The Game of Souls (OOC)

107 posts1, 2, 3, 4, 5 ... 8

How would you like to go about creating/encountering side characters in this story?

Poll ended at Wed Feb 12, 2025 5:56 pm

All of us create side characters as we write and add a separate tab on the google doc titled "Side Characters" to keep up with them.
1
17%
Ley and Raven create five side characters that will be reoccurring throughout the majority of the story. (Most of them are likely to die)
5
83%
 
Total votes : 6


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Gender Female
Points 9157
Reviews 217



(^Find the quests here under the "Trial Logbook" section, try to get to 85%!^)



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Maps

Spoiler

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The Astral Gauntlet (The Arena)
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Spoiler
Velmoria

Culture: Magic is the essence of life in Velmoria. Those who weild are revered, while those without it are relegated to servitude. The people believe magic is not just power, but a sacred connection to the Void and Enshadowed Realms presence. The high Mantra is worshipped as a god-like figure. Offerings, rituals, and bargains are made by the people in hopes of gaining her favor and protection. Annual ceremonies are held in honor of the Mantra, with citizens offering their most prized posessions.

Politics: The High Mantra is an ancient immortal mage who is bound to Velmoria by the Void, the ultimate force that drives all magic in the Enshadowed Realm. The ruling body of Velmoria, The High Coven, consists of the most powerful mages, each representing a unique school of magic. Their authority is supreme, but they are ultimately guided-- and sometimes constrained-- by the High Mantra. The games are Velmoria's greatest tradition, serving both as entertainment and a way to replenish its ruling class.

Landscape: The landscape of Velmoria is very foreboding, a place stuck between past and present with its ancient evergreen woodland and jagged peaks, contrasted by dramatic-yet-elegant villages. The common buildings are formed primarily of stone and dark wood, with Celtic elements that blend with the surrounding nature. Dark Gothic castles host the High Coven and their events, and these castles often feature elements of nature throughout. After all, witches draw their power from the natural world.

Leaders: The High Mantra and The High Coven

Magic: Magic forms can be summoned in many different ways-- from air mages, to blood mages, to time mages, to fire mages. All magic is derived from the Void and distributed among citizens of Velmoria by the High Mantra. Magic in Velmoria is conjured by using wands as conduits-- except for the High Mantra and High Coven, who use objects as conduits.

Ashen Isles

Culture: The culture is extremely against magic and magic-users. Many believe magic is like a disease, and witches are a threat that will result in their slow corruption and death. The citizens themselves are kept relatively poor and almost completely reliant on authority for their daily needs. Even to those who come to resent the Chantry are still moved by the deity it props up, Imperia--an ancient witch huntress who is said to have achieved divine status by burning her magic-contaminated flesh in cleansing fire. Ever since, both Imperia and the element of fire have become sacred to the culture and manifest in many forms, in citizens' private lives.

Politics: Theocratic in nature, the land is governed by the Chantry of Golden Flame, particularly the man at the head of it, the Absolute. The Chantry is deeply corrupt and controls nearly everything in the citizens lives, using Imperia as their scapegoat. The Chantry's practice of burning people at the stake is said to be reserved for magic practitioners alone, but a suspicious amount of dissenters and personal rivals have worked their way into the mix. They're also said to maintain control over citizens through a cycle of reliance, raiding the vessels and fields of farmers, hunters, and fishermen after each trip. Most of the harvest is taken by authorities, and they can't do much without their land--or them--being put at risk of being burned.

The Ashen Isles are in a silent war with Velmoria. Relations with the Dead Zone are relatively neutral, with the odd squabble in history over accusations of "protecting witches." As for the Wartorn Isles, as the name implies, the Ashen Isles was more than happy to raid them after the discovery of more practitioners in the area. They've since let up, but still look down on the area as a pitiful place that can do anything to challenge them.

Landscape: The Ashen Isles are a relatively rough terrain. The land is rife with hard clay, dry woodland, and stone plains that make agriculture a challenge. There's a fair mix of wildlife that has adapted to the terrain, but crops aren't that pleasant, mostly limited to things like grains, legumes, cabbage, and cacti. Fruits, sugar, and other goods are exotic and difficult to get a hold of.

Capital: Civitas Cinere (City of Ash).

Leaders: Chantry of Golden Flame and its current Absolute, Ardere Jaque.

Magic: Magic is outlawed in the Ashen Isles, and witches are "purified" of its influence via burning at the stake. However, there are still a select few who have the capacity for magic, and they often take their practices underground to avoid persecution.

The Dead Zone

Culture: Anti-Magic, some residents long for magic but have been blacklisted and or rejected by The High Coven

Politics: N/A

Landscape: The Dead Zone is a very wet, marshy terrain. In the absence of magic or its accompanying superstitions, the people--though small in population--have grown to be among the most innovative in machinery. Inhabiting pockets among the mostly-barren terrain, towns are often built along docks with several wooden walkways and roads, the dryer shores reserved for more important buildings. Through oil and steam, strings of copper lights, small trolleys, and other very primitive forms of technology are available.

Leaders: There's no definitive leader for the Dead Zone. It's a very dog-eat-dog kind of area. The closest you'll find is a chief or captain in for each separate town--and few if any are very compassionate types.

