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Fantasy To Resurrect The Demon King [LORE]

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MiraAutumn

The Fall Maiden
Lore Completion
The World of Alterra
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[div class=tab]Legends[/div][div class=tab]Races[/div][div class=tab]Magic[/div][/div]

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World seed for map gen: 818717440
Geography
View attachment 613453
The world this roleplay takes place in is known as Alterra. However, considering how large a world is, our story will be focused on a single continent named Chantiel. This continent is located closer to the North Pole of Alterra than the equator, and hence its overall temperature is relatively low throughout the year. Bitter winters tend to be more common than sweltering summers. Within Chantiel lay four respective powers of light:
Each of these produced a hero, which banded together to slay the now non-existent Kingdom of Darkness, Nyctovia. Irdelia, the kingdom which absorbed the ruined land of the fallen kingdom, did not only host a hero, but also the princess of light.

The Kingdom of Rekel
Terrain:

Rekel is a vastly mountainous region, filled with numerous valleys and hills. Many settlements are built to encompass uneven terrain, some towns are even embedded into the sides of mountains. Due to this, the skill level of miners and architects found here are high, with competition always rough for newcomers. Its capital is Chisham, which initially began as a simple settlement in a valley, but has since expanded greatly into the nearby mountains.

Races: Primarily this place is filled with dwarves and halflings, or those that can fit in the small complex caverns that are dotted throughout the kingdom. In the more open areas, beastkin populations thrive, their fur allowing them to settle on high mountain tops.

Rulership:
The dwarven monarchy found here is weak, due to constant poor leadership over the years. The king has been exploited on numerous occassions by the noble houses that should be under him. It is said that the ducal houses are the ones that basically run the country as of late. However, rumours of a coup seem to be rising, perhaps the Monarchy will undergo a sudden change soon, much to the dismay of the exploitative nobles.

Demon King Parts:
Although vague where the exact location is, it is said that the hands of the demon king have been sealed in the wintry northern reaches of the kingdom, whilst the feet are somewhere in the capital.

Other Lore:
  • One of the Kings current mistresses is named Barira Morrowsight, a dwarven seer.
  • There once lived a Necromancer named Duwali, who once brought the Dwarfs to near extinction. Although his ancient spirit was sealed away, there exists the Acolytes of Duwali, a cult dedicated to reviving him.


The Empire of Mehkia
Terrain:

Considering the vast expanse that is the empire of Mehkia, the geography varies greatly throughout. A great deal of woodland lies to the North, but pockets of forests exist throughout the land. Marshland bridges the gap between the center of the empire and the greatest mountain range in the Chantiel continent, Barren Peaks, which is located to the South East and divides Mehkia from Irdelia and Crosite.

Races: Almost all races can be found in Mehkia, considering it is such a central part of the continent. The royal family is human however.

Rulership:
Mehkia contains three countries that have banded together under the banner of the Empire:
  • North Mehkia
  • Central Mehkia
  • West Mehkia
Each of these are ruled by the Emperors children, who are competing for the throne. The eldest prince leads North Mehkia, which is an honour considering that the capital(Ekial) is also located in this region. He is said to be the most benevolent of the children, which is both a blessing and a worry for the people. The Emperors primary residence is located in the capital here, but he moves around often to check on the state of things around the entirety of the empire.

Led by the second prince, Central Mehkia has become a place of entertainment and pleasure. Parties, luxuries and commerce are said to bloom the most here in all of Mehkia, but crime rates are also the highest. Slave trading is most common here, alongside various black market dealings.

West Mehkia is led by the eldest princess, also the overall oldest child, who is known to have a strict justice and law system. Crime rates are lowest here, with many competent guards and knights who take initiative in their work.

Demon King Parts:
Supposedly, the upper torso of the demon king is located somewhere in North Mehkia, whilst the abdomen is found in the far West.

The Kingdom of Irdelia*
Absolute Monarchy
Primarily fae races
Capital = Laufas

The Kingdom of Crosite*
Royal Council
Primarily amphibious races
Capital = Altis

The Fallen Kingdom of Nyctovia
Terrain
:
Nyctovia is located on the south eastern branch off the main body of Irdelia. Although Irdelia has taken over the land in name, due to the barren and tough environment, very little has been done to the area. It has been left in ruins, although considering a decade has passed, civilisation for the dark races has begun slowly rebuilding itself. The area is relatively flat, although barren, with a small amount of forests and hills. Few types of flora can be found here, whereas malicious, carnivorous fauna can be found almost everywhere. Overall, this is a poor place to begin a civilisation, but the fact that the other kingdoms left it alone made up for it, hence causing Nyctovia to thrive in a modest way.

Rulership:
Nyctovia was a safe haven for those abhorred by the races of light, hences its rulers and founders, a family of Demons no less, were regarded incredibly highly. It was not undeserving either, as the royal family ruled with an iron fist, stamping out anything that threatened their fragile home. Although it was shortlived, Nyctovia and the royal family of Demons will go down in history, and are still mourned to this day.

