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Fantasy Legacies: World at War - Lore Page

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Kumii

Hydro Dragon
Roleplay Availability
Roleplay Type(s)
Brief DescriptionThe Rhythm Nation is a large nation isolated in the East, surrounded on all sides by bodies of water. With Ironshire City as its capital city, it is the largest Human/Elf combined city in Rhythm Nation. Ironshire also happens to be the trade capital of the Nation and, consequently, is al the wealthiest mortal city in the Nation. Surrounding Ironshire, are a few small cities and villages, one of the more notable ones are; Westshire Town to the West. Judice Village in the South. East Gentry City to the East and West Gentry City a little past that.

Mortal RacesHumans; Humans are abundant in cities, because of this, the Elf population suffers a fair bit. However, the Humans live in peace with the Elves. Some are a little less accepting however. Humans tend to have to have to work toward unlocking their magical abilities, making them a bit more skilled when it comes to magic.

Elf; Elf, or Elves if plural, are a race of tall mortals. Their signature look include pointy ears and their height, where females can reach a height of 6' or taller. All Elves have a higher chance to have a latent magical power then humans but suffer the technological know-how and innovativeness that Humans have.

Immortal RaceSpirit; Spirits are an immortal race of mythical creature that can vary wildly in appearances. From Kitsunes to Hellhounds. All Spirits have immense magical prowess and combat ability. Spirits have a passive connection to the Spirit Realm that grant them their immortality, if this connection is severed they become mortal and can die like a mortal can.

Magical AbilitiesMagic is separated into types and your Abilities depend on your type. You can master multiple types.
ALL users are taught the Ability "Spirit Severance" upon unlocking magic power. This is a basic level magic that allows the user to severe the Spirits connection to the Spirit Realm. Severing a Spirits connection will NOT weaken their powers, ONLY make them mortal.

Types;
Electric
Fire
Water
Earth
Weather
Ice
Nature
Dark
Light
Fairy
Sound

Stats and what they doStrength determines proficiency with melee weapons. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.

Dexterity determines proficiency with small weapons (daggers, etc.) and bows. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.

Intelligence determines your spellcasting aptitude and effectiveness with a staff or magic focii. Every point past 10 is +1 damage up to a max of +5, if below is -1 etc.

Constitution determines endurance. HP is determined by your highest damage die (a D12 is the highest) with modifiers adding a +10 to health or every +1 modifier. For simplicity sake, all characters start with level 10 Constitution. To help you, if your highest damage die is d12 you take the D12's highest number which is 12 and you roll 9 additional (for a total of 10) d12 die to the calculation. (In DnD the highest damage die is a d12. There are d4, d6, d8, d10 and d12 die.) For the sake of simplicity, you will give your character HP based on getting all maximum possible rolls. For example, say you have a max damage die of 6. Your starting health is 6 then you take 9 times 6 to get 54. Add 54 to 6 to get 60, your character's hp will be 60 without modifiers (remember, Constitution modifiers ad +10 HP per +1 and you can only have a max of +3.)

Wisdom determines your Magic Fatigue and how many spells you can cast before you enter this stage. After you hit this limit, every spell afterwards that you cast, you must make a Wisdom saving throw (no modifiers and disadvantage with a DC of 10) to remain conscious. With a two exceptions, if you have a -1 in either strength or dexterity, straight roll with no modifiers. If you have a -1 or lower in both strength and dexterity and a +1 or higher in intelligence, gain advantage with no modifiers.

Willpower determines your ability to cast healing spells. Everyone can cast basic healing spells. At 12 Willpower, you can cast intermediate healing. At 15 Willpower you can cast advanced healing spells. If a character as a negative modifier in Willpower, they are unable to cast healing spells of any kind.

Armor Class determines how hard you are to hit. The higher your armor class, the higher the roll needed to hit you. For the sake of RP, no characters are allowed to have higher then a 15 Armor Class unless you are a Knight or a Boss character.

Difficulty Class mainly applies to saving throws and checks. The higher the DC number, the higher the roll needs to be to succeed in said throw or check.
 
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Lost Books of the Rhythm Nation, Vol. 1The Legend of the Queen of the FairiesZH7pvMq3kGwBIDJdeCOVD57zeTno5opkGQI37ANeJJo.jpg
(Credit to MandarinG0 and Final Fantasy XIV)

  • The Legend of the Queen of the Fairies is typically passed down as a 'bedtime story' to kids about the dangers of the Queenland Forest. However, this book will explain the nature of the Queen. Before that though, let's explain; just who IS the Queen? The Queen is the Queen of the Fairies, or more accurately, her name is Titania. One of the strongest beings in existence but not wholly evil, her only goal is to protect her Fairies and the Forests of the world.

