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Weeamoo
Captain

PostPosted: Wed Jan 28, 2015 9:26 am


LORE AND WORLD BOOK
Welcome to the Lore and World Book of Nevermore: A Tale of Knights. If you need any assistance understanding the world of Nevermore: A Tale of Knights, this is the best place for you to get information. Here, you can find a common terms to the universe and lore that would considered to be common knowledge by most citizens. In this post is a Table of Contents that will show you what is currently featured in the Topic to help you find for what you may be looking. If you have questions, please refer to Ask the Crew! where we will be happy to help you out. Please do not post in this thread. The post will be deleted. Thank you very much, and we hope this helps.


Table of Contents
Setting
Playable Races
Elemental Affinities
Magic and Magic Schools
Knight Abilities
Armaments
Arc: Magic Invasion Arc
Arc: The Moment's Impact
PostPosted: Fri Jun 10, 2016 1:48 am


SETTING
Nevermore: A Tale of Knights takes place on our very Earth. There are, however, a few additions, and these need to be elaborated for better understanding of our time and environment. For more information on the setting of Nevermore: A Tale of Knights, please continue reading. If you have any questions regarding this, know that you can always refer to Ask the Crew!


Magic
Magic is very important to the people of the land. Magi make their living off their spells and craft. Within the kingdoms of Yainder, certain modern products run off of mana rather than electricity, though both exist. Actual locations from Earth are as they are today unless stated otherwise in their Info Topic within their SubForum. Those capable of practicing magic can either be coveted or targeted, thus why Mage's need their Knights. The bond formed between a magus and one capable of becoming a Knight is also one of magic. It must be formed between both parties therefore those with very high magic resistance or magic immunity are incapable of making this binding pact. A magus can either spread their gift with the world or harbor their powers for themselves. The choice is theirs, but few are surprised by its existence. Without it, nothing would be the same. Use it wisely. Magic, however, is still a mystery to the humans that had already inhabited Earth. Only Terrans are capable of magecraft.

Technology
The technology within the world is the same as it is in our current lives. Many of kingdoms that were once a part of Yainder are beginning to incorporate the higher forms of technology that were introduced after the merging. Some appliances and inventions are run by mana but in poorer regions, power plants run off coal rather than magic reactors.

Landscaping
Yainder was once the only continent known to be inhabited by humanoid creatures. Due to that being the only part of Terra that was merged into the Earth, that hypothesis was further proven. The northern lands were occupied by the fey kingdom: Carmillion while the south harbored the demon kingdom: Eldrin. These two constitutional monarchies are not at odds, however, they do have differing opinions about how to go about certain aspects of life, one more lenient than the other, to say the least. After The Moment, Carmillion could be found in what used to be a rural area of Japan. Eldrin appeared within Europe. To the East of those two kingdoms lied Yuki no Okoku, a kingdom covered beneath a blanket of snow. This was also found in Japan, making its home in the mountains and bringing with it an eternal winter. Neighboring the mountains of the snow lands region were the deserts of the continent. Within these was another kingdom: the militarized Abelid. Fittingly, this kingdom and its deserts were transported near the Persian Gulf. Between and surrounding each and every kingdom were the unexplored lands where danger and treasures await those brave enough to venture out into the wilderness. These still exist, of course, but were spread apart, neighboring their respective Kingdoms. For more information on the Unexplored Region, please see The Unexplored Region: Information.
Abelid: The kingdom in the deserts. It's home to various settlements from small villages to a large capital city. The entirety of the kingdom is surrounded by a thick large wall, perfect for keeping out foreigners, the creatures that roam the deserts outside, and the humans that inhabited Earth. This is a highly militarized area refusing treaties or trade with most of kingdoms. Most everything here is hot and dry with a culture similar to that of Persia and/or the Middle East. Due to the affects of the spell that merged Yainder and Earth, it can be found on the Persian Gulf between Kuwait and Bahrain. For more information on Abelid, please see its respective subforum.
Carmillion: The fey kingdom. It's style and construction is rather similar to central and southern Europe. The towns and cities served as a melting pot of the continent. Although many races have a place within the nobility and parliament, the noble family is comprised of Faeries, the closest descendants of the mystical fae. Magi and magic are coveted. Knights tend to get the short end of the stick here, most fame and glory being dawned to the Mage if a paired Knight is to accomplish something. After what's only been referred to as The Moment, Carmillion sits in what was once a rural area of Japan not far from the city. For more information on Carmillion, please see its respective info Topic.
Eldrin: The demon kingdom, reminiscent of South America. Full of big, immaculate cities amidst smaller towns, this place is great for those of questionable work. All are appreciated, though some may snub their noses at do-gooders and the like. Dark magics and lore are found much more interesting here, and technology is coveted. Upon the merging of Earth and Yainder, Eldrin and its citizens found themselves on the coast of the English Channel. For more information on Eldrin, please see its respective subforum.
Yuki no Okoku: The beastkin kingdom. The culture here is very similar to this world's Asia, so when the snow-covered mountains found a place within Japan's own, they were almost at home. There are smaller villages, but it's not without its cities. Many are friendly towards outsiders, but it's not the melting pots Carmillion and Eldrin are, so the odd foreigner sticks out. The area of Japan that it appeared in is now afflicted by the eternal snow in which the kingdom thrived. For more information on Yuki no Okoku, please see its respective subforum.


