Soul Wrought Information

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Soul Wrought Information

Post by JerriLeah7 on 12th June 2018, 5:45 pm

Welcome to Soul Wrought
RPM: JerriLeah7
RPH: MethosArchaic

Within the World & Realm of Corporea, Magicians are rare, valued, cursed...necessary.  There are many dangers that roam the lands -- the lands of four Realms that threaten to collide, clashing against each other each day with no awareness of time, life, or death.  The realms simply exist to do as they do:  Threaten to expand into one another.  Magicians keep this balance, they keep the Realms apart and they do so just by being alive.  They are essential to humankind.  

One does not choose magic--it chooses you.  You are born with it deeply embedded into your soul and you cannot escape it.  Many have tried, in the past, to find cures and ailments to avoid the effects of magic and its use, but to no avail.  Once your abilities manifest...there is no turning back, no matter how desperately you may wish for it.  The horrors and the torturous events that are known to occurafter manifestation...must inevitably come to pass.  Many who are a Magician are looked upon with pity--and who can blame those lucky mortals--the many of the weaker humans that will have naught a care in their lives, torment free?  

They will never know of the other Realms, never experience their touch or see echoes of creatures and spirits from those places as they walk along a sidewalk.  They will never watch strangers die or witness a demon's possession.  Though humans aren't all ignorant, most are--because they choose to be.  They are defenseless against the world of demons and spirits, monsters and evil magicians.  And if you're a magician, you'll never have that luxury.  You'll never have a normal life.  That's just the curse of magic.

As your magic animates, your senses will be opened to all four realms:  Corporea, Leveates, Archeron, and Mezzetez.  Each of these realms have their own appearance, their own energies, and their own inhabitants.  Corporea is the physical realm that all of humankind resides in.  This is the realm where you live and breathe.  It is where you thrive and are the safest.  Seeing visions of other realms as you try to live your own life is distracting, alarming, heartbreaking...and confusing.  The spirits of the Archeron, the demons of the Mezzetez, the angels of Leveates...all monsters of their own kind and each with both a "good" and "evil" populace that will force you to bear witness to acts and events of the past, present, and future.  All of your senses will become incredibly sensitive and knowing what is real to your realm and what isn't--that will be something you are unable to do alone.  

With the four realms flooding into you, you will see the deaths of those that you loved, of complete strangers.  Murders, rape, pillaging.  You will see healers as they use their spices and herbs to grant peace to the sick and dying.  You will find yourself, suddenly, shifting from a peaceful walkway into a blood-filled battlefield.  And as you are devouring your soft dinner, a Mezzehound is standing before you, drooling over your plate with its glowing, ember-red eyes as it growls, threatening to rip into your realm and drag you down to its own.  All of the rushes of images, smells, sounds...if left unchecked, will drive you mad.  Mad Magicians are often called the "Adrift," considered dangerous and often killed to be saved from their own misery, as they are a threat to themselves and to others.


Upon one's curse, when their magic has animated and the dreadful signs have appeared, there is a way to prevent becoming Adrift: The Soul Wrought. The first phase of this procedure is to travel to the Scientyr Mountain, climbing up near the top and then into the cavernous space within. There, a specific metal is grown within the pitch of dark and this is the only place in nearby Corporea where it can be found. This metal is magical in nature, a substance containing the energies of all four realms within it and though it has been called many names throughout time, it is currently known as Exuma. You will collect as much Exuma as you think you will need and then depart from the mountain and return home.

With this new, organic metal, you will then work with your Tribe's Smithy. Together, you will forge your own, custom weapon, but make no mistake--you'll be doing the large part of the work. Every piece of your weapon, every material that is imparted into it, you will create from each necessary resource after you have personally collected it. The inclusion of Exuma can be big or small, but it must be forged just at the right temperatures, with just the right care. Thus, you are overseen and guided until your weapon is a success. The second phase of the Soul Wrought is now complete.

