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Private/Closed Elder-Veil: Magical World Discussion

I’ll start putting the Opening Thread together soon, I have an idea for the starting plot point, but I’m also curious if anyone would like to suggest anything else.

My starting point was to have an unknown assailant attack someone’s faction and then have it blamed on someone else’s starting the conflict and tension
 
Here’s my secondary character

True name: Irolocon-Azul
Title: Grand Griffin (The Spiritual Leader of the Horizon Empire)
Adopted name: Iroh
Age: 60
Gender: Male
Appearance: 5’2 with Bright Green Nexian Eyes, his Bone plates worn down and smoothed by time. His physique is widely unknown given the large shapeless robes he often wears, though rumors claim he is actually in surprising shape for a man his age. Regardless he moves with the grace and precision of a wind-dancer.
Clothing: As Grand Griffin Iroh is more often than not seen in ceremonial robes of sunset fabric interwoven with golden thread. Atop his brow sits the Griffins eye, a large ovoid stone seemingly resembling an eye, set in an otherwise simple circlet.
Personality: Iroh usually has an optimistic, open-minded, and deeply spiritual outlook on life, believing every failure a teacher. However he is no pushover, his royal blood and training before even joining the Order of the Griffins mean he is not to be underestimated, some believe him to be the greatest magic user in Horizon history. His voice thundering like an earthquake should he wish to be heard.
Equipment: His role as Grand Griffin means he always carries a vial of ‘Griffins tears’ a holy liquid in the Horizon Religion. In reality it is a powerful potion capable of healing and greatly enhancing the senses of those who drink it, though it is said to be highly poisonous to those without the Blood of the Griffin. A genetically dominant immunity to the poison present in all native Horizons
Weapon(?): A pair of twin dao swords named ‘The Griffins Claws’ the blades are said to have been forged eons ago at the top of the highest of the Floating mountains, Griffins Peak, imbuing them with the blessings of the Griffins. The blades are said to be as light as the wind itself, acting as if they were extensions of the wielders own body. While each hilt is believed to be carved from the claws of an ancient Griffin so strong he could carve through stone as if it were papyrus.

Attributes
Intelligence: 6/10
Wisdom: 8/10
Strength: 4/10
Power: 9/10
Constitution: 4/10
Charisma: 6/10
Dexterity: 8/10
 
Given the sort of backstory I'm going for with my race, with them being feared and hated by the other races (similar to the orcs in the elder scrolls series), it would make sense for them to be the ones who are attacked. They could then blame the Apex Syndicate, given how close they are geographically.
upload_2019-7-2_16-45-1.png
 
I've got no complaints over that. Although I doubt the Apex Syndicate will hate the K'yptothans as much as everyone else due to having monsters of their own, but their peace can be an uneasy one.
 
Horizons worship Griffins as their deities so they don't hate the beast races

Second point, GRIFFINS ARE OFF LIMITS for beast magic and wild beasts as I've based the Horizon religion around Griffins and thus I don't want them just flying around nor do I want another faction turning their religion against them
 
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And I remember you talking about my limits on the beasts the Bearers can become, but if they're to be amalgamations of existing species, does that mean they become other known mythical creatures that would also have a combination between two species?
 
And I remember you talking about my limits on the beasts the Bearers can become, but if they're to be amalgamations of existing species, does that mean they become other known mythical creatures that would also have a combination between two species?
I think the amalgamations are best left as they are. New Bearers may be able to become mythical beasts as the RP goes on, i.e. a Phoenix or Thunderbird.
 
Name: Tarksa. There empire is called the Republic of Diamonds.
Description: A group chitinous serpents who thrive for beauty and superiority.

Location: A clash of people who live both underground and on the surface with there many cavern systems. wherever the canyons are the Tarksa make there homes in harsh terrain and natural defenses. There cities and crystalline structures are made to be difficult to maneuver in unless you're a Tarksa

Government structure: (using Britain as a base) Tarksa uses a system of parliament that brings one representative from each city. While they discuss local politics the final decision for most decisions goes to the monarch. whether king or queen they have the highest power in parliament and most request must go through them.

