No Greater Destiny

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The greatest destiny isn't the one that's given to you
It's the one you make with your own two...
OP: With Whom It Starts

SlugSLinger

Seeker of Originality
Location
Somewhere in the Jungles of S.E.A
The greatest destiny isn't the one that's given to you
It's the one you make with your own two hands
And if you happen to change the destinies of others for the better
Then there's no harm in that, right?


x-x-x-x-x

"Like many stories, it begins with a war.

A great war. The greatest of them all.

It was a war fought between Gods and their legions of mortal followers to crown themselves the Lord in Heaven, Ruler of the Universe and all in it. The conflict was massive, engulfing the world in untold devastation and reaping the lives of countless millions. Entire civilizations were outright erased and whole species' were driven into total extinction.

You know this as the Grand Calamity.

You know the factions who fought in it. You know who led each individual faction. You know the powers and monsters and armies fielded and how the earth was permanently scarred from the ordeal.

But you do not know how it ended.

I would be surprised if you did, for the information to such was kept secret and purposely lost to time. I would have also been obligated to kill you, but the lives of my fellows have long since been claimed by the eons and I see no reason to uphold an oath to an organization that no longer exists. But I am old, and my memory is fleeting, so listen well for I may not be able to repeat what I am about to say.

The Grand Calamity came to an end when a Human Kingdom, under the guidance of the then God of War, created a powerful weapon in the hopes of earing their god the victory he had been fighting so long for. It was a sentient weapon, capable of assimilating souls and utilizing their powers and experiences for its own use. Naturally, the weapon got loose due to a few errors from its Human makers and the war God was too busy stroking his own dick in the face of the other gods to deal with it.

The weapon fed on the souls released during the skirmishes of the other Gods' mortal armies, growing stronger by the day. It fed on the souls of monsters and the Blessed Champions, until its presence was noticed by the other Gods. Seeing this as his chance to prove his power to his fellows, the War God set out to put down the abomination.

He failed, and his soul was assimilated into the weapon. And the weapon became a monster.

Fuelled by power, the monster went on a rampage and laid waste to every mortal nation it could find, assimilating the souls of those it killed until it grew strong enough to forcefully enter the domain of the gods. It killed a majority of the Old Pantheon, assimilating their souls and becoming even stronger. The Old Gods that did not die to it survived by hiding in the ruins of the mortal world, amidst the nations that survived its wrath.

The remaining mortal nations and races came together in a great council to decide what to do next.

The monster was too powerful to be killed, and what Gods that remained weren't strong enough to fight it. So they decided on the next best thing; eternal imprisonment.

With the help of a sympathetic Eldritch entity, the arcane expertise of the remaining Elves, the craftsmanship of the surviving Dwarves, the industry of a race of sapient Golems, and the power of willing Elementals, a grand prison was constructed. It was a masterwork of dimensionality and divine sealing, comprised of infinitely folding pocket dimensions reinforced with enough seals to hold back even gods. However, they had to lure the monster into the jail for it to be of any use. And to do that, they needed to entice it for one last battle.

So the rulers of the combined mortal races beseeched their populace, calling out to the gods that hid amongst them from the monster, begging them for aid in their plot. But the remaining gods had witnessed death as mortal-kind had, and were terrified of being assimilated into the monster. They would not reveal themselves, and the mortal rulers knew this. They were pleasantly surprised when a pair of sister goddesses stepped forward, and promised the aid their kind were once too arrogant to provide.

The stage was set, the players in place. The monster was lured from Heaven and onto the earth by the twin goddesses, who led it into the prison where an army of volunteers had agreed to keep it in place. As they fought, the jail closed and sealed them all inside for all eternity.

To ensure the horror locked within was never released, the Eldritch being hurled the prison into the darkness between the stars, and wove it into the black. There is remains to this day, hidden and locked forevermore."

"But I have a feeling that's not all there is to it."

"Perceptive, aren't you? Indeed, the story leaves out much; the fate of the gods that refused to cooperate, what the twin goddesses were promised in return for their aid, what the price for the cooperation of an Eldritch entity was, and thousand and one other unanswered questions. But you aren't here for that, aren't you? No, what you seek is far more personal.

But I am old and I am not infallible. Tell me, what is it that you seek?"

"…I seek the reason why my mother was taken from me."

