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Posted (edited)

So, I've been bored recently, and decided to give you a classic generic fantasy dungeon crawler. You'll form parties, clear dungeons, and maybe kill the demon king. We'll see. It's quite long so it's in spoilers. Use some creativity! This is the sign-ups to see some intrest. We'll start.... next week. If you think you're inactive, try to sort yourself in parties with others who are inactive. 

Classes

Spoiler

Warrior: 

Warriors are durable, fast, and strong. They’ve mastered their physical prowess via mundane means- they’re the pinnacle of mortal strength. However, Warriors often lack versatility in their options. Think Fighters, Barbarians, or Rangers.

Mage:

Mages use Arcane Magic, a scientific approach to Magic, which is characterized by its flashy and grand nature. Arcane Magic is separated into five schools, and there are things it simply can not do, any more than you can see behind yourself by sheer force of will. More on Arcane Magic later. Some Mages are more innately skilled than others, but with the proper effort, anyone can become a Mage. Think Wizards.

Priest:

Priests employ Sacred Magic, divine power pushed from the higher or lower planes and through them. Priests are the conduits of Higher powers, and don’t need nearly as much actual understanding of their Magic to use it. Sacred Magic can do many of the things Arcane Magic can not, such as placing and dispelling curses, healing wounds or diseases, and so forth. More on Sacred Magic later. Worth noting that these higher powers don’t need to be Celestials or gods; they can be Fiends, Fey, spirits of chaos and order, Cthulhu, or whatever other wacky non-mortal powers you want. Think Clerics or Druids.

Warrior-Mage: Arcane Knights

Arcane Knights focus on using Magic to supplement their physical prowess and to gain some versatility with their options. They’re not nearly as strong as warriors, or as flashy as Mages, but they’re good at both, and often focus on using their Magic to avoid getting hit (rather than tanking it) or empowering their strikes. Overall, they have far greater emphasis on big hits. Think Bladesinger, Hexblade, or Eldritch Knights.

Warrior-Priest: Paladins

Paladins focus on support and defense over offense, unlike the Arcane Knight or Pure Warrior, which may focus on. A Paladin employs their flow of Magic from the Higher power into themselves, enabling them to resist incredible blows, or heal themselves and others. Paladins are often resistant to other Magic, as they’re already so saturated with their Magic. Think Paladins or Monks.

Mage-Priest: Warlocks

Warlocks channel the energy of those higher powers and focus it into their Arcane Magic to devastating, and often bizarre, effect. But, and there’s a large but, as these energies are misaligned, a warlock cannot sustain this for long and rapidly grows exhausted if the powers are employed in this manner. In particular, a Warlock can push the bounds of what’s possible with Magic to strange places. Even when a warlock is not using their gifts together, they still have the great benefit of being an incredible Magical generalist. Think Sorcerer or Warlock

Warrior-Mage-Priest: Wayfinders

Jack of all trades, master of none. Wayfinders, while not very skilled in anything, and are unable to achieve the same combination of powers as Paladins, Warlocks, or Arcane Knights, more than make up for it in sheer versatility. As they lack the raw Magical or physical power, Wayfinders focus more on finesse and dexterity, whether it’s subtle illusions that cloak themselves in shadow, placing a weak curse that makes a noble ever so slightly magnetic, or ensuring their knives always fly true. A Wayfinder is by no means weak. To supplement and channel their powers more effectively, a Wayfinder will often carry a focus, whether it’s a ring, a Sacred symbol, a lute or a dagger, that enables them to make a very specific Magical effect nearly infinitely. Think Rogues or Bards.
 

 

 

Arcane Magic

Spoiler

Arcane Magic is the art of plucking at creation’s strings with your mana and mind. It is the Magic of Mortals, and was made by them. It is based on understanding, of the world and yourself. You can not do something you can’t imagine yourself doing. Arcane Magic is powered by Mana, which gradually depletes with use, being returned to a Mage with rest or some Magical concoctions. Mana manifests around a Mage with an Aura, which is generally representative of their strength in Magic, but it can be suppressed with focus. Arcane Magic is split into 6 schools, which a Mage will often specialize into, or even further specialize into a specific technique. Of course, exceptions apply and some Mages have powers that don’t fit within common standards of Magic (PM me)

Elementalism:

Spoiler

Elementalism is your classic elemental manipulation Magic. It’s pretty cut and dry, and most Mages can do this to some level. There’s more elements than 4- an element is an arbitrary defitionin based on your understanding of the world, so while fire is an element, so is Ice, and Metal, Light, Lighting, and Wood. Notably, Elementalism can’t make Matter, only create energy or command what is already there.

 

Glamour:

 

Spoiler

Glamour is your more subtle Magics, spells like illusions, charms, or mind Magic. For Mages without a creative bent, it’s very hard for them to get good at Glamour, though acceptions do apply. For example, a profoundly uncreative noble is simply unable to imagine a world where people don’t obey them- and is thus very good at bending people to their will. This does NOT include curses, so you can’t force a permanent change on someone’s body or mind without focusing on it.

