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Void Rift: Reference Thread

Discussion in 'Forum Games' started by Exvhius, May 20, 2016.

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  1. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    RIP @Rogue, you did well. For a while.

    Then you died.

    This is an ongoing project that's going to be a bit of a time sink.
    Please allow me a few reserve posts. There's a lot of stuff.

    [The big reorganization commences! Oh boy...]
    You guys only gave me a 30ish page document to sort out. Please note that this is going to take a while.

    [PLANNED LAYOUT]
    -Somehow sorted Draconian stuff-
    -Homeworld Stuff-
    -Void Stuff-
    -Oblivion Stuff-
    -Brisingr, Map and Lore-
    -Characters from Brisingr (maybe merged with Aurorius)-
    -Darklands, Map and Lore- (i cri)
    -Characters from the Darklands (multiple)-
    -Lost Kingdom stuff-
    -Gargantuan & Emeraldonia maps- (Not hard, will be here momentarily)
    -Aurilon stuff-
    [​IMG]
    Key:
    Grey - Mountainous Area
    White - Snowy Area
    Green - Plains
    Dark Green - Jungle
    Yellow - Desert
    Blue - Water
    Light Blue - Ice
    Red Dot - Village, Town, or City
    Red Star - Capital

    Lore:
    A continent inhabited by humans. There used to be dwarves and elves as well, but the humans fought them and drove them off into other lands. Some dwarves and elves stayed on islands though. There are 3 major nations.

    Nations:
    Kanfr Nation - Kanfr City, Yorxia, Enack, Snovak, Iroku, Enalo, Tookrar
    Rondall Nation - Ronam, Bremaves, Tervaar, Moldsmar, Reen, Nedvar City, Yanixovakl
    Nynor Nation - Ecosanied, Kaasen, Nolden, Nivir

    Other:
    - The Kanfr Nation built a wall to block off outsiders. It has proved to be quite successful over the years.
    - The Charaad Desert is split among 5 tribes, each of equal power (My tribe's village is Bak-Kaal).
    [​IMG]

    100,000,000,000,000,000,000,000,000,900 - Brisingr is named a protected region by Reflet.
    100,000,000,000,000,000,000,000,000,800 - Drakenfell is founded as a city state.
    100,000,000,000,000,000,000,000,000,750 - The first explorers are sent into the Varden Forest, never returning.
    100,000,000,000,000,000,000,000,000,740 - Elgyem is founded as a city states, immediently declaring war on Drakenfell.
    100,000,000,000,000,000,000,000,000,300 - The first dragons come through a rift, completely destroying Elgyem and weakening Drakenfell. The Dragon Wars start and all the non dragon people are temporarily united on the same side.
    100,000,000,000,000,000,000,000,000 - Solignis and Orrin are founded as twin cities.
    100,000,000,000,000,000,000,000,500 - After 800 years and millions of lives lost on both sides, the Dragon Wars end. Dragons disappear into the mountains.
    100,000,000,000,000,000,000,000,000 - Elgyem is remade, albeit peaceful.
    100,000,000,000,000,000,000,000 - Reflet names herself the patron goddess of the region. Siracus is founded.
    100,000,000,000,000,000,000,000 - Rytlee and Telrain are founded as twin cities. Explorers attempt to expand south but are never seen again.
    100,000,000,000,000,000,000,500 - Dragons are sighted in the northern mountains.
    100,000,000,000,000,000,000,000 - The Watchers rise from the earth in Watcher’s Ravine.
    100,000,000,000,000,000,750 - Dragons appear again, wishing to ally with all the city states of Brisingr. People begin training dragons.
    100,000,000,000,000,000,500 - Teraglyph is founded by people from another region.
    100,000,000,000,000,000,250 - Teraglyph steals dragon eggs from Elgyem. Elgyem begins preparing a massive attack.
    100,000,000,000,000,000,200 - Elgyem launches it’s attack of roughly two million well trained troops at Teraglyph, who had prepared a massive navy. The Battle of Drowned Souls is fought at sea, both sides retreating with terrible losses.
    100,000,000,000,000,000 - A hero by the name of Gladeus returns from the Varden Forest with a legendary weapon forged by Reflet herself. Many others tried to obtain one, but never came back.
    100,000,000,000,990 - The Watchers go insane and attack travelers and villagers indiscriminately. The War of the Divides begins.
    100,000,000,000,500 - The Watchers are destroyed by a single Dragon Rider, the hero Uthrail.
    100,000,000,000,530 - Uthrail returns from the Varden Forest with a legendary hammer, slaughtering hundreds of thousands of people, and destroying the town of Telrain. His era of terror marked The Inferno.
    100,000,000,000,000 - Reflet is never heard from again. The Watchers rise from the earth for the second time, though frozen.
    100,000,000,000 - The Age of Prosperity begins, and cities blossom in population and wealth. Precious ores and gems are mined from the mountains.
    15,000 - With threats from the Gargantuan, the people of Brisingr unite around a common interest: peace
    10,000 - The Brisingr form a blockade across the main pass into the mountains, fortifying Solignis and Orrin with over 25 million troops, including 5000 fire battle mages and 5 Dragon Riders. The Battle of Blazing Swords is fought between Gargantuan and Brisingr, with Brisingr melting through the enemy’s troops and ultimately winning.
    5,000 - Orcs are enslaved and The Rebellion of The Eternal Flame begins.
    4,500 - Orcs are freed and the rebellion ends. The orcs travel to the Outcast Isles and form Hylius.
    5 - Prince Isaac takes a ship to a far away land. His ship is attacked by pirates. After years of searching for the ship, he is confirmed dead.
    1 - King Ike is assassinated.
    The cities of Brisingr are sprawling and powerful, being some of the largest cities in the land. Each city is built in wide a circle around a volcano, with the ruling lord or king living in a castle built closest to the volcano. A wall separates the wealthy district from the middle class, and the poor have to live outside the city walls.


    Drakenfell - “Dragon's Fall.” The first and capital city of Brisingr. It first experienced mass population growth from it’s being close to the Varden plains. The city has mined large amounts of rubies from the Devil’s Horns and has grown extremely rich. This city is home to a majority of the Followers of Flame.

    Elgyem - “The Gem of the Sea.” Elgyem was the second city to be founded and the first to be destroyed when the dragons came, though it was rebuilt by the survivor’s descendants ages later. This city has a large port and is extremely wealthy from an influx of imports and exports. Elgyem has a large vault storing all the dragon eggs accumulated over the ages for the army inside Karkinos’ Reach. It also utilizes the tunnels in the Karkinos’ Reach to both easily trade with Orrin and to mine.

    Solignis - “The Sun Fire Gates.” Solignis serves as the gateway to Brisingr for the most part, as hardly anyone ever comes from the south or the northeast. Anyone wishing to enter Brisingr from here must have an education, an interest in joining the army, or must be on trade business. It is named after the way it’s towering walls block the sun, casting a long shadow over Fraisen’s Grasp.

    Orrin - “Secluded City.” Orrin is the twin city of Solignis and the only mainland town not to have a road to it. It is also built on an upward slope into the mountains, making it easier to defend. The people here can easily reach the mines and have built a series of tunnels through the mountain to Elgyem.

    Rytlee - “The Heart of the Mountain.” Rytlee was a twin city with Telrain until Telrain was destroyed by Uthrail during The Inferno. The city is built into a nook in Fraisen’s Grasp, and though it may seem relatively small in comparison to the other cities in the region, it has it’s secrets. Through a hidden door inside the volcano’s crater, the Hall of The Hearth is hidden. The Hall of The Hearth is an ornate hall where those selected to become a Dragon Rider are trained.

    Siracus - “The End of Her Reach.” Siracus was founded to be the final stronghold of man. Everything in this city is heavily fortified, and it’s military numbers are second only to Drakenfell. The city has dug a number of massive bunkers and vaults into The Larken Spires for precaution.

    Teraglyph - “City of Mages.” Much like how Rytlee serves as the training ground for Dragon Riders, all mages travel to Teraglyph to train, as it is the least likely to burn of all cities. This city has never had any places to mine from, so it is the least richest city. Most of the ordinary citizens here make their living from fishing.

    Hylius - “City of Tears.” Hylius was only recently founded as a city, after the orcs were freed from slavery. This city is relatively poor and the crime rates are high here, but the city makes it by with little to no help from the other cities.

    The Core
    - The Core is Reflet's lair and can only be accessed by mortals via a tunnel in the base of Mount Vel'Nar. However, only master fire or water benders can get through the tunnel due to the extreme heat.

    Reflet experiments with and makes automatons of various kinds here.

