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The Grimoire's Eye



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Wed Jan 20, 2016 5:00 am
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Omni says...



Welcome to the Contest!



This decade, The Contest is featured in the northern reached of the Norcastier Castles, in the Faehaven Region. Some places to visit while you’re at the Castles include (but are not limited to):

The apothecary: This remote version of the original Potion ch-“


You skip the places to visit because that’s obviously not important and skim over the rules of the castles before your eyes start to glaze over. Seriously, who thought of this stuff? Then you see it.

“As an applicant of The Contest, you will be able to bring a pet with you if you so choose (see section 97a) and any weapon you may need for training. However, for the actual Contest, you may only have one Main Weapon, one Secondary Weapon, and one Special Weapon. In order to enter the contest, please fill out the form below.

Good luck, contestant. We will see you on the battlefield.”


That was then. This is now.

- The Premise –


Every 10 years, an international gathering bluntly named The Contest happens, where the volunteers of the best and brightest warriors, hunters, and magicians fight to the death for the ultimate prize: immortality.

However, war is brewing in the Southern nations, Wearwatch and Syrillion. The prospects of the oncoming destruction have shaken the entire continent. The twin elves who lead the Norcastier Castles hold an artifact. This artifact, called the Grimoire’s Eye, was stolen just before The Contest.

The twins will fake your death during The Contest and ask for your help to retrieve The Grimoire’s Eye. They give you a Touch of Aether that will give you faster regeneration and a ToA ability.

Classic rpg classes exist in this Storybook. Anything you can think of basically, you can try. I'm open to a lot of things.

- The Playing Cards -


The gypsies of Sylen are the allies of our group, deciphering and guiding you through the ways of The Playing Cards. The Playing Cards are a form of tarot cards that you pick up along your journey, once at the end of each chapter, one for every town we visit, and one for every enemy defeated. Gypsies will be able to decipher our route once we have six Playing Cards. Where we go and who we defeat will affect the future of the Storybook.

-The Magic of Sylen -


Spoiler! :
Magic surrounds Sylen as an effect of The Aether. Thought of by many of the land's best and brightest as the life force of the continent, not much is known about The Aether, except that it touches each and every living being in Sylen. There are multiple ways a skilled warrior can funnel the magic into their fighting styles.

Armor-weaving – Skilled armorsmiths can weave the Aether into pieces of armor, heightening defensive capabilities in certain situations and endurance.

Weapon-weaving – Skilled weaponsmiths can weave the Aether into weapons, enhancing agility and allowing for weapon abilities.

Symbolism – Magic users can branch out into the use of Symbolism, carving symbols straight out of the Aether to create powerful metamorphic magic. It takes time to create these symbols, but the efforts are worth it.

Arcane Aether – Experienced magic users can draw elemental energy from the Aether to harness power over the elements. Experimental and hard to control, this brings out a lot of rewards.

Transmutation - Experimental magic users will use transmutation to turn themselves into a different species for a short period of time. Mostly only partial transmutations are preferential, since the more one transmutates, the easier it is for it to become permanent.

Aether Manipulation - A dangerous form of magic, this is rumored to be the closest anyone can go to directly touching the Aether. Using strands of Aether, one can manipulate other animals or spirits through the Aether. Only the most skilled warlocks can use this, after decades of learning and meditation.

Though these are the major forms of magical uses, there are many minor forms of magical usage that many of the races of Sylen frequently make use of, sometimes even unknowingly.

There is another form of magic that our group will be a part of, called a Touch of Aether. Put on by very skilled magicions (in our case, it will be the twin elves aforementioned), this allows our characters to have an immediate connection with the Aether and call upon it for a destructive and immensely powerful ability. This will enhance our characters beyond what they were before the story begins and it will be the closest thing to god-modding that you'll be able to be in basically any Storybook. However, in Sylen, there are a plethora of powerful creatures. We will know when we see one.


- The Factions of Sylen -


Spoiler! :
There are six different factions in Sylen, the continent that holds The Contest. There are two Southern Nations, Three Northern Nations, and a small Nation that lies along the mountain ranges.

War has echoed along these regions for decades, although these nations have been peaceful since the last Thousands Year War.

The Southern Nations consist of Wearwatch and Syrillion.