Characteristics: Tarksas are a mixture of beetle and snakelike appearance. they have slit mouths with forked tounges and unblinking eyes. they have a small protruding beetle horn that slightly increases in size based on age. They have pieces of chitin embedded near their shoulders, abs, back, and hips, but there rest of there body is covered in scales. they have the lower half of a serpent and there scales are usually a dark blue or purple color, though many Tarksa will use polish to make themselves colorful.

Military presence: 3/5. it is not expected that all citizens fight (given many want to live in luxury) but everyone must take some type military education. Be it simple self-defense or advanced weapons training. Most of the time the republic would rather settle there dispute through commerce rather than force, though history shows they can become awfully aggressive to those they felt wronged by.

Military structure: the monarch has a series of royal knights that have succeeded in the in all manners of advanced war training. these knights are tasked with training lower regiments and subdivisions. they have their own brand of armor that uses a mix of chainmail laced with diamonds. Tarksa mostly uses spears and crossbows while they have also invented and hold a monopoly on the trebuchet. (I might remove the trebuchet idea)

Importance of magic to faction: 4/5 given that it is there magic that creates many structures, jewelry, and even weapons. ones that excel are the highest regarded and paid heavily for their services.

Name: Crystalline Alchemy
Base Elements: Light and metal
Description: Crystalline Alchemy transforms the earth and simple plant life into different gems and crystals. they are also able to shape and break crystals with a bit more ease. while sometimes the crystals themselves can have magical properties, this is very rare and takes alot longer to create than normal.
How to Use: Must be very close to the material and picture exactly what type of gem it can become.
Drawback: the process of crystallizing can be very slow for larger objects. It can take hours or even days to fully transform and object. this is due to safety reasons as crystalizing an object too fast can cause the caster to crystalize aswell. this has been a problem as citizens would crippling body movement or damages their vitals.
Equipment/Materials needed?: the piece of earth or plant must have the type of mineral element in it to transform into the desired gem. for example, if someone wanted a ruby the object needs to at least have iron already existing inside it. this makes diamonds easy to come by but other colorful gems much more valuable.

Name: Burxa Sorkonox
Title: Supreme Tarksa
Age: 60
Gender: Male

Appearance: Slightly smaller than other Tarksa, Burxa has natural bright blue scales that reflective in sunlight. He has a hood around his neck that is a genetic rarity. His horn is cut and trimmed to the point where small but very sharp.
Clothing: He is adorned with many pieces of jewelry such as shiny gold bracelets, large necklaces, and even a ruby lodged into the base of his horn.

Personality: He is patient but very blunt. he hates subtext and despises those who try to be underhanded. While he can understand the emotions of others he doesn't try to and can come off as really cold. He genuinely cares for his people but is also obsessed with wealth and luxury.

Equipment: on the right side of his hip he keeps a pocket mirror that can be used as a communication device.
Weapon(?): on the left side of his hip he carries a shortsword called "Axolotl's fang" that whenever chipped or damaged would regrow itself.

Attributes
Intelligence: 9/10
Wisdom: 9/10
Strength: 2/10
Power: 8/10
Constitution: 6/10
Charisma: 2/10
Dexterity: 9/10
 
Name: Tarksa. There empire is called the Republic of Diamonds.
Description: A group chitinous serpents who thrive for beauty and superiority.

Location: A clash of people who live both underground and on the surface with there many cavern systems. wherever the canyons are the Tarksa make there homes in harsh terrain and natural defenses. There cities and crystalline structures are made to be difficult to maneuver in unless you're a Tarksa

Government structure: (using Britain as a base) Tarksa uses a system of parliament that brings one representative from each city. While they discuss local politics the final decision for most decisions goes to the monarch. whether king or queen they have the highest power in parliament and most request must go through them.

Characteristics: Tarksas are a mixture of beetle and snakelike appearance. they have slit mouths with forked tounges and unblinking eyes. they have a small protruding beetle horn that slightly increases in size based on age. They have pieces of chitin embedded near their shoulders, abs, back, and hips, but there rest of there body is covered in scales. they have the lower half of a serpent and there scales are usually a dark blue or purple color, though many Tarksa will use polish to make themselves colorful.

