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 Elements, Thaumaturgy, Alchemy, Galdr, Mind, and The Void. Through these Advents, life was breathed into this land and with it eventually rose mortals. Born into this world through divine grace, mortals was 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.
“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.”
- A small note from Arteus of the Eon Tower.
Hello all, AzureKnight here. For a while I’ve always been 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. 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 different types, 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~
That about it, honestly. Now then, go into a bit more about the setting:
The magic of this world is guided by the 6 principles:
Elementalism (Element Magic) - 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.
Thaumaturgy (White Magic) - 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.
Alchemy ( Creation Magic) - 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.
Galdr (Invocation Magic) - A peculiar magic that involves enoking the aid of spirits and familiars in order to aid the user, whether it be in battle or everyday life. Requires extensive knowledge in incantation scriptures and a profound connection to the Spectral plane.
Espermancy(Mind Magic) - 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. 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.
Void Magic (Black Magic) - 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/repel.
Humans: 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.
Fae: 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, thaumaturgic, and galdr magics, being able to communicate with spirits and having a strong connection to the natural world in addition to being a very pious group. They live in small forested communications away from normal society, but have been known to deal with humans from time to time.
Belua: 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 some have also fully integrated into human society.
Magical Beasts: 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.
Monsters: Creatures woefully different from regular animals and even magical beasts, these are abominations born from a putrid aura known as miasma. Miasma is a horrid substance that originates from the Divergent Plane, a realm that exists outside the reach of the Gods. 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.
Apparitions: 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.
More will be explained when I put up the OOC thread within the next week or so. If you have any questions, feel free to reach out to me or the Co-GM @PaulHaynek. ^^