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| Aura of Time; That long awaited TGS Spin-off | |
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| Tweet Topic Started: Nov 10 2009, 12:42 PM (260 Views) | |
| Mercinus3 | Nov 10 2009, 12:42 PM Post #1 |
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The English Kitty Ninja
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As some of you have noticed on the cbox (or have heard the word), I have finally chosen what idea to make the new RP. For those that weren't on when I announced this, I should hopefully get the RP up on MG within the next two months. Watch this space for the entire RP. Unlike any of the RPs I have ever done in my RPing career, this RP will not have a character form. This will be a pure introductory paragraph RP. In the world of Gelbaron, 6 grand continents filled the landscape of the world. The entire world is slightly larger than the world that we would call home. One of the continents is about 1/3 of the size of Pangaea, being slightly larger than Asia. Each continent held the extremes of Earth’s harshest terrain, ranging from a place of extreme cold to mountains that would be able to block out the sun to the unbearable heat of an expansive desert. The smallest continent, Eoqusse, has many ecosystems within it, ranging from the only fungus forest in the world to the small inland sea that takes up over 1/3 of the continent. Feraena Forest is one of the four forests in the entire world, with it being the only fungus forest in the world. Some of the vegetation in the forest can reach the height of the tallest trees in Garresch Rainforest in Gelbeterron. The next place of interest is the Plains of Irilkon. The vast thunder plains is nothing but stormy, the landscape being filled with metallic stalactites and rusted tors. Surprisingly, even though there is lightning streaks that goes on for miles, there is rarely any rain in the plains. At the heart of the plains is Levia, the capital of Eoqusse, being nicknamed Lightning City because it is where most of the lightning is directed to. In the heart of the inland sea is a mysterious island that is home to the landmark called the Ruined Mansion. No one knows where it came from, but no one has returned from their venture there because of a mysterious 'curse' that the house supposedly have. The continent of Galacteo, the second smallest continent, holds the hazards of ice and freezing temperatures. Only the edges of Galacteo hold the urban lands, since the Icy Wastelands were very hostile, and remained uninhabitable since time began. Tales have been heard that the temperatures throughout the land goes below -100 F, leaving those that venture into the heart of the Icy Wastelands freezing in a matter of seconds. The only few that are able to withstand the temperatures of Galacteo are the People of the Ice. They alone are adapted to the harsh blizzards and are reputably called the 'True Humans'. The capital, which is set in the Icy Wastelands is Gelidaro, or the Blue Star of Galacteo to outsiders of the continent. Rumours have it that there is a mysterious creature that lives in the heart of the Icy Wasteland, which was the cause for the majestic Drægar to move away from the waters that split the two landmasses. Taelvera is the fiery continent. It is home to the largest volcano in the world, one which is reputable for the many deaths that it possesses during the many descents of the fire pilgrims that mainly reside in the continent. Mortalio Mountain is the highest point in the world, reaching the same height of Mount Everest. The continent's name is derived from the massive caldera that takes up nearly the entire continent, the entire area marked out by the famous Infernus H.alo. The only safe passage through the entire H.alo, which is nothing but a massive ring of lava, is through the capital city, Flæris, on the east of the ring. Those that come from the port city of Liaut will either try and brave the perilous passage through the H.alo, infested by the thousands of burning undead that take a hold on it, or travel several hundreds of miles around to get to the capital city. According to the book of mythos in the libraries of Flæris, there is a mysterious surprise at the heart of Mortalio Mountain that no one has yet to see. The third largest continent, Aureanus, is the south pole of the world. It has a similar climate to Galacteo, but the temperature is warmer than its sister continent. It is always sunny, though the gentle winds that brush across the landscape makes the warm rays of the sun cold. With the sun constantly shining down, the landscape is constantly bright, making it hard for travelers to see what dangers would approach them. The creatures in Aureanus, notably the elusive White Halergeth (a large, white lizard that is a similar build to a Komodo Dragon), are several times more vicious than anything seen in Galacteo, making the trek more dangerous. The continent is has two ice shelfs, one nearly splitting the continent into two landmasses, are the main features of the continent. Glaciera is, though not as beautifully sculpted as the ice buildings in Gelidaro, a beautiful city to visit. Out of the two largest continents, the landscape of Celbaron is expansive. The Celbarean desert alone is the biggest area of nature in the entire world, taking up nearly 2/3 of the area of the continent itself. The desert itself is one of the hottest places on the entire world, second only to the caldera of Taelvera and the Infernus Barbie Horse Adventures. The unbearable rays of the sun and the lack of clouds are certain to leave people traveling the desert wanting to drink constantly. The nights, due to the lack of shelter, gets very cold, though not as cold as the two ice continents. Sandstorms are prevalent towards the heart of the desert and near one of the capitals of the continent, Salizærba. Amaroth Mountains has the second largest volcano in the world, the Volcano of Caern, and the Head of Celbaron is the smallest mountain range in the entire world. Malea is the city on the edge of the Land of the Malou, badlands that have heat extremes that makes the Celbarean look like a cold place. The only thing that stops the lands from being the hottest place is the clouds that frequently come from the mountains. The final continent of Gelbeterron, its size overshadowing Celbaron by a fair margin, held the mountains, rolling plains and the massive forests. The Gateway to Gelbeterron is the largest mountain range in the world, over 5 times the size of the Head of Celbaron, though it is still smaller than the Celbarean Desert. Roads have been built for a thousand years so the Beacon of Hope and Galbeez are linked. However, during the times when the roads were made, several road builders made roads that led through the mountains, either leading to a longer road to either of the two cities, or to an inevitable death. All around Gelbeterron knows this about these mountains; if you are unprepared, and enter the Gateway, you will never reach the other side of it, leading to the hands of starvation or the hands of the hostile life forms that dwell inside. The other mountains that are in Gelbeterron are the amply named 'Werepyre' Mountains, where fiendish creatures of the night are able to rip a full grown man in their bare hands. Folia Forest and Jaeltreg Forest are forests that are home to deciduous and coniferous trees respectably. Garresch Rainforest is the only rainforest in the entire world, placed in between the Gateway and 'Werepyre' Mountains, where it continuously rains, save for the Beacon of Hope that is Terrubane. Silvæa is the other capital of Gelbeterron, which is at the heart of Jaeltreg Forest. Gelbeterron, Celbaron and, to some extent, Galacteo and Aureanus is split up by the massive Aranth Ocean. The waters are more tropical than some of the other oceans, which makes the coastlines around it some attractive places for families to go and spend the day. Towards the heart of Aranth, Axehead Islands and Solitude Island is placed. Solitude Island is a place of absolute tranquility, no human ever marring the beauty that the island has, each tree placed in the ground to perfection. Axehead Islands, on the other hand, still has some beauty. The small group of islands are marred with the rumours of pirates inhabiting