Demons of Watchwood Forest-Sign Up
Posted: Tue Dec 29, 2009 3:09 pm
My long-delayed FFRP RP has finally arrived!
The premise (short version) is this: A small kingdom is being plagued by demons. In response the king is hosting a tournament at his castle and inviting the most skilled fighters, hunters, and mages from all corners of the world to come and fight to prove themselves worthy of being sent on the quest to free the kingdom. The king is offering rewards beyond the wildest dreams of most men to any party strong enough to prove victorious.
I'll be starting it possibly sometime tonight depending on who is interested. So give me a character sheet with the usual.
Name:
Age:
Physical Description:
Skills:
Biography:
Oh and will there be TG, you ask? *evil laughter* says I...
-The Watchwood Codex!-
The kingdom of Watchwood has always been known as a land of spirits. The people that live there have long learned to live with them and not against them. In each house you are likely to find a shrine set up to honor the family spirit, seen as a guardian and bringer of good luck. Of course not all spirits are benin, and more than once has a 'dark spirit' ravaged the countryside. To combat these, the kingdom once had a line of warriors known as the Soul Killer Knights who were part shaman, part soldier. But now they have been exiled from the court by the direction of the church for practicing outlawed nature magic. The church has long looked upon the actions of the people of Watchwood as blasphemy and devil worship, but the kingdom is too small and far away from the rest of the world to warrant any serious action.
Still, the line of kings has been compelled by the church to take on a member of the clergy. Officially this is to keep watch over the kingdom and keep corruption from the souls of the people. The instigation of which nearly caused a crusade to be formed by the church to cleanse Watchwood by force. But as it is there remains an uneasy truce, the church balancing its authority and the divine right it bestows to the king with the kings actual authority with the people. At this point the clergy overseeing Watchwood is Bishop Saul Claireon, who is proclaiming the current demon trouble is a sign from God that the Watchwood people are finally incurring His wrath. The current King is Arleigh IX, descended from Arleigh the Red Handed, commander of the Imperial Armies during the Unification War. His daughter is Christina, who's mother died in childbirth. And his only son, Jericho, has left the city leading their strongest warriors in a search to find an answer to their problems. But that has been three months ago, and the king worries for his life.
As of the current situation, not much has escaped to the outside world. Rumors of dark whisperings in the forests, people vanishing, and such were signs. But it wasnt until outlying settlements began to be wiped out that the situation became dire. But as it is there is a strange silence over the whole affair... but after all, Watchwood has long been a place of secrets.
The kingdom itself is, as the name would suggest, carved from the Watchwood Forest. It is the easternmost province of the New Empire, settled by veterans of the Unification War who wanted a place to live out the rest of their lives in peace and quiet. Built up around a military outpost on a cliff, which eventually became the capitol city of Overwatch, trade and travel are almost singularly done through a network of roads cut through the misty forest. Travel in the forest itself is discouraged. Mothers tell their children of the monsters lurking in the wood, and the lights that will lead the unwary off to certain death.
Travel to and from Watchwood is done from the single road leading east. Known as the Long March road, It leads directly to Overwatch, the hub of the kingdom, and from there radiates many smaller roads leading to the varied settlements cut in the wood. The city of Overwatch itself consists of the castle, which has its back to the cliff like a grizzled veteran. Underneath it a natural spring bubbles up and cascades over the cliff face. From the castle, three rings descend outward. The upmost being the Noble's District, then the Artisan's, and finally the Trade District is just inside the outer wall. And outside the last wall, farms and a few 'commoner' shantytowns dot the space cut from the wood. But for all its grandeur, its nothing but a big clearing. The outpost which became Overwatch essentially marks the spot where Imperial foresters gave up. Further east, Watchwood Forest goes on as far as the eye can see.
-The New Empire-
Started by the first emperor Jarius the First, the War of Unification was half conquest, half holy war. Jarius, with the backing of the budding Church, conquered the warring kingdoms of the land. He unified them both as a country and a faith, forming an empire that has lasted over eight hundred years to date. Watchwood is counted as a province of the Empire, and as such pays a monthly tax. In return there is a token barracks of officcial Empire soldiers stationed in Overwatch. But so far they have refused to act, saying their only orders are to protect the capitol city.
