VampirateMace
Internet Overlord
This RP is Rated-R for, violence, swearing, alcohol, and discussion of sensitive topics like racism, eating disorders, slavery, and abuse. There's also a chance of drugs and nudity (intimacy will still need to fade to black or time-skip). If you think any of this is going to bother you, please go ahead and close this tab.
RP Thread: HERE
Discussion Discord: https://discord.gg/QxdbqSd
Note: I know there is a lot of material here, I know, trust me, I know. However you only need to read the Setting & Plot and Chii & Magic Info sections in full, but for Species Options and Class Options you will only really need the stuff that pertains to your character. However if you wish to read the rest, you will be more informed on the details and setting of this world, and the knowledge will presumably serve you well.
_ _ _
Setting & Plot:
Our story takes place in White Hills, a decent sized village, in a magical medieval fantasy world. This does mean no plastic or modern inventions, but through ingenuity and magic some of these things will have reasonable proxies. For example, woven or wooden sandals are allowed, but rubber and foam flip-flops are not. Cellphones of course are not allowed, but under certain circumstances you may be allowed to make 'calls' via magic crystals. I will of course let you know if I see your sign-up breaks this rule, so that you can fix it.
Many of the villagers live in shacks that are made in what is known as stick and daub. That means they are one or two room shacks made out of branches and sealed with mud, clay, or manure. Wealthier citizens tend to live in better constructed stone, wood, or brick houses and manors, while farmers, woodcutters, and hunters occasionally build themselves log cabins. Business buildings and shops tend to be constructed from stone or brick as well. The local monastery is half stone building, half man-made mountain cave, and is where the Priestesses, Monks, and Warriors live. It is also the source of most of the stone used in construction here. Brick and black stone blocks are imported from the Demon Lands, and wood is obviously harvested from the surrounding woods.
The village lies along the southern coast of the Northern Sea. Not far out to sea is Lighthouse Island, and a bit further away are the Crystal Islands, then beyond the waters lie the Icy Lands. There are no known settlements on the Crystal Islands or in the Icy Lands.
To the West, a weeks' journey through the woods, is a dark and dismal realm belonging to the cruel Vampire Lord Arrowin. For this reason, no one in their right mind would travel past the Highwayman/Rouge or Wizard/Witch settlements in the western woods. The realm is also accessible via the Beach Pass, but again, people seldom go past a certain point.
Then to the East, another week away, is the Demon Lands, home to the Demonfolk, with whom the village has been at peace with for several decades now. Many Merchants travel through the Demon Lands to trade in White Hills, bringing [what are to us] exotic goods. Travel to the Demon Lands from White Hills is not often recommended however, as slavery is legal there, and many of the locals are known to favor 'exotic' slaves.
A bit farther away, at two weeks' travel time into the South, is the kingdom of Musica, a wondrous city-state that has also brokered peace with our village. Merchants and Entertainers occasionally visit via Musica, but not with the frequency of those from the Demon Lands. Those that do come, carry many beautiful and finely crafted goods.
(Obviously this is not perfectly to scale, but should give you a good idea of the village layout.)
There is a square near the center of the village, this where most festival and holiday events take place, as well as town meetings. One of the best known holidays is of course ‘Quest Day’, where villagers 13-18 go off to try and earn their adult status by attempting challenges set forth by the village elders (though many parents encourage their children to wait until 16 for their first attempt, which is the age at which they transition from school to apprenticing, and are considered far more mature). Many who were still unsuccessful at 18 don’t bother to return to their own village afterward, but go off to start a new life in another village, where the villagers won’t know whether or not they are adults (though this often causes suspicion that outsiders are not 'adults').
Another exciting holiday is the Moon Feast, where the villagers celebrate the end of harvest with parties and feasts, and then enjoy a magical display put on by one of the local sorcerers. It's primarily composed of magically produced gold or silver sparks, and is very similar in appearance to the fireworks set off by wizards during the Summer Solstice celebration. The magic takes place on the beach, but can be seen throughout the village.
This year's presenter is Amos Wandson, a magically powerful and fairly well liked young sorcerer. At 21, villagers between 13 and 29 may have attended school with him (as children attend school between 8 and 16, in the village's one-room schoolhouse under Schoolmasters Damas and/or Lukas, except for those training to be Monks, Priestesses, and Warriors, who are usually educated at the monastery, and of course those who do not attend at all). Though powerful in magic, he is physically quite frail, and many suspect him to have an eating disorder.
The show starts off well. A mist of glittering gold magical discharge lights up the Northern horizon, signaling the start of Amos' performance. Following it, a series of golden explosions flash, briefly lighting the night sky. Then comes a pause, dramatic pauses are expected, but this lasts longer then a normal dramatic pause, and is followed by several low flashes of light, way lower then normal. . .
You know something has gone wrong, at the very least.
Perhaps a fight broke out on the beach, the implications of that are ominous. Has Lord Arrowin's Vampire army invaded from the West? Or have the Demonfolk of the East decided peace with White Hills no longer suits them? Or maybe some new unknown threat from the North has reared it's ugly head? Then again, for all you know, a portal to the underworld has opened on the beach and swallowed up the poor young man leaving no trace.
But maybe you're a realist. Perhaps Wandson's spell simply misfired, leading to a catastrophic chain reaction? It is not hard to imagine the frail and slightly clumsy Sorcerer has horribly injured himself after all. So, maybe he's just trying to signal for help. Then again, maybe the klutz is fine, and just looking for something he lost?
Whatever your reason for concern, you decide to head down to the beach and check the situation out.
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Chii & Magic Info
There are two types of magic in this world, Elemental (aka Chii) and Non-Elemental (aka General). Non-elemental magic can only be inherited (class and species dependent, for example demonfolk and sorcerers) or learned (aka brewing potions). Examples of inherited non-elemental magic include energy blasts/sparks, shields, transformations/transmutations, and illusions. Potions brewing can be learned by those who have not inherited non-elemental magic, but it takes years of study (therefore it is limited to the Entertainer/Gypsy, Scholar, Sorcerer, and Wizard/Witch classes).
Elemental magic may be inherited (species and class dependent, for example faeries and wizards), or temporarily obtained by capturing spirit-like creatures called Chii, and using them in a chii device. There are six such types of elemental magic; fire, water, grass, earth, wind, and decay.
Most chii do not even have personalities or names, nor can they talk. Certain types and very old chii however, may speak. They are not the ghost of humans or animals; nor have they ever been alive as we know life.
* There are ghosts in this world, but they aren’t chii, and they may only be elementally aligned if they were so in life.
* There will be no chii pets allowed, because chii do not make good pets, they are spirits, not animals! Most are not very intelligent and cannot speak or understand you. If you have or catch a chii be prepared to use it, or for someone else to use it.
A chii cannot be used or battled with directly, but rather one catches it to obtain its power. This is done through the use of a chii device. When a chii is used in a chii device, it is torn apart molecule by molecule. In other words when you use a chii, it is gone. Don’t worry, you won’t hurt them, they don’t feel pain as far a we know, and their energy will be dispersed to eventually recollect and form new chii. Once a chii is use on it, the chii device then exhibits elemental powers.
Players in this RPG that are 'adults' (13 and older) having completed the requirements of adulthood, will have a chii device (or similar item). Upon turning thirteen every child is given a chii device (or similar item) by their family to help them on their quest to become a man or woman. See the chii device section for you class for examples of your chii device options. If you have a parent who is of a different class, you may have received a hand-me down device from their class. Additionally children of wealthy families and adults of all classes may have purchased a second chii device.
Chii and Elemental Magic types:
(Remember, chii are not animals or people, most chii don’t learn to talk until they have grown old and very large [from gathering chii aura/essence for that long]. Do not plan to encounter old/big chii very often. Usually chii will only be around 2 inches tall/wide.)
Fire (heat, light, burning) - Fire chii usually appear as small flames or salamanders. Larger older fire chii may manifest as dragons. While fire chii create flaming weapons, the side affects of this may include chii-device being too hot to handle with bare hands. These chii create some of the most effective weapon attacks.
(Hint: Mix with Earth magic to make lava!)
Water (floods, rain, mist, clouds, minor wound healing) - Water chii usually appears as water drops or water critters like frogs and fish. Older ones may appears as nymphs, and even speak. There are however many legends of such water nymphs trying to drown men. Water chii tend to be very useful to farming chii-devices, they can however be used to make non-lethal weapons such as water cannons.
(Hint: Mix with Wind magic to make storms!)
Grass (plants, growth, minor illness/poison healing, poison) - Grass chii usually appear as small plants or seeds. They may also appear as nymphs when older. They are very useful with farming chii-devices, and will help nurture seedlings. In a fight they may be used as distractions, such as a pedal or leaf flurry. They may also be useful for medicinal purposes.
(Hint: Mix with Water magic for the most effective healing!)
Earth (rock, soil, metal, tremors) - Earth chii usually appear as stones or metallic bugs. Older chii may take the form of walls or monoliths. However when used in a chii-device weapon, the weapon it is greatly reinforced, though addition weight will be added. When used in masonry tools these chii can be used to enhance construction quality.
(Hint: Mix with Water magic to create mud!)
