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Fantasy π•’𝕀π•₯π•–π•£π•šπ•’ η•°δΈ–η•Œθ»’η”Ÿ - π“π‘œπ“‡π‘’

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Asteria

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The Lore

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As the universe slowly decayed, the Goddess of the Universe remained, her powers dwindling. Then two other gods emerged from the depths of the void: the Goddess of Magic and the God of Time. The Goddess of Magic created the Goddesses of Life and Death, along with the God of War. The God of Time created the Goddesses Fate and Destiny, as well as the God of Knowledge. Life healed the slowly dying Goddess by breathing life back into her creations, and so, The Goddess of the Universe came to accept that to rule, she mustn’t be alone. And so, the Goddess of the Universe created the Minor Gods: Sun, Moon, Air, Water, Earth and Fire. With their help, the world as we know it would come to flourish once more.

The Gods as a group decided to Back away from the world, letting the species on the planet do their own thing, only interested in keeping the of the Universe alive. The Goddess of Magic Helped keep the planet healthy by infusing the world with Magic, but that was it, while the Minor gods created by The Universe helped in the background, not interfering with the world, just making sure it continues to live. the Sun god making sure the sun rises and falls, the Moon god doing the same, etc. The Branch gods also ran around to give minor boons to the species on the planet. Never interacting but giving small boons of luck, love, power and the like.

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deities









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Deities

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- Major Gods: Oldest and most powerful of them all, they are known to be the main factors contributing to the flow of the world in control and decisions.
➳ Magic, Time, Universe (Space)
- Minor Gods: Less powerful than the main pantheons, they can be considered children of them. Most of the world’s traits revolve around them.
➳ Life, death, War, Fate, Destiny, Knowledge, Sun, Moon, Air, Water, Earth, Fire
- Branch Gods: The lesser known and smaller of pantheons, as they are simply branches of the much greater beings.
➳ Power (Knowledge), Calamity (War), Luck (Destiny), Love (Fate), Specter(Death), Gaia (Realm)


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- Fate
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Branch: Love
Pronouns: She/her
Persona: Always on the move, you will very rarely see Fate a sitting duck. As her sister calls her, she is a β€œmess of a being”, a positive ray of sunshine with an equally bright exposition to the world.


- Destiny
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Branch: Luck
Pronouns: She/her
Persona: A calm and composed individual, Destiny prefers to keep most things simple and neat, a straightforward route as opposed to a scenic route. Often she would stay still, take a deep breath and think things through, making her an opposite of her more abrasive counterpart. Despite that, they still come hand in hand for eternity's end.


- Knowledge
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Branch: Power
Pronouns: He/him
Persona: Holding a pessimistic outview to life, Knowledge is often seen unhappy and dissatisfied. Although quiet, he is cunning by nature, only to be expected by the god of knowledge himself. He became the first to lose hope in humanity, and though unknown by many, he desires them wiped-off existence.


- War
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Branch: Calamity
Pronouns: He/him
Persona: Impulsive and irrational, War is quick to get into fights or start them. Easily bribed with the thought of getting into a brawl, he often does not stop to think of the consequences. Seeing disorder pleases him more than any other, and some might say he simply wanted to see the world burn.



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classes









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CLASSES

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A. Fighters
Adept combatants often than not associated with sword wielding, though not always, fighters are reliant mostly on brute strength and constitution. Melees being their main damage outlet, they are extremely adept in making use of arsenals of equipment and armories. Strong of heart, and even stronger in will, they are not a class you should look-down to.
➳ Defender: What is sometimes known as a β€œtank” at points, defenders march by the front-lines to protect. Supremely high in defense and resistance, they are not one to back off a fight easily. While they might not be able to deal just as much damage as other classes, in the end their goal is to shield the people they love.
➳ Warrior: Valiant and righteous, with a shining blade in hand, warriors march in battle bravely. An all-arounder damage dealer, they become one of the best classes to use as a solo as they could hold themselves just as well, support or not, though would still prove their worth in a party.
➳ Ranger: Rangers are a fighter type that focus on speed and skill to bring about their desired goal rather than the toughness and brute strength of most others. Although requiring aid from another or careful forethought and action, Rangers are also much more adaptable than their counterparts due to their deft hands and high levels of awareness.