-The Church-
Formed thousands of years ago, the church has spent most of its existence in obscurity. Its tenants of only worshiping the creator God scoffed at by a people who could turn to spirits and devils readily for more direct means of worship. That all changed with Jarius. Now as the officcial belief in all of the Empire, the church has millions of followers. It also has more power than just its paladins... The scripture reads that every king of a province is granted his right to rule by God. And the church is the mediator between king and God, so the right to rule must be approved by them. The fact that the kings of Watchwood were almost willing to face excommunication and a crusade saying just how much detached the church is from the land of Watchwood. As it is, the only church in the province lies in Overwatch, under care of whichever member of the clergy is stationed to watch the kings.
-Magic-
Divine Magic: Bestowed directly from God to His chosen warriors, this magic is said to be fueled by Faith. Both the faith of the individual and that of the people. This also means that a few popular 'false idols' have actually been able to tap into this energy in the past... though officially it is denied by the church.
Nature Magic: This magic comes from the spirits of the elements that suffuse the land. Earth, air, fire, water, plants, animals, souls. They all have their own energies and even in some places have actual intelligent spirits attached to these elements. This type of magic used to be popular in the past, but since the rise of the church it has been branded heresy to practice it. This led to the great Witch Hunts that spread across the land, burning, crushing, or drowning all in their wake who wouldnt repent. That was over a hundred years ago, but still the only practitioners of this type of magic are hermits, shamans, and outcasts. The tradition being preserved by secret covens which were able to hide... or by magicians in far away places like Watchwood. But ever since the Clergy appeared in the castle, Nature magic there has gone underground. The last public use of which ending once the Soul Killer Knights were exiled from Overwatch.
Arcane Magic: This magic is powered by mana, which is said to be pure life force. Practitioners learn to harness their mana and draw it through a focus to form spells. This focus can be a chant, a symbol, an object, it differs depending on both the spell and the tradition. A focus is not essential, but it reduces the strain on the caster and the time it takes for the spell to be done. After much consideration, the church deemed Arcane magic non-heretical. And as such it has flourished. Across the land, great libraries, schools, towers, and learning centers were made to teach those willing and able. And of course, Empire mages do everything from levitate giant stone blocks for construction to aiding the army in times of war or unrest. But with Arcane magic, all the energy comes from within. A mage doing too much too quickly runs the risk of running dry of life energy... and then dieing. To counter this problem, mages usually try to stay fit and as healthy as possible to have the maximum mana available. Also they are able to channel mana into objects, usually a staff, for use later in the heat of battle. 'Mana' potions arent actually mana at all, but a mixture of herbs and tonics that give the body a energy boost, increasing the amount of mana available short term. They are dangerous, though... and too heavily relying on them can leave a mage dead when they wear off. A darker route, also is available. Though highly illegal, it is possible for a mage to tap into the mana of others. This has led to an uneasiness about mages, since out there are real-life 'vampires'. These killers are also hunted by the church, and are said to be all but eradicated. It is also said that only a trained Paladin stands a chance against one of these mages. All others will find themselves drained of life force until death.
The Spells!
Divine: Pure energy blasts, healing, physical and mental empowering auras, protective spells, etc.
Nature: Elemental attacks, spirit summoning, plant and animal control. Also soul manipulation in places thick with loose spirits (see: Watchwood).
Arcane: Almost every spell imaginable. The only limit is the knowledge, skill, and stamena of the caster. Mana can be changed into any form, though it loses energy when it does. So pure mana blasts (see: Magic Missile) are generally more effective than transmuting mana into an element. Of course that dosent stop some people.
All types of spells can be imbued onto weapons and armor, though Nature spells work best near their element. Also, scrolls being rather impractical to hold something as volatile as a spell, Magisters have created crystals which can hold a variety of spells. They are one-use, and break when used. In fact you break them to use them. So care is advised for a instant fireball spell. They are also rather expensive to produce.
