Perhaps once, gods trod across the badlands and plains of Majrya. Perhaps they carved great cities out of mountains, and great caverns out of stone. And perhaps, they used magic freely, without care. But these days are long gone. No gods are left, if there ever even were any. And Magic?
Magic is a cancer.
You may have met a mage before. They are rare, but found easily enough: An absentmided slip into contact with one of the many magical artifacts scattered across Majrya could grant one magical powers beyond their wildest beliefs. Or, perhaps, no abilities are given to a vessel wholly, but stored in an object of great power soul-bound to them. Do you wonder why no knights dare go near a flaming sword, or an energy bow of great devastation? It's because they wouldn't dare become a mage.
Magic, you see, was not made for men. It corrupts us; tears our bodies in two with it's well of energy. Mages will fade and gray in a matter or decades. While a healthy man could live well into ninety, a mage would be lucky to get to fifty. The degradation is painful, from what I've heard. A harsh life, one I wouldn't wish on anyone.
Is magic contagious? Perhaps. Who's to say, for sure. Rumors have spread far and wide of death and sickness from interaction with mages. It's all speculation, of course, but it hasn't stopped some from barring their quarters and doors from magic folk.
But not all is lost for these poor souls. Lords and Ladies still possess high demand for magical artifacts, of course. As do some religions, who believe mages are sent from above to deliver the gods' artifacts from their resting places. Soon, the mages organized, and created the Guild of Arcane Nomads, or just the Nomads for short. These mages not only delve deep into dungeons and wilds to locate magical artifacts, but also employ their skills to combat beasts and anomalies of an arcane nature. They may not be welcome outside of their local chapters and hideaways, but they certainly make a fair bit of coin in their field.
In fact, the chapter here in Calary is quite active. They were founded just a week ago, and are supposed to get quite a few recruits today. Let's hope they find work....for their sake.
Hey there, lads and lasses! My name's Aona, and welcome to NOMADIUM, a new fantasy roleplay! In this world, a realm known as Majrya, magic can be a powerful ally....but at a devastating cost. Magic essentially acts as a superpowered cancer; granting incredible abilities through spells or weapons/armor/etc., but slowly wasting the body away to nothing. In the face of social paranoia and discrimination, you, a mage, have turned to becoming a Nomad: A treasure-hunting member of a society of magical mercenaries, used by collectors, royalties, and churches alike. It's a hard life, but those who do well are paid generously for their efforts.
You begin in the city of Calary, as a founding member of the newly Calary Chapter of the Guild of Arcane Nomads. Unknown to you, a simple job will lead you on a quest to prevent fanatical cultists from awakening a long-slumbering evil. Until then, however, you should meet your fellow guildmates and prepare for a job!
Things to Keep in Mind (Not the Rules, yet):
- Mages do NOT simply mean spellcasters. A Mage can possess a magical helmet, or a icy sword, or magic shoes. Get creative!
- If you do choose to use spellsets, be diverse! The standard fire-and-ice mages are fun, but frequent.
- While not every member of society frowns upon mages, there is a healthy dose of segregation and paranoia. Don't expect to be rich, or well-kept.
- We will be treasure hunting/monster killing, but feel free to make a passive character! Not everyone needs to be a tough mercenary
- Create relationships! The other characters are your good friends, feel free to form romances, hatreds, and friendships with the other RP'ers!
- Majrya is a diverse land. A majority of the locations we will be visiting, however, are filled with rolling plains, canyons, and mountains, however.
- Have fun
- None of the cardinal RP'ing sins (Godmodding, Metagaming, etc)
- Follow my word, and what I say. If I give someone power, please respect said power.
- No one-liners.
- Respect your fellow RP'ers. If you have an argument, ask me to settle it.
- If you are leaving the RP, please let me know first. The same goes for temporary absences.
- Implication(!!) of sex is allowed, but please keep it very vague, and consensual.
THE APPLICATION:
- Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Class:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]Magic Item or Ability:[/b]
[b]Weaknesses:[/b]
[b]Bio:[/b]
[b]Additional info:[/b]
[b]RP Example:[/b]
What all this Means:
Name: Obvious. Make sure it makes sense, thematically.
Age: No minors or elders allowed. Keep it within reasonable age, given magic's effects on the body.
Gender:
Class: If you are a conventional wizard (spellsets and such), put "Spellcaster." Otherwise, feel free to employ any class you like.
Appearance: A picture is preferred, but not necessary.
Personality: What is your character like? Please provide more than one line, at LEAST.
Magic Item or Ability: Spellcasters: What abilities does your character have as a mage? If not a spellcaster, what arcane armor/weapon/gear do you possess and what does it do?
Weaknesses: What are your character's flaws? Be detailed, and unique.
Bio: What has their life been like so far, in a short paragraph?
Additional info: Anything else you need to mention.
RP Example: Provide a link to your previous works.
MY APP(s):
Name: Tyner Derroga
Age: 35
Gender: Male
Class: Grandmaster (Tactician/Leader)
Appearance:
Personality: Tyner is a quiet man, reserved in his intents and mannerisms. Under the most intense situations, he remains calm and collected, constantly trying to analyze a plan for the best strategy. He sees himself as a scholar more than anything, and will often be enraptured by his studies. Tyner understands the true principles of justice due to his many previous adventures, and as such, tries his best to view everything from a non-partisan standpoint. He is commanded by a strong sense of duty, and has an almost fatherly affection for those under his command. While he may not get every joke or smile as often as he could, Tyner is someone to be respected, and may surprise you with a very un-Tyner-y flair...on rare occasions.
Magic Item or Ability: In incredibly rare situations of certain death, Tyner can morph into a magical construct of a quadruped beast, capable of extreme offensive attacks. This causes incredible wear-and-tear on his body though, and can knock him out for hours, even days, if he's not careful.
Weaknesses: Lack of Passion, Second-Guessing, Weak in Battle
Bio: Tyner cannot remember a time when he was not a mage. In reality, he most likely became one around age 15, when he stole a small glowing orb from a jeweler's safe. After displaying the symptoms of a mage, Tyner's life of petty crime ended, and he was thrown out onto the streets of Allatag. With nowhere to go, he turned to the local chapter of the Nomads, where he became fascinated by magical artifacts and their properties. After many years of service in many chapters (though he always seemed to return to Allatag's service), Tyner is the leading expert in Arcane Oddities in the Nomads. He has been sent by the nomination committee of the Guild to oversee the newly-founded Calary chapter, and is eager to begin work.
Additional info: N/A
RP Example: N/A