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Posted: Fri Jan 27, 2012 6:56 am
★★★★★★★★★★★★★★★★★★★★★★✰
★ These are the rules for our races and classes. These are not "suggestions", but guidelines. ★ If a character's race or class suggests "they wouldn't do this", then don't implement the opposite in your character. We will ask you to change it. ★ Do not go out of your way to try to work around any specific rules. We will still ask you to change it. ★ Other than anything specifically listed here as a "do not do" or "must have", we highly encourage creativity. If you have any questions about if something is allowed, feel free to ask in our questions thread.
★★★★★★★★★★★★★★★★★★★★★★✰
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Posted: Fri Jan 27, 2012 7:18 am
✰ HUMANS
Come away, O human child! To the waters and the wild With a faery, hand in hand, For the world's more full of weeping than you can understand.
★★ Human history has always had magic beating within its heart, though it comes and goes like a tide. In Lilium Hallow, that tide is at its fullest, and magic thrives in many places of the world, though there are still humans who do not have much magic or any magic at all within them. These non-magic humans mostly embrace and live alongside their magical kin, or they reject and curse them, choosing to live far away in non-magical settlements.
Those humans who do have magic running within their veins are aptly called 'Witches'. They begin to show magic at a young age most of the time, and when they turn 17, they are allowed to school at Makai Royal Academy, where they can graduate and become real witches, and begin to develop their magic.
Inside every human witch beats their witch's heart, the spark of magic that is the foundation of their life, their magic, and their very soul. It is the essence of their very existence as a witch, and as a person. It is what provides them with power, and it is also the thing that Majins crave to consume. Should a witch lose bits and pieces of their magical heart, no ill-effect happens to them, as it will regenerate much like a small wound will. However, should they lose their entire ethereal heart, they will slip into a dreamless sleep before they slowly but surely die.
Should a human somehow gain the ability to take the Majin's equivalent of a magical heart (Their Majin Seed) and consume it, they will gain that Majin's abilities, but a human is not nearly as efficient as the Majin in controlling the power they receive, and they put themselves at high risk for that power to consume them entirely, making them crave hearts just like a majin does.
Enemies & Allies:
- Witch Eaters [Enemy, due to the fact they prey on humans.] - Majin [Feared, in case they turn into a witch eater, but not all humans feel this way.]
Physical Features:
- Humans can come in all shapes and sizes, however, they generally have rounded, small ears. - The type of magic a human is best at can have heavy influence and change their appearance once they become a witch.
Roleplay Tips:
- Don't feel that you -must- be a good guy simply because you're human. You can have your character as evil and notorious as a witch eater if you want to. - You are not restricted to a cookie-cutter past. Maybe your character was a late bloomer with magic, or maybe they were burning their house down at age 2. - Humans can show magical talent before age 17, but they are only allowed to attend Makai at age 17. - Should a human ever somehow have another witch's heart or majin seed put into them, they have a 50% chance of it fusing into their own witch's heart and consuming it, thus slowly killing them or sending them into madness, and a 50% chance of being able to control it, using its power to enhance their own. A human would never be able to handle more than one if they can even handle one, as this is a Majin-only ability. If your character is one like this, please run your idea/plot/history by the staff before going ahead with it. <3 - Humans can be: Ars Magicae, Ars Lilium, Cerberus Knight, Blackheart, Reaper, and Sage.
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Posted: Fri Jan 27, 2012 7:40 am
✰ MAJIN
Out of the night that covers me, Black as the pit from pole to pole, I thank whatever gods may be For my unconquerable soul.
★★ Majin did not always exist as corporeal beings, almost indistinguishable from humans. Long ago, they were spirits, spirits who lived invisible lives, who yearned and wished to remove their invisible skin and live among those called humans. Majin were beings made of pure magic, until a fateful event long ago, where a gate was opened from a ritual that sacrificed two maidens, and the Majin came fully into the human world, their wish granted, but in an unexpected way.
A Majin looks, sounds, and feels like a human from the outside, but inside, they have no magical heart, only what is called a Majin's Seed, a 'heart' that collects the magic they receive (or take) from other witches to satiate their eternal hunger for magic not their own. Simply, they can be considered as mana vampires, though to take an entire Witch's heart comes with a hefty price...the transformation from Majin into Monster.
