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Dice Lore

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    - Land of Leor -

    The war with the Ancients 600 years ago left most of the vast continent of Leor a volatile, but beautiful landscape, where giant far flung jagged spires of ice and snow steam above red fields of cooling magma, and most of the forests are frozen in perpetual autumn. There are large desert valleys where the bones of the earth seemed to have burst out of the sand, split and cracked, their crevices glowing with manna. There are floating islands linked by the roots of trees that hover above sundered mountains, and deep dark caverns that keep the secrets of a bygone age.
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    " A Village in the Snow "


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    "The Floating Isles"

    - Bodies of Water and Fire -
    Lakes and rivers that are freezing or bubbling with lava are common, and the play between melting ice and fire create landscapes criss-crossed with canyons, ravines, rocky outcrops and plateaus. Often, canoeing is the fastest mode of travel. On land travelers find themselves climbing as much as walking, and maps change at least once every two years because of the shifting landscape.


    - Badlands -

    The most dangerous lands are where scholars say the most intense battles during the Age of Arcana took place. Here ancient curses still linger, and nature and magic are warped, creating unstable magic fields that shoot out manna burning lightning at warlocks casting spells, or causing mutations the longer one stays in these places.
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    " Ravager Plains "

    - Floating Obelisks -
    The Scorched Wastes is where the ruins of the tallest towers built during the Age of Arcana stand leaning, looming high beyond the clouds in a blackened valley full of everlasting bones where nothing grows. There are three floating indestructible obelisks not of this world that have images and runes all creatures can somehow read. These runes is where the common language of Leor originates from and the images and runes carved here recount the final battle that occurred against the Ancients. It includes a solemn warning to vain man not to challenge the Ancients again, or they will rise up one final time and wipe them out.
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World Map
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- World Map -
"Known locations in Leor. Click here for the interactive map.
Feel free to make your own hometown or area."


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    Once a forest of giant trees sheltered by the last manna tree Yggdrassil, the war with the Ancients left the Arid Badlands a dry steppe edged by a dessert raging with colossal dust storms and fire tornadoes. In the center is the stump of the once great tree watered every now and then by deadly rainfalls that cause living creatures to age faster.

 
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- Factions -


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    - Factions -
    " Feel free to make your own factions "


    Templar
    The largest faction in Leor with over 10,000 devoted followers. The goal of the Templars is to prevent history from repeating itself, and so to safeguard the world from the wrath of the Ancients, they seek to destroy dangerous Age of Arcana relics and hunt down mechromancers whose dabblings in magic and machine provoke the wrath of these cataclysmic beings.

    Bandits
    Splintered faction with no leader. Bandits are found almost throughout the entirety of Leor. Among the numerous gangs, tribes, and nomadic warbands that make up this feudal society, there are seven clans that have continued to resist Templar domination in their region, each led by a Warlord.
    1. The Godfather of Sanctuary
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    2. The Daughter of Giantsbane
    3. King Boom Bewm of the Kamikazee Pyros

    C.U.R.E.
    The Collective of Underground Ruin Explorers, like minded individuals willing to risk heresy and their own safety in search of the relics of old and a promise of a better tomorrow.

    Direwolves Troupe
    A group of daredevil performers who push the boundaries of performances to dangerous territories. Often regarded as crazy, their performances are nevertheless astounding to look at. Though a troupe, they often travel alone or by pairs but they keep in contact with each other regularly. There is an annual event where you would find most of the Direwolves at, but this event is highly dangerous to watch - but is nevertheless sought after.


 
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- Magic and Technology -



  • The magic in the world of Vault Hunters is similar to Final Fantasy, Warcraft, and at the most 6th level D&D spells, with the hardship of a post-apocalyptic world. So, magic that heals people easily, creates food, shelter, or makes traveling and the quality of life easier, is rare in daily life. Comforts come more from illegal mechromancy machines, the blueprints of which have been reverse-engineered from Age of Arcana artifacts. There is more powerful magic, but these belong to older creatures that are either enslaved or persuaded to share their power for something in return (such as demons), or are found in ancient tomes in ruins that need translating.

    When it comes to witches and wizards, about a fourth of any population can do magic, and it is these individuals who have the most influence in society. Since the Salem Witch trials that started the wave of Templar witch hunt hysteria and the condemnation of dangerous artifacts from the Age of Arcana, there are more magicians that use natural magic, which is magic gifted to them by the Ancients that they are born with, or granted after a divine event, and lesser magicians that use spell ingredients and machines.

    Magicians that use natural magic are called Divine Magicians, and in Templar controlled lands, families with magically blessed children are generously offered food and security, in exchange for pledging their children to serve the faction as knights who protect and conquer, or as clerics that heal the land and spread the faction's teachings. They are usually taken at the age of twelve, and are sent to different monasteries that worship different Ancients, where they are schooled to respect the Ancients, avoid mechromancy, and are trained in basic warfare until sixteen where they branch out and begin to specialize. Children that can draw out magic from spell components and enchant metal and machines, are branded Mechromancers, and families who have Mechromancer children are forced to give their kids to the faction the moment they show signs, in exchange for food and security, but unlike Divine Magicians who can go home, Mechromancers cannot go back to their families until discipline and loyalty to the faction has been pounded into them. Though they can receive and write letters. These Mechromancers become the most versatile knights in the Templar faction, commanding a wider array of spells than their Divine brothers and sisters, but they are closely watched, and their freedom tightly controlled. Mechromancers that do not serve the faction or threaten to incur the wrath of the Ancients are hunted and burned.

    In lands that are free from Templar influence, magicians are usually found in bandit groups who follow them or protect them. Their magic is focused more on destruction, trickery, and enchanting items through the use of machines and demon pacts. Because Mechromancers are given free reign, the magic adventurers can encounter in these lands, is crazier, more powerful, and more unstable. It is this freedom to practice that has led to technological advances that have made the Templar faction fall behind when it comes to quality of life. It is like comparing a medieval life to a 17th century one that has electricity in the form of magic.

    In other places with neutral ties to Templars and Bandits, the focus of magic is different. In the Forbidden Forest where the last wood elves reside, their magic is tied to the Forest Spirit instead of an Ancient, since the Ancient of the land had died, and their magic is used for beauty, the arts, and trying to heal Leor from the wounds of the war 600 years ago. In the edge of the Badlands necromancy, vodoo, and demon pacts are widespread, while over at Icecrown Glacier the frost giants guard portals that lead to Jotunheim their home realm, and underground the dwarves and gnomes use their magic to bring back the old Arcana cities, their ancient homes.

    There is more in Leor, feel free to world build and add your own.



    - Casting Magic -

    Spellcasting is always heralded by a gesture, the mutterings of incantations, the burning of a spell component, maybe the appearance of an arcane circle, or the glow of eyes or hands. It's not a subtle thing by default, you have to make a Larceny Skill roll to do it without notice. It also leaves traces that can be spotted by the spell "Detect Magic", and the traces are as complex and unique to each individual as a finger print.
    Healing spells accelerate your body's natural regeneration, and makes wounds look a few weeks older. Smaller cuts vanish entirely, but the spell doesn't make big wounds look as though they never happened.

    Since it is only natural regeneration, ordinary surgery is still needed to remove arrow heads embedded in the wound, realign broken bones, or reattach severed limbs. Dead characters can be resurrected, but they still need surgery beforehand if they are missing body parts. The kind of corpse that can't be brought back to life are the ones that are decapitated, burned, or missing too many vital organs.

 
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