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Styrmwraith Tales OOC

Kitangel

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The following creatures and rules apply to Styrmwraith Tales. Please contact me if you have comments, suggestions etc.

Creatures:

Races available for the player are:

Dragomen: half dragon, half man race. (human in appearance, generally above 7ft tall, with some dragonish features: talons, horns, ears, tail, and wings)
Angemen: half angel, half man race. (human in appearance, with some "angelic" features: beautiful to the eyes, white wings, of varying heights - 4ft to 7ft).
Fairy: (2-3ft tall), otherwise 'fairyish' as common to fairy mythology.
Man: no description necessary ;-)

All playable creatures, except men, can fly - though fairies do not have the resiliance and stamina of the dragomen or angemen. The angemen are the proudest of the three races, the fairies the most servile (probably due to their smaller stature!), and the dragomen the most likely to succumb to evil. Because of the tendency to evil, dragomen are the most distrusted of the three races. All races, in general, prefer their own kind. However, there have been famous - though very rare - pairings between the races creating 'half bloods'.

Additional notes:
Only men can study and perform magic of any class. Dragomen can blow fire or frost-flame (but otherwise cannot perform magic). Angemen can study order magic at the university and are usually talented healers. Fairies can cast illusion spells and can disappear at will without necessity for spellcasting.

Standard fighting skills apply to all races, though magic wielders tend to place less emphasis on the martial arts.

Other creatures:
Dragons (rare)
Angels (very rare)
Goblins
Gargoyles
Wights and other spirits
Others - please ask first!

Rules:

- Magic

Magic in this world is limited and magic users are strictly confined to one class of magic. This is due to the complexity and binding nature of the magical essence. It is physically impossible to train in more than one school - so pick wisely if you choose a magic wielding character! That said, if your character is wealthy enough, you can have purchased mage-scrolls with spell details from other schools. However, spells cast from scrolls cannot be recast within a 12hr period.

The following schools are available with corresponding abilities (characters can specialise and adjust these to their natures, but the essence of the magic must not be violated). Spell effects can be recorded on mage-scrolls for other magic users (including of other schools), but these are relatively rare and very expensive. They also can only be used once in a 12hr period.

Alteration: Probably the hardest school of magic to master. Alteration mages must understand (but cannot directly control), chaos, illusion and order essences. Valid spells include: transportation spells (note non-living things ONLY can be transported), manipulation of objects, and illumination spells.

Chaos: Destructive spells are the focus of chaos wielders. Fire, frost, and disintegration spells come naturally to this mage class. Probably the most common of the classes.

Enchantment: Can enchant physical objects with basic magic spells (eg: permanent illumination on torches, flames on swords when striking, and so on). The effectiveness of the enchantment depends both on the ability of the enchanter and the quality of the spell-scroll needed to apply the enchantment. Enchanters are rare due to the necessity of the purchase of spell scrolls.

Illusion: Illusionists can make themselves invisible, can manipulate people through charm / disgust spells, and create illusions. Illusionists tend to be less common than Chaos and Order specialisations as their magic is neither attacking nor defensive.

Order: Healing spells and defensive spells are the domain of the order school. Restoring order, protecting the innocent, and eliminating the evil magic wielders are the goals of order magicians.

There is a sixth school of magic, but it is strictly forbidden to magic users in the realm. That is, the specialisation of necromancy and associated death spells. Only evil beings specialise in this form of magic. It is self taught and is not available in any form in the schools of magic.


To request to join, please PM either BlueIceDragon or myself (x.xBornFreex.x) with details.
 

BlueIceDragon

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Added the link to the RPG as follows: RPG link here

I have now posted the initial story post. =)

PillsburyDoughboy said:
I don't get it, so I just choose one, well I want to be a man with the magic skills of order, I mainly use my martial arts to fight though I am master of mixed martial arts

I would prefer one character per person (at the most two *is guilty of two*) as then we can put more effort into character development etc.

One other "rule" which we forgot above. Please post at least 3 sentences if at all possible as it makes the story more readable!
 
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St. Helens

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I will be editing my RPG character profile to make it a little more specific.

I just read Mikah's profile. Really cute character. Now I need to know what race my other companion is going to be. Could you link me to her profile?

I will be looking at the RPG and gathering information there too before I actually post.

(Timeloop) I found the bios and will be posting as soon as I get my ducks in a row. :)
 
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St. Helens

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I just read Kirret's Bio today. That sounds like a good plan. I posted in the RPG. Singing Elk is lounging by the roadside where you can easily spot her :)
 
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Gam3rG1rl4Chr1st

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Kirret is my character. This is the link to her bios. Maybe Mikah, Kirret and Singing Elk could be friends?

I just read Kirret's Bio today. That sounds like a good plan. I posted in the RPG. Singing Elk is lounging by the roadside where you can easily spot her :)

Sounds good to me! It sounds like Singing Elk knows Mikah, so I could have Mikah meet up with her. By now the poor little fairy is probably pretty tired. Might she persuade Singing Elk to give her a ride? Then perhaps we can meet up with Kirret. Or did you guys have another plan?
 
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St. Helens

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Does Kirrit know Micah? That would probably answer the question. Singing Elk is a sentient being that can easily figure out whether a person is dangerous to her or not.

Yes, Singing Elk can give Mikah a ride.
 
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BlueIceDragon

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Plot update. :)
___________

We thought it might be useful to give the characters something to work with along the way to Shamar Pass - and beyond (once we've worked that out with you ppl :)).

Our ideas are as follows - but are up for discussion, debate, elaboration, etc:

Group-at-City basically has an uneventful 'night' after the palace hassle as already covered. We would suggest no significant detours but rather collect as much as necessary then leave the city - kinda like Rynn suggested.

Along the road, by the second night (timing still to be arranged) the King will have attempted to have done away the 'Group-at-City'. The guards will die :D along with anyone else who isn't strictly part of the RPG (it's easier than to dump them unceremoniously and uncaringly).

We suggest arranging it so that the assassination attempt 'looks' successful so that it buys some time before the next one. All going well, we'll then meet up with Kirret, Singing Elk, and Mikah. New characters can join along the way if we get any.

We want to keep the story moving reasonably quickly, so we'll probably skip over the two weeks of travel it would normally take, on foot + horseback, to reach the Hawkenblaad fiefdom and then Shamar Pass subsequent to that.

Depending how things progress we may introduce some more 'causes' as to why everything is happening before we reach Shamar Pass but we're playing this a little by ear at the moment.

*Long may the next king reign*
 
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Gam3rG1rl4Chr1st

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Thanks for the plot update, IceDragon. It sounds good to me! :) I'm not sure what else you guys have planned, but if you're ever in need of a somewhat "shady" character, let me know. I'd love to try my hand at a character who's....shall we say....less than trustworthy. Hehe

*Grins mischievously*

;)
 
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BlueIceDragon

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Ok... as ppl might have noticed, I kinda decided to kill the guards and the others off early. They were forgotten and, well, bringing them back into it would have been strange to say the least. :D It was probably a little rushed, but hopefully it worked...

Gam3rG1rl4Chr1st, a shady, non-trustworthy character sounds an interesting candidate for introducing twists etc. :) Maybe they (he/she) could be introduced at the corral Rynn mentioned when they get horses (for those who want them :)).
 
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