Ire
The Dwarven Brewmaster
- In the world of Shallomhand, magic is bound to the otherworldly realms of the godans. These realms are elemental in nature, though they can leave the bounds of what elements make up the world. To allow a sorcerer to draw power from one of the realms, the mage must wear a piece of jewelry that is magically connected to one of them. These pieces of jewelry, called magical anchors, can be rings, earrings, amulets, necklaces, talismans, or periapts. There is only one lockstone in existence, however, and this rare piece of jewelry is held by Adrasteia.
With various magical anchors available, it is possible for mages to switch from a magical realm to another, altering their known powers to a different element. However, this is extremely dangerous, since study and intelligence is required to dominate each realm to his or her own will. It could take years to be able to call upon a single realm to the best of one's abilities, and to transfer over without practice could cause death or serious injury.
Magical anchors can only call upon a certain number of spells per day, and as such, most sorcerers use their magic sparingly. There are five levels of spells, each varying in power and area affected, and each draining more and more energy from their respective magical anchor.
Level 1: A touch spell that can only affect one individual. Lowers magical anchor spell-percentage by 5%.
Level 2: A target spell that can only fire one projectile and can only affect one individual. Lowers magical anchor spell-percentage by 10%.
Level 3: A target spell that can fire multiple projectiles (maximum of five), and can harm as many individuals as projectiles fired. Lowers magical anchor spell-percentage by 20%.
Level 4: An area of effect spell (minimum of 10 feet; maximum of 50 feet) that harms any individuals caught in the blast radius. Lowers magical anchor spell-percentage by 50%.
Level 5: An area of effect spell (minimum of 51 feet; maximum of 300 feet) that harms any individuals caught in the blast radius. Lowers magical anchor spell-percentage by 100%.
Once the percentage of a magical anchor has been depleted, it will recharge to 100% after a 24-hour period. Level 5 spells have a 50% chance to instantly destroy the magical anchor and harm, or kill, the wearer. - Based on the realms that have been studied and are known to exist, the Pantheon of Shallomhand has devoted its prayer to the godans. Each godan is unique and entirely pure to their specific element.
All realms can summon elementals. Depending on the power of the elemental conjured, the summoning of an elemental will be a level 3-5 spell. Also, no magical anchor can be connected to the Dire realm other than Helkor's Lockstone.
Name of Realm:
Element of Realm:
Name of Ruling Godan:
Magic Description:
The Realms of Magic
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Element of Realm: Fire
Name of Ruling Godan: Ignis
Magic Description: Those who call upon this realm through their magical anchor can cast blasts of fire, create infernos, summon fire elementals, and control wildfires. Weak to water, earth, and evocation magics.
- Element of Realm: Electricity
Name of Ruling Godan: Fulgur
Magic Description: Sorcerers connected to this realm can shoot lightning bolts from the palms of their hands, paralyze opponents due to electrical waves, summon electrical elementals, and manage thunderstorms. Weak to earth, darkness, and evocation magics.
- Element of Realm: Water & Ice
Name of Ruling Godan: Cryo
Magic Description: Sorcerers bound to this realm can morph the element of water between liquid and solid form, thus being able to control water and ice. As such, they can fire forth shards of ice, drown enemies, summon water or ice elementals, and can govern rainstorms and blizzards. Weak to electricity, light, necromancy, and evocation magics.
