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Such Lore. Much Remake. So Proxzki.

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Post by Zoprxki Sat Nov 16, 2013 8:24 pm

So I've decided to make up worlds for Lore series. We'll be doing a similar thing as to what Reboot was. We make entirely new settings, with a mixed cast of new and reincarnated characters that might as well be new, but retain the base character traits of who they are based on.

This thread is for the first world, but we'll probably make new worlds as we get bored of them.
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I've wanted Lore to keep the modern feel we've given it, but without the Lore part. No Battleon. No Frostvale. No Deren.

Examples of what we should keep? Starylus City. Magic being the source of conveniences such as TV, transportation(though a limited range). Teleportation would be limited within a city's magical radius. To go from city to city quickly, there'd be public teleporters for the average person to pay a fee to use. Wealthier folk would have private ones. The lines are typically long though, so many people just use manual teleportation like horseback, carriages, and mechanical ones powered by mana crystals.

All technology is powered by mana crystals or by a magic generator within a city. The world used to have abundant magics flowing throughout, but for some reason magic is produced in far lesser amounts by natural sources. Magical abilities will be treated more severely now though. A simple fireball is no longer something to shrug at. It hurts unless you have some anti-magic thing going on. Or you have a barrier that absorbs it.

No potions. Outside of cities you can run out of mana and it'll stay gone unless you find a source of magic to replenish yourself. Mages will obviously have larger mana reserves than most, large enough to make up for alack of mana regeneration. No mana regen in this story outside of natural sources.

Deities exist and preside over the major cities, channeling themselves into a chosen human form that suits them, or is decided to be suitable by other gods in some situations. The culture of the cities is heavily affected by this.

That's it for now, add-on ideas as necessary. We have a starting plot, but can have others. We have the lesser presence of mana. There is a cause. We will look into it at some point.

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Races: These are for atypical races, not all the races. All names are simply working titles unless specified.
===
Welx - We have a trap-reverse trap race. Very open-minded about genders. Very kind and peaceful. They are typically well-versed in defensive magics. Their homeland and settlements are impregnable.

Mirmi - We have an animal-girl race. Could be male-female, but what if it was all-female? Lightly furred like KFierce? Maybe two variations where one is furred and the other isn't? They kidnap passerbys who wander near their territory. Males and females. They are usually attracted to outsiders rather than those within their race or clan. These girls come in all variations, not just cats, tigers, or wolves. They also can be lizards, fishies, etc. They are obviously also sold as slaves when they can be captured, resulting in much of the species having bad blood with the other races.

Fyurol - Fiery-haired race(blonde with red highlights of varying shades of both colors) they work in buff-oriented magic and pyromancy. They usually use magic to enrage allies or enemies, though they aren't warlike or barbarians. Due to an alliance with the Topari their race gradually became more reserved and diplomatic. They do have a bad temper though.

Outsider - A small group of people who have entered the world from an outside dimension. Their original forms distorted into something that complies with the world. For the most part they have nothing in common. They come from all corners of reality/existence. Many aren't even actually of the race they seem to represent, but only appear as the race due to whatever strange magic brought them here.

They one thing they have in common are tattoos which represent an animal that they are aligned with. No two Outsiders have the same animal, not even twins. Mages have determined that their animals dictate their fates. Most people don't believe in fate, so this theory is very controversial, but no other acceptable explanations have come forward. Most believe the tattoos are unimportant, and some Outsiders even have them surgically removed. However, the tattoos have a magical signature which always remains under a Thaumaturge's Thaumometer(which detects magical anomalies).

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Notable Locations so far
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So you have the typical forests and such. The way the world is laid out will be covered under "settings". Unique and interesting biomes will be here.
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Dead Expanse- An environ of negative energy, an inverse of mana that only Warlocks and Necromancers harness. These areas are slowly spreading across the land, and are a source of great concern for the world, as well as the dwindling sources of magic. This is the residence of werewolves, vampires, and every variety of supernatural undeath you can imagine. The area is constantly bathed in supernatural fog, all other features varying based on the corrupted location. Some places seem to go on forever.