    The Core itself is a giant hollow gold ball, floating in the center of the earth. Balconies ring the middle of the inside, and in the very center of the ball is a model of the earth that can be used to find people if they're touching the ground.

    Sorrow’s Ravine - Sorrow’s Ravine is the former site of Telrain, where Uthrail struck his hammer on the ground and cast the city into the Core. One can easily reach this place through a passage in Telrain, but much of it lies in mystery. A strange shadow has been seen in the clouds high above, and people report seeing Lares armed to the teeth, glaring at them in the distance. A few outsiders say they were attacked by the Lares.

    Watcher’s Ravine - This ravine is home to the Watchers, rock giants who rose from the ravine and formed small colonies. Eventually for reasons unknown to the Brisin, they went insane and attacked the cities. The War of the Divides started from this, and Arcventer Ravine had split open by the time the war was over.

    Arcventer Ravine - This ravine split open for unknown reasons when The War of the Divides ended. No one really travels to this place, and much of what lies there is a mystery, though people on the road have claimed to see dragons hewn of pure flame rising from the ravine.

    Ry’ex mountains - The tallest mountains in the world are an amazing first sight for newcomers. These peaks have seen only one or two dragons in their whole lifetime, for whatever reason.

    Fraisen's Grasp - These mountains were named after the first person to unite the people of Brisingr in forming Drakenfell, Fraisen. The mountain tops are home to a plethora of airborn creatures. There is a large and neglected passage connecting Rytlee to the ruins of Telrain.

    Cyntherna Mountains - The longest chain of mountains in the kingdom. These mountains are heavily mined for the rubies they contain. A rare orange crystal that emits heat called Drelsh can be found in the mountain. Many of the people who mine Drelsh are usually attacked by a dragon days later, so having it can be a risk.

    Karkinos’ Reach - Named after the giant crab that came from the sea and attacked Elgyem, these mountains are riddled with holes from constant mining. A long passageway exists connecting Orrin to Elgyem, and a high security vault for all the dragon eggs in Brisingr is kept here. The dragons first appeared through a rift in these mountains, and as such dragons are most commonly sighted here.

    Devil’s Horns - Named for the horns they seem to form. These mountains do not connect, but Brisin disregard that. An ancient red horned dragon by the name of Yhrey is a common sighting flying in between the horns. Heroes have tried to tame this dragon to no avail.

    Larken Spires - The people of Siracus have many bunkers and vaults in these mountains. Legends say the the father of dragons lives in the mountains, but that is more the frets of the paranoid than anything else.

    Gladeus’ Pass - The pass the hero Gladeus split with his legendary sword for the people to use. The winds are strong here and griffons roost on the pass’ sides.
    Humans - The only inhabitants to be accepted by a dragon
    Population: 33%
    Salamen - Red bipedal lizards native to Brisingr that are very skilled with fire magic. Some of them choose to live as nomadic tribes outside of the city, but they are sworn to fight in wars against Brisingr’s enemies
    Population: 19%
    Orcs - Green skinned and strong brutes
    Population: 23%
    Elves - The best archers and mages, but rare worldwide
    Population: 5%
    Dwarves - Short people that are very dedicated miners and blacksmith
    Population: 20%

    Dragons
    - Fearsome beasts that nearly destroyed the inhabitants in the beginning. They disappeared and were thought to be extinct until they came back and signed an alliance with the humans. Since then, tamed dragons have selected humans to fight alongside them, as dragon and rider. Wild dragons can still be seen if one looks into the mountains or the open sky long enough.

    Watchers - Reflet’s mistakes, these stone giants rose from the core and made their home in Watcher’s Ravine. They can only be killed by a stab in their reactor heart or by extreme, melting heat.

    Lares - Angry ghosts from the past who haunt places of tragedy and warfare. They are often heavily armored and known to kill humans that resemble their murderer. Philosophers studying Lares say that a Lare’s only wish is to be dispelled into the void.

    Wyrms - Feetless dragons that are usually black or red. They slither across ravines and through the tunnels of the mountains, attacking miners without a thought. They are hunted by Dragon Riders and near extinction.

    Griffons - Winged mountain lions with the head of eagles, these creatures attack stragglers and other vulnerable people.
    The Dragon Wars - The first major war in history, between the inhabitants and the dragons. After ages of bloodshed, it finally ended with the dragons disappearing for ages and later agreeing to an alliance with the humans.

    The Battle of Drowned Souls - Back in the ancient days, it was the bloodiest battle ever fought. Elgyem and Teraglyph collided, both sides hitting a standstill with powerful mages and Dragon Riders on both sides. Eventually both sides retreating, suffering a loss of over 2 million soldiers.

    The War of The Divides - The war between the insane Watchers and the inhabitants. The Watchers were incredibly hard to kill, but the inhabitants too many. The Watchers killed thousands, but eventually their numbers thinned.

    The Watchers retreated to the Watcher's Ravine and bided their time, hoping more reinforcements would come. After nearly 25 years of waiting, the Watchers were challenged by the hero Uthrail. Uthrail tore the Watchers apart one by one, throwing the Watchers back into the ravine.

    The Inferno - Uthrail came back from Mount Vel'Nar with a legendary hammer, but he still hadn't proved he was the greatest. Uthrail made for the town of Telrain, the hometown of the so called greatest hero in the land, Gladeus.

    Uthrail was welcomed enthusiastically by the city, and when the lord himself came to greet him, Uthrail brought the hammer down on the ground. The hammer split the earth, creating Sorrow's Ravine and bringing Telrain into the core. Uthrail was never heard from again, though people speculate Uthrail made it out of Telrain alive, through the passage to Rytlee. They say he could have possibly had descendants...

    The Battle of Blazing Swords - The Brisin had formed a blockade through the main pass at Solignis to keep the Gargantuan out of the mainland. The Gargantuan eventually arrived in their war mechs, and the Brisin Fire mages were shooting down all their projectiles. The Gargantuan had no choice but the charge and meet the large Brisin army head on.

    The fire mages and dragons melted through the armor of the Gargantuan, and the Brisin army had the Gargantuan at a choke point. Eventually the Brisin beat them back and chased them into their own land.

    The Rebellion of the Eternal Flame - The rebellion began when the king began importing orcs as slaves. Much of Brisingr believed the kingdom should remain free, so they fought back. The army was outnumbered and eventually the king sent the orcs to form their own city called Hylius.
    [​IMG]
    This land used to be a part of Brisingr before a meteor struck. This meteor demolished most of the largest city, Kaasen, and unleashed a terrible cold upon the kingdom. Aurorius was seperated from Brisingr, held apart by the Condensing Point. To this day, Aurorius is a cold and barren place, hosting very few people.
    [​IMG]
    [​IMG]
     
    Last edited: May 20, 2016
  2. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    As you may have noticed, darkness and evil aren't the same. But Eras CAN be evil.
    Eras does anything to protect those he believes to be good. At least, he does in the present.
    In the past, he was very cruel. Eventually, he realised his mistake because the Lost Kingdom tried to destroy his kingdom.
    But at the same time, he regrets destroying the Lost Kingdom, and visits its ruins to pay his respects to the innocent lives he ordered to be destroyed.
    Eras of course has the ability of shooting small bolts of dark energy. These are weaker than the rest of his attacks but are very easy to use and are fast.
    He can shoot powerful lightning, which is more powerful at close range.
    He can fly and teleport.
    He can create a dark aura, which amplifies his powers, shields him from weaker attacks, and absorbs part of larger attacks.
    Possibly my favourite ability, Eras can create clouds of smoke. He can make them cover a large area, direct them to follow a single target, anything.
    Of course, he can use the Dark Script to summon monsters from the Darklands and from around his Void Palace.
    Eras also uses larger versions of his dark bolts which explode but are slower.
    Then there's the beam attack.
    And finally, he creates scythes of darkness, which are also slower than dark bolts but cover a long, thin area. So very nice if you want to slice an enemy in half.
    Fellak: This is the capital of Darklands and also the centre of its trade. Anyone visiting the Darklands will likely come here, if they have been allowed to enter of course. The main resources coming from this place are crops, metals and precious gems. The metals and gemstones mainly come from mines in the Shrouded Peaks, the mountains to the north. Underneath the castle in the centre of the city, where the King lives, is a large Dungeon. This Dungeon has become derelict over the years so it is hard to travel through. Somewhere inside lies a portal to the Wild Lands around the Void Palace where Eras lives with his Cult of Followers. A few villages surround Fellak. The farms are mainly located here.

