Subject: Lathemele (REBOOTED) Wed Aug 21, 2013 12:33 am
Magic Aspects:
Light
Light Magics are most commonly associated with the force of Life, Nature, and the energies of the Sun and Moon. Magi that deal with light magics must gain energy either from actively harvesting Life Force from beings or passively from sources of light.
-Illumination: The literal point of light magic. This subset can be used to light dark places, brighten where and what the castor wishes. It can also be used to blind enemies, even rip them apart if the mage is powerful enough.
-Coalescence: To create beings from nothing but thought is the focus of this brand of light. Any creature can be summoned if adequate life force is available.
-Natural Authority: The control of the simpler beasts and flora of the land. Shaping of plants to fit one's needs, as the elves of the wood do, and calling upon creatures to do one's bidding.
Dark
This aspect, considered evil by some, deals with the realm beyond life-the Void, darkness, oblivion, and the Souls of the dead. The Soul, the component of life that dark magic deals with, is dissimilar to Light's Life Force in that it is not a force, but rather the essence of an individual. Souls are not needed to cast spells, rather it is acted upon my spells.
-Void: The embodiment of nothingness, the essence of dark and death, the last path one must walk in their journey.
-Necromancy: Reanimation, to some, is an artform. Bodies are made appropriate vessels with dark magic, then paired with matching souls. Souls can be either cleaved from the body at death or retrieved from the Void.
-Shadow: Removing light. The Inverse of Light's Illumination subset. Shadow goes slightly beyond its literal meaning, It can be used to make things imperceptible.
-Oblivion: The removal of memories. Very useful to those that require loose ends tied up without killing.
Air
Manipulation of the wind and weather is often underestimated, but is a very powerful force of nature.
-Avian Communion: The ability to speak to creatures is not exclusive to the Light magics. Some air magi can communicate with and control birds and other creatures of the sky.
-Storm: One of the most forecefull subsets in the Air aspect. Depending on the mage's skill, he can summon an overcast or call upon a great typhoon to wipe all traces of his enemy from the land.
-Wind: Manipulation of small air currents to swipe an enemy off of his feet or propel the mage into the air or larger currents to produce a gale strong enough to topple buildings. The strongest of those learned in the wind subset of Air have been known to be able to produce blasts that can level cities and flatten forests.
Water
Currents, tides, steady flowing of rivers, rapids, tumultuous waterfalls, flash floods, rogue waves, the slow, unrelenting bite of ice. Water, one could say, is symbolic of calmness and rage. It can support a sailing ship with silent grace, or just as easily reduce it to jetsam and condemn it to the ocean floor.
-Ice: This subset of water magic focuses on water's ability to harden when cooled.
Earth
From the shifting sands of the deserts to a mountain's living stone to the cracked, drifting shell of the Earth and all that lied underneath, Earthen magics are constant and forceful.
Stone: Steadfast and unwavering, stone is, yet it can be manipulated as easily a a feather if one knows its ways. The most powerful stone mages can split mountains as easily as one would a loaf of soft bread.
Mechanism: With this, automatons are given life and clockwork soldiers and workers are driven.
Dynaad
The Dynaad magics deal with the energies of the environment, Fire and Lightning. Unlike the other elemental magics, the Dynaad mage's power can be amplified if they are near an ample source of heat or electricity.
-Fire: Generation and manipulation of fire can be a valuable tool and a fearsome weapon.
-Lightning: A spark of electricity or powerful streams of pure energy can spring from a lightning mage's fingertips.
Adept:
Sorcerer: Skilled in both Light and Dark magics, Sorcerers are masters of life and death.
Wizard: It is said they are the essence of the Earth, or divine spirits, or the mortal manifestations of the gods themselves. Others believe that true mastery of all aspects allows one to enter a realm of pure arcane power. This is, of course, mere speculation. In truth, there are only very few Wizards that make themselves known to other beings. They are mortals with mastery in all of the six magics (often favoring one).
Void Walker: A dark mage that can enter the realm of the dead and walk the barren plains and return.
Mechanist: One extremely skilled in construction and enchantment of automatons and other machines.