"I see, I see. I can tell you the answer, it is not without consequence. Are you prepared to bear it?"

"I wouldn't have searched and trained for twelve years if I wasn't. Tell me."

"Very well. Tell me, young Proudmoore; what do you know of sacrifices?"

x-x-x-x-x

Who are you?

[] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.

[] An Heir-in-Exile: The Grand Elven Kingdom of Ulthier is one of the few Elven nation to survive the passage of time and endure to the present day, and it now celebrates the coming-of-age of its future ruler; Michael Ulthier, the Glimmering Sword and the Skyson, prophesied to lead Ulthier into a glorious future. But few know of you, Michael's older brother Tyson Ulthier, the Fyreson. Fewer still know of your father's cruelty in casting you out for a burden you did not want and denying you a throne that was rightfully yours.

[] One Who Yearns: Once, there was genius and their child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

[] A Penitent Heroine: A boy and his family was forced to suffer in the name of a tyrant. When his family could serve no longer, the boy was orphaned. Vengeful and angry, he escaped the Aetherite mines he had grown up in and trained until he grew powerful enough to fight and lead. He returned, rallied his fellow slaves, fought the enforcer-knights that tried to stop him, and eventually overthrew the tyrant-king in a climatic final battle to give his land a better future. You fled that night, too ashamed to ask for forgiveness from the man you once betrayed.

A/N: *shoots self in foot* Nobody post yet, I'm reserving the next three posts.
 
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Character Sheets
CHARACTER SHEETS

Name: Philia
Age: 20
Gender: Female
Race: Human (Artificial)
Bio:
- Originally a homunculus created by a genius to keep her child company and to protect him from harm, Philia was was cast out when an unfortunate accident took the life of the son and the resulting grief sent her creator spiraling into despair. Her left eye is non-functional and is kept covered by a rough eye-patch. She is currently a student in the Royal Xavier Academy for Higher Learning

Stats:
- Health: 30
- Mana: 80

- Physical: 15
- Magical: 15
- Intelligence: 17
- Willpower: 5

Perks
Artificial Human—You weren't born a Human. You were made a Human. Your base skills are much greater than that of natural-born Humans, at the cost of some people not being as accepting of your artificial origins.
- +15 to Physical, Intelligence, and Magic stats
- +50% gains from training and potion use
- Locks certain options

Brightest Candle—Your abilities and skills are exemplary compared to others, like a raging bonfire to their candlelight. You burn brighter than the rest… and will be the first to burn out as a result.
- +50% effectiveness of all successful skill checks, +50% gains from training, doubles damage in combat
- +50% negative effects from status ailments, +50% damage received

Lucky—You have been the victim of circumstance, as have everyone else. But the degree of such situations has, more than once, befuddled you in their complexity. Like the time you stopped an assassination attempt while looking for a lost cat.
- 50% chance of randomly receiving an additional +5 successes to your current skill check

Magic-Touched—You are talented in the field of magic and possess an instinctive grasp over spellwork. Concepts used in magic and spellcraft come to you easily, and you learn faster than most apprentices.
- +5 successes to Magical skill checks

Animal Whisperer—You have this gift that lets you understand animals and them you. As a result, a lot of animals are peculiarly calm around you; cats, dogs, birds, insects, even monsters hesitate when they see you. Some even trust you enough to let you pet them.
- +5 successes to Taming skill checks

Bonds
Harold Percival II
- +1 Success to Intelligence skill checks

Genevieve Skyrender
- +1 Success to Social skill checks

PEOPLE OF NOTE
Harold Percival II
-
Headmaster of Royal Xavier Academy for Higher Learning, he first met Philia when she helped repel bandits from the caravan he was riding with. Impressed by her abilities, he spoke to her and had her enrolled into his school. An enigmatic and mysterious figure, but wise and understanding despite his high stature.

Genevieve Skyrender
- Deputy Headmistress of Royal Xavier Academy for Higher Learning, she is Headmaster Harold's assistant and managed the day-to-day ongoings for the academy itself. She is an Elf Sorceress and teaches Magic Arts. Though outwardly stern and strict, she is quite compassionate and helpful to those she considers close.
 
