Current
That was the worst three months of my life. Health is close to normal again. Here's to making the insurance company cry!
1
like
3 yrs ago
"Your copay today is $20,000" How about no.
3
likes
5 yrs ago
Well, the "I am but an ally" to "queer af" pipeline is real.
Bio
I have gone by many names over my life, and the one I go by here is Nori.
I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.
"Who could have known how our war would change? How our walls would become raked with barbs thrown from monsters with skin of metal, how our towers would crumble from the fire brought down as their beasts roared in the heavens above. Who would have known? Would it have mattered?
Our fortress lay bare, and the once-great walls of the Knife's Edge litter the landscape, her towers broken and fragmented. Our home for a decade had finally fallen. This fight was not a battle we could have won; no, no, this fight's outcome was settled the day they began this war. With each defeat, they brought new weapons, with each setback new soldiers. With each passing year, we found that our enemy was committed to ending our existence, and our strategies were all for naught.
Their beasts on the ground sat too far back for our magic to hit, and the night sky hid the ones above. We lashed out like children as our fire mages illuminated the fields with their red and yellow glow. In contrast, our force mages launched their boulders into the enemy formation. Yet each salvo they sent and with fire dropped, they claimed lives as if it were a sport. I watched in horror as friends after friend met their fate at the end of a barb or under the crushing weight of our collapsing walls. I watched in shock as my fellow soldiers disappeared in a mist of bone and blood as the fire from above hit and exploded around them. I saw it all. It will be the end of us.
I led a desperate retreat from our home into the forest east and away from the carnage. Of all the commanders, only I remain. I lead a small, inexperienced, and ill-equipped squad that must quickly become warriors. Now, we must fight our way across enemy-held land with hunters on our heels, for there is a secret crossing into the Land of Whispers. From there, we can return to our home and prepare our final defense.
"They never told us what to expect, so I imagined we would become knights. I saw it as clear as day, our shiny plate armor, our swords that had names, and the look that our fellow soldiers would bestow upon us as we arrived upon the battlements. It was an incredible sight to envision for that young Saldonian mage, who had just crossed the Land of Whispers, to hold. Back then, I had faith, faith in my leader, faith in my commander, and faith in the impossible fact that the will of a nation united had held back the unbeatable. Back then, I had my faith, and now I do not. How could you have faith if you've seen what I've seen?
They never told us that our enemy wielded beasts with skins of steel, or that their soldiers were all covered in plate, or that their archers could fire without reloading, or that our mages would be hunted and caged. Never were we told that we were fighting an enemy who had a deep hatred for my kind, a resentment born into their magicless souls. They break easily enough. However, the armor they wear is shoddy, and the imperfections baked in make them walking metal coffins when the battle starts.
They tell us to hold our faith in our cause. How can I have faith if I've seen the things that I have seen? In the bodies, I have created? How can I hold onto my hope in a land of death and despair? I can't; how could I? When they bring their monsters of war that kill us with their heavy bolts. Or when they send their monsters of the sky who drop fire on our positions.
I have seen my friends disappear into a mist of red in front of me, walls crumble around, and whole sections of our army obliterated in an instant. We are still told to keep our faith. Our leaders sit safe, across the Land of Whispers, behind their thick walls and up in their tall castles and dare to tell us to keep the faith.
Faith is an addiction, and I will be dependant on it no longer.
It has been a week since our walls lit up the countryside. We lost friends in the days that have followed our retreat, and we are down to only a few now. I will attempt to lead them across our enemies' barren lands back home through a hidden passage. I hold no faith in our ability to win the war, but I know that they do, and I must protect them all the same."
------------
The Basic idea for this story:
Hello all!
A whale here to talk about an idea I have for a story! The premise is we would be from the Saldonian nation and would have been apart of a long, grueling conflict with the Empire of Aurr. I plan to flesh out the details here soon, but the general gist of the war's state is that it is at a stalemate. While much more technologically advanced, the Empire has had trouble pushing across the natural barriers (the land of whispers) and through the tall, thick walls that block the way through a canyon that cuts through a dangerous and vicious mountain range.