The Demon King:
The ruler and founder of Nyctovia, also a being that is rumoured to have lived for centuries. It was said that only his family knew of his true name, gruesome history or appearance, which were culled a decade ago in order to eradicate his terrible bloodline. He commonly wore incredible feats of armour, appearing almost heavier than the man himself, of intricate designs and dark colours. Due to his helmet, the only visible element of his face were his silver-grey eyes. His charisma and presence was undeniable, even to those that were used to the darkness. As he walked, shadows drifted behind him like a cape, which also showcased his preferred weapon, shadow/dark magic. However, that was not all he had. He could wield both a greatsword and a battleaxe with ease, truly owning up to his title as a harbinger of destruction. It was said that he ascended through the earth as a Greater Demon, bring demonic followers with him.
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The Legend of the Four Heroes
Each hero is a master at wielding their respective element. In that sense, they can be seen as a group of powerful mages, though most utilize some form of weaponry as well.

The hero of fire, was the pride and joy of the kingdom of Rekel. Not only did he bring glory to the land, he also solidified his title as crown prince, being of royal birth. For a long while, his presence returned power briefly to the monarchy, although it did not last long under the rule of his meek father. As the ruler of flames, he was known as a bladedancer, weaving through enemies with ease as he cast his deadly spells and swung his longsword.

The heroine of earth originated from West Mehkia. She was a commoner at birth, but was brought to riches through being chosen as a hero. She was said to be indispensable and a core element to the team, frequently saving her allies from their recklessness with barriers and floors. She wielded an axe that dualed as a hammer, causing tremors with a single swing.

The hero of wind was born in the kingdom of Irdelia. Despite being of lowly birth and having committed numerous crimes throughout his lifetime, which he was excused from after his world-changing deed as a hero, he was a charismatic fellow who kept the team together socially, carefully dodging and mending arguments within the group. It was said that he was light as the wind itself, able to sneak daggers into the necks of his enemies before they could even blink.

The heroine of water hailed from the kingdom of Crosite. She was said to have been a prodigal scholar in history before being called upon as a hero. Her knowledge and wisdom was said to have exploited every weakness in her enemies, the wary eyes behind her spectacles being omniscient. She was known as the sole archer of the group, wielding a bow that shined silver and sapphire. Her arrows were said to fly true, similar in appearance to her water jets.

The princess of light, the youngest royal of Irdelia, was said to have been blessed by the entire pantheon of Gods. Her eyes were said to shine a celestial wisdom no mere mortal could understand. Her holy blessings allowed the heroes to cut through the darkness and counter shadow/dark magic through pure willpower.

The core reason why the heroes suddenly gathered together to slay the Demon King and cull the dark races, was due to a prophecy told by a young prophet. He said that the darkness was growing too powerful, and the Gods would pass divine judgement if they were not slain. Elemental marks were found on each hero, as well as the princess of light, indicating they were the chosen ones. The heroes tore through the peace of Nyctovia, leaving destruction and despair in their wake. When the Demon King was slain, hope drained for the kingdom, but in its place, a thirst for unearthly vengeance.
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Races
Evil/dark races and good/light races have had a bitter hatred for each other as long as anyone can remember. Legends speak of a time when equality abounded and no race was above the other, but those times were buried in ancient history by brutal wars and hatred. A sense of superiority and elitism exists in the good races, thinking that their morals, beliefs and beauty prevail above all any of the evil races could hope to bring. Considering that some evil races have turned to preying on other races did not help the situation, and soon enough the evil races were known as nothing more than inhuman monstrosities. At first, they were simply shunned, but that quickly escalated to being being cast out, and then being killed on the spot or captured for slavery purposes.
The 'Good'*
Light Fae

Elves:
Fairies:

Dwarves:

The 'Evil'
Dark Fae
Dark elves: A mainly humanoid race with long/thin elven ears, typically taller than the average human. Their skin varies greatly in colour, from an unhealthy pale colour to perhaps shades of blue/grey. Their eyes can be any hue, considering the mystical attunement their bodies have. They are known as being cold/cunning by the light races. Elves typically live an extra century compared to humans, so up to or around 200.
  • (+)Slightly less mana consumption when using magic
  • (-)Weak constitutions, more delicate
Pixies: A mainly humanoid race, but much smaller in size. They can appear as big as a mini pillow or as small as the palm of a humans hand. They have sparkly/bright coloured wings similar to fairies, though they are usually red/purple in colour. They are known as being mischievous misfits by the light races. Pixies typically live a shorter lifespan than humans, around 50-60.
  • (+)Slightly less mana consumption when using magic
  • (+)Winged beings, small in size
  • (-)Weak constitutions, more delicate
  • (-)High metabolism, need to eat more often

