⠀Forged in Fire
A dutch/english medieval fantasy RPG
Welcome to Forged in Fire


Forged in Fire is a high fantasy role-playing game, which is set in a world where legends come alive. Dragons exist, magic is at the tip of your fingers and the lands are beautiful beyond imagination. Join us in a journey throughout Avalance. Create your character and allow yourself to be surprised by the many adventures that lie ahead. Where one moment your character might be on its way to finding love, he could encounter a dragon or a unicorn the next. Nothing is impossible in these lands.


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Copyright ©2020 by the FiF team
All rights reserved. No part of these texts may be reproduced, distributed, or transmitted in any form or by any means without the prior written permission of the staff. All images and characters belong to their respective owners and may not be reproduced, copied or altered without written permission.

ik ben hier zo klote druk mee geweest red mij uit fif hel, jk bbys love u all
Special thanks to Kiki for our profiles and Wazilikie for our Sigil designs.

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THE MAGIC

KNOWN MAGIC

Magic is an essential part of the world of Forged in Fire, though the types of magic might differ a bit from what people are used to. Down below the playable types are found. Most of the magic is inherited and runs through families, but there are lots of people that do not possess any magical powers, and while some gifts are celebrated across Avalance, others are frowned upon.

Death magic

Death magic, the word for necromancy used in the world of Forged in Fire, is a type of dark magic used to bring dead things to life. The users of this magic are called bone witches or bone sorcerers, and the practice of such magic is frowned upon in Avalance because of the Bone Sorcerer king Arenon, who went mad by raising an army of dead soldiers to fight for him. Bone witches and sorcerers are rare. The magic is, as with other types of magic, inherited. However, only very few of a bone witch or sorcerer's descendants will be able to use death magic themselves. One has not yet found any consistency in who has the magic in the family lines that are known to the world. Because of this and it's dark nature, death magic remains a very mysterious branch of magic.

As said earlier, bone witches or sorcerers can raise the dead. When untrained, they can only raise one creature at a time. As their power and control grow, they can raise humans and beasts alike. However, the magic comes at a cost. Death magic is surrounded by darkness. Darkness that consumes and corrupts the mind of the user if he or she is not careful. Training can help to keep the dark at bay, but spells that are too grand will leave the mind vulnerable. A bone witch or sorcerer that uses its power on a bigger scale, raising armies, for example, will sink into madness. This is why, if their magic is known, bone witches and sorcerers rarely find themselves in seats of power.

The magic is performed by citing ancient lines, concentrating on the desired result. The first time a bone witch or sorcerer brings something back to life, it is often by accident. In most cases the death of a family member, beloved pet or friend can spark the desire to bring them back to the land of the living. Without that first occasion of raising someone or something, a user of death magic cannot be tracked down, as their magic has not fully manifested yet.

The beings that are brought back by bone witches and sorcerers are undead. They remain the way they were when they were dead, meaning a skeleton will not magically grow back its flesh when it is raised. This is why corpses that are burned to ash cannot be raised. Aside from this, the undead are only the empty vessels of the people they once were. They will not retain any of their personality or their memories. They are mindless beings, waiting to be controlled by the bone witch or sorcerer that raised them. Only a few, very strong-minded people can resist the magic after death, and the rule goes that no user of death magic can raise another of its kind.

Dragonriders

Dragonriders are often spoken about like war heroes, mostly because it was a dragonrider and her dragon that saved the kingdom of Avalance in the past. Dragonriders are known to lead fierce battles and often end up as conquerors. Their gift gives them a certain flair for drama. Seeking the same power and divinity dragons themselves hold which can often lead to madness and an early grave.

Dragonriding is not officially seen as magic, but because those who possess the gift are never known to have an affinity to any other known types of magic, some do categorize it as one. The affinity for dragons is an inherited gift. It is known to run in families, most obvious in the current royal line, but only through many hours of training riders can hone their skills. Many dragonriders can only guess that they are a dragonrider by feeling and instinct, not knowing for sure until they meet a real dragon. They often have dreams of dragons, sometimes even feeling like prophecies leading them to the regal beasts. Long ago many owned their own tamed dragons, nowadays dragons are a rare sight and a dragon with a dragonrider ever rarer.

Dragonriders are bound to one type of dragon. Meaning they can only tame the type that is bound to them. Finding out what type can be a hassle sometimes, but there is one way to know for sure, for a dragonrider is immune to the natural weapon his or her dragon-type possesses. This means someone bound to Ice dragons cannot be harmed by their frostbreath, and those of the Forest Serpents will not dissolve when coming in contact with their acid-like venom. They can still be killed by the other types and even by their own type of dragon. The best way for them to train a dragon is to get their hands on an egg and help it hatch themselves, raising the dragon from infancy. Grown wild dragons are dangerous and will never be as docile as their human raised counterparts. It are often these wild dragons that become the undoing of a dragonrider, thinking they are safe because of their gift, but forgetting a dragon has more than just its breath.

Spiritwalking

Spiritwalking is a type of magic that allows the user to transfer their mind into that of animals, thus gaining the animal's senses and being able to control them. The people who possess this type of magic are called Spiritwalkers. They are descendant from the shamans of the North and Yax'in. Originally, this magic was used to be able to cross the borders between the different planes of the world, the world of the gods in the sky and that of the ancestors in the waters, hence the name spiritwalkers. When the magic became a bit more common and not just practices by shamans, the people saw its value for warfare. Spiritwalkers are more common in Avalance and the magic ability is inheritable. It is not unusual for spiritwalkers to have spiritwalker children, but the strength of their magic can vary.

