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The Blight Descends
Setting
Men and women of every race and every nation have been called. Dwarven nobles from Kûzû, warriors from Naathraak, human thieves from Carathain, mages of the Lost Isles. Any may heed the call, because the fleet of the Blight has ushered forth. The armies of the Blightchildren, equipped with arms and armour forged and stockpiled over centuries, seem limitless in their numbers and capacity for destruction. As one of the party, you must go out to unite the lands against this threat. Succeed, and you may be able to drive back the horde. Fail, and the world will fall.
Map
Countries
People
Races
Religion
Magic
Spells
Classes
Combat
Equipment
You
PC's
Setting
Men and women of every race and every nation have been called. Dwarven nobles from Kûzû, warriors from Naathraak, human thieves from Carathain, mages of the Lost Isles. Any may heed the call, because the fleet of the Blight has ushered forth. The armies of the Blightchildren, equipped with arms and armour forged and stockpiled over centuries, seem limitless in their numbers and capacity for destruction. As one of the party, you must go out to unite the lands against this threat. Succeed, and you may be able to drive back the horde. Fail, and the world will fall.
Map
Spoiler:

Spoiler:
Dwarves of Kûzû – The Dwarves of Kûzû are a kingdom on the continent of Kûzû. They are ruled by a Kaatlan, and his Council of Five. The Kaatlan would propose something, and the Council of Five would vote, with a majority vote accepting or declining said proposition. The Kaatlan also acts as the supreme commander of Kûzan forces in times of war. A very loose system determines who does what – if a dwarf can make his fortune, he can become a noble by either being adopted by a family or just by purchasing his own estate. Likewise, nobles can be banished from their houses for acts of dishonour or if they squander their wealth. The most practiced smiths in the world, the forges in the Palace are where the equipment for the Naalfin is made. The capital is a city of the same name in the Iron Teeth Mountains.
Dwarves of Naathraak – The Naathraakian Empire is an empire of dwarves based in the north of Filrôr. They have an embassy within the Foundland, and technically rule over Carathain – however, the leniency they give to the client kingdom allows them to pretty much rule by themselves. They are on good terms with the Dwarves of Kûzû. They are ruled by an Emperor and his First – usually a powerful nature mage, who advises the Emperor on magical threats to the Empire. Their capital is the city of Naathraak, in the centre of the Naathraakian Mountains.
Men of Carathain – The Men of Carathain are technically a client kingdom of the Naathraakian Empire. The Emperor, however, gives such leniency that it may as well be an alliance. They are ruled by a dozen different merchant princes in fact; while technically they have a Lord Commander of Carathain (who takes his/her orders from the Emperor of Naathraak), each merchant prince has large areas of private land and a private army each. Their capital is at the opening of the River Carathain into Lake Dretor.
The Found – The Found are a small nation on the shores of Filrôr. They are on good terms with the Dwarves of Naathraak, but despise the Kindred with a passion. The Elves of the Lost Isles return this hatred, as both see the other as impure and wrong. The Found have a strong military presence in their cities, and have a habit of declaring war on the Kindred. However, these usually end in defeat as the Islanders always defeat them in naval battles. Their territory is called the Foundland. The Found are ruled by a High King, who is generally a powerful Illusionist. Their capital is at the mouth of the River Minth.
The Kindred – The Kindred are an island nation, which despises the only other nation they are in contact with, the Found. Of course, they know of the other nations, they just stick to their isolationist ways. They have incredibly powerful navies, and their mages are the most powerful in the known world (with a few known exceptions, like the High Shaman of Kûzû – the most powerful known dwarf shaman, who is elected at the previous one’s death). Their magic places power mainly in items. They are ruled by an elite class, with the others far below them – but still well-off. They have a wealth of cities, each with its own Mage Cloud. The ruling class is ruled by the most powerful mage in the Archmage’s Spire. Their capital is on the centremost Lost Isles.
Dwarves of Naathraak – The Naathraakian Empire is an empire of dwarves based in the north of Filrôr. They have an embassy within the Foundland, and technically rule over Carathain – however, the leniency they give to the client kingdom allows them to pretty much rule by themselves. They are on good terms with the Dwarves of Kûzû. They are ruled by an Emperor and his First – usually a powerful nature mage, who advises the Emperor on magical threats to the Empire. Their capital is the city of Naathraak, in the centre of the Naathraakian Mountains.
