[center][img]https://i.imgur.com/IgrX9Xel.jpg[/img][/center] [center][hider=The Preluding Dawn] [center][youtube]https://youtu.be/KMQDr7FXW4U[/youtube][/center] [/hider][/center] [color=00aeef][i]Blessed by the Gods of Old, the world of Veylnostica was created through their majesty. Their offspring, the Advents, saw that the will of the divine was given shape and carried out. The Deities beseeched these Advents, also known as the Six Scons to enact their decree: Scion of [color=0072bc]The Elements[/color], [color=fff200]Thaumaturgy[/color], [color=ed1c24]Alchemy[/color], [color=39b54a]Galdr[/color], [color=ec008c]Mind[/color], and [color=2e3192]The Void[/color]. Through these Advents, life was breathed into this land and with it eventually rose mortals. Born into this world through divine grace, mortals were to pay tribute to the divine hierarchy by upholding the laws set forth by them and honoring this world. There are a number of mortals who possess the ability to perform what the world has come to define as sorcery. Such individuals are referred to as Magus and are said to be physical descendants of the Advents. Persons under this designation were to pay honor to the natural elements, maintain piety with the divine teachings, understand the laws of creation and matter, ensure the connection between the material and spectral realms were stable, to strive for mental acuity, and the the power of the unknown was well kempt and never misused. This world is one that’s full of wonder, mystery, and ancient knowledge. However, there are also many dangers that lurk within the shadows. Magical beasts, monsters born from miasma, corrupt apparitions, and even other people who have fallen to greed and lust for power. To preserve the balance of these lands and to ensure the law is upheld, many Magus make it their life’s work to hunt and subdue these threats. The ones that venture on these undertakings are called Reavers.[/i][/color] [color=662d91]“This is a simple reading from a scripture from the Magus Association. It details basic knowledge anyone should know, but it never hurts to skim over again once in a while. Always remember what you are and what’s expected of you.”[/color] - A small note from Arteus of the Eon Tower. [hr] Hello all, AzureKnight here. For a while I’ve decided to be a part of everyone else’s RP, so now I thought to try my hand at creating my very own. Welcome to the World of Veylnostica, one that is bound by a dogma upheld by six principles. A mainly fantasy world that has magitech elements to it, while a few minor religions exist in some remote areas, the main one for this setting will be the Creed of the Six Scions. Players will be taking the role of magus, a catch-all term used to describe those who have dedicated their lives to the practice and study of magic. Your official titles will be those of reavers, magus who hunt dangerous beasts and criminals who pose threats to the common citizenry and the ruling powers. You’ll be doing so under the jurisdiction of the Magus Association, the central authority of magic for the realm. Located in the Republic of Morgenröte, you will be conducting your business as part of the Eon Tower, an independent sect of the Association that have a great deal of freedom with their doings. Before we delve any further, let me briefly lay down some ground rules: 1. The setting will be PvE focused mainly. Battles will be reminiscent of Classic DMC and a bit of Bloodborne. You are free to deal with the lesser rabble however you wish, but when it comes to larger threats or opponents of greater interest I have the final say in what sticks and what doesn’t. In the rare event that a scenario of PvP does occur, I encourage you to settle it amongst yourselves. If that is not possible, I or the Co-GM will intervene and make a final decision. 2. This will be a relatively small RP, and I will be taking around 5-6 players at the most. That being said, I will make it a point to post an update weekly. However, I will give players around 2 weeks or so if they haven’t already posted within that timeframe. If some players still haven’t posted with that time, I will presume your character did nothing and continue onward with the story. Things always come up IRL, all I ask is that you let me know, I don’t like letting people go. 3. Be respectful to one another and try to avoid disputes and needles arguments among each other. If need be, reach out to Me and the Co-GM and we’ll see what needs to be done. 4. Try to only post once when interacting with a NPC or reacting to a situation. But please, feel free to post as many times as you’d like if interacting with other players directly. 