the islands being something that forces merchant ships to keep their eyes out ontot he horizon. However, Axehead Islands and Solitude Island held beauty, both are haunted by the final group of islands, only known as the Unforgiven Islands. Once renowned for being the islands that was home to the famous blacksmith, Calelotte, and some of the finest craftsmanship that the world has seen. On the other hand, they were also the islands that led to his downfall. Once being a lush green island, now only black ground and death reside on the island. The second largest ocean in the world is Daergren Ocean, the ocean that links Galacteo, the north of Gelbeterron and the north of Taelvera. Due to the nature that the ocean being so close to the cold continent, the waters that makes up the ocean is icy cold, able to freeze someone to death within minutes of exposure. Not even the massive amounts of layers to keep a person's body warm is unable to keep that person alive. There is also the danger that there is various icebergs floating in the ocean that makes it too dangerous for sea faring folk to travel in, lest they want to crash into them. Each iceberg is unique in size and shape, decreasing the chance to meet an iceberg of the same size and shape in the ocean to zero. This is also the ocean that a few of the largest Drægars live, being able to survive the monster that lives in the deep. Rumours have it that this beast lives in the waters that run between the two landmasses that make up Galacteo. The relationship between Kælgreth and Daergren Ocean is the same as the relationship between Galacteo and Aureanus. The only difference between the second largest ocean and the ocean that links Aureanus and the south of Celbaron and Eoqusse is that the temperature is halfway between Aranth Ocean and Daergren Ocean. The waters are crystal blue, able to see to the underwater mountains that are underneath the surface of the water. Rumours have it that there is an ancient city that resides in these mountains, but many explorers have found nothing when they tried various methods of looking at the bottom of those ridges. These include Far-Sight, a spell that is able to see places in far away. There is no visible means of actually going to the bottom of Kælgreth because of the vicious creatures that lurks in the deep, including those that can drain those that use Far-Sight. Finally, the smallest of all the oceans and seas that links the continents together is Beloth Sea, commonly known as 'Aranth's little sister'. Linking Galacteo, Taelvera and Celbaron, the sea is in the similar temperature range to Kaelgreth Ocean, though it is more towards the warm temperatures of Aranth, since it is close to two of the hottest continents in the world. Despite being near Daergren and Aranth Ocean, there is no Drægars in Beloth. Instead, there is the Derapherons, or the 'three headed shark' as it is rumoured to look like. The creature is rarely seen by sailors and it is even rarer that there are any survivors from the ships that come across one. Various descriptions are used because the experience of meeting one is horrific to those that look upon it. Map and City descriptions ![]() Cities/Towns in Gelbaron: Gelbeterron: Terrubane: Terrubane is one of the capital cities of Gelbeterron, and is the largest city in Gelbaron. This was the city where it was the host to the greatest mercenaries that had ever existed, from Galreth to Mercinus Greyback. Here, the crime rate is around 0.1% in every crime possible, with thanks to the mercenaries. This is also the city that is home to all of the greatest inventions ever created, especially to the engineer Mark Castle and the Castle family. It was with Mark’s father that the city was the first to have electricity and applications for it. The first kind of elevators have been implemented here, making it possible for the city to tower over the expanse of Garresch Rainforest. The city was founded by a man called Terranus Ar’ren Bane, who wanted to create a haven for individuals who could not enter the gates of Conuence. Ever since the founding of Terrubane, all of the poor people, living outside of the walls of Conuence, started to congregate at the new settlement, and started to expand. However, this expansion wasn’t let off without a price. The soldiers of Conuence noticed that there was a new settlement, and had started to wage war against the small city. Despite the massive army, and well trained soldiers, the new town had fended the attackers off, and became Terrubane’s first of many victories against its rival. The only battle that the Beacon of Hope had lost against was when the Galacteans defended the continent on the shores of Chalder and Galacteo Port. All of the city is of a run-down, slum like appearance, but that is only because of the last Werepyre attack during the Destruction of Terrubane. Before that fateful battle, it had the same beauty and presence as Conuence, with all of the sturdy, new blocks of granite and marble. Silvæa Silvæa is the second capital city of Gelbeterron. This city is based within the heart of Jaeltreg Forest, a mythical pine forest. The various elven races belong within these forests, and use the actual trees as the buildings. Most of the elves relax within their homes in the heart of the trunks, which was made by the magical traditions that runs within every single elf. When the first High Elf, Tal’lethra Giirl, discovered the location of where the city now stands, he cast a powerful spell on the grounds. Now, not only does each tree react to the ancient magics that the elves possess, but they also protect the entire city with a magical aura, which could be seen during the night. The virtually indestructible mantle can be seen as small balls of magic, which can regenerate their potency after every conflict. Some rumors that the ancient race, the Silvaneans used to reside around the area where the city was, and that the city was made on the foundations of the old capital of the Silvanean Empire. However, these rumors have been denied by the Elders, and nothing else has been spoken about it. However, there is one region in the city that is forbidden by everyone, save the Elders and the king of the elves. Although there was not a lot of wars that happened to Silvæa, but there is always skirmishes between the city and the nightmarish humanoids that reside in the Gateway. Galbeez: Galbeez is one of the major cities in Gelbeterron, and it is twinned with Berenol and Chalder. Like Conuence, it is a city for the academia, though it is not as good as the capital. Galbeez is surrounded by a wall, which was built shortly after the time of Terrubane’s founding. Galbeez is a city which is known for its ancient landmarks, ranging from the castle that resides in the centre of the city, to the cathedral. It is also here where Terranus Ar’ren Bane was born and raised during his life. However, during the years of Terrubane’s growth, Galbeez has been a victim to a horrifying rise with the rate of the undead rising. The undead threat is under control, but by then, it was too late, as the news about the undead rising has already attracted a huge gathering of necromancers. They have set up a massive, dark tower that looms over the entire city, known as the Watchers Tower. Within this tower, all of the necromancers started to study, and raise nightmarish creatures of the night. Some of those creatures ,that are rumored to have risen, include all of the Werepyres that have been slain during the Destruction of Terrubane, though whether they are real or not is elusive to the citizens. The tower is protected by all sorts of ancient wards, and it prevents any mages, that are strong enough to face the necromancer and beat them, from entering. Word has it that the head of the necromancers is a wielder of one of the three battlewands that the famed blacksmith created eons ago. Chaldon: Chaldon is the other major cities in Gelbeterron, and it is twinned with Qucndel. This once beautiful city is the haven for all of the criminals of all sorts. Fights of all sorts are always occurring throughout the city, and it is a real hazard to all travelers that come here to try and stay here. The city was once a city for all of the travelers that come here from regions further south of the known map. It was the only stop that was there for the