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Fantasy Paragons (Lore)

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Enkerzed

Dusty Wanderer
Welcome to the roleplay. Before we begin, please note that this thread is for information about the world of the roleplay only so if you have any questions, please ask in the OOC thread or pm me directly. With that out of the way, let's get right into it.


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HISTORY

In an event known as 'The Confluence', the continent of Tirn was transported to another world and conjoined with another unknown continent now named 'Beyond'. To the inhabitants of Tirn, this event was experienced as a mass blackout where every single living being lost consciousness at the exact same time and woke up to a different reality where massive lightning storms engulfed the entire land. Along with those storms came the colossal denizens of the new continent to the east - known as 'Oni' - and like something out of a doomsday prophecy, they trampled over the land of Tirn and brought about complete destruction to almost every centre of civilization in all four nations of the continent.

To the north were the frigid mountains and forests of Nors, home to the technologically adept humans and dwarves. To the west were the Mana enriched lakes and volcanic jungles of Avalan, home of the elves. To the south were the arid savannas and deserts of Ruh, home of the bestial shapeshifters known as ferans. And to the east where the edge of Tirn met the world Beyond were the steppe lands of Yolta, home of the orcs and the first to feel the earth shaking footsteps of the Oni.

Prior to the Confluence, the four nations existed in a state of constant strife as they vied for power over resources and territories. Only in the event of apocalypse - later known as the First Stampede - did they unite to gather their most powerful warriors together, forming an order of master Ki and Mana users called the Paragons. Through might and magic, and sheer tenacity, they managed to push the Oni out from the land of Tirn within a decade of fearsome battles.

Thereafter, they established outposts behind and beyond the eastern edges of Tirn to bar the way of any intruder that may wander too near. However, a mere thirty years after the First Stampede, the four nations of Tirn were at each others' throats once again and the Paragon order disintegrated into heavy infighting as conflicting loyalties came to a boiling point. This allowed for a Second Stampede, which was almost as worse as the first due to some of the most powerful Paragons having wiped each other out in the wars that broke out, robbing the order of its strength.

Once again, the four nations were forced to unite in a desperate attempt to drive back the Oni and once again, the Paragons were entrusted to spearhead the resistance. Achieving victory by the skin of their teeth, the order was reestablished and its members were thereafter beholden only to themselves, unlike before where each warrior was considered a representative of their nation.

Now it is the hundredth year after the Confluence and the Paragons have managed to hold the line, but discontent has stirred among the four nations once again and many fear a repeat of the past.


Timeline
 
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MAGIC

In the world of this rp, there are two forms of magic: Ki and Mana.


Ki

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Ki, or 'life force' as it is also known as, is something every being possesses but few ever manage to use to its fullest potential. It allows one to enhance their physical strength, skills and senses to many times their natural state, as well as granting total mastery over one's mind and body through rigorous training and discipline. This allows for many remarkable feats that would otherwise be impossible without the use of Ki energy, such as jumping over mountains, felling trees with a single punch, instant regeneration of wounds and recovery from poisons, resistance to all forms of damage, changing one's own appearance or form entirely through shapeshifting, and entering a blank state of mind to sharpen focus and reflexes at will. Some Ki abilities may work passively, others require active effort to use, either way the use of Ki is only limited by one's own stamina and discipline of training. Even masters must still train constantly to maintain their level of power.

The Ki arts are primarily known for their incorporation into many styles of martial arts, but it also allows control over the properties of objects. For example, a Ki user might be able to cut a boulder in half with a blade of grass by imbuing it with Ki energy to make it as hard and sharp as a diamond whilst being able to deliver strikes from a distance by using wind pressure. That same boulder however could be imbued with Ki energy to become an impenetrable shield that can withstand attacks from other Ki users, though success would depend on each individual's level of skill and the natural durability of the objects in use. The more fragile the object, the more Ki must be used to strengthen it. Either way, whether it's grass, boulders or a blade of steel, physical contact is necessary to maintain the desired effects of imbuing an object with Ki energy.