 

Projection:

 

Spoiler

Projection is the art of well, projecting yourself; be it will and mana as force constructs, or projecting your senses far beyond the normal range. The former is things like force walls, which is one of the best kind of defensive Magics, force blasts, which can smash through almost any matter or energy. Other than that, Projection also has aspects of clarvionce, where you can project sensors like eyes or ears. This NOT astral projection, and this force can not project your soul, or interact with ghosts and the like.

 

Imbuement:

 

Spoiler

Imbuement allows you to layer enchantment into materials, creating Magical weapons and invisible cloaks, empowering your sword blows or creating potions,. You get it. Typically needs Magical materials for longer-lasting effects, and some skill in other powers depending on the item. Can’t place curses on items, which requires Sacred Magic.

 

Traveling:

Spoiler

Traveling allows you to creat gateways from here to there, summon and travel to higher and lower planes. Think teleportations, conjunctions, and so forth. 

 

 

Sacred Magic
 

Spoiler

Sacred Magic isn’t separated into schools; it simply works. The exact means and skills of power depend on the practitioner and the force that grants them their Magic, but as a rule, Sacred Magic interacts with souls, life and death, Necromancy or healing, curses and blessings, and creation and destruction. So while Arcane Magic can’t touch the soul, Sacred Magic can. However, as a downside of this, the Sacred Mage is limited in what spells they can cast using their power. A Sacred Mage empowered by a Fiend, for example, would find it impossible to heal or use Glamor, but would be very good at fire Magic. On the other hand, a Sacred Mage empowered by a Celestial would find it impossible to use necromancy, but would have an easy time using light Magic.

Notes on available species to make things more interesting. Asume all stereotypical fantasy traits are true unless told otherwise:

Spoiler

Elves

Spoiler

Elves are attuned to their biome of birth and adapt to survive it! They're well suited to Elementalism or Glamour.

Dwarves 

Spoiler

All dwarves have beards, regardless of sex. They're typically more resistant to physical harm and poison. They're well suited to Imbuement or Projection.

Humans

Spoiler

Humans are humans, and enjoy pushing the cutting edge of Arcane or Sacred Magic.

Halflings 

Spoiler

Halflings are nomadic people and often focus on versatility. The can't grow facial hair! Often skilled Wayfinders or Traveling Mages.

Beastfolk

Spoiler

Beastfolk are animal kin- true bipedal beast like animals. (think Kajhet Or lizardfolk.) Often skilled in Sacred magic and Elementalism.

 

You'll arrive in the Tavern. There's various groups, and a man behind the bar. Form some parties. 

Here's the sheet 

Name: 

Species:

Class:

Magic Item (you get one based off your backstory.):

Appearance:

Connections with other characters:

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE):

Kingdom (make something up, we're in a place vaguely German. Give it a little description):

Skills:

Magical Quirks:

 

 

Edited by Argenti
Posted (edited)

Name: Elya Mistspoken

Species: Elf

Class: Warrior (Ranger build)

Magic Item (you get one based off your backstory): You get a quiver that gives you infinite arrows. It makes two types of arrows, one is normal, the other shoots tangeling vines where it lands.

Appearance: Tall elf with shoulder-length black hair, violet eyes, kinda tanned skin, and patterns tattoed all over in black ink

Connections with other characters: TBD

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Elya comes from a small community of wood elves relatively nearby and has been traveling in search of a way to prove to her family that she can be allowed to leave. (She ran away to prove that she should be allowed to leave—her logic is sometimes interesting). She has collected various trinkets on her travels that she always keeps with her, including a necklace, an earring, a single glove, and an ornate belt. Aside from that, she has a series of letters written to her family that she is saving to send once she has proven herself (to her own satisfaction).

Kingdom (make something up, we're in a place vaguely German. Give it a little description): The kingdom of the Emerald Forest (aka Grünwald). Mostly covered in vibrant, magical green forest, the kingdom is primarily a group of small communities technically connected as a kingdom, though each kingdom mostly functions on its own.

Skills: archery, anything related to the D&D Dexterity stat, shortsword, and fighting stick (arm-length, sturdy thin stick)

Edited by Kaladin Stormcursed
Posted
17 minutes ago, Argenti said:

So, I've been bored recently, and decided to give you a classic generic fantasy dungeon crawler. You'll form parties, clear dungeons, and maybe kill the demon king. We'll see. It's quite long so it's in spoilers. Use some creativity! This is the sign-ups to see some intrest. We'll start.... next week. If you think you're inactive, try to sort yourself in parties with others who are inactive. 

Classes

  Reveal hidden contents

Warrior: 

Warriors are durable, fast, and strong. They’ve mastered their physical prowess via mundane means- they’re the pinnacle of mortal strength. However, Warriors often lack versatility in their options. Think Fighters, Barbarians, or Rangers.

Mage:

Mages use Arcane Magic, a scientific approach to Magic, which is characterized by its flashy and grand nature. Arcane Magic is separated into five schools, and there are things it simply can not do, any more than you can see behind yourself by sheer force of will. More on Arcane Magic later. Some Mages are more innately skilled than others, but with the proper effort, anyone can become a Mage. Think Wizards.

