xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» table of contents xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the gods xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the races and their leaders xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the drakein and drakeinians xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» the dragons and their souls xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» guilds and colleges xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» weapons and magic xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx» professions
Posted: Sat Feb 04, 2012 12:41 am
✦ the gods ✦
» soudana Soudana is the 'Goddess of Darkness and Death'. Very powerful and can corrupt many. She created the Diabi dragons in the beginning and legend says that she resides in each and every one. Her people are known as the Oblivionites. A strong and powerful group of individuals who have claimed Soudul as their home continent. Her evil stems from greed, jealousy, and hatred for her sister, Seren. Soudana had to have it all, but when she couldn't obtain enough, she was the one who started the Great Engagement centuries ago and that still has yet to be concluded. War wages on simply because Soudana wishes it to. Soudana herself has appointed Draco Verrano as the leader of her people, and only gives orders to him to give to the others. No one but Draco can ever stand in Soudana's presence, for she will place her famous Widow's Curse upon them that causes them to die a painful, agonizing death right in front of her to enjoy. » seren Seren is the 'Goddess of Light and Life'. She has the power to heal any wound, curse, disease, or afflictions of any kind. Seren was the one who created the Aedaun dragons in the beginning, and legend has it that there is a piece of her soul in every one. Seren has also created her own people to take a defensive stance on the rest of Magesc for the war. They are known as Orderites and have claimed the land of Serenia as their own. Seren, too, has appointed a leader to lead her people. She has chosen Aevah Avi, a high priestess of the land, and gives commands to her and her alone. Aevah is the listener and speaker for her people, taking them in the direction Seren wants. The war itself was waged against the Orderites, and thus they feel it is their duty to take revenge upon the Oblivionites and take the land in the glory of Seren. » abronaxus Abronaxus is the 'God of the Elements and Harmony'. He is the most powerful god of all, creating all elements and making sure every one of them is in harmony with one another. In the beginning, he fabricated every dragon from dust and has given life to Magesc itself. He takes no side in the war, believing that his sisters will one day come to find that they are both wrong. Abronaxus has even created for himself a race to call his own, the Dovaa are his personal creations, whose sole purpose in life is to make sure that Magesc is safe from harm. He has even created his own realm for his people to live in, called The Celestial Plane. A realm devoted to the Celestial Fortress, Astral City, and the Dwelling Place. He also, with the help of many Peisio dragons, created the Celestial Vortex in the middle of the ocean to be the portal between his own world and that of Magesc. The god himself has lifted up one Dovaa in particular named Marcus Ysaride, a Peisio Dovaa, to lead his people in the ways of harmony. No one talks to Abronaxus but Marcus himself, and he is the only one allowed in the top tower of the fortress.
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Posted: Sat Feb 04, 2012 8:09 am
✦ the world they created ✦
xxxxxxxxxxthe continents of magesc
» soudul The Oblivionite's continent of Soudul was named after Soudana, the Goddess of Darkness. The continent is filled with miles upon miles a dark black sand, black and purple trees, and dark grassy planes. There is one dark blue lake on the Western half of the continent that spans many miles itself, and its branching rivers flow to the ocean that the people call Koralifel because of its dark, powerful presence when one is near the lake itself; only Oblivionites feel the lake's power. The soulless beings say that the lake is the reason they have no souls in the first place; that it sucks out their souls before they are born into this world.
In the dead center of the continent is a large black pillar the Oblivionites call, Twilight's Pillar. Legend has it that Twilight was the greatest Oblivionite ever to walk the land, and his soul resides within the pillar itself. Twilight was also 'Soudana in Oblivionite Form' as many considered. Twilight's Pillar is a few story high obsidian pillar that holds dark energy within. The ground surrounding the pillar is even far more dark than the rest of Soudul's sands, thus the sand is said to be magical and contains magical properties for those lucky enough to obtain some. Many who venture forth to the pillar do not come back alive, and no one knows why. But many are warded away by that very fact.
In the Eastern portion of Soudul is its capital called Obsidian City, the Oblivionite's stronghold. They have created the city with the Oblivion Sanctuary, their place of worship and teaching of the dark goddess, as well as the living place of Draco Verrano. The entire town is filled with merchants and living quarters of all kinds for the people. Many vastly tall buildings cascade upward and outward in every direction. The docks are to the East of the city, where many ships set sail to the different continents. Buy a fare and travel if you'd like, or make yourself well known within the city.
» serenia Serenia is home to all Orderites. Named after Seren, the Goddess of Light, this continent is the polar opposite of its sister continent of Soudul. The trees leaves are gold and their trunks, a deep, dark brown with many of them covering the world. The shrubs are gold and their grass is a light, pale green. Everything there is bright and full of life. There are two lakes, one to the North and one to the South, many consider these lakes to be infused with mystical healing properties, and come to bathe in its glory when sick or injured. The Northern lake has obtained the name Tyluafel because it is said to be the healing lake. The Southern lake has been given the name of Amafel because of the lake's beautiful, serene surroundings. To the East are the Kawyn Ruins, a beautiful sight to behold, but not many are brave enough to venture down into its depths, for everyone who has, have not come back alive. Legend says that the ruins were created by the dragons and earliest Dovaa to revere the gods. Now, Aevah considers the ruins to be a landmark and a spiritual place, never to be touched or broken down.
The Orderites have created a capital of their own, one that provides shelter, healing, and power to all Orderites who live there. Found in the Northwestern portion of Serenia, Ashen City as it's called, has become the stronghold of the Order. Within it's borders, the Citadel of the Order resides which is the worship and teaching place of the goddess, Seren as well as where Aevah Avi lives and teaches. There is also many stores and cottages for people to live in and prosper on their own.
» eowyn Before the races came into play, Eowyn was known as Naxus after the god, Abronaxus. When he created his Dovaa race and the Celestial Plane, the continent was then renamed Eowyn.
The continent of Eowyn is the largest in all of Magesc. The large mountainous region throughout the center was called the Terra Expanse and is home to the Gaili dragons. Eowyn was never a populated place by any people, except those who love the harsh climates of the desert or wish to build themselves a fortress in the mountains. Not only that, but the large Kaiatasel is an active volcano and has ruptured in the past and the Firani dragons have built their homes around that. Fresh water is also non-existant on Eowyn, so the continent was never considered hospitable. It is the main traveling continent between the other four however, so be sure to bring enough fresh water for the trip, or go around the continent to get to your destination. In the Southeastern area of Eowyn there is a project that the Orderites have started, some sort of construction. They call it, The Maralan Project as thus far, only Aevah Avi and a few select people know what it's about. The Oblivionites have tried to secure the area and see what they were up to, but to no avail, every one of them ends up dust. To the North of the Terra Expanse is the Malro Desert and it is the main battleground for the war between the races. Also, the Kiandri dragons live amongst the battles and have been known to show up for a battle or two to help defend their homeland.
» aisko Aisko is known as ice country, because one would have be almost crazy to go there in the winter time, or any time in fact. The Aiskala dragons named the continent after themselves many centuries ago when they first began to populate the world. Only those adventurous enough to need an Aiskala dragon soul or the person is an Aiskala Dovaa themselves, have traveled the paths and mountainous snowy areas and visited Vonafel, the Lake of Ice, to see what it has to offer. Legend has it that Vonafel was also a healing lake before the Aiskala dragons came and froze it over. It is also said that the lake itself was much more powerful than both Amafel and Tyluafel combined. Those who are extremely sick and have traveled to the other lakes previously with failed attempts at recovery are told to venture forth to Aisko and break through the barrier of ice to gain the properties of the lake.