Map:
Magic Items:
Summoning Tarot: With these cards, certain beasts, elemental, mythical, and natural, can be summoned. A card summons the creature that corresponds with its rune. If it is not destroyed in summoning, a tarot will need to be charged before another use. The tarot is recharged with its appropriate magic. Life force can be used to recharge any card.
Soul Stone: A gem in which a deceased individual's essence can be stored.
Cities:
Krad Farkur This city is a conglomeration of the Dark and Dynaad. It draws its power from a nearby volcano, Mount Farkur, and is known to hold the most prowess in the Dark Arts of any other city in Lathemele. The dead walk alongside the living. Lichs, draug, revanents and lesser demons are a common sight. The Krad Farkur College is the most prestigious school in the Dark and Dynaad Magics.
Me'Corr A metropolis hidden deep within the heart of the Corr Highlands, guarded by Dwarven mechanisms and warriors. Hewn from the living flesh of the mountain, it is one of the most secure holds in Lathemele. It is the home to many skilled mechanics, smiths and stonemages.
Mirradassil An Elven stronghold protected from the east by the Rahn Forest. The magic of choice among its citizens is Light, used to enhance vision, facilitate growth of trees and shape them to fit their needs.
Ethåland Ethaland's crest is a full moonrise over wisps of breeze, emphasizing its citizens' skill in Light and Air-based magics. This nation is the largest in lathemele, having the entirety of a sizable island and three large cities. In the eastern corner of the island, giant beings can be found that are the embodiment of Light.
Naren A coastal port city, home to the largest safe harbor in Lathemele. Some residents are skilled with the water magics.
Talbrek A city coated in ice, in the mysterious Glacial Plains. No one's sure why this region is colder than the rest of Lathemele, or at least those who do know keep to themselves. The city is also home to the College of Ice, a school teaching all aspects Water Magic.
Korseln Located between the unnavigable Buk'Kor Marsh and the coast, with the waters of Haven Bay to the west and Grave Bay to the east. Its vicinity to the pirate-ridden waters of Grave Bay put it in constant danger of attack, which may be the reason the city has a sizable ork population, they tend to be attracted to violence.
City of Ravenwood: Located at the heart of Oriun Forest, this city is small, but one of the most well fortified and protected cities in Lathemele. Its level of security is second only to the Dwarven Me'Corr. Ravenwood has the highest density of Mages and Wizards in each of the six Arts and many of their subcategories. This is largely due to the presence of the Ravenwood School of the Arcane Arts. This is the only college in Lathemele to teach each of the Magics, and serves as a starting school for the colleges of Talbrek and Farkur.
Antioch: A city on the eastern border of Ethaland, hidden in the mountains that guard the nation from the monstrosities that roam the Badlands. Its walls extend all the way to the ocean to the ocean to the north of the island. Light magic is the staple among the magi here, practicing Dark magics, particularly necromancy, is forbidden within the city. In the heart of Antioch is the heavily-fortified library, a collection of tomes, scrolls, and other texts that contains knowledge on nearly every subject, knowledge that could topple nations.
Bestiary:
Catalog of Races
Human: Human
Elf: Well-sighted, rather long-lived people. Not particularly strong, but quick and agile.
Dwarf: Short, bearded mountainfolk. Usually handy with a hammer.
Living Automaton: Built by Dwarven metalsmiths and run by powerful Earthen and Light magics, which gives the machine consciousness.
Ork: Large, muscular race often thought to be simple and warlike, though they actually have a complex honor-based philosophy.
Undead: Lichs, Draug, and Revanents.
Elementals
Colossus: Enormous beings, they are the protectors of the wells of Light magic stored inside them. They can be found in the easternmost reaches of Ethaland. Their life force is greater than any other being in Lathemele
Golem: Creatures composed of stone or clay that wonder the mountain ranges or lie dormant underground.
Demon: Beings of the Void, they can be killed while in the realm of the living, but can return from the Void if they are summoned or through a Dark Magic well. They're indebted to the summoner, but usually pay no mind to the wishes of mortals.