Culture
The culture within the world of Nevermore: A Tale of Knights is limited to what kingdoms are currently "known". More may be discovered that might not have been before thanks to this new world's technology. You can find more about that particular feature here. Feel free to read the above descriptions for a brief explanation of what kingdoms have what sort of culture. Characters are capable of being from elsewhere, but it that's the case, please leave your character's place of origin unnamed.

Weeamoo
Captain


Weeamoo
Captain

PostPosted: Fri Jun 10, 2016 1:49 am


RACES
Nevermore: A Tale of Knights is home to a wide range of playable races for characters; if you can name a race, you can find that race. From faeries, to elves, anthromorphs, and demons, the list goes on. That being said, it's more common to see certain races in certain kingdoms, but there are melting pots within each country, so feel free to be what you desire! If you look below and don't find the race you'd like to play for your character, no need to fear! You're free to request the addition of a race. You can also add to a race by creating a subspecies, as well! If you plan on having a character from Earth as it was before the Terra merger, then your only option is a human.

If things get too out-of-hand in character creation, we'll let you know. Races marked to be extinct are non-playable. NO EXCEPTIONS. If you'd like to know a little more about a specific race, ask if you can be a race not listed below, or ask if you can create a subspecies of a race below, feel free to Ask the Crew.


Extinct Races:
Moon Rabbits
Giants



Aasimars
These are humans of celestial ancestry: part human, part angel/divine spirit hybrids. They look normal overall, but some traits will mark their ancestry: glowing skin, wings, a halo, unnatural beauty. All traits do not always occur. In fact, most aasimars only have one or two of these. They age one-third the speed of the average human.

Alraune
Alraune were originally flower-like beings that resided in a bud, taking on the shape of a humanoid to attract others to the plant. However, over the centuries they have adapted to leave their bud behind and walk on two legs. They can, however, call upon their flower at any time to protect themselves. They generally have some features that allow them to be marked as plant-like.

Arachne
Arachne are spider-like beings that have the upper-body of a humanoid and the lower-body of a spider. Their humanoid aspects can very from Arachne to Arachne, much like the coloration and style of their spider-like torso. They are intelligent beings and great weavers of all sorts of webs both literal and figurative.

Catfolk
These are humanoids, specifically beast kin, with cat-like attributes. From ears and a tail to reflexes and agility, these beings can vary slightly in how cat-like they are depending on their heritage and blood-line.

Dark Elves
These are elves who harbor dark auras and have generally been viewed as "corrupted." They descended from Dark Faeries and became beings that were experts in the various dark arts, such as necromancy and the darker side of alchemy. They, however, tend to be warriors rather than Mages. On the whole, dark elves tend to have dark skin and light odd-colored hair.