Wearwatch – This commerce nation relies on the trade in between it and the other nations to function. It’s Eastern neighbor, Syrillion, has cut off their borders to any trade due to domestic affairs. Wearwatch has taken this personally and rumors of military training have begun. Wearwatch is a natural goldmine, with dozens of oases in the desert region within most of its borders. With a large peninsula on its southern coast, Wearwatch gains access to every country. It has fast and agile land caravans and swift merchant ships, Wearwatch can access the other counties major cities with ease.

Syrillion – This royal nation carries the weight of the victory from the last war on their shoulders. Rich from old money and classic traditions, they were the ones with the idea of The Contest to weed out the most dangerous people to their ideas. Their borders are currently closed due to domestic affairs.

The Northern Nations consist of Northfarer, Velbastion, and Borylo.

Northfarer – This industrial nation fell from a farming heartland to a bustling industrial revolution within the height of the last war. Pioneers of technology in the land, this steampunk land is deep in affairs with Wearwatch, depending on their trades for technology.

Velbastion – This royal nation fought in the last war and lost. Bitter from their defeat, even after all these years, they have fought hard to gain weight in the markets of the continent. They own Borylo and are in talks with Northfarer to guide them with their technology.

Borylo – This icy nation is the center of the peace treaty that calmed the hunt of magical creatures throughout the land. Loosely governed, this nation is actually bought out by another nation, although its affairs are that of its own.

The Mountain Nation is Trastatir.

Trastatir – This government nation carries the mantle of the leading the international treatises, including the Contest and the ban of hunting magical creatures. There has been unrest between this nation and Syrillion, but nothing that the public has been made aware of.


- The Races of Sylen -


Spoiler! :
Non-Playable Races:

The Grimoire - Although technically extinct, The Grimoire still have an impact on the land of Sylen. Thought to have been the first descendents of The Aether, these primordial beings once roamed the land in a massive amount. they were hunted for their vast knowledge and bodies. The only living piece of any Grimoire now is the Last Grimoire's Eye, once in possession of the Twin Elves of the North, it is now missing. Although no one has been able to understand why this Eye is still alive, it remains one of the most rare things in Sylen. No one has been able to crack its code and see into the Eye, but the Twins fear that if someone does, it can bring disasterous results.

Elemental Dragons - The most popular of the dragon races, these dragons are ferocious, smart, and loyal. They don't just breathe fire, but can control different elements depedning on what element they were born from. For example, an ice dragon can spit ice instead of fire. You'll see these in Sylen quite a lot.

Leviathans - The second-most common type of dragons, these are smaller dragons with no wings. They instead fly on Aether currents. They are fast and agile, and you'll find them alongside waterfalls or oases.

There are many more mixes of mythical and common animals alike in Sylen.

Playable Races:

The Awoken - Descendents of the extinct humans, these beings have a glow to their skin, either cool colors or warm colors. Weak in the Aether unless trained, these inhabit all of Sylen. Versitile and numerous, you'll see a lot of The Awoken, both in this Storybook and in the world.

Elves - Scattered along the multiple regions of Sylen, Elves are one of the more rare species after the last major war. Agile and graceful, you won't find many warriors out of this race, but the few you will find can be extremely dangerous.

Dwarves - Stubborn and loyal come to mind with this race. You'll find them usually in the industrial nation, but the have been known to roam around in search for more riches and power.

Laura - These are plant-like species, growing from the Divine Forest (which is now extinct) and attuning themselves to a plant or a tree. They have a natural strong connection with the Aether around them. Not much of fighters, you'll see these in a moremagical sense, although there can be a warrior in the mix or two.


- Character Slots -



1. Bralthyn - Laura - Jhinx
2. Reserved by @Starleene
3. Reserved by @Steggy
4. Grimora - Laura - ReisePiecey
5. Reserved by @AstralHunter
6. Reserved by @Amnesia
7. Reserved by @Skydreamer

I will add more slots in (up to 9 total) if more people are interested, so dont be afraid to join :D

- Character Template -



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[b]Innate Armor/Weapon Abilities (if applicable): [/b]

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Thanks for considering this Storybook, and please enjoy yourself!
This account proudly supports lgbtq* rights.

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If a million people say a foolish thing, it is still a foolish thing.
— Anatole France