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Fantasy Return of the Elemental Lords ➵ Lore

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Heavenchi

✧"a wondering mind."✧
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On Zylo, there are five kingdoms. Korto is the largest and built on diversity. Its lead by a council, a representative of reach race holds a chair. Korto is known to be bustling with business, opportunity, and prosperity. The second kingdom is Zelyra, a place of innumerable shadows. Its lands are bleak due to the lack of sunlight. However, it's rich in minerals and crystals so it holds economical ground. Thirdly is Drako, a place of vast plains and mountains. Its residents are primarily greats and dragons. The fourth and second most powerful kingdom is Lenia, home to a vast majority of the human population. It possesses the largest population and largest military. Lastly, we have Wyest, the underwater kingdom of mermaids.

On Zylo there are seven species. . .
↣ Humans creation of all the Lords combined
↣ Dragons creation of the Fire Lord
↣ Angels creation of the Air Lord
↣ Greats creation of the Earth Lord
↣ Vampires creation of the Dark Lord
↣ Mermaids creation of the Water Lord
↣ Fae creation of the Light Lord

Magic: Over the past years, the only creatures to have evolved significantly are humans. They gained the ability to tap into the combined essence of the Elemental Lords that naturally emitted from the Lords when they were creating the universe. Humans call it, "Eternal" and its humanity's pride and joy. Humans teach it as a norm in their schools and if their thirst for the tool goes beyond the mere spells taught in schools, they become "Mages." Humans who master the basics of magic and then dwelve in its unknowns. Here is the list of the things humans have been known to do with "Eternal."

Basic Spells
"Considered the safest for any old person to use, basic spells are easy to cast and reusable nearly instantly. These spells don't require the caster to say anything."

"Halt" - This spell, you must move your nondominant hand towards your target and it'll keep them in place for as long as your hand doesn't move.

"Choke" - This spell allows the caster to close the target's airway for as long as they themselves hold their breath.

"Telekinesis" - This spell allows the caster to focus on an object it and move it at will with their mind. The weight of the object can be at most, double the caster's weight. This spell can be used on multiple things at once.

"Heal" - This spell can only be used on oneself and it allows the caster to accelerate the healing process on themselves in a certain area.

Flicker - A spell which summons a small spit of fire on the caster's index finger.

Sight - A spell that summons a small ball of light in the user's palm.

Shift - A spell that changes the state of water.

Core Spells
"Core Spells are said to be the fundamentals of Magic. These spells are dangerous, powerful, and near impossible to master"

Fire - "Untamable!" A higher percentage of concentration in an open area with high access to oxygen. Must have confidence in their ability to "control" the summoned fire.
This spell allows the caster to summon fire which ranges from a mere flicker to a ginormous ball of flame into the user's palm. The spell can be projected.

Water - "Flow." This spell is to be said with the utmost of demand and certainty. It requires the most willpower to control. This spell summons water from the skies and shoots it down at the caster's target with deadly force. This spell can even drain water from its target body. Yet- if done wrong, it can drain water from the caster and send it to the target.

Earth - "Subject." This spell requires the most amount of focus. It's surprisingly similar to the fire and water spells with its recoil if not done properly. It'll attack the caster. This spell allows the caster to control the earth around them. If the concentration is lost the Earth will shake and break under the caster's feet.

Air - "Breathe." Works best if the caster is confident in being able to manipulate the sheer amount of wind to come. Nerves will hijack the winds and make them go berserk. This spell allows the user to fly as long as they stay focused.

Darkness - "Infinite!" A higher percent chance of working if it's cast in a dark area.
This spell allows the user to become one with darkness and camouflage their appearance but not their sound. It comes undone if the direct light is shined on the caster.

Light - "Blinding" Must be used by those when they're in a state of relaxation and not pressured. This spell emits a blinding light from the user's body. It's said it's their soul coming out in all its untainted glory.

In an attempt to mimic humanity's progress each personal species of the Lords developed magic too. Mermaids learned how to communicate with marine life, vampires discovered how to manipulate shadows, dragons learned how to channel their dragon strength in human form, fae discovered how to smite and angels discovered how to manipulate the weather. In addition, greats discovered the ability to "know".
 
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Environment

The RP will take place in the kingdom of Korto, "The Land of Plenty". Spanning across a complete continent, Korto is a diverse kingdom. To the North, you have the wetlands, home to many creations of the Water Lord. The humid nature of the lands to the North allow mermaids to walk on land without fear of drying out. However, it's not too moist to the point a sensitive mer might shift by simply breathing. A significant town to the North is Opal, a place known for its fishing, healers, and shipyards. To the east, you have a mixture of Greats and Dragons. The mountainous, yet plain filled area allows the Fire and Earth Lord's creations to spread their true forms in the vast area. A prominent town to the East is, Pyro a place renowned for its weapons craftsmen and magic hot springs. On the cusp of Pyro, there's the Red Mountain. Despite its name, it's actually an inactive volcano. Fortunately, the surrounding area is aware of its true nature and no life is within range. The Red Moutain earned its name because of the muddy orange and black rocks and soil which make up the bulky mass. However, the Red piece comes to fruition when it's focal point comes into play. Red pulsating cracks litter the mountain, giving it a ruby's glow. These features are unnatural to the green plains and normal mountains that the North typically possesses. To the south you have the "shadow" lands, a place shrouded in a magical fog that limits sunlight, specifically made for the vampires of Zylo. The most light you'll see in these lands are from magic tech or a fool moon. Lastly, we have the west area, home to the great forest. Here, angels and fae co-exist in unnatural harmony. Lesta, the most popular town to the west is located in the middle of the west. Here, you'll find animal tamers, healers, and the Divine Cave, comprised of angel quartz. When sun hits this sacred ground, it glows like star. In addition to being home to the divine cave, Lesta is home to the Holy Cathedral. A massive building, built with stone and angel quartz from the Divine Cave, it shines similarly to the Divine Cave. Deep underground, you'll find The Holy Well( that is used by the church reforge weapons into a sentient holy weapon capable of great feats as long as they offer suitable & sufficient 'sacrifice'. This is one of the "Six Wonders" of Zylo, which has caused many strifes in history.

In the middle of Korto you have, it's the heart, Mento "the melting pot".

Castle: a large building or group of buildings fortified against attack with thick walls, battlements, towers, and in many cases a moat. Palace: the official residence of a sovereign, archbishop, bishop, or other exalted person. ... A fort is a temporary and/or small purely defensive structure.
 
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The
E L E M E N T A L L O R D S
Lore and Info

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The Siren,
Elemental Lord of Water & Ice
M A R E L L A


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Dragon Mother,
Elemental Lord of Fire and Heat
S E R A P H I N E
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Soul Creator,
Elemental Lord of Light and Spirit
R A D I A N T

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The End All,
Elemental Lord of Darkness
R U K A​
 
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