merchants, who could travel across the nearby mountain ranges, or try to gain access to the ocean from its small port. Chaldon is a subject to Werepyre attacks, and is ruined from those attacks, since the criminals didn’t bother with repairing the city of the damages. Mercenaries have tried to reach the city before and clear it of its inhabitants, but none have made the crossing across the small band of mountains, where the Werepyres reside. In the heart of the city, rests a shrine where the Forsaken Weapon Kolzucho rests. It was only when the sword was taken from the shrine when all of the events befell the city. Pluviaire Pluviaire is another city within the realms of Garresch Rainforest. Just as the name suggests, the atmosphere is usually damp, and it always rains. Despite all of this, the city never floods, since it has adapted by building on higher platforms. In general, most of the travelers from Foliaris and rogue traders from Aureanus and Eoqusse use this city as a place of rest, before taking the daunting journey through the entire rainforest itself. Several people that live in Pluviaire worship the God of the Eternal Rain, Jestruaia, so that the rains continue to fall down in the rain forest. Some say that if the rain ever stops in Garresch Rainforest, the world is about to end. Even though it is nothing more than the local folklore, most travelers would wonder if those suspicions were true, since it rains everyday in the rainforest. Foliaris Foliaris is situated in the heart of Folia Forest. Like Silvæa, the big town is home to various forms of elves. However, unlike the second capital, Foliaris is not protected by a powerful mantle. Instead, it is protected from the various tribes that live on the outskirts, not to mention the various trees that 'walk' throughout the forest. Also, unlike Silvæa, the town uses tree houses as a place to live in, rather than use the trees themselves. The only building that is on the ground floor is the high council building, in which some of the most sacred items of Folia Forest are kept there, making it a very secure place in the forest, perhaps one of the most secure places in Gelbeterron. To the town folk, there is a rumour that there is a rare root that is inside that holds the key to cure anything that there is in the world and is able to find anything and anyone in the world, no matter if the wielder doesn't have an image of it in their head. Aearia Aearia is one of the major ports that resides in Gelbeterron. Although it is much smaller than the Gelbeterron port, it is certainly holds a lot of beauty than the other major port. It is certainly quieter, mainly because there are less people moving into and out of the port than any other port. This usually makes the community small and friendly, where Gelbeterron is usually unfriendly. Various goods come and go through here, with the mayor changes being rare, since the mayors usually are diplomatic. However, the current mayor, Veldez Kelnes, is currently trying to be less of a diplomat and more of a tyrant, much like his father. Since his rule, there has been several disputes between mayoral candidates and even a rebellion against him. Since then, his main objective is to see if he can get something from Foliaris. Gelbeterron Port: The second of the three ports known in Gelbaron. This port is on par with Celbaron Port with size, and trails behind it for the most activity. Gelbeterron port is the least attractive port out of all three of them, with all of the factories here, working on preserving all of the perishable items until they are ready to be transported to Terrubane and Galbeez. Due to all of the factory work, all of the hotels for all travelers are on the outskirts, further away from the factories and the factory worker’s homes. Celbaron Conuence: Conuence is the capital of Celbaron and is the second largest city in the world, beaten by Terrubane by only a margin. This city is for the academia, and is known for the universities and various schools. The ambience of the grand city is immense, with the people that are there willing to talk to you, and the markets is bustling with activity, as the merchants and artisans haggle to passersby. Conuence used to be the capital of the world, until one member of Galbeez, Terranus, had created Terrubane. The city responded by sending over 500,000 soldiers over to where the actual settlement was. Only 1,000 of those soldiers had returned, leaving all of the injured and dead behind in Garresch Rainforest. Suffering this defeat, the armies of Conuence and Berenol sailed over to Galacteo, and placed a fortress on the coastline, near Galacteo Port and Chalder. Using them, they managed to thwart the armies of Terrubane, but was set upon, and lost against the Galacteans. The city is set near the coastline near Beloth Sea, on top of the cliffs. Parts of the city is actually set in the cliff side. This is the place where couples go and stay, since the sun setting over the ocean is one of the best views in the world, as the sun brings out vivid colours across the water’s surface. For everyone who had crossed the Celbarean Desert would think that Conuence as a utopia. Salizærba Salizærba is the other capital in Celbaron. The buildings here are literally made out of salt bricks that are brought in from the nearby salt planes. Just like Galbeez is to Conuence, this city is the same when it comes to mercenaries. Though most of the mercenaries here aren't as strong or as well suited for all terrain as those in Terrubane, it was a place where mercenaries trained to be specialized in fighting against enemies in the salt plains and the Celbarean Desert. When the sun is above the sky, depending on whether the dust from both the plains and desert don't kick up into the sky, the city looks as though the walls are made of metal, the sun reflecting off the buildings' surface. Even though the buildings are, literally, made out of crystals, they are able to withstand a brutal attack against the Werepyres. However, just like Chaldon, it too is home to thousands of thieves and murderers, in which the mercenaries are unable to clear of, which is ironic being that Salizærba is Celbaron's answer to Terrubane. Some say that there is a rare sighting of a large creature that roams around the area which the city is built in. However, no one manages to get a look as to what this creature is. Berenol: Berenol is one of the major cities of Celbaron, and is slightly larger than the other city, Qucndel. This is a place where all of those who are magically able reside. Al sorts of shops are set up, selling varieties of magical equipment, from small potions that could cure any injury, to orbs that carried powerful magical spells. Berenol is built in the same time that Conuence was being constructed, and didn’t finish its first stage until the founding of Terrubane. Unlike Galbeez or Chalder, Berenol does not have a wall surrounding the city. Instead, the location of where the city is used as its defense. The city was built in the heart of the Celbarean Desert, so the builders thought that there was no need of walls. People of the city get their water supplies from the massive network of caverns that was built underneath the entire city. Unfortunately, during the recent years, Berenol has been in the eye of thieves and murderers, who congregate within the alleys of the beautiful city. The supposed leader of the thieves, Zxenthio, watches over the happenings of the city, his eyes concentrating on a mythical weapon that is rumored to be resting. Qucndel: Qucndel is another of the three major cities of Celbaron, being larger than Fisdemont, but being smaller than Berenol. The city was built for the sole purpose for people to cross the dangerous river that runs off from the Amaroth Mountains. The banks of the river is lined with ferry transport within the city, since the rapids further down is filled with sheer drops and whirlpools. The city is built in a high place, since it is flooded every year, during the winter months. Small islands are visible to both banks of the city, though houses are not upon them. Forts are a usual sight on those islands, since they fight off any threat that happens to the city. The city is split into two halves, with only the river splitting the two sides. On the left side of the river, which is the one