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Mechanics
MECHANICS
DICE
-
This quest uses D10s. Rolling a 4 and lower is a failure. Rolling a 5 and above is a success. Rolling a nat 10 nets you another D10 to roll. Rolling continues until all relevant dice have been used.

Stats
- There are four main stats that you guys have to play with. The value within these stats determines how many D10s you guys can roll for an appropriate skill check.
  • Physical: Reflects how well you perform in physical action, whether in combat or in some strenuous physical activity. Increased through conditioning and direct involvement in combat.
  • Intelligence: A general measure of how smart you are. Increased through study and/or application of knowledge in a situation.
  • Magic: How powerful you are magically, which effects spell strength and accuracy. Increased through meditation and magic-based training.
  • Willpower: Your ability to resist ailments and push past your limits. Acts as bonus dice that you can assign to any of the previous three stats for additional die to roll. Unlike the previous three stats, this is the only stat you can't actively train on and increase; you can only increase this stat through certain circumstances and actions that are dependent on the character you choose. In addition, you can only utilize this dice pool when either your Health or Mana pool drops under 30%
- Outside of these four stats are your Health and Mana pools.
  • Health determines how much damage you can take. If this value drops to 0, then you die.
  • Mana is how much magic you have. You use this to cast spells. If this value drops to 0, then you won't be able to cast any spells until you have regenerated enough mana.
Bonds
- Your sentimental/emotional attachment to others. Bonds are measured from 1 to 10, with 10 being the highest a bond can go. Establishing bonds and nurturing them to full maturity will net you guys perks that can help you overcome skill checks and/or provide additional die to roll.

Combat
- When combat is initiated, you first choose between your Physical, Magic, and Intelligence to determine which dice pool you roll with. Once done, you roll against your opponent's chosen dice pool.
- Whichever side rolls the most number of successes is the victor, and inflicts damage to their opponent's Health equal to the amount of the total number successes they have against their opponent.

Magic
- Quest-mechanic wise, magic is a boost mechanic that can potentially tip the odds of a situation in your favour if you have enough mana to use it. As I'm a lazy GM, I won't be making a complete spell catalog which details every spell, their effects, and how much mana you'll need to cast them; instead, I'll make categories that certain spells can fall under. That way, I won't have to worry about balancing issues.

There are five spell categories;
  • Combat – This is where all combat-oriented spells fall under. Fireballs, Wind Blades, Water Whips, Earth Spikes, Lightning Bolts; so long a spell is crafted specifically to injure or outright kill someone, it's going in here. Used to increase damage dealt during combat.
  • Survival – This is where all spells relating to continued existence go to. Healing, blood transfers, diagnostic, magic antibiotics, hocus-pocus painkillers; if its purpose is to specifically heal someone, then this is where you'll find it. Used to recover Health in or out of combat.
  • Subterfuge – The category where spies and spy hunters would be at home in. Invisibility, sound muting, notice-me-not fields, movement detection, and magic sensing; if the spell relates to sneaking around, then this is its category. Used to increase the chances of finding/hiding clues.
  • Hex – The Debuff category where you make it so that the enemy's bonuses don't outweigh yours. Movement restriction, illusions, paralysis, slow-healing injuries, and whatnot; if it inconveniences the enemy, then it goes here. Used to counter or nullify enemy bonuses.
  • Miracle – The Buff category where you add more bonuses to your rolls so that you can beat an enemy or have an easier time to pass a skill check. Physical empowerment, magic deflector shields, combat precognition; if it helps you, it goes here. Used to gain temporary bonuses to certain skill checks.
A mage's magic power can be classified and divided into seven tiers:
  • Tier 1: Lesser spells used for everyday purposes.; levitation spells to ferry heavy cargo or carry wounded, fire spells to light campfires or torches, light spells to illuminate dark areas, etc. Very little use in combat and very cheap/easy to cast.
  • Tier 2: Stronger variants of lesser spells, cast with more Aether. Similar to the above spells, but posses greater strength and are applicable in slightly larger scales.
  • Tier 3: Minor spells used by entry-level or apprentice mages, as well as magic warriors. Spells of this level are normally used in combat, and can kill easily if misused.
  • Tier 4: Spells used by intermediate to average-level mages, usually cast by trained mages and career battle mages. Spells of this level are deployed for large scale combat, whether to destroy enemy fortresses or to heal large number of troops quickly.
  • Tier 5: Spells utilized by masters and high-ranked mages, similar in strength and scale to low or medium-powered abilities in certain fictional works (Super Kamehameha, Hogwarts shield barrier, Rasenshuriken). Capable of rearranging battlefields or wipe out entire battallions of enemy forces in one blow.
  • Tier 6: Spells utilized by grandmasters or immortals, similar in strength and high-powered abilities from certain fictional works (Madara Uchiha's Tengai Shinsei, Son Goku's Genki Dama). Capable of wiping out entire armies or destroying small nations with one hit. mages of this caliber are thought to have been widespread during the ages predating the Second Age of Strife.
  • Tier 7: Spells whose effects are similar to god-like acts, capable of altering reality or even destroying it. Spells of this tier are said to be equal to the power of the Old Gods themselves.
 
