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Posted: Sun Sep 11, 2016 8:33 am
Table of Contents ════════════════════════════════════════════════════════════════════════════════ > About: Ongoing Plot > About: Races > About: The Shadow > Role Playing Reference ⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯ ⌭ Important Links ⌭Rules ⌇ Profile Creation ⌇ Plot and Settings
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Posted: Wed Sep 14, 2016 4:01 am
 Age of Dawn ⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯⌯ ═════Ever since the dawn of man and fey, they have feared the darkness. It swallowed them with an everlasting hunger for life. Like shadows cast over plains, kingdoms fell and rose from this darkness; flames that were lit only to be blown out with no remorse. This darkness was and will be recognized as a being so ancient that it dates before any kingdom built: the Shadow. Not much is known about it, but every night you may hear it stalking the badly lit streets and the dark forests, looking for men to prey on. For millennia, the Shadow has been slowly massacring men and fey alike with utmost patience. Back then, nobody or anything could stop it. The Shadow could manifest taking many shapes and using many attacks. Every manifestation would be the color of twilight, and it would rise from dead bodies and rotting corpses.
For those many millennia, men and fey lived in fear, cowering in their homes with their gas lamps lit, dreading the day when a gust of wind would blow it away. However, one day, they had finally found the solution. After all this time, they had finally bend the forces of darkness to their will. And, thus, magic was born from the efforts of those within the fickle safety of the walls. Man created mighty equipment to fend off the Shadow, magical swords and armor that could withstand the claws of the wretched monsters. Fey chose to use magic to bend the elements to their will, using the power of nature to fend off the Shadow. Men and fey had finally triumphed over darkness.
Many years passed since the creation of magic, powerful and prideful, men and fey sought to grow. Dwarves came out from underground. Angels came from the sky, and some mated with us, creating Nephilims. Others made pacts with devils and demons, and created Tieflings. They took up their arms once again, but, this time, they sought to attack each other, rather than defend themselves. Soon, kingdoms the size of countries arose. Seas previously uncharted were now territory, forests and mountains, all in the hands of those who once cowered in fear. Wars were waged over plots of land, death filled the air where the bodies of those who fought in the battles against their own kin.
And, then, the Dawn came.
Shining like a beacon, the kingdoms once in war had finally become silent. Devastated from war, they sought to rebuild. The flame had been lit, and now it was time to either grow strong like a fire, or face destruction. Alas, the fight was not yet finished. One day, the Shadow rose up from the corpses of fallen comrades; beasts made of pure and unadulterated death walked the lands once again, looking for its' prey. It was once again time to take up arms against those who threatened the safety of the kingdoms. Across all reigns, men and fey alike were called to fight against the force of darkness that was marching towards them with unending will.
But the Shadow had other things in its hive mind. It began to touch beings, dwarves, elfves, humans, tieflings and nephilims alike. Once touched, they had the ability to tap into the Hive Mind and communicate telepathically with each other. However, they soon learned that this process also made the Shadow aware of their thoughts, surroundings and actions. After they brought slaughters on their communities, they were branded Unholy and banished. Unholies learned not to use their power too much lest they would make themselves vulnerable to the Shadow.
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> To the North, the kingdom of Gjukff, where the Dwarf Nobles reign supreme over the gold mines. The mines supply the currency across all kingdom, the Drachma. Underground tunnels lead to suspended cities over great ravines and underground lakes. Mine shafts adorn the walls all over those cities, connecting them with each other and with the internal veils of gold and other important minerals.
> To the South, the Kingdom of Illia, where the Elf Council presides over all matters. The forests are brimming with wildlife and are a primal source of magic. This is where the Dark Horde is currently going towards, in an attempt to harness the innate power of the wild.
> To the West, the Kingdom of Lothia, where the Human Emperor is the only master of all mankind. Cities made of steel and concrete, walls adorn the landscapes, cutting through the horizon in defiance to the sky. Towering buildings and castles, huge farms and wooden constructions are the main attractions wherever humans can be found.
> To the East, on shore, the horde approaches the Kingdoms, going towards the elfish forests. Off shore, a lonely island called Devis is home to a minimal race of half-devils, Tiefling, they call themselves. Though they do have social integration, interactions with them proved that they have no leader and that most of those within the island work to make sure the society works fine without violence.
> The Nephilim are scattered across the continent, but some speak of a city on the clouds where it is said they live in.