    The Forest of Nyme: This is a forest in the west of the Darklands. Many of the Cult of Followers come from here. This is because the Wild Lands around the Void Palace are filled with monsters and the people of Nyme are often hunters. Their resources are mainly wood, food and magical items, as they also have more control over magic than the rest of the Darklands. Deep in the forest are monsters of great strength. Only the finest hunters come back with the hide or heads of these monsters.

    Shrouded Peaks: A desolate mountain range covering the entire northern border. Deep within these are caverns which create a maze. Legends say that a direct portal to the Void Palace is located here. A few mining villages are located on the southern side of the mountains. Miners don't go far into these caves for fear of becoming lost. In the caves where the mines are located, signs always point back to the nearest exit. A few trading outposts lie on the main road between the mining villages and Fellak.

    The Swamps of Decay: These swamps have never been explored. Spiders lurk all over the swamp. Nobody knows what lies in the deepest parts. Because of the dangers, little is known about this place.

    Runetrel: A city known for being rich with the imports of other lands. Most who wish to visit the Darklands take a boat to this city rather than the main road to Fellak via Nyme. This town was neutral in the Wars of the Doomed and actually supported both sides, which is why they are so rich.

    The Sea of the Lost: The sea between the Darklands and the Lost Kingdom. In the depths lie the remains of ships from the War of Ruin when the Lost Kingdom failed to invade the Darklands, costing them their entire navy.

    The Lost Kingdom: Nobody except the Gods knew what this Kingdom once was. It is said that they were Godless and wished to prove their worth to Eras. When this failed, they tried to invade the Darklands. Now their Kingdom lies in ruins and even monsters rarely venture into this place.
    [​IMG]
    Key:
    Things which look like hills in the Sea of the Lost - Those are waves. Ik they don't look good, but Brisingr takes up a bit of this map, so I had to make a difference between them.
    Lollipops in the Forest of Nyme - Trees
    Pointy things in the Shrouded Peaks - Mountains
    Pointy things covering several areas, also dotted around the map in some places - Settlements and Outposts
    Three weird things sticking out from one place in the Swamps of Decay - Just some things which are meant to be shrubs to show that that area is swampy.
    Things which even I can't begin to describe in the plains in the center - They're meant to be ruins from the Wars of the Doomed.

    [​IMG]
    Weird things around Matu: Ruins
    Lollipop shaped things: Trees
    Pointy things at the port and ???: Houses
    Dotted line: Road

    Sea of the Lost: The sea between the Darklands and the Lost Kingdom. This isn't the same sea as the one between Aurilon, as the sea south of the Lost Kingdom has not had so many lost things at its bed. Lots of monsters lurk in this sea.

    Port Efram: While this settlement was always small, it didn't ever need to be large. While Runetrel in the Darklands is large, Runetrel has a large population. Efram, on the other hand, has very few houses but instead has a vast fleet. The harbour reaches out far into the sea... or at least it used to. (The harbour itself with all the boats and stuff pretty much stretched across the entire bay it is in)

    The Birthlake: Few now know what this place is. But rumours have spread from those that do that the Lost held their newly born babies in the water to bless them with its power. Nobody knows how or why it was created, and since that includes the Gods (may make an exception for Keila or the Daughters of Storm if I need to) then the Gods cannot have created it for any reason. Now, the area around this lake is becoming overgrown, and the natural beauty of this area is surprising, possibly thanks to the Birthlake itself. The water is said to heal those with diseases or curses and also minor and major wounds.

    ???: Ok, this place I won't reveal anything about. If the characters do go to the Lost Kingdom, they will likely come across this place. And no, this place won't help you to get 100% quest completion.

    Ruins of the City of Matu: If you know the basics of Dark Script, you will know what the name of the city once was: Lost. Nobody knows how the name began, as the Lost do not speak Dark Script. It is possible that Eras gave the name... but why? (This is going to be another mystery I'll leave in the rp. Your characters may work out both of these, though it will likely depend on whether or not something happens in this kingdom). This city was small for a city, around the size of Nyme, as many people lived on the sea their whole lives... and of course many were fighting/raiding Aurilon (I'm guessing that happened from what Aria said).

    Palace of the Lost King: This is possibly the biggest mystery of the whole kingdom. The Lost King's real name was never known... but only one thing was: he was immortal. He never aged, never died and unless there were hundreds of people who looked like him who changed places, which there weren't, then he was the same person through the whole history of the Kingdom of the Lost. Nobody knows how he came to be immortal.
    Teleportation: We know that he is good with teleports, but how good? He can teleport through anything you do. If you teleport away from him, he follows you.
    Shift-Cloning: Basically, he uses his mass to create clones of himself, which are exactly like him in every way, except for size if he wants to larger than his clones, which he never does. And of course, if you kill him, the original Daras, then all of the clones die too. But a shift-clone is just as bad as the original Daras in every way, as they are the same.
    Psychonic Magic: This is possibly the most dangerous things he has. He can listen to stray thoughts with this. But that is just the least of his powers with this magic. He can actually to invade your mind. If a character is trained to protect themselves from this then they are fine. Also, Eras and Gods (not sure about demigods though) are immune to this. As for the draconians, I don't know if they would be able to protect themselves from this.
    Necromancy: While not as dangerous as the Psychonic Magic, necromancy is still very dangerous. Especially when one of the places he is still linked to is the Lost Kingdom, which has lots of dead bodies which have been buried or have rotted over time or sunken into the sea around it. Also, you might want to keep him away from No Man's Land...
    Combat: Daras easily wins non-magical combat.
    The Blockade

    This is when the friendship between the people of Nyme and the people of Fellak was ruined. It all started when Nymian traders found the roads to Fellak fortified. Camps had been made everywhere and stone fortresses were occupied. Soldiers were everywhere. The Nymian authorities were told about the Fellakan Blockade. The armies of Nyme instantly surged forward and actually caught the Fellakans by surprise. The Nymian army wiped out the three northern fortresses and also started to destroy the one nearest to Fellak when the Fellakan army arrived. While the magical prowess of the Nymians was great, it was not strong enough. Once the soldiers from the camps in the southern plains found out about the Nymian army, they joined in the battle. Spells and arrows flew everywhere, swords, lances, axes and spears clashed. Eventually, the Nymian army was forced to retreat, as they were being attacked on two fronts, back into the forest. The Fellakans did not follow them, as they had to repair the damage and prepare for revenge.

    Nymian Army (as a whole) - 100,000 soldiers -> 75,000
    Forest Watch Fortresses (3 fortresses nearest to the Forest of Nyme) - 50,000 soldiers -> 8,000
    North Mining Road Fortress - 30,000 -> 6,000
    Brisingr Road Fortress - 25,000 -> 22,000
    Fellak Guard Fortress - 42,000 -> 28,000
    Fellakan Army (not including fortresses and surrounding camps) - 10,000,000 -> 9,800,000
    (Total Survivors of whole Fellakan army - 9,864,000)
    Other effects on the Wars: Wars started, though unrest had been happening for a while. North and South Forest Watch Fortresses abandoned and soldiers relocated to Central Forest Watch Fortress. North Mining Road Fortress abandoned and soldiers relocated to Central Forest Watch Fortress. Northern part of the Blockade heavily damaged.

    Battle of the Tree Ambush

    Twenty years after the Blockade, the Fellakan Army was better prepared for an attack. But not only that, it was preparing for its own assault. The Fellakan army had met with the Forest Watch, which had been far more than expanded. They then marched into the forest. But once the entire army had entered the forest, they were surrounded by the Nymian Nightblades. The full Nymian army then attacked. After a battle where the Fellakan army could have been destroyed, the Fellakans managed to escape. The Forest Watch helped the retreat but the Nymian army did not leave the forest, as they knew the strength of the Fellakan army. Once back at the capital, the Fellakan General, Cralgas, was awarded the first 'Feligstone Amulet', which is a Fellakan symbol of courage. However, the battle had been a disaster for the Fellakans, though the wars over the next few years would not damage them as much.

    Nymian Army - 470,000 -> 430,000
    Nymian Nightblades - 100,000 -> 95,000
    Forest Watch - 250,000 -> 120,000
    Fellakan Army - 9,940,000 -> 6,150,000
    (Total Survivors of whole Fellakan army - 6,270,000)
    (Total Survivors of whole Nymian army - 525,000)
    Other effects on the Wars: First deployment of the deadly and well-trained, though newly founded, Nymian Nightblades. First time the Feligstone Amulet has been awarded.

