A world full of threads, but bereft of weavers....

This is Nadir.

About

Medieval Fantasy | 18+ | Story-Driven
Inspirations: D&D 5e, The Arcana

Long before you were born, the Major Arcana roamed these lands and others, freely traversing the planes. It was a time of untapped potential, of freedom and peace.Until the War of the Arcane. The delicate balance between the planes was upset, and in its aftermath, the Arcane Gate was erected, preventing the Arcana from further interplanar travel.
Now, a tenuous peace lingers in Nadir. But nothing lasts forever.
Over the course of the past year, mysterious and often dangerous events have been causing havoc across Nadir, and the Order of the Pale Wolf, this world's most stalwart defense against the supernatural, has had growing difficulty keeping up with the increasing need for heroes.Because of this, Nadir's various government leaders have seen fit not just to fill the Order's coffers, but to make an additional offer besides: for one year of service to Nadir, overseen by the Order of the Pale Wolf, any Arcana-Chosen shall be granted either a small fortune, amnesty for any crime short of treason, a position of modest power, or any reward of similar value.


Convergence is a medieval fantasy RP group dedicated to an ongoing campaign featuring action, mystery, magic, and environmental change. Players will solve and set right a grand catastrophe on an interplanar scale.You play as an Arcane Chosen, blessed by one of the 22 Major Arcana. Your character lives on Nadir, home of mortals and favored playground of the Arcana.

A world steeped in magic, and rich in history.

Lore

History

Long ago, the Arcana paid little mind to Nadir. With no intelligent life to speak of, the plane largely went ignored. But then, a most fascinating development occurred: the undeveloped minds of mankind gradually became capable of intelligent communication! This caused the Arcana to take great interest in the lives of mortals: visiting them, granting them greater form and ability. When their immortal subjects took interest in these creations, they often resulted in half-breeds.Civilization grew on Nadir with incredible speed. Let it not be said mortals are slow; in fact, it is almost as though they make up for their short lives with an overabundance of ambition! This ambition led to the development of tribes, then villages, then cities, and even kingdoms.
This rapid development, however, came to a grinding halt when the Devil attempted to strike down the Magician in an effort to gain control of the threads of magic. In a near-instant, the Arcana went to war, with Nadir caught in the middle. Some claimed territory, some argued for freedom, but all had a hand in dealing catastrophic damage to the land.
When the Devil finally killed the Magician, the tapestry that comprised all of magic itself was torn, and all spellcraft short of the divine ceased to be. All fingers pointed at the Devil, and as a result, He was made to swear an oath to remain in His realm for eternity. The rest of the Arcana similarly agreed to remain in their own planes, and to ensure the keeping of this pact, the Arcane Gate was erected: an interplanar fence, of sorts, with openings between its planks too small for beings with a presence as power as an Arcana to slip through.Three centuries have passed since. Magic has returned with a new Magician weaving the threads of the arcane. Although no Major Arcana may pass through the Arcane Gate, they endlessly meddle with mortal affairs to this day, sending their servants, their avatars, and even motes of their power to Nadir.


Magic

Magic takes many forms. It can be cast through a spellbook, exist in a creature's very being, or be drawn from the earth, air, or water.Notably, the existence of magic is dependent upon the continued wellbeing of the Magician, and vice versa. Without one, the other cannot exist. When the Magician was struck down during the War of the Arcane, magic became almost entirely unusable for a century while a new Magician was created. Although certain creatures capable of producing their own magic remained able to use it(the Arcana themselves, for example), the threads of the arcane tapestry came apart to such an extent that those without the innate ability could not use magic whatsoever.


The Arcana and Religion

The Arcana are, in a word, gods. Each Major Arcana is capable of incredible power, though some use theirs to more benevolent ends than others.Each Major Arcana resides within its own realm, which it has nearly absolute control over. To intentionally offend an Arcana in its own plane is a sure way to die.Worship of Major Arcana is, depending on where one is from, generally seen as banal, of the utmost importance to one's spiritual health, or downright strange. Major Arcana do not require worship to exist; rather, they thrive off the continued existence of their karmic influences and archetypal themes. For example, so long as there exists even one free spirit in any plane at all, the Fool will continue to live.The Minor Arcana are somewhat different. They are often seen as messengers between the Major Arcana, or even minor gods, guiding mortals in their every day life, rather than the "bigger picture" often attributed to the Major Arcana.

A world filled with fascinating people, and terrifying creatures.

Countries

Irial

Inspirations: Western, Central, Eastern European

A vibrant country of multiple biomes, full of zealous and lively people, Irial was nearly destroyed in the War of the Arcane, but has made a shockingly impressive recovery. All kinds of people come from and are welcome to Irial; its mountain ranges, rolling plains, dense forests, winding rivers, and blazing deserts accept any and all willing to make the trek, much like its citizens.Ruled by a parliament constructed after the War and comprised of the House of Lords and the House of Commons, with the Archbishop of the Church of the Hierophant breaking ties, many see Irial as a Commonwealth with wealth for the common. Others see it as clinging too heavily to religious zealotry.Irial's military is formed of volunteers paid by taxes and led by the Archbishop's right hand, the Knight Commander of the Golden Sun. The Parliament, the Golden Sun, the Golden Dawn, and the Pale Wolves are all headquartered in the capital city of Somnium.Arcana-Chosen are adored in Irial, as the Order of the Pale Wolf is almost entirely comprised of them.

The Order of the Pale Wolf

Led by a Moon Arcana-Chosen, the Order is Nadir's oldest and, some might say, greatest organization of monster hunters. Given monsters are a plague across all of Nadir, all the world's leaders agree to dedicate taxes toward this neutral order of monster slayers, though some assert that its headquarters being located in Irial means it cannot be neutral.

The Knight's Order of the Golden Sun

Surprisingly enough, the Knight Commander of the Order of the Golden Sun is not an Arcana-Chosen, but an ordinary mortal. The daughter of the previous Knight Commander was chosen to lead the Order when he retired, and as a result, she struggles to fill his shoes. However, Irial's military has yet to have any serious disasters since she stepped into the role ten years ago.The Order of the Golden Sun is comprised of about one thousand knights chosen by the Knight Commander and knighted by the Archbishop, and below them, far more footsoldiers.A subsect of the Golden Sun, known as the Golden Dawn, provides humanitarian aid to those of need residing in Irial.