Priest:

Priests employ Sacred Magic, divine power pushed from the higher or lower planes and through them. Priests are the conduits of Higher powers, and don’t need nearly as much actual understanding of their Magic to use it. Sacred Magic can do many of the things Arcane Magic can not, such as placing and dispelling curses, healing wounds or diseases, and so forth. More on Sacred Magic later. Worth noting that these higher powers don’t need to be Celestials or gods; they can be Fiends, Fey, spirits of chaos and order, Cthulhu, or whatever other wacky non-mortal powers you want. Think Clerics or Druids.

Warrior-Mage: Arcane Knights

Arcane Knights focus on using Magic to supplement their physical prowess and to gain some versatility with their options. They’re not nearly as strong as warriors, or as flashy as Mages, but they’re good at both, and often focus on using their Magic to avoid getting hit (rather than tanking it) or empowering their strikes. Overall, they have far greater emphasis on big hits. Think Bladesinger, Hexblade, or Eldritch Knights.

Warrior-Priest: Paladins

Paladins focus on support and defense over offense, unlike the Arcane Knight or Pure Warrior, which may focus on. A Paladin employs their flow of Magic from the Higher power into themselves, enabling them to resist incredible blows, or heal themselves and others. Paladins are often resistant to other Magic, as they’re already so saturated with their Magic. Think Paladins or Monks.

Mage-Priest: Warlocks

Warlocks channel the energy of those higher powers and focus it into their Arcane Magic to devastating, and often bizarre, effect. But, and there’s a large but, as these energies are misaligned, a warlock cannot sustain this for long and rapidly grows exhausted if the powers are employed in this manner. In particular, a Warlock can push the bounds of what’s possible with Magic to strange places. Even when a warlock is not using their gifts together, they still have the great benefit of being an incredible Magical generalist. Think Sorcerer or Warlock

Warrior-Mage-Priest: Wayfinders

Jack of all trades, master of none. Wayfinders, while not very skilled in anything, and are unable to achieve the same combination of powers as Paladins, Warlocks, or Arcane Knights, more than make up for it in sheer versatility. As they lack the raw Magical or physical power, Wayfinders focus more on finesse and dexterity, whether it’s subtle illusions that cloak themselves in shadow, placing a weak curse that makes a noble ever so slightly magnetic, or ensuring their knives always fly true. A Wayfinder is by no means weak. To supplement and channel their powers more effectively, a Wayfinder will often carry a focus, whether it’s a ring, a Sacred symbol, a lute or a dagger, that enables them to make a very specific Magical effect nearly infinitely. Think Rogues or Bards.
 

 

 

Arcane Magic

Arcane Magic is the art of plucking at creation’s strings with your mana and mind. It is the Magic of Mortals, and was made by them. It is based on understanding, of the world and yourself. You can not do something you can’t imagine yourself doing. Arcane Magic is powered by Mana, which gradually depletes with use, being returned to a Mage with rest or some Magical concoctions. Mana manifests around a Mage with an Aura, which is generally representative of their strength in Magic, but it can be suppressed with focus. Arcane Magic is split into 6 schools, which a Mage will often specialize into, or even further specialize into a specific technique. Of course, exceptions apply and some Mages have powers that don’t fit within common standards of Magic (PM me)

Elementalism:

  Reveal hidden contents

Elementalism is your classic elemental manipulation Magic. It’s pretty cut and dry, and most Mages can do this to some level. There’s more elements than 4- an element is an arbitrary defitionin based on your understanding of the world, so while fire is an element, so is Ice, and Metal, Light, Lighting, and Wood. Notably, Elementalism can’t make Matter, only create energy or command what is already there.

 

Glamour:

 

  Reveal hidden contents

Glamour is your more subtle Magics, spells like illusions, charms, or mind Magic. For Mages without a creative bent, it’s very hard for them to get good at Glamour, though acceptions do apply. For example, a profoundly uncreative noble is simply unable to imagine a world where people don’t obey them- and is thus very good at bending people to their will. This does NOT include curses, so you can’t force a permanent change on someone’s body or mind without focusing on it.

 

Projection:

 

  Reveal hidden contents

Projection is the art of well, projecting yourself; be it will and mana as force constructs, or projecting your senses far beyond the normal range. The former is things like force walls, which is one of the best kind of defensive Magics, force blasts, which can smash through almost any matter or energy. Other than that, Projection also has aspects of clarvionce, where you can project sensors like eyes or ears. This NOT astral projection, and this force can not project your soul, or interact with ghosts and the like.

 

Imbuement:

 

  Reveal hidden contents

Imbuement allows you to layer enchantment into materials, creating Magical weapons and invisible cloaks, empowering your sword blows or creating potions,. You get it. Typically needs Magical materials for longer-lasting effects, and some skill in other powers depending on the item. Can’t place curses on items, which requires Sacred Magic.

