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Fantasy Project Regalia Lore

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TIME SETTING


Project Regalia is set in a medieval time period. The most advanced form of common transportation, other than magic, is animal-drawn wagons and galleons for the seas. Fire and magic provide the only light sources. Clean water is hard to obtain unless you have status or money. Medicine is very primitive and is generally just herbs and bandaging. Things such as these are what you could expect to find in Project Regalia.

987th year of the Nilheem Calendar is the most widely accepted official date in the realm. There are other nations that operate based off of other calendars, though they are few, and still tend to use the Nilheem Calendar to plan dealings with other nations.



MAGIC


Magic in Project Regalia is an energy that resides in all living things. Every creature has it, though only certain ones can use it. Through training and study, people can access magic to cast spells or use abilities. There are a small number of individuals that have access to special kinds of magic through draconic, infernal, or divine blood-lines. These blood-lines grant certain abilities, though they aren't considered any more powerful than any other magic.

  • Draconic Blood-lines: Those with Draconic blood-lines are descended from dragons. Due to their lineage, they are granted access to abilities related to Dragons, such as elemental breath, skin-hardening, etc.
  • Infernal Blood-lines: Those with Infernal blood-lines are descended from demons. This lineage allows them access to spiritual abilities linked to the soul, ghosts, etc.
  • Divine Blood-lines: Those with Divine blood-lines are descended from the gods. Their lineage allows them access to celestial abilities
There are many that believe that Magic is derived from the Gods, though some priests and priestesses dispute this. It is unsure of where exactly Magic actually comes from.


DIVINE AND INFERNAL BEINGS


There are large pantheons of Gods and enough demons and devils to match those numbers if not more. Each Nation follows a different Pantheon, some are small, others large.

Pantheon of Human Gods

Erdar, God Of Virtues & King of the Gods
Wedlous, God Of Abundance
Naohr, God Of Loyalty
Ulo, Goddess Of Day
Kheesis, God Of Love
Hyzdos, Goddess Of The Underworld & Spirits
Ginas, God Of Commerce
Zadohr, God Of Harvest
Thunir, God Of The Sky
Hidis, God Of Conquest
Byses, God Of Earth

Human demons

Rigthun, Queen of Demons
Argrol, the Devourer
Bolgrath, demon of Nightmares
Karzon, demon of Temptation
Ir'ekid, demon of Fear

Pantheon of Ixaal Gods

Oanke, Goddess Of Earth
Nezion, God Of The Seas
Irzotz, God Of Life & Death

Many Ixaals do not believe in demons or devils

Pantheon of Kirum Gods

Fereus, God Of Victory
Cetrix, Goddess Of Death
Lelses, God Of The Land
Bretix, Goddess Of The Sea

Kirum Demons

Drigukon, Bringer of Defeat

Sarik system of Religion

Because of their capacity for magic, Sarik tend not to believe in Gods or Demons. They sometimes see themselves as divine beings, or simply do not believe in any divine beings.

Opim system of Religion

Because of their nomadic tendencies and lack of unification, it is hard to pinpoint Opim gods and demons. They will almost always be different between clans.


REGALIA


What exactly are Regalia?

Little is known about the origin of Regalia, and only speculation is offered as to how they work. Most say that they are magic, and it's hard to disagree with this conclusion, however it is yet to be discovered just how they do what they do.

What is known about Regalia is that they mark heroes, legends, and sometimes great evil. With the power a Regalia offers its user, corruption is always sure to follow.

That still doesn't answer the question though. What are Regalia?

Well, Regalia are items, presumably magic, that give their wielders great powers, varying from Regalia to Regalia. These items can be anything, ranging from something as simple as a pendant, to something dangerous, like a sword.

Ulthar's Pendent for example, is one that is a simple silver necklace. Even still, it holds immense power.

So what do Regalia do?

As stated above, they give their owners powers. Now, these powers vary depending on which Regalia a person has. Using the example from above, Ulthar's Pendent grants its owner a great amount of speed.

How does one obtain a Regalia?

Granted the power these hold, it is no easy task to get one. Most Regalia are found at the end of long and dangerous dungeons. However, there is the occasional Regalia that might be found in some dark alley....

Well, where are these dungeons?