Now, for the third phase, you will find your Tribe's Shaman and you will rely on him or her to put you to sleep and keep you unconscious while he or she takes out your soul, splits it, and puts a small portion of your soul into your weapon and the rest back into your body. This is a long process, which requires focus, mental training, physical training, patience, and spiritual understanding from your Tribe's Shaman. It is also a painful process, so keeping you unconscious is required. Your forged, personalized weapon is now an extension of you in mind and soul. When you awake, you will have a weakened body and soul. For a period of thirty days, you will be so sick, so miserable, and in so much pain...this phase of the Soul Wrought is often known as the "After-Forge," one of the most miserable times in a person's life. If you have survived, which is likely if it is your first time, you are now a full-fledged, sane Magician.
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Re: Soul Wrought Information

Post by JerriLeah7 on 12th June 2018, 6:49 pm

Technology & Region Information

This role-play will primarily take place in the Iron Age. This means that it takes place before medieval times, steam age, industrial age, etc. The region within this role-play will consist of smaller tribes that all work together to keep their individual region safe. The technologies at hand by the common man will consist of smithy-based weaponry, archery, pottery, hand weaving, etc.

Books are handwritten and made from papyrus or parchment, as well as bark and other forms of older writing. All local tribes write in the same language, a runic writing known only as "Clanesh." Clanesh is not a required skill and is entirely optional for each child to learn. It is not uncommon to be illiterate, though it is uncommon to be illiterate if you are an adept magician. Books and other types of in-depth reading are generally expensive.

All characters will be coming from or currently live in the Mair Tribe, as you can switch tribes during your lifetime. (Each tribe needs a Shaman, as well as certain amounts of each class of Magician, so magicians often are moved around to keep the tribes balanced in their defenses.) Most tribe members wear the colors of his or her tribe when they are traveling away from their lands, so as to honestly express that they mean no harm. It is the trading of Magicians and goods that keep the diplomatic relations between the tribes on good terms.

Most people live off of subsistence farming, though there are a few larger farmers that grow crops such as Aegis Berries, Crier Wheat, Suitsue Trees, Canyo, and so on. Spices are still a thing, but are generally not grown in large quantities. Salt is difficult to get, due to the fact that it is mined.

Occupations found in this time era are hunters, weavers, farmers, builders, miners, etc. It is a skill based era where tribes must rely on each other to get things done for the overall tribe. People usually have many different skills and switch up and around to different jobs during different seasons as they are needed.

Houses and buildings are generally made out of wood, daub, clay bricks (for wealthier homes), unworked stone, straw, pelt, etc. Land is never owned by anyone--all local lands belong to the tribe as a whole. Local hunting grounds are rarely shared unless there is an event, as the meats and goods of local animals and creatures are simply traded. Hunting grounds are managed to make sure that no creatures are hunted into extinction.

At the central area of this region, the Kattan Mountains, home of the largest, Scientyr Mountain. Beneath this string of mountains, the Mair Tribe can be found. Far north of the mountains, the Mac Tíre Tribe, which resides west of the Síochánta Lake. Southeast of the Mair Tribe is a thick forest and another Tribe--the Tá súil Tribe. Lastly, the two small tribes near each other that are southwest of the Mair Tribe reside almost as one within smaller caverns and caves and they are called the Stoirmiúil and Feargach Tribes.

The region exists colder, temperate climates where it snows and rains frequently and is rarely overly hot. The longest season of the year is Autumn and the shortest is Spring. The most common trees of the area are Pine, Spruce, Oak, and Baebrite Trees, though Maple and Birch trees can occasionally be found. Most fruits are difficult to grow, with the exception of Baefruit, Aegis Berries, and Apples. Nuts trees are common in this climate.
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Re: Soul Wrought Information

Post by JerriLeah7 on 19th June 2018, 6:18 pm

Magician Classes & Subclasses

For the categorization and understanding of the magicians within this world, all abilities known to have ever existed are placed into four classes, each of which as two sub-classes.  These classes and sub-classes are simplified down and easily explained, which are listed below:

Aura -- Augmentor/Manifestor
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Augmentor:  A magician that is able to use their aura type to enhance or change their physical self.  Strength, agility, and other physical traits can be shifted for a limited time during mana use, draining as it lasts.  Some Augmentors can only augment themselves while others can assist allies for a shorter time period.  These sorts of abilities greatly vary from magician to magician.  Some Augmentors move into battle with an infantry that has enhanced strength by their side while other Augmentors use this skill for lone stealth missions.  

Augmentor's auras do not manifest into the Corporea Realm and are only visible within the Archeron Realm.  Only those with magical access to Aura Reading or with Realm abilities will know and understand an Augmentor's aura and how it fully works.  An Augmentor has minor aura control when it comes to their own aura and they do have excellent intuition when it comes to "reading" other people.  Although they cannot see their own aura or the aura of others, they generally have excellent emotional control and management when well practiced with their magic.