 

Traveling:

  Reveal hidden contents

Traveling allows you to creat gateways from here to there, summon and travel to higher and lower planes. Think teleportations, conjunctions, and so forth. 

 

 

Sacred Magic
 

  Reveal hidden contents

Sacred Magic isn’t separated into schools; it simply works. The exact means and skills of power depend on the practitioner and the force that grants them their Magic, but as a rule, Sacred Magic interacts with souls, life and death, Necromancy or healing, curses and blessings, and creation and destruction. So while Arcane Magic can’t touch the soul, Sacred Magic can. However, as a downside of this, the Sacred Mage is limited in what spells they can cast using their power. A Sacred Mage empowered by a Fiend, for example, would find it impossible to heal or use Glamor, but would be very good at fire Magic. On the other hand, a Sacred Mage empowered by a Celestial would find it impossible to use necromancy, but would have an easy time using light Magic.

Notes on available species to make things more interesting. Asume all stereotypical fantasy traits are true unless told otherwise:

Elves

  Reveal hidden contents

Elves are attuned to their biome of birth and adapt to survive it! They're well suited to Elementalism or Glamour.

Dwarves 

  Reveal hidden contents

All dwarves have beards, regardless of sex. They're typically more resistant to physical harm and poison. They're well suited to Imbuement or Projection.

Humans

  Reveal hidden contents

Humans are humans, and enjoy pushing the cutting edge of Arcane or Sacred Magic.

Halflings 

  Reveal hidden contents

Halflings are nomadic people and often focus on versatility. The can't grow facial hair! Often skilled Wayfinders or Traveling Mages.

Beastfolk

  Reveal hidden contents

Beastfolk are animal kin- true bipedal beast like animals. (think Kajhet Or lizardfolk.) Often skilled in Sacred magic and Elementalism.

 

You'll arrive in the Tavern. There's various groups, and a man behind the bar. Form some parties. 

Here's the sheet 

Name: 

Species:

Class:

Magic Item (you get one based off your backstory.):

Appearance:

Connections with other characters:

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE):

Kingdom (make something up, we're in a place vaguely German. Give it a little description):

Skills:

Magical Quirks:

 

 

Ill get back to ya tomorrow 

Posted (edited)
3 hours ago, Kaladin Stormcursed said:

Magical Quirks: Do I need any?

Nope!

I'll give you a Magic Item tmrw.

Other than that, approved.

Edited by Argenti
Posted
1 hour ago, Argenti said:

So, I've been bored recently, and decided to give you a classic generic fantasy dungeon crawler. You'll form parties, clear dungeons, and maybe kill the demon king. We'll see. It's quite long so it's in spoilers. Use some creativity! This is the sign-ups to see some intrest. We'll start.... next week. If you think you're inactive, try to sort yourself in parties with others who are inactive. 

Classes

  Reveal hidden contents

Warrior: 

Warriors are durable, fast, and strong. They’ve mastered their physical prowess via mundane means- they’re the pinnacle of mortal strength. However, Warriors often lack versatility in their options. Think Fighters, Barbarians, or Rangers.

Mage:

Mages use Arcane Magic, a scientific approach to Magic, which is characterized by its flashy and grand nature. Arcane Magic is separated into five schools, and there are things it simply can not do, any more than you can see behind yourself by sheer force of will. More on Arcane Magic later. Some Mages are more innately skilled than others, but with the proper effort, anyone can become a Mage. Think Wizards.

Priest:

Priests employ Sacred Magic, divine power pushed from the higher or lower planes and through them. Priests are the conduits of Higher powers, and don’t need nearly as much actual understanding of their Magic to use it. Sacred Magic can do many of the things Arcane Magic can not, such as placing and dispelling curses, healing wounds or diseases, and so forth. More on Sacred Magic later. Worth noting that these higher powers don’t need to be Celestials or gods; they can be Fiends, Fey, spirits of chaos and order, Cthulhu, or whatever other wacky non-mortal powers you want. Think Clerics or Druids.

Warrior-Mage: Arcane Knights

Arcane Knights focus on using Magic to supplement their physical prowess and to gain some versatility with their options. They’re not nearly as strong as warriors, or as flashy as Mages, but they’re good at both, and often focus on using their Magic to avoid getting hit (rather than tanking it) or empowering their strikes. Overall, they have far greater emphasis on big hits. Think Bladesinger, Hexblade, or Eldritch Knights.

Warrior-Priest: Paladins

Paladins focus on support and defense over offense, unlike the Arcane Knight or Pure Warrior, which may focus on. A Paladin employs their flow of Magic from the Higher power into themselves, enabling them to resist incredible blows, or heal themselves and others. Paladins are often resistant to other Magic, as they’re already so saturated with their Magic. Think Paladins or Monks.

