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Posted: Thu Dec 04, 2008 3:48 am
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code] This section will inform you on how to create an Ishtmal character. You cannot create new races, and you may submit ideas for new factions but there are no guarantees that they will be added. You may also submit ideas for new classes or magic, be creative when thinking of submittions. To submit an idea for Faction, PM me with the title "Istmal-Faction Idea" To submit an idea for a Class or Magic, PM me with the title "Istmal-C&M Idea"
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Posted: Thu Dec 04, 2008 3:59 am
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code] There are four races in Ishtmal, the Humans, Druids, Drakon, and Lesmir. Human- Human Settlements are only locates on Isis. The first humans that could use magic were found about Fifty-Seven years ago, and temples were build to train those abilities were built five years later. They have innovated many of their constructions with both magic and architecture. The human capital city of Telmear is surrounded by large walls and protected with a new development of Magic Sentries, which can focus the energy around them into compact spheres which explode on impact. The city also has an inter-city transport that uses a species of creature known as the “Maltir”. The Maltir were a very rare species at first until humans began breeding them in captivity, greatly increasing their number and lowering cost and demand. Druid- Druids reside on the Island of Talm, within the many forests, but more particularly the northern forests. Not many Humans come to Talm, and less go into Druidic territory because of past conflicts. The Druids and the Drakon have healthy Trade routes. The Druids respect the Drakonians for their Wisdom, and their common beliefs, just as the Drakonians respect the Druids for their cautiousness of Humans and their preservation of Nature. Druids initially “created” the first Lesmir from the Maltir that had lived in the forest. While in Druidic possession, the Lesmir had learned much, yet many did not share the same neutrality as the Druids. Many of them left the Druid Council city because they sought revenge on humans for mistreating their brethren and traveled to Isis. The Druids peacefully allowed the ones who wished to leave, and continued living as they normally did. Drakon- Drakonians come in several colors and are a very intelligent Race. There was one sub-race of Drakon that had developed wings, but are long extinct. There has only been one Drakonian born with wings in the last 50 years or so, and he had gone missing soon after his birth, now thought to be dead. The Drakon are a relatively Neutral race and run many mine shafts throughout the mountain ranges. The Kal-Dra clan of Drakon have several trading posts throughout Talm, and have some ports that trade with the Human ports on Isis. They refuse to use the Maltir as a form of cheap labor, like the humans have, but some do have them as pets that they take care of quite well. Lesmir- The Lesmir are an advanced sub-race of the Maltir that have developed a bi-pedal form and intelligence enough to speak and conform. The Lesmir seem more insect-like than their Maltir Brethren, and they keep a relative form. They range in many colors and can have several different unique features about them. There are three separate groups of Lesmir, each with their own ideals. Each are explained more in the Factions Section. Lesmir have many possible broodlings which are provided in the "Lesmir and Maltir Broods" post.
