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A major city thrives nestled in a semi-circle of mountains. In a world of magic, dragons, knighthoods and all other manner of fantastical doings, the things hidden deep in the heart of the northern mountain seem almost out of place.

When a city built on faith and belief is presented with something very literally alien to them, things change forever. The church that leads this city and country is a beast, and it is hungry for power. Snapping it's jaws at thing's it does not understand, a worldwide upheaval threatens extinction.
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About the city


The kingdom of Allumara is a place where magic thrives. It's capital, Thesia; lays in a grassy valley surrounded by mountains on all sides but one. In this valley it has all it needs to function and prosper. Trade routes open from the path to the south and with the bay to the southeast, prosperity has grown in the recent quarter of the century. Being a theocracy the high church of the sun is the presiding political power. It spreads the teaches of Alluria, the goddess of light and magic. While the churches rule is absolute here, the large city is split into different plots of land, and each are governed by an assigned noble. Either a higher up in the church or someone rich enough to buy their way in, these people make a profit from the sales within their sectors. Currently the kingdom is waging a crusade against a cluster of small bordering countries in the north. Attempting to finally pave the way through the forbidden mountain on their north side something has come to light. The people of Thesia have learned that they are not the only ones living in this valley.

Thesia is a major exporter in metals and ores, as well as weaponry, enchanted artifacts and magical items, agriculture, fish, and wine. The wealth of plant-life, around them (mundane or otherwise) has allowed the small congregation of people that originally settled there, to expand and grow into the bastion of pious might that they are now. While the northernmost peaks have been kept hidden by way of religious beliefs, the other mountains are a wealth of precious metals and stones. A wide river runs from the westwards peaks, and down through the city. A circle of large trees are grown at points around the city, built into and from these is a fence of magic powered technology creating a perimeter of safety from outside threats. Citizens are assured safety by this holy wall, as well as by the elite paladins that defend this city from the local dangerous fauna.
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Types of Magic


Enchanting: Applying innate magic power using either inlet crystals or magic symbols
to grant items with your own magical power, instead of using it to cast the spells these
items now function directly.

Casting: An umbrella term used for any magic style that uses one's innate magic power
to cast spells directly.

Foci-casting: Casting that uses a sort of tool to aid in the casting of magic. This is more
commonly wands and staves. Of course this is not limited to these objects, but these
empower a users magic the most. A foci has to contain some portion of wood, or leather.

Body-casting: Casting that uses one's body as a foci. Trading a tool for larger motions of
the body. This is a trade off, as one does not need to guard their foci, although they
need a larger range of motion to work, and thus are less able to wear armors or heavy
equipment.

Summoning: A magic that uses one's innate magic to reach out to creatures from other
planes of existence. This takes neither a foci nor body casting, though can be
enhanced with either. The downfall of this magic is that one binds a portion of
their mana to their summons. For a time after this summon is brought to one's command
they cannot use that mana for any other spell. There is also the chance that a summon
may run rampant, and cases of summoners killed by their summons exist.

Voice-casting: Putting magic power into specific words. Powerful and not suffering the
drawbacks of body casting or foci-casting, it means learning the language of the
mages, and naturally, having a voice to cast with.

Familiar-casting: Somewhere between summoning and foci-casting, this school of magic entails
forming a partnership with an entity. The magical force of the two is shared and melded,
and they are able to cast spells on and for each-other. Bound by the rules of the contract,
the strengths and weaknesses of this school change from caster to caster.

Spirit Bending: Using one's magic to confer with spirits and creatures on the plane of the
dead. They can manifest them into our world and use them to do things that other casters cannot.
They can also control their own soul far greater then others can. Can be enhanced by a foci.
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