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Fantasy Heroes From Across Time: Lore

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Details about the world of Ematria and its inner workings will be placed here. Over the course of this RP this thread will continue to be updated with new information.

Should you wish to contribute, be sure to discuss with me on Discord, or DMs if you are unable to.​
 
The Summoning of Heroes

The Summoning of Heroes is a ritual in which people from Earth are summoned to the world of Ematria via magic by the court mages of the Kingdom of Irdonia in order to protect the world from the demonic invaders that threaten the world every century.

One thousand years ago, above the world a tear in reality opened, and a great swarm of otherworldly creatures that could only be described as demons came flooding through, intent on slaughtering and conquering their way across the world. For over half a century the demons ravaged Ematria, and many nations fell to their onslaught, but the Kingdom of Irdonia held out for years more. Eventually, the demons finally reached the capital, and when all seemed lost, records detailing an ancient summoning ritual recovered from Claesian ruins were discovered.

Desperate, the King ordered his top mages and wizards to commence the ritual despite the records being both damaged and not fully translated, but they had no other option by then. It was either proceed and pray to the gods that the ritual would work, or fall to the demons. Putting the last of their resources into the ritual, the most powerful magic was used, and succeeded.

A group of humans from a world known as Earth were summoned. Proclaiming them to be Heroes, the King of Irdonia drafted them to battle the tide of demons. It was then discovered that these Heroes appeared to have a natural resistance to the demonic powers the invaders had used, and many also had weapons and equipment never seen before. These Heroes managed to defend the capital and push back the demons, and soon enough, rallied the surviving elements of the Irdonian Army alongside the other nations that had yet to fall.

And thus began a brutal campaign against the demons, now going on the offensive instead of the defensive. Over the next few years the Heroes led the Ematrian forces against the demons, eventually finding the source of their intrusion. The intrusion was known as the Dark Spire due to its appearance, and it was discovered that the demons were belong led by a Demon King. Fighting to the top of the Spire, the Heroes would eventually slay the Demon King, bringing a final end to the Great Calamity.

In the immediate aftermath, the Heroes would be celebrated across the land, and their names written in the history books to be remembered. Some Heroes chose to return to their homelands, although their wish would not be granted until the records for the ritual were fully found and translated. Other Heroes chose to stay, either because they had died in their world or because they simply wanted to.

The end of the Great Calamity also marked a new age, now starting from the year of its end. This new calendar is marked by the term PGC, or Post-Great Calamity.

One hundred years later, another tear opened and another Spire appeared, marking the beginning of another invasion, now simply known as a Calamity. Remembering how the Heroes had been victorious during the Great Calamity, another ritual was commenced, summoning another group of Heroes. They would go on to claim another victory, and they too would be celebrated.

Another century later, another Calamity followed, and another group of Heroes was summoned. The next century the same thing happened. Now realising that Calamities would continue to happen every century, the nations of the world dedicated their efforts to locating the source of the next intrusion, and to combat it before too much damage could be done with the use of the Heroes.​
 
The Kingdom of Irdonia

"Out of darkness we bring light."

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The Kingdom of Irdonia is the largest and most powerful nation on the continent of Eiphen, having both the largest military and economy. Irdonia was founded over three thousand years ago, following the collapse of Ematria's largest and most powerful nation, the Empire of Claesia. For three millennia Irdonia prospered, climbing its way to become one of the great powers of Ematria. Despite the extensive damage done to Irdonia in the wake of the Great Calamity, it managed to survive and regain its former glory.

As the nation responsible for first summoning the Heroes From Across Time and the eventual ending of the Great Calamity, Irdonia is also the one that takes the most amount of responsibility when it comes to combating the Calamities that appear every century. To do this, the Kingdom's court mages perform a ritual to summon people from Earth in order to act as Heroes against the demonic invaders.

The culture and general level of technology of Irdonia is largely equivalent to to Earth's late Medieval and Renaissance eras, although thanks to the work of several key Heroes there are certain advancements such as indoor plumbing and proper sanitation, along with machines powered by steam working in conjunction with magic, although the latter is still fairly uncommon.

Irdonia's capital city is known as Nevermore in order to commemorate the end of the Great Calamity, and the ushering of a new age.

As far as its geography goes, Irdonia primarily enjoys a gentle, temperate climate and four seasons, allowing the growth of lush forests and crops. Beyond that it is home to large mountain ranges than span the width of the nation. It is host to numerous lakes and rivers.

The Kingdom of Irdonia is currently ruled by King Delroy Stormcrest and borders the Grand Duchy of Terdia and the Republic of Mashian.

According to the calendar, it is currently the year 1016 PGC (Post-Great Calamity).

Nevermore

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Nevermore is the capital city of Irdonia, and also its largest with a population of over a hundred thousand. Situated within a bay, Nevermore is safely protected by natural barriers from any potential invaders that could come from the sea, and its geographic location also means that income from commerce forms a large portion of its economy.