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Posted: Sun Dec 07, 2008 8:19 pm
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code] Human Factions- Humans have the largest Faction diversity; there are seven factions. The factions are The Royal Guard, The Royal Navy, The Holy Renditions, The New Masons, The Black Thorns, The Red Council, and Pirate Clans. The Royal Guard- The Royal Guard protects the Human territory as best they can. They have regular patrols in the more populous areas, and have some of the stronger troops patrol in groups in more dangerous areas, such as the shoreline outposts, and the Eragi Mountains. The Royal Guard Barracks are located in the Central District of Telmear. They all have standard issue silver armor with winged helmets. Each member of the Guard has either a shield or a spaulder on either their right or left shoulder. Whichever one you have is up to the person as some classes don't use shields. Their shield or spaulder bears the mark of the Pegasi and the color depends on rank. Quote: Black- Recruit- Anyone still in the training or just out of training. Blue- Officer- Experienced soldiers. Green- Lieutenant- Sub-commanders in charge of groups of Officers. Gold- Commander- Very experienced soldiers that show great skills in combat, tactics, and leadership. Gray and Gold diagonal Stripes- Veteran- Officers who have either been in the guard for 25 years or have shown great combat skills in many battles. White- Royal Paladin- The elite soldiers that are assigned to missions of great risk or protect the King. The Royal Navy- The royal Navy is a branch of Royal Guard. They have a large fleet base in the North Shore District of Manseer, and are always recruiting people to join their cause. As more Pirate raids have been occurring, patrols have spread to the inner islands as well as more patrols on trading routes. They usually bear lighter armor and instead of shields they have either a right or left spaulder which bears the mark of the Pegasi and the color of their spaulder depends on their job. Quote: Gray-Shiphand, aka: Cooks, Medics, Swabee's, Cargo Personel, etc. Light Blue-Cannoneer Red-Boarding Party Navy Blue-Captain The Holy Renditions-[NPC] Thought by some to be “Holy Extremists”, they believe that the gods had built the ruins before they created the beings that inhabited Ishtmal. They are viewed as a cult by most members of the Royal Guard. Though they say not to rummage through the past, they read ancient scriptures and have interpreted what they can into a new religion and appoint themselves as their god’s speakers and live to serve his rule. The Holy Renditions have placed a council leader to run operations in each human city except for Arkson. The Rendition Council consists of twenty to thirty individuals who decide many things for their members. Only Renditioners who have years of experience with dedication and loyalty are accepted into the council. The New Masons-[NPC] The New Masons are a secretive group of people that take relics and try to find out what they can from what the "Ancients" left behind, or even why the Ruins are uninhabited and nearly destroyed" There are some stories that they are trying to recreate ancient technology that the Holy Renditions consider to be sacred and not to be pursued, while the King of Telmear truly believes that this technology is the reason the ruins have been abandoned by their old residents. There have been many questions about the ruins and relics, and there have been many ideas as of why the ruins are deserted. The New Masons wish to decipher fact from fiction and find the true reason why things are the way they are. Their hideout is located at the large port city of Manseer. The Black Thorns- The Black Thorns are a ruthless group of people that run the underground market. You can usually find them in the city of Arkson, which is the most northern human settlement. It’s built in a small secession in the Eragi Mountains, and not many Royal Guards patrol this area, due to its temperature, and how close it is to the Drakonian Vyl-Mar Tribe. Arkson also has a high crime rate and other illegal industries. The Red Council-[NPC] The Red Council a new faction that was founded only recently. They have been active for two years, but ran small operations. It's said that the twelve individuals who began the council found a piece of information that changed their lives and they began recruiting people for their cause. They have a base set up in Mecaria, a bustling city in the southern part of human territory. They sacrifice unwilling villagers to promote a cleansing that they believe will happen soon. The Royal Guard are aware of their presence and have labeled them a "Minor Threat" but have no evidence against them. Pirates- Pirating has been going on for ages, and it’s evolved into more than just a way to make quick money. It has become a major lifestyle for many of the islanders, and the trading ships between the Humans and the Kal-Dra clan are the usual targets. Pirating clans are common in the outer islands, furthest away from the Royal Navy Patrols though many send raiding parties. Quote: -Pirate Clans- Dark Vypers Leader- Martim "Vyper" Trave Ships- 12 Base- Somewherein the outer northeast islands.
Tel's Raiders Leader- Rekashka Telmont Ships- 5 Base- The furthest island to the west.