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World Information
LORE
The world is Markavus. It and its inhabitants were created by a pantheon of thirteen gods many eons ago after they were all unanimously agreed to combine their powers together and see what would happen. These gods were Ravus, Sirius, Karak, Shyllia, Zanuka, Hailee, Marsalla, Hestia, Galcata, Luminacht, Raland, Xala'Khan, and Morr.

For their part in aiding in the creation of the world, the gods were allowed to create one sapient race that would worship said god and provide for them their power, and three non-sapient beings that could serve as food/companions for the sapient races.

The gods then made a rule; barring exceptional circumstances, a god would not personally intervene in the mortal world without explicit permission from at least seven of the other twelve.

Thus began the First Age; the Age of Awakening

Four millennia into the First Age, one of the thirteen Elder races advanced to the point where they could harness magic as easily as their god and created wonders to rival the heavens. This race renounced their goddess Luminacht, claiming to have outgrown her and no longer required her guidance, and declared war with the other races to claim total ownership over Markavus.

Torn between sadness and fury, Luminacht split in two; with Lumina taking what worshippers still loved her and Nacht asking for the other gods to help pacify her rogue creations while she and her other half tended to those that still worshipped them.

Thus began the Second Age; the First Age of Strife

The other gods' races tried to stop the rogue race, but they failed. Two of the remaining thirteen were reduced to remnants while the other eight were bloodily beaten back. Fearful of being potentially rendered extinct, Ravus and Raland's races turned to their gods for a solution. After receiving seven approvals, Ravus and Raland each chose a mortal warrior and elevated them into the First Blessed Champions.

With their new powers, the champions led their races into the First War of Eradication. The war lasted over a century, but they succeeded; destroying the wonders of the arrogant race and driving the remnants into hiding. For their heroism, the First Blessed Champions was hailed as heroes and made rulers over their own nation.

Thus began the Third Age; the Age of Champions.

After the First Blessed Champions' actions in the First Age of Strife, the other gods grew jealous and elevated members of their own mortal races into Champions after agreeing on a second rule; no god would have more than a thousand Blessed Champions in their race.

But not satisfied with just that, the gods whispered instructions to their Champions and led them on grand adventures to gain fame and prestige. This gradually led to the mortal races flocking to god whose Champions had the best reputation, blurring the distinction between the gods as members of other gods' races began worshipping them.

This sparked envy between the gods whose creations were poached away, and eventually tension over a period of ten millennia.

Thus began the Fourth Age; the Second Age of Strife

The tension between the gods reached a peak when Hailee's Blessed Champion renounced her allegiance to her creator god and swore service to Galcata. The goddess was outraged and declared war upon Galcata's creations. The other gods took advantage of the two gods' squabbles and launched probing attacks on the each other's races, pinning the actions on Hailee and Galcata until all semblance of order broke down and the pantheon splintered into individual factions; all looking to gain dominance over one another and become the greatest god of Markavus.

The resulting conflict became known as the Grand Calamity, and ended a full millennia later with most of the old pantheon dead, multiple races being driven to extinction, and the remaining gods having gone off into hiding.

Thus began the Fifth Age; the Age of Silence

The Age of Silence is notable for its lack of notable events during its timeframe, as everyone who survived the Calamity was recovering from the extensive damage it inflicted. Three quiet millennia would pass on Markavus before a new pantheon would emerge from the ashes of its predecessor and a greater generation of heroes would rise from the bones of their doomed elders.