Magic: There is no magic in the Dead Zone. Even the most talented witches will lose access to their power here, making it an ample place to exile condemned practitioners--or a good hiding place for any desperate ones.

Wartorn Isles

Culture: The Wartorn Isles are the poorest of the nations. Once a decent area with a range of resources across its islands, the Ashen Isles began a ruthless barrage on the place when they picked up rumors that the land was harboring witches. The attacks have since stopped, but the land is now reduced to near-ruin. People can only survive on the most meager of crops, what little game there is left to hunt, and--the primary source of sustenance--fish and other goods from the sea. Fruits and quality meat, and goods like gold and gemstones, are pretty much impossible to find. Their most valuable resources are iron, stone, and what little sea goods they can share, like whale bone.

Politics: Today, the Wartorn Isles don't have the time, energy, or resources to waste time on conflicts. They keep to themselves, and when they do engage with other nations, it's solely for trade and other necessities--usually reaping supplies from the ungoverned Dead Zone. This isolationist nature carries over into the land itself. For security purposes, villages are enclosed by large stone and iron walls, and anything built beyond them is usually shoddy and easy to rebuild. Most authority is localized, falling on a village commander, but anything concerning the full scope of the Wartorn Isles falls on the most influential family--the Knotley House.

Landscape: The Wartorn Isles is an archipelago--a cluster of smaller islands. The landscape is very rocky and barren; most trees are dead, and the only green you'll find is a weed or some algae. Game includes a few burrowing or digging creatures, and scavengers like crows or foxes. On the shores or the shallow reefs between the islands, you'll find a number of long-abandoned shipwrecks and masses of driftwood. Likewise, on the land, you can still find remnants of past villages that have since burned down.

Leaders: Lark Knotley, Current head of the Knotley House

Magic: Magic is not necessarily demonized, but in a lot of inhabitants' eyes, it is a bit controversial due to the past war. It's also hard for practitioners to hone their craft due to the severely limited resources. However, it's not impossible to find the odd witch here or there.


Side-Character Template


Code
[b]Name:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Personality:[/b] (in short, are they more likely to help, ignore, or attack a participant? lol)
[b]Reason For Participating:[/b] (in short, what are they trying to get out of this?)
[b]Magic Type:[/b]
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Female
Points 9157
Reviews 217
Hello! Before reserving a spot/ choosing a guardian, please take a moment to review these perks/drawbacks associated with each Coven Member :D To reserve a slot, just comment which guardian/mentor you'd like to reserve to aid your character during the Games.

Just to clarify, this does not effect your actual characters affinity. You can make their affinity/ Mage Type anything you want, this choice will be the person that aids your character in the Games. If you have any questions, feel free to reach out!

Spoiler

Phyra Virelle (Air/Sky)
Perks:
  • Phyra gives their participant immunity to all storm and air based attacks.
  • Phyra can read air currents and let their participant know when danger is coming-- or when they are being targeted, giving them an upperhand in battle.
  • By having Phyra Virelle as your guardian, the participant has the ability to ask her for feathered feet for 5 minutes at a time. (basically think zero gravity. Longer jumps, can levitate for a couple of seconds)
  • Phyra will send care packages by bird with food and medical supplies on a daily basis to their participant.
Drawbacks:
  • Phyra is somewhat detached from her emotions, making it hard to give their participant emotional support.
  • Phyra's assistance is heavily reliant on wind and air manipulation. In environments where airflow is restricted, such as enclosed spaces or areas with minimal air currents, her magic may be less effective.
  • As someone who senses and manipulates air currents and soundwaves, Phyra's connection to the wind may be disrupted by loud environments, but not completely deminished.

Selkie Seablight (Water/Ice)
Perks:
  • Enhances their chosen participants defensive abilities, making them resistant to magic-based attacks for short periods of time.
  • Access to spells that manipulate water flow or create ice barriers for short periods of time.
  • Gain the ability to slow the participants own heartbeat and heal for short periods of time.
  • Gives participant the ability to see through even the deepest, darkest waters.
Drawbacks:
  • Prolonged exposure to heat or hot temps can be uncomfortable for the participant.
  • Selkie will often stay too calm in situations that warrant for a legitimate, serious response.
  • Selkie is better at providing defensive rather than offensive gifts.


Furia Grail (Fire/Heat)
Perks:
  • Grants her participant the ability to control fire and temperature for short periods of time.
  • Provides the participant the gift of being heat/fire resistant.
  • Furia can grant one ressurection during the Games, where she will send a pheonix to aid if you happen to fall in battle.
  • Furia has influence over the Coven-- she is the leader below the High Mantra.
Drawbacks:
  • When using her gifts, the participant can be prone to overheating, requiring rest to recover.
  • Weakness in some instances to water/ice
  • Can instill fear in others, making it hard to make friends/allies.