Men of Carathain – The Men of Carathain are technically a client kingdom of the Naathraakian Empire. The Emperor, however, gives such leniency that it may as well be an alliance. They are ruled by a dozen different merchant princes in fact; while technically they have a Lord Commander of Carathain (who takes his/her orders from the Emperor of Naathraak), each merchant prince has large areas of private land and a private army each. Their capital is at the opening of the River Carathain into Lake Dretor.
The Found – The Found are a small nation on the shores of Filrôr. They are on good terms with the Dwarves of Naathraak, but despise the Kindred with a passion. The Elves of the Lost Isles return this hatred, as both see the other as impure and wrong. The Found have a strong military presence in their cities, and have a habit of declaring war on the Kindred. However, these usually end in defeat as the Islanders always defeat them in naval battles. Their territory is called the Foundland. The Found are ruled by a High King, who is generally a powerful Illusionist. Their capital is at the mouth of the River Minth.
The Kindred – The Kindred are an island nation, which despises the only other nation they are in contact with, the Found. Of course, they know of the other nations, they just stick to their isolationist ways. They have incredibly powerful navies, and their mages are the most powerful in the known world (with a few known exceptions, like the High Shaman of Kûzû – the most powerful known dwarf shaman, who is elected at the previous one’s death). Their magic places power mainly in items. They are ruled by an elite class, with the others far below them – but still well-off. They have a wealth of cities, each with its own Mage Cloud. The ruling class is ruled by the most powerful mage in the Archmage’s Spire. Their capital is on the centremost Lost Isles.
Spoiler:
Kthor VII – Kthor is the current king of Kûzû, in his halls in the city of the same name. He is actually an ancient kinemancer who can prolong his life through absorbing power from the very stone (an ancient art now known only by him), but passes his long-livedness as a curse from a Doomfather, for openly defying him in a dream. Of course, he does defy the Doomfathers. There was just no dream. He is currently 568 years old, and looks like a shrivelled and ancient dwarf. However, he is in amazing shape, and can defend himself with axe and shield.
Empress Nigrod – The Empress is the ruler of the Naathraakian Empire. She is a kindly woman with a stern approach to politics – if there is something she wants, she can and will negotiate acceptable terms for it. There is talk of her wedding Kthor’s son Narim, in order to cement the alliance between the Empire and Kûzû.
Lord Commander Sigrun – Sigrun is the Lord Commander of Carathain – the man in charge. He is essentially their king, but will take orders from the Empress should she give them. However, Nigrod allows him mostly to rule alone – the only times any Emperor or Empress in history has fully commanded Carathain is in times of war.
High King Dringolan – The High King of the Foundland is, like most High Kings, a mighty Illusionist. He is more powerful than most of his predecessors, and his rule has seen a vast improvement in the military training of the halfelven warriors.
Archmage Valkor – The Kindred Archmage. He is a powerful shapeshifter, and has had considerable study of dragons. Last election, he destroyed the opposition in combat as a dragon. He is the leading expert on beasts, and rules the Kindred with a stern but fair fist. He and Dringolan are naturally always at each others' throats.
Empress Nigrod – The Empress is the ruler of the Naathraakian Empire. She is a kindly woman with a stern approach to politics – if there is something she wants, she can and will negotiate acceptable terms for it. There is talk of her wedding Kthor’s son Narim, in order to cement the alliance between the Empire and Kûzû.
Lord Commander Sigrun – Sigrun is the Lord Commander of Carathain – the man in charge. He is essentially their king, but will take orders from the Empress should she give them. However, Nigrod allows him mostly to rule alone – the only times any Emperor or Empress in history has fully commanded Carathain is in times of war.
High King Dringolan – The High King of the Foundland is, like most High Kings, a mighty Illusionist. He is more powerful than most of his predecessors, and his rule has seen a vast improvement in the military training of the halfelven warriors.
Archmage Valkor – The Kindred Archmage. He is a powerful shapeshifter, and has had considerable study of dragons. Last election, he destroyed the opposition in combat as a dragon. He is the leading expert on beasts, and rules the Kindred with a stern but fair fist. He and Dringolan are naturally always at each others' throats.
Spoiler:
There are six main races in the world: Elves, Dwarves, Men, Halfelves, Shafík and Blightchildren.
Elves: The Elves of the Lost Isles are a proud and haughty race. They excel at spellcraft, as mages have been in their blood for many generations. They also tend to make good sailors, but their inherent skill with a bow or blade is questionable. They have been known to have warriors, however. Elves mature at around 40, and live until roughly 500.
Dwarves: The two Dwarven kingdoms have long been on good terms. A stout and hardy race, they are natural-born warriors, with both short tempers and natural strength. They can wield magic, but are not as good at it as other races. They can use bows, but their favoured method of ranged combat is a single-shot crossbow and then charge. Dwarves mature at around 25, and live until the age of 200. Well, normally.