The premise (short version) is this: A small kingdom is being plagued by demons. In response the king is hosting a tournament at his castle and inviting the most skilled fighters, hunters, and mages from all corners of the world to come and fight to prove themselves worthy of being sent on the quest to free the kingdom. The king is offering rewards beyond the wildest dreams of most men to any party strong enough to prove victorious.
I'll be starting it possibly sometime tonight depending on who is interested. So give me a character sheet with the usual.
Name:
Age:
Physical Description:
Skills:
Biography:
Oh and will there be TG, you ask? *evil laughter* says I...
-The Watchwood Codex!-
The kingdom of Watchwood has always been known as a land of spirits. The people that live there have long learned to live with them and not against them. In each house you are likely to find a shrine set up to honor the family spirit, seen as a guardian and bringer of good luck. Of course not all spirits are benin, and more than once has a 'dark spirit' ravaged the countryside. To combat these, the kingdom once had a line of warriors known as the Soul Killer Knights who were part shaman, part soldier. But now they have been exiled from the court by the direction of the church for practicing outlawed nature magic. The church has long looked upon the actions of the people of Watchwood as blasphemy and devil worship, but the kingdom is too small and far away from the rest of the world to warrant any serious action.
Still, the line of kings has been compelled by the church to take on a member of the clergy. Officially this is to keep watch over the kingdom and keep corruption from the souls of the people. The instigation of which nearly caused a crusade to be formed by the church to cleanse Watchwood by force. But as it is there remains an uneasy truce, the church balancing its authority and the divine right it bestows to the king with the kings actual authority with the people. At this point the clergy overseeing Watchwood is Bishop Saul Claireon, who is proclaiming the current demon trouble is a sign from God that the Watchwood people are finally incurring His wrath. The current King is Arleigh IX, descended from Arleigh the Red Handed, commander of the Imperial Armies during the Unification War. His daughter is Christina, who's mother died in childbirth. And his only son, Jericho, has left the city leading their strongest warriors in a search to find an answer to their problems. But that has been three months ago, and the king worries for his life.
As of the current situation, not much has escaped to the outside world. Rumors of dark whisperings in the forests, people vanishing, and such were signs. But it wasnt until outlying settlements began to be wiped out that the situation became dire. But as it is there is a strange silence over the whole affair... but after all, Watchwood has long been a place of secrets.
The kingdom itself is, as the name would suggest, carved from the Watchwood Forest. It is the easternmost province of the New Empire, settled by veterans of the Unification War who wanted a place to live out the rest of their lives in peace and quiet. Built up around a military outpost on a cliff, which eventually became the capitol city of Overwatch, trade and travel are almost singularly done through a network of roads cut through the misty forest. Travel in the forest itself is discouraged. Mothers tell their children of the monsters lurking in the wood, and the lights that will lead the unwary off to certain death.
Travel to and from Watchwood is done from the single road leading east. Known as the Long March road, It leads directly to Overwatch, the hub of the kingdom, and from there radiates many smaller roads leading to the varied settlements cut in the wood. The city of Overwatch itself consists of the castle, which has its back to the cliff like a grizzled veteran. Underneath it a natural spring bubbles up and cascades over the cliff face. From the castle, three rings descend outward. The upmost being the Noble's District, then the Artisan's, and finally the Trade District is just inside the outer wall. And outside the last wall, farms and a few 'commoner' shantytowns dot the space cut from the wood. But for all its grandeur, its nothing but a big clearing. The outpost which became Overwatch essentially marks the spot where Imperial foresters gave up. Further east, Watchwood Forest goes on as far as the eye can see.
-The New Empire-
Started by the first emperor Jarius the First, the War of Unification was half conquest, half holy war. Jarius, with the backing of the budding Church, conquered the warring kingdoms of the land. He unified them both as a country and a faith, forming an empire that has lasted over eight hundred years to date. Watchwood is counted as a province of the Empire, and as such pays a monthly tax. In return there is a token barracks of officcial Empire soldiers stationed in Overwatch. But so far they have refused to act, saying their only orders are to protect the capitol city.
