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Fantasy ভূমিকম্পের গল্প (Tale of Cantio) - Mechanics & History

MsPolite

The Ass Kicking Beast woman

  • আত্মা is mana. The life essence of all living things. But only a few have been bestowed with enough mana to manipulate it.

    Mana Energy- Is a hard light that can be transformed into any of the elements and combined to make more. Hard light properties are able to charge items that require Energy and can be used to make novice spell that can negate most other spells regardless for the element and to harm others through force. Energy does not burn nor freezes. Is not hot or cool, does not produce wind or break objects. It is a Force.
    Elemental chart.png
    Mechanics of Basic Magic
    Magic is a complicated process which one transforms and manipulates raw mana energy into various forms and elements then wills it into being. Each element has a particular emotion attached to it that helps will a spell into being. Fire based spells rely more on anger.
    Water based spells rely on sadness. Air based spells rely on fear. And Earth based spells rely on joy. Tapping into these emotions is essential when performing spells, but be warned, being overly emotional will allow a spellcaster to lose control and too little the spell will not perform.
    fb6f1939faccced2e8c7d0aff3138714.jpg
    Combinations
    • Fire/Water
      • Alcohol & Steam
    • Air/Earth
      • Poison & Sand
    • Fire/Earth
      • Explosion & Magma
    • Water/Air
      • Ice & Mist
    • Water/Earth
      • Mud/swamp
    • Fire/Air
      • Lightning
    Relations of Elements

    - Fire > Earth > Air > Water> Fire

    - Water = Earth & Fire = Air

    - Darkness/Light > Energy

    Spell Types

    -Offensive: Spells aimed to directly harm or destroy things or people.
    -Defensive: Spells aimed to Directly protect things or people from harm.
    -Alteration: Spells made to alter one's surroundings or objects, or people.
    -Illusion: Spells made to deceive or alter one’s or another's senses.
    -Healing: Incantations used to mend wounded lives or empower them.
    -Sealing: Hexes used to restrain, capture or incapacitate.
    -Summoning: runes carved to call forth otherworldly beings, or infuse a soul fragment to an inanimate object.
    -Transport: To be able to move from point a to point b as quick or easily as possible.

    Now in order to perform Elemental magic, one must call out its name in the ancient tongue of control. For example if one wants to produce a fire, one must say আগুন. When said the word will manifest itself as written mana spewing from your mouth. Then one must will it to you catalyst in order to produce a flame. Of course chaining multiple words will provide for more complex spells, such as
    আগুন বিস্ফোরণ, which is a means fire blast and allows the user to blast fire to a given location.

    Spell Types

    -Offensive: Spells aimed to directly harm or destroy things or people.
    -Defensive: Spells aimed to Directly protect things or people from harm.
    -Alteration: Spells made to alter one's surroundings or objects, or people.
    -Illusion: Spells made to deceive or alter one’s or another's senses.
    -Healing: Incantations used to mend wounded lives or empower them.
    -Sealing: Hexes used to restrain, capture or incapacitate.
    -Summoning: runes carved to call forth otherworldly beings, or infuse a soul fragment to an inanimate object.
    -Trasport: To move from point a to point b as efficiently as possible


    Elemental Spell Affinities: += easier, -= harder, Strike through= can't be done

    Fire
    • +Offensive
    • -Defensive
    • -Alteration
    • Illusion
    • +Healing
    • Sealing
    • -Summoning
    • -Transport
    Water
    • -Offensive
    • -Defensive
    • Alteration
    • -Illusion
    • -Healing
    • +Sealing
    • +Summoning
    • Transport
    Earth
    • Offensive
    • +Defensive
    • +Alteration
    • -Illusion
    • Healing
    • -Sealing
    • -Summoning
    • -Transport
    Air
    • -Offensive
    • Defensive
    • -Alteration
    • +Illusion
    • -Healing
    • -Sealing
    • Summoning
    • +Transport
    Light
    • +Offensive
    • Defensive
    • -Alteration
    • +Illusion
    • +Healing
    • Sealing
    • Summoning
    • -Transport

    Dark
    • Offensive
    • Defensive
    • +Alteration
    • +Illusion
    • Healing
    • -Sealing
    • +Summoning
    • -Transport


Time Line- current year 221 V.A.E.
The Forgotten Centuries (500-600 years of a knowledge and history black out)

Age of Upheaval
1 A.U - the Holy order of Vita is founded to protect the Tree of Life
10 A.U - the Ingius Empire Unifies the continent of Igni
11 A.U - the canal construction projects are started
13 A.U - Light witches are discovered on the island of Lux
25 A.U - Aquatic rebellion splits the empire between north and south
27 A.U - Canal projects are completed. Aquatic witch hunt occurs within the Ignius Empire
50 A.U - Ignius Empire collapses with the death of the Empress
63 A.U - House Clara is founded
100 A.U - 1st summoning in recent history
208 A.U - Healing magic becomes widely known
374 A.U - Clara capital is sacked by unknown cultist
500 A.U - House Luceat is Founded
739 A.U - House Fuligo is Founded
988 A.U - Yedamin Empire is formed
992 A.U - Yedamin Empire Unifies Terra
1000 A.U. - House Aura rises to prominence
1002 A.U. - 1st long distance teleportation is successful
1112 A.U. - The House of Interitus is founded
1013 A.U. - Century Crusades begins, Caelum Pacification begins
1057 A.U. - 1st Upheaval Begins, Yedamin Empire Collapses, Bonum Family rises
1058 A.U. - House Sui’luris and Viribus are founded
1059 A.U. - Terran Civil Wars Begin
1076 A.U. - 1st Upheaval is pacified
1088 A.U. - The Syreni Academy of the Arcane Arts is founded in Dolor
1102 A.U. - Navis secedes the Mare Union
1104 A.U. - Prunia leaves the Mare Union
1132 A.U. - the Mare Union officially dissolved
1114 A.U. - Century Crusades ends,
1115 A.U. - Tribal Revolt Begins
1121 A.U. - 2nd Upheaval Begins, Terran Civil War ends
1134 A.U. - 2nd Upheaval is pacified
Vita Authority Era
1 V.A.E - The Vita Authority is founded, 2nd Upheaval ends,
120 V.A.E - the Fosta Dispute occurs
121 V.A.E - Proditor House rises
201 V.A.E - The Favilla line dies, Odite Exodus Occurs
202 V.A.E - The Odite House is founded
210 V.A.E - the Cult of Decay are branded heretics
221 V.A.E - Current Year
 
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