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Soul Wrought Information

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Post by JerriLeah7 12th June 2018, 5:45 pm

Welcome to Soul Wrought
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RPH: MethosArchaic
Soul Wrought Information Tobeam11
Within the World & Realm of Corporea, Magicians are rare, valued, cursed...necessary.  There are many dangers that roam the lands -- the lands of four Realms that threaten to collide, clashing against each other each day with no awareness of time, life, or death.  The realms simply exist to do as they do:  Threaten to expand into one another.  Magicians keep this balance, they keep the Realms apart and they do so just by being alive.  They are essential to humankind.  

One does not choose magic--it chooses you.  You are born with it deeply embedded into your soul and you cannot escape it.  Many have tried, in the past, to find cures and ailments to avoid the effects of magic and its use, but to no avail.  Once your abilities manifest...there is no turning back, no matter how desperately you may wish for it.  The horrors and the torturous events that are known to occurafter manifestation...must inevitably come to pass.  Many who are a Magician are looked upon with pity--and who can blame those lucky mortals--the many of the weaker humans that will have naught a care in their lives, torment free?  

They will never know of the other Realms, never experience their touch or see echoes of creatures and spirits from those places as they walk along a sidewalk.  They will never watch strangers die or witness a demon's possession.  Though humans aren't all ignorant, most are--because they choose to be.  They are defenseless against the world of demons and spirits, monsters and evil magicians.  And if you're a magician, you'll never have that luxury.  You'll never have a normal life.  That's just the curse of magic.

As your magic animates, your senses will be opened to all four realms:  Corporea, Leveates, Archeron, and Mezzetez.  Each of these realms have their own appearance, their own energies, and their own inhabitants.  Corporea is the physical realm that all of humankind resides in.  This is the realm where you live and breathe.  It is where you thrive and are the safest.  Seeing visions of other realms as you try to live your own life is distracting, alarming, heartbreaking...and confusing.  The spirits of the Archeron, the demons of the Mezzetez, the angels of Leveates...all monsters of their own kind and each with both a "good" and "evil" populace that will force you to bear witness to acts and events of the past, present, and future.  All of your senses will become incredibly sensitive and knowing what is real to your realm and what isn't--that will be something you are unable to do alone.  

With the four realms flooding into you, you will see the deaths of those that you loved, of complete strangers.  Murders, rape, pillaging.  You will see healers as they use their spices and herbs to grant peace to the sick and dying.  You will find yourself, suddenly, shifting from a peaceful walkway into a blood-filled battlefield.  And as you are devouring your soft dinner, a Mezzehound is standing before you, drooling over your plate with its glowing, ember-red eyes as it growls, threatening to rip into your realm and drag you down to its own.  All of the rushes of images, smells, sounds...if left unchecked, will drive you mad.  Mad Magicians are often called the "Adrift," considered dangerous and often killed to be saved from their own misery, as they are a threat to themselves and to others.

Soul Wrought Information Tohave10
Upon one's curse, when their magic has animated and the dreadful signs have appeared, there is a way to prevent becoming Adrift: The Soul Wrought. The first phase of this procedure is to travel to the Scientyr Mountain, climbing up near the top and then into the cavernous space within. There, a specific metal is grown within the pitch of dark and this is the only place in nearby Corporea where it can be found. This metal is magical in nature, a substance containing the energies of all four realms within it and though it has been called many names throughout time, it is currently known as Exuma. You will collect as much Exuma as you think you will need and then depart from the mountain and return home.

With this new, organic metal, you will then work with your Tribe's Smithy. Together, you will forge your own, custom weapon, but make no mistake--you'll be doing the large part of the work. Every piece of your weapon, every material that is imparted into it, you will create from each necessary resource after you have personally collected it. The inclusion of Exuma can be big or small, but it must be forged just at the right temperatures, with just the right care. Thus, you are overseen and guided until your weapon is a success. The second phase of the Soul Wrought is now complete.

Now, for the third phase, you will find your Tribe's Shaman and you will rely on him or her to put you to sleep and keep you unconscious while he or she takes out your soul, splits it, and puts a small portion of your soul into your weapon and the rest back into your body. This is a long process, which requires focus, mental training, physical training, patience, and spiritual understanding from your Tribe's Shaman. It is also a painful process, so keeping you unconscious is required. Your forged, personalized weapon is now an extension of you in mind and soul. When you awake, you will have a weakened body and soul. For a period of thirty days, you will be so sick, so miserable, and in so much pain...this phase of the Soul Wrought is often known as the "After-Forge," one of the most miserable times in a person's life. If you have survived, which is likely if it is your first time, you are now a full-fledged, sane Magician.
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Next Post: ==> Technology & Region Information
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Post by JerriLeah7 12th June 2018, 6:49 pm

Technology & Region Information

This role-play will primarily take place in the Iron Age.  This means that it takes place before medieval times, steam age, industrial age, etc. The region within this role-play will consist of smaller tribes that all work together to keep their individual region safe.  The technologies at hand by the common man will consist of smithy-based weaponry, archery, pottery, hand weaving, etc.  

Books are handwritten and made from papyrus or parchment, as well as bark and other forms of older writing.  All local tribes write in the same language, a runic writing known only as "Clanesh."  Clanesh is not a required skill and is entirely optional for each child to learn.  It is not uncommon to be illiterate, though it is uncommon to be illiterate if you are an adept magician.  Books and other types of in-depth reading are generally expensive.