Ki can also be used to heal another living being of wounds and sickness by controlling the very cells of the other entity, as a Ki user would be able to control their own. Again however, this requires physical contact as the transfer of Ki energy is not possible from a distance. A special case can be made for projectile weapons such as arrows or thrown spears, though once charged with Ki they can only hold that charge for a limited amount of time before the energy rapidly bleeds out upon the moment of release. All in all, these are just a few basic examples of what a Ki user would be able to achieve.
So what limits are there to Ki? Quite a few actually. For one, even a master Ki user would be dead as a door nail if their heart burst from, say, an intense electrical surge and no amount of willpower or self healing would save them from instantaneous death. Although Ki users may train themselves to resist any kind of damage, they'll never be entirely immune to it. All it takes is inflicting more damage than the Ki user's abilities are able to handle. Once their defences have been overwhelmed, they'll be affected like anyone else. For example, if a ten thousand volt arc of lightning doesn't work, try a million. If a million doesn't work, try a billion. If that doesn't work, you're trying to zap an inanimate object because no Ki user in existence can withstand something like that. Overt force is the name of the game when it comes to defeating Ki users.

As for manipulating the elements, that's more in the territory of Mana users, although it is possible for Ki users to a certain degree. If say a Ki user specializing in nerve control could get their hands on an opponent, they might be able to completely destroy or paralyze the enemy's nervous system and simulate the effects of an electric shock. Of course this wouldn't be an actual electric shock, but the effect is much the same, so although Ki users won't be able to manipulate electricity, they could still shock an opponent by controlling the the nerves in their body through physical contact. That is to say, they don't control the element, just the medium it travels through.

Another example, a Ki user could raise their body temperature level to be able to burn things at a touch, but this doesn't make them human torches. It's not fire they're using to set the house on fire but just direct heat, which can cause fires. Freezing water? Lowering the temperature in one's hands and doing the same to whatever they touch. Summoning gale force winds? That's just the air pressure from a Ki powered punch or sword swing. All in all, in terms of effects, Ki and Mana may sometimes overlap, but the means are completely different.


Mana

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Before talking about mana itself, a bit of history first. In the old world before the Confluence, long before the first civilizations ever emerged, there once was a meteor storm that wiped out most life on the planet, but among the creatures that survived, a few were elevated to sentience through generations of exposure to the fragments of these world ending meteors, giving rise to the first people of Tirn. These extraterrestrial minerals had the curious property of reflecting the thoughts and feelings of those around it, and a few of the first people found that if they wished for a particular thing to happen, it would. It started small in the beginning, lighting fires without the use of any tools, tracking down water sources by following some strong intuition, digging through the earth with more ease than anyone else. Eventually, it was found that the remains of the fallen meteors were the cause of these strange abilities and in time, the energies that they emitted came be known as Mana.
Toxic to handle, breathe or ingest, these glowing meteor fragments - known as Manacite - were most often found as clusters of crystal formations, though the majority of it actually exists as microscopic particles of dust in the atmosphere, some still lingering from the time when the meteors first fell and some thrown up by volcanic activity then carried by the wind. In any case, Mana exists all over the world as a result, even in places where the meteors never struck. Thus, Mana is as omnipresent as gravity and everything is affected by it in some way, though seemingly the only ones able to make practical use of it are beings capable of complex thinking and emotions.

Okay, enough history. Let's really get into it now and lay it all out. With the exception of areas with heavy concentrations of magicite, Mana is relatively thin around the land of Tirn. From time to time however, they will collect in random areas and should any child be born at such a time in such an area, the nascent Ki energy present in their body becomes suppressed as Mana flows in and like water into vessel. This will either burn out the child's Ki entirely, killing them, or it will adapt and thereafter establish a permanent connection with the forces of Mana that suffuses the very air and soil of the world. A new mage is born and while they might never be able to transcend their physical limits like a Ki user can, they will have other powers to command.

Mana has the ability to reflect the thoughts and feelings of those around it, but it is only for those who are receptive to it, the mages, that it attempts to replicate these desires in reality. There is a rule to this however. Several in fact, with the most important being this: the greater the effect, the more Mana is required. Every mage can only hold a limited amount of Mana energy within their bodies, although this limit may be extended through certain kinds of training. An example being a specialized form of meditation known as 'channeling', where the Mage actively absorbs more Mana beyond the limit of their reserves, resulting in an effect known as 'Mana overflow'. This surplus of energy only lasts temporarily as it eventually diminishes while Mana homeostasis reasserts itself, though the more one channels Mana, the more they may draw upon the next time, if only a little. Over time, this effect stacks up until after a decade or a century, the mage has many times more Mana than what they started out with. Essentially, the older the mage, the higher their reserves and the more powerful they are likely to be.