Al Ruwa

Inspirations: Arabic, African

Al Ruwa is a hot, dry country with a lack of organic natural resources, and as a result, made its fortune in trade. Al Ruwa's diamond, platinum, and gold mines decorate the necks and hands of Nadir's richest denizens - and other planes, as well, given a high enough quality. In a twist of good fortune, this lack of verdant pastures and dense forests made Al Ruwa unattractive to interlopers during the War of the Arcane, and as a result, the sultanate fared better than most.Ruled by an eccentric sultan at the heart of the Magnificent Tower of Treasures, Al Ruwa is often seen as a place where one can go to seek their fortune.Al Ruwa's military is natural-born and non-conscripted, according to government figures, but any resident will tell you the truth: the military is inflated by soldiers of fortune and criminals seeking to work off their sentences through military service.Arcana-Chosen are viewed as treasures in Al Ruwa, though this can largely depend on their specific hometown.

The Magnificent Tower of Treasures

A fond nickname for the capital of Al Sihi, the Tower of Treasures is a city which reaches upward into the sky. This vertical city is surrounded on all sides by sheer cliff, and is accessible only by airship or its singular, massive bridge, the Steps of Gold.


Orthros

Inspirations: Greco-Roman

A temperate kingdom of varying climates, yet mostly comprised of forests, woodlands, and plains, many consider Orthros to be a farmer's paradise. Many will tell you Orthros is as two-headed as the beast its name comes from: both the fiercest military warriors, and the most peaceful ranchers Nadir has to offer come from its verdant pastures.Orthros is ruled by hereditary monarchy, and its military is second to none. The Imperator leads the country's governance and military both. Several times in history it has clashed with Kiitori, but due to the lack of a suitable navy on either side and the sea between them, neither has ever conquered the other. Currently, a tenuous peace stands between the two.Citizens born of Orthros are legally required to serve in its military for a minimum of two years. Evasion of this service is punishable by law, though military service need not require actively fighting enemy combatants. Many have had quite peaceful years in the military, thanks to excellent skills in research and development or healing arts.Honor is prized as much as gold here; to shame one's family is seen as a grave misdeed. For most, their time in the military is viewed as an opportunity to be lauded and hailed as a hero.To be born an Arcana-Chosen in Orthros is to be seen as a potential asset to the military, in most cases.


Kiitori

Inspirations: Southeast Asian, East Asian, Pacific Islanders

A temperate empire of many biomes, Kiitori stood alongside Orthros as the most steadfast military force in the War of the Arcane. Much like Irial, but with hotter summers and milder winters, Kiitori's mountain ranges, crystal lakes, and emerald forests must be seen to be believed - or, at least, that's what the people will tell you.
The secretive emperor of Kiitori has not been seen in years, and it would appear that the people of this proud nation wish to keep it this way. The emperor rules from the shadows, their cabal of advisors and ministers informing each and every decision and policy they make. The emperor never leaves their palace, let alone the capital city of Hansaki, their decisions carried out by missives and spoken by town criers.
Kiitori's military is voluntary, but the kingdom has yet to have a shortage of volunteers since the War of the Arcane. This is almost entirely due to the generous pay they receive and the adoration lavished upon the military by the public; to the citizenry of Kiitori, the military is the last bastion keeping Orthros at bay.Societal structures are rigid in this kingdom, with hereditary titles, difficulty climbing the social ladder, and judgment cast upon those who step outside the norm. If one should leave the cities, however, and travel to more rural areas, these societal bindings loosen significantly.Generally, Arcana-Chosen born here are adored and celebrated.

Asahi's Dawntails

Nestled at the base of the Mountain Kotoro and surrounded by forest, hidden from view except by flight, sits a bustling, colorful village of kitsune. Known as Asahi, this village is inhabited by crafters, farmers, ranchers, and perhaps most importantly, hunters.The inner temple of Asahi houses a myriad of magical artifacts and magic items with strength-enhancing capabilities. This power causes many monsters to come seeking Asahi with the intention of taking said artifacts and growing in strength, size, and magical abilities. For this reason, a cabal of hunters protects the town.Known as the Dawntails, these hunters traverse the forests outside Asahi to meet the monsters that seek its artifacts. Monsters hunted by the Dawntails are stripped of their claws, their teeth, their fur and their plates - anything and everything that can be used against the next monster that comes.Aside from monster hunting, Asahi is surprisingly well-known in spite of its lack of visibility for its trade goods, its musicians, and its artists. Many have come to visit just for the food and the onsen, though it is highly recommended that travelers wait outside the forest for an escort into the village, lest they run the risk of being attacked by beasts.


Razuela

Inspirations: Central American

A warm country of plentiful resources. Razuela is seen by many as a "friendly" country: a vacation destination, a place of celebration, of good music and good food. Of course, there is so much more to it than simply being a good time; Razuela is as rich in history as any other country, and according to Razuelans, far richer in culture. Just ask the bards of the Musician's Academy.Although vast desert occupies approximately thirty percent of Razuela's landmass, much of the country is comparably wet. Subtropical and tropical rainforests cover enough of Razuela that its main export is wood, though the loggers who delve into such forests must risk the possibility of beasts lurking in the hot and murky woods. Because of the natural dangers of the rainforest, however, Razuelans are often said to make the best monster hunters.Razuela has no active military, but when called to action, the country's many skilled monster hunters are quick to answer. These hunters are not disorganized soldiers of fortune - rather, they are strikingly well-coordinated men and women who, in the face of an unwelcoming land, band together better than many trained militants. In fact, even fierce warriors from Kiitori and Orthros have often spoken of Razuelan monster hunters with respect.An Arcana-Chosen born in Razuela is often seen as destined to be a great hunter or bard, and is therefore often loved and lauded.

Musician's Academy

The world's largest school dedicated to the study of the musical arts, Razuela's Musician's Academy rests in the beautiful city of Rina de Son, where both mundane and magical song and dance are given form and function. The headmaster, a non-Arcana Chosen, is beloved by her students and professors alike. To apply, one must have the coin, as well as a song, dance, or other artistic creation to present to the board. There are, however, some scholarships available for the truly gifted.


