Post by Baise-moi on Jun 3, 2015 18:48:08 GMT -4
(I like things done in a very specific way. If I've placed this in the wrong forum, feel free to move it if you do have that power.)
Binds of Magic
Ever since the dawn of time, war and battle has endlessly plagued the land of Venture, reaping souls and crushing families. However a recent and blissfully embraced era of peace and tranquility had fallen amongst the land, with enveloping descent, and all was at rest.
The King of Venture administered almost undisputed authority over the certainly intriguing, continental land of Venture. Merely a single revolt erupted during the durarion of his rule, and although massive, it had been quelled after intense bloodshed and entrails spilling onto the battleground as inanimate corpses began to shrivel, wither, and decay. The Land of Venture was inevitably thriving with artists as the lands were painted and bathed in crimson and scarlet, provided by the very warriors which bound their honor to their King. In Venture, all was black and white. There was no unity and individuality possibly existing simultaneously, no dark accompanied by light, no good paired with evil. Nonetheless, the deeds which the previous King humbly accomplished numbered high and abundant. Due to his influence, and his demeanor, the lands were repaired and replenished within the time of several years, with the added assistance of magic.
Magic was a prime source of any sentient entity's inner potential. It could be used to enact justice, to demonstrate oppression as innumerable rulers prior to the previous King's rule had utilized it. Magic brought forth multitudes of revelations from those who concealed their darkest secrets from the ones who aspired to annihilate their schemes, or plots for grand miracles. It was a confounding force which bound the mind and potentially even the soul to the being. Tremendous effort was required to harness its maximized strength, which expanded inconceivably as energy and knowledge was siphoned into reaching a vast, immense level. Others extended to astronomically substantial powers, in which they reveled, while others savored what they already had.
One fateful night, silence encompassed the Royal Palace; The hallowed husk of the once illustrious King was carried away to be buried, whether it be in the catacombs or another, more significant and worthy location ornately adorned with pristine carvings and a golden-lined casket. The King had not chosen an heir, however it was generally passive agreement that Thrait, the nephew of the King and his sole known relative (At least, close to him.) inherited rightful possession of the throne. Thrait, although humble and benevolent, was also arrogant and flawed in various aspects, such as his lack of commanding knowledge, or directing an army. For this reason, the denizens of Venture feared that his rule would descend upon them a plague or curse, a malediction which would envelop the land and thrust it into chaos. Revolutions to select an adequate, genuinely concerned ruler for the land of Venture were initiated in secrecy, however due to uncertainty of loyalty toward Thrait were not carried out. Instead, with amassed forces comprised of inexperienced units and regiments compared to Thrait's elite units, as well as his unspecified defenses (Rumored to be near impenetrable; Perhaps the reason why only one King of Venture out of the seven already existing was assassinated or slaughtered) the rebellions remained hushed. Until now.
Although Thrait was accepted as ruler, he was challenged by another, by the name of Serough. Serough arrived in the Royal Palace to administer a caution toward the 'King'. It is unknown what the message consisted of, however Serough departed unscathed, and seemingly triumphant as whispered among the population. And so suspicion arose, and uncertainty ceased. As did the peace, which caused the people of Venture to gradually fall into entropy. Furthermore, researchers of ancient bloodlines discovered that both Thrait and Serough were directly connected to the King, meaning both were correct. This caused indubitable confusion as well as separate rebellions among the land fighting for a decisive ruler. While Thrait may have been a typically lousy commander (Well, what did they expect from a royal? Were royals not supposed to lounge around all day on their pedestals as their servants catered to their every need?), Serough (Although formerly being a war general) appeared to hardly be a preferable alternative.
Serough's belief was individuality among each being. Independence and elegance in their own virtues, as well as expression (Including expression of utmost cruelty, including but not limited to torture, threats, and inflicting major injury), although it offered desirable freedom which Venture lacked. Even those who utilized the magic of necromancy, which had become outlawed by ancient ruling, and darkness would be accepted into societies without repercussions.
Thrait strongly disagreed with individuality and believed that unity had become a struggle to begin with. If Venture was divided, the land would face unceasing conflict. And while individuality had its advantages, they simply did not atone for the costs and sacrifices which it permitted.
To retrieve the throne from Thrait, Serough amassed a group of followers whom he had drafted and made a cunning attempt to assault the Royal Palace, in which Thrait resided. This battle yielded solely failure to Serough's ambitions as he was forced into a fleeting retreat, although his army continued to combat the opponent, eventually capitulating. The land returned to peace, and Thrait was bestowed complete, unswayed government over Venture, which proceeded to instantly recover, aided by its magically bound inhabitants. Despite this, the land lived in famine and despair. However, Thrait was, for a lingering time, assured a victory as Serough's group was forced into hiding, biding their time as the months passed, dragging a drastically prolonged period of time before war again emerged.
Some, in a desperate attempt to locate Serough in his obscure place of residence, desired to remove Thrait from his position. For several months, there was no sign of Serough, and most relented to Thrait.