» ayr Ayr is home to the Ayrala dragons. Not much is known about the continent other than that fact. People have traveled to discover that it is a very windy place, with a high chance of tornadoes and other wind-like destruction. The Ayrala have grown to be apart of the continent itself and have had little problems with being left alone. Ayrala dragon souls are hunted for their power, but going to Ayr is a very dangerous task for most any person. Thus most travel in groups. If you are brave enough to venture forth by yourself, be forewarned that it is a dangerous place, and multiple dragons will creep up if you aren't careful.
» the celestial vortex The Celestial Vortex was created by the Peisio dragons and Abronaxus himself, to protect the Dovaa and have a safe haven of sorts for them. It is the portal between Magesc and the Celestial Plane. One must actually swim down the spiraling maelstrom to visit the other realm but those who visit are generally not welcome, unless of course you are of Dovaa decent. The vortex is a beautiful combination of greens, golds, blues, and even violets and has been known to actually draw in travelers who don't know of its origin. Most of the time if a sailor saw a whirlpool, they would maneuver around, this is not necessarily the case with the maelstrom, for its beauty is enticing and everyone who sees its majesty and mystery wants to know more. It irradiates a certain blue glowing light out from it's middle that can be seen for miles, and is normally the distinguishing point for most travelers trying to find it.
xxxxxxxxxxthe celestial plane » the celestial fortress Traveling through the Celestial Vortex will end you up at the Celestial Fortress, the holy place of worship run by Marcus Ysaride for Abronaxus. It is a heavenly place full of gold, intricate design, and magnificent architecture. There are three portals back to Eowyn that one can take to travel, but no portal back this way. The only way back is through the Celestial Vortex. The portals will open for a short time whenever someone enters, and closes the moment they are through. Be warned however, one portal leads to the middle of the Malro Desert, so you won't ever know what you may be dropping into when you go through until you are through while the other two lead to either dock towards Soudul or Serenia and also close right behind you. The fortress is much like the other race's strongholds in that it contains a place for study as well as a place for worship.
» astral city Astral City is the 'capital' of the Celestial Plane and is home to many merchants and sellers of all kinds. Looking for a gift for a friend? This is the first place most, if not all, Dovaa look. There are many streets of gold and silver lining. Most people are kind, though of course there are those who are a bit more rude than most like, just like the culture in any civilization. Astral City is the most beautiful capital of all Magesc, but it is not traveled by many for anyone not of the Dovaa race is not allowed in the plane. Anything you would expect to find in any major city can be found here.
» the dwelling place Down the cobblestone path from the fortress, passed the fork in the road to the East, lies the Dwelling Place, the Dovaa's living quarters. The Dovaa have free reign over the Celestial Plane and can travel to and from it with no problems at all. They live and survive within the plane just fine, though many times, as an act of bravery and courage, they will leave the confines of their home and travel the world of Magesc to become stronger and much more powerful than they ever could be studying in the fortress.
Posted: Wed Feb 08, 2012 8:31 am
✦ the races ✦
Oblivionite
Ignotus and Informis Master Oblivionite|Orderite Hybrid and their Companion Iggy has all the Oblivionite characteristics with Orderite colors, thus since he's the closest we have to a Master Oblivionite, we shall be using him as our example.
The Oblivionites were the first race to populate the realm. Created by Soudana as weapons of war, they have become known for their cold exterior, harsh tone, and their careful and precise strategies.
PHYSICAL FEATURES
Apprentice
No Eyes - All Oblivionites are born into the world with no eyes for they are "soulless beings" intended for war and war alone. They see only waves of things, much like Daredevil sight, only is just a constant effect, instead of triggered by sound. Dark Skin - Their skin tones can range to any dark color you can imagine. Dark Hair - Oblivionites all have the usual dark hair colors, and most styles include long and tied back for both males and females. This, of course, differs from individual to individual and hair dyes are sometimes used.
Adept
Imprinted Weapon - When growth occurs, the only additional things that are potentially added to the artwork is the use of their Imprinted Weapon that they've chosen in their Apprentice stage (Battler Path Only). Besides this, the Adepts are similar, just older, than their previous selves.
Expert
The Crack - During their Expert years, "The Crack" as most refer to it, is the coming of age to obtaining the Oblivionites "Third Eye" (explained more in Master). It's a simple slit that begins to open up above the forehead, but never is fully open until the final stage. Demonic Wings - One pair of demonic bat-like wings begins to sprout during Expert stage upon the middle back. These wings are smaller during this stage and are not capable of full flight but some minimal gliding. Demonic Tail - This is like an Oblivionites third arm in a sense. A demonic-looking tail begins to sprout as well, causing pain at first, but in the end, is very much worth it. This tail can wrap around things and is treated much like a prehensile tail, able to act as a third arm in a sense for the Oblivionites.
Master
Third Eye - This "Third Eye" is the Oblivionites only real eye. They can now see in full color with this eye, which can actually leave the body and float about, allowing the Oblivionite to 'see' from a different perspective if they so desire. It is also used to view magical traps and the like. When the eye leaves the body, there is a constant hole not unlike the other two empty sockets that have been upon the face since birth. Second Wings - Another pair of bat-like wings sprouts from the Oblivionite during the later stages of their life above the first pair. This is when you truly know that an Oblivionite is fully grown by the size of their second wings. When fully grown, these two pairs of wings now allow the Oblivionite some limited flight.
CULTURE
An Oblivionite's life isn't sacred to the community. Their culture as a whole is very dark and dreary. The clothing style and most views are dark as well. Gothic would be the perfect way to put how the Oblivionites tend to dress and how their architecture reflects it. Oblivionite's buildings and strongholds tend to show off a lot of Gothic elements. Angry stone dragons line their walls and look down upon the Oblivionites as they walk the darkly paved streets of their city. Many pointed and sharp roofs are placed throughout the city, giving the whole town a sense of darkness.
In the beginning, Soudana decided that weapons of war weren't meant to have souls and because of this, the Oblivionite race lacks a soul. Soulless beings don't have an afterlife with the gods like the other races, and because of this, some Oblivionites have actually become rather depressed. Even though they are a harsh race, everyone is raised with a different mind, and just because one doesn't have a soul doesn't mean that they don't have a heart.
Most of these people have a thirst for blood and power, much like the goddess who created them. Though, there are always exceptions to that rule. Not everyone is a bad person, even when it comes to the so-called "evil" race.
Orderite
... Master Orderite and their Companion
Created by Seren in retaliation for the creation of the Oblivionites, the Orderites have been given the command to purify Magesc from the Oblivionites and this is what began the true war between the gods. The Orderites are known for their wits, cunning, and craftsmanship. They tend to be tinkerers and mechanics who create different robotic structures and things that require a bit of mechanic work to be appreciated.
PHYSICAL FEATURES
Apprentice
Wing Tattoo - Every Orderite is born with this tattoo. The tattoo is found on the upper back and can burst into actual wings at any time the Orderite pleases. This allows them to glide at the beginning stage of their life. They cannot use these wings to completely fly around until later stages. The wings resemble that of birds wings found in our world and can be any color. Pale Skin - Every Orderite has pale skin. This can range to any color that is lighter and more airy. Bright Hair and Eyes - An Orderite's hair and eyes are always bright colors and never really truly deep shades of any color. Lighter colors are normal, every now and again you may find one with a darker set of eyes, but for the most part, bright colors are in the Orderite's blood.