The Empire of Aurr would have some fun tech that would make most encounters dangerous. The weapons I plan to reveal upfront (repeater bows) will be what the war has seen thus far. These would come with some details but would still be an unknown as to how they work. I will slowly sprinkle in new and more dangerous elements. They, as a race, would be considered an invading force, with their home being across the sea and unknown at this point. They would be likely a human fantasy race.
Setting for the story:
Our story takes place on the continent of Hal'van, one of the larger and more diverse landmasses in this world. From the tropical coasts on the most eastern side to the desert that is the land of whispers, there exists the possibility for every biome and lifestyle therein. This landmass is inhabited by a race called the Saldonians. They are generally around five foot eight inches tall and have a more tan color to their skin. Though there are regional differences, however. The Saldonians who call the Land of Whispers and the capital city their home, for example, are closer to six feet in height and their skin is generally more amber in color. Meanwhile, some Saldonians call the vast forests their home and have adapted shorter heights to assist in navigating their trees.
Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland.
Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and beasts with skin of metal.
Enemies:
The common footsoldier is a well-armored and armed enemy that poses a significant threat to mages in single combat. They receive enough training that their shield and sword will move with precision and grace. They are entombed in thick but crude plate armor that seems to resist magic for a brief second. Though beyond that, they are most dangerous when they are in numbers. A mage can efficiently dispatch one, but three or more would spell certain doom for a mage.
The common ranged enemy is also armored in a similar fashion but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released. What is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger, and it will keep firing until its bolts have been exhausted. Their range is not far, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.
Elite enemies are often found spearheading assaults and leading the common soldier in other regards. They, too, are usually dressed in full plate, but their armor is polished and shines. They often add frills in the form of a cape or a skirt overtop their armor. They usually wield swords of great length and are dangerous in every regard when it comes to combat. The key distinction between a common soldier and these more elite enemies is their armor resists magic readily, often absorbing a full inferno before the metal becomes subject to failure. A common practice is to hit these soldiers with multiple forms of magic to weaken the ward; fire to heat and water to crack it.
In terms of a ranged elite, we have only seen armed with a repeater bow with two arms and longer bolts. They aren't as quick-firing as the typical repeater, but they have been able to easily pierce standard plate armor.
It was dark when our enemy first revealed their monsters, not much is known at this time.
How magic works in this RP
Magic works on a similar system to that of strength in this RP in the sense that the more training one has, the more powerful they can become. On the same note, rare prodigies are naturally good and whose power can rival masters with less training. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something, while a force mage would levitate or move something. The mage's power would be volatile early on, so seeking out proper training is a must for any would-be mage.
Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic. Still, it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the user's magic consumes them, often detonating in a grim explosion with their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
The Saldonians as a whole are naturally adept at wielding magic, while the Empire of Aurr has reportedly never seen a mage born to their race.
Fire magic is, in essence, as the title suggests. A mage would draw from their latent magical abilities, focus them, and unleash various firey spells. A young mage may only be able to send sputtering sparks, a more advanced could summon a torrent of flames, while a master would be able to direct it in a focused and tight beam. The result, however, would be fire all the same.
The fire could only be controlled as it exited the arm. Its destructive powers know no equal in the magic of Saldonian people. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet, those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.
With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of the magic consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.
A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire. An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength for when it matters the most.
Force magic is magic that can control or manipulate objects. It can move a sword into someone's side or remove their helmet to open up a new avenue of attack. The Force mage's power range is dramatically different than the other magics. A novice may nudge an object along, whereas a master could lift a whole battalion off their feet and crush them in their armor. Though the force mages found on the battlefield can do something in the middle. They can often lift a group of soldiers off their feet, but that would require them to expel a great deal of their magic. Instead, most force mages work in tandem with other mages to supplement their strengths, such as launching pots of flaming oil into enemy ranks.
A force mage can manipulate most objects, and they can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.
There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they risk running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body being subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.
There are other schools of magic, such as healing, water, and more. I will expand this as time goes on and if there is a school of magic that you want to explore, let me know!
Nations:
There will be two nations that will be the focus of our story; The Empire of Aurr and the Saldonian Nation
The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms. The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.
They are a quick-lived species, and it is understood few make it past sixty years of age. However, many have claimed that there exists those whose ages are closer to a hundred years old.