Dhampir
Half-vampire, half-human, dhampir's age very similarly to elves, reaching adulthood at 110. Although they don't crave or receive nutrients from human blood, they somewhat resemble their undead parent by being paler and lithe.

Djinn
These are magical beings that are very powerful, almost as powerful as Fae. They are immortal and usually inhabit desert areas [shout out to Abelid]. Their magic borders that of wish-granting. They are humanoids that generally lack physical bodies except for when they wish to grant themselves the luxury of having one.

Dragon Kin
These are beings that were born with the blood of a dragon in them, giving them reptilian features for the most part and making them highly resistant to magic. Very few people are capable of fighting these humanoids because of their immense physical power.

Dwarves
Short and stocky, dwarves reach adulthood at the age of forty, they age only slightly more slowly than humans. They're thoughtful and know well their craft.

Elemental
An Elemental is a humanoid that has fused with their elemental affinity, allowing their body to be replaced with an immortal one composed of said element. As such, the only physical body they can have is that of an empty shell, a homunculus body. They can freely leave and return to said body. Outside of them, they appear as a humanoid enveloped in their affinity.

Elves
Long descendants of the fae, elves have a bit of a natural talent for magic, especially within their Elemental Affinity. Their long, pointed ears and light sometimes strange-colored hair make them easy to pick out from humans. They age a lot slower than humans, reaching adulthood at 110.

Fae
Fae are the ancestors of Dark Elves, Dark Faeries, Elves, Faeries, and Gnomes. Their descendants spawned from their relations with other species, allowing creatures with mortal lives to be born. Fae are immortal and tend to have a similar appearance to Elves.

Genies
Genies are beings that have sold their lives to servitude in exchange for great magical power beyond that of even Djinn or Fae. They are capable of granting any wish at the cost of selling their very lives to another. Most appear very human-like though tend to have odd-colored skin, eyes, or hair.

Gnomes
Close descendants of the fae, gnomes are magically inclined, inquisitive, and impish. With pointed features and short statures, gnomes stand about half the size of a human. They age similarly to dwarves, reaching adulthood at forty years.

Half Elves
The blood of a human and an elf runs through the veins of these humanoid creatures. They reach adulthood at the age of thirty, aging as a human up to this point. From here on out, they can live into their second century, aging as elves do. They also share elfish features, having long, pointed ears and sometimes odd-colored hair.

Half-Giants
Half-Giants hold the blood of other humanoid creatures and Giants, a race that has long-since gone extinct due to their aggressive nature and tendency to cause wars. Their descendants are gentle beings that often find themselves employed as blacksmiths due to their incredible strength and patience. Half-Giants are significantly larger than most humanoids but do not hold a candle to the size of their ancestors.

Half Orc
The blood of a human and an orc runs through the veins of these humanoid creatures. Muscled, dark-skinned, and tall, half-orcs reach adulthood at the age of forty.

Homunculi
Homunculi are artificial beings that were created through alchemy, magic, or natural causes. Their life, regardless of how it came to be, is entirely unnatural and they possess no real will until several years after their "birth."

Humans
Very realistic, average humans.

Kitsune
These are fox-like beast kin humanoids with great magical potential. They possess an affinity for fire magic and it is said that once they reach a certain age or magical competency, they sprout additional tails. The oldest of their kind usually end up with nine tails, marking the amount of mana they can produce.

Minotaurs
Minotaur were originally monstrous beings [and some still are] that were mostly bull-like; however, centuries of diluted bloodlines have helped them become sentient and more human-like. Whether this is in intelligence or appearance, Minotaur have become fearsome warriors that are very loyal to their kingdom.

Nereids
A branch-species of mermaids, Nereids became their own beings that adapted to living on land and sea while keeping their fish-like appearance. Tinted skin and scales on their arms and legs are not uncommon and their limbs tend have fins for swimming. Nereids have gills on the side of their necks that they close when they surface and open when in the water. Their skin-tone is usually pale.
Anenome Fish [subspecies submitted by Johto Crisp]: In addition to the benefits of being a nereid, the anenome fish subtype has a natural immunity to natural-made poisons and venom.