Quamanik

Inspirations: Indigenous North American

A cold, largely inhospitable country of snow and glaciers. Its chill temperatures and great plains made it unsuitable for domination, and thus it fared better than others during the War. For the most part, only beasts and monsters live in its icy deserts on the northern coast.Quamanik has no rigid structure of government. Instead, each town within the country is governed by a leader elected locally, such as mayors and village chiefs. Even Its largest city, Sildir, is ruled by the wealthiest merchants more than any elected figure. As a result, money truly makes the world go round in Quamanik, and you can get almost anything your heart desires, if you have the coin.Perhaps unsurprisingly, due to its small population and inhospitable climate, Quamanik has no military, as there aren't enough people to compose it and there isn't anybody who wants the place. No sane government has any desire for its endless glaciers and ice fields. Like Razuela, any military Quamanik should ever have need of could easily and quickly be gathered, thanks to the many skilled hunters of the tundra.Generally, there is a mixed view of Arcana-Chosen born here. Some may take on the will of their patron, which can be harmful to the Trading Company's bottom line. Some may be an asset to the company. Some may remain in their villages and tribes, cherished and adored by their neighbors.

Sildir

Sildir was once a great acropolis, held aloft by mere magic. The source of this magic, known as the Conduit, was a closely guarded secret, its construction and upkeep known only to high-ranking officials of the city. This immense city was a bastion of trade and magical skill, with the most diverse market and the largest university of magic on all the continents.Due to its unique position above much of the fighting during the War of the Arcane, it escaped largely unscathed until the very end of the war, when the Magician was struck down. The resulting disruption of the Weave and utter absence of magic caused Sildir to plummet from the sky, and without any of its safeguards functioning due to said disruption, nothing could stop its catastrophic descent. The massive acropolis collided with the Ituk Glacier, killing nearly the entire population.Fascinatingly, the structure of the ice and the remarkably solid engineering of Sildir caused much of the infrastructure to remain intact. Partially entombed in ice and therefore sheltered from frigid winds and snow, the city has, in the last century, gone from a ghost town to a bustling little center of trading and hunting. Travelers making their way through Quamanik almost always stop in Sildir to resupply, and many Quamaniki souvenirs can be purchased while experiencing the strange, macabre sort of charm found in the newly-inhabited homes.

Tome's Hold

The world’s largest library is a partially underground building carved out of solid stone. Erected one thousand years ago, Tome’s Hold was once a grand keep standing tall above the ground. During the War of the Arcane, however, it was nearly destroyed, causing an absolutely tragic loss of knowledge. Sympathetic to his mourning followers, the Hierophant proceeded to carve out the bedrock beneath the earth, crafting a far more structurally sound “second edition” of Tome’s Hold, one might say.The Tomekeepers of Tome’s Hold, as they are called, are a strict bunch, allowing absolutely nothing to be removed from the library. However, access to the hold is as simple as bringing a piece of literature not already housed within its walls, and the Tomekeepers are not stingy when it comes to what is considered ‘literature.’ An old friend of mine was able to enter just a dozen years ago with his great grandmother’s recipe for marmalade. Not only that, but once you have entered a first time and given them your name, you will be allowed entrance again, provided you treat the books with respect and care.


Xisiji ( 西司极 )

Inspirations: Mainland Asia

A war-torn country that truly shows the strength of mortals, Xisiji is a story of coming back from the brink. Nearly completely obliterated during the War of the Arcane, the people of Xisiji have made great strides in rebuilding civilization and preserving history.Seen by many as a kingdom of scholars, Xisiji is often called Nadir's "Pearl of Knowledge," due to housing the Arcane College. The College trains wizards, sorcerers, and any other kind of mage one can think of, so long as their magic is ethical - or their pockets deep enough.The Council of the Arcane rules Xisiji from the capital of Zhou Hai ( 舟海 ), and each member of the council is an Arcana-Chosen - most commonly the Empress, Emperor, High Priestess, or Justice. By having multiple people blessed by the Arcana on the council, the governing body is seen as balanced by the divine.Unlike most countries, Xisiji's military is comprised almost entirely of those skilled in the arcane arts. This, of course, results in a small fighting force, but as those of Xisiji say, "You don't need ten men, you just need one fireball."Arcana-Chosen tend to be born with magical talent; therefore, they are most often celebrated at birth.

The Arcane College

Led by a Magician Arcane, the Arcane College accepts those who seek to study magic from all over the world. Similar to the Order of the Pale Wolf, the entire world pays toward upkeep of teleportation circles created and managed by the College. These circles are located in every major city, and even some minor ones. All schools of magic are practiced here, but "unethical necromancy" is expressly forbidden. That said, some have been known to teach it for the right price.For those without the funds, the kingdom of Xisiji offers scholarships in return for five years of military service.


Other Notable Locations and Organizations

Seekers of the Convergence

Largely written off as a cult, the Seekers are a mysterious religious organization devoted to the idea of converging the planes. These shadowed figures demand a "Return to One," claiming this to be the natural state of the planes. Their clandestine meetings are shrouded in shadow, and if anyone knows where they meet, they have yet to tell the relevant authorities.

The Floating City

A massive, man-made island comprised entirely of rafts, and occupied almost solely by traders. Outside laws do not carry weight on the City, much to the chagrin of various authorities, but ware to anyone who intends to use the City as asylum: traders here value coin above all, and if yours is worth less than your bounty, you can expect to be hand-delivered to whomever put it on your head. The Floating City tends to move with the currents, never staying at one port for long.

The City of Flowers, Anatoli

An interesting case of cultures melding, Anatoli is a city located in Kiitori, despite its name. And in spite of Kiitori's rigid governmental structures, the City of Flowers has maintained independence and neutrality due to a centuries-old-loophole: before the War of the Arcane, Anatoli was a city of worship, with an immense temple dedicated to the Major Arcana at its center, and shrines around it dedicated to the Minor Arcana. People from all over the world came to the City of Flowers to profess their undying devotion to the Arcana. After the War, however, the people of Anatoli became disillusioned. Over time, worship of the Arcana ceased, and rather than worshiping the divine, the people of Anatoli began to worship mortal life itself. After all, who would love them more than themselves?Nowadays, Anatoli is a hub of gambling, debauchery, and merrymaking.