closest to Fisdemont, is home to the aristocrats, and all of the fair folk. This side of the river holds the laws and justice systems, and everyone obeys them. The other half of the city is home to the folk known as the Desert People. These are a vile, cruel group of people that swarm over to cities, and tries to kill any living thing that tries to cross the city and the desert. Fisdemont: Fisdemont is the final major city in Celbaron. Starting out as a small fishing community, it is the leading city for its seafood exports in the world, selling over 50 million tonnes of fish per year. All varieties of fish, shellfish and mollusks can be sold here to anyone. Fisdemont is also the leading city for its cuisine of all varieties, ranging from curries and oriental dishes, to Gelbeterron cuisine. All of the prices vary from little, for general people who goes through the city, to the most expensive, reserved for only the richest people in the known world. Fisdemont is also home to a small group of Drægar riders, though this species is smaller than the ones seen on Galacteo’s shores. These riders are the sworn protectors of Fisdemont, as it is a city that can be easily cut off from armies on land. These men are usually gifted with water magic, and only a few mages from Berenol get to join the prestigious group. Malea Malea is one of the less important cities and a major port in Celbaron. This, unlike Silvæa and Foliaris, is home to an elusive race called the Malous. They are gremlin-like creatures that are able to withstand the heat of the Land of the Malous. They are the ideal hunters of the region, being able to travel the entire length of the plains and not get a heatstroke without drinking too much water. Malea used to be a city made of the red rocks from the Amaroth Mountains. However, due to the high, arid heat that these walls have to put through, they are cracked and, in some cases, black from it. There is a rumour from all of the nearest cities, mainly Qucndel, that there is a hidden evil that lurks in the heart of the city, making even the Malous tremble in fear. Delevæno Delevæno is another major port that is situated in Celbaron. This is, by far, the most beautiful port there is in the entire world. Everything about it is perfect. Although it is in the Celbarean Desert, it is on the outskirts of it, making it pleasantly warm and having clean air. The place is a basic oasis for those that have come from either Taelvera or Eoqusse before they make the journey into the Celbarean Desert. A few years ago, this port was known to catch a whole variety of fish that only will fuel the booming economy in Fisdemont. However, within the last few days, there has been reports of shoals of whales and fish disappearing altogether and even ships being attacked, leaving a reef of sunken vessels below the water's surface. Celbaron Port: Another port in Gelbaron. This port is the best port in the world, with Gelbeterron and Galacteo Ports agreeing with the statement. Not only is the port is bustling with life, but it is also on par with Galacteo’s port for the most beautiful port. Although there are factories within, they are usually built exactly on the shores, and a bit further away from the harbor itself, so that it doesn’t spoil the view of the port for incoming travelers. Galacteo Gelidaro The capital of the cold Galacteo is set near the heart of the Icy Wastelands. Although the Wastelands are known for its freezing temperatures, Gelidaro is surprisingly in the warmer areas of it, though it's still colder than the temperatures of Galacteo Port. The walls of the cities, including the walls of the buildings inside the wall boundaries, are made of the hardest glacier ice, giving it a gentle blue colour. As the buildings get higher into the sky, snow forms on the outside of the walls, since the storms in the area are usually constant. As you wonder around the city, the markets are usually inside of the buildings, not wanting to get caught in the constant storm. However, the city is mostly known by the weapons that they produce. Even though some of the best swords that are produced now are in Galbeez, they are no match for the ice that the blades are made of in Gelidaro. The blades are frozen so much that no heat, save the heat coming from Mortalio Mountain and the Land of the Malous, could thaw them out. The most precious item that is produced in Gelidaro is the 'Northern Star', an icy star that stands in the heart of the city. Saphrisa Much like most of the cities in Galacteo, Saphrisa is made of the same blue ice that Chalder and Gelidaro is made of. However, instead of the ice being one shade of blue, every single shade of blue is seen as you walk through the streets. Also, with each shade of blue being seen, there are a few buildings that can shine in every colour that is possible, depending on where the light is reflecting off of the cold surface. Much like Delevæno is for the Celbarean Desert, Saphrisa is on the outskirts of the Icy Wasteland, making it much warmer than any other city there is. Much of the views here is spectacular, especially the clear view of Taelvera and Mortalio Mountain crater that resides on the top of the island. This is also a place where all of the ice mages reside, controlling the cool environment that is over Saphrisa. Chalder: Chalder is one of the major cities of Galacteo. It was built before the armies of Terrubane and the armies of Conuence conflicted each other for the conquest of Galacteo. The city draws closer and closer to nearby sea, since it is built on top of a glacier. The city is built with the glacier ice from another glacier, and has a blue appearance to any travelers that come to Chalder. It is also one of the few cities that can be seen by Conuence, and shares the view over the ocean. Chalder is also the only city in Galacteo which can view the auroras that float over the skies at night, and is a spectacle for any traveler. Once, every 2500 years, the auroras change their colours from green and turquoise to every colour that is possible. No painter has painted a picture of the event, since it usually ends in one hour, so it could not be viewed by people who live anywhere else across the world. Another landmark that is in the city is the frozen ship that is used by the explorers, who have discovered the continent. Galacteo Port: One of the many ports that are in Gelbaron. This port is much warmer than any other place in Galacteo, but it is still cold, reaching around -50 Fahrenheit. Like with all of the ports, walls surround both the city on the land and the harbors in the sea.. Like Chalder, it was built before the conquest of Galacteo by both Terrubane and Conuence, but the port was the key location that had won the battle against the two armies. However, in doing so, the entire Galactean Garrison was moved here, and protected the city, until the entire plaza where the fighting was blown up. Since then, a small percentage of people actually have a career as a soldier, since there is no one who would want to take the jobs available. Taelvera Flæris Flæris is the capital of Taelvera. It is set on the eastern edge of the Infernus Halo, acting as the safest gateway between the outer edges and ports to Taelvera and the caldera which the continent is named from. Unlike any of the cities in the entire world (save from the town of Pluviaire), all of the city rests on the metal poles that is resistant enough to go through the lava that makes up the platform that the city is made from. Strangely enough, the buildings are also made out of metal. However, the metal has a special property that it would stay at room temperature, no matter if it is above the fiery lava. However, once every ten years, the metal poles that make up the holdings of the platform are replaced, making sure that the city will not fall into the lava that is below, making it challenging to those that make up the workforce that is in charge of removing the poles and placing them back in. The symbol of the capital is the Steel Fire, an emblem that stands on the highest place in the city, where no man is able to reach it, unless you get the cranes to get it off the building. Igniquus If travelers manage to go through the fiery, yet dangerous, path through the Infernus Halo, then the next city they will come across before they get to Flæris is