[b]Setting[/b] [i]In the world of Gelbaron, 6 grand continents filled the landscape of the world. The entire world is slightly larger than the world that we would call home. One of the continents is about 1/3 of the size of Pangaea, being smaller than Asia. Each continent held the extremes of Earth’s harshest terrain, ranging from a place of extreme cold to mountains that would be able to block out the sun to the unbearable heat of an expansive desert. The smallest continent, Eoqusse, has many ecosystems within it, ranging from the only fungus forest in the world to the small inland sea that takes up over 1/3 of the continent. Feraena Forest is one of the four forests in the entire world, with it being the only fungus forest in the world. Some of the vegetation in the forest can reach the height of the tallest trees in Garresch Rainforest in Gelbeterron. The next place of interest is the Plains of Irilkon. The vast thunder plains is nothing but stormy, the landscape being filled with metallic stalactites and rusted tors. Surprisingly, even though there is lightning streaks that goes on for miles, there is rarely any rain in the plains. At the heart of the plains is Levia, the capital of Eoqusse, being nicknamed Lightning City because it is where most of the lightning is directed to. In the heart of the inland sea is a mysterious island that is home to the landmark called the Ruined Mansion. No one knows where it came from, but no one has returned from their venture there because of a mysterious 'curse' that the house supposedly have. The continent of Galacteo, the second smallest continent, holds the hazards of ice and freezing temperatures. Only the edges of Galacteo hold the urban lands, since the Icy Wastelands were very hostile, and remained uninhabitable since time began. Tales have been heard that the temperatures throughout the land goes below -100 F, leaving those that venture into the heart of the Icy Wastelands freezing in a matter of seconds. The only few that are able to withstand the temperatures of Galacteo are the People of the Ice. They alone are adapted to the harsh blizzards and are reputably called the 'True Humans'. The capital, which is set in the Icy Wastelands is Gelidaro, or the Blue Star of Galacteo to outsiders of the continent. Rumours have it that there is a mysterious creature that lives in the heart of the Icy Wasteland, which was the cause for the majestic Drægar to move away from the waters that split the two landmasses. Taelvera is the fiery continent. It is home to the largest volcano in the world, one which is reputable for the many deaths that it possesses during the many descents of the fire pilgrims that mainly reside in the continent. Mortalio Mountain is the highest point in the world, reaching the same height of Mount Everest. The continent's name is derived from the massive caldera that takes up nearly the entire continent, the entire area marked out by the famous Infernus Halo. The only safe passage through the entire Halo, which is nothing but a massive ring of lava, is through the capital city, Flæris, on the east of the ring. Those that come from the port city of Liaut will either try and brave the perilous passage through the Halo, infested by the thousands of burning undead that take a hold on it, or travel several hundreds of miles around to get to the capital city. According to the book of mythos in the libraries of Flæris, there is a mysterious surprise at the heart of Mortalio Mountain that no one has yet to see. The third largest continent, Aureanus, is the south pole of the world. It has a similar climate to Galacteo, but the temperature is warmer than its sister continent. It is always sunny, though the gentle winds that brush across the landscape makes the warm rays of the sun cold. With the sun constantly shining down, the landscape is constantly bright, making it hard for travelers to see what dangers would approach them. The creatures in Aureanus, notably the elusive White Halergeth (a large, white lizard that is a similar build to a Komodo Dragon), are several times more vicious than anything seen in Galacteo, making the trek more dangerous. The continent is has two ice shelfs, one nearly splitting the continent into two landmasses, are the main features of the continent. Glaciera is, though not as beautifully sculpted as the ice buildings in Gelidaro, a beautiful city to visit. Out of the two largest continents, the landscape of Celbaron is expansive. The Celbarean Desert alone is the biggest area of nature in the entire world, taking up nearly 2/3 of the area of the continent itself. The desert itself is one of the hottest places on the entire world, second only to the caldera of Taelvera and the Infernus Halo. The unbearable rays of the sun and the lack of clouds are certain to leave people traveling the desert wanting to drink constantly. The nights, due to the lack of shelter, gets very cold, though not as cold as the two ice continents. Sandstorms are prevalent towards the heart of the desert and near one of the capitals of the continent, Salizærba. Amaroth Mountains has the second largest volcano in the world, the Volcano of Caern, and the Head of Celbaron is the smallest mountain range in the entire world. Malea is the city on the edge of the Land of the Malou, badlands that have heat extremes that makes the Celbarean look like a cold place. The only thing that stops the lands from being the hottest place is the clouds that frequently come from the mountains. The final continent of Gelbeterron, its size overshadowing Celbaron by a fair margin, held the mountains, rolling plains and the massive forests. The Gateway to Gelbeterron is the largest mountain range in the world, over 5 times the size of the Head of Celbaron, though it is still smaller than the Celbarean Desert. Roads have been built for a thousand years so the Beacon of Hope and Galbeez are linked. However, during the times when the roads were made, several road builders made roads that led through the mountains, either leading to a longer road to either of the two cities, or to an inevitable death. All around Gelbeterron knows this about these mountains; if you are unprepared, and enter the Gateway, you will never reach the other side of it, leading to the hands of starvation or the hands of the hostile life forms that dwell inside. The other mountains that are in Gelbeterron are the amply named 'Werepyre' Mountains, where fiendish creatures of the night are able to rip a full grown man in their bare hands. Folia Forest and Jaeltreg Forest are forests that are home to deciduous and coniferous trees respectably. Garresch Rainforest is the only rainforest in the entire world, placed in between the Gateway and 'Werepyre' Mountains, where it continuously rains, save for the Beacon of Hope that is Terrubane. Silvæa is the other capital of Gelbeterron, which is at the heart of Jaeltreg Forest. Gelbeterron, Celbaron and, to some extent, Galacteo and Aureanus is split up by the massive Aranth Ocean. The waters are more tropical than some of the other oceans, which makes the coastlines around it some attractive places for families to go and spend the day. Towards the heart of Aranth, Axehead Islands and Solitude Island is placed. Solitude Island is a place of absolute tranquility, no human ever marring the beauty that the island has, each tree placed in the ground to perfection. Axehead Islands, on the other hand, still has some beauty. The small group of islands are marred with the rumours of pirates inhabiting the islands being something that forces merchant ships to keep their eyes out onto the horizon. However, Axehead Islands and Solitude Island held beauty, both are haunted by the final group of islands, only known as the Unforgiven Islands. Once