Fey Wood - Typically an overgrown forest that is home to faeries, pixies, your stereotypical deal really. They are highly saturated with mana. While we're on the subject there's the occasional mana font that is the main way the party will replenish mana. They come up near fey forests. Many varieties of animal girls reside here in peace, which contrasts with the conflicts they normally have in other locations around the world.

The Rift - A land that is charged with ethereal energy. It literally flickers between the mortal realm and that of souls.

Mount Relish: The only source of ice and water in the South East...we just have to define that area first.

King's Crag: An immense and lengthy formation where a fallen kingdom still stands...technically. After an unknown period of abandonment, it has almost seamlessly merged with its mountainous surroundings. A quaint village lies forever in its shadow in an open field.
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Cities. Ones presided over by Gods are mega-cities that are as large as Alaska.

Starylus - Home of a thriving economy and is known as a great market place by all the world and known for its massive stone and steel walls. This mega-city is also in charge of the world's stock exchange and is the absolute authority on everything economical. It is presided over by the warrior goddess, Fierce, who planned and built the city herself. From an aerial view, the city is shaped like a very large pentagon, with each of the five corners holding out bridges leading to sprawling suburbs surrounding the thickly walled city. Starylus city was originally built as a fortress for Fierce's original warriors' guild, but the city has attracted a wide variety of merchants and settlers since then and the warriors' guild has taken a backseat in the city. The city's sigil is that of a pentagonal shield with a sword and axe crossing behind it and three dog heads in front of the shield. The three dog heads are thought to be an homage to Fierce's beloved giant god dog, Cerberus.

Lux Santora - Paladins, lawful good, etc. Overseen by White, the Consecrator. Sigil is a hammer in front of a crest shield being enveloped by wings.

Nu Qoval - The Fyuri homeland. It is presided over by Sygmire The Red, a demi-god of Fire and War, semi-ironically. Its Sigil is a heart bleeding flames.

Aebis - A city beneath the shade of a large, branching glowing mushroom that absorbs light from the Sun and supplies the city with all of the food it needs, and is its source of magical energy and light at night. Its deity takes the form of the Mushroom and its name is not shared outside of the town. There is a considerably large population of Druids and Dryads in the town who migrate from a nearby Fey Forest to pay homage to the Mushroom and act as liaisons between the Mushroom and the leaders of the town. The town obviously represents darkness, and the name of the deity is the same as the town. The Sigil is an arcing mushroom behind a bear's claw.

Dashara The desert city in the South Eastern end of the continent. It is also the smallest city, plagued by sandstorms and colossal beasts beneath the sand. It lays in the shadow of a titanic mountain at the base of which a smaller settlement brings large amounts of water from the mountain to Dashara. There is a project in motion to create an automated, efficient feed of water to the main city. Their deity resides inside of the mountain and is said to help fuel the flow of water. No one knows the form it takes, though its name is Aqir. Dashara's sigil is simply a drop of water above a desert horizon.

Sorholme Yet another mega-city that lies dangerously close to The Rift. A common rumor is that the entire population is possessed by spirits who wish to be mortal again.  It is home to Soulpriests, who are immune to possession and do their best to ward the city against spirits who wish to enter. They are healers, but are capable of reversing the nature of their magic to degenerate enemies. Like the Dryads of Aebis, the Soulpriests communicate with a Deity that has taken an unconventional form. Targask is the Deity of Death, naturally, and it is believed to draw the souls of the deceased to The Rift so that they may find their final resting place. It is genderless.

Abaruk A lengthy series of submerged isles that occasionally become visible due to changing tides and such. Dilapidated towns on these islands are populated...by ghosts. Naturally they are adjacent to the area known as The Rift.


Last edited by Proxzki on Wed Nov 27, 2013 1:19 pm; edited 3 times in total
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Post by Zoprxki Wed Nov 20, 2013 11:28 am

First post is getting kinda bulky, so here's a reply to show you I'm still updating.
===============
Cultural Stuff and Special Things.

Elemental - Elemental mages use focuses, usually orbs. They can call down lighting, freeze lakes or even ocean, turn long stretches of desert into glass, and do just about any elemental wonder. They can also merge elements together for their purposes. The most powerful Elemental magi have learned how to integrate dimensional manipulation into their art, and can bring other dimensions into being, potentially causing great instability in the world if done incorrectly. Even the best elementalists have trouble with this.

