Since as far back as anyone can remember, the world has always been splintered. Broken. Divided. Shattered beyond all recognition. There was a time though, before the cataclysmic Shattering, when this world was whole. Legends of the ancient times speak of this world being much greater than its current state, a place of everlasting peace…and boredom.
The Shattering followed soon after, bringing conflict into the world. No one can say for sure what exactly caused the Shattering, though many researchers of our time agree that it was the actions of some primordial deity, perhaps, the deity that created all realities.
But that is mere speculation.
What is known are the stories of the Thirteen Heroes and their journey to stop the Shattering. It was through their actions alone that this world halted its descent into destruction and did not fall apart completely. However, shortly after their victory, the Heroes were locked away, kept hidden from the world.
Or so the legends say.
Enter the present day. Since those dark times eons ago, bids for power have risen and fallen. Through it all, one force has forced its way to the top, becoming a government to unite the world as one: the Imperium.
Things are much different these days. The majority of people live out their lives either serving the Imperium or exploring the territories of their broken world. And then there are the Mercenaries. Arms at hire, criminals to most, but most of all, treasure hunters willing to risk all for their prize.
To become a Mercenary is to sell one’s soul for pride and profit. Few dare to even consider the lifestyle. In one day though, the strings of fate become altered once more.
Legend Relics.
Thirteen powerful amulets said to contain the legacy and mementos of each Hero that stopped the Shattering. Once held, the powers and abilities of the past Heroes are said to manifest themselves as complete wholes once more through their holder. The Imperium has proclaimed an order to all for the request of these objects, placing the highest price conceivable for their return.
Why does the Imperium seek them? What worth do they have now? To what end is the world slowly becoming shattered again? That’s not your problem. Your concern lies in locating those Legend Relics first before your rival Mercenaries do.
For this is the greatest treasure hunt ever proclaimed by man…
Locations
The Imperium is the single governmental system that reigns supreme over the broken world. Although many bases are established around the globe, the central hub of activity lies within its capitol city, Infinitum. Located in the exact center of the world, this massive metropolis is noticeably larger than the other cities, holding the massive golden castle that overlooks all. Within lie the armies under command, several knights, assassins, and mages in service to the Imperium, and finally the Imperator herself along with her elite Four Guardians. It is said though, that the Imperator has under her a cult of advisors ready to console her every whim and decision.
A massive forest often explored by travelers of all characters and backgrounds. The entire area is inhabited by many magical creatures…and many horrendous abominations. Those that wander into Rivenwood must come prepared, lest they lose their way. Worst case scenario involves spending a night in the forest, and who knows what sort of things roam around in the dark. However, the woods are considered to be fair game for many precious artifacts, including Legend Relics. One just has to know where to look.
An expansive desert that often ends up as the grave of many, innocent and corrupt alike. The scorching winds and endless sand are said to continuously bear on one’s soul until utter collapse. Only the brave and few dare to travel to these barren lands in search of….something. Exilia is often used as a place of exile and banishment for criminals and accused by the Imperium. However, if one does choose to bear these hardships, a reward lies in wait at the end of the endless hell. Or so the rumors proclaim.
A labyrinth of secrets and untold wonders. Magical affinity runs high within this place, though the danger lies in being trapped forever in Rexicorg’s endless amount of mazes. It is said that this place holds highest connection to the Thirteen Heroes, and so is speculated to contain the most amount of Legend Relics. Nocturnal creatures and nomads roam this place routinely, and frankly, none of them like to be bothered.
A realm said to be obtained only by the Gods. It is only spoken of in ancient legends and mutterings of the Imperator herself. To that end, no one knows what it even is, let alone if it exists at all.
The Imperium
To be revealed.
To be revealed.
To be revealed.
To be revealed.
The Legend Relics
The Relic said to contain the soul of the Thirteen Hero's leader. Whoever holds this power may summon forth the weapon of its past, a Chokuto said to be sharp enough to cut away the air itself.
A Relic containing the soul of one of the Thirteen Heroes. This Relic grants the user accelerated regeneration in all forms, be it health, stamina, magic, and the like. It gives the user twin whip-blades.
The Relic said to contain the soul of the Thirteen Hero's accursed traitor. This Relic is incredibly unstable and appears to be sentient, refusing to be used by any except for one most unfortunate. It is said to corrode the mind, bringing forth the power of corrupted storms and a pair of serrated knives.
A Relic containing the soul of one of the Thirteen Heroes. This Relic grants the user mastery over dark magics as well as a longbow to wield the shadows.
A Relic containing the soul of one of the Thirteen Heroes. This Relic grants the user power over light magics as well as a rapier to pierce through all defenses.
A Relic that has yet to be researched or studied, even by the Imperium. It's presence remains shrouded in mystery.
A Relic containing the soul of one of the Thirteen Heroes. This Relic grants the user power to deplete and erase the surrounding oxygen of an area, though the user risks their own life as well. This Relic dons the user with a mighty lance.
Regulations
1. No Godmodding.
2. Although there is no posting order, I strongly recommend that you wait at least two turns before posting again.
3. Although you all start out relatively alone, relationships between characters are strongly encouraged. Makes it more amusing to both me and my Co-GM.
4. Discussion in the OOC is nice, but if there is prolonged heated argument, take it in the PMs. Otherwise, I will solve the problem....quickly.
