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Fantasy Lore Thread - Fall of Faith

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KilljoyJayy

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This will be where I post and update the lore for the story. I ask that we keep any and all posts here related to adding to the lore.

Setting for the story:

Our story takes place on the continent of Hal'van, one of the larger and more diverse landmasses in this world. From the tropical coasts on the most eastern side to the desert that is the land of whispers, there exists the possibility for every biome and lifestyle therein. This landmass is inhabited by a race called the Saldonians. They are generally around five foot eight inches tall and have a more tan color to their skin. Though there are regional differences, however. The Saldonians who call the Land of Whispers and the capital city their home, for example, are closer to six feet in height and their skin is generally more amber in color. Meanwhile, some Saldonians call the vast forests their home and have adapted shorter heights to assist in navigating their trees.

Over the past hundred years, many Saldonian nations were forced to retreat from their homes. Ultimately, they find themselves across the Land of Whispers in the capital city. Though they are far from their home, those who have magic still retain their unique magic from their homeland. Our story will start at the onset of winter in the westernmost area of the Saldonian Nation. We are one week removed from witnessing the destruction of our fortress and are running for our lives, trying to make it home. Behind us, their hunters stalk our movements while ahead; we may encounter their soldiers and beasts with skin of metal.

As the story progresses, we may learn more about these invading forces and what drives them to war.

How magic works in this RP:

Magic works on a similar system to that of strength in this RP in the sense that the more training one has, the more powerful they can become. On the same note, rare prodigies are naturally good and whose power can rival masters with less training. The magical talent would reveal itself to the mage at a young age in a way that is reminiscent of their magic. A fire mage would create sparks or accidentally burn something, while a force mage would levitate or move something. The mage's power would be volatile early on, so seeking out proper training is a must for any would-be mage.

Magic use drains stamina. Prolonged use of magic in a short period will tire out the mage, much like a warrior in battle. Furthermore, over-casting is a real problem that mages are taught to avoid. A mage can break through exhaustion and keep using the magic. Still, it comes with the aforementioned risk of over-casting. Over-casting is a fatal condition where the user's magic consumes them, often detonating in a grim explosion with their power (a fire mage would be consumed by flames, a force mage would be crushed into the ground, and so on and so forth).

The Saldonians as a whole are naturally adept at wielding magic, while the Empire of Aurr has reportedly never seen a mage born to their race.



 
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MAGIC
Fire magic:

Fire magic is, in essence, as the title suggests. A mage would draw from their latent magical abilities, focus them, and unleash various firey spells. A young mage may only be able to send sputtering sparks, a more advanced could summon a torrent of flames, while a master would be able to direct it in a focused and tight beam. The result, however, would be fire all the same. The fire can only be controlled as it exits the arm. Its destructive powers know no equal. The fire magic can burn through structures, melt armor, and ravage whole sections of an enemy's formation. Yet, those who want to master the inferno need to seek control of themselves. A fire mage who lacks it can cause significant harm to both themselves and everyone around them.

With a lack of control comes a lack of restraint. A fire mage who burns too bright runs the risk of the magic consuming them. When a mage sends forth their magic, their hand cracks and gives way to lines that glow vibrant colors of red and yellow. As their magic use prolongs, the cracks spiral and spread, heading up their arm. As it reaches their elbows, their magic begins to take a toll on their health. Every burst darkens the skin around the cracks and saps the strength of the mage. In turn, the flames dull with each cast, and soon enough, the mage will be on the verge of losing control. Their arms looking more akin to charcoal at this point, the fire magic will burst forth from the mage, consuming both the caster and all near.

A fire mage is taught this from their earliest lessons. Therefore, if a fire mage wants to survive the horrors of war, they must learn to control the inferno and act strategically to starve out the fire. An adept fire mage will be a gentle but powerful force. They will strike when the moment is right and save their magic strength for when it matters the most.

Force Magic:

Force magic is magic that can control or manipulate objects. It can move a sword into someone's side or remove their helmet to open up a new avenue of attack. The Force mage's power range is dramatically different than the other magics. A novice may nudge an object along, whereas a master could lift a whole battalion off their feet and crush them in their armor. Though the force mages found on the battlefield can do something in the middle. They can often lift a group of soldiers off their feet, but that would require them to expel a great deal of their magic. Instead, most force mages work in tandem with other mages to supplement their strengths, such as launching pots of flaming oil into enemy ranks.

A force mage can manipulate most objects, and they can fling a spear with high power, throw rocks and boulders, and even fight a swordsman with a levitating sword. Force magic is seen as a jack of all trades type of magic and less skill-intensive than a fire mage. Make no mistake, a force mage that masters their magic is a mighty mage who can control whole battlefields.

