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Guides
Dec 4, 2015 5:18:15 GMT
Post by Amsus Cardenn on Dec 4, 2015 5:18:15 GMT
SITE PLOT Setunoir Empire, Belsay Kingdom and La'evir Kingdom are always at odds, but recently the growing empire has gained massive advantage, gaining more territory and power. The empire even seeks to claim more land than it already holds. Conflicts aren't uncommon among rivaling hierarchy, along with usual political disputes and even war. Each place harbors either magic or other means of protection.
There is a contrast in which magic can be used for the means of good, or bad. The misuse of magic tends to taint the user and darkens that power. This world is filled with both good and bad magic which the kingdoms find themselves wary of.
The great deities have been said to have blessed people with these abilities. There has only ever been case of a person harboring one of these powers, and no more. Among these powers there are also many special cases of species such as dragons and corrupted beasts. Most beasts inhabit the widely popularized dungeons. For centuries these dungeons have appeared and people constantly attempt to clear them for the treasure and recognition that comes with clearing them.
There is no easy way of living a simple life here, because even when peace comes, there is always another threat lurking behind closed doors.
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Guides
Dec 4, 2015 5:18:25 GMT
Post by Amsus Cardenn on Dec 4, 2015 5:18:25 GMT
MAGIC AND FAMILIARS Powers are hardly limited in this universe. Whether they involve wielding flames or frost, super strength or agility, perhaps even transforming into an animal... the possibilities are almost endless. A human is either born with this ability or somehow developed later in life. Powers are said to be a gift from the deities. There is good and bad magic and the choice of how magic is used or misused is up to the user. The misuse of magic is said to blacken the soul, whereas magic used for good may cause the user to have a pure spirit.
Magic and these abilities have become a defense mechanism for the kingdoms and empire, and are often used for warfare. Often it is those who have these capabilities that challenge dungeons.
Familiars, on the other hand, are the spirits of animals. Typically, they drift aimlessly through the phantom realm… but when a human is born, sometimes one of these familiars will bond itself to them. It is widely known that an animal spirit will try to choose a baby with a similar personality as its host, but that is not always the case. Incompatible personalities do occur and the results are often humorous.
Familiars are intangible and mute. They can vanish into thin air at will, though never permanently. Most of the time they will simply float around their host in a semi-transparent state. It is possible for familiars to act as messengers or such, as they are capable of weak telekinesis, but they cannot take a physical form and will also suffer if they try to venture too far from their host. The maximum distance varies based on the animal. Larger and stronger species such as bears can handle more of the mental strain caused by separation, which intensifies based on how far away the familiar is from its host. Smaller creatures like mice are less resilient and must stay closer.
Anyone with a familiar usually regards them as a source of comfort, much like a pet. They are intelligent despite their lack of ability to communicate, and serve as a friendly grounding presence. In a dire situation, familiars can generate a small amount of heat for a host without shelter during a cold night, or deflect some harmful magic during battle, though doing so will take a toll upon the familiar. There have been reports of the mental link between familiar and host being shattered due to incidents such as these - the familiar will be forced back into the phantom realm to drift again, leaving their former host alone.
Familiars can be almost any size and shape. They are wispy like smoke and are always greyscale, though pure white or black familiars are uncommon - many are just some shade of grey. Most often they are mammals… but it is rumored that they may be any type of animal, from birds to reptiles to insects. Humans are not always born with familiars, but if they are, the host will only ever have that one familiar throughout their lifetime.
Please be sure to register your power and familiar on the stickied thread, located in the Character Creation board! Instead of requiring biographies, we ask that you take a moment to do this.
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Guides
Dec 4, 2015 5:18:36 GMT
Post by Amsus Cardenn on Dec 4, 2015 5:18:36 GMT
DRAGONS AND OTHER BEASTS Dragons are a large beast species native to La'evir. They have exceptional intelligence, holding the ability to communicate with their riders through a telepathic link. Dragons typically have six limbs - four legs and two wings - though anomalies have been known to occur within the species. They grow to a variety of sizes, though all maintain the ability to produce fire and fly.
To compensate for their lack of magic, the people of La'evir have been living in a partnership with dragons for centuries. Typically smaller dragons are kept by individuals as companions and protectors, while the royal family and its fighting force are equipped with larger, combat-ready dragons. Dragons, as an intellectual species, take responsibility for choosing their own companion. However, it is also possible for a dragon to be discovered as an egg and raised from infancy. Those bonded with a dragon have the ability to communicate with it telepathically over great distances.
Holding their own special language, something which has not even been shared with the La'evir people, dragon names and culture remain a mystery to humans. However, it has been discovered over the years that dragon names are composed of an adjective followed by a noun or verb, within their own language. A guide to dragon names can be found in La'evir's bulletin board. All dragons must be requested and approved!
As for other beasts, these creatures are magical entities which have been born from the darkness and negativity in the world. They are only usually located in the dungeons… but some do slip out, and have been known to viciously attack anything that moves. Though they can take many forms, many are similar to animals or objects, except they are blackened and mutated. They are usually rather large and aggressive. Beasts tend to be found on the second or third floor of the dungeons. The farther you get the more violent they become. When reaching the end of a dungeon, usually there will be one who commands the rest, and this is the most difficult to defeat.
Dungeons randomly appear and beasts are born once they are established.
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Guides
Dec 4, 2015 5:19:07 GMT
Post by Amsus Cardenn on Dec 4, 2015 5:19:07 GMT
DUNGEONSEach dungeon is aligned with an element. Deity dungeons are a lot more difficult to complete than regular dungeons, as they have around 3-4 floors while regular dungeons have only 1-2. Dungeons are incredibly dangerous areas filled with beasts, which vary in size depending on the difficulty of dungeons. Typically, a low-level dungeon will have only a horde of beasts protecting the treasures at the end. Deity dungeons, however, often have large beasts guarding the last floor. Dungeons must be entered with two or three people - you may not enter a dungeon alone, and parties larger than three will be refused in the interest of keeping the adventure orderly. Dungeons will build up a character's fame in the kingdom or empire, and present them with a higher status and credibility. The Dungeon Host will be roleplaying the scenarios that will go down in the specific dungeon that your party decides to challenge. They will roleplay things such as the beasts, final boss, and reactions of the dungeon itself - such as whether the ground is crumbling, the walls are closing in, or anything else. This is just to keep everything easier instead of having 2-3 different people trying to roleplay it and reacting differently. Dungeons have rewards such as trinkets, which allow you to get personal training for your abilities, to new weapons and money. It also gives you in-character wealth. The dungeon host will let you know what the prizes are at the end. If you wish to challenge a dungeon, simply find some party members and private message the dungeon host with which dungeon you'd like to complete and a list of the participants. They will make a thread for you describing the dungeon and you'll go from there! @//dungeons (Dungeon Master's Tag) Scorchscar Dungeon // Deity Dungeon // Fire // Difficulty ☆☆☆☆☆ // 4 Floors Fuga Dungeon // Deity Dungeon // Water // Difficulty ☆☆☆☆ // 4 Floors Winshen Dungeon // Low Level // Wind // Difficulty ☆☆ // 2 Floors Terra Dungeon // Low Level // Earth // Difficulty ☆☆ // 2 Floors Eider Dungeon // Low Level // Ice // Difficulty ☆ // 1 Floor
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