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The Old Kingdom, Alternate Reality {OOC thread}


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The IC thread:

http://forum.yugiohcardmaker.net/thread-206399.html

 

[spoiler=Plot]This isn't one of those sciencey worlds. If you wanted one of those, go look for a star trek rp or something. This is a world where rather than try to discover the secrets to life and death, one manipulates them. There is magic in this world, and there is necromancy.

 

The necromancers bind spirits to their will, there has never been a good necromancer before. The only technicality to this are the Abhoresen, they are the opposite of necromancers. They make the unliving go back to being dead. They are just one bloodline but there seems to be a plentiful amount of them this generation.

 

However there seems to be more necromancers to, and worse, they seem organized somehow. It is very diffucult to get them to get along for more then a week. They must have a common goal. But what are they after that they want enough to tolerate one another.

 

Whatever it is it can't be good.

 

And that's why we have you to stop them.

 

It's you and any of your friends against a legion of madmen who control death itself.

 

...good luck with that.

 

 

[spoiler=Rules]1. The rp follows advance format and you should consider all of it's rules as ones own.

All information on it is here. http://forum.yugiohcardmaker.net/thread-201937.html

Infraction of these rules is just like asking Rinne to lock this rp, so bear in mind. If you do anything that might make him feel fit to destroy us... we will destroy you first.

 

2. No god-modding, while it is in rule 1 we cannot stress this enough, while some rules only bug the moderators and rp hosts, godmodding bugs everyone besides the person doing it. It's dumb, frustrating and basically makes everyone else have to godmod just so they can avoid your stupidity. Godmodding is auto-hits, dodging everything thrown at you, or having super invincible powers.

 

3. Make sure you read "Important Info you need to read this or you risk being lost" section. If you misuse a power or skill cause you didn't understand it you will risk being a godmodder.

 

4. Before you come up with a big super plot point or spontaneous power/skill, ask one of the owners first. Think before you leap, it may break rule 2 or bring the rp in a direction no one wanted it to go.

 

 

[spoiler=App]

 

Name:

 

Age:

 

Appearance:

 

What side are you on:

 

What bloodline are you:(Abhorsen/wallmaker/Royal)

 

Bio:

 

 

[spoiler= Blood Lines]

The Abhorsen:

One of the most respected figures in the Old Kingdom, the Abhorsen uses both the dangerous Free Magic-based powers of a necromancer and the benevolent magic of the Charter to keep the gates of Death against the return of Dead spirits back into Life. Sabriel and her father are members of the Abhorsen family. They use the bells, named after the seven bright shiners that established the old kingdom, in tandem with their natural affinity with Death, granted by their ancestor bright shiner, to amplify their powers. The bells, smallest to largest, are Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth, and Astarael. Saraneth, the "binder", is thought to be the original Abhorsen, and the bright shiner who invested her powers in this bloodline. Her gift is "binding", just as the Abhorsens job is to "bind" the dead to Death. Ranna is the "sleeper", causing listeners to fall asleep; she is the least tricksome. Mosrael, "waker", wakes the dead, bringing them into life as it throws the necromancer farther into death. Kibeth, "walker", forces the dead to march back into death, or wherever the ringer desires, although if the ringer is not careful it may end up "walking" her. Dyrim is the "speaker", granting the ability of speech to the dead, or taking it away. Belgaer is the "thinker" and can restore independent thought to the dead and resurrect old memories, but can also erase unwanted memories. Astarael is the "weeper". Last and final of the bells, she sends all who hear her, including the ringer, deep into death. It is almost impossible to return after hearing Astarael. Like all three bloodlines, the Abhorsen bloodline not only defines their job (the Abhorsen may only be chosen from direct blood relatives) and grants them their powers, but also determines their appearance. All members of the Abhorsen family have black hair and their skin is unnaturally pale. Among the families guarding the Old Kingdom from disaster, and the only family guarding it from disasters from Death, Abhorsens are unique in their ability to sense Death. They are able to identify undead creatures and differentiate them from the living, and cross over into Death to fight undead minions there and banish them to a final death. They are also the only ones who have the proper authority to enter Death, and therefore the only Necromancers who retain uncorrupted charter marks and mage powers. Their symbol is a silver key on a background of blue.

 

The Royal Family:

For centuries, the royalty justly ruled the Old Kingdom from their palace at the capital Belisaere as powerful upholders of the peace, until their fall by the hands of Kerrigor, or Rogirrek, a rogue member of the royal family who killed his sisters and mother to use their blood to break the Great Charter Stones. The Kingdom now suffers from their 200 year absence. Unlike the Abhorsens, the Royalty cannot cross into Death at will and do not usually use Free Magic. Their specialty lies in diplomacy and Charter combat magic. They are connected to the Clayr and Abhorsens by blood. It is thought they are descended from Dyrim, the "speaker", because of their skill in diplomacy. Their symbol is a golden tower on a sea of red.