Adept
Imprinted Weapon - When growth occurs, the only additional things that are potentially added to the artwork is the use of their Imprinted Weapon that they've chosen in their Apprentice stage (Battler Path Only). Besides this, the Adepts are similar, just older, than their previous selves.
Expert
Second Wings - The second installment of wings come into the Orderite's possession. They are found on the middle of the Orderite's back and are generally the largest pair of wings the Orderite will obtain. This allows for full flight, but only for a limited period of time.
Master
Seraph Wings - The final stage gives the third and final installment of an Orderite's wings. Now three full sets of wings are found upon the grown Orderite's back. This set covers the lower back and all are found in the tattoo form when the Orderite wishes. With all wings together, the Orderite can now fly from continent to continent without breaking a sweat. All three sets together are large enough to even lift up another person if so desired, but will only be able to withstand so much before the Orderite is tuckered out.
CULTURE
Whenever the Orderite's culture comes into play, think Steampunk. The Orderites are heavily into mechanics and gears. They build their cities with many gizmos and gears all wound together intricately to design beautiful architecture and brilliant clothing.
Orderites have a tendency to be kind, caring, compassionate, and loving. The "righteous" race as they consider themselves isn't always so just. They are just as likely to become evil or controlling as the Oblivionites. They want the power to "purify" Magesc and will stop at nothing to obtain these goals. Oftentimes they will believe themselves to be more holy even though their mindset may be twisted to some degree.
Obviously, there are those who deter themselves from the norm and wish to be more ethereal in body and soul. They are simply thought of as "different" from the rest of the community.
Dovaa
... Master Dovaa and their True Form
The Dovaa were created by Abronaxus to bring peace and prosperity to all of Magesc. Being created to be the "dominant" third party, the Dovaa were meant to restore Magesc to its former glory, although they have now receded to the confines of the Celestial Plane allowing Magesc to run at it's own pace. They are definitely brought into the war frequently and most feel that Magesc does need to revert to it's former self.
PHYSICAL FEATURES
Apprentice
Dragon Horns - All Dovaa are born with horns of different shapes, sizes, and colors. Scales - As well as the horns, the scales differ from individual to individual in sizes and colors. Natural Skin - Any skin tones that are found in our world can be brought to the Dovaa. Lavender Eyes - Every Apprentice begins life with lavender or purple eyes. This means that the individual has not yet chosen their clan.
Adept
Clans Eyes - During this stage, their eyes will transform to the color of their chosen clan. Ysali = Green, Ayrala = Gray, Kiandri = Yellow/Orange/Gold, Firani = Red, Peisio = Dark Blue, Aiskala = Light Blue/Ice Blue, and Gaili = Brown. Clans Changes - Other changes may occur during this stage to show that the clan was chosen. Hair color may grow a tint of the chosen clan or change completely, scales may change color, all of these things are looked at and it is different from individual to individual.
Expert
Draconic Wings - A small pair of dragon-like wings will sprout from the mid-back of the individual, oftentimes matching the colors of the scales and horns of the character. At this stage, the wings aren't large enough to do anything but look like a small addition to the character.
Master
Full Grown Wings - The wings are now fully grown and are capable of limited flight and much gliding.
CULTURE
The Dovaa are a more diverse race and their culture is a much more medieval fantasy world. The Celestial Plane adds many fantasy elements that the other races don't really have. Brighter colors and strangely shaped buildings line the streets of their cities and towns. Their clothing is represented by medieval garb as is their culture.
At the Master stage, they are able to fully realize their True Form or Dragon Form which will take many of the same physical elements of their humanistic form. They are able to fully communicate with others still through telepathy.
When the races were first created, the Dovaa weren't on either side at all, but trying to befriend both the Oblivionites and the Orderites. Then, Draco Veranno made them choose, it was either his people, or the Orderites. When Marcus decided not to take a side whatsoever, the Dovaa were dragged into the Great Engagement as well. Now the tangled web of fighting has yet to cease, and the three races all fight for survival.
Individual clans are an important part of a budding Dovaa. Some Dovaa are persuaded to join the clan of their parents choosing, whichever that might be. Though, the choice of the clan is up to the individual Dovaa themselves, not their parents or teachers. When choosing a clan, the Dovaa will be infused with the powers of that clan. (See the 'Dragons' thread in the guild for more information on Dovaa powers.) Everything is up to the individual him/herself. While most Dovaa find themselves equal to other Dovaa from different clans, you may always get those select few who think of themselves much higher and much more 'dominant' than the other clans. This is definitely not the case, and is wrongful thinking, but some Dovaa have decided to dedicate their life to being the best. That's just their individual goal
Hybrid
... Master Hybrid
The Hybrids, as they have come to be known as, are those who have parents of two different races. Most have been exiled and banished from their resting place in their individual sanctuaries. Thus, they live among the dragons in the world. They are looked down upon when being in a capital city, but are not kicked out by the guards unless they are starting a fight or causing some sort of trouble.
Many Hybrids have become bitter towards their races, though some have acknowledged that their lives in Magesc are worth something. If they accomplish great things during their travels, many times, with proof, the leader will accept them back as a clan-mate. Though, it is rare, it does happen.
Hybrids are stronger than most other races, because they have the bond of two bloodlines. A Dovaa/Orderite combination could be an amazing healer using the powers of light and herb causing immense healing, whereas a Dovaa/Oblivionite could be a deadly assassin, taking on the powers of shadow and fire, causing extra damage. Though the deadliest combination is that of an Orderite/Oblivionite. A Hybrid of that caliber could lose control of their powers, temper, or whatever else and become a beast of the night or an angel of the light. It all depends on the combination. Some Hybrids have special abilities that others cannot grasp or ever attain. It's a special thing to be a Hybrid, though your powers are stronger, your life is a bit rougher in the process.
The appearance of a Hybrid is also unique. Depending upon your race combination, you do get the appearance of both sides. An Orderite/Dovaa would most likely have both horns and feathered wings. An Oblivionite/Dovaa could have no eyes and horns and finally an Orderite/Oblivionite would have no eyes and wings. The colors would be determined by their parents. It all depends upon the genetics of the Hybrid.
A Hybrid also has to choose one side over the other for their end stage. They must choose either a Companion or their True Form.