All characters will be coming from or currently live in the Cinema Tribe, as you can switch tribes during your lifetime.  (Each tribe needs a Shaman, as well as certain amounts of each class of Magician, so magicians often are moved around to keep the tribes balanced in their defenses.)  Most tribe members wear the colors of his or her tribe when they are traveling away from their lands, so as to honestly express that they mean no harm.  It is the trading of Magicians and goods that keep the diplomatic relations between the tribes on good terms.

Most people live off of subsistence farming, though there are a few larger farmers that grow crops such as Aegis Berries, Crier Wheat, Suitsue Trees, Canyo, and so on.  Spices are still a thing, but are generally not grown in large quantities.  Salt is difficult to get, due to the fact that it is mined.

Occupations found in this time era are hunters, weavers, farmers, builders, miners, etc.  It is a skill based era where tribes must rely on each other to get things done for the overall tribe.  People usually have many different skills and switch up and around to different jobs during different seasons as they are needed.

Houses and buildings are generally made out of wood, daub, clay bricks (for wealthier homes), un-worked stone, straw, pelt, etc.  Land is never owned by anyone--all local lands belong to the tribe as a whole.  Local hunting grounds are rarely shared unless there is an event, as the meats and goods of local animals and creatures are simply traded.  Hunting grounds are managed to make sure that no creatures are hunted into extinction.  

At the central area of this region, the Kattan Mountains, home of the largest, Scientyr Mountain.  Beneath this string of mountains, the Cinema Tribe can be found.  Far north of the mountains, the Ne'ork Tribe, which resides west of the Ghiofish Lake.  Southeast of the Cinema Tribe is a thick forest and another Tribe--the Teak'ous Tribe.  Lastly, the two small tribes near each other that are southwest of the Cinema Tribe reside almost as one within smaller caverns and caves and they are called the Olice Stati and the first Plaza (Play-zuh) Tribes.

The region exists colder, temperate climates where it snows and rains frequently and is rarely overly hot.  The longest season of the year is Autumn and the shortest is Spring.  The most common trees of the area are Pine, Spruce, Oak, and Baebrite Trees, though Maple and Birch trees can occasionally be found.  Most fruits are difficult to grow, with the exception of Baefruit, Aegis Berries, and Apples.  Nuts trees are common in this climate.  
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Next Post: ==> Magician Classes & Sub-Classes


Last edited by JerriLeah7 on 29th June 2018, 8:10 pm; edited 3 times in total
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Post by JerriLeah7 19th June 2018, 6:18 pm

Magician Classes & Subclasses

For the categorization and understanding of the magicians within this world, all abilities known to have ever existed are placed into four classes, each of which as two sub-classes.  These classes and sub-classes are simplified down and easily explained, which are listed below:

Aura -- Augmentor/Manifestor
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Augmentor:  A magician that is able to use their aura type to enhance or change their physical self.  Strength, agility, and other physical traits can be shifted for a limited time during mana use, draining as it lasts.  Some Augmentors can only augment themselves while others can assist allies for a shorter time period.  These sorts of abilities greatly vary from magician to magician.  Some Augmentors move into battle with an infantry that has enhanced strength by their side while other Augmentors use this skill for lone stealth missions.  

Augmentor's auras do not manifest into the Corporea Realm and are only visible within the Archeron Realm.  Only those with magical access to Aura Reading or with Realm abilities will know and understand an Augmentor's aura and how it fully works.  An Augmentor has minor aura control when it comes to their own aura and they do have excellent intuition when it comes to "reading" other people.  Although they cannot see their own aura or the aura of others, they generally have excellent emotional control and management when well practiced with their magic.

Manifesetor:  A Manifestor is an aura magician whose aura manifests physically into the Corporea Realm.  This means that, when used, it is visible to the eyes of all.  Unlike Augmentor types, who can physically change themselves, a Manifestor creates an effect based on their Aura.  A Manifestor with a prickly aura may have spines that they can shoot outwards in an offensive manner.  A Manifestor with thick platelets may harden and use those various plates as a shield against attacks.  All types of Manifestors get what they get--they cannot choose their aura, just like no human being can choose it.  

An aura is based on one's personality and heart, as well as the decisions that they make in life.  They come in different colors, shapes, sizes, textures, etc.  Due to the physical manifestation of their auras, they tire more quickly when it comes to mana.  A well trained Manifestor cannot see other's auras, but they do have major intuition when it comes to "reading" people.  They tend to get vibes on most people, feeling about who they are and what their passions may be with ease, regardless of whether or not they are complete strangers or people from long ago that have changed.



Soul -- Shaman/Spiritualist
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Shaman: The Shaman are a respected type of Magician and are necessary in the process to become Soul Wrought.  They are one of the few magicians that can be trained to manipulate a soul in a manner that allows them to move part of the soul from a person and into their soularm.  Shaman's practice this ability by learning implant, divide, and give souls and fragments of souls to animals or objects.  This is most frequently done by taking a spirit that is haunting a temple or home and placing it into a non-sentient creature so as to grant piece to the soul that could not rest while giving it another chance at living some form of life.

