“Takin’ down quotes for the yearbook, mmm? Well, make sure ya give me something witty. I’d hate to come off all offkilter. What? You’re writing this down? Give me that!” ♦ Theme I ♦
R E A T E S S A E R N E Ree-eights Say-ern One-hundred-thirty-five ♦ Male ♦ Human ♦ Irish
[ ⊰⊱ ] Ⱥppearance
Reates walks with confidence in his step, a grin on his lips, and a mischievous glint in his lively green eyes. He stands at 5'11 and has a hardy, somewhat muscular build, neither overly bulky nor particularly lean. A pair of spectacles typically rest on the bridge of his nose, filtering the strange glow from his eyes.
[ ⊰⊱ ] ℬ io
Reates is a charismatic, confusing, eccentric. He’s intelligent, charming, and loves to poke, prod, and twist people’s minds up to make them think and see how they react. He loves people, loves magic, and has an endless sense of curiosity and adventure. While there is much more to this enigmatic man, you will have to find out for yourself.
To be seen.
Leah Allen: Though she now lives on her own, Reates was once Leah’s legal guardian--though the girl is not aware that he is directly related to her (with him being her Great Grandfather). As a result Leah thinks of Reates as her “Uncle,” and the two are quite close. Despite her insistence that she can take care of herself, Reates keeps a close eye on her, though largely without her knowledge. He cares for her far too much to not look out for her wellbeing.
Nabriales Taeryn: Having become acquainted as a matter of business and mutual benefit, Reates met Nabriales when he one day stumbled into the man’s potion shop. A sort of eccentric friendship and work-partnership sprung up from their interaction. The two keep in touch, trading information and occasionally resources fairly often.
Sophia Taeryn: Having met Nabri’s sister largely because of, well, Nabri, the two are acquainted and friendly, if not friends just yet.
Casaeri Võimeum: Due to Reates’ endless search for knowledge and resources, these two have become involved, with the licenti offering Reates information--and a number of other boons--in exchange for the mage’s silence, and occasional assistance in certain matters. Additionally, the licenti makes a wonderful conversation partner, especially over a game of cards or chess.
Madison Lily Harper: One of his students to which he pays particular attention due to her strange vis and incredible potential.
Bree: The two are associates and occasionally friends, depending on the mood of the hundred-headed demon. In large part, Reates maintains and supplies Bree with enchanted items and a number of other pieces of equipment or materials should the man need it. In exchange, Bree keeps Reates on the up-n-up of information regarding a certain organization or three.
Charles Aeon: Colleagues. The two have something of a rough work relationship through ZUMA. They are friendly, though Charles often tires of his antics.
[ ⊰⊱ ] ℰ quipment &ℬ elongings
Cellphone: Exactly what it sounds like yo. It's got a mode specifically for work though, which is pretty neat.
Miscellaneous Items: Various items or things that he owns such as an apartment or two, a car, a secret laboratory or three etc.
Lyura's Star: A pendant of ancient make, Lyura's star is an artifact that Reates uncovered in his travels. The item, while appearing to merely be an elaborate pendant, is actually composed of a number of rings that were created by a rather famous mage of the Renaissance. The item's exact abilities are unknown to most, but Reates has managed to puzzle out a great deal of its functionality. Namely, the item was crafted by way of the Art, its mechanisms giving it the ability to manipulate space-time to a limited degree in the direct vicinity of the user--or conversely--to stabilize their manipulations making the act easier. When in use, the pendant hums and appears to undulate as the many rings that make it up turn in unison. The item appears to be nigh indestructible, though Reates is not entirely sure why.
Meniscus: Seen in his appearance, these glasses are in actuality a one-of-a-kind magical device. Possessing four notable properties, Meniscus is exceptionally durable, locked in a fixed state in space-time, is a Focus and is capable of filtering/restraining the Sight.
The durability of Meniscus is such that it can withstand the force of a 200 mph car collision without damage and resist up to 1204 degrees Fahrenheit without issue. Should it take damage, Meniscus fixed state will cause it to reconstitute itself, pulling together its constituent elements independent of Reates or any other source of vis, before returning itself back to its state prior to being damage. Combined, these two properties make Meniscus nigh indestructible.