5. The characters of players are expected to be quite powerful. You have been, after all, selected to be a part of a distinct sect and are expected to complete dangerous missions. Just no godmodding of course. I encourage all to be as creative and expressive with your abilities as you wish, just be sure it falls within the six presented categories. You can utilize at most two out of the six different divinations, any more and we’ll have to discuss it. Magictech weapons and tools are also encouraged, along with martial skills if it tickles your fancy~ 6. Players can create up to two characters if they so desire. 7. Please do not post your completed CS in the Character tab until it is given the official pass. Which at that point, please do place it there at your earliest convenience. [hider=CS Format] [u]Name:[/u] [u]Appearance:[/u] [u]Race:[/u] [u]Sex:[/u] [u]Age:[/u] [u]Magic Divination:[/u] [u]Abilities:[/u] [u]Equipment:[/u] [u]Brief Background:[/u] (Why you decided to become a Reaver) [u]Anything else we should know about you:[/u] (Personality, Quirks, Pet Peeves, Useless Trivia) [/hider] That's about it, honestly. Now then, we'll go into a bit more about the setting: [hr] [u][b]The World[/b][/u] The setting of this world is known to all as Velynostica, created by the Gods before history as the general populace knows it. Believed to have been given law and shape by their first offspring, the Advents, those who follow this belief also refer to the Advents as the Six Scions. This religion is known as Veyonism, and is one of the largest and most wide-practiced beliefs in the world. As magus believe themselves to be honoring these core principles as they practice magic, most members of this group also follow this religion. They feel that sorcery will help people learn more about the world and thus help them advance as a civilization to new heights. The main areas of interest will be the country of Caigehn, which houses a few territories. [hider=Flugell] [img]https://i.imgur.com/HJHX4Ec.jpg[/img] [/hider] The largest one is known as the Theocracy of Flugell in the center. This kingdom is ruled by the Grand Cardinal of the Advent Church, whose political seats of power are held by high priests and other clergy. They possess a standard system of society hierarchy, based around nobles and commonfolk. [hider=Morgenröte] [img]https://i.imgur.com/DkmplqK.jpg[/img] [/hider] To the east lies the Republic of Morgenröte - which marks the headquarters of the Magus Association; this organization serves as the magical authority for the society at large and has branches and sects all over the country. Housed in the city is the Eon Tower, a newly formed sect made famous due in part to the powerful magus who have built it from the ground up. This will serve as the main hub area for the players. The Republic is highly industrialized and has magitech infrastructure quite above other cultures. [hider=Ithaca] [img]https://i.imgur.com/PuEs0NV.jpg[/img] [/hider] To the west of the Theocracy lies the Great Ithaca Forest, which houses the Kingdom of the Fae Folk, ruled by a queen. While small Fae communities can be found in various remote areas, most will be from this location. They mitigate interactions with human-based society and have a religion based mainly around Elementalism, Thaumaturgic, and Galdr practices. [u][b]Notable Organizations: [/b][/u] [u][b]Church of the Advents [/b][/u] A huge religious sect which practices the other largest in the realm known as Licsuhianity. This belief system is similar to Veyonism, but the core difference is that followers firmly believe that magic should only be practiced by members of the church. This causes friction between them and the Magus Association, who believe anyone can practice magic so long as they truly wish to undertake the task or have a talent for it. But the peace is kept as the magus’ efforts to push back miasma and defend the innocent has aided the Church greatly. Still, behind the scenes the Church and the Association have been at each other’s throats for centuries. [u][b]Magus Association:[/b][/u] A large organization that serves as a counterbalance to the Church. It governs the laws of magical practice and is the prominent influence of Veyonism, in which it is believed the Scion brought forth the Six Principles to further help humanity advance. Having sects all over, their organization issues official licenses to practice to all magus and ensure they uphold the divine teachings and strive to better society in all ways. Responsibilities include making new scientific and magical discoveries, studying ways to preserve the environment, and hunting down various threats. The specific groups who actively hunt down monsters and criminals are known as Reavers. These are especially feared and loathed by the commonfolk and high priests of the Theocracy. [b][u]The Eon Tower:[/u][/b] [hider=Home Sweet Home] [img]https://i.imgur.com/ElULuhZ.jpg[/img] [/hider] Also nestled within the Republic is the Eon Tower. Compared to other existing sects, the Tower has only recently come into power. Despite this, the Reavers at the center of its making have established themselves as being among the best of their peers. Indeed, the staff have lead sterling careers in the field of