Undead
A necromantic spell cannot be undone, the creature brought back to life will continue to live until they perish. The more recently dead the corpse, the easier it is to necromance them.
Liches: Although the amount of flesh left on their body may vary, liches are typically skeletal humanoids. Unlike the other undead, they have typically chosen to become an undead or in other words, reach a form of immortality. During the lifetime of whatever race they used to be, they would have dabbled in life magic significantly to have reached this point. Their souls have been bound to a part of their body, which shines an unearthly glow. They may have full re-collection of their past life, but over time this tends to deteriorate.
  • (+)Immortal
  • (+)Significant knowledge of life magic
  • (-)Visible/clear weakpoint, if the body part with the soul bound into it is destroyed, the lich will cease to exist. Any damage done to this area also tends to accelerate their madness.
  • (-)Mad, their minds are naturally unstable after having lived far longer than their race should have, thus they are prone to emotional breakdowns and rampages. Most were already mad in their past lives as well, considering they desired and pursued immortality to such an extent.
Zombies: Recently fallen corpses that have been brought back to life via necromancy. Their flesh slowly rots away until they can no longer move/function and perish. Due to the magic keeping them alive, they can live for 20-30 years, but most are used as expendables in battle. Although the magic cannot prevent their flesh from rotting, it does grant them regenerative properties against external damage. They may have snippets of memories from their past lives, but never anything more.
  • (+)Do not feel pain
  • (+)Can regenerate flesh from cuts, gouges and other wounds.
  • (-)Intelligence deteoriates as they age and rot away
  • (-)Slow movement and reaction times
Skeletals: A rarer subset of the zombies, these are much older corpses that have been brought back to life via complex necromancy. Considering they have no flesh, they are basically immortal. However at the same time, they are very brittle. Their intelligence stays relatively stable throughout their lifetime, but like liches, they can grow insane if having lived for too long. They have no recollection of their past lives.
  • (+)Immortal
  • (+)Relatively stable intelligence
  • (-)Brittle bones
  • (-)Cannot wield heavy weaponry or armour, due to being relatively weak and brittle
Vampires: A humanoid race with pale skin and sharp fangs. Due to their appearance, they can blend into light societies as a human, as long as they hide their fangs. A key trait that can also distinguish vampires from humans, is that their eyes turn crimson/ruby at the sight/scent of blood. Their body temperature also tends to be colder than the average hooman. Vampires survive through drinking blood, from any animal, every 3-4 days. It is said that a sentient races blood tastes the most delicious and contains the greatest variety of flavours, hence why vampires often prey on them. Like elves, they can live up to or around 200. Eating food or drinking liquid they don't need tends to make them feel sick/nauseous. This race is particularly feared/hated by the races of light.
  • (+) Do not require food as sustenance or hydration
  • (+) After drinking blood, gain a minor boost in strength and speed for a few hours
  • (-) Require blood every 3-4 days
  • (-) Naturally indulgent creatures, enjoy drinking and taking more than what they need

Beastkin
Werewolves: A race that can shapeshift between two forms when within moonlight. One form is humanoid, with wolven ears and a tail. The other is a monstrosity, with sharp claws and teeth. A powerful desire to rampage often comes when in this form. In their humanoid form, they can stomach plant sustenance, but prefer meat. They often go around in packs, with a set hierarchy. Werewolves typically live 70-80 years. They are naturally more loyal than most races, mating for life and holding strong bonds with each other.
  • (+) Naturally powerful, though less so in their humanoid forms
  • (+) Loyal in nature
  • (-) Strong desire to rampage in monstrous form
  • (-) Less civilised than other races

Celestial
Fallen Angels
: Angels that have committed a sin and were cast down from the holy celestial plane. Their wings are typically dark in colour and torn apart, the extent of which varies with the amount of time away from heaven. The loss of feathers is inevitable unless they manage to return to their rightful home. They can lack pupils or have theirs dilate, ruining the harmonious appearance of angels one might have expected from them. An angel that has been lost to madness may have cracks on their skin that glow an ominous colour. These can be referred to as Mad/Lost Angels.
  • (+) Immortal
  • (+) Capable of flight during the earlier stages of their time on Alterra, before their wings deteriorate
  • (-) Like liches, madness consumes them the longer they live on Alterra due to not being in their rightful home. They become more prone to emotional breakdowns and rampages, whilst often being erratic in emotions.
  • (-) Poor compatibility with magic of the mortal plane. Although they can use it, they struggle to control it due to the interference of their holy heritage.
Demons: Sinful beings that have risen from hell to the mortal plane. Due to how much these can vary in appearance, it is difficult to give an accurate description of them. Some have horns, some have wings, some have tails, some have claws, some have sharp fangs, some have oddly coloured skin(grey/red/purple/blue), some have no pupils, etc.
  • (+) Typically born with weaponry on their bodies, proving a distinct advantage in combat.
  • (-) Poor compatibility with magic of the mortal plane. Although they can use it, they struggle to control it due to the interference of their demonic heritage. It was said that even the demon king occasionally struggled with this.
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Magic
Magic is the ability to do things otherwise not mortally possible through the usage of mana, which is found sleeping within an individuals body. Mana is directly connected to both an individuals energy level and lifeforce. If one begins to run low on mana, they will grow weary and feel faint. If one runs out of mana, they will die. Usually this doesn't occur, considering the individual typically faints first due to low energy levels.

