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Fantasy Divine Intervention OOC/Lore Room

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Duke of Doge

Professional disappointment.
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I condensed it down into Spoilered Tags to take up less space, if this is a issue for anyone let me know. Otherwise, this thread exists to document and discuss lore or RP for people not in the discord.
Lore Stuff Goes Here.
The world, once created in but seven days, was perfect in every sense; a real utopia free of suffering and misery in which the creator's chosen shepherd; Mankind, carefully tended to His gardens. A realm of boundless freedom and creativity under the direct jurisdiction of the divine itself.

It was a place very different from the Earth we know now; a hub of dimensional planes each connected and woven together as if a majestic tapestry.

In truth, man today knows little of what occurred back then, of the horrors His followers decided to call upon and unleash, of the sins they chose to commit.

It started with the apple.

Then, the flood.

In His fury, he realized that His chosen creations could not handle the responsibility He wanted to impart on them. Thus, he severed the world. Splitting it up into smaller realms and dimensions separated from one another, each a reflection of the Earth as it once was.
Thus, there exists Earth as we know it, and Eden a magical reflection of our world.

That was His final act. And with that, beset by regret, He chose to retreat from His creation.
When the creator tore asunder and split apart the world, creating the various realms of existence, the birthplace of Humanity- the legendary Garden of Eden- was sent hurtling through space and time. This realm continued to remind Him of the failures of His servants, and the potential they might've once had, and thus He decreed that it should become a forbidden place; home to all the creatures that rebelled against Him.

In this realm, He locked away the secrets of mana and magic.

Most of Humanity was torn from this world. But a fragmented few remained; the offspring of the first woman and the first Dark God, Lilith. Through her corruption, she evaded the gaze of the creator and established her own people, who slowly began to seed this world anew.

The deities placed in charge of the various realms did eventually take note of this. But by that time, the creator had already gone into His slumber. Unable to extinguish an entire tribe of Humans without His consent, they resolved to view them much the same as they did in the other realities, giving only them the chance to grow in a world filled with magic and monsters.

Thus, the mythical Garden of Eden became a world in and of itself, the polar opposite of Earth. Whereas Earth abided by the laws of physics, Eden abided by the rules of magic.

That, however, was hundreds of thousands of years ago. Fables and stories exist of those events, but as the versions on Earth, they are hardly seen as historical events. Eden developed far slower than Earth did, and what technological development it did attain mostly came from individuals that passed through the dimensions. As a realm focused on sorcery, its people simply do not have the same incentives to develop as individuals do on Earth.

It'd be foolish to assume it wasn't advanced in its own criteria, however. Magic is a potent force. And the various peoples of Eden have used it to accomplish wonderful and marvellous things, arguably on par or more significant with the achievements of the people of Earth.
The World of Eden is a perfect mirror of our own. Therefore, the world... well. It looks like this. This bothers me even though it shouldn't. It's just Earth flipped.
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It is unlikely we will ever explore the entire world, but the option is there for exploring. As for where we will RP it will be set within what we know as the Islands of Hawaii and other Pacific Islands to start.
Mana and Magic
The life-stuff of the gods.

Mana can best be described as the residual force of creation, manifested within each and every aspect of reality in various quantities. If reality is a machine, mana is the electricity that keeps it running; and the more intricate a part of this machine, the more mana it contains.

On Earth, there is only enough mana to keep the dimension running. But on Eden, it can be found in abundance, to the point that it can literally be plucked and drawn out of the air.

Mana Subtypes
The applications of magic and mana are as varied as reality itself, from the aforementioned scientific method to merely using one's own power reserves naturally. Overall, the setting can be considered high-fantasy, with a soft system. Mana exists as a resource, it can be manipulated, the degree of which largely depends on a character's class and affinity.

Aside from that, it's very free form. If a type of magic has a place in standard fantasy/mythology/MMORPG/RPG settings, it can probably have a place on this server as well. There are some limits in the race sections. There are various styles of magic use; e.g, the difference between warlock, wizard and sorcerer. Using D&D as a point of reference is a great way to get started.

All forms of magic can inevitably be traced back to mana, but mana itself manifests itself in many different shapes and ways, from pure mana, to mana that can be found in the land and earth.

Again, all of this is very freeform. But the various cultures of Eden have broadly classified the forms of mana in the following sub-sections;
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Spells
Aside from mana adopting different forms and traits based on what it interacts with and how it's shaped, it's present and pliable in just as many ways as well. Magic is the swiss army knife of the adventurer's toolkit.

Spellcasting is the generic term for taking mana to cast a spell, magic users must draw upon their own, residual mana. Each spell they cast depletes them further, depending on how potent the magic is. The efficacy of the user also matters. Someone with a low mana pool might be able to cast a more potent fireball than someone with a high mana pool simply by knowing how fire works and what forces are in play, from the standpoint of physics and chemistry. This is also one of the primary reasons why spellcasters usually limit themselves to a specific school of magic.

