Post by Deleted on Mar 12, 2017 12:37:40 GMT -4
You are no one in particular, walking down a road nobody travels, going to who knows where, when, much to your surprise, you encounter a scouting party. They seem like local adventures, a small rag-tag group of fellows probably doing work for a lord in the area. A couple are dressed in crude steel, and both carry Halberds. The rest are dressed in mostly simple attire, such as simple leather cloaks, or the most basic of clothes they were able to rip off a dead man. Their weapons vary, ranging from bows to spears to maces to swords. They notice you, and hail you to them.
"Ho traveler! Not many come down this path." Says a man who appears to be their leader. "It's a dangerous one at that, so I can only assume you're mighty brave. Could I ask for your name?" [NAME]
"Interesting!" Exclaims the man. A variety of faces and murmurs between friends erupt from others within earshot, but that's to be expected from a band like this. "Only so many places this road travels, friend. Could I ask where it is you're off too?" [KINGDOM]
List of Kingdoms
"A fine coincidence that is! We're heading that way as well. Join us for a spell, and we'll help you there safely."
Hesitantly, or perhaps not hesitantly enough, you agree to join the mercenaries on their journey. It isn't far into the walk when some of the other mercs introduce themselves to you, and start asking question. A kindly old mage begins to ask you about your magic abilities, [YOUR MAGIC SKILLS, SHOULD YOU CHOOSE TO HAVE ANY] while the two heavily armored Halberdiers ask you about what you have on you. [Inventory] Finally, a young squire asks you what you look like. You’re confused at first, but the other mercs explain that the boys been blind since he was born, and that they keep him on as a scout and a figurative “look-out” thanks to his keen sense of hearing. They tell you to humor the boy, and you agree, perhaps begrudgingly, to describe yourself to the boy. [APPEARANCE]
Finally, the leader of the band himself asks you a simple question; why are you out and about like this? [GOAL]
[Your goal is a new feature, wherein you can choose your reasoning for exploring this unforgiving world. If you set yourself a goal, such as; “I wish to avenge my father!” I will try to form a storyline around that, and provide you with an overarching quest. You may, of course, skip this entirely by simply answering with “Wanderlust.”]
Content with the knowledge they’ve gained, the mercenaries leave you be for the rest of the journey.
Welcome to the world of Dominions! Anything goes, and your characters are limited only by your creativity and your knowledge of mythology. This is a free roam ISRP, where you can do basically anything. As you wander around, you encounter situations and characters which can be dealt with as you please.
Magic:
Magic is divided up into 6 Schools; Conjuration, Alteration, Evocation, Enchantment, Thaumaturgy, and Blood Magic. Each school hosts a multitude of spells, all centered around a specific, and sometimes more general, purpose. When playing as a mage, you will receive three points to divide among the the three schools. These points determine the amount of spells you'll be able to use from any given school. This number can be increased later through various means and events, but this number will be your starting magic skill. Please include your point distribution in the "MAGIC" part of the CS.
Gems: Magic gems are required for all forms of summoning and enchantment, as well as some advanced forms of Evocation and Alteration. Anything pertaining to the undead requires a special kind of magic gem known as a "death gem" to summon. These gems can be recovered easily from a perished undead, but are hard to come across otherwise. As such, it's rare to find anyone not skilled in necromancy who carries them. To activate the power of a gem, you must crush the gem in your hand and then use the spell you wish to use.
Global Enchantments: Global Enchantments are unique spells that affect the world on a global scale. They are incredibly difficult to cast, require unique artifacts and lots of time to perform, and can cause effects of all kinds. Global Enchantments can summon a second sun, cause the whole world to fall into darkness, can cause the trees to unite against the caster’s enemies, and can even curse those who don’t perform specific types of magic. These spells can be dispelled with a dispel spell, by killing the caster, or by destroying the artifact required to cast the enchantment.
The Two Special Schools: There are two special schools in Dominions, Construction and Holy, that cannot be learned by a basic mage. The spells within can only be learned through unique events and teachers throughout the RP.
Conjuration: Conjuration is the school of summoning. It allows you to summon many kinds of animals, spirits, monsters and demons, but it doesn't include much in the way of summoning the undead. All summons will disappear or leave your side after a set amount of time, so use the time wisely.
First three levels of Conjuration
Alteration: Alteration is the school of magic concerned with change. It allows you to change yourself, or the world around you, to fit a multitude of different circumstances and situations. Alteration magic is powerful, and can influence a number of different things, but tends to wear off quickly, and can leave you with a major weakness depending on the spell used. All Alteration spells can be cast on friend or foe alike.
First three levels of Alteration
Evocation: Evocation centers around evoking magic forces to destroy the enemy. It focuses on combat spells, which can be used to cause incredible amounts of destruction, both to friend and foe.
First three levels of Evocation
Enchantment: Enchantment is the school of magic concerned with enchanting your body to make improve it in spectacular ways. Enchantments can be placed on friend and foe alike, and the enchantment school also contains numerous spells for summoning the undead. It is the primary school for raising and controlling the undead.
First three levels of Enchantment
Thaumaturgy: Thaumaturgy is the general school, containing spells for multiple different situations and effects. Many global enchantments can be found throughout this magic school. All Thaumaturgy spells can be cast on friend or foe alike, unless directed otherwise.