To awaken ones mana and begin to feel it circulating around ones body for the first time, someone with prior knowledge of magic must first forcibly awaken it within them. Rarely, there are other ways to awaken it, for example extreme emotion or pain, but they are no where near as common.

Individuals cannot immediately start throwing out fireballs and the like once they have awakened, they must first learn how to circulate the mana around their body, feel the presence of the new substance and manipulate it, as well as learn about the three types of utilizing mana to create magic. Due to the complexities of this subject, most learn magic through tutorship/schooling. Magic is a part of the school curriculum, so most know how to use it at a basic level.

There are an incredible variety of magic types out there. Ones that focus on the elements, fire, water, lightning, earth, wind, metal, ice, nature, light, shadow/dark, ones that are more obscure, portalcrafting, illusions, clairvoyance, blood magic, life magic(healing&necromancy) etc.

Chanting
The usage of speaking an ancient language, its native speakers long since disappeared, to summon feats of nature.
  • (+) Does not require equipment, rather simple focus/concentration and a clear mind
  • (+) Easiest to use of the three, considering you don't need to remember complex runes/drawings
  • (+) Versatile, can relatively easily modify a word or two of the spell to change the outcome
  • (-) Takes time to build up the spell, the more complex/powerful the spell the longer the incantation
  • (-) Voice must be clearly audible to ones own ears for the spell to build
  • (-) Consumes a significant amount of mana at once
  • (-) Cannot summon living entities
  • (-) Limited power level of spells
Runes
The usage of writing an ancient language to summon feats of nature. By inscribing letters onto a weapon/tool/object through the usage of mana quills, one can create ready-made spells for immediate use. These require mana to be poured into them via touch for activation. Mana quills are expensive and delicate, but unless they break, they can stay with you for a lifetime. The 'ink' they use is of course, your mana. No, you do not need to stab yourself with the quill, you simply circulate your mana through your arm, hand and fingertips to reach the quill. Magic tools are common in every day use, e.g. firestarters, sprinklers, etc.
  • (+) Quickest activation time. In battles/every day use, this is indispensable
  • (+) Requires not as much mana for activation as chanting
  • (-) Require touch for activation/mana pouring
  • (-) Unable to modify on the spot, must be re-written
  • (-) Cannot summon living entities
  • (-) Limited power level of spells
Magic Circles
The most complex and rarest of three, utilizing magic circles requires you to have an extensive knowledge of runes fundamentally. It takes years of practice to be able to draw/memorise circle formations and runic layouts. However, this is the only form of magic that allows you to summon living creatures or use the most powerful of spells(disaster/cataclysmic level, e.g. setting an entire town on fire at once, sending out a tsunami, etc). Due to the severity of these spells, they are banned throughout the continent, unless given express permission from a royal.
  • (+) Can summon living entities
  • (+) Highest power scope of all spells
  • (-) Longest activation time
  • (-) Greatest mana consumption, typically even multiple peoples worth of mana
  • (-) Unable to modify easily
  • (-) Requires touch for activation/mana pouring
Attunements
(A concept that I've been playing around with for a while, if enough say it doesn't make sense/they don't like it I can remove it.)
Attunements indicate an individuals unity/bond with a particular school of magic. Everyone is born with the attunements of their vessel, and cannot be altered throughout their lifetime. They are typically revealed once their mana has been 'awakened' using an orb found in most schools teaching magic. All attunements that people are born with are balanced. For example, if one has a high attunement to something, they will undoubtedly have a low attunement to something as well. There will always be an even amount on both sides of the 'high' and 'low' spectrum. Your character could even be born with no attunements if desired. The higher the attunement, the easier it is to tap into and use the magic specified, but also increase their susceptibility to that magic. For example:
  • A high attunement to fire magic indicates that an individual can create and manipulate flames more easily, but they also become easier to burn by said flames/high temperatures. A low attunement would mean that they find it more difficult to summon flames and manipulate them, but can withstand flames/high temperatures easier.
  • A high attunement to illusion magic indicates that an individual can create more believable and intricate illusions for the senses, but are easier to trick by said illusions. They see illusions more realistically than perhaps another. A low attunement to illusion magic means that they find it harder to create believable illusions, but their minds are also not as easily tricked by illusions.
It is also not uncommon for highly attuned individuals to show signs of their school of magic.
  • A high attunement to fire magic could lead to a higher overall body temperature/greater usage of oxygen.
  • A high attunement to wind magic could lead to a more light-footed/easier to displace body.
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[/div]
World seed for map gen: 818717440
Geography
1565277503890.png
The world this roleplay takes place in is known as Alterra. However, considering how large a world is, our story will be focused on a single continent named Chantiel. This continent is located closer to the North Pole of Alterra than the equator, and hence its overall temperature is relatively low throughout the year. Bitter winters tend to be more common than sweltering summers. Within Chantiel lay four respective powers of light:
  • The Kingdom of Rekel - The Rekelian Kingdom
  • The Empire of Mehkia - The Mehkian Empire
  • The Kingdom of Irdelia - The Irdelian Kingdom
  • The Kingdom of Crosite - The Crositel Kingdom
Each of these produced a hero, which banded together to slay the now non-existent Kingdom of Darkness, Nyctovia. Irdelia, the kingdom which absorbed the ruined land of the fallen kingdom, did not only host a hero, but also the princess of light.

