The GrandMage
Simply GM
- Joined
- Jul 31, 2001
- Posts
- 6,630
Twice now a thread has arisen, and twice it has fallen. Mainly because our glorious leader kept disappearing. So, because I have enough free time to devote actually being a GM instead of just being called GM, I have decided to take up the torch and give it my own unique twists.
Thread's a light-hearted high-RP thread. Please don't join unless you're serious about it, damnit.
Anyway - background:
The Four great races, Humans, Elves, Midfolk, and Var'dul were created by the Creator, who made the Heavens and the world of Tizzara. Her partner in the creation of the Universe was the Dark Lord, the vile Destroyer of all the Creator made. It was he who populated the world with monsters, foul creatures of many species who hunt down the Four races, rape and kill them.
The Humans and Fae, as they call the other three great races, were intrusted with Three powers to help them fight the monsters. But the Destroyer played a great trick of her, and the Creator did not limit those powers to the Four great races, and monsters developed them, too.
Those powers were Magic, Summoning, and the Fighter's Trance.
Magic is divided into two Influences, Creation and Void. The Influence of Creation is divided into eleven elements:
Air - Power to harden and control air.
Crystal - Power to reshape and use the Magic inside crystals.
Darkness - Power to create and control shadows and darkness. Ability to see in dark.
Earth - Power to shape stone.
Fire - Power to create and control fire. Grant immunity to heat and fire.
Ice - Power to create and control ice. Grant immunity to cold.
Life - Healing properties. Control over plantlife. Ability to speak with animals.
Light - Power to create, color, and control light.
Steel - The ability to reshape and harden steel. Used by weaponcrafting and armourer guilds.
Thunder - Powers to summon lightning, create electric fields, and produce minor sonic blasts.
Water - Control over water. Grant underwater breathing.
It is possible to learn the inflouences. The Influence of Creation includes all the elements, and so is harder to master than any of them. The Influence of Void is the Anti-Element. A complete lack of existance, is can nullify magics used, or be used to uncreate matter.
Summoning Magic is based on the Totems that are worshipped by both humans and monsters. The totem that represents humans is simply the Creator (usually portrayed as the Mother Goddess, though not always), of course, but the monsters tend to worship all sorts of different animal and beast archetypes, and few worship the Lord of Destruction himself. In fact, most truly intelligent monsters hate the Lord -- he cursed them with their desires. No summoner ever known has ever been able to summon the human archetype, the Creator -- many attempt to specialize in animal or monster totems. Summoners travel constantly to various altars in order to attempt to persuade new Totems to join them -- and only if the Summoners are found worthy (usually if they have a personality similiar to the Totem) do they acquire new powers. Summoners sometimes are changed to resemble their Totems slightly, allowing for a bit of anthropomorphism while still remaining human (or monster), and for some powerful Totems (such as the Golden Dragon) there are full temples where would-be Summoners are trained. Summoning call a representation of the totem to battle. Gaining certain totems has been know to add skills of spells to an adventurers pool of knowledge, but many Totems are guarded furiously, and since they are spaced out and hard to persuade, it takes a dedicated person to go out this way. Many choose to devote themselves to one Totem, gaining all the power and knowledge it will share with them through time and training.
The last power is the Fighter's Trance. It can be used to enhance physical powers, to make one stronger, faster, and able to jump higher. It can also create a projectile blast of power used to attack enemies.
A note of the Races:
Humans - Duh. The most magically powerful of Great Races, and shortest lived. Most numerous race.
Elves - Longest lived, arrogant, hate half-elves. Clan-divided warrior culture. Considered oldest by their historic records.
Midfolk - Live longer than humans, shorter than elves. Powerful in Fighter Trance, weak in magic. About half as tall as humans, but of the same proportions.
Var'dul - Most in tune with nature. Born with an animal aspect and minor shape-shifting abilities. They can shift into being more like the animal they have an aspect in. Live off the land and detest both the Monsters, and the Humans and other Fae. Refuse to use Magic.
Monsters - Various species. All plaqued by needs to rape and murder the Four Great Species. Made purely from the Void. Shortly after killed, their body turns back to Void, and are 'sucked into' where the heart would be, creating a crystal. The more powerful the monster, the greater the crystal. Crystals have immense magical power, but unless refined, deteriorate in a few weeks. Crystals are used as currency as much as as coins, and are extremely valuable.