Igniquus. Unlike some of the cities that are in the world, this city prefers to keep its traditional roots, allowing their villas and open bath houses. The people in the city are very religious, supporting the fire god that is in the heart of the nearby Mortalio Mountain. Despite their undying loyalty to that god, they still have to face the brunt of the volcano erupting, which usually leads to the grounds near the city fertile for their crops. The leader of the city, Gerevende Malivenus, wants to expand the control of the caldera and wants to take control of the capital. Liaut Liaut is one of the towns that has a port, which allows people from Saphrisa to arrive on the continent. Much like Flæris, Liaut is a town that is made of metal buildings. However, it is more run down than the city, looking much like the slums that the town is mainly consisted of. Many beggars wander the streets, wanting people to give them money to give them and their families a chance to survive in the world. On rare occasions, there have been groups of beggars that have tried to take down the town hall and try to get money that way, wanting the city and its citizens to fall into anarchy. However, the town guards that roam the city always repelled them, but not without a price with the guard numbers shrinking with every encounter with the beggars. Taelvera Port Taelvera, much like the other ports, is a bustling port that contains many merchant ships and market squares. This port is well known for the many rubies that leave, making it one of the massive exports that leaves the continent. It is for this reason that there are many warehouses that contains all of these priceless rubies, keeping them safe from any thieves that enter the port to try and take them back for their own profit. Much of the port has a similar look to Gelbeterron's port, but there is much less pollution. Eoqusse Levia Levia was built in the heart of the Plains of Irilkon, with the plains being a thunder plain. Due to the massive amounts of thunderstorms that occur every day, there has been some measures to keep the buildings and its people safe from the hazard. Each building varies in size, ranging from a size of a bungalow to a small apartment building. The only thing that every one of them has in common is the lightning rods that reside on top of each building. The mayor of the capital, Draymen Corea, has put regulations on the city, making sure that everyone is safe. Some of those things include no metal items on the person at all. Most of the people in the city disagrees with these regulations, saying that the man is trying to be a tyrant, and are trying to rebel against him, though the guards that are there stop them from causing such disruptions. There has been rumours that there is a creature that looms over the city or that it lives somewhere in the heart of the Plains of Irilkon. There is also a massive building in the heart of the city, though its purpose to the city is unknown to both the mayor and the people that are living in Levia. Desumeno This is one of the newest cities ever created in Gelbaron. Desumeno has a similar layout to Levia because it resides in the thunder plains. However, with there being less thunderstorms than the capital city, there is a relaxed set of regulations that make sure that, even though they are relaxed, the people living in the city does not get killed. Many of the outskirts of the city gets attacked from the creatures that live in the tors that encircle the city. These creatures are very similar to those that live in the abandoned Plains of Mercet, but they are resistant to electricity from the thunderstorms that are common in the plains. The mayor has even asked for people in the city to help resist the creatures and make sure that the city returns to normal. Itur Itur is the city port that rests on the south west of Eoqusse. Most of the waters around the port is crystal clear, allowing sailors to see the vast amounts of creatures that live in Kælgreth Ocean. The port contains nearly nothing but sailing vessels, since nearly everyone in the port lives in the calm waters of the port. There are a few buildings that are on land that serve as taverns and the many warehouses that are usually seen in ports. However, there is one area of the port that there is darkened waters. Everyone has no clue to how that area got there, since there is a no water pollution regulation in the port. However, everyone that has gone over to the water to investigate it has never returned, the locals simply calling it the 'Black Waters'. Feraena Feraena is the city that is called the Fungus capital of the world. Much like Silvæa, the city is built into the fungus trees that are seen in the entire forest. Spores are usually seen in the air around the 'trees', though they are harmless to those that travel through the entire forest. The inhabitants of the city harvest the spores that are in the air and produce some of the unique foods that one would see in the entire world, ranging from Geelev Spore Soup to the famous Feraena Woodland Quiche. There has been a rumour that there is one spore that is somewhere near Feraena that is needed before the locals in the city can make one of their most extravagant dishes that would ever face Eoqusse and, possibly, Gelbaron. Eoqusse Port Eoqusse Port is the newest port in Gelbaron, but it has grown in size through the century. All of the buildings may look run down on the outside, with various mosses growing on the side of every building. However, everything on the inside is literally different from the run down outside, looking like you walked from a slum into one of the luxury hotels in Fisdemont. Nearly everything that passes through the port, including Taelvera's priceless rubies, are stored in the warehouses here, though the merchant lord makes sure that no one is able to go in and out of them. Aureanus: Glaciera Glaciera is pretty much the city that is supposed to be the twin of Gelidaro, in Galacteo. Instead on having blue ice blocks that makes up the building, all of their buildings are completely white, reflecting the landscape that one would see on the icy continent. All of the individual houses that are on the outskirts of the city resembles igloos, though they are able to have two floors on the inside. Glaciera is the city that is most well known for the many tournaments that it hosts, some which are world-renowned. Everyone you would see in there is a born and raised warrior. One of these tournaments that are usually on once every 10 years is the Tournament of the Ice Tortoise. Nearly every warrior that is seasoned, no matter where they are in the world, wants to participate and win the Tournament. It is one of the only achievements that would allow them to place their names in the book of legends, ranging from Galreth to the newly anointed Warrior of Hope, Mercinus Greyback (who is the only legend that has not won the Tournament). Everyone is eager to fight any of the legendary warriors that have won the Tournament, including the winner of two consecutive tournaments, Petr Leroux. Hiemaia Hiemaia is the only town in Aureanus and it is the one of the two ports of the continent. Unlike any of the cities in the two icy continents, which have either pure ice blocks or cool blue ice blocks, this city has a combination of both blocks, with the ice blocks used on the rooftops of the buildings. Most of the ice water-dwelling sea creatures that lives under the ice is usually caught in the port and is usually shipped off to Fisdemont to be sold there. However, there are a few things in there that has spooked the fish before they are caught, making people wonder if there is any monster that lives under the ice. Aureanus Port Aureanus is by far the smallest port in the entire world, since it is so isolated from any other civilization that is on the continent. Although it is a good place to stop between Hiemaia and Gelbeterron/Celbaron, leaving a few docks for boats to go and rest, there is nothing of interest at all. Generally used as a pit stop for ships, the mayor had thought it would be a good idea for the entire port to be converted to a massive fishmongery factory, which will cause water pollution in Kælgreth Ocean, which is against the ocean's regulations, set by the council in Itur. ~M3~ Edited by Mercinus3, Dec 13 2009, 03:48 PM.