Aside from its passive properties--listed above--are its ability to restrain and filter the Sight and its properties as Reates’ Focus. The former of the two works by shifting the attunement of the lens, basically allowing only certain types of vis to pass through and enter the wearer’s eyes. Despite not fully covering the eyes, they manage to fully filter the Sight unless directed to do otherwise. This process is dictated by tiny incredibly precise pulses of intention laden vis from Reates. As to the Focus-related properties of Meniscus, it gathers information from any vis that comes into contact with it, and/or within a 5 meter radius of its wearer. This informs the wearer to the sorts of vis in the area, but not to the exact location or intention behind said vis. Beyond this, the glasses act as an amplifier to the stability and precision of Reates’ ability to manipulate vis.
**On closer inspection, Meniscus can be seen to be inscribed with what appear to be incredibly small and inordinately intricate runes. If inspected with the Sight or through a microscope, the actual materials that makes up the glasses will be nigh impossible to ascertain without extensive--and continuous--viewing.
[ ⊰⊱ ] Ҏ ets &Ȼ ompanions
Abstractis Imperialis Veritisi: Taking the form of a large swarm of butterflies, Abstractis is an Aberration, otherwise known as an entity that either originates from or has been significantly altered by, the realm of Pylae. Like all aberrations, Abstractis possesses properties that are largely impossible to explain mechanically with any known scientific or magical theory. Perhaps its most notable traits are its sapience, passive absorption of vis, and of course its incredible camouflage. The first of these is relatively simple as the swarm is a hivemind intelligence with a composite intellect. The intellect of the swarm is directly proportional to its numbers, meaning that it is far worse for it to lose members than some other organism. Beyond this, Abstractis feeds on vis, absorbing it through proximity and contact at a slow, but continuous rate. It shares vis among its many bodies and despite absorbing it, cannot be detected by said vis. Last among its notable traits is its camouflage, which comes in the form of the swarm’s ability to alter the color and texture of its body through unknown means. This camouflage combined with it being impossible to sense, or sense through, in regards to vis makes the swarm an exceptionally good vis insulator/dampener.
*If supplied sufficient vis, Abstractis can replenish its swarm after being reduced in size. **Abstractis communicates telepathically, but can be blocked out by those with training. ***When not hiding itself, Abstractis takes on the coloration seen in Reates’ picture above.
Personality: Abstractis moves and speaks with purpose and, as one might expect, has little care or understanding of the need for personal space. The being is observant, intelligent, and fairly blunt. One might even describe it as tactless, though someone who does ought to remind themselves that Abstractis is by no means human and so has differing notions of humor, right and wrong. The aberration tends to stay around Reates, both by his request, and its own will--especially since the man is its primary source of vis.
Rystreim: Another aberration that has decided to tag along with the professor, Rystreim appears to be a living, sapient cat composed entirely of apparently indestructible crystal. The only parts of its body that are not entirely crystalline appear to be its eyes; the tip of its tail and claws; as well as the very core of its body. The tail, claws, and eyes are composed of a white glowing vis, which constantly emits from the ‘cat’ in faint smoky trails. The core of its body on the other hand is a reddish hue that glows warmly from within, refracting with the transparent bluish crystal that makes up Rystreim’s form. When observing the aberration one might first think it some kind of golem, that is until it comes into contact with water, fire and/or extreme temperatures on either side of the scale.
When the aforementioned occurs Rystreim’s body reacts violently, though the reaction depends on the temperature. Exposure to water or any temperature too cold for a normal cat will cause Rystreim’s body to shine from within, its light refracting through its body to produce a blinding light that swiftly heats its form and releases waves of burning vis. Rystreim becomes more quick and agile in this state and the longer it stays like this, the hotter it and the area around it will become. Exposure to fire or any temperature uncomfortable to a cat, Rystreim’s body will absorb the heat and--through unknown processes--convert it to electromagnetic energy. An electromagnetic field will project from Rystreim’s form, extending up to 10 meters from it. Within this field particularly magnetic and conductive materials will be drastically heated and perhaps even melted by the heat imparted to them from the electrical energy. Direct contact with Rystreim’s body will cause mild to severe electrical shocks ranging from mere static shocks to electrocution. Beyond this, Rystreim is capable of blocking out telepathic communication and can speak vocally despite not possessing any kind of biological mechanisms for such.