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Posted: Wed Sep 14, 2016 4:02 am
Terran Races ════════════════════════════════════════════════════════════════════════════════ HumanIt is not too far fetched to say that Humans are the most populous race around. They have short life span, aren't as dexterous as the Elves, are not as resistant as the Dwarfs, but Humans have the will to go on.
A trait to humanity as a whole is perseverance. Humanity has since its' dawn shown all the other races how the will to survive is its' mightiest weapon. While a single being from another race may survive from hundreds of years, Humans build their structures to surpass the test of time as a whole.
Humans come in all variety and can be found in most capitals, though they lack concentration in the capitals of other races. Good with tools, but their innate ability for magic is forged. They must harness it less directly, as opposed to the elves that take it from nature itself. Humans usually prefer the weapon arts, but magicians within this race are far from rare.
◉ Humans usually take after the culture of the place they were born or live in, a human could learn how to think like an elf, for example. Most humans that live in the human capital are rather prejudiced against other races, but only a few word their displeasure. This was due to the wars in years past.
◉ Humans live around 60 to 80 years, depending on many factors, including wealth and their current work. Most armies from other races employ humans as the front lines for their armies. While not resistant, they are good overall and well balanced, not so weak they'll die immediately, not so strong that they will defeat an army alone. Soldiers live around 40 to 60 years, though army work may start as soon as they reach 15 years old.
ElfDwarfHardy and strong, the mighty underground race tirelessly work to supply the other races their metal. Without the dwarfs, money, equipment, tools and even most structures wouldn't be able to be made. Most dwarfs live inside of cavern systems, which has allowed them a good sight even in the dark caverns. While not groundbreaking, their sight and hearing are what keeps them alive when they are in a pinch, be it a wild beast or a cave in.
While they dwell in the arts of the material, dwarfs are known to be very religious. Most dwarfs worship one or more gods. It is unheard of a miner that won't pray in the morning for a good day at work, or a soldier that won't pray in the night for a peaceful sleep. Aside from religiosity, Dwarfs are known for their everlasting love for alcohol. Be it alone, when silently hearing the clack of rocks in the distance or together with their friends around a campfire, Dwarfs always find time to have a drink or two and keep their spirits warmed up.
Dwarfs are strangely dark skinned and lack magical proficiency. Priests and sages are capable of using magic, and some tell of dwarfs that could commune with nature by forsaking the rock for the woods. However, Dwarfs take a better liking to weapons. Small in stature, but not so small that an Elf or Human would tower over them, they also sport long body hair. Male Dwarfs are usually hairy while female Dwarfs have long braided hair.
◉ A happy community, but lacks social interaction; most Dwarfs are loners or keep to their cities, little to none live in other capitals. No Dwarf denies companionship to another Dwarf, and this makes them desirable and even inviting, but they lack this deep communing with other races. This makes them suspicious of actions specially made by Elves. If someone has earned their trust, however, they shall be treated like family, a dear member of their group.
◉ Due to the rough terrain they live in, Dwarfs live around 70 to 90 years. Rough and sturdy, they are all muscular and usually only lose longevity because of their unhealthy lifestyles. Miners usually live a little less, from 60 to 80 years, due to direct contact with heavy metals. Soldiers live from 50 to 70, because of their natural thick skin and good defense, making them a hard to kill race. They aren't employed as much as humans in other armies aside from their own because of trust issues that may occur.
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Posted: Wed Sep 14, 2016 4:03 am
Celestial Races ════════════════════════════════════════════════════════════════════════════════ TieflingEven before magic came to be, beings made of ill intentions and carnal desires were brought into the mortal plane by many means. Those being, henceforth called Devils, made pacts and deals with the races, primarily humans. Sometimes, the del included the act of bearing the child of the devil. When those children were born, they became mixtures of devils and mortals and were named Tieflings.
◉ Extra info
NephlimWhen the angels descended from heaven to mingle with humans, they rather left the seed of Order in the mortal planes. Females of many castes became mothers for many of the new race that dawned upon the land. The Nephilim are a inherently celestial race, half angel, half any other race. The most common variation to the Nephilim is a half human, however other races did mingle with the angels that had descended.
Nephilims come in wild varieties and all are proficient in the arts of combat to fend off the forces of evil. Some Nephilims may have wings, which allow them to fly, some don't, but no system exists where a Nephilim is different because of physical inabilities. Rather, they are scattered around the lands, helping those in need and fighting the evildoers.
