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Thread: Intrigues of Venedig, a High/Dark Fantasy RP [Original World]

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    Intrigues of Venedig, a High/Dark Fantasy RP [Original World]

    Intrigues of Venedig - Fantasy RP

    I. Intro


    Intro


    Welcome to the City of Venedig, the most cosmopolitan place on the Planet of Erde. A metropolis built on land reclaimed from the mouth of the great Wien River, Venedig is known as a place of opportunity, where you can buy anything, sell anything, be anything, as long as you have the triad of skill, intelligence, and wealth.

    Take a boat to the Grand Bazaar, and you can smell pepper, cloves, cinnamon and nutmeg. Take a carriage to the Jewelers' District, and you are treated to the sight of necklaces, rings, bracelets and pendants, all worth a fortune. If your preference is books, the Grand Library of Venedig has copies of every book ever made; and an interesting mystery is that when you take out a book, a new one magically appears, right in front of you. To be in Venedig is to listen to a dozen languages whenever you go to a crowded place, to see the canals blaze red in the sunset, and to rejoice in the clean streets, safe from petty criminals.

    But Venedig has a darker side. On the planet of Erde, there are few places where slavery is forbidden, and this city is not one of those places. How can it be, when the slave trade is so profitable when selling people for every conceivable purpose is the source of so much money? The rulers of Venedig uphold the natural order, not subvert it!

    And in the wider world, their overlord and liege, the Emperor of the Reich des Goldenen Grahles, has taken advantage of that. Having won a civil war against the rebellious 'lesser princes' of his Empire, this ruler, Karl Maximillian XV Schwanhueter, has decided to make an example of his disobedient nobility, in order to impress that the Emperor is the absolute ruler of his nation - instead of being killed, they and their families will be enslaved and sold in Venedig, where they are supposed to vanish into the pages of history.

    Six months later, the first batches of slaves, kept well-fed and clean to preserve their looks, are going to arrive in Venedig, where the rich and powerful are gathered to watch these ex-nobles suffer the humiliation of being sold as property. But the fact remains, Venedig is a city where anything can happen, where one can achieve almost any dream, and it applies to these new slaves as well, even if they dream of freedom, justice, and revenge.

    But there is a deeper conspiracy behind the scenes, one which orchestrated the entire conflict to bring war and death to the world, and one must not let one's quest for freedom distract from saving the world from such intrigues...

    ------

    Basically, this is a Semi-Open World RP, with a central plot moved by two things: 'City Events' that multiple people can react to in their own ways and a 'Main Party' that moves the plot and can select what City Event they want to participate in (except for one City Event at the beginning of the RP that's only for people who want to join the Main Party).

    There will be crimes, riots, terrorist plots, misuses of Magic, and should we reach a certain point, plagues and open war. You can be anything you want as long as it makes for a good story, from a wandering bard skilled in sword and harp, to a wise mage or cleric, or one of the ex-noble slaves, confronting their new fate. Just contribute to the setting!


    II. Interesting Countries that Trade with Venedig

    Reich des Goldenen Grahles


    Summary of the Empire:

    The overlords of the city of Venedig, the Reich des Goldenen Grahles was born from a boy's broken dream, a dream whose end resulted in a new beginning for the men of the north.

    A long, long time ago, the Gods and Goddesses empowered Heroes to fight for them, all except their Queen, the Keeper of the Golden Grahl, from whose cup all magical energies flowed. One day, a young man, Phillip, went to the Holy Vale, where Kaiserstadt now stands, to wonder why this was so. Passing through the Three Trials set by the Keeper, Philip faced the Goddess, who answered his question thus:

    "As you have come through my tests, you deserve the truth. The reason I do not raise up heroes and heroines is because I am no Goddess, nor are my family Gods. We are but men and women who have drunk from this Grail," she would present the cup to him, "which in turn draws its power from Existence itself. Therefore, Existence is the only True God."

    Outraged at this answer, Philip snatched the Cup away from the woman, and drank from it. And so he became a 'God' himself, and the most powerful of all.

    After this, Philip exiled from Erde the Keeper of the Golden Grahl and her brethren, the Gods and Goddesses, before casting the cup into a chasm deep within the world. And this is the reason why anyone with the right knowledge can tap into the earth for magical energy at need. Philip then looked back at the world, and saw his younger brother, Peter, who was learning how to be a healer. Deciding that the age of warrior-heroes was over, he empowered Peter as the first Hero of a New Age, commanding him to unite the people of the Northwestern Continent in worship of Existence, which they are also a part of...


    The next few centuries were of expansion and innovation, as Philip, from his realm in the Higher Planes, empowered more 'non-warriors', artisans, thinkers, and even traders, to increase the development and sophistication of the empire founded by his Brother, an Empire that saw the Golden Grahl as the symbol of Existence itself, and who spent every waking moment trying to discover more about the laws that guided it, and how to reshape said laws to their liking.

    And so, life was good...until the last direct descendant of Peter, Wolfram the High, tried to conjure up the Grahl from the center of Erde so that he can become a God himself. He failed, and the calamity broke the Northwestern Continent in two, creating the Great Inland Sea, and turning the future site of Venedig into a set of isles in a lagoon.

    However, the Holy Vale had enough lingering magic to save a great multitude of people, and from this was continued the Reich des Goldenen Grahles, now ruled by the Schwanhueter dynasty, descendants of Wolfram's Keeper of the Swans, Karl Maximillian I. But not all believed in the legitimacy of this new ruler, and others believed that the Reich as a whole had been a mistake and that the disparate peoples of humanity should go their own way. But Karl Maximillian I and his descendants managed to regain the allegiance of huge swathes of land, including the nascent city of Venedig.

    One Millenium Later, the Reich has yet to restore the full extent of Wolfram the High's Empire, and its current ruler, Karl Maximillian XV, was content to let it be so, but less content to bow to the demands of his own nobles, who had been given many privileges by his father and grandfather, so that they would help them snatch up the 'Rebellious Provinces'. And so, after matters came to a head, the nobles rose up in rebellion, which was crushed by the Emperor with the help of a new weapon: Gunpowder.

    After this, Karl Maximillian XV was the unquestioned master of the Reich des Goldenen Grahles, but his eldest son, Otto, was stabbed to death with shivs while visiting a cell filled with imprisoned rebels in order to reassure them of clemency. Needless to say, the Emperor was outraged, and promptly issued the infamous Iron Decree, which ordered that all the imprisoned nobles and their families would be sold to slavery in Venedig. And so it was done.