5. RPers who suddenly lose interest or leave without saying anything are discouraged. I strongly suggest you either inform me or the Co-GM of your leave of absence. If it’s an emergency, then at least tell us it is. We're reasonable people.
6. I would prefer if all characters were humanoid. Please use images for all appearances in your CS.
7. When using a Legend Relic, the powers and weapons of that specific Hero will be channeled into your character. That means, for a time, they will be able to fight as if they are one of the Thirteen Heroes; think of it as your character being possessed by the Hero's soul until after combat. Your character must use the fighting style that comes with each Relic, and your character's current weapon will be adjusted to fit that Hero's style with the help of the Relic.
8. Magic can be pretty much any element as long as it's not Godmod.
9. If you have any problems, questions, comments, or concerns, please do not hesitate to either let me or Eisenhorn know.
Appearance:
Height: 5'11"
Weight: 150 lb
Hair Color: Ash grey
Eye Color: Black
Name: Ugnis C'zair
Age: 16
Personality:
Ugnis is a hedonistic pacifist, preferring to talk things over a cup of tea instead of fighting. Normally with an amiable personality, he gets along with many types of people and can force himself to be absurdly optimistic if the situation is too dark for him. This lax personality, however, masks his separate half that made him a successful mercenary. When he stops covering his eyes with the band, Ugnis switches to an extremely aggressive and almost psychopathic persona.
Weapons: Aegis - A long, extremely heavy, hilt-less sword with a three edges due to it's unique triangular shape. It has a foot-long grip, with a 4 1/2-foot blade that tapers to a point on the top.
Abilities:
Utilizes supplementary wind magic and offensive fire.
Tailwind - Creates a decent breeze from behind, making it easier to move forward and allowing projectiles to go further than normal.
Blaze Charge - Temporarily charges a weapon with magic, cloaking it with fire for one strike. Requires contact with the weapon.
Flame Rip - Ugnis rips forward and upward along the ground with his charged weapon, sending out a short-ranged cone of fire.
Got an idea for an rogue that has dipped into some illusion and mind altering magic, but those kinds of abilities always seem a bit iffy from GM to GM, do y'all have any thing against that?
Edit:BT-dubs, what kind of areas are there in this setting,so as to have a few options when writing or characters up, if y'all don't mind my asking?
Appearance:
Height: 5' 9"
Weight: 133 lbs
Hair Color: White
Eye Color: Blue
Name: Megumi Takaki
Age: 18
Personality: She usually tries to be friendly and kind to others whenever possible. However, she will quickly react with hostile force whenever she feels it is required. During battle, she maintains a sense of honor and often asks her opponent to surrender before delivering judgement. During business transactions she will act business-like, often doing what she can to gain the most profit out of it.
Weapon: Cresent Moon: the katana Megumi wields. Forged by a now-deceased master swordsmith, the blade is very valuable and high quality.
Abilities (Magic):
Electric current: infusing her blade with electricity, she delivers a strong electric shock to anyone who even just touches the blade.
Magnet movement: by creating a magnetic current at her feet, she can hover an inch or so off the ground and move much more quickly than she normally can. Also useful for moving over water.
Railgun: by sending an electric current into a small metal object and flicking it with her finger, she fires a high-velocity projectile. However, it has a short range and currently requires 2 hands to use, so it isn't used that often.
Got an idea for an rogue that has dipped into some illusion and mind altering magic, but those kinds of abilities always seem a bit iffy from GM to GM, do y'all have any thing against that?
Edit:BT-dubs, what kind of areas are there in this setting,so as to have a few options when writing or characters up, if y'all don't mind my asking?
What exactly do you have in mind for the illusion magic? I'll post up better details later, but for now we're looking at a forest area, a desert area, a castle metropolis for the Imperium, and a maze of ancient ruins.
I would prefer it if you guys posted your CS in the Character Pile instead of the OOC.
I would prefer it if you guys posted your CS in the Character Pile instead of the OOC.
I prefer to put unaccepted characters here so that the GM, aka you Windel, can then assess it and accept. THEN it goes to the character tab. I know it varies for GM to GM, but that's how I like to do it.
<Snipped quote by TheWindel>
I prefer to put unaccepted characters here so that the GM, aka you Windel, can then assess it and accept. THEN it goes to the character tab. I know it varies for GM to GM, but that's how I like to do it.
Ah, greetings Scarifar. I would still prefer to have you work on it in the character tab, but since you've already reserved a post, just be sure to move it after acceptance.
I was kinda leaning towards a mix between Dresden files illusions and the illusion branch in elder score if that makes any sense.
I, however, am familiar with Dresden File styled magic, illusions included, and as long as you don't get godmod happy (Mainly my concern is with phantasms, not the holograms) with it, I personally see no problems with it. And I'm not sure if you tried to put Elder Scrolls and had a typo or not, since I don't recognize Elder Score, but I dont see a problem with mixing some elder scrolls and dresden files magic styles.
@TheWindel: In essence, to provide an explanation, I shall quote the wiki to make things simple (For Dresden Files Magic)
"Holomancy is an area of magic that deals with illusions...
...There are two ways ot create illusions:
Create the image in someone else's head—a phantasm. This is close to breaking the Laws of Magic.
Create an actual visible object or creature—a hologram. Harder to produce and takes an enormous amount of energy..."
Ah yes, thank you, and indeed I was trying to write elder scrolls, damnable autocorrect. In any case I'm about to go into work, so I probably won't get started on my cs till this evening.