This sort of knowledge isn't necessary, however. There are types of spellcasters, like sorcerers, that have simply been born with high pools of mana. Great power with limited scope.

To recover mana after using it, a spellcaster usually just needs to revitalize themselves. The feeling of running out of mana is comparable to running out of stamina

Not all forms of magic use need to be spells. Great warriors use their own mana to empower strikes. Mana is influenced by its environment, meaning a raging berserker lusting for battle is able to channel their own mana through anger and fury.

Archetypes & Classes
The way spells and mana is used differs from person to person, and this applies all the more for people from Earth. Learning magic is not a simple activity, it usually takes years of practice.
The way mana interacts with different character archetypes is also essential here, as there is a distinction between each and every one.

Summon - Summoned characters initially cannot wield magic UNLESS they choose a boon or item that gives them access to a form of magic. For example, the summoner might offer them a staff that allows them to manipulate fire, but they would only be capable of that.

Reincarnation - Characters that have reincarnated abide by the same rules as natives, they can wield magic from the onset, but they're limited by the creature they reincarnate into. They have the advantage of coming from Earth. Many magical concepts are things they might learn quickly. Knowing how ice works from a scientific standpoint does help one learn how to wield ice as magic.

VR Player - If you're playing D12-Shattered Mirrors, your options are far more limited, consisting of pre-set spells from a series of schools. Players tend to advance in magic much faster as they don’t need to really learn it; however, their maximum potential is far more limited. The type of spells VR Players learn is dependent on the class they choose during the character creation. They cannot change classes either, limiting their range of spells, and their spells are very much inspired by standard MMORPG settings. E.g, Fireball Rank 1, 2, 3 and so on.

Native - Native characters have no restrictions on their magic use, also depending on the race they select. They've been born and raised with the concepts of mana and magic, and have the potential of starting out with powerful spells and abilities.
Ordnis - the god of wrath and destruction. Known for trying to bring about the end of the world—multiple times. And look at that! He’s at it again, but this time, he has a special weapon—and a special summon—that might give him an edge…

Zonzroth- god of changes and scheming often attributed for many of the reincarnations for its own amusement it cares not for petty things like the world ending just the amusement of the 1000 businessmen it turned into various things. Then again is it really the cause or does it just like watching?

Ivdona - The goddess of judgment, revenge, and mercy. An admired goddess and highly respected goddess, Ivdona's statues, temples can be seen throughout Eden. She wishes for nothing but the best for the entirety of Eden and holds animosity towards those who seek to harm her beloved world. Despite holding the domain of mercy, mercy will not be given towards villains who purposely cause mass destruction and suffering. Judgment will be bestowed upon those evildoers and they will face a fate even worse than death.

Kerem - God of the Hunt & the Wild; While not as high in position as some other and more important gods out there, Kerem is still nonetheless an important god. Representing the very aspect of the Wild as well as both survival of the fittest and the Hunt, he is often the reason why survival within the wilderness is a challenging and tough task. To weed out those unable to change in order to survival, and allow the stronger individuals who survive his trials as those worthy of walking through his lands. He does not need any fancy temples or ‘offerings’ to keep him happy, for as long as you can survive… he’ll reward you happily with whatever spoils that may be hidden within the very lands he control. Often times, he has a champion, the ultimate hunter, an individual who mastered the very way of the Hunt and slay many a dangerous beast, one who could be considered the very ‘king of the jungle’ one may say. He’ll be watching the new ‘pups’ explore the world and bring forth an occasional challenge like many others… after all, what’s nature without something unexpected happening?
The Adventurer's Guild. Well. Calling it a guild is a bit off actually. In reality, the Guild is a sort of checking system for all who would be adventures. With halls scattered in most cities they issue quests, give rewards, and offer a place to stay. As well as keeping adventurer's in check, with a ranked system that grants a better reputation and access to guild resources. Going from bronze to silver, then gold and platinum. Each member receives a guild badge of this material, magically engraved to bear their name, class, and other useful information as well as serve as identification in the case of disintegration. While it's not necessary to be a member, the added trusts of the common folk or quest givers will certainly help should you decide to join. It's a place of comradery, where loose adventures can form mighty parties to ease the troubles of questing. So stop by, sign up, have a drink, and get to questin'!

The Scout Corps- A multination group of scouts, couriers, and combatants. With headquarters located in major cities and outposts in the more secluded areas. The Scouts prioritize one thing over all. Speed. With the best horses money can buy and a few magical tricks up their sleeves they can respond to problems at a moments notice, quickly arriving to deal with problems others simply wont. Whether that's delivering a message or delivering justice to a runaway criminal The Scouts do it all. With a strict cap on the member of participants they have a... unique way of recruitment. When a Scout dies their soul is then tasked with finding a suitable replacement. One who upholds the same values of heroics and helping the people of the world through tireless selfless work. The two people are then bonded in a way. With the previous Scout offering advice or warnings to the inheritor. Sometimes offering friendship, if the two choose to do so. Each member receives a weapon unique to them, passed down from Scout to Scout. These weapons can only be used by the successor to that spot in the Scouts. The weapon houses a small portion of the souls of those who wielded it before. As such they can be extremely powerful with unique one of a kind enchantments that only gets stronger with each passing Scout.