(To add your own Pirate clan, message me with the Title "Ishtmal-Pirate Clans" and list the name of the clan, the leaders name if known, number of ships [be reasonable] and base location)
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Posted: Thu Dec 18, 2008 4:00 am
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code]
Druidic Factions- Druids are like hybrid animals that walk on two legs like humans, can talk, and have a culture all their own. All hybrids are born in the druid circle and end up on either the Counceling path or the Guardian path. The Druid Council consists of four masters. The Council Masters are the overseers and watchmen. They gather information and help mend and defend areas that need it. The Guardians act as the watchdogs of nature and protect in a more active level, they also protect the Council Masters. The Guardians are more combative, while the Council is more defencive. However the Council is where the main power of the Druids sect lies. All major decisions are run through the council no matter the case nor who it comes from. Though the eight masters are each a different animal there are no limits on which animal a druid can be, anything that can walk and breathe on land can possibly be a Druid. There are four villages around the Druidic capital of New Gala that each contains two temples that are devoted to an element of the Council and Guardian. The North Village holds the temples of Fire and Ice. The East Village holds the temples of Wind and Lightning. The South Village holds the temples of Water and Space. The West Village contains the temples of Earth and Time. The Druids have a better understanding of magic than the humans do. The four Council Elements are Wind, Water, Earth, and fire, while the Guardian Elements are Ice, Lightning, Space, and Time. A druids average height and weight ultimatelly depend on what form of Pseudo-Animal they are. Though the Average life expectancy is at most 150 years of age. Quote: Masters of the Druid Council
Fire – Iguana – Striker Master Striker is a cunning warrior but can be rash at times. While he takes his role as one of the four heads of the druid community seriously he is always looking for a reason to have fun. His comical nature helps keep the others from getting to serious and helps to add levity to troubled times. On should never fall under the pretence that Striker’s humor marks him as a weak fighter, for it is quite the opposite. With ferocity to match any on the field of battle Striker can blaze through an enemy line like a brush fire in dry grass. Weapon – Thick single bladed broad sword, curved ever so slightly, and a strong metal round shield.
Wind – Owl – Zora Wise and resourceful are usually the words associated with Mistress Zora. Always looking forward and knowing that all things can change as suddenly as the winds themselves. Zora tends to be a practical person in all matters including her combat. Weapon – Recurred long bow
Water – Crab – Rex One of the older members of the council and, as his nature would dictate, can be a bit irritable at times. Even with that being said Master Rex understands the ebbs and flows of life and can be compassionate when needed. Rex prefers to relay on his wit to see him through conflicts but is always willing to show he can still fight next to the best. Weapon – Mace and hammer
Earth – Bear – Ursus Wise and unshakable is the oldest member of the council, Master Ursus. Even though age has began to creep up on him his strength and tenacity are still very much in their prime. Ursus has seen many years and many conflicts and always hopes for many more of the former and no more of the ladder. When battle is called for Ursus can step up and show how he has managed to see so many battles through to the end. Weapon – Metal war staff
Masters of the Druid Guardians
Ice – Wolf – Uurfu Master Uurfu leads the guardian council and helps assign patrols around the forest and surrounding areas. Cool, calm, and collective is what it takes to keep a vigilant eye on nature, and that’s what Uurfu has. Seen as a cold hearted menace to his enemies and a trusted friend to his allies Uurfu has proven to be worthy of his title. Weapon – twin curved short swords.
Lightning – Fox – Kit The wily and quick witted Master Kit changes the idea of a master. Most would consider him lacking in many areas that helps make a leader complete, but those people would be wrong. Kit has been through his share of battles, both political and actual, and can stand his ground in both. Anyone who underestimates Kit is sure to get a shocking result. Weapon – flexible war spear
Space – Lynx – Silfa Mistress Silfa is often regarded as the most kin hearted of the masters. She loves all around her and enjoys relaxing and sharing stories with others. Silfa is a master of her surroundings and is always aware of them. The only master who always seems to know where everyone but yet seems to always be caught off guard. A fool would think they truly have snuck up on one as her. Weapon – several throwing daggers
Time – Sloth – Syn Older than anyone among the druids, even being around to see Master Ursus being born, Master Syn is slow and timely in his action. Never doing anything that doesn’t have meaning. He can stand in a single spot for hours on end without saying a word, just watching things pass. Only a select few fools have ever tried to take on Syn and all have found themselves defeated before they drew a weapon. Weapon – a very old walking stick