Wind (air, breezes, whirlwinds, flight) - Wind chii usually appear as bats, bugs, or birds, and are very hard to catch. Older ones may take winged serpent or thunder-bird forms. They will allow the user to fly for a brief time with certain chii-devices (like witches' brooms), or create wind attacks such as whirlwinds.
(Hint: Mix with Plant magic for aromatherapy effects!)
Decay (poison, corrosion, breakdown, rust, erosion) - Decay chii usually appear as mushrooms, and occasionally as whole swampy pits. They are generally very dangerous and use should be avoided. They often cause very harmful side effects; corroding your chii device, or even your body if you are not Decay aligned. They can talk at a surprisingly small size however, which may make them useful. This ability is believed to be a result of consuming corpses, and absorbing their knowledge. Often during the wet seasons, they can be heard singing in the forests.
(Hint: Mix with Fire magic to create explosions!)
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Species Options:
(The following is alphabetical to help you find what you want. If your desire a species not on this list, ask me before making a sign-up so we can discuss it. You'll notice each species has pros and cons, and as such custom species will be required to have pros and cons as well.
- Magic and species related powers usually start to manifest between 10 and 16. Fairies and Imps tend to learn to fly around age 5 however.
- Species with longer lifespans will experience a slowdown in aging, usually between 16 and 18.)
Dwarves
- Short (3-5 ft) and generally stout humanoids, usually fair skinned and haired from generations underground. They are a little stronger then humans and have exceptional night vision, but tend to be slower walkers/runners then other species. It is not uncommon for Dwarves to be colorblind due to their subterranean ancestors. They also tend to have good hand-eye coordination. Occasionally they may have a little Earth magic, regardless of class.
- Half Dwarves tend to be stocky version of their non-dwarf parent's species, because many dwarf genes are recessive.
Demonfolk
- Of varying sizes and builds, Demonfolk hail from the deserts east of White Hills, and may posses some non-elemental magic. They tend to fall into one of three archetypes; Imps (who are petite [2-4 ft] with nubby horns, and magically skilled in illusions and hexes. They may also have bat-like wings allowing them to fly) Succubus/Incubus (who are average sized [5-7 ft] with small curled or towering spiraled horns, and posses the abilities to alter their appearance and charm others), ogres (who are large [7-9 ft] with hefty horns, sometimes branching, and usually have no real magic, but rather immense strength. They also sometimes have large reptile-like tails). Demonfolk are rare here, as they tend to get cold easy, and therefore prefer warmer climates. Demonfolk may also struggle with certain aspects of the village's culture. Like vampires, they age slowly.
- Half demonfolk usually inherit horns and magic/strength from their demonfolk parent.
Elves
- Tall (6-8 ft) and generally slender humanoids, with pointy ears, often tan with dark hair, though there are fairer populations. They tend to be more agile and athletically coordinated then other races, but not particularly strong. They also usually have good distance vision. Elven Witches/Wizards tend to be Water and/or Grass aligned. Non-elemental magic is rare among elves.
- Half elves are usually recognizable by having pointy ears, but not the full-elves' graceful slender physic.
Fairies
- Petite humanoids (2-4 ft) with large fragile gossamer wings. Fairies' skin, eyes, and hair comes in all colors, and they're also able to see colors beyond the spectrum of most creatures. They usually have a natural alignment to at least one element, regardless of their class. However, they are very weak physically, with low stamina, and their wings are prone to tears which leave them unable to fly for days.
- Half-fairies almost never have wings, but tend to retain their magic and smaller size.
Humans
- What could be considered the most average humanoid (5-7 ft), with reasonable strength and passable agility. They are considered to have poor vision, often being nearsighted, farsighted, or colorblind, and not having much in the way of night-vision. When humans inherit magic, it's often the non-elemental magical linked to the Sorcerer/Alchemist and Entertainer/Gypsy classes. Humans and half-humans are the most common species in the village.
- Human genes are often dominate, and half-humans often seem fully human at first glance.
Vampires
- Pale humanoids of average height (5-7 ft) and usually slender build. They are stronger and more agile then humans, though not as strong as Dwarves and Were-Beasts, or as agile as Elves. Most vampires have Decay magic, with a few having a Wind or Fire alignment. They're almost never Water, Earth, or Grass aligned. They often also have a single non-elemental magic skill, such as wall-walking or an illusionary appearance. They age slowly, but while very long-live, Vampires require blood as their main source of subsistence and will die after a few weeks without it. They are also cold-blooded, with a very slow heart-rate, easily sunburnt, and have a heavy scent; traits which in the past, led to the false assumption that vampires were dead humans.
- Half-vampires tend to take more after their vampire parent, though with weaker magic.
Were-Beasts
- Were-Beasts vary in size based on their animal half (a were-rat may be 3-5 ft, while a were-wolf is 5-7 ft, and a were-lion is 6-8 ft). They have the ability to transform into their animal at will, as well as displaying some animal traits in their humanoid form, however they may occasionally loose control of their animal instincts. Like vampires, they have a strong recognizable scent. Were-beasts tend to be shunned and stigmatized by other villagers, and may receive inferior service.
- Half-were-beasts tend to look more like their non were-beasts parent in humanoid form, but usually still have a fully functional animal form.
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Class Options:
(The following is alphabetical to help you find what you want. If you desire a class not on this list, either pick a best match, or let me know so we can discuss it. For example, if you want to be healer, you have three routes; a Smith [aka doctor], a Monk/Priestess [religious healer], or Witches/Wizards [witchdoctor]. Each class also has some notes on appropriate chii devices.
Notes:
- A few classes are not available to all species. There may be exceptions to these, but they will be dealt with on a case by case basis.
- You may use two classes only if they make sense with each other and your character. For example a retired Warrior may become a Monk or Hunter, a wandering Wizard may also be a Scholar, and a conniving Merchant may double as a Highwayman or Entertainer.
- Orphaned/abandoned children often end up becoming Warriors or Monks/Priestess, unless they are Demonfolk, Vampire, or Were-Beast in which case they may still be Warriors, but are more likely to become Hunters or Highwaymen/Rouges.)
Entertainers/Gypsies - Wanders who get food and make money through providing entertainment. During their childhood they may learn skills such as juggling, acrobatics, playing musical instruments, and potion making. They often come into a village for Quest Day allowing all their children ages 10-18 to go on a quest (this is the only exception to the village's 13 through 18 rule). Some may have a weak form of magic, regardless of species. They are survivalists and can usually find food and shelter in the woods or villages.
- They usually have a piece of clothing, instrument, or a flying broom as a chii-device. Some may also have a bo, or other light weapon.
* (Most gypsies are Humans, Fairies, or Elves.)
Farmers/Ranchers/Woodcutters - Growers of crops, raisers of livestock, and lumberjacks, these are the simple people of our village, the commoners. Often they will have an animal companion they raised from birth. They are generally self-sufficient, and have knowledge of local plants and animals.
- They usually receive a chii version of a tool of their trade, such as a hoe that can water the field at the same time as plowing when provided with a water chii, or a sickle/axe that can be sharpened with earth chii.
* (Farmers/Ranchers are usually Human, but Fairies and Elves are not uncommon. Woodcutters are more likely to b half-breeds and less trusted species.)
Highwaymen/Rouge (Criminals) - Those who live on the outskirts of the law; tricking others, stealing, raiding, and/or taking assassination jobs to make a living. Highwaymen completely reject the thought of obtaining goods and money legally, while Rouges are mercenaries that can be bought at the right price and may sometimes be employed to protect the village, while at others they may be robbing travelers. They are urban scavengers and survivalists, having a small community set-up in the woods just outside the village.
- Highwaymen/Rouges usually have chii devices from their parent's class, and ones they've stolen from travelers and/or bought with stolen/blood money.
* (Highwaymen/Rouge are not limited by species, but species does tend to effect how they operate. An Ogre-type Demonfolk is not very skilled at being sneaky for example, and a Fairy lacks the physical presence usually needed for normal intimidation, though they can use their magic as persuasion.)
Hunters (Game Hunters, Fishermen, Slayers, Exterminators, Chii Collectors) - Hunters may either hunt food animals, fish, and foul, or they may hunt chii, or they may be vermin and monster hunters. They may keep an animal or weak monster for a companion. They are skilled in survival, and can usually find food in the woods, build shelters, and start fires without tinderboxes.
- Their chii device is often a light weapon such as a short-sword, bow & arrow, net, trident, or bo.
* (Hunter is considered one of the few good occupations for Were-beasts. It is an occupation often taken up by orphans who reject a devout life at the monastery.)
Merchants/Bankers - Sellers of processed foods and rare items from other lands, Merchants are considered the lowest class, because they are believed to be greedy and usually do not have to inherit their position. Wandering merchants will often obtain a companion animal to travel with. Bankers too are looked down upon as greedy, because of their contact with everyone’s money. However they are known for being shrewd and may serve as mediators for minor legal arguments.
- Merchants and Bankers usually either have a rare expensive chii device, such as a Moral Compass (that points to the path you should take), or will have sold theirs upon rejecting the family business and not bothered replacing it.
* (Mistrust tends to make it difficult, but not impossible, for Were-beasts and Demonfolk to become Merchants and Bankers.)
Monks/Priestesses - Monks are religious devotees trained in fighting and healing. Monks however are usually not sent to protect the town unless all warriors are dead, as a last resort. Instead they train the warriors; mind, body, and soul. Priestesses are religious leaders trained in scripture, cleansing, and healing (the local religion being matriarchal). Monks/Priestesses often receive donations of food and other goods from the other villagers.