✦ the leaders ✦
» oblivionite leader - draco verrano Draco Verrano is a very powerful Oblivionite, using his goddess-given abilities to wreck havoc among the other races. Draco was never a very friendly face, even when he was young, but when he was spoken to by Soudana herself, he instantly became enlightened at that early age and ever since, has been the only one to see and hear from her directly. He is many centuries old and has outlived every one of his descendants. With his need for power, authority, and control, Draco was the perfect candidate for the official speaker of Oblivion. He listens to what Soudana wants and carries out her plans to the best of his ability. He is not a kind man, but he does respect those who show him respect or who can show him many dragon souls. Font Color: #707070 » orderite leader - aevah avi The kind and loving leader of the Orderites is Aevah Avi. Although she is kind and caring, she is not afraid to stand her ground if someone has an opposite opinion of her own. Her thoughts are precise and rational and she tends to think about the best answer to give before giving an answer at all. She is a fairly private person however and does not disclose a lot of information about herself or the Maralan Project to anyone but those who she trusts the most. Seren has given her the power of light and she is responsible for the Flame of the Order, a sacred symbol which is the holiest relic in Magesc. Her power rivals that of the other leaders and even though she looks as delicate as a rose, that same rose can cause some damage in the right situation. Font Color: #8F8BAD » dovaa leader - marcus ysaride An expert in the watery ways, Marcus Ysaride is a powerful Dovaa, granted eternal life from Abronaxus himself, Marcus now is the leader of the Dovaa for many reasons. He proved himself to be the strongest Dovaa in a grand battle held by Abronaxus many centuries ago in the Celestial Plane. This was the reward, to rule over the Dovaa for eternity. He has made many mistakes, but has decided to not take any stance against either race, but instead, try to accommodate and appease everyone, and that was to stay out of the war completely. Although, the Oblivionites are determined to bring the Dovaa against the Order and rule the world, while the Orderites only want the Dovaa for protection and security, sacrificing the dragon blooded warriors instead of their own. Ever since the Great Engagement started, Marcus has held his head high over the horizon, looking towards the future of Magesc instead of looking straight forward for revenge. Marcus is kind, but his temper has gotten the best of him a few times in the past. Font Color: #1BA6B5
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Posted: Wed Feb 08, 2012 9:09 am
✦ the drakein ✦
» the lore Many years ago, a man by the name of Astaroth was born. He was all parts of Magesc in one. He was an Orderite, an Oblivionite, and a Dovaa. He grew, proud of his heritage, though this story goes back to the beginning, before the wars between the races began.
Astaroth was born of an Orderite and Oblivionite Hybrid mother and a Dovaa father. Growing up, he was taught about magic of all kinds. His powers stemmed from deep within and he knew that he would grow to do great things in the world of Magesc.
As he matured into adulthood, the man began to wonder why dragons were such mystic creatures that were hunted instead of befriended. All he could think of was why not befriend the dragons? Peace would fill the land if only he could provide the people with a way to exist in harmony with the majestic creatures.
It took years, but finally, a small research lab was created within the sacred Kawyn Ruins, known to them in that time period as the Kawyn Sanctuary. It had been created by the dragons and Dovaa as a place to revere the gods. The Kawyn Ruins soon became the foremost place for major research and spell casting, although in some aspects the former use as a place of worship could still be seen. Astaroth soon gained many followers, some of which became his apprentices and joined in his research about dragons. Many of them were also taught about the magical arts of manipulation and illusion.
The Spell of Bonding was then discovered which gave the captive dragons at the facility the ability to form mental and empathic connections with a Guardian. However some thought of this bond to be slavery while others embraced it as a bond most fulfilling to be able to tie their life to another being like the closest of friends.
However the spell had unexpected side-effects and caused the dragons to have stunting in their growth and gave them a unique appearance similar but quite unlike their original Dragon counterparts. To celebrate the uniqueness of his creations, and to differentiate them from the wild dragons who caused havoc in the World of Magesc, Astaroth called them Drakein.
The spell seemed to work, the dragons, instead of instantly becoming aggressive, were passive and yearned to learn from Astaroth and his apprentices. So, each researcher took a Keinling, -- the name given to the dragonlings -- to begin the teaching process. Those Drakein began to exhibit a natural ability to help boost the morale, strength, and even magic of their Guardian just by being around. It was quite an extraordinary discovery!
After months of research, one of Astaroth's apprentices took advantage of the Bonding Spell and treated the Drakein he had bonded to with abuse and disrespect to his Master's ignorance.
These Drakein that had been bonded to this apprentice had fallen into the trap of their abusive Guardian and became disenchanted with their status in life, some even gaining a great anger against their bonded Guardian, and wanting nothing more than to escape their horrible life.
During the research process, some Drakein were intelligent enough to watch and learn what the apprentices were learning in order to obtain further mastery of the magical arts. It would prove quite handy in their plot to escape from the Sanctuary and afterward when they were to live in the wild. The closer they watched, the more they would learn about the spells and incantations used to enchant the dragon's eggs and different magical spells used on them to incapacitate or further weaken their growing power. The Drakein, unbeknownst to the congregation of researchers, were slowly becoming just as intelligent as the apprentices themselves. Self discovery of their latent dragon power and increased knowledge of the magical arts through watching their Guardians was all to be put towards the task of escaping the prison which they felt they were confined. These once tame Drakein were finally able to break free of the Bonding Spell completely by using what they had learned from their unsuspecting Guardians and the other apprentices.
Over time, these Drakein became quite powerful creatures in comparison to their bonded counterparts. They were able to live alongside their fellow Drakein without the need of the Bonding Spell. But they kept this state a secret, for they were carefully planning ways to escape the facility. The Drakein had become as wild as the dragons they had been created from, feral some might say, but they were wise and continued to act like meek slaves to their "Guardians" until the time was right for their great plan to unfold. These Drakein were stronger and more powerful in comparison to their bonded brothers for they had learned to nurture the magic and strength of the dragon within them, with some stealing secrets from the very "Guardians" they were bonded to.
Finally, the day came when the Drakein used all the knowledge they had accumulated, intelligence they had gained to finally break the bonds that had chained them to these abusive "Guardians". It had come out of nowhere, even Astaroth was caught by surprise. He soon however learned the he wasn't able to control these Feral Drakein once they had started their rebellion and escape. They had grown too powerful and smart to be contained in comparison to their bonded brethren. These Drakein were now feral, bonding with no soul and being raised by their parents in small family groups.
Months soon passed after the great escape and those feral Drakein began to reproduce with each succeeding generation becoming more feral. However, the Bonding Spell that had been used on them had an odd side-effect that was unknown to even Astaroth himself. Without the bonding of a Drakein soul with one of the Magesc races, a Drakein could master their unique innate magic to grow powerful enough to gain a form quite similar to the peoples of Magesc. These humanoid Drakein were then known as Drakeinians, a new powerful and dangerous race within Magesc able to use the same power as their Dragon and Dovaa brethren and the intelligence they had gained from their time at the research facility. These more powerful Drakeinians soon gained the position of the 'leaders' of their pack. However the process of becoming a Drakeinian is often dangerous and complex, with most failing in their efforts and some even resulting in death that even to this day very few Drakeinians exist.
Astaroth would have been proud were he still alive today, his creations had gained a will of their own and powers that no one else could have anticipated. These...are the Drakein.
» drakein
The Drakein are what would be considered close cousins to the dragons roaming Magesc. They also come in the same clan types as their dragon brethren: Ysali, Ayrala, Kiandri, Firani, Peisio, Aiskala, Gaili, Aedaun, Diabi, and even the rare Celestial. Although Drakein consider themselves quite different from their wild dragon counterparts, they continue to possess quite similar abilities. Most continued to classify them today by the breed of Dragon they had descended from.
As far as a grown Drakein goes, with mixed mating between the different clan types or breeds, their coloration have expanded to a huge variety that goes beyond their wild dragon cousin. They could range from almost any color of the rainbow with unique markings which can only be found in the Drakeins. Their coloration, though, doesn't necessarily determine their breed/clan type either.
Bonded Drakein forge deep and unbreakable Telepathic and Empathic bonds with their owner. As the young Drakein grows, the bonds become clearer and by the time the Drakein is fully grown, the pair is able to use the bonds to communicate more clearly to one another. Fighting becomes easier as they literally read each other's minds, allowing them to work together fluidly. The bonds last until death. The Bonded Drakein is so dependent upon these bonds that the death of the owner leads to the death of the Drakein. And while it is very rare for the Bonded Drakein to die first, such a thing would not kill the owner, but it would send them into a highly unstable emotional state for some time.