    Ironically, the Nobles' fate led to the lives of the common people of Venedig improving, as serfdom was slowly abolished, more power was delegated to the cities and their prosperous merchant and artisan classes, and the printing press and a public school system increased literacy. Gunpowder too allowed the balance of power in the military to shift to the common foot soldier and his musket, as well as the centralized government that could afford artillery. The only dark lining is that the Emperor strives to be absolute ruler over all his people despite being chronically depressed and angry due to the death of his only child and sole heir to the Empire...


    Daily Life in the Empire (Rewritten)

    With the Nobles' defeat and their being sent off to enslavement in Venedig, a hundred thousand serfs were turned into free peasants at a stroke of a pen, with the freedom to move freely in Imperial Territory, save a higher portion of their crop for themselves, learn to read and own weapons, including guns and muskets whom the Emperor, their 'benefactor', has made available to them in subsidized prices from the Imperial Workshops, which have a near-monopoly on gunsmithing and the forging of cannons (private manufacture has been put under a series of restrictions).

    This, as well as swift measures to curb banditry, distributing food from the Imperial Granaries (which had been well--stocked with grain and flour long before the Nobles' Rebelllion) and encouraging peasants to till the land they now own, are resulting in a tentative recovery in the countryside, where the Emperor's officials and agents have not only lowered taxes but are setting up new schools and encouraged parents and children to spend some of their time there in order to learn how to read, write, do sums... And pledge an oath to the Emperor swearing eternal loyalty to his person, his decrees, and his laws.

    In the cities, books increase in number as more people go to school than at any time since the First Empire, with the printing presses publishing pamphlets and broadsheets/primitive newspapers for public consumption, even as the Universities are filled to the brim with students. However, it is forbidden to post anything critical of the Iron Decree and the punishment of the rebellious Nobles and their families to slavery, and there is a growing list of topics regarded as seditious by the Emperor, including the notion that he is acquiring too much power even though he has not remarried or has a new heir; same for the topic of his remarriage.

    Not just that, but all Printing Houses, as well as the Guildmasters of every major Guild, are obliged to swear the Oath of Loyalty to the Emperor, who has granted them and several rich Merchant Princes wide, sweeping powers over their employees as a result. Now many free men are finding that they can be fired from their jobs for the most minuscule of reasons, or have their wages arbitrarily lowered, and their negotiating power reduced as it is now forbidden for lesser craftsmen to pressure their Guildmaster to raise their pay. And some Scholars see this as the rise of a new form of parasitic nobility, one built on wealth instead of pedigree...


    Celestial Empire of Tian

    Summary of the Empire of Tian:

    "People say the Gods are Uncaring, and that is a general truth. But as it is a general rule, there must be an exception," this was the words of the first traveler from Tian to reach Venedig.

    Once, there was a Dragon, who was also a God. This Dragon reigned over a mild land, and watched over its people with a pleasing eye, appreciating the way that they formed societies and organizations. One day, to see them up close, the Dragon took human form, in order to find out more about these creatures.

    And what he saw was this: They smiled, they laughed in joy, they cried, they lived and they loved. And he loved them back. But when he turned back into a dragon and went back to the heavens, he saw that no matter what he did, great and small, he would always harm those who looked up to him, either by not doing enough or by doing too much. After that, he cried, and the tears of the Dragon fell down into human lands, dispersing into magical energy, and empowering the first Magi.

    And that is the real reason why humans are able to do magic...


    With myths and legends that contradict the Goldenen Grahles' and the Confederation's, the Celestial Empire of Tian believe that Love is the true moving force of the universe, and that all pain, all suffering, will be ended once everything in existence, from the lowest insect to the highest God, are united in one harmonious whole. Disunity and Separation, they believe, is an illusion, or at best, a wound, a wound that can only be healed by communion with others, a communion that recaptures, at least for a moment, the greater unity with Love.

    But despite this, the citizens of the Celestial Empire do not eschew individuality altogether, or at least, the majority doesn't. Everyone must find their own ways of communing with other people, their own paths to unity, and true harmony comes from realizing that people can change roles, lives, and characters, and yet still remain part of the whole.

    Thus, under a good Emperor, chosen from among the descendants of the Dragon, the Celestial Empire of Tian is a good place to live, where food is plentiful, medicine and literacy are widespread, and the roads and borders are kept safe by large, well-organized armies of professional troops. Under a good Emperor.

    The current ruler of Tian, Emperor Gao Ming, is anything but 'good'. In the interests of spreading harmony and love across all corners of Erde's globe, Gao Ming had delved into forbidden arts, conducting experiments on blood and souls in hopes of 'condensing' people into raw magical energies, which he considers to be the purest manifestation of Unity. Crushing dissent using an abhorrent artifact of immense magical power, the Whip of Chainbringer, God of Slavery, Gao Ming has sent his armies to expand in all directions, and even sent spies and emissaries to Venedig, hoping to find a way to take control of the city...

    Daily Life in the Celestial Empire of Tian

    Love is replaced by Law, as cruel officials make higher and higher demands on the people. Taxes are rising on peasant and urban masses alike, even as the Emperor guarantees the obedience of his soldiers by using the mystic relic known as the 'Whip of Chainbringer'. The learned men of the realm are either forced to pledge loyalty to his 'Cult of Love', or be burned to death along with their books. Alchemists and Magi draft hundreds of convicts and slaves every day for their experiments in rendering mortals down into raw Mana, with their open aim being to transform everyone in the Celestial Empire to the 'Essence of Love' as per the Emperor's wishes.

    And the worst part is that the madness is spreading; people who were ambivalent yesterday swear their wholehearted belief in the Emperor's goals the next, betraying their more skeptical neighbors to the authorities. Parents distrust children, children their own parents, and households collapse upon themselves in chaos. Storytellers are now forbidden from practicing their art, and actors, and playwrights are imprisoned if they don't wholeheartedly endorse the 'Cult of Love'. Thus, life not only lacks joy and prosperity but also entertainment.

    Most persecuted of all are the Monks of the Dragon, warriors, and masters of martial arts who believe that the Emperor is wrong and that he has lost the 'Mandate of Heaven'. Despite suffering a violent purge, the Monks wander the land, righting wrongs, building secret networks of supporters from among those uncowed by the regime, and providing wisdom and advice to those who seek their aid. However, they have to be wary, as a high price has been put on their heads, and even their followers might turn them in for the right prices...


    The Confederation of the Xul Warrior-Artisans


    Summary of the Xul Confederation:

    The Xul Warrior-Artisans are a race of natural survivors and warriors, the most prominent sapient nonhumans on the planet Erde. With a rich store of lore and legends, they have a unique origin myth that emphasizes the importance of mortals in the world:

    Long ago, in the Age of Creation, the God Mansbane was exiled by his brothers and sisters so that the latter can claim the rich plains and forests of Erde. Raging at being forced to live in a desert waste, Mansbane sought revenge by seeking to lay waste to the world, and so extend his domain to the areas he had been denied. And so he created his own race, a species of fighters, siege engineers, and tacticians, who would exterminate the other races from the land. With skin and hair the color of the sand, sharp teeth for tearing apart flesh and plants, cat-like eyes that can see in the dark, and strong arms that tire less quickly than most humans', these 'First Xul', our ancestors, would have made a fine instrument for the destruction of life.