The Saldonian Nation is a kingdom that was born out of the waste that is the Land of Whispers. The cruel winds and vast expanse have caused many travelers to lose their lives in the desolate plains. The Saldonian's have long used natural formations in their defenses. The gorge before the desert is heavily fortified with castles and fortress covering the crossing points, while a mountain range, the Fangs of God, offers only one way through, walled off by the massive and thick walls of the Fortress of Sal'vear.
The native Saldonians are tall and amber-skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oases and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest.
The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.
The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors reflecting their homes.
This is where you get to be creative if you so desire. I plan to create a few more notable nations, but if you wanted your character to have a heritage of your own creation feel free to create away! I will update this section with your creation.
Rules:
1.) No controlling another player's character in any shape or form. Pretty standard, but it has to be said.
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or unique enemies that you cannot kill so merely. We can either write a collab post or roll a dice to determine the success of the fight and/or action.
3.) Stupid decisions can lead to erroneous results. Don't charge at the enemy alone, and your character can die if there are repeated offenses! Per rule 2, combat is free form but does not mean charging at 10 enemy soldiers and expecting a good time.
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS, so I know you have read these rules!
5.) No arguing in the OOC. Take it to a PM or to discord.
"Who could have known how our war would change? How our walls would become raked with barbs thrown from monsters with skin of metal, how our towers would crumble from the fire brought down as their beasts roared in the heavens above. Who would have known? Would it have mattered?
Our fortress lay bare, and the once-great walls of the Knife's Edge litter the landscape, her towers broken and fragmented. Our home for a decade had finally fallen. This fight was not a battle we could have won; no, no, this fight's outcome was settled the day they began this war. With each defeat, they brought new weapons, with each setback new soldiers. With each passing year, we found that our enemy was committed to ending our existence, and our strategies were all for naught.
Their beasts on the ground sat too far back for our magic to hit, and the night sky hid the ones above. We lashed out like children as our fire mages illuminated the fields with their red and yellow glow. In contrast, our force mages launched their boulders into the enemy formation. Yet each salvo they sent and with fire dropped, they claimed lives as if it were a sport. I watched in horror as friends after friend met their fate at the end of a barb or under the crushing weight of our collapsing walls. I watched in shock as my fellow soldiers disappeared in a mist of bone and blood as the fire from above hit and exploded around them. I saw it all. It will be the end of us.
I led a desperate retreat from our home into the forest east and away from the carnage. Of all the commanders, only I remain. I lead a small, inexperienced, and ill-equipped squad that must quickly become warriors. Now, we must fight our way across enemy-held land with hunters on our heels, for there is a secret crossing into the Land of Whispers. From there, we can return to our home and prepare our final defense.
"They never told us what to expect, so I imagined we would become knights. I saw it as clear as day, our shiny plate armor, our swords that had names, and the look that our fellow soldiers would bestow upon us as we arrived upon the battlements. It was an incredible sight to envision for that young Saldonian mage, who had just crossed the Land of Whispers, to hold. Back then, I had faith, faith in my leader, faith in my commander, and faith in the impossible fact that the will of a nation united had held back the unbeatable. Back then, I had my faith, and now I do not. How could you have faith if you've seen what I've seen?
They never told us that our enemy wielded beasts with skins of steel, or that their soldiers were all covered in plate, or that their archers could fire without reloading, or that our mages would be hunted and caged. Never were we told that we were fighting an enemy who had a deep hatred for my kind, a resentment born into their magicless souls. They break easily enough. However, the armor they wear is shoddy, and the imperfections baked in make them walking metal coffins when the battle starts.
They tell us to hold our faith in our cause. How can I have faith if I've seen the things that I have seen? In the bodies, I have created? How can I hold onto my hope in a land of death and despair? I can't; how could I? When they bring their monsters of war that kill us with their heavy bolts. Or when they send their monsters of the sky who drop fire on our positions.
I have seen my friends disappear into a mist of red in front of me, walls crumble around, and whole sections of our army obliterated in an instant. We are still told to keep our faith. Our leaders sit safe, across the Land of Whispers, behind their thick walls and up in their tall castles and dare to tell us to keep the faith.
Faith is an addiction, and I will be dependant on it no longer.