renowned for being the islands that was home to the famous blacksmith, Calelotte, and some of the finest craftsmanship that the world has seen. On the other hand, they were also the islands that led to his downfall. Once a lush green island, now only black ground and death reside on the island. The second largest ocean in the world is Daergren Ocean, the ocean that links Galacteo, the north of Gelbeterron and the north of Taelvera. Due to the nature that the ocean being so close to the cold continent, the waters that makes up the ocean is icy cold, able to freeze someone to death within minutes of exposure. Not even the massive amounts of layers to keep a person's body warm is unable to keep that person alive. There is also the danger that there is various icebergs floating in the ocean that makes it too dangerous for sea faring folk to travel in, lest they want to crash into them. Each iceberg is unique in size and shape, decreasing the chance to meet an iceberg of the same size and shape in the ocean to zero. This is also the ocean that a few of the largest Drægars live, being able to survive the monster that lives in the deep. Rumours have it that this beast lives in the waters that run between the two landmasses that make up Galacteo. The relationship between Kælgreth and Daergren Ocean is the same as the relationship between Galacteo and Aureanus. The only difference between the second largest ocean and the ocean that links Aureanus and the south of Celbaron and Eoqusse is that the temperature is halfway between Aranth Ocean and Daergren Ocean. The waters are crystal blue, able to see to the underwater mountains that are underneath the surface of the water. Rumours have it that there is an ancient city that resides in these mountains, but many explorers have found nothing when they tried various methods of looking at the bottom of those ridges. These include Far-Sight, a spell that is able to see places in far away. There is no visible means of actually going to the bottom of Kælgreth because of the vicious creatures that lurks in the deep, including those that can drain those that use Far-Sight. Finally, the smallest of all the oceans and seas that links the continents together is Beloth Sea, commonly known as 'Aranth's little sister'. Linking Galacteo, Taelvera and Celbaron, the sea is in the similar temperature range to Kaelgreth Ocean, though it is more towards the warm temperatures of Aranth, since it is close to two of the hottest continents in the world. Despite being near Daergren and Aranth Ocean, there is no Drægars in Beloth. Instead, there is the Derapherons, or the 'three headed shark' as it is rumoured to look like. The creature is rarely seen by sailors and it is even rarer that there are any survivors from the ships that come across one. Various descriptions are used because the experience of meeting one is horrific to those that look upon it.[/i] [b]Map & Place Descriptions[/b] [hider=Gelbaron Map][img]http://i309.photobucket.com/albums/kk396/Mercinus3/NewGelbaronMap.png[/img][/hider] Place Descriptions are coming soon [b]Magic of Gelbaron[/b] In all of this, Gelbaron has become a world where magic and technology has come hand-in-hand (the latter being not as developed as the former). Magic is an unnatural entity that have unknown origins. Some myths have said that they originated when the two supreme deities, known only as the Light and Dark Ancients, with every magic coming from either one of them. Others will say that each of the children of the Ancients had created their own specialized magic to personify them as a person. Whatever the true origins of it, it permeates throughout the world. While magic has been around for eons, it had only been within the past few millennia that there had been people who were able to utilize this power. At first, the few who had begun testing them had been killed due to unknown circumstances, but soon, they had managed to reign the newly found magic and had begun to craft their own spells. As the first few decades have passed since people have begun to successfully use magic, they started to see that there are limits that even it cannot break (similar to special relativity on Earth). They started noting these limits down (and even noted down what happened to those who used too much magic) and called these note the Precendentas Arcana (Precedents of the Arcane) for future generations to abide to, lest they face a fate worse than death. [hider=Precendentas Arcana]1. Everyone has the potential of using the arcane Within every living being that exists, there is a reservoir for magic to exist. While no one has an idea on what this is called, it is not uncommon for it to be called spirit. It is this that allows for magic to happen. The size of the spirit in an individual varies, with the constitution of a person shortly after birth being a good indicator (someone who is healthy and resisting many diseases having a bigger spirit than those who were born sickly). While it is possible for people to build up the size of their spirit, one can only train up to their maximum potential (which is normally 150%, whereas at birth it is 100%). However, to become a magister, saying the ancient arcane language (whether on purpose or accidental) is more than enough to allow them to tap into their spirit and allows them to cast magic (though there's another factor as well tying into allowing those who can cast the magic, but that's another story). 2. Something can't be created out of nothing. This is the first thing that had been noticed while creating the first ever precedent. Despite what this says, it means something completely different. A magister (Gelbaron's mages) cannot simply cast a spell at will. They need to visualize what is it that they want the magic to do (whether it is creating a mantle or casting a ball of magic at the enemy) and focus on that, citing the exact words of the spell in order for it to come into fruition. If one was to simply cast the spell without having a clear idea on what they want for the spell to do, then they will pay heavy consequences (see Precedenta 5 for the cost). 3. Life can be preserved, not created Healing magic is in existence (especially from the light element) because of this precedent. Various wounds can be healed up until a certain point, depending on the caster (see Precedenta 6). However, no matter how strong the mortal caster is, one cannot create life from nothing or bring back those from the dead. Even though necromancy is believed to be the magic to bring back the dead, it's simply allowing magic to manipulate the inanimate object (as the object doesn't have life, this bypasses Precendenta 5). This is also true for creating golems. Only the Light Ancient is able to bypass this magical precedent (though this is only a rumour as no one has encountered the deity), though the most likely thing to bypass this is users of the good side of the origin magic, but there are few and far that can use it. 4. Spirit can be stored or transferred This precedent was stumbled upon by pure accident when one magister had managed to place some of his own spirit into a simple looking gem. Throughout the world (especially in the mountain areas), there are certain gemstones that have the ability to successfully store the spirit without the energy from it dissipating from it. These gems are called mana stones, and many powerful magisters can wield these stones to perform powerful magics before using their own spirit (as the spirit is restored to the level of the caster, no matter if some of this spirit is used to fill these magical reservoirs). However, mana stones are normally rare, which is why it is uncommon for magisters to cast very powerful spells like they were nothing. 