Men: Men are a minor race. Nevertheless, they possess strength, and some of the most powerful shadowmancers ever were Men. They are able warriors, sturdy archers and stealthy thieves. Men mature at around 16, and live until roughly 80.
Halfelves: The Halfelves are a race that is only related to the elves in name. They possess a burning hatred for the elves, and therefore train themselves in the art of combat from a young age. They are good at pretty much everything, because they have training and discipline instilled in them from a young age. Their favoured magical discipline is Illusion, and power in this school is pretty required for a High King.
(Unplayable) Shafík: The Shafík are entities that reflect the nature of their habitat – the Edged Sea (between Filrôr and the Unnamed Continent, which the Lost Isles are in) – in their personalities. They are water that can give itself form. As such, they take power from water. When in a lake, they are nigh unstoppable. They can take any form, as long as they can use water to take the form. They are essentially spirits of the water. They also happen to be sworn against any kind of Tainted Magic – especially the Blightchildren and their Doomfathers. Their power stems directly from water, so none have ever tried to venture into the Endless or even the Lonak Deserts. Unfortunately, they are few and far between, but they live indefinitely unless slain in battle – a nigh impossible feat in itself.
(Unplayable) Blightchildren: The Blightchildren are monsters who spread the Taint. They live in the Unnamed Continent, and that land is therefore the most corrupt in the world. The air is foul, the land is barren and cracked, and the wildlife is vicious and feral. The Blightchildren themselves work as a hive mind, who are commanded by the Doomfathers as a civilisation – a loose term, in this case. They have small permanent encampments scattered throughout their land, none large enough to be a town. For millennia, they have been crafting and stockpiling their corrupted weapons and honing the use of Tainted Magic, for the day when Sinthál commands them to usher forth and they build ships and invade civilised lands. That time is now.
Elves: The Elves of the Lost Isles are a proud and haughty race. They excel at spellcraft, as mages have been in their blood for many generations. They also tend to make good sailors, but their inherent skill with a bow or blade is questionable. They have been known to have warriors, however. Elves mature at around 40, and live until roughly 500.
Dwarves: The two Dwarven kingdoms have long been on good terms. A stout and hardy race, they are natural-born warriors, with both short tempers and natural strength. They can wield magic, but are not as good at it as other races. They can use bows, but their favoured method of ranged combat is a single-shot crossbow and then charge. Dwarves mature at around 25, and live until the age of 200. Well, normally.
Men: Men are a minor race. Nevertheless, they possess strength, and some of the most powerful shadowmancers ever were Men. They are able warriors, sturdy archers and stealthy thieves. Men mature at around 16, and live until roughly 80.
Halfelves: The Halfelves are a race that is only related to the elves in name. They possess a burning hatred for the elves, and therefore train themselves in the art of combat from a young age. They are good at pretty much everything, because they have training and discipline instilled in them from a young age. Their favoured magical discipline is Illusion, and power in this school is pretty required for a High King.
(Unplayable) Shafík: The Shafík are entities that reflect the nature of their habitat – the Edged Sea (between Filrôr and the Unnamed Continent, which the Lost Isles are in) – in their personalities. They are water that can give itself form. As such, they take power from water. When in a lake, they are nigh unstoppable. They can take any form, as long as they can use water to take the form. They are essentially spirits of the water. They also happen to be sworn against any kind of Tainted Magic – especially the Blightchildren and their Doomfathers. Their power stems directly from water, so none have ever tried to venture into the Endless or even the Lonak Deserts. Unfortunately, they are few and far between, but they live indefinitely unless slain in battle – a nigh impossible feat in itself.
(Unplayable) Blightchildren: The Blightchildren are monsters who spread the Taint. They live in the Unnamed Continent, and that land is therefore the most corrupt in the world. The air is foul, the land is barren and cracked, and the wildlife is vicious and feral. The Blightchildren themselves work as a hive mind, who are commanded by the Doomfathers as a civilisation – a loose term, in this case. They have small permanent encampments scattered throughout their land, none large enough to be a town. For millennia, they have been crafting and stockpiling their corrupted weapons and honing the use of Tainted Magic, for the day when Sinthál commands them to usher forth and they build ships and invade civilised lands. That time is now.
Spoiler:
There are two gods – Cthor, the God of Light, and Sinthál, the God of Darkness. All of the races, with the exception of the Blightchildren and the Elves, worship Cthor. The Blightchildren worship their God of Darkness, and while the Elves acknowledge the Gods, they do not worship either side. The exception to the racial rule are the Dreadmen, who worship Sinthál and sometimes take orders from the Blightchildren Doomfathers.