Shamans often have familiars or seemingly intelligent creatures that accompany them due to practicing their abilities.  Some specialize in smaller animals while others choose a single, large creature as their familiar.  They are able to read a person's soul type and are often valuable in placing a new magician into the class and sub-class that is best suited for their abilities.  However, the Shaman is the most community oriented of the magician types and are very well loved, as well as very well known.  Their studies take them from tribe to tribe, wilderness to wilderness as they help the weak, study with the best of scholars, and learn the most of nature.  This makes the Shaman one of the most time consuming and self sacrificing types of magicians, as well as one of the most difficult to master.  

It is impossible for a young Shaman to become a Shamari, which is the head shaman for any given tribe within the region.  Shamari are the ones that perform the Soul Wrought, they are the wise men and women with experience and foresight given to them by both hard work and divination.  Some of the oldest Shamari are even considered sages or psychics.  A Shamari tends to his or her community, and although there are tribe Elders that help to make decisions within a tribe, a Shamari is the spiritual heart of his or her people.  This means that a Shamari's words carry more weight than any other's.  It is a great responsibility and a terrible burden.  Few Elders or Chiefs blatantly disregard the words of a Shamari.

Spiritualist: This kind of soul magician draws their power from Archeron, the Realm of Souls, or from wayward souls that can be found haunting the Realm of Corporea.  They are able to draw the souls of the deceased back into Corporea temporarily at will.  Incredibly powerful Spiritualists can grant these ghosts a physical body, almost as if they were alive again.  These spirits or ghosts serve the Spiritualist and they are typically powerful individuals of the past.  Familiarity is incredibly important to a Spiritualist.  An unknown spirit means there is less control and less motivation for the ghost to follow or bond with the Spiritualist more fully.  It will make their magic more easily broken if any souls summoned are randomized.

Spiritualists can also draw on the essence of a spirit to manifest abilities similar to that spirit's powers or abilities.  This can often mimic other types of magicians magic, as well as battle styles, weapon proficiencies, etc.  Doing so, however, causes that spirit's mind to meld with the Spiritualist and can affect their senses, how they talk, think, and feel.  A Spiritualist that is melded with a summoned spirit is called a Synthesis Spiritualist, a respected magician due to their ability to connect the community with their ancestors and the lost knowledge of generations past.  A Spiritualist often carries mementos or relics that are closely related to familiar spirits that are summoned.

They are often found with strange odds and ends, such as a woman's ring from the past, the skull of a lion, and so on.  They perform funeral rites, perform Sendings (a ritual that guides a spirit from the Corporea Realm to the Archeron Realm), Mercy Killings (Tribe Executions), and a few other minor tasks.  They can do minor divination, but it is generally a Shaman's specialty, as they are more in tune with that area than a Spiritualist is.  Spiritualists are advisors, just as Shamans are, but they do not rise into leardership and tend to stay to the side as a companion or friend.  



Element --  Primary/Pseudo
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Primary: Any element magician manifests an element onto their Soularm or onto their body (but never both) to use offensively or defensively in battle.  Primary Elements, however, use elements that can specifically be found naturally within the Corporea Realm alone.  This includes Ignan (Fire), Aquan (Water), Terran (Earth), Auran (Air), and Voltus (Lightning).  With an elemental weapon or body, your strikes will deal more damage to creatures, objects, and humans alike.  All projectile elements must be originate from yourself or your soularm.  Primaries cannot create elemental walls and so on, but you can summon a lightning bolt, not from the sky, but from your soularm.  

Pseudo:  Pseudo magicians also work very similarly to Primaries.  However, their powers are not one of the five, primary elements and instead, have other elements under their specialties.  The manifestation is still limited from or on the body/soularm, but the way the magic looks and functions varies.  The Pseudo Elements are Lumos (Light), Tenebris (Dark), Anima (Soul), Vox (Sonic), and Materia (Custom).  

Lumos covers magic regarding light and good/holy.  It originates from the sacred energies of the Leveates Realm, where an Angelic/Guardian race resides.  This does not, by any means, make this realm "good" or "holy" in its entirety.  However, the generally energies and atmosphere of this Realm is more so of positive and good than any other.  This element deals holy damage, lights darkened paths, damages creatures from the Mezzetez Realm the most, and then damages spirits from the Archeron Realm second most after that.  Typically, this is white or yellow in magical energy.

Tenebris, the element of darkness/unholy, originates from the Mezzetez Realm, where demons and monsters can be found within their quiet void.  This does not, of course, restrict all creatures within to being evil, but it is well known that most are and nothing there can be truly trusted.  Tenebris is most effect against creatures from the Leveates Realm and least effective against spirits from the Archeron Realm.  It deals unholy damage and dims lighting nearby.  This element is typically seen in black, dark blue, or dark purple in hues for magical energy.

Anima or "Soul" element, typically not seen in color hues, distorts color near it and twists the view of how things appear nearby, as though there is a dust or rising heat evaporation that is just barely visible to the naked, human eye.  Anima severely damages spirits of the Archeron Realm, followed by Aura Magicians, regardless of their sub-class.  It does some damage to the creatures from the Leveates and Mezzetez Realms, but it does no damage to almost anything else.  However, it can damage objects that have been infused with soul, including soularms.