    Fire and Anguish

    Countless years later, after so many attempts at different methods of warfare, the Fellakans realised that they could try to destroy the Nymians forever. At worst, the Nymians would be heavily exposed to their attacks. So the Fellakan Army brought forth catapults and loaded them with flaming projectiles. They fired these at the forest, and soon the fires spread. While the area around Nyme had been slightly burnt before the fires were put out with magic, they raged far into the south of the forest. The fires awakened and angered the great Nymian Shadow Spiders. Many of the spiders rushed out of the forest and attacked the nearby Fellakan army. The rest came to Nyme. Though the residents were terrified, these spiders came in peace and offered an alliance so that they could both destroy the Fellakan army. The Fellakan army had been heavily damaged yet again and they retreated quickly. Eventually the spiders following them were destroyed as they managed to reform around the Brisingr Road and Fellak Guard Fortresses.

    Nymian Army - 600,000 -> 550,000
    Fellakan Army - 7,000,000 -> 4,500,000
    Other effects on the Wars: Alliance between Nymian Shadow Spiders and the people of Nyme. Soon after this event, the Spider Cavalry was created.

    Siege on the Forest Watch

    Thirty years later, the people of Nyme were ready. The forest had barely regrown after the fires but they now had the Spider Cavalry, an elite fighting force of Nymians riding the spiders they had recently allied with. At a cold and dark Winter night, they struck the Forest Watch Fortress. The Fortress barely knew what had hit them. The Nymian Nightblades silently took over the fortress and then creeped back into the darkness. The Nymian Army then took over the entire fortress. While a signal had been sent, the Fellakan Army was met by the Spider Cavalry and forced to retreat.

    Nymian Army - 600,000
    Nymian Nightblades - 150,000 -> 125,000
    Spider Cavalry - 50,000 -> 45,000
    Forest Watch Fortress - 200,000 -> 0
    Fellakan Army - 4,600,000 -> 4,250,000
    Other effects on the Wars: Forest Watch wiped out. First time that the Spider Cavalry has been seen by the Fellakan army.

    Tri Battle of the Advancing Decline

    It was just a few months after the Forest Watch had been destroyed. The Nymian army was advancing further and had recently destroyed the last remnants of the old Blockade. Now, they were advancing towards the Brisingr Road Fortress. This time, the fortress was prepared for an attack. The Nymian army used their full might to attack the Brisingr Road Fortress. The Fellakan army itself was confronted by the Spider Cavalry. Soon, the Brisingr Road Fortress had been completely destroyed. At the same time, the Nymian Nightblades were preparing to raid the Mining Outposts in the north when they were attacked from behind by the Dark Knights, the Fellakan horse riders. While the Nymian Nightblades were very hard to kill, they were no match for enemies on horseback. Soon, the Nymian Nightblades had been destroyed forever.

    Nymian Army - 600,000 -> 580,000
    Nymian Nightblades - 125,000 -> 0
    Spider Cavalry - 45,000 -> 35,000
    Fellakan Army - 4,250,000 -> 3,500,000
    Brisingr Road Fortress - 40,000 -> 0
    Dark Knights - 200,000 -> 175,000
    Other effects on the Wars: Complete destruction of the Blockade. Brisingr Road Fortress destroyed. Nymian Nightblades killed and completely disbanded.

    The Battle of Bravery and Retaliation

    Just a year later, the Nymian army had advanced further and was preparing to siege and take the Fellak Guard Fortress. Soon after, it would make the final attack on Fellak itself, where the fate of both peoples would be decided. However, the Fellakan Army had other ideas. First, the Fellak Guard Fortress' soldiers were replaced by a newly made group called the 'Judgement Warriors', for they would decide what would happen next in the war. Secondly, hundreds of barrels of gunpowder was stored in sleeping rooms, store rooms, inside the walls and anywhere they could be hidden. Soon after, the Spider Cavalry appeared. The Judgemental Warriors fought bravely but they all soon fell, except for the captain, who had lit a fuse. A minute before the gunpowder barrels were about to blow up, he ran outside of the fuse room to find the last of his men fall before him. He fought valiantly but even he could not survive for long. But the deed was done. A gigantic explosion ruptured from the depths of the fortress, creating a gigantic hole in the Nymian army, which had now surrounded the fortress. The entire Spider Cavalry was destroyed, ending the last of that monster species. The explosion was so large that it was seen from all of the Darklands. Some around the edges of the other kingdoms claimed to feel a slight tremor but nothing more. The moment the explosion happened, the Fellakan army went into action. The surprised Nymian army were even more surprised when the full force of the Dark Knights bearing down on them. The Nymian army ran back to the forest and that war, the most deadly war in all of the Wars of the Doomed, known as the 'War of Fire and Anguish', as that was how the war started, was finally ended. A Feligstone Amulet was buried in the blast area where the fortress once was to honour the Judgemental Warriors for their great sacrifice.

    Nymian Army - 580,000 -> 150,000
    Spider Cavalry - 35,000 -> 0
    Fellakan Army - 3,500,000
    Dark Knights - 175,000 -> 150,000
    Judgemental Warriors - 50,000 -> 0
    Other effects on the Wars

    The Final Battle

    Many centuries later, and after countless more deaths, the two armies stood next to each, face to face. The Nymian army looked straight into the eyes of the Dark Knights. Behind them was the full might of the Fellakan army. The Dark Knights readied their weapons and were about to charge when a horn sounded from the south. A messenger, surrounded by a small battalion of guards just in case, rushed forward and informed both sides of the threat of the Lost Kingdom. For the first time in countless millennia, an alliance was formed between the two sides.
    Settlement: The Nymians inhabit the Forest of Nyme, the large forest in the west of the Darklands. At the start of the world, the Nymians settled deep inside the forest as they loved nature and its many wonders. They used to live in small huts which surrounded a carved out hole in the ground. The trees would either stop the rain from getting to the hut in the first place or soak up the water to stop the huts from becoming large pools of muddy water. However, once civilisation grew more, as well as the trees themselves, they began to build houses near to the bottom of trees. They liked space and spread houses out across the area of the forest they lived in. As the trees grew, so did the population. More trees were built higher up. But eventually, the population grew larger. The Nymians then created bridges connecting houses at the higher levels of the trees. More houses were built between the older ones. Other Nymians started exploring the forest more and made huts similar, but this time more comfortable, huts to the old ones, with a pit to give a larger space.

    Skills: The Nymians were always very good at hunting. They could easily climb trees and ambush wild animals all over the forest. They mainly hunted with bows, spears and daggers. Bows to shoot from a distance, spears to kill when closer to the prey or to combat the larger monsters of the forest and daggers to carve meat or to throw to wound prey. The Nymians were also powerful in magic, at least after many years. Some say that the forest itself is magical, and that the power of the Nymians grew as they lived around the life force of the forest. Their magic is not dark like Eras, but instead it brings life, so basically is very plant related (Oh God, please don't tell me Ihra is going to settle in Nyme itself... that is, if she survives all of her possible deaths). They are also great healers.

    Population:
    Current Population: 1,000,000
    Size of Armed Forces: 400,000
    Population Capacity of Nyme: 1,500,000
    Their population hasn't fully recovered from the Wars of the Doomed, as there are still many empty and abandoned buildings in Nyme (and well-kept ones planned for the population expansion before the Wars of the Doomed), but they have almost recovered.

    Ruler: Besides being ruled by King Farason II, and of course bowing to Eras, they still have their 'High Lord' title from the Wars of the Doomed, which instead of a necessity to control Nyme, has become more of a ceremonial title, though many believe that the High Lord is a symbol of peace and prosperity. High Lord Breln of House Huvern currently holds the title. The High Lord is chosen from the three main Houses of Nyme: House Huvern, House Jylv and House Xiftol. House Huvern and House Jylv are the two more peaceful Houses, though House Hyvern centres itself more around trade while House Jylv is more centred around developing Nyme. House Xiftol is more centred around armed forces and war, and as you may have guessed was the ruling House at the time of the Wars of the Doomed. They haven't ruled since, but there are rumours that, at the upcoming High Lord House Election, they may come to power again and stirring up the people of Nyme against the draconians.
     
  3. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Minecraft:
    Settlement: The Fellakans live in the central plains of the Darklands. They are considered to be the main people, or clan, as they are the most numerous and the capital is also Fellak. The Fellakans used to live off of farms on the plains, growing crops and raising animals. They also made a few small settlements in the northern mountains, as they needed homes for their miners. They all, however, avoided the Shadow Stone, a spire of rock jutting out from a deep and mysterious pit in the eastern part of the plains. One day, Eras appeared to the Fellakans and said, "The time has come for you to accept a gift I have prepared for you. Go to the Shadow Stone and you will find your gift." Many people then went to the Shadow Stone to see the gift. What they found was a mighty castle. A castle fit for royalty, but they had no royalty. There was a single bridge to the castle. Over the years, they made mighty buildings but made them smaller and smaller, as they did not want the city to be available to those who could afford it, but to everyone who wished to live in the city they would make. But at the start of the building of the city, a young woman gave birth. Eras declared that she would be the Queen of the Darklands. Sadly, she died in childbirth, but she had brought up a King. The baby King was raised in the palace and many wished to serve the baby King. And since then, each King of the Darklands has lived in the castle.