*Rystreim’s name is a link.
Personality: Like mundane cats, Rystreim is curious, enjoys long naps, and is fairly temperamental, switching between loving and hostile at the drop of a hat. She does not spook easily, unlike most cats, and is only bothered by water, fire, and uncomfortable heat/cold. Beyond this, any assault on her person is merely annoying. The ‘cat’ will often be seen following Reates around or sleeping near him. She enjoys being petted, but the amount you can pet her without being nipped depends on her mood. Beyond this, Rystreim is exceptionally intelligent and when active, can derive incredible amusement to startling people--either with its ability to talk--or by coming into contact with the elements that make her aberrant traits abundantly clear.
[ ⊰⊱ ] ℭ apabilities
Telepathy and Mental Resistance: Possessing considerable mental fortitude and telepathic ability, Reates is capable of projecting ideas, images, and ‘speech’ over a distance so long as he has either established a connection beforehand or knows the vis signature of the intended recipient. Beyond this he is exceptionally skilled at mental wards and defensive tricks to resist telepathic attacks or otherwise psychic influence. Like all non-magical telepathy, this ability can be interfered with by a vis deficient atmosphere, the presence of erratic vis, too many other frequencies, and some wards as either a byproduct or intentional result of their intended purpose.
When used, all communicated ideas, images, and ‘speech’ are easily distinguishable from the receiver’s own thoughts, ideas, and mental imagery. While this is not a property inherent to non-magical Telepathy, it is one inherent to Reates’ use of it. As a result of this, Reates cannot use his Telepathy to trick someone into adopting a set of thoughts or ideas by making them think that they are their own. The ability is merely another means by which he may communicate. He is fully capable of creating a ‘broadcast’ of his Telepathy, reaching the minds of anyone within a certain range of his person. However, should he wish to ‘broadcast’ over a range bigger than 10 meters, he must augment the ambient vis that his Telepathy travels through with a field of vis.
*For Telepathic communication over a distance greater than the size of your average modern city, Reates must first have established a particularly potent--and typically permanent--link. If this is not done, any given telepathic ‘message’ is more likely to be drowned out by the ambient movement of vis than to ever reach the intended recipient.
PHD in Science and Teaching: Having done his due diligence for a number of years--and more than once at that--Reates has a PHD in a number of sciences, namely physics, astrophysics, and biology. While he does not have a PHD focusing on the medical field or in Chemistry he does possess a similar level of knowledge and experience in said fields. Beyond this he is also a certified Professor and has taught at a number of grade levels. Within the last two decades he has settled into a college teaching position in one of Ominar’s prestigious Universities.
Enhanced Intelligence: An intentional product of his enhanced physicality and Sight, Reates mind is something unique. He is a man of exceptional intelligence with a somewhat unique ability to ‘multi-thread’ his thoughts, making it possible for him to maintain up to eight unrelated chains/trains of thought at once. This combined with his analytical and creative mind makes for a devastating combination. Further, his memory is exceptional, even if it sometimes take him a moment to recall a detail or two one can be assured that he will recall it with few exceptions. Of course as an unfortunate side-effect of this drastically heightened mental processing, Reates has to eat, drink, or metabolize vis at a faster rate than most humans. If he fails to do so he can very easily succumb to exhaustion, blackout, or otherwise lose consciousness unexpectedly.
Aberrant Knowledge: As one of the leading experts in the study of Aberrations, Reates has an understanding of these anomalous beings and artifacts than almost anyone. He can use this knowledge for a variety of purposes, such as magic, dealing with aberrations when necessary, and even, in some cases, handling Pylae-related events.
Magical Savant: Hailing from a magically prolific family, it comes as no surprise that Reates was born with a considerably talent for magic. This intuitive grasp, coupled with his extensive training, and the Sight give him formidable insight into the workings of vis, magic, and the mechanics of the world at large.