Legends say that great warriors of the Four Races sometimes drop crystals when killed. These crystals are said to hold the souls of the fallen, and can be refined into sentient weapons.
The oldest of Elvin records go back to shortly before the Great War, when the Four Races aligned against the Monsters in a war that ravaged the known world.
Submit your characters. Include spells and skills you know.
Garuph atoz. Example:
Name: Zarl
Race: Macrai-Itoche
Sex: Male
Age: 23
Hair: Blue
Eyes: Violet with golden specks throughout.
The Macrai-Itoche Species: The Macrai-Itoche, or, as they were reffered to by the humans, the Macite, were a powerful race of monsters. At one time, they had had the best relations with the human species, Owing to the fact that the Macite are the only monster species able to control their urges, and the male Macrai-Itoche dealt with the humans very well (Until a female trader ignored the warnings and tried to deal with them.). Unfortunately, the Macrai-Itoche find it hard to reproduce amongst themselves, owing to the fact that Macrai-Itoche females as damn near the ugliest women on the planet. So hideous are they, that they actually have to rape the MALES of their species!
And, sadly, the one-time tradition of undergoing such a rape to prove you courage was dropped as the all too sensual human females were discovered. Sadly, the race has all but died off, and Zarl isn't that worried about continuing it. Instead, he, like the others of his species, are carefully avoiding the female Macrai-Itoche and hunting tasty young humans, as any males caught, would undoubtably be used to continue the species. (Why anyone would want that is still under question.)
Zarl, Himself: Zarl was borne to a caring mother, and she raised him well (Until puberty, when, realizing how hideous his mother was, he fled in disgust). His father didn't know he existed, and had repressed all memories of Zarl's mother. Yes, it's that bad. Hell, Zarl's father is probably still chained up somewhere in their homelands being used to continue the species. Zarl can play the flute, and keeps a small wooden flute with him. He likes to play the songs of his homeland, of which only one is know to humans, but thinks other songs are interesting as well.
Zarl's Abilities: Like most Macrai-Itoche, Zarl is strong in Fighter's Trance, and specializes in the sword. He has a weak elemental strength, mostly focused into the power of lightning. (His strongest spell, at the moment, is the 'Taser Blade', called 'TaserBlade-Omnihusiro!' which, using the metal of his sword as a conducter, releases just enough electricity to sting like a bitch. Well, he's still low-level.) There are rumors of the powerful 'Lightning Blast Sword of Death and Chick-Amazement', the most powerful spell in the area of sword lightning-combinations to be weilded by his species, but he's more worried about scoring with some maidens. His Lightning Elemental abilites are low, the most noted being 'Thunderball'. An interesting sidenote is that Lightning Elemental spells used on Marcai-Itoche tend to have the same effect as punching them, as they are immune to the elemental aspect of it (But they still feel the spirit of the person attacking them. Therefore, small spells feel like being punched in the gut.) Thunderpunch, a light sonic burst finishes spells. Fighter's Trance lack projectiles, and are mostly a series of fast light hits of one solid hit, varying in name.
Zarl's Appearance: His skin is a bright green, naturally, although it hold the inate ability to change colors (with a lot of thought. This ability can only be used twice a day, and was origionally used to help hide them in their homelands, so they could avoid females of their species). But it's usually normal human flesh tones (as chicks don't dig the green look). He wears plain black pants and heavy adventurer boots. His weilds a Copper Katana (for it's conductability, and because it's a cheap sword), which he normally keeps shethed at his side. This is because a large pair of black batlike wings grows from his back. (These are always black, and again, people still question why). Zarl is athletic, liking to impress the ladies, and of course he tries not to wear a shirt (because it's manly, and few shirts fit the wingspan, especially with the males of his species scattered to the winds) but he does own a baggy shirt, mainly so he can pass as a human and deal with crystals to merchants. He also wears a bandana, again, for the manly factor. Although it really ties in the look.
More Macrai-Itoche Info. The Macrai-Itoche live far to the South East, in a deep jungle. There, they have all the developments of human civilization (ie, blacksmithing, and such.). Macrai-Itoche follow the Totem of Deverlota-Itoche, or, in the human tongue, The 'Thunderlord', a powerful demon associated with Thunder magic who gives the Macrai-Itoche their elemental powers. The Macrai-Itoche carefully collect all the crystals of their people, storing them in the Hall of Graves until they are ready to be moved on to their final resting place. Macrai-Itoiche guard their lands well, and while a few wizards have been there with permission, it is hard to gain enterance. The Macrai-Itoche are led by the Elders, Macrai-Itoche who have aged beyond their sexual desires and work towards getting greater power and wisdom.