Vox is a soud-based energy, which does not have a hue, but rather generally causes vibrations easily felt nearby.  It can often disturb or distort the air, similar to Anima.  This energy type is based primarily on area attacks, using sound waves to allow noises and vibrations to travel for offensive and/or defensive purposes.  This element is most effective against living creatures and other fragile materials that are easily shattered by sound frequencies.  This is often used to incapacitate people with training, rather than outright killing things.  This ability is typically harder to use in groups, due to how it can effect nearby allies.

Materia, or a substance based element, is a placeholder for a customized, specific element that any member may request.  If approved, odd or unique elements may be used by your character specifically to make elements such as glass, sand, magma, smoke, mud, soot, etc.  (Metal, Gravity, Time, etc., however, are not allowed.)  You will be able to use your Materia so long as it originates on or around your body, just as any other element must function.  Keep this in mind when considering Materia for an element.




Dimension --Traveler/Summoner
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Traveler: Any dimension magician can open a portal of sorts between the various realms.  Each magician's portal or doorway looks different.  While earlier dimension magicians have no control over where their portals may take them, advanced Travelers can use these portals to cover large distances and to reach specific destinations with ease and clarity.  They can move from dimension to dimension to dimension, bringing other magicians with them, as well as creatures.  However, this traveling process does not guarantee one's safety while in another realm.

If you're going to walk in the Mezzetez Realm, you'd better know what you're walking into.  This means that many Travelers become a Journeyman, or an apprentice to more advanced Travelers before they can become official Travelers, themselves.  They also orchestrate hunts against creatures that have appeared from other realms, assist in returning more docile creatures to their appropriate Realms, etc.  Unfortunately, due to their traveling habits and search for adventure, Travelers tend to have a short life expectancy--this makes them valuable and respected for their dimensional knowledge and survival skills, but they are considered to be dangerous and odd or quirky.  

Most Travelers specialize in a Realm that they travel in more than others, gaining as much information as they can and serving as a guide within it for those that wish to travel to locations more quickly (as dimensional traveling can get you there faster).  It is also well known that being a Traveler, when successful, is a lucrative job.  Though they don't have much in the way of self protection outside of physical battle, many of them have far reaching connections to other tribes and mercenaries to allow for bodyguards.  

Their only offensive and defensive ability is to teleport either their selves to their soularm or their soularm to their selves. This grants them some limited combat ability, mild battlefield control, and basic maneuverability. The experience of using this ability varies, but it is still one of the first basic lessons that a Traveler learns to use. It also makes it incredibly difficult to steal a Traveler's soularm in comparison to other magicians. Travelers, in general, have a disproportionate tendency to choose ranged or thrown weapons in comparison to other classed magicians.

Summoner:  With the ability to form portals or doorways into other dimensions, a Summoner calls forth a living creature from either the Leveates or Mezzetez Realms to serve them and protect them in battle.  If it is a weaker creature, summoning it with or without an agreement is a simple task and takes little energy.  More intelligent and powerful creatures, however, take full contracts or must be completely subjugated against their will.  This takes more energy, more time, and more mana.  

It costs magic to both summon them and dismiss them back into their realm--any time a portal is opened up, it will cost magic to a Summoner.  One of the greatest exceptions to how summoning works is summoning a high born demon or angel from the Leveates or Mezzetez Realms--these creatures of the high born races takes considerable time, effort, expense, and rituals to summon and they are incredibly dangerous creatures.  The summoning process for these particular creatures are not regularly taught, socially accepted, or advised.  

Otherwise, summoning is a light and respect thing, as smaller creatures are easily dismissed, most contracts are peaceful and respectful, etc.  The most dangerous aspect of the common summoner is keeping their portal sealed properly so that only that which is invited goes through.  This particular sealing takes energy and concentration while a portal is being opened.  If the portal opening process is compromised, it is possible for other creatures to leak through, of which the summoner will have no control.  The biggest danger is that, should a summoner die, their contracts will be void.  If a creature is still summoned out into Corporea while the summoner dies, that creature is freed to do as it wishes.

Due to all of these risks and dangers that come with being a dimension magician, this particular type of magician is considered to be a great responsibility.  Travelers and Summoners alike risk dimensional imbalance when they are not properly trained and when they do not respect the dimension connectivity.  When a dimension magician breaks his or her code (to protect dimensional balance), any other dimensional magician will consider it his or her duty to clean up after that outcast's messes...as well as to hunt them down.
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Next Post: ==> Soularms


Last edited by JerriLeah7 on 8th July 2018, 9:00 pm; edited 1 time in total
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Post by JerriLeah7 21st June 2018, 11:59 pm

Soul Wrought Information Soular10
One's Soularm, or soul weapon, is the very weapon that a person shares a fragment of their soul with.  This weapon can vary from bow and arrow to sword to axe to spear and so on.  Forged by hand with the aid of a Smithcaster (a materia mage that grants you access to the very specific space and heat needed to create the weapon required, as well as the knowledge and experience to guide you along the path of success), a Soularm is more than just the parts and pieces one must gather alone in order to even create it.

Whether it is a weapon that is passed down and then further customized or a brand new weapon that you create from scratch, your soularm is an extension of you, a part of your very being.  When it becomes overly damaged, you will feel physical pain.  Should you become separated from it, you will feel the ache as a part of you is lost, tempted to give way to the void of confusion and fear.  The longer you are separated from your soul weapon, the more paranoid you will become as you will feel the desperate, inner urge to search for it with whatever energy you can manage.  In addition, separation from one's soularm causes the symptoms of the Afterforge experience, which increases and worsens over time as it continues.

