Welcome to the medieval land of Elder-Veil, a land where magic is everywhere, the people, the animals, the very land itself.
There are currently NO MAJOR kingdoms, races or factions in the world instead Elder-veil consists of multiple smaller races/factions. Each rper will be allowed to create and control ONE race/faction with a unique magic system, such as volcanic magic, made from the mixture of two of the below the elements.
(Magic with three of more Base Elements will develop as the RP goes on and alliances form or factions expand)
Your aim as leader of your faction is to expand your factions influence be it through diplomacy or violence.
Here’s mine
There are currently NO MAJOR kingdoms, races or factions in the world instead Elder-veil consists of multiple smaller races/factions. Each rper will be allowed to create and control ONE race/faction with a unique magic system, such as volcanic magic, made from the mixture of two of the below the elements.
(Magic with three of more Base Elements will develop as the RP goes on and alliances form or factions expand)
Your aim as leader of your faction is to expand your factions influence be it through diplomacy or violence.
-NO MARY SUES
-No overpowered magic systems without a suitable drawback
-All replies need to be at least a decent sized paragraph, though with the intended scale of this RP, larger posts are likely to be necessary
-This RP could end up becoming very intense so I would appreciate if people were honest about their ability to take part
-If someone has already taken a particular magic system for their race unfortunately you’ll have to find another. Though different systems can share the same Base Elements provided the derivative Magic systems are different enough
-Your race is not tied down to using only your unique magic system but it should be the primary one. Other forms of the pure base elements are also allowed.
-Your faction is allowed to comprise multiple races provided they are united under one magic system and government.
-No overpowered magic systems without a suitable drawback
-All replies need to be at least a decent sized paragraph, though with the intended scale of this RP, larger posts are likely to be necessary
-This RP could end up becoming very intense so I would appreciate if people were honest about their ability to take part
-If someone has already taken a particular magic system for their race unfortunately you’ll have to find another. Though different systems can share the same Base Elements provided the derivative Magic systems are different enough
-Your race is not tied down to using only your unique magic system but it should be the primary one. Other forms of the pure base elements are also allowed.
-Your faction is allowed to comprise multiple races provided they are united under one magic system and government.
(If you’d like to make an addition to this list DM me)
-Earth
-Water
-Fire
-Air
-Light
-Dark
-Metal
-Nature
-Beast
-Earth
-Water
-Fire
-Air
-Light
-Dark
-Metal
-Nature
-Beast
The following are considered ‘General Magic’ and therefore available to all factions, should they wish to use it. Though the method for performing this magic may vary between factions.
-Healing
-Communication
-Traveling
(More May be added in time)
-Healing
-Communication
-Traveling
(More May be added in time)
The following are not allowed in any way, shape or form in this rp
Necromancy
Blood magic
Possession
Teleportation
(More May be added in time)
Necromancy
Blood magic
Possession
Teleportation
(More May be added in time)
Name:
Description:
Location:
Government structure:
Characteristics: (of inhabitants)
Military presence: in the society /5
Military structure:
Importance of magic to faction: (how closely linked is magic to culture) /5
Description:
Location:
Government structure:
Characteristics: (of inhabitants)
Military presence: in the society /5
Military structure:
Importance of magic to faction: (how closely linked is magic to culture) /5
Name:
Base Elements:
Description:
How to Use: (if complex)
Drawback:
Equipment/Materials needed?:
Base Elements:
Description:
How to Use: (if complex)
Drawback:
Equipment/Materials needed?:
Name:
Title:
Age:
Gender:
Appearance:
Clothing:
Personality:
Equipment:
Weapon(?):
Attributes
Intelligence: /10
Wisdom: /10
Strength: /10
Power: /10
Constitution: /10
Charisma: /10
Dexterity: /10
Title:
Age:
Gender:
Appearance:
Clothing:
Personality:
Equipment:
Weapon(?):
Attributes
Intelligence: /10
Wisdom: /10
Strength: /10
Power: /10
Constitution: /10
Charisma: /10
Dexterity: /10
(maximum total 45/70)
Intelligence: /10 (book smarts)
- High Intelligence grants you greater knowledge of magic and strategy while low intelligence means your character may struggle with planning or organisation
Wisdom: /10 (experienced)
- High Wisdom grants a greater understanding of the world and its inhabitants, allowing for innovative solutions to problems. Low Wisdom however leads to rigid or naive thinking
Strength: /10 (Physical strength)
- High Strength grants you a physical prowess in order to best perform on the battle field or intimidate your enemies, low strength leaves you looking weak and an easy target, as well as being unable to defend yourself.