    However, Mansbane did not realize that his creations had their own hopes and dreams, and when he told the First Xul, whom he had given axes meant to shed the lives of other Gods, of his plans, they turned their weapons against him, realizing that if Mansbane expanded his domain, everyone whould suffer in the end, including them. And so, in the first rebellion against the first tyrant, the 'First Xul' threw off their shackles, and in defiance, added the 'Warrior-Artisans' to their name.

    And they had lived alongside the other races, as equals, ever since.


    Millennia later, the Xul pride themselves on making the unlivable livable, using their knowledge of irrigation and engineering to create gigantic resevoirs and windtraps to collect water so that they can live, no, thrive, in the deserts of the Southern Continent. Pioneers of the Druidic arts, the Warrior-Artisans are also masters of using grasses and plants to hold back the dunes of their desert home, preventing said desert from advancing. But make no mistake, they are still fierce soldiers, and their axes are the nightmare of hardened warriors.

    Following a matriarchal culture based on the 'Great Mothers', female Xul who have endured the pain of both battle and childbirth, or followed the alternative path of Drudism, the tribes of the Confederation live in relative peace, with disputes being settled through non-lethal, but still fierce, duels. However, this peace has not dulled the edge of the Xul's axes, for the Great Mothers hire out thousands of mercenaries and engineers to Venedig, some of them bringing the Creed of Survival, whose prime commands can be summed as such:

    "The proper response to suffering is to use tools to remove the cause of suffering. When you thirst, dig a well. When you hunger, plow a field. When you have an enemy - that's what an axe is for!"

    Daily Life in the Xul Confederation

    Life in the Confederation is hard, but not pitiless, revolving around great engineering works mixed with Druidic magic which allow for the creation of great resevoirs and canals of water taken from deep within the ground and from high up in the air. Community is valued, and everyone, including the Matriarchs, are obliged to treat each other with respect and honor, so that all can cooperate to keep their society alive. Nevertheless, there is room for individual expression in art and stories, in forming friendships, rivalries, and romances, and in looking for new ways to better one's lot in life.

    A Xul is never lazy; they genuinely feel pleasure from hard physical labor - a trait instilled into their bodies by Mansbane to make them better slaves, but which makes them more hardworking and prone to take on hard and dangerous jobs than most Humans. They also feel pleasure from combat, but Mansbane forgot to make them addicted to killing and the feeling of killing; the history of the World would have been different if he had.

    Despite being built to eat meat, a Xul's diet consists of mostly plants, although large herds of goats, sheep, and even cattle are raised in the eastern edge of the Confederation, where teams of Druids and Druidesses are constantly employed trying to reverse the damage to the land such herds cause, damage which causes the desert to expand. They also offer their services to human pastoralists, so that they too do not destroy their own lands.

    However, despite their generally peaceful and hardworking nature, all Xul can fight, though not all necessarily kill. They are very good with the Axe and prefer it above all other weapons, although a few have bought Muskets with small axes attached to them; primitive bayonets...

    Note: Xul look like brown-skinned Orcs.


    III. The Factions inside Venedig

    Factions

    The City Government of Venedig - "Wealth must not lead to lawlessness, lawlessness must not lead to the fall of Venedig." This is the driving belief of the Mayor and the City Council, which are elected by the city's citizens every four years in order to oversee law enforcement, infrastructure, and foriegn relations (as far as the Emperor of the Reich allows). Efficient, ruthless, and hardworking (even their critics admit that), the City Government keeps the climate of peace, trust, and mutual benefit that allows for widespread trade.

    The Venedig Marine Knights - Venedig had always been metaphorically married to the sea, the source of its immense wealth. And so, it is natural that its armed forces are able to fight on both land and sea, and the Venedig Marine Knights are best at both. Unlike the majority of knightly orders, the Marine Knights prefer to fight dismounted or on ships, but few who have seen them board an enemy flagship, or hack a kraken into pieces, can doubt their courage.

    The Razors' Guild - As long as there are conflicts between people, assassins will always be needed. Barbers by day, killers by night, the Razors' Guild are beholden to the City Government for giving them a place to call home, but not their puppet. Taking money from both their barbershop and assassination jobs, the Razors' guild adhere to a sense of loyalty to their clients, in order to keep the flow of 'customers' going...

    Die Kommission für menschlichen Umgang mit Menschen - The Commission for the Humane treatment of Humans (KUM or CHH) - The newest power group to arise in Venedig, the Commission is founded on the belief that if slaves are treated with basic rights and a minimum of respect, they would be more obedient and productive. And so, they lobby and press for laws against the cruel treatment of enslaved people, and despite their name, they do the same for Non-Humans as well. However, some of them are drifting to the belief that the institution of slavery itself is inhuman and corrupting in the long run, but these aren't influential...yet.

    The Church of Existence - The Church of Existence is the most common Religion of the Empire, and has been proven to be both factually true yet somewhat compatible with the Tian and Xul teachings. Its main belief is that as Existence is the only True God, and Sapient Beings are capable of consciously altering Existence, then Sapient Beings are the most divine parts of the Universe. This, in turn, spurs a belief in the essential dignity of every person.

    The Church in Venedig is very powerful and influential but has attracted controversy by supporting the KUM/CHH despite owning a few slaves themselves. They justify such behavior by saying that their slaves are treated well and are only temporarily slaves; they will get their freedom eventually...


    IV. Magic System

    Magic

    There are six disciplines of Magic:

    High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, it is the power of positive emotions, channeled through the human soul. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by magic to Mages and Magical creatures... But not ordinary targets, whose burns can be healed as normal.

    Note: High Magic has been nerfed; the last sentence has been edited so that only other Mages and Magical Creatures, as well as magitech, receive damage that cannot be healed by Magic.

    World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.

    Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.

    Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow (this is a high-level spell). You can even use this to transcend death, allowing you continued existence in this world without the need for food, drink, and sleep...

    Timespace - The magic of traveling vast distances in a single bound, of teleportation, portals, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it can not do is reverse the past; basically, no time travel. Bullet Time and Time Stop are also possibilities for incredibly strong practitioners but have certain requirements that limit their effectiveness in combat.

