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Welcome to A Journey to Immortality

11:45, 28th April 2024 (GMT+0)

Magnus

Magnus Neutral Good


Quote


"Importance is not the beginning nor the end, but the journey itself."

Introduction


Magnus was the first hero recruited by Sir Rustrian Englewild. Magnus was clever, skilled in magic, and a scoundrel but same time very enigmatic from all heroes as his origin was (and still is) largely unknown. Something that he keeps secret even today. But what is known he is a skilled shapeshifter and trickster, and even if commands magic and hexes he prefers subtlety over raw force.

He has a deep connection to the world which goes beyond normal comprehension; he is not a druid but is innately connected to deeper mysteries of the world and its innate mystical nature. But otherwise, he is quite a carefree, good-intending, person. Albeit a shameless prankster at times and enjoys making fools out of bad/rude people.

When Phoenix was found, once finding out her lack of preparation for her future role in grand destiny, Magnus played role as a mentor who taught her about the importance of the task ahead but most importantly taught the beauty of the world despite some horrible things and events happening on it. He gave her reasons to endure, struggle and fight for the world. Passion to world itself is what he tried teach to the young girl and otherwise make the hazardous journey enjoyable to her despite the circumstances.

The Church


The Church of Magnus is less of an organized church/temple but rather an ideology, and philosophy that attracts the like-minded to do better in their lives and support adventurers or become one. It is also a church that encourages people to dream more. Have healthy respect and be in awe of the mystical and magical wonders of the world, nature, and works of magic.

Paladin Code


The church of Magnus does not have any specific paladins or paladin orders but many adventurers can come from noble origin and seek to become paladins who are devoted to doing good. Each such paladin defines their noble code and goals more than anything universally reinforced.

Temple & Shrines


As mentioned church of Magnus is not about organized temples or grand structures. But many places or any places that can help or support adventurers can work as places of worship for Magnus; a tavern, hospital, inn, bathhouse, magical school, a library of knowledge, bank, or market house which accepts and sells good adventurers want trade-in. But perhaps most predominantly Church of Magnus could said to be the best fit for adventurer guilds and all of them have dedicated shrines or even churches inside of them for sermons to help bless adventurers set on their way (or provide much-needed services).

Many major trade roads have small shrines dedicated at the start, middle, and end of such roads for merchants and traders to pay tribute for good luck and good fortune on journeys. Same places many adventurers also go to take prayers for the safety of their journey as they cross the roads for more exciting locations.

Favored offering for these shrines can be gold, items, food and tools. But the true offering is not these items; but rather act of kindness giving them, as all items, foods etc, are there at shrines for anyone in need. So if someone is in true need for food, a tool, sword or armor, they can go to one shrines and look for one. But if someone steals things from these shrines out of greed, the thief will suffer bad luck and misfortune so severe it never pays off do the theft.

A Priests Role


Priest's role in the church or rather in faith is more and less a support member in the adventuring party, nothing else. They are driven by their dreams and pursue them passionately; may they be humble or grand in origin. But in ambition chasing dreams does not forsake good moral values and even if pursuing mastery and wealth in trading, not succumb to greed. As the church of Magnus has no organizational structure, there is no hierarchy and every cleric or priestess of Magnus is one because of their own choice and devotion to him. An immense number of oracles are part of his church or his idealogy.

Adventurers


Church of Magnus is a church for adventurers, so any noble and good adventurers are celebrated properly as heroes whenever they do genuinely good deeds (but beware for those who try fake or perform dastardly deeds under the name of adventurer or hero; the church gives no mercy upon those and they can be vicious in pranks or vigilante justice). Supporting the good-doing adventurers is the entire point of the faith. So whether you adventurer or someone who lends services to adventurers in the fair manner, you doing good work in the church's eyes.

Clothing

As individualistic as the church is, more so lack of hierarchy or grand structures, there is no specific 'dress code' for the clergy. Albeit it's widely accepted that gold or orange is considered the 'luckiest' color. As well number nine.

Holy Texts


There is no specific holy text in the church, but in a sense, adventuring journals are considered 'holy' items among the clergy. The chronicled tales of adventurers or someone writing their stories are considered sacred. As immortalized deeds, such deeds can make future generations dream and inspire them to do great deeds. Idealizing heroism is a much-welcomed and romanticized idea.

Holidays


Church of Magnus considers New Year's Day (the last day and first day of a year), to be a celebrated holiday because it's both an ending of the old and a beginning of the new.

Aphorisms


-"Imagination is more important than knowledge. As knowledge has limits, while imagination has none."
-"Better be lucky than good. Being good brings reliable results, but being lucky is when results matter more."
-"The biggest adventure you can take is to live the life of your dreams."
-"You don’t have to be rich to travel well."
-"Be kind to strangers, they could be a god in disguise."
-"Kind acts are investments for future good fortunes. But always do genuine kindness, as you would try buy good fortune with false coin."

Holy Symbol


A golden compass symbol with nine stars around it.

Portfolio


Adventurers, Magic, Journey, Luck

Domains


Magic, Travel, Luck
Sub: Trade, Imagination

Weapon


Starknife (called 'the Compass')

Sacred Animal


Butterfly (largest orange ones most revered but all of them are treated sacred)

Relationships with Other Religions


<br>The Phoenix-In his own role, Magnus pitied Phoenix for having no choice in getting involved, so he did best mentor her and prepare for her future destiny and was glad she restarted the world in her sacrifice. So his church is aligned with Phoenix church and do their best aid them (and guide adventurers to help Phoenix church members).
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