Though all Majin are afflicted with the hunger and need for magical sustenance, not all wish to go down the path of a Witch Eater, and there are even some Majin who may live a large portion of their life without even realizing what they really are, until the dam breaks and they are force-fed the knowledge.
Most Majin keep their existence a secret from others, for fear of persecution or that they would be feared, or even hunted. Humans are 50/50 on fearing or supporting Majins, but the extremes with some factions of humans make too much risk to publicly announce one's true insides.
Biologically, Majins are very similar to humans. Though they do have a beating 'human' heart, it does little more than to pump the blood through their veins. It is the Majin Seed that provides magic and binds their Ethereal souls to their corporeal bodies, and it is that very Seed that so wishes to branch into something much stronger. Without their Majin Seed, their power slowly but surely wanes, and once it is completely gone, they dissipate, lost to their corporeal form, and die.
Physical Features:
- Majin follow the same traits as humans. There are no exterior physical features to distinguish them from humans.
Roleplay Tips:
- A Majin will always feel their hunger for magic one way or another. They need to siphon it from witches to an extent or they'll feel fatigued or sick. - They can siphon magic most effectively through some way that involves invoking emotions or feelings, but they can also siphon through touches or vague grasps with their magic. - If a Majin wants to go down the path to Witch Eater, they would have the ability to take a heart completely once they reach the stage of Witch, so in their next tier, they will become a Witch Eater. - When a Majin siphons magic from a witch, depending on how much is taken, the witch may not even realize, or they may become tired or fatigued, or even pass out, if a lot has been taken. - A Majin does not have to like or even be on the same side as other Majin. Think about where you want your character to be. - If a Majin takes a witch's heart completely, that witch will not die immediately, but over the duration of a few days, unless they are already weakened severely, through illness or battle. A majin may choose to return the heart, saving their life. - If a Majin loses their Majin Seed, they will weaken over a period of days, and then die, unless it is returned to them. Unlike humans, however, they do not lose their personality or selves. - Majins can become: Ars Magicae, Ars Lilium, Cerberus Knight, Reaper, Blackheart, Sage. (If blackheart or reaper, you might be in for some punishment/shockers later if your characters race is discovered.)
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Posted: Mon Jan 30, 2012 10:54 pm
★ MONONOKE
★★ A mononoke, being what they are, is a human who has the natural-born ability to change their shape into that of a very specific creature. They retain some of this form at all times, usually in the form of ears or a tail or bodily markings. Some believe they are a type of changeling, who replaced the human infant at birth.
Being that this affliction is strictly limited to those who are born with it, a normal human could never 'learn' to become a Mononoke, and likewise, a Mononoke would never also be a Majin. Even should the human become a master at transfiguration and attain the ability to change their exterior form, they will always only be in a costume, whereas the Mononoke attains heightened senses and reflexes in their creature form, and in some cases, heavy doses of strength or power.
As always, however, there are those who revere this gift, and others who see it as something rotten. Mononoke can often be compared to werebeasts, especially in the sense that some have their personalities altered by their more beastly side in some occasions. Still, besides the difference here or there, or the occasional shedding....Mononoke are the same as humans, just with a side of fluff. Or Feather. Or scale. Or claw.
Physical Features:
- Mononoke have animalistic ears and tail in their human form, but can also have things as bodily markings, hair markings, skin alterations, claws, etc.
Roleplay Tips: - Mononoke are no longer considered rare. - Mononoke cannot be Majin. You'll have to pick or choose when writing a character quest. - Mononoke are still very much human, just with an extra flavor. As such, they should be roleplayed in much the same way. - When in beast form, their animal instincts should take a stronger hold on them. How strong is up to the player. Mononoke can become: Ars Magicae, Ars Lilium, Cerberus Knight, Blackheart, Reaper, and Sage.
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Posted: Wed Feb 08, 2012 8:32 am
✰ Exorcisma
★★ Pure beings who have long been considered emissaries between the world of the living and the realm of the dead and unknown. Exorcisma usually live in in small groups of 40-60, usually families who manage and take care of the complex shrines from ancient times that are scattered through out the land, often making pilgrimages between them. In the past, they did not often journey from their shrines except to go to another one, or to perform blessings, purifications, or exorcisms to others who needed it.