    Bullet Time and Time Stop Nerfs: Bullet Time can only be activated defensively when confronted by attacks too fast for the mundane body to dodge normally. And by that, it only works when people are shooting bullets at the guy and it can only be used to dodge bullets and other attacks - it cannot be used to attack in turn. This keeps what I want - PCs being able to dodge bullets - without making them overpowered in offense, as well as giving PCs the choice not to shoot bullets in the first place.

    As for Time Stop, not only can the 'time bubble' be cut apart by Ex. Swordsmanship, but it doesn't work on sapient beings; it can still be used to stop bullets, explosions, crashing trains, rampaging animals, and lightning strikes, but not melee strikes from sapient beings - neither the user or his opponents can use ranged attacks in a Time Stop. The in-universe reason for this is that having a Soul protects you from unauthorized changes to the timeline.

    Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but strong willpower can break its effects...

    Basically, each PC is supposed to mix and match effects from multiple sources of magic, although specialization is a thing.


    Counterspell/Dispel Magic rules.

    Countering and Dispelling Magic

    Making Anti-Magic spells is a bit complicated, but basically, you first need three High Magic spells, including the Anti-Magic rote, and one spell of the School you want to dispel. For example, if you want to dispel Underworld Magic, you need three High Magic spells and one Underworld Magic spell. As you have six starting spells available, you can theoretically be able to counter or Dispel three schools maximum. You can only counter or dispel High Magic if all six of your starting spells are of that school.


    Spell Mastery

    Spell Mastery
    Pretty self-explanatory. Each spell your character possesses has their own degree of mastery. The more you master a spell, the less effort (Mana, Time, other relevant resources) it takes to perform that spell. If you have enough spells from the same school mastered, you can choose to make it a <Magic School> Mastery trait. How many spells, you ask? Well, there’s not a hard-coded number for that. But I’d say about 3+ spells of the same school. We can lower the number if the spells are difficult enough, or raise it if they’re easier to cast. Having Mastery as a trait makes learning and mastering new spells of that school a lot easier.

    How long is it going to take to master a spell: This gives me headaches every time. It really depends. From the length of an arc to the number of times the character practices/uses these spells. I’d say on average 1 spell is mastered every arc as a benchmark, but don’t take this as a gospel. Use a LOT of nuances when interpreting this. We’ll try to adjust and accommodate your needs, just let us know.


    Enchantment Rules

    Enchantment Rules

    Enchantment requires High Magic and a spell that you or another party member knows, along with an item to be enhcanted. Note however that the weaker and less durable the material is, the magic you can put into it is more limited; for example, oak can be enchanted to emit laser beams, birch cannot. This is the same for metals, and the strongest of spells can only be enchanted into 'Perfected Electrum (more below)'.


    Perfected Electrum

    Perfected Electrum

    Electrum is a mix of Gold and Silver that occurs naturally, but can be made by artificial means. This material, if treated by High and Change Magic by four different Magi (see 'Group Spells' below) can be 'perfected', aka transformed into a metal as hard as diamond yet not as brittle, and whose lightness is that of cloth. But the most valuable property of Perfected Electrum is that it can contain very, very strong spells, except for Resurrection (see below under 'Group Spells'). Thus, Perfected Electrum is made only in very small quantities, under the watchful eye of the most powerful states...


    Group Spells

    Group Spells

    Basically, multiple spell-casters with different Schools can do things that would strain a single Mage. This also helps in compensating for single Magi's weaknesses in specialization.

    Example Spell:

    Resurrection (High, Change, Underworld + materials for a new body) - Three Magi, or alternatively, a single Magi who has six High, Change, and Underworld spells each, can bring back a dead person. High Magic is used to supply magical energy for the permanent return of the Soul (they must always be willing), Change is used to turn inorganic material into organic matter, and Underworld is used to tug back the Soul from wherever it's been. Resurrection cannot be Enchanted into Items.


    V. What if I don't want to play a Mage?

    Character Traits (Formerly Exceptional Skills)

    Character Traits (Formerly Exceptional Skills)

    Character Traits can both be a few neat bullet points to describe some of your character’s defining traits, and also accommodate your character’s non-magic skills. They essentially describe a portion of your character, and some of them might be capable of special effects that can benefit you and other characters in different ways.

    A character Trait consists of 3 parts as described

    <Trait Name>: <Trait Description>. <Trait Effects>
    <Trait Name>: Self-explanatory
    <Trait Description>: A few sentences explaining what characteristics of your character that this Trait is describing. You can go longer if you wish
    <Trait Effects>: These are optional, but the most interesting. These essentially encompasses the Ex Skills, but a lot more specific and individual-based.

    A few examples of generic trait to illustrate this further

    Swordmaster: His extended training with his family’s traditional blade and under their guidance have made him exceptionally capable with these weapons. Greatly increases proficiency when using blades
    Turtleback: His natural skin of his species allowed him to essentially be a walking mini-fortress. Enhanced resistance against physical attacks.
    A Healthy and Focused Mind: Her zen training allowed him to ascend to a higher spiritual state that allows her to act solely based on his instincts. Only usable in combat situation. Allows the character to ignore mind magic during these time. Only affected when said magic can affect subconscious thoughts.
    Disgraced Warrior: From a family of traitors, he is received by the public with mistrust. Reduce effectiveness when coercing people through diplomacy
    Supreme Chef: She’s just really good at cooking duh. <Blank> (Yes, you can leave it blank. You don’t have to have an effect for every trait)

    Of course, these are generic examples that apply to no one in particular. Your character traits, however, are bound by their background. A character trait has to be connected somehow to your character and what makes them who they are. Unrelated traits will be rejected. Your trait names does not have to follow these format. Feel free to go ham and be creative with the name and description.

    What these skills are not, however: They do not fully describe your character. There is and should be more depths to your character than just a bunch of bullet points. They have defining characteristics but they have nuances and more depths to and outside those characteristics. That’s how a great character is made

    Some potential questions.

    How many traits are needed: There should be no limits to how many traits you have, but please refrain from making too many of them. Remember this is supposed to represent defining characteristics that screams that’s them when mentioned. You don’t want to describe yourself like that. For starters, around 3-4 traits would be a healthy number (this number is preliminary).

    What about combat with vague measures to quantify your strength: Well, this is not a tabletop RP to begin with. There is no dice. We have narratives and plots to drive your characters around. How battles would turn out is entirely down to you and your fighting partners. Discuss with your partner how you would want fights to turn out. Maybe this guy have a really cool move that he wants to show off, or this lady is cocky and needs to be slapped down a peg. After all, it’s more about building your character than a game of who gets to win. If you have problem deciding the fight, the GMs can step in and help

    Can you bypass these skills somehow: Yes. Having traits that give you enhanced characteristics (durability/strength/speed/etc.) does not make you infallible (unless you opt in for it, to which you would need to give a GOOD justification). Having enhanced resistance against Mind Magic could fall apart if you’re intoxicated/not paying attention. Use common sense and logic at all times.