So what does happen when a mage uses up their Mana? It depends on to what degree. If it's not too much, then they suffer no ill effects. A mage would only need to wait for their body to absorb Mana from the environment before they're 100% again (a slow process). If however they are say at below 50%, that's when the body begins to suffer. Fatigue sets in, the mage feels lightheaded and short on breath. This is the point where they should consider resting for as long as they must for their Mana to replenish. Down to about 25%, the mage becomes severely weakened and is beginning to suffer from a condition known as Mana deprivation. For the elves, this is particularly devastating as this results in the loss of their immortality and they will age like humans thereafter. For other races, the ultimate result is a permanent reduction of their Mana reserves, even when given enough time to recover. Down to 10%, the mage falls prey to sickness. A fever develops and they may become bedridden for months, perhaps years. At 0% the mage is no longer able to use Mana and their Ki, stunted from birth and reliant on Mana, is likewise depleted. The mage dies soon after.

So, how does a mage actually DO magic? As mentioned before, Mana reflects the thoughts and feelings of the mage and tries to translate them into reality, but while Mana can be used to do almost anything, there are some things it simply cannot do. For the things it can do, the mage will see a rune or series of runes before them and at the area they want to target prior to the spell taking effect. Mages can use these runes to produce a certain effect reliably and consistently, and before long rather than thinking about what they want to happen, they'll think runes first. Of course, each individual effect will be represented by a different rune, no matter how small the differences, so this means there are a LOT of runes. Some are simple, others are absurdly complex, either way the mage is going to want to keep some kind of record of what they look like and what they do. Most mages will rely purely on memory, though others may carry around tomes or shout incantations, though shouting incantations is only for the mage's benefit as it helps them put a name to the runes. Eg. one mage shouts 'fire' to throw a fireball, another one might say 'fuego' or something like that. In either case, both mages are seeing the same rune(s) for that specific effect. For some mages, it helps to use their hands or their entire body in a series of motions to sort of draw runes in the air using movement. None of that is necessary however since all that matters is that the force of Mana picks up on the mage's actual intent.

As mentioned before, the greater the effect of magic, the greater the cost of Mana and while there is technically no limit to the number of spells a mage can cast, since all one needs is to memorize whatever rune they wish to call upon, there is a significant difference between casting a spell one has never used before and casting a spell that has long been part of the mage's repertoire. Over time, a mage will find that calling upon a rune or sequence of runes will gradually become quicker and easier, and the cost of Mana is somewhat less than before. For powerful spells, the cost would still be high, but the mage might be able to use it one, two or three more times before risking Mana deprivation. In this way, it is possible to become more efficient when using Mana for certain effects whilst mitigating their drawbacks.


Enchanting

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Enchanted items allow mages to cast spells without drawing from their own reserves of Mana, though repeated use will eventually deplete the Mana within the item and similar to actual mages, it'll need time to recharge before using again. As only mages are able to use Mana, non-mages are unable to use enchanted equipment and like mages themselves, enchanted items may suffer from Mana deprivation if used too much without allowing time to recover. If this should occur, the item will hold less charge the next time and when used up completely, the enchantment becomes broken and rendered inert. If Ki users attempt to imbue enchanted items with Ki energy, all that will happen is strengthening the material of the item as though it were not enchanted at all, thus Ki cannot be used to interact with enchantments in any way.

To enchant an item, three things are required: manacite, runic inscriptions and a foci stone. A foci stone is any organic material capable of storing Mana energy, such as plant sap or blood from certain types of creatures still bearing trace amounts of ki energy from its source. When exposed to a concentrated amount of Mana energy, the Ki of the potential foci stone may either burn out or adapt itself to the energy, just like a mage at birth. The foci stone then becomes a mana bearing substitute of a living mage. It is possible to enchant the foci stone itself, though care should be taken to keep it out of harm's way as it is not likely to be very durable.

