Post by jugan on Nov 3, 2008 1:42:40 GMT -5
Alright, here's some things about the RP that might confuse people.
Terms:
Spirit Charmer- A human who makes a contract with a spirit to gain more power. They use this power to exorcise demons and malicious spirits. Spirit Charmers also deal with everything supernatural, from Ahools to Zombies, and everything in between.
Contract- Used to refer to a spirit that a Charmer has made a pact with. A spirit can only have one contract at a time. Spirit Charmers can have multiple contracts, depending on the strength of the spirit, and the strength of the Charmer's soul. Most people can average about two contracts, with exceptionally powerful Charmers and Charmers from powerful families averaging about four. A powerful Charmer could have up to a thousand contracts if all of them were not exceptionally powerful.
"Proof"- The mark of the contract between a Charmer and a Spirit. This can take many forms, from something as permanent as a tattoo, to something like a ring.
Slayer- A human who possesses spiritual power, but cannot or will not become a Charmer. They use their gift to hunt demons and spirits, regardless of their stance towards humans.
Fallen Charmer- A Spirit Charmer who fell from grace. They either drag their contracts down with them, or break their deals in order to spare them. A Fallen Charmer either relies on their own power, or makes a deal with malefic entities.
Demon- Refers to all spirits, considered a derogatory term by both spirits and Charmers.
Exorcism Technique- The techniques used to exorcise demons, usually passed through a family. This can be anything from typical sutras, to a martial arts style, to a weapon style, etc. These include everything; such as: a true exorcism technique, a spirit stunning technique, defensive techniques, damaging techniques, etc.
Witch/Wizard/Warlock/etc.- Derogatory terms used to refer to Spirit Charmers.
Places:
Animus Vita-The school where Spirit Charmers learn to control and hone their powers. Many Charmers meet their lifelong partners here, and they strengthen their bonds with the trials they face here. This also serves as the HQ for Spirit Charmers the world over. Literally means "Spirit's way of life."
Aleph- Where the Animus Vita is located. Temperate climate, much like Europe. Connected to Kellus and Ikana. Average in all areas regarding military and economy and such. Charmers from Aleph place a great deal of emphasis on trust and partnership with spirits and other Charmers. Produces the most Charmers per year.
Ikana- Desert climate. Full of ruins, tombs, and temples. Has a blood-soaked history, and has a strong military. Origin of the Ikana language. Connected to Aleph and Keles. Charmers focus on tradition and ritual combat.
Keles- Tropic Climate. Specializes in agriculture. Relatively peaceful with no prior involvement in any war. Very weak military, relies on volunteers and Ikana for protection. Charmers place emphasis on nature, using nature spirits and prayers to manipulate nature.
Taltus- Tundra climate, very sparsely populated. Specializes in survival and fur trading. A lot of emphasis on self-strength and individuality. Culture resembles that of the real world Old Nordic culture. Is an island located in the far north. Charmers focus on prayer.
Cognitus- Taiga/Boreal Forest climate. Located to the far south. Society is considered 'backwards' to other nations. Operates on a tribal system, with a loose confederacy deciding the action as a whole nation. Charmers place emphasis on Charmer's own strength. Puts out the least amount of Charmers per year, 1. (At most only 4 Cognitian Students attend Animus Vita at any given time.)
Need to know:
1. Only spirits may make a contract. No werewolves, vampires, etc.
2. Though they are incapable of making a contract, werewolves, vampires, ogres, goblins, imps, etc. DO exist.
3. Fallen Charmers look exactly like regulars Charmers at first glance. Only their personality, attitude, or actions may betray them.
4. Slayers and Charmers, while having different opinions regarding spirits, can work together for the greater good.
5. Dragons can form a contract, though they are extremely powerful. No student is strong enough to make a contract with one, and only exceptionally powerful Charmers will have enough room for multiple contracts with Dragons involved.
6. Upon death, a Spirit Charmer is granted automatic spirit status, allowing them to remain with loved ones and aid more Charmers.
7. The above rule is overlooked, if a specific curse is placed on a Charmer. Or when they choose to move on, rather than remain in this world.
8. When a particularly powerful spirit is exorcised, they leave behind some sort of remains. This can be a anything really, including a mask, a ring, a necklace, etc.
9. When the remains are left near a person for too long, the demon inside will possess that person, unless the spirit was benevolent.
10. Burning the remains with some sort of mystical flame, or striking the remains with an true exorcism technique (a finishing blow, if you will), then the demon is truly exorcised.