It has been a week since our walls lit up the countryside. We lost friends in the days that have followed our retreat, and we are down to only a few now. I will attempt to lead them across our enemies' barren lands back home through a hidden passage. I hold no faith in our ability to win the war, but I know that they do, and I must protect them all the same."
------------
The Basic idea for this story:
Hello all!
A whale here to talk about an idea I have for a story! The premise is we would be from the Saldonian nation and would have been apart of a long, grueling conflict with the Empire of Aurr. I plan to flesh out the details here soon, but the general gist of the war's state is that it is at a stalemate. While much more technologically advanced, the Empire has had trouble pushing across the natural barriers (the land of whispers) and through the tall, thick walls that block the way through a canyon that cuts through a dangerous and vicious mountain range.
The Empire of Aurr would have some fun tech that would make most encounters dangerous. The weapons I plan to reveal upfront (repeater bows) will be what the war has seen thus far. These would come with some details but would still be an unknown as to how they work. I will slowly sprinkle in new and more dangerous elements. They, as a race, would be considered an invading force, with their home being across the sea and unknown at this point. They would be likely a human fantasy race.
Setting for the story:
Our story takes place on the continent of Hal'van, one of the larger and more diverse landmasses in this world. From the tropical coasts on the most eastern side to the desert that is the land of whispers, there exists the possibility for every biome and lifestyle therein. This landmass is inhabited by a race called the Saldonians. They are generally around five foot eight inches tall and have a more tan color to their skin. Though there are regional differences, however. The Saldonians who call the Land of Whispers and the capital city their home, for example, are closer to six feet in height and their skin is generally more amber in color. Meanwhile, some Saldonians call the vast forests their home and have adapted shorter heights to assist in navigating their trees.
Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland.
Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and beasts with skin of metal.
Enemies:
The common footsoldier is a well-armored and armed enemy that poses a significant threat to mages in single combat. They receive enough training that their shield and sword will move with precision and grace. They are entombed in thick but crude plate armor that seems to resist magic for a brief second. Though beyond that, they are most dangerous when they are in numbers. A mage can efficiently dispatch one, but three or more would spell certain doom for a mage.
The common ranged enemy is also armored in a similar fashion but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released. What is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger, and it will keep firing until its bolts have been exhausted. Their range is not far, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.
Elite enemies are often found spearheading assaults and leading the common soldier in other regards. They, too, are usually dressed in full plate, but their armor is polished and shines. They often add frills in the form of a cape or a skirt overtop their armor. They usually wield swords of great length and are dangerous in every regard when it comes to combat. The key distinction between a common soldier and these more elite enemies is their armor resists magic readily, often absorbing a full inferno before the metal becomes subject to failure. A common practice is to hit these soldiers with multiple forms of magic to weaken the ward; fire to heat and water to crack it.
In terms of a ranged elite, we have only seen armed with a repeater bow with two arms and longer bolts. They aren't as quick-firing as the typical repeater, but they have been able to easily pierce standard plate armor.
It was dark when our enemy first revealed their monsters, not much is known at this time.
How magic works in this RP
Magic works on a similar system to that of strength in this RP in the sense that the more training one has, the more powerful they can become. On the same note, rare prodigies are naturally good and whose power can rival masters with less training. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something, while a force mage would levitate or move something. The mage's power would be volatile early on, so seeking out proper training is a must for any would-be mage.
Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic. Still, it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the user's magic consumes them, often detonating in a grim explosion with their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
The Saldonians as a whole are naturally adept at wielding magic, while the Empire of Aurr has reportedly never seen a mage born to their race.
Fire magic is, in essence, as the title suggests. A mage would draw from their latent magical abilities, focus them, and unleash various firey spells. A young mage may only be able to send sputtering sparks, a more advanced could summon a torrent of flames, while a master would be able to direct it in a focused and tight beam. The result, however, would be fire all the same.
The fire could only be controlled as it exited the arm. Its destructive powers know no equal in the magic of Saldonian people. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet, those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.
With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of the magic consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.
A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire. An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength for when it matters the most.