Children before the age of twelve do not manifest their magical abilities.  Due to this, all small children, regardless of whether or not they will become magicians, are prepared in the art of battle.  Many are taught from an incredibly young age to use one or two weapons with decent proficiency,  as becoming a Magician is rare and they are hardly a tribe's only defense.  However, since one cannot know if they will become a magician or not (as magic is not hereditary), picking a weapon or two as a specialization is considered to be an important decision during childhood so that one can be prepared to make the necessary weapon, should they have magic manifest.

There are two ways to tell that a weapon is a Soularm.  Firstly, it's "aura," which is a wave of color or multiple colors that follow it entirely on all sides and surround it whenever it is moved.  As a blade is swished through the air, a streak of red, for example, might be seen trailing its path while it is used to move through the air during battle.  This does not provide light at night, but it is very visible during the day.  Lastly, the way it is "equipped" or "evoked."  A Soularm need not be physically visible within any realm to be considered equipped.  Rather, a magician evokes their weapon with a specific movement or gesture that makes their weapon magically appear in their hand(s) or be summoned to their side, back, waist, etc.  This allows for quick access to their Soularm with little to no difficulty or time, while also providing a personal, customized flair to how their weapon is evoked into battle.  (Haunted items, however, cannot be evoked.)
Soul Wrought Information Asoula10
Ego is a measurement of an item's soul.  Typically, items and soularms with large egos have distinctive personalities, memories, and at times, magic of their own.  A low ego typically represents indistinct spirits and can barely communicate except via emotions or feelings and the rare image or solitary word to the user's mind.  It is easier to overpower a weak ego than to compel an item with a large ego to obey you or assist you.  Despite the fact that many soularms have a weak ego, they will not work for other people if taken from their owner.  A soularm is loyal to its original creator more than any other in all of life.

If a weapon has multiple spirits within, or has been passed down through family members, it generally has higher ego.  Although the abilities of such a weapon have potential, they are more at odds with their holders in comparison to one's own, freshly made soularm, which is the only true extension of their self.  An original soularm's connection or bond with their soulmate is intrinsic and far more powerful than one would have with an item of high ego and has similar, almost identical feelings, shared experiences, etc. as its holder.

Due to all of the variables, soularm behavior varies greatly.  If a soularm has had only one holder and they share the value of hermitism, the likelihood of it assisting another in need if it fell into their hands is far less likely.  An individual at odds with their siblings may never have a soularm willing to work in their hands, even should its original owner die.  All general soularms freshly created will have a low ego, but they always trade that extra power for the stronger bond with their creator.
Soul Wrought Information Anitem10
An item is haunted if it has a soul within (or multiple souls), but is not bound to a magician.  This means that the spirits are essentially haunting or possessing the item, rather than being used as a focus.  Haunted items are high ego soularms that can be taken up by a magician to be used under the right circumstances.  The magician must be compatible, which can easily be determined by a soul magician, or sometimes aura magician.  If they are compatible, a Magician can go through the soul wrought process with the weapon claimed and hope that it is successful.  Haunted items can also manifest their own magic, but it's upon the weapon's whim and not its magician.

When a haunted item bonds with a magician, it no longer is haunted, but a soularm.  At that point, it will use the magicians mana at will, whether the mage likes it or not.  This depends on the ego of the soularm vs. the magician and varies greatly on their compatibility.  Haunted objects, however, do not have a stable connection to mana, so when magic is used, they take their magical energy from the invisible barriers that rest between the four realms.  This causes imbalance, unrest, and magical fluctuations throughout the world and area and causes great damage over time.  

A haunted item that possesses a creature can draw on the creature's mana by burning part of their life force.  In other words, it can kill people in order to use large magical abilities.   A haunted object does, however, require physical contact in order to possess, influence, or communicate to someone, regardless of its ego level or power.  There are very few exceptions to this, though they do exist.  It is generally and widely known that if a magician dies, you do not directly touch their soularm.  It would be like picking up a loaded weapon that may or may not backfire, especially at a time where the weapon is at its point of emotional vulnerability.  

Discovered weapons that do not belong to you should be held indirectly and given to a Shaman or Spiritualist for proper care.  Only those two types of magicians can care for the soularm in the exact way that will be necessary.  All haunted objects and soularms alike have feelings.  They feel, and in their own way, they bleed.  They are to be respected, cared for, and handled in just such a way.  If these things are not done, you are not honorable.  If you are not honorable, you will be cast from your tribe and also from the region, branded against your will and stripped of your home or family.
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Post by JerriLeah7 29th June 2018, 7:44 pm

Animal/Mob Commonality

Common:
--Corporea--
Wild Cats, Domesticated Dogs, Hares, Foxes, Lynxes, Massive Preying Mantis (Cat Sized), Verskix, Opalescent Tree Shark
--Archeron--
Horses, Amphibians, Weasels, Lovarr
--Mezzetez--
Low Demons, Geist
--Leveates--
Low Angels, Lilaar

Uncommon:
--Corporea--
Domesticated Cats, Wild Dogs, Sheep, Boars, Wolves, Dingetto, Purasects, Gauss, Frotopod
--Archeron--
Deer, Cows, Bison, Bulls, Bears
--Mezzetez--
Tarask, Mezzehound
--Leveates--
Thukharrans, Leveahound

