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Vedant Dynasty

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Verdantdynasty

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Verdant dynasty

E) Magic

Character Creation


Hello, here at the Verdant Dynasty, we reward character creativity. The following are ideas to aid you when creating a character. We have a template, but the template and these systems are malleable, allowing the creator more freedom. Below are the various skill sets you might wish to utilize. Remember that not all these are combat-oriented for traversal, and other such skills play an equal, if not crucial role in breathing life into your OC.


The template will be provided below (Feel free to use your own. This is for those that require one.)


https://docs.google.com/document/d/1RVczrOZn8y3IjWySNbt7I59kgIgt8Rlkajihr8CkHtE/edit?usp=sharing


Magic Lore.

"Magic is a force interacting with natural forces."


To gain power in this system, your character's effectiveness is determined by how actively you play out their role. Improvements in attributes like speed, strength, dexterity, and arcane abilities come from engaging in the narrative. The power scaling is dynamic, with each player's growth rate unique due to the freedom of choice. If you aim to become a better warrior, sitting idle won't help; growth requires active involvement in risky situations.


The system aims for realism and immersion, avoiding gamification with an experience points system. Common sense prevails, and higher risks lead to greater rewards. Death is a part of the setting, and there's no undoing it. "Reason to kill" means there must be a valid justification for harming or killing another character, backed by the character sheet and consistent role-playing.


Magic in this world is a force interacting with natural forces, believed to originate from the world's core. Crystals store latent energy, and anchors act as mass reservoirs of arcane power. The flow of energy remains a mystery, with theories about the planet's rotation. Magic has profoundly affected every aspect of life, from art to technology. The laws of nature cannot be broken, but reality's systems can be bent using mana.


There are various schools of magic, including Geomancy, Pyromancy, Hydromancy, and more. Each school has distinct characteristics, and characters can combine schools through in-universe pursuits. Magic is an extension of oneself, affecting body and weapons, with different spells having casting modes, attack shapes, and reach.


Magic is inherent to all lifeforms. Organisms have evolved a vital organ to gather the energy emanating from the core. It travels through leylines and seeps into the land before being recycled due to natural processes. Magic follows the laws of the universe, spells must account for this. Shadow magic, holy, curses and other such grey and murky forms are not possible as they aren't natural. The elements are the elements and behave accordingly. Common sense reigns supreme, and if uncertain, ask.


The metrics to gauge if a school of magic is allowed you must ask yourself two primary questions.


  1. Is it possible given whats been stated above.

  2. Can my OC feasibly know it?


We're not a combat oriented community. However, we all know CRP can lead to disputes so its paramount we all play within the same system to limit or remove needlessly friction.


Note: Schools can be combined through developed characters: for example, Pyro and Hydro, to create steam. Starting out, you're restricted to 1-2 schools. These feats are only achievable by those who invest and merit them via in-universe pursuits.




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