A world full of fascinating people, brimming with life.

Character Creation

In Convergence, you play as a mortal creature born on and inhabiting Nadir, the plane of mortals. You're not just any ordinary mortal, however: you are an "Arcana-Chosen," meaning you have received the favor of one of the Major Arcana themselves. How this manifests varies from person to person: some are blessed with supernatural charisma, an affinity for magic, or enhanced martial abilities. However your blessing manifests itself, it is made apparent by a symbol somewhere on your person. It could be on your eye, your tongue, your ribcage, your hip - anywhere.Depending on where your character was born and their Major Arcana, they may have been celebrated, reviled, or treated like any other person. It's up to you!Creating your own landmarks, NPCs, businesses, and involving your character with Canon NPCs, cities, and organizations is not just allowed, but highly encouraged! The better integrated your character is with the world of Nadir, the easier it is to include you in the story.

Written Application

While quality of writing is important, it's not the only thing I'll be looking for. Activity, good vibes, and a character that will fit the campaign are all extremely valued.Your character must be joining the Order of the Pale Wolf. No exceptions. They do not have to be a combatant, however! The Order is accepting tacticians, investigators, and even people with alternative skills, like excellent chefs and hunter-gatherers! Feel free to get creative!

Name:
Age:
Pronouns: Any! This is not medieval Europe; your character is free to be whoever they are.
Arcana: The Major Arcana your character has been chosen by! Pick three Major Arcana that you feel best suit your character. Upon acceptance, these will be sorted out and your character's single Major Arcana will be cemented.
Additionally, each Arcana-Chosen has a symbol of their Arcana somewhere on their body, making them recognizable as a Chosen. You do NOT need to draw this during character creation, considering the above rule. This mark appears anywhere on the body at random.
Race: You can make your character just about any fantasy race as long as they are mortal and less than three hundred years old, with few exceptions. If you're unsure if your race fits, ask a mod!
A few notes: Angels, devils, demons, and fey are not allowed, but half-breeds of all of the above are! As for why one would have a child with a mortal, please discuss that with a mod! I'll be happy to help.Personality:
History: Give some insight into your character's life! One good route to take is detailing how your character's Arcana has affected their life.
Your character is allowed to have previous adventuring experience, but remember they're only a little stronger than the average person.
Be sure to include why your character is joining the Order of the Pale Wolf!
Country of Origin: This does not have to be where your character is currently living, I just need to know where they were born! The Floating City is an option!
Likes/Dislikes:
Job: What your character did for a living before joining the Order of the Pale Wolf!
Attributes: (STR, SKL, INT, VIT) See the Mechanics page for details!
Derived Stats: (Movement Speed, Health Points, Magic Points, Armor Class, Damage Reduction, Attack Bonus, Damage Dealt, Spell Target Number) See the Mechanics page for details!
*Racial Traits: Information on your character's Racial Traits goes here. See the Racial Traits section of the Mechanics page for details.
Abilities: Spells and Feats go here. See the Abilities section of the Mechanics page for details.

Visual Application

At minimum, a fullbody sketch with color is required. This artwork does not need to be done by you, but it does need to be yours! Commissions and gifts are fine. Tracing another artists' work is not.Keep in mind the setting while designing your character: Convergence is a medieval fantasy group. That means no t-shirts, hoodies, cyberpunk, or steampunk. That said, I'm not here to stifle creativity, and Nadir is not Earth. Women do not need to cover up from neck to toe, and men will not be mocked for dressing in feminine clothing. Women can enter the military and wear armor, and nonbinary people will not be punished for dressing as a gender different than that assigned to them at birth.

Link to visual application!

Visual application created by ・きっち・


Optional Further Reading and FAQ

"Can my character die?"Yes, but it's very unlikely to happen without your consent! I want to have stakes in this story, but I don't want you to feel like you're constantly at risk of losing your character.
Generally, monsters will not continue to attack your oc while they're down.
Your character won't be at risk of instantly dying just because they rolled poorly while climbing a building during a mission rp.
HOWEVER, there ARE some things that WILL get your character killed, for the sake of verisimilitude, for example:
Committing a murder of a civilian in front of a high-ranking member of the Order of the Pale Wolves
Ignoring extremely obvious clues that indicate extreme danger and jumping in headfirst.
Generally, if something will get your oc killed, I will tell you ooc. I'm not here to tell a story about how a bunch of heroes died.

"Are there evil and good races in Convergence?"For the sake of simplicity, yes! As a writer, I do understand that "all orcs are evil" is a nasty and problematic trope. For that reason, sentient and sapient mortal races are not born evil or good. Whether a human, an orc, an elf, a half-demon, or a half-angel is good, evil, or neutral depends on their nature, their upbringing, and their culture. (And whatever else would naturally affect their alignment!)HOWEVER, when it comes to immortal creatures from other planes and monsters, that is a different story! Bulettes will always hunt farmers' livestock, devils rise from the fires of the Devil's realm with a desire to corrupt mortals toward addiction and dark thoughts, and Beholders will try to turn anybody who enters their lair into a pile of dust or a stone statue, while angels rise from motes of sunlight in The Sun's realm to give mortals good luck and heal chronic disease. (That said, a devil can learn to care, and an angel can fall.)Please, for the sake of my sanity, be prepared to go into a world where some creatures are just born evil and good. If you make a character who tries to give every single monster they encounter a stern talking to and a hug I'll lose my mind.

"Does my character have to be flesh and blood/is there any way my character could have lived before the War of the Arcane? It's important to my backstory/character concept!"If you have an idea for a character that you just can't get out of your head that doesn't quite fit within the guidelines, feel free to open a ticket in the Discord and we can discuss! Characters born from wishes or created artificially, or characters who have died and been brought back without their memories from before the war are all examples of possible origins."What kind of monsters exist in Convergence?"If you can find it in one of the 5th Edition Dungeons and Dragons books, there's a good possibility it exists somewhere in one of the planes.