Wishborne Hold, the central fortress in which the city was built around many hundreds of years ago, functions as the main seat of Irdonia's ruling class, and is also the ancestral home of the royal family. Summoned Heroes also stay here during their service. Outside the central walls of the Hold is the Trader's District, the prime centre of commerce for both the city and kingdom. Goods of all kind from every corner of the world can be found here. Around the hold lies the upper levels known as the Amber Row, which, rather appropriately, is where nobles and the upper echelons of Irdonian society reside, protected by the massive walls of the city. Beneath that is the Dusklight Sprawl, where commoners live and work. Even further beyond is the Cathorn, which are the slums where the poorest and criminals live.

Having existed for thousands of years, Nevermore has had plenty of time to develop its own culture and traditions, all working together to breath life into the city, cementing it as a thriving metropolis. Several smaller edge cities surround the main city, along with satellite villages that all possess a symbiotic relationship with Nevermore.

The city in its present form, along with its name, arose following the end of the Great Calamity to celebrate the legacy of the first Heroes.​
 
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The force known as magic is derived from the unique energy signature which every Ematrian denizen is somewhat in tune with. This energy source can be harnessed and manipulated through incantations, instruments and gestures, in what is commonly referred to as spellcraft. This energy source, commonly referred to as Mana by the people, is thought to be the very spirit of the Allmaker, the being credited with the creation of the realm. It is what connects Ematria to the alternate planes of reality (such as the Mistral Plane) and fuels and the various magical schools.

Not everyone has the discipline needed to harness and channel their personal mana stores into magic, while others are born uniquely gifted. Certain races of Ematria boast stronger connections to this magic, which allows them to more quickly master different spells and even limit the amount of components needed to cast.

Most mages will rely on one of, of a combination of the following when spell casting:
  1. A spell casting instrument (i.e, a wand or staff)
  2. A unique incantation
  3. Glyphs, circles, or other patterns/ designs meant to channel the flow of mana
Depending on the complexity of the spell and its area of effect, multiple instruments may be used to ensure all goes well. Advanced mages can bend mana to their will with little more than their thoughts, allowing for rapid casting without any kind of focusing assistance. This does come with a drawback however, should your focus waver, or you over extend yourself, your spell runs the risk of back firing.

A spell which backfires can potentially harm the castor, or those who are within the vicinity. The effects of a botched spell can vary wildly depending on the school of magic, the complexity of the spell and its intended effects. Many mages have met untimely ends due to spells back firing.

There are several schools of magic that one can study, each boasting unique effects and dangers. Only dedicated, patient and skilled individuals will master their craft, and truly bend the forces of magic to their will.

In recent times magic has been infused with more mundane technology to allow them to work in conjunction with each other. These magi-tech machines have a tendency to be specialised and complex, with only expert spellcasters being able to operate them.

  • Types of Magic
    • Conjuration
      • Magic that can bridge the gap between realms and temporarily pull otherworldly spirits into the Secular plane. Can also be used to travel throughout one plane. One of the hardest schools to master, and one of the most dangerous.
    • Necromancy
      • The manipulation of life and death. Mortals were not meant to dabble in such heretical arts. That being said, necromancy is a varied tool that can be used to both hurt and heal, but typically is used to raise and enslave the dead. For the most part necromancy is frowned upon by most schools of magic, and is also feared by many.
    • Evocation
      • Raw elemental magic in its purest form, this school allows skilled and disciplined mages to bend natural forces to their will. Considered to be one of the most unruly schools of magic and known for horribly scarring those who do not respect it.
    • Abjuration
      • Spells of a protective nature, wards and spells that counter other magic. Also often used to brew potions to treat and prevent disease, fortify crops etc.
    • Transmutation
      • The art of altering the properties of both living and inanimate objects. It can be used to mend torn flesh and instill life into otherwise lifeless objects. Can also be combined with necromancy if one wishes to use the soul as an ingredient in transmutation.
    • Divination
      • Allows one to tap into the ebb and flow of the mysterious magic that flows between and connects all realms. Can be used to enhance all kinds of studies and other schools of magic.
        • Through the use of complex magical formulas, one can see through the flow of time into the past, or view possible futures.
        • Seers, exceptionally rare individuals who are possess the ability to see into the future, are naturally gifted in Divination magic, which enables their visions.
    • Enchantment
      • One of the simpler, but most varied schools of magic, this allows one to endow magical effects into mundane items, or to enhance (or restrict) other spell casters. Is often combined with other schools of magic with devastating effect.
    • Illusion
      • Affecting the mind and enthralling the senses, illusion magic is designed to bewilder, manipulate and occasionally outright control them. Not popular among the masses, illusion magic is often employed by charlatans and con artists.
 

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