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Posted: Thu Dec 18, 2008 4:43 am
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code]
Drakon Clans- The Drakon are a wise and peaceful race, with some exceptions. They sit back and watch the world from their mountainous domain and have long been doing so. The original Drakon all lived together until a rebellious Drakonian Warrior and a couple of his brethren had enough idly standing by as the humans waged their wars in the era long past. None of the Drakonians speak of the past of the humans as they remember, and probably for good reason. All of the Drakonians lived in the Eragi Mountains until the Kal-Dra and the Myr-Val had traveled to Talm, while the Vyl-Mar had moved up the Eragi Mountains to a colder climate, where humans would less likely build a city. They were surprised when the Humans had established Arkson nearby sometime later. The Kal-Dra took the Regnair Mountains as their home, while the Myr-Val crossed the desert to the Duhma Mountains. Many of the Drakonians have forgotten of the times when they were a single Clan. There is also some skepticism about a fourth tribe that has been long forgotten. Drakonians range in Height from about Six to Seven Feet, and weigh from 180-280 lbs. The average life expectancy for Drakonians is about 120, it's lower for those who were active warriors in their "youth", so the Vyl-Mar don't typically live as long as their brother clans. Quote: The Clans-
Kal-Dra- The Kal-Dra reside in the Regnair Mountains and they are a very neutral clan that keeps healthy trade routes with the Humans and the Druids. Though they get along much better with the Druids because of common beliefs, they still trade with humans because they see that both races provide valuable goods that can be used to benefit the clan. Most Kal-Dra has either a single horn, or frontal jaw spikes. The Kal-Dra scale color is usually a Gray or White color.
Myr-Val- The Myr-Val reside in the warmer Duhma Mountains. They are more of a secluded group, but they have a desert trading post where the Kal-Dra, Myr-Val, and Minnemer trade goods. They have developed more “Fin” like skull features and spikes toward the back of the jaw bone. They do a lot of scavenging in the Southern Desert and have formed a nice alliance with the Minnemir Lesmir’s. There are also many Myr-Val Writers and scholars that have written great pieces of literature of their time. The Myr-Val scale colors are usually a brown or tan color.
Vyl-Mar- The Vyl-Mar are a clan of Drakon that were too hot tempered for their own good and stayed in the Eragi Mountains so they could keep watch on human military development. The Northern section of the mountains have proved a good venture for them due to the very high coal and iron deposits, much more abundant than the Southern Eragi Mountains. Members of this clan usually have black or red scales, and have developed jagged bone development in the skull over the years. The village of Var Mesa is a major manufacture of hardened weapons and armor. They like to delve more into warfare than in trading and writings.
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Posted: Thu Dec 18, 2008 5:01 am
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code]
Lesmir Clans The Lesmir were once the quiet Maltir until a protected group were brought into the Druidic Villages. They learned many things from the Druids until the Viscmir believed the druids to be too peaceful in their endeavors and wanted something to be done about the humans. They traveled to Isis and set up home in an uninhabited mountain cave. The Minnemir believed the forest to be “too easy” for any human to reach and thrive. They took to the barren desert where not even the most well-equipped human would last very long in the heat. The remaining Lesmir stayed loyal to the Druids and were thankful of their kindness. The Lesmir’s blood has a neutral smell unlike the Maltir so it doesn’t attract pests like Maltir Blood. The average height and weight of a Lesmir depends mostly on their brood type, Smaller ones such as Commoners and scouts are typically 5'5"-6'0" and weigh 130-180lbs while Warriors have an extra 3" and 20 lbs, and Stags weigh from 200-300 lbs and can be from 6'4" to 7'2" tall. Quote: The Clans-
Famir- These Lesmir live a peaceful life deep in the forest with the Druids. The Famir Council has three head elder officials, and four lesser figures. The Leader of the Famir sits at the top of the council and is the wisest of the Famir.
Minnemir- These Lesmir take refuge in the scorching Talm Desert. They prefer to be far away from any human encounter, but have made friends with the “local” Drakon Clan. The Minnemir make their dwellings deep under the sand. Their main city of Tulgamesh is wrapped around an ancient ruin that seems to spiral down to the core of the planet. They leave the ancient structure alone for the most part, but they will only venture inside when they need something to trade with the Drakon clan if they can’t locate any Sand Lurcians for food. A small group of Minnemir has been know to travel to Isis to raid Maltir breeding plants and bring them back to Tulgamesh.