"How many members will you be accepting?"To make sure I can pay attention to every character and integrate them all into the story, I plan on accepting around 30 people.
At the absolute most, I may accept 40.
"How many characters can we create?"You start with one! However, you'll be able to buy additional character slots with EXP earned from art, writing, RP logs, and participating in events!

A world full of adventure, waiting to be explored.

Mechanics

The mechanics of Convergence are meant to be extremely simple!When asked to make a skill check, you will roll a d20. Your goal is to roll equal to or higher than the difficulty class. Your character's ability is added to the total you roll.For example, Bee rolls to outrun a monster. The monster is very fast, but Bee has a 5 in dexterity! She rolls a 10 against the DC of 14, and with her +5 to dexterity, she has a total of 15. Bee succeeds!KEEP IN MIND: Your ability scores DO NOT need to perfectly align with your character's personality and build!
Having a low intelligence ability score does not mean your character must be stupid! It just means your character won't be good at these skill checks.
Your character starts at Level 1. Leveling up is first unlocked by participating in events and advancing the story, and achieved by spending experience points.


Attributes

Your character has four attributes which represent how they function mechanically:

Strength (STR). Brute strength. Damage reduction.
Skill (SKL). Honed talent. Agility.
Intellect (INT). Creativity, perception, intuition, memory, reason.
Vitality (VIT). Health. Constitution. Fortitude.

When creating your character, you begin with 12 points to allocate to each Attribute. Attributes start at 0 and cap at 5. The Attribute Cap increases by 1 each level (6 at Level 2, 7 at Level 3, and so on). Each Attribute must be assigned at least 1 point, regardless of any Abilities, Spells, or Feats taken.

1 is pathetic
3 is average
5 is peak condition

You can use the Stat Calculator to help you choose how to allocate your attribute points, and to see how your choices affect the Derived Statistics detailed below.Follow the link then click File > Make a copy to make your own and customize it to your character!

Link to Stat Calculator!

Derived Statistics

Derived statistics are bits of information gained from your character’s other attributes and skills. These affect combat.
NOTE: If a derived statistic involves halving a stat, always round down, to a minimum of 1, before doing the calculation.

  • Movement Speed is how far your character can move in 6 seconds, or one Turn. Basic Movement Speed is 30 feet, or 6 squares/tiles on a Battle Map. At 7 SKL, your Movement Speed increases by 5, or 1 square/tile on a Battle Map.

  • Hit Points (HP) are your character’s health; it represents how much damage they can take before they’re knocked Unconscious.

HP is equal to (VIT x 10) + (Character Level x 5).

  • Magic Points (MP) are unique in that they are not derived from any attribute. Each character begins with 5 MP. You can purchase more MP with EXP.

  • Armor Class (AC) is a measure of how difficult it is to hit your character, and is equal to your character’s:

STR + ½SKL + 8
OR
SKL + ½STR + 8

(Chosen at time of character creation.)

In addition, at specific amounts of Strength, a character gains an additional +1 to their AC for a total of: +1 at 3 STR, +2 at 5 STR, +3 at 7 STR, +4 at 9 STR
AND
At specific amounts of Skill, a character gains an additional +1 to their AC for a total of:
+1 at 4 SKL, +2 at 6 SKL

  • Damage Reduction (DR) is a measure of how well your character shrugs off blows, literally reducing damage from the total of every attack you take.

DR is equal to ½STR.

  • Attack Bonus (AB) is a measure of how skillful your character is at landing attacks.

Physical AB is equal to Character Level + ½SKL.
Spell AB is equal to ½INT + Spell Level.

(Spell Level is determined by the level the Spell is cast at, and not by the character’s current Level. Spells may use Spell TN below instead of Spell AB.)

  • Spell Target Number (TN) is the number an opponent must meet or exceed in order to overcome the effect of some spells your character can cast. If your character does not cast spells, you can omit this statistic.

Magia TN is equal to 8 + INT.
Spell TN is equal to 10 + ½INT + Spell Level.
(Spell Level is determined by the level the Spell is cast at, and not by the character’s current Level.)

  • Damage Dealt (DD) is a measure of how deadly your character's successful attacks are.

Physical DD is equal to STR x 2 OR SKL x 2 (chosen at the time of Character Creation).
Magia DD is equal to 1d10 + INT on a failed Spell Contest.
Spell DD is specified in the description for each spell.

If you have no weapons in hand, you can still attempt to fight barehanded, but unless you are trained in it, it’s not very effective! Barehanded Attacks are made by rolling 1d20 + half your Strength score, and Damage Dealt is half your Strength score, rounded down (minimum 1).

Example Characters

(8 Attribute Points gained over the course of levels 1 to 5)WARRIOR
AC Scaling: STR
DD Scaling: STR

LVL 1>LVL 5
STR: 5>STR: 9 (+4 allocated)
SKL: 2>SKL: 4 (+2 allocated)
INT: 1>INT: 1
VIT: 4>VIT: 6 (+2 allocated)
HP: 40>HP: 85 (VITx10 + Lvl 5x5)
AC: 14>AC: 24 (8+STR 9+2 SKL+4 STR bonus+1 SKL bonus)
DR: 2>DR: 4 (½STR = 2)
AB: 2>AB: 7 (LVL 5 + ½SKL)
DD: 10>DD: 18 (STR x 2)
Magia AB: 2>Magia AB: 3 (INT 1 + ½SKL)
Magia DD: 2>Magia DD: 2
Spell TN: 11 + Spell Level>Spell TN: 11 (10+½INT) + Spell Level

ROGUE
AC Scaling: SKL
DD Scaling: SKL

LVL 1>LVL 5
STR: 2>STR: 4 (+2 allocated)
SKL: 5>SKL: 9 (+4 allocated)
INT: 1>INT: 1
VIT: 4>VIT: 6 (+2 allocated)
HP: 40>HP: 85 (VITx10 + Lvl 5x5)
AC: 14>AC: 22 (8+SKL9+2 STR+2 SKL bonus+1 STR bonus)
DR: 2>DR: 2 (½STR = 2)
AB: 3>AB: 9 (LVL 5 + ½SKL)
DD: 10>DD: 18 (STR x 2)
Magia AB: 3>Magia AB: 5 (INT 1 + ½SKL)
Magia DD: 2>Magia DD: 2
Spell TN: 11 + Spell Level>Spell TN: 11 (10+½INT) + Spell Level