5. Every arcane action has a consequence It is normally common knowledge that whenever magic is used, some of the spirit is used to perform it. However, the more magic is used within a period of time, the more of the spirit that is used to make it. There are various stages where the magister will know at what level their remaining spirit is. The first stage is, when 90% of their spirit remains, when they start to have minor headaches that would carry on until their spirit level goes above this threshold. The second stage, falling below 75%, they have been focusing on their magic for so long that they frequently start to have nosebleeds (the intensity of the nosebleed depending on how far below this threshold they are). Falling below 60%, they fall into the third stage, where they start to feel lethargic and start to feel weak in all of their limbs. The forth stage, when their spirit is below 45%, the senses begin to weaken (the severity of this stage noticed in further stages). Falling below 30% (which is usually the signal that the magister should stop using magic, but is often ignored because of the next stage), the fifth stage begins to kick in where the magister starts to become forgetful, more often than not falling under a stupor. The final, and fatal, threshold is reached when they fall below 25%. Unlike the other stages, this is the stage that, no matter if you use magic or not, a magister's essence is so weak that their very own spirit starts to leave their body. Once past this threshold, no one would be able to save the magister from losing their spirit complete and turn 'hollow'. A hollow being, simply known as Hollow, then begins to crave the taste of flesh, their only knowledge being that the possible area where the spirit is kept is in the brain. They are unable to think, unable to sleep and they will not stop, even at one brain, until the shell is destroyed by a powerful form of the thing that had made them what they are (only Void and Aura magic are capable of destroying Hollows, though they run the risk of turning their users into Hollows themselves). 6. Manipulation of the mind is forbidden It is possible for the mind (and therefore spirit) to be tricked into thinking that something's there (therefore the existence of Illusion magic), but no one can successfully manipulate a living person's mind onto their own will. While there are many possible explanations for this, the simplest one being that the spirit of the victim will outright reject it. The end result for the caster will turn them into a hollow being outright. However, the only thing that seems to bypass this is the dark side of the origin magic, however, there are few and far of users of this form of magic. 7. A spell is only as powerful as its caster's intelligence Pretty much what it says on the tin. This also ties in the initial constitution of a person at birth. Not only will a person with a strong constitution at birth will have a larger spirit, but they are able to add strength to the spell in question. However, this can be overcome quickly if a weaker person has a lot of knowledge, intuition and wisdom. 'Knowledge is Power' sums this up.[/hider] [i]Types of Magic[/i] [hider=Mana]Mana magic is the simplest form of magic that is in the world, therefore the most common. Once a person has spoken the ancient arcane language (it's usually the rite that is on the first page of every book of magic), they will gain their magic, though it will take years for them to reign in their newly found powers. Every simple spell imaginable, ranging from creating a light source to creating magical shields around the body (or a mantle), can be formed with this area of magic, though the effects of the other areas of magic add their specific specialities to them (e.g. a light source will freeze the air with ice magic). As this is the simplest form of magic that is in the world of Gelbaron, it does not use up a lot of spirit, meaning that a lot of spells can be cast by this (however, each spell will have a different cost). However, once a specialization magic school has been taken, that school will add some of their cost to the mana spells. The easiest way of telling when pure mana magic is used is the energy that is expelled shines in a very white light that has a blue tint to it (think of it as a xenon light that shines at 8000K).[/hider] [hider=Elemental]After mana, Elemental magic is a common magic to see. Unlike mana, it is the most diverse of the magic schools, since there are more than one element in it. When a person learns on what their inner element is, their mana changes from pure mana magic into that element, each accent of mana magic being amplified by the element. Each of the six continents represents one of the first six elements that are available. Despite there being six continents in Gelbaron, there are 8 elements that are in the world. These elements are Fire, Water, Earth, Air, Ice, Electric, Light and Dark. The most common element of this magic is Earth, which represents the tall mountains of the Gateway to Gelbeterron. Although mainly used for defence, since stone is one of the hardest materials to be summoned from the area around, it can be used as an offensive magic, ranging from summoning stalactites to hurl at your opponents to creating stone golems that are loyal to their creators. Some would say that it is the hardest element to control, since it takes up a lot of strength and willpower to just bring the earth to them. However, the Earth magisters say that the actual use of the magic itself, not the summoning of the magic, was the most draining of them all. The next common element is Fire, which represents Mortalio Mountain and the Infernus Halo. Everyone in the world knows that this is the most offensive element that is in the Elemental, with the majority of the offensive mana attacks, like meteors and energy cones (where magic is sprayed in a triangle pattern from the user's hand, can be amplified tenfold with this magic's burning capabilities. Unlike the other magisters in the other Elemental groups, Fire magisters are able to cast many spells without them taxing their magic reserves. However, if one was to use one hand for a Fire Cone and one for Fireballs, then their reserves tire quickly, since the cone continues to take magic from the user's body. The next element, Air, represents the expansive air that envelops the sands of the Celbarean Desert. Unlike Fire, Air magic is not as powerful in offensive magic and unlike Earth, it is not as powerful in defensive magic. Instead, it stands in the middle of the two elements, making it a balanced element. It has the defensive magic that Fire cannot have, like a shield of pure wind, and it has the offensive magic that Earth cannot beat, like focusing a slash of a blade to a sonic cut through the air. Some magisters of the other elements notice that Air magisters are faster than anything that walks on two feet, save for the elusive race of the Drævarians and a few elves. Water is the final element that sums up the 'big four' of the Elemental magics, which is seen in the cold waters around Galacteo. This is the magic that mainly deals with support magic, ranging from blinding enemies with a downpour to purging water toxins from anyone's blood stream. Despite this, Water magic is unable to heal anyone's injuries, which Light can. People could tell if someone uses this element is that their personality is calm, which represents the calm waters that are Aranth Ocean. They are usually slow to anger, which is the complete opposite of Fire. One of the uprising groups in the Elemental magics is Ice, the blinding landscape of Aureanus it represents. This is a blend of a few of Fire's offensive capabilities, like creating a wave of ice needles sent straight for the target, and