» drakeinians
Drakeinians are the newest race of Magesc. These special types of Drakein have mastered their innate magic enough to gain a more humanoid form which resemble those of the other races living in Magesc. They are also able to transform, much like a Master Dovaa, from their Drakeinian form to their Drakein form with minimal energy, as many times as they wish.
The reason Bonded Drakein cannot become a Drakeinian is because of the magical power needed to make the transformation. Bonded Drakein, when they first become bonded, give a portion of their magical power to their Guardian, allowing them to tap into the Drakein's magical power. This stunts the Drakein's magical output and because the transformation into a Drakeinian requires so much magic, the bonded no longer has that much magic within themselves. If a Drakein tried to use that power, it would literally cause the Guardian to fall ill and weaken physically, thus killing the Guardian and the Drakein at the same time. Feral Drakein don't share magic and have the pool of magical energies inside them from the start. Thus, when tapped into, allows them to transform into what we now know as a Drakeinian.
These Drakeinians continue to remain quite rare due to the inherent dangers of the process gaining self-mastery of their innate magic in order to transform into the final step of their growth. Most end in failure, with some even resulting in death.
Drakein Growth
» egg
Size: Large Watermelon
It's an egg, snatched from the nests of feral Drakein. It takes quite an adventurous soul to attain them but for a familiar of this caliber, the hardship is well worth the effort. They come in all colors and markings with hints of what breed could be nesting inside.
(Obtainable through Flatsales, Events, and Other Contests)
» keinling
Size: Average Dog
At last the egg has hatched and out comes a wriggling miniature Drakein, a Keinling as they are called. Skin covered in egg fluids, eyes large and curious, soft membranous wings unfolding, and cute chirrups of inquiry ringing out. They bond to the nearest Guardian with emotional and mental bonds that will never break until they die.
Feral Keinlings are raised by their parents until they are full grown, learning the ways of Drakein-hood from them and becoming well rounded and fully cognizant intelligent beings.
These Keinlings are at the stage where they need the most care. Only as smart as your average cat or dog the sounds they make are mostly imitation of true speech. However a well cared for Keinling might grow to be something more but a neglected Keinling will stay at this stage forever.
In combat, a Keinling will give a small boost to their Bonded Guardian of +3. The statistic chosen is dependent upon the breed of the Keinling. Each breed will raise a specific stat, but they will not be able to help battle in any way. Having them with you is enough for the effect to take place.
» keindred
Size: Deer
The Keinling has finally grown a bit. It's shed off a bit of it's baby fat and is more active. This stage is most characterized by the Keindred being more playful and rambunctious. This is also when they are the noisiest and actively trying to learn how to communicate. Verbal output is more understandable, a bit like a parrot, but still lacks true understanding.
The bond with it's Guardian has become deeper and they are more in touch with their Guardian's thoughts, needs, and wants.
Feral Keindred often take after their parents habits, learning as much as they can from their Drakein brethren. True power is key and a Feral is the most wild kind of Drakein of all.
As for combat, they add a little larger boost of +5 to their given statistic.
» drakein
Size: Warhorse
The Keindred has been loved and cherished. Diligently taught the ways of the world by a responsible Guardian or Drakein parent. These dragons are now quite capable of recognizable speech. Their personalities are molded by the time they have spent with their Guardians or parents.
The bonds they have formed with their Guardians are stronger than ever with their minds melded almost seamlessly. This can be clearly seen during Battles when a Drakein and Guardian pair are like two parts of a seamless whole.
A Drakein, at this point in their lives, have matured enough to have their wings capable of flight although they are not big enough to carry a normal sized rider. Children, maybe...
During combat, a Bonded Drakein will now give a +10 boost to their statistic as well as being able to help fight in battles. Every 3 turns, they are allowed one attack in addition to their guardians normal moves. Depending upon the breed of Drakein, the offensive maneuver will either be destructive, healing, or improving battle conditions for the Guardian. Only one Bonded Drakein can be taken into battle at any one time.
At this point, a Feral Drakein will gain statistics much like a Dovaa, if you chose to go down the Battler's Path. These statistics will be usable in battling other Drakein, dragons, and even the people of Magesc in the same way you would a regular character. These statistics will continue over if the Drakeinian stage ever becomes available to you.
You also have the option of going the Civilian Path with your Feral Drakein with a more peaceful, laidback lifestyle.
» drakeinian
Size: Same as People of Magesc
This is a special stage only obtained by Feral Drakeins who have not managed to bond to any Guardian.
The Feral has then wandered all the lands of Magesc for many years and have learned a wide array of magics and general knowledge...even some from their dragon brethren. They have abilities like those of a Master.
They are now curious about the Peoples of Magesc and seek to interact with them. To do this, they assume a human guise to enter the great cities, however these human guises are always different from any Orderite, Oblivionite, or Dovaa. Their legs are still primarily those of a Drakein's and they still retain the tails of their original form. However unlike the Dovaa, they do not display the horns of their Drakein forms.
At this special stage, a Feral Drakeinian may bond with a Guardian as a soul mate or for marriage.
(Only for FERAL DRAKEIN)
The Final Transformation
The final transformation from a Drakein to a Drakeinian is very complex. One must master the magics within themselves and succeed in what is called, the Ritual.
There are two ways to perform the Ritual, the first requires the Battler's Path: A Drakein must have collected at least one soul orb of their clan to be used as the Ritual's centerpiece. All other collected soul orbs will be placed around the centered orb in order to garner as much power as possible. If the Ritual fails, (see Stats and Battling thread for information on Drakeinian Transformation) than all of the orbs will be turned to dust and one must collect them all over again before another Ritual can commence.
A meeting (RP with at least 1500 words) with one of the Drakeinian leaders (Anodyne or Rhazes), is important, for they will walk the Drakein through the process of centering themselves and mastering the magic within that is neither Dragon nor Magescan, in doing so, absorbing the dragon souls as use for energy for the final physical transformation.
It is said that a Centered Soul Orb that is different from that of the Drakein's clan will result in physical deformities through the transformation process. This refers to why Rhazes is more dragon-like in appearance versus Anodyne being much more humanoid.
For the Civilian Path, one must go through the "Drakeinian Ritual Adventure" set up in the Mysteries of Magesc subforum.
Physical Characteristics
Drakeinians have a very unique look in the world of Magesc. Finding one would be rare, but even then, they are instantly noted as a Drakeinian for they are different from any of the other races. In some instances, they are closely related to the Dovaa for their dragon-like qualities such as skin and eye coloration as well as their scales.
↪ Ear Crystals
The Drakein as a race have three plates of scales just behind their heads in their original dragon forms. This basically translates to the 3 crystals/horns imbedded where the Drakeinian's ears should be. These Crystals are extremely sensitive, and usually colored to represent both their Drakein breed and the type of magic they wield. Due to the sensitivity of these crystals, Drakeinians prefer them not to be touched constantly and usually favor short hair or hair tied/bound away from the crystals.
↪ Head Markings / Tribal Markings
Feral Drakein are mostly loners or live in small family groups which make them very tribal as a society. Even when they ascend to the Drakeinian stage this isolated nature of their society never really changes. These are most represented by their family markings.
