Every god grows tired of existence. Millenniums upon millenniums pass us by, each one with no more meaning than a drop of water in the infinite ocean of time that we have lived.
But we cannot die. And we never will.
We like to pass our time by creating these little worlds, and in these worlds we make little people, who bow to us and run around. And in turn these creatures create little stories for us to watch. They remind us of a life that was once new and exciting and daring.
And as their nations rise and wars rage, as humanity grows and joins together, conquering their land, their ocean, and each other. They grow and they grow and they grow until... Until they inevitably cause their own demise.
And another millennia ticks by.
But now there is a new world; a little land of mine that I called Calora. My eight lesser beings; eight different deities whose power forms the world and keeps it alive, they each get to rule a small portion of the land, and through talking to the humans, they can influence events in their own little ways. But me? I just like to watch. And sometimes I change things up a little bit.
There are eight different deities, and one for every element: Life, Death, Light, Dark, Fire, Water, Air, and Earth. The humans who serve beneath them have a tiny fraction of the god's power themselves, but others can be quite powerful.
This is the age of knights and of castles... kings and magic and strange beasts. It is the Medieval times, but all is not well. The world has been thrown out of balance, and humanity is about to be thrown into a gigantic, bloody war like never seen before.
And I could not be more excited for the events that are about to unfold.
Welcome to my world, created specifically for you to live tales of wild adventure, and for me to watch with glee. If you wish to take part in the story that unfolds, you must do a number of simple things: You must tell me who you are, and which deity you wish to serve under.
Name: This can be anything.
Age: This ca
n also be anything.
Deity: The deity you choose will determine the nature of your magical power. I will explain this further.
Backstory: Who are you? Why do you matter to me?[/spoiler]
Depending on which deity you serve, you
will become an elemental magician in the element of the god you choose. But listen well, as this is important. For every character, I will roll a 100 sided die, and the number that is shown for your character will be your character's strength with magic.
But magic is not everything: A skillfully handled sword and sharp wits can defeat a thousand stupid magicians. And a single arrow could pierce the skull of the most powerful magician in all of Calora, and he would not suspect a thing until it was too late.
Life magic: You can manipulate any living thing that isn't conscious. You can grow plants and trees and thorns from the ground, and you can manipulate them to an extent. You can also heal people who are not yet dead. You cannot get rid of plants you bring to life.
Death magic: You can't serve the god of Death. Solus is the grim reaper, and he takes no followers.
Light magic: You can distort light to become invisible, create false images in the air, and in high enough concentration you can burn those who stand before you, like the heat of a magnifying glass.
Dark magic: Your powers are completely useless in the light. You must be in any amount of darkness to use your power. The greater the dark, the greater your strength. Dark magicians become incredibly strong in the dark, and they make powerful soldiers.
Fire magic: You control heat, but you cannot take it away. You're basically a firebender from Avatar.
Water magic: You have absolute control over water, and the amount of it you can control depends on your strength, but more importantly on your creativity. You cannot do anything to the water but move it.
Earth magic: You control the earth below you, and you also have a small amount of control of gravity itself. Manipulating gravity is extremely difficult.
Air magic:You control the currents of air in the sky. It is possible for Air magicians to fly, but to do so is stupidly dangerous and most often fatal. Same with all the other physical elements, your creativity is the largest factor in what you can do with Air.[/spoiler]
The number is from 1 to 100, and that m
eans that the number you receive is a percentage. If you receive a 1, your magic is pretty much non-existent. If you receive a 100, you are one of the most powerful magicians in Calora.
This is also important in numbers, when you find yourself fighting another magician. If you are the weaker caster, you will lose in a straight-up fight, unless you attack them indirectly. Or unless you have backup with you that exceeds your enemy magician's number!
Use this chart to figure out who will win in a straight-up magical fight.
10: +5
20: +7
30: +11
40: +16
50: +20
60: +26
70: +35
80: +45
90: +55
100: +70[/spoiler]
-Be fair. This is supposed to be fun fo
r everyone.
-You are not invincible, nor are you all-knowing. If someone beats you, they beat you.
-Do not murder one another, unless your death is spectacular.