Battle of the Gods: The Battle of the Gods is the endless battle that will continue until the world ends and one side or the other has won, and darkness is banished forever or holds the world. As one side or the other is winning the battle, their influence in the world waxes and wanes.
The Afterlife: Not all races can agree on what happens after death. The Dwarves believe that good, Cthorian lives are sent to spectate and support Cthor in the Battle of the Gods. Elves believe that there is no afterlife; they have magically extended lives, and nothing to hope for in an afterlife – they acknowledge the gods, but do not believe they take any to their side after death. The half-elves share this belief. The Men believe that after death they go to a great hall of waiting to be returned to the world after a time, being reincarnated as another man, to do better but remember nothing. And the orcs do not believe anything happens after death; death is death. Dreadmen of any race generally believe that after death they go to the Void, to await their master’s victory.
Battle of the Gods: The Battle of the Gods is the endless battle that will continue until the world ends and one side or the other has won, and darkness is banished forever or holds the world. As one side or the other is winning the battle, their influence in the world waxes and wanes.
The Afterlife: Not all races can agree on what happens after death. The Dwarves believe that good, Cthorian lives are sent to spectate and support Cthor in the Battle of the Gods. Elves believe that there is no afterlife; they have magically extended lives, and nothing to hope for in an afterlife – they acknowledge the gods, but do not believe they take any to their side after death. The half-elves share this belief. The Men believe that after death they go to a great hall of waiting to be returned to the world after a time, being reincarnated as another man, to do better but remember nothing. And the orcs do not believe anything happens after death; death is death. Dreadmen of any race generally believe that after death they go to the Void, to await their master’s victory.
Spoiler:
Magic is the force of the supernatural. It can be used to control the elements, change shape, summon demons, speak with spirits and wield all manner of other abilities. All mages must exercise caution when practicing magic – commit to casting too powerful a spell, and the caster will die. There are nine magical disciplines:
Shapeshifting: This, as the name implies, is the art of changing one’s shape. This requires a great deal of will, not to mention having to have knowledge of the creature beforehand. It is achieved by studying the creature to be shifted into, both its natural habits and its shape. When understanding of the animal has been achieved, the mage can cast a transformation spell on themselves to turn into that animal.
Summoning: Summoning is generally frowned upon as an art that can easily be misused – it is the summoning of spirits and demons. This magic is only for the powerful-willed, as any summoned demon has to be subdued by willpower before it can be turned to the summoner’s use. Demons are generally malicious entities, but are only ever seen in the company of a summoner. Likewise, spirits can only be seen when summoned, and never be alone. Spirits, unlike demons, are not very capable of aid in a battle, but can be very informative. They can provide details on just about anything, from a cooking recipe to who is likely to be elected next Kindred Archmage.
Natural: Natural magic commands the elements. It is as hard to master as each element is volatile, but it is the most commonly studied magic. The most powerful natural mages can summon thunderstorms, incinerate large areas, and cause rivers to flood or freeze at a moment’s notice. The basic elements for command are: Fire, Water, Air and Earth.
Psychic: The ability to teleport and read minds, among other things, is alluring to many. Psychic magic is one of the less directly offensive disciplines, with abilities like teleportation and reading weaker-willed individuals’ minds. It also comes with the ability to move things with your mind – the heavier the object, the more willpower it takes to lift. The most powerful psychics could lift whole buildings. Potentially even whole mountains. They could rip the world apart if they were powerful and numerous enough, but then, so could any discipline. The psychics are pretty rare as mages go anyway.
Shadow: Wielding shadow magic is wielding raw power. A shadowmancer pours all of their power into an item, anything at all, and this item will then be a raw weapon programmed distinctly into that person. Should anyone else attempt to wield a shadowmancer’s weapon, it will not work. A shadowmancer’s ring would just be a regular ring to anyone else; but to him, he would be able to create shadows and control the ones already existing. Shadows made solid can be a powerful weapon, but shadow magic is generally not used much. There are small pockets of shadowmancers in most nations, and some extremely expensive mercenaries use this, but in respected institutions, it is a rare discipline.
Kinemancy: The power of sheer magnetism; the pulling and pushing of raw force is used by a kinemancer. With a wave of his hand, an incredibly powerful kinemancer could level cities and devastate armies. However, kinemancy takes more effort in sheer willpower than any other discipline, so much so that barely any can wield it. Those who can barely ever try to wield it, as other disciplines can be more rewarding earlier than kinemancy. This leads to there being barely any kinemancers, and those that do exist are usually Grand Mages or the Kindred Archmage in Kindred lands, or hermits in other lands.
