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Fantasy RedStone - Lore

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PeanutLemur

Walmart People Watcher
Lore
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Ramalite
Ramalite, a vermilion hued stone of high demand, is the main power source for much of Igris' technology. Although it is considered a mineral, little is known about the stone's origins. For one, it does not exist in geological deposits like other natural minerals; rather, fragments of it are dispersed throughout the continent, concentrated in areas where magic is present. Locations with high levels of inherent magical energy - known as Dungeons - seem to accumulate either vast quantities of Ramalite shards or a few, high quality deposits. Venturing into such places, however, is a dangerous affair - one often regulated to members of the Shard Hunters Guilds.

Ramalite itself is inert. Indeed, it is only through the input of a catalyst - a being's own magical entity, or whim, or a disturbance in a natural magic field - that the stone exhibits its true potential as an energy conductor. Humans were the first to utilize Ramalite as a means for enhancing their own whims and magical output, though historic records tell of beasts that once ingested the mineral. In current times, low-grade Ramalite can be purchased on the market by those with a magical license and used for personal means; higher-grade fragments are used to power the machines and vehicles that have brought society into its modern age.

As an energy source - and one that is removed from the very energy (magic) that created it - Ramalite is prone to deterioration and destruction as a result of overuse. In addition to possessing less magical output, low grade Ramalite isn’t capable of handling the same magic input as higher grade samples. Too much magic being injected into poor quality stones can result in them shattering and thereby being rendered impractical for continued use. Many Ramalite cores used for technology have to be replaced over time - dependent on the length of use and the degree of energy being sapped from it - due to loss of function. It is for this reason, in addition to an ever-increasing population and technological boom, that the stone remains in high demand.

The first descriptions of Ramalite are found in Igris' earliest recorded history. In terms of a geological timeline, it formed alongside other natural minerals long before Human or Ferox settlements dotted the land. The first use of the Mineral for anything akin to its current use occurred nearly three centuries prior to the Current Age. Ramalite itself is not finite - it is a byproduct of concentrated magical energy taking on a physical form. It generates over time; however, the newer the Ramalite, the weaker it is. It is for this reason that high grade fragments are so valuable on the market. They are, in terms of a human or Ferox lifespan, finite. The most "pure" samples take centuries to form. Certain deposits have been stripped bare, and research is being conducted on the process of Ramalite formation and ways it could be synthesized.

Dungeons
Existing at the intersections of Igris' magical Ley Lines, Dungeons are the continent's harshest environments and terrains. From floating masses of rock to impenetrable forests, mountainous caverns to barren wastelands, these locations feature wildlife the like of which is unknown outside their borders. Those lacking proper training and preparation rarely leave intact, and even those with years of experience have been known to disappear in their depths.

Shard Hunters
Igris' heroes, aptly heralded as Shard Hunters, are those who brave the wilds to combat foes and mine deposits of Ramalite for the masses. They work for the Shard Hunters Guilds, though an emergence of non-affiliated Hunters - sometimes referred to as Poachers - have begun to make a regular appearance. Shard Hunters are known for their physical prowess and knowledge - even if such traits don't always come hand-in-hand. Designated ranks are utilized in gauging a Hunter's aptitude and therein determining the types of assignments - and associated pay - s/he is permitted to embark on and accept. All Shard Hunters are required to carry proof of their identity and designated rank on their persons.

Aether
The Guild of focus for this RP, Aether is one of Igris' largest Shard Hunter Guilds; in fact, it is the fifth largest by membership size. The Guild's headquarters is located in Verasia.

Ferox
Igris' second humanoid race, Ferox are known for possessing animal characteristics - such as animal ears, tails, teeth, and senses - and greater physical prowess than their human counterparts. They do, however, tend to have less capacity for magic.
 
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The Continent
Provinces
Igris, as a continent, exists as a singular political entity and country. It is ruled by a democratic counsel run by elected representatives from each of its seventeen provinces. For more information on each, see below.
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Boulia
Main City: Ibra
The city of Ibra was built to take advantage of the sea. Straddling Igris' northern coast and bordered on two sides by large bodies of water - the Sterling Sea to the north and the Anlam River to the west - it is one of the continent's largest trade ports. For this reason, many trade routes flow from, to, and through the city, bringing with them vast characters and wealth. Never let it be said than Ibra's streets are quiet; this city is any trader - or buyer's - dream.

Webtu
Main City: Corough

Amidia
Main City: Quis

Seong
Main City: Gyeognam

Gyeju
Main City: Hacheon

Escia
Main City: Abra
Abra is believed to be the city that Olotism originated from, many accounts dating back many decades. The city's architecture reflects it's religious history, large but stout buildings hold carvings of a lost time. In the center of the city lies a clocktower that rings a sacred bell at the dawn of every Wednesday, marking the sacred and holy day. It also rings on the first day of summer.