 

Wall Makers:

The Wallmakers were the builders of the Wall that divides the Old Kingdom from Ancelstriere and creators of the Charter Stones; people particularly skilled in the creation of magical objects. They created the weaponry of the Royal Family (such as the twin swords wielded by Touchstone), the ceramic, nearly impervious armor known as Gethre owned by the Abhorsens, the Abhorsen's sword, and other extremely magical objects and weapons possessed by the Clayr. It can be deduced that they were the last 2 bright shiners, Ranna and Belgaer. They invested all of their power in their creations, thus leaving no bloodline. Therefore, for the majority of the books, it is apparent that the Wallmakers are 'extinct' and no longer exist. By the end of Lirael and for the whole of Abhorsen, we find out that the Wallmaker bloodline has been reconstitued in Prince Sameth, explaining his uncanny ability to create magical "toys" and enchant weaponry, which otherwise would 'take months' to do. The line was probably brought back for the sole purpose of defeating Orannis. The symbol of the Wallmaker is a silver trowel or spade.

 

 

[spoiler=Important Info you need to read this or you risk being lost]Free Magic and the Charter:

In the Old Kingdom, magic takes two forms: the Charter or Free Magic. Free Magic existed in the Beginning, but when Orannis was bound, the vast majority of Free Magic was channeled (voluntarily or otherwise) within the Charter, the creation of which was motivated primarily by the Seven Bright Shiners. Some Free Magic escaped the creation of the Charter and remains in the world, mainly in the form of various breeds of Free Magic elementals such as Stilken, Hish, or Mogget in his unbound form. The Charter is described as an "endless flow" of marks. There is a mark for everything in the universe, including marks representing other marks. Marks are drawn and cast as magic, such as binding, burning, lifting and the like in strings of different marks. The more marks, the more complicated this magic is. Minor marks are often bound together with master marks, many of which are so powerful that they can outright kill weaker Charter Mages when cast, unless a focus (typically a sword or wand) is used to take the strain off the caster. Though Free Magic is corrosive to both living things and Charter Magic (by its mere presence, Lirael's Stilken was able to gradually erode the marks of binding Lirael placed on the doorway that acted as a temporary barricade), it is intimately bound with the practice of necromancy, and even the Abhorsen must use it: Free Magic spells are required to pass the Gates of Death, and the calls of the necromantic bells are technically Free Magic spells that serve the Charter. But where the Abhorsen may use Free Magic in this way without suffering any obvious long-term ill effects (due to an uncorrupted Charter Mark), typical Free Magic sorcerers (including necromancers) are ultimately "devoured by the Free Magic they profess to master." Practitioners of Charter Magic have a Charter Mark drawn on their forehead at birth. Marks unsullied by Free Magic are used to identify true Charter Mages (as opposed to Free Magic sorcerers or constructs in disguise).

 

