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a0 Story & Timeline b0 Continent of Tempestua c0 Magicks of Tempestua d0 Important Terms e0 Further Reading . . . .
![]() a0 ATOBAT will be a narrative-focused fantasy roleplay with anime elements that takes place on a continent that was conquered by a Mage King and his sorcerous followers in eras past. Before their occupation on the continent their form of magic did not exist on this land, and with each year that passes the land seems to die a little more. The mages, consciously aware of the land withering beneath their very feet, care not for the nature they egregiously tap from in order to transmute their marvels of creation or destruction. The story revolves around a cast of mercenaries and for-hire agents of various walks of life that ultimately share a similar goal to Brigitte Fenris: breaking the stranglehold that the Mage King has on the land and its people. Assassins, likely sent by the magocrats in Luxu, entered the lord's castle in Stonecrown and killed most of the Fenris family, with Brigitte and her pact knight Nika fleeing for their lives. Unsure of what forces are working against her, who can be trusted in her home city, or where to go, they decide to travel to Blackpebble to hire a reputable mercenary with a reputation for hunting mages. The ensemble cast will start small: Brigitte, Nika, The Mage Hunter, and someone they aren't expecting to find in Blackpebble. The cast will be locked to these people for a time-period which allows this small group to interact with levity, become familiar, until the next story beat brings them to the next town where another 1 or 2 mercenaries will have the opportunity to be hired. This means that while the party begins relatively small, it will grow over time to become rather large! The dynamics between player/characters are the most important thing to me, so the starting cast are going to be individuals I've handpicked due to their willingness to work with me the GM and their comfortability with collaborating with me to ensure their interest remains piqued and they remain dedicated to writing a story together. Applications will always be open for this project! But I would prefer that sheets be sent to me directly via PM before your mercenary's [Job Application] is posted in the thread. This is to be done so I am able to screen the character, work with you on things you and I disagree or agree upon, and refine the sheet so it can be approved the first time it touches the thread. If you are unwilling to wait for the initial group to organically come into contact with your character through plot progression, I would highly recommend that you refrain from wasting your time in doing so. I am familiar with that early itch of interest, but I'm equally if not more so familiar with the wane of it as something new and shiny pops up. The story so far: Three long decades of peace. One would think that with peace you would have a period of ubiquitous prosperity. Where people once divided could come together to solve the greater problems shared throughout the land's many regions. The mages could put their heads together to help less bountiful regions with their crops, the engineers and architects could share their grand designs and technological breakthroughs to stave off the need for magic in areas less rich with aura, the wealthy bigots could put aside their petty squabbles amongst themselves and spend their gold on more important problems. But no, peace simply meant the status quo was not being challenged, and divided people throughout the realm could be comfortable in their division. While deals were often made between the nobles and their territories, the Mage King and his flourishing region Luxu would always remain on the favorable end to the detriment of the others. Before those three long decades? The elderly would remember a different sort of struggle, one where their sons and fathers lined up at the quartermaster to be armed for bloodshed. Once upon a time it was dwarvish iron and steel clashing with Mage Knights at the western borders. Once upon a time the common man without mageblood rose up to challenge the powers that be, only to have the candle's flame snuffed out before it could grow into an inferno that would challenge the sorcerous sovereignty. And now?... Now we were here, thirty years later and any semblance of rebellion was quashed by the deaths of fathers leaving children as orphans. The Luxuns have made certain to keep it that way with their representatives remaining at every keep and quarry upon the continent; the surveillance state kept resolute by the ever growing presence of aura in the lives of even the most common of folk. The only thorn in their side remaining? The dog-blooded savages of the North, the last vestige of free men and women in Tempestua where magic is frowned upon and passing mages shunned by the working folk. How long could this last bastion of freedom last? Who could tell at this point? Kurt Fenris, the Black Wolf of the North kept his relations with the court mage stationed in his castle amicable. While he did serve in the Dwarvish Rebellion against the Mage King, some deal must have been made as the remaining stonebloods in his territory were bound in chains just like everywhere else. He knew how fragile his relations would be with the Luxun territory and so, what else could he do other than lead his people the best he could, whilst also remaining compliant with the mageblood's requests growing more invasive and constricting every year. An upcoming summit of all the region's lords and ladies was scheduled to occur, but just in the nick of time a formidable group of mages from Kala would appear at Stonecrown's doorstep seeking audience with the Lord Fenris. What exactly they wished to speak with him for?.. Only time would tell. _______________________________________________________________________________________________________________________________________....... |