Usually a small unit of Drakein who form a Feral Pack and attain Drakeinian status end up adopting their fellow Drakein, Keindred, and Keinlings into their pack. Each small family pack has their own markings that symbolize their close bond to each other. Sometimes this also translates in them having a closer mental/telepathic bond with each other.
These markings are also usually based on the first of their family group to attain Drakeinian status and first display their magical power. A symbol can be an eye for someone with illusion/prophetic magic, or it can be a symbolic flame for someone who has attained great fire magic. Because of this, Ferals are more likely to have markings than Tamed Drakeins.
↪ Hands and Legs
Drakein, in their original Dragon forms, have 3 digits on both their hands and feet. When they finally attain their Drakeinian forms, they still keep this 3 digit characteristic except they gain a thumb-claw on their hands.
For the most part, their hands and their feet are very much like the rest of their skin. Smooth scales that almost look like normal skin...except on the dorsal portions of their digits they have large scales that are tough and rough to the touch. This is translated from their Drakein forms as well.
They also have an extra joint on their legs that give them a more balanced stance to compensate for their tail's weight.
↪ Tails
Almost exactly like their Drakein forms with the exception that this may show more tribal markings once attaining their Drakeinian stage. The tip is made of hardened scales usually used as a spear-like weapon.
↪ Hair
They usually keep it short, or if long, bound in some way. Females can favor having high ponytails, numerous braids and basically these people really like their hair decorated and styled in various ways. As far as color goes, they will mostly translate over from their Drakein stages.
↪ Skin
Their skin comes in a variety of colors usually with colors and patterns brought over from their Drakein forms. Most of their body is covered in a smooth scale which usually resembles those of a snake's rather than a dragons with the only rough/touch scales on their toes and fingers.
↪ Spectral Wings
The wings are different from any other race in the world of Magesc. They are spectral. These spectral wings come in all colors, and more importantly in all shapes. Sometimes they don't even look like wings and can manifest as floating globes of light, abstract shapes and even animal forms. The wings are extremely depended on a Drakeinians thoughts when they first attain their final Drakeinian forms. A very traditional Drakeinian might manifest wings very much like their original dragon wings, however a very distracted and dreamy Drakeinian on transformation might manifest cloud-shaped amorphous wings.
It has come to a point that the shape of your wings usually tells a lot about your power, breed and even your state of mind. The colors usually resemble their owner's magical abilities but can sometimes match their owner's moods by flickering, dimming or brightening.
Note: Drakeinians usually hide their wings when venturing into cities or in the company of non-Drakeins/Drakeinians by dimming them to the point that they can't be seen, extreme excitement or another heavy emotion may cause them to lose that dimming ability and project their wings brightly.
↪ Capes and Clothing
Drakeinians always favor some type of cloak, cape or hood. They don't usually venture into the large cities of Magesc and usually live out in the wilderness with their feral Drakein counterparts. Cloaks usually help fend off the weather as well as the stares of the other peoples of Magesc. They are very aware that they are different in comparison to the other people.
Sometimes they are even looked down upon as animals or slaves to the peoples of Magesc, so they tend to prefer remaining hidden when venturing to sate their curiosity and do their business amongst the Magescians.
As to their inner clothes, they usually take their influence from any cultures they meet along the way to their growth into a Drakeinian.
Culture and Society
↪ Family Packs
A normal Drakein family pack normally consists of a Dominant Female and a Dominant Male pairing. They are primarily matriarchal in their hierarchy of command and the females are given more commanding roles than the males. This has stemmed from back when their race first escape from the Kawyn Ruins and they were still quite few in number. Females were the ones who could propagate the race and thus garnered more protection. It also helped that females that were pregnant or had small keinlings were extremely aggressive and protective.
Then there are 2-3 Beta families under the dominant pair, usually these mated pairs are married into the main pair's families and consisting of either the mated pairs of the dominant's sons and daughters. Although it is more likely for the daughters to stay with their Dominant parents and for the sons to transfer family packs or to make another family pack of their own. This surge of independence usually happens when a Kiendred grows into the first few years of their adult Drakein-hood.
A Drakein family pack is never very big, consisting of probably a maximum to 10-15 Drakeins, including the Keinlings. There are exceptions though and family sizes can expand to have 20 or more, but these families are rare, seeing as the Drakein lifestyle is mostly nomadic-hunter-gatherers.
The Dominant Drakein pair can be replaced or elevated to a mated Drakeinian pair or even a single Drakeinian ruling over a Drakein pack. Drakeinians are well respected in the Drakein society, and are treated almost like Chieftains of their small tribes.
↪ Nomadic Lifestyle
Drakein family packs, because they mostly stay away from large city center of the 3 main Magesc races and also tend to avoid their larger Dragon cousins, are a nomadic-hunter-gatherer type of society. Depending on where a Family Pack stays, they usually have their own type of Family culture and practices. Some Family Packs follow the herds of their herbivore prey during their migrations, some tend to travel like elephants following the rains and weather patterns, and others are even like bandits and raid merchants and caravans going from city to city.
Raiding, though heavily frowned upon in their society, is more common than Drakeinians wish it to be. Lesser and often more feral Drakeins tend to favor raiding merchant caravans and even into the outer limits of the smaller towns and cities of Magesc.
This becomes a rather large trading source for items the Drakeins themselves are unable to make. Items like weapons, machines and cookware. This practice however, only demeans the Drakeins under the eyes of the Peoples of Magesc.
↪ Tradings and Handicrafts
Being a Hunter-Gatherer society, a majority of the items that makes a society civilized from beautiful cloths for clothes and weapons for battling are often beyond the reach of a normal Family Pack of Drakeins. Their major source for these items tend to come from dangerous raids into the smaller towns and cities of Magesc. However, not all of them items come from illicit means, the larger and more Dominant Family packs (with individuals more than 20 including 2 and more Drakeinians) tend to favor a semi-agricultural society ,unlike the usual smaller family packs, and settle down long enough to form small villages of Drakeins and Drakeinians. These large packs often weave and build their own weapons and handicrafts, and become something like a pit stop for passing Drakein family packs. (Most of the harder handicrafts and tasks that require thumbs, are handled by the lead Drakeinians, other easier tasks like gathering logs and building burrows or weirs are done by the Drakeins.)
The trading of goods and food stuffs happen to consist the greater part of the Drakein economy. They have no need for gold coins or money, and only those who buy and sell amongst the Peoples of Magesc tend to posses these and of those who do, most tend to be Drakeinians. Drakein adults are still mostly seen and treated as animals or bond pets to the Peoples of Magesc and only their Drakeinian (humanoid) counterparts have found any success in doing trading in the larger towns and cities of Magesc.
So Drakeins or Drakeinians with great skill in trading or making handicrafts tend to be regarded with great respect within their Family Packs.
Drakeinian Abilities
Each individual Drakeinian gains a special ability when the evolve into their humanistic form. This attack is a random attack assigned to the character from the Magesc Staff to further make these Drakeinian special and rare. The attack they gain is influenced from RP, background, and also where their statistics lie.
For example, Anodyne, our Drakeinian NPC, is of the Firani breed. Her normal abilities are that of a Firani Dovaa, (ie: shooting fire balls from her hands/feet/mouth, her Burnt Flesh and Phoenix Ashes) as well as her special ability Holy Fire, which was assigned to her because she is a brave, quite motherly woman over her Drakein brethren and it helped represent her status as a powerful Drakeinian. Her intelligence is overwhelming, and she became her family pack's healer.