Power: /10 (Magical strength)
- High Power allows access to more powerful spells and a greater degree of control over these spells while low power restricts you to basic spells and little control over it
Constitution: /10 (How healthy they are)
- Higher Constitution allows you to keep going after injury while low constitution can leave you frail and fragile
Charisma: /10 (Ability to communicate, co-ordinate and persuade)
- High charisma allows you to charm, converse and persuade while low charisma leaves you barely capable of speech
Dexterity: /10 (Balance and precision of movement)
- High Dexterity allows for graceful flourishes and maneuvers while low dexterity leaves you clumsy and off-balance
Intelligence: /10 (book smarts)
- High Intelligence grants you greater knowledge of magic and strategy while low intelligence means your character may struggle with planning or organisation
Wisdom: /10 (experienced)
- High Wisdom grants a greater understanding of the world and its inhabitants, allowing for innovative solutions to problems. Low Wisdom however leads to rigid or naive thinking
Strength: /10 (Physical strength)
- High Strength grants you a physical prowess in order to best perform on the battle field or intimidate your enemies, low strength leaves you looking weak and an easy target, as well as being unable to defend yourself.
Power: /10 (Magical strength)
- High Power allows access to more powerful spells and a greater degree of control over these spells while low power restricts you to basic spells and little control over it
Constitution: /10 (How healthy they are)
- Higher Constitution allows you to keep going after injury while low constitution can leave you frail and fragile
Charisma: /10 (Ability to communicate, co-ordinate and persuade)
- High charisma allows you to charm, converse and persuade while low charisma leaves you barely capable of speech
Dexterity: /10 (Balance and precision of movement)
- High Dexterity allows for graceful flourishes and maneuvers while low dexterity leaves you clumsy and off-balance
Here’s mine
Name: Horizon Empire
Location: The Floating Mountain Ranges of the West
Description: The amalgamation of the two former factions of the northern most of the Floating mountain ranges, the Earth controlling Terrians and the Wind Master Nexians. With the two races living equally under the rule of the Hybrid Emperor the ‘Zenith’
Government structure: Imperial, Horizon society is compartmentalized by task and purpose, with all aspects of society feeding up to the Emperors council
Characteristics-Nexian: slim figured humanoid creatures with large hawk-like eyes. Their traditional dress consists of sunset coloured robes with fabric between the limbs to allow for gliding much like a wingsuit.
Characteristics-Terrian: Stocky and muscular earth-toned humanoids with thick boney plates all over their bodies. Their traditional dress consists of thicker leather or hide garments with large metal gauntlets and boots to help with the manipulation of Earth.
Military presence in society:
3/5 - Moderate
Military structure: divided into three pillars based on the three racial backgrounds of Horizon society. The Nexians fight from the air, utilising strafing runs and dives to disrupt enemy attack formations while the Terrians fight far more head on charging into battle or sending volleys of rocks toward opponents. The final division of the Horizon military is the elite Horizon Guard, comprised solely of Hybrids, they fight by combining the two disciplines into an adaptable and unpredictable onslaught.
Importance of magic to faction: 5/5 - Very important as it is the only way the two races have been able to thrive in the Floating Mountain Ranges.
Location: The Floating Mountain Ranges of the West
Description: The amalgamation of the two former factions of the northern most of the Floating mountain ranges, the Earth controlling Terrians and the Wind Master Nexians. With the two races living equally under the rule of the Hybrid Emperor the ‘Zenith’
Government structure: Imperial, Horizon society is compartmentalized by task and purpose, with all aspects of society feeding up to the Emperors council
Characteristics-Nexian: slim figured humanoid creatures with large hawk-like eyes. Their traditional dress consists of sunset coloured robes with fabric between the limbs to allow for gliding much like a wingsuit.
Characteristics-Terrian: Stocky and muscular earth-toned humanoids with thick boney plates all over their bodies. Their traditional dress consists of thicker leather or hide garments with large metal gauntlets and boots to help with the manipulation of Earth.