- Common chii-devices for Monks/Priestess include; enchanted books and talismans, and light weapons, like daggers or bo (non-lethal fighting staff, not to be confused with magical staff).
* (Vampires, Were-beasts, and Demonfolk cannot become Monks/Priestesses, as they are considered 'tainted by evil'. Other non-Human species are rarer as well, as there is a tendency to reject 'human religion'.)
Nobles (Lords/Ladies, Judges) - Leaders of the people. Though their job is to look out for the villager's best interests, many people consider Nobles to be corrupt. It probably doesn't help that the richest highest ranking Noble in town is a vampire. (Local government is patriarchal.) Nobles make laws, oversee local events, plan village development, and settle major legal disputes.
- Nobles rarely have chii devices, as they have 'no need for the tools of lower classes'. So, often they will give their children protective talismans instead.
* (Vampires and Demonfolk tend to have an upper-hand in achieving Noble class when not born into it, because they are often both intimidating and sophisticated, as well as long-lived. Most Nobles though, are of old Noble families.)
Scholars - Wanderers in search of knowledge, either in general or about certain subjects, Scholars move from town to town, visiting libraries, monasteries, schools, and local experts. Sometimes they are asked to stay and teach for a stint, but the road will eventually call to them again. Scholars often learn to brew potions, and may double as potion master Sorcerer/Alchemists or Wizards/Witches.
- Scholars often have a hand me down chii devices from one parent's class and/or magical books/quills.
* (Half-breeds often become Scholars as they naturally have been searching to find their place in the world.)
Smiths (metalworkers, carpenters, cooks, doctors) - Makers of weapons, tools, and other goods. A deli chef or a doctor (the kind who’s practice involved leeches, of course) also fall into this category because they make their own good/services, while a barkeep usually would fall under Merchant because they simply serve import wine and beer.
- Smith usually receive a chii version of a tool of their trade. For example a blacksmith may receive a hammer, a carpenter a saw, and a doctor a scalpel.
* (Dwarves and Humans are the most common species for Smiths. Vampires are not generally trusted as doctors.)
Sorcerers/Alchemists - Magic users who use non-elemental spells (such as transformations, magical barriers, and illusions) and brew potions. Sorcerers/Alchemists usually inherit their magic from a parent, though there are some potion masters with no inherited magic. They need a chii device to do elemental magic. Sorcerers/Alchemists tend to have little logic, probably due to being surrounded by crazy magic 24/7, so they are often not allowed to handle money. Common belief however, is that a sorcerer with logic would do something reckless and destroy the realm, because they have magic, but are not attuned to nature as Witches/Wizards are. People generally come to Sorcerers/Alchemists looking for protective talismans and quick band-aid fixes to everyday problems.
- Like Wizards, they can work staffs or wands to amplify their power, or may acquire gauntlets to do elemental spells.
* (Most Sorcerers are Humans or Imp/Succubus/Incubus-type Demonfolk.)
Warriors - Fighters trained by the monks to protect the village. Most are orphans or children of parents too poor to take care of them, though a few may simply have aspired to serve the village from a young age. They will learn several styles of fighting during the course of their life. Like Monks/Priestesses, Warriors often receive free food from villagers.
- Common chii-devices include swords, crossbows, spears, and other large weapons. These weapons create dangerous and possibly deadly attacks when loaded with chii; tornado strikes, water cannons, and the ever popular flaming sword.
* (Fairies and Imp-type Demonfolk are ill-suited to be warriors. Vampires, Were-beasts, Demonfolk, and halfbreed of these species, are often not treated well at the monastery, and often leave before completing training as Warriors.)
Wizards/Witches - Magic users infused with elemental power, they do not need chii-devices or chii to use elemental magic of their alignment. They are usually aligned and can cast spells from one or two elements naturally through inherited magic, though like with sorcerers, some Wizards/Witches potion masters without magic do exist. For additional elemental spells they will need a chii device, such as a gauntlet. However, they cannot use non-elemental magic. Wizards, unlike Sorcerers tend to have great logic, and often make puzzles to test one another’s logic skills. Most Wizards live in the woods, finding their food and shelter amidst nature. People generally come to Wizards/Witches when they need healing or have unusual problems.
- Wizard often have a staff or wand to amplify their powers instead of a chii device, but they may also carry a flying broom (powered by air chii), or a gauntlet.
* (Many Wizards/Witches are Fairy, Elf, or part Fairy or Elf.)
* Ghosts exist in this world but have little ability to interact with it, and therefore are not a playable species.
* Zombies, Golems, & other Minions exist as well, but have no freewill, and therefore are not playable species either.
_ _ _
Sign-ups:
Reserved and Approved Players:
1. VampirateMace - Dimmy Nightshade (Lord, Overseer of Village Development, Vampire/Human)
2. Dragalge
3. Monster Guy - Leafy Woodwick (Wizard, Fairy)
4. Hydrangea - Aika "Ai" Flowers (Flower Farmer, Were-Deer)
5. Schade - Hei Faendalin (Smith, Chef, Elf/Fairy)
6. Vern - Cinnabar/Cinder (Rouge Thief/Assassin & Merchant barmaid, former Slave, Demonfolk/Human)
7. Andydemon - Kitai Hayashi (Wizard/Priest, Yokai Tribe's Ambassador, Werefox/Human)
8. Solsabre - Sequoia Reva Redwood (Fisher, former Warrior, Were-SeaEagle/Elf)
9. TheSequelReturns - Beryl Gloomheart (Alchemist, Vampire/Fairy)
10. Sketchie
11. Tearen the Absol - Lingwën "Sandy" Gellerien (Smith, Blacksmith/Jeweler, retired Warrior/Soldier, Elf)
12.
Some Important(ish) NPC:
(This list will probably get bigger as some of players' family members may be added. Note there are a few already designated slots that your char's family may fill.)
~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - The vampire lord who has led he town's government for the past couple hundred years. Despite the complaints of corruption in the government, no one seems to be in a hurry to replace him, which is probably partially because his presence helps keep the threat of Lord Arrowin invading at bay. His demeanor is cold and distant, but his rulings are fair.
~ [Head Judge]
~ Mother Gelise (High Priestess, Human, F 68) - A strict older woman who serves as head of the monastery. She oversees education and religious rights at the monastery.
~ Brother Wing (Head Monk, Half-human Half-dwarf, M, 53) - A kindly middle aged man who acts as head of the Monks.
~ [Head Warrior/Trainer]
~ Sorcerer Amos Wandson (Human, M, 21) - Amos was on the beach preforming for the the Moon Feast, when whatever happened went down, he may be injured or in danger. While he is powerful in magic, he's physically weak and kind of clumsy.
~ Sorcerer Castor Wandson (Human, M, 48) - Amos' father and mentor. His generally calm, but was admittedly nervous to let his son do the festival show alone, though he knows he won't be around forever. Physically he's stronger then his son.
~ Molly Wandson (Shepherd, Human, F, 47) - Amos' overprotective mother (have fun with that). She's bossy and usually tries to take care of everyone. Physically, her strength surpasses both her son and husband's.
~ Ann Wandson (Student, Human, F, 13) - Amos' obnoxious little sister. She started school the year after Schoolmaster Damas was murdered. She has manifest no signs of inheriting magic.
~ Grenda (Farmhand, Half-human Half-ogre Demonfolk, F, 20) - Amos Wandson's fiance, a large woman who's also rather protective of him. Genetics and years of baling hay have made her a force to be reckoned with.
~ Schoolmaster Lukas (Human, M, 23) - The current teacher for all students who were not educated in the monastery. It is believed that 5 years ago he witnessed his father Damas' murder, though the body was never found.
~ Schoolmaster Damas (Human, Male, 45-deceased) - The former schoolmaster, who was supposedly murdered 5 yrs ago. He was known to be cruel and abusive, and there was not much investigation into his disappearance.
~ Angus Burger (Smith/Restaurateur, Human, Male, 53) - Owns the popular local restaurant, FOOD. Is known to give his employees simple chii devices to help them in their work.
~ Cassius Gloomhollow (Banker, Vampire, Male, ??) - A thin, professional man, of noble birth (albeit in Lord Arrowin's Realm), with a reputation for being fair and always expecting honesty. He is also known to be a loving husband and father.
~ Captian Jonah 'Bo' Trask (Sailor/Fisher, Male, Human, senior?) – Captain of the fishing clipper, THE REELY NAUTI, and the main source of seafood for the people White Hills. And older man, kind and jovial, but also holds his crew to a certain standard.
Sign-up Form:
Name:
- Who are you? Most people in this world only have a first name, but you may have middle and surnames as well.
Age:
- How old are you? (13+) Keep in mind Vampires and Demonfolk age slowly. And that magic and species related powers usually start to manifest between 10 and 16.
Gender:
- Are you a boy, a girl, ect? Listing your sexuality is permitted, but not required.
Species:
- What species are you? Have you inherited any magic based on your species?
Class:
- What do you do for a living? Did you inherit any magic related to your class, or learn to brew potions?