    Skills: The Fellakans have more physical strength than the other peoples of the Darklands. They specialise in mining and farming and also building. They would have to be, as they made the largest city in the Darklands. They gain food from farming. When they fight, they use swords, axes, lances and other heavy weapons. Very few of them have even a small amount of magic, but almost all of those who have had magic have attempted to reach the Void Palace, as they believe that the reason they have magic is to serve Eras, or at least show their gratitude and faith in him.

    Population: 10,000,000
    Size of Armed Forces: 4,000,000
    Population Capacity of Fellak, surrounding areas and Mining Settlements: 12,000,000

    Ruler: The Fellakans have a King. Not only this, but this King rules all of the Darklands. The King has the final decision of the rules put forward by the peoples of Nyme and Runetrel and also decides the rules for his own people. He is also a symbol of power and hope to all of the Darklands. And there have been a few Queens in the past too, though only in more recent years. The castle is so large and tall that all of the royal family live there. And the royal family is VERY large. They have been around for many, many years. I'm not actually sure of the timings and I'm not good at making timings, but the royal family was around when Eras finished creating the castle, which was actually hidden by an illusion while he was constructing it. Since it was so large, Eras took many years creating it and making it perfect, as well as doing his ordinary duties and creating the dungeon underneath the Shadow Stone at the same time. This would have been about a billion years after humans first existed, so imagine all that time the royal family has been there and lived in the castle. A few have of course died for various reasons but still, it is a very large family. So large that you could count the royal family as a fourth people, especially since they have actually mixed a lot with the Nymians and Runetrels. Since the War of Ruin, Eras has visited the Kings and Queens often and given them advice or listened to their ideas or anything else they wish to speak to him about.
    Settlement: The Runetrels used to wander the southern plains and along the coast, making camps everywhere. As civilisation started to grow, they decided to make their own homes. They started making ports, exploring the islands to the south and south-east (I had an idea for something and I needed islands, so I'm going to make an area of islands to the south-east, pretty much south of the Swamps of Decay). They also started fishing and making a town of industry and wealth. The Fellakans, who were starting to see them as a very industrial people and great traders, made a bargain. The Runetrels would make a stone road connecting Fellak and Runetrel. In return, the Runetrels would receive lots of wealth and power. The Runetrels considered the bargain and decided to put another thing into it: they wanted to be under the rule of the King. And they became under the King's rule. The road between the two was built. Later, the Nymians wanted a road and as relations between other kingdoms grew, more roads were built: the one to Nyme was expanded towards Gargantuan and the one connecting the west to east road and the north to south road in the central plains was expanded towards Brisingr. The trade with other kingdoms was increased by the great shipping routes the Runetrels had created. Many Runetrels to this day spend most of their lives at sea.

    Skills: The Runetrels are great traders and know the exact bargain anyone will want and how to make it compatible to the one they want. They are great at building and made the entire road system of the Darklands. Not only that, but they have a vast fleet of warships. The ships have been used many times. Sometimes they were used against small raiding parties of the Lost Kingdom to great effect. Other times they were used to repel the monsters in the Wild Islands, especially to help prevent the possibility of a certain event happening. The Runetrels are also very good fishers.

    Population:
    Current Population: 4,000,000
    Armed Forces: 1,500,000
    Population Capacity: 5,000,000

    Ruler: While they do have a council from different parts of trading which meet at the end of every month and report everything, and the Head Guard also reports to the meeting, the Runetrels follow the King of the Darklands.
    Appearance: From far away, they are hard to see because of their metallic silver colour. They seem to be an ordinary dragon, but are far smaller. Their wings seem to be connected to the whole side of their body, going all the way down to the start of the tail.
    Abilities: Due to the large amounts of metal they consume, their scales are made out of metal and are almost impenetrable. They control powerful winds and can even summon tornados. If they stay in one place, storms appear all around them. They summon a wind aura to shield them from weaker attacks too. Their breath can freeze things, especially water.
    Weaknesses: Their wind aura doesn't actually shield their head or tail. They can be distracted in various, life threatening ways, which stops their concentration on making their wind aura. If their wind aura isn't active, electricity can be used to damage them a lot. Their metallic armour corrodes over time, which can be sped up, and eventually rusts, though they can shed this and create a new coat of armour.

    And here is some stuff on Drakonshades:

    Description: Dark dragonlike creatures. They have hollow but slightly bulging sockets where eyes should be found. In darkness, their dull wings glow with a sickly purple. Their horns are hidden when they are young, but as they grow older and towards their Pure or Decayed hatching, then their purple, sheathed horns start to grow. Their wings usually cloak them but when fighting, they spread them out.
    Abilities: Control of darkness. They can breathe it or just control it around them, but only weakly. The darkness allows them to sense those affected by it wherever they are. The darkness also makes their victims weak, but it doesn't kill them... not quite...
    Weaknesses: Drakonshades are weak to light... normally... hehehe...
    Other notes: If they hatch as Decayed, they will be beyond control and will die over the next few weeks. They will be extremely aggressive and attack anything on sight. They will also look as if they have tried to hatch, as parts of their body will have lost some of their scales and glow golden. Their eyes will also glow red. If they hatch Pure, they will be completely golden. They will gain full control over darkness in ways very similar to Eras. However, a Drakonshade hasn't hatched Pure. Ever. And it was only in the past few tens of the thousands of years that Eras even discovered the hatching process and how it worked.
    So, basically each colour pillar represents a different section of time. I've also given each pillar set a name. Remember that each pillar's time, each 'age', lasts until the event(s) which start the time of the next pillar. Also, I'm not sure what would have been happening at the same time in other kingdoms, except for the red pillar because that was the start of pretty much all the wars to the present day.

    Void Pillars of Desolation - The time (if you can even call this a part of time) when there was only the Void, nothing else... at least as far as most know.
    Gold Pillars of Ascension - The time when the world had come into existence, as well as the Gods of course at some point around/before this time.
    Silver Pillars of Birth - The time when life was created all over the world.
    Royal Pillars of Duality - The time when the Royal Castle appeared to the Fellakans and the first King of the Darklands was born... and other events.
    Pure Pillars of Unison - The time when the three peoples of the Darklands started to link together.
    Blood Pillars of Suffering - The time when the Wars of the Doomed started and also when the War of Ruin happened. This actually carried on, because no other really important events happened, right up to the point when Vesius fell through the rift.
    Unknown Pillars - This is the current 'age'.

    Now, onto the seventh pillars....

    The colour will change. It is hard to say when, but the colour of these pillars will be describable once events start to unfold in a certain way. For example, events to do with Vesius' Fragments which are positive will make the pillar one colour while events to do with Xlentia appearing will make it turn another colour.

    I haven't fully decided on the colours, but... if events turn out for the worst, the pillars will turn purple... that is, if the Void Palace survives long enough.
    Eras is the God of Darkness and he watches over the Darklands.

    He wears black robes. Eras would look like a human if he didn't have black wings on his back. He also carrier a black tome. Though nobody knows, his cover is made out of Voidstone, a strange stone which is found near permanent portals to the Void, and sometimes large temporary ones.

    He has the ability to fire weak dark bolts, slightly more powerful and explosive dark orbs, a dark beam which is very powerful which he charges, a shorter ranged but similar attack called dark lightning, scythes of darkness and he can also teleport, like most, if not all, immortals. OH! And I almost forgot, he can control darkness. He can make a cloud follow people, surround an area with it, anything.

    He can also speak the Dark Script. Only he and Daras know the Dark Script (yes, the people of the Darklands don't speak it. Dark Script is a magical and powerful language), as well as a few people in the Void Palace.

    His tome contains the Dark Script within its pages, though he does know it without the tome. The tome... also contains other things... hehehe.

    Just remembered another thing about Eras, he carries a stone figure, which is identical to the one Idala has.
    Daras is... ehm, I'm going to keep that a secret a while longer... hehehe. But he's also the King of the Lost Kingdom.