-Have fun[/spoiler]
In this adventure of betrayal, friendship, violence, and inevitably death: I will reveal what is going on in Calora as this game of mine begins. I will be a narrator in a way. I will also be a ruler, smiting those who do not play this game properly.
I will also sometimes shake things up a bit. I will introduce villains, and I will bring forward twists of fate that turn your entire world upside-down. What will they be? Well, there is only one way to find out.
How about you enter my world?
Name: Sasha Lightcrown
Age: 23
Deity: Life
Magical power: 47
Backstory: Sasha's family taught her to use life magic to help others and help her people to protect the nature of their world. Even tho she always wants the best for everyone, the inevitable war that is about to start is putting in danger what she loves, not only her family, but the living things around her, and she'll do everything she can to stop anyone who dares to bring death upon her land
Name: Girlie Girlington
Age: 19
Deity: Dark
Magical power: 30
Backstory: Backstory: The youngest of three princesses. She decided to run away from home after her eldest sibling, Yujoun, was beheaded for reasons unknown. Fearing for her life, she disappeared into the darkness and became a rogue, throwing away her previous identity as a princess. Now her identity has been forgotten, and she has changed to the point of being unrecognizable by her family.
Name: Crominen Token (Called Chrome)
Age: 28
Deity: Light
Magical power: 71
Backstory: Creating street magic is what he does best. And he believe his hard-work and personality does the rest. He's just a normal person, but apparently his street magic was good enough for him to be a star. With each day, he practice more and more to be the best. But his snarky nature are well-known around his friends, yet they know he's just an asshole that wants to be loved. The only respond coming from Chrome is just another sarcastic comment. One of his favourite quote: Like that happens, dumbshit.
Name: Albert Stinkborn (or Al the Rat)
Age: 20
Deity: Light
Magical power: 46
Backstory: Born in the open sewers to poor parents, he was named Stinkborn instead of his family name "Lowbranch". Because his mother died soon after birth due to infections she got from the sewers and his father got sick often and died of old age when Albert was in his early teens, he lived most of his life on the streets. Poor and abandoned by the wealthy, he developed a hatred for them and took to theft to survive. In this life of crime, he often prayed to the Deity of Light to forgive him of his sins and understand his need to survive. In turn, he has been given a small amount of Magic. Using this magic, he has become a Trickster, taking anything he needs without ever getting caught. With word of war on the winds, he has started planning an assassination attempt on the King.
Name: Lance
Age: 37
Deity: Dark
Magical power: 55
Backstory: A man who hates to be out in the light. He hates how weak he becomes in the sun. He was born into a loving family, but for reasons unknown he was left and forgotten in an ancient mansion, where monks who were like ghosts raised him to serve the god of Dark. He considers himself a good man. At the age of 25, he was given an oath to serve the lord of darkness until he disintegrates back into the darkness itself. He follows the Dark god's will, and he vows to never break it. In his pockets, so tiny that it can be hidden easiily, is a baby dragon who will one day grow into something huge and terrifying.
Name: Fenrir
Age: 18
Deity: Earth
Magical power: 17
Backstory: Fenrir grew up very poor, he was forced to live off of stolen food and goods but he was never violent. One day he was caught stealing a loaf of bread by a upper class citizen and in his attempt to escape Fenrir pushed the man down a flight of stairs. The man was not badly injured but his injuries were enough to get Fenrir thrown in a dungeon. Having had to play a game of hide and seek all his life he successfully escaped his cell and the whole city, he now wonders the roads looking for a new place to call home while he learns to master the new powers he discovered during his escape.
Name: Silas Grimme (also called Kite)
Age: 81
Deity: Air
Magical power: 81
Backstory: Silas is one of the last of a once great clan of air mages. Their strongest and most prominent members were wiped out for their blasphemy, and the youngest members' memories were wiped. Forced onto the streets, Silas turned to begging and thievery to make a living. Silas learned of his power while serving yet another day in prison, blowing the hay that made up his bed back and forth through his cell.
Name: Jon zinx
Age: 16
Deity: Water
Magical power: 18
Backstory: Jon was left at an orphanage when he was born, probably because his family was to poor to care for him. He was always being bullied by the older kids because he was a skinny, weak boy. But at night he did something nobody else thought it was possible for him to do. Jon was a follower of the god of darkness, he would practice bending shadows to his will, concieling himself and other object from view and summoning shadow spirits. At the age of 13 he acidently killed two of the bullies, they had trapped him in the cellar and were beating him and he couldn't control his anger. He has been running from the city guards for three years now. He has resorted the thievery to help him survive.