Rare:
--Corporea--
Horses, Deer, Antrasects, Rotosaur, Esklon
--Archeron--
Renasole, Souleaters
--Mezzetez--
High Demons, Jakarost
--Leveates--
High Angels, Avera

Geist:

Tarask:

Renasole:

Avera:

Lovarr:

Dingetto:

Antrasect (Britemetal):

Gauss (Britemetal):

Purasect (Britemetal):

Thukharra:

Souleater:

Rotosaur (Britemetal):

Esklon (Britemetal):

Frotopod (Britemetal):

Verskix (Britemetal):

Lilaar:

High Demon:

High Angel:

Mezzehound:

Leveahound:

Jakarost:


Last edited by JerriLeah7 on 30th June 2018, 3:47 pm; edited 1 time in total
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Post by JerriLeah7 29th June 2018, 9:07 pm

Cinema Tribe Culture & Laws

All characters will start in the role-play as a member of the Cinema Tribe.  Those of the Cinema may not have originated from there, however--magicians are frequently traded and transferred within the region in order to keep the peace and the protective balance between allies.  

Cinemans are a proud people with the Tribe colors of white, black, and red.  Due to their close proximity to the mountains, they receive frequent snow and must trade more for crops than other tribes.  All crop/animal info listed above are very specific to the Cinema Tribe locale.  Any additional or specific information regarding crops, animals, mobs, realms, etc. will be discussed during your character creation when it is determined what your character(s) will know due to their personal experiences.

Skin colors vary on how often you are in sunlight as well as your magical abilities.  For example, if you have an external fire ability that materializes around you frequently, your magic may turn your skin red or even dark grey/black.  Ears are never pointed, but eye colors can vary to whatever the bleep you want.  What matters, however, is that your character's eyes have a round pupil and human shape, overall.  (Unless magic says otherwise--but even that is usually temporary.)  The most common hair colors are brown (any shade), black, red (any shade), cherry pink.  The least common hair colors are blue, green, purple, platinum, blonde (any shade), etc.  The typical height and weight of an individual varies by tribe--the Cinema Tribe, specifically, are generally around five feet tall.

From the ages 5-7, a child begins learning skills and weapons training.  They manifest their powers anywhere between 12-16 if they are a magician.  Magicians become a "Sapling" or "Sapling Mage" once their powers manifest and they immediately undergo training under another Magician that is assigned to them by a Shaman or Spiritualist.  

There are two factors to when a soul is wrought:  When the Shaman believes the sapling is ready and when their master that they are training under deems them ready.  Creating a soularm too early can be dangerous, but not creating one in time can be just as devastating, so these decisions are made with great care and management.

Any individual within the region, regardless of their Tribe, is considered to be an "adult" or "of age" at 14, but you do not leave the family of your parent's until you are 18.  The Shaman will not give you your own home or allow you to have a marriage until you are 18.  Most aren't pressured to leave their homes at any particular age.  Many marriages are arranged for both tribal and family gains, but not all marriages are arranged.  This will depend on the parents and the Shaman of the tribe.  A Shaman or Spiritualist is capable of marrying you against your will.

A Tribe will have anywhere between one to three Shaman, depending on the Tribe's size.  The higher population, the more help a Shaman would need.  However, even where there are multiple Shaman, there is always a Shamari (the Head Shaman) that will out-rank the others.  Spiritualists may also assist with Shaman matters, but there are still many things that only a Shaman may do for the Tribe.  The Shamari is the ultimate leader for any given Tribe.

Underneath the Shaman, the hierarchy falls to the Elders, generally older people made up of non-magicians that help to aid in political and financial matters, as well as matters of Tribal law.  They are the advisors to the Shaman first and foremost, as they will never have final say when it comes to larger decisions.  However, when it comes to changing, removing, or adding Tribal laws, any allied Tribes must come together (all Elders, Shaman, and Shamari together) in majority agreement.

Tribal clothing is mostly made of furs, hides, pelts, etc.  Non-magicians are most frequently seen with armors made of bone, leathers, bronzes, etc.  Armor is least seen on aura magicians, but this can still vary on the individual with their wealth, preferences, and magical abilities/capabilities.  Shoes aren't common, but wraps are--although the Cinema Tribe wears shoes more than other tribe due to the fact that they are near the mountains.  Body paint and tattoos are common, but they are always optional.  There is body paint used during most rituals--soul wrought, marriage, divorce, sendings, etc.  This should be remembered, as all ritual details matter to this culture very much.

- - - - - - - - - - - - - - - - - - - - - - -
Cinema Tribe & Us-Ro'da Region Law:
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• Do not kill your Us-Ro'da brethren.
• Provide for your Tribe in any way you are capable.
• Trading or Breeding with the Hwy Tribe is FORBIDDEN.
• Entering a britemetal den is FORBIDDEN.
• Trespassing on Scientyr Mountain is FORBIDDEN.
• Killing any Shaman or Spiritualist, regardless of their region or tribe, is FORBIDDEN.
• The worship of demons or angels is FORBIDDEN.
• Harboring an exile or a britemetal creature is FORBIDDEN.
• Damage to the dimension barriers are FORBIDDEN.
• Slavery is FORBIDDEN, but Indentured Servitude is not.
• Concealed or deceitful use of a haunted object is FORBIDDEN.
• The unsanctioned destruction of a Soularm is FORBIDDEN.
• Impersonating a Magician is FORBIDDEN.
• Rape is FORBIDDEN and punishable by castration, flaying, and/or death.