Force magic is magic that can control or manipulate objects. It can move a sword into someone's side or remove their helmet to open up a new avenue of attack. The Force mage's power range is dramatically different than the other magics. A novice may nudge an object along, whereas a master could lift a whole battalion off their feet and crush them in their armor. Though the force mages found on the battlefield can do something in the middle. They can often lift a group of soldiers off their feet, but that would require them to expel a great deal of their magic. Instead, most force mages work in tandem with other mages to supplement their strengths, such as launching pots of flaming oil into enemy ranks.
A force mage can manipulate most objects, and they can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.
There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they risk running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body being subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.
There are other schools of magic, such as healing, water, and more. I will expand this as time goes on and if there is a school of magic that you want to explore, let me know!
Nations:
There will be two nations that will be the focus of our story; The Empire of Aurr and the Saldonian Nation
The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms. The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.
They are a quick-lived species, and it is understood few make it past sixty years of age. However, many have claimed that there exists those whose ages are closer to a hundred years old.
The Saldonian Nation is a kingdom that was born out of the waste that is the Land of Whispers. The cruel winds and vast expanse have caused many travelers to lose their lives in the desolate plains. The Saldonian's have long used natural formations in their defenses. The gorge before the desert is heavily fortified with castles and fortress covering the crossing points, while a mountain range, the Fangs of God, offers only one way through, walled off by the massive and thick walls of the Fortress of Sal'vear.
The native Saldonians are tall and amber-skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oases and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest.
The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.
The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors reflecting their homes.
This is where you get to be creative if you so desire. I plan to create a few more notable nations, but if you wanted your character to have a heritage of your own creation feel free to create away! I will update this section with your creation.
Rules:
1.) No controlling another player's character in any shape or form. Pretty standard, but it has to be said.
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or unique enemies that you cannot kill so merely. We can either write a collab post or roll a dice to determine the success of the fight and/or action.
3.) Stupid decisions can lead to erroneous results. Don't charge at the enemy alone, and your character can die if there are repeated offenses! Per rule 2, combat is free form but does not mean charging at 10 enemy soldiers and expecting a good time.
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS, so I know you have read these rules!
5.) No arguing in the OOC. Take it to a PM or to discord.
"Who could have known how our war would change? How our walls would become raked with barbs thrown from monsters with skin of metal, how our towers would crumble from the fire brought down as their beasts roared in the heavens above. Who would have known? Would it have mattered?
Our fortress lay bare, and the once-great walls of the Knife's Edge litter the landscape, her towers broken and fragmented. Our home for a decade had finally fallen. This fight was not a battle we could have won; no, no, this fight's outcome was settled the day they began this war. With each defeat, they brought new weapons, with each setback new soldiers. With each passing year, we found that our enemy was committed to ending our existence, and our strategies were all for naught.
Their beasts on the ground sat too far back for our magic to hit, and the night sky hid the ones above. We lashed out like children as our fire mages illuminated the fields with their red and yellow glow. In contrast, our force mages launched their boulders into the enemy formation. Yet each salvo they sent and with fire dropped, they claimed lives as if it were a sport. I watched in horror as friends after friend met their fate at the end of a barb or under the crushing weight of our collapsing walls. I watched in shock as my fellow soldiers disappeared in a mist of bone and blood as the fire from above hit and exploded around them. I saw it all. It will be the end of us.
I led a desperate retreat from our home into the forest east and away from the carnage. Of all the commanders, only I remain. I lead a small, inexperienced, and ill-equipped squad that must quickly become warriors. Now, we must fight our way across enemy-held land with hunters on our heels, for there is a secret crossing into the Land of Whispers. From there, we can return to our home and prepare our final defense.
"They never told us what to expect, so I imagined we would become knights. I saw it as clear as day, our shiny plate armor, our swords that had names, and the look that our fellow soldiers would bestow upon us as we arrived upon the battlements. It was an incredible sight to envision for that young Saldonian mage, who had just crossed the Land of Whispers, to hold. Back then, I had faith, faith in my leader, faith in my commander, and faith in the impossible fact that the will of a nation united had held back the unbeatable. Back then, I had my faith, and now I do not. How could you have faith if you've seen what I've seen?
They never told us that our enemy wielded beasts with skins of steel, or that their soldiers were all covered in plate, or that their archers could fire without reloading, or that our mages would be hunted and caged. Never were we told that we were fighting an enemy who had a deep hatred for my kind, a resentment born into their magicless souls. They break easily enough. However, the armor they wear is shoddy, and the imperfections baked in make them walking metal coffins when the battle starts.