Enhanced Physicality: While certainly possessing a largely human physiology, Reates has modified his form significantly over the years in the interest of prolonging his life and maintaining his magical potency. The alterations he has made take two forms, the first being a number of rune-like etching that have been essentially imprinted onto his entire skeletal structure. While the second takes the form of a self-maintaining set of spell-matrices, that constantly cycle vis throughout his body. Together, these two alterations give him enhanced durability, longevity, constitution, and regeneration. The enhancements mentioned bolster his bones, musculature and other cells with vis, allowing them to reproduce much faster than normal without rapidly shortening the telomeres of his cells. Additionally, this vis acts as a series of interlocked shields, making every cell in his body more difficult to damage than normal. Notably, despite these enhancements, Reates is not passively much stronger or faster than your average martial artist or otherwise athlete even if he is significantly more durable.
It should be noted that due to the connection between his own internal vis, the network of rune-like markings on his bones, and the spell matrices it is exceptionally unlikely that any of the aforementioned mechanisms will be stopped barring extreme circumstances. Thus, should Reates lose consciousness and be drained of all non-essential vis one can still expect the aforementioned to not only remain intact, but to continue functioning as normal. However, beyond this point they may start to deactivate as necessary.
The Sight: A unique adaptation in the human Ostium, the Sight is a genetically transferable trait that allows an individual not only to perceive vis visually, but to see its presence in all things. While humans are capable of learning to perceive vis to some degree, the Sight is something else entirely. The differences are twofold, with the first difference being that it must be inherited or otherwise genetically activated; while the second is the Sight’s ability to not only perceive vis, but to perceive it all the way down to the deepest level. This essentially allows an individual to see reality in its constituent parts; represented in their purest, most accurate form--at least insofar as the mortal experience is concerned.
However, despite the incredible abilities of this genetic ability, the Sight is not without its weaknesses. For most humans, particularly, the Sight takes a great toll on the body and the mind, as it allows an individual to take in far more information than the human brain is designed to handle in a given period of time. Reates, even with his enhanced physicality, is plagued by this issue, essentially forcing him to somewhat limit his Sight barring brief uses or exceptional circumstances. This is also uniquely troublesome for Reates due to the fact that his Sight is significantly more potent than that of most humans who develop it--Precursor Descendants excepted.
It should be noted that humans who are born, or who awaken the Sight via genetic tampering, will not gain the inherent understanding of what they are perceiving or how to control it. This, coupled with the Sight being ludicrously rare in the vast majority of humanity, makes it perhaps one of the most mysterious, and certainly powerful, forms of inherently magical traits.
The Mechanics of the Sight
The difference between normal humans and humans with the Sight is thus: Humans with the Sight have exceptionally broad channels of their Ostium that directly interface with their eyes, naturally projecting from, and pulling vis into, the eyes. These broad vis channels, in Sight-inheriting humans, are structured almost identically to the vis channels of a powerful mage's Ostium, though with small alterations. These alterations, rather than allow the individual to use spells by coding vis with intention, or altering the patterns that it follows, instead allow the individual to "shift" the amount of detail and "depth" they can see when observing vis. This ability differentiates a Sight-inheritor from a normal human. This is due to the fact that, despite their ability to broaden the vis channels in their eyes so as to perceive vis, they cannot give those vis channels the ability to differentiate the same level of detail/depth as a Sight-Inheritor could.
Note: Precursor Descendant "Sight" is generally better due to the fact that their "second Ostium," stores the necessary genetic information to properly interpret the information brought in by the Sight. Furthermore, the ability has a 50% (or so) chance of being inherited by their children, with a lesser 30% chance of the Sight being properly potent in said offspring. In addition to this ability to interpret the information somewhat intuitively--provided they try to delve into the Sight's use--a Precursor can imprint their Sight again so as to increase the intuitive grasp of generations to come.