Gale Falcon: A very large, intelligent predatory bird which can manipulate winds and use other powers related to Air magic. Usually found in the East of Ethaland, the area rarely traveled by mortals, but are seen throughout Lathemele.
Leviathan: Great beasts that lurk the deepest waters of the darkest seas.
Dragon:
Wisp: Native to the Rahn wood and parts of the Oriun Forest, wisps are consolidations of the force of life and light. Normally, wisps are anchored to their original source, the organism from which the life force was condensed, but there have been exceptions documented. A wisp has no set form, but they usually appear as a radiating orb of light.
Fauna
Dwarven Automaton Worker: Multipurpose mechanical unit built and used by the Dwarves and powered by simple Earthen magic.
APPLICATION
Name:
Race:
Occupation:
Magic (if applicable):
City (Home City):
Starting Location:
Theme Song (optional):
Rules: No godmodding Don't go too crazy with the OP Be creative Be creative, damnit. I SAID BE CREATIVE. And most importantly, have fun !!!11!
Last edited by MercurySteam on Tue Sep 17, 2013 10:52 pm; edited 12 times in total
Caramell Sergeant
Posts : 955 Join date : 2012-06-20 Age : 26 Location : Neo Seoul
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 1:58 am
Taken some inspiration from Skyrim I presume?
Name: Michail Copperfield
Race: Human
Occupation: Adventurer and student at the College of Krad Fakur
Magic: Mainly Dynaad, but doing some study on Dark and Earth. Nothing complicated though.
City: Krad Fakur
Starting Location: College of Krad Fakur
Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 10:34 am
NO LONGER VALID
Last edited by Quadraxis on Sun Aug 25, 2013 10:59 pm; edited 1 time in total
ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 4:54 pm
How about this. Island far to the west and slight south, Nyykras, known by some other name to humans. Home of Owls, known to themselves as the Nyytiir. The Nyytiir are reclusive masters of wind and fire magics, though they prefer physical attacks. Map of island(basic idea)
Spoiler:
Groot Marine
Posts : 1456 Join date : 2012-03-18 Age : 28 Location : Yggdrasil
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 5:00 pm
Well crap, no robots....
Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 5:15 pm
You could be an Automaton (Which is the same as a robot, except magic-powered) that gained sentience and moved on from your designated role.
MrTargareyan Infantry
Posts : 438 Join date : 2012-10-15 Age : 25 Location : Eating your dismembered limbs.
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 5:24 pm
Name:Anthiel
Race:Elf
Occupation: Wizard, conducts research in dark magic's more frowned upon regions.
Magic (if applicable): Dark
City (Home City):Krad Farkur
Starting Location: The Farkur Coven. (A shady cult in Krad Farkur dedicated to dark magic)
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 5:25 pm
Prototype wrote:
Well crap, no robots....
I just haven't added sentient automatons to the bestiary yet.
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 8:31 pm
Edited the application to include an optional theme song. Also, feel free to tweak magics to fit your character (EG Necromancy, Ice, and Illumination could be forms of Dark, Water, and Light respectively) and add creatures, towns, cities, landmarks, etc.
Name:Bejin Makar
Race: Lich (human)
Occupation: Pirate (retired)
Magic (if applicable): Water (Ice), Dark
City (Home City): Krad Farkur
Starting Location: Grave Bay
Theme:
Dark Harbor:
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
Subject: Re: Lathemele (REBOOTED) Wed Aug 21, 2013 8:38 pm
MercurySteam wrote:
Edited the application to include an optional theme song.
Starting to sound a lot like Shinobi, except done right.
Good job.
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Sat Aug 24, 2013 8:14 pm
OOC: Okay, I'd like to wait until we have at least 5 people, but I'll give it a little jolt to get it going again. *Rubs paddles together, places them on RP's chest* CLEAR! *Empties defibrillator's capacitor banks*
Captain Bejin Makar stood against the bow railings of his beloved ship, Iceclad and watched the other ship, the Dekarshun, their target, creeping toward them from the south. He put away his spyglass and noted a change in the wind. A stiff northern breeze that penetrated his overcoat and chilled his icy blood. He motioned for his first mate, who was standing by the main mast and approached readily. "Our target nearly within range. Prepare fore cannons, chain-shot, and starboard with explosive shells. Ready aft with ten-pound balls and port prepared to fullside grape and hollow full-bore." She nodded and jogged below deck to convey Bejin's orders. He shouted to the rest of the crew, "Unfurl, full-sail! Full-sail! Wheel, keep her steady on the Dekarshun. The rest of you, ready the grapples and boarding planks!"