The survivors of the Calamity, having learned from their failures, would go on to inherit a scarred but peaceful world. Or so they thought.

Thus began the Sixth Age; the Age of Rebirth

The Age of Rebirth would be heralded by the resurgence of three of the surviving Elder races, the Elves, Humanity, and the Dwarves. They brought with them lost knowledge from the past four Ages, as well as the word of their new patron gods; The Aether Court for the Elves, and the Mountain King for the Dwarves.

They uplifted the newer races to rise in the aftermath of the Calamity; Beastkin, Ironkin, Kobolds, and Ogres, and provided them the means to start over. However, they encountered a fourth surviving Elder race, the Uruks, and found them to be hostile and in the midst of a grand muster to conquer Markavus.

Left with no other choice, the three Elder races united and fought the numerically superior Uruks in a three-century long war dubbed the Zenith War. With aid from descendants of the Blessed Champions, the war ended in the Uruks' defeat and their scattering into the isolated parts of Markavus.

In the aftermath of this war, the Council of Races was formed and a new age was declared.

Thus began the Seventh, and current, Age; the Age of Peace.
The nations of Markavus are many and varied after the Age of Silence and the Age of Rebirth. Most of these nations were originally communities formed from the surviving remnants of larger nations behind during the end of the Second Age of Strife, rallying around surviving Champions or supposed messengers of new Gods. These communities rallied together until they eventually grew large enough to warrant a single ruling body, and rose up to become a country proper.

There are many nations on the world of Markavus, but seven stand out from the rest.

The Vermillion Empire
- The largest nation on Markavus, formed from one of the few surviving Human kingdoms that predated the Second Age of Strife. It is led by Emperor Augustus Vermillion and Empress Silica Vermillion, with a son and a daughter ready to inherit the nation should something happen to them. It occupies an entire continent on the northern hemisphere of Markavus, bordering the largest Uruk enclave near the north pole, and presently holds the title of sole global superpower on Markavus.

The Monarchy of Bretton
-
The second largest nation on Markavus, formed after a Human kingdom accepted Elvish refugees during the Grand Calamity and integrated them during the Age of Silence. It is led by the famed wielder of the Rhongonmyniad Spear Queen Altria Pendragon, though she has stepped back to tutor her youngest daughter and left the governing of the nation to her three older children. They are currently engaged in a cold war with their neighbour the Coastal Empire of Nippon and are waging a war of extermination on the local Orc populations plaguing their countryside

The Coastal Kingdom of Nippon
- The nation of similar size and strength as Bretton, formed from a refugee force of Dwarves, Humans, and very recently Beastkin, that colonized a large island chain bordering what would one day become Bretton. The nation is led by a so-called Sea-Goddess, a powerful sorceress who can manipulate the very oceans, and her nine Sword Saints, warriors of peerless skill that have beaten back repeated invasions almost single-handedly. Currently engaged in a cold war with the monarchy of Bretton.

The Grand Elven Kingdom of Ulthier
-
One of the three Elvish nations to have survived the Second Age of Strife and endured through the Age of Silence and Age of Rebirth, it holds the title of rival to the Vermillion Empire despite its smaller size. It is led by King Zala Ulthier and his Queen Eliza Ulthier, guided by a cabal of trusted advisors and companions. Their son, Michael Ulthier, has recently been revealed to be the Skyson, a figure of great importance in an ancient Elvish prophecy where he would battle the Fyreson for the future of the Kingdom atop a living mountain.

The Southern Confederate
- A confederation of smaller nations that have allied together for the shared benefits of a single sovereign entity. The Confederate has no singular ruler; it is instead led by a council of rulers from the member nations, who are mostly Beastkin and Ogres. The Confederate is known for its highly inquisitive and daring nature, with extensive facilities dedicated to the the study of usable relics from the Second Age of Strife and some that predate it. Thus far, they have only managed to replicate one relic; the Aertherite sails that carry airships through the sky.

The Iron Kingdom
- The first, and currently only, nation inhabited exclusively by one race; the Ironkin, golems and animated constructs that had grown sapient since the Age of Champions. They are led by the First Iron King, Lord Karl the Unbroken, and his close friend Bellifore, who commands the Hellfire Legion. The Iron Kingdom was formed by Karl after he rallied a small army of constructs to repair a city that was originally intended for their extinct creators, but was claimed as the capital of the fledging nation when they realized their masters were extinct.