Mage-Priest: Warlocks

Warlocks channel the energy of those higher powers and focus it into their Arcane Magic to devastating, and often bizarre, effect. But, and there’s a large but, as these energies are misaligned, a warlock cannot sustain this for long and rapidly grows exhausted if the powers are employed in this manner. In particular, a Warlock can push the bounds of what’s possible with Magic to strange places. Even when a warlock is not using their gifts together, they still have the great benefit of being an incredible Magical generalist. Think Sorcerer or Warlock

Warrior-Mage-Priest: Wayfinders

Jack of all trades, master of none. Wayfinders, while not very skilled in anything, and are unable to achieve the same combination of powers as Paladins, Warlocks, or Arcane Knights, more than make up for it in sheer versatility. As they lack the raw Magical or physical power, Wayfinders focus more on finesse and dexterity, whether it’s subtle illusions that cloak themselves in shadow, placing a weak curse that makes a noble ever so slightly magnetic, or ensuring their knives always fly true. A Wayfinder is by no means weak. To supplement and channel their powers more effectively, a Wayfinder will often carry a focus, whether it’s a ring, a Sacred symbol, a lute or a dagger, that enables them to make a very specific Magical effect nearly infinitely. Think Rogues or Bards.
 

 

 

Arcane Magic

Arcane Magic is the art of plucking at creation’s strings with your mana and mind. It is the Magic of Mortals, and was made by them. It is based on understanding, of the world and yourself. You can not do something you can’t imagine yourself doing. Arcane Magic is powered by Mana, which gradually depletes with use, being returned to a Mage with rest or some Magical concoctions. Mana manifests around a Mage with an Aura, which is generally representative of their strength in Magic, but it can be suppressed with focus. Arcane Magic is split into 6 schools, which a Mage will often specialize into, or even further specialize into a specific technique. Of course, exceptions apply and some Mages have powers that don’t fit within common standards of Magic (PM me)

Elementalism:

  Reveal hidden contents

Elementalism is your classic elemental manipulation Magic. It’s pretty cut and dry, and most Mages can do this to some level. There’s more elements than 4- an element is an arbitrary defitionin based on your understanding of the world, so while fire is an element, so is Ice, and Metal, Light, Lighting, and Wood. Notably, Elementalism can’t make Matter, only create energy or command what is already there.

 

Glamour:

 

  Reveal hidden contents

Glamour is your more subtle Magics, spells like illusions, charms, or mind Magic. For Mages without a creative bent, it’s very hard for them to get good at Glamour, though acceptions do apply. For example, a profoundly uncreative noble is simply unable to imagine a world where people don’t obey them- and is thus very good at bending people to their will. This does NOT include curses, so you can’t force a permanent change on someone’s body or mind without focusing on it.

 

Projection:

 

  Reveal hidden contents

Projection is the art of well, projecting yourself; be it will and mana as force constructs, or projecting your senses far beyond the normal range. The former is things like force walls, which is one of the best kind of defensive Magics, force blasts, which can smash through almost any matter or energy. Other than that, Projection also has aspects of clarvionce, where you can project sensors like eyes or ears. This NOT astral projection, and this force can not project your soul, or interact with ghosts and the like.

 

Imbuement:

 

  Reveal hidden contents

Imbuement allows you to layer enchantment into materials, creating Magical weapons and invisible cloaks, empowering your sword blows or creating potions,. You get it. Typically needs Magical materials for longer-lasting effects, and some skill in other powers depending on the item. Can’t place curses on items, which requires Sacred Magic.

 

Traveling:

  Reveal hidden contents

Traveling allows you to creat gateways from here to there, summon and travel to higher and lower planes. Think teleportations, conjunctions, and so forth. 

 

 

Sacred Magic
 

  Reveal hidden contents

Sacred Magic isn’t separated into schools; it simply works. The exact means and skills of power depend on the practitioner and the force that grants them their Magic, but as a rule, Sacred Magic interacts with souls, life and death, Necromancy or healing, curses and blessings, and creation and destruction. So while Arcane Magic can’t touch the soul, Sacred Magic can. However, as a downside of this, the Sacred Mage is limited in what spells they can cast using their power. A Sacred Mage empowered by a Fiend, for example, would find it impossible to heal or use Glamor, but would be very good at fire Magic. On the other hand, a Sacred Mage empowered by a Celestial would find it impossible to use necromancy, but would have an easy time using light Magic.

Notes on available species to make things more interesting. Asume all stereotypical fantasy traits are true unless told otherwise:

Elves

  Reveal hidden contents

Elves are attuned to their biome of birth and adapt to survive it! They're well suited to Elementalism or Glamour.

Dwarves 

  Reveal hidden contents

All dwarves have beards, regardless of sex. They're typically more resistant to physical harm and poison. They're well suited to Imbuement or Projection.

Humans

  Reveal hidden contents

Humans are humans, and enjoy pushing the cutting edge of Arcane or Sacred Magic.

Halflings 

  Reveal hidden contents

Halflings are nomadic people and often focus on versatility. The can't grow facial hair! Often skilled Wayfinders or Traveling Mages.

Beastfolk

  Reveal hidden contents

Beastfolk are animal kin- true bipedal beast like animals. (think Kajhet Or lizardfolk.) Often skilled in Sacred magic and Elementalism.

 

You'll arrive in the Tavern. There's various groups, and a man behind the bar. Form some parties. 