They tell us to hold our faith in our cause. How can I have faith if I've seen the things that I have seen? In the bodies, I have created? How can I hold onto my hope in a land of death and despair? I can't; how could I? When they bring their monsters of war that kill us with their heavy bolts. Or when they send their monsters of the sky who drop fire on our positions.
I have seen my friends disappear into a mist of red in front of me, walls crumble around, and whole sections of our army obliterated in an instant. We are still told to keep our faith. Our leaders sit safe, across the Land of Whispers, behind their thick walls and up in their tall castles and dare to tell us to keep the faith.
Faith is an addiction, and I will be dependant on it no longer.
It has been a week since our walls lit up the countryside. We lost friends in the days that have followed our retreat, and we are down to only a few now. I will attempt to lead them across our enemies' barren lands back home through a hidden passage. I hold no faith in our ability to win the war, but I know that they do, and I must protect them all the same."
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The Basic idea for this story:
Hello all!
A whale here to talk about an idea I have for a story! The premise is we would be from the Saldonian nation and would have been apart of a long, grueling conflict with the Empire of Aurr. I plan to flesh out the details here soon, but the general gist of the war's state is that it is at a stalemate. While much more technologically advanced, the Empire has had trouble pushing across the natural barriers (the land of whispers) and through the tall, thick walls that block the way through a canyon that cuts through a dangerous and vicious mountain range.
The Empire of Aurr would have some fun tech that would make most encounters dangerous. The weapons I plan to reveal upfront (repeater bows) will be what the war has seen thus far. These would come with some details but would still be an unknown as to how they work. I will slowly sprinkle in new and more dangerous elements. They, as a race, would be considered an invading force, with their home being across the sea and unknown at this point. They would be likely a human fantasy race.
Setting for the story:
Our story takes place on the continent of Hal'van, one of the larger and more diverse landmasses in this world. From the tropical coasts on the most eastern side to the desert that is the land of whispers, there exists the possibility for every biome and lifestyle therein. This landmass is inhabited by a race called the Saldonians. They are generally around five foot eight inches tall and have a more tan color to their skin. Though there are regional differences, however. The Saldonians who call the Land of Whispers and the capital city their home, for example, are closer to six feet in height and their skin is generally more amber in color. Meanwhile, some Saldonians call the vast forests their home and have adapted shorter heights to assist in navigating their trees.
Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland.
Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and beasts with skin of metal.
Enemies:
The common footsoldier is a well-armored and armed enemy that poses a significant threat to mages in single combat. They receive enough training that their shield and sword will move with precision and grace. They are entombed in thick but crude plate armor that seems to resist magic for a brief second. Though beyond that, they are most dangerous when they are in numbers. A mage can efficiently dispatch one, but three or more would spell certain doom for a mage.
The common ranged enemy is also armored in a similar fashion but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released. What is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger, and it will keep firing until its bolts have been exhausted. Their range is not far, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.
Elite enemies are often found spearheading assaults and leading the common soldier in other regards. They, too, are usually dressed in full plate, but their armor is polished and shines. They often add frills in the form of a cape or a skirt overtop their armor. They usually wield swords of great length and are dangerous in every regard when it comes to combat. The key distinction between a common soldier and these more elite enemies is their armor resists magic readily, often absorbing a full inferno before the metal becomes subject to failure. A common practice is to hit these soldiers with multiple forms of magic to weaken the ward; fire to heat and water to crack it.
In terms of a ranged elite, we have only seen armed with a repeater bow with two arms and longer bolts. They aren't as quick-firing as the typical repeater, but they have been able to easily pierce standard plate armor.
It was dark when our enemy first revealed their monsters, not much is known at this time.
How magic works in this RP
Magic works on a similar system to that of strength in this RP in the sense that the more training one has, the more powerful they can become. On the same note, rare prodigies are naturally good and whose power can rival masters with less training. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something, while a force mage would levitate or move something. The mage's power would be volatile early on, so seeking out proper training is a must for any would-be mage.
Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic. Still, it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the user's magic consumes them, often detonating in a grim explosion with their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).