Name: Joh Len
Age: 18
Deity: Air
Magical power: 52
Backstory: He long loved the sky and without even knowing why. He lived in the mountains with a pet eagle and his grandfather, who was his only family member. Things were always strange around him, the winds always get wild every time he gets too emotional. On day of his 18th birthday, believing it is the right time, his grandfather told him he is the decedent of a powerful air mage and he had inherited his power, explaining the strange activities of the wind. After learning about his unique power and his heritage, his grandfather sent him to the city for, "Anyone that wields a great power needs wisdom and responsibility, and best way to gain them is through facing many difficulties." Promising to come back as an wise man, he sets off with a great adventure that awaits him.
Name: Necklare Ellut
Age: 15
Deity: Earth
Magical power: 75
Backstory: Necklare was raised in a village, Eltion was the name. He was an outcast becasue of his abilites and there were only two others like him both females that had mysteriously went missing. When he turned 11 , The age you are presumed an adult, He decided to leave the village in pursuit to find answers to his abilities and if they're were others like him. He spent later years traveling across unknown lands improving his skill.
Name: Zaiho
Age: 15
Deity: Air
Magical power: 60
Backstory: Zaiho is a young, calculating genius, though as a result of his carefree (and at times, lazy) disposition and dislike of formal toil, labor and education, he has become a famous thief as opposed to putting his talents towards more noble pursuits. Known for the strange animal masks that he wears over his head during his heists, he mostly pursues magical items and ancient relics, as opposed to things of significant monetary value. He is always careful to keep his masks on whenever he is attempting to steal an item; he is heterochromic (his right eye is green, his left eye blue), and given that it is such a rare phenomenon, he would be caught very quickly should his face be seen. His interest in magic is fueled by the fact that his mother is a Tempest--a rare type of air magic-user, one who is capable of flight, though the powerful magic he inherited does not hold well in his small body (5'5"). He travels around on a mobile cart from he sells odd little trinkets out of whenever he arrives in the town. He carries around a long black-blade with a flat tip, through which he uses magic; due to the strange nature of his abilities, he is unable to perform magic without this sword.
Name: Thresh
Age: Ageless (Thresh is undead)
Deity: Darkness
Magical power: 97
Backstory: Thresh is a skeletal, black-armored lich, whose bones are blackened by his devout worship of the Darkness. The only light this --thing-- produces is the eerie blue light from eyespots nested where his eyes used to be. This being has no particular love for humanity, but he particularly hates priests of the Light. "May the Light guide your steps. BAH! What rubbish!" Thresh mocks, "At least I'm not afraid of my own shadow." Thresh prefers the dark and only travels at night, but he is skilled with his sword, should his magic be ineffective.
Thresh also has two badass bodyguards:
[spoiler=Henchman #1]
Name: Sol
Age: 30
Deity: Air
Magical power: 64
Backstory: Sol was trained and raised from his birth to be a sworn guard of the King himself. However, a man named Thresh, whose charms and intelligence and promises won his heart entirely, he obtained permission from the King (who was also fond of Thresh) to be his guard instead.
Sol is a good man, and will not hurt innocents. However, he will believe almost anything Thresh says, because why would the Lich ever lie? He never has before.
Name: Baxter
Age: 25
Deity: Earth
Magical power: 72
Backstory: Like Sol, Baxter was trained from birth to be the guard of a King. But he was much more powerful than most Earthcasters, and the Earth King who has always been a bit crazy grew suspicious of him. He was sentenced to death, and his life was only narrowly saved by Thresh, who proceeded to break him out of the Earth Citadel, killing anyone who got in his way. Baxter's loyalty was won permanently.
Baxter sees Thresh as some sort of deity of his own. Morals don't come into play, and he will do whatever his master asks.
Name: Guy Gardens
Age: 41
Deity: Fire (cuz no one else is fire)
Magical power: 80
Backstory: Born and raised in a bougeois family from Spiderland (a.k.a. somewhere), Guy wasn't much of a reli