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Fantasy world information.; Key information
Topic Started: Feb 21 2008, 05:04 PM (173 Views)
~Darthanis Galbraith~
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-------Elemental Plane*-------
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Technology here is second to none and four Master Crafters with an affinity for four elements define the common rules for magic here. Any other method save by Elemental is looked on as taboo.

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Gods and dietys
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The order of the gods are as follows.

Three main gods:
The god of Light; He goes by many names. Worshiped by many of the older churches he presides over all goodly dietys and is one of the beings responsible for the creation of all.

Mystra, Goddess of magic and neutrality; The Mother of Magic resides. She guides the Weave of magic that envelopes the universe. Weave constantly she makes possible all the miracles and mysteries wrought by magic and users of magic. She is believed to be the embodiment of the Weave and of magic herself.
She is neutral in her decisions lending her powers to all and allowing any being to manipulate her weave.
She is the mother and keeper of all neutral dietys

Bane, God of evil and(Evilness...); Worshiped by older churches as the father of evil his clerics and priests roam the world attacking the followers of goodly gods and wreaking destruction with there corrupt prayers and magic. Lord of all chaotic dietys he is responsible for most of the chaotic events int he universe.

Crafters:
They are responsible for the ultimate shaping of their plane and the nurturers of knowledge and magic for their plane. These beings were around from the beginning, aiding the three main gods.

Dietys:
Responsible for lesser things and commonly watch over one group of people or things. For example, The roman god of war; Mars.
The product of faith and a Old being of great mortal power these dietys range in alignment and were created by Crafters or Achieved their position through merit or self appointment.

Demigods:
The product of a mortal and a divine or malevolent being.
The often retain the traits of their immortal parent from physical characteristics to abilities.


The Gods of this realm fall into the "Crafter" class.

Magic is divided into four levels. These levels are called Elemental, Combination, Triumvirate, and Crafter, with Elemental being the most basic and Crafter being the most intense form of magic.

1. Elemental Magic
Elemental magic is the most basic magic. It is the easiest to learn and cast as these are the raw elements that make up the world and our characters. Specific races will tend to be stronger in a particular element, although they are not limited to that innate element.

The elements are as follows:
Water
Wind
Fire
Earth

Water opposes fire, aguments earth and is agumented by wind. Earth is opposed by wind, augumented by water and gives streingth to fire. Fire is opposed by water, aided by earth and auguments wind.


2. Combination Magic
Combination magic is just as it sounds, and is the combination of elements to get a different effect. It’s usually only used by older and more experienced mages due to the amount of control required. Combination magic can be cast by two people in order to lessen the load and the focus needed, however, the act still requires experience of both casters in the element they’re casting. It can also be cast by one very skilled mage, provided he/she is really good at both elements.

Here are some potential combinations. Note that the dominant element plays a big hand in the spells (ie. Earth and Fire influences plants, whereas Fire and Earth creates lava). The more experienced caster would cast the dominant element for safety’s sake. Having two dominant elements is generally not a good idea, as the magics would compete with each other instead of working together (and generally cause an undesirable big boom). Also, the effects change depending upon the power placed in each element. A strong Earth and a very weak Fire might cause plants to grow slightly faster than normal (good if you’re trying to subtly grow a trap over time people might not notice), whereas a strong Earth and a Fire slightly weaker than the Earth would cause the plants to grow so fast they’d break (and might even catch on fire). Get the point? :) It’s a delicate process, requiring a lot of control.

Earth>Fire= Plants
Fire>Earth= Metal and magma.
Fire>Air= Explosions/ Expansion in atmosphere
Air>Fire= Electricity
Air>Water= Ice/ Compression in atmosphere
Water>Air= Gas/Illusion
Water>Earth= Healing
Earth>Water= Poison/acid

(Edit from CEMP: For those of you who aren't familiar with this math term, the ">" and "<" means greater and lesser than. Example: Earth>Fire means Earth is greater than fire. Thus, anything on the left of the ">" sign means "I'm greater or bigger than this thing on the right.")


3. Triumvirate Magic
Triumvirate magic is very hard to perform and requires immense concentration of the caster or casters involved. This magic is challenging even for the most skilled of elderly mages. Multiple casters should be used to divide the task as a single caster would probably pass out or die from the strain. Again, an intimate understanding of elemental magic and combinations is needed, along with a very large amount of mental discipline.

The third element in a Triumvirate casting puts a spin on the original Combiation magic, expanding the possibilities of the fundamental concept. For example, Water and Air creates gas and/or illusions, but when Earth is added you could potentially get a healing mist or a terrible storm (or any number of things), depending on how much energy you put into individual elements.