Military presence in society:
3/5 - Moderate
Military structure: divided into three pillars based on the three racial backgrounds of Horizon society. The Nexians fight from the air, utilising strafing runs and dives to disrupt enemy attack formations while the Terrians fight far more head on charging into battle or sending volleys of rocks toward opponents. The final division of the Horizon military is the elite Horizon Guard, comprised solely of Hybrids, they fight by combining the two disciplines into an adaptable and unpredictable onslaught.
Importance of magic to faction: 5/5 - Very important as it is the only way the two races have been able to thrive in the Floating Mountain Ranges.
Name: Horizon
Base Elements: Air and Earth
Description: Though a natural affinity for the Elements of Earth and Air Horizians can manipulate the elements through specific movements.
Drawback: physical movement is needed in order to use the magic and manipulate the elements thus any form of restriction will weaken them
Equipment/Materials needed?: None, provided Earth and Air are available the magic can be used
Base Elements: Air and Earth
Description: Though a natural affinity for the Elements of Earth and Air Horizians can manipulate the elements through specific movements.
Drawback: physical movement is needed in order to use the magic and manipulate the elements thus any form of restriction will weaken them
Equipment/Materials needed?: None, provided Earth and Air are available the magic can be used
Name: Tor-Lok
Title: Zenith
Age: 27
Gender: Male
Appearance: 5’7 with Orange Nexian Eyes, and subtle Terrian plates on entire body, most noticeably his arms and legs. His physique is somewhere between muscular and slim with broad shoulders yet a very graceful manner of movement.
Clothing: his ceremonial outfit combines that of Nexian and Terrian traditional dress with the flowing Sunset Robes over the top of Terrian plated leather armor. Above his brow rests a circlet seemingly made from two separate pieces held together by a series of crystals with glow like a brilliant sunset. The upper piece made of impossibly fine rays of luminous gold while the lower consists of a hand forged band engraved and shaped to form a mountain range over the Emperors brow
Armor: somewhat similar to his ceremonial dress given the shared Terrian armor on however his battle robes are now made of a thicker more resilient fabric minimalised so as to not impair movement or agility.
Personality: Somewhat aloof at times Tor-Lok sees himself as a visionary leader for the Horizon Empire, striving to leave his mark on history. Though the wisdom of his Uncle the Spiritual leader of the Empire has been able to temper the young Zenith’s ambitions away from initiating violence.
Equipment: A thick pair of matching Terrian Gaunlets and boots designed to be used as makeshift shields should Tor-Lok’s Magical defenses fail
Weapon(?): carries a Naginata at all times, with a spiked spine along the blade. As well as a Khopesh strapped to his back and an assortment of knives in pockets and sheathes around his body.
Attributes
Intelligence: 6/10
Wisdom: 6/10
Strength: 7/10
Power: 8/10
Constitution: 7/10
Charisma: 4/10
Dexterity: 7/10
Title: Zenith
Age: 27
Gender: Male
Appearance: 5’7 with Orange Nexian Eyes, and subtle Terrian plates on entire body, most noticeably his arms and legs. His physique is somewhere between muscular and slim with broad shoulders yet a very graceful manner of movement.
Clothing: his ceremonial outfit combines that of Nexian and Terrian traditional dress with the flowing Sunset Robes over the top of Terrian plated leather armor. Above his brow rests a circlet seemingly made from two separate pieces held together by a series of crystals with glow like a brilliant sunset. The upper piece made of impossibly fine rays of luminous gold while the lower consists of a hand forged band engraved and shaped to form a mountain range over the Emperors brow
Armor: somewhat similar to his ceremonial dress given the shared Terrian armor on however his battle robes are now made of a thicker more resilient fabric minimalised so as to not impair movement or agility.
Personality: Somewhat aloof at times Tor-Lok sees himself as a visionary leader for the Horizon Empire, striving to leave his mark on history. Though the wisdom of his Uncle the Spiritual leader of the Empire has been able to temper the young Zenith’s ambitions away from initiating violence.
Equipment: A thick pair of matching Terrian Gaunlets and boots designed to be used as makeshift shields should Tor-Lok’s Magical defenses fail
Weapon(?): carries a Naginata at all times, with a spiked spine along the blade. As well as a Khopesh strapped to his back and an assortment of knives in pockets and sheathes around his body.
Attributes
Intelligence: 6/10
Wisdom: 6/10
Strength: 7/10
Power: 8/10
Constitution: 7/10
Charisma: 4/10
Dexterity: 7/10
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