Water's support abilities, using the cooling effects of. However, unlike the two, this also has the ability to either be defensive, like Earth, or have the ability to heal, like Light. That depends on the type of person that wants to train in the magic. Even if Galacteo represents Water, Ice users is not uncommon on the continent. Electric magic is an unusual element, which represents the electrifying Plains of Irilkon. It has the offensive capabilities as Fire Magic, with sending bolts of lightning being an example of this, but it does not cause as much damaged on initial contact. However, as more time is spent on using a particular spell, the more damaged that the subject will be dealt. Also, as Electric magic is very quick to cast, it is often that multiple spells are cast in a short space of time, allowing for groups to be suppressed. Much like air, Electric magisters are also very quick on their feet, almost surpassing Air magisters in terms of running pace. Out of all of the elements, Light is the least common magic of them all. While there is some forms of attacking magic that can be conjured, for example intensifying light into a form of cutting light, this is probably most well known for the use of this element to heal injuries. Often mistaken for one of the ancient magics, there are a fair amount of things that this magic could heal, despite there being scars in the place of the wounds. However, it cannot heal any fatal wounds or bring people back from the dead. It is rare for the opposite to happen, but Light magisters usually use the magic to do good, so they are often use the magic in churches or holy places. Dark magic is some often mistake for necromancy and shadow magic. It is the most diverse of the magics as it can take the form of all of the elemental magics. However, all of the spells that it can do is considerably weaker than the other elementals in order for it to get the diversity that it has. More often than not the Dark magisters are confused with the other Elemental magisters due to its diversity, but there are some key differences between them, for example they cast flames that are near-pitch black compared with the varied warm colours of the flames that Fire magisters used. Another thing that gets them confused with necromancers and shadow users is that they are often depicted as people of evil.[/hider] [hider=Nature]Often called druidic magic, Nature magic does use what it's name represents. It allows the surrounding environment to control what the effects of the magic is. They sometimes used the magic to control all of the objects that are in the environment that is around the Nature magister. However, while this form of the magic is relatively powerful (using the environment around their opponent against them allows them to use most of the elemental magics, depending on the continent that they are on), the magic is often used to transform themselves into many creatures that there are on Gelbaron, size dependent. While they cannot transform themselves into large creatures like the Drægars or Belgarenith Nightshades, they can transform themselves into creatures that are on their continent and use these forms to their advantage. However, the creature's weaknesses are also applied as well, which is why Nature magisters are often killed during a magister duels.[/hider] [hider=Illusion]Illusion magisters, simply known as Illusionists, are able to cast spells onto their targets to deceive them about the area that they are in. The illusions that they can cast are then used to either change the situation that they are in around to their advantage or use it to escape from their target and live to fight another day. One of the ways that they can create illusions is to cast the magic into the target's eyes so that their eyes see these illusions. This form of illusion is only simple so that they can escape their opponent as only their sight is affected; all of the other senses remain unaffected by this. The other form, which is normally used by more adept Illusionists, is to cast the spells into their target's minds so that they think about the illusions. This form affects all of their senses. The most powerful of illusionists are able to allow the illusions to cause harm onto their target, though the injuries that are caused either by the Illusionist themselves or from self-harm. This certainly gives an Illusion master an advantage over other magic users because of their weakness to melee attacks. However, their only disadvantage in using Illusions is that they are visible to all magic users; their entire bodies glow faintly, allowing them to use their magical spirit to make the illusion happen.[/hider] [hider=Shadow]Shadow magic is the manipulation of the shadows themselves to do what the magister wants to do. While magic can't be formed out of nothing, as per Precedenta 2, shadows are very abundant in the world, so they can then be manipulated to do what the magister wants to do. The things that the shadows could be used for can vary between to use them to cast 'shadow bombs' and place the shadow to another place to forming shadowy 'hands' that can be used to attack or hinder their intended target. However, the one spell that is mostly associated with this magic is referred to as 'shadow-jumping'. As there are shadows available in the world, one can have the ability to move from one place to another with ease. Instead of just teleporting, Shadow magisters uses the shadows to enter an alternate reality that is only known as the Shadow Realm. It is through this realm that they can then teleport themselves to other areas. There is only one catch with them teleporting; they have to be within the visual range that they were in before the jump. One can also use this to rest in the Shadow Realm, as shadow-jumping uses a lot of spirit, before reaching another place. However, there are two things that magisters have to consider before they rest there. Tens of minutes that someone rests in the Shadow Realm, an hour would pass in Gelbaron, which would cause them to be younger than they appear (though there are various side-affects to a Shadow magister's health if they rest in the realm frequently, often allowing them to die at a young age). The other thing that they have to consider is that while they are resting for a long period of time, an unknown being called the Shadow Fiend will have a likely chance to find a resting Shadow magister and will reap them from its realm. Dead bodies have been found throughout the world with massive claw cuts onto their bodies, often without any reason.[/hider] [hider=Necromancy]Necromancy is the darkest arts that one can learn in public. It is so evil, no matter if a necromancer's intensions are good, that anyone that knows this magic is executed on the spot without any trial at all and is outlawed throughout the world bar Galbeez, where the necromancers have a near-complete control of the city. The mayor of the town cannot be blamed, since they know that necromancers are able to raise the dead to do what they want to do. Some also thing that they are able to summon an entire army of undead that would lay siege to any town, no matter what their forces are. However, since they are beings of true darkness, they are extremely vulnerable to light of any sort, leaving their skin complexion bone white. As the stereotypical necromancers in fairy tales, they dress in black. However, their articles of clothing are various on who they are, ranging from black leather tunics and black cotton pants to a black cloak that covers their entire body. Only the powerful necromancers that exist are able to summon liches and dracoliches for their needs. However, these beings are unable to be controlled because they, for unknown reasons (but it might have something to do with Precendenta 3), are able to convert themselves to the undead and still retain their consciousness.