The Black Hand-

Located in poor and prosperous metropolitan areas alike The Black Hand is regarded as the largest thieves guild on the continent. Comprising of thieves, assassins, and even more mundane civilians like tavern keepers or sex workers. Anyone who can pick pockets, slit throats or deliver information may at some point find themselves working with them. The guild is also surprisingly organized.

The Rats comprise of the lowest ring of the guild. Distributing intel and messages through a complex system of tunnels or rooftop routes. Well versed in cryptography each area of a city has it's own codes and dead drops. Generally a safer way to earn a bit of extra money provided you were quick in both agility and mind while still living a normal life. At the very least you can earn a quick coin or two by selling information to a Rat.

The Pickers are the next ring up, and generally considered to be the first official rank in the guild. Pickers as their names suggest, take info from The Rats about potential marks or scout out on their own to pick pockets, run scams, burglarize homes, as well as distribute contraband. Anyone who can catch the guilds attention is generally picked up and convinced to join the guild for the protection it affords.

The Cutters are the 2nd highest rank. Each member is given a tattoo symbolizing their commitment to the guild- a black handprint. Cutters do the guild's messy work. Assassination, kidnapping, and arson are all on the table. In addition to more high profile jobs. A pair of Cutters went down in history by stealing the jewels off of a king's crown and replacing them with fakes not discovered until years later. Well trained, disciplined, and extremely effective. Cutters are worth the effort to hire if you need something done.(edited)
Finally that brings us to the organizations head. The Masters. Very little is known about The Masters. Their identity is a close secret only themselves know. All that's known is that they work as a council to decide matters and strategize, each presiding over different districts and pooling recourses for noteworthy jobs.


Blackstone Academy- The cornerstone of learning and magic. Blackstone academy rests atop an inactive super volcano. Tall spires adorn the upper most part of the school and a sprawling campus descends down the sloped mountain. Expertly carved into the cliffside it is a marvel of engineering. The school is surrounded by high walls and a magical barrier to keep it's arcane secrets hidden. Admittance to the school is a high honor those who are born of nobility are usually accepted because they can pay the exorbitant prices to get top of the line classes. However the college does work with The Scout Corps to locate individuals of particular prowess in the arcane arts. Wizards, Sorcerers, and even the up and coming class of artificers are granted scholarships if their mettle is enough to pass the exams both written and practical.

Warriors' Guild- Located deep within dense forest lies the fortress of Aenwoed. A titan of a castle shoots out of the dense canopy of redwoods. This is where the Warrior's Guild makes their home. They hold no external holdings, and swear fealty to no kings. Their prowess and bravery in battle are legendary worldwide. The guild prioritizes martial skill and honor above all else. Many seek to gain their guidance, their ancient combat techniques- but few do. To join, a warrior must simply march miles through dangerous woods, then be challenged to a task. Slay a troll, a group of bandits, or some other notable task and return. Then, succeed in their obstacle course and you're in. Sworn to an oath never to betray the guild or their principals.

The Dragon Lords’ Council-
This prestigious group of nobles is a group that advocates for peace, both internally and externally with and between nations. Dating to before the Dragon Lords united their realms into the Pacific Empire, the Council has since grown to include leaders from other nations and states, who are known as “Honorary Dragon Lords.” The Council also includes other dragons and people of especially high power or status.

The Debauchery Assembly- A organization of pirates based off of Hanaban Island (what we know as Easter Island). The Assembly keeps records of every member and ship, providing them with repairs, protection, or other logistical concerns. In exchange the Assembly gets a 40% cut of all plunder taken by it's members. Anyone serving with a captain in the Assembly is considered a member. Members are forbidden from harming or stealing from another member on Hanaban Island or at Sea. In the event of a major dispute, it is brought o the judgement of The Figurehead- an elected official who runs the Assembly.
Pacific Dragon Empire
A kingdom of dragons that rules the equivalent of the Pacific Ocean. The Empire is split up into smaller states that are each ruled over by a single Dragon Lord, while the Empire as a whole is governed by the Chief Leader. Each dragon can realistically control all four elements, but is only attuned to one of them (aka it comes naturally to them), though there have been rare occasions of dragons being attuned to two or more, and only the Chief Leader is attuned to all four. Due to the prevalence of volcanoes in the Empire (especially the borders, which constitute the Ring of Fire), the fire dragons are de facto rulers, though there have been some instances of dragons of other elements rising to the ranks and even becoming Chief Leader. The Empire is generally at peace (hence the name), though there are some small internal conflicts that usually only deal with clans or tribes.
 

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