A thousand years ago a great explosion rocked the world and released a pure energy known as Magic. The Magic rained down over the world shifting it and making it anew. So began
Age of Discovery 0-200 A.B. (After Blast)
People begin to get used to the Magic altered world
First Mages introduced
Golden Age 200-500 A.B.
Magitech conceptualized and created
Mage Colleges open to teach people of their power
Harmony reigns between the kingdoms
Clockwork people created
But then came something that no one could have predicted. The monsters known only as Jackals. They were beasts whose bodies were made up of pure dark energy. They spread across the land devouring and eating and destroying without a single care for anything. Nothing that had been created could stop them, they were undying, unkillable, monsters in the purest sense of the word. So began
The Dark Age 500-600 A.B.
Jackals begin to systematically destroy everything in their path
Diseases spread on the wind and kill thousands of people
The sun is covered by the pollution that the Jackals bring with them
But then a miracle happened. Nine hero's appeared with Magic the world had never seen before. A Magic that allowed people to destroy the Jackals. Where the hero's lead the Jackals fell, and the people of the world began to push them back to the Badlands, where the final battle against the Jackals hive took place. During this battle the Nine hero's gave their lives to create a seal around the hive stopping any more from getting out. This era was dubbed in their honor
The Age of Heroes 600-655 A.B.
The Nine arise
Jackals pushed back to the Badlands
Jackal Hive sealed
Age of Rebuilding 655-780 A.B.
Seven Kingdoms are created in honor of the heroes
More Mage Colleges are created to deal with the increase of magic users
Goblin Kingdom, Elven Kingdom, Dwarvern Kingdom, Human Kingdom, Clockwork Kingdom, Dragon Kingdom, Glutton City, Valcium Alliance, and Grand Capital secure an uneasy alliance
Age of Balance 780-1000 A.B.
Magitech available to almost everyone
The kingdoms begin to grow jealous of each others power or standing
A new Darkness is rising
A new Nine are chosen by destiny to wage war against evil
Welcome to R.A.H or Rebirth of the Age of Heroes, in this RP you will become one of the new Nine Heroes chosen by destiny to defeat the evil in the world. Choose your class, your background and other things and then jump into a world of magic and adventure.
Soldier: Masters of melee and weapons. Soldiers use their skills with their bodies and weapons to fight against enemies, normally only having their innate magic as a secondary skill to boost their fighting skills. Since they are more focued on the physical most soldiers will get Magitech onto themselves to help in combat, taking as many extra parts as needed. Some even give themselves another pair of arms to help in combat.
Ranger: When it comes to bows no one can beat a Ranger at it. Quick moving and intelligent rangers use magic through their bows and arrows to add elemental power behind them, usually Fire or Wind, although some Rangers have found ways to make other Magic work for them. In a close battle a Ranger will normally flee due to having little training in upfront combat and knowing that at close range their bow is of little importance. Rangers are also known to use their magic to create arrows made of magic, and if they get Magitech it is normally for eyes for better sight, arms or legs for better movement as well.
Mage: Masters of the mystic arts. A mage will spend their entire lives focusing on one area of Magic and might only learn a few spells from another area. Magic for Mages can be learned from the following types: Fire, Earth, Water, Wind, Light, and Dark.
Fire: Offensive Spells and Boosts (Offensive)
Earth: Defensive Spells and Control of environment (Ground and Nature)
Water: Healing Spells and Boosts (Defensive)
Wind: Offensive Spells and Defensive Spells
Light: Healing Spells and Miracles (destroy undead, banish death, cure disease, etc.)
Dark: Death Spells and Curses
Each mage must channel their Magic through a different device (wand, book, deck of cards, a human skull etc.) in order to get it through. Each Mage at the completion of their training will know twenty spells and have one familiar from their domain (fire might have a Phoenix and Wind might have a giant Eagle, if you need help with ideas PM me). If a familiar dies they will take up too three days to reform. As the Mage grows in power the Familiar will grow with them, sometimes gaining minds and spirits of their own. They will always remain supportive and protective of their mage through.
Alchemist: Masters of Creation. Alchemists use magic in a way different then others, they use it to fuse different elements together to create something knew, and often times explosive. They can create remedies from plants as easily as they can create poison. They normally fight using a combination of mixtures they have created and a subtle knife to the heart. They are most dangerous due to their unpredictability. You never know what is up an Alchemists sleeves. Alchemists are also known to craft Homunculi to aid them. Homunculi are Magitech creations that do whatever their masters ask, not having any minds of their own. They can be in animal form or human, through Alchemists that use humanoid Homunculi often get not only weird looks but are shunned by many.