Thread's a light-hearted high-RP thread. Please don't join unless you're serious about it, damnit.
Anyway - background:
The Four great races, Humans, Elves, Midfolk, and Var'dul were created by the Creator, who made the Heavens and the world of Tizzara. Her partner in the creation of the Universe was the Dark Lord, the vile Destroyer of all the Creator made. It was he who populated the world with monsters, foul creatures of many species who hunt down the Four races, rape and kill them.
The Humans and Fae, as they call the other three great races, were intrusted with Three powers to help them fight the monsters. But the Destroyer played a great trick of her, and the Creator did not limit those powers to the Four great races, and monsters developed them, too.
Those powers were Magic, Summoning, and the Fighter's Trance.
Magic is divided into two Influences, Creation and Void. The Influence of Creation is divided into eleven elements:
Air - Power to harden and control air.
Crystal - Power to reshape and use the Magic inside crystals.
Darkness - Power to create and control shadows and darkness. Ability to see in dark.
Earth - Power to shape stone.
Fire - Power to create and control fire. Grant immunity to heat and fire.
Ice - Power to create and control ice. Grant immunity to cold.
Life - Healing properties. Control over plantlife. Ability to speak with animals.
Light - Power to create, color, and control light.
Steel - The ability to reshape and harden steel. Used by weaponcrafting and armourer guilds.
Thunder - Powers to summon lightning, create electric fields, and produce minor sonic blasts.
Water - Control over water. Grant underwater breathing.
It is possible to learn the inflouences. The Influence of Creation includes all the elements, and so is harder to master than any of them. The Influence of Void is the Anti-Element. A complete lack of existance, is can nullify magics used, or be used to uncreate matter.
Summoning Magic is based on the Totems that are worshipped by both humans and monsters. The totem that represents humans is simply the Creator (usually portrayed as the Mother Goddess, though not always), of course, but the monsters tend to worship all sorts of different animal and beast archetypes, and few worship the Lord of Destruction himself. In fact, most truly intelligent monsters hate the Lord -- he cursed them with their desires. No summoner ever known has ever been able to summon the human archetype, the Creator -- many attempt to specialize in animal or monster totems. Summoners travel constantly to various altars in order to attempt to persuade new Totems to join them -- and only if the Summoners are found worthy (usually if they have a personality similiar to the Totem) do they acquire new powers. Summoners sometimes are changed to resemble their Totems slightly, allowing for a bit of anthropomorphism while still remaining human (or monster), and for some powerful Totems (such as the Golden Dragon) there are full temples where would-be Summoners are trained. Summoning call a representation of the totem to battle. Gaining certain totems has been know to add skills of spells to an adventurers pool of knowledge, but many Totems are guarded furiously, and since they are spaced out and hard to persuade, it takes a dedicated person to go out this way. Many choose to devote themselves to one Totem, gaining all the power and knowledge it will share with them through time and training.
The last power is the Fighter's Trance. It can be used to enhance physical powers, to make one stronger, faster, and able to jump higher. It can also create a projectile blast of power used to attack enemies.
A note of the Races:
Humans - Duh. The most magically powerful of Great Races, and shortest lived. Most numerous race.
Elves - Longest lived, arrogant, hate half-elves. Clan-divided warrior culture. Considered oldest by their historic records.
Midfolk - Live longer than humans, shorter than elves. Powerful in Fighter Trance, weak in magic. About half as tall as humans, but of the same proportions.
Var'dul - Most in tune with nature. Born with an animal aspect and minor shape-shifting abilities. They can shift into being more like the animal they have an aspect in. Live off the land and detest both the Monsters, and the Humans and other Fae. Refuse to use Magic.
Monsters - Various species. All plaqued by needs to rape and murder the Four Great Species. Made purely from the Void. Shortly after killed, their body turns back to Void, and are 'sucked into' where the heart would be, creating a crystal. The more powerful the monster, the greater the crystal. Crystals have immense magical power, but unless refined, deteriorate in a few weeks. Crystals are used as currency as much as as coins, and are extremely valuable.
Legends say that great warriors of the Four Races sometimes drop crystals when killed. These crystals are said to hold the souls of the fallen, and can be refined into sentient weapons.
The oldest of Elvin records go back to shortly before the Great War, when the Four Races aligned against the Monsters in a war that ravaged the known world.