Exorcisma consider themselves slightly 'above' humans, since they feel they are in a special place in life but still realize they share much commonality with them. On the aspect of Majin, however, Exorcisma are divided by extremes. There are those who consider them a blessing of the spirit world, and believe they are spirits who earned the right to a corporeal form. Others believe them to be of impure power, creatures who deceive others into believing they are human, a candle that must be blown out before it lights the curtains on fire.
Recently, Exorcisma have begun to more commonly leave their shrine and mingle among human and majin, each with their own purpose. Some are unsettled by the shift in magic lately, and some have given themselves a divine purpose in which they feel they must fulfill.
Physical Features:
- Exorcisma have long, slender ears and opalescent eyes that usually have a symbol in place of a pupil, which is also repeated on their body somewhere as a birthmark. - They are able to hear the voices of spirits of the once-living, and to an extent, communicate with them. Some may have stronger abilities at this than others.
Roleplay Tips: - They are more adept at necromancy and holy abilities than humans, majin, druid and etc. For instance, a human witch who focused on necromancy would never be as good at it as an exorcisma who focused on it. - When playing an Exorcisma, it is best to consider if your character supports Majin, or is against them. This can seriously effect the way they interact with people outside the temple. - Exorcisma can never be a Majin. - Like druids, Exorcisma do not let others live with their families or members at their shrine, though they may occasionally allow in a visitor or two. They are secretive, and believe humans are somewhat below them, and thus shouldn't be given the same courtesy within their precious homes and shrines. Exorcisma can become: Sage.
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Posted: Sat Feb 11, 2012 3:43 am
★ DRUID
★★ There were always stories passed down from generation to generation about the forest-folk who dwelled deep within the woods. Should you wander too deeply within, they would curse you, or capture you and feed you to the trees, so you must not wander too deeply into the forest. That was the gist of the story. However, all things were not fiction.
There truly were people living deep, deep within the forest, so deep that no other humans were able to make it in, but for much of a different reason that simple navigational errors. The druids guarded their village and their unique magic with an aggressive outlook on outsiders. Anytime an outsider happened across the rim of their precious home, sentinels fell from the trees and quickly snuffed out the candle of their life. It was harsh, but it was the only sure way to protect their home, and their secrets.
Outside descriptions of Druids label them as many things, ranging from naturalist herbologists to violent assassins, and it is more or less accurate. Many strong warriors and witches have been birthed in the druid community, taking it upon themselves to keep the darkness of the forest at bay, but recently, it was simply not enough. Recently, a feeling of unrest had descended upon the forest, and druids began to leave the protective boughs of their home, venturing out into the human cities, taking on a sort of pilgrimage to better their magic, to better protect their ways and their home. They found the humans to be fascinating and yet scary, and the curiosity of the druids could not be satiated easily.
Physical Features:
- Druids all have some type of horn/antlers on their head, and all have a unique mask they keep with them at all times. The mask is important for them when they're fulfilling any sort of duty, or in battle. It is their personalized Totem of sorts, and would only be parted from its owner upon their death or accident. (Similar to military dog tags, if you will.) - Druids are very, very nature based individuals. When planning one, it would be wise to base their design around a certain type of plant, flower, or tree.
Roleplay Tips:
- Druids have the special ability in their magic that they can speak to the spirits of plants and trees and other varieties of flora. This gives them an edge in recovering information and a natural wisdom in herbology. - They do not have a natural discrimination towards Majin, though some may tend to fear them once they realize what they are. - Druids should not stick to just good or neutral. There can be evil druids who simply want to stir up trouble, or who -are- discriminating against other races. - A druid would never, ever take an outsider back to their village. They kill them on sight, and if a druid did indeed take someone back or let someone in, that druid would be excommunicated or possibly executed. Serious business. - Curiosity is their strength and weakness in life. Druids can become: Sage.
