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Bartimaeus RP <Napoleonic Fantasy RP/Open>

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Len Hyet
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Founded: Jun 25, 2012
Ex-Nation

Bartimaeus RP <Napoleonic Fantasy RP/Open>

Postby Len Hyet » Tue Oct 02, 2012 9:45 am

The World? Ours. Sortof. Kindof. Okay not really. You see, the nations are the same, the leaders are the same, but there is one rather large difference. You see, in our world, there is no such thing as magic (we assume), spirits don't exist (we believe), and the only sentient creatures on this planet are ourselves, humans (or so we think).

In THIS world, not only are we not the only sentient creatures abroad, we actually are in terrible and mortal danger from them. I am talking, you see, about spirits. From another plane of existence. The government is composed of magicians. Although, they aren't magicians in the strictest sense. Actually all of their powers are derived from spirits summoned from another plane of existence. These spirits, while not necessarily malevolent, don't like us. It is physically agonizing for them to be stuck on Earth. Magicians bind them to Earth by use of spells and the like. These spirits are summoned in a pentagram. If there is one word, one line, one symbol out of place, the spirit breaks the bonds of the summoning and most often instantly slays it's summoner before going home. Occasionally the spirit in question will take their time killing their master, depending on how cruel or less cruel they have been.

Stop mortal!

El Diablo de P2TM?

Yes, it is I. Now, you said something of Bartimaeus? and Napoleon?

I was just getting to that. Bartimaeus is the key word to entice you, the Devil, into this RP. The word Napoleon is actually an anagram of Pelonaon, a word of binding. Now, you must do my bidding!

GOD DAMN IT

Hush. Anyways. Bartimaeus:

Bartimaeus the djinni, known also as Bartimaeus of Uruk, Sakhr al-Jinni, N’gorso the Mighty, Rekhyt of Egypt (and many other titles) has had one of the longest and most varied careers of all spirits, great or small. As a djinni of the fourth level, he is powerful enough to be extremely useful, while not being as dangerous to summon as many of the great afrits and marids. For this reason magicians have made use of his talents throughout history; the fact that he’s nevertheless managed to survive to the present day is testimony to either (a) his sheer panache and intelligence (Bartimaeus’s opinion) or (b) his low cunning and outright luck (everyone else’s).

AKA: The main character of the series this RP is based upon.

Napoleon: It's the 1800s. Napoleon is running rampant across the continent, his summoned Afrits-

What is an Afrit?

Oh yes. The most commonly summoned magical entities exist in five basic types, listed in increasing order of power:
Imps - Spirits of weak ability, often rude. They are only effective in extreme numbers or as messengers.
Foliots - Spirits of more capable strength, described by Bartimaeus as being "cut price djinn". They are weaker than djinn, but useful for everyday tasks too difficult or sensitive for imps. Apparently they are good laborers, being used to build many things, including the Walls of Prague.
Djinn - powerful spirits able to sustain high-powered magical attacks for a short period. Bartimaeus is a fourth level djinni, and is listed as an extremely dangerous being. Djinn of his caliber—and djinn in general—are sneaky but very creative, and able to complete nearly any task set to them. The most varied form of Spirit, impossible to categorize completely.
Afrits - Spirits of great ability, "Immune to the magic of mere djinn," according to Honorius, an afrit of ninth level strength. One attribute that is apparently common to the true form of all Afrits is having "fiery hooves". Being spirits of fire, they are near-powerless in water. Afrits are usually seen doing guard duty for prominent figures. Bartimaeus claims that they are "overrated", but that even the measliest of afrits should be avoided by anything lower in rank. In The Ring of Solomon, it is revealed that they are generally not as intelligent or resourceful as djinn.
Marids - The most powerful and most rarely summoned of the regularly summoned entities. Marids are mentioned, but never actually appear in the series; they are frequently seen in the prequel. A particularly muscular marid by the name of Atlas was charged to hold the Parthenon's foundations up for eternity as punishment for slacking off on their construction. Marids are so powerful that they leave behind a trail of magic that can be traced, similar to the trail of slime left behind by a snail. It is considered unwise to use this analogy in the presence of a marid, for obvious reasons. At least two magicians of strong ability are required to summon all but the weakest Marids, due to the marid's immense power. However, an exceptionally potent magician can summon a marid by himself. Bartimaeus claims marids are "dreadfully full of themselves".

All spirits' abilities are static; they cannot grow any stronger over time, although it is possible to restore deteriorated energy to a certain extent by devouring a living thing (whether a fellow spirit, humans or animals) so its life energy replenishes their essence.

There are many magical beings below imps-for example, "mites," small magical bugs—and other beings who are much stronger than Marids (Nouda, Ramuthra and Uraziel are such entities), but these are not really classified into levels and are rarely summoned. This is primarily because the former are not very useful, while the latter are too powerful for any but the most powerful magicians to control.

I see. Back to Napoleon.

Didn't I tell you to shut up? Anyways. You know the story. Napoleon, running rampant over the continent, nobody seems able to stop him, the usual.

Why are you telling us this?

Shut up or I'll hit you with the Shrivelling Flame!

Oh, I nearly forgot. Magicians.