Karaz-Ar-Karak
-
Also known as the Underempire or the Hollow Mountain, Karaz-Ar-karak was originally the capital of the Dwarven race. After sustaining immense damage during Second Age of Strife and its population reduced to a small handful during the grand Calamity, the city was abandoned. In time, it was resettled by Kobolds, who altered it to their liking. When the Dwarves returned to reclaim their once abandoned city, they and the Kobolds were embroiled in a brief war until the Vermillion Empire, Bretton, Ulthier, and the Confederate intervened. Now both Dwarf and Kobold share the immense city, though tensions are still high.
Originally, Markavus was home to thirteen sapient races, each created from one of the original thirteen gods that made the world in its infancy. However, this number was reduced to a paltry four through the various conflicts that occurred and the two Ages of Strife which took place. In the wake of the Ages of Strife and the Age of Silence, four newer sapient races have appeared since, and have integrated themselves well enough in the new Markavus.

- Humanity: The most widespread of the original thirteen Elder races that were first created. They were originally the creations of the Old Goddess Hailee, the first Goddess of Compassion, Justice, and Balance. They possess no overwhelming positive traits and no negative ones, but they are famed for their ability to adapt and overcome almost any hostile environment they discover.

- Elf-kind: The second most widespread race of the surviving Elder races, Elves were originally created by Zanuka, the first God of Lightning, Energy, and Magic. They are long-lived and slow to age, with some Elves aging past five centuries and still look no older than their early forties. They possess immense magical potential and are superb diplomats, but are the physically weakest of the surviving Elder races.

- Dwarf: The third surviving Elder race, and also one of the oldest. The Dwarves were originally created by Karak, the first God of Earth, Endurance, and Craftsmanship. They are biologically immortal, with their population only kept in check due to deaths caused from wars and accidents. Though the Dwarves are short of stature, they are one of the most brilliant in terms of craftsmanship and are currently the most technologically advanced.

- Beastkin: A subspecies of Humanity, likely the result of successful alchemical experiment to combine animal senses to Humans. While originally considered monsters, Beastkin had since developed enough sapience and cognitive thought to be considered a proper race. In essence, Beastkin are Humans with altered physiology appropriate to the animal parts they possess. But they all share one common characteristic; enhanced sense of smell and natural nightvision.

- Ironkin: A race of sapient golems and animated constructs that survived their masters and the events of the Second Age of Strife. These free golems have grown beyond their initial purpose to mindlessly serve and obey instructions, and were the first to be acknowledged as a race by Humanity, Elves, and Dwarves. Ironkin are among the physically strongest races of Markavus, but lack the ability to fully utilize magic other than as a means of changing work bodies.

- Kobold: A race of subterranean humanoid reptilians who consume worthless mineral ores and gather precious ores as a form of currency. They were first encountered by the Dwarves seeking to reclaim Karaz-Ar-Karak, and were briefly fought by them for defiling their ancestral home until the other two Elder races intervened. Kobolds are tougher and physically stronger than Dwarves, but lack the cognitive function to utilize more complex tools or magic.

- Ogre: A race of large humanoids with tough physiologies and incredible regenerative abilities. Ogres were once thought to be a subspecies of Uruk until a close comparison of the Uruk and Ogre physiologies proved they were actually separate species'. Ogres are slow and not very smart, but compensate for it with their immense physical strength, regeneration, a natural joviality that endears them to many people.

- Uruk: The fourth Elder race to survive the Grand Calamity. Uruks were the perpetrators of the First Age of Strife, the race that first renounced their creator god and were driven to the brink of extinction as a result. Since then, they have devolved into savages and bloodthirsty monsters that crave war and chaos. They were defeat again during the Zenith War and their remnants pushed into the isolated parts of the world, where they remain under watch to this day.
NOTE: This entry in incomplete, and more information will be added when time permits.

Markavus' wildlife is varied and vibrant, with a multitude of creatures both large and small inhabiting the many untamed reaches of the world. Many of these wild species have existed since before the First Age of Strife, some having evolved to adapt to the many environmental changes resulting from the Strifes. There are too many creatures to list in this one entry, so it will only list the more notable lifeforms while noting any worthwhile differences for further clarification.