[/hider] [hider=Void]Void magic is the least known magic due to the lack of records. Some scholars will say that Void magic is the most primal form of Shadow magic and some even claim that Void magic the entity that had created all kinds of magic onto the world. Even though Void magic is one of the hardest magics to control, it is neither of those. It is, in fact, another form of magic that has spilled out from one of the place where it is abundant into Gelbaron, like an infestation. With the unpredictability on what Void magic could do, it is one of the most powerful magics that is used in the entire world, second only to the true origin of all of magic that is around. All of the offensive magic that the Fire and Electricity elements know are combined into one, allowing tremendous power at a small cost of the user's magical reserve, though the cost to use it is vastly greater than Electric. Also, similar to Electric in the Plains of Irilkron, if one was to fight in the Void itself, a plane that is between the world and the Land of Shadows, there is no cost to using the magic at all. However, with the tremendous power and ability to cast it without much penalties. Even for the most experienced magical users, there is a likely chance that the magic will overcome a magister's spirit and turns them into a Hollow. Also, if two Void users were to come into contact and cast Void magic against each other, the effects of the two magics will cause the entire space where the collision took place to open up a rift into the Void, which would suck them into the vastness of the Void, where nightmarish beings live. It is for this reason that there are so few Void users in Gelbaron.[/hider] [hider=Drægarian]Drægarian Magic does not have a lot of information that pertains to it, much like Void magic. While it is often seen throughout the world, especially Galacteo and Gelbeterron, no standard people are able to wield it but only the Drægarians, the lizard people of the Drægar, are able to use it without penalty (though they still abide to the Precedentas Arcana). The majority of the magic is purely defensive, especially since Drægars use the magic to survive the crushing depths of Daergren Ocean. One form of defensive magic is creating a mantle that is able to cover scores of metres to protect them and the beings that are around them. On a personal level, they are able to create a form of mantle that is invisible to all (including all magisters) that makes it seem that their scales have been toughened to the strength of diamonds. While it's defensive magic is well known, the one manipulative magic they do have is controlling an opponent's body. While it seems that Precedenta 6 is broken, the magic is actually a form of blood magic (which can be done with Water magic, but the cost is too much to consider using it), manipulating the liquid that way to do what they want. However, for this magic to be used, the blood of the thing that they want to control needs to be tasted (within their bestial nature) in order to get a sense of it. Apart from the origin of magic, all forms of magic, even Void magic, is unable to break through the defensive nature of this magic. While the form of magic is hard to detect through a magical sense, it is visibly seen when the Magical Eye of the Draegar, a mark of ancient origins, appears on their forehead.[/hider] [hider=Silvæan]Silvæan magic is another rare magic in Gelbaron. However, unlike Void and Drægarian, it is a more well known magic that there is as the Silvæan race and the scholars have been able to discuss the origin and the details of the magic. Much like Drægarian, only a few people are able to wield it, notably those that have the Silvan Gene. This gene is a specific trait that allows the Silvæans to have their most notable traits, specifically the silver hair and the silver irises. Silvæan is a great supportive magic as the main thing that it can control is the metals (a property that Earth magic cannot control). This means that they are able to allow metals of other weapons to be soft to allow them to be destroyed easily or allow metal-tipped arrows to be controlled so that the arrows will sail past the enemies. However, any of the precious metals or metals that contain magical properties that were obtained through the melding of steel and kræon ore (or by other magical materials as well) are impossible to manipulate as they absorb the magic. The signature spell that they have is its teleportation. In a puff of silver smoke, they are able to move anywhere in the world as long as they have an image of their own destination. The one thing it cannot do is heal injuries of any sort, still needing to rely on Light or the good side of the origin magic to do so. However, the only thing that allows them to cheat death is if they do the Eternal Light ritual, where only the origin of magic is the now-immortal Silvæan to be injured. However, the success of the ritual is very rare that only a handful of Silvæans have been able to become immortal.[/hider] [hider=Aura]The least known magic of them all, but it is the most powerful magic that exists in Gelbaron. From all of those that know it, all of them will know that Aura magic is the embodiment of magic itself and is the true 'origin' of magic. Much like the latter two of the Elemental magic, there is two types of Aura: Light Aura and Dark Aura, as well as Neutral Aura magic, following the same vein as Mana magic. All of them are able to, if used offensively, go through anything that it comes into contact with, as if it was made out of nothing. However, this magic uses tremendous amount of the energy that someone's body has that even one spell would turn them into Hollows. Not only that, but it will also drain the spirit that is in a wide area, causing areas of death in them. Also, even with knowledge that it could turn anyone into 'empty shells', there is another problem that even experienced Aura users have; if there is not enough Aura magic that is in use and it being so concentrated, it will turn into any form of magic depending on its surroundings. Some would say that it would need godly magical reserves or a vast amount of mana crystals on one's body to be able to bring the concentration up and able to use many spells. This is why that even for the few that know Aura, even fewer are able to use the magic. Neutral Aura is the central and more common type of Aura that is seen. Much like all of the Aura magics, it takes on the same appearance as Mana magic. However, the key differences between them is that the strength of the spells are strengthened tenfold and the colour of the magic is different. For Light Aura, the colour is completely gone and appears as pure white, though some have said that it had a golden edge. For Dark Aura, the centre of the magic is the darkest of all blacks and is lined with a gradual change to the purple that is associated with Void magic. For Neutral Aura, the colour is typically a light grey that have a golden edge on the outside, probably notifying the balance between the two Auras. The colours of the Aura also allows for the difference of spells and shows what the Aura magister's history: Dark Aura if they have done far more bad things than good in their past, Light Aura if they have done far more good things than bad, while Neutral Aura covers the ground between the two, the colour attributes of either side to affect its appearance dramatically. Light Aura has the ability to heal, much like Light magic, but it is able to cast many spells that the Elemental magic is unable to cast. Unlike Light Magic, Light Aura is able to bring back people from the dead