    Gaining/Losing traits: This is possible, as your character changes, but you shouldn’t gain too many traits throughout the journey anyway, so when you want to add/remove/change a trait, contact your GM. Don’t worry we’re friendly

    What about Magic Mastery: If you have 3+ spells mastered from the same school of magic, you can gain a mastery trait of that specific school, giving you increased magic literacy for that school. If you CHOOSE to have that trait at the very beginning, and thus giving you at least 3 spells to be mastered, it’s best you contact the GM so we can discuss it.



    V. Rules

    Spoiler:

    1.) No godmodding, powerplaying, metagaming, etc. etc.
    2.) Take anything above written nudity to PMs.
    3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
    4.) You can control NPCs when I explicitly say that you can control them or if they belong to your Custom Faction.
    5.) That said, you are allowed to create three PCs each, but only one Custom Faction per player.
    6.) Please notify me if you will be gone for more than a week, I myself will let you guys know if I will be gone for that same amount of time.
    7.) It's a fantasy world; you can learn Magic - two new spells of any School per City Event/Story Arc, more if you find a willing mentor and time. Venedig will have Eight Arcs, and as said, you can also mentor each other in new Spells.
    8.) The primary races are Humans and Xul (brown-skinned Orcs). Elves are a minor civilization and not superior to Humans, and need GM Permission to play. Same for Dwarves and Gnomes.
    9.) New Rule: No Real Life Face Claims - You must use Anime or Western Fantasy Art.


    VI. Character Sheet Skeleton

    Character Sheet Skeleton

    Code:
     
     
    Name: What’s your characters name?
    Age: How old is your character?
    Physical Description: What does your character look like?
    Place any photo’s here.
    Important items: What possessions are important to your character?
    Short Bio: Tell us your characters story up to this point.
    Starting Faction: If you're creating your own faction, please describe it here or in a separate post
    Spell List: 6 Spells overall.
    Character Traits: Character Traits go here!


    Deadline for Sign-ups is 6/6/2022 (6/5/2022 EST)
    Last edited by Dragos Bee; August 12th, 2022 at 09:16 AM. Reason: Added deadline.

  2. #2
    Name: Rote Kaufmann

    Age: 18

    Physical Description:

    Hidden for Size





    Important items: Slave Rags and Chains.

    Short Bio:

    Biography

    The Kaufmann Family was a rich and prestigious noble house of the Reich des Goldenen Grahles, swollen with privileges granted by the previous monarchs of the Schwanhueter Dynasty. However, just before Rote's birth, these privileges were threatened not by the Throne or other members of the nobility, but by a more insidious enemy - The infertility of the current head of the Kaufmann family, who had failed to sire a child even after three wives. In desperation, said current head, Braun von Kaufmann, went on a personal trip to the Westschwarswald, a dark forest once dedicated to the 'Goddess' of Fertility, to find a cure for his sterility.

    What happened there, only he knew, as he went with no guards. But when he came back to his wife, he managed to sire a son, who was named Rote (Red) due to the color of his hair. The baby was healthy, and the family was happy to finally have an heir - A setup for said heir's own happiness.

    Rote was raised as befit his station, with a strong sense of his own privileges and how to prove himself worthy of them, not just in battle but in the intellectual field. It was rare that he played with others, as he was too busy training how to read, write, and fight. Nor were there many people who were his social equal, even among the nobility's children.

    It was also a time of tension among the Reich des Goldenen Grahles, where the Crown's increasing assertiveness was causing waves among the nobility. Braun Kaufmann was among the opponents of Emperor Karl Maximillian as the latter sought to centralize rule, and Rote fully agreed with his father on that. But then one day, something happened to make the young man question what he had been told.

    This was just two months before the Nobles' Rebellion, and Rote was unable to sleep due to anxiety about how the revolt was going to fare when it finally began. So he decided to walk the halls at night and perhaps read a book in the castle study.

    As he walked down, he began to hear voices, voices which belonged to his father and a stranger. He snuck into the study, hiding behind a bookcase as he listened to Braun indignantly talking to a hooded man who spoke of provoking the Emperor of the Reich Des Goldenen Grahles into an act that will ruin the Empire's reputation forever. In his anger, Braun revealed that if Rote's well-being was the cost of the bargain that was made in the Westschwarswald long ago, then he would not have had Rote in the first place. All the hooded man can say was that it was too late to stop the Rebellion - All they can do is try and win it for Rote to be safe.

    And he said it in a way that implied that he knew Rote was there, even though Braun did not.

    So when the rebellion finally began, Rote desperately tried to ensure that his side won, fighting in several battles that paved the way to the final engagement at the plains before Kaiserstadt, where the Emperor unleashed his Gunpowder Army at a dry and rainless day. It was a massive slaughter for the Nobles and their armies, with the Crown's army crushing their opposition with almost laughable ease. Braun was mortally wounded in the battle, but not before whispering Rote his last words.

    "I failed you - Do not let Prince Otto die, do not get sent to Venedig! The Old 'Gods'... They are planning..." And then he died.

    It was only in the Imperial Dungeons when Prince Otto went to the prisoners to assure them of clemency, that Rote realized what his father meant. As the hooded figure from before appeared behind the heir to the Empire and his two guards (he had brought only those few), Rote raised his voice to warn the Prince but it was too late - With a gesture, the hooded figure had mystically incited the prisoners to riot and stab the hapless prince and guards to death with improvised knives.

    And although Rote was not part of the murder, he knew this - That his life had been part of a pre-ordained series of events, a series of events that now culminated in the Iron Decree and his coming enslavement in Venedig.

    Filled with resentment at how his birth had been part of a plan to bring back the Old Gods, and how they had toyed with his life as part of a plan to destroy the Church of Existence, Rote vowed this: That whatever humiliation and enslavement he experienced, that he'd bring down the Cult that caused all this!


    Starting Faction: None.

    Spell List:

    Soulfire Enchantment (High) - Causes an object that one holds to burn with silver-white flames that burn Nonmagi (anyone without Spells) like ordinary fire but inflict damage unhealable by Magic (but not Character Traits) to Magi, Magical Creatures, and Magitech.

    Supernal Vision (High) - The Mage can see all Magic, identify what School it is, and the strength of the spell.

    Dispel World (High) - Rote can dispel World Magic.

    Fire Conjuration (World) - Rote can conjure up ordinary fire from his fingers and other parts of his body, as well as move, said flames around and even throw them as fireballs. Note that this is limited by his reserves of magical energy.