Tlaxco
Main City: Teotlan

Faxias
Main City: Cuaiba
Cuaiba, a city small but ripe with people and unique events. The city is a fishing port, it always has been a fishing port. Despite droughts and sometimes lethal famines, fishing still occurs without delay. A mix of thatch and stone buildings, the people settled there aren't rich nor wealthy in any capacity other than fish. The exportation of goods is mostly relied on through boats and roads, the former being the most used way of exporting.

Unlisted
Main City: None
Lidam
Main City: Rhegium

Tijila
Main City: Dje

Hajdorszag
Main City: Fotvanhelet

Labria
Main City: Norquimeno

Seglia
Main City: Arcellita
Arcellita borders on the swamp areas of Seglia. The city is known for it's unique farming techniques, in which the farmers wait for the rivers to flood and then begin sowing seeds within the thick rich mud that the floods would leave behind. It's buildings are strictly made of stone and brick to prevent the destruction of housing from large floods. The governor of Arcellita set Emion, God of the Harvest as the city's patron god.

Eoyang
Main City: Hache
Hache is similar to most port cities, a trading hub for any ship traveling around the continent. What makes it unique but also risky is it's sometimes shallow and forested shores. The city prevents wrecked ships by having half a dozen Ramalite-fueled lighthouses that guide a passing ship around the treacherous waters. Buildings are made of normal wood, their foundations out of solid stone. Houses close to the shore rack up incredible expenses, making them accommodations for the rich.

Virasia
Main City: Alela
Alela is one of Igris' largest cultural centers and a city whose skyline is littered with the outlines of large stone buildings. New cultural waves have left their mark not just on the architecture, but the city's identity. What was historically a city of predictability has grown into a large melting pot, with new buildings always seeming to sprout up over night.

Campec
Main City: Tepeci

Yerusia
Main City: Yerus
The city of Yerus is known for it's many innovations in canals and marine travel. The river that borders the city is used as an entrance and trade route for the province and many others. It works as such; a boat enters the canal through the south river, it turns left and enters the lake. After entering the lake, it can deliver cargo to either Virasia, Amidia, or even Yerusia itself. The province only allows around 3-4 boats depending on their size to prevent crowding of the river. Boats must be on a free, set schedule in order to be allowed entrance into the province.

Height Map
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Biome Map
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Temperature Map
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Society
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Religion
Igris is home to three prominent religions: Olotism, Vinahin, and Bodesm. Each religion is known for its unique practices and dedicated followers. While disagreements arise between doctrines, most have learned to live with the differing beliefs ingrained into the society around them.

Olotism
Those who practice Olotism believe in a single god, Utarr, known as the creator of all things. Practitioners view Wednesdays as sacred, and often spend an hour of it reading from the religion's sacred book, in meditation, or in prayer. The religion promotes certain morals, and many who follow it are known to possess an altar in their home in tribute to one of its teachings. It is expected that practitioners attend weekly services when they are able and light a purple candle on the first day of summer in honor of the holy season.

Vinahin
Vinahin is an homage to the Pantheon gods. Those who practice it tend to believe that life events are dictated by beings that thrive in an earthly realm uninhabitable by mortals. Natural events are heralded to these gods as well, and most practitioners make a point of taking weekly offerings to one or more designated temples that have sprouted in most of Igris' towns and cities. The religion's key gods are as follows: Etnas, God of War and Conflict; Duris, God of Fortune; Dresona, Goddess of Fertility and Birth; Emion, God of the Harvest; and Phoris, Goddess of Life and Death.

Bodesm
Bodesm is the religion of the earth, by the earth, and through the earth. It is a celebration of life through which death is viewed merely as a transitional phase. Unlike Olotism and Vinahinity, the teachings of Bodesm lack written sacred texts, fixed doctrines, and explicit moral codes. It is a religion passed on by word of mouth, through legends and stories made to reflect the natural landscape. Everything is sacred - only some things are more sacred than others. Practitioners of Bodesm believe in multiple gods - Drusa, father of the sun; Sidete, mother of fertility and harvests; Inera, mother of the moon and rain; and Leesis, father of the winds - and minor spirits responsible for shaping the world around them. Multiple offering ceremonies in homage to these gods and spirits are conducted throughout the year, mostly in accordance with the yearly change in seasons.

Racial Interactions
Historic relations between Humans and Ferox haven't always been peaceful. Indeed, early records depict near-constant conflict and skirmishes between the races, and many historians have determined that peace between the two peoples was shaky at the best of times. This turbulence began to change, however, when the former Human kingdom of Eastormel fell to ruin. Today racial divides are few and far between. Humans and Ferox share the same professions, the same towns, and even the same families. Both races have members in Igris' Council, and although there are those from both sides who still seem to hold some distaste for the other race, anti-discrimination laws have been put into play to ensure equal treatment and acceptance. Some provinces are still predominately Human or Ferox inhabited but much of this has to do with cultural and climatic preferences.