Untrained, a spiritwalker will only have vivid dreams of perceiving the world through the senses of animals. If they are trained in this ability, they first learn how to see the world through the eyes of animals, later on learning to control them as well. While a spiritwalker is possessing an animal, their eyes roll back and their body remains in a comatose state until they return. If the animal they possess is killed, they forcefully return to their body, but if their body is killed while they are performing their magic, they will die, freeing the animal. This makes spiritwalkers very vulnerable while practising their magic, which means that precautions have to be taken if they want to use their gift during war or other dangerous circumstances.

While some are very gifted in the art of spiritwalking, ones able to control beasts like dragons or dire wolves only exist in legends.

Traditional Alchemy

Traditional Alchemy is an ancient form of magic, where someone can bring out the magic of their surroundings. Magic, after all, does not only run through our veins. It runs through everything around us. Flowers, gems, and even the ground we walk on, all contain traces of magic waiting to be used. Yet, these magics are not accessible to everyone.

Where a simple marigold might help relieve the aching of a slight burn for everyone, a traditional alchemist can unlock its magics, using that same plant to get rid of the burn entirely. Over the years, these people have learned that combining plants, gems and other magical properties, often strengthens effects. Sometimes, the right combination can turn a simple flower into a narcotic, or even a poison. Adding multiple, different properties together in perfect harmony and balance, can create completely new effects. Yet, these might not always be positive and sometimes the side-effects don’t show immediately, making this a dangerous practice when used on humans.

This form of Alchemy has become known as Traditional Alchemy after the discovery of the second type of Alchemy, Transmutational Alchemy. Alchemists are not gods and cannot create anything out of thin air. Their magic lies in their surroundings, the objects they use. They need preparations and recipes to bring out their best abilities, often needing to gather rare materials from all over the country and sometimes even from far beyond the seas. As this often takes time, their magic is useless in the sudden face of battle. Yet, they are a strong asset in war.

Understanding this magic is easy, as the following rules will always apply:
- Alchemists cannot create magic, they can only use it. They bring out the true power of an object that would be deemed worthless by anyone else.
- The stronger the effects, the riskier it is to make and the bigger the side-effects. One can use a potion to relieve someone’s pain, but the slightest mistake can paralyze them forever.
- Practice, practice, practice. A beginning alchemist is not yet capable to utilize something’s power completely and some might never be. The more practised alchemists can use their surroundings to the fullest, where a starter will only bring out a portion of what it could truly be.

Transmutation Alchemy

Transmutational Alchemy is the ancient, mystical art of understanding the structure of something, decomposing it and reconstructing it to the user’s desire. These alchemists can alter and manipulate objects and matter by using the world’s natural flow of energy. Being able to understand and perform this craft requires not only talent, but general knowledge and practice. Even though these alchemists are born with their magic, they will need to spend their lives learning to unlock its true power.

An important detail to Transmutational Alchemy is that it’s the altering and reshaping of objects, meaning they can not create anything out of nothing. To create a golden ring, they’ll need enough gold to shape it into form. They can not create gold out of silver and need the same material as the object they wish to create.

By chanting ancient lines, the magical properties of the matter are unlocked. To reshape them, an alchemist needs a transmutation circle. Alchemists craft these into their skin or on the ground as they chant their lines, before placing the object in the middle or holding it in their hands. Depending on the object and the method needed for it to reshape, it might melt, solidify or even break into pieces before it reshapes into its new form.

A transmutation circle is created out of two parts. The circle itself, which dictates the flow of power, and the runes within the circle. These runes represent the elements or other symbols representing their spell. These might be astrological symbols, symbolic images or even varying lines of text. A transmutation circle that is carved into the skin by tattoo or different methods is stronger than a circle created on the ground, meaning it does not have to be as big for the magic to work. Many alchemists have their most used circle(s) tattooed on their body for this reason.

Second Sight

Second Sight, or an da Shealladh, as it is called by the people of Céarta, refers to the ability to see the many paths of the future through visions. Those with the ability are often called seers. This type of magic does not exist within bloodlines outside of the Kingdom of Céarta, located in Lavarr. The ability of Second Sight can be inherited when at least one parent possesses the magic, although there is no guarantee the gift will be passed on. The strength of this magic is not dependent on training but decided at birth. Those who are recognized to become the strongest seers will be recruited to train and become part of the Mapmakers of Time at a young age. They will never travel outside of the Kingdom. This way, the people of Céarta have managed to keep control over most who have Second Sight.

Those with Second Sight can see visions of the future that can either come to them in their dreams or when they are awake. These visions are triggered by the seer's own emotions, those of the ones near them or objects that will play a part in the sights they will receive. While the visions or dreams portray possible future events, they are never set in stone. The smallest of changes can undo one possibility and create another. Untrained seers are not able to control their visions and will have them at both fortunate as unfortunate times.

Like alchemists, seers can feel the energy of the world around them. They are especially susceptible to strong emotions and emotions which are bestowed on objects. An example of this would be a King's sword, which by touching it, it could trigger a vision of said sword being carried to a possible battle in which this King could be involved. Seers are very vulnerable whenever they are experiencing a vision because they cannot return to the present until the vision has been completed. The visions also vary in intensity and experience. While some feel like a floating dream, others will feel like the event is happening right at that moment, the seer involved in what is happening. For each seer, experiencing visions will be different.

Overusing this magic will wear the body out and quickens the ageing process, causing the seer to die prematurely. This means that those selected to serve the Council as the Mapmakers of Time will never grow old, and they will never live long enough to see their true potential.

The strongest seers are not playable on this RP and stay in Céarta. Characters will not have full control of their visions, and when those visions are related to another character, the player will have to make sure it is not done without consent. You cannot discover something that is kept a secret without asking said player. Keep in mind that this magic can be a powerful tool in the RP. This also means it has to stay balanced. If you are not sure about something? Contact Admin.