The Kingdom of Rekel
Terrain:

Rekel is a vastly mountainous region, filled with numerous valleys and hills. Many settlements are built to encompass uneven terrain, some towns are even embedded into the sides of mountains. Due to this, the skill level of miners and architects found here are high, with competition always rough for newcomers. Its capital is Chisham, which initially began as a simple settlement in a valley, but has since expanded greatly into the nearby mountains.

Races: Primarily this place is filled with dwarves and halflings, or those that can fit in the small complex caverns that are dotted throughout the kingdom. In the more open areas, beastkin populations thrive, their fur allowing them to settle on high mountain tops.

Rulership:
The dwarven monarchy found here is weak, due to constant poor leadership over the years. The king has been exploited on numerous occassions by the noble houses that should be under him. It is said that the ducal houses are the ones that basically run the country as of late. However, rumours of a coup seem to be rising, perhaps the Monarchy will undergo a sudden change soon, much to the dismay of the exploitative nobles.

Demon King Parts:
Although vague where the exact location is, it is said that the hands of the demon king have been sealed in the wintry northern reaches of the kingdom, whilst the feet are somewhere in the capital.

Other Lore:
  • One of the Kings current mistresses is named Barira Morrowsight, a dwarven seer.
  • There once lived a Necromancer named Duwali, who once brought the Dwarfs to near extinction. Although his ancient spirit was sealed away, there exists the Acolytes of Duwali, a cult dedicated to reviving him.


The Empire of Mehkia
Terrain:

Considering the vast expanse that is the empire of Mehkia, the geography varies greatly throughout. A great deal of woodland lies to the North, but pockets of forests exist throughout the land. Marshland bridges the gap between the center of the empire and the greatest mountain range in the Chantiel continent, Barren Peaks, which is located to the South East and divides Mehkia from Irdelia and Crosite.

Races: Almost all races can be found in Mehkia, considering it is such a central part of the continent. The royal family is human however.

Rulership:
Mehkia contains three countries that have banded together under the banner of the Empire:
  • North Mehkia
  • Central Mehkia
  • West Mehkia
Each of these are ruled by the Emperors children, who are competing for the throne. The eldest prince leads North Mehkia, which is an honour considering that the capital(Ekial) is also located in this region. He is said to be the most benevolent of the children, which is both a blessing and a worry for the people. The Emperors primary residence is located in the capital here, but he moves around often to check on the state of things around the entirety of the empire.

Led by the second prince, Central Mehkia has become a place of entertainment and pleasure. Parties, luxuries and commerce are said to bloom the most here in all of Mehkia, but crime rates are also the highest. Slave trading is most common here, alongside various black market dealings.

West Mehkia is led by the eldest princess, also the overall oldest child, who is known to have a strict justice and law system. Crime rates are lowest here, with many competent guards and knights who take initiative in their work.

Demon King Parts:
Supposedly, the upper torso of the demon king is located somewhere in North Mehkia, whilst the abdomen is found in the far West.

The Kingdom of Irdelia*
Absolute Monarchy
Primarily fae races
Capital = Laufas

The Kingdom of Crosite*
Royal Council
Primarily amphibious races
Capital = Altis

The Fallen Kingdom of Nyctovia
Terrain
:
Nyctovia is located on the south eastern branch off the main body of Irdelia. Although Irdelia has taken over the land in name, due to the barren and tough environment, very little has been done to the area. It has been left in ruins, although considering a decade has passed, civilisation for the dark races has begun slowly rebuilding itself. The area is relatively flat, although barren, with a small amount of forests and hills. Few types of flora can be found here, whereas malicious, carnivorous fauna can be found almost everywhere. Overall, this is a poor place to begin a civilisation, but the fact that the other kingdoms left it alone made up for it, hence causing Nyctovia to thrive in a modest way.

Rulership:
Nyctovia was a safe haven for those abhorred by the races of light, hences its rulers and founders, a family of Demons no less, were regarded incredibly highly. It was not undeserving either, as the royal family ruled with an iron fist, stamping out anything that threatened their fragile home. Although it was shortlived, Nyctovia and the royal family of Demons will go down in history, and are still mourned to this day.