The sails bloomed from the masts and caught the northern wind. Iceclad lurched forward, slicing through the swells toward its unsuspecting prey. Makar threw his left hand into the air as Dekarshun came into cannon range. The light above the ship ceased shining, the last rays shrank and disappeared and it was bathed in shadow. He turned and yelled "Fire!" The first mate shouted the order down the ladder to the gundeck. The two fore cannons, directly under where Bejin stood, fired, casting two pairs of chain-balls toward the other ship. One struck the fore-mast, bisecting its furled sail and severing several pieces of rigging, the other hit the main mast halfway. The top of the wrecked mast thudded to the deck, then fell into the sea.
The captain yelled to the wheelman agian "Broadside!" And motioned to right. The ship leaned as it veered around the ship. He gave the order to fire, echoed by his second-in-command. Starboard cannons sent several Dwarven-made fragmentation bombs into the Dekarshun. Shells exploded, the hull was peppered with shrapnel, some planks splintered and disintegrated. Cannons and crewmen fell from the gaping hull. The enemy hadn't their cannons loaded, but small arms fire ricochet from Iceclad's metal deck parts and drove into planks. Several deckhands fell. Bejin motioned for the wheelman to bring Iceclad around to port for another pass. When the back of the ship was toward the enemy, Makar shouted, "Aft cannons, now!" A plume of white smoke erupted from the back of the ship and a triplet of lead balls were hurled into the enemy ship's armored bow, just at the waterline. The steel cracked and bent, the wood under it gave and water began flooding into the Dekarshun. As the Iceclad completed its turn, Bejin threw his other hand up. The air grew even colder, ice crystals formed over Makar's long-dead skin. Seawater around the sinking ship hardened. He curled his fingers into a fist and shards sprang up, securing the boat. The starboard cannons targeted what was left of the gundeck.
Boarders thew grappling lines and set their planks across the gap between the ships. "Take the captain alive, take as many prisoners as you can. They're worth more than bodies." Makar ordered the boarders as they invaded the ship. The Dekarshun was a fine ship. Even crippled as it was, it would sell for a good price in Naren, and the bounty on its captain and crew would fetch about an equal amount. More than enough to retire, for sure.[/i]
Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 26 Location : Your Dreams
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 6:36 pm
Character One
Name: Nyx
Race: Human
Occupation: Traveler
Magic (if applicable): Dynaad
City (Home City): Krad Farkur
Starting Location: Naren
Theme Song (optional):
Spoiler:
Character Two
Name: Apollo
Race: Ork
Occupation: Mercenary
Magic (if applicable): Water (but mainly uses weapons)
City (Home City): Korseln
Starting Location: Naren
Theme Song (optional):
Last edited by Princess Luna on Sun Aug 25, 2013 9:49 pm; edited 3 times in total
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: APP Sun Aug 25, 2013 6:47 pm
OOC: PLEASE INCLUDE MY CITY ON THE MAP LOCATION
Name: Malistaire
Race: Human
Occupation: Death School Teacher on Ravenwood school of magical arts.
Magic (if applicable): Death Magic School. [Master Necromancer]
City (Home City): Ravenwood
Starting Location: Ravenwood
Theme Song (optional):
EXPLANATION ON PLACES:
The Ravenwood City is a quiet place among the Oriun Forest,where the knowledge about magic is protected from the world.Sometimes called "Wizard City" because of his famous Ravenwood School of Magical Arts.
The Ravenwood School of Magical Arts has been a part of Wizard City since the beginning.