    He wears black robes, just like Eras. He looks human, just like Eras. The only difference in these sorts of ways (does that make sense? not sure) is his wing shape. While Eras' wings are fairly spread out like the draconians, his wings are more like a cloak when he isn't flying. He carries two daggers and he always carries a silver phial from Hythania, as well as her spare Portable Alchemy Pot too. The alchemy pot looks a bit like a small urn, with gold lining it with engravings of plants.

    He can teleport. Not only that, but he is really good with them. He does this thing called 'teleport tracing' where he can trace your teleport. Daras is also good with minds, so he can create good telepathic links. Not only that, but he can collect stray thoughts from the air (e.g. you randomly think about a plan to find him. He comes there an hour later, he finds the stray thought, he knows what you thought. But if you keep your thoughts well hidden, then he won't pick up these thoughts). Daras can bring people back from the dead, though not properly. They would only be shadows of their former selves. Daras can also do 'shift cloning', which is where he uses his own mass to create clones of himself. This also shrinks his real self. If a clone dies, he can find it and absorb it. If he dies, the clones die.

    Daras' daggers are black and engraved with all sorts of symbols, but they aren't magical. However, he is very skilled at using them. VERY.

    While Daras isn't as fluent as Eras in the Dark Script, he still knows many words.
    His wounds heal quicker than usual. Surprisingly quick.
    She wears black robes, just like Eras and Daras, but hers have silver tracing patterns all over them. She looks completely human, though she is actually a witch. She carries her Portable Alchemy Pot and several phials:

    Silver Phial - She only has one of these. Daras, as mentioned earlier, also has one. Each phial is half full with a Guidance Potion. Basically, if she or Daras shakes the potion up and down for a few seconds, the phial shaken will lead to the other one. This is in her satchel.

    Green Phial - She has a whole belt full of these. Her belt has 24 of these phials attached to it. Each phial contains a Healing Potion.

    Purple Phial - This is Idala's spare Purify Potion phial. The potion destroys weak curses and slows down the effects of/grants temporary immunity to stronger curses. She carrier this in her satchel.

    Blue Phial - She has one of these. It is more of a small, thin, test tube with a stopper than a bottle. She hides this in her boot. In a last resort, she will drink this. On drinking the contents of the bottle, the drinker (which will almost certainly be her) will be destroyed, except for their soul. The user's soul will be absorbed into Hythania's Black Bracelet. The thing is, she can't use this to trap someone else. If someone else uses it, they will have complete power over her. The only reason she has the potion is if she is going to die anyway, in which case Idala will use the bracelet if she finds it, because of Idala's 'Soul Magic' so she can use her mother to help her even after the time she was likely going to die anyway.

    Second Blue Phial - This is the decoy in case someone who is good at alchemy realises what the blue potion she carries is. Both blue potions are identical. There are no differences. Even the ingredients used are the same. What is the point of having two then? Well, one was made in world, one in the Void. Due to certain ingredients used, which you may be able to guess towards if you think about things in the Void, this affects the potion, but you wouldn't be able to tell unless you drank the potion. The potion makes you feel powerful and see through Hythania's eyes for a single second. Then you dissolve and your soul is absorbed into the Bracelet. And yes, more than one soul can be inside the bracelet, but Hythania has more power than anyone else inside it as she created it. Hythania keeps this in the same boot as the other one.

    These are only the potions she feels she always needs. If she sees an ingredient she may like to keep, she puts it straight into the Portable Alchemy Pot and tests it when she finds something she recognises. Oh yes, and just in case she forgets a recipe, she always keeps her Alchemy Diary with her, which is a small book enchanted to have infinite pages. Which is why she doesn't keep it near Idala, who likes to mess around with it until there are too many pages for Hythania to handle.

    She doesn't have any offensive abilities but is able to cast basic runes and wards, such as shielding from weaker magic for wards and trapping people with runes.

    Her Alchemy Diary is an ordinary looking book bound in leather, and very plain. Inside are all the recipes she has found over many millennia, which is a lot of recipes seeing as she used to explore the Darklands and sometimes Brisingr and the Wild Islands before Idala was born.


    She wears a fairly short, purple dress. If you thought Daras' wings looked like a cloak... well, it is very hard to tell if she actually has wings, but she does. Once again, they are black, though her wings do look slightly purple. She carries a purple phial because of her curse. And her special weapon...

    She controls an interesting type of magic called 'Soul Magic'. This involves using souls to use spells or she can talk to souls. The problem is, this is how her curse started. A soul is basically shadowing her every move, so she can't escape it. And the soul wants control over her. If she doesn't let the soul take control, the soul makes her suffer until she does.

    Idala is also great at making charms. These are items imbued with spells, so she can use certain spells using the items without Soul Magic. However, the charms have a cooldown. The cooldown depends on the spell. Some charms might have a cooldown of 30 minutes, while others will have a cooldown of a year. Yes, a year. It really does depend on the spell. And the spell depends on the power she imbues it with, which does involve Soul Magic, and the material and shape of the charm. She got the knowledge of making charms after she made friends with the soul of a sorcerer who made lots of charms.

    Her special weapon is a... well, that's why it is special. If she fights alongside someone against something/someone, then she can change her weapon into any of their weapons. This is only for weapons, so it doesn't mean that she can copy spells like near or Sir Robert. She usually makes the weapon a sickle to help Hythania with Alchemy, but right now she is using Eras' tome. Speaking of which, she would technically know Dark Script. While she isn't fluent at it, she can just use Eras' tome as a Google Translate which works for sentences. And of course, she knows the contents of the end of the book, just like Eras, though she is too young to understand it.


    Basically, reflections are specific souls related to Soul Magic. Soul Magic users basically use powerful spells with the help of souls. Since souls are extremely hard to destroy, this basically makes a large source of energy, even from one soul. Users can also use souls for information or advice.
    However, you also need a reflection. A reflection is a soul which is permanently connected to you. There are ways to 'disconnect' the reflection:
    1. The user can be killed.
    2. As shown in the rp, a creature such as a shadow with powerful possession abilities can just put the soul into a crystal prison.
    3. The reflection can be replaced if a powerful soul is forced against it. This one is important in two ways.
    4. Other ways are likely possible. I'm guessing the Mizzic Staff (Mythic -> Mizzic, god, what is with me and puns today), since it actually means 'Soul Prison', could in theory be used to disconnect the reflection.
    The reflection is required for soul magic. If you don't have a reflection, you can't use it.
    The reflection can be any soul. As Daras said to Aj, the reflection is just the nearest soul to the person who is born with Soul Magic who is willing to be a reflection. Though of course, they can be replaced easily.
    So they can be bad, like the reflection Aj destroyed. Or they can be good like... well, we might see later in the rp. They can be quiet, they can be active, they can be anyone.
    Of course, an extremely powerful reflection can actually try to take over the user. Which means, if they aren't countered, the user can be destroyed forever and the reflection would use their body.
    Eras - Spell of Creation Rebirth: Remember that Eras used the spell to make the spell which creates monsters come to life? That was this.

    Idala - Soul Oblivion: Idala completely destroys a soul which she chooses. However, there is quite a big downside to this ability. To use it, she has to destroy a soul which she has control of. So basically, she either destroys her own soul or her reflection at random.

    Hythania - Rune Fusion: Hythania fuses together two magical items. Not powerful, but Hythania isn't really good at combat itself.

    Daras - Necroshade: If Daras dies, he can become a sort of ghost infused into someone.

    'Arnold' - Deathswitch Field: Arnold has pretty much the only thing which has a name which completely describes the ability. If someone tries to kill him, he summons five 'Orbs of Doom'. These orbs of energy drop to the ground around him, pretty much creating an area of energy radiation. However, he dies if his killer survives this.
     
  4. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Minecraft:
    Forest Guardians, also known as Vitae and Mors Guardians, are most often found in large forests. They have many powers related to this, one of which being able to mimic their arms using vines. Forest Guardians can use intertwining vines in the forms of hands to help them fight, seize enemies and take things. Forest Guardians also possess the ability of Clairvoyance and Telepathy; being able to link minds with other living beings, and reading their thoughts and memories. A Forest Guardian also possesses healing abilities, being able to heal wounds using their vines to give of the magic. Forest Guardians can grow almost any plant, which is linked to their abilities with vines; this can come in very useful for alchemists, as they can have an abundance of ingredients for their potions.

    Forest Guardians are able to sense the 'Life' of beings nearby, and can tell how healthy the being is by how strong the signal is (example: Someone close to death would give off a weak signal). This is linked with the other form of Forest Guardian, which are Death Guardians. While a Forest Guardian would most commonly use a bow to fight, Death Guardians use scythes to cut down their enemies. Death Guardians have the ability to suck the life from those around them, making them more powerful, as well as killing their foes by sucking all of their life. Death Guardians also have the ability to bring back the dead, either in soul or wholly in body. A Death Guardian can place the soul of a being inside a suitable body, or is able to fully bring them back by replacing the soul in the soul's body.