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Posted: Sun Feb 19, 2012 6:53 am
✰ THIRD TIER CLASSES - NORMAL ✰
✥ Ars Lilium
★★ The Liilum Arts is an ancient magic, resurrected through the combined knowledge and efforts of sagely witches from the past. It is said there was once a war upon the Kingdom of Asgard from above, and from the earth, spirits were summoned into human bodies to defend the people. The summons were called Hallows, and while most were spirits who resided within the earth, some of the strongest were once said to be humans, or worse, at one time, destined to fulfill a contract with their summoned in return for a heavy price.
However, at this time in our world, only the un-cursed Hallows can be found. When an Ars Lilium (hereon out, Lilium) completes their training to be able to make a pact, they are sent out into the depths of the forest, guided by their future summon to the ruins of their effigy. The summoner makes a pact, and offers their flesh to their summon, who manifests within, encrypting the summoner's body with runic designs, sometimes in small amounts, othertimes massive. After this, the Lilium can summon their guardian Hallow at will, and use its strength to enhance their magic.
In short, Ars Lilium are the summoners of this world, and their summoning magic would not be able to be surpassed by another type of witch. As long as they perform their duty as guardians, their Hallow will not leave them. However, should they stray from this path, their Hallow may try to devour their life as penance.
Physical Features:
- On their body somewhere (can be considered hidden under clothes too) they have runic designs.
Roleplay Tips: - Hallows can appear in physical form (smaller or larger) alongside their summoner, and may often be manipulated to change shape into a useful item or weapon. - Your character has the possibility of developing a sort of bond with their Hallow, long before they actually become an Ars Lilium. It should be mostly speaking through thoughts. However, this is only for those who want a higher connection to their Hallow. - If a Hallow can speak with its summoner or others, through telepathy or words, is up to the player. - The art of summoning is taught through arduous training in the Summoner's Sanctum, located in Lumena. Miusa is often seen teaching there. - Ars Lilium are not associated with the Cerberus Knights officially, though they are often contracted out by them to help with defending the kingdom.
✥ Reaper
★★ Reapers, as they have been called, began appearing roughly 200 years ago, first in rumor, but now solidly founded within truth. Their namesake, so associated with death, comes from the fact that they utilize unique scythes that have been embued with a type of potent and unusual magic, the same magic that only Majin and Witch eaters have...the ability to extract hearts and seeds from witches and majin alike.
How they have come to possess such a magic has never been made clear, but they have always used it to do what the Cerberus Knights cannot, or will not - exact justice through violence. It is their duty to capture witch eaters who prey upon the innocent, and with their mighty scythe, they steal away all the hearts that witch eater had consumed, and the witch eater's own majin seed, thus killing them. In some cases, with the help of good or neutral Majins, they were able to return the stolen hearts to the witches they belonged to, though this miracle was uncommon and mortality rate still high for those victimized by the Witch Eaters.
Over time, a sense of darkness began to grip Poena Privus, but through all the struggles and accusations, those within stood tall, for their purpose was that of the greater good.
Physical Features: - Generally wear darker or somehow macabre clothing.
Roleplay Tips:
- Reapers are not only fighers, but can also be adept healers or other types of witches. - Their scythe is a magical weapon that can be manifested at will, or carried around if they like. It is what transmutes the ability to steal hearts and seeds into the Reaper. - A reaper is unable to transfigure their scythe into another weapon, unlike a blackheart. - A reaper is not obligated to hate Majins, but it would be uncommon to see one who really liked them. If you want to go down this route, make sure your character actually has a reason to feel the way they do. - In general, reapers 'keep the peace', and assist in missions that Blackhearts go on. Reapers would never be specifically commanded to seek out and kill certain witch eaters, as this is too dangerous for their tier. They are more of the 'defend and chase down the culprit' type.
✥ Witch Eater
★★ A Majin who has caved into their hunger for a witch's heart, and has consumed it entirely. The heart gives them an increase in magic, and at times can also further the witch eater's hunger for more. Unlike a human, the hearts they consume cannot control them or send them plummeting into a tirade of madness. It is their ability as a majin that they can control them and use them to their will.
A Witch Eater is not by nature good or evil. They are very circumstantial beings. Some may truly be what one could define as evil. They may have a lust for hearts to the point they don't care about the lives connected to them, and only care about furthering their own strength and life, or that of their kind. Others may have acquired the heart through other means, such as a dying gift, or an attempt to save a life, or even by force.