Viscmir- The Viscmir are a more sinister type of Lesmir. They see humans as the coming downfall of Ishtmal and try to stop at nothing to rid the realm of their presence. Through innovation of the Maltir’s adaptive capabilities, they have developed what’s known as the Lesmir-Pod, or L-Pod. The L-Pod can only survive it’s infancy in the dark and damp caves that the Viscmir call their home. When an L-Pod fully matures, it is permanently attached to the being it was put upon and fusing its mind with its host. If the host has a weak will, the pod will take over completely. The Viscmir have only tested the pod’s capabilities to a small extent, using local wildlife outside the caves as original subjects, and then using purchased slaves from Arkson as human subjects. The tests were successful, but as it turns out when a pod is exposed to the outside of the caves before it has matured it withers and dies, leaving the host and falling dead to the ground to wither away. The Largest cave in the Eragi Mountains is home to their capital village of Gar-shalek
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Posted: Sat Jan 17, 2009 7:11 pm
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code]
Classes- Monk- Monks are melee fighters that use their bodies as weapons. Monks are swift and agile and they try to enhance their fighting through rigorous training and meditation. Monks are usually trained in temples in Manseer and at one time Rockford, now in ruins. Fighter- Fighters are much like warriors but they usually wield lighter weapons such as rapiers, daggers, or swords. Fighters typically have no formal training and are usually self-taught. Warrior- Warriors are usually trained people proficient in the use of swords, axes, daggers, maces, halberds, pikes, spears, long hammers, or poleaxes. Some of the greatest warriors have been trained to use more than one weapon but it’s not typically common. Knight- Knights are usually Warriors that are formally trained in the arts of honorable swordsmanship, horseback riding, and archery. Knights can have from thick full-body armor, to lighter scouting armor, which is typically metal spaulders leather/chain armor and typically no helmet. Paladin- A Paladin is much like a knight but more focused on Horseback riding and archery. Paladins usually use lances, broadswords, and longbows. Archer- Archers are skilled individuals who are trained in the use of long-range weaponry. Archers typically use short bows, longbows, or crossbows. Gunpowder is relatively new so not many archers are trained in the use of pistols or rifles. Ranger- Rangers are normally scouts and are very agile. Rangers are typically efficient with bows, pistols, rifles, and blades such as daggers, short swords, and long swords. Mage- Mages are people that have ventured into the use of magic. Humans have a relatively basic understanding of magic and many mages are trying to expand the horizons on magic use. Templar- A templar is a magic specialist, usually devoted to one art of magic. Many templars train throughout their entire life to achieve the highest ability level possible. Cleric- Clerics are healers that are trained in the use of many healing herbs and uncommon remedies. Some clerics also use magic as a means of healing. Mercenary Mercenaries are warriors who choose not to join any particular faction, usually doing as they choose and taking up jobs for money Assassin Assassins are much like mercenaries except they kill for money. Arkson has a high number of Assassins and many people there will hire assassins. Assassins tend to have more weapons than most classes, they like to be able to adjust to any given situation. Scavenger Scavengers have made a living off of collecting relics from the burrowing ruins. A Scavenger will go at great lengths to find high paying relics even with the risk of getting trapped inside the ruins. Specialist- Specialists are elite figures trained in the use of one or two weapons. Most specialists trained in two weapons have a short range and a long range weapon. Magics- There are twelve magical arts in Ishtmal. Fire, Water, Earth, and Wind are universally learned in Ishtmal. Lightning, Ice, Space, and Time are only taught in the Druid Temples. Purity and Energy magics are taught in Telmear, while Shadow is taught in Mecaria, and Corruption is taught in Arkson. Fire- One of the first four arts of magic that was discovered long ago. Fire magic has evolved greatly over the years of it’s discovery. Water- The art of water magic has been used for multiple uses. It can be a tool of cleansing and healing, or a weapon of deadly force. Earth- Earth magic can be a powerful art. High level Earth mages can manipulate the soil and the flora around them. Many earth mages also know a number