
Original Premise
This is a RP that serves as a soft reboot for my previous project. In this world know as Veylnostica, players will be taking the role of magus, a term used to describe those who have dedicated their lives to the study and practice of sorcery. In this setting, there are also magicians and warriors alike who have earned the mantle known as Reaver. This is a title bestowed to those who have distinguished themselves from their peers through their countles conquests of enemies and targets.
At first, the story will be a simple one where the characters explore their respective avenues of magic whilst finding out where they want their place in the world to be. Over time, the story will explore more grandiose narratives and plot threads, with the uncovering of mysteries both modern and ancient. Eventually, you will be thrust into a destiny that will affect the fate of the very world itself. You'll have the chance to explore this interesting setting and it's various cultures, all while dealing with civil unrest, petty nobles, and ancient secrets that were better left uncovered...
Your characters have joined the Eon Tower, a new private sect in Morgenröte that is headed by the most notable magus in this current age, and it will serve as the base of operations for the party throughout the story.

Nestled within Morgenröte 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 not just the field of hunting - capturing various criminals and slaying even the most vicious of monsters, but also hot topic in magical research, magietech design, and even the study of miasma. 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.
At first, the story will be a simple one where the characters explore their respective avenues of magic whilst finding out where they want their place in the world to be. Over time, the story will explore more grandiose narratives and plot threads, with the uncovering of mysteries both modern and ancient. Eventually, you will be thrust into a destiny that will affect the fate of the very world itself. You'll have the chance to explore this interesting setting and it's various cultures, all while dealing with civil unrest, petty nobles, and ancient secrets that were better left uncovered...
Your characters have joined the Eon Tower, a new private sect in Morgenröte that is headed by the most notable magus in this current age, and it will serve as the base of operations for the party throughout the story.

Nestled within Morgenröte 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 not just the field of hunting - capturing various criminals and slaying even the most vicious of monsters, but also hot topic in magical research, magietech design, and even the study of miasma. 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.
Setting

Welcome to the world of Velynostica. It is the year 1306 of the Adventus Calendar in the Post Calamity Era. These lands were blessed by the Gods of Old, known as the Scions, and were blessed with their sacred energies. Many circles have come to know this blessing as, âmanaâ, and it is through this essence that beings are able to perform the art called magic.
Of the Scions, there were said to be six of them in all, each representing one of the core principles that encompass our world. The Elements, Thaumaturgy, Alchemy, Galdr, Mind, and The Void. Through these Advents, life was breathed into this land and with it eventually gave rise to 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, and these individuals are referred to as Magus.
There have been various social, cultural, economic, and religious structures formed through mortalsâ relation to these principles and to each other. In this day and era, societies have taken massive strides in developing their civil structures and made breakthroughs in magical research. In addition, different revolutions in myriad fields have caused magic to be studied as more so of a science in certain cultures. There are, however, still civilizations that treat sorcery as a sacred art and religious practice, causing a âclashâ of sorts between modernists and traditionalists.
Of the Scions, there were said to be six of them in all, each representing one of the core principles that encompass our world. The Elements, Thaumaturgy, Alchemy, Galdr, Mind, and The Void. Through these Advents, life was breathed into this land and with it eventually gave rise to 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, and these individuals are referred to as Magus.
There have been various social, cultural, economic, and religious structures formed through mortalsâ relation to these principles and to each other. In this day and era, societies have taken massive strides in developing their civil structures and made breakthroughs in magical research. In addition, different revolutions in myriad fields have caused magic to be studied as more so of a science in certain cultures. There are, however, still civilizations that treat sorcery as a sacred art and religious practice, causing a âclashâ of sorts between modernists and traditionalists.
Races
Since the Calamity, there have been several races that have sprung up from the darkness and taken the land for themselves.
Humans:
The most numerous race present in this realm, they have used their adaptive intelligence to build large-scale cities and have established different socio-political systems. Compared to most races, they arenât 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. They often are able to pick up on things and master skills faster than other races.
Compared to other races, Humans are considered to be more individualistic in terms of culture. In addition to their adaptability, this is why it is not too uncommon to find human folk in virtually any part of the world, save for a few select locations. There are many organizations that attempt to unify humans under the same practice and moral system, like the Church of the Advents, in an attempt to strengthen their foothold in various regions. However, entities like the Association would rather promote diversity and more freeform thought.
Fae/Myrkr:

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. Although, when compared to humans, they are extremely long-lived, their spans encompassing thousands of years. Their distinct differences are marked by their pointed ears and lucid eyes that contain a high mana concentration. 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, it is even said they can âspeakâ to the woods themselves. They live in small forested communications away from normal society, but have been known to deal with humans from time to time.
Their sister race, The Myrkr, are identical to the standard Fae people. They are, however, distinguished by their darkened skin. Like their siblings, they have a born affinity for natural sorceries, but are more known to be practitioners of Void than their counterparts. In addition to also living in forests, Myrkr often live in mountainside communities or complex underground caverns, consisting of structures made from earthen magic. In addition to being a natural trait, the glow in their eyes also allows them to see better in the dark. The regions that Fae and Myrkr inhabit are often referred to as the Faewilds and the Darkwoods respectively.
Both members of this race also possess a unique trait referred to by some as the âFae Eyesâ. Whether this is a skill they perfected over time or a biological attribute is not fully understood, but it allows them to deduce the âtruthâ in a personâs mana. In simple terms, it allows Fae and Myrkr to see if a personâs intentions are pure or dishonest, and can see it displayed in their sorcery
Belua:
Humanoid races that possess traits reminiscent of virtually every species within the animal kingdom to varying degrees. They usually possess high physical strength and stout constitutions, but often lag behind in certain magical aptitudes. Due to possessing a strong connection to nature, however, they very often have a high aptitude for elemental spellcasting and connecting with animal spirits.
Belua are understood to be the most biologically diverse race within the world, and thus have communities found nearly everywhere in Velynostica. There are even examples of certain Belua species sharing societies with other races. In terms of appearance, some Belua have extreme animal characteristics where they look like anthropometric animals, while some can look almost human with only a few minor differences.
Dwarves:
A hardy humanoid race that is notable by their short, but robust constitution. They are a proud people that have shown themselves to be the most technologically skilled race in the world. Achieved through having an innate understanding of earthen materials, they can refine dirt into various ores and metals, and are also able to detect what conditions yield precious minerals and gemstones. These talents have earned them the moniker: âChildren of the Earthâ.
Due to possessing these traits, they often have taken up positions as smithy and architects, dealing with other races in construction efforts and weapon trading. They themselves frequently make for unrelenting warriors due to their natural strength and deep understanding of ironwork. Along with this, they too have extended lifespans like Fae, albeit to a lesser extent. However, they are not known for being magically gifted. They instead focus on developing skills to enchant metalworks with magical runes and glyphs to give their tools added power.
Gnomes:
Like Dwarves, Gnomes are a short faring humanoid race whose other peers tower over them, along with having longer lifespans than humans. However, stark opposite of The Children of Earth, they are very lithe in constitution. Most notably, when they reach adulthood they stop showing all signs of further aging, and also lack pupils in their eyes.
Gnomes have a higher understanding of magic than their burlier cousins, but as opposed to traditional sorcery, they generate their spellcasting through the use of tools - whether hand-crafted or passed down from generations in the form of magical artifacts. In addition, they possess an innate ability to see mana as âveinsâ in living things and objects that possess magical properties. This allows them to âfeelâ the emotional states of life around them, and to be able to better see the presence of supernatural forces around them. Many refer to Gnomes as âempathsâ due to possessing this ability.
Due to their useful abilities and crafting expertise, their communities often have alliances and trading relationships with other races. They have also been insurmountable in the development of the magitech race.
Other Races and Creatures:
Humans:

The most numerous race present in this realm, they have used their adaptive intelligence to build large-scale cities and have established different socio-political systems. Compared to most races, they arenât 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. They often are able to pick up on things and master skills faster than other races.
Compared to other races, Humans are considered to be more individualistic in terms of culture. In addition to their adaptability, this is why it is not too uncommon to find human folk in virtually any part of the world, save for a few select locations. There are many organizations that attempt to unify humans under the same practice and moral system, like the Church of the Advents, in an attempt to strengthen their foothold in various regions. However, entities like the Association would rather promote diversity and more freeform thought.
Fae/Myrkr:


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. Although, when compared to humans, they are extremely long-lived, their spans encompassing thousands of years. Their distinct differences are marked by their pointed ears and lucid eyes that contain a high mana concentration. 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, it is even said they can âspeakâ to the woods themselves. They live in small forested communications away from normal society, but have been known to deal with humans from time to time.
Their sister race, The Myrkr, are identical to the standard Fae people. They are, however, distinguished by their darkened skin. Like their siblings, they have a born affinity for natural sorceries, but are more known to be practitioners of Void than their counterparts. In addition to also living in forests, Myrkr often live in mountainside communities or complex underground caverns, consisting of structures made from earthen magic. In addition to being a natural trait, the glow in their eyes also allows them to see better in the dark. The regions that Fae and Myrkr inhabit are often referred to as the Faewilds and the Darkwoods respectively.
Both members of this race also possess a unique trait referred to by some as the âFae Eyesâ. Whether this is a skill they perfected over time or a biological attribute is not fully understood, but it allows them to deduce the âtruthâ in a personâs mana. In simple terms, it allows Fae and Myrkr to see if a personâs intentions are pure or dishonest, and can see it displayed in their sorcery
Belua:

Humanoid races that possess traits reminiscent of virtually every species within the animal kingdom to varying degrees. They usually possess high physical strength and stout constitutions, but often lag behind in certain magical aptitudes. Due to possessing a strong connection to nature, however, they very often have a high aptitude for elemental spellcasting and connecting with animal spirits.
Belua are understood to be the most biologically diverse race within the world, and thus have communities found nearly everywhere in Velynostica. There are even examples of certain Belua species sharing societies with other races. In terms of appearance, some Belua have extreme animal characteristics where they look like anthropometric animals, while some can look almost human with only a few minor differences.
Dwarves:

A hardy humanoid race that is notable by their short, but robust constitution. They are a proud people that have shown themselves to be the most technologically skilled race in the world. Achieved through having an innate understanding of earthen materials, they can refine dirt into various ores and metals, and are also able to detect what conditions yield precious minerals and gemstones. These talents have earned them the moniker: âChildren of the Earthâ.
Due to possessing these traits, they often have taken up positions as smithy and architects, dealing with other races in construction efforts and weapon trading. They themselves frequently make for unrelenting warriors due to their natural strength and deep understanding of ironwork. Along with this, they too have extended lifespans like Fae, albeit to a lesser extent. However, they are not known for being magically gifted. They instead focus on developing skills to enchant metalworks with magical runes and glyphs to give their tools added power.
Gnomes:

Like Dwarves, Gnomes are a short faring humanoid race whose other peers tower over them, along with having longer lifespans than humans. However, stark opposite of The Children of Earth, they are very lithe in constitution. Most notably, when they reach adulthood they stop showing all signs of further aging, and also lack pupils in their eyes.
Gnomes have a higher understanding of magic than their burlier cousins, but as opposed to traditional sorcery, they generate their spellcasting through the use of tools - whether hand-crafted or passed down from generations in the form of magical artifacts. In addition, they possess an innate ability to see mana as âveinsâ in living things and objects that possess magical properties. This allows them to âfeelâ the emotional states of life around them, and to be able to better see the presence of supernatural forces around them. Many refer to Gnomes as âempathsâ due to possessing this ability.
Due to their useful abilities and crafting expertise, their communities often have alliances and trading relationships with other races. They have also been insurmountable in the development of the magitech race.
Other Races and Creatures:
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.

Large feline creatures that have their appearance altered from the usual norm. Usually adopting fur-like antenna on their heads, these beasts have gained the ability to use the power of the void after being exposed to mana that contains said property. While being very beautiful creatures according to many scholars, they are even more dangerous due to being able to teleport to locations based on their predatory instincts and having their agility and strength increased.
Found mainly in deep forest and mountainous caverns, but due to their spatial abilities they could be found in a larger number of places.

Aquatic creatures thought to have been originally from the crocodilian order. The first noticeable change is the highly increased muscle mass in the forearms, and many have gained the ability to walk upright. Their bite force far surpasses any known species, and they have the ability to shoot water and ice as a means of attack and hunting prey. Some also possess the ability to generate electric pulses, further adding to their lethality. Usually found in swamps and areas containing decent amounts of fresh water sources.

Horse-like creatures that are often coated in an enchanting hue, almost as if they're on fire. The flame-like energy emitting from them is actually mana overflow. These animals are imbued with powerful wind essence, allowing them to run freely in the air, casting great gusts in their wake. They are usually sighted in forested and areas similar to open plains and rough terrain environments.

Large birds that are covered in a brilliant vermillion flame in place of usual down. The flapping of their wings spread small embers, causing anything that comes into contact with them to burst into flames. Curiously, these creatures have been seen literally cooking their prey, preferring meat that has been seared for a certain amount of time rather than consuming it raw. They are usually found in desert and volcanic regions.

Large and bulky creatures resembling dragons and big game mammals. Their skin is made entirely of stone, and is more durable than any normal armor. They are dull-witted animals that often attack without provocation and charge headlong into foes. In addition, they are able to manipulate the rock and gravel around them. Watch out for large spikes erupting from the ground as they run forward.
Found mainly in many rocky areas as their appearance would suggest.
Monsters:

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.
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.
Malfested:

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.

Large feline creatures that have their appearance altered from the usual norm. Usually adopting fur-like antenna on their heads, these beasts have gained the ability to use the power of the void after being exposed to mana that contains said property. While being very beautiful creatures according to many scholars, they are even more dangerous due to being able to teleport to locations based on their predatory instincts and having their agility and strength increased.
Found mainly in deep forest and mountainous caverns, but due to their spatial abilities they could be found in a larger number of places.

Aquatic creatures thought to have been originally from the crocodilian order. The first noticeable change is the highly increased muscle mass in the forearms, and many have gained the ability to walk upright. Their bite force far surpasses any known species, and they have the ability to shoot water and ice as a means of attack and hunting prey. Some also possess the ability to generate electric pulses, further adding to their lethality. Usually found in swamps and areas containing decent amounts of fresh water sources.

Horse-like creatures that are often coated in an enchanting hue, almost as if they're on fire. The flame-like energy emitting from them is actually mana overflow. These animals are imbued with powerful wind essence, allowing them to run freely in the air, casting great gusts in their wake. They are usually sighted in forested and areas similar to open plains and rough terrain environments.

Large birds that are covered in a brilliant vermillion flame in place of usual down. The flapping of their wings spread small embers, causing anything that comes into contact with them to burst into flames. Curiously, these creatures have been seen literally cooking their prey, preferring meat that has been seared for a certain amount of time rather than consuming it raw. They are usually found in desert and volcanic regions.

Large and bulky creatures resembling dragons and big game mammals. Their skin is made entirely of stone, and is more durable than any normal armor. They are dull-witted animals that often attack without provocation and charge headlong into foes. In addition, they are able to manipulate the rock and gravel around them. Watch out for large spikes erupting from the ground as they run forward.
Found mainly in many rocky areas as their appearance would suggest.
Monsters:

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.
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.
Malfested:

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.
Locations
There are many notable regions and locales in the world of Velynostica. For now, we'll just summarize the main areas of interest.
Caigehn:
A predominately human country, Caigehn is a large region on the continent and comprises several territories. The largest one is known as the Theocracy of Flugell in the center, which also serves as the headquarters of the Holy Church of the Advents. This religious sect also serves as the ruling body for the country as a whole. The seat of authority is held by the Grand Cardinal, who acts as the head for the High Council of the Church, composed of 12 members total - Six Prophets and Six Apostles.
The country operates on a system of nobility and commoners, whereas members of the High Council are considered royal bloodlines. This region has a strict rule whereas commoners are not allowed to practice magic of any form, as it is believed to be an art that too easily allows a person to fall into temptation. Only nobles and members of the Holy Church are accepted to be able to use it in a just fashion. There are institutes where commoners with high marks can attend and learn the use of sorcery, so long as they adhere to the doctrines of the Advent Church and agree to obtain a station in the holy offices.
Morgenröte:
To the north of Caigehn 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. For each different region, the head offices of magical authority are referred to as âtowersâ, and as their name suggests they are indeed large structures of considerable height. In addition to serving as research hubs and state offices, they also act as academies for budding magus.
It should be noted that as Morgenröte was the first territory established in the region, the other towns and villages have merely adopted this system for their own use. In the capital city, there are six towers in all that divide the city into different districts, with each tower representing one of the six principles. However, there is a seventh tower in the center of the Republic that serves as the Magus Association's capital building, called the Bell Tower. However, there are rumors that an peculiar eighth tower is being built on the outskirts of the city.
The Republic serves as a âmelting potâ of sorts on the continent, so it isn't uncommon for a myriad of cultures to be on display within its borders. Many seek to unlock the secrets of magic, and Morgenröte welcomes all seekers into its sect. However, it should be said that they are only forgiving of those who show promise.
Great Ithaca Forest:
To the northwest of the Theocracy lies the Great Ithaca Forest, which houses the Kingdom of the Fae Folk, ruled by the queen. It is a large and sprawling sea of trees that house an interesting ecosystem of wild animals and magical beasts. The Fae here live off of the land, only using sorcery on the environment to heal it. So long as they allow nature to run its course, resources will always be plentiful without much interference. There are many forests and other wooded areas that Fae communities can be found in around the continent, but the one here is by far the largest. It is said that Fae visit their brethren in other regions by a conduit that connects to the Spectral Realm, but this hasnât been confirmed.
They mitigate interactions with human-based society and have a religion based mainly around Animism. They believe that objects within the natural world and flora all have a soul that directly ties them to the Spectral Realm, and it is this quality that they say allows Fae to âspeak to the forestâ. In terms of social systems, the Fae Queendom in Ithaca is based on lineage. The current Queenâs bloodline has ruled the territory for generations, and other Fae familiars that hold a longer history than others serve as the ânobilityâ for their society. They act as the propagators of upholding long-standing traditions and customs within their community.
Haearn Pelyn:
The northeastern region serves as home to an expansive range of chilly, ragged peaks that are covered in snow almost year round. Travelers passing through undergo large preparation for the sheer force of the elements, less they succumb to the harsh blizzards and lack of vision. Underneath the snow covered earth, however, lay the underground kingdom of the Dwarven province. Many warriors and knights steel themselves to make the journey through the frozen mountains in order to obtain the greatest weapons and gear the continent has to offer.

The structures and smithies local to this nation are some of the most well crafted and exquisite in Velynostica, and feature many rare tools and trinkets that can only be found there. Itâs no secret that Dwarves are often known for making powerful warriors, but in addition they are some of the most skilled blacksmiths and artisans. Many affluent members of society covet and pay large amounts of gold to acquire their works.
In addition, due to Dwarves being able to easily sense the presence of ores, the Kingdom has become the continentâs leading export of gemstones and minerals. They are attempting to compete with the Enclave, who moreso specialize in crafting the highest grade lacrima
Deeper Pelyn:
Even deeper beneath the Dwarven Kingdom, there is a large network of caverns and tunnels that have been methodically crafted. These caves serve as the chieftain tribe for the Myrkr people. Like their Fae brothers and sisters, the Myrkr of Deeper Pelyn are ruled by a queen, one who would rather operate in secrecy.
Due to Myrkr preferring to keep to themselves, especially not wanting much dealings with humans, much of their culture is shrouded in darkness. Most knowledge comes in the form of rumors and hearsay from those who engage in commerce and other dealings with them. There are rumors that the queens of the Fae and Myrkr race occasionally meet with each other, but there are equal rumors that the Fae and Myrkr donât often get along.
The Republic of Altaria:
North of Morgenröte and east of Haearn of Peyln lies a highly industrialized metropolis that serves as the capital of modernization for human civilization. Originally starting out as a city state, Altaria served as a hub for mining, invention, and architecture. With aid from the granted knowledge of the Dwarves and Gnomes, it eventually expanded into a bustling independent nation. The technology present there is more advanced than anywhere else in Velynositca, and has made it the leader of the magitech manufacturing climate.
Despite being a human-led nation, the relationship Altaria has with Caigehn and Morgenröte can be best described as tentative. In the case of Caigehn, their overly religious doctrine is something that Altaria doesnât much care for. The Holy capital is also known to be xenophobic, and doesnât find the idea of the northern nation engaging with multiple different races to be an attractive one. For Morgenröte, it is a clash of modernism v. traditionalism. Morgenröte treats magic as a mystical art, one where its ancient practices and customs should be preserved and only the worthy can truly expand upon it. On the other hand, Altaria treats sorcery as a science that true potential can be unlocked through technological advancement.
One grievance that both the Church and the Mage Association share is that Altaria believes that magicâs power and use should be made available to a larger number of people. Both of the metropolisâs detractors believe that only those they deem worthy should be allowed to pursue it.
Caeruleus Enclave:
Within an isolated region within the borders of the Altaria territory lies what serves as the main community for the Gnomes. Even more so than Dwarven crafting techniques, the technology of the Gnomes was insurmountable in the formation of the Magitech Capital. Herald as the pioneers of combining magic into inanimate objects, the tools and items the Gnomes have created have been the advent for many a breakthrough in the realm of magical research. Of the Enclave, there is a main hub that serves as the center of commerce for visitors wishing to trade and give their patronage. Thanks to the power of technology that channels the essence of various magical principles, they also have communities that live on floating islands in the skies above the hub.
The Gnomes of this region have lived with humans for generations, the reason for this being that theyâve relied on each other for protection in the past. For this reason, in exchange for sharing their knowledge, the Gnomes are afforded protection by the Altarian Republic. Visitors must first receive permission from the Altarian Government to be granted passage into the Enclave. Also, for Gnomes who wish to leave the Enclave for a destination other than the Altarian capital city or another of its surrounding territories, they must also receive permission.
Due to being able to innately sense mana, the Gnome race can also easily detect the presence of Septarian ore, even more so than the Dwarven tribes. Their techniques also allow them to refine the minerals into high-grade lacrima, making them the continentâs leading producer and exporter of the crystal.
Caigehn:

A predominately human country, Caigehn is a large region on the continent and comprises several territories. The largest one is known as the Theocracy of Flugell in the center, which also serves as the headquarters of the Holy Church of the Advents. This religious sect also serves as the ruling body for the country as a whole. The seat of authority is held by the Grand Cardinal, who acts as the head for the High Council of the Church, composed of 12 members total - Six Prophets and Six Apostles.
The country operates on a system of nobility and commoners, whereas members of the High Council are considered royal bloodlines. This region has a strict rule whereas commoners are not allowed to practice magic of any form, as it is believed to be an art that too easily allows a person to fall into temptation. Only nobles and members of the Holy Church are accepted to be able to use it in a just fashion. There are institutes where commoners with high marks can attend and learn the use of sorcery, so long as they adhere to the doctrines of the Advent Church and agree to obtain a station in the holy offices.
Morgenröte:

To the north of Caigehn 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. For each different region, the head offices of magical authority are referred to as âtowersâ, and as their name suggests they are indeed large structures of considerable height. In addition to serving as research hubs and state offices, they also act as academies for budding magus.
It should be noted that as Morgenröte was the first territory established in the region, the other towns and villages have merely adopted this system for their own use. In the capital city, there are six towers in all that divide the city into different districts, with each tower representing one of the six principles. However, there is a seventh tower in the center of the Republic that serves as the Magus Association's capital building, called the Bell Tower. However, there are rumors that an peculiar eighth tower is being built on the outskirts of the city.
The Republic serves as a âmelting potâ of sorts on the continent, so it isn't uncommon for a myriad of cultures to be on display within its borders. Many seek to unlock the secrets of magic, and Morgenröte welcomes all seekers into its sect. However, it should be said that they are only forgiving of those who show promise.
Great Ithaca Forest:

To the northwest of the Theocracy lies the Great Ithaca Forest, which houses the Kingdom of the Fae Folk, ruled by the queen. It is a large and sprawling sea of trees that house an interesting ecosystem of wild animals and magical beasts. The Fae here live off of the land, only using sorcery on the environment to heal it. So long as they allow nature to run its course, resources will always be plentiful without much interference. There are many forests and other wooded areas that Fae communities can be found in around the continent, but the one here is by far the largest. It is said that Fae visit their brethren in other regions by a conduit that connects to the Spectral Realm, but this hasnât been confirmed.
They mitigate interactions with human-based society and have a religion based mainly around Animism. They believe that objects within the natural world and flora all have a soul that directly ties them to the Spectral Realm, and it is this quality that they say allows Fae to âspeak to the forestâ. In terms of social systems, the Fae Queendom in Ithaca is based on lineage. The current Queenâs bloodline has ruled the territory for generations, and other Fae familiars that hold a longer history than others serve as the ânobilityâ for their society. They act as the propagators of upholding long-standing traditions and customs within their community.
Haearn Pelyn:

The northeastern region serves as home to an expansive range of chilly, ragged peaks that are covered in snow almost year round. Travelers passing through undergo large preparation for the sheer force of the elements, less they succumb to the harsh blizzards and lack of vision. Underneath the snow covered earth, however, lay the underground kingdom of the Dwarven province. Many warriors and knights steel themselves to make the journey through the frozen mountains in order to obtain the greatest weapons and gear the continent has to offer.

The structures and smithies local to this nation are some of the most well crafted and exquisite in Velynostica, and feature many rare tools and trinkets that can only be found there. Itâs no secret that Dwarves are often known for making powerful warriors, but in addition they are some of the most skilled blacksmiths and artisans. Many affluent members of society covet and pay large amounts of gold to acquire their works.
In addition, due to Dwarves being able to easily sense the presence of ores, the Kingdom has become the continentâs leading export of gemstones and minerals. They are attempting to compete with the Enclave, who moreso specialize in crafting the highest grade lacrima
Deeper Pelyn:

Even deeper beneath the Dwarven Kingdom, there is a large network of caverns and tunnels that have been methodically crafted. These caves serve as the chieftain tribe for the Myrkr people. Like their Fae brothers and sisters, the Myrkr of Deeper Pelyn are ruled by a queen, one who would rather operate in secrecy.
Due to Myrkr preferring to keep to themselves, especially not wanting much dealings with humans, much of their culture is shrouded in darkness. Most knowledge comes in the form of rumors and hearsay from those who engage in commerce and other dealings with them. There are rumors that the queens of the Fae and Myrkr race occasionally meet with each other, but there are equal rumors that the Fae and Myrkr donât often get along.
The Republic of Altaria:

North of Morgenröte and east of Haearn of Peyln lies a highly industrialized metropolis that serves as the capital of modernization for human civilization. Originally starting out as a city state, Altaria served as a hub for mining, invention, and architecture. With aid from the granted knowledge of the Dwarves and Gnomes, it eventually expanded into a bustling independent nation. The technology present there is more advanced than anywhere else in Velynositca, and has made it the leader of the magitech manufacturing climate.
Despite being a human-led nation, the relationship Altaria has with Caigehn and Morgenröte can be best described as tentative. In the case of Caigehn, their overly religious doctrine is something that Altaria doesnât much care for. The Holy capital is also known to be xenophobic, and doesnât find the idea of the northern nation engaging with multiple different races to be an attractive one. For Morgenröte, it is a clash of modernism v. traditionalism. Morgenröte treats magic as a mystical art, one where its ancient practices and customs should be preserved and only the worthy can truly expand upon it. On the other hand, Altaria treats sorcery as a science that true potential can be unlocked through technological advancement.
One grievance that both the Church and the Mage Association share is that Altaria believes that magicâs power and use should be made available to a larger number of people. Both of the metropolisâs detractors believe that only those they deem worthy should be allowed to pursue it.
Caeruleus Enclave:

Within an isolated region within the borders of the Altaria territory lies what serves as the main community for the Gnomes. Even more so than Dwarven crafting techniques, the technology of the Gnomes was insurmountable in the formation of the Magitech Capital. Herald as the pioneers of combining magic into inanimate objects, the tools and items the Gnomes have created have been the advent for many a breakthrough in the realm of magical research. Of the Enclave, there is a main hub that serves as the center of commerce for visitors wishing to trade and give their patronage. Thanks to the power of technology that channels the essence of various magical principles, they also have communities that live on floating islands in the skies above the hub.
The Gnomes of this region have lived with humans for generations, the reason for this being that theyâve relied on each other for protection in the past. For this reason, in exchange for sharing their knowledge, the Gnomes are afforded protection by the Altarian Republic. Visitors must first receive permission from the Altarian Government to be granted passage into the Enclave. Also, for Gnomes who wish to leave the Enclave for a destination other than the Altarian capital city or another of its surrounding territories, they must also receive permission.
Due to being able to innately sense mana, the Gnome race can also easily detect the presence of Septarian ore, even more so than the Dwarven tribes. Their techniques also allow them to refine the minerals into high-grade lacrima, making them the continentâs leading producer and exporter of the crystal.
Organizations
Holy Church of the Advents
Magus Association:
The Adventurer's Guild:
Krauser Industrieis:
The religious establishment that founded the religion of Licsuhianity. This belief system at its core dictates that the Scion of Light is the chief deity of the Six Principle Patheon and its followers firmly believe that magic should only be practiced by those of noble blood. 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.
The Advent Church serves as the main bastion that exists to purify the threat that miasma presents to humanity, which is the one thing that they are willing to ally themselves with the Magus Association over. The Holy Sect is unable to deny that aid received from the traditional mage community has been insurmountable in safeguarding the peace. Still, behind the scenes the Church and the Association have been at each otherâs throats for centuries.
The Duodecim
The Duodecim is a title given to the twelve highest ranking noble families of Flugell that directly serve under the Grand Cardinal of Caigehn. The current heads of the family serve as the Six Prophets and Six Apostles every generation, who act as the high council of the Holy Church. Given their close proximity to the ruler, they are treated and respected as royalty when compared to their other noble peers.
The twelve families are as follows:
Zaerado
Caligula
Nox
Reiner
Ixnil
Despina
Amaranth
Cerulean
Chartreuse
Sangria
Garnet
Wisteria
There have been rumours and gossip in regards to the lingering resentment that the other noble families hold for the Duodecim. The positions of Prophet and Apostle have been held within the twelve families since the Theorcracyâs founding, and the nobility has begun to feel a sense of unfairness in the special treatment and level of power granted to the Duodecim.
The Advent Church serves as the main bastion that exists to purify the threat that miasma presents to humanity, which is the one thing that they are willing to ally themselves with the Magus Association over. The Holy Sect is unable to deny that aid received from the traditional mage community has been insurmountable in safeguarding the peace. Still, behind the scenes the Church and the Association have been at each otherâs throats for centuries.
The Duodecim
The Duodecim is a title given to the twelve highest ranking noble families of Flugell that directly serve under the Grand Cardinal of Caigehn. The current heads of the family serve as the Six Prophets and Six Apostles every generation, who act as the high council of the Holy Church. Given their close proximity to the ruler, they are treated and respected as royalty when compared to their other noble peers.
The twelve families are as follows:
Zaerado
Caligula
Nox
Reiner
Ixnil
Despina
Amaranth
Cerulean
Chartreuse
Sangria
Garnet
Wisteria
There have been rumours and gossip in regards to the lingering resentment that the other noble families hold for the Duodecim. The positions of Prophet and Apostle have been held within the twelve families since the Theorcracyâs founding, and the nobility has begun to feel a sense of unfairness in the special treatment and level of power granted to the Duodecim.
Magus Association:
Magus Association
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 Scions brought forth the Six Principles to further help humanity advance. Having sects all over, their organization issues official licenses to all magus to practice sorcery, ensuring 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, and are some of the strongest magus the world over.
Magical institutes that serve to foster and grow fledgling mages are called âtowersâ, and are considered to be the symbol of magehood. The HQ of the Association is called the Bell Tower, and is located in the central district of Morgenröte. It houses the seat of the Magus Societyâs high council, which is led by the Grandmaster of the Association, and is comprised of six members.. They govern the laws that all magus are expected to abide by. They are also the ones to christen the title of âsageâ to magus who prove themselves true masters of their respective crafts.
The Bell Tower