    This book is written with real accounts of having met the Fairy Queen and serves as a reminder to the people of the world that not all Spirits are as evil as we make them out to be.

    Titania is a Greater Fairy and the only known Greater Fairy in existence that has been recorded thus far. The Fairies under her care revere her and even some humans in the area. She is generally known for her extremely motherly and kind nature, going so far as to adopt lonely adults or even lost children until she is able to return them to their parents. Most humans still treat her with contempt and she has recalled more then a dozen attempts on her life. Despite all this, she still remains extremely trusting of humans who wander into her forest.

 
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Lost Books of the Rhythm Nation, Vol. 2The Forgotten Summon, The PhoenixHD-wallpaper-phoenix-bird-phoenix-cg-bird-fantasy.jpg

  • Origins of the Phoenix are, thus far, unknown. That said, I have discovered that the Summoning Item appears before those with great potential and skill for magic. Though the Phoenix itself is an unfeeling being, it seems to have a great sense for those with potential, this has lead some to believe that the Phoenix is no ordinary being. Still the thing is so elusive that it isn't ale to be thoroughly studied.

    It does not seem to wish to want to speak with anyone from the mortal or Spirit races, making it an extremely mysterious being. It wont even speak with its so-called 'Master'.

 
A Brief History, Vol. 1A Brief History, Ironshire Cityjaime-jasso-gothic-metropolis-v03.jpg

  • When Ironshire was founded, it was but a small village, not many people lived there. Mostly known for their fishing and hunting, Ironshire Village would learn it was about to become the trade capital of Rhythm Nation. About 5 years later, Caesar Ironshire built a tall tower. It was this same tower that Ironshire would eventually be built around. Ironshire Tower functions as both the hub for its defenses and public library, over the course of its 105 years, Ironshire would go through many leaders and over that 105 year span, the leaders would order the construction of various buildings, leading to the city we know today.

 
Lost Books of the Rhythm Nation, Vol. 3The Legendary Beasts of Rhythm Nationmoss_tree_wolf_by_nervaa_d5hq6kv-fullview.jpg

  • Each of the beasts survey a corner, or a specific area, of Rhythm Nation. As such, each beast has adapted to its region and quickly became the apex of that area. To put it simply, these Legendary Beasts are forces of nature that even Titania would hesitate to slay. Many have tried and all of them have failed to kill these beasts.

    I daresay that even Titania might've attempted to slay one but instead tamed it and thus obtained Miramüna, Great Tree Guardian.

 
Lost Book of Legends, vol. 1Legendary Armamentsvaleria-traverso-render-firma.jpg
(Claim Credit: World of Warcraft 'Frostmourne')

  • An armament of legend. Valhalla's Blizzard is a large two-handed great sword. It's rather heavy weight makes it tough to wield properly but whoever can finds that it can deal massive damage for how slow it takes to swing it.

    On top of the standard physical damage, this sword in permanently coated in ice magic, allowing it to deal ice damage on top of that.

 
A Brief History, Vol. 2A Brief History, The Desert Nationd79cbf6d1e4efc67fe0c1b592e07af46.jpg

  • Back in its day, the Desert Nation was considered the strongest Nation in the world. Mostly due to the Shifting nature of its dunes, the Desert Nation was able to enjoy a relative peace for a time and build up it's military and industrial strength. Home to many citizens, the Desert Nation was loved by those who resided within and many who resided outside of the nation. The secluded nature of the Nation's palace was of some concern as many citizens didn't know they even had royalty. Due to the dangerous Shifting Dunes, no one city remained afloat for long... at leas not one without a speciailized crystal.

 
A Brief History, Vol. 3A Brief History, The Oghma NationRuins.jpg

  • The Oghma Nation is the smallest Nation to exist. Militarily is was strong and economically, it survived. It relied on it's exports and, being the Elven Homeland, it's main export was the smooth and reliable Elven Silk. The Oghma Nation was home to every kind of Elf from the Wood Elf to the High Elf, all of which defended their homeland fiercely. Despite only taking up about 5% of the total land mass of the planet, the Oghman Elves could keep up with it's sister nations... or so they thought.

