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Fantasy Edge of a Circle - Lore Pages

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ArcaneDreamer

The Absent-Minded Daydreamer
This is a thread dedicated to briefly explaining the various pieces of lore associated with the world of Aphola.
PLEASE DO NOT POST HERE.

Alternate RP Series:
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List of Edits:
January 12, 2021
Updated Bestiary - Slimes, Demons, & Dire Wolves
Added Points of Interest in Important Locations

January 14, 2021
Updated Magic Guide - Sigils
 
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Important LocationsClearview - The (usually) peaceful hometown of the characters that’s located south of a large lake that is rumored to have purifying water. To the west, there is a small forest where many aspiring adventurers within the town go to improve themselves. It’s one of several towns that neighbor the prestigious Taenora Academy.
  • Monster Threat - Minimal
    • Slimes, Minor Wood/Water Sprites
  • Points of Interest
    • Clearview Apothecary: The local apothecary. It's staffed by the owner, Gallivan, and his apprentice, Elian Terrel.
    • Church of Accord | Clearview Branch: The local church. Due to the peaceful nature of the town, it only has one demon hunter - Misha Cloverfield.

Taenora Academy - A famous academy that focuses on guiding both the next generation of scholars and adventurers. Its various facilities include an extensive library, large dueling grounds, and a thick forest filled with monsters that are generally used as target practice.
  • Monster Threat - Varies
    • Various Minor Sprites, Dire Wolves, The Occasional Rogue/Accidentally Summoned Monster
  • Points of Interest
    • Cloaked Forest: The forest that borders the academy's North, East, and West walls. It earned its name due to the thick fog that descends upon the forest at night, then goes away after the sun rises.
    • Dueling Grounds: Six specifically designated spots located in the courtyard of the academy. Each spot is surrounded by Sigils that activate a barrier upon detecting magic within its boundaries.
    • Taenora Library: A large library that contains various records of past adventurers, as well as textbooks that cover a variety of subjects. Currently closed to the public due to repairs.
 
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BestiaryCommon MonstersThe monsters that fall under this category are generally just minor nuisances. The chances of being fatally wounded by these creatures are extremely low.
Elemental Sprites
Sprites are floating balls of barely sentient elemental energy. They are not hostile entities, but they can be rather territorial - this is usually expressed by 'headbutting' intruders. The effectiveness of this tactic varies on the element of the Sprite, any resistances that the intruder may have, and what state the Sprite is in (Minor or Major).​
Sprites are capable of feeling and expressing a small range of emotions. However, the only ones that can detect these emotions (and, in turn, convey their own) are individuals who have an Affinity for the Sprite's element.​
Elemental Sprite States
  • Minor - Default state. All Sprites begin in this form. Approximately the size a young child's hand.
  • Major - A state that occurs if a large cluster of Minor Sprites are left unattended. The smallest recorded instance measures in at around the height of a toddler.
There are some rumors that there is an additional state that Sprites can achieve, but at present there is no recorded proof supporting this claim.​
Slimes
Slimes are relatively large, slug-like creatures that are approximately the size of an adult's head. While they are not hostile, they appear to be attracted to any source of Elemental magic, and they will attempt to approach and attach themselves to the source. Upon attaching themselves to their target, Slimes will then begin draining the target's magic through the contact point.​
Slimes are completely unaffected by Elemental attacks and blunt weaponry, but any form of piercing* damage will dispatch them with ease.​
*Warning, this will cause a Slime to pop like a balloon. It is very messy.
Uncommon MonstersMonsters in this category all display hostile behavior towards people. They pose a moderate threat, as they are quite capable of causing fatal injuries. Therefore, it is highly recommended to eliminate these creatures before an incident occurs.
Demons
Monsters that manifest in the world when a concentrated group of people simultaneously experience a strong negative emotion (EX: Hate, Fear, etc.), or when a person successfully commits a Taboo. Once manifested, the Demon will seek out a location to hide itself in order to properly acclimate to being in the physical realm. After accumulating enough strength, it will proceed to assault the local populace with the intent on spreading as much chaos and pain as possible.​
Demons cannot be truly defeated, but they can be banished from the physical world after coming into direct contact with objects or weapons that have been sanctified by a religious organization.​
Dire Wolves
Large wolves that have been mutated after being exposed to high concentrations of magic. As a consequence of this mutation, Dire Wolves have a much higher level of aggression compared to their non-mutated counterparts, and will attack and kill other creatures regardless of any need to eat. Also, because of this heightened aggression, they almost never hunt in packs - they are solitary hunters.​
Overall, they are essentially just larger, faster, and more hostile wolves. An experienced group of hunters would be enough to take down one Dire Wolf.​
Harbingers
Oh, how odd. There's a section for a third category of monster, but that can't be right. That would imply that there are monsters out there that pose an extreme danger to a lot of people - surely the gods wouldn't let such things exist, right?
Well, either way, it's blank for some reason. May investigate later.
- Kean Raghnall​

 
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Magic GuideAffinitiesEvery person within Aphola has the ability to use magic. Of course, like any ability, people have a natural penchant for a particular kind of magic. As a result, everyone prefers to focus solely on whatever magic they're naturally inclined towards. These Affinities all belong in one of three categories of magic: Elemental, Enchantment, and Practical.

Elemental Affinity: Magic that involves summoning and controlling one of the eight elements. This magic tends to be combat oriented, so most people with this Affinity end up becoming adventurers.
List of Elements - Fire, Water, Wind, Earth, Wood, Ice, Light, Dark​

Enchantment Affinity: Magic that affects the status of others. Compared to the other Affinities, Enchantment has the least variety, only having three subtypes.
Blessing - Enchantment invoked by praying to the gods. Prayers can include offering sacrifices at an altar, channeling energy through a religious icon, or directly petitioning for the gods' help.​
Invocation - Enchantment invoked by reciting certain lines of text from a magic tome. Repeating the Invocation increases the potency of the Enchantment, while reciting longer lines increases the duration.​
Rune - Enchantment invoked by writing/carving symbols onto the desired target. The complexity and size of a Rune directly correlates to how powerful and how long the Enchantment will last.​
Practical Affinity: Magic that assists an average person's life. Due to the exceedingly wide range of magic that falls under this category, listing every type is next to impossible - However, there are a few types that appear regularly.
Common Examples - Healing, Repairs, Growth, Taming​
SigilsSigils are pieces of large, magic-infused crystals that are used to store specific kinds of magic. Due to the relative difficulty in finding the crystals necessary for a Sigil, they are a viewed as a luxury item, and as such are generally only found in academic institutions and wealthy communities.
There are four features that one must consider before purchasing/using a Sigil:
Clarity - Determines the potency of the magic (More transparent = More power)​
Size - Determines how many times the stored magic can be used before it needs to be replenished​
Texture - Determines the quality of the Sigil itself; the rougher it is, the higher the chances of the Sigil backfiring (I.E. exploding)​
Type - Determines the kind of magic that is most compatible with the Sigil​
List of Types: Fire, Water, Wind, Earth, Wood, Ice, Light, Dark, and Neutral​
NOTE: Do not store an Element in an incompatible Sigil (EX: Fire magic -> Wood-infused crystal)​
 
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