B. Mages
Blessed with the touch of magic, an arcane power swirled deep beneath a mage, shrouded and susceptible to discharge at any given moment. Mages are known to be much gentler and elegant as opposed to their counter-class, though does not also fall short in damage dealing, if chosen to. They are, however, much more vulnerable to received damage. Do not let their graceful nature fool you, for that might be your last thought.
➳ Arcanist: Through study and knowledge, they turn their own energy into Magic, using complex sigils and hand movements, tongue-twisters of spells, they can gather and draw energy and focus it to how they want. The Arcanist must know the spell to be able to use it, and often have a book to help guide them when they’re unsure on what to say or move. A wrong move can be disastrous. Arcanists with their wide-range of spells are often most common among people who can use magic.
➳ Support: Truly an angel of silent grace, they will be there to lift you up on your darkest times, a final thread that strings the entire group together. While possessing the role of an all-around support at the beginning, most would prefer to focus on a specialty as time goes by, capable of choosing between a healer, a buffer (bless) or a de-buffer (curse).
➳ Summoner: While not possessing the superfluous aesthetics of an arcanist, amongst the three subclasses of a mage, summoners are proven to be most versatile. Their main method of combat includes fighting side-by-side with a familiar, which could be summoned whenever required. All the while, they would often also possess sub-weapons, such as daggers, to carry with, making them one of the best mage classes to fight close range on.

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world lore









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WORLD LORE (WIP)

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There are Main 4 countries. Achon, Estria, Kangolar, and Xudril.

A. Estria:
The firm country, taking up a lot of the center of the map including the Quagmire marshlands, they're peaceful but resolute. Good ties to Achon, works alongside Kangolar and Xudril.
- Soragna: Soragna is the Main city in Estria, due to its central area. it has 4 towns that it governs, Venwild, Highwick, Pinevale and Darksummit. The City holds the Oracle who is kept here out of sight under the cities protection.
- Lakeshore: Lakeshore is a costal city who specialises in trades out of the 3 cities. It governs 3 towns, Rosecrest, Islebury and Dustwallow.
- Bevarosa: Bevarosa is the city that is more focused on keeping friendships with both Achon and Xudril, as Bevarose is on the border of both Xudril and Achon. It governs 3 towns, Lightrock, Wavemeet, Bellmare and Culcheth as well as the Quagmire Marshes, also known as the Quagmire of Bevarosa.

B. Achon
A peaceful country, mainly working in ship trades within coastal towns and cities. Has rivalry with Xudril, good ties with Kangolar and Estria.
- Edrolk: Edrolk is the Main costal trading city, working with Heghrim for trade and shipping. It governs 3 towns
- Danerum: Danerum is a City who focuses on Fishing and Mining mainly, although the mining is small. It governs 3 towns
- Palbridge: Palbridge is the main city in Achon and it focuses on Lumbering, Agriculture and communications between Xudril and Estria. It governs 4 towns

C. Kangolar
Prides themselves in their Mining and Blacksmithing. Has good relations with Achon, business partners with Xudril and works alongside Estria.
- Deldan: Deldan is the Main city of Kangolar, and has access to two Mountain ranges and thus have two main mines. It governs two Towns,
- Heghrim: Heghrim is the city closest to the sea and thus is mostly a coastal trading city, with a small mine thats more for gathering resources. It governs two towns.
- Vehram: Vehram is the closest city to the the borders of Achon and Estria, and keeps up trade and good relations. The City is more known for its blacksmithing and the like, rather than mining, even though they do have a mine. The City governs 2 towns

D. Xudril
The inventor country that advocates in technology advancements to not infinitely rely on magic, due to its limitations. Rivalry with Achon, Business partners with Kangolar, works alongside Estria.
- Vectra: Vectna is the biggest and most advanced city in the Continent, while also doubling as a Mining and Costal trade city. It governs 2 towns
- Streka: Streka is not as advanced, and more closed off, a more Mining and Blacksmithing city, rather than being technologically advanced, but still very advanced being close to Vectna. It only governs 1 town
- Aresnard: Aresnard Is a mining and Communications City, tokeepthe peach between Estria and Achon. It governs two towns

E. Others
- Nelanora:
- Anelluma:

Country borders - colour coded:
-Achon - Yellow
-Estria - Blue
-Kangolar - Brown
-Xudril - Green

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