Illusion: Illusion magic is not at all powerful, and is usually used by mages who enjoy magic, but put other training first. It can startle enemies, shroud people and objects into invisibility, and alter the way people think about something. In its own way, it has power unmatched by any other, but illusionists usually have some kind of melee or archery training, to defend in battle when against strong-willed warriors like dwarven troops. While other disciplines have a direct way of fighting, illusion focuses more on avoiding the fight in the first place.
Physical: Just as psychics utilise their magic to augment their minds, physical mages use their power to augment their bodies. Powerful physical mages can run faster than a natural athlete at the cost of exerting themselves in the same way a natural mage would casting a spell. They can hit things harder than any warrior, but the strength of the blow depends on the exertion. They do this by learning to channel magic to their muscles as a substitute or alongside oxygen from their lungs; this allows them to be some of the most physically fit people on the planet.
Tainted: Tainted Magic is the only outright forbidden art. It is wielded by the Blightchildren and their Doomfathers on the Unnamed Continent, and also by any mage Darkfollower who has surrendered enough power to the Dark. It uses willpower like all magic, but can also take others’ blood and life force as a sacrifice for spells that would otherwise kill. Any life or land affected by it turns twisted as the Taint spreads. It can be used to force other, weaker-willed beings into service, as well as corrupt living things. Its main offensiveness lies in sapping the life force of an enemy and causing them great pain in the process.
Shapeshifting: This, as the name implies, is the art of changing one’s shape. This requires a great deal of will, not to mention having to have knowledge of the creature beforehand. It is achieved by studying the creature to be shifted into, both its natural habits and its shape. When understanding of the animal has been achieved, the mage can cast a transformation spell on themselves to turn into that animal.
Summoning: Summoning is generally frowned upon as an art that can easily be misused – it is the summoning of spirits and demons. This magic is only for the powerful-willed, as any summoned demon has to be subdued by willpower before it can be turned to the summoner’s use. Demons are generally malicious entities, but are only ever seen in the company of a summoner. Likewise, spirits can only be seen when summoned, and never be alone. Spirits, unlike demons, are not very capable of aid in a battle, but can be very informative. They can provide details on just about anything, from a cooking recipe to who is likely to be elected next Kindred Archmage.
Natural: Natural magic commands the elements. It is as hard to master as each element is volatile, but it is the most commonly studied magic. The most powerful natural mages can summon thunderstorms, incinerate large areas, and cause rivers to flood or freeze at a moment’s notice. The basic elements for command are: Fire, Water, Air and Earth.
Psychic: The ability to teleport and read minds, among other things, is alluring to many. Psychic magic is one of the less directly offensive disciplines, with abilities like teleportation and reading weaker-willed individuals’ minds. It also comes with the ability to move things with your mind – the heavier the object, the more willpower it takes to lift. The most powerful psychics could lift whole buildings. Potentially even whole mountains. They could rip the world apart if they were powerful and numerous enough, but then, so could any discipline. The psychics are pretty rare as mages go anyway.
Shadow: Wielding shadow magic is wielding raw power. A shadowmancer pours all of their power into an item, anything at all, and this item will then be a raw weapon programmed distinctly into that person. Should anyone else attempt to wield a shadowmancer’s weapon, it will not work. A shadowmancer’s ring would just be a regular ring to anyone else; but to him, he would be able to create shadows and control the ones already existing. Shadows made solid can be a powerful weapon, but shadow magic is generally not used much. There are small pockets of shadowmancers in most nations, and some extremely expensive mercenaries use this, but in respected institutions, it is a rare discipline.
Kinemancy: The power of sheer magnetism; the pulling and pushing of raw force is used by a kinemancer. With a wave of his hand, an incredibly powerful kinemancer could level cities and devastate armies. However, kinemancy takes more effort in sheer willpower than any other discipline, so much so that barely any can wield it. Those who can barely ever try to wield it, as other disciplines can be more rewarding earlier than kinemancy. This leads to there being barely any kinemancers, and those that do exist are usually Grand Mages or the Kindred Archmage in Kindred lands, or hermits in other lands.
Illusion: Illusion magic is not at all powerful, and is usually used by mages who enjoy magic, but put other training first. It can startle enemies, shroud people and objects into invisibility, and alter the way people think about something. In its own way, it has power unmatched by any other, but illusionists usually have some kind of melee or archery training, to defend in battle when against strong-willed warriors like dwarven troops. While other disciplines have a direct way of fighting, illusion focuses more on avoiding the fight in the first place.