without the caster to control that being's body and spirit, somehow bypassing Precedenta 3. However, to do so, they need to use the magic shortly after that person has died, that way the person's spirit is nearby to be returned to their rightful place. The only being that is different from this rule is the one that embodies the entire power of Light Aura and the Mistress of Justice, the Light Ancient. She is the only being in the entire world, wherever she is, that can bring back someone from the dead long after that person has drawn their last breath. Apart from that, all of the spells of Light Aura follows in the same vein as Neutral Aura. Dark Aura embodies the full might and power of Aura's terrifying power. Nearly all of the attacks that this has is able to decimate something that it comes into contact with. The Dark Ancient, the most known user of this magic, is able to bring about the destruction of entire armies, even change the landscape with one attack. The only thing that this magic is able to, which Light Aura is unable to do, control objects both mentally and physically, which somehow bypasses Precedenta 6. It is able to control the dead bodies around the Dark Aura user, much like necromancy. However, if used correctly, a Dark Aura user is able to control the living as well, no matter what the will power that person has. In doing so, however, the magic user must place a part of his own 'magical spirit' into that person, so it can be controlled. If their 'puppet' was to be killed by any means, that part of their spirit vanishes into nothing and cannot be replaced. Aura magic is rather unique, since that both Light and Dark Aura counter each other and Neutral can counter itself and the other two and turn into nothing. Light Aura against Light Aura will amplify the effects of the spells used, much the same happens with Dark Aura. Void magic, although it reacts with another essence of Void magic touches it, cannot create any other types of magic. However, Aura magic does create other areas of magic when they collide with each other, even though the result of both of them hitting each other is so violent that even rooted trees would be blown away by the end result. This can, essentially, allow for the spirit that had been taken by nature itself to be given back their spirit again, though nature has to begin at their natal stage. It is for that reason which Aura magic is known as the origin of all magic and, perhaps, everything in Gelbaron.[/hider] [b]Technology of Gelbaron[/b] [hider=Steam technology]One of the most common of the technology that is in the world (despite it being new and only seen with the richest of people or people who can invent things) is the idea of using coal to power inventions. Coal is inserted into a furnace, which is underneath a vat of water of varying sizes, depending on the size of the invention or the power needed to get them going. The steam that the vat produces goes through a series of pipes, each of them containing fans used to generate electricity to power the invention. The steam, once passing through the fans, gets cooled down by another pipe, containing cold water, cooling the inner piping and heating the coolant to boiling, which is then led out of the invention as steam. This system is common, with the majority of inventions having two vats of water; one for the inner circuit to drive the fans (where nothing leaves the system) and another one to act as a coolant (where the steam produced goes out of the system through an exhaust), with the latter being collectable through rainwater. The least common of the technology, which was invented by Mark Castle, is through the use of mana crystals to create the electricity needed. He had figured out how to tap into the spirit that is in mana crystals and convert it to electricity. The energy from the crystal goes through a step-down transformer as the raw energy would destroy any component in the circuit. Much like the previous style of technology, a cooling vat of water is used to make sure the transformer doesn't melt because of the amount of energy that is produced from the crystals. Only Mark Castle has figured out how to keep the cooling system closed so that no steam comes out, thereby making his technology more efficient , especially when it comes to things that rely on aerodynamics. With or without the enclosed system, only Mark Castle and a few selected by him are allowed to produce this form of technology. Regardless of whatever method is used, the technology produces steam, allowing for the coined 'steampunk' to be used, since the electrical energy produced would convert into mechanical energy in the terms of motors, which then move gears of varying sizes to allow motion in whatever they are wanting to do with the invention. It is with this that things like cars and, in rare occasions with Mark's version of the technology, airships to be created. There is also the possibility of creating battlesuits, allowing heavier armour onto the body for protection. This comes at the cost of using various precious metals (especially gold) in the circuitry to prevent the user to cast spells. The mode of transportation is usually by creature (whether Derreg Lizard in Celbaron or horses on other continents) as only the rich are able to afford to keep these inventions and run them at the same time.[/hider] [hider=Firearms]Another technology that has been invented around the time Mark discovered the use of mana crystals was the use of black powder to send a small projectile to cause harm, creating another ranged weapon. In order for them to be created, the 'barrels' are of varying length in order for them to increase the range or accuracy, depending on the use and whether the barrel is smooth bore or have a rifling effect (causing the bullet to spin), and are attached to a wodden block that acts as a stock. The firing mechanism causes the hammer to create a spark from a small pan on the side of the barrel, which then ignites the black powder that is inside the barrel (in other words, a flintlock pistol or musket). These weapons are usually cumbersome and take a long time to reload. These factors, plus the powder and 'bullets' are few and expensive allowing only a few individuals/armies in the world to wield them and use them effectively, with archery still dominant everywhere.[/hider] Technology will be updated [b]Gelbarean Races & Creatures[/b] [hider=Maloux]They are the people of the badlands south of Celbaron, primarily living in Malea. Much like the buildings in their city, their entire body is cracked due to the dry heat, the fear of dehydration no longer concerning the small race. Although humanoid, they tend to look similar to goblins in shape and facial features, save for their eyes being replaced by to deep cracks that seem to be going on for eternity, being black as they will ever be. In contrast, their skin colour can range from the reds seen in Malea to the blackness that is several shades lighter than their gouge-like eyes. Their facial features, apart the eyes, vary amongst the race: hooked, long noses or straight, short noses and their lips almost disappearing into their own faces or pursed lips that makes them look nearly unnatural. All the Maloux have a similar trait: vile, mischievous and cruel. In the badlands, they are usually hunters that travel in troups of at least 4-5 individuals, all hunting together to ambush any moving thing to bring back to their city to either torture or eat, relying on their cannibalistic ways.