Thaumaturge - They are magicians, miracle workers. They are non-elemental mages who perform incredible feats. The pioneers of the art were thought to be gods until others could learn the art through analyzing the practices of the aforementioned. They draw power from the world around them as all other mages do, but the energy is not mana, or the elements themselves, nor blood. It would be what we would call atoms. They manipulate Essentia, the essence of reality...an incredible ability with broad applications, but the scale is so small that most of the time it lacks the "flash" or eye candy that the other arts possess. It is the most flexible art though, and is commonly used to understand the world itself through the analysis of its physical energy or "Essentia". This brand of mage normally favors wands.

Blood Mage - They draw blood from themselves, but usually others in their attempts to gain power. They are dangerous and normally vile, driven mad by the heinous actions they must perform on a daily basis to master their craft. There are "sane" Blood Mages, but they are normally masochists who revel in the pain, or extremely considerate folk who limit drawing blood from themselves. Normally these people sustain themselves by drinking potions. The energy acquired from blood magic is temporary, obviously using fresh blood instead of magic to perform their spells. Unless they can store blood in a way that keeps it fresh, its potency as a resource quickly fades, so it is normally used within a day, drawn from a special altar nearby or their Blood Orb.

Blood magic is very involved asks much of its practitioners, such as erecting structures, worship of entities with unknown agendas, and commonly human or animal sacrifice. Cults are common, and it is for these reasons that the general public despises them. These mages use sigils to cast their spells, bound weapons, and rune stones with elemental ink inscribed on them to perform rituals. They can be considered a corruption of elementalists.

Mysticians - They are on the cutting edge of magic. They create alternate realities with their own rules for the purposes of arcane research. Realities to vacation in, to store things, to train. The accomplished of this breed of mage are geniuses, if not savants. The initiates are easily filtered. They are either disintegrated upon entering their first dimension, or they succeed after years of study. They typically work with Thaumaturges in detecting dimensional anomalies when not doing independent research.
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Post by Arcus Wed Nov 27, 2013 1:33 pm

Selwynville - A small city of fairies and pixies deep in the heart of the Fey Wood. No other race has ever found this town so much of its culture and inhabitants is completely unkown.
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Post by Zephyr Fri Nov 29, 2013 7:28 pm

This is a race for my character, it's a small, negligible, almost unknown race of slightly mutated human thaumaturges, known as the Nameless. Most members of this subrace choose not to use their mutation--the ability to change the look and shape of their face--in order to fit in with society. But my character embraces this as a gift, and uses it when needed. Details in his bio! stay tuned


City:

Trinstar: A large, sprawling, floating steampunk port city that hovers over the ocean. It is known for harboring sky pirates and building airships. Each pirate what hails from or makes birth at Trinstar carries a special compass that points to the Trin Star, a large magical jewel at the center of the city that also powers its flight. Trinstar's citizens are made up of all races and creeds, as all are welcome there but "those who piss on freedom".
it's deity is Kr'gglichin.
Deity: Kr'gglichin, a large black kraken with seven hundred tentacles. All seawater is said to originate from his mouth, and all waves caused by his lashing tentacles. if a sailor encountered a storm, it meant that Kr'gglichin was displeased with him/her.
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Post by Zoprxki Wed Dec 25, 2013 9:27 pm

NAY. I HATH NOT ABANDONED THEE, YOUNG THREAD. Also nice ideas Sarge. Yes it has been a month since I looked at the thread.

I was just biding my time, fleshing out my modpack so that I could come back to this thread and flesh my ideas out further.

So here's more ideas.

Mysticians will have a special place in this story, since they fuck with dimensions so much. There will be many fledgling dimensions, remnants of the development of the realm where the story takes place. Each of these realms are governed by only one extremely powerful deity. There's a lot of back story behind the Exiled Realms, but I'll keep it brief.

The other realms are the result of a failure for a set of deities to reach a state of peace. They simply warred until all but one remained, and that god would absorb the power of all the casualties of the conflict. When this happens the realm is abandoned by...whatever we're gonna call the creators of the universe, and they start the realm anew. This process repeated 14 times before the deities that manifested in the realm came to a peace agreement instead of tearing one another apart.

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