The Saldonians as a whole are naturally adept at wielding magic, while the Empire of Aurr has reportedly never seen a mage born to their race.
Fire magic is, in essence, as the title suggests. A mage would draw from their latent magical abilities, focus them, and unleash various firey spells. A young mage may only be able to send sputtering sparks, a more advanced could summon a torrent of flames, while a master would be able to direct it in a focused and tight beam. The result, however, would be fire all the same.
The fire could only be controlled as it exited the arm. Its destructive powers know no equal in the magic of Saldonian people. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet, those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.
With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of the magic consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.
A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire. An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength for when it matters the most.
Force magic is magic that can control or manipulate objects. It can move a sword into someone's side or remove their helmet to open up a new avenue of attack. The Force mage's power range is dramatically different than the other magics. A novice may nudge an object along, whereas a master could lift a whole battalion off their feet and crush them in their armor. Though the force mages found on the battlefield can do something in the middle. They can often lift a group of soldiers off their feet, but that would require them to expel a great deal of their magic. Instead, most force mages work in tandem with other mages to supplement their strengths, such as launching pots of flaming oil into enemy ranks.
A force mage can manipulate most objects, and they can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.
There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they risk running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body being subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.
There are other schools of magic, such as healing, water, and more. I will expand this as time goes on and if there is a school of magic that you want to explore, let me know!
Nations:
There will be two nations that will be the focus of our story; The Empire of Aurr and the Saldonian Nation
The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms. The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.
They are a quick-lived species, and it is understood few make it past sixty years of age. However, many have claimed that there exists those whose ages are closer to a hundred years old.
The Saldonian Nation is a kingdom that was born out of the waste that is the Land of Whispers. The cruel winds and vast expanse have caused many travelers to lose their lives in the desolate plains. The Saldonian's have long used natural formations in their defenses. The gorge before the desert is heavily fortified with castles and fortress covering the crossing points, while a mountain range, the Fangs of God, offers only one way through, walled off by the massive and thick walls of the Fortress of Sal'vear.
The native Saldonians are tall and amber-skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oases and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest.
The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.
The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors reflecting their homes.
This is where you get to be creative if you so desire. I plan to create a few more notable nations, but if you wanted your character to have a heritage of your own creation feel free to create away! I will update this section with your creation.
Rules:
1.) No controlling another player's character in any shape or form. Pretty standard, but it has to be said.
2.) Combat is usually free form, meaning that you can write your character killing most enemies. Sometimes I will throw out specific or unique enemies that you cannot kill so merely. We can either write a collab post or roll a dice to determine the success of the fight and/or action.
3.) Stupid decisions can lead to erroneous results. Don't charge at the enemy alone, and your character can die if there are repeated offenses! Per rule 2, combat is free form but does not mean charging at 10 enemy soldiers and expecting a good time.
4.) Our enemies called you stupid, are you gonna take that? Write me your response when you post your CS, so I know you have read these rules!
5.) No arguing in the OOC. Take it to a PM or to discord.
I've added a few things to the lore section about the mansion. Imma put a few more ideas down that I'll work on later
Divination room
Ritual room
A room that can be set to perfectly display the user's desired weather
Greenhouse
Dueling room
A room that was supposed to be the perfect napping spot, but instead you fall into a deep sleep the moment you step inside. Generally off limits, but useful for coven members suffering insomnia. As long as they don't forget to pull them out...
What if the Greenhouse had enchanted plants that were temperamental? Like when someone does not know how to harvest ingredients from the greenhouse if they do so in a way that the plants don't like *unexpected* things happen.
"Finally," Clara muttered as she extended her hand and guided her knife across the flesh of her prey, "you look oh so delicious." She licked her lips as the section she cut fell from the body above. The blade glistened in the dimly lit room, covered in the juices from her prey. She drove her blade across the surface once, twice, and a third time more. All the while, a wicked smile crossed across her face as the thoughts of this soon-to-be meal crept into her mind. "Please be delicious," she whispered as she cut one final piece from the fruit in front of her.