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![]() b0 Tempestua's name is very befitting. It is a tempestuous continent of constant infighting between the baronies. Were it not for the iron grip of the mage king's rule from the kingdom’s greater territory of Luxu, it very well might have destroyed itself in the few centuries since its founding. The continent itself is full diverse; bounty, treasure, adventure, turmoil, all are plentiful and ripe for the taking by those with the motivation and self-purpose to seek it out. Were it not for the forever churning Blightsquall that surrounds the oceans that surround Tempestua, perhaps eager adventurers might even take to the seas and set off to find lesser claimed lands free of the tumultuous leadership that claims their own. _______________________________________________________________________________________________________________________________________....... |
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![]() c1 Aura. Described by the Mage King and his descendants as the life force produced by a living being's soul. Everything from the trees, to the birds and sky produces aura and drawing from that aura is how a mage is capable of producing magic. Upon birth, what determines a mage from someone simply able to practice magic, is an aura core which are often inherited through bloodline genetically but cores can appear in anyone with a high capacity for magic. The more lively a region is, the more rich in aura the environment will be and people of noble bloodlines typically have a higher of capacity of Aura within themselves. This doesn't necessarily mean commoners in more mage centric regions cannot perform higher levels of magic, that is why Magic Academies were constructed in Luxu. However, individuals with lower aura capacity are required to draw it from around the living things around them rather than drawing the aura from themselves. The result of this could be accidentally killing wildlife, decaying forests, or even draining the mage's own lifeforce to the brink of death. For this reason magic, while a major part of Tempestua societies, is heavily policed by the Mage Knights that work directly beneath the king and have a presence in every region of the continent in an effort to prevent catastrophic events from occurring. _______________________________________________________________________________________________________________________________________.......Magic is varied and can take almost any form. Whether it be summoning familiars, producing fire out of this air, or creating portals from one location to another, nearly anything that is a byproduct of aura can be defined as magic. Studying magic allows one to learn how to alter the aspect of the aura produced and manipulate its shape, but some magic is passed down from generation to generation through one's bloodline. The mage king's lineage for example, are the only mages that have been capable of the prior spoken portal magic as scholars have attempted to produce formulas capable of moving one's body through space with disastrous results. This is theorized to be a genetic knowledge passed down, having the body and mana core similar to the previous mage's iteration and passing down lost knowledge without the mage needing to actually learn the nitty-gritty bits of how it works. This gives nobles the upper-hand, giving them a head start in adopting the utilization of aura quite early in their lives. This doesn't mean that non-noble individuals haven't gained repute in the practice of magic; Abelor Therian, Raquel Leveloir, Morganna Felayne and many more famous mages have been recorded in history books for their contributions towards the commoner study of magic. But what even the Mage Academies will tell you is that, if you aren't born with a talent for magic or at the least a core, practicing magic is harmful to your biology- rapidly aging the body and cutting your lifespan shorter than what it might have been. A child is born with a certain degree of talent to detect aura in their environment based on factors like: the amount of aura in their environment, their lineage, and access to study material. The sensation is described by mages as almost undetectable vibrations in the air and earth that can be willed towards you and away from you at the most basic level of manipulation. Once this is mastered, a mage can start to focus on the aura within themself which is described as a warm churning sensation above the navel. When a mage is able to absorb mana from their environment and capture it within themselves, they'll begin to develop an aura core if they weren't born with one naturally. Without an aura core, magic requires an advanced