Chii-Devices (or Similar Items):
- What chii devices/weapons, magic power amplifiers, or magic/protective talismans do you have? Your limit is 3, (one from the birthday before Quest Day, and 1-2 you've obtained sense) make sure to use enough details about your devices.
Appearance:
- What do you look like? Make sure to take your species and lifestyle into account. 8+ Real sentences
Personality:
- How do you think and act? Remember real people are not perfect. 8+ Real sentences
History:
- How did you get to this point in life? Did your adulthood quest go smoothly? 8+ Real sentences
* Family:
- Who are your relatives (if applicable)?
* Companion Animal:
- Optional. If you elect to have a companion animal, please describe it's physical appearance, personality, and history here. Please ask me before submitting any unusual or magical/mythical animals. Talking animals will not be allowed (okay, maybe parrots if they only mimic). 8+ Real sentences
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Mine:
Name: Lord Dimamire ‘Dimmy’ D. Nightshade
Age: 21
Gender: Male (Bisexual)
Species: Half-Vampire, Half-Human (aka-Dhampir)
~ Dimmy inherited light decay magic from his father:
He can use this to breakdown (decay, rust, erode, etc) targets, either through direct touch, resulting in a hand-sided area of damage, or by lobbing dark red-black 'blobs of fire', which effect a larger (1 ft circular) area, but do less damage. It would be nasty for a person to be hit with either, but it certainly isn't fatal.
~ Dimmy, as a half-vampire, also inherited the ability to wall/ceiling walk:
Basically this is a very creepy disregard for physics. With a little confidence and concentration, Dimmy can crawl or walk wherever he wants. While doing so, he's limited to his normal carrying capacity, and by the awkwardness of trying to carry something in a unconventional position.
Class: Noble (Specifically, Overseer of Village Development)
~ Dimmy oversees the prospecting of undeveloped land and construction of new public buildings, such as libraries, prisons, and meeting halls.
Chii-Devices (or Similar Items):
~ On his 13th birthday, Dimmy was given the ancestral talisman of his father’s family line, which he wears around his neck. It is a large blood red jewel and set in gold. It supposedly carries the spirits/ghosts of past family members. Faint whispering can be heard coming from the talisman, and it glows from within when danger (or at least what it perceives as danger) approaches.
~ Additionally, since obtaining adult status, Dimmy has purchased a bronze colored dagger for self-defense, which can be charged with various chii. However, he obviously does not need chii to charge it with the Decay element.
Appearance:
Dimmy is slender, and a little under average height, giving the impression he may be delicate, which isn't untrue since he actually is a little fragile. His skin is a pale, almost bluish hue, taking after his vampire father's. His red eyes and slight fangs were inherited from him as well. His curly dirty blonde hair however, came from his human mother. He keeps it long, though it's usually tied back in in a loose ponytail. Its the frustrating sort of hair that is hard to keep from looking dirty or frizzy.
Dimmy dresses nicely, preferring expensive clothes. Generally he'll wear a white tunic, with ruffles on the sleeves and down the front, coupled with black or dark brown pants, sewn from a fine fabric, and in his eyes fitting of his class. He also wears a black leather belt and matching boots, both with golden clasps. A small dagger’s sheath hangs from his leather belt. The one piece of jewelry he wears is a blood red ancestral talisman on a gold chain around his neck. Outdoors, especially during the day, he wears a woolen, hooded, black cloak over all of this.
Tattooed onto Dimmy’s back, out of sight, is the Nightshade family crest. Also, while not visible it should be noted that he generally has a nice smell about him, as he wears an expensive imported cologne to mask his death-like vampire scent.
Personality:
Dimmy is somewhat secretive, and doesn't open up easily. For example, very few people know his middle name. He's not necessarily reclusive or quiet, but he has learned to guard himself both physically and emotionally from other people, due to common views on the Noble class and creatures such as Vampires, and having been the victim of many insults during his school years. Plus, he was hurt in the past by someone he was supposed to be able to trust. So, in general, he has trouble trusting people. The natural result of that of course, is a very clingy attention starved friend, if you ever manage to get close to him.
Romantically he's kind of shy as well, preferring someone he already knows and trusts, though as stated there are very few people he trusts. As such, he's also not really one to make the first move, but is also a little nervous when someone else does it as well.
Though aware of the common opinions that Nobles are corrupt and Vampires are evil, Dimmy is proud of his position, his father, and his heritage. He clings to a belief that those who treat them disrespectfully are unsophisticated, and are probably just jealous. He honestly believes Nobles to be superior, a notion which his father drilled into him. He is not particularly fond of the monastery or the Monk/Priestess class in general, which has kept him separate from his mother most of the the time, nor is he particularly proud of being Half-Human. His Noble Vampire superiority complex also does not keep him from moments of low self-esteem either; fearing he'll mess up in ways that make him, his family, or species look bad.
Dimmy was raised to be a gentleman, polite and proper, but still, if you haven't guessed, he's a little self-righteous. He respects authority, but not that many have authority over him from his POV. And while he may do things humans find distasteful, which of course includes drinking blood, but he would never bite a civil person without their permission.
He is rather intelligent as well, and has learned to read the magical language as well as the common language, though he experienced learned failure in regards to higher math during his later school years. The resulting lack of confidence has since been eliminated but the memories from that time period still surface occasionally.
History:
Dimmy is a half-breed born of wedlock between a Vampire Lord, Trombolt Nightshade, and a young Human Priestess, Sister Allison. The affair was scandalous, as in his mother's religion Vampires are considered tainted by evil, and a Priestess is supposed to remain pure. As soon as Dimmy was weaned he was sent to live with his father, and has rarely seen her since. She meanwhile, struggled not only with loosing custody of her child, but to redeem herself in the eyes of her superior, Mother Gelise.
While he was a young child, Dimmy's father and uncle (who also lives in Nightshade Manor) pretty spoiled him every chance they got, impressing upon him that he deserved it, because after all he was of the Noble class. It wasn't until he was eight and started attending school that he learned that other classes and species were resentful of Nobles and suspicious of Vampires. There was teased and ridiculed relentlessly by the children who he'd been excited to play with. Within the year, Dimmy became increasingly withdrawn and secretive, avoiding most other children. Among the few friends he made were the Schoolmaster's son, Lucas, and a Sorcerer in training named Amos.
On his tenth birthday Dimmy's father gifted him his horse, Butterscotch, and that evening took out bow hunting. It was then that he got his first taste of blood, after they killed a young buck. He rather like the experience, but now gets a craving to drink whenever he smells blood, something that can’t make you too popular.
As he approached thirteen, Dimmy's father had the family crest tattooed onto his back, as family tradition dictates, though requested he wait until sixteen to take part in the adulthood quest. At this time Dimmy was also given extra education through private tutors in order to prepare him for his adult life as a village noble. He was doing well in school and his studies in general, though he seemed to be struggling a bit in math and was often asked to stay after class on this premise, by Schoolmaster Damas. Then a few days before Dimmy's sixteenth birthday, Schoolmaster Damas was murdered in front of his eighteen year old son, Lukas. Few people know the true details of this events; Lukas, Dimmy, a mutual friend, and Lord Nightshade. While Dimmy in no way missed Schoolmaster Damas, Lukas was one of his few friends, so he did his best to help and comfort him after the murder.
Dimmy's father threw a big lavish party on his sixteenth birthday, which many of the other teens in the village attended, though very few of them were actually Dimmy's friends. Aside from his parents fighting, the event went well. During the party, his father passed the Ancestral Talisman to him.
Dimmy then took part in the next Quest Day following his sixteenth birthday, the quest going well, without any major incident. Afterward, he went to apprentice with his father full-time, and was put in charge of overseeing the construction of a library. Since then it's been business as usual in their nice peaceful little village.
Family:
~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - Dimmy's father, who's been part of local government for around 200 years. His demeanor is cold and distant, but his rulings are fair.
~ Mother Allison (Priestess, Human, F, 39) - Dimmy's estranged mother. She lives at the monastery and Dimmy rarely sees her. He loves her deeply, but her occupation keeps them apart.
~ Gregory Nightshade (Noble, Vampire, M, 240) - Trombolt's younger and more cheerful brother, who also lives at Nightshade Manor. He tends to meddle in the affairs of others, but that's only because he cares.
~ Desden Nightshade (Noble/Scholar, Half-vampire Half-succubus Demonfolk, M, 37) - Gregory's son and Dimmy's cousin, Desden spends part of his time in Nightshade Manor and part of it in wandering the Demon Lands where his mother lives. Though a bookworm, he is not shy, and likes to flirt with all the other young men.
~ Adina - (Sorceress, Succubus Demonfolk, F, unknown) - Desden's mother, Dimmy has only met her on one occasion. She seemed nice, but strange.
~ Elder Nightshade (Noble, Vampire, M, ancient) - Dimmy has only heard tale of his grandfather, and not met him face-to-face, but from what he understands, his grandfather is a very powerful vampire.
Companion Animal: While not exactly a companion animal, Dimmy owns a small light brown horse, named Butterscotch. Really, he might just be a large pony, but he's big enough for a single rider, which is good enough for Dimmy's purposes. He was given to Dimmy as a present on his 10th birthday, and has been well cared for ever since. His coat, mane, and hooves are all kept very clean by the manor's stable boy. He is outfitted with a light leather saddle and lead for riding, which almost match his coat color. Butterscotch is very tame, and is willing to be hand feed, and likes being patted/pet. His favorite treats are apples. He is a bit skittish though, being particularity weary of Demonfolk and Were-beasts, though he's used to being around Vampires.