Submit your characters. Include spells and skills you know.
Garuph atoz. Example:
Name: Zarl
Race: Macrai-Itoche
Sex: Male
Age: 23
Hair: Blue
Eyes: Violet with golden specks throughout.
The Macrai-Itoche Species: The Macrai-Itoche, or, as they were reffered to by the humans, the Macite, were a powerful race of monsters. At one time, they had had the best relations with the human species, Owing to the fact that the Macite are the only monster species able to control their urges, and the male Macrai-Itoche dealt with the humans very well (Until a female trader ignored the warnings and tried to deal with them.). Unfortunately, the Macrai-Itoche find it hard to reproduce amongst themselves, owing to the fact that Macrai-Itoche females as damn near the ugliest women on the planet. So hideous are they, that they actually have to rape the MALES of their species!
And, sadly, the one-time tradition of undergoing such a rape to prove you courage was dropped as the all too sensual human females were discovered. Sadly, the race has all but died off, and Zarl isn't that worried about continuing it. Instead, he, like the others of his species, are carefully avoiding the female Macrai-Itoche and hunting tasty young humans, as any males caught, would undoubtably be used to continue the species. (Why anyone would want that is still under question.)
Zarl, Himself: Zarl was borne to a caring mother, and she raised him well (Until puberty, when, realizing how hideous his mother was, he fled in disgust). His father didn't know he existed, and had repressed all memories of Zarl's mother. Yes, it's that bad. Hell, Zarl's father is probably still chained up somewhere in their homelands being used to continue the species. Zarl can play the flute, and keeps a small wooden flute with him. He likes to play the songs of his homeland, of which only one is know to humans, but thinks other songs are interesting as well.
Zarl's Abilities: Like most Macrai-Itoche, Zarl is strong in Fighter's Trance, and specializes in the sword. He has a weak elemental strength, mostly focused into the power of lightning. (His strongest spell, at the moment, is the 'Taser Blade', called 'TaserBlade-Omnihusiro!' which, using the metal of his sword as a conducter, releases just enough electricity to sting like a bitch. Well, he's still low-level.) There are rumors of the powerful 'Lightning Blast Sword of Death and Chick-Amazement', the most powerful spell in the area of sword lightning-combinations to be weilded by his species, but he's more worried about scoring with some maidens. His Lightning Elemental abilites are low, the most noted being 'Thunderball'. An interesting sidenote is that Lightning Elemental spells used on Marcai-Itoche tend to have the same effect as punching them, as they are immune to the elemental aspect of it (But they still feel the spirit of the person attacking them. Therefore, small spells feel like being punched in the gut.) Thunderpunch, a light sonic burst finishes spells. Fighter's Trance lack projectiles, and are mostly a series of fast light hits of one solid hit, varying in name.
Zarl's Appearance: His skin is a bright green, naturally, although it hold the inate ability to change colors (with a lot of thought. This ability can only be used twice a day, and was origionally used to help hide them in their homelands, so they could avoid females of their species). But it's usually normal human flesh tones (as chicks don't dig the green look). He wears plain black pants and heavy adventurer boots. His weilds a Copper Katana (for it's conductability, and because it's a cheap sword), which he normally keeps shethed at his side. This is because a large pair of black batlike wings grows from his back. (These are always black, and again, people still question why). Zarl is athletic, liking to impress the ladies, and of course he tries not to wear a shirt (because it's manly, and few shirts fit the wingspan, especially with the males of his species scattered to the winds) but he does own a baggy shirt, mainly so he can pass as a human and deal with crystals to merchants. He also wears a bandana, again, for the manly factor. Although it really ties in the look.
More Macrai-Itoche Info. The Macrai-Itoche live far to the South East, in a deep jungle. There, they have all the developments of human civilization (ie, blacksmithing, and such.). Macrai-Itoche follow the Totem of Deverlota-Itoche, or, in the human tongue, The 'Thunderlord', a powerful demon associated with Thunder magic who gives the Macrai-Itoche their elemental powers. The Macrai-Itoche carefully collect all the crystals of their people, storing them in the Hall of Graves until they are ready to be moved on to their final resting place. Macrai-Itoiche guard their lands well, and while a few wizards have been there with permission, it is hard to gain enterance. The Macrai-Itoche are led by the Elders, Macrai-Itoche who have aged beyond their sexual desires and work towards getting greater power and wisdom.