As for manacite, by itself it does nothing more than emit raw Mana energy. However, when reduced to a powder form - simply known as Dust - and arranged in the shape of a rune, simply directing Mana energy back towards the crushed manacite through a foci stone will activate the effect of that specific rune. In this way, runes may be inscribed into the desired item then filled with Dust and sealed within a coating of some form of enamel. However, the design must be precise since the slightest variation in size or shape could either result in nothing happening or producing a different effect entirely. If the rune becomes damaged, then the enchantment will no longer work and if the foci stone is lost, then the mage must draw from their own reserves to use the enchanted item.

Above all else, it should be remembered that magicite is toxic to handle and an enchanter should never work with it unless taking the proper safety precautions. A pair of gloves to protect the hands, a mask to cover the eyes, mouth and nose, long sleeved clothing, full length trousers and the necessary tools for rune inscription. For the purposes of enchantment, wood and metal are the best materials to use, though other materials may be used so long as the runes can be sealed within a coat of enamel or other type of finish. If any manacite is ingested, inhaled or comes into contact with the skin, a healer must be sought immediately for treatment. In significant amounts, manacite may cause bleeding, madness, sickness and/or death.
 
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RACES
When the manacite meteors fell long before the Confluence and the dawn of civilization, few creatures survived the apocalyptic event. Of the few, there were several races that grew around the meteor fragments and the powerful energies they emitted. These are the 5 most dominant races of Tirn.


Dwarves

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Half the size of humans, but twice as strong. Naturally resistant to poisonous effects of manacite. Highly skilled enchanters (second only to elves), peerless blacksmiths and craftsmen. Known for being the most technologically advanced race in Tirn. Mostly dwell underground or in mountains within Norsene territories. Average lifespan is 140-160yrs. Subterranean territories generally known as 'the Underdeep'. Spanned entire world before the Confluence, now strictly limited to Tirn.


Elves

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All born as Mana users, but no such thing as elven Ki users as a result (unless they're half breeds). Physical characteristics determined by local environment upon birth, making elves highly genetically diverse. Drows of special note as a subterranean sub-race, capable of nightvision. Considered adults at the age of 30 when they stop physically aging, elves can live indefinitely as long as they are within the Mana enriched territories of Avalan. Once they leave, they can retain their youth for about 10 years until they suffer from Mana deprivation and begin aging, losing their immortality entirely if they don't return to Avalan before then. For elves born outside of Avalan, they can still retain their immortality if they travel to Avalan before turning 30. After that, for both them and Mana deprived elves, average lifespan is 180-200yrs. Manacite not as lethal to elves as it is to humans, but exposure may result in effects similar to alcohol intoxication and drug overdose.


Ferans

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Tribes of animal shapeshifters with natural ability to switch between humanoid and full animal forms. Descended from actual human shapeshifters who identified themselves by the animal forms they took. Many generations and thousands of years later, feran physiology adapted to better suit animal characteristics rather than human, creating entirely new races of humanoids. Mostly live in territories of Ruh, but can be found throughout all of Tirn either as slaves or servants. Average lifespan similar to humans, 60-70yrs. Less susceptible to manacite poisoning than humans due to altered physiology, but still more vulnerable than other races.


Humans

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Mostly live in the territories of Nors. Most numerous of the 5 races, but also common in Yolta either as slaves or second class citizens. Generally have the highest aptitude for both Ki and Mana, being able to develop their abilities at a far quicker rate at an earlier age than other races, but limited by short average lifespan of only 60-70yrs. Also most susceptible to manacite poisoning out of all 5 races, but also able to detect them at much greater distances through symptoms of exposure.


Orcs

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Large, physically imposing, most naturally predisposed to developing Ki and generally considered to be the strongest race on Tirn. Mostly live in Yolta. Like elves, physical traits are determined by environment upon birth, leading to great genetic diversity. Also like elves, have long average lifespan of 180-200 years. In fact, so closely related to elves that if most of the manacite meteors hadn't fallen in Avalan, there would be no elves, only more orcs. Once as numerous as humans are now, orcs have been reduced to having the lowest population on Tirn due to bearing the full brunt of both the 1st and 2nd Stampede. Manacite not as lethal to orcs as it is to humans, but exposure may still result in fatigue and muscle weakness or atrophy.