hunting - capturing various criminals and slaying even the most vicious of monsters. It is currently headed by Arteus Navarre Irvin, a genius magus in his prime, along with some trusted allies he gathered during his time in the field. [u][b]Kingdom of the Fae: [/b][/u] The culture of the Fae is largely unknown to most normal people, for reasons mainly due in part to the Fae themselves. They make it a point to limit interaction with other cultures, feeling they have a very tentative relationship with nature unlike them and focus too much on industrialization. They have a loose relationship with the Association: they are staunch detractors of the the Magus’ need to expand urbanization, but are willing to deal and work with them from time to time due to having somewhat similar beliefs of magic. [u][b]The Six Principles:[/b][/u] The magic of this setting is bound by the 6 principles that make up this world [hider=+] [img]https://i.imgur.com/6fZuK2W.jpg[/img] [color=0072bc][b][u]Elementalism[/u] (Element Magic)[/b] - Sorcery that involves the manipulation of the worldly elements: Fire, Water, Wind, Earth, and Lightning. Ice and Flora also exist, but are considered to be extensions of Water and Earth magic respectively.[/color] [color=fff200][b][u]Thaumaturgy[/u] (White Magic)[/b] - Magic that purifies decay and gives a person to perform miracles, such as healing and removing curses. This sorcery also specializes in dispelling miasma and slaying monsters. Often implored by members of the Church to punish sinners and as a form of divine worship.[/color] [color=ed1c24][b][u]Alchemy[/u] (Creation Magic)[/b] - A magical practice that involves the complete understanding of the matter that composes the world. Grants users the ability to breakdown substances, transmute the broken down matter into a different substance, then reconstruct it into something new. Also involves manipulating chemical reactions to achieve different results.[/color] [color=39b54a][b][u]Galdr[/u] (Invocation Magic)[/b] - Essentially the power of one’s voice. A peculiar magic that involves envoking the aid of spirits and familiars in order to aid the user, whether it be in battle or everyday life. Practitioners can also use their voice to achieve various effects around them, such as restoring vitality to others and nature and revealing hidden mysteries. Requires extensive knowledge in incantation scriptures and a profound connection to the Spectral plane.[/color] [color=ec008c][b][u]Espermancy[/u] (Mind Magic)[/b] - Magical energy that is generated from strength of one’s brainpower. Users are able to freely manipulate their surroundings and generate psychic waves to attack or defend. Some are also granted a pseudo-clairvoyance, giving them premonitions of future events, in addition to being able to hear the feelings of others. The power of this magic is heavily dependent on one’s mental state and sense of reasoning, in the worst cases it’s possible for misuse to end in madness.[/color] [color=2e3192][b][u]Void Magic[/u] (Black Magic)[/b] - The final and often most misunderstood form of magic present in the world. It is a powerful and deep magic that involves invoking a dark energy to achieve various effects. The most apparent nature of this energy is to consume everything around it, even light. These shadows can inhibit vision and create illusions to confuse foes, but in addition The Void also causes slight distortions in space. Utilizing this power, users can teleport and create gravity wells that attract and repel.[/color] [/hider] Those magus who have mastered most if not all forms of this principles are given the title 'Sage' by the Association. [b][u]Races:[/u][/b] [hider=+] [b]Humans:[/b] The most numerous race present in this realm, they have used their adaptive intelligence to build large-scale cities and have established different social structures. Compared to most races, they aren’t the strongest or the most magically inclined, acting as jacks of all trades. However, they are unmatched in determination and quick wittedness, and can master any skill with enough practice. [b]Fae:[/b] Spiritual beings born with innate high magical aptitudes. Physically, while being a tad bit more on the frail side, they are rather similar to humans in terms of appearance. Their distinct differences are marked by their pointed ears and lustery eyes that contain high mana concentrate. They often possess high talent with element and galdr magics, being able to communicate with spirits and having a strong connection to the natural world. They live in small forested communications away from normal society, but have been known to deal with humans from time to time. [b]Belua:[/b] Humanoid races that possess traits reminiscent of various types of animals, particularly those of bestial, avian, insectoid, and reptilian species. They usually possess high physical strength and stout constitutions, but often lag behind in certain magical aptitudes. Possessing