A Witch Eater, once it consumes a heart, has unlocked their true potential as a Majin. The heart's magic helps them to transform their strengths and their own magic into that of what others would call a "Monster", a form unique to Witch Eaters that increases in strength the more hearts they have consumed. However, the downside to this form is that if a witch eater has taken a multitude of hearts, they may be controlled by this form and become something heinous, something with an insatiable hunger that drives them to even consume not just Witch Hearts, but Majin Seeds. It is indeed a double-edged sword.
Physical Features: - Small wings upon their back. They may differ slightly in size, shape, and color. These are usually kept hidden at will from the world. - Their monster form is up to the player, but it should correlate to the type of magic the character uses.
Roleplay Tips:
- Remember that you are not tied to the role of evil if you play a Witch Eater. - A Witch Eater may suffer the craving for hearts worse than a Majin, or their initial suffering may be alleviated after consuming their first heart. This is up to you. - In general, a Witch Eater would not freely announce what it really was. They would strive to keep it a secret, unless they knew they could handle the consequences. It would seek to gain it's motives through manipulation and deception.
✥ Ars Magicae
★★ Magicae is the name given to a witch who is potent in power, but normal in life. They are often things such as apothecaries, florists, bakers, and so on. Those who lead casual lives, but are still classified as witches.
In short, this is the class for those who want witches but don't want them to be battle-oriented, or what-have-you.
Physical Features: - Ars Magicae are designed to resemble whatever occupation the player has chosen.
Roleplay Tips:
- You are not forced to a life of peace. Many foul things could await your character, or they could pick up the axe later. - While considered a "general citizen", Magicae are often revered for having special talents in their occupations, and would still be desired by both the knights and blackhearts.
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Posted: Sun Feb 19, 2012 7:34 am
✰ Third Tier Classes - Special
✥ Spiritus
★★ The Spiritus knows from birth that they are different, that they are not human, that they are stronger and different from other majin, other witch eaters, and that eventually, they must consume a witch's heart to come into their true selves, or rather, the closest they can come while still being bound to corporeal flesh.
Once a Spiritus consumes a heart and acquires their true form, they acquire the appearance of their former spirit-selves. Such things that are written in human mythology and fairytales, for example, were in actuality Spiritus. They gain back many of their former powers, as well as the ability to voluntarily become non-corporeal.
Spiritus are divided between being neutral or even good, and being outright evil and selfish creatures. There are those who believe they should protect humans, who brought them into the world, for a price...those who want only to benefit themselves, and those who want simply to destroy what mankind has become, and take the corporeal world for their own kind.
They still crave mana from the human's witch heart just like they did as Majin, though some will of course continue devouring hearts to strengthen their power over time, and some may only eat the initial heart that changed them and give up on them. Still, little is known about them as a whole, since they differ drastically between each person.
Physical Features: - Their looks are personifications of mythical creatures or beings in lore and fairytales. Examples being: Fafnir, Hercules, Banshee, Hell Hound, Baba Yaga, etc. They would be able to hide their more monstrous features from the eyes of humans at their discretion. - Not all have wings like witch eaters.
Roleplay Tips: - Choose your own path! Good, neutral, evil, chaotic, etc. - Spiritus also have a more monstrous form, and again, this is up to the player as to how it looks, but it should reflect their personification and magic. - Spiritus have even more control over the hearts they consume, so even if they go insane and eat thousands, they will be able to maintain control better than a witch eater, but they are not 100% safe from the heart curse should they gorge themselves too much. - If their true identity should become known, it would be likely Poena Privus would hunt for them.
✥ Cerberus Knight
★★ The Royal Family's knights are relentless in their pursuit of justice and protection. They prize courage and valor above all else, and will do anything for the protection of their kingdom. Anything. At times, the knights may be sent out to deal with outer-threats, such as other kingdoms threatening our own, or to intercept the Blackhearts, should they feel they are getting out of hand in exercising their own form of justice. Cerberus Knights believe in the words of their masters, the Royal Sages, and some become no better than dogs to their orders.