At the heart of the Magus Association's HQ lies the central body of governance for magcraft in Morgenröte. The Bell Tower oversees the teaching and practice of traditional sorcery, in addition to ruling over the distribution of said knowledge and magical artifacts. Other towers and institutions that wish to be recognized officially by the Association must first be approved by the Bell Tower, and while they may host their own curriculums and specializations they must ultimately abide by the regulations set forth by the HQ.
The Bell Tower is headed by a council of six sages, whose families are recognized as the strongest mage houses in the country, and are led by the Grandmaster of the Association.
The Six Families are as follows:
Grace - The House of the Elements
Mecurias - The House of Creation
Helioani - The House of Light
Hyphona - The House of the Mind
Innerstia - The House of Souls
Selini - The House of Darkness
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 Scions brought forth the Six Principles to further help humanity advance. Having sects all over, their organization issues official licenses to all magus to practice sorcery, ensuring 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, and are some of the strongest magus the world over.
Magical institutes that serve to foster and grow fledgling mages are called âtowersâ, and are considered to be the symbol of magehood. The HQ of the Association is called the Bell Tower, and is located in the central district of Morgenröte. It houses the seat of the Magus Societyâs high council, which is led by the Grandmaster of the Association, and is comprised of six members.. They govern the laws that all magus are expected to abide by. They are also the ones to christen the title of âsageâ to magus who prove themselves true masters of their respective crafts.
The Bell Tower
At the heart of the Magus Association's HQ lies the central body of governance for magcraft in Morgenröte. The Bell Tower oversees the teaching and practice of traditional sorcery, in addition to ruling over the distribution of said knowledge and magical artifacts. Other towers and institutions that wish to be recognized officially by the Association must first be approved by the Bell Tower, and while they may host their own curriculums and specializations they must ultimately abide by the regulations set forth by the HQ.
The Bell Tower is headed by a council of six sages, whose families are recognized as the strongest mage houses in the country, and are led by the Grandmaster of the Association.
The Six Families are as follows:
Grace - The House of the Elements
Mecurias - The House of Creation
Helioani - The House of Light
Hyphona - The House of the Mind
Innerstia - The House of Souls
Selini - The House of Darkness
The Adventurer's Guild:
A large coalition of warriors, explorers, seafarers, and other eccentrics that act as a civil organization that provides various utilities and services to various regions across the continent and beyond. Resolving civil disputes, malfestation eradication, charting new territories and trade routes, and bounty hunting are but some of the various acts carried out by this establishment.
They have sects located all over Velynostica, and even have a recent foothold in the overseas territory. Due to being a civil service not directly tied to the governing body of the various administrations, they are considered an invaluable asset to smaller towns and regions who often canât afford protection from the knights of the Holy Church or count on assistance from the Association without just cause.
They have a headquarters that serves as the Guildâs HQ as a whole. Every so often, the guild leaders from each branch congregate there to discuss the climate of current world affairs and the various challenges each region is facing. The headquarters itself is actually a small city state that borders between Caigehn and Morgenröte, named Cambridge. The location itself is also unique in the fact that it serves as âneutral groundâ for both various entities that include the Church, Association, the Altarian Government, Dwarven tribes, Gnome communities, and even some Fae and Myrkr territories. Civil disputes that involve these multiple parties often have parley at this city state.
They have sects located all over Velynostica, and even have a recent foothold in the overseas territory. Due to being a civil service not directly tied to the governing body of the various administrations, they are considered an invaluable asset to smaller towns and regions who often canât afford protection from the knights of the Holy Church or count on assistance from the Association without just cause.
They have a headquarters that serves as the Guildâs HQ as a whole. Every so often, the guild leaders from each branch congregate there to discuss the climate of current world affairs and the various challenges each region is facing. The headquarters itself is actually a small city state that borders between Caigehn and Morgenröte, named Cambridge. The location itself is also unique in the fact that it serves as âneutral groundâ for both various entities that include the Church, Association, the Altarian Government, Dwarven tribes, Gnome communities, and even some Fae and Myrkr territories. Civil disputes that involve these multiple parties often have parley at this city state.
Krauser Industrieis:
A large technological conglomerate that stands as one of the strongest examples of the industrial boom that was brought on by the Septarium Revolution. It specializes in providing mechanical and electrical solutions to various magical research topics currently under investigation. They are also known for producing the most advanced and reliable magitech products available within todayâs market. The company is headquartered in the Altarian capital, but has been expanding its reach as of late. While not welcome within the walls of the Churchâs sect, places like some territories in Morgenröte and the Dwarven Kingdom have accepted Krauser establishments within their borders. Due to their proximity, they already have a healthy relationship with the Enclave and have engaged in several ventures with Gnome crafters.
The CEO of this company is known as Donovan Krauser, serving as its namesake, and is known as a genius while at the same time a brow-raising eccentric. There have been recent talks in regard to his current business ventures, most of which have been of greatest concern to the Altarian government, who would rather keep his technologies and engineering prowess within their walls.
The CEO of this company is known as Donovan Krauser, serving as its namesake, and is known as a genius while at the same time a brow-raising eccentric. There have been recent talks in regard to his current business ventures, most of which have been of greatest concern to the Altarian government, who would rather keep his technologies and engineering prowess within their walls.
Magic System
Elementalism (Element Magic) - Sorcery that involves the manipulation of the worldly elements: Fire, Water, Wind, Earth, and Lightning. Users control, mold, shape, and even combine these matter forms into various other phenomena to aid them in various situations - whether it be battle or everyday life.
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. Often implored by members of the Church to punish sinners and as a form of divine worship.