Physical: Just as psychics utilise their magic to augment their minds, physical mages use their power to augment their bodies. Powerful physical mages can run faster than a natural athlete at the cost of exerting themselves in the same way a natural mage would casting a spell. They can hit things harder than any warrior, but the strength of the blow depends on the exertion. They do this by learning to channel magic to their muscles as a substitute or alongside oxygen from their lungs; this allows them to be some of the most physically fit people on the planet.
Tainted: Tainted Magic is the only outright forbidden art. It is wielded by the Blightchildren and their Doomfathers on the Unnamed Continent, and also by any mage Darkfollower who has surrendered enough power to the Dark. It uses willpower like all magic, but can also take others’ blood and life force as a sacrifice for spells that would otherwise kill. Any life or land affected by it turns twisted as the Taint spreads. It can be used to force other, weaker-willed beings into service, as well as corrupt living things. Its main offensiveness lies in sapping the life force of an enemy and causing them great pain in the process.
Spoiler:
Shapeshifting: Shapeshifters can turn into most mundane creatures, as long as they have had contact with the animals in the past.
Summoning: Summon Fire Demon – This summons a demon of fire. Summon Frost Demon – This summons a demon of ice. Summon Air Wisp – This summons an air-controlling wisp. Summon Spirit – This summons a spirit. Spirits can be informative, but aren’t much help in a fight.
Natural: Fireball – this throws a small blot of fire at wherever you aim. Freeze – this freezes the opponent in place. Air blast – this pushes the foe backwards, lifting them and throwing if the spell is powerful enough. Earthquake – this creates a small area-focussed shuddering in the earth. Fire blast – this sends a large blast of fire at the target. Water stream – This sends a thick stream of water pulsing into the foe. Wind Torrent – This bodily lifts the opponent and throws them backwards. Rock wall – this lifts a wall of rock from the ground, either to hit the foe or block and advance or retreat.
Psychic: Lift item – this raises the item into the air, to then drop back down or be thrown. Read mind – the psychic can read weak-willed or willing minds, and even send them messages. Teleport – the psychic can teleport short distances, to get away from harm or move towards combat.
Shadow: Shadowmancers, when they have their weapon, can manipulate shadows, from making a sword of darkness to hitting things with a solid wall of shadow.
Kinemancy: Pull – this pulls a foe towards the kinemancer. Push – this forces a kinemancer away. Rend – this is an exerting spell which lifts the enemy nto the air and rips them to pieces.
Illusion: Calm – This calms an enemy. Weak willed enemies stop fighting, while stronger ones are momentarily stunned. Create image – The caster can create a distracting image, and then rush in while the enemy is distracted. Halt – the enemy is momentarily stunned, allowing the caster to damage them as they will. Imagine fireball – the enemy sees a large fireball rushing towards them, causing them to attempt to dodge.
Physical: Physical mages do not cast spells; rather, they use magic to augment their strength.
Tainted: No sane mage uses Tainted Magic – it is the only outright forbidden art.
Summoning: Summon Fire Demon – This summons a demon of fire. Summon Frost Demon – This summons a demon of ice. Summon Air Wisp – This summons an air-controlling wisp. Summon Spirit – This summons a spirit. Spirits can be informative, but aren’t much help in a fight.
Natural: Fireball – this throws a small blot of fire at wherever you aim. Freeze – this freezes the opponent in place. Air blast – this pushes the foe backwards, lifting them and throwing if the spell is powerful enough. Earthquake – this creates a small area-focussed shuddering in the earth. Fire blast – this sends a large blast of fire at the target. Water stream – This sends a thick stream of water pulsing into the foe. Wind Torrent – This bodily lifts the opponent and throws them backwards. Rock wall – this lifts a wall of rock from the ground, either to hit the foe or block and advance or retreat.
Psychic: Lift item – this raises the item into the air, to then drop back down or be thrown. Read mind – the psychic can read weak-willed or willing minds, and even send them messages. Teleport – the psychic can teleport short distances, to get away from harm or move towards combat.
Shadow: Shadowmancers, when they have their weapon, can manipulate shadows, from making a sword of darkness to hitting things with a solid wall of shadow.
Kinemancy: Pull – this pulls a foe towards the kinemancer. Push – this forces a kinemancer away. Rend – this is an exerting spell which lifts the enemy nto the air and rips them to pieces.