For as long as history has been recorded, the school has taught young Wizards to harness the abilities of all seven magic schools. The magic of Fire, Ice, Storm, Life, Myth, Balance, and Death are taught here by the school's esteemed faculty of full-fledged Wizards. The current Headmaster of Ravenwood is Merle Ambrose. Headmaster Ambrose is not only wise, but he is also a protector of Wizard City. While he usually spends his time teaching important magic lessons, Ambrose has recently become preoccupied with something new -- his search to find a hero who can help save Wizard City.
At the center of the school is Bartleby, the World Tree. Bartleby is the giver of life and guardian of the city. Inside his mighty branches lies the power of the guardian tree.
MAP
Spoiler:
Soul of Jack Infantry
Posts : 671 Join date : 2012-03-12 Location : In the Baile System.
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 7:17 pm
Name: Jack Shadowwalker
Race: Dwarf
Occupation: Traveling Master Dark Mage
Magic (if applicable): Dark, and some Stone knowledge
City (Home City): Krad Farkur
Starting Location: Me'Corr
Theme Song (optional):
Song:
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 9:27 pm
I've added Ravenwood and Oriun Forest in the map, along with a symbol key. Added City of Ravenwood in the city log and edited Krad Farkur (now includes Farkur College) and Talbrek (College of Ice) I will finish the empty Bestiary entries soon enough.
We have enough people to officially begin. Unless I say something otherwise, all entries past and future accepted. We do, however, have a lot of people in Dark or Dynaad, and none in Light or Air, only myself in water.
ALSO, if anyone wants, they can have multiple characters (no more than three prease). This will mostly be to increase diversity without forcing anyone to edit.
Last edited by MercurySteam on Sat Sep 07, 2013 11:56 pm; edited 2 times in total
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 9:38 pm
MercurySteam wrote:
I've added Ravenwood and Oriun Forest in the map, along with a symbol key. Added City of Ravenwood in the city log and edited Krad Farkur (now includes Farkur College) and Talbrek (College of Ice) I will finish the empty Bestiary entries soon enough.
We have enough people to officially begin. Unless I say something otherwise, all entries past and future accepted. We do, however, have a lot of people in Dark or Dynaad, and none in Light or Air, only myself in water.
I do like water,but if something happen i will send the app for the other teachers of the college. Or even create a new Theumaturgist [The official name for Water mages]
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 9:42 pm
and i propose a new Magic Art. [Exclusive of the Ravenwood school]
MYTH MAGIC
Myth is imagination. The power of the mind, and everything it can create, drives the Myth Arts. It is illusion, dreams made real. If you can conceive it, you can bring it forth, bring it to life. Wizards of the Myth School, known as Conjurers, use Naming to summon beasts of legend by memorizing and calling out their True Name. Myth dwells between Fire and Ice, for that is where the shadows lie, and myths are the shadowy forms of thought made real. The gemstone of the school is Peridot. The school colors are Yellow and Royal Blue.
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 9:55 pm
Light deals with mind and life, if I neglected to mention mind in Light's description that was my mistake. Beings can be summoned through their respective element, light overlaps with many of them (eg. a Stonemage could summon a Golem, a Dark Wizard might be able to summon a Void Demon, but a Light could summon either if it had enough harvested life force.)
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 9:59 pm
Exclusive of Ravenwood Observatory.
SUN SCHOOL Sun school is about power. Adding power and accuracy to your spells is the purpose of this school. All of the spells are mutate and enchantment spells. Some spells add damage and accuracy while others change the form of your spells.
MOON SCHOOL Moon magic is about transformation and change. Moon magic introduces the new effect of polymorphing which changes the player. Polymorphs change the player into new creatures entirely. Not only does it change the caster's form but it also swaps his/her spell deck out for that of one of the creature's school. That included the player also inherits the creature's strengths and weaknesses.
STAR SCHOOL Star spells are similar to sun spells. They do add power and accuracy in some of their spells but Star spells deal with a new magic called auras. Auras are a form of buffer. Auras cannot be stacked like other buffers
They are based on the planet allignment or star positions,creating a cosmic synergy. There is no master mages on this art,because its a "extra" line of study and its a very new concept.