MAGE
AC Scaling: SKL
DD Scaling: SKL

LVL 1>LVL 5
STR 1>STR 1
SKL 3>SKL 6 (+3 allocated)
INT 5>INT 9 (+4 allocated)
VIT 3>VIT 4 (+1 allocated)
HP 30>HP 65 (VITx10 + Lvl 5x5)
AC 12>AC 17 (8 + SKL 6 + 1STR + 2 SKL bonus)
DR 1>DR 1 (= STR)
AB 2>AB 8 (LVL 5 + ½SKL)
DD 6>DD 12 (SKL x 2)
Magia AB 6>Magia AB 12 (INT 9 + ½SKL)
Magia DD 10>Magia DD 18 (INT x 2)
Spell TN: 12 + Spell Level>Spell TN: 14 (10+½INT) + Spell Level

Racial Traits

The Racial Traits section of the Convergence Mechanics Document outlines suggestions for various characteristics, both positive and negative, that you can use to add more flavor and complexity to your character based on their species.During character creation, you may take up to 4 Traits, the total cost of which must add up to no more than +3 Racial Trait Points.With each Level gained, you may purchase one additional Racial Trait worth 1 point, or you may choose to save the point and buy a Racial Trait worth more than 1 point later on.The Trait cap increases by 1 with each Level Up.

Abilities

Abilities are certain acts your character can carry out, and they come in two forms: “Feats” and “Spells.” Each character starts with any combination of 2 Feats and/or Spells, and can learn more by buying them with EXP, as well as Leveling up.

Feats

Feats are physical demonstrations of power, prowess, or ingenuity. They can be Active or Passive, and their uses are unlimited unless otherwise stated in their description. You can come up with your own, but I have a lot of examples of Feats, as well. See the Convergence Mechanics Document for examples! I'll also work with you if you want to make your own.Active Feats must be used with an Action, while Passive Feats are always active.Feats can result in Feat Contests, and usually require the player character’s STR or SKL, and can require any of the Target’s Attributes, depending on the effect. The Target Number for a Feat’s targeted creature to meet or exceed is your 10 + ½ STR + Feat Level* or 10 +½ SKL + Feat Level*, and is chosen during character creation. (For example, attempting to trip an enemy would require the target to roll SKL, while attempting to escape your pin attempt would require a STR roll.)*Feat Level is determined by the Feat’s actual Level, and not by the character’s current Level.

Spells

Spells come in different strengths: at its most basic is the simple “Magia,” which is a bolt of magic that can reach up to 30 feet from its caster and deals INT x 2 damage of whichever elemental type is chosen at the time of character creation. This attack can be flavored in different ways: an ice bolt, a fire bolt, a thorny whip summoned for a few seconds, a beam of light, or shadowy claws reaching out to grab the enemy.

You know one Magia on character creation, and can buy one more with each Level Up. Your first Magia is damage only, but each one after the first can be utility: a very small illusion, a spectral hand that can carry up to 10 pounds, a scary noisemaker, etc. These have unlimited castings.Your Magia Attack Bonus is equal to your INT, plus half your SKL.

Beyond this, Spells are arranged by Level, from 1 to 5. Level 1 spells tend to be things like minor healing spells, small illusions, magical armor, and ranged attacks that deal more damage than the average weapon attack, or target more than one creature at a time. Level 5 spells are capable of slaying even seasoned explorers in a single blow, carving new geological formations into landscapes, summoning great beasts, or resurrecting the recently departed, in rare cases.

Like Feats, Spells can be created by you, or you may take from the Convergence Mechanics Document!

Using a Spell costs a number of MP equal to its Level, except for Magia, which costs no MP to cast. Each character begins with 5 Magic Points (MP). You can purchase more MP with EXP.

Spells can result in Spell Contests and require the player character’s INT to formulate, but they can require any of the target’s Attributes in opposition. The Target Number for a Spell’s target to meet or exceed is always 10+½ INT+Spell Level*.
*Spell Level is determined by the level the Spell is cast at, and not by the character’s current Level.

Spells are always Active, and each Spell grants one "function," so to speak. For example, "Fireball: Deals damage to multiple enemies" and "Heat Metal: Raises the internal temperature of an object to dangerous levels," while both fire magic, would be two different spells.

If a Spell has a quick, 1-Turn effect, and then ends, it’s considered an Instant Spell. If it’s ongoing, then it’s considered an Over Time Spell. Only one Over Time Spell of Level 2 or more can be maintained at a time, but an Over Time Level 1 Spell can be cast alongside a spell of any other Level. Some Spells with specific kinds of buffs do not apply to this limitation. These are generally buffs that keep a Spellcaster from being useless in combat, or which have no, or situational, use in combat, such as Mage Armor or Speak With Animals.

If a character casting a spell takes damage greater than their VIT, after factoring in DR, they must roll a 1d6 for each Spell, ending the spell on a 1. This “Disruption” event can only occur to a caster once per Turn.

A Spell you have cast can be ended intentionally at any time, even when it’s not your Turn.

Upcasting

Some Spells can be “Upcast” by casting them at a higher Level than the original Spell's Level which the character currently has access to. For example, if you cast a Level 1 Spell as a Level 2 Spell, you spend 2 MP and add the Upcast effect.This results in either extended duration, higher damage or healing, or an increased number of affected targets, depending on the Spell, and is decided at the time of the Spell’s creation.
Each Level a Spell is Upcast to requires 1 additional MP.

Extras

Armor Appearance: No, you do not need to draw your character in armor in order to receive the benefits of it. It's just for balance!Advantage/Disadvantage: Sometimes, your character will be in a particularly good or bad situation. For example, the enemy has been blinded temporarily. In this situation, you would roll twice, and take the higher roll!Intelligence in Battle: "My character has low strength AND dexterity. Are they just useless?" No, definitely not! Battles will not be the only part of Convergence that carry significant weight. Not only that, but during combat, your character can make intelligence checks to look for other ways to help. Examples include noticing an enemy's weakness that the combatants are too busy to notice, finding a weak link in a chain to bring a heavy chandelier down on a monster, aiding a civilian or fallen party member, looking out for incoming monsters or guards, or looking through a book on monsters to find what elemental weakness the boss monster currently being fought has.