Vis Sense: Something he’s developed since he was very very young, Reates’ vis sense--as with others--allows him to detect the vital essence of living things in addition to the ambient energy of the world. Through his extensive experience with magic and constant practice, Reates’ vis sense has reached a point where he can detect the use of various types of vis, and even analyze--to a degree--the make-up of various spells and/or enchantments. Due to its coupling with the Sight, this ability has become exceptionally potent, giving him a rather large range with a minute or more of focus, and considerable precision within roughly 30 meters, and exceptional precision within 20 meters of his person.
This trend continues, the accuracy and clarity of his senses increasing the closer they get to his person and the more he concentrates on them. Extending vis from his form can also increase the accuracy of his vis sense, allowing him further range than normal.
The Systemic Method: Otherwise known as Formulaic magic, this magical methodology involves the creation of magical constructs which exploit and interact with physics. While most spells could be cast without it, most that do not use this form of magic tend to expend more energy to do less, whereas Systemic magic greatly expands both the possibilities and the subtle nuances of one's spellwork. It is a magic developed by Licentia and it is one of the few things they have shared with humanity, though that was oh so long ago by human standards. Szayeis basically utilizes this form of magic to enhance all of his other spellwork, which include his shapeshifting, his shadow manipulation, his base vis control, and of course...his illusion magic, which is rather infamous.
Her syringe likely striking Feya and doing the mad heals, Lilliana turned her attention to her tinkering. She zoned in for a moment before Krabbe's exclamation due to Saban's entrance. It was all rather sudden, and in similar fashion she found herself in the path of a great trident. She ducked down raising an arm at the same time, the bio-metal forming a shield of sorts. However, she wouldn't use the shield to block, but instead to deflect. Her feet firmly planted on the ground, combined with her startling strength, and the natural velocity of the strike, and her armor would hopefully allow her to slam the 'shield' upwards, knocking it high enough that it wouldn't strike the wrench wielding fellow.
Provided she was successful, she would dash towards the many-armed monstrosity that was--presumably--the crew mate that Krabbe had brought up. Without looking she threw the syringe back at Wrench-guy. He seemed to be an ally, and he hadn't struck her as at the peak of health. The concoction in the syringe was likely to give him the energy and focus to trudge through this fight.
Moving towards Saban, she brought up her grappling hook, readying it, whilst tendrils of bio-metal continued to tinker in her bag, repurposing whatever she'd been making earlier into something that might be useful against this monstrosity. She hoped the rest of her nakama made it here quickly. It looked like they needed all the help they could get.
Though, at least Bonesword had made his way over.
She loved that boy. He was a darling.
“Well, looks like we're allies now, whether we like it or not,” she said as she angled off her dash, ceasing her approach and instead running off to one side towards the fallen mast.
In Ominar, a coastal European city, taken over by the prae--one of two species hailing from another realm—trouble brews. In the few months the public has shown a measure of public outrage to the rule of the prae, which while legal, was established through dubious means. Additionally, with the prae's mistreatment of the licentia--the other of the two otherworldly races--humanity and those licentia willing to stand up against the prae fought back. In an effort to liberate all those who had been wrongfully incarcerated by the prae, the Resistance was formed by a group of likeminded folk and proceeded to unveil themselves to the world in spectacular fashion. Managing to infiltrate one of Ominar's three prisons, the Resistance was able to successfully free the wrongfully imprisoned therein and hide them from the prae--at least to the best of their ability. Still, for now the Resistance is but a small organization fighting against the powers that be.
Meanwhile, the local leader of the prae, an Exeo by the name of Aismael Vea Vartari plots to demonize those who would Resist them, and to use their actions as further reason that licentia everywhere should be driven out, imprisoned, or otherwise oppressed. On the other side of things, the Resistance is soon to come out of hiding once more and resume their actions against the ruling prae in hopes of ousting their control of the city. As these plans play out, the world watches, paying close attention to the trade hub that Ominar has been for a long time now, waiting to see if they ought to intervene or not.
Hopefully they decide to do so...before things spiral out of control.