Saffira Thorneclaw (Poison/Flora)
Perks:
  • Grants the participant the ability to infuse spells with poison that injure over time.
  • Saffira's teachings are highly stealth based, so you'll learn how to camouflage into surroundings like a reptile.
  • She can summon enchanted vines when their participant is in a bind to aid in combat.
  • Gain immunity to poisons, toxins, and deadly plants and pollution.
Drawbacks:
  • She can barely help when in barren or deserted places with no access to flora.
  • Many abilities rely on time to take full effect, leaving you vulnerable to faster opponents.
  • Saffira's teachings are often for the good of the participant-- she doesn't care for alliances.

Circe Rei (Spirit/Fortune)
Perks:
  • Grants the ability for the participant to be able to shift into a temporary spirit form, making them invisible.
  • If you choose Circe, your character will be granted the ability to speak to the deceased.
  • Circe can use tarot cards to aid your luck and probability, turning luck on your side when you get stuck in a pickle.
  • Circe will occasionally send you glimpses of the future, giving you an upperhand against others.
Drawbacks:
  • Circe's magic is not always accurate and her visions are not always true.
  • In spirit form, you can not interact with the physical world.
  • Circe's lessons require deep introspection, which can sometimes be tiring.

Sable Crystallus (Earth/Gemstones)
Perks:
  • The participant that picks Sable will be given two physical weapons of their choice.
  • Increased stamina and physical resilience during combat.
  • Sable can temporarily grant their participant the ability to create devastating earthquakes and landslides.
  • Sable will provide your participant with gemstones that you can use to amplify certain spells/enchant objects.
Drawbacks:
  • Earth magic is powerful, but often lacks speed.
  • Sable focuses on individual strength, much like Saffira. She would rather you not make alliances.
  • Larger scale spells, such as seismic control, can quickly tap your magical reserves.

Scarlet Everbleed (Blood/Body)
Perks:
  • Scarlet's blood manipulation is capable of healing, especially from toxins or disease.
  • Scarlet can grant her partipant the ability to draw power from blood, amplifying their powers.
  • Scarlet is rhe only witch to have earned her place by completing the games, so she can offer many useful tactics to get through them.
Drawbacks:
  • Scarlet isn't the most trusting of newcomers, so teamwork and communication may be more difficult.
  • Because Scarlet's powers are fueled by blood, her participant's energy may be reduced after long-term use, due to bloodloss/distortion.
  • Scarlet is the newest witchand won't have nea as much information on Velmoria as others would.
[/list]
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Female
Points 7832
Reviews 29
are all of these available?
Not all who wander are lost; some are just looking for their arrows.




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Gender Male
Points 5
Reviews 67
could i reserve circe >.<
[soon, i will submit myself to the stars]




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Gender Genderfluid
Points 7400
Reviews 38
DANG eulogy you beat me to it XD I would love to reserve a spot but I gotta think of which >.> just a min XD
he/she/they


winter can usually be found wherever Leya is = another fun fact ~Leya
Winter you just have a whole cinematic universe in your head ~Wist
winter is the only person who would survive the machine uprising ~Europa




User avatar
Gender Female
Points 7832
Reviews 29
omg I was going to reserve Circe too but didn't see the thing below the spoiler XD
Not all who wander are lost; some are just looking for their arrows.




User avatar
Gender Male
Points 5
Reviews 67
tee hee hee >.<
[soon, i will submit myself to the stars]




User avatar
Gender Female
Points 9157
Reviews 217
Scarlet, Saffira, and Circe are taken. Water/ice, fire/heat, and earth/crystal are available! These affinities do not have to be the same as your characters affinities.

@eulogy I will go ahead and reserve that for you!
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Genderfluid
Points 7400
Reviews 38
Ok ok, I would love earth/crystal please :] (thinking my character's affinity might be circe? but super uncontrolled and more reckless than the trained professional's so most of their visions are total nonsense? XD)
he/she/they


winter can usually be found wherever Leya is = another fun fact ~Leya
Winter you just have a whole cinematic universe in your head ~Wist
winter is the only person who would survive the machine uprising ~Europa




User avatar
Gender Female
Points 9157
Reviews 217
Hey, sounds good to me! XD You have free reign with your character! :P

Sable is reserved!
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Female
Points 7832
Reviews 29
in that case, could I go with Selkie?
Not all who wander are lost; some are just looking for their arrows.




User avatar
Gender Female
Points 18016
Reviews 133
Can I have Furia? This looks so neat and I've been wanting to RP on here :3




User avatar
Gender Female
Points 9157
Reviews 217
Yes! I will reserve that for you.

@candyhearts! Of course! if you need anything, just reach out! <3 Though, I'm sure many folks here will be happy to help with any questions, too.

and with that, we're full! If someone else wants to join, Raven and I could possibly add a 7th Coven member/Guardian (an Air/Sky mage most likely.)

Can't wait to start this and see what awesome characters ya'll create. :3
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Female
Points 9157
Reviews 217
I’m going to finish setting up the ooc and /might/ get my character up today! I’ll link a pad to the wfp soon :3
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




User avatar
Gender Female
Points 8976
Reviews 983
I’m kinda interested but I’m already doing an air-based in the other RP, so idk if I wanna do that for another rp >_<
“I can't go back to yesterday because I was a different person then."
- Lewis Carroll



The only way of knowing a person is to love them without hope.
— Walter Benjamin