    Whenever a Forest Guardian uses one of their abilities, depending on how strong it is, their hands and eyes will glow green. Weaker abilities such as growing vines and plants usually only causes the hands to glow green, however stronger abilities such as growing large trees or sucking the life from opponents will cause the eyes to glow green. Whenever a Forest Guardian dies, a large tree will grow where their body lies. Supposedly this makes sure the body is not used for necromantic purposes, or to preserve it, though none of these have been fully confirmed.


    Artemis carries a bow with her with two nature crystals at each limb. These enhance her bow's strength and causes her arrows to fly further. Artemis' bow is named Gaia's Bow, and she can transform it into Gaia's Scythe if she wishes. Gaia's Scythe shares the same crystals as her bow, however they are at the ends of the handle of the scythe. Artemis uses wooden arrows she crafts herself; which are enhanced by the crystals on her bow to make them even sharper.

    Artemis is against the arts of Necromancy, however she can bring back the dead if she wishes. Artemis only brings back the dead if she feels it is necessary, while (she says) necromancy is simply bringing back the dead to help you for selfish reasons.
    Flame Guardians, also known as Ignis Guardians, are often found in or around volcanoes. They have control over fire and lava, and their weapons for attack are claws. Flame Guardians often wear scaled armour, not only offering protection from enemies' attacks, but to also allow them flight using the Magma Boots. Flame Guardians are completely immune to the adverse effects of fire and lava, which allows them to safely monitor the statuses of active volcanoes to make sure they don't explode and cause damage.

    Flame Guardians are often confused with dragons, guarding their respective volcanoes. Their horned helmets and flight often confuse far-off viewers into thinking they're a dragon. Backing up these theories is the fact that Flame Guardians have the ability to breathe fire and spit lava, which is often a last resort if they were unable to attack by normal means.

    Much like other Guardians, their eyes glow whenever they use their abilities. A Flame Guardian's eyes glow orange, and when particularly enraged, their hair is able to ignite. A Flame Guardian often attacks by either charging at their enemy (commonly using their Magma Boots to boost themselves) and slicing with their claws, or hanging back and throwing fireballs. A Flame Guardian is also able to grant their resistance to fire to another being for a period of time, which is often used upon friends of the Guardian to make sure they don't accidentally burn them.


    Abigail uses a special pair of obsidian claws she found in her volcano. (She claims) they were encased within a crystal, which had surfaced in her volcano one day. They're particularly sharp and durable, and can cut deep wounds easily.

    Abigail has also modified her suit of armour using technology from the more modern world. A built in visor, with tracking, lock-on and zooming abilities, headphones and a music device, retractable claws and synthetic dragon wings are a few of the things she's added. The visor is intertwined with Abigail's powers, allowing her to lock on to an opponent. This will cause any fireballs or other ranged attacks to home-in on the target, as well as allowing her to keep an eye on the target from a distance. With the help of the Shadow, Aj, she's also been able to modify the visor to see beings on different layers of reality; allowing her to keep track of invisible opponents.

    Abigail's helmet contains a pair of speakers, which doubles the helmet as a protective pair of headphones. She has a device with a large collection of music attached to her helmet. She can change what music plays using her visor, which allows her to scroll through her collection of music hands-free. The retractable claws were one of Abigail's first additions to her suit, allowing her to easily greet friends without stabbing them in the back (unintentionally), and generally not getting in the way of her normal life. (She claims) that she was not inspired by movies or superheroes, and instead they were inspired by her.

    Abigail's synthetic dragon wings were made with both real and fake dragon parts. The main wings are made of a thick material much like the inside of her suit, however the parts holding them together are made of real dragon bones and scales. Abigail rarely uses the wings, as they function more as a glider than a tool of flight; she uses them with her Magma Boots to help her fly.

    Abigail is also a huge fan of video games; one of her favourites being Super Dragon RPG.
    Aj is an extremely powerful Shadow; a being of darkness itself. he wields a paradoxical weapon called Shadow Katana, a blade that's sharp enough to cut holes in space and time itself.

    As a Shadow, Aj is very weak to light and light magic, sunlight suppressing some of his powers and light magic being able to destroy his physical form easily. However, if Aj is killed, he's not fully dead. He will form a 'shadow crystal', which must be destroyed in order to kill him.

    Aj can possess beings, being able to take control of their bodies and effectively become them. A different version of this, called empowerment, allows the being to use some of Aj's powers as well as replace any wounds they may take with Aj's body. Aj also has an ability called 'shadow vision', which, other than the obvious night vision, allows Aj to see things other being might not be able to. He can see on multiple layers of reality, and example being the ability to see invisible beings or ghosts. Aj also possesses the ability to teleport, and can easily do so between patches of darkness. This means that he is incredibly powerful at night, especially on new moons, where he can easily teleport and make use of his powers.

    Aj's weapon, Shadow Katana, is a paradoxical weapon. This means it is, simply, a paradox. It can cut through essentially anything, including space and time itself, and cannot be destroyed by any magic or physical attack. According to Aj, he never remembers finding it; he just sort of got it at some point.

    Aj has defied the stereotype of Shadows being 'Genocidal Demons' by trying to make friends and suppressing his urges to kill; only killing those who may bring harm to his friends. In doing so, he's become a valuable ally, due to the intimidating fact he's a Shadow, and the fact he can easily take out any enemies he faces.
     
    Last edited: May 20, 2016
  5. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Ancient evils are at our doorstep. When they finally come, my fear is not death; it is to find that truly we were evil this whole time. As much as I have strived to serve my people, this revelation would reveal that the only cause I have believed in is one that would ruin my reputation. Whilst even that is a minor concern, I know not if I will be forgiven after my mistakes.
    I am a dethroned queen, deprived of my throne and my people torn asunder in front of me. I cannot resist, else they will end me. I have been betrayed, all because someone could not realize the mistakes they were making.
    While Oblivion hungers, I starve.
     
    Last edited: Jul 10, 2016
  6. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    10 BP - Dominus Terrae arrives and begins to assert himself.

    9 BP - A coalition is formed between the kingdoms of what is now known as The Wasteland and Dominus Terrae hires several thousand Orc Mercenaries. This eventually leads to starting The War of Empires.

    8 BP - Dominus Terrae obliterates one of the leading kingdoms, forming a massive sinkhole where its capital resided. This sinkhole will later be the foundations for Inner Perniciosa.

    4 BP - The War of Empires comes to a close with the defeat of one of the last fighting kingdoms, the Kingdom of Lipol. The rest of the year is spent negotiating peace with the now ruined kingdoms.

    3 BP - Dominus Terrae continues to assert himself over dissident kingdoms.

    1 BP - The foundations for what would be later known as The Kingdom of Perniciosa is laid down.

    1 AP - The Kingdom of Perniciosa is formally established, with Dominus Terrae as its ruler for life. Dominus Terrae also begins to cut apart the land to form provinces.

    2 AP - Inner Perniciosa is designated as the capital. The secret of airships are brought to light by Dominus Terrae.

    3 AP - A massive famine breaks out, causing mass poverty and starvation. General order begins to break down. Several of the remaining kingdoms declare war on Perniciosia at the height of the famine, starting The Second War of Empires. This time is known as the dark age of Perniciosa.

    13 AP - The War is won by Perniciosa after completely obliterating the belligerent kingdoms.

    15 AP -The Great Famine ends thanks to increased trade and development of the province of Sanctuarium. This leads to the end of the dark age of Perniciosa.

    16 AP -Immigrants and survivors flock from the destroyed kingdoms to Perniciosa, creating a massive boost in manpower. This in turn, leads to a growing economy.

    20 AP - Several airships go missing, and Dominus Terrae leaves unexpectedly, leaving his second in command as ruler of Perniciosa for the time being.

    [​IMG]
    These are the Grand markets, AKA the largest and most prosperous markets in both Inner Perniciosa and Outer Perniciosa. Due to the immense influx of trade, merchants, etc that it receives, trade is strictly regulated, and in every street there are at least two patrols to make sure there are no shady businesses going on.

    The First Grand Market (Maximus Forum I)
    This market is the largest. It contains the only entrance and exit through the Wall of Verum. Because of this, it has the highest amount of profitability rate as it is the first place people visit. Markets here usually contain rare and quality goods that sell for modest prices. The most common commodities sold here are metal works. However, markets here also sell ore, stones, artifacts, relics, weapons, armor, etc. Rent for market stalls here is immense, which means that only the rich, or those who have climbed up the ranks can even hope to set up shop here.