Wulves
- The staple predatory animal, present in every folk tale in every nation across Markavus. They are prevalent all over the globe in various sizes and shapes, having evolved appropriately to adapt to their surroundings. Wulves are best described as large feral canines. Derivatives in more extreme environments may possess thicker fur for colder environments or be outright furless with thick, heat-resistant skin. Wulves often hunt in pack, but are rarely coordinated enough to utilize tactics more complex than attempting to overwhelm a target through sheer numbers. That changes should they be led by a Direwulf, however.

Direwulves
- Direwulves are enormous, pony-sized canines occasionally found leading the lesser Wulves in packs. They are ferocious in combat; with a jaw powerful enough to snap steel and legs strong enough to outrun horses or even flight-capable mages in certain circumstances. They are also rumoured to be somewhat intelligent, with the ability to understand and converse as well as limited magic capability. As a result, they make for great Familiars, but are exceedingly difficult to tame, let alone approach.

Caiths
-
The feline counterpart to the Wulves and Direwulves. Caiths are solitary ambush predators that are highly territorial, often fighting other Caiths or entire Wulv packs alone over prime hunting grounds. They are similar in form to domestic felines, but with an added twist; their fur or skin can channel ambient mana to bend light around them and render them visually invisible. This, coupled with their tendency to ambush unsuspecting prey, make them dangerous to fight and often requires the help of several capable mages to safely locate and neutralize.

Thunderboars
-
The result of experimentation and selective breeding by the Uruks, Thunderboars are a subspecies of wild boar possessing the ability to discharge electricity when enraged or threatened. Adult derivatives of these creatures were used as warbeasts during the First Age of Strife and the Zenith War, and large populations of these animals continue to threaten villages to this day. However, their meat is regarded as a delicacy and their electric organ is valuable, leading to many hunters earning quite a bit of gold hunting these dangerous animals.

Yuk
- A subspecies of herbivorous bovine, with a larger body and an unnaturally docile nature. It is theorized that Yuks were formerly cows that were selectively bred by the Elder races into becoming the perfect farm animal; capable of work in the fields and can produce large quantities of meat when slaughtered.

Kut-Ku
- An enormous bird of prey, at least similar in size to a Human adult with a wingspan twice that. They hunt small animals and sometimes livestock, making their nests in trees or the sides of cliffs. Kut-Ku possess extremely poor eyesight for a bird, but compensate with their superb hearing and a sound amplification organ in their chests that they keep active by consuming raw Aetherite. This organ also grants them deafening roars and screeches, which they use to echo-locate and stun prey before swooping in for the kill.

Anjanath
- A large carnivorous reptile, it walks on two legs and possesses a very sharp sense of smell. Anjanath also have a set of wings on its back that allow it to gather ambient mana into a specialized organ on its chest. When enough mana is collected, the organ glows red and the monster can expel it in either a gout of flame or channel it into itself to temporarily increase its physical abilities. They are surprisingly docile when not threatened, often walking around settlements and sometimes even watching farmers tending to their fields.

Wyvern
- A flight-capable reptilian whose size varies from Human-sized to small house. They are extremely aggressive and possess the ability to breathe fire. In addition, they also have venomous claws and fangs, which is a powerful toxin that paralyzes prey and makes it easier for a wyvern to transport. These animals make their homes in caves or in nests atop tall trees. Wyverns reproduce rapidly and require often culling to ensure they do not overrun an entire country. A nation usually takes advantage of this to bloody the new army recruits and provide much experience to young commanders and their mages.

Landshark
- A subspecies of rodent that have adapted to living deep underground. They are blind and instead navigate the world through touch and hearing, moving through the earth through shovel-like spines that help move through loose dirt and a special organ that propels them using energy garnered from ingesting raw Aetherite. Landsharks rarely appear above ground, and are often considered omens of a coming catastrophe originating below ground.
Magic on Markavus is called divided into two separate categories; Aether and Mana.

Aether is excess energy from the planet's tectonic movement. This excess energy is discharged through ley lines, currents of Aether that flow from one geologically active area to another in great rivers of energy that are occasionally visible at night as auroras. These ley lines carry the excess Aether into the atmosphere and release it into space, where it dissipates harmlessly.