Here's the sheet 

Name: 

Species:

Class:

Magic Item (you get one based off your backstory.):

Appearance:

Connections with other characters:

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE):

Kingdom (make something up, we're in a place vaguely German. Give it a little description):

Skills:

Magical Quirks:

 

 

Gimme a few minutes. 

If I don't have a character made by tomorrow ping me

Posted

Here it is!

Why is sacred magic listed as Arcane magic?

Can I do some of my own worldbuilding?

Spoiler

Name: Evitarran Yrots nicknamed Evitar

Species: Beastfolk (Dragon)

Class: Paladin

Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron.

Appearance: A black scaled humanoid dragon with white specks that look like stars. An Eldritch Dragon.

Connections with other characters: None, he just entered town.

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Eldritch Dragons. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god and the Eldritch god became his patron. Has Eldritch Sacred Magic. Has grown to like staying in humanoid form because of the versatility that he has learned from using the staff in that form.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom.

Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers.

Magical Quirks: His innate Eldritch powers work to aid his Eldritch Sacred Magic. In addition, learned how to use his innate Eldritch powers to preform illusions.

Sorry if I did to much worldbuilding myself. Tell me I need to change anything.

Posted
Just now, CoderDrag0n8 said:

Here it is!

Why is sacred magic listed as Arcane magic?

 

I pasted this on my phone which sucks.

1 minute ago, CoderDrag0n8 said:

Here it is!

Why is sacred magic listed as Arcane magic?

Can I do some of my own worldbuilding?

  Hide contents

Name: Evitarran Yrots nicknamed Evitar

Species: Beastfolk (Dragon)

Class: Paladin

Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron.

Appearance: A black scaled humanoid dragon with white specks that look like stars. An Eldritch Dragon.

Connections with other characters: None, he just entered town.

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Eldritch Dragons. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god and the Eldritch god became his patron. Has Eldritch Sacred Magic. Has grown to like staying in humanoid form because of the versatility that he has learned from using the staff in that form.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom.

Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers.

Magical Quirks: His innate Eldritch powers work to aid his Eldritch Sacred Magic. In addition, learned how to use his innate Eldritch powers to preform illusions.

Sorry if I did to much worldbuilding myself. Tell me I need to change anything.

Beastkin shouldn't be dragons (bit strong, I supposed) and regardless they can't shapeshift- they're just like humanoid mundane animals. 

If you want desperately to play a dragon, you play a Dragonborn esq thing. But they're significantly weaker than a dragon. They're just people that resembles dragons with breath weapons.

Also give your Eldritch god a name, lovecraft or otherwise. Ima say no to big innate powers, so while  you can have a breath weapon, no extra magic. 

Also, give me a bit more details on what your Sacred Magic does- you'll be limited by this, and as of right now, you can only cast illusions.

Posted

Name: Galalth 

Species: Beastfolk (raccoon (think rocket))

Class: Warrior

Magic Item (you get one based off your backstory.): Infinite quiver

Appearance: Basically looks like Rocket from Guardians of the Galaxy

Connections with other characters: None yet

Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products

Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld

Magical Quirks: They turn invisible for between 1-15 seconds at random.

Posted
8 minutes ago, IcedOutPenguin said:

Name: Galalth 

Species: Beastfolk (raccoon (think rocket))

Class: Warrior

Magic Item (you get one based off your backstory.): Infinite quiver

Appearance: Basically looks like Rocket from Guardians of the Galaxy

Connections with other characters: None yet

Backstory (I WANT AT LEAST THREE SENTENCES, PREFERABLY MORE): Galath grew up as a criminal in Eldon, working as an assassin for hire. Eventually, they got caught and given an ultimatum: work as a hunter, living and surviving away from the city, or be put to death. Naturally, he chose the first option and started hunting, developing proficiency with a bow and honing his skills.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Eldon, a small city state nestled into the mountains of Lithridor, alpine, lots of animals, primary exports are finished wood products

Skills: Archery, Tracking, Hunting, Assassination, Connecting with the underworld

Magical Quirks: They turn invisible for between 1-15 seconds at random.

Oh wow two archers. Approved. Any reason you randomly turn invisible?

3 hours ago, mippo said:

I would but I don't have near enough time

Hey it's the summer! I'm juggling an internship, a job, and class! You can manage it! 

Spoiler

You don't have to if you don't want to, don't feel pressured 

 

Posted
18 minutes ago, Argenti said:

Oh wow two archers. Approved. Any reason you randomly turn invisible?

3 hours ago, mippo said:

Nope, you can make up a reason

Posted
1 minute ago, IcedOutPenguin said:

Nope, you can make up a reason

As a child, you were touched by a fairy, and every rotation of their moon (not yours), you turn invisible.

Posted
Just now, Argenti said:

As a child, you were touched by a fairy, and every rotation of their moon (not yours), you turn invisible.

But that'd be a regular pattern and not random.

Posted
10 minutes ago, IcedOutPenguin said:

But that'd be a regular pattern and not random.

Regular to a faery, perhaps. Regular to you? Perhaps not.