Illusion: Calm – This calms an enemy. Weak willed enemies stop fighting, while stronger ones are momentarily stunned. Create image – The caster can create a distracting image, and then rush in while the enemy is distracted. Halt – the enemy is momentarily stunned, allowing the caster to damage them as they will. Imagine fireball – the enemy sees a large fireball rushing towards them, causing them to attempt to dodge.
Physical: Physical mages do not cast spells; rather, they use magic to augment their strength.
Tainted: No sane mage uses Tainted Magic – it is the only outright forbidden art.
Spoiler:
Warrior: The basic juggernaut, the warrior rushes into melee combat in heavy armour and a crossbow.
Rogue: The rogue is a master of stealth. They can pick locks and pockets better than most. In combat, the rogue slides around to the back to flank enemies, or shoot arrows from afar.
Mage: The masters of the arcane, mages choose one discipline and train themselves in it until they achieve mastery. In combat, the mage can sits at the back and flings spells. They are also gifted at making health potions.
Rogue: The rogue is a master of stealth. They can pick locks and pockets better than most. In combat, the rogue slides around to the back to flank enemies, or shoot arrows from afar.
Mage: The masters of the arcane, mages choose one discipline and train themselves in it until they achieve mastery. In combat, the mage can sits at the back and flings spells. They are also gifted at making health potions.
Spoiler:
For combat, I will be using the combat and cripple system, like Roma Eterna and Tyranny, originally made by Kerr. You can decide how the combat fares against regular mooks, while I will decide how successful your attacks against stronger creatures are. The Statuses of Life are:
Healthy
Light Wounded
Wounded
Heavily Wounded
Incapacitated
Dead
Healthy
Light Wounded
Wounded
Heavily Wounded
Incapacitated
Dead
Spoiler:
Warrior equipment: One- and Two-Handed Swords, One- and Two-Handed Axes, Two-Handed Hammers, Round Shields (light, less defence), Kite Shields (Medium, Medium Defence), Square Shields (heavy, most defence). All warriors can wear heavy plate armour, and medium scale/ring mail armour.
Rogue Equipment: Dual-wield daggers, swords, sword/dagger, and bows. All rogues can wear light, leather armours.
Mages Equipment: Mages’ Staffs, Mages’ Robes. Staffs and robes can augment powers. With the exception of Physical Mages, who use Warrior Equipment, they cannot wear armour.
Rogue Equipment: Dual-wield daggers, swords, sword/dagger, and bows. All rogues can wear light, leather armours.
Mages Equipment: Mages’ Staffs, Mages’ Robes. Staffs and robes can augment powers. With the exception of Physical Mages, who use Warrior Equipment, they cannot wear armour.
Spoiler:
Name:
Race (If dwarf, please specify which kingdom):
Class (Warrior, Rogue, Mage):
Magical discipline (if mage):
Personality:
Physical Description:
Equipment:
Race (If dwarf, please specify which kingdom):
Class (Warrior, Rogue, Mage):
Magical discipline (if mage):
Personality:
Physical Description:
Equipment:
Spoiler:
Player: Gandalf
Name: Percival
Race: Human
Class: Mage
Magical Discipline: Shadowmancer
Personality: A forward, pragmatic man, he has achieved power by travelling the world and learning from any he could find. He is the most powerful shadowmancer on the planet, and he is the one to have called the council, because he has seen the devastating horde first hand. He commands respect with all rulers of the nations.
Physical Description: A tall, physically imposing man, he is usually seen wearing militaristic clothing, with a long trench coat over his broad shoulders, cut short just past the elbows to show powerfully muscled forearms. On one hand he wears a golden band, with the word "SHADOW" engraved on the outside. He has closely cropped hair, and is clean-shaven. He looks roughly middle-aged.
Equipment: Regular, if militaristic clothing, with no staff. In combat, his ring is a formidable weapon.
Player: Hissien
Name:Nalfein
Race:Elf (who is honestly surprised)
Class (Warrior, Rogue, Mage):Mage
Magical discipline (if mage):Psychic Mage
Personality:Witty, Easy going for an elf
Physical Description:Tall, he has jet black hair and green eyes, pale skin.
Equipment:Silver Mage staff, mage robes in forest. Green
Player: Skyrimplayer
Name:Revak
Race:Human
Class:Rouge
Personality:A bit of a lone-wolf.
Physical Description:His hair is black and his eyes green. He tends to wear a scarf 'round his neck. He is a bit on the lighter side and is rather small, which are the reasons that he would never be able to become a warrior.
Equipment:Dual-wield Daggers. And leather armor.