knowledge of how to facilitate reactions by altering its state of being. Aura requires heat to create fire, cold to create ice, wet to create water, with reagents and materials being the easiest way to create said effects to an easy and repeatable result. The cause and effect ultimately requires the mage to imagine the result, whilst simultaneously having the knowledge of altering aura to come to that conclusion. Where things diverge is when someone has a mana core. The core removes the need for physical mediums or external factors to [weave a spell] and the reasoning for this is the core taking the role of creating those things through a raw accumulation of aura itself. Condensing aura into fluid molecules in the air creates the liquid for a water spell, making them rupture in thin air creates a shockwave, crystallizing them forms shards of ice. Inherited magic also works this way, with families often explaining the complexities of the spells that are passed down so that they are able to easier manifest the strange complexities not seen in other mages. c2 Wild Magic. The magic that is used by the elves and fae is much different than what the mages use. They don't necessarily cast spells with intricate formula, they don't weave aura into specific shapes for intended effects. Wild Magic does not drain aura from the user or the land and instead simply alters it through strange and unknowable means. Fae have shown this by turning strangers that wander too far into the Rootlands into flora or fauna that can add to the ecosystem. Elves within their primitive societies often willingly transfigured themselves into trees of the forests they lived, many of those trees with elvish faces still etched onto them in Rh'yala. |
Aura. Blanket mana/lifeforce/ether of the land. Aura Core. Developed or inherited medium a mage carries within them to cast magic. Mage Knight. Knight in service to the Mage King or one of the noble families serving him. | .... |
![]() d1 Rimeglass. In a bygone era long before the first colonizers arrived in Tempestua wiping out the elves and enslaving the dwarves, the northern man tribes communed with a voice in the massive glacier known as Heavenspeak. The Heavenspeak very much a construction made naturally of the earth itself offered blessings to the north tribes in exchange for ritual bloodshed in the form of a great Pack Hunt. A representative from each tribe would select their most formidable hunter to set out within their alpine forests and through unity they would seek out the apex predator of their lands to bring back to the glacier, a mighty Ice Wyrm. Some years the Pack would eb wiped out, and in their death the blood debt to the Heavenspeak would be paid, but should the survivors of the Pack return to the glacier with the Wyrm the voice would spill its own blood in return. From the great glacier glowing azure liquid would course out into the many rivers, and in the frigid waters a strange crystalline structure would form. The Rimeglass would be taken and meticulously forged by ancient dwarven smiths to form blade for the hunters who survived the Pack Hunt. _______________________________________________________________________________________________________________________________________.......Those blades aren't forged anymore, haven't been for centuries. But the original Rimeglass blades have been passed down for generations, and many of them are wielded by the warriors of Fenris to be feared by man and mage alike. Recently though, as the serpentine mines of the north have grown deeper and deeper, naturally occurring Rimeglass has been found. Though it does not hold the same cultural significance or luster as the crystals gifted from the Heavenspeak, its harder than steel properties have found use by the people of Fenris. Dwarven laborers use it for picks and hammers to easily carve away at the land, smiths chip it down into small munitions to be fired by their primitive firearms, and even more recently, the duchy of Fenris have began to reinforce their castle walls with slaps of this blue crystalline material. Mages of Tempestua's other regions have come to despise the North for finding abundance of this material due to its capability of nullifying the effects of magic and snuffing out aura should it wound you. Researchers in Luxu's Mage Academy have attributed Rimeglass to being the reason that most northborn individuals lack the aptitude to perform magic. They theorize that some naturally occurring phenomenon within the ice mountains saps the land and all of its living people of their aura which seemingly prevented them from utilizing magic at any capacity. But northmen know that magic doesn’t necessarily need to be what the mages and sorcerers foreign to their land know it to be. Blast Iron A creation of dwarvish ingenuity, blast iron is melded through a slow and tedious process of imbuing iron ore with raw untamed pyroclastic aura until the alloy is capable of retaining heat without melting. Blast Iron is often used in the newest generations of dwarven firearms, sparking a rune with a trigger mechanism rapidly heats the inner barrel before combusting to shoot out molten slag from the end of the weapon. More commonly though, blast iron is used for martial weapons that can melt through an opponent's. |
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