Posted
1 hour ago, Argenti said:

I pasted this on my phone which sucks.

Beastkin shouldn't be dragons (bit strong, I supposed) and regardless they can't shapeshift- they're just like humanoid mundane animals. 

If you want desperately to play a dragon, you play a Dragonborn esq thing. But they're significantly weaker than a dragon. They're just people that resembles dragons with breath weapons.

Also give your Eldritch god a name, lovecraft or otherwise. Ima say no to big innate powers, so while  you can have a breath weapon, no extra magic. 

Also, give me a bit more details on what your Sacred Magic does- you'll be limited by this, and as of right now, you can only cast illusions.

So instead of Beastkin, I do Dragonborn? Ok, ok. As long as it has wings. And he is descended from dragons. Just not as powerful as one.

Updated:

Spoiler

Name: Evitarran Yrots nicknamed Evitar

Species: Starry Dragonborn

Class: Paladin

Magic Item (you get one based off your backstory.): Elder Staff. A staff gifted by his patron, aids in his Eldritch magic. Can be summoned and unsummoned like a shardblade. Also allows for more efficient communication with his patron. Also allows for occasional communication with other patrons.

Appearance: A black scaled dragonborn with white specks that look like stars.

Connections with other characters: None, he just entered town.

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Grew up in Starfind, with a family of Starry Dragonborns. In a terrible accident in one of the Eldritch Wars, his whole family died. He was taken in by an Eldritch god named Laerehte and Larehte became his patron. Has Eldritch Sacred Magic.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Starfind, the Eldritch star kingdom.

Skills: Is a proficient warrior. Trained in using the staff along with his Eldritch powers.

Magical Quirks: Starry Dragons have illusory magic instead of a breath weapon. The Eldritch Sacred Magic can summon an Eldritch creature to aid him, an eldritch blast, and can do some Demonic Magic.

I kind of guessed for Eldritch Magic.

Posted
2 minutes ago, CoderDrag0n8 said:

As long as it has wings.

mh. Small ones. 
 

3 minutes ago, CoderDrag0n8 said:

e Demonic Magic

What is demonic magic? Curses, fire?

Posted
2 hours ago, Argenti said:

mh. Small ones. 
 

What is demonic magic? Curses, fire?

I dont know!

Whatever Fiends and Devils as Patrons do.

Posted

Name: Vireed

Species: Human

Class: Mage

Magic Item (you get one based off your backstory.): Hmm... can I bring Nohadon's TWoK? It's magical

Appearance: Short and Alethi I guess

Connections with other characters: 

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): This character was who Dalinar was replacing in his first vision. He was close to Nohadon and became a worldhopper, bringing with him a copy of TWoK. He arrived on whatever fantasy planet this is, because the demon king's fifth cousin thrice removed angered him greatly.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Alethkar.

Skills: Worldhopping, though Vireed knows that whatever magic this place has removed his Investiture-based powers and replaced them with that of a mage. 

Magical Quirks: Was once highly Invested.

Posted (edited)

Name: Alohand rhjsijn cmxj, say Alohand rhinshin cixi

Species: Human

Class: Warrior Priests

Magic Item (you get one based off your backstory.): 

Nadirfang is a pair of curved daggers forged from corrupted Atium, etched with Aons that glow only when blood is spilled. Bonded to Alohand’s soul through a mix of the thing that makes people into elantrians (Cant remember) and Snapping, they grant him stolen abilities and the eerie power to erase someone's memory. Silent and lethal, they reflect not light but memory, and only answer to a god who has both shattered and rebuilt a people. (Him in a way so no one can use it... (could they?)

Appearance: Tall but lanky, short neck, long arms and legs, fair, neon green eyes, burnt mouth.

Connections with other characters: ?

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Alohand was born in Kulhrheilm and started as a farmer. He became the one to start a makeshift religion after the seperation of elves. He kinda became god but is wise enough to not tell everyone. He is EXTREMELY loyal to his birthplace. He also is a night assassin and can kill people with his metal spiked daggers in 3 seconds. His eyes are mystical....??? He was the one who killed the former dynasty and king, (thus starting the religion)

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Kulhrheilm, say Kul her hel hiem... It is a democratic nation with no royalty. Everything is reallyold and as once part of the elves.

Skills: Quick movements, Insane skills with two stick, metal rods, diamond daggers etc.. Also known for trickery

Magical Quirks: ??

 

Im online abstractly...

Edited by LordHathsin_Surviv0r
magical item :D
Posted
1 hour ago, LordHathsin_Surviv0r said:

Name: Alohand rhjsijn cmxj, say Alohand rhinshin cixi

Species: Human

Class: Warrior Priests

Magic Item (you get one based off your backstory.): 

Nadirfang is a pair of curved daggers forged from corrupted Atium, etched with Aons that glow only when blood is spilled. Bonded to Alohand’s soul through a mix of the thing that makes people into elantrians (Cant remember) and Snapping, they grant him stolen abilities and the eerie power to erase someone's memory. Silent and lethal, they reflect not light but memory, and only answer to a god who has both shattered and rebuilt a people. (Him in a way so no one can use it... (could they?)