 
A Brief History, Vol. 4A Brief History, Urag-Hau Nation; "Land of Demons"demon_kingdom_eruption_by_rockfrenzy_dde9wo9-fullview.jpg

  • The fiery world of Demons is one that not many come back from alive. If the dangerous wildlife doesn't get you. The constant lava surges will. This land is far dangerous then any other land on this planet. The capital city itself sits snuggly at the base of the Frai-Haug Meenas Volcano, an active volcano that is constantly erupting yet the city somehow remaining unaffected by it. As mentioned before, only the most foolish of adventurers dare tread within the nation. The mountains and roads littered with the skeletons of dead Humans and Spirits alike.

 
A Brief History, Vol. 5A Brief History, Norheim; "The Frozen Tundra"d6gfh19-51209257-b335-47ed-82f2-92c7fbe9fe7b.jpg

  • The beautiful landscapes of Norheim are not one to be taken lightly. The Tundra is littered with creatures sizing anywhere from large Sabercats to small little Skeevers, each more deadly then the last. Though despite, the residents of Norheim, aptly called 'Norheimers', have somehow adapted to this treacherous wasteland, going so far as to call it 'home'. How they do it, I'll never know, regardless, they've made that land their home and conquered it all the same. Earner the Norheimers a fierce reputation among the patrons of our world.

 
❖ A Brief History, Vol. 6; "Night of Sacred Tears" ❖
A Brief History, "Night of Sacred Tears"
「Valkyrie vs. Harpy」
A long time ago, the Valkyrie subjugated the Harpies and began to rule over them as Masters. The Valkyrie enacted a bunch of unequal laws for the Harpies, essentially stripping the Harpies of their right to live free lives. The Harpies, getting tired of being brutally ruled, began to resist the Valkyrie rule, in response, the Valkyrie began to slaughter the Harpy in a night known only as the 'Night of Sacred Tears', the Harpy was hunted nearly to extinction.

Luckily for the Harpies, the Demons found out what the Valkyries were doing and saw them as tyrants and rallied to the side of the Harpies and formed a coalition known as the 'Iron Feather Resistance'. With the combined forces of the Demons and remaining forces of the Harpies, they successfully forced the Valkyrie to back off and sue for peace. In the Sacred Tear Treaty, the Valkyrie promised to leave the Harpies alone and, in exchange, the Valkyrie were allowed to occupy all Harpy territory, forcing them out of their home. Kumii, seeing the state of the Harpy, decided to offer the Harpy species a home in Urag-Hau, in return, the Harpies would assist the Demons in any war they may find themselves in.

The Harpies happily agreed to this and the peaceful co-existence between the Demons and Harpy had begun. The Demons saw the Harpy as invaluable allies, likewise, the Harpy saw the Demons as their protectors and happily serve the Demons as their subjects. Everything was good until a few years later, the Valkyrie invaded Urag-Hau, forcing a retaliation from the Demons who, with the help of Kumii, decimated the invading Valkyrie forces. They took prisoners, some notable and high-ranking Commanders and Generals were captured, which again forced the Valkyries to sue for peace.

The Valkyries demanded the release of their allies, in return, Kumii would demand the Valkyrie withdraw from the Harpy homeland. They agreed and Kumii gave the Harpies back their home but, to his surprise, the Harpy requested they stay in Urag-Hau with their Demon savior. Not just for protection, but also because some of the Harpies got a little too close with some of the Demons and they didn't want to leave them behind. Kumii agreed to allow them to stay but requested that a small joint Demon-Harpy force occupy the Harpy homeland and be a vanguard for any future Valkyrie attacks. They would be called the Iron Vanguard.

One such Harpy Kumii sent was one Harpy Commander Lulu'ramah.


coded by yukitera & khocolatte | designed for valorous order: insignius blade
 
❖ A Brief History, Vol. 7: Luminosa "The City of Light" ❖
A Brief History, Vol. 7 Luminosa: "The City of Light"

  • Luminosa started as just a small town beside a mountain, nothing special to its name. Most of the Hispanic population of the Rhythm Nation started out in this region, before branching to other corners of the nation. However, even though the Spanish speaking people brought their culture to the rest of the nation, helping to bring the light god Lukia to higher respects, Luminosa is the most traditionally Hispanic city there is. The main language of the city is Spanish and English, and the architecture is not like the rest of the nation, Hispanic stucco buildings of stone littering the streets. It is the center of trade for spices, marigold flowers (flowers native to Luminosa and deeply rooted in their culture) and a wide variety of other textiles (Usually made from sheep and goats as the leading town for herders). However, they weren't always so well off.