- Element of Realm: Earth
Name of Ruling Godan: Terracline
Magic Description: This realm allows mages to manipulate earth as a whole. They can form rocks into stone barriers, armor, boulders, golems, and can shift ground to create quicksand, holes, and cracks. They can cause rockslides and can slightly control earthquakes. Weak to water, light, darkness, and evocation magics. - Element of Realm: Air & Wind
Name of Ruling Godan: Aeris
Magic Description: Elementalists of this realm can eradicate oxygen by making oxygen-clearing bubbles (size determines level), create gusts of wind powerful enough to rip flesh, manage tornadoes, send blasts of air at foes that can take them off of their feet, and summon air elementals. Those connected to the realm of Etesia are the only ones who can fly or levitate. Weak to fire, light, darkness, and necromancy magics. - Element of Realm: Nature
Name of Ruling Godan: Botan
Magic Description: Any who connect themselves to this realm are bound to nature itself and all plant and animal life. They can manipulate vegetation, animals, and can create plantlife from nothing. Weak to fire, electricity, darkness, necromancy, and evocation magics. - Element of Realm: Light & Solar
Name of Ruling Godan: Aduro
Magic Description: Being bound to this realm allows the sorcerer the ability to manipulate light, but only by expanding it. Thus, they cannot create darkness. Their powers are enhanced by sunlight, and can use their abilities to blind, burn, and cause mass-generation of cancerous tumors. Light elementals, upon touch, will cause an enemy to become tumorous. Weak to fire, electricity, darkness, and necromancy magics. - Element of Realm: Darkness & Shadows
Name of Ruling Godan: Acerbus
Magic Description: Sorcerers who connect themselves to this realm can manipulate shadows and drain light from an area. Due to these abilities, they can become invisible, they can make it too dark for enemies to naturally see, and can summon darkness elementals that take on a solid, more acidic form of darkness. These acidic blasts can also be sent from the palms of the elementalist's hands. Weak to necromancy, evocation, fire, and electricity magics. - Element of Realm: Healing
Name of Ruling Godan: Vatra
Magic Description: Those whom draw power from the realm of Therapeía are granted the gift of protection. They can mend the wounds of the dying, cure the ailments of the sick and conjure shields to defend the weak. The healing magic from Therapeia has the same potential for all creatures and people; the shields, on the other hand, are extremely weak to Evocation magic.
~Credit to @Valium - Element of Realm: Necromancy
Name of Ruling Godan: Addonexus
Magic Description: Outlawed by the Magisterium, those connected to the realm of Vryko can manipulate dead tissue. As a result, they can bring forth the undead, but only in physical form (zombies and skeletons). Necromancers cannot call forth spirits or wraiths. When controlling undead, the sorcerer creates a hive-mind where he is the controller of all his minions and can command them to any deed he pleases. Necromancers can create golems of dead tissue, and can slowly morph a living being into a zombie if given enough time. Weak to fire, ice, electricity, earth, and evocation magics. - Element of Realm: Evocation
Name of Ruling Godan: Malphas
Magic Description: Also being outlawed by the Magisterium, the realm of Chthon is very similar to Vryko. Whereas necromancers can summon the dead in physical form, evocators can summon the spirits of the dead along with demonic entities. These spiritual beings can only be harmed by air and water magics. Electricity empowers spirits. Demonic entities can take on physical forms if given enough power, and can be some of the most devastating elementals. - Element of Realm: Unknown
Name of Ruling Godan: Unknown
Magic Description: This realm is only known to exist because Helkor's Lockstone is connected to it. The element seems to be a purple fire, or purple energy, and is extremely powerful. It seems to be strong to every known magic, and weak against none of them.
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- In the world of Shallomhand, magic is bound to the otherworldly realms of the godans. These realms are elemental in nature, though they can leave the bounds of what elements make up the world. To allow a sorcerer to draw power from one of the realms, the mage must wear a piece of jewelry that is magically connected to one of them. These pieces of jewelry, called magical anchors, can be rings, earrings, amulets, necklaces, talismans, or periapts. There is only one lockstone in existence, however, and this rare piece of jewelry is held by Adrasteia.
- Shallomhand, Silverdeep particularly, is known for its diverse population. There are many races known to the world and all are playable.
Name of Race:
Race Description:
The Races of Shallomhand
Human Characters
Helkor (Deceased)
Viscount Bharris Del'Kroux
Elf Characters
Orc Characters
~Credit to @G4hardcore
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