 

Appearance: Tall but lanky, short neck, long arms and legs, fair, neon green eyes, burnt mouth.

Connections with other characters: ?

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): Alohand was born in Kulhrheilm and started as a farmer. He became the one to start a makeshift religion after the seperation of elves. He kinda became god but is wise enough to not tell everyone. He is EXTREMELY loyal to his birthplace. He also is a night assassin and can kill people with his metal spiked daggers in 3 seconds. His eyes are mystical....??? He was the one who killed the former dynasty and king, (thus starting the religion)

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Kulhrheilm, say Kul her hel hiem... It is a democratic nation with no royalty. Everything is reallyold and as once part of the elves.

Skills: Quick movements, Insane skills with two stick, metal rods, diamond daggers etc.. Also known for trickery

Magical Quirks: ??

 

Im online abstractly...

I know Investiture is cooler than magic, but this is for magic. My character used to have Invested Arts, so you might be able to get away with that.

I can't remember if I told you what Investiture is, I was going to tell you about Realmatics after ES, but for now, Investiture is the thing that powers all the cool stuff in the Cosmere. Metallic Arts are a subset of the Invested Arts, which include the several different things you see in Elantris. Things like Preservation's mist and the Dor are all Investiture.

By the way, the Dor is the combination of Dominion and Devotion's corpses.

Posted
7 hours ago, LordHathsin_Surviv0r said:

Nadirfang is a pair of curved daggers forged from corrupted Atium, etched with Aons that glow only when blood is spilled. Bonded to Alohand’s soul through a mix of the thing that makes people into elantrians (Cant remember) and Snapping, they grant him stolen abilities and the eerie power to erase someone's memory. Silent and lethal, they reflect not light but memory, and only answer to a god who has both shattered and rebuilt a people. (Him in a way so no one can use it... (could they?)

Investiture doesn't work here-it's mana or nothing. (Besides, I think you just used cosmere buzz words, Hemalurgy spikes dont make good daggers)

You can get magic daggers, sure, that let you cut memories and glow when blood is spilled.

7 hours ago, LordHathsin_Surviv0r said:

Skills: Quick movements, Insane skills with two stick, metal rods, diamond daggers etc.. Also known for trickery

You have Sacred magic- what do you want it to do? 

 

8 hours ago, KaladinsSenseOfHumorSpren said:

Name: Vireed

Species: Human

Class: Mage

Magic Item (you get one based off your backstory.): Hmm... can I bring Nohadon's TWoK? It's magical

Appearance: Short and Alethi I guess

Connections with other characters: 

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): This character was who Dalinar was replacing in his first vision. He was close to Nohadon and became a worldhopper, bringing with him a copy of TWoK. He arrived on whatever fantasy planet this is, because the demon king's fifth cousin thrice removed angered him greatly.

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Alethkar.

Skills: Worldhopping, though Vireed knows that whatever magic this place has removed his Investiture-based powers and replaced them with that of a mage. 

Magical Quirks: Was once highly Invested.

I'm hesitant to allow any cosmere stuff (it's, not after all, generic.)

I'm torn. If you really want to you can play him (like if you wouldn't play if you couldn't play him), otherwise, I'd request you make a different character. 

9 hours ago, CoderDrag0n8 said:

I dont know!

Whatever Fiends and Devils as Patrons do.

Yeah sure, curses and fire magic.

Posted

Name: Tertia

Species: Kobold

Class: Paladin 

Magic Item (you get one based off your backstory.):

Appearance: 3 purple kobolds in a trenchcoat robe

Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief”

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos

Skills: healing and pranks, gaslighting 

Magical Quirks: idk

Posted
17 minutes ago, Spark of Hope said:

Name: Tertia

Species: Kobold

Class: Paladin 

Magic Item (you get one based off your backstory.):

Appearance: 3 purple kobolds in a trenchcoat robe

Connections with other characters: Three triplet kobolds who like causing wholesome mischief (if you’ve seen videos of people doing Disney voice impressions to cast members at Disney, think this kind of “mischief”

Backstory (I WANT AT LEAST THREE SENTENCES PREFERABLY MORE): The kobolds forming Tertia (Bel [f], Qrik [m], and Dazzu [f]) like making the best kind of mischief- the kind that makes others happy. Due to their like of wanting to make other people happy, they received a blessing to use magic. They use it to heal people physically, mentally, emotionally, etc. They worry that they won’t be taken seriously because of their height and thus pretend to be one giant kobold in a trenchcoat robe

Kingdom (make something up, we're in a place vaguely German. Give it a little description): Ixicia, a kingdom of kobolds that technically has a government but is usually in some form of internal chaos

Skills: healing and pranks, gaslighting 

Magical Quirks: idk

Yeah this is great. It's approved.

Posted
1 minute ago, Spark of Hope said:

Cool! What’s my item?

Mhhh. Three fusion earrings. Think DragonBall. You can become a giant kobold for an hour out of every day.

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