There are Five Great Charters that were created by five of the Seven Bright Shiners in the Beginning — three bloodlines and two objects. The bloodlines are those of the royals, the Abhorsen, and the Clayr. The objects are the Great Charter Stones and the Wall that separates the Old Kingdom from Ancelstierre. The Great Charters are the sources of Charter Magic in the Old Kingdom. Due in part by influence of the Wall, magic, both Free and Charter, exists only in the Old Kingdom. It can be practiced in northern Ancelstierre, and further south if there is a strong wind from the Old Kingdom. Though this applies to Sameth as well, he is a Wallmaker and a gifted Charter Mage, able to reach the Charter easily despite being amidst Free Magic, across the Wall.

~~~~~

Bestary:

The Dead: Broadly speaking, the Dead are once-living spirits with both the inclination and the ability to resist the pull of the River of Death. Though a very rare few are powerful enough to emerge into Life on their own, most must either be summoned by a necromancer (wakened by Mosrael and then bound by Saraneth) or emerge through a broken Charter Stone or spirit rift (if many deaths occur in a given region, the boundary between Life and Death becomes porous, making it easier for the Dead to cross into Life). All Dead are averse to both sunlight and running water, which destroy the magic keeping them in Life.

 

There are two classes of Dead: Lesser and Greater.

The Greater Dead are usually represented by Dead from beyond the Fifth Gate (spirits from the deeper realms of Death are correspondingly more powerful). These creatures are much more difficult to either bind or destroy. Examples of the Greater Dead include Chlorr of the Mask (a former necromancer-turned-Greater-Dead whom Mogget strongly implies used to be an Abhorsen) and Kerrigor, who was a powerful Free Magic sorcerer before he chose to abandon his body and become an extraordinarily powerful Greater Dead spirit. Greater Dead, such as Fifth-Gate Resters or Dead Adepts, may exist in Life without a physical body (making them much more difficult to destroy).

 

The Lesser Dead, refers to such creatures as Dead Hands, Ghlims, Mordauts, Hormagants, and Gore Crows. These creatures must find or be given a body in order to return to Life. Shadow Hands are specialized Hands that do not require a physical body. Lesser Dead may be incapacitated by immersing them in running water or by destroying their physical bodies with Charter Magic or explosives (but since their bodies are animated by Free Magic, rather than biological means, this is much more difficult than it might seem). Shadow Hands, by contrast, are impossible to harm by strictly physical means, but they may be unraveled by specialized Charter Magic spells or returned to Death by means of the necromantic bells. All Dead, Lesser or Greater, must continuously reap the living to remain in Life, feeding on Life to restore their own essence, which constantly seeps into Death.

 

Constructs: Free Magic constructs are worn by Free Magic elementals or powerful dead spirits (such as Kerrigor) and used as either a disguise or a physical avatar for the elemental or spirit within. Free Magic constructs are usually formed from a mixture of dead animals and inorganic matter. One such construct was used as a disguise for a Free Magic elemental; it was made from "Free Magic and the flesh of swine." Another example is a Ferenk, ancient Free Magic scavengers that wear bodies of stone and mud. Though such constructs may be destroyed under certain circumstances, destroying the Elemental itself is much more difficult and typically the province of Free Magic.

 

Mordicants: These creatures are a special class of Dead: they are fiery constructs of bog-clay and blood, animated by Free Magic and infused with a Greater Dead spirit that acts as a guiding force for the construct. The Dead spirit that inhabits a Mordicant is not free to shuck its body; rather, its body is of a rare kind capable of shifting freely between Life and Death (though it requires a broken Charter Stone or other portal to do so). They are fierce combatants, and they seem to have enhanced senses, able to track specific targets over hundreds of miles, resisting sun and running water to do so.

 

Free Magic Elementals: These free-willed beings are wholly composed of Free Magic. The most common elementals belong to specific "breeds" (such as Stilken, Margrue, Jerrek, or Hish), while the most powerful are unique, or "of a singular nature" in the words of the Disreputable Dog. Though "many thousands" of Free Magic Elementals escaped the creation of the Charter, most were later bound or made to serve. Of the remainder, "no truly dangerous creature of Free Magic has woken in a thousand years, save to the sound of Mosrael and Saraneth, or by a direct summons using their secret names." Elementals are difficult to deal with, as some cannot be destroyed except by a Free Mage sorcerer more powerful than they, or by immersion in running water (though Free Magic creatures of the Third Kindred, or those infused with the essence of the Nine, are exempt from this rule). Charter Magic is typically ineffectual: the power of the Charter is in binding, not destruction, and each Free Magic being must be bound in a specific way. It takes no fewer than three master Charter Marks to bind a Stilken, and these are so powerful that they are individually lethal to an unsupported Charter Mage.

 

Charter Sendings: Charter Sendings are servants or sentries constructed entirely from Charter Marks. They are not completely free-willed: many may only act within the limits of the purpose for which they were made. Certain fixtures excepted (such as a surcoat or insignia), Charter Sendings do not possess a concrete physical shape: the Charter Sending that protected Sabriel during her first encounter with the Mordicant, for example, was an amalgamation of many "tough, competent visages," soldiers all. In short, Charter Sendings derive identity primarily from their function, though they are not incapable of developing a personality: one such sending flicked water at Mogget in response to a snide comment, and many others gathered to pay their respects to Lirael when she arrived at Abhorsen's House for the first time. In short, Charter Sendings are capable of emotive response, but they are not free agents: they are created to be willing servants of the Charter.

 

 

~~~~

The Bells

 

The bells of necromancy are seven bells that are wielded by a necromancer in a bandolier. They are used by necromancers and the Abhorsen and feature prominently throughout the books. They are named after the Seven Bright Shiners who invested themselves within the Charter. From smallest to largest they are:

 

Ranna, the Sleeper; takes all those who hear it into slumber.

 

Mosrael, the Waker; throws the ringer further into death but the listener into life.

 

Kibeth, the Walker; gives the dead freedom of movement or forces them to walk at the ringers will.

 

Dyrim, the Speaker; grants speech to dumb, tongueless dead, or gives forgotten words their meaning.

 

Belgaer, the Thinker; restores independent thought and memory to those who hear it.

 

Saraneth, the Binder; shackles the dead to the ringer's will.

 

Astarael, the Sorrowful; Weeper; it casts all those who hear it (including the ringer) into deep death.