**Disclaimer:  Soul Magicians have far more laws than any other magician to follow.  Each magician type is given additional laws to follow during their training.  Magicians have more laws than non-magicians to follow.  This list of laws are not the only laws of the land--they are simply some of the more relevant ones.
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Next Post: ==> Cinema Tribe Rituals
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Post by JerriLeah7 29th June 2018, 10:45 pm

Marriage:

Divorce:

Soul Wrought:

Sending:

Founding:

Naming:

Rite of Passage:
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Post by JerriLeah7 20th July 2018, 9:52 pm

Realm Rates: Why They Matter
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Realm rates matter to any person, regardless of whether or not they are a mage. If you have a one in a realm and must travel through it, you will have difficulty traveling there. It will feel as though the atmosphere is heavy and thick, suffocating and sluggish, uncomfortable and tingly. You will feel "wrong" on all counts, feel as though you don't belong, and struggle to make it through any distance.

If someone has a four in a realm and must travel through it, they will move through it as though they are a native with ease. This does not guarantee that they will "fit in," but it does mean that breathing and traveling will be simple in comparison to other realms. Magic works correctly and with full clarity and concentration. There are no struggles to use mana.

Additionally, realm rates heavily effect what you see and hear during the sapling stage as a magician. When your power first activates, you will experience a melding of the realms within your mind where your five senses will struggle to separate them from each other.

This means that you'll experience visions, sounds, tastes, and feelings of various realms. These experiences come and go at random intervals for various time spans and are strongly based on your realm rates. A person with a one in Archeron will rarely see spirits and ghosts, as well as be far less likely to know what it means to be touched by one. An individual with a four in Leveates could know just what it means to be possessed by an Archangel, and if they are lucky, that Archangel isn't evil.

Make no mistake--Demons, Angels...alignment is never guaranteed, regardless of its species or native realm. The higher your realm rate, the stronger your connection to that realm, meaning you will have more frequent and more vivid episodes of actual happenings within other realms. Even in Corporea, you could witness a bandit attack that is happening in another part of the world.

In some ways, having a low affinity is beneficial to a sapling, as this means that you are far less likely to become Adrift and that your overall sapling experience will be less traumatizing. Your curse, in comparison to those with high realm rates, is lesser. You're considered "one of the lucky ones." Regardless of your realm rates, always remember that you can experience both good and bad things from any realm.

Realm Rates also effect a magician's Sight. A magician's Sight allows them to shift their vision from the realm they are currently in into a different realm around the location of their physical body. A sapling can be taught to do this, as well. A magician's Sight must be trained, regardless of their class, sub-class, and realm rates. The more training that is applied, the more efficient their senses and capabilities will be for using their Sight.

A realm rate of one makes it difficult to look into that realm and even harder to sense with any of the other five senses. A realm rate of four makes it far simpler to look, hear, feel, etc. into that realm with good training and practice--however, this also makes it more difficult to shift your Sight back into the realm where you physically are without good training. The best Sight users are Travelers, although Shamans and Spiritualists are the only ones that can see both Corporea and Archeron at the same time with almost no difficulty (though realm rates still apply).

What's in a Realm?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Provided below will be a base description of each Realm. These descriptions will be hearsay/common knowledge. Many who travel to other realms will, of course, tell their stories. This also means, however, that those that actually go there regularly will know much more than what is revealed in this post or any of the posts above. If any of your characters have more information regarding other realms due to actual travel and experience, you can talk to me and we'll discuss what more your character knows.

Corporea:
-------------
The human realm that sucks because it's a post-apocalyptic future where robots want to kill us all and you get to fight that sh*t with a stick and some rocks. Okay, plus some other cool stuff. Point remains, though--life sucks, it's about survival, technology sucks, etc.

Leveates:
-------------
In comparison to other realms, Leveates is pristine. The sky and the clouds within it are purple and the grass is the greenest of green. Plant life is healthy and beautiful, animals are closest to their peak in health within a world of low chances for illness or disease. Even aging is a process that is slowed here, granting longevity to the masses of denizens.

Colors here are always vivid, contrast is incredibly high to the human eye. The air is always perfect and when it rains, the air sings. Harming creatures or plant life here can easily anger the residents and some creatures are so valued that any harm to them results in a death sentence. This place is considered to be sacred to many.

The air within Leveates is infused with Lumos--this means that if a demon entered here, it would die over time from exposure. The very presence of it would be painful and all of the native creatures would sense its disturbance. Despite the peaceful gardens and clearest of waters and the prettiest of wildlife, even a demon could find some small peace here. That is because the atmosphere of Leveates also causes a living creature's brain to release endorphins to make all those that live there feel good, granting a sense of belonging.

The distance here is HALF of the distance within Corporea. This means that it aids in getting to specific locations for other realms more quickly. (One hour of travel in Leveates is equal to two hours of travel in Corporea, though the topography and overall area will not match. However, just as within any realm, there are always occasional landmarks that are shared between realms in the same location.)