Duelist: Masters of the art of Gunplay. The gun may be a knew idea but it is one people took quickly to. A ranged weapon that fires out a small metal ball that is almost impossible to remove, much more deadly then any arrow. But at the same time much more difficult. It takes time to reload a gun with powder meaning that Duelists have to carry multiple guns on their person. If they are magically inclined they could always use a gun and force their magic through it, but that is extremely taxing and can exhaust a strong person quickly. Their two most dangerous weapons are the Rifle (for long range) and the Blunderbuss (a short range spread shot).
Assassin: Masters of the art of Stealth. These quick fighters rely on stealth and quick thinking to outwit stronger enemies. They only use knives, finding that swords aren't really their thing when it comes to fast fighting. An Assassin will use any magic they have to speed themselves up or cloak their position from the enemy. In a straight on fight you have a chance, but if one of these quick fighters comes from behind then you have already lost.
Human- A human, normal speed, normal height, and normal intelligence. There are two things that sets humans apart from other races. Their high speed of adaptation to new environments and their bodies ability to adapt to Magitech prosthetic, but like all races if you have a Magitech limb or organ then your ability to use your inner Magic disappears.
Dwarves- Short but strong you don't want to get in a straight fight with a Dwarf unless you don't mind losing. Their pride is only outmatched by their strength. Magitech takes badly to them but the Dwarven race has some of the strongest Mages in the history of the world.
Elves: Of high intelligence and speed are the elven race defined. They are not quite as strong as other races but make up for it with being able to outrun any of them in a foot race and out learn them in any subject. While the Dwarves have the strongest Mages the Elves have some of the best. Magitech takes normally to them but most would rather die then be cut off from their Magic
Goblin: A race of people that are believed to be a genetic offshoot of the dragons. Small in size but big on just about everything goblins are not people to be messed with. They are born with skin covered in armor like scales. They are unable to take Magitech because without their natural Magic they would die. But in return they are very powerful fire Mages no matter what class they pick, and if in true danger they can breath fire much like a dragon can but twice as hot.
Dragon: Once great beasts some of them decided they would rather live among people and took on human like forms. They put a veil around themselves but when battle comes they drop it an reveal their wings, claws, horns, and rows of sharp teeth. They make great fighters but find magic more difficult. Because they are immune to all but the most deadly diseases they don't never take Magitech.
Fae: A race that is said to have started out with the people closest to the magical fallout after the explosion of magic spread throughout the world. They are eternally beautiful and can grow to maximum human height despite the legends that say they are little folk, they are also known to have wings. Their inner magic is greater than just about any other race, however this is a double edged sword. If a Fae uses too much of their magic they run the risk of killing themselves in the process. Best class for them is Mage, however their speed and long lives could give them decent ability as a swordsperson. Some more rebellious Fae have been known to become Duelists as well. The Fae have no set community or kingdom, preferring to live in a more nomadic.
Merfolk: People mutated by the Blast that gave them the ability to live underwater. Their bodies are normally very humanoid, however some of them take on other fish like attributes. One common sign is the gills around their necks, or the small water orbs that cover them when they walk on land. A Merfolk needs these orbs to walk on land and can only survive about three days without any water, less if it is hot. Due to constant pressure from the ocean Merfolk are much faster on land, able to move at amazing speeds. Assassin is a good class. Mages are rare among Merfolk due to their lack of magical prowess, and are known to get Magitech added to their bodies in order too fight more effectively. Most live in vast underwater cities that are too deep to be reached by most people.
Clockwork People: Once another race these people have forsaken their bodies in favor of a body made completely of Magitech parts. They only have their brains left in their metal bodies. They became known as Clockwork people because the earliest Magitech worked with gears and like pocket watches. They can't use magic but make great swordsmen and rangers, and with the right body type they can also be Assassins.
The Chosen discover they are Chosen by a symbol appearing on their hands and an order entering their heads telling them to go somewhere. That place will be revealed once I have picked 9 players. Post characters here and then we will move the 9 picked to another topic afterward.
((Welcome to the resurrection of the Age of Heroes, the second time I will attempt to use this setting to run a game. Feel free to submit character sheets here and use the old discussion for questions or P.M. me))
Who you going to call? ME!