First three levels of Thaumaturgy
Blood Magic: Blood magic is perhaps the most nefarious and evil of the magic schools. It takes influence from the other six main schools, but bloodies and corrupts them. Blood magic does not require magic gems, but blood sacrifices instead. All binding and summoning spells require blood sacrifices, and many high level spells do as well. The caster’s own blood can used for low level spells.
First three levels of Blood Magic
"Ho traveler! Not many come down this path." Says a man who appears to be their leader. "It's a dangerous one at that, so I can only assume you're mighty brave. Could I ask for your name?" [NAME]
"Interesting!" Exclaims the man. A variety of faces and murmurs between friends erupt from others within earshot, but that's to be expected from a band like this. "Only so many places this road travels, friend. Could I ask where it is you're off too?" [KINGDOM]
List of Kingdoms
"A fine coincidence that is! We're heading that way as well. Join us for a spell, and we'll help you there safely."
Hesitantly, or perhaps not hesitantly enough, you agree to join the mercenaries on their journey. It isn't far into the walk when some of the other mercs introduce themselves to you, and start asking question. A kindly old mage begins to ask you about your magic abilities, [YOUR MAGIC SKILLS, SHOULD YOU CHOOSE TO HAVE ANY] while the two heavily armored Halberdiers ask you about what you have on you. [Inventory] Finally, a young squire asks you what you look like. You’re confused at first, but the other mercs explain that the boys been blind since he was born, and that they keep him on as a scout and a figurative “look-out” thanks to his keen sense of hearing. They tell you to humor the boy, and you agree, perhaps begrudgingly, to describe yourself to the boy. [APPEARANCE]
Finally, the leader of the band himself asks you a simple question; why are you out and about like this? [GOAL]
[Your goal is a new feature, wherein you can choose your reasoning for exploring this unforgiving world. If you set yourself a goal, such as; “I wish to avenge my father!” I will try to form a storyline around that, and provide you with an overarching quest. You may, of course, skip this entirely by simply answering with “Wanderlust.”]
Content with the knowledge they’ve gained, the mercenaries leave you be for the rest of the journey.
Welcome to the world of Dominions! Anything goes, and your characters are limited only by your creativity and your knowledge of mythology. This is a free roam ISRP, where you can do basically anything. As you wander around, you encounter situations and characters which can be dealt with as you please.
Magic:
Magic is divided up into 6 Schools; Conjuration, Alteration, Evocation, Enchantment, Thaumaturgy, and Blood Magic. Each school hosts a multitude of spells, all centered around a specific, and sometimes more general, purpose. When playing as a mage, you will receive three points to divide among the the three schools. These points determine the amount of spells you'll be able to use from any given school. This number can be increased later through various means and events, but this number will be your starting magic skill. Please include your point distribution in the "MAGIC" part of the CS.
Gems: Magic gems are required for all forms of summoning and enchantment, as well as some advanced forms of Evocation and Alteration. Anything pertaining to the undead requires a special kind of magic gem known as a "death gem" to summon. These gems can be recovered easily from a perished undead, but are hard to come across otherwise. As such, it's rare to find anyone not skilled in necromancy who carries them. To activate the power of a gem, you must crush the gem in your hand and then use the spell you wish to use.
Global Enchantments: Global Enchantments are unique spells that affect the world on a global scale. They are incredibly difficult to cast, require unique artifacts and lots of time to perform, and can cause effects of all kinds. Global Enchantments can summon a second sun, cause the whole world to fall into darkness, can cause the trees to unite against the caster’s enemies, and can even curse those who don’t perform specific types of magic. These spells can be dispelled with a dispel spell, by killing the caster, or by destroying the artifact required to cast the enchantment.
The Two Special Schools: There are two special schools in Dominions, Construction and Holy, that cannot be learned by a basic mage. The spells within can only be learned through unique events and teachers throughout the RP.
Conjuration: Conjuration is the school of summoning. It allows you to summon many kinds of animals, spirits, monsters and demons, but it doesn't include much in the way of summoning the undead. All summons will disappear or leave your side after a set amount of time, so use the time wisely.
First three levels of Conjuration
Alteration: Alteration is the school of magic concerned with change. It allows you to change yourself, or the world around you, to fit a multitude of different circumstances and situations. Alteration magic is powerful, and can influence a number of different things, but tends to wear off quickly, and can leave you with a major weakness depending on the spell used. All Alteration spells can be cast on friend or foe alike.
First three levels of Alteration
Evocation: Evocation centers around evoking magic forces to destroy the enemy. It focuses on combat spells, which can be used to cause incredible amounts of destruction, both to friend and foe.
First three levels of Evocation
Enchantment: Enchantment is the school of magic concerned with enchanting your body to make improve it in spectacular ways. Enchantments can be placed on friend and foe alike, and the enchantment school also contains numerous spells for summoning the undead. It is the primary school for raising and controlling the undead.
First three levels of Enchantment
Thaumaturgy: Thaumaturgy is the general school, containing spells for multiple different situations and effects. Many global enchantments can be found throughout this magic school. All Thaumaturgy spells can be cast on friend or foe alike, unless directed otherwise.
First three levels of Thaumaturgy
Blood Magic: Blood magic is perhaps the most nefarious and evil of the magic schools. It takes influence from the other six main schools, but bloodies and corrupts them. Blood magic does not require magic gems, but blood sacrifices instead. All binding and summoning spells require blood sacrifices, and many high level spells do as well. The caster’s own blood can used for low level spells.
First three levels of Blood Magic