Military presence: 3/5. it is not expected that all citizens fight (given many want to live in luxury) but everyone must take some type military education. Be it simple self-defense or advanced weapons training. Most of the time the republic would rather settle there dispute through commerce rather than force, though history shows they can become awfully aggressive to those they felt wronged by.

Military structure: the monarch has a series of royal knights that have succeeded in the in all manners of advanced war training. these knights are tasked with training lower regiments and subdivisions. they have their own brand of armor that uses a mix of chainmail laced with diamonds. Tarksa mostly uses spears and crossbows while they have also invented and hold a monopoly on the trebuchet. (I might remove the trebuchet idea)

Importance of magic to faction: 4/5 given that it is there magic that creates many structures, jewelry, and even weapons. ones that excel are the highest regarded and paid heavily for their services.

Name: Crystalline Alchemy
Base Elements: Light and metal
Description: Crystalline Alchemy transforms the earth and simple plant life into different gems and crystals. they are also able to shape and break crystals with a bit more ease. while sometimes the crystals themselves can have magical properties, this is very rare and takes alot longer to create than normal.
How to Use: Must be very close to the material and picture exactly what type of gem it can become.
Drawback: the process of crystallizing can be very slow for larger objects. It can take hours or even days to fully transform and object. this is due to safety reasons as crystalizing an object too fast can cause the caster to crystalize aswell. this has been a problem as citizens would crippling body movement or damages their vitals.
Equipment/Materials needed?: the piece of earth or plant must have the type of mineral element in it to transform into the desired gem. for example, if someone wanted a ruby the object needs to at least have iron already existing inside it. this makes diamonds easy to come by but other colorful gems much more valuable.

Name: Burxa Sorkonox
Title: Supreme Tarksa
Age: 60
Gender: Male

Appearance: Slightly smaller than other Tarksa, Burxa has natural bright blue scales that reflective in sunlight. He has a hood around his neck that is a genetic rarity. His horn is cut and trimmed to the point where small but very sharp.
Clothing: He is adorned with many pieces of jewelry such as shiny gold bracelets, large necklaces, and even a ruby lodged into the base of his horn.

Personality: He is patient but very blunt. he hates subtext and despises those who try to be underhanded. While he can understand the emotions of others he doesn't try to and can come off as really cold. He genuinely cares for his people but is also obsessed with wealth and luxury.

Equipment: on the right side of his hip he keeps a pocket mirror that can be used as a communication device.
Weapon(?): on the left side of his hip he carries a shortsword called "Axolotl's fang" that whenever chipped or damaged would regrow itself.

Attributes
Intelligence: 9/10
Wisdom: 9/10
Strength: 2/10
Power: 8/10
Constitution: 6/10
Charisma: 2/10
Dexterity: 9/10
I’d argue from the description you gave that crystal alchemy is Light-Earth not Light-Metal but other than that accepted
 
Name: The Kingdom of Sakharr
Description: A small kingdom built inside of a rather large oasis with walls surrounding the said kingdom and a temple in the middle. It's rather diplomatic and is quite trading focused
Location: "Dembazo Oasis" which is located south west in the great desert Sekage of the south.
Government structure: Sakharr has a monarch-like government structure, where they either have a king or a queen as their ruler, who then have one of their children become the next ruler. Right under the king/queen is the four courtiers with each of them being responsible of military, trading/economics, education and agriculture respectively.

Characteristics: (of inhabitants)
Different elements of earth manifest in this race. Varying from the dry and cracked texture that are often seen around the deserts ground with bits of dust falling, to a rough and pebbled rock-like skin with one or two small crystals embedded on. Other than that they look rather humanoid.

Military presence:
in the society 3/5
Military structure: The Courtier of Military is mostly the one who is in charge, but the king/queen is the one who does the final decision. Under the courtier of military are of course commanders, who make sure that the wanted actions happen and then the soldiers, which includes the royal guard.