A SIMPLE CHART OF THIS RP ELEMENTS
FIRE ICE AND THUNDER [Elements of creation,the first to be used by Pyromancers,Theurgists and Sorcerers respectvely]
LIFE,DEATH AND MYTH [Myth and Life are included in the Light]
These are originated from the human mind,with questions about the life,death,light,darkness and creatures. The mages are called Healers,Necromancers and Summoners respectvely.
BALANCE SCHOOL
This is not a valid school,but is a path that can be choosen. A mage that do not master any way of magic,but know a little about each one is called just by "Mage" or "Wizard".
SUN,STAR AND MOON
These are extra spells and depending on the state of cosmic sinergy,grants a bonus on powers. A example would be the Water mage utilizing the phases of the moon [Moon magic] to cast more powerful spells. Or a Summoner using a planetary allignment [Star magic] to grant a boost on his portal cast. They are between the elements,because each one has its use.
Lightspeed Recruit
Posts : 220 Join date : 2012-12-05
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 10:25 pm
Explanation on the Mage Personality.
STORM MAGIC [Dynaad]
Spoiler:
Storm Magic is all about creativity. It represents that flash of insight, or the spark of inspiration that makes you yell, "Eureka!" It is about the pleasure of catching lightning in a bottle. Wizards that embrace the School of Storms, known as Sorcerers, are driven by the thrill of investigation and discovery, the joys of invention and ingenuity, the power of creating and building. The drawback to such pursuits is the tendency to get lost in the maze of thoughts and being paralyzed to make a decision. Diviners use Verses to charm, enthrall or hypnotize creatures to help them.
FIRE MAGIC
Spoiler:
Fire is passion, the bright, burning flame of raw emotion sweeping over everything. Those who follow the School of Fire, known as Pyromancers, are tempestuous, very smart, quick to anger, and consumed by whatever drives them at that moment. They tend to walk a fine line, having great passion and enthusiasm for one’s loves in life is good, but watch out! Passion can burn you up and consume you, leaving nothing but a charred husk of your former self. Pyromancers use Incantations to dominate and convince Fire creatures to do their bidding.
ICE MAGIC
Spoiler:
“. . . with Persistence, Victory is assured.”
Ice Magic is all about persistence, slow but steady progression and advancement, like the great glaciers forever sliding across the landscape. Those who embrace the power of Ice, known as Thaumaturges, exhibit great patience and strength, but as a result they sometimes become rigid and inflexible. Thaumaturges use Chants to bargain or plead with Ice creatures to serve them. The Ice School will train its student wizards to take high amounts of damage and survive
Death is finality, the study of the corporeal. Practitioners of the Death Art, known as Necromancers, understand this limitation and strive to face it unafraid. Death's power comes from the removing of order from the universe at large. Withdrawing the power of order and allowing chaos to return instills Necromancers to bend magic to their will. Necromancers draw on the power of courage to channel their own fears out of themselves and at their adversaries. Death sits between Ice and Storm, for the cold energy of undeath lies between those two forces. Onyx is the gemstone of Death, while black and gray are the school's other colors.
LIFE SCHOOL [Light]
Spoiler:
"As we have been Created, so must we Create."
Life is spirit, the force of awareness and existence.It is about constant growth and movement. Practitioners of Life Magic, known as Healers, are positive, enthusiastic people who seek to appreciate the simple pleasures. At times, however, they can be too flighty or frivolous when circumstances demand otherwise. Healers use Songs [Just a nomenclature to Life magic]to breathe life and spirit into a vessel.
Unlike other magic, which relies on summoning, coercing or beseeching, Life Magic harnesses the power of the Song of Creation to create something new. Scholars believe that Theurgy channels the tapestry of music from which the Spiral was created, and that in echoing portions of the great symphony, a Wizard can bring forth and create Life where none previously existed.
Life Magic rests between Fire and Storms, for the spark of Life comes from those two forces.
MYTH SCHOOL [Light]
Spoiler:
Myth is imagination. The power of the mind, and everything it can create, drives the Myth Arts. It is illusion, dreams made real. If you can conceive it, you can bring it forth, bring it to life.Where life magic can be powerful,Myth school is the further study of the already powerfull summoning hability of the Healers. Wizards of the Myth School, known as Summoners, use Naming to summon beasts of legend by memorizing and calling out their True Name. Myth dwells between Fire and Ice, for that is where the shadows lie, and myths are the shadowy forms of thought made real.