-The Church-
Formed thousands of years ago, the church has spent most of its existence in obscurity. Its tenants of only worshiping the creator God scoffed at by a people who could turn to spirits and devils readily for more direct means of worship. That all changed with Jarius. Now as the officcial belief in all of the Empire, the church has millions of followers. It also has more power than just its paladins... The scripture reads that every king of a province is granted his right to rule by God. And the church is the mediator between king and God, so the right to rule must be approved by them. The fact that the kings of Watchwood were almost willing to face excommunication and a crusade saying just how much detached the church is from the land of Watchwood. As it is, the only church in the province lies in Overwatch, under care of whichever member of the clergy is stationed to watch the kings.
-Magic-
Divine Magic: Bestowed directly from God to His chosen warriors, this magic is said to be fueled by Faith. Both the faith of the individual and that of the people. This also means that a few popular 'false idols' have actually been able to tap into this energy in the past... though officially it is denied by the church.
Nature Magic: This magic comes from the spirits of the elements that suffuse the land. Earth, air, fire, water, plants, animals, souls. They all have their own energies and even in some places have actual intelligent spirits attached to these elements. This type of magic used to be popular in the past, but since the rise of the church it has been branded heresy to practice it. This led to the great Witch Hunts that spread across the land, burning, crushing, or drowning all in their wake who wouldnt repent. That was over a hundred years ago, but still the only practitioners of this type of magic are hermits, shamans, and outcasts. The tradition being preserved by secret covens which were able to hide... or by magicians in far away places like Watchwood. But ever since the Clergy appeared in the castle, Nature magic there has gone underground. The last public use of which ending once the Soul Killer Knights were exiled from Overwatch.
Arcane Magic: This magic is powered by mana, which is said to be pure life force. Practitioners learn to harness their mana and draw it through a focus to form spells. This focus can be a chant, a symbol, an object, it differs depending on both the spell and the tradition. A focus is not essential, but it reduces the strain on the caster and the time it takes for the spell to be done. After much consideration, the church deemed Arcane magic non-heretical. And as such it has flourished. Across the land, great libraries, schools, towers, and learning centers were made to teach those willing and able. And of course, Empire mages do everything from levitate giant stone blocks for construction to aiding the army in times of war or unrest. But with Arcane magic, all the energy comes from within. A mage doing too much too quickly runs the risk of running dry of life energy... and then dieing. To counter this problem, mages usually try to stay fit and as healthy as possible to have the maximum mana available. Also they are able to channel mana into objects, usually a staff, for use later in the heat of battle. 'Mana' potions arent actually mana at all, but a mixture of herbs and tonics that give the body a energy boost, increasing the amount of mana available short term. They are dangerous, though... and too heavily relying on them can leave a mage dead when they wear off. A darker route, also is available. Though highly illegal, it is possible for a mage to tap into the mana of others. This has led to an uneasiness about mages, since out there are real-life 'vampires'. These killers are also hunted by the church, and are said to be all but eradicated. It is also said that only a trained Paladin stands a chance against one of these mages. All others will find themselves drained of life force until death.
The Spells!
Divine: Pure energy blasts, healing, physical and mental empowering auras, protective spells, etc.
Nature: Elemental attacks, spirit summoning, plant and animal control. Also soul manipulation in places thick with loose spirits (see: Watchwood).
Arcane: Almost every spell imaginable. The only limit is the knowledge, skill, and stamena of the caster. Mana can be changed into any form, though it loses energy when it does. So pure mana blasts (see: Magic Missile) are generally more effective than transmuting mana into an element. Of course that dosent stop some people.
All types of spells can be imbued onto weapons and armor, though Nature spells work best near their element. Also, scrolls being rather impractical to hold something as volatile as a spell, Magisters have created crystals which can hold a variety of spells. They are one-use, and break when used. In fact you break them to use them. So care is advised for a instant fireball spell. They are also rather expensive to produce.