The downside is that the Drakeinian -- because they have their special ability -- are stripped of ever obtaining the Master status attacks that are given to the Dovaa. So as far as Anodyne goes, she would never be able to have that bonus 10% chance to cause Eternal Flame or the additional 10 INT points it gives.
The Drakeinian, being Feral, have learned the ways of group battling and are rarely seen without their group of Drakein. Having the Drakein in the battle group gives them a bonus (just as they do for any other person of Magesc), so essentially, if you've obtained a Drakeinian and want to start your own feral Family of Drakein, you will also be able to take part in the bonus it gives you in combat just like any other race, though it is obviously much easier for a Drakeinian to come across a Drakein egg and because of their party size, the boost is actually increased from 3 (for the other races) to 4.
Posted: Wed Feb 08, 2012 10:45 am
✦ dragons and dragon souls ✦
» the dragons
There are nine dragon clans that live upon Magesc: Firani, Peisio, Ysali, Gaili, Ayrala, Aiskala, Kiandri, Diabi, and Aedaun. Each of these clans control a different element. The same elements used by the Dovaa race to execute their plans. Magic, as the Dovaa consider it, comes from the dragons and their clans. The dragons used to live in peace and harmony with one another and ran the world of Magesc wonderfully, without ever having problems. They even came together and decided they needed a true leader. Together, they created the most powerful dragon in the world. The Celestial Dragon. The dragon known by them as Kalyth, the Majestic. He had the power of all the dragons combined and led them for centuries. Legend says that he is still around somewhere, but none have had the honor of seeing him in person.
When the gods decided to create their individual races, even the dragons knew that life was about to change. The new people invaded their world, took over their places, and found refuge in their home. The dragons themselves were not happy about the gods endeavors, but were forced to live with the consequences. Thus, they now fight to defend their territory and will attack whoever gets in their way.
Click here to view more information on the dragons themselves.
» the dragon souls
Collecting the souls of deceased dragons is a favorite pastime within Magesc. For any and all races, having many souls means having power and luck. Obtaining enough of these souls can cause fear in other dragons as well as respect and honor from your peers. The souls themselves are about the size of a small apple and are easily able to be crushed within the palm of your hand or stomped upon.
Each soul obtained is considered a badge of honor amongst your friends and other students. These souls can be used in battle to give a power increase of that souls type. For example, your character is an Oblivionite, say you have a Firani Soul, and you crush it in your hand or stomp on it with your foot. For three posts, you gain the abilities a Firani Dovaa would have and can use the attacks of a Firani Dragon. This relates to any and all dragon clans. If you are a Firani Dovaa and have obtained a Firani Soul and use it, your power triples for three turns. If you are a Firani Dovaa and obtain a different type of dragon soul, than you will gain that dragon soul's power as well, adding it to your own, doubling the attack damage/healing/etc that you do and at the same time causing some majestic looking attacks.
Magesc Captain
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Magesc Captain
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Posted: Sat Dec 01, 2012 9:28 pm
✦ the lore keepers society ✦
...
Posted: Tue Dec 04, 2012 12:14 pm
✦ weapons ✦
These weapons are used for Oblivionites and Orderites when they grow into an Adept. Each weapon has their own special buff that they give the character. One thing to remember is that when you receive your weapon, the color scheme will change to your character's color scheme, matching somewhat to what your character looks like. Also, they will change and grow with your character over time. These are magical weapons we call, Imprinted Weapons. They start as a lifeless weapon and upon being accepted, will change into what it feels is best for your character. This means you can create magnificent weapons for your characters using the following categories. The following weapons are simply examples. The purple is Oblivionite styled and the blue is Orderite styled. Both have a dragon-like essence to them, but every Imprinted weapon is different.
There are many other weapons that you can find in the shop here in the guild. The owner is quite nice, and he will be more than happy to sell you a weapon you desire, but it won't be as powerful as your Imprinted Weapon.
» blade :: warrior Choosing the blade gives your character a permanent increase of +10 ATK and then +20 ATK at Master Stage.
The blade will transform into anything using a blade to attack. Anything from a sword, a dagger, double sided sword, even throwing knives, etc. Anything with a blade to use in battles, this is the weapon choice for you.
Skill Set
● Bleed - Every successful attack has a 25% chance to cause the opponent to bleed profusely, causing an additional [5 damage for Apprentice] [15 damage for Adept] [25 damage for Expert] [35 damage for Master] each turn for 3 turns. Roll must be done in a separate thread. (When ATK > 20)
» blunt :: barbarian Choosing the blunt weapon will give your character a permanent bonus of +10 DEF and then +20 DEF at Master Stage.
Bashing the skulls of your opponents and having a large enough end to defend is very important! These are most any blunt weapon you can imagine. Maces, clubs, axes, and many others that cause mass bloodshed with a heavier weapon.
Skill Set
● Bleed - Every successful attack has a 25% chance to cause the opponent to bleed profusely, causing an additional [5 damage for Apprentice] [15 damage for Adept] [25 damage for Expert] [35 damage for Master] each turn for 3 turns. Roll must be done in a separate thread. (When ATK > 20)
» ranged :: archer Choosing the ranged weapon gives you an increased accuracy, negating one miss each battle (two misses for Master Stage) and making your roll misses smaller by 10. For example, for an Adept whose miss/hit is usually 1-40, 41-100. They now have a 1-30 miss / 31-100 hit. This also gives you +5 LUK when chosen. Upon entering the Master stage, this +5 will automatically triple to +15 LUK altogether.
Long ranged weaponry is quite important to those who value stealth and surprise. Bows and arrows, sling shots, crossbows, even specialized (old fashioned) guns and cannons.
» wand :: mage Choosing the wand grants your character a permanent increase of +5 INT and allows your character to channel the magics of the Diabi (Oblivionite) and Aedaun (Orderite) dragons. When at Master Stage, the character will be boosted to +10 to INT and mastery of the Diabi and Aedaun dragon magics instead of just +5.
Choosing the wand doesn't simply make it a wand. This could transform into a staff, a scepter, or anything to channel magic through.
✦ magic ✦
Magic in Magesc is extraordinary, powerful, and full of surprises! There are many different types of magic within the world of Magesc and many times, can be found in Tomes that the Mages of old have written down for all to use. All of these types of Magic can be found in different Tomes around Magesc, whether they be a reward in a specific Adventure or bought from the store itself. There are two different types of Tomes however. SPELL/BATTLE TOMES and TOMES OF LEARNING. Spell/Battle Tomes are used to cast spells during a battle and contain that spell within it. Tomes of Learning contain information for skills and abilities that have a more permanent affect [ie: how to enchant a dagger to constantly do fire damage or something along the lines of item enchantment (see below).]
MAGES can use the tomes to cast spells whereas the FIGHTERS can use the tomes to cast enchants upon their armor and weapons. For example. a fire tome could be used by a MAGE to cast Fireball (25 Fire Damage). Or the same tome could be used by a FIGHTER to enchant their weapon with Fire (15 additional Fire Damage to an attack). These would also apply strengths/weaknesses to the opponent. For any other questions feel free to PM the mule or any RP Manager!
Each spell tome holds different magical incantations to be said before use. Each spell tome will come with their "magical words" that need to be stated aloud before it is used. So that when these incantations are said, it allows the character to use it during battle. If they memorize the words, they don't need to worry about taking the spell-book with them into battle. A solo RP having them memorize these special words is a perfectly fine.