It is said that Nephilims live in a city in the sky, but nothing was ever confirmed by any of the Nephilims. Researchers all over the kingdoms say that this is due to their own culture, and, even it there is a city in the clouds, they are not to talk about it with the mortals.
◉ Nephilims are a static race. Order rules over all. All Nephilims are naturally inclined to achieve the utmost perfection on the art of following Order and pursuing good. An evil Nephilim is stripped of it's title and thrown out by its' own people, sometimes even dealt with by force. Some say that Nephilims are emotionless and cold, "uptight" and sometime prideful. It may be so, but due to their own lack of sociability with other races, nothing was ever confirmed.
◉ Nephilims live around 120 to 140 years, due to their celestial heritage. They are by no means immortal, but they address the non-celestial races as "mortals", as opposed to the Tieflings addressing them as "Terrans". Most Nephilims are soldiers or freelancers. The little society they have is an utopia of mechanic bureaucracy, seamlessly working towards perfection, efficiency and efficacy.
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Posted: Wed Sep 14, 2016 4:05 am
The Shadow ════════════════════════════════════════════════════════════════════════════════ OverviewThe enemy of every race. The Shadow is an entity connected to a Hive Mind well above mortal understanding. The Shadow has seemingly no reason, and fights only to grow stronger, reproduce and go on killing.
◉ Information on specific Shadows will appear as they become available.
LurkerThe Lurker is a small Shadow with a distinct ability to mingle with the shadows. It is intangible, but standing close or within it will produce a chill feeling to however is close. It is the scout of the Shadow and can usually be seen roaming empty streets at night. It dislikes the light due to it's fragility in it. It does not require a dead body to form, it only requires a strong enough negative energy burst. A murder, for example, would produce several of those within the hour.
◉ Cannot fight, is only a scout unit.
◉ Can mingle with the shadows and is intangible. A chill feeling assaults anyone standing close to it.
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Posted: Wed Sep 14, 2016 4:06 am
The Unholy ════════════════════════════════════════════════════════════════════════════════ The TaintThe taint is a mysterious affliction that may affect all races equally, even Celestial races. To be tainted mean to be prejudiced and ostracized; no one likes the tainted, or the Unholy, because of their innate ability to talk by the use of the Shadow's Hive Mind. This process is dangerous and turn the user into a beacon for the Shadow to find them, and potentially hunt them down.
◉ There are many ways to turn into an Unholy, a few of those are: by being attacked by the Shadow and surviving; by taking a glimpse at the Hive Mind through magic or another source; by being touched by a certain mysterious rare mineral; and many others yet to be discovered.
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Posted: Wed Sep 14, 2016 4:08 am
Gaming Reference ════════════════════════════════════════════════════════════════════════════════ Magic and Magical AbilitiesIn the world of Terra, magic is extracted from darkness. Essentially, a magician seeks their powers inside of the Shadow's mysterious nature. Magic is used to raise the limits of the body to new heights and bend the elements of the universe to your will. Needless to say that magic is dangerous to those who do not know how to use it, and one requires many years studying it to achieve perfection in just a few abilities.
◉ Any RPC is allowed 5 magical abilities upon creation. Magic is susceptible to the laws of physics and reality, a fire spell is powerless under water, unless it is made exactly to do that. Spells are made by the player, or may be picked from other RPCs, but, in this case, ask the player if you may use their ability.
Physical Abilities and Physical BalanceIn terms of strength, speed, constitution, charisma, intelligence, capacity of using magic, and any other non unique characteristic to a race, all races are equal. This is called Physical Balance, and work in the following way: the reference is always a common human soldier. They can march for long distances, they can hit someone else hard and they are as capable with magic as is a Nephilim, an Elf or a Dwarf, given he studied it.
Physical abilities come from this sense of Physical Balance. Whatever his human soldier can do, any combatant RPC can do, unless specified in the profile that they can't. Namely, Physical Abilities are not magical in any sense. They are abilities that took you years to achieve, but can be achieved for anyone, given they have the time to train it. A physical ability that, for example, transcends the barrier of sound is a big no-no, due to the impossibility of the act.
◉ Any RPC is allowed 4 magical abilities upon creation. Physical abilities must follow the rules stated above, they must not be magical in any sense; with the only exception when it is meant to channel magic, in which case, it is simply an exercise of the mind. A person may jump slightly higher using a physical ability, but they can't jump 3 meters high. Those abilities must be kept within the reality of the body of the race you choose.
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