    Shield of Force (World) - A barrier of energy that allows Flame to protect himself from harm.

    Cone of Silence (World) - A cone of telekinetic force that prevents sound from escaping, thus providing a space for him and others to talk in without outside folk overhearing.

    Character Trait List:

    Noble-born - Rote was raised to be cultured, but capable of violence; pious, but conscious of his privileges as well as his duties. In simple terms, he was thought how to fight, to pray, and to write poetry while still having a hard edge in combat. A good swordsman, horseman, and even a competent archer, Rote has the well-rounded skillset of a ‘Renaissance’ man, able to paint, to sing, read and write with the best scholars…

    Fairest of all the ‘Princes’ of the Earth - Rote’s face and body are the perfect mix of masculine and feminine traits, strong and smooth, lean yet toned, and all perfectly proportioned. This has not been affected by his enslavement, due to the fact that his handsomeness enhances his ‘value’.
    Last edited by Dragos Bee; May 20th, 2022 at 09:36 PM.

  3. #3
    el bolb Bloble's Avatar
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    This has potential.

  4. #4
    Quote Originally Posted by Bloble View Post
    This has potential.
    Thank you, Bloble!

  5. #5
    Note: A friend of mine, Lewascan2, is making this lore for me on another site, but the information on Undead here applies to this RP too, even though it's incomplete!

    Undead Archive (WIP)


    Undead: Created by Underworld magic through one means or another, a warped mirror of the living, undead are dead in all the ways that matter... and yet alive in all the ways many wish they wouldn't be. Maintained by Underworld magic, the lack of actual living processes in their bodies means that all Undead typically do not need to breathe, nor are they affected by diseases and most poisons, magical or otherwise. Most of them don't actually need to eat or drink, but a hunger is instilled in them nonetheless in the cases of the likes of zombies, ghouls and vampires. While illusions tend to work well enough, most undead are highly resistant -if not outright immune to- mind control that is not channeled specifically through Underworld magic, and fully sentient powerful undead like Vampires and Liches are just immune to mind control entirely, their unnatural "higher" existence between living and dead too contradictory for such spells to take hold.



    Zombies


    Plainly speaking, zombies are stupid and straight-forward, taking the most direct path to accomplish any goal unless they are given specific instructions otherwise. They will walk straight through a fire to reach a target instead of going around, but in return, they are exceptionally hardy and strong. While they can be beheaded and otherwise physically disabled, they will not actually die for good without the brain being destroyed. In terms of strength, the average human only uses about 45-50% of their maximum. Zombies have absolutely none of the subconscious mental limiters remaining and so can use 100% of their capacity, making them monstrously strong, able to easily bash down wooden barriers with brute force and grab targets with grips like iron. Due to lack of muscle limiters, they are also frighteningly quick, though not nearly as coordinated as they are strong, often making them clumsy and inaccurate, as they flail at their targets in wide and often highly predictable -if fast- attacks.



    In the wild, zombies tend to roam aimlessly or loiter around, staring blankly into space. They are attracted by sounds and other notable sensations, but they aren’t properly riled until they hear voices or other signs that the source is the living. After which, they become single-minded in their pursuit to kill and eat the source. Zombies will, despite their false hunger, prioritize killing other living beings over eating. Only once the living are no longer so do zombies settle in for their grim feast.





    Skeletons


    Skeletons are rather frighteningly intelligent. While they aren't actually sentient, they certainly fake it well enough. They are complex problem solvers, the type who -unlike a zombie- will check whether a door is locked before trying to bash it down. They can easily follow complex orders and are smart enough to actually take initiative in how those orders are accomplished. They are also able to competently handle tools and weaponry and are fairly nimble and dexterous. Skeletons possess a shade of the life they once lived and are instinctively capable with whatever they knew in life (ie a blacksmith can smith, and a soldier will fight better than a normal skeleton), and so they are able to perform these tasks even if their creator is otherwise incompetent at them. However, in contrast to zombies, these bony undead are quite fragile. While they aren't any weaker than an average human, they aren't any stronger either, so in a direct fight, they have a bit of a disadvantage. The spell matrixes that animate them are far more fragile than a zombie, lacking musculature and flesh to properly anchor themselves, so any serious damage that would be lethal to a normal human to the skeleton's spine or head is usually enough to make them simply fall apart.



    In the wild, skeletons are somewhat less aimless than zombies. They will seek out a task that their body was once capable of in life and attempt to perform it, like a miner finding a mine and a pickaxe or a militia soldier patrolling an area. However, they still possess an instinctual hatred of the living and will attempt to slaughter any living being they detect, often made more dangerous by their strategic capacity.




    Ghouls


    Pale, ghastly beings with fangs and a lashing tongue, ghouls are like carrion feeders, hungering for humanoid flesh. It's easy to compare them to zombies; however, ghouls are an entirely different beast of monster. For one, their undead flesh doesn't rot or experience natural degradation like a zombie's. Thus, left to their own devices, no ghoul will ever whither into nothingness over time, instead persisting and hungering in perpetuity, never truly starving to death. Their musculature being preserved and unleashed from mortal limits, they possess all of the strengths of a zombie and none of the downsides, being frighteningly strong, fast and dexterous in equal measure. They are pack hunters with an animalistic instinct for strategy, nearly enough to be a match for skeletons. Ghouls are also capable of speech; though they rarely are in enough of a rational state to engage in it extensively. Regardless, in theory, they can be reasoned with using the right incentive.



    As a final menacing measure, the touch of a ghoul is cursed, inflicting paralysis on those it touches. However, the paralysis is resistible according to the target's magical power. While an average civilian will be disabled entirely immediately, a trained spellcaster with above average magical reserves, will often only loose partial bodily control around the touched area or even shrug the effect off outright. This paralysis only effects the living and is thus useless against other undead, constructs and the like.



    Oddly enough, ghouls actually prefer dead flesh. For indeed, they are primarily carrion feeders. However, they are far from picky. All-consuming hunger is their entire world, and killing more living beings naturally means more dead flesh to consume later. Thus, a significant trade or tangible promise of far better is typically required to stay their claws.



    Ghouls are created in two manners. The first is a spell, naturally, a variation of zombie creation. The second is if a zombie manages to be successful in hunting and eating other creatures for an extended period without being smote. In such a manner both wild and created zombies can evolve into a higher form. Thus, a necromancer that is keen to let their undead run wild and fulfill their dark desires might sometimes find themselves pleasantly surprised with an elite troop or two. A zombie will typically evolve once they have consumed the full equivalent of a dozen human corpses worth of flesh, a respectable feat amongst their kind.