    The Second Grand Market (Maximus Forum II)
    This market is the smallest. It has a high profitability rate compared to other commercial zones, but in comparison to the other Grand Markets, it has a considerably lower rate. This market is usually called "The Peasant's Market" as the rent for market stalls is considerably lower than its counterparts. The most common commodities sold here are food. However, markets here also sell wood, wood works, building materials, etc.

    The Third Grand Market (Maximus Forum III)
    This market is often called "The Rare Market" As the items found here are usually very rare finds. These include magical items, artifacts, relics, special woods and stones, and sometimes even airships, though these are more than rare. This market also by far has the toughest security due to the amount of high-value items being traded here. Other than that, this market is actually pretty normal.
    The Wall of Verum is the massive wall that surrounds Inner Perniciosa. It is said that this was the first thing that Dominus Terrae created in his kingdom. It stands imposingly high, and is almost as tall as the tallest tower in the citadel. It's walls are so thick, that it would take thirty minutes to traverse one side to the other in walking speed. Although it looks like it is made of normal stone bricks, it was actually created using magic stone bricks, designed to withstand heavy punishment. It is a true work of craftsmanship, as every brick fits square where it should be.
    This is The Grand Industry. It is the largest industrial sector in The Wastelands. It is home to innovation and technology. Everyday, hundreds of tonnes of ore are processed through here to support the Perniciosan industry that so heavily relies on it. Everything product that comes out of The Grand Industry has very good quality, and is also in a good quantity.
    The famed Airship docks, where airships are stored, repaired, and sometimes built. (Airships are more commonly built in the Maximus Industria).

    It looks somewhat like this:
    [​IMG]
    Except on top of a massive sinkhole.
    It is the pinnacle of innovation for the kingdom.
    This is the Citadel of Inner Perniciosa. It towers over everything in the city, and just barely the walls. It is constructed with stone bricks and pure emerald bricks. The tallest tower in the citadel has a light that reaches up into the sky infinitely, symbolizing the never-ending lifetime of the kingdom.
    [​IMG]
    Outer Perniciosa is the rest of the Kingdom of Perniciosa. Unlike Inner Perniciosa, Outer Perniciosa is largely rural and poor. It is divided into 13 provinces.

    This province is both a province and a city. It is where Dominus Terrae himself resides, and is a major source of trade. It is extremely wealthy.
    Sanctuarium is one of the only areas in The Wastelands that contains flourishing life. This is due to a spell cast by Dominus Terrae upon carving up the land for his provinces. Its provincial capital is Salvum Caelo. The province is surprisingly rather rich. It is almost the only source of wood and food for Perniciosa outside of foreign trade. It is largely composed of rich plains and dense forests, with occasional hills and mountains. It is a source of major trade due to it being a source of food and other resources that are considered extremely rare in The Wastelands. It is also a popular destination for tourists.
    Palus is one of the only areas in The Wastelands with clean drinking water. This is also due to the spell cast by Dominus Terrae when carving up land. Its provincial capital is Lacus Magni. It is relatively modest. Other than water and food, there is nothing much of interest in the province. It is composed of swamps, lakes, rivers, mangroves, etc.
    Multum Fodienti is the largest and most prosperous of the 7 mining provinces. It is considerable wealthy. Its provincial capital is Foderunt. It is the larger of the two Fodienti provinces. The Fodienti provinces were originally one large province, but Dominus Terrae decided to split it in two so that it did not have enough territorial extent for its people think that they were greater than him. It is largely composed of normal Wasteland plains and mountains. It is the home of several major mining sites.
    Minus Fodienti is the lesser of the two Fodienti provinces. Compared to its larger counterpart, it is relatively modest in wealth. Like its counterpart, it is composed of normal Wasteland plains and mountains. Unlike its counterpart (which exports mostly stone and gravel), it exports some of the most pure ore found in The Wastelands.
    Aes is by far the smallest mining province. Its wealth is quite modest. Its provincial capital is Aurum. It is largely composed of Wasteland plains and hills and occasionally some remains of forests. It is home to the most prominent mining firm in Perniciosa.
    Montis is one of the poorest mining provinces. Crime is rampant, and slave labor (although outlawed by Dominus Terrae) is also not rare. Its provincial capital is Pulvis. It is largely composed of toxic swamps and Wasteland plains. It is known as the more tacky side of Perniciosa. Travelers and tourists alike are advised to avoid Montis in their journeys, as they may get robbed and murdered.
    Argentum is the most dangerous mining province. It is quite modest. It is home to some of the most dangerous landscapes in all of The Wastelands. Its provincial capital is Montem. It is home to some of the most dangerous creatures in The Wastelands. It is largely composed of toxic swamps. Despite the extreme dangers, it is a good mining hotspot, as precious ores have formed at the bottom of the swamps.
    Flos is a rather average mining province. It is very poor. Its provincial capital is Avem. It is largely composed of Mountains and Wasteland Plains. It is also home to a host of toxic yet effective medicinal herbs.
    Debitum is known as "The Loyalist Province" as it is by far the most supportive of Dominus Terrae, as well as being the most loyal to him. It is rather modest. Its provincial capital is Aeris. It is largely composed of Wasteland Plains, Hills, and Mountains. It is a major source of dirt.
    These final three provinces are largely unpopulated. They serve little purpose other than as an example of Dominus Terrae's might and power, as if The Wastelands itself wasn't already an example. They are mostly composed of Wasteland Plains.
     
    Last edited: Sep 28, 2016
  7. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    UPDATED 2/17/17
    Xephyr
    Alice/Alin'raata
    Xlentia
    Virei'tus
    The Hive Master
    The Three Hunters
    Emily
    Sophie
    Milla
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???
    ???

    UPDATED 2/17/17
    Vesius
    Vei
    Ihra
    Riihs
    Tirai
    Feiha
    Nyre
    Tirion
    Lefalya
    A few thousand grunt soldiers
    Dravern
    Eras
    Daras
    Reflet
     
    Last edited: Feb 18, 2017
  8. Eirika & Ephraim

    Eirika & Ephraim Gone Fishing

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    image.gif
    Reflet shitposts loudly.

    Get off my computer, you're gonna mess up the Internet.

    "No lol."

    Don't chu dare upload that file.

    image.png

    NO.

    image.jpeg

    STOP.

    image.jpeg

    MY EYES

    image.jpeg

    *Incoherent screaming*

    Reflet grins loudly. "What if cats had legs."

    Riperonni
     
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  9. Rawb

    Rawb Disciple of Bak'al

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    Damn me, 500 pages and 10k messages.

    @Devourer 15k or bust
     
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  10. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Had to snag the 10k.

    Wait.

    10khype

    Holy crap.
    We actually made it this far.

    Thank you guys so much.
    Seriously.
     
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  11. Rawb

    Rawb Disciple of Bak'al

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    What can I say other than "I'll be snagging 15k and 20k too"
     
  12. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Will have to eventually get used to putting stuff here.
    Then on the main post.
    Yey reduncancy. Time to hunt down every bit of everything I've done at random times.
     
  13. Devourer

    Devourer Lava Warrior VIP+

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    Now I see how much lore I've made... and this isn't even including the hints and stuff I gave you or the stuff I haven't started typing yet...
    Should I post all the hints here btw?
     
  14. Eirika & Ephraim

    Eirika & Ephraim Gone Fishing

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    You should sift through the Void Rift and find anyone who ever said this thread was big or something, and put them here in a spoiler. Our dominace will be complete.

    image.jpeg
     
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  15. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    Heh heh, 'Shadow Realm' is my character's info boxes.

    Clever, you. Clever.
     
  16. Devourer

    Devourer Lava Warrior VIP+

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    The memes are strong in this one...
     
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  17. Eirika & Ephraim

    Eirika & Ephraim Gone Fishing

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    image.jpeg
     
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  18. Devourer

    Devourer Lava Warrior VIP+

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    Meme leads to anger, anger leads to hate, HATE... leads to more meming...
    Much meme I sense in you...
     
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  19. Eirika & Ephraim

    Eirika & Ephraim Gone Fishing

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    image.jpeg
    Lol this thread is already a shit thread
     
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  20. Exvhius

    Exvhius Master of the Forsulyn Mural VIP+

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    Correct.
    (At least put the wall of shit in a spoiler, I was trying to have this be somewhat serious)
    ________________________________
    i cri
     
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