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The Lands of Occulas [2.3]: Otherearth

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Zylvanness
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PostPosted: Sat Jul 02, 2016 2:30 pm


Here you'll find a list of particularly important or interesting objects/locations/people that don't really fit into a larger thread.
PostPosted: Sat Jul 02, 2016 2:33 pm





Starwell: Heavily guarded in the centre of Entei City is the Starwell. A natural font of pure arcane power said to have once been a falling star, observed by the Elves of Kuj'anast. It is a level round pool that is so clear and deep it becomes so dark its like looking into a reflection of the night sky and seeing the cosmos staring back at you. The Star Elves once fed from the Starwell as a source of knowledge, which slowly turned them addicted and caused the events that led to their migration to Otherearth.

Steldrassil: Second to the World Tree; Ovdrassil. Steldrassil is the centrepiece of Star Elf culture as well as the core to Evermoon City in Otherearth. It is a natural font of arcane energy, a phenomenon revered by the Star Elves as a source of their addiction in a sustained and safe quantity. It was made by the planting of a single seed of Ovdrassil, the World Tree, and was imbued with the essence of the Starwell. It is partly to blame for the Sun Elves' eventual abandonment of their Star Elf heritage who sought to rid themselves of the addiction.

The Elites: They are the people in Occulas that have been honoured by the King of Occulas, or the Guildeam in the absence of the king. Men and women that have been through the rite of passage are always referred to as Lord and Lady.

The Shade: The impenetrable wall made of shadow that once stood between The Wilds and the Land of Crows. Now, it is passable, yet the distinct shadow that defines the border still resides.

Realms: The realms are the official names of the regions owned by the guilds within Occulas that make the guildeam. It is also the term used when referring to the Realms of Existence, such as the Great Expanse, The Heavens, the Burning Hells, the Spirit World, the Underworld and the Great Nothingness.

The Zoltan Crisis: This was the event that took place on Christmas Eve, 24 December 2013. Zoltan Maues, an evil wizard of Merlin Academy, and rejected wannabe of the Injustira Syndicate, created a dark and sinister plan that bent time to bring many full moons to his power. Giving him such power to get into Non-Magic Earth without use of The Crossing, without being seen or heard until it was too late. Fortunately, the Doctor arrived just in time with his side-kick, Clara Oswold. Together, with Team Elixer and some heroic Royal Guards, and a Gipsy, they defeated Zoltan. This lead to the Crisis itself, Zoltan's magic and separate across time wiped him from time itself, from all memories except that of a few he had affected so deeply, or those that were involved in defeating him. As time corrected itself as though he never existed, some people were changed, others declined whilst some prospered. Referral of this event normally means that sometime in time changed, something that wasn't the same before the crisis, or wouldn't have been if it never happened.

Demonaria: A demonic dimension only known to a few people in existence at any given time. It is a far off world forever at war with the people of Aria. Demonaria is home to demons of grotesque and unthinkable horror, all bowing to a queen. Across the border lies the land of Aria, a world of man and chivalry ruled by a king who vows to rid their existence of any and all Demonarian threats. There are two books known to have been lost from these worlds and found in our world. They're coincidentally name the Demonaria and the Aria, two opposing books that teach the ways of their homeland. One; unforgiving and murderous, the other; invigorating and selfless. Legend also has it that this realm perished long, long ago, and that the Angels were silent observers of it's destruction - hence their bitterness towards mortals and their hatred towards demons.

Ghost Coal:
The Occult have access to "Ghost Coal". A white coal-like substance that burns and its smoke is attracted to a dead body, and forces the lungs to breath and give the corpse 'life'. Almost like a zombie. This effect is temporary and often used only under the most dire circumstances in order for the Occult to get answers.

Ovdrassil: Once, Ovdrassil was the World Tree of Magic Earth.The Elves of Kuj'anast once looked to it in awe, and soon after a group of Magic Earth humans revered it. On the day of the Samus II meteor impact Ovdrassil and the population of humans that lived there was mostly destroyed. The Circle saved most of the population by sapping all of Ovdrassil's energy. When the humans woke up they were reborn in the roots of the World Tree, all that was left of it, and became the Fae. Now all that remains of the World Tree is the World Nexus, the roots that have survived and grow no further than the land beneath Shard City.