Succubi
Sensual creatures that thrive on pleasure and drain the mana out of others, they are beings that vary greatly. Excellent shapeshifters and one of the most fearsome types of demons there are, they are loved and feared by many.

Vampire
Undead beings that crave and drink blood for sustenance, Vampires are immortals that answer to no one but themselves. They have no fatal weaknesses, but fire is very effective against them. Their powers are also greatly reduced during the day. Additionally, being undead, healing spells generally have negative effects on them while curses and negative-energy heal them nicely. Everything else known about them are merely myths, rumors.

Wolf Folk
Much like Catfolk, Wolf Folk are beast kin humanoids with canine attributes. Ears, tails, and senses, they can all vary much like the attributes of Catfolk. They do tend to be very loyal to the people they consider friends or even their superiors.

Zombies
Undead that are usually the servants of necromancers, they can also be beings that were summoned back to this world by another person. Often they find themselves entirely disregarded for their former status as the deceased. Currently, they have little to no rights.
PostPosted: Fri Jun 10, 2016 11:56 am


ELEMENTAL AFFINITY
Each character has their an Elemental Affinity, making them counter opponents with opposite Spells, Abilities, and Affinities. Characters are incapable of performing magic or Abilities with Affinities opposite to them. Additionally, making connections with those of opposite Affinities may make bonds weaker. Knights and Mages with opposing Affinities may be less effective than those with matching or neutral abilities. This also goes for bonding with Armaments. If an Armament has its own Elemental Affinity, those with an opposite Affinity will not be able to consider wielding it. Below is a list of each Elemental Affinity and the strengths and weakness. A character can have multiple Affinities but not not ones that oppose one another. If you have any questions about Elemental Affinity, feel free to post them in Ask the Crew!

Air Affinity
Those with the Air Affinity cannot use anything with the Spirit or Fire Affinities. Weak to Fire, strong against Spirit.

Earth Affinity
Those with the Earth Affinity cannot use anything with the Water or Spirit Affinities. Weak to Spirit, strong against Water.

Fire Affinity
Those with the Fire Affinity cannot use anything with the Water or Air Affinities. Weak to Water, strong against Air.

Spirit Affinity
Those with the Spirit Affinity cannot use anything with the Air or Earth Affinities. Weak to Air, strong against Earth.

Water Affinity
Those with the Water Affinity cannot use anything with the Fire or Earth Affinities. Weak to Earth, strong against Fire.

Weeamoo
Captain


Weeamoo
Captain

PostPosted: Fri Jun 10, 2016 12:16 pm


MAGIC SCHOOLS
Magic schools are usually in what a magus specializes. Magi usually practice in a single school and even minor in another. This allows them to increase their skills in their particular talents. Those who train in many schools or do not have a school tend to not be able to complete higher-level spells but are more versatile. They're more likely to know many different lower-level spells rather than specialized high-level spells. Those who train in one school in particular are more likely to be able to reach a point of mastery: able to complete the highest of spells. Below are the different schools and their basic themes. Only Terrans are capable of using magic. If you have any questions, please feel free to refer to Ask the Crew!.


Abjuration
School that specializes in defensive and warding magic. Magical and physical shields as well as damage absorption are common types of spells within this school. Magi can add their Elemental Affinities to their spells to give them an extra boost against others while leaving them open to others. Certain specialization and intense training can allow for banishment, sending summoned creatures back to their original planes. This is great for going up against mages that use familiars and the like. Counterspells can also result from much training within the Abjuration School, disrupting all kinds of spell casting from other magi.

Conjuration
School that specializes in summoning monsters and more. Summoning creatures from the material or familiars from other planes are common types of spells within this school. Special training can allow for creation, seemingly able to make objects out of thin air such as weapons, armor, or trinkets. Small extra-dimensional pockets can be created by those who focus on opening the rift. Some healing and slight teleportation are even possible.

Divination
School that specializes in the magic bestowed by the gods. Scrying and clairvoyance are common themes of spells within this school. Focuses in this school include reading the possibilities of the ever-changing future. Prayers to deities can lead to healing and planar travel.