The Demon King:
The ruler and founder of Nyctovia, also a being that is rumoured to have lived for centuries. It was said that only his family knew of his true name, gruesome history or appearance, which were culled a decade ago in order to eradicate his terrible bloodline. He commonly wore incredible feats of armour, appearing almost heavier than the man himself, of intricate designs and dark colours. Due to his helmet, the only visible element of his face were his silver-grey eyes. His charisma and presence was undeniable, even to those that were used to the darkness. As he walked, shadows drifted behind him like a cape, which also showcased his preferred weapon, shadow/dark magic. However, that was not all he had. He could wield both a greatsword and a battleaxe with ease, truly owning up to his title as a harbinger of destruction. It was said that he ascended through the earth as a Greater Demon, bring demonic followers with him.

The Legend of the Four Heroes
Each hero is a master at wielding their respective element. In that sense, they can be seen as a group of powerful mages, though most utilize some form of weaponry as well.

The hero of fire, was the pride and joy of the kingdom of Rekel. Not only did he bring glory to the land, he also solidified his title as crown prince, being of royal birth. For a long while, his presence returned power briefly to the monarchy, although it did not last long under the rule of his meek father. As the ruler of flames, he was known as a bladedancer, weaving through enemies with ease as he cast his deadly spells and swung his longsword.

The heroine of earth originated from West Mehkia. She was a commoner at birth, but was brought to riches through being chosen as a hero. She was said to be indispensable and a core element to the team, frequently saving her allies from their recklessness with barriers and floors. She wielded an axe that dualed as a hammer, causing tremors with a single swing.

The hero of wind was born in the kingdom of Irdelia. Despite being of lowly birth and having committed numerous crimes throughout his lifetime, which he was excused from after his world-changing deed as a hero, he was a charismatic fellow who kept the team together socially, carefully dodging and mending arguments within the group. It was said that he was light as the wind itself, able to sneak daggers into the necks of his enemies before they could even blink.

The heroine of water hailed from the kingdom of Crosite. She was said to have been a prodigal scholar in history before being called upon as a hero. Her knowledge and wisdom was said to have exploited every weakness in her enemies, the wary eyes behind her spectacles being omniscient. She was known as the sole archer of the group, wielding a bow that shined silver and sapphire. Her arrows were said to fly true, similar in appearance to her water jets.

The princess of light, the youngest royal of Irdelia, was said to have been blessed by the entire pantheon of Gods. Her eyes were said to shine a celestial wisdom no mere mortal could understand. Her holy blessings allowed the heroes to cut through the darkness and counter shadow/dark magic through pure willpower.

The core reason why the heroes suddenly gathered together to slay the Demon King and cull the dark races, was due to a prophecy told by a young prophet. He said that the darkness was growing too powerful, and the Gods would pass divine judgement if they were not slain. Elemental marks were found on each hero, as well as the princess of light, indicating they were the chosen ones. The heroes tore through the peace of Nyctovia, leaving destruction and despair in their wake. When the Demon King was slain, hope drained for the kingdom, but in its place, a thirst for unearthly vengeance.

Races
Evil/dark races and good/light races have had a bitter hatred for each other as long as anyone can remember. Legends speak of a time when equality abounded and no race was above the other, but those times were buried in ancient history by brutal wars and hatred. A sense of superiority and elitism exists in the good races, thinking that their morals, beliefs and beauty prevail above all any of the evil races could hope to bring. Considering that some evil races have turned to preying on other races did not help the situation, and soon enough the evil races were known as nothing more than inhuman monstrosities. At first, they were simply shunned, but that quickly escalated to being being cast out, and then being killed on the spot or captured for slavery purposes.
The 'Good'*
Light Fae

Elves:
Fairies:

Dwarves:

The 'Evil'
Dark Fae
Dark elves: A mainly humanoid race with long/thin elven ears, typically taller than the average human. Their skin varies greatly in colour, from an unhealthy pale colour to perhaps shades of blue/grey. Their eyes can be any hue, considering the mystical attunement their bodies have. They are known as being cold/cunning by the light races. Elves typically live an extra century compared to humans, so up to or around 200.
  • (+)Slightly less mana consumption when using magic
  • (-)Weak constitutions, more delicate
Pixies: A mainly humanoid race, but much smaller in size. They can appear as big as a mini pillow or as small as the palm of a humans hand. They have sparkly/bright coloured wings similar to fairies, though they are usually red/purple in colour. They are known as being mischievous misfits by the light races. Pixies typically live a shorter lifespan than humans, around 50-60.
  • (+)Slightly less mana consumption when using magic
  • (+)Winged beings, small in size
  • (-)Weak constitutions, more delicate
  • (-)High metabolism, need to eat more often