Importance of magic to faction:
(how closely linked is magic to culture) 4/5

Name: Chambark and Lyhiam
Base Elements: Earth and Water
Description: Chambark what Sakharrians call the manipulation of earth Lyhiam is for water manipulation. The power and abilities of both Lyhiam and Chambark vary from citizen to citizen. The major factor if of course training and the natural abilities in the said arts, but the abilities are sometimes varied depending on the person. Someone may be better on the one while worse on the other, good at both or bad at both. They can not turn water into ice.
How to Use: (if complex) Both Lyhiam and Chambark are controlled via bodily movements. Stiff and powerful movements are used with Chambark, while with Lyhiam's movements are more flexible and fluid.
Drawback: The user of both arts need to know what each movement does and how to properly use it. If the movements are done incorrectly nothing will happen or then something unwanted/unexpected may happen.
Equipment/Materials needed?: N/A

Name: Naharia Sakharr

Title: Queen of Sakharr

Age: 36

Gender: Female

Appearance: Naharia has a sienna colored, dry and cracked dessert ground texture on her skin with a red-orange colored gem on her forehead. Her black hair reaching a bit past her shoulders, though it's usually worn in a very loose ponytail. Her eyes are a bright blue looking like a small clear ponds in the middle of the desert. She is 5'5 tall and is average weight, but possibly leaning towards rather curvy with a hint of strength showing underneath.

Clothing: Naharia tends to wear a white loose tunic with gold like decorations on the sleeves with some decorated metal armor on top with a rich purple cape. When Naharia's presence is required at the battlefield she wears significantly more armor that is also quite decorated. When in her kingdom she of course wears more relaxed clothing like a long, white tunic that has once again golden decoration on the sleeves, light green baggy pants and a very loose cardigan with the color bright orange with jewelry of different kinds complimenting her appearance and showing of her wealth.

Personality: Naharia is quite calm and collected individual. She can be quite and savage with her words, but she has no trouble with choosing the correct words to charm anyone. She can be somewhat narcissistic and think highly of herself, but she does show kindness to her citizens and her beloved family. She tries to use diplomacy over violence and war often talking her way out of situations.

Equipment:
Other than her wealth, weaponry and jewelry she carries a small bag of water .

Weapon(?):
If not using either of Chambark or Lyhiam Naharia's weapon of choice is a scimitar.


Attributes:
Intelligence:
6/10
Wisdom: 6/10
Strength: 5/10
Power: 8/10
Constitution: 5/10
Charisma: 8/10
Dexterity: 6/10
 
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Name: The Kingdom of Sakharr
Description: A small kingdom built inside of a rather large oasis with walls surrounding the said kingdom and a temple in the middle. It's rather diplomatic and is quite trading focused
Location: "Dembazo Oasis" which is located inside the great desert of Sekage
Government structure: Sakharr have a monarch-like government structure, where they either have a king or a queen as their ruler, who then have one of their children become the next ruler. Right under the king/queen is the four courtiers with each of them being responsible of military, trading/economics, education and agriculture respectively.

Characteristics: (of inhabitants)
Different elements of earth manifest in this race. Varying from the dry and cracked texture that are often seen around the deserts ground with bits of dust falling, to a rough and pebbled rock-like skin with one or two small crystals embedded on. Other than that they look rather humanoid.

Military presence:
in the society 3/5
Military structure: The Courtier of Military is mostly the one who is in charge, but the king/queen is the one who does the final decision. Under the courtier of military are of course commanders, who make sure that the wanted actions happen and then the soldiers, which includes the royal guard.

Importance of magic to faction:
(how closely linked is magic to culture) 4/5

Name: Chambark and Lyhiam
Base Elements: Earth and Water
Description: Chambark what Sakharrians call the manipulation of earth Lyhiam is for water manipulation. The power and abilities of both Lyhiam and Chambark vary from citizen to citizen. The major factor if of course training and the natural abilities in the said arts, but the abilities are sometimes varied depending on the person. Someone may be better on the one while worse on the other, good at both or bad at both. If you are especially good at Cambark you can possibly sense some of the different minerals in a 29 ft (8.8 m) range and if you have mastered Lyhiam you can possibly sense nearby water in the same range, but they can not turn water into ice.
How to Use: (if complex) Both Lyhiam and Chambark are controlled via bodily movements. Stiff and powerful movements are used with Chambark, while with Lyhiam's movements are more flexible and fluid.
Drawback: The user of both arts need to know what each movement does and how to properly use it. If the movements are done incorrectly nothing will happen or then something unwanted/unexpected may happen.
Equipment/Materials needed?: N/A