Cerberus Knights do not hate majin, and understand that some witch eaters have become what they are through circumstance and not always evil intentions. While they don't have the means to remove the hearts taken by witch eaters, they are still able to subdue and kill them the old fashioned way if it comes to it. In many aspects, they disagree with the way Blackhearts do things, but still strive to work together with them for their own idea of the 'Greater Good', which differs a lot from that of those from Poena Privus. Their main purpose for their 'alliance' is mostly because they have to rely on Poena Privus' ability to take back hearts.
Physical Features: - Cerberus Knight always wear some kind of armor, which is usually in a lighter color. Designs should be similar to this but can differ to unique designs. They would not wear the dark hues of the Blackhearts.
Roleplay Tips: - Knights have special runes and gems embedded into their armor and weapons that can increase their power. Overuse of the runes can severely damage the knight, especially if one breaks. - Knights would generally get along with Blackhearts, but their differences in ideals would be obvious and may stir up a ruckus here or there. - If the kingdom calls for it, they must attend their duties to it. - Cerberus Knights can become enlisted bodyguards for royals or those of status. - With great power comes great responsibility!
✥ Blackheart
★★ Blackhearts practice their own brand of justice, all for the greater good. They are willing to put aside their true morality for this greater good. Blackhearts get their name from this notorious way of life. To them, a Witch Eater is a Witch Eater no matter their circumstance, and as such, pose a severe danger to those around them, and must be put to an end. Most of them strongly dislike Majin, and are usually suspicious of them.
They are led by a mysterious 'Master' of Poena Privus, who supplies them and reapers with their scythes and guides them towards their ideal 'greater good'. Not many actually have seen the master in his or her true form, but their power and ideals are more than enough to cultivate the reapers and the blackhearts.
Blackhearts truly differ between individuals. One may be simply out to hunt witch eaters and may even want to hunt majin, where another may actually protect a majin if needed, but would not hesitate to kill that same majin should they somehow end up a witch eater.
While they sometimes work together with the Cerberus Knights, they often frown upon them for the way they conduct their own version of justice. Blackhearts in particular are also given more shady missions to accomplish, often going after specific targeted majin or witch eaters with intent to kill. Though they have done much good for the kingdom, they fight evil with evil, hoping only to take more evil from the world by using it.
Physical Features: - Blackhearts wear dark armor or outfits, and have some kind of weapon that also channels the heart-stealing ability the Reapers use.
Roleplay Tips: - While much of what they do can be described as heroic, they are in no way 'heroes', or white knights. They basically will do what they have to in order to complete their tasks or for the betterment of the kingdom. - Most blackhearts would look down on majin. If your character does not, there should be a convincing reason as to why they wouldn't. - Blackhearts follow Runa, the Master of Poena Privus.
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Posted: Thu Jul 26, 2012 9:51 am
✰ SAGE
And all the wisdom filled my veins, and all the blood hath turned to dust, O, nevermore shall I turn to the past, to yearn for my power, my immortal pains.
★★ Any stage can become a sage, or can they? Sage, the epitome of wisdom and power. Not many roam the world, but those who do are revered, for they have truly mastered their magic. Great, fearsome power full of devastation, torment and biting flames, or perhaps rejuvenating lights that can heal the most grievous of wounds to an entire town, or perhaps raise an army made of skeletons from the very pits of hell? The powers of each sage differs greatly, but one thing remains constant...those who get to this level, good or evil, are excruciatingly powerful, no matter how innocent or how villainous their guise is.
True power does not discriminate.
Physical Features:
- Highly influenced by their magic.
Roleplay Tips:
- A sage's maximum power is meant to be overpowered, but don't be too ridiculous with it. (Meaning, no dinosaurs raining from the sky, no instant-death to the world from my index finger... I'm looking at you, Frieza. No summoning rotted corpses back to complete life. - Only another sage would truly be able to contend with a sage, unless it was a lot of people lower tier than they..but even so, they would be quite damaged. - Sages are not impervious. While they are skilled, you should not stray from their magic. Meaning, if your char does fire mostly, when they become sage it doesn't mean they suddenly know every spell ever made. Obviously, those who are not melee type witches would still take a lot of physical damage no matter the output of their own. So, think wisely, young grasshopper!
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