Apprenticeship
Each country has a different process of training apprentices. Italy favours the child remaining in the family, which later apparently causes many family rivalries. However, in British culture, children are given up by their parents to undergo magical training with a qualified magician. In return, the parents, usually commoners, receive a large sum of money as compensation. Apprentices are then trained in all manner of magical arts. They have rigorous physical as well as mental training. Physical exercise might be useful in order to summon and control more powerful spirits, however some magicians, appear to have risen to power but not maintained the vigour in which they were trained. This makes it unlikely that it is a requirement of powerful magic.
Names
The knowledge of a person's true or birth name can give one power and control over that individual. (It is by this means that magicians are able to summon spirits in the first place.) For this reason new apprentices, when taken as children, are instructed to forget their birth name and choose a new one when they come of age. This allows them to summon spirits without fear of loss of control from a spirit that knows their name.
Magicians, despite relying heavily in demons to do most magical tasks, are able to perform some magics unassisted. This is unconfirmed, however, and the source of such magic may indirectly be attributed to demons. These are often punishments to their slaves that include:

Detonation
Detonations are common, simple-to-cast spells of varying degrees of power (depending on the caster), used primarily in fierce combat. They appear to be large green explosions (although blue before thrown, as depicted in The Ring of Solomon) usually strong enough to blow apart walls or 'vaporize' a human being.

]Plasm
A plasm is a bolt of force which can be shot by men as well as spirits, they appear to disintegrate whatever they strike. Its colour, size and shape remain undefined.

Inferno
Inferno is a spell used most commonly by spirits in combat. It is described as a flash of light that engulfs the target in red-hot flame of varying colors.

Convulsion
Strings of power that throttle whatever they strike.

Spasm
Blasts that shake apart whatever they strike.

Compression
An attack that causes whatever it hits to implode into a small marble sized piece of dense matter.

Pestilence
A common trap, Pestilences most often appear as sickly green clouds of vapor acidic enough to eat away skin and kill human beings; the effects of a Pestilence on a spirit remains unseen.

Flux
A Flux is a wide-area attack that negates magic of most sorts, including that of demons and other spells.

Shield
Shields are (usually domed) constructs of protective magic designed to protect the user from physical and/or magical attack.

Void
A Void is basically creating a void that sucks up an enemy.

Pulse
Used by spirits, Pulses are sonar-like spells that allow one to accurately detect the strength and location of surrounding magical forces, usually small and marble sized, spherical in shape, and have an array of colours to indicate the magnitude of the magic detected.

Nexus
Large nets of magical energy designed to sound an alarm should anything of magical (or possibly physical) origin step within their range. High level nexus can also block things from going through them.

The Red-hot Stipples
The Red-hot Stipples are used as punishment to force spirits to do a magician's bidding. Like the name implies, the stipples are a heat-based punishment that causes acute pain. Bartimaeus was the subject to many stipples due to his penchant for annoying his masters. Many magicians use the Stipples to prod their servants. "As always, the Red-Hot Stipples made me lose my train of thought" - Bartimaeus, The Golem's Eye

Essence Lance
A bolt of lightning. A commonly used punishment by Magicians during the older time periods.

The Stimulating Compass
An advanced spell that causes lightning bolts to strike from all five corners of the pentacle. Others include:
Essence rack
Inverted Skin

The Indefinite Confinement
A common punishment for spirits who are becoming annoying (Bartimaeus has several recollections of this spell used on him) where the spirit is bound into an object until released. The object is often the first thing to come to sight (Bartimaeus was once confined to a pot of jam because of his cheek during afternoon tea).

The Systematic Vice
A basic spell which Bartimaeus describes as "the bully's favourite" It is a number of concentric bands of force that compress the spirit into submission.

The Punitive Jab
A basic and simple spell which simply causes a small lilac flame to jab the Djinn, used usually during annoyance as it doesn't cause any real harm.

Stricture
A web of white threads that prevent any object or sound escaping their range. More often used on humans than on spirits, due to the fact that if there is even the tiniest flaw in the stricture, the spirit can usually escape, and if that fails, stronger spirits can simply blast their way out.

The Mournful Orb
The preferred method of interrogation in the Tower of London for spirits. A small energy sphere that prevents summons working, it consists of thin white lines of force that tear essence apart, that said, its overall colour is blue. At a magician's words it can shrink, eventually to nothing, destroying spirits inside it unless they co-operate before this happens.

The Shrivelling Fire
The ultimate punishment a spirit can earn and can only be used on a spirit who deliberately disobeys an order. It is an incineration spell that is made up of fifteen curses in five different languages, tiring a magician that uses it and killing the unfortunate spirit. A last resort for these reasons.

The Dismal Flame
A prototype of the Shrivelling Fire which causes similar effects.


Right, so! Back on track. Napoleon. Running wild. Summoned spirits killing all over the place. We are Brits! We will be a special squadron of various Djini summoned for the purpose of wrecking things on the continent. Disrupting supply, killing magicians, stealing artifacts of power (I don't need to explain those do I?), and so on. Basically making life suck for Napoleon and his Magicians.

If I feel bored I'll toss in a mission to the Middle East to stop Napoleon from recovering the Ring of Solomon. Trust me. You DON'T want that to happen.

RULES
1) Thou shalt not godmod, or thou shalt be hit by the Red Hot Stripples
2) Thou shalt not post an app with anything other than a Djini or thou shalt be hit by a Detonation
3) Thou shalt not post anything shorter than a one paragraph post or thou shalt be put into the Systematic Vice
4) Thou shalt not be absent from the RP for more than a week without notice, or thou shalt be hit by the Shrivelling Fire
5) Thou shalt enjoy the RP
So! App!

Code: Select all
[b]Name of Djini:[/b]
[b]Rank (1-5):[/b]
[b]Name of Summoner:[/b]
[b]Time on Earth (This summoning):[/b]
[b]Previous history on Earth:[/b]
[b]Favored Shape:[/b]
[b]Favored Attacks (1-3):[/b]
[b]RP Sample:[/b]
Last edited by Len Hyet on Tue Oct 02, 2012 9:52 am, edited 1 time in total.
=][= Founder, 1st NSG Irregulars. Our Militia is Well Regulated and Well Lubricated!

On a formerly defunct now re-declared one-man campaign to elevate the discourse of you heathens.

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