    Luminosa started as a small town within the Rhythm Nation, nothing special about it. In fact, the old buildings are still there, now populated by the less fortunate, and closer to the base of the mountain. In Old Luminosa, the belief was that the Solqueador Mountain would protect them from whatever laid beyond the small town, however, that would soon come to change.





coded by yukitera & khocolatte
 
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❖ A Brief History, Vol. 8; Syracuse Mountain Range "Apex of the World" ❖
「Home of the Syracuse Citadel」
They're located 12 days north of hopelessness and a few degrees south of freezing to death. They're located solidly on the meridian of misery. In layman's terms, they're the mountain to the north of Ironshire and they're extremely cold from base to summit. They're a mountain climbers wet dream but also they're worst nightmare, the mountains themselves are extremely dangerous for any foolish enough to go in unprepared but it's also home to the infamous Syracuse Citadel. Why is this worth mentioning? Well, it's the home of the of True King's Throne and the former True King's Palace.

You'd be forgiven for believing that getting to the Palace is an easy trip. It's not. Nevermind the freezing cold temperatures, the leagues of the undead might be more of a concern for you if you don't the proper means to deal with them.

(Sorry, short lore page this time :C)


coded by yukitera & khocolatte | designed for valorous order: insignius blade
 
❖ Troop Report; Ironshire ❖
「Troop Report of Ironshire」

  • Infantry Units;
    Troop Count - 45,000
    Types and Counts;
    Heavy Infantry count - 2,250
    These units are mostly heavily armored units with high physical defense but weak to magic. They are armed with eaither spears or swords both weapons are paired with tower shields. They act as mostly frontline vanguards. Their most effective formation is the Shield Wall. They cannot use magic.

    Ironshire Footman Count - 42,750
    Footman make up a majority of the Infantry Unit. Armed with spears, swords or maces, all of which paired with a kite shield. They are mobile troops who act as backup to the Heavy Infantry and perform flanking maneuvers against enemy troop charges who charge into the Heavy Infantry Shield Wall. They have no singularly effective formation. They cannot use Magic.

    Special Forces Units;
    Troop Count - 22,501
    Types and Counts;
    Ironshire Mages count - 2,250
    The Mages act as supporting fire for the Archers. They are armored only in robes and have no weapons aside from a staff or tome to cast spells, depending on the troop preference. They have no favored formation. They can use attacking magic only and have a variety of basic attacking spells like Fireball or Lightning Bolt.

    Ironshire Calvary count - 1,125
    If you put Footman on horseback, you'd get the Calvary. Though Calvary exclusively use lances and are highly mobile units mostly used for flanking charges. Their most effective formation in the Skein (It's basically a chevron formation). They cannot use magic.

    Ironshire Griffin count - 9,563
    The Griffin units are highly mobile aerial units who mostly use the bow and arrow. They strike from high in the sky and can effectively evade enemy archer fire as well. They have no effective formation. They cannot use magic.

    Ironshire Pegasus Knight count - 9,563
    On the other hand, you got the less mobile but more effective Pegasus Knight unit. Armed with both a lance and sword with medium-heavy armor, they perform divebombing attacks at speeds. They prefer the Two-Column formation. They cannot use magic.

    Archer Units;
    Troop Count - 382,499
    Types and Counts;
    Ironshire Archer count - 267,750
    The bread and butter of the Ironshire army. The Archer is a highly mobile and deadly accurate unit who can rain arrows at range at both infantry and aerial units, with the Archers being highly effective against the latter. They prefer a loose formation to avoid enemy archer counterattack. They can use empowering magic.

    Ironshire Horse Archers count - 114,749
    Put the already effective archers on horseback and you get the most mobile and deadly unit in the Ironshire army. They're used as a clean-up crew, when the footman and heavy infantry have a battalion of enemy troops encircled, you'd send in these guys to clean them up. Their most effective formation is a two-row Line formation. Their tactics are cirlcing enemy troops while firing arrows at them. They can use Empowering Magic.

    Ironshire army total troop count - 450,000
    Army distribution;
    Archers - 85%
    Infantry - 10%
    Special Forces - 5%



coded by yukitera & khocolatte | designed for valorous order: insignius blade
 
A Brief History, Vol. 2.5A Brief History, Lore of Seramine; "Guardians of the Dark Below"earth_elemental_by_worldsofmagic_d6qgomi-fullview.png

  • Though it is never confirmed, there have been talk of Sand Guardians who guard the Seramine Desert of the Desert Nation. Said to have been created by the God Numen himself and tasked with protecting the Desert, they've became aptly known as the Raging Sands as they tend to fiercely defend their quarry. They've existed for well over a a hundred thousand years and are said to be the sole reason as to why the deserts of the Desert Nation are a living thing.