of different healing herbs. Wind- Wind magic manipulates the particles of air flowing around the realm and can be used in a number of ways. Lightning- Energy is in every object in some way or another, “Lightning” magic focuses energy into a charge, and blasting your enemies with it. It takes time to achieve a higher level of understanding to use this art effectively. Ice- The art of Ice magic is one of the more simple ones, thus giving it more variety. Abilities include manipulating ice in any way shape or form and creating Ice from the moisture around you. Space- Space magics are rather difficult to master, it takes high amounts of concentration to work with it, and it takes years to discipline yourself with this art to its full extent. Abilities include small teleportation and manipulating space to move objects or create barriers. Time- This art can be very useful if done properly. Focus and dedication to this form can be a powerful fighting tool. Abilities include anything from stopping to speeding time around you or anyone else. The more powerful the alteration in time, the harder it is to maintain. One powerful druid could create pockets of time alteration which he used to stop some opponents and speed time inside their body which aged them horribly to the point where they were unable to fight. Purity- Purity magics are mostly protection and cleansing spells. Abilities include healing, enhancements, magical barriers, and creating magic light. Corruption- Corruption is one of the newest discovered magics. It utilizes the corruption inside the user’s body to cast its spells. Abilities include Poisonous effects, artificial decay, and disease spells. Shadow- The second of the three newest discovered magics. Shadow bends the darkness around the caster into many potential forms. Shadowmeld, Shade-Attacks, and summons are among the skills of a Shadow Mage. Shadowmeld is submerging an object in darkness, hiding it from the world, or hiding the world from it. Shade attacks are concentrated shadows that bear a solid form. The more concentrated shadows you create the harder it is to keep them solid. Shadow Summons are a forbidden art to most of the world. It’s the summoning of Shadelings. Shadelings are creatures born of pure darkness that are wandering around in the “Realm of Shadows” and Shadelings can’t exist in the Realm of Ishtmal for very long, depending on the summoner. Energy- This art was discovered and utilized in the Sentries surrounding Telmear. It takes use of the energy in objects around the caster and focuses it into orbs or thin spears. Energy orbs can be very dangerous due to it’s explosive properties, while Energy Spears are more stable and can cut through enemies effeciently. The most basic form of enery magic is launching a wave of energy at your opponent. -=[]=- It is possible to know some spells if you are not a mage or templar, but unless you are one of those classes you can only learn so much about magic. (The essence of magica is more difficult to tap into at an older age. All souls are born into the Realm of Ishtmal from the Realm of Light, which is directly connected to the stream of magica in order to regain a soul's energy before being pulled into the Realm of Ishtmal. As a body grows older it burns off unused connections. Unused connections usually start to thin after 15 years of age, but if a person learns one magic type, similar magic connections fade slower)
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Posted: Sat Jan 17, 2009 7:35 pm
[Races/Factions(H/Dru/Dra/L)/Classes and Magic/Code] Here's the code for the character profile. Take note if you pick Lesmir or Drakon as your Race that there is only one Clan of each with cities on Isis, so if you pick the other clans as a faction you won't have a dominant city. PM your profile to me with the title "Ishtmal-Char Name" If you need any help at all, contact me about it. Unless it's Druid related, that falls into Ronyo Storm's district of expertise. [b]Username:[/b] (It's for reference)
[b]Name:[/b] (A little hard, think of a name for your char)
[b]Gender:[/b] (Male or Female, not too hard)
[b]Age:[/b] (Shouldn't be too hard)
[b]Race:[/b] (One of the four)
[b]Faction//Clan:[/b] (Pick a faction*//clan from your race)
[b]Class:[/b] (Extra details below**)
[b]Weapons:[/b] (Just don't overdo the amount of them)
[b]Description:[/b] (Anything with a picture will be deleted, use words)
[b]History:[/b] (Everyone has a past. Your past is what makes you who you are, so this is probably going to be the hard part.) *You may choose to not be a part of any faction and put "None" **Many of the classes can be used for either Human, Druid, Or Drakon. Lesmir "Classes" are the brood types
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