A year later, however, Serough indeed was found. It was discovered by Thrait that he had recruited and enlisted a resistance composed to obliterate Thrait's practically everything in existence. Plundering villages and cursing those who refused to join him (Serough was more willing to perform darker deeds for what he insisted was the greater good), he and his army bound even outrageously powerful creatures and people with potent energies, twisting their ideals to Serough's very own whim. It has already been decided that only one can emerge as the victor. As believed in the land of Venture, the land of black and white, only Unity or Individuality can ever exist at a single point in time. No alterations. You know the rules and so do I. That type of situation.
Now, the land has been plunged back into a war, as the group has assembled enough men to begin a final battle, a battle to decide the fate of Venture.
-Magic Types-
Dark: Users may bend the darkness and shadows around them to form attacks. Only can be used by those who have taken the path of evil. Dark is equal to light.
Light: Users may bend light around them to form attacks. Opposite of Darkness. Can only be used by those with good hearts. By default, Light magic is equal to dark.
Fire: Users of fire magic may use fire attacks, generated out of thin air. Often used by evil. Strong Fire magic users can counter Water magic users.
Lightning: Holders of the power of lightning may use lightning bolts against enemies. Often used by evil. Counters and cancels out Ice magic by default, though strong users can always overcome.
Ice: Those with the powers of ice magic are able to use ice magic to attack or freeze enemies. Used by good and evil equally. Counters and cancels out Lightning magic, though strong users can always overcome.
Water: Water can be used to blast torrents of water at opponents, and control the water around them. Often used by good. By default, Water magic will counter Fire magic.
Wind: Wind is considered to be somewhat useless, however wind can be manipulated to boost one's speed. Often used by good. By default, Wind magic will counter Sound magic.
Sound: Anyone with the magic of sound can manipulate the sound around them and use it as blasts or waves, or just create sound themselves. Often used by good, but sometimes used by evil. Strong Sound magic users can counter Wind magic users.
Telekinesis: The ability to move objects with one's mind. Used by good and evil equally. By default, Telekinesis will counter Enchanting magic.
Healing: Anyone with the ability of healing can heal minor or moderate wounds. Larger scale wounds can only be healed by the more powerful healers. Almost always used by good. By default, Healing is weak to necromancy.
Enchanting: Anyone with the power to master enchanting can enchant any weapon and imbue powers upon it, and cast 'regular' spells. It is one of the more advanced but powerful magics. Used by good and evil equally. Strong Enchanting magic users can counter Telekinesis users.
Necromancy: A magic earned by utmost patience and dedication (and breaking some laws), Necromancy can be used to speak to the deceased, and to bring them back in an undead form, if one is very proficient. Necromancy is an outlawed magic in Venture. Only ever used by evil, as good people never break the laws to learn it. Necromancy by default counters healing.
-----Locations-----
The Void: A place of eternal darkness, the void has rarely been entered, and those who enter are rumored to never come back, left fighting off endless creatures for all of eternity, unable to die, and slowly changing into a monstrosity themselves. Time does not go by in the void, or so ancient legends say. When the entrance to the void is dissolved, the monstrosities inside can escape, causing the world to descend into chaos.
The Royal Palace: Where the ruler of the land lives. It is a mix between a fortress and a mansion. The Royal Palace is located in a city in Alidor province, which is surrounded by walls, with a second layer of walls surrounding the palace itself.
Lamber: Serough's capital, a major city located in Revith Province.
Aldinor Province: The wealthier of Venture's two provinces, Alidor is located in Northeast Venture, being a quite mountainous region, especially in the North. Snowy in some places, and beautiful and sunny in others, Alidor Province is a sight to behold, home to shimmering blue lakes and lush green forests spread across the land. The royal palace sits in an open field, surrounded by mountains on three sides and a large city, with towering walls bearing the golden flags of Thrait.
Revith Province: The Revith Province is a vast province, covered in lush green fields and being heavily forested. In some places, the Revith Province is a rich land, prospering with farms and rivers in most places, but in some places the grass is parched and dry, and in others marshy and wet. In the very south, near the sea, is Serough's capital city, Lamber, guarded by what are considered to be the most elite forces in all of Venture.
The Ether: Deep in the unreachable depths of Venture's underground lies a murky realm where irate spirits, monsters and other nasties reside. Supposedly the first layer of the Void, it is the barrier between the overworld of Venture and the Void, keeping the two realms from colliding. But as Venture struggles to find a king, that barrier begins to dissipate and the boundary between them starts to meld.
-Rules-
1. Godmodding will not be tolerated, nor will metagaming or anything of the sort.
2. I will assign your faction, just to keep things balanced.
3. Put effort into all of your posts and CSes.
4. Please pick only one magic type. More than one can be overpowered and a bit confusing.
5. When in PvP, the outcome of any action is determined using logic and dice, to keep things fair and balanced. Otherwise, the RP is free roam. Put Binds in other. Yes, characters can die, and it is expected that you do not whine if yours does.
6. Rules can indeed be made by admins as the roleplay moves along. Not everything can be fit into the rules, so don't do anything you wouldn't normally think is allowed.
------Character Sheet-------
Name:
Gender:
Age:
Personality:
Appearance:
Role (Mage, Assassin, etc.):
Significant Skills:
Bio:
[Credit to LittleMurph, and LNG257]