⊰ Starting Off
You are a resident of Ominar, or someone who has come from abroad recently, your interest may vary greatly. Some of you will come to join the Resistance and fight against the prae who--though misled--are not any more depraved than your every day human. You may be of the licentia, a highly individualistic species with vastly differing natures--be they magical, physical, or mental; or perhaps you are of the prae, having recently come to Medius--the home realm of man--to see what it has to offer, to learn or to fight for the sake of your species betterment; or you may be human, attempting to survive, and to thrive even alongside beings who from birth might be called your betters--ever struggling to rise above your fellows and those who might stand in the way of your ambitions or your happiness. Regardless, there is a place for you here and we are both willing and able to make you as comfortable as we can. We are here to help.
Note: We—that being the GMs [Celaira and myself(yoshua171)] are currently working on reorganizing the lore located in the first three posts of the OOC thread, as well as adding additional entries. A large body of this lore is not strictly necessary for play, but is merely information that may be useful to some players or is there so as to be more accessible. If you would like to contribute lore feel free to do so—provided you are willing to work with us to make sure it fits into the world more seamlessly and so that it may be approved and then added to its proper place in one of the lore posts.
⊰ Ⱦerminology
Priscus: Described as a paradise by those humans who have seen it, Priscus is the Prae's realm of origin as well as the place in which the vast majority of their kind reside.
Medius: The realm of man, reminiscent of our own, though its cultures and societies differ. While the Prae and Licentia have appeared prior, their most prominent entrance into human history occurred in 1563. From then onwards the realm of Medius found itself populated by increasing numbers of all three races.
Torqueo: The realm from which the Licentia originate, Torqueo is, in its own way, bountiful--though perhaps not in the same way as its counterpart, Priscus. Instead, Torqueo is a resource-rich location full of exotic, and often dangerous, flora, fauna, and materials.
Pylae: Colloquially known as 'the Rift', Pylae is a pseudo-realm possessing inconsistent space-time, which due to the difficulty of properly exploring it, so far lacks definition . Pylae is located in all space wherein Medius, Priscus and Torqueo are not.
Anima: The common term among the three races for the soul or internal life force. The term is also often used to refer to the pool of internal power utilized for magic.
Vis: A term used to describe both energy in general, as well as to refer to a being's external energy, sometimes called the aura by humans.
Ostium: While few but the most knowledgeable of magical researchers understand it, Ostium is the term used to describe that which connects a being's Vis and Anima. To utilize magic at all, one must learn to control the Ostium, so that the power of their Anima may be released.
River Metaphor-- If the Anima is the river source and the Vis is where river meets ocean, then the Ostium is a dam which can be opened and closed to regulate the flow of the river and the connection of the user's control to the user's external energy.
Manifest: An ability unique to the Prae, the Manifest, or Manifested State, is the term used to refer to a Prae's ability to manifest their Anima through their unique set of markings. Every Manifest is different, having a wholly unique appearance, though they are most often wing-like in appearance. The Manifest is an enhanced state for Prae, making their imbuing more powerful and allowing them full access to their capabilities--provided they have trained sufficiently. While all Prae--with extremely rare exceptions existing--possess a Manifest, they are not born with the innate ability to properly control it. So it is that they must train to use it properly.
Prisms: Crystals harvested from Priscus by the Prae for use by 'Mirage-type,' Prae. Prisms, as far as the world is aware, cannot be used by other races. These items are used by Mirage-type Prae to capture and store beings or objects of import for ease of storage or safety.
Licenti: The term used to refer to an individual Licentia, rather than their kind as a whole.
Growth Stage: Licentia in a state of physical and magical flux, their primary abilities being those of shapeshifting. Licentia in this stage have one surefire weakness: A solid Anima that resides somewhere within their body.
Trial Stage: Licentia who have, often temporarily, exited the Growth stage, entering a period of more stable existence wherein their form typically remains the same and their magical abilities expand to compensate.
Eximius: The third stage of development for Licentia in which they cease to cycle between the Growth and Trial stages and gain a stable form with stable magical abilities--these are often enhanced in comparison to other Licentia. Most Licentia deify them and so it is that they act as the leaders for their kind, when such are needed.
