Post by ★|Sayu on Jul 30, 2018 11:02:38 GMT -7
1.1 Introduction
Aeons ago in the year 2079 the modern world fell into chaos and disarray when a great calamity threatened to end the world. A secret organization comprised of mages, priests and demons alike, fought to suppress the catastrophe and the evil mastermind behind it--succeeding only at a great cost.
An indefinable amount of time in the future, humanity has once again risen from the ashes of the now ancient civilization to rebuild society and reclaim the lives lost that day. But things are different now with the sudden awareness that the magic that was once only accessible by a select few has become commonplace in everyday society. Over the following millennium humans encounter all sorts of strange creatures and civilizations, for better or worse, while colonizing and rebuilding society on their side of the hemisphere.
By now the western continent of Glayp’nier has flourished under the rule of humans, some of which had long ago discovered the northern islands and the eastern continent which for the most part work in tandem to create a functioning society.
Magic is now the core of human society. After discovering various ways to harvest and twist wild mana to their will the humans there have built entire economies designed around the use and abuse of magic. Anything that may in the past have been powered by electricity or other more conventional forms of energy are now powered by magic and it’s mana resources.
1.2 Timeline
Paleogaea
3000 BC - Invention of Writing, Pyramids, and Domesticated Animals
2000 BC - Discovery of Seafare and Cartography
1000 BC - The invention of the Alphabet, Carriages and Road Networks.
1 AD - The discovery of magic and a new savage species previously believed only rumors: Demons
1095 - First Crusade and the first real large-scale attempt to drive away the demons
1291 - Second Crusade and Disappearance of demons
1500 - First re-emergence of demons and counter actions taken by the church
1600 - Scientific Revolution begins. A world map is commissioned for the first time
1700 - Invention of the adding machine
1800 - Invention of both Steam Engines and Electric Motors
1850 - Industrial Revolution
1900 - Discovery of typewriters and photographs. Second re-emergence of demons
1950 - Demons infiltrate human society under the guise of businessmen, lawyers and politicians
2000 - Public Internet, Computers, Space travel, DNA and Lasers
2027 - World War III
2031 - World Peace achieved
2050 - Third Crusade, this time led directly against the demons
2062 - Invention of fully functioning androids and colonization of the moon, mars and venus
2076 - Calamity discovered
2079 - Earth and Gaea are bridged, the calamity is avoided
Neogaea
???? - Re-emergence of Humans
???? - First few tribes form
???? - Re-discovery of magic
???? - First bigger societies are built comprised of various smaller tribes working together
1 - A new calendar is established
1080 - Protraction is used to boost production of materials and goods
1203 - Necromancy is discovered
1206 - The near divide of society and a war between two halves of society.
1208 - Necromancy is outlawed and the discovery of Hex
1500 - A King and Queen are established for the first time. Humanity is catapulted into an era of prosperity and progress
1502 - Formation of the Royal Order
1600 - Near-eradication of Vescor and the beginning of the war on pagans
1617 - Pagans suppressed and driven north
1670 - Humanity is sling-shot ahead of its progress once more due to a breakthrough in magic.
1673 - Invention of Catalysts
1740 - Discovery of the Eastern Continent
1751 - Unification of military forces on western continent
1768 - Discovery of the Northern Islands
1820 - Relationships established with the Eastern Continent
1900 - Invention of Fabrica and the first Spell-weave
1955 - Relationships established with the Northern Islands
1959 - The Barrier is discovered
2011 - Establishment of the Moreau Tower
2016 - Neogaea Campaign
2021 - Neogaea Legacy Campaign
2023 - Invention of the Aura Quartz Link
2026 - Public opening of the Moreau Academy
2026 - Current time. Neogaea 2 and Skygaea Campaigns
1.3 Playable Races
There are a good bit of humanoid races that have been discovered over the many generations of Gaean history. Some are far more common than others, and few are even met with great prejudice