Zylvanness
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Zylvanness
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PostPosted: Fri Nov 25, 2016 3:07 pm


Types of Magic


Arcane:
Arcane magic is the natural energy of the universe and exists within the Great Expanse.

Dark/Shadow:
Originates from the Underworld - the resting place of all the dead and the source shadow manipulation.

Necromancy: The combined use of Arcane magic and Dark Magic breathes life into the dead. Which ever side wins usually tells how the hold will work. More arcane means more control, more Dark means more chaotic undead.

Demonic: Originates from Hell, the plane of demons, punishment, and fire.

Seraphic/Divine/Holy: Originates from the High Heavens, a place of angels and virtues.

Elemental: Can be split into two categories, Arcane Elemental and Natural Elemental. The Elementals (race) manipulates natural Elemental magic as a part of themselves, feeling the magic. Elementalists master the arcane to force elements to their will.

Other Powers:
Unique abilities and powers often come from a persons soul or magical objects or entities.

Vardent: From the unknown race of the same name, it comes from a far, far away plane outside of the Great Expanse.

Demonarian Magic: Originates from Demonaria, a kingdom that once existed not far from the High Heavens. This magic was similar to that of Demonic, but was altered by the mortals that captured and crafted it. This magic is now unobtainable.

Arian Magic
: Originates from Aria, a kingdom that once existed not far from the High Heavens. This magic was similar to that of Seraphic, but was altered by the mortals that captured and crafted it. This magic is now unobtainable.

People/Titles


Magical Alignment Titles


Wizard: Any arcane magic user that uses magic for the name of good or neutral needs is known as a Wizard.

Elementalist: Usually an arcane Wizard that has mastered the forced manipulation of core elements, Earth, Fire, Water and/or Air.

'Elementals' are a race native to Zakernand and are not like Elementalists in the way they use the elements. An Elemental feels and breaths the core elements and some more unique ones beyond that. An Elementalist's ability to manipulate the elements is purely constructed. See Race Lore for more information on Elementals.

Oracle: The Oracle of Zakernand is one of a kind, there is usually only one man or woman titled the Oracle alive at a given time. The Oracle rules over Zakernand and can force his/her soul to evolve into a First or Second Incernation Element. This requires rest before the Oracle can undergo this evolution again. See Race Lore for more information on Elementals.

Sorcerer: A sorcerer is any person that uses any magic other than arcane, but is also not necromancy, unholy, or Elemental magic. An evil sorcerer may sometimes be referred to as a Fuax-Witch/Faux-Warlock.

Witch:
Women who wield dark Underworld magic are known as Witches, they are also known to dabble with necromancy.

Warlock: Men who wield dark Underworld magic are known as Warlocks, they are also known to dabble with necromancy.

Necromancer: A man or woman who has learned the necromatic arts of the Underworld.

Injustira Titles


Peacekeeper: The official guard of the Injustira Syndicate. See Guildeam Lore for more information.

Paladin: The most adept seraphic magic users and enforcers of justice in the Injustira Syndicate. See Guildeam Lore for more information.

Castayu Del'yir Titles


Weathermancer: Known only in Shard, the Weathermancers have learned to hear the voice of the world. As Fae, they use their connection to the World Nexus to manipulate the weather of their region, or forecast the natural weather to come. They refrain from interfering with the balance of the world, knowing that calamity follows from too much meddling.
PostPosted: Sun Mar 19, 2017 3:05 pm


Beasts/Monsters/Creatures et al


Conjured Elementals: In wilderness there are beings made from the elements that are not quite like the Elementals that stemmed from the Eternal. Conjured Elementals categorise the walking - living elements that can be summoned by a skilled Elementalist or spawn in the wild, usually near elemental points of power across the world.

Prince of Beasts:
There is a legend among the Wilds that there is a mythical creature known as the Prince of Beasts lurking in the Iringod Spires, though only a few accounts mention this rare and all-mighty creature it is said to speak the tongue of all beast. Much like a spirit, it is said to wither and die and be reborn, that when it is killed it is only it's physical body that is destroyed and not it's soul. The Circle suspect this great animal to be one of nature itself, tied to it so much that it cannot be permanently killed unless the land with it is destroyed.

Zylvanness
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Deathly Prophet

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