    Ghosts: Holder


    Shadows


    They say that no shadow can exist without a light to cast it... and these fell beings are the embodiment of that saying. Shadows are like amorphous inky blots on the world, reminiscent of a humanoid draped in a cloak from the neck down. The only discernible features on their form are depressions in the head area that give the facsimile of a skull with fabric stretched over it -the "fabric" being a film of darkness. Shadows hunger for life, but being spectral undead, they do not die unless they are killed.



    Shadows are assassins, hunters in the night. Their almost ethereal forms have the exact same hue as pitch-black darkness, making them nigh-invisible in the night and dark corners of the world. Though they cannot phase through walls like ghosts, their amorphous bodies allow them to wriggle and writhe through nearly any opening, and a shadow can slip right underneath a closed door and reform on the other side with the same ease a human can step over the open threshold. It is fair to say that unless a location is practically vacuum-sealed, a shadow can infiltrate it eventually; though a space as small as -or smaller than- a keyhole may give them slight pause.



    Shadows are very fast, not impossibly so, but most humans have no chance of outrunning them without magic. Despite this, however, they aren't particularly agile or prone to dodging, and their straight-forward hungering nature makes them easy to hit when they bull-rush potential victims. Luckily, given their spectral forms, their physical strength is comparable to a child by comparison. Rather less luckily, the touch of a shadow rapidly drains the target of their own vitality and physical strength in turn. While this drain is temporary and can be overcome with an hour or so of rest and relaxation, in the moment, it is devastating, rapidly dragging victims down to the shadow's level and then even beyond that. If this drain is allowed to go uninterrupted, eventually, the victim's muscular strength will become so low that their heart cannot pump blood, resulting in death. From start to finish, it usually takes a shadow no longer than a minute to fully drain and kill and average adult human commoner, but death can come in as little as 20 seconds for stronger shadows. Those that have engaged in physical training are usually better off, and those at the peak of natural human strength can stave off death for up to 30 seconds even against the strongest shadow and up to 2 minutes against weaker ones. As such, Xul have a natural advantage over humans when it comes to hunting shadows.



    And worse, a few hours after being slain by a shadow, a victim's own shadow will rise as an independent shadow in turn. As such, shadows are considered extremely devastating threats, easily capable of multiplying to completely unmanageable levels if not handled swiftly. A plague of shadows has exterminated entire towns and required mass destruction to exterminate. The independent shadows created by victims do not fall under the control of any necromancer that might command the initial shadow responsible for their creation. To say nothing of what will happen upon the caster's death. As such, they are considered extremely risky undead, even a single slip-up capable of coming back to haunt the creator and everyone around them. Among the undead that are outright outlawed for creation by many locations' laws, shadows take a prominent spot, and the penalty for their usage is usually enslavement or outright execution.



    Killing a shadow is often no easy task. Their spectral forms are heavily resistant to nearly every elemental force imaginable through World magic, and nonmagical weapons tend to be all but useless against them. That isn't to say they are entirely immune, as their bodies are physical to a degree and can be torn apart by conventional means given time and/or effort. In addition, Shadows, like many spectral undead, are also outright immune to the vast majority of Change magic. That said, should one manage to surpass this spectral defense, shadows are rather flimsy. High magic and all enchanted weapons (which innately carry shades of High magic) tear them apart like a hot knife through butter. Furthermore, shadows are extremely vulnerable to sunlight. Unlike vampires, it won't kill them, but a shadow trapped in the light of the sun will be blinded and disoriented to the extreme, writhing in agony and easy pickings for hunters. Thus, a common strategy is to simply reduce a shadow's known hiding spot to rubble during the daytime and then dogpile the screeching monstrosity with overwhelming firepower.



    Typically, shadows have enough sense of self preservation to seek shelter during the day, only hunting at night. Otherwise, they are ruled entirely by their hunger and are not prone to acknowledging the concept of retreat. Shadows have no need for strategy, and their confidence in their invincibility as spectral beings often leads to their end via hubris. Most of the time, they get right to the business of killing and feeding, but some experienced shadows develop a taste for fear, patiently stalking and driving a particular victim to madness over a period of time, before ending them in their safe place like a serial killer, delighting in the flavor of carefully cultivated terror and despair.



    Shadows hunger in particular for the life of those of goodness and light, ironically particularly those that utilize such positivity to cast High magic. A person that lives a life of goodness, piety and joy unconsciously consigns their basest impulses and strongest temptations to the darkness where the shadows hunger. A shadow is the embodiment of a creature's darkness given form, and they most often take form upon a righteous creature's demise, whether natural or not. However, it is quite possible for a caster to force this process through spellcasting, turning the creature's shadow into an undead even before that point. A creature or corpse that has birthed a shadow no longer casts one until the undead has been destroyed, and their personal shadow can both sense them and often desires to vex or kill them in particular.




    Mummies: Holder



    Mummy Lords


    Donning ancient regalia and wielding favored weapons and artifacts, Mummy Lords are rare sight amongst the High Undead, especially in the present day. Generally speaking, mummy lords are considered to be an objectively inferior archaic version of a lich, their desiccated flesh still clinging to their bones beneath linen bandages. A mummy lord is created deliberately through an assisted ritual, requiring trusted subordinates. Once completed, the new mummy lord retains its soul, memories and personality along with being granted a supernatural resilience that makes its skin comparable to steel. A mummy lord retains all its magical capabilities as well.



    Plainly speaking, in every way that matters, a mummy lord is superior to a standard mummy. They are fully sentient and not bound to orders and conditions, and yet their sentience makes them far more mentally resilient than any regular mummy could hope to be. While they are still just as slow, they are even more physically strong and durable, and their resilience extends even to magic, causing spells to take far greater effort to effect them.The terror they can inflict with their gaze is even more potent and difficult to resist; though they can still only focus a single target at once. Their cursed touch is even more potent, enough to caused an immediate accelerated rot on the contact site, instead of just rotting the victim from within.



    Mummy lords also have a natural affinity for conjuring and commanding blinding whirlwinds of sand, often making being in their presence akin to a desert storm. As an extension of this, they can often transform into a moving mass fog of sand themselves, making finding them within their whirlwinds a trial in and of itself until they choose to reform and attack. This isn't a trait necessarily innate to all mummy lords, but it is a spell that was popular back during the time of most of their creation. Thus, they are more oft to have it than not. As an extension of this, the vast majority of mummy lords are infamous Underworld mages, powerful in their own right and made stronger by the millennia they have persisted, even with the advent of the more modern lich ritual.