BALANCE SCHOOL
Spoiler:
The Art of Balance in Magic is harmony, finding equality in all things. It draws on elements from each of the other schools, incorporating bits and pieces of those other energies to achieve greater power. Imagine building a fire, then fanning the flames to make it hotter, then using the fire to create steam to drive an engine. This is similar to how a Wizard uses his skills to harness other schools. The gemstone for the school is the Citrine.
MercurySteam Infantry
Posts : 543 Join date : 2013-06-22
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 10:32 pm
@LS: We're not going to get that DND/Video game-y. The school can have specific subsets of the six magics, transformation would fall under light (Moon still works). Auras are dark, and could be used to establish wards. Each of the arts are different skills, no single lesson can be applied to multiple, which is why there are so few talented in more than two. (think of it like Avatar: The Last Airbender instead of Harry Potter or Elder Scrolls)
Name: Dreevin "Forger" Karkan
Race: Dwarf
Occupation: Metalsmith, Stonemage, Mechanic
Magic (if applicable): Earthen
City (Home City): Me'Corr
Starting Location: Me'Corr
Theme Song (optional):
Spoiler:
E: LS waht are you doing LS
LS.
ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 10:53 pm
So Light gets a school from a computer game but an island with owls to the west gets no response?
Tiel+ Lord/Lady Rear Admiral 1st
Posts : 5497 Join date : 2012-02-20 Age : 27 Location : AFK
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 11:28 pm
Because one of those actually makes sense in the context of the RP. I'll leave you to figure out which.
Luna Recruit
Posts : 330 Join date : 2012-02-13 Age : 26 Location : Your Dreams
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 11:29 pm
Nyx walked into town tired and hungry, she walked up to the market square and looked around at all the stand, surprisingly only one was selling food at this time. She licked her lips walking up to a fishermans counter. "How much for a single trout?" She asked. "For you dear... 10 coins you look thin." "Ten! What would you normally charge!?" "One coin is usual charge." She looked around hoping that she had missed another food trader. "Fine i'll pay your stupid price." She turned around so her back was facing the fisherman. She reached into her bag and pulled out ten coins. She held them in her hand while using the other hand to blast them with a fire spell. She put the coins spread out in a row on the counter. "Here," she said. "Yes thankyou," he reached around to grab a precooked trout and handed it to her. Nyx was walking away as the man reached to grab the coins. He scooped up all of them in one swipe and quickly dropped them yelling in pain.
As she was walking away she felt a hand on her shoulder. She stopped and turned around. "Hey buddy do I look like a pros..." Her expression quickly changed as she saw a tall beefy Orc holding a large Odachi with a single hand. He backed away and with stunning precision he sliced the fish in half. "I wasn't done with that!" she yelled at him. Without a word he thrust the sword towards her. She dodged to the side and shot a fire ball at him. The orc waved his hand around and a stream of water came from his goat skin pouch and snuffed the fireball. He sent a ball of water at her legs and held up his sword in preparation for strike. As the water hit her ankles it froze causing her to fall over. She looked up at the sword swinging down upon her head and rolled away before it struck on the ground make a large incision in the dirt. Before the orc could lift his sword again Nyx melted the ice and got up on her feet. She dodged another swipe from his sword and said "My turn," a bolt of lightning was sent at him. The bolt struck his body and he fell to the ground stiff and unconscious. "Here come the authorities..." She tried to pick up his limp body but was not strong enough. With great difficulty and a lot of grunting she managed to drag his body under a stair well and away from sight. She did her best to dust away the drag marks and hid under the stairwell with the orc.
Hierarch Fenway DEV
Posts : 1196 Join date : 2011-10-26 Location : |]||o|{o}-H--X-)|(
Subject: Re: Lathemele (REBOOTED) Sun Aug 25, 2013 11:38 pm
MURDER my previous character and add this guy, new, because reasons.