Player: Br3admax
Name: Leniel
Race: Elf
Class: Mage
Magical Discipline: Shadowmancer
Personality: Easy going, but stern when he needs to be
Physical Description: Tall, just reached the age of maturity, average build, but strong.
Equipment: Where's black clothing, long sleeved. And gloves, namely focused on the right one.
Player: Shadow
Name: Belli Frousti
Race: Half elf
Class (Warrior, Rogue, Mage): Mage
Magical discipline (if mage): Kinemancer
Personality: A odd thinker, he finds it best to not explain his thoughts and keep them to himself, although he will blurt them out.
Physical Description: Just entering manhood he is lean and of average height, he has a cracked thumb nail on his left hand and soft greyish hair, his eyes are a green, so deep you can lose yourself in it. He has scars kissing his wrist on the right hand, and crisscrossing up to his shoulder.
Equipment: Robe of a reddish hue, it is slung over a shoulder and one sleeved, covering his right arm, under it he wears a tunic, with shorts and shoes. His staff is in his left hand, a gnarled old thing.
Player: Nova
Name: Furin (I had to) Gravrag
Race: Naathraakian Dwarf
Class (Warrior, Rogue, Mage): Warrior
Magical discipline (if mage): Nope.avi
Personality: Warlike, psychopath. Throws himself into danger without a care in the world. Never backs down from a challenge, and is really stubborn. Agrerssive, short tempered.
Physical Description: Tall for a dwarf, very muscular. Long, knotted ginger beard but bald.
Equipment: Two-handed Hammer, mail armour.
Name: Percival
Race: Human
Class: Mage
Magical Discipline: Shadowmancer
Personality: A forward, pragmatic man, he has achieved power by travelling the world and learning from any he could find. He is the most powerful shadowmancer on the planet, and he is the one to have called the council, because he has seen the devastating horde first hand. He commands respect with all rulers of the nations.
Physical Description: A tall, physically imposing man, he is usually seen wearing militaristic clothing, with a long trench coat over his broad shoulders, cut short just past the elbows to show powerfully muscled forearms. On one hand he wears a golden band, with the word "SHADOW" engraved on the outside. He has closely cropped hair, and is clean-shaven. He looks roughly middle-aged.
Equipment: Regular, if militaristic clothing, with no staff. In combat, his ring is a formidable weapon.
Player: Hissien
Name:Nalfein
Race:Elf (who is honestly surprised)
Class (Warrior, Rogue, Mage):Mage
Magical discipline (if mage):Psychic Mage
Personality:Witty, Easy going for an elf
Physical Description:Tall, he has jet black hair and green eyes, pale skin.
Equipment:Silver Mage staff, mage robes in forest. Green
Player: Skyrimplayer
Name:Revak
Race:Human
Class:Rouge
Personality:A bit of a lone-wolf.
Physical Description:His hair is black and his eyes green. He tends to wear a scarf 'round his neck. He is a bit on the lighter side and is rather small, which are the reasons that he would never be able to become a warrior.
Equipment:Dual-wield Daggers. And leather armor.
Player: Br3admax
Name: Leniel
Race: Elf
Class: Mage
Magical Discipline: Shadowmancer
Personality: Easy going, but stern when he needs to be
Physical Description: Tall, just reached the age of maturity, average build, but strong.
Equipment: Where's black clothing, long sleeved. And gloves, namely focused on the right one.
Player: Shadow
Name: Belli Frousti
Race: Half elf
Class (Warrior, Rogue, Mage): Mage
Magical discipline (if mage): Kinemancer
Personality: A odd thinker, he finds it best to not explain his thoughts and keep them to himself, although he will blurt them out.
Physical Description: Just entering manhood he is lean and of average height, he has a cracked thumb nail on his left hand and soft greyish hair, his eyes are a green, so deep you can lose yourself in it. He has scars kissing his wrist on the right hand, and crisscrossing up to his shoulder.
Equipment: Robe of a reddish hue, it is slung over a shoulder and one sleeved, covering his right arm, under it he wears a tunic, with shorts and shoes. His staff is in his left hand, a gnarled old thing.
Player: Nova
Name: Furin (I had to) Gravrag
Race: Naathraakian Dwarf
Class (Warrior, Rogue, Mage): Warrior
Magical discipline (if mage): Nope.avi
Personality: Warlike, psychopath. Throws himself into danger without a care in the world. Never backs down from a challenge, and is really stubborn. Agrerssive, short tempered.
Physical Description: Tall for a dwarf, very muscular. Long, knotted ginger beard but bald.
Equipment: Two-handed Hammer, mail armour.