RP Thread: HERE
Discussion Discord: https://discord.gg/QxdbqSd
Note: I know there is a lot of material here, I know, trust me, I know. However you only need to read the Setting & Plot and Chii & Magic Info sections in full, but for Species Options and Class Options you will only really need the stuff that pertains to your character. However if you wish to read the rest, you will be more informed on the details and setting of this world, and the knowledge will presumably serve you well.
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Setting & Plot:
Our story takes place in White Hills, a decent sized village, in a magical medieval fantasy world. This does mean no plastic or modern inventions, but through ingenuity and magic some of these things will have reasonable proxies. For example, woven or wooden sandals are allowed, but rubber and foam flip-flops are not. Cellphones of course are not allowed, but under certain circumstances you may be allowed to make 'calls' via magic crystals. I will of course let you know if I see your sign-up breaks this rule, so that you can fix it.
Many of the villagers live in shacks that are made in what is known as stick and daub. That means they are one or two room shacks made out of branches and sealed with mud, clay, or manure. Wealthier citizens tend to live in better constructed stone, wood, or brick houses and manors, while farmers, woodcutters, and hunters occasionally build themselves log cabins. Business buildings and shops tend to be constructed from stone or brick as well. The local monastery is half stone building, half man-made mountain cave, and is where the Priestesses, Monks, and Warriors live. It is also the source of most of the stone used in construction here. Brick and black stone blocks are imported from the Demon Lands, and wood is obviously harvested from the surrounding woods.
The village lies along the southern coast of the Northern Sea. Not far out to sea is Lighthouse Island, and a bit further away are the Crystal Islands, then beyond the waters lie the Icy Lands. There are no known settlements on the Crystal Islands or in the Icy Lands.
To the West, a weeks' journey through the woods, is a dark and dismal realm belonging to the cruel Vampire Lord Arrowin. For this reason, no one in their right mind would travel past the Highwayman/Rouge or Wizard/Witch settlements in the western woods. The realm is also accessible via the Beach Pass, but again, people seldom go past a certain point.
Then to the East, another week away, is the Demon Lands, home to the Demonfolk, with whom the village has been at peace with for several decades now. Many Merchants travel through the Demon Lands to trade in White Hills, bringing [what are to us] exotic goods. Travel to the Demon Lands from White Hills is not often recommended however, as slavery is legal there, and many of the locals are known to favor 'exotic' slaves.
A bit farther away, at two weeks' travel time into the South, is the kingdom of Musica, a wondrous city-state that has also brokered peace with our village. Merchants and Entertainers occasionally visit via Musica, but not with the frequency of those from the Demon Lands. Those that do come, carry many beautiful and finely crafted goods.
(Obviously this is not perfectly to scale, but should give you a good idea of the village layout.)
There is a square near the center of the village, this where most festival and holiday events take place, as well as town meetings. One of the best known holidays is of course ‘Quest Day’, where villagers 13-18 go off to try and earn their adult status by attempting challenges set forth by the village elders (though many parents encourage their children to wait until 16 for their first attempt, which is the age at which they transition from school to apprenticing, and are considered far more mature). Many who were still unsuccessful at 18 don’t bother to return to their own village afterward, but go off to start a new life in another village, where the villagers won’t know whether or not they are adults (though this often causes suspicion that outsiders are not 'adults').
Another exciting holiday is the Moon Feast, where the villagers celebrate the end of harvest with parties and feasts, and then enjoy a magical display put on by one of the local sorcerers. It's primarily composed of magically produced gold or silver sparks, and is very similar in appearance to the fireworks set off by wizards during the Summer Solstice celebration. The magic takes place on the beach, but can be seen throughout the village.
This year's presenter is Amos Wandson, a magically powerful and fairly well liked young sorcerer. At 21, villagers between 13 and 29 may have attended school with him (as children attend school between 8 and 16, in the village's one-room schoolhouse under Schoolmasters Damas and/or Lukas, except for those training to be Monks, Priestesses, and Warriors, who are usually educated at the monastery, and of course those who do not attend at all). Though powerful in magic, he is physically quite frail, and many suspect him to have an eating disorder.
The show starts off well. A mist of glittering gold magical discharge lights up the Northern horizon, signaling the start of Amos' performance. Following it, a series of golden explosions flash, briefly lighting the night sky. Then comes a pause, dramatic pauses are expected, but this lasts longer then a normal dramatic pause, and is followed by several low flashes of light, way lower then normal. . .
You know something has gone wrong, at the very least.
Perhaps a fight broke out on the beach, the implications of that are ominous. Has Lord Arrowin's Vampire army invaded from the West? Or have the Demonfolk of the East decided peace with White Hills no longer suits them? Or maybe some new unknown threat from the North has reared it's ugly head? Then again, for all you know, a portal to the underworld has opened on the beach and swallowed up the poor young man leaving no trace.
But maybe you're a realist. Perhaps Wandson's spell simply misfired, leading to a catastrophic chain reaction? It is not hard to imagine the frail and slightly clumsy Sorcerer has horribly injured himself after all. So, maybe he's just trying to signal for help. Then again, maybe the klutz is fine, and just looking for something he lost?
Whatever your reason for concern, you decide to head down to the beach and check the situation out.
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Chii & Magic Info
There are two types of magic in this world, Elemental (aka Chii) and Non-Elemental (aka General). Non-elemental magic can only be inherited (class and species dependent, for example demonfolk and sorcerers) or learned (aka brewing potions). Examples of inherited non-elemental magic include energy blasts/sparks, shields, transformations/transmutations, and illusions. Potions brewing can be learned by those who have not inherited non-elemental magic, but it takes years of study (therefore it is limited to the Entertainer/Gypsy, Scholar, Sorcerer, and Wizard/Witch classes).
Elemental magic may be inherited (species and class dependent, for example faeries and wizards), or temporarily obtained by capturing spirit-like creatures called Chii, and using them in a chii device. There are six such types of elemental magic; fire, water, grass, earth, wind, and decay.
Most chii do not even have personalities or names, nor can they talk. Certain types and very old chii however, may speak. They are not the ghost of humans or animals; nor have they ever been alive as we know life.
* There are ghosts in this world, but they aren’t chii, and they may only be elementally aligned if they were so in life.
* There will be no chii pets allowed, because chii do not make good pets, they are spirits, not animals! Most are not very intelligent and cannot speak or understand you. If you have or catch a chii be prepared to use it, or for someone else to use it.
A chii cannot be used or battled with directly, but rather one catches it to obtain its power. This is done through the use of a chii device. When a chii is used in a chii device, it is torn apart molecule by molecule. In other words when you use a chii, it is gone. Don’t worry, you won’t hurt them, they don’t feel pain as far a we know, and their energy will be dispersed to eventually recollect and form new chii. Once a chii is use on it, the chii device then exhibits elemental powers.
Players in this RPG that are 'adults' (13 and older) having completed the requirements of adulthood, will have a chii device (or similar item). Upon turning thirteen every child is given a chii device (or similar item) by their family to help them on their quest to become a man or woman. See the chii device section for you class for examples of your chii device options. If you have a parent who is of a different class, you may have received a hand-me down device from their class. Additionally children of wealthy families and adults of all classes may have purchased a second chii device.
Chii and Elemental Magic types:
(Remember, chii are not animals or people, most chii don’t learn to talk until they have grown old and very large [from gathering chii aura/essence for that long]. Do not plan to encounter old/big chii very often. Usually chii will only be around 2 inches tall/wide.)
Fire (heat, light, burning) - Fire chii usually appear as small flames or salamanders. Larger older fire chii may manifest as dragons. While fire chii create flaming weapons, the side affects of this may include chii-device being too hot to handle with bare hands. These chii create some of the most effective weapon attacks.
(Hint: Mix with Earth magic to make lava!)
Water (floods, rain, mist, clouds, minor wound healing) - Water chii usually appears as water drops or water critters like frogs and fish. Older ones may appears as nymphs, and even speak. There are however many legends of such water nymphs trying to drown men. Water chii tend to be very useful to farming chii-devices, they can however be used to make non-lethal weapons such as water cannons.
(Hint: Mix with Wind magic to make storms!)
Grass (plants, growth, minor illness/poison healing, poison) - Grass chii usually appear as small plants or seeds. They may also appear as nymphs when older. They are very useful with farming chii-devices, and will help nurture seedlings. In a fight they may be used as distractions, such as a pedal or leaf flurry. They may also be useful for medicinal purposes.
(Hint: Mix with Water magic for the most effective healing!)
Earth (rock, soil, metal, tremors) - Earth chii usually appear as stones or metallic bugs. Older chii may take the form of walls or monoliths. However when used in a chii-device weapon, the weapon it is greatly reinforced, though addition weight will be added. When used in masonry tools these chii can be used to enhance construction quality.
(Hint: Mix with Water magic to create mud!)
Wind (air, breezes, whirlwinds, flight) - Wind chii usually appear as bats, bugs, or birds, and are very hard to catch. Older ones may take winged serpent or thunder-bird forms. They will allow the user to fly for a brief time with certain chii-devices (like witches' brooms), or create wind attacks such as whirlwinds.