Name: Sherydan Banhammer (Not joking around with this)
City (Home City): City of Antioch (Explanation below)
Starting Location: Mirradassil
Theme Song (optional):
The City of Antioch is the largest city in Ethaland, nestled in the in the north-east mountains (The enclosed harbor area). It's many tall towers and mighty walls are the envy of people everywhere, and it is considered a pinnacle of human achievement. It is a primarily human city, but people of all races are accepted, so long as they do not disrupt the everyday lifestyle. The city deals in light magic, and it does not condemn the others, except dark magic, necromancy. They believe the art of necromancy is heathen, taboo. Dark magic is forbidden within the city's walls and for a great deal outside it, and powerful dark detectors keep watch in the city's many towers, watching for a sign of dark magic.
It's centerpiece, the pride of the city, is the great library of Antioch. It is the single, largest collection of knowledge found in Lathemele, containing books that cover almost every topic. Even the secrets of the most powerful dark magic is kept within the library, though it is sealed away in heavily fortified and near impenetrable vaults. Any texts uncovered relating to the dark arts are analyzed and then locked away, forever. Nobody has ever stolen from the library's impenetrable vaults, though many an aspiring thief have been drawn to it- the prospect of unlimited power and dark, empire-ruining secrets buried within them have doomed hundreds to die in the grand Labyrinth.
BACKSTORY ALERT- Explains his profession.
Spoiler:
Sheredyn was a boy born outside of Ethaland, in a small farming community just outside Krad Farkur. Early in his childhood, his village was attacked by a band of necromancers, students on leave from the college of Krad Farkur. They raised the hundreds of dead from the town cemetery and laid waste to the village, burning down everything and killing whoever they found. Sheredyn was only 8, and his parents sacrificed themselves to give him a chance at life. As he ran, terrified, he looked back, to see his former mother and father following him, zombie-like, the newest minions in the Necromancer's army.
For two days, Sheredyn ran from his undead parents, ran towards the coast. By the end of the first, he was exhausted- only sheer terror kept him going. By the second, he had reached the coast, but he was extremely weak. He collapsed on the warm sand, starving and dehydrated, leaving him to his undead mother and father, still following, to decide his fate.
He awoke when they reached him, and tried to flee. He was unable, given his physical condition, and awaited the end. At that moment, however, a merchant trade ship, passing by the coast on it's way to Antioch, spotted him. The ship's mage swooped in and obliterated his parents, rescuing Sheredyn from a fate many consider worse than death. But Sheredyn was permanently changed.
He was silent for the rest of his stay in Antioch. Many thought it was a curse, set by the necromancers, but despite counter spells and attempts, he remained silent. He didn't communicate by any means, whether by posture, word, or written letter. His silence, however, did not diminish his talent. He picked up and began learning light magic on his own from the library, where he would borrow lengthy, ancient tomes of light knowledge for months on end before returning them, only to take out another. Many highly-respected mages offered to teach him their knowledge, but Sheredyn never answered, only continuing his silent work. Nobody saw him practice, nobody saw his work. But his reputation for books preceded him, and he was assumed to be a great mage.
His only known communication, at the age of 24, was that of the Antioch Seal. It had been placed in the main library for years now, after being recovered from the late ship Dawn's Savior. On it, it stated the Antioch code of honor, it's tradition of light magic, and the seal of the library imprinted on it. Sheredyn did not notice it for a long time, but upon entering the library one day, found himself transfixed in it. One of the main custodians, after looking up from a desk, found him next to it, magically carving words into it. The custodian's eyesight was poor, and thinking it was a hoodlum, rushed over to stop him. But when the custodian arrived, Sheredyn had gone. Nobody had saw him leave or enter. All that was left of his existence there was embodied in the words on the seal.
I, Sheredyn, agree to uphold this code of honor wherever I go, in all situations, from now, until eternity.
And, below that;
The evils of the world will be banished.
Sheredyn was not seen in the city since then, though his presence was noted- books still disappeared for weeks at a time, only to be inexplicably returned without warning. The seal is still in the library, a prime subject of talk. Since the last great emperor, Tirana IV, nearly 650 years ago, nobody had agreed upon that oath without question.