God-Queen: The name used to refer to the Grand/High Queen of the Prae, who is central to their social structure and continued prosperity. A God-Queen is chosen and created by no less than eight hundred Prae choosing a single individual as a host before sacrificing themselves to imbue the host with tremendous power.
Exeo: Essentially lesser God-Queens, the Exeo, or Queen-sisters/daughters, are Prae who have been given a portion of the God-Queen's Anima so as to empower them. The Exeo act as the voice and hands of the God-Queen in realms abroad.
Mirage: A classification made by humans after continued observation of Prae. Mirage Prae are individuals who use their innate magic to manipulate/spawn elemental effects, or whom specialize in telepathic abilities and healing. While all Prae can train to become a Mirage, sometimes individuals are born with talent in the three aforementioned areas. Some rare Prae of this type are born in a more etheric or elemental state, which they cannot exit. Such individuals lack a Manifest and cannot survive without their element for long. The reason these individuals are born at all is unknown to even the Prae. It should be known that Prae do not use this term to describe themselves.
Gypsy: A classification made by humans, Gypsy-type Prae are individuals with specializations that give them enhanced psychic capabilities. More often than not, Gypsy-type Prae can both be born, but they can be trained as well. These Prae are capable of advanced telepathy and allegedly clairvoyance--which is exceedingly rare among Prae. Some Prae with such abilities are born with more intricate markings and crystals, with their Manifested state being far more unique in comparison to their peers. Occasionally, a born Gypsy is capable of using their voice alone to ensnare/hypnotize both humans and licentia. It should be known that Prae do not use this term to describe their own kind.
Paladin: A term of human make used to refer to Prae who have trained themselves to both bond with the Anima and participate in combat. Prae with specializations which fit into the Paladin category are the rarest of the three more common specialties--Paladin, Guardian, and Warrior respectively. The abilities of a Paladin typically involve healing, of both self and others, as well as damage absorption/redirection, advanced enchantment/imbuing, and touch initiated telekinesis. Many Prae with these skills are chosen to serve the God-Queen and occasionally her Exeo. It should be known that Prae do not use this term to describe their own.
Guardian: A term used by humans to describe Prae who specialize in a form of imbuing which allows them to bond with the Anima of another being. This ability allows them telepathy and/or empathy with the bonded individual and they may take on pain or various levels of damage, as well as intuitively knowing where their ward is. Guardians also typically specialize in healing, allowing them to mend the wounds of both themselves and their ward, if necessary. Once bonded, a Guardian is bonded forever, even if their ward dies as their link to the Anima as it passes on remains. Unless a Prae Guardian is already close to their ward, the bond they form with them starts shallow and gradually deepens, eventually intrinsically linking the two in most ways. The Prae do use members of their kind with this skillset to watch over and protect individuals they deem important--though some bond of their own volition. Becoming bonded requires that the Prae physically split their crystal, imbuing half of it into their chosen ward--this process requires both a rather involved ritual and is typically very painful for the Prae. It should be known that Prae do not use this term to describe their own.
Warrior: A term used by humans, and some Licentia, to refer to Prae whose trained specialty allows them to better engage in combat. Warrior Prae have trained themselves to be adept at using their imbuing to enchant armor and weaponry so as to amplify their movement speed and combat efficacy. Prae do not use this human terminology to describe themselves.
Bridges: The colloquial term used to refer to the points where the three realms connect. Bridges do not form from Priscus to Torqueo and all Bridges tend to be well guarded on both ends--though those to Torqueo are less guarded on the Torqueo end. These 'Bridges,' will, typically switch locations randomly every decade or three, though the shortest period of time in recorded history was two years.
Rift Storms: Bridges can spawn anomalous time-space storms that spontaneously cause vis eruptions, and distortion of space. Typically, Rift Storms do not last more than two hours, though there are rare exceptions.
Focus: An object used, typically by human magic users, to better focus and channel one's vis. A focus is typically made from crystal, metal, or biological material such as bone, or liquids.
⊰ What to Expect
Interactions with at least semi-realistic cause and effect. If you kill someone, expect there to be an investigation or at least it be on the news.
Medium scale in terms of character power, unless you've got good reasons/you prove you can be trusted with more.