Undead
A necromantic spell cannot be undone, the creature brought back to life will continue to live until they perish. The more recently dead the corpse, the easier it is to necromance them.
Liches: Although the amount of flesh left on their body may vary, liches are typically skeletal humanoids. Unlike the other undead, they have typically chosen to become an undead or in other words, reach a form of immortality. During the lifetime of whatever race they used to be, they would have dabbled in life magic significantly to have reached this point. Their souls have been bound to a part of their body, which shines an unearthly glow. They may have full re-collection of their past life, but over time this tends to deteriorate.
  • (+)Immortal
  • (+)Significant knowledge of life magic
  • (-)Visible/clear weakpoint, if the body part with the soul bound into it is destroyed, the lich will cease to exist. Any damage done to this area also tends to accelerate their madness.
  • (-)Mad, their minds are naturally unstable after having lived far longer than their race should have, thus they are prone to emotional breakdowns and rampages. Most were already mad in their past lives as well, considering they desired and pursued immortality to such an extent.
Zombies: Recently fallen corpses that have been brought back to life via necromancy. Their flesh slowly rots away until they can no longer move/function and perish. Due to the magic keeping them alive, they can live for 20-30 years, but most are used as expendables in battle. Although the magic cannot prevent their flesh from rotting, it does grant them regenerative properties against external damage. They may have snippets of memories from their past lives, but never anything more.
  • (+)Do not feel pain
  • (+)Can regenerate flesh from cuts, gouges and other wounds.
  • (-)Intelligence deteoriates as they age and rot away
  • (-)Slow movement and reaction times
Skeletals: A rarer subset of the zombies, these are much older corpses that have been brought back to life via complex necromancy. Considering they have no flesh, they are basically immortal. However at the same time, they are very brittle. Their intelligence stays relatively stable throughout their lifetime, but like liches, they can grow insane if having lived for too long. They have no recollection of their past lives.
  • (+)Immortal
  • (+)Relatively stable intelligence
  • (-)Brittle bones
  • (-)Cannot wield heavy weaponry or armour, due to being relatively weak and brittle
Vampires: A humanoid race with pale skin and sharp fangs. Due to their appearance, they can blend into light societies as a human, as long as they hide their fangs. A key trait that can also distinguish vampires from humans, is that their eyes turn crimson/ruby at the sight/scent of blood. Their body temperature also tends to be colder than the average hooman. Vampires survive through drinking blood, from any animal, every 3-4 days. It is said that a sentient races blood tastes the most delicious and contains the greatest variety of flavours, hence why vampires often prey on them. Like elves, they can live up to or around 200. Eating food or drinking liquid they don't need tends to make them feel sick/nauseous. This race is particularly feared/hated by the races of light.
  • (+) Do not require food as sustenance or hydration
  • (+) After drinking blood, gain a minor boost in strength and speed for a few hours
  • (-) Require blood every 3-4 days
  • (-) Naturally indulgent creatures, enjoy drinking and taking more than what they need

Beastkin
Werewolves: A race that can shapeshift between two forms when within moonlight. One form is humanoid, with wolven ears and a tail. The other is a monstrosity, with sharp claws and teeth. A powerful desire to rampage often comes when in this form. In their humanoid form, they can stomach plant sustenance, but prefer meat. They often go around in packs, with a set hierarchy. Werewolves typically live 70-80 years. They are naturally more loyal than most races, mating for life and holding strong bonds with each other.
  • (+) Naturally powerful, though less so in their humanoid forms
  • (+) Loyal in nature
  • (-) Strong desire to rampage in monstrous form
  • (-) Less civilised than other races

Celestial
Fallen Angels
: Angels that have committed a sin and were cast down from the holy celestial plane. Their wings are typically dark in colour and torn apart, the extent of which varies with the amount of time away from heaven. The loss of feathers is inevitable unless they manage to return to their rightful home. They can lack pupils or have theirs dilate, ruining the harmonious appearance of angels one might have expected from them. An angel that has been lost to madness may have cracks on their skin that glow an ominous colour. These can be referred to as Mad/Lost Angels.
  • (+) Immortal
  • (+) Capable of flight during the earlier stages of their time on Alterra, before their wings deteriorate
  • (-) Like liches, madness consumes them the longer they live on Alterra due to not being in their rightful home. They become more prone to emotional breakdowns and rampages, whilst often being erratic in emotions.
  • (-) Poor compatibility with magic of the mortal plane. Although they can use it, they struggle to control it due to the interference of their holy heritage.
Demons: Sinful beings that have risen from hell to the mortal plane. Due to how much these can vary in appearance, it is difficult to give an accurate description of them. Some have horns, some have wings, some have tails, some have claws, some have sharp fangs, some have oddly coloured skin(grey/red/purple/blue), some have no pupils, etc.
  • (+) Typically born with weaponry on their bodies, proving a distinct advantage in combat.
  • (-) Poor compatibility with magic of the mortal plane. Although they can use it, they struggle to control it due to the interference of their demonic heritage. It was said that even the demon king occasionally struggled with this.