11. If the remains are merely broken, the demon will come back to life.
Terms:
Spirit Charmer- A human who makes a contract with a spirit to gain more power. They use this power to exorcise demons and malicious spirits. Spirit Charmers also deal with everything supernatural, from Ahools to Zombies, and everything in between.
Contract- Used to refer to a spirit that a Charmer has made a pact with. A spirit can only have one contract at a time. Spirit Charmers can have multiple contracts, depending on the strength of the spirit, and the strength of the Charmer's soul. Most people can average about two contracts, with exceptionally powerful Charmers and Charmers from powerful families averaging about four. A powerful Charmer could have up to a thousand contracts if all of them were not exceptionally powerful.
"Proof"- The mark of the contract between a Charmer and a Spirit. This can take many forms, from something as permanent as a tattoo, to something like a ring.
Slayer- A human who possesses spiritual power, but cannot or will not become a Charmer. They use their gift to hunt demons and spirits, regardless of their stance towards humans.
Fallen Charmer- A Spirit Charmer who fell from grace. They either drag their contracts down with them, or break their deals in order to spare them. A Fallen Charmer either relies on their own power, or makes a deal with malefic entities.
Demon- Refers to all spirits, considered a derogatory term by both spirits and Charmers.
Exorcism Technique- The techniques used to exorcise demons, usually passed through a family. This can be anything from typical sutras, to a martial arts style, to a weapon style, etc. These include everything; such as: a true exorcism technique, a spirit stunning technique, defensive techniques, damaging techniques, etc.
Witch/Wizard/Warlock/etc.- Derogatory terms used to refer to Spirit Charmers.
Places:
Animus Vita-The school where Spirit Charmers learn to control and hone their powers. Many Charmers meet their lifelong partners here, and they strengthen their bonds with the trials they face here. This also serves as the HQ for Spirit Charmers the world over. Literally means "Spirit's way of life."
Aleph- Where the Animus Vita is located. Temperate climate, much like Europe. Connected to Kellus and Ikana. Average in all areas regarding military and economy and such. Charmers from Aleph place a great deal of emphasis on trust and partnership with spirits and other Charmers. Produces the most Charmers per year.
Ikana- Desert climate. Full of ruins, tombs, and temples. Has a blood-soaked history, and has a strong military. Origin of the Ikana language. Connected to Aleph and Keles. Charmers focus on tradition and ritual combat.
Keles- Tropic Climate. Specializes in agriculture. Relatively peaceful with no prior involvement in any war. Very weak military, relies on volunteers and Ikana for protection. Charmers place emphasis on nature, using nature spirits and prayers to manipulate nature.
Taltus- Tundra climate, very sparsely populated. Specializes in survival and fur trading. A lot of emphasis on self-strength and individuality. Culture resembles that of the real world Old Nordic culture. Is an island located in the far north. Charmers focus on prayer.
Cognitus- Taiga/Boreal Forest climate. Located to the far south. Society is considered 'backwards' to other nations. Operates on a tribal system, with a loose confederacy deciding the action as a whole nation. Charmers place emphasis on Charmer's own strength. Puts out the least amount of Charmers per year, 1. (At most only 4 Cognitian Students attend Animus Vita at any given time.)
Need to know:
1. Only spirits may make a contract. No werewolves, vampires, etc.
2. Though they are incapable of making a contract, werewolves, vampires, ogres, goblins, imps, etc. DO exist.
3. Fallen Charmers look exactly like regulars Charmers at first glance. Only their personality, attitude, or actions may betray them.
4. Slayers and Charmers, while having different opinions regarding spirits, can work together for the greater good.
5. Dragons can form a contract, though they are extremely powerful. No student is strong enough to make a contract with one, and only exceptionally powerful Charmers will have enough room for multiple contracts with Dragons involved.
6. Upon death, a Spirit Charmer is granted automatic spirit status, allowing them to remain with loved ones and aid more Charmers.
7. The above rule is overlooked, if a specific curse is placed on a Charmer. Or when they choose to move on, rather than remain in this world.
8. When a particularly powerful spirit is exorcised, they leave behind some sort of remains. This can be a anything really, including a mask, a ring, a necklace, etc.
9. When the remains are left near a person for too long, the demon inside will possess that person, unless the spirit was benevolent.
10. Burning the remains with some sort of mystical flame, or striking the remains with an true exorcism technique (a finishing blow, if you will), then the demon is truly exorcised.
11. If the remains are merely broken, the demon will come back to life.