    Mummy lords are considered a prototype of the lich. Indeed, they were one of the pioneered methods of "foolproof" immortality. Unlike a regular mummy, they are not hindered in the slightest by the jars containing their organs being destroyed. Rather, the only thing that matters for a Mummy Lord is its perpetually beating undead heart, where its soul remains anchored. Much like a lich, so long as the heart persists, the mummy lord cannot die for good. After a full day has passed, it will simply reform a new body within the vicinity of its typically safely sequestered heart. Even finding the heart itself is no guarantee at victory without the right knowledge; for the heart is immune to any and all forms of harm, save for burning it to ashes. Not even High magic can surpass this defense.



    The dark power of a mummy lord cannot be contained properly by its body and so seeps into the foundations of its primary residence, infusing the entire building, whether it be an ancient tomb or a more modern mansion. These effects do not appear immediately and can, in fact, be restrained by a more benign mummy lord, only becoming noticeable after several weeks or even months of a mummy lord's presence. Among the ghastly effects are: all nonmagical mortal food and drink immediately spoiling upon entering the building, scrying spells cast within the area by anyone other than the mummy lord becoming more unreliable and often providing misleading results, and any creature that takes something from within without the mummy lord's permission becoming cursed with a vulnerability to all magic. Luckily, unlike the mummy lord's touch, this curse is far more easily rectified with a simple Dispel High spell, should one become aware of it.



    The Mummy Lord Ascension Ritual (Underworld/High/Change) cannot be performed by the one wishing to become a mummy lord, requiring the aid of trusted subordinates, which is one of the main things considered to be inferior about it compared to a lich. As with a regular mummy, its organs are removed and placed in special canopic jars, painted with special High and Underworld runes. The heart receives particularly special treatment during this process, and once completed, the new High Undead rises with new and terrible power.



    Weights: Holder



    Wraiths: Holder



    Vampires


    One of the most infamous "High Undead", becoming a vampire is a common ambition of those seeking immortality and beauty in equal measure. While a lich may often sacrifice looks for pure power, a vampire retains a dark charisma, their features made inhumanly perfect to a stunning degree, the only direct outward sign of their inhumanity is often bloody crimson eyes and fangs when they deign to smile widely. In combination with their distracting beauty, the honeyed tongue of a vampire has few equals, leaving them nigh-unrivaled at luring victims to a secluded place to feed. On such a note, vampires are one of the few undead that require sustenance to persist, particularly blood, and while any blood will do, no vampire can ever honestly say that anything less than human blood fully satisfies. Thus, "vegetarian" vampires are possible but ultimately uncommon. Other than that, vampires do not age or require air or regular food. They can eat and process normal food, but it provides them no sustenance beyond the taste, which they will find innately inferior to blood.



    For vampires, blood is not just sustenance, but power. A vampire that has satiated their thirst, is a vampire at their best, stronger, faster and more durable than any human could ever hope to be without notable magical enhancement. Their 5 senses are far more acute and protected against being overwhelmed by input overload. Even should they be injured, they will rapidly regenerate any wounds that are not cursed by High magic. They are apex predators, and humans are their prey. Furthermore, every time a vampire drinks blood, a little bit of that enhancement remains, increasing the vampire's baseline power a millimeter at a time. As such, the older a vampire gets and the more blood they have had the chance to imbibe, the more monstrously dangerous they can be certain to be, even to the point of surpassing the raw power of many liches in time. Thus, vampires are encouraged by their very nature to be amoral monsters, delighting in slaughter and bloodshed. The more restrained and civilized of their number may often set up a sort of "blood bank" that must be contributed to by those they rule over, allowing them to feed without losing control and slaughtering those around them meaninglessly.



    Despite the hopeful wishes of myths and tall tales, Vampires unfortunately only possess two distinct weaknesses, completely free of such limitations as running water, stakes through hearts, needing a coffin to sleep and such. They can be seen in mirrors perfectly fine, and garlic is more an annoyance than anything, a pungent smell, but one that can be easily ignored. The first of their weaknesses is High magic, which is the only reliable way to shut down their regeneration, cursing their wounds for a time. The other is sunlight. Sunlight is deadly to vampires, but not immediately so. Even a vampire stuck out in the noonday summer sun will not be reduced to dust immediately. Rather, even the weakest of them can usually last about a minute, giving them time to flee to safety, assuming their limbs remain intact. Stronger and older vampires may even last up to an hour in the sunlight. A vampire's resistance to sunlight is directly dependent on both the amount of blood they have ever imbibed and their raw magical power. Thus, a powerful spellcaster that makes the switch will start with a much greater baseline of resistance. This weakness too can also be mitigated by sufficiently covering clothes and an umbrella, allowing vampires that wish it to maintain a daylight socialite lifestyle.



    Luckily, Vampires are created in only one way. Not a bite, for vampires are not infectious like a werewolf. Not birth, for Vampires cannot breed. Instead, they are created solely through a powerful Group-Level magic ritual. As such, they are thankfully very uncommon overall.





    Liches (WIP)


    If asked what the most powerful undead is, most people would immediately and unequivocally answer, "a Lich." Of the "High Undead", the Lich is unmatched in absolute overwhelming magical power, largely because most liches were already spellcasters before making the change.



    Liches are entirely immortal in the most important sense. For while their bodies may be destroyed, so long as their phylactery exists, a new body will simply form at its location, completely whole and unphased. Unlike a vampire, a Lich requires not a single smidge of sustenance to maintain their existence. Rather, their phylactery is the pinnacle of magical engineering, a self-sustaining magical reactor core that contains their soul, completely independent of any outside fuel source.



    Last edited by Dragos Bee; May 24th, 2022 at 04:50 PM. Reason: Updated Undead Lore

  6. #6
    I added an extra week to the deadline!

  7. #7
    Deadline has come, but there's a grace period of one to three days!

  8. #8
    List of Accepted Venedig Players

    Bloble
    Mooncake
    ERU ERUFUFUFUFDUUF
    Sixkiller

    List of Pending Venedig Players

    Draconic
    Last edited by Dragos Bee; June 6th, 2022 at 08:24 PM.

  9. #9
    A friend made this for QQ Venedig (the sexier game which died) but this applies to this version of the game as well:

    Thalers are the main currency of the nations, large silver coins worth a single D&D 5e silver coin in this setting, so the average living cost is 300 per month for an everyday civilian living a decent not-wealthy-not-poor lifestyle.

    The Destitute can manage 30/month without outright starving to death... if barely.

    The Poor can scrounge by on 60/month.

    The Lower-Class can handle 300/month comfortably.

    Middle-Class lives at about 600/month.

    Wealthy at 1,200/month.

    And outright high-class nobility live the high-life spending 3,000/month absolute minimum.

    To give some idea of monetary values and such, since we are going to have a fair amount of wealthy PCs with the ability to throw money at problems. lol.

  10. #10
    Venedig has been ended.

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