(Hint: Mix with Plant magic for aromatherapy effects!)
Decay (poison, corrosion, breakdown, rust, erosion) - Decay chii usually appear as mushrooms, and occasionally as whole swampy pits. They are generally very dangerous and use should be avoided. They often cause very harmful side effects; corroding your chii device, or even your body if you are not Decay aligned. They can talk at a surprisingly small size however, which may make them useful. This ability is believed to be a result of consuming corpses, and absorbing their knowledge. Often during the wet seasons, they can be heard singing in the forests.
(Hint: Mix with Fire magic to create explosions!)
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Species Options:
(The following is alphabetical to help you find what you want. If your desire a species not on this list, ask me before making a sign-up so we can discuss it. You'll notice each species has pros and cons, and as such custom species will be required to have pros and cons as well.
- Magic and species related powers usually start to manifest between 10 and 16. Fairies and Imps tend to learn to fly around age 5 however.
- Species with longer lifespans will experience a slowdown in aging, usually between 16 and 18.)
Dwarves
- Short (3-5 ft) and generally stout humanoids, usually fair skinned and haired from generations underground. They are a little stronger then humans and have exceptional night vision, but tend to be slower walkers/runners then other species. It is not uncommon for Dwarves to be colorblind due to their subterranean ancestors. They also tend to have good hand-eye coordination. Occasionally they may have a little Earth magic, regardless of class.
- Half Dwarves tend to be stocky version of their non-dwarf parent's species, because many dwarf genes are recessive.
Demonfolk
- Of varying sizes and builds, Demonfolk hail from the deserts east of White Hills, and may posses some non-elemental magic. They tend to fall into one of three archetypes; Imps (who are petite [2-4 ft] with nubby horns, and magically skilled in illusions and hexes. They may also have bat-like wings allowing them to fly) Succubus/Incubus (who are average sized [5-7 ft] with small curled or towering spiraled horns, and posses the abilities to alter their appearance and charm others), ogres (who are large [7-9 ft] with hefty horns, sometimes branching, and usually have no real magic, but rather immense strength. They also sometimes have large reptile-like tails). Demonfolk are rare here, as they tend to get cold easy, and therefore prefer warmer climates. Demonfolk may also struggle with certain aspects of the village's culture. Like vampires, they age slowly.
- Half demonfolk usually inherit horns and magic/strength from their demonfolk parent.
Elves
- Tall (6-8 ft) and generally slender humanoids, with pointy ears, often tan with dark hair, though there are fairer populations. They tend to be more agile and athletically coordinated then other races, but not particularly strong. They also usually have good distance vision. Elven Witches/Wizards tend to be Water and/or Grass aligned. Non-elemental magic is rare among elves.
- Half elves are usually recognizable by having pointy ears, but not the full-elves' graceful slender physic.
Fairies
- Petite humanoids (2-4 ft) with large fragile gossamer wings. Fairies' skin, eyes, and hair comes in all colors, and they're also able to see colors beyond the spectrum of most creatures. They usually have a natural alignment to at least one element, regardless of their class. However, they are very weak physically, with low stamina, and their wings are prone to tears which leave them unable to fly for days.
- Half-fairies almost never have wings, but tend to retain their magic and smaller size.
Humans
- What could be considered the most average humanoid (5-7 ft), with reasonable strength and passable agility. They are considered to have poor vision, often being nearsighted, farsighted, or colorblind, and not having much in the way of night-vision. When humans inherit magic, it's often the non-elemental magical linked to the Sorcerer/Alchemist and Entertainer/Gypsy classes. Humans and half-humans are the most common species in the village.
- Human genes are often dominate, and half-humans often seem fully human at first glance.
Vampires
- Pale humanoids of average height (5-7 ft) and usually slender build. They are stronger and more agile then humans, though not as strong as Dwarves and Were-Beasts, or as agile as Elves. Most vampires have Decay magic, with a few having a Wind or Fire alignment. They're almost never Water, Earth, or Grass aligned. They often also have a single non-elemental magic skill, such as wall-walking or an illusionary appearance. They age slowly, but while very long-live, Vampires require blood as their main source of subsistence and will die after a few weeks without it. They are also cold-blooded, with a very slow heart-rate, easily sunburnt, and have a heavy scent; traits which in the past, led to the false assumption that vampires were dead humans.
- Half-vampires tend to take more after their vampire parent, though with weaker magic.
Were-Beasts
- Were-Beasts vary in size based on their animal half (a were-rat may be 3-5 ft, while a were-wolf is 5-7 ft, and a were-lion is 6-8 ft). They have the ability to transform into their animal at will, as well as displaying some animal traits in their humanoid form, however they may occasionally loose control of their animal instincts. Like vampires, they have a strong recognizable scent. Were-beasts tend to be shunned and stigmatized by other villagers, and may receive inferior service.
- Half-were-beasts tend to look more like their non were-beasts parent in humanoid form, but usually still have a fully functional animal form.
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Class Options:
(The following is alphabetical to help you find what you want. If you desire a class not on this list, either pick a best match, or let me know so we can discuss it. For example, if you want to be healer, you have three routes; a Smith [aka doctor], a Monk/Priestess [religious healer], or Witches/Wizards [witchdoctor]. Each class also has some notes on appropriate chii devices.
Notes:
- A few classes are not available to all species. There may be exceptions to these, but they will be dealt with on a case by case basis.
- You may use two classes only if they make sense with each other and your character. For example a retired Warrior may become a Monk or Hunter, a wandering Wizard may also be a Scholar, and a conniving Merchant may double as a Highwayman or Entertainer.
- Orphaned/abandoned children often end up becoming Warriors or Monks/Priestess, unless they are Demonfolk, Vampire, or Were-Beast in which case they may still be Warriors, but are more likely to become Hunters or Highwaymen/Rouges.)
Entertainers/Gypsies - Wanders who get food and make money through providing entertainment. During their childhood they may learn skills such as juggling, acrobatics, playing musical instruments, and potion making. They often come into a village for Quest Day allowing all their children ages 10-18 to go on a quest (this is the only exception to the village's 13 through 18 rule). Some may have a weak form of magic, regardless of species. They are survivalists and can usually find food and shelter in the woods or villages.
- They usually have a piece of clothing, instrument, or a flying broom as a chii-device. Some may also have a bo, or other light weapon.
* (Most gypsies are Humans, Fairies, or Elves.)
Farmers/Ranchers/Woodcutters - Growers of crops, raisers of livestock, and lumberjacks, these are the simple people of our village, the commoners. Often they will have an animal companion they raised from birth. They are generally self-sufficient, and have knowledge of local plants and animals.
- They usually receive a chii version of a tool of their trade, such as a hoe that can water the field at the same time as plowing when provided with a water chii, or a sickle/axe that can be sharpened with earth chii.
* (Farmers/Ranchers are usually Human, but Fairies and Elves are not uncommon. Woodcutters are more likely to b half-breeds and less trusted species.)
Highwaymen/Rouge (Criminals) - Those who live on the outskirts of the law; tricking others, stealing, raiding, and/or taking assassination jobs to make a living. Highwaymen completely reject the thought of obtaining goods and money legally, while Rouges are mercenaries that can be bought at the right price and may sometimes be employed to protect the village, while at others they may be robbing travelers. They are urban scavengers and survivalists, having a small community set-up in the woods just outside the village.
- Highwaymen/Rouges usually have chii devices from their parent's class, and ones they've stolen from travelers and/or bought with stolen/blood money.
* (Highwaymen/Rouge are not limited by species, but species does tend to effect how they operate. An Ogre-type Demonfolk is not very skilled at being sneaky for example, and a Fairy lacks the physical presence usually needed for normal intimidation, though they can use their magic as persuasion.)
Hunters (Game Hunters, Fishermen, Slayers, Exterminators, Chii Collectors) - Hunters may either hunt food animals, fish, and foul, or they may hunt chii, or they may be vermin and monster hunters. They may keep an animal or weak monster for a companion. They are skilled in survival, and can usually find food in the woods, build shelters, and start fires without tinderboxes.
- Their chii device is often a light weapon such as a short-sword, bow & arrow, net, trident, or bo.
* (Hunter is considered one of the few good occupations for Were-beasts. It is an occupation often taken up by orphans who reject a devout life at the monastery.)
Merchants/Bankers - Sellers of processed foods and rare items from other lands, Merchants are considered the lowest class, because they are believed to be greedy and usually do not have to inherit their position. Wandering merchants will often obtain a companion animal to travel with. Bankers too are looked down upon as greedy, because of their contact with everyone’s money. However they are known for being shrewd and may serve as mediators for minor legal arguments.
- Merchants and Bankers usually either have a rare expensive chii device, such as a Moral Compass (that points to the path you should take), or will have sold theirs upon rejecting the family business and not bothered replacing it.
* (Mistrust tends to make it difficult, but not impossible, for Were-beasts and Demonfolk to become Merchants and Bankers.)
Monks/Priestesses - Monks are religious devotees trained in fighting and healing. Monks however are usually not sent to protect the town unless all warriors are dead, as a last resort. Instead they train the warriors; mind, body, and soul. Priestesses are religious leaders trained in scripture, cleansing, and healing (the local religion being matriarchal). Monks/Priestesses often receive donations of food and other goods from the other villagers.