[/hider] [hider=Drægarian]The origin of this half-humanoid, half-serpent race is unknown to all save for the few of the reptilian race. Much like their lizard counterparts, their skin is a similar colour as the Drægar, though they have been seen with black stripes on their back. Their heads are similar to the serpents, though their crests are at a standard length, not depending on how well they know Drægarian magic, as if it was their race's version of hair. They also have an ability to hide their eyes, which all of them are the same shade of blue as Daergren Ocean, behind a milky veil, changing the colour of their eyes to what seems to be a shade of red. However, in doing so, they will be left without sight to find anything that might pose a threat to them in their surroundings. To compensate for this, their crests detect the air move around them, being trained enough to block out speech of anything nearby, and use that as a sense of sight in their own minds. Below their waist, their serpentine bodies can stretch out to a minimum of 8ft. Similar to the Drægar, they are adept at using Drægarian magic, though it is not as potent as the serpentine creatures themselves.[/hider] [hider=Silvæan]Among all of the humanoid races, elves had been thought to be the most beautiful of them all. However, if one was to see a Silvæan, their opinion on the elves would change forever. The race seems to have an air of ethereal beauty amongst those living in Jaeltreg forest, their faces seem to make an elf's face seem to have flaws. Their distinct trait that is common to all of them is the addition of the Silvæan Gene, one which gives anything with it extra abilities. Amongst one of the rarer magics, the Silvæan Gene allows those to use Silvæan magic. Another thing that makes them stand out more is the absence of normal-coloured hair and eyes and are replaced with hair and irises of silver, which was the reason why they nicknamed 'the Race of Silver'. While those without the gene think it is a gift, those with it think of it as a curse. And it shows when in a battle of magic, Silvæans are usually the weakest in terms of resistance, with Mana magic causing massive damage to them. Also, they are considered to be a short-lived race, with the oldest recorded Silvæan being about 49 years old. However, with this curse, one high priest of the Silvæans had created a ritual, which the race call the Rite of Eternal Light, which there is a small chance that those who are about to fall to magic or to age would be able to gain immortality and all the needed resistances against all forms of magic save the origin of magic. One of these fabled beings that had ascended to immortality was a pure Silvæan called Menza Graeleth, the chosen warrior who was sent to defeat the Dark Ancient when he was about to take a hold of the world through yet another fabled artefact, whose name had slipped into the sands of time. No one has yet to see him and every humanoid that have heard of the battle believe that this is a myth.[/hider] [hider=Krimntaar]Probably the closest relative to the Maloux in Gelbaron. The Krimntaar have a similar appearance as their Celbarean cousin, except some distinct difference that makes them stand out from them. The first thing that is different about them is that the gouge for their eyes is much shallower and smaller and there is a sinister red orbs that glow out from their resting place. All Krimntaar have crooked, rough skinned noses and have protrusions, made of hardened bone, at the joins of their limbs, making it known that they sometimes use them in combat as they are usually sharpened and honed to a tip. Much like their cousins, they have a nasty personality and are relatively vicious, especially towards the elves that call Silvæa their home. For decades, long into the history books, the Krimntaar and the elves wage war against each other, with the winner claiming the capital of Jaeltreg Forest. For the most of that history, the Krimntaar have been held back by the elves with their mysterious 'guardians' that remain hidden in the forests 'til this day. This race is well known for riding into battle on mountain Carrefær, sometimes using their horns as weapons themselves to aid them in battle.[/hider] [hider=Werepyres]Unless you are counting Belgarenith Nightshades as a humanoid creature, the Werepyre is one of the largest humanoids that exist in Gelbaron. Originally an experiement by Feleren Von Valeferen, a count that used to live in the now-called Werepyre Mountains, in order to splice two genes of his previous creations, named werewolf and vampire, together to create an ultimate creature to protect Chaldon from possible thieves and murderers from crossing the mountains to pillage the city. Having the ability to change a normal human being into both a vampire and a werewolf in one bite, the Werepyre had gained attributes that show both sides of its hybrid. Standing over 7 foot, they are a massive, beast-like wolf creature that is able to move at the same speed as a wolf at sprinting pace. Their wings, leathery like those of a vampire's 'bat form', span over 15 ft which allows them to fly or move faster along the ground than their running speed. When seeing this as the perfect creature to defend those in Chaldon from being picked off by the thieves crossing the mountains and a few of the rogue beings that he had created. However, one of the Werepyres, who was called Bloodfang Wingspan at the time (later renamed himself to Bloodfang Wingstride), had noticed that they were bound to rules that he knew that they shouldn't be under, since they are the 'superior race' than the small humanoids. This then brought about the end to the Count and the terror that resides in the mountains. The mansion still remains, though run-down and almost in ruin, as one of the homes of the Werepyres. Shortly after the downfall of Count Von Valeferen, the mountains changed their name to what it is to date. Personality-wise, they pretty much behave like most humans do when they are with their own kind. However, if they were around a group of beings that are much smaller to them, they will see them as a threat to their species and will turn hostile, hell-bent on killing those that it deems that threat.[/hider] [hider=Void Creatures]They are among the most unusual creatures that live between Gelbaron and the Void Realm, one realm that only a few beings are able to return from. They don't have any particular shape at all, though their entire body is made completely out of Void matter. They usually take the form of a human, though their eyes seem to go red. They are able to travel through the world very quickly by cutting the fabric that makes up Gelbaron and entering into the Void Realm that way. The hole that is left usually repairs in a matter of minutes, though anything that is loose will be sucked into the Void. They are able to conjure Void magic without difficulty and sometimes fashion weapons and armour out of the magic as well, making them very hard wearing. A few say that a warrior, Zeltair, was one of the warriors that had entered the Void and re-emerged from it a Void Creature, who was later defeated by the combined forces of Menza and Galreth, though the stories are considered myths since no one has encountered Menza, who had turned immortal several thousands of years ago.