 
Basic Healing Spells
Any spells not listed here are in a higher class. All characters can have access to these heals
Basic Healing;
Cure I - Heals the wounds of a target by 2d4 (2-8) health.
Healing Ward - Places a sigil of 10 feet in size on the ground around the caster and heals 1d4 (1-4) health per turn for 2 turns to all who are in the sigil. If Undead, deals 1d4 (1-4) Light Magic Damage for 2 turns.
Cure Ailment - Cures a target of Poison, Feeble or Paralysis.

Status EffectsAll status effects can be cured if the healing says; "Cures (insert number of) Lesser Status Effects." or "Cures (insert number of) Greater Status Effects"
Lesser Status EffectsFeeble - Halves the affected target's strength for 5 turns.
Paralysis - Target is unable to move or attack while affected. Target must must make a Dexterity saving throw to shake off the paralysis (DC of 10)
Poisoned - Turn suffers 1d4 poison damage every turn until cured. Effect changes depending on the poison.

Greater Status EffectsDeath Blight - After 10 turns, target instantly dies.
Mind Wipe - Target's intelligence is halved for 5 turns. They also get disadvantage on magic attacks.
Dread - Target's health points are cut in half. (No damage is take. I.e. if a target has 30/40 HP it goes to 15/20, etc.)
Electro-shocked - Target gets disadvantage on Dexterity saving throws and their Dexterity is cut in half as well having movement abilities reduced significantly. If near an ally, must roll a d20 to see if Status spreads to another target. (DC is 5)

OOC EffectsKilling Blow - The only instant death status effect outside of the Death Knight's effect. The only way this can be inflicted in under two condition;
Both parties must consent to the Killing Blow.
The Killing Blow can be used only at the beginning of a fight, end of a fight, when a character becomes downed due to HP reaching zero or during a cutscene to illustrate a point.
 
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Spell/Ability Limits
How Wisdom affects your Spell/Ability Limit.
You may be wondering how the Wisdom ties into your Spell and Ability limits. The base limit (at a Wisdom stat of 10 with no modifiers) is 5. For every point higher then 11, up to a max of 13, your Spell Limit increases by 1(Max; 6 spell/ability slots). Every character gets 1 Ultimate Ability slot which can only be restored via a Long Rest. Bosses do not follow the Spell/Ability Limit rules.

RestsAt certain points in the story, mostly before a big boss battle or when traveling, players will get the option to perform a long rest.
A Short Rest is about a 6 hour rest which restores half of a characters spell and ability slots and restores 25% of their HP and can be used anywhere at anytime outside of combat.
A Long Rest is a day long and restores all of a characters HP and Spells/Ability Slot and can only be done at the specific points in time.

Additional LimitationsTo promote fair combat, boss characters will have their attacks chosen at random with random enemy targets, unless a player character ability specifically pulls aggro to them. A Boss character will always go for their Ultimate ability when the conditions are met. If no conditions are present, a Boss character will have their ultimate chosen at random like any other skill then be taken out of the skill pool to simulate a cooldown.
 
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CombatHow Combat will work.Combat is an integral part of any Fantasy setting RP or story. As such, your characters will be facing increasingly difficult and tough fights in the form of regular fights to the all encompassing and epic Boss Fights.

You'll know combat has started by seeing the following;

! COMBAT START !
While the combat here in the RP wont be nearly as in depth as the inspiration taken from DnD, it'll feature some core mechanics from the tabletop RPG. The first and most important is the turn-based system i'll be implementing;

Much like DnD, the combat will now be done in turns and any effect that would last for an extended period of time such as bleeds or poisons will now calculated in turns. A turn ends when you declare it for your character or in this case by simply finishing your post.

Combat Saving Throws;
Whenever an attack goes out and your character gets hit, they'll get an opportunity to make a saving throw to halve the damage they would take. These, and any other rolls, are done in the following thread;

With all these changes to combat, there will now be a few requirements in your future posts, at least for the characters currently involved. They are as follows;
1. A spoiler or accordion with your character current and total HP pool (I.E. HP 139/196 or a progress bar with current and total HP (See RPNation's BBC coding guide for that))
2. Your character's current state, if they have one, and the remaining turns left on it (if applicable). (I.E. "Current State: Flame Empress State (4 turns left)")
3. Any afflictions your character has (I.E. Poison, Paralyisis, Bleeding, etc.) and the turn remaining count on it, if applicable.
AlphaBlueWolf AlphaBlueWolf SharkBark SharkBark
 

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