Legal System
Crime in Igris is as prevalent as it is frowned upon. With Ramalite's high demand and the notorious prestige of Shard Hunters, fraud and forgery have become a common occurrence in Igrisian markets and streets. Most low-caliber crimes are met with temporary imprisonment whereas higher caliber crimes - of which thievery is one - are met with longer imprisonments periods and, in some cases, a tattoo being placed on the front of the offender’s neck. Executions do occur in Igrisian society, few and far between as they are.

Technology
Igrisian technology and innovations are akin to those developed in the so-called "Second Industrial Revolution" of 1865-1900. Think steam power, but with magic rocks. (Steampunk-esque, if anything.) "Electricity" doesn't exist as we know it, but things like lights - not oil lamps or candles, but light bulbs similar to those we know today - exist through the use of Ramalite shards being utilized as a type of filament. Igris is in an age of machine technology and transportation. Trains, boats, and rudimentary personal vehicles are prevalent and reliable sources of transportation, though the latter is oft limited to the wealthy. Good ole' horse and buggy and carriages still exist for those with tight pockets or preferences for them. Air conditioning and heating isn't a thing the way we know it to be - this type of technology is still in development but some products are on the market - but running water has been incorporated into some buildings, though not as reliably as ours is today. Sewage systems are more than adequate for the time however - thank the gods. Small robots can also be seen from time to time, but they're hardly a reliable bunch. Oh, and long distance communication is possible though sometimes faulty. A typewritter-like machine also exists for those who don't like ink wells. (Guns are a thing, but they're not automatic to any degree.) Honestly, there's room for "new inventions" should people want to play an inventor-type character.

Magic Licenses
In order to purchase Ramalite for personal, magic enhancing use, an Igrisian must first submit for a Magic License at the nearest Town or City Hall. An informal census for magic users and a means for Igris’ government to keep tabs on the magic practicing members of the country’s population, Magic Licenses have become an integral part of Ramalite trade. They are also a source of government income, as applicants must pay a small fee to acquire the documentation. It is illegal to sell the mineral to anyone not carrying his or her license with him/her at the time or purchase. The act of forgery is worse.
 
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Characters of Interest
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Irisha Zyna
The Rose-Colored Tempest

Irisha is Aether's current and third female Guild Leader. She is a fourth generation Shard Hunter whose childhood and early adult years were spent jumping from ambition to ambition. Best known for her quick temper, brusque manner of speech, and marksmanship, Irisha has been a big name in the Shard Hunter community for years. Nevertheless, current events on Igris have caused her to delve further into the political aspects of her position. She is a regular attendee of the Guild Council and an active spokeswoman on the public scene - if only because she has plenty of opinions and the confidence to voice them.

Indeed, Irisha is woman wholly dedicated to her job and guild. A S-rank Doyen, her’s is a record of envy and inspiration for many of her peers and fans.
Tudor Jeagur
Ironclad

Tudor is one of Igris' most renowned Shard Hunters. He and his companions disappeared two years ago after accepting a mission to explore one of Labria's Dungeons. It is uncertain what went wrong for the group as no evidence of their fate has been found.
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Torin Maxwell
Atlas

Despite his youthful and often clumsy appearance, Torin is one of Aether's key information brokers.

Mellie Gilliand
The Penny-Pincher

Aether's key merchant.
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Guild Board: Adventure Quests
Please indicate which of the quests listed below you/you're character would like to embark on. Alternatively, you could decline each and choose to mill around the guild.

Village Defense - Rank C
Location: Pichetbury, Webtu Province
Reward: Pound of Ramalite, some gold, and great food.
"Please help!

A roaming band of bandits has been harassing our small village for the past month. We were able to fend them off in the beginning; lately, however, it seems they've acquired some new siege weapons. The odds are no longer in our favor and we ask for your help in seeking out and destroying their weapon. We wish to avenge our fallen loved ones and care not if you get your hands bloody in the process. We'll even pay you with some of our locally mined Ramalite!

- Aegeus Merrick"

Razed Fields - Rank D
Location: Abringen, Hajdorszag Province
Reward: Ramalite and bountiful gold.
"Our livelihoods are at stake!

I hail from Abringen, a small farming village in eastern Hajdorszag. It's a peaceful area, and we've had little problems cultivating our fields for generations. Recently, however, one of the local Eagle-Wasps has gone on a rampage. We're uncertain of the catalyst, but the beast has been destroying our fields and injuring - even killing! - our villagers and livestock. Without these crops my village will not only starve this summer, but make no money from their trade. We can't afford such a loss and have no way of felling our foe on our own. Please, your help is desperately needed!

- Adila Kinsleigh"

Dungeon Exploration - Rank B
Location: Southern Faxias, Norned Woods
Reward: Potential Ramalite Mine
"Guild members,

Word has reached us of a rumored dungeon in the Norned Woods. We wish to send a scouting party to scope the area. Your job is to send back word on the rumor's truth and to traverse the dungeon's entrance. If this information is accurate, and there is a dungeon hiding in Faxias, we need to secure it before other guilds have the chance. Be sure to see Atlas before setting out on this mission.

-Irisha"
 

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