"And if you're not, that is okay," she paused as she placed the final pound of flesh in the cloth bag beneath her. She took a cloth rag and cleaned the knife before placing it on the table to her side. "We will try again in a couple of weeks with a different incantation, alright?" She gave the log a simple pat before grabbing the bag, raising it up, and resting the strap on her shoulder. The log was initially from an oak, but it was stained dark with each incantation thrown into it. In its midsection rested layers upon layers of one particularly fun fungi. While the technical name was of no importance anymore, especially after all the spells Clara threw into it, it was a chicken of the forest. She took a step backward and gave the scene before her one final look.
She had begun this particular experiment earlier in the year. She sought to grow a tasty, edible alternative to actual chicken for the coven. One that would produce its fruit throughout the whole year and grow back in weeks instead of months. Clara got the blessings to conduct this experiment from the elders. Thus allowing her to grow and cultivate her specimens in one of the magic gardens inside the mansion. As the experiments dragged on, and each iteration brought with it their own failures, it became less of a noble pursuit and instead became one driven by spite. If the elders could peer into her soul, they would see just how far she would fall if it meant she could get just one tasty, edible chicken strip from this mushroom.
What is simple for nature to create is complicated to enhance by magic. What is hard to enhance by magic is prone to failure and unforeseen consequences.
"You all be good," Clara spoke while gesturing towards the variety of plant life inside the garden. While her experiments were a passion, she still tended to every plant as professionally as she could. Not many witches came by the mansion, and fewer still lived within its walls. Still, many would need the various herbs and ingredients for their spells and incantations. Even if that was the only reason for them to return, Clara kept everything in stock, available, and healthy. "I will be back later."
With that, Clara left the room and began to make her way to the kitchen. The night prior, she had created a wet solution, and a dry rub, for this next step of her experimentation. She was going to fry the flesh like she had tried many times before. It would be a nice, crispy texture that allowed the mushroom underneath to steam inside the protective breading. Her belly rumbled as she walked, reminding her that she had actually not yet eaten anything today. Clara always liked to be up early to tend to the crops and get a few hours of the day free from other people, yet sometimes this morning routine avoided the kitchen as she focused her energy on her duties.
The chorus of a conversation underway filtered into her ears. Others were already in the kitchen. Clara quickly stopped in her tracks as she faced the dilemma fast approaching her. On the one hand, she needed to eat something. If her recent experiment failed, there was still a plethora of food to sample in the pantry. That would mean that she can continue her work with a full belly and energy. On the other hand, the possibility of socialization. That would mean actually socializing, and nobody likes that. Well, nobody but Ismael. He wanted her to get to know the witches in the coven more, even if they come and go. So, in a rehearsed motion, a pair of headphones found a home in her ears, and a soft song started playing. In a moment, she emerged into the kitchen and took stock of who was there.
She first caught sight of Mira, a human girl with a prestigious background. Mira was nice enough, even if she was a bit too in-the-know about the operations of the coven. Clara held no ill will towards the girl, and her eyes quickly shifted and landed on the frames of a second person. This one was more known to Clara. This was Mark and he also had a family history that carried weight. He was independent, rallied against the rigged nature of his family's traditions, and he sought to expand his craft in a unique way. Clara flashed Mark a weak smile as she lowered her bag on the countertop. As she reached for the fridge she shifted her eyes towards the last individual, quickly being taken aback by their powerful aura. Clara's smile faded as she took in the visage of this unknown witch. He was a stranger, but she suspected he might be the original coven member she heard so much about on the grapevine. She lingered her eyes on the stranger for just a moment before she turned her focus on preparing her food.
[center][img]https://txt.1001fonts.net/img/txt/dHRmLjEwNi5iNTBiZmUuU0dWc2JHOGdZVzVrSUhkbGJHTnZiV1VzLjA,/overunder-personal-use.regular.webp[/img]
I have gone by many names over my life, and the one I go by here is Nori.
I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.[/center]
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://txt.1001fonts.net/img/txt/dHRmLjEwNi5iNTBiZmUuU0dWc2JHOGdZVzVrSUhkbGJHTnZiV1VzLjA,/overunder-personal-use.regular.webp" /><br>I have gone by many names over my life, and the one I go by here is Nori.<br><br>I am a non-binary individual who has a love of participating in these stories and creating my own. I am incredibly chronically ill. If my illness flares up too much I may be pulled away.</div><br></div>