Magic
Magic is the ability to do things otherwise not mortally possible through the usage of mana, which is found sleeping within an individuals body. Mana is directly connected to both an individuals energy level and lifeforce. If one begins to run low on mana, they will grow weary and feel faint. If one runs out of mana, they will die. Usually this doesn't occur, considering the individual typically faints first due to low energy levels.

To awaken ones mana and begin to feel it circulating around ones body for the first time, someone with prior knowledge of magic must first forcibly awaken it within them. Rarely, there are other ways to awaken it, for example extreme emotion or pain, but they are no where near as common.

Individuals cannot immediately start throwing out fireballs and the like once they have awakened, they must first learn how to circulate the mana around their body, feel the presence of the new substance and manipulate it, as well as learn about the three types of utilizing mana to create magic. Due to the complexities of this subject, most learn magic through tutorship/schooling. Magic is a part of the school curriculum, so most know how to use it at a basic level.

There are an incredible variety of magic types out there. Ones that focus on the elements, fire, water, lightning, earth, wind, metal, ice, nature, light, shadow/dark, ones that are more obscure, portalcrafting, illusions, clairvoyance, blood magic, life magic(healing&necromancy) etc.

Chanting
The usage of speaking an ancient language, its native speakers long since disappeared, to summon feats of nature.
  • (+) Does not require equipment, rather simple focus/concentration and a clear mind
  • (+) Easiest to use of the three, considering you don't need to remember complex runes/drawings
  • (+) Versatile, can relatively easily modify a word or two of the spell to change the outcome
  • (-) Takes time to build up the spell, the more complex/powerful the spell the longer the incantation
  • (-) Voice must be clearly audible to ones own ears for the spell to build
  • (-) Consumes a significant amount of mana at once
  • (-) Cannot summon living entities
  • (-) Limited power level of spells
Runes
The usage of writing an ancient language to summon feats of nature. By inscribing letters onto a weapon/tool/object through the usage of mana quills, one can create ready-made spells for immediate use. These require mana to be poured into them via touch for activation. Mana quills are expensive and delicate, but unless they break, they can stay with you for a lifetime. The 'ink' they use is of course, your mana. No, you do not need to stab yourself with the quill, you simply circulate your mana through your arm, hand and fingertips to reach the quill. Magic tools are common in every day use, e.g. firestarters, sprinklers, etc.
  • (+) Quickest activation time. In battles/every day use, this is indispensable
  • (+) Requires not as much mana for activation as chanting
  • (-) Require touch for activation/mana pouring
  • (-) Unable to modify on the spot, must be re-written
  • (-) Cannot summon living entities
  • (-) Limited power level of spells
Magic Circles
The most complex and rarest of three, utilizing magic circles requires you to have an extensive knowledge of runes fundamentally. It takes years of practice to be able to draw/memorise circle formations and runic layouts. However, this is the only form of magic that allows you to summon living creatures or use the most powerful of spells(disaster/cataclysmic level, e.g. setting an entire town on fire at once, sending out a tsunami, etc). Due to the severity of these spells, they are banned throughout the continent, unless given express permission from a royal.
  • (+) Can summon living entities
  • (+) Highest power scope of all spells
  • (-) Longest activation time
  • (-) Greatest mana consumption, typically even multiple peoples worth of mana
  • (-) Unable to modify easily
  • (-) Requires touch for activation/mana pouring
Attunements
(A concept that I've been playing around with for a while, if enough say it doesn't make sense/they don't like it I can remove it.)
Attunements indicate an individuals unity/bond with a particular school of magic. Everyone is born with the attunements of their vessel, and cannot be altered throughout their lifetime. They are typically revealed once their mana has been 'awakened' using an orb found in most schools teaching magic. All attunements that people are born with are balanced. For example, if one has a high attunement to something, they will undoubtedly have a low attunement to something as well. There will always be an even amount on both sides of the 'high' and 'low' spectrum. Your character could even be born with no attunements if desired. The higher the attunement, the easier it is to tap into and use the magic specified, but also increase their susceptibility to that magic. For example:
  • A high attunement to fire magic indicates that an individual can create and manipulate flames more easily, but they also become easier to burn by said flames/high temperatures. A low attunement would mean that they find it more difficult to summon flames and manipulate them, but can withstand flames/high temperatures easier.
  • A high attunement to illusion magic indicates that an individual can create more believable and intricate illusions for the senses, but are easier to trick by said illusions. They see illusions more realistically than perhaps another. A low attunement to illusion magic means that they find it harder to create believable illusions, but their minds are also not as easily tricked by illusions.
It is also not uncommon for highly attuned individuals to show signs of their school of magic.
  • A high attunement to fire magic could lead to a higher overall body temperature/greater usage of oxygen.
  • A high attunement to wind magic could lead to a more light-footed/easier to displace body.
 
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