PLEASE NOTE that Tomes are NEVER going to be as strong as the actual spell the Tome may imitate!
The different types of Magic that can be found within Magesc are as follows:
»astral Astral magic is used by most everyone in Magesc. It's the type that all other magic stems from. The Astral and Celestial forces of the universe are what brings these magics to fruition. Of course, to be a Master of Astral magic one must dedicate themselves to it day and night, studying the different Astral Tomes that can be found and learning all that they can. This is where the magical Ward defense spell is used. Everyone in Magesc has a Magical Defense and it's Astral magic that it is categorized under. Other Astral magic spells that can be learned through Tomes are: levitate, teleportation, apparition, illusion, telepathy, transfiguration, telekinesis, empaths, touch-paths, oracle, prescience, and many others.
» blood Blood magic (sometimes referred to as Voodoo magic as well) is a dark art used by many an Oblivionite Mage as well as those willing to dabble into it for things it provides. Blood magic is used by harming oneself and using the blood to literally create spells. Or any form of voodoo (such as dolls, witchcraft, etc) are also said to be apart of the 'dark arts'. Using sacrifices and/or literal blood is the way to create and utilize these spells. Some of which include: blood wounding, finding the sleeping minds of others, influencing others and controlling other beings, etc. This type of magic can become too god-modding, so be sure to ask an RP Manager as well as the other RPer to make sure things are alright before continuing. Of course, using your own characters and your own NPCs are totally fine.
» conjuration Conjuration magic is a special branch of the Astral and Blood magics combined. This is the summoning of spirits or elementals to aid the character in battle or in doing a specific deed. All of which can be found within Tomes around Magesc. Different elementals exist, as well as the different Oblivion creatures that the Oblivionites seem to call upon during their Companion Adventures. Also, conjured items such as specialty weapons or armor, raising the dead into zombies to aid you, transformation, summoning the different elementals or Oblivion spirits all falls under the category of Conjuration.
» dark The Oblivionite Mages favorite type of magic. Sometimes referred to as 'Shadow Magic' as well, spells in this category allow the character to create and manipulate the shadows around them to do their bidding. The Diabi Dragon Clan is a prime example of the dark shadow magic. Using Shadow Balls, merging with the shadows, things that the Oblivionites use are all found under Dark magic. Tomes have been created for Dark magic as well.
» earth Earth magic is anything falling under manipulation of the earth. The Gaili Dragon spells are all earth based spells. Hardening your defenses, throwing rocks and boulders, creating earthen walls for defense, or anything other than that is all based under Earth Magic. Earth and/or Rock Elementals will always use Earth Magic.
» fire A very devastatingly destructive magic, Fire magic is the base of the Firani Dragons and can be used to start up fire attacks. Spells like fireball, fire spin, flamethrower, and even Phoenix Ashes can be found in these tomes.
» ice Ice magic is found within the Aiskala Dragons. They have the abilities of freezing water and then being able to manipulate the ice to do as they wish. Such spells as: Ice Block, Life Tap, and Blizzard can be found under the ice magic spectrum.
» light The favored magic of the Orderites. Most light magic can create heals and barriers for the character's use. The Aedaun Dragon Clan magic is where this can be found.
» lightning Electricity is a specialty that takes a bit more to learn. These tomes will have spells that those of the Kiandri Dragon Clan use. Such things as Lightning Speed and Static Charge.
» plant Plant based magic uses the life around the character to heal or manipulate. Any plant life in the area could be used. The tomes of the Plant variety are more likely going to be of the healing type rather than actual plant manipulation. The Ysali Dragon Clan dabbles more in healing and poison than anything else, and because of this, the tomes and Plant magic out in the world of Magesc will reflect it as such.
» water Those who wish to dabble in the water magic will find that it is good with both offensive and healing moves. The Peisio Dragon Clan is well known for their renown water manipulation and healing.
» wind Those who wish to control the air properties will like what wind has to offer. The Ayrala Dragon Clan is the manipulators of air and the tomes used in this category would be any and all spells having to deal with wind or air.
Magesc Captain
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Magesc Captain
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Posted: Wed Feb 20, 2013 10:47 am
✦ alchemy and enchanting ✦
The people of Magsec have grown and become accustomed to creating potions and manipulating the material of items. Don't have gold to spend on the potions you need or the enchanted items you seek? All you need to do is buy the recipes you want from Peddler's Rock and you never need to buy another potion or enchanted item again! Here's the guide to how this works within our world.
» alchemy First of all, you have to buy the right recipes. There are different recipes within the guild shop that you can buy in order to know how each potion is created and what ingredients are needed to make that potion.
Secondly, you need to go out and collect all of the items necessary to create these potions. Every recipe will be different, but all require the Cauldron and Vial of Water. Luckily for you, those don't cost too much.
Thirdly, you must take note, once you buy the Cauldron, an added stat will be added to your character's profile. this is called ALCHEMY and will be 0/15 at first. Each solo you complete, you can get that updated to being 1/15, 2/15 and so on and so forth. Once you hit 15/15, you're a true Alchemist and the word count will stay at 100 words.
Lastly, you need to do a 500 word solo RP to create the potion. This 500 words will dwindle each and every time you create the potion. So, the first two alchemy RPs you do will be 500 words each. Then it will go down to 400 for the third, forth, and fifth. After that, from the sixth to the tenth, they will only be 300 words each, and from the eleventh through the fifteenth you just need to make 200 words each post. After the fifteenth, your word count will dwindle to 100 words and that will be the end of it. The first ten alchemy RPs you do will count as 1 Solo each for an RP requirement. After that, each one you do will count as 1/4 the requirement. So it would take 4 potion making RPs to count as 1 full RP for a growth requirement after the tenth one. [[ any questions feel free to PM Brolis. ]]
» enchanting Enchanting is used when you want to enchant a weapon, armor, or clothing that is purchased at the Peddler's Rock for use in battles, or to sell back to the shop for dragon souls. Enchanted items are rare for him to come across, and the only place he can find them is through his sister or the peoples of Magesc! So be his hero and create some enchanted items for him to sell back to the public, will you?
The first thing you need to do in terms of enchanting, is go to the shop and buy all your necessities. You'll need the recipes that you wish to use as well as a magic quill. There are two types of magic quills. The Blood Quill is red and used for creating enchants that cause damage using Blood Ink. Adding fire damage to your weapon, a special reflection shield to your armor that reflects the damage back to the opponent. These require the Blood Quill and Ink. The Astral Quill is for most any other type of enchant, whether that be increasing of stats or, for example, adding levitation to your boots using Astral Ink. Any type of enchant that isn't damaging in any way will require the Astral Quill and Ink.
After that, you need to go collect the ingredients necessary to make those enchantments. Ingredients can be bought through the shop or found out in the wild through Adventures. Each enchantment will require different ingredients.
Also take note that the added ENCHANTING stat as been added to your character's profile. It's set up the same way as the alchemy and when you hit 15/15, you're pretty much a master Enchanter.
The RP requirements for completing enchantments are just like those above for alchemy. Refer to that information when creating enchantments. Once that's done, you can RP with Arick Skyeforge if you wish to sell your items back to him, or, of course, you can keep them for yourself or give them as gifts OR sell them to your fellow Magescians for Dragon Souls.