Half-Breeds
Tolerated at best, ostracized at worst, half-breeds are the result of interbreeding between different races. In all places of Tirn, this practice is heavily looked down upon and the children of mixed parentage are considered with equal measures of pity and scorn. Though entirely feasible, interbreeding carries more risks of miscarriage and complications than same-race relations, with many half-breeds either born sterile or disadvantaged in some way. Eg. a half-human, half-elf having the physical characteristics of an elf, but the lifespan of a human. Interbreeding seems to be more successful between races sharing a common ancestry, such as humans and dwarves on one side, and elves and orcs on the other. Ferans however are actually a group of different humanoid races unto themselves due to their animal physiology and are entirely incompatible with any race other than their own groups, unless said feran groups are similar enough to each other. Eg. tigers and lions, wolves and jackals, brown and black bears, etc. Thus, it is impossible for a feran to interbreed with humans, dwarves, elves and orcs entirely.
 
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THE FOUR NATIONS

Avalan

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nutshell: ruled by the house of Vazra and their Phoenix Empress, considered a living goddess among the Avalese.

Ruh

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nutshell: a confederation of feran tribes, united under a single banner.

Nors

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nutshell: a relatively young nation founded by former Avalese and Yoltan human slaves, now ruled by the Dragon King and protected by the elite Dragoons, an order of dragon slayers.

Yolta

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nutshell: ruled by the Sho-Khanate, presiding over both the nomadic steppe clans and the imperial provinces of Yolta. Ruled by an emperor in name only and a Sho-Khan in effect, highest military rank of the Imperial Yoltan Army.​
 
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THE LAND BEYOND



A Paragon prepares to venture Beyond.
(That's actually just Guts from Berserk getting ready to kick ass and chew bubblegum... and there was never any bubblegum)​
 
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PARAGONS

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Organization
From lowest to highest, these are the primary ranks of the Paragon order:
  • Ward - born within order or recruited by seekers. Kids mostly. Expected to only do menial work for now.
  • Apprentice - Paragons in training. Not allowed to fight Oni just yet, but that's what they're learning to do under the tutelage of those who have fought.
  • Warrior - rank and file of Paragons. Expected to pass on their knowledge and skills to Apprentices when on garrison and to fight against the Oni when on patrol. Often operate in squads of six, including the leader, but can be more depending on their needs.
  • Senior - veterans, squad leaders, elder brothers and sisters of the order. These are the hardened few who have survived at least a decade as Warriors before attaining this rank. Needless to say, not many make it this far.
  • Warden - first among equals of the Senior circle. Rank equivalent to Captain in any other army. For every expedition into the land Beyond, a Warden leads in command.
  • Keeper - master of the entire order.
Those who find their talents better suited to duties other than combat may help the order in a number of Support roles:
  • Healer -
  • Enchanter -
  • Artificer -
  • Beastmaster -
  • Librarian -
  • Cook -
  • Builder -
  • Seer -
Special ranks assigned to those of particular skills and experience:
  • Seeker - basically retired Paragons who wander around Tirn in search of recruits for the order. Often Senior ranked, but may include Warriors who can no longer fight for one reason or another.
  • Provisional Warrior - recruits deemed skilled and powerful enough to skip the Ward and Apprentice ranks. Immediately promoted to Warrior after first combat experience against Oni (if they survive that is), but not allowed to take Apprentices until then.
  • Ranger - dedicated reconnaissance specialists. Often work alone or in pairs to move deep into the land Beyond, tracking Oni movements and warning the order of their approach. Sometimes fighting the enemy themselves if need be. Required to work independently for extended periods of time, this rank is only available to Warriors and Seniors with expert survival and combat skills.
  • Wing Rider - those who ride airborne steeds such as dragons, griffins and pegasi. Can be used for search and rescue missions, reconnaissance, fast response, resupply, relaying messages, deploying and exfiltrating Paragons, and striking at Oni from the sky. Acceptance into this unit depends on the Beastmaster and Senior Wing Rider's approval.
 
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ABILITIES
Ki
  • ability name - description - passive/active(?)
  • hmm...

Mana
  • ability name - description - cost(?)
 

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