Triumvirate magic has near infinite possibilities, but it is also one of the most dangerous magics if performed incorrectly.


4. Crafter Magic
Crafter magic is the most powerful and most dangerous of all magics. You are only limited by your own powers. Crafter magic works by drawing on the might of all four elements at once. The only time Crafter magic has been successfully used was when the first four crafters created the current world. This magic is so intense that four casters, each working a single element, are needed for it to have a chance of being successful. However, to this point Crafter Magic has never been successfully done, even when attempted by the greatest mages in written history.


Additional Notes
Needless to say with all levels of magic there are dangers. You can overexert yourself or injure people around you. Improper combination of elements is extremely dangerous and often fatal. The more volatile the mix you are working with, the more concentration, experience, and energy is required to contain it.

Take care that you always carefully balance your magic usage and that you do not exceed your limitations. To do so could be disastrous not only for you, but for everyone and everything around you.

Race System:

In the world we will inhabit, there are several races, each with major capitols connected to a hub city. Each race has a specific aptitude and, without advanced training, can perform very limited magic in their elements.

Humans (Water Element)
Elves (Wind Element)
Dwarves (Earth Element)
Serafos (Fire Element)

The following races are either nomadic races, or races who share a capitol city with another race. All are mixed element races.

Kitsune (Nomad)
Halfling (Human)
Drow (Elven)
Gnomes (Dwarven)

More races can be added by RPers, after running them past the fantasy ARCF. Keep in mind that a world with too many races becomes very crowded very quickly, so only develop a race if you know it will be used again.

Gone but not forgotten... The Explanation of priests for the four main craters ant the artifacts they blessed their handpicked races with.

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Priests
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Priests put a completely different spin on the magic system and some even debate that their feats are not magical at all.
Priests follow the discipline of Devout magic practicing their respective element with religious magnitude. There are four temples, one for each of the gods Ignus; the god of fire, Terra; the goddess of earth, Coel; the god of wind and lastly aquacia the goddess of watter.
None of the priests get along very well mistaking the orders of their god to "keep one element and one element only" to a fervent level. Completely hating the opposing element's priests and not entirely getting along with the other two the temples refuse to get along. Priests power flows from the gods themselves rather than from the elements in the universe. A priests power expands based on favor as well as their position within the temple. When a priest preforms actions in their god/elements interest their favor increases. If their god prefers them over another, they also gain favor.
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Crystals and Elemental Artifacts:
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Elemental Artifacts:
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There are for elemental artifacts left in this world by the gods. These artifacts send their energies allover the world and are harnesses, channeled and used by people, plants, animals, beasts and "machines" alike. They reside on the for corners of the world, altering their enviorment to match their powers. The priests of the world have constructed temples within the elemental cities to guard and honor the artifacts. These artifacts have their power channeled into vast oblesks or lighthouses and project their effects allover the world. Each elemental city is inhabited by a race who the gods chose to plant in that respective country.
Humans; Water, Elves; Wind, Dwarves; Earth and Fire; Serafos.
The artifacts have been deemed crystalline in nature and have been labeled as following
Ignus Magnus; Fire, Coel Magnus; Wind, Terra magnus; Earth, Aquacia Magnus; Water.

The elemental artifacts have such tremendous power that they often have lingering effects on their surroundings.
Scholars have recorded instances of Crystals, quite similar in nature to the Elemental Artifacts to absorb elemental properties.
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Quasi Crystals:
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There are two types of Quasi Crystals. Scholars have dubbed them with names fitting for their properties.
Quasi meaning about or almost. and Vastus meaning empty. With those names in mind the Scholars set about naming the crystals.
Quasi elemental crystals Grow at the base of the elemental lighthouses and take a lifetime to mature. These crystals have a set property respective to the element they were raised under and can not be raised under a second at this time due to a lack of understanding. These crystals can be used for foraging weapons with enchanted properties as well as artifacts of elemental focus for spellcasters.
The second variation of these crystals grow out in the open, away from an overwhelming elemental influence and aquire a blank nature. These Quasi vastus crystals have no set property and can charge under the influence of a elemental artifact and take on the artifact's element for a set amount of time. The elemental power of the vastus crystals is greater than that of their elemental counterparts but has to be recharged every so often.
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--------------- Illustrated Material -------------------
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ElementalChart
For your convenience and brainstorming.
Or for those of you who are not as bright as the rest... BrainZephyring

* Alot of this material was written as a combined project of a few members. I dont remember who all was involved.
Edited by Darthanis Galbraith, Feb 21 2008, 05:19 PM.
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