Synopsis

Welcome to Warmonger! A collaborative writing roleplaying game that aspires to be drama-free and member-driven. Members may help contribute to the site’s growth as well as contribute to the needs of their fellow members. Please scroll down for more information.

ENTER FORUM

RACES
HUMES they are humans as we know them. Even so, many humes are blessed with a great amount of mana that enables them to manifest phenomena known as magic. Not all humes are built equally, however. Some have greater mana output than others; some have none at all. Humes sans magic tend to congregate in cultures more technologically advanced than those with magic. When magic and technology come together, they establish something truly magnificent. In recent years, it is said that humes without magic abilities are somehow able to junction magic… thanks to magicite.
BEASTS are animal-like creatures. The most universal beasts known to date are the moogle and chocobos. Chocobos take the place of horses in this world, whereas moogles – known for their innovative yet capricious natures – are typically craftsmen and mailmen. Most beast tribes live in communities separated from humes.

Notable beasts (Wikia links)
Chocobo
Moogle
Moomba

BEASTMEN Beastmen – Beasts that have a striking human resemblance are known as beastmen. Like beasts, many tribes tend to keep to themselves in their own communities. However, some individuals thrive in densely populated areas as merchants, sellswords, and more. Some individuals may be exiled from their homes.

Notable beastmen (Wikia links)
Ronso
Viera
Bangaa


CLASSES
TANKS – usually are the ones to carve the path for their group because of their main job: crowd control. Crowd Control is the ability to attract the enemies’ attention onto them so that the other classes can do their own jobs (heal and DPS). Unlike all the other classes, tanks have a high resilience for tolerating damage. Some tanks specialise in defence, some tanks specialise in greater health points, some specialise in great deflection – the list goes on.
HEALERS – there are a vast majority of healers. Some specialise in preventive healing, others specialise in reactive healing, some can even adapt to the situation. As the ones who monitor their comrades, healers are often the ones strategising – albeit not always. Over-healing may attract the enemies’ attention, so healers should be careful in how they strategise themselves as well.
DPS – or Damage Per Second is a class that prioritises fighting as fast as possible whether mage or warrior. Some DPS classes will be less powerful in strength, but faster. Others will be slower – like mages – yet have a high damage output. DPS should also be mindful of regulating themselves lest they steal aggro (attention) from the tank(s).
DOMESTIC – Farmers, inventors, crafters, servants, these are only some examples of domestic classes. A person need not specialise in fighting or magic at all. Instead, they can devote their lives to these other trades, with or without dabbling the other practices (e.g. magic). One who does specialise in fighting or magics can also sub-class in a domestic class.

Fayth & Aeons

One could say that the Fayth and Aeons (summoned beasts) are one in the same. The Fayth are people who willingly underwent a ritual to seal their souls in stone tablets, forever dreaming. Aeons are the physical manifestation of those dreams and take the shape of the Fayth’s most prominent emotion. Some Aeons will only join a person they deem worthy after a trial, be it a battle of might or words.

In Warmonger, non-canon (i.e. Yojimbo) Fayth/Aeons/summons are playable characters that can attach to one character at a time. They can also manifest as a beast or as a (wo)man; however, they can neither stray far from the location of their Fayth nor can they stray far from the person they’ve attached to.

Magic, Magicite, & Machina

Black, White, Summon, and Non-elemental magic – these few magics largely influence the world as we know it. Many beings and creatures alike are able to master these principles. Manipulating energies enables one to wield otherwise unattainable abilities, such as thunder or even time.

MAGICITE

Magicites are stones infused with magical properties. Most known are those that have been man-made by otherwise magic-less inventors. Usually, only soldiers have access to these stones to wield for warfare. Lesser known and least found magicite are those born naturally through the death of fayth. Magicite derived from the fayth are highly sought after. They contain a powerful spell, often the signature technique of the fayth’s dream.

MACHINA

Machina – or machines – were created by those who have no ability to wield magic of any kind. Their deficiency in magic made them proficient in resourcefulness, and thus they created a technologically advanced society. The Archadian empire boasts its advanced technology. Most machines are powered by steam and man-made magicite. Blitz ball arenas, airships, and magicite are but few examples of machina.

BLACK Offensive magic. Typically elemental spells such as Fire, Thunder, Blizzard. Then there are major Black magic spells like Meteor, Flare, and Ultima.
WHITE Primarily defensive and healing, white magic consists of curatives, barriers, and status relief. (Raising will not be possible on Warmonger.)
SUMMON Summoning magic permits one to call upon the services of an aeon (otherwise known as a summon). Aeons’ abilities and magic-type vary per aeon.
NON-ELEMENTAL Magic that neither falls under black magic nor white magic is sorted under non-elemental magic.

  • Blue Use spells and abilities learnt from monsters
  • Space Alter gravity and space
  • Saboteur Cast debuffs and DoTs. Debuffs/DoTs aren’t greatly effective.
  • Synergy Cast buffs. Buffs aren’t greatly effective.