 

Each bell has a specific power over the Dead and Free Magic creatures, and if used by a skilled necromancer, also on living people. They must be wielded carefully. An errant or improper ring can affect the caster instead of the target, or other adverse effects. Like the Seven Bright Shiners themselves, the necromantic bells are a "free-willed blend of Charter and Free Magic;" though the spells they cast are "pure Free Magic," the necromantic bells prefer to sound in service of the Charter, and will actively resist necromancers.

 

~~~

Death

Death is described as an infinitely wide river, spanning the horizons. Almost everything in Death is a bleak grey, and a subtle grey fogginess limits visibility. The river may also contain and conceal hostile dead beings, who desire to suck the life out of all living travelers. Only Abhorsens or Free Magic Necromancers can cross the boundary at will. Remembrancers can cross as well, due to the need to use Dark Mirrors in Death, though most are also Abhorsens. Remembrancers are taught just as the Abhorsens are to cross into Death, though instead of learning from the Book of the Dead, they learn from the Book of Remembrance and Forgetting. Dead spirits can cross only when aided by a Necromancer, or when the border is weak. A weakness in the border exists where a recent death or a large number of deaths have occurred; the more deaths, the larger the door.

 

Death consists of Nine Precincts divided by Nine Gates, through which a grey river flows. The river's current threatens to pull any traveler under- dexterity and great willpower are required to resist the pull, which is psychological as well as physical. There exists a Free Magic spell by which Abhorsens and Necromancers can easily pass back through Gates; Dead cannot do so unless they are very powerful. Each Precinct contains a different peril.

 

The First Precinct is simply knee-deep water, and can be thought of as the entrance to Death. Its Gate is a huge waterfall.

 

The Second Precinct has pitfalls throughout its domain and low visibility; its Gate is a whirlpool.

 

The Third Precinct has slightly warmer ankle deep water and visibility is slightly improved. However, it has huge, periodic waves, which will pick up and carry creatures through the gate, a wall of mist. Creatures caught by the waves this way are often too stunned to resist the water's current and are carried beyond the Ninth Gate.

 

The Fourth Precinct has a low concentration of Dead, as most of those who reach it have been stunned by the Third Precinct's waves, and are carried easily through the current to the dangerous and deceptively short waterfall that is its Gate.

 

The Fifth Precinct is too deep to wade through, and would change a necromancer's body and spirit for the worse. It must be crossed by a thin black bridge that frequently attracts dead creatures. The Gate is a waterfall that goes up instead of down.

 

 

The Sixth Precinct has no current, and the water is present as a shallow pool. There are many Dead creatures that dwell in this Precinct, some of whom are Greater Dead. The Gate has no substance and can appear anywhere –it appears as a lift bordered by a cylinder of water.

 

The Seventh Precinct is not described, though presumably it is similar to the first and fourth precincts. Its Gate is a line of fire that stretches across the river.

 

The Eighth Precinct has patches of floating fire that rear up at random. The Eighth Gate is a wall of darkness, which needs a spell to send a necromancer into the Ninth Precinct.

 

The Ninth Precinct is a starry sky; when the Dead look up towards it, most are overcome by its call, and they rise up to the Gate and pass through it forever.

 

Apart from the Gate and the Dead, there are no perils in the Ninth Precinct, and the current ends. The water is ankle deep warm and the fog lifts, allowing a necromancer to see across a wide and immense expanse of water. Only an extremely strong will can overcome the call of the Ninth Gate if it is their time to die, most who resist are not yet at their time. No dead soul may return from beyond this Gate.

 

 

 

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Name: Felin Crawy

 

Age: 32

 

Appearance: Tomix.png

 

What side are you on: Evil

 

What bloodline are you: Necromancer

 

Bio: Felin Crawy is a loyal empathitic individual who cares greatly about his minions and helping people.

 

He's also a complete loon.

 

Felin somehow got the notion that undead were an oppressed race and is a firm advocate of equal rights for them.

 

Yes... he makes a living on twisting the fabric of life and death and thinks others are the abusive monsters.

 

Strangely he seems to be sortof right... his minions all have free will and all of them are loyal to him regardless.

 

Felin's minions are competent but weird looking, like they were stitched together by someone who had no idea what it was supposed to look like and decided to use them like legos.

 

Felin is somewhat of a prodigy, he is dangerous and powerful if circumstances require him to be. However his powers are limited by his sheer oddity and bizareness. He can't formulate any plans and just does the very first thing that comes to mind.

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I'm not like other necromancers, however I believe in necromancers more than I believe in other people.

 

Undead deserve to make there own choices but they also deserve there unlife. At least a necromancer givens them unlife, mortals try to take it away.

 

CAUSE THE PROTAGONISTS ARE DICKS!

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