]: Settlement hosts a shrine, temple, or landmark with great significance to one or more religions. [*][u]Insular[/u]: Settlement is Isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another. [*][u]Notorious[/u]: Settlement has a reputation [i](Deserved or not)[/i] for whatever reason it may be. [*][u]Pious[/u]: Settlement is known for it's inhabitants' good manners, friendly spirit, and deep devotion to a deity. [*][u]Prosperous[/u]: Settlement is a popular hub for trade. Merchants are wealthy and citizens live well. [*][u]Rumor-mongering Citizens[/u]: Settlement's citizens are nosy and gossipy by fault. -very little happens in the settlement that no one knows about. [*][u]Strategic Location[/u]: Settlement sits at an important crossroads or alongside a deep-water port, or it serves as a barrier to pass a bridge. Tourist [*][u]Attraction[/u]: Settlement possesses some sort of landmark or event that draws visitors from far and wide. [*][u]Abundant[/u]: The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants. [*][u]Artist's Colony[/u]: The settlement is renowned for the excellence of its local artists, performers and craftsfolk. [*][u]Asylum[/u]: The settlement is host to an infamous madhouse or asylum (or perhaps a prison, gaol or notorious workhouse). The presence of these dangerous, mad souls has hardened the townsfolk, making them suspicious of strangers and paranoid about the possibility of an escape or other tragedy. [*][u]Gambling[/u]:The settlement caters to vice and greed. Casinos, gaming houses, opium dens and bordellos are all common here, and serve as the town's major industry. [*][u]Guilds[/u]:A variety of trade and mercantile guilds control the town's industry and trade. These guilds are highly specialized [i](a printer's guild, an eggler's guild, a swordsmith's guild, a diamond cutter's guild,ect)[/i], and usually semi-hereditary, with children following their parents into the guild. [/list] [b]Terrain[/b]: The landscape which this settlement exists upon. [b]Dangers/Disadvantages[/b]: Any disadvantages or dangers a settlement might be suffering from are listed on this line. A settlement can have any number of disadvantages you wish to inflict on it, although many settlements have no disadvantages. Here are some examples. [list] [*][u]Anarchy[/u]:The settlement has no leaders—this type of community is often short-lived and dangerous. [*][u]Bureaucratic Nightmare[/u]:The settlement is a nightmarish, confusing and frustrating maze of red tape, official paperwork and petty tyrants in positions of minor power, who relish enforcing all the useless little rules. [*][u]Fascistic[/u]:The settlement is governed by a totalitarian regime. Sadistic and legally all-powerful soldiers walk the streets, enforcing the settlement's brutal laws. Outsiders are mistrusted and undesirables often simply disappear. [*][u]Hunted[/u]:A powerful group or monster uses the city as its hunting ground. Citizens live in fear and avoid going out on the streets unless necessary. [*][u]Impoverished[/u]: Because of any number of factors, the settlement is destitute. Poverty, famine, and disease run rampant. [*][u]Plagued[/u]: The community is suffering from a protracted contagion or malady. [*][u]Rampant Inflation[/u]: Towns sprung up around a rich mining camp or profitable dungeon, and settlements undergoing a revolution or military junta alike, this settlement's economy is out of control. [*][u]Soul Crushing[/u]:The settlement has an oppressive, frightening atmosphere. Its architecture is eerie and seems somehow wrong or corrupt. The people are strange and furtive. [/list] [b]Imports/Exports[/b]: Major purchases and sales of the settlement. [b]Specialized Jobs[/b]: Jobs native/special to the settlement. Or a list of most promenent/common jobs to be upheld within the settlement. [b]Currency System[/b]: Currency which the settlement created/utilizes. Could be simple bartering. [i](Many/most settlements within this world, use Gems for trading.)[/i] [b]Notable NPCs[/b]: This section lists any notable NPCs who live in the city, sorted by their role in the community, followed by their name and then their alignment, gender, and race, in parentheses. Example: Mayor [i](Fredrick, Neutral, Male, Human/Magic-User)[/i] [b]Player-Character Origins[/b]: This section lists any Player-Characters who's life started here. Or who's majority of their life beginning was spent here. [b]Summery/Information[/b]: A little paragraph or piece describing the settlement. Or an area to cover things which are not able to be explained within the previous sections. [/hider] [Hider=Settlement Outline Code][code] [b]Name[/b]: [b]Human or Magi Settlement[/b]: [b]Alignment[/b]: [b]Population[/b]: [b]Government[/b]: [b]Qualities[/b]: [b]Terrain[/b]: [b]Dangers/Disadvantages[/b]: [b]Imports/Exports[/b]: [b]Specialized Jobs[/b]: [b]Currency System[/b]: [b]Notable NPCs[/b]: [b]Player-Character Origins[/b]: [b]Summery/Information[/b]: [/code] [/hider] [/hider] [*][hider=Bestiary] Speaking of 'wild' or untamed lands within this world. One should be informed of the several 'mythical type' creatures which roam the world. [list] [*] [url=http://i.imgur.com/4ssE79h.jpg]Pixies[/url]: [i](Typically found in deep/dense forests, or swamps.)