[/hider] Creatures coming soon. [b]The Forsaken Weapons of Callelotte[/b] [hider=Forsaken Weapons][i]Haruugyo[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Haruugyo-1_zpsadad7b3b.png]Image Link[/url] Element: Ice Status: Plotline (Ask me if you really want this weapon) [i]Kaljo Rejjio[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/KaljoRejjio_zps9f4af965.png]Image Link[/url] Element: Fire Status: Plotline (Ask me if you really want this weapon) [i]Callelotto Valo[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/CallelottoValo_zps531b0d20.png]Image Link[/url] Element: Electricity Status: Plotline (Not Available) [i]Kolzucho[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Kolzucho-1_zps9ff95029.png]Image Link[/url] Element: Dark Status: Owned by ??? (Not Available) [i]Galangdei[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Galangdei-1_zpsdd013abe.png]Image Link[/url] Element: Earth Status: Available [i]Kal Kerron[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/KalKerron_zps46b0fe98.png]Image Link[/url] Element: Earth Status: Available [i]Denos Velenchion[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/DenosVelenchion_zps21c8434c.png]Image Link[/url] Element: Electricity Status: Available [i]Rycolflange[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Rycolflange-1_zps69fcdf5d.png]Image Link[/url] Element: Water Status: Available/Plotline [i]Rhendoflande[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Rhendoflande-1_zps2ccd7c29.png]Image Link[/url] Element: Ice Status: Owned by Maximillian Broadside (NPC) [i]Rundi-flanze[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/Rundi-flanze-1_zpscb3232d2.png]Image Link[/url] Element: Light Status: Plotline (As me if you really want this weapon for your character) [i]Kal de Tolorande[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/KaldeTolorande_zps8c4c7d76.png]Image Link[/url] Element: Light Status: Owned by ??? (Not Available) [i]Doltventa Folcren[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/DoltventaFolcren_zpsa33c090b.png]Image Link[/url] Element: Air Status: Available [i]Infernatus Derrevato[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/InfernatusDerrevato_zps5011dea9.png]Image Link[/url] Element: Fire Status: Available [i]Merrano Derrevato[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/MerranoDerrevato_zps576f2fdb.png]Image Link[/url] Element: Water Status: Plotline (Not Available) [i]Callelotto Maggeströan[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/CallelottoMaggestroan_zpsa55ff6a8.png]Image Link[/url] Element: Dark Status: Plotline (Not Available) [i]Chiborata Queldensoz[/i] [url=http://i309.photobucket.com/albums/kk396/Mercinus3/Weapons/The%20Forsaken%20Weapons/ChiborataQueldensoz_zps761dbb2a.png]Image Link[/url] Element: Air Status: Plotline (Ask me if you really want this weapon)[/hider] [b]Plot[/b] [i]In the beginning, there were the Ancients. They, both of them created from the same being that time has all but forgotten, were both held responsible for creating the planet Gelbaron. The Light Ancient, representing life and everything is good, set about creating all life that is on there through their own births. The Dark Ancient, representing Death and everything that is dire, carved the landscape and defined every living thing's life span. When both of them worked together, they created the laws of the world, the natural progression of evolution and then formed a mystical force that represented their essence: magic. Once the world was completed, they both had sworn an oath that their balance as opposite sides of a coin and not interfere with the balance that they had created, making sure that whatever one does, the other does something to restore balance. They have both agreed to this and allowed each other to work to their own roles for thousands of eons. However, seeing as the world they had created just floating around in their existence and remaining ever so dull for such a long time, the Dark Ancient decided to seize the power of the world for himself and ridding the higher planes of his sister. Looking onto the world, he had planned for years in order for him to control the world and cast the Light Ancient into Limbo. During this time, he poured nearly all of his essence into 20 spheres of pure evil. He created a spell that, depending on the attempts that he needed to gain full control of the world, would allow him to use 4, 6 or 10 of these orbs in order of attempts to gain control of both the planet and the higher planes. Before the Light Ancient had a chance to realize her brother was attempting, he cast them down from his platform onto the different continents of the world. Knowing that the oath that they agreed to was broken and something needed to be done to restore balance, the Light Ancient had, with the use of her Light Aura, created a spell and cast it onto 20 random people, hoping that this spell will then create the perfect method to balance the acts the Dark Ancient had created. These people, along with their descendants or objects that have their blood, would then have the purpose of destroying these orbs, with the destruction consuming the living essence of the person or object. Whether these people would realize their own destiny or not is something that only time could tell. As the spell was cast, the Dark Ancient looked on helplessly as his plans were being distorted by this revelation. While he had done everything that he could to prevent his plans from failing with causing disruption that would, hopefully, destroy these Disciples of Light, a lone man walks into the Head of Celbaron in order to search for materials to create more things for his forge. Along with some ore that contained the magical mineral Talunite, he came across 4 rocks of perfection. Picking them up and feeling the weight of them, the man, Callelotte, turns and walks away to travel back home to the islands - now called the Unforgiven Islands. Years have passed since the Light and Dark Ancients plans were set into motion and many wars, ranging from the Schism of the Conuence Empire to the War of 3 Continents, have claimed the lives of many living beings, including the lives of the Disciples and their Descendants. Everything has been silent for many years, despite some skirmishes. However, something lurks in the unknown future and a storm is brewing over in the Amroth Mountains and the Werepyre Mountains. Another evil voice, known to those as Lord Sacremento, is scouring the lands in search of things that were long forgotten, causing destruction in its wake to a name that no one knows or understand. He leads these minions of darkness, consisting of Werepyres and people of the desert to beseige the seats of the two empires of power, Conuence and Terrubane. The Conuence Empire, a long-established empire of power, fends its boarders with futility, with the loss of Berenol and the losing skirmishes of Qucndel on their front and gathering its strengths in the capital to fight them off. Towards the Terrubane Empire, the evil forces have overtaken Chaldon with ease and have spread rapidly upwards to the walls of the Beacon of Hope. The only thing that stands in the way of this evil force and the downfall of this empire are a handful of brave warriors. However, unbeknownst to them, their fates are intertwined to adventures across many continents, expanding many years and forging a legend for themselves.[/i] [b]Rules, Character Sheet & Accepted Characters[/b] [i]Rules[/i] -All the Standard rules of RPing apply here (no GModding, Cybering, etc) -No excessive swearing -The weapons available are swords, maces, shields and whatnot, but there are a rare cases where steampunk and gun technology being used as weapons, albeit the latter will be a rare occurrence. -Maximum of 1 characters allowed (2 if you gain my permission) -As Void Creatures, Silvæan and Drægarian races are rare, no more than 1 of each race. -Feel free to create NPCs throughout the RP as long as they are relevant. -There is no limit as to how powerful a character is, albeit invincible.invulnerable. More rules can be added when I can think of more. [i]Character Sheet[/i] [b]Username:[/b] [b]Character Name:[/b] [b]Age:[/b] (race related) [b]Race:[/b] (any of the common races that I haven't described in the races section are acceptable. Any Gelbarean Races are to be judged separately) [b]Magic:[/b] (if any is used by your character. Magic rarity is followed in this order: Aura