Name: Naharia Sakharr

Title: Queen of Sakharr

Age: 36

Gender: Female

Appearance: Naharia has a sienna colored, dry and cracked dessert ground texture on her skin with a red-orange colored gem on her forehead. Her black hair reaching a bit past her shoulders, though it's usually worn in a very loose ponytail. Her eyes are a bright blue looking like a small clear ponds in the middle of the desert. She is 5'5 tall and is average weight, but possibly leaning towards rather curvy with a hint of strength showing underneath.

Clothing: Naharia tends to wear a white loose tunic with gold like decorations on the sleeves with some decorated metal armor on top with a rich purple cape. When Naharia's presence is required at the battlefield she wears significantly more armor that is also quite decorated. When in her kingdom she of course wears more relaxed clothing like a long, white tunic that has once again golden decoration on the sleeves, light green baggy pants and a very loose cardigan with the color bright orange with jewelry of different kinds complimenting her appearance and showing of her wealth.

Personality: Naharia is quite calm and collected individual. She can be quite and savage with her words, but she has no trouble with choosing the correct words to charm anyone. She can be somewhat narcissistic and think highly of herself, but she does show kindness to her citizens and her beloved family. She tries to use diplomacy over violence and war often talking her way out of situations.

Equipment:
Other than her wealth, weaponry and jewelry she carries a small bag of water .

Weapon(?):
If not using either of Chambark or Lyhiam Naharia's weapon of choice is a scimitar.


Attributes:
Intelligence:
6/10
Wisdom: 6/10
Strength: 5/10
Power: 8/10
Constitution: 5/10
Charisma: 8/10
Dexterity: 6/10
Your location needs to be more specific and you’ll need to remove the detection ability.
 
This is my secondary character:

Name: Dakrin K'optal (Dah-krin Kee-ohp-tull)
Title: Warden Vanguard Captain
Age: 42
Gender: Male
Appearance: Dakrin stands at what is a fairly average height for most K'yptothans, though still an impressive 7'6". He, like other male K'yptothans, is smaller than a fair number of Ky'ptothans but still weighs an impressive one ton of dense muscle and insulating fat. He only has two tusks, each being about 4 inches in length and jutting out of the bottom of his mouth before curling up and slightly away from his mouth. Dakrin's thick, short fur is a stark white in color, and the skin on his bald hands, feet soles, and head is a light gray.
Clothing: Dakrin wears simple leather undergarments, consisting of a leather tunic that hangs just below his waist. Above this he wears a chainmail shirt. Above the chainmail he wears the same leather/steel armaments as the High Chief but instead of the plain leather armor that Ikran wears, Dakrin's leather is covered in Frost Wyrm Scales.
upload_2019-7-7_16-5-4.png
Imagine this but on a giant gorilla and covered in white scales. Also, credit to the Fallout gamepedia page.
Personality: Dakrin is, in a word, relentless. Unwavering in his duty, his morals, and his combat ferocity, Dakrin is the gold standard for what K'yptothan society values in it's Wardens. Fiercely loyal to his race but somewhat hot-headed, Dakrin is one of the first to suggest retaliation after another race so much as looks at a K'yptothan funny. Towards others of his race, Dakrin is incredibly kind and compassionate, but towards all other he is skeptical at best and outwardly hostile at worst. Dakrin is not a leader, and very much relies on the people above him to be given direction.
Equipment: Dakrin carries an assortment of tools with him at all times, chief among them his Wyrm-leather lasso.
Weapon: Dakrin makes combines his magical prowess with his battlefield finesse, utilizing a steel Kusarigama with a 10 foot chain in combination with his K'yothic magic.

Attributes:
Intelligence:
5/10
Wisdom: 5/10
Strength: 9/10
Power: 6/10
Constitution: 6/10
Charisma: 5/10
Dexterity: 9/10
 
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