Manifesetor:  A Manifestor is an aura magician whose aura manifests physically into the Corporea Realm.  This means that, when used, it is visible to the eyes of all.  Unlike Augmentor types, who can physically change themselves, a Manifestor creates an effect based on their Aura.  A Manifestor with a prickly aura may have spines that they can shoot outwards in an offensive manner.  A Manifestor with thick platelets may harden and use those various plates as a shield against attacks.  All types of Manifestors get what they get--they cannot choose their aura, just like no human being can choose it.  

An aura is based on one's personality and heart, as well as the decisions that they make in life.  They come in different colors, shapes, sizes, textures, etc.  Due to the physical manifestation of their auras, they tire more quickly when it comes to mana.  A well trained Manifestor cannot see other's auras, but they do have major intuition when it comes to "reading" people.  They tend to get vibes on most people, feeling about who they are and what their passions may be with ease, regardless of whether or not they are complete strangers or people from long ago that have changed.



Soul -- Shaman/Spiritualist
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Shaman: The Shaman are a respected type of Magician and are necessary in the process to become Soul Wrought.  They are one of the few magicians that can be trained to manipulate a soul in a manner that allows them to move part of the soul from a person and into their soularm.  Shaman's practice this ability by learning implant, divide, and give souls and fragments of souls to animals or objects.  This is most frequently done by taking a spirit that is haunting a temple or home and placing it into a non-sentient creature so as to grant piece to the soul that could not rest while giving it another chance at living some form of life.

Shamans often have familiars or seemingly intelligent creatures that accompany them due to practicing their abilities.  Some specialize in smaller animals while others choose a single, large creature as their familiar.  They are able to read a person's soul type and are often valuable in placing a new magician into the class and sub-class that is best suited for their abilities.  However, the Shaman is the most community oriented of the magician types and are very well loved, as well as very well known.  Their studies take them from tribe to tribe, wilderness to wilderness as they help the weak, study with the best of scholars, and learn the most of nature.  This makes the Shaman one of the most time consuming and self sacrificing types of magicians, as well as one of the most difficult to master.  

It is impossible for a young Shaman to become a Shamari, which is the head shaman for any given tribe within the region.  Shamari are the ones that perform the Soul Wrought, they are the wise men and women with experience and foresight given to them by both hard work and divination.  Some of the oldest Shamari are even considered sages or psychics.  A Shamari tends to his or her community, and although there are tribe Elders that help to make decisions within a tribe, a Shamari is the spiritual heart of his or her people.  This means that a Shamari's words carry more weight than any other's.  It is a great responsibility and a terrible burden.  Few Elders or Chiefs blatantly disregard the words of a Shamari.

Spiritualist: This kind of soul magician draws their power from Archeron, the Realm of Souls, or from wayward souls that can be found haunting the Realm of Corporea.  They are able to draw the souls of the deceased back into Corporea temporarily at will.  Incredibly powerful Spiritualists can grant these ghosts a physical body, almost as if they were alive again.  These spirits or ghosts serve the Spiritualist and they are typically powerful individuals of the past.  Familiarity is incredibly important to a Spiritualist.  An unknown spirit means there is less control and less motivation for the ghost to follow or bond with the Spiritualist more fully.  It will make their magic more easily broken if any souls summoned are randomized.

Spiritualists can also draw on the essence of a spirit to manifest abilities similar to that spirit's powers or abilities.  This can often mimic other types of magicians magic, as well as battle styles, weapon proficiencies, etc.  Doing so, however, causes that spirit's mind to meld with the Spiritualist and can affect their senses, how they talk, think, and feel.  A Spiritualist that is melded with a summoned spirit is called a Synthesis Spiritualist, a respected magician due to their ability to connect the community with their ancestors and the lost knowledge of generations past.  A Spiritualist often carries mementos or relics that are closely related to familiar spirits that are summoned.

They are often found with strange odds and ends, such as a woman's ring from the past, the skull of a lion, and so on.  They perform funeral rites, perform Sendings (a ritual that guides a spirit from the Corporea Realm to the Archeron Realm), Mercy Killings (Tribe Executions), and a few other minor tasks.  They can do minor divination, but it is generally a Shaman's specialty, as they are more in tune with that area than a Spiritualist is.  Spiritualists are advisors, just as Shamans are, but they do not rise into leardership and tend to stay to the side as a companion or friend.  