animal characteristics, many are however born with innate skills in elemental abilities. They usually live in villages in different areas, but many have also fully integrated into human society. [/hider] [u][b]Other Races:[/b][/u] [hider=+] [b]Magical Beasts:[/b] Fauna that, in part due to the copious amounts of mana that have enveloped their biology, have been classified in a separate bracket from their usual species. While sometimes they pose no threat to the populus and are popular subjects of magus study, many are irrationally vicious and threaten not only innonects, but the very ecosystems they are a part of. [b]Monsters:[/b] Creatures woefully different from regular animals and even magical beasts, these are abominations born from a putrid aura known as miasma. Their disgusting bodies cause decay wherever they travel and pose an immediate threat to any vicinity they currently inhabit. Magical beasts, animals, and even other people who are attacked by these horrid creatures run the risk of being turned into monsters themselves. [b]Apparitions:[/b] Malevolent spirits born from the corruption of lost souls, and usually result from death caused by excess miasma. They pose a threat similar to monsters, but are often harder to deal with due to being ethereal creatures that are mainly weak to white magic. [b]Malfested:[/b] A term used to describe sapient beings who have been corrupted by exposure to miasma. The lucky victims are usually completely dissipated by the corrosive substance, however is some instances they are converted into horrid beings that have all but lost their former sense of self. They can sometimes be more dangerous than monsters and apparitions as they still possess a quasi form of sapience, and can therefore think and plan. [/hider] [b][u]Important Terms:[/u][/b] [hider=+] [b]Veyonism:[/b] One of the two largest mystic belief systems in the setting. It's core scriptures detail how the Scions shaped the world through the will of the Gods by forming it around six principles: Worldly Elements, Miracles, Creation, Spiritual Connection, The Mind, and The Void. It is believed that it is the duty of mortals to practice and uphold these values in their everyday lives, using them to further expand humanity to new heights to continually develop an understanding and appreciation for the world. Almost all Magus follow this belief. [b]Licsuhianity:[/b] The other major religion of the land, practiced mainly by members of the Theocracy. Similar to Veyonism only in the fact that both believe that the Advents had scioned the world as we've come to know it. There similarities diverge there, however, as they differ wholly on how magic should be practiced. Followers of this sect believe that sorcery should only be practiced by nobility and members of the clergy. Nobility is mentioned because in the Theocracy, all members of noble society are considered a part of the Church. The argument is that keeping magic out of the hands of commoners will reduce the chance of corruption and sacred knowledge falling into the wrong hands. It is said that both this and Veyonism were once the same belief system long ago, and had split apart at some point. Whether this is the case or not, the true has been lost to time. [b]Animism:[/b] A philosophical system of beliefs most commonly followed by the Fae folk. Not believing the Scions to be members of the divine hierarchy, followers feel that the Advents a simple representations of nature and should serve as guides as to how one should be one with nature. Also believes that all plantlife and fauna have souls that make up the world and should be honored. [b]The Spectral Realm:[/b] A plane of existence that runs parallel to our own. It is believe that souls enter this plane after passing on, their spiritual essence becoming part of a cycle of rebirth and thus balancing the material world. It is said that miasma disrupts this balance, as it corrupts all life and souls. Invokers ensure that the connection to this plane remains healthy, and is where familiars and partner spirits are summoned from. [b]The Divergent Plane:[/b] An unknown and strange world nothing like our own. It is believed that its origins predate even the Gods, indeed a world before their time. It is completely composed of miasma and is said to be where the substance originates from, in addition to monsters and apparitions. [b]Miasma:[/b] A disgusting, rotting aura that decays all life it comes into contact with. Life corrupted by it results in the making of more abominations that further spread the pestilence. If left to linger, it can even cause an imbalance to the spirit world. [/hider] [hr] This is all a further expansion of what was touched upon in the [url=https://www.roleplayerguild.com/topics/189177-magus-reaver-a-tale-of-swords-and-sorcery/ooc]Int Check[/url] thread. I look forward to seeing all applicants. If you have any questions, feel free to reach out to me or the Co-GM [@PaulHaynek]. ^^