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![]() This is true. I will go ninja kitty on your asses if you do... *glowers and sharpens claws*
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| Mercinus3 | Nov 11 2009, 05:22 AM Post #2 |
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The English Kitty Ninja
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Magic of Gelbaron Mana magic Out of all of the magic that is present in Gelbaron, mana is the most common area of magic of them all. Most call it 'spirit' magic or 'self spirit' magic. As the latter title suggests, mana is the magic that is stored inside one's spirit. Any mage can say that anyone can use magic but it takes time for them to get it under control and use it with free will. Mana is used to conjure many spells, ranging from magic meteors to shields of pure arcane. The only downside to using this type of magic is that it drains the power that someone's spirit has. If all of that power is drained or used up, the body will lose its entire spirit and becomes an empty shell. Some say that this fate is worse than death itself. The advantage of using this magic is that you can store it in mana crystals, which are clear crystals that are constructed to be used for storage. As long as the crystals are attached to your skin directly, whether in a necklace or a pair of gauntlets made of the shiny stuff, you can draw the energy from them and use it to your own liking, saving the power that the spirit has. Elemental After mana, Elemental magic is a common magic to see. Unlike mana, it is the most used magic in the world, since it is easy to control and understand. When a person learns on what their inner element is, their mana changes from pure energy into that element, leaving no trace of that energy behind. It is unlikely that you will encounter at least 50 elemental mages as you walk down the streets of a popular town, like Galbeez or Delevæno. Unlike mana, or any of the other magics that are woven in the complex atmosphere of Gelbaron, Elemental magic has 8 areas where it can be used. These areas of magic are Fire, Water, Earth, Air, Ice, Electricity, Light and Dark. The most common element of this magic is Earth, which represents the tall mountains of Gelbeterron. Although mainly used for defence, since stone is one of the hardest materials to be summoned from the area around, it can be used as an offensive magic, ranging from summoning stalactites to hurl at your opponents to creating stone golems that are loyal to their creators. Some would say that it is the hardest element to control, since it takes up a lot of strength and willpower to just bring the earth to them. However, the Earth mages say that the actual use of the magic itself, not the summoning of the magic, was the most draining of them all. The next common element is Fire, which represents Mortalio Mountain and the Infernus Halo. Everyone in the world knows that this is the most offensive element that is in the Elemental, with the majority of the offensive mana attacks, like meteors and energy cones (where magic is sprayed in a triangle pattern from the user's hand, catches fire and reigns down on their enemies. Unlike the other mages in the other Elemental groups, Fire Mages are able to cast many spells without them taxing their magic reserves. However, if one was to use one hand for a Fire Cone and one for Fireballs, then their reserves tire quickly, since the cone continues to take magic from the user's body. The next element, Air, represents the expansive air that envelops the sands of Celbaron. Unlike Fire, Air magic is not as powerful in offensive magic and unlike Earth, it is not as powerful in defensive magic. Instead, it stands in the middle of the two elements, making it a balanced element. It has the defensive magic that Fire cannot have, like a shield of pure wind, and it has the offensive magic that Earth cannot beat, like focusing a slash of a blade to a sonic cut through the air. Some mages of the other elements notice that Air Mages are faster than anything that walks on two feet, save for the elusive race of the Drævarians and a few elves. Water is the final element that sums up the 'big four' of the Elemental magics, which is seen in the cold waters around Galacteo. This is the magic that mainly deals with support magic, ranging from blinding enemies with a downpour to purging water toxins from anyone's blood stream. Despite this, Water magic is unable to heal anyone's injuries, which Light can. People could tell if someone uses this element is that their personality is calm, which represents the calm waters that are Aranth Ocean. They are usually slow to anger, which is the complete opposite of Fire. One of the uprising groups in the Elemental magics is Ice, the blinding landscape of Aureanus it represents. This is a blend of a few of Fire's offensive capabilities and Water's support abilities. However, unlike the two, this also has the ability to either be defensive, like Earth, or have the ability to heal, like Light. That depends on the type of person that wants to train in the magic. Even if Galacteo represents Water, Ice users is not uncommon on the continent. The adept users of this element is the True Humans or The People of the Ice, since they spend most of their lives living on the ice and snow. Electricity is an unusual element, which represents the electrifying Plains of Irilkon. It has the slight offensive magic that Fire has, but they do not suffer the penalty of their souls being drained. However, since electricity is usually seen for a brief second, it is the fastest casting magic than any other element. Electric users can either create magic from their reserves, which doesn't take much, or use the electricity in their surroundings to use, which doesn't take any magic reserves at all. It is for this reason that Electric Mages usually win in a magical confrontation against any other element if they are fighting in a thunderstorm. Out of all of the elements, Light is the least common magic of them all. However, their healing magic is second to only Silvæan magic. They are able to heal any injury and return the damaged skin to normal, even if the injured is on the verge of dying. However, it is unable to bring back people from the dead, which doesn't appeal to most of the people who want to study Elemental magic. Having said that, for those that do, they are one of the key assets that a travelling group can have, just in case there was any mishaps during their journey. Dark magic is some often mistake for necromancy. Although they are dark in appearance, they are unable to summon any undead from the ground. Instead, they are able to summon demons from the darkness that surrounds them, which are the most offensive golems that can be summoned in Elemental Magic. They also are able to bend the darkness to their own uses, ranging from enchanting arrows with the darkness or strengthen their shields with it. This support that Darkness has makes the enchanted item the ability to absorb nearly any magic, save for Light and Electricity, making Dark Mages good magic magnets. Nature Often called 'druidic' magic, Nature magic does use what it's name represents. It allows the surrounding environment to control what the effects of the magic is. However, like what the name 'druidic', not only are they able to adapt their magic to what they are, Nature Mages are able to transform their entire bodies to any creature that they want it to be, ranging from a small bird to a giant Drægar. Nearly all of the time that someone encounters a Nature user, they will use their ability to shift into animals to attack their opponents. However, the only disadvantage that this magic has is also their strongest; the shape-shifting. When a 'druid' shape-shifts into a creature, their armour has not effect on how well they can withstand any attack that approaches them. It is because of this that they are often killed in a mage duel against any other magical user. Illusion Illusionists are able to change the appearance of the environment around them to deceive their opponents. Whether it is just to create a treasure trove near their victims or create a large Tarren out of nowhere that would attack their opponents. However, unlike mere illusions that one would think, the most expert Illusionist is able to conjure an apparition that can cause physical damage to their enemies and feel lifelike when one touches an illusion. This certainly gives an Illusion