[/i] Many are seen as a '[url=http://i.imgur.com/Bq8W353.png]small orb of energy with wings[/url]' due to being to small for the human eye to perceive it's faintly humanoid appearance. They do not communicate or cannot communicate with humans or any being besides their own kind. Yet, oddly enough, have been known to be protected by other creatures. Finally, they are abundant with Mana energy. Thus Magi have been known to 'prepare' or create 'mana potions' out of them or consume them outright to regain/replenish their mana. [*] [color=orange]Golems:[/color] Two different types of Golem exist. Ent's, which are [url=http://imgur.com/3Hmj74B.jpg]Wood Golems[/url]. Then, Geog's which are [url=http://i.imgur.com/a64Ir24.jpg]Stone/Rock golems[/url]. Stone golems have been known to have the ability to disassemble themselves to appear as a normal batch of rocks, enabling a surprise or hide factor from enemies. [i](Not to mention making them harder to kill.)[/i] Whereas Wood/Forest golems can never perform such feats. [i](Although many hide among trees impeccably well. As though camouflaged.)[/i] [*] [color=orange]Dire-Animals[/color]: Larger, tougher, meaner versions of ordinary animals. Such as [i](But not limited to)[/i] Wolves, Gorillas/Apes, Boars, Bears, Scorpions, Arachnids and Big Cats. [*] [url=http://imgur.com/FAIDYrt.jpg]Basilisk[/url]: [i](Known to inhabit dense/deep forests and deep cave-systems.)[/i] Technically a form of 'Dire-Snake', yet possesses venom which petrifies the victim. However this 'petrification' process is not instantaneous. Skin or even material exposed to this venom turns into stone. [i](People have been known to live with 'petrified' or stone-limbs, due to the limb or etc not being exposed to enough venom.)[/i] [/list] [/hider][/list] [hr][center][b][u][color=Orange][h2]RULES:[/h2][/color][/u][/b][/center][hr][indent][list][*][color=Gold]Site rules:[/color] Alike all content on this site, one must be asked to follow the site rules. Yes elements of gore/violence will be apart, or can be, yet that does not mean we will go overboard. [i](We don't need reports or readers vomiting from our posts.)[/i] [*][color=Gold]Application-Process:[/color] To enter/partake in this Role-Play. One must post their character and 'apply' within the OOC. Once permission is given, said character can be posted in the CS thread. Also said accepted character may then post/be active in the IC. Even if someone possesses a character which is accepted. They must apply with each and every character made. Even if the new character is an NPC. [*][color=Gold]Play nice:[/color] Ya know, the standard stuff. Don't auto-hit or god-mod. No perfect/flawless characters. Maintain a good 'posting flow' so no double posting. [i](Wait for two people to post, before yourself.)[/i] And all that happy stuff. [*][color=Gold]Communication is key:[/color] Please, start PM's with me if you have ideas or concepts to pitch. This could mean anything from simple character background/development, locations/areas for the world, and even future plot events to unfold within our adventures with this Role-Play. [*][color=Gold]Vulgarity:[/color] Keep swearing to a minimum, I don't want to read curses for the sake of cursing. Now, adding flavor or 'style' to a character, is another story. [i](This goes for violence too, fighting may be a part of this, but please refrain from going overboard with gore.)[/i] [*][color=Gold]Character limit:[/color] Currently 2, unless otherwise arranged. [*][color=Gold]Post flow:[/color] Once someone posts, they must wait for two people to post before they can post again. (This is in place to avoid 'speed-posting'. [*][color=Gold]Combat:[/color] If two people cannot conclude a winner/victor of a dispute in character. The GM's will be the judge of that. Pretty much meaning two dice will be rolled, one for each character, the higher number will be the winner. [i](I doubt we will encounter this as a problem, I believe in you all.)[/i] [*][color=Gold]Plot armor:[/color] Yes, it can exist. I will never force someone, to have a character die. Yet I encourage others to remember. “Death can be our strongest tools as writers.” Something I was once told. On my spectrum of things, I'll typically notify players outright, when/if a NPC I control, is kill-able or possesses 'plot-armor'. [*][color=gold]Not as important[/color]: Despite possessing an 'arena' tag/genre. The only reason it does, stems from factor of high character-combat probability. Thus, competition isn't truly the element/genre, but sheer combat capability/element is. [i](Hopefully that makes sense)[/i] [*] [s][color=Gold]Concerning Player Count:[/color] Once three players other than myself are accepted, IC will start. Optimal/Goal amount of players will be five. However, if eight players other than myself are active the RP status will be switched from 'apply' to 'closed'. [i](Having a Co-Gm(s) can alter this number/situation)[/i][/s] This rule is not in effect until needed IC wise. [/list][/indent] [hr] [h3][color=Crimson][center][b]Review: Important points[/b][/center][/color][/h3] [hr] [list] [*] Players will create a Human or Magic user. [*] Never forget, conflict or hatred exists heavily between the 'factions' or 'groups' of Humans and Magic Users. [i](Hence the title of the RP.)[/i] [*] Magi/Magic-Users, only possess one magical talent or innate ability. Also, overuse of this power within a small time-span is deadly. [*] Character sheet format exist within the 'CS' section. [/list]