Enchantment
School that specializations in manipulating the minds of the mage's victims. Common enchantment spells make the user seem more appealing to those around them. They can daze or even distract their enemy. Significant training in this school can lead to mind manipulation.

Evocation
School that specializes in the destructive powers of raw magic. Spells within this school use the forceful strength of pure mana to do damage to their enemies. Adding one's Elemental Affinity to this magic is possible, allowing spells to range from massive fireballs to creating a whirlpool to obliterate a fleet of ships. Elemental Affinities boost a spell's effectiveness against some while making it weaker against others. Spells in this school are only attack spells and usually tend to be highly destructive when studied for many years.

Illusion
School that specializes in creating fantastical images, phantoms, and shows to baffle and enrapture onlookers. Casters within this school can train specifically to be able to make themselves invisible, change what they look like entirely, use shadow manipulation, or even temporarily travel through the shadow plane. Be wary, though, horrible creatures thrive in this place.

Necromancy
School that specializes in dealing with the deceased and those who don't feel like staying that way. Commanding those undead, raising them from their graves, and being able to tell whether or not a creature is truly alive are standard spells within the school. Intense training can lead to turning a dark art into healing or even the sharing of life force or going even darker, making the already terrifying undead even stronger.

Transmutation
School that specializes in augmenting or changing the world around the caster to benefit their need. This school of magic is great for buffs and debuffs, telekinesis, spells temporarily increasing a person's strength, changing raw materials into objects, temporarily taking on aspects of animals, and more..
PostPosted: Tue Jun 21, 2016 12:40 pm


KNIGHT ABILITIES
Abilities are unique techniques that have been acquired by an individual thanks to their weaponry, supernatural-born talent, or some strange occurrence. Some are born with them and others obtain them through various means. However, the term Ability does not refer simply to these, but the Abilities that have been acquired, awakened, or enhanced due to the pact between a Knight and their Mage. These abilities are unique to Knights as only they are affected by the pact in any significant way. Magus Abilities and Unison Abilities can only be accessed when a Knight's Mage is within a certain radius. Normally, it isn't a problem, but if the two are in entirely different towns, kingdoms, or regions, the Knight will not be able to access these, only their Natural Abilities. They are, however, still being strengthened by the pact. Also, most magi forsake the use of abilities in favor of magic, rendering them near incapable of their Natural Abilities. Only those who are Knights or having the capability of becoming Knights are able to tap into these.

Natural Abilities
These are abilities that a person was born with or have developed over time, something that has been with them since before they became a Knight. They are usually unique to the individual, but can be unique to a race of individuals as well. These abilities are usually enhanced greatly when the process of becoming a Knight takes place, giving those being buffed by mana an edge against those with similar abilities who are not.

Magus Abilities
Magus Abilities are abilities granted to a Knight once they have formed a pact with a Mage. They are a reflection of the pact and generally show some sort of common ground between the Knight and their Mage. These abilities change depending on the identity of a Mage of a particular Knight, meaning that the same abilities are not shared between different pacts. If a Knight forsakes their current Mage, they lose their Magus Abilities until another bond is formed. Then the Magus Abilities of that Knight will change upon forming a new pact.

Unison Abilities
These Abilities are simply a combination of the devotion and strength of each individual in the pact. Their strength will resonate upon activating one of these Abilities and they will usually prove to be devastating. Much like the Magus Abilities, they are representative of the bond between a Knight and a Mage, however these abilities are far more heavily influenced by the Knight's own attributes. They, in some way, relate to the Knight's identity as a living, sentient being.

Rengato
Vice Captain

Cunning Businesswoman


Rengato
Vice Captain

Cunning Businesswoman

PostPosted: Fri Jun 24, 2016 9:45 am


ARMAMENTS
Armaments are legendary weapons, items, and general equipment that have been lost in time. They were created hundreds of thousands of years ago through now unknown means, rendering them irreplaceable and incapable of being replicated or created. They are forged from the very being of various creatures, men, women, and monsters of legend. They contain powerful magic infused into their being and are among the strongest items within the world of Nevermore: A Tale of Knights. Furthermore, an Armament bonds to whoever wields it, making it an incredibly difficult task for someone to steal and use an Armament, for the item would have to find the user worthy of wielding it. This puts Armament users in high demand, especially for Mages who want powerful Knights. If you have any questions about Armaments, you know where to go.