Element --  Primary/Pseudo
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Primary: Any element magician manifests an element onto their Soularm or onto their body (but never both) to use offensively or defensively in battle.  Primary Elements, however, use elements that can specifically be found naturally within the Corporea Realm alone.  This includes Ignan (Fire), Aquan (Water), Terran (Earth), Auran (Air), and Voltus (Lightning).  With an elemental weapon or body, your strikes will deal more damage to creatures, objects, and humans alike.  All projectile elements must be originate from yourself or your soularm.  Primaries cannot create elemental walls and so on, but you can summon a lightning bolt, not from the sky, but from your soularm.  

Pseudo:  Pseudo magicians also work very similarly to Primaries.  However, their powers are not one of the five, primary elements and instead, have other elements under their specialties.  The manifestation is still limited from or on the body/soularm, but the way the magic looks and functions varies.  The Pseudo Elements are Lumos (Light), Tenebris (Dark), Anima (Soul), Vox (Sonic), and Materia (Custom).  

Lumos covers magic regarding light and good/holy.  It originates from the sacred energies of the Leveates Realm, where an Angelic/Guardian race resides.  This does not, by any means, make this realm "good" or "holy" in its entirety.  However, the generally energies and atmosphere of this Realm is more so of positive and good than any other.  This element deals holy damage, lights darkened paths, damages creatures from the Mezzetez Realm the most, and then damages spirits from the Archeron Realm second most after that.  Typically, this is white or yellow in magical energy.

Tenebris, the element of darkness/unholy, originates from the Mezzetez Realm, where demons and monsters can be found within their quiet void.  This does not, of course, restrict all creatures within to being evil, but it is well known that most are and nothing there can be truly trusted.  Tenebris is most effect against creatures from the Leveates Realm and least effective against spirits from the Archeron Realm.  It deals unholy damage and dims lighting nearby.  This element is typically seen in black, dark blue, or dark purple in hues for magical energy.

Anima or "Soul" element, typically not seen in color hues, distorts color near it and twists the view of how things appear nearby, as though there is a dust or rising heat evaporation that is just barely visible to the naked, human eye.  Anima severely damages spirits of the Archeron Realm, followed by Aura Magicians, regardless of their sub-class.  It does some damage to the creatures from the Leveates and Mezzetez Realms, but it does no damage to almost anything else.  However, it can damage objects that have been infused with soul, including soularms.

Vox is a soud-based energy, which does not have a hue, but rather generally causes vibrations easily felt nearby.  It can often disturb or distort the air, similar to Anima.  This energy type is based primarily on area attacks, using sound waves to allow noises and vibrations to travel for offensive and/or defensive purposes.  This element is most effective against living creatures and other fragile materials that are easily shattered by sound frequencies.  This is often used to incapacitate people with training, rather than outright killing things.  This ability is typically harder to use in groups, due to how it can effect nearby allies.

Materia, or a substance based element, is a placeholder for a customized, specific element that any member may request.  If approved, odd or unique elements may be used by your character specifically to make elements such as glass, sand, magma, smoke, mud, soot, etc.  (Metal, Gravity, Time, etc., however, are not allowed.)  You will be able to use your Materia so long as it originates on or around your body, just as any other element must function.  Keep this in mind when considering Materia for an element.




Dimension --Traveler/Summoner
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Traveler: Any dimension magician can open a portal of sorts between the various realms.  Each magician's portal or doorway looks different.  While earlier dimension magicians have no control over where their portals may take them, advanced Travelers can use these portals to cover large distances and to reach specific destinations with ease and clarity.  They can move from dimension to dimension to dimension, bringing other magicians with them, as well as creatures.  However, this traveling process does not guarantee one's safety while in another realm.

If you're going to walk in the Mezzetez Realm, you'd better know what you're walking into.  This means that many Travelers become a Journeyman, or an apprentice to more advanced Travelers before they can become official Travelers, themselves.  They also orchestrate hunts against creatures that have appeared from other realms, assist in returning more docile creatures to their appropriate Realms, etc.  Unfortunately, due to their traveling habits and search for adventure, Travelers tend to have a short life expectancy--this makes them valuable and respected for their dimensional knowledge and survival skills, but they are considered to be dangerous and odd or quirky.  