There are limits to this magic. If a mage tries to lift an object that is too heavy or exerts too much power on a throw, they risk running out of magic and even the magic consuming them. Much like a fire mage, a force mage will show signs in the forms of cracks that form in the palm of their hands and spread outward and up the arm. The cracks are a grey color and seem to pulsate with the beat of their hearts. If a mage uses magic as their stamina drops, they risk their body being subject to the same force they are exerting. Sometimes a leg will snap, or they could be forced to the ground. Exert too much magic after this, and the spell can consume them, crushing their bones and collapsing their chest.

Other Magic:

There are other schools of magic, such as healing, water, and more. I will expand this as time goes on and if there is a school of magic that you want to explore, let me know!​
 
NATIONS
Nations:

Empire of Aurr:


The Empire sailed to this continent's shores some hundred years ago and has since waged a constant, bloody war as they conquered nation after nation. Many smaller Saldonian countries have found a safe haven behind the Saldonian Nation walls, leaving their homes behind in the process. Throughout the now conquered lands, cities and towns have sprung to life as citizens of the empire move to their new homes. Their soldiers appear to be of the same race, each standing around six feet tall with broad shoulders and muscular arms.
The Empire has advanced across three-quarters of the continent over the past hundred years. Still, the lines have remained almost static over the past ten. While they bring forward new weapons to try and push through the Saldonian Nation, the defenders have held the line.

They are a quick-lived species, and it is understood few make it past sixty years of age. However, many have claimed that there exists those whose ages are closer to a hundred years old.

Saldonian nation:

The Saldonian Nation is a kingdom that was born out of the waste that is the Land of Whispers. The cruel winds and vast expanse have caused many travelers to lose their lives in the desolate plains. The Saldonian's have long used natural formations in their defenses. The gorge before the desert is heavily fortified with castles and fortress covering the crossing points, while a mountain range, the Fangs of God, offers only one way through, walled off by the massive and thick walls of the Fortress of Sal'vear.

The native Saldonians are tall and amber-skinned. Still, over the past century, they have become a diverse culture filled with the survivors of the Empires' steady advances. The Saldonian nation beyond the wall is filled with numerous oases and even fertile farmland found along the river Val. Near the eastern coast, the desert gives way to another mountain range and a thick forest. The native Saldonians here are fierce fighters and even more aggressive fire mages. They enjoy long lives of nearly one hundred and seventy years being ordinary, while many can make it to three hundred years of age.

The Saldonian, unlike the Empire of Aurr, has a very diverse and uniquely powerful military force. Mages are a plentiful occurrence for the Saldonian nation. As such, their army revolves around protecting and keeping their mages safe. Their footsoldiers are dressed in matching fashion, usually covered from head to toe in plate armor, focusing on shields and long weapons such as spears. The mages tend to favor lighter robes and staves, with some still adorning colors reflecting their homes.

Saldonians are all considered Elven, though the region differences between their people make that more of a blanket term.

Other Nations:

This is where you get to be creative if you so desire. I plan to create a few more notable nations, but if you wanted your character to have a heritage of your own creation feel free to create away! I will update this section with your creation.​
 
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Notable events and enemies
Enemies:

Common Soldier:

The common footsoldier is a well-armored and armed enemy that poses a significant threat to mages in single combat. They receive enough training that their shield and sword will move with precision and grace. They are entombed in thick but crude plate armor that seems to resist magic for a brief second. Though beyond that, they are most dangerous when they are in numbers. A mage can efficiently dispatch one, but three or more would spell certain doom for a mage.

The common ranged enemy is also armored in a similar fashion but carries a dangerous weapon; the repeater bow. Not much is known about the repeater outside the fact that it looks like a crossbow with a strange protrusion near where the bolt is released. What is known is the damage it can inflict. It can send bolts downrange every second. When they squeeze the trigger, it fires and readies another bolt. It has been seen that they can even hold down the trigger, and it will keep firing until its bolts have been exhausted. Their range is not far, and plate armor quickly resists their fire. Though mages, in particular, are found to be the victim of these soldiers.

Elite Enemies

Elite enemies are often found spearheading assaults and leading the common soldier in other regards. They, too, are usually dressed in full plate, but their armor is polished and shines. They often add frills in the form of a cape or a skirt overtop their armor. They usually wield swords of great length and are dangerous in every regard when it comes to combat. The key distinction between a common soldier and these more elite enemies is their armor resists magic readily, often absorbing a full inferno before the metal becomes subject to failure. A common practice is to hit these soldiers with multiple forms of magic to weaken the ward; fire to heat and water to crack it.

In terms of a ranged elite, we have only seen armed with a repeater bow with two arms and longer bolts. They aren't as quick-firing as the typical repeater, but they have been able to easily pierce standard plate armor.

Beasts:

It was dark when our enemy first revealed their monsters. As such, not much is known about them at this time.​
 
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