Dungeons are located all around the world, in each continent. When one crops up, it is usually marked by a beacon of light, making dungeons easiest to find at night, when the wilderness in which they are located is the most dangerous. For this reason, there have been people known to scout out dungeons and mark their locations as to come back at a safer time to try and conquer it.

Why are Regalia so important?

Nobody knows for certain, but there is an air about them that just screams importance. Some have used Regalia to claim power, others have used them to help people, but for the hundreds of years that they've been around, nobody has found out their true purpose.

Is it possible to hold multiple Regalia at once?

Yes, certainly, so long as you have the ability to obtain them, then they are yours. Some wielders choose to obtain multiple Regalia to pass on as gifts to their most trusted friends, or even their family.


DUNGEONS


Dungeons are dangerous places full of monsters, bandits, traps, and all things dangerous. While extremely dangerous, dungeons are extremely attractive to adventurers and nations because of what they hold. Riches and Regalia. Regalia often choose to take residence in some of the most dangerous dungeons, presenting extreme challenges for those seeking them out. No individual has ever claimed a dungeon on their own, they are simply too challenging and dangerous. For this reason, people often form parties to claim dungeons.

Dungeons are the reason that Guilds exist as well. Members of Guilds have made a living of claiming dungeons and taking both their riches and Regalia. Often times leaders of nations employ Guilds or parties to capture Regalia for them, promising them great riches and status. It is this reason that Guilds are so respected and envied.


RACES OF PROJECT REGALIA


Humans

Based on the continent of Atheer, Humans are known to be more of an all-around type of race, with sufficient intelligence, strength, and speed, but not quite excelling in any of them. Humans are usually known to lean more towards magic than a few of the other species, however they are not quite masters of this either.

Humans tend to be one of the more peaceful species of Project Regalia. They have their land, their gods, and their trade, and that keeps them happy. If there is ever war with humans involved, it is with other humans, and tend to only be small disputes over land. They resolve quickly and fade into the background. Humans do, however, have a strong sense of home and ownership. If any other race were to try to take land from them, humans would fight tooth and nail to keep it. They are sometimes thought the most resiliant and confident species.

Ixaals

Based on the continent of Gurash, the Ixaal are an especially tall and slender race. Ixaal average around 7'0 as adults, and all Ixaal are born with horns and pointed ears. Horns vary in size, color, and shape, but all Ixaal have two.

The tall and slender race of Ixaal is a race of nature-loving individuals. They are no strangers to conflict and are often forced to defend their land from expansion from the Kirum nations. They are extremely defensive of the nature in their home and will react aggressively to anybody attempting to harm it. They have an intense love for animals, trees, plants, and anything that belongs to the natural world. Many of their cities are incorporated into the nature that they love so much, even if those places tend to be wet and rainy. It is common for Ixaal to keep animals as companions, who they treat as equals.

Kirum

Based in the continent of Marsun, the Kirum resemble Humans very closely in appearance, but have arms covered in scales, in which most cover up with gloves.

This scaly-armed race is the most war-oriented of Project Regalia. They often set their goals high and go for them aggressively. Their nations are ambitious and show this through attempts at claiming other races' land and expanding their empires. Defeat is shame to them and their chief deity Fereus, the God of Victory. They often pray to him before going into battle.

Sarik

Based in the continent of Bruhn, the Sarik are a mostly female species. They are very small averaging 3'5, and have butterfly-like wings.

Sarik are the scholars of the world. They enjoy research, writing, reading, all things that enhance their intelligence. While not applicable to all Sarik, most tend to be snooty and do not get along very well with any of the other races. Some of them see themselves as gods and goddesses. Their homes are extremely elegant and extravagant. They tend to flaunt whenever possible, and their cities represent these tendencies. It is sometimes hard to focus in their cities because of all of the things happening and all of the things to see. Sarik also are a mostly-female species, but they do have males. Male Sariks are on the bottom-rung of Sarik society and are generally seen only as a means to further their race.

Opim

The Opim are a nomadic species, not basing out of any continent and moving very often. The Opim are separated by clans.

Opim are the nomad race of Project Regalia. They call no one place home, and are almost always on the move. Because of this it is hard to identify any one culture, any one set of characteristics. They seem to be the most diverse race and it is rare to find two Opim that act the exact same.


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