New Age Fantasy World Information

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New Age Fantasy World Information

Post  Juno on Sun May 23, 2010 11:07 pm

10 Runes - Power - Gaurdian:

Blood - Berserker* - Dwarven Gaurdians
*Greatly increases strength but also increases agression. User can also predict an enemy attack one move before it happens, but it is limited to one attack from one enemy.

Motion - Gives motion to inanimate objects* - Rogue Mage Clan
*In form of living beings (like statues or corpses). If it's of a particular person who has died then their soul will animate the statue.

Water - Water Control* - Shade
*The power to control the flow and form of water, this allows user to instantly freeze any water or melt any ice they wish as well as change the flow of rivers, ocean, and lake currents, even making waterfalls fall upwards.

Dreams - Astral Body* - Orphanage Owner
*User will become like a ghost, which can be used in combat to go through objects, while out of combat they can inhabit dreams. They can also send mental visions to others.

Alchemy - Allows transmutation of elements into others* - Don of Nifilik
*Bypasses the law that something of equal value must be given to what is recieved, basically a philosopher's stone.

Life - Immortality* - King Mathius
*Makes user immune to sickness and weakening of body, they will remain perpetually in their "prime" of life, if beyond that then they will be restored to youth, they can still however be killed.

Earth - Landshifting* - Tex
Users are able to move the land as they see fit moving even things like Mountains and cities.

Air - Airbending and Levitation* - Mikael
User can manipulate the air and wind to their bidding. It is beleived that ancient floating castles were created from a great ruler who used the Air Rune's power with that of the Earth Rune. User can also suck all the air out of an enclosed room. By combining Air with Water one could have complete control over weather patterns.

Kinship - Summoning* - Dragon Riders Clan
Allows vast usage of summoning power, unlike a summoning spell the effect of the rune is permenant until summoned is dismissed, and while usually only subserviant creatures will answer a spell's call the Rune forces even the most powerful of creatures into subserviant, allowing such uses as creating an army of Dragons.

Time - Foresight and Replay* - Elven King
Can show limited visions of the far off future based on chance and probability, in a world where many missions are accomplished "Against all odds" such foresight seems rather unreliable. This also allows user to jump through time to a period of their choosing to learn things such as forgotten or banned ancient spells, though user watches this information as an outsider and cannot tamper with the past to alter the future. Though if needed user can bring an enemy's past back to haunt them.

Clans and Alliances:

Hero Alliance - The main heroes of the story

Seraph's Apprentices - The main villains of the story.

Grand Mage Council - All legal mages belong to and are registered members. They often travel to advise in politics or help the leader of their homeland in various issues such as fighting off enemies. Even though they often face one another in battle most mages remain friendly to one another ands rarely fight to kill when they're against another mage. Long Ago the Council developed the spell that would seal away Seraph upon his defeat.

Dwarf Gaurdians - Descendants of the Dwarves who forged the weapons that slayed Seraph, they protect the Rune their ancestor claimed upon Seraph's defeat.

Hart Kingdom - The largest human city on West Continent, led by King Mathius. Most are highly noble and bound to castes and tradition. Though few other races are seen besides human, residents of Hart Kingdom tend to act the most kindly towards them compared to other human cities.

Dragonair Kingdom - A Human Kingdom of warriors. Most are fiercely patriotic and would give their lives for their king. They also tend to be slighlty racist against elves as they've had a history of wars with elven clans.

Nifilik Kingdom - A Human Kingdom that enjoys the finer things, very showy, the gaurds are not so skilled as they are mostly for show. Gambling and Prostitution is commonplace.

Dhalia Kingdom - Very Proud and wise people, they enjoy history and learning, though often to the annoyance of humans and dwarves they see themselves as more intelligent than everyone else.

Tri Numa Kingdom - Former Residents of Tri Numa, they call them selves residents of the "True" or "Old" Elf Kingdom while they call residents of Dhalia "New" Elf Kingdom. Very proud and have large egos.

Dwarf Warriors - Long ago the Dwarf Kingdoms went through a civil war, the Warriors left, feeling that protecting the rune no longer had any use as Seraph's threat was over. The Dwarves are at constant war for territory and gold against the Elves in the Chaos Region.

The Creator's Guild - Deeply religious guild members follow a strict religious code that dictates diet, morality, and sexuality among other things.

Westlanders - Technology experts, most enjoy tinkering with gadgets. They have little regard for morals, though they tend to have a high sense of honor and duty, most will not let morals get in the way if they're working on a major experiment.

Rogue Mages - An ancient group of Mages who split from the main council to follow Seraph's ways. They are secretly planning on reviving him and breaking the Seal.