Guidelines to Armament Use
Though we have in the past, we are currently not allowing characters to begin with Armaments. They may, however, still be discovered in The Unexplored Region by adventurers. In that case, a random player character in the party will be chosen to receive the Armament. Upon the discovery of an Armament, a Crew Member will contact you to discuss its creation. These are based on legends of our own world, so a significant amount of thought and research goes into these. We'll work together with you on this.

Armament Types
Armaments come in three types which fit three additional categories of Armament. The first category of Armament is a general Armament, an unevolved weapon, item, or armor that contains a high aptitude of power. The second type of Armament is an Evolved Armament, an Armament that has bonded with its user over time and granted them more power by becoming even stronger. The third type are Sacred Armaments, Armaments that have amassed so much mana and power that they enable their wielder to fight the most legendary of foes. Each of the categories are further divided into three types of Armaments. Continue reading for more information.
Equip Armament: Equip Armaments are generally weapon and armor, but they can be anything that the user equips to their body. In rare cases an Equip Armament can serve as both armor and a weapon, making them very versatile and a great asset to combat.
Append Armament: An Append Armament is a type of item that grafts itself onto existing weapons/armor/armaments and modifies them into another item. For example, a stone Append Armament could turn a standard broadsword into a huge great sword that cuts through steel like butter. They essentially work as augments for other items in the user's possession.
Core Armament: Composing a vast majority of the Armaments that exist, Core Armaments are legendary items that have amazing effects. Such examples would be artificial wings or cloaks that hide a person's presence. These items are very difficult to distinguish from any regular item and often get mistaken as worthless and thrown out by many. They do, however, have their place in the world.
PostPosted: Fri Mar 03, 2017 3:17 pm


PREVIOUS ARC:
MAGIC INVASION
For millennia, they have waited. What many may now know as the Dead Forest was once a place both beautiful and alive. It was also home to a civilization, one of alchemists and homunculi. That, however, was long ago... Their civilization, their forests, their lives... everything fell thousands of years ago. Now, after harboring their grudges all this time, they've come back to take their rightful revenge upon the entire world. They will get payback for what they lost. The citizens of this once beautiful kingdom have returned from the dead as an entirely new race: Witches, a ridiculously magically-inclined race.

What makes a Witch? Well, each Witch creates a familiar that is tied to them spiritually. This is similar to the bond between Knights and Mages, allowing for interesting buffs and qualities. A Witch's familiar has two Affinities, non-conflicting, of course. The ties between a Witch and their familiar, however, allow the Witch to cast spells outside their own Affinity or even spells with conflicting Affinities through their familiar. This gives Witches a maximum of four Affinities with which to cast. Spells with conflicting Affinities, however, cannot be combo'd into each other, though, given their nature. To put it plainly, Witches can cast very high-level spells that match their Affinity through themselves. They can also cast advance magic through their familiars using their Affinities. If a Witch's familiar is destroyed, their magic is immediately limited to what they can cast themselves.

Due to this event, there will be the possibility of encountering Witches in the Unexplored Region or even in a kingdom's city, so be prepared for what may come! If you're interested in making a Witch, we are allowing a fourth character slot for the sole purpose of creating a Witch during this event. Do keep in mind that due to the nature of things, they are more likely to encounter death, so we ask that you don't make one with hopes of becoming attached. Think of them as funsies. To submit a Witch Character Profile, please just fill out a Magus Profile Skeleton and add the Witch's familiars information under magic: Shape/Form, Affinities, and Spells. Thank you so much for supporting us this far, and we hope this Arc is found to be very pleasurable for everyone! As always, if you have any questions, please feel free to refer to Ask the Crew!

Weeamoo
Captain

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