master an advantage over other magic users because of their weakness to melee attacks. However, to stop them becoming too powerful, their only disadvantage in using Illusions is that it is visible to others that they are using their magic when their entire bodies glow faintly, allowing them to use their magical spirit to make the illusion happen. Shadow Shadow magic users are often ninjas, who usually hide in the magic's origin of Chaldon. Most people that have only heard of this area of magic calls it 'the transporter' magic. Like the alternative name suggests, Shadow users are able to move from one place to another using a technique called 'shadow-jumping'. Though it's not literally jumping from one shadow to the next using your legs (sorry realists), but it's where the Shadow user enters the 'Shadow Realm' and travels through that or even rest in the realm. However, if one was to do the latter, even for only a minute, an hour will pass since they have disappeared. It is because of this that they seem to appear younger, even though they are older from their time in the Shadow Realm. One cannot live in the Shadow Realm because there is a being called the Shadow Fiend that roams that plane of existence and reap those that lives in the realm. There is a saying that everyone in the magical world knows; if one person is able to move from one place to another in a blinking of an eye, they know some Shadow Magic. Necromancy Necromancy is one of the darkest arts that one can learn in public. It is so evil, no matter if a necromancer's intensions are good, that anyone that knows this magic is executed on the spot without any trial at all. The mayor of the town cannot be blamed, since they know that necromancers are able to raise the dead to do what they want to do. Some also thing that they are able to summon an entire army of undead that would lay siege to any town, no matter what their forces are. However, since they are beings of true darkness, they are extremely vulnerable to light of any sort, leaving their skin complexion bone white. As the stereotypical necromancers in fairy tales, they dress in black. However, their articles of clothing are various on who they are, ranging from black leather tunics and black cotton pants to a black cloak that covers their entire body. Only the powerful necromancers that exist are able to summon and control liches and dracoliches. Void Nothing much is known on this area of magic. Some scholars will say that Void magic is the most primal form of Shadow magic and some even claim that Void magic the entity that had created all kinds of magic onto the world. Even though Void magic is one of the hardest magics to control, it is neither of those. Instead, it is an essence of what Dark Elemental and Shadow magic are put together. With the unpredictability on what Void magic could do, it is one of the most powerful magics that is used in the entire world, second only to the true origin of all of magic that is around. All of the offensive magic that the Fire and Electricity elements know are combined into one, allowing tremendous power at a small cost of the user's magical reserve. Also, similar to Electricity, if one was to fight in the Void itself, a plane that is between Limbo and the Land of Shadows, there is no cost to using the magic at all. However, with the tremendous power and ability to cast it without much penalties. Even for the most experienced magical users, there is a likely chance that the magic will overcome someone's entire body and turns it into nothing. Also, if two Void users were to come into contact and cast Void magic against each other, the effects of the two magics will cause the entire space where the collision took place to open up a rift into the Void, which would suck them into the vastness of the Void, where nightmarish beings live. It is for these reason that there so few Void users in Gelbaron. Drægarian Much like Void magic, Drægarian magic is not known to anyone save for the well told scholars. However, even if one is to know that this magic exists, only the lizard people of the Drægar are able to use this magic, since their bodies are strong enough to use this magic. Drægarian magic is the best known defensive magic that is there in the entire world, second to none. The origin of the magic came from the depths of Daergren Ocean, right in the bodies of the Drægar. For ages, each serpent is able to cast a magic mantle so strong that not even Void Magic is able to break through it. Although the scholars are unable to figure out how this came to be, that ability is able to be used by the Drægarians. The obvious sign to those that are able to see magic that a Drægarian was using the powerful magic because their Magical Eye (an ability that allows them to see the magic in the first place, which no one that is a mage can do) is the easily recognized symbol that can be seen behind and in front of them. Although this is the most powerful defensive magic, only the origin of magic can damage it or debilitate it so any magic can pierce through the shield and tear through the user's body as if it was a weak spell from a novice. Silvæan Unlike Void and Drægarian magics, Silvæan magic is a known magic in the world. However, only a handful of people are able to use it. For someone to use this magic, one must either be a Silvæan by pure blood or someone with the Silvan Gene. The obvious sign that someone is either Silvæan or has the Silvanean Gene is that they have hair that looks like it was made of pure silver and/or have irises that are silver. Silvæan magic is, although not the best when it comes to defense compared to Drægarian magic, but it is the best support and teleportation magic around. Unlike Shadow magic, one ca teleport anywhere in the world without seeing it at all. However, Silvæan magic cannot heal any injuries at all, so it leaves them vulnerable to any attack if they are injured. However, if one was to do the Eternal Light ritual, one has a slight chance on becoming immortal to roam the land once again, with only the origin of magic being the weakness. Aura The least known magic of them all, but it is the most powerful magic that exists in Gelbaron. From all of those that know it, all of them will know that Aura magic is the embodiment of magic itself and is the true 'origin' of magic. Much like the latter two of the Elemental magic, there is two types of Aura: Light Aura and Dark Aura. Both of them are able to, if used offensively, go through anything that it comes into contact with, as if it was made out of nothing. However, this magic uses tremendous amount of the energy that someone's body has that even one spell would turn them into empty shells. Also, even with knowledge that it could turn anyone into 'empty shells', there is another problem that even experienced Aura users have; if there is not enough Aura magic that is in use and it being so concentrated, it will turn into any form of magic depending on its surroundings. Some would say that it would need godly magical reserves or a vast amount of mana crystals on one's body to be able to bring the concentration up and able to use many spells. This is why that even for the few that know Aura, even fewer are able to use the magic. Light Aura has the ability to heal, much like Light magic, but it is able to cast many spells that the Elemental magic is unable to cast. Also, unlike Light Magic, Light Aura is able to bring back people from the dead without the caster to control that being's body and spirit. However, to do so, they need to use the magic shortly after that person has died, that way the person's spirit is nearby to be returned to their rightful place. The only being that is different from this rule is the one that embodies the entire power of Light Aura and the Mistress of Justice, the Light Ancient. She is the only being in the entire world, wherever she is, that can bring back someone from the dead long after that person has drawn their last breath. Dark Aura embodies the full might and power of Aura's terrifying power. Nearly all of the attacks that this has is able to decimate something that it comes into contact with. The Dark Ancient, the most known user of this magic, is able to bring about the destruction of entire armies, even change the landscape with one attack. The only thing that this magic is able to, which Light Aura is unable to do, control objects. It is able to control the dead bodies around the Dark Aura user, much like necromancy. However, if