Mana is internal energy present within all living beings, the same energy that grants them life and sapience. Some philosophers have claimed that the Mana might be the result of a powerful soul being dissatisfied with its physical limits. Mana can be utilized to manipulate Aether, thus obtaining the energy necessary to direct them as spells. Individuals capable of utilizing this energy are called mages.

Spellcraft on Markavus is a relatively simple process involving three steps;
- The collection of ambient Aether, with the amount varying depending on the scale of the spell.
- Inscribing the desired effect onto the Aether through incantation, with longer incantations for more complex spells.
- And directing it at a target through sufficiently focused willpower and aim.

In ancient times prior to the First Age of Strife, spellcasting was a difficult and time-consuming process that required immense training for mages due to their lack of Mana. During the Age of Champions, the first Aetherite-based equipment was created and thus the art of spellcasting was made easier through the minerals' inherent Mana amplifying nature. In the current era, almost all mages utilize Aetherite foci to help in their spellcasting.
 
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[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

This seems the most interesting to me. The Construct made to be a friend.
 
[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

I agree, this character archetype offers many possibilities. So many open questions, especially about it he/she/it was created. And out of what. Are we playing as a golem, homunculus, robot, reanimated corpse, eldritch energies given a humanoid form? How are we powered, do we need regular food, recharge batteries, meditate in a magic rich environment, stay in the sun for photosynthesis?
 
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[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

Penitent heroine is my second choice.
 
[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

We just want a friend.
 
[X] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.
 
Welllll... Same universe, a different plotline? Or just a homage?

[x] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.

Here's hoping it gets a solid run.
 
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[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.
 
[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

I hope we'll meet the other character options. They're all cool and if this character wins we'll need someone to give us purpose.
 
[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since,yearning for a friend and a purpose to fulfil.
 
I hope we'll meet the other character options. They're all cool and if this character wins we'll need someone to give us purpose.
You will, don't worry. Regardless of who gets chosen, you will get to meet the other three characters and their support cast as you play.
 
[x] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.




 
[x] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.
 
[X] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.
 
[x] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.
 
[X] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.
 
[x] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.

Kinda sounds like the Winter Woods Webcomic.
 
[X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.
 
[x] An Heir-in-Exile: The Grand Elven Kingdom of Ulthier is one of the few Elven nation to survive the passage of time and endure to the present day, and it now celebrates the coming-of-age of its future ruler; Michael Ulthier, the Glimmering Sword and the Skyson, prophesied to lead Ulthier into a glorious future. But few know of you, Michael's older brother Tyson Ulthier, the Fyreson. Fewer still know of your father's cruelty in casting you out for a burden you did not want and denying you a throne that was rightfully yours.
 
[X] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.
 
Inserted tally

EDIT: Votes called, with One Who Yearns being the winner. Update in the works. Also edited in a a Lore post under the World Information info threadmark.
Adhoc vote count started by SlugSLinger on Feb 24, 2018 at 7:22 AM, finished with 24 posts and 18 votes.

  • [X] One Who Yearns: Once, there was genius and his child. The genius was constantly busy and moved frequently, thus denying their child the chance to make friends and experience the delights of youth. To rectify this, the genius created a friend for their child; unfalteringly loyal, frighteningly intelligent, and stronger than most mortal men. However, the child died in an unfortunate accident and the genius cast out their unfinished creation in a fit of grief. You have been wandering since, yearning for a friend and a purpose to fulfil.
    [X] The Stronger Twin: Vivian Loering is one of the strongest mages of her time, matched by only a small handful and surpassed by fewer still. Born with her mother's innate magic talent and her father's eye for combat, she wields the legendary arcane weapon Ebon Starshatterer and carries the hopes and dreams of an entire generation on her budding shoulders with a smile that could challenge the very heavens. You are Thana Loering, Vivian's magic-less, and often overlooked, twin sister.
    [x] An Heir-in-Exile: The Grand Elven Kingdom of Ulthier is one of the few Elven nation to survive the passage of time and endure to the present day, and it now celebrates the coming-of-age of its future ruler; Michael Ulthier, the Glimmering Sword and the Skyson, prophesied to lead Ulthier into a glorious future. But few know of you, Michael's older brother Tyson Ulthier, the Fyreson. Fewer still know of your father's cruelty in casting you out for a burden you did not want and denying you a throne that was rightfully yours.
 
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