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) - Galdr, also known as Invocation or Evocation in some circles, involves the connection and manipulation of the Spiritual Realm and its associated energies. A peculiar magic that allows users to call forth 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.
Spirits that are summoned from the Spectral Plane have been classified by the following rank as per the Association:
Espermancy (Mind Magic) - Magical energy that is generated from strength of oneâs 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 oneâs mental state and sense of reasoning, in the worst cases itâs 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 and repel.
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. Often implored by members of the Church to punish sinners and as a form of divine worship.
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) - Galdr, also known as Invocation or Evocation in some circles, involves the connection and manipulation of the Spiritual Realm and its associated energies. A peculiar magic that allows users to call forth 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.
Spirits that are summoned from the Spectral Plane have been classified by the following rank as per the Association:
Wisp - Tiny sprites with barely any sentience, and usually hold the appearance of small floating orbs. Their voices have the sound of a hushed silence on the wind, and can sometimes be heard in random locations. Basic level Galdr users can usually freely summon them from the Spectral Realm and dismiss them all the same.
Spirit - The basis for what are classified as sentient souls. They most commonly have vaguely humanoid forms, but can take the form of various animals. They have a higher level of sentience than wisp and can more directly communicate with their masters. One will usually need to forge a bond or a contract of sorts to summon them.
Greater Spirit - Spirits that have a higher level of mana than the basis. They are able to cast stronger magical spells, and can even have an indirect effect on the Material plane from the Spectral Realm. A magus will usually have to go through moreâŠextraneous means to form a contract with them. The souls of magical beasts and strong warriors are often of this rank.
High Spirit - Immensely powerful souls that have mana with unique properties. They can directly affect the Material Plane on their own and possess a certain level of autonomy in it as well. They only form contracts with exceptional warriors and magus, and can recall them at their discretion. Capable of complex and advanced sorcery.
Mythic Spirit - Saintly souls that are often described in various legends. Their mere presence can have a huge impact on the environment they occupy, both Material and Spectral. Do not form pacts with an individual unless under the most dire circumstances, and most magus never end up ever meeting one in the first place. Their magic is sage-level
Spirit - The basis for what are classified as sentient souls. They most commonly have vaguely humanoid forms, but can take the form of various animals. They have a higher level of sentience than wisp and can more directly communicate with their masters. One will usually need to forge a bond or a contract of sorts to summon them.
Greater Spirit - Spirits that have a higher level of mana than the basis. They are able to cast stronger magical spells, and can even have an indirect effect on the Material plane from the Spectral Realm. A magus will usually have to go through moreâŠextraneous means to form a contract with them. The souls of magical beasts and strong warriors are often of this rank.
High Spirit - Immensely powerful souls that have mana with unique properties. They can directly affect the Material Plane on their own and possess a certain level of autonomy in it as well. They only form contracts with exceptional warriors and magus, and can recall them at their discretion. Capable of complex and advanced sorcery.
Mythic Spirit - Saintly souls that are often described in various legends. Their mere presence can have a huge impact on the environment they occupy, both Material and Spectral. Do not form pacts with an individual unless under the most dire circumstances, and most magus never end up ever meeting one in the first place. Their magic is sage-level
Espermancy (Mind Magic) - Magical energy that is generated from strength of oneâs 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 oneâs mental state and sense of reasoning, in the worst cases itâs 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 and repel.
Rules
1. This setting will have elements of combat, exploration, and character development. The combat aspect 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 doesnât. 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. Aside from the group from the previous RP, I'm looking to take on 3-4 more players. That being said, I will make it a point to post an update bi-weekly. However, I will give players around 2 weeks or so if they havenât already posted within that timeframe. If some players still havenât 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 donât 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 weâll 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 youâd 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 weâll 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.
8. Players are not allowed to make characters who are directly related to a familiy from the Duodecim or one of the the Six Great Magus Houses. If you want to make them a disperaged servent or something, we can discuss it.
CS Format
Name: Your character's given name. Can also include aliases, titles, nicknames, etc.
Appearance: As this will be an anime-inspired RP, please provide a anime picture for this section if at all possible.
Race: Your character's race. Crossbreed characters are possible, hit me up for questions.
Sex: Your character's biological sex.
Age: Age of the character.
Magic Divination: Which of the Six Divinations your character specializes in.
Abilities: Special skills, martial abilities, and spellcasting the character has at their disposal.
Equipment: Character's current loadout.
Brief Background: Provide a bit of character explaining who they are and why of all places, did they decide to join Eon Tower.
Anything else we should know about you: (Personality, Quirks, Pet Peeves, Useless Trivia)
Appearance: As this will be an anime-inspired RP, please provide a anime picture for this section if at all possible.
Race: Your character's race. Crossbreed characters are possible, hit me up for questions.
Sex: Your character's biological sex.
Age: Age of the character.
Magic Divination: Which of the Six Divinations your character specializes in.
Abilities: Special skills, martial abilities, and spellcasting the character has at their disposal.
Equipment: Character's current loadout.
Brief Background: Provide a bit of character explaining who they are and why of all places, did they decide to join Eon Tower.
Anything else we should know about you: (Personality, Quirks, Pet Peeves, Useless Trivia)
The information here is a condensed version of details outline in this Google Doc. Please read at your leisure: docs.google.com/document/d/1g9oOz74ou…
EDIT: For those interested in joining, we also have a Discord. Feel free to peruse
discord.gg/jCCtRb9s
As always, let me know if you have any questions or concerns!