Most Travelers specialize in a Realm that they travel in more than others, gaining as much information as they can and serving as a guide within it for those that wish to travel to locations more quickly (as dimensional traveling can get you there faster).  It is also well known that being a Traveler, when successful, is a lucrative job.  Though they don't have much in the way of self protection outside of physical battle, many of them have far reaching connections to other tribes and mercenaries to allow for bodyguards.  

Summoner:  With the ability to form portals or doorways into other dimensions, a Summoner calls forth a living creature from either the Leveates or Mezzetez Realms to serve them and protect them in battle.  If it is a weaker creature, summoning it with or without an agreement is a simple task and takes little energy.  More intelligent and powerful creatures, however, take full contracts or must be completely subjugated against their will.  This takes more energy, more time, and more mana.  

It costs magic to both summon them and dismiss them back into their realm--any time a portal is opened up, it will cost magic to a Summoner.  One of the greatest exceptions to how summoning works is summoning a high born demon or angel from the Leveates or Mezzetez Realms--these creatures of the high born races takes considerable time, effort, expense, and rituals to summon and they are incredibly dangerous creatures.  The summoning process for these particular creatures are not regularly taught, socially accepted, or advised.  

Otherwise, summoning is a light and respect thing, as smaller creatures are easily dismissed, most contracts are peaceful and respectful, etc.  The most dangerous aspect of the common summoner is keeping their portal sealed properly so that only that which is invited goes through.  This particular sealing takes energy and concentration while a portal is being opened.  If the portal opening process is compromised, it is possible for other creatures to leak through, of which the summoner will have no control.  The biggest danger is that, should a summoner die, their contracts will be void.  If a creature is still summoned out into Corporea while the summoner dies, that creature is freed to do as it wishes.

Due to all of these risks and dangers that come with being a dimension magician, this particular type of magician is considered to be a great responsibility.  Travelers and Summoners alike risk dimensional imbalance when they are not properly trained and when they do not respect the dimension connectivity.  When a dimension magician breaks his or her code (to protect dimensional balance), any other dimensional magician will consider it his or her duty to clean up after that outcast's messes...as well as to hunt them down.
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Re: Soul Wrought Information

Post by JerriLeah7 on 21st June 2018, 11:59 pm

[Work In Progress]

One's Soularm, or soul weapon, is the very weapon that a person shares a fragment of their soul with. This weapon can vary from bow and arrow to sword to axe to spear and so on. Forged by hand with the aid of a Smithcaster (a materia mage that grants you access to the very specific space and heat needed to create the weapon required, as well as the knowledge and experience to guide you along the path of success), a Soularm is more than just the parts and pieces one must gather alone in order to even create it.

Whether it is a weapon that is passed down and then further customized or a brand new weapon that you create from scratch, your soularm is an extension of you, a part of your very being. When it becomes overly damaged, you will feel physical pain. Should you become separated from it, you will feel the ache as a part of you is lost, tempted to give way to the void of confusion and fear. The longer you are separated from your soul weapon, the more paranoid you will become as you will feel the desperate, inner urge to search for it with whatever energy you can manage. In addition, separation from one's soularm causes the symptoms of the Afterforge experience, which increases and worsens over time as it continues.

Children before the age of twelve do not manifest their magical abilities. Due to this, all small children, regardless of whether or not they will become magicians, are prepared in the art of battle. Many are taught from an incredibly young age to use one or two weapons with decent proficiency, as becoming a Magician is rare and they are hardly a tribe's only defense. However, since one cannot know if they will become a magician or not (as magic is not hereditary), picking a weapon or two as a specialization is considered to be an important decision during childhood so that one can be prepared to make the necessary weapon, should they have magic manifest.

There are two ways to tell that a weapon is a Soularm. Firstly, it's "aura," which is a wave of color or multiple colors that follow it entirely on all sides and surround it whenever it is moved. As a blade is swished through the air, a streak of red, for example, might be seen trailing its path while it is used to move through the air during battle. This does not provide light at night, but it is very visible during the day. Lastly, the way it is "equipped" or "evoked." A Soularm need not be physically visible within any realm to be considered equipped. Rather, a magician evokes their weapon with a specific movement or gesture that makes their weapon magically appear in their hand(s) or be summoned to their side, back, waist, etc. This allows for quick access to their Soularm with little to no difficulty or time, while also providing a personal, customized flair to how their weapon is evoked into battle.

--Explain Ego & Haunting
--Explain Soularm Theft
--Explain Soularm Repair

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