- Common chii-devices for Monks/Priestess include; enchanted books and talismans, and light weapons, like daggers or bo (non-lethal fighting staff, not to be confused with magical staff).
* (Vampires, Were-beasts, and Demonfolk cannot become Monks/Priestesses, as they are considered 'tainted by evil'. Other non-Human species are rarer as well, as there is a tendency to reject 'human religion'.)
Nobles (Lords/Ladies, Judges) - Leaders of the people. Though their job is to look out for the villager's best interests, many people consider Nobles to be corrupt. It probably doesn't help that the richest highest ranking Noble in town is a vampire. (Local government is patriarchal.) Nobles make laws, oversee local events, plan village development, and settle major legal disputes.
- Nobles rarely have chii devices, as they have 'no need for the tools of lower classes'. So, often they will give their children protective talismans instead.
* (Vampires and Demonfolk tend to have an upper-hand in achieving Noble class when not born into it, because they are often both intimidating and sophisticated, as well as long-lived. Most Nobles though, are of old Noble families.)
Scholars - Wanderers in search of knowledge, either in general or about certain subjects, Scholars move from town to town, visiting libraries, monasteries, schools, and local experts. Sometimes they are asked to stay and teach for a stint, but the road will eventually call to them again. Scholars often learn to brew potions, and may double as potion master Sorcerer/Alchemists or Wizards/Witches.
- Scholars often have a hand me down chii devices from one parent's class and/or magical books/quills.
* (Half-breeds often become Scholars as they naturally have been searching to find their place in the world.)
Smiths (metalworkers, carpenters, cooks, doctors) - Makers of weapons, tools, and other goods. A deli chef or a doctor (the kind who’s practice involved leeches, of course) also fall into this category because they make their own good/services, while a barkeep usually would fall under Merchant because they simply serve import wine and beer.
- Smith usually receive a chii version of a tool of their trade. For example a blacksmith may receive a hammer, a carpenter a saw, and a doctor a scalpel.
* (Dwarves and Humans are the most common species for Smiths. Vampires are not generally trusted as doctors.)
Sorcerers/Alchemists - Magic users who use non-elemental spells (such as transformations, magical barriers, and illusions) and brew potions. Sorcerers/Alchemists usually inherit their magic from a parent, though there are some potion masters with no inherited magic. They need a chii device to do elemental magic. Sorcerers/Alchemists tend to have little logic, probably due to being surrounded by crazy magic 24/7, so they are often not allowed to handle money. Common belief however, is that a sorcerer with logic would do something reckless and destroy the realm, because they have magic, but are not attuned to nature as Witches/Wizards are. People generally come to Sorcerers/Alchemists looking for protective talismans and quick band-aid fixes to everyday problems.
- Like Wizards, they can work staffs or wands to amplify their power, or may acquire gauntlets to do elemental spells.
* (Most Sorcerers are Humans or Imp/Succubus/Incubus-type Demonfolk.)
Warriors - Fighters trained by the monks to protect the village. Most are orphans or children of parents too poor to take care of them, though a few may simply have aspired to serve the village from a young age. They will learn several styles of fighting during the course of their life. Like Monks/Priestesses, Warriors often receive free food from villagers.
- Common chii-devices include swords, crossbows, spears, and other large weapons. These weapons create dangerous and possibly deadly attacks when loaded with chii; tornado strikes, water cannons, and the ever popular flaming sword.
* (Fairies and Imp-type Demonfolk are ill-suited to be warriors. Vampires, Were-beasts, Demonfolk, and halfbreed of these species, are often not treated well at the monastery, and often leave before completing training as Warriors.)
Wizards/Witches - Magic users infused with elemental power, they do not need chii-devices or chii to use elemental magic of their alignment. They are usually aligned and can cast spells from one or two elements naturally through inherited magic, though like with sorcerers, some Wizards/Witches potion masters without magic do exist. For additional elemental spells they will need a chii device, such as a gauntlet. However, they cannot use non-elemental magic. Wizards, unlike Sorcerers tend to have great logic, and often make puzzles to test one another’s logic skills. Most Wizards live in the woods, finding their food and shelter amidst nature. People generally come to Wizards/Witches when they need healing or have unusual problems.
- Wizard often have a staff or wand to amplify their powers instead of a chii device, but they may also carry a flying broom (powered by air chii), or a gauntlet.
* (Many Wizards/Witches are Fairy, Elf, or part Fairy or Elf.)
* Ghosts exist in this world but have little ability to interact with it, and therefore are not a playable species.
* Zombies, Golems, & other Minions exist as well, but have no freewill, and therefore are not playable species either.
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Sign-ups:
Reserved and Approved Players:
1. VampirateMace - Dimmy Nightshade (Lord, Overseer of Village Development, Vampire/Human)
2. Dragalge
3. Monster Guy - Leafy Woodwick (Wizard, Fairy)
4. Hydrangea - Aika "Ai" Flowers (Flower Farmer, Were-Deer)
5. Schade - Hei Faendalin (Smith, Chef, Elf/Fairy)
6. Vern - Cinnabar/Cinder (Rouge Thief/Assassin & Merchant barmaid, former Slave, Demonfolk/Human)
7. Andydemon - Kitai Hayashi (Wizard/Priest, Yokai Tribe's Ambassador, Werefox/Human)
8. Solsabre - Sequoia Reva Redwood (Fisher, former Warrior, Were-SeaEagle/Elf)
9. TheSequelReturns - Beryl Gloomheart (Alchemist, Vampire/Fairy)
10. Sketchie
12.
Some Important(ish) NPC:
(This list will probably get bigger as some of players' family members may be added. Note there are a few already designated slots that your char's family may fill.)
~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - The vampire lord who has led he town's government for the past couple hundred years. Despite the complaints of corruption in the government, no one seems to be in a hurry to replace him, which is probably partially because his presence helps keep the threat of Lord Arrowin invading at bay. His demeanor is cold and distant, but his rulings are fair.
~ [Head Judge]
~ Mother Gelise (High Priestess, Human, F 68) - A strict older woman who serves as head of the monastery. She oversees education and religious rights at the monastery.
~ Brother Wing (Head Monk, Half-human Half-dwarf, M, 53) - A kindly middle aged man who acts as head of the Monks.
~ [Head Warrior/Trainer]
~ Sorcerer Amos Wandson (Human, M, 21) - Amos was on the beach preforming for the the Moon Feast, when whatever happened went down, he may be injured or in danger. While he is powerful in magic, he's physically weak and kind of clumsy.
~ Sorcerer Castor Wandson (Human, M, 48) - Amos' father and mentor. His generally calm, but was admittedly nervous to let his son do the festival show alone, though he knows he won't be around forever. Physically he's stronger then his son.
~ Molly Wandson (Shepherd, Human, F, 47) - Amos' overprotective mother (have fun with that). She's bossy and usually tries to take care of everyone. Physically, her strength surpasses both her son and husband's.
~ Ann Wandson (Student, Human, F, 13) - Amos' obnoxious little sister. She started school the year after Schoolmaster Damas was murdered. She has manifest no signs of inheriting magic.
~ Grenda (Farmhand, Half-human Half-ogre Demonfolk, F, 20) - Amos Wandson's fiance, a large woman who's also rather protective of him. Genetics and years of baling hay have made her a force to be reckoned with.
~ Schoolmaster Lukas (Human, M, 23) - The current teacher for all students who were not educated in the monastery. It is believed that 5 years ago he witnessed his father Damas' murder, though the body was never found.
~ Schoolmaster Damas (Human, Male, 45-deceased) - The former schoolmaster, who was supposedly murdered 5 yrs ago. He was known to be cruel and abusive, and there was not much investigation into his disappearance.
~ Angus Burger (Smith/Restaurateur, Human, Male, 53) - Owns the popular local restaurant, FOOD. Is known to give his employees simple chii devices to help them in their work.
~ Cassius Gloomhollow (Banker, Vampire, Male, ??) - A thin, professional man, of noble birth (albeit in Lord Arrowin's Realm), with a reputation for being fair and always expecting honesty. He is also known to be a loving husband and father.
~ Captian Jonah 'Bo' Trask (Sailor/Fisher, Male, Human, senior?) – Captain of the fishing clipper, THE REELY NAUTI, and the main source of seafood for the people White Hills. And older man, kind and jovial, but also holds his crew to a certain standard.
Sign-up Form:
Name:
- Who are you? Most people in this world only have a first name, but you may have middle and surnames as well.
Age:
- How old are you? (13+) Keep in mind Vampires and Demonfolk age slowly. And that magic and species related powers usually start to manifest between 10 and 16.
Gender:
- Are you a boy, a girl, ect? Listing your sexuality is permitted, but not required.
Species:
- What species are you? Have you inherited any magic based on your species?
Class:
- What do you do for a living? Did you inherit any magic related to your class, or learn to brew potions?
Chii-Devices (or Similar Items):
- What chii devices/weapons, magic power amplifiers, or magic/protective talismans do you have? Your limit is 3, (one from the birthday before Quest Day, and 1-2 you've obtained sense) make sure to use enough details about your devices.