Forest Elves - Long Ago after one of the many Human and Elf wars the Forest Elves split from their city bretheren refusing the peace treaty that would unify the human and elf kingdoms. Forest Elves are steeped in tradition and hate humans.

Dragon Riders- A clan of mostly humans (some elves) who use the rune power to pair themselves with a Dragon to ride. They tend to serve as mercenaries.

Halflings - Peace loving folks who serve mostly as traders, there are few left thanks to a near Genocide in which Seraph prevented in his time before going Rogue.

Orphans - There are many orphans, mostly half-breeds who were abandoned after their births, most orphans tend to stick together, sometimes forming gangs, and sometimes building small societies for themselves.

Black Mage Society - A group of dark mages who wish to bring chaos upon the world and its people.

Orcs, Goblins, and Trolls - Violent attackers who harass Travelers in many forests and caves in the wilderness. Most usually avoid cities but a few brave Orcs occasionally wander in to kidnap a human or two.

Elements and Magic abilities:

Mana - Elemental Magic, the most commonly used, 6 elements
Fire
Water
Thunder
Air
Earth
Alchemy (sometimes called Metal)

Life Force "Spirit" - Comes from dead spirits or user's own life, used by shamans, this effects all living things
Necromancy (By returning the Soul to the body and allowing it to willingly serve caster)
Summoning
Shapeshifting
Apparation (Creating weapons out of life energy)
Telekinesis
Telepathy
Translation Spells
Stat increasing magic (such as spells to temporarily increase speed or strength)

White Magic - Comes from all that is good in the world, meant to help allies.
Healing
Barrier
Beam of Light
Eye of Truth (Dispels all illusions)
Invisibility
Teleportation

Black Magic - Comes from all that is harmful in the world, meant to harm enemies
Illusion
Mind Control
Self Replication Magic
Necromancy (Using magic to animate soulless corpses with no free will and forced to serve caster)
Darkness Travel (Ability to move from one shadow to another almost instantly as iff they were doorways)

Timeline:

B.C.E.: Before Common Era. Few recordings remain from this time, it stretches from the start of the Universe up until the start of the first major human kingdom.

C.E.: Common Era, most written history takes place during this time.

1000 B.C.E.: It is believed the great Runes were forged around this time, but no proof or records are available, it is all simply legend.

600 B.C.E.: First Orcs begin appearing, small bands attacking Elven villages.

450 - 465 B.C.E.: The First Elf and Dwarf War

45 C.E.: Establishment of the official church of the Creator's Guild. Election of their first Guild Leader. The Guild Temple is built in the Northlands to house and protect the Great Runes.

112 C.E.: Establishment of the Grand Mage Council.

202 - 212 C.E.: The First Human and Elf Territorial War, Once a treaty is signed for peace the Forest Elves make their split from the City Elves. During this time the Great Runes are lost in an attack on the Northlands. The Creator's Guild moves to Artahka where they establish their new temple.

310 C.E.: Hart is established the human Capital city.

376 - 392 C.E.: The Second Human and Elf Territorial War. Many halflings are enslaved and later killed in a near Genocide

375 - 415 C.E.: The first age of Seraph. From his birth until the Mages seal him away. After he is sealed a Temple is built in the Southlands and locked to keep away any who may try and free him. Each clan who helped defeat Seraph claims a rune in order to keep the power from ever going to one person or clan ever again as it would be too dangerous.

422 - 622 C.E.: The Second Elf and Dwarf Territorial wars, the war only lasts a few short years but there are many small battles between Elven and Dwarven clans attempting to claim territory. This is also the time when the Gaurdians Split from the Dwarven Warrior Clans.

500 C.E.: King Mathius is crowned ruler of Hart, the human Capital, thus beginning his 500 year Reign.

612 - 642 C.E.: Many battles take place between humans and Elves to claim new Territory.

728 C.E.: A dark mage attempts to gather an army of Orcs and Trolls to destroy the Elven Capital but fails. The first time Humans, Elves, and Dwarves unite together against a common foe. Many die and the Temple at Hel Dor is officially built as a memorial.

795 C.E.: Establishment of the Dragon Riders Clan.

865 C.E.: Much exploration in the East Continent Deserts leads to developing the Westland Cities.

912 C.E.: Gideon Experiences a major Technological boom, the Tram to Logost begins development.

985 C.E.: Fall of Tri Numa and rise of Dhalia as the new Elven Capital.

990 - 991C.E.: The second age of Seraph. Seraph is set free by the Rogue mages.

991 C.E.: Battle of Calm and Chaos. Seraph summons the great Dragons of Destruction and creation. It's up to all the people of the world to fight and stop them rom destroying the world and creating a new one in its place.
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Juno
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Post  Juno on Sat May 29, 2010 5:26 pm

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