Posts of a paragraph or more; quality over quantity. If you're drawing a blank, don't worry so much.
Posting expectations of once, at the very least, every two weeks barring extenuating circumstances.
A GM who is willing to work with you, hear you out, but not break his back to suit your every need.
Good communication be it player to player, GM to GM, or GM to player.
Some measure of political intrigue.
Multiple plotlines if possible.
Group world building!
Collaboration posts.
Some Taboo Subjects.
Some slice of life.
Some dark themes.
Some combat.
⊰ Character Sheet
The way the title section appears below, the existence of hiders for organization, and the sections therein are necessary. Aside from that code your CS how you want, if you want it pretty, but aren't amazing with BBcode, feel free to come to Celaira or myself, we're code wizards I tell ya, wizards! Skill may vary~
For clarity's sake, Celaira is likely to do her code offsite, because she's a Journeyman wizard. She doesn't mind doing the same for others, in fact I'm sure she'd be thrilled if you asked her to do so. I on the other hand strictly use Guild BBcode, but I'm damned good at it--so there's that.
[center][color=COLOR][h2]【[u][b]Name[/b][/u]】[/h2][/color] [img]picture[/img] 【[url=link]Theme I[/url][b]/|\[/b][url=link]Theme II[/url]】 [h3][color=COLOR][i]~[/i][b]"A quote from your character."[/b][i]~[/i][/color][/h3][/center] [hider=Necessary sections]Name Nicknames Gender Sexuality Alias Age Apparent Age Race Sub-Race/Lineage or Nationality/Specialty: Sub-race if Licentia; Lineage/Nationality if human; Specialty if Prae and if applicable.
Appearance: Description and/or additional pictures are welcome. Please give height and weight.
@Tuujaimaa Ithuriel is accepted provided that you alter Vis dolens so that it can only amplify pain up to 5x . Maybe it scales with how much blood you get in/on someone? Beyond that seems fine.
@Invader Len Alright, so, abilities. I don't really have any explicit issues with Gale or Sandstorm. I do need to stress something for in regards to the exact mechanics of those abilities.
So prae have touch-based telekinesis. This does include Mirage prae, but their abilities are a bit more expansive than your average prae. Namely, they can infuse their vis, almost freely, into the element they were born to. So when Calypso is using Gale, Sandstorm or other elemental abilities, what is happening is she is basically releasing a wave of her vis outwards, arresting control of the air in her area, and then moving it with her will as an extension of her body.
In her Manifest, she is likely to have greater control of wind. It'll be more potent in general as well as allowing her greater accuracy and whatnot.
So using Gale and/or Sandstorm will take a few seconds with the first use. Beyond that you should be aware of the fact that when she uses Gale/Sandstorm/wind abilities that she will be capable of feeling the wind/stuff in the wind (glass, sand, dirt, etc) that her vis is infused into because it is an extension of her being more or less. So if you use Gale and someone resists it and charges through, she'll feel it even if she can't see or hear, or smell, or sense their vis etc etc.
Beyond that looks fine to me.
Add a note to Gale and Sandstorm that the first use in a new location takes about 2-4 seconds to properly activate. Doesn't sound like a lot, but it can make a difference.
Once that is done. Accepted.
Both of you move your characters to the character tab when edits are made. Thank you.
@Invader Len All solids questions that I will answer NOW YO!
1.) A Prae doesn't even have to have anything resembling additional limbs when they use their Manifest. They can be wings, arms, floating crystals, weird lookin blades, an aura of flame, patterns/symbols floating around them or just a glow emanating from their body. Totally your choice.
2.) The various aspects brought into being by a prae's manifest ARE NOT made of flesh/bone etc etc, they are composed entirely of vis, but they are also functional. So they would be wings composed of vis (maaaagic wooo), but they would--regardless of size--potentially allow the prae in question to fly. If tendrils are your manifested bits of choice then they would be functional, meaning capable of grasping/moving things around, as well as probably throwing, pulling your prae towards things as well as blocking projectiles or whatnot (either by coiling up into something like a shield or by swatting them away haha).