Appearance:
- What do you look like? Make sure to take your species and lifestyle into account. 8+ Real sentences
Personality:
- How do you think and act? Remember real people are not perfect. 8+ Real sentences
History:
- How did you get to this point in life? Did your adulthood quest go smoothly? 8+ Real sentences
* Family:
- Who are your relatives (if applicable)?
* Companion Animal:
- Optional. If you elect to have a companion animal, please describe it's physical appearance, personality, and history here. Please ask me before submitting any unusual or magical/mythical animals. Talking animals will not be allowed (okay, maybe parrots if they only mimic). 8+ Real sentences
_ _ _
Mine:
Name: Lord Dimamire ‘Dimmy’ D. Nightshade
Age: 21
Gender: Male (Bisexual)
Species: Half-Vampire, Half-Human (aka-Dhampir)
~ Dimmy inherited light decay magic from his father:
He can use this to breakdown (decay, rust, erode, etc) targets, either through direct touch, resulting in a hand-sided area of damage, or by lobbing dark red-black 'blobs of fire', which effect a larger (1 ft circular) area, but do less damage. It would be nasty for a person to be hit with either, but it certainly isn't fatal.
~ Dimmy, as a half-vampire, also inherited the ability to wall/ceiling walk:
Basically this is a very creepy disregard for physics. With a little confidence and concentration, Dimmy can crawl or walk wherever he wants. While doing so, he's limited to his normal carrying capacity, and by the awkwardness of trying to carry something in a unconventional position.
Class: Noble (Specifically, Overseer of Village Development)
~ Dimmy oversees the prospecting of undeveloped land and construction of new public buildings, such as libraries, prisons, and meeting halls.
Chii-Devices (or Similar Items):
~ On his 13th birthday, Dimmy was given the ancestral talisman of his father’s family line, which he wears around his neck. It is a large blood red jewel and set in gold. It supposedly carries the spirits/ghosts of past family members. Faint whispering can be heard coming from the talisman, and it glows from within when danger (or at least what it perceives as danger) approaches.
~ Additionally, since obtaining adult status, Dimmy has purchased a bronze colored dagger for self-defense, which can be charged with various chii. However, he obviously does not need chii to charge it with the Decay element.
Appearance:
Dimmy is slender, and a little under average height, giving the impression he may be delicate, which isn't untrue since he actually is a little fragile. His skin is a pale, almost bluish hue, taking after his vampire father's. His red eyes and slight fangs were inherited from him as well. His curly dirty blonde hair however, came from his human mother. He keeps it long, though it's usually tied back in in a loose ponytail. Its the frustrating sort of hair that is hard to keep from looking dirty or frizzy.
Dimmy dresses nicely, preferring expensive clothes. Generally he'll wear a white tunic, with ruffles on the sleeves and down the front, coupled with black or dark brown pants, sewn from a fine fabric, and in his eyes fitting of his class. He also wears a black leather belt and matching boots, both with golden clasps. A small dagger’s sheath hangs from his leather belt. The one piece of jewelry he wears is a blood red ancestral talisman on a gold chain around his neck. Outdoors, especially during the day, he wears a woolen, hooded, black cloak over all of this.
Tattooed onto Dimmy’s back, out of sight, is the Nightshade family crest. Also, while not visible it should be noted that he generally has a nice smell about him, as he wears an expensive imported cologne to mask his death-like vampire scent.
Personality:
Dimmy is somewhat secretive, and doesn't open up easily. For example, very few people know his middle name. He's not necessarily reclusive or quiet, but he has learned to guard himself both physically and emotionally from other people, due to common views on the Noble class and creatures such as Vampires, and having been the victim of many insults during his school years. Plus, he was hurt in the past by someone he was supposed to be able to trust. So, in general, he has trouble trusting people. The natural result of that of course, is a very clingy attention starved friend, if you ever manage to get close to him.
Romantically he's kind of shy as well, preferring someone he already knows and trusts, though as stated there are very few people he trusts. As such, he's also not really one to make the first move, but is also a little nervous when someone else does it as well.
Though aware of the common opinions that Nobles are corrupt and Vampires are evil, Dimmy is proud of his position, his father, and his heritage. He clings to a belief that those who treat them disrespectfully are unsophisticated, and are probably just jealous. He honestly believes Nobles to be superior, a notion which his father drilled into him. He is not particularly fond of the monastery or the Monk/Priestess class in general, which has kept him separate from his mother most of the the time, nor is he particularly proud of being Half-Human. His Noble Vampire superiority complex also does not keep him from moments of low self-esteem either; fearing he'll mess up in ways that make him, his family, or species look bad.
Dimmy was raised to be a gentleman, polite and proper, but still, if you haven't guessed, he's a little self-righteous. He respects authority, but not that many have authority over him from his POV. And while he may do things humans find distasteful, which of course includes drinking blood, but he would never bite a civil person without their permission.
He is rather intelligent as well, and has learned to read the magical language as well as the common language, though he experienced learned failure in regards to higher math during his later school years. The resulting lack of confidence has since been eliminated but the memories from that time period still surface occasionally.
History:
Dimmy is a half-breed born of wedlock between a Vampire Lord, Trombolt Nightshade, and a young Human Priestess, Sister Allison. The affair was scandalous, as in his mother's religion Vampires are considered tainted by evil, and a Priestess is supposed to remain pure. As soon as Dimmy was weaned he was sent to live with his father, and has rarely seen her since. She meanwhile, struggled not only with loosing custody of her child, but to redeem herself in the eyes of her superior, Mother Gelise.
While he was a young child, Dimmy's father and uncle (who also lives in Nightshade Manor) pretty spoiled him every chance they got, impressing upon him that he deserved it, because after all he was of the Noble class. It wasn't until he was eight and started attending school that he learned that other classes and species were resentful of Nobles and suspicious of Vampires. There was teased and ridiculed relentlessly by the children who he'd been excited to play with. Within the year, Dimmy became increasingly withdrawn and secretive, avoiding most other children. Among the few friends he made were the Schoolmaster's son, Lucas, and a Sorcerer in training named Amos.
On his tenth birthday Dimmy's father gifted him his horse, Butterscotch, and that evening took out bow hunting. It was then that he got his first taste of blood, after they killed a young buck. He rather like the experience, but now gets a craving to drink whenever he smells blood, something that can’t make you too popular.
As he approached thirteen, Dimmy's father had the family crest tattooed onto his back, as family tradition dictates, though requested he wait until sixteen to take part in the adulthood quest. At this time Dimmy was also given extra education through private tutors in order to prepare him for his adult life as a village noble. He was doing well in school and his studies in general, though he seemed to be struggling a bit in math and was often asked to stay after class on this premise, by Schoolmaster Damas. Then a few days before Dimmy's sixteenth birthday, Schoolmaster Damas was murdered in front of his eighteen year old son, Lukas. Few people know the true details of this events; Lukas, Dimmy, a mutual friend, and Lord Nightshade. While Dimmy in no way missed Schoolmaster Damas, Lukas was one of his few friends, so he did his best to help and comfort him after the murder.
Dimmy's father threw a big lavish party on his sixteenth birthday, which many of the other teens in the village attended, though very few of them were actually Dimmy's friends. Aside from his parents fighting, the event went well. During the party, his father passed the Ancestral Talisman to him.
Dimmy then took part in the next Quest Day following his sixteenth birthday, the quest going well, without any major incident. Afterward, he went to apprentice with his father full-time, and was put in charge of overseeing the construction of a library. Since then it's been business as usual in their nice peaceful little village.
Family:
~ Lord Trombolt Nightshade (Governor, Vampire, M, 256) - Dimmy's father, who's been part of local government for around 200 years. His demeanor is cold and distant, but his rulings are fair.
~ Mother Allison (Priestess, Human, F, 39) - Dimmy's estranged mother. She lives at the monastery and Dimmy rarely sees her. He loves her deeply, but her occupation keeps them apart.
~ Gregory Nightshade (Noble, Vampire, M, 240) - Trombolt's younger and more cheerful brother, who also lives at Nightshade Manor. He tends to meddle in the affairs of others, but that's only because he cares.
~ Desden Nightshade (Noble/Scholar, Half-vampire Half-succubus Demonfolk, M, 37) - Gregory's son and Dimmy's cousin, Desden spends part of his time in Nightshade Manor and part of it in wandering the Demon Lands where his mother lives. Though a bookworm, he is not shy, and likes to flirt with all the other young men.
~ Adina - (Sorceress, Succubus Demonfolk, F, unknown) - Desden's mother, Dimmy has only met her on one occasion. She seemed nice, but strange.
~ Elder Nightshade (Noble, Vampire, M, ancient) - Dimmy has only heard tale of his grandfather, and not met him face-to-face, but from what he understands, his grandfather is a very powerful vampire.
Companion Animal: While not exactly a companion animal, Dimmy owns a small light brown horse, named Butterscotch. Really, he might just be a large pony, but he's big enough for a single rider, which is good enough for Dimmy's purposes. He was given to Dimmy as a present on his 10th birthday, and has been well cared for ever since. His coat, mane, and hooves are all kept very clean by the manor's stable boy. He is outfitted with a light leather saddle and lead for riding, which almost match his coat color. Butterscotch is very tame, and is willing to be hand feed, and likes being patted/pet. His favorite treats are apples. He is a bit skittish though, being particularity weary of Demonfolk and Were-beasts, though he's used to being around Vampires.
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