Archeron:
-------------
With the same distancing as Corporea, Archeron is the same size as Corporea and is, in fact, like a perfect overlay in matters of location and landmarks. However, the appearance and atmosphere greatly differ from that of it's living counterpart. Home to spirits and ghosts of all types, anything that has died and passed on can be found here. This can include the ruins of former villages and older places that no longer exist.

Though much of Archeron seems like a slanted, spectral version of Corporea, some areas or landmarks will appear identical and will be easily mistaken for things from Corporea, as well. The overall atmosphere has a green hue to it, as though one would be looking through green colored lenses, and water here is much more thin and impossible to swim through. Rather, one would simply fall to the base of the bottom of a lake and simply walk and breathe like normal, despite the visibility of a water's presence.

Whispers can always be heard, shadows always seem to move, temperatures seem to fluctuate (though not to extremes), and tastes and colors are incredibly dulled and difficult to make out. It is said that only the dead can sleep in Archeron and that nothing from the land of Archeron can be brought back through a portal into the land of Corporea.

Spirits by default appear as glowing, green orbs or wisps that float and fly about, rising up very high or almost swimming nearby at one's feet near the ground. Should a spirit choose to do so, it may take the form of what it had when it was alive, though only those with the right abilities may communicate with them or properly understand them. Non-Magicians are advised never to enter this Realm.

Mezzetez:
-------------
With a scorched, blackened ground filled with molten lava cracks and crevasses, Mezzetez is dry and hot. Explanding with sharp and steep terrain, this place is highly volatile and uncomfortable in comparison to all other realms ever experienced. Every here and there, pillars of ash, smoke, and dust, black as night, rise up from the scorched ground and into the air.

Above, the sky is not visible, but a thick, black miasma of fog, smoke, and clouds can be seen blocking out the light. This makes it so that the surface lava upon the ground is one of the primary sources of light for those that travel and live here. This does not mean, however, that animals, plant life, and other sources of life do not exist. Many creatures that can survive hot and dry temperatures exist here and thrive, so make no mistake that this place is not simply the "place of monsters" that children imagine it to be in their younger years.

Due to the lava below, a low thrumming and humming from that lava's movement can always be heard, and although there is wildlife within this realm, most of it is quiet--deadly quiet--as a matter of life and death. Lava movement is generally one of the only sounds heard within this incredibly darkened place as making too much noise can be rather deadly and attract more hostile creatures.

The air here is infused with Tenebris or "Unholy" energy, a dark power that drains from good and causes illnesses and disease over time. Long, one-time exposure can result in fatigue, confusion, rashes, dizziness, light-headedness, and nausea. The ground constantly shakes with a slight vibration due to the movement below, but this does not impede the hunt of the predators within this Realm--not even a little bit.

The distance here is TWICE of the distance within Corporea. This means that it never aids in getting to specific locations for other realms more quickly. (One hour of travel in Corporea is equal to two hours of travel in Mezzetez, though the topography and overall area will not match. However, just as within any realm, there are always occasional landmarks that are shared between realms in the same location.)
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Post by JerriLeah7 20th August 2018, 6:10 pm

What can a Magician See or Sense?
- - - - - - - - - - - - - - - - - - - - - - - - -

Any magician can sense nearby magicians within fifty feet of them, so long as they can physically see them. It's not necessarily an odd feeling or a feeling of "concern" or "warning," but rather a sense of warmth or belonging. You are, after all, sensing someone like yourself. The closer that another Magician is to you, the "fuzzier" and warmer that sensation will feel. Any magician can sense another magician within five feet of them, regardless of whether or not they can physically see them--they can even feel which direction they are in.

There are, as always, exceptions to this. Shamans can visibly see a person's aura. Due to this, they can see affinities (realm rates) for any living person, magician or non. They can also tell the difference between a magician, a non-magician, and a sapling. They are incredibly well-versed in matters of souls and auras, though they do lack the intuition and readability that Aura magicians have in most cases.

An Aura magician can detect other magicians nearby with a much larger acuity and range. Their senses are far sharper when it comes to developing a sense of finding someone who is a magician. They are also highly more accurate when it comes to guessing the magician class of a complete stranger, especially if that stranger is another aura magician or a soul magician. This is a shared ability that all aura magicians (and also Shamans) like to train, due to battle advantages, strategic crisis prevention, etc.


Soul Wrought Terms
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---Sapling
The phase in which a magician's powers first activates, but they have not gone through the soul wrought ritual. This means that the sapling has no control or understanding of their powers or abilities and are effected heavily by their affinities/realm rates due to the lack of focus and separation from the realm barriers that is usually provided by a Soularm.

--Adrift
An adrift person is a magician that never had their soul wrought. This means they are stuck in their sapling stage for too long up until the point where they receive realm barrier poisoning (barrier poisoning for short) and are rendered schizophrenic from the disease.

--Mayster
An advanced magician, one considered the highest or specialist within their field, class, or sub-class. This word is used as a title, such as "Mr." or "Ms.," and is added for respect for one's capabilities. This title is generally also often saved for those of older ages, though it has been known to be used on younger folk--when this is done, that younger person is generally treated like a prodigy.

--Forzhen
A Forzhen is a derogatory term used against those saplings that others would imply are unfit for the soul wrought process. Calling someone by this name would imply that they are incapable, useless, and that they are too weak to even survive the first ritual of having their soul wrought in the first place. It is one of the deepest insults that a magician can receive and implies that they are better off as an adrift.
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