used correctly, a Dark Aura user is able to control the living as well, no matter what the will power that person has. In doing so, however, the magic user must place a part of his own 'magical spirit' into that person, so it can be controlled. If their 'puppet' was to be killed by any means, that part of their spirit vanishes into nothing and cannot be replaced. Aura magic is rather unique, since that both Light and Dark Aura counter each other and turn into nothing. Void magic, although it reacts with another essence of Void magic touches it, cannot create any other types of magic. However, Aura magic does create other areas of magic when they collide with each other, even though the result of both of them hitting each other is so violent that even rooted trees would be blown away by the end result. It is for that reason which Aura magic is known as the origin of all magic. Plot & Rules Before technology emerged on the world of Gelbaron, before the forces of evil tried to change the world to their own liking with the Forsaken Weapons, magic dominated Gelbaron. Everyone that has known what magic is are able to train to master them, wanting to use them for their own uses. Most people ask for these 'mages' to help their villages with certain aspects of their lives, ranging summoning the rain for their crops and harvest to use them as magical healers with the town's ailments. Some, with the help of their common 'Elemental' magics, are able to control the elements so that the seemingly-ageless scholars can study them in their many potions and books so they can pass down their expansive knowledge on the spells to future mages. Throughout the ages, the mages taught their young students the way of their basic magic, which was eventually known as mana. It bound them into the living world that is around their entire body, allowing them to breath in the possible essence that made them what they are. However, others have seen magic as a potential weapon. During the time that the mages had taught their apprentices in the ways of mana and their assigned magic, various countries within each continent contracted these mages so they can be used to devastate their enemy in horrible ways. Everyone, including the mages themselves, only sought peace within Gelbaron so they can practice their magics in peace before the inevitable boom in the uprising technology happens, with the appearance of the few flintlock pistols seen and rumoured to have existed. However, with the generals seeing that there was no real threat from the contracted mages, they continue to use them for their own needs, tearing everyone into pieces. They even asked mages to tear down vast metropolises so that their enemies don't accomplish the same thing to them. When all thought that the fate of the world was going to end in a massive fight between two forces of pure magical power, a spark of hope flickered. From the heavens above, a blazing light erupted through the clouds and shone on the ground before these two forces, with the ground itself flickering with a haze of pure evil. From there, two beings emerged on the ground before them, with their appearances coming from no place on the face of the world. As the silence carried on and on through the battlefield, the opposing forces suddenly realized that the two beings in front of them were the two demi-gods of their own world; The Light Ancient and the Dark Ancient. Despite their generals giving out commands to charge against the other, everyone placed their weapons on the ground, knowing that they wouldn't be able to survive an attack from the two demigods. The being of light, the Lady of Justice, looked on at one of the two forces, her eyes seemingly lifeless as she stared at the soldiers' souls with her ethereal beauty. She walked towards them, her strides confident and graceful. Although the soldiers wanted to run away from the demi-goddess, her slender, seemingly perfect body had them mesmerized onto the goddess that they had worshipped since the world began. On the other side, the Lord of Anarchy had strolled towards the other group of soldiers, his glowing, red eyes eerily looking into the soldiers' souls. Unlike their enemy, who was mesmerized with the ethereal beauty, they were afraid of the consequences if they ran away from him. In the end, both of the forces remained where they were, their generals now silent with the spectacle that was before them. Whatever happened on that fateful day, one, clear warning was heard on both sides from the demi-gods: If chaos was to ensue on without a flicker of regret and justice, Gelbaron will fall into ruin and will cause the two to destroy the world and make it anew. With this in mind, the two forces had turned their backs on each other and had disappeared into their continents of Gelbeterron and Celbaron, never to face each other in combat again. During the time they had spent keeping the 'truce', their civilizations have continued to expand into the two biggest cities in the world. Gelbeterron was the city that had the proclaimed 'Capital of the World' and would eventually be known as 'The Beacon of Hope' when the leader of the mercenaries, Mercinus Greyback, fended the city off from a massive force, led by the ruthless Lord Sacremento. The name of the city would be known as Terrubane, when the city founder, Terranus Ar'ren Bane, had brought those that could not enter the city in Celbaron. Celbaron had the capital city of Conuence, one of the oldest cities that exists in the world. During the times that the forces had renewed their cities back to their former glory, trouble was lurking around the corner of destiny. Unknown to the Light Ancient, the Dark Ancient had decided that he would craft from his essence 20 orbs of pure darkness and scattered them all over the world, trying to find ways on changing the world to his liking. By the time that she had realized what her brother had done, she was too late to stop the orbs from entering the world and be lost in the sands of time. Unable to cast orbs of the same power from her essence to Gelbaron, the Light Ancient decided to twist the boundaries that held the world in place. She had scattered a part of herself in the new-born children, allowing them to use the same power that she was capable of using, which allowed them to simply be called 'the Descendants'. However, even when she had done this great deed, she looked on in horror as one blacksmith, Calelotte, had forged 15 of the 16 weapons from 4 of those orbs. By the time the Forsaken Weapons were being made, there was a massive amount of tension between the two capital cities of Terrubane and Conuence. Each of the Lords of the cities have heard rumours that the other was planning an attack against each other. However, all of their thoughts have been dismissed when their messengers have returned, saying that each city wasn't planning an attack on each other. For 50 years, this tension has lasted, an evil mind lurking beneath the surface of destiny that would try and tear the world down. One man created a plan that would cause undeniable evidence that the other city was the cause of the attack and would force them to fight against each other. Only the Light Ancient held the knowledge of the location of each Descendant and time is running short. With 300 years left before the Ancient and Lord Sacremento will try to take over the world, the weight of the world is now on the individual mages that are not bound to anyone. They will have two choices: Unite and stop the sleeping giants from waking up and attacking each other into destruction, or they divide and see who the best mage in the world is and allow their doom to be inevitable. Either way, not all mages would walk away from the road of destiny alive. Rules
Edited by Mercinus3, Dec 16 2009, 04:24 PM.
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![]() This is true. I will go ninja kitty on your asses if you do... *glowers and sharpens claws*
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| Mercinus3 | Dec 13 2009, 01:12 PM Post #3 |
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The English Kitty Ninja
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Things that have been mentioned in the cbox about the new RP:
More will be added to this list during the course of me making the RP. Certainly watch this space. ~M3~ |
![]() This is true. I will go ninja kitty on your asses if you do... *glowers and sharpens claws*
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