Leveling Up

Leveling up occurs when two criteria are both met:

  • A level is unlocked via Main Story progress, and

  • A level is purchased using EXP.

When your character levels up, they:

  • Gain 5 HP.

  • Gain 1-3 Attribute Points (One at LVL 2 // Two at LVLs 3 + 4 // Three at LVL 5).

  • Gain a 1 Racial Trait Point, to spend or save for later.

  • Gain an additional number of Ability slots for Spells and Feats as detailed in the Convergence Mechanics Document.

  • Can purchase a number of additional MP equal to twice their level for 100 EXP each, OR purchase additional Abilities equal to their new Level. For example, at Level 2, you can buy two Level 1 Abilities or one Level 2 Ability for 100 EXP per Ability Level.

  • Gain a number of MP equal to their new Level.

How to Play

Rolling Attributes

To make an Attribute “Check” or “Roll,” simply roll a d20 when the GM calls on you to do so. This is usually done to make an “Attribute Roll,” which is a test of your attributes to see whether you succeed at a given task. The GM will ask you to make a “Strength check,” “Skill check,” “Intellect check,” or “Vitality check.” (STR check, SKL check, INT check, VIT check)When the GM calls for a check, they have a number in mind you must either meet or exceed to succeed. You will add the respective stat (1d20+STR or 1d20+SKL, for example), and depending on whether you met the Target Number (TN), you may succeed or fail.

Critical Successes and Failures

When you roll a 20 on a 20-sided die, a “Critical Success” occurs: outside of combat, this means the best possible outcome occurs as a result of your attempt at whatever task you were trying to accomplish. In combat, this means your attack automatically hits your target, and your damage is doubled (Note: NOT DD, meaning your TOTAL DAMAGE for that attack is doubled after adding bonuses.), or you automatically succeed in a Contest.A Critical Failure, on the other hand (rolling a 1 on a d20) results in the worst possible outcome. In combat, this means missing an attack or automatically failing a Contest, but out of combat, this is up to the GM. If trying to climb a wall, your character may fall and injure themselves. If trying to calm someone down, they may make that person angrier.

Opposed Rolls

Sometimes rolls are “opposed” by another character. You and your opponent will roll the most appropriate Attribute for the situation: whomever rolls higher is successful. In the event of a tie, things remain the same as they were before the Opposed Roll happened. For example, in a contest to push someone else into water, the defender (trying not to be pushed into the water) wins, as they started the Turn not in the water.

Arcane Blessings

At the beginning of each quest and event, player characters each receive two “Arcane Blessings.” These are free re-rolls for any d20 or “Disruption” die, representing the Major Arcana’s favor toward your Arcana-Chosen!Additional Arcane Blessings can be earned through excellent roleplay, great sportsmanship, or general good showing, and are awarded at the GM’s discretion. Play well and get rerolls!

A world with myriad threats, and precious few to halt them.

Combat

Combat takes place over the course of Rounds, either on or off of a gridded map supplied by the GM.One square on a map/grid unless otherwise stated is 5 feet.
One Round is equal to six seconds.
When all enemies are incapacitated, whether by knocking them unconscious, convincing them to surrender, getting them all to flee, or killing them, combat is over.

Normally, Combat starts with one player (usually with the highest Skill) making a contested Skill roll against one enemy (usually with the highest Skill) to denote who goes first: Enemies or Players. Enemies and Players take turns collectively, as groups; individual turns are used only in situations with few players. This means there is no set order within Enemy groups and Player groups.

If circumstances call for it, Turn Order can be decided by rolling a Skill check for each character, and taking Turns in descending order.

  • Round: A “round” is an entire countdown of player and enemy Turns.

  • Turn: A character’s “turn” occurs when their number comes up in the countdown.

  • Action: A single attack, skill use, item use, etc. Characters may perform one Action on their turn.

  • Free Action: These are very quick actions, like speaking a few sentences, falling prone, or dropping something you’re holding. Movement Speed is also a Free Action. Multiple Free Actions can be taken in a character’s Turn. Free Actions fall under the umbrella term “Action.”

  • Movement: This is a Free Action, and includes crawling, climbing, or swimming, which are performed at Half Speed. Movement Speed is spent equally regardless of whether a character moves diagonally, horizontally, or vertically on the map. Movement falls under the umbrella term “Action.”

  • Reactions: A special type of Action used only when the triggering effect listed in the specific reaction’s description occurs. Characters have one Reaction per turn and cannot increase that number by any means. A Reaction could be a damage-dealing spell that only occurs in response to taking damage, or a Melee attack that is used when an ally within 5 feet is attacked. Reactions fall under the umbrella term “Action.”

  • Advantage/Disadvantage: Two dice are rolled, and either the higher or the lower one of the two is taken, depending on whether the roller has advantage or disadvantage. Certain Spells, Conditions, and Feats can apply advantage and disadvantage. If multiple sources of advantage and disadvantage are at play for one Action (attacking, picking a lock, etc), all of them are cancelled out and only one die is rolled.

Attacking

To perform an Attack, a character must roll a 1d20 plus their Attack Bonus.If the attack lands successfully by totalling equal to or more than the target’s Armor Class, they may apply their Damage Dealt. Damage Reduction is then subtracted from Damage Dealt, and the total is subtracted from HP. When their HP reaches zero, that character is Incapacitated and Unconscious.A character has one Attack per Round, unless otherwise stated by a Feat or Spell.The Attack Action can be used to make either Weapon Attacks OR cast a Spell. Even if you have Extra Attack, you cannot make one Weapon Attack and cast one Spell.

Types of Attacks

  • Melee: Made against enemies within arm’s length/in adjacent tiles. Swords, daggers, axes, spears, etc.

  • Ranged: Made against enemies up to 60 feet, or 10 tiles, away. Bows, crossbows, javelins. Attacks made against enemies in adjacent tiles are made with disadvantage.

  • Magical: Distance is based on the Spell. This includes the basic Magia, and Spells that require Attack Rolls, such as targeted bolts or rays. These Attacks, unlike those above, are made by rolling 1d20+INT+½ SKL in the case of Magia, or 1d20+INT+ the Spell’s Level in the case of actual Spells.

Other Actions

Sometimes you don’t want to Attack. That’s fine! You spend your Action doing other things, including, but not limited to:

  • Helping: Grants a +2 bonus to a task your target is attempting to accomplish.

  • Hiding: Contested SKL vs INT. If you roll higher, you are Hidden and gain advantage on attacks against unaware targets!

  • First Aid: You can make an INT check on a creature at 0 HP to attempt to bring them back to 1 HP. DC is 15.

  • Dashing: You can move up to your Movement Speed a second time.

  • Defending: You force incoming Weapon and Spell Attack Rolls against you to be made at Disadvantage.

Types of Damage

Although damage typing is often purely used for flavor, there are specific situations in which the element of a type of damage can alter how it is countered!The types of damage are as follows:

  • Slashing

  • Bludgeoning

  • Piercing

  • Poison

  • Fire

  • Cold

  • Lightning

  • Force (aka Wind)

  • Radiant (aka Light, Holy)

  • Necrotic (aka Dark, Shadow)

  • Acid

  • Psychic

  • Thunder (aka Sound, Sonic)

The italicized types of damage above are usually magical, and thus tend to be more effective than ordinary physical damage types when it comes to monsters from other Realms. However, even physical damage types can become magical, whether via magic weapons, or buffs from Spells.

Conditions

  • Bound: The character’s Movement Speed is reduced to 0.

  • Charmed: The creature is magically charmed in some way by another creature. Generally, this Condition manifests as the affected creature viewing the source of the Charm as a friend, someone to respect, or at higher Spell Levels, even someone to protect bodily. Usually, Charm Conditions end if the source of the Charm or their allies attack the Charmed creature, but not always. If a Spell description specifically states a fact counter to this Condition description, defer to the Spell description.

  • Distracted: The character makes Ability checks at disadvantage. This does not include Spell/Feat Contests.

  • Exhausted: The character subtracts 5 from all Attack and Ability rolls. If he takes another level of Fatigue, he’s Incapacitated. Cured by resting for two hours.

  • Fatigued: The character subtracts 2 from all Attack and Ability rolls. If he takes another level of Fatigue, he’s Exhausted. Cured by resting for an hour.

  • Fear: If a Spell/Feat Contest is required to end the Frightened effect, it is made with Disadvantage while the source of the Fear effect is still within the affected creature's line of sight. (No, closing your eyes or turning around does not count.)

  • Incapacitated: The character cannot perform actions and may be unconscious (GM’s call).

  • Poisoned: The creature has Disadvantage on Attribute Checks and Opposed Rolls, but not on Spell/Feat Contests.

  • Prone: The character is on the ground and can only move by crawling at half speed. Melee attacks made against the character are made at advantage, while ranged attacks made against the character are made at disadvantage. Standing spends half your movement.

  • Shaken: The character is rattled. They can only take free actions, such as moving (including running). At the end of their turn, Shaken characters must make an INT check to attempt to recover from being Shaken. On a success, they return to normal. (Can be removed with an Arcane Blessing at any time, even outside of your turn!)

  • Stunned: The character is Prone and fails SKL checks automatically. The character cannot take Actions. Attacks made against the character are made with advantage.

When a Condition calls for an Ability check to end the effect, the DC to beat is decided by the GM! A good rule of thumb is 10 + the monster's relevant attribute, such as VIT.

A world full of things to buy!

Shop

Welcome to the shop! Here you can spend your EXP on Magical Abilities, Physical Feats, Additional Character Slots, Leveling Up, and more!


Earning XP

ArtBustWaist-UpMost of/Full Body
Sketch123
Lineart/Flat Colors246
Rendered4812

1 EXP = 100 words

1.5x EXP Bonus for art of other members' characters!
1.1 EXP Bonus for Roleplay Logs!


Buying Magical Abilities and Physical Feats

Each Ability, whether it's a Spell or a Feat, costs 50 EXP.Each Spell costs a number of Magic Points equal to its level to use.The list below displays how many Ability slots a character has at each level.If you purchase an Ability and later regret your purchase, you may ask me, Bun, in a ticket about refunding and/or replacing it. You may not, however, buy unlimited Abilities and swap them out on the fly in order to be the best at every quest.

Character Level1st Lvl Slots2nd Lvl Slots3rd Lvl Slots4th Lvl Slots5th Lvl Slots
150000
285000
387400
487630
587643

Leveling Up

Leveling Up requires both a Level Up purchase, as well as enough story progression. You'll know when you've made enough progress to level up; I will tell you!

Level UpCost
2nd Level200 EXP
3rd Level???
4th Level???

Where your character Levels Up, they:
Gain 5 HP.
Gain 1-3 Attribute Points (One at LVL 2 // Two at LVLs 3 + 4 // Three at LVL 5).
Gain a 1 Racial Trait Point, to spend or save for later.
Gain an additional number of Ability slots for Spells and Feats as detailed in the Convergence Mechanics Document.
Can purchase a number of additional MP equal to twice their level for 100 EXP each, OR purchase additional Abilities equal to their new Level. For example, at Level 2, you can buy two Level 1 Abilities or one Level 2 Ability for 100 EXP per Ability Le


Purchasing Additional Characters

Additional Character SlotsPrice
Second Character80 EXP
Third Character150 EXP
Fourth Character225 EXP

Server Rules

Try to keep topics to their proper channels!Please speak English in the server. I cannot moderate what I cannot understand!Keep things in line with Discord ToS.


General Rules

Convergence is a roleplay group first and foremost: you do not have to be an artist to participate! However, you do need to have a piece of art in your visual application, so we know what your character looks like!That said, stealing is NOT OKAY. Tracing art, AI art, and claiming other people's work as your own will have you kicked from the group.Be somewhat active! I don't expect you to be here every single day, but the group cannot go on if its members do not participate.Be civil! I understand not everybody will always get along, but the least we can do is be polite to each other. If you have a disagreement that can't be solved in private, please bring it up with a mod.Applicants must be 18+! That said, NSFW content in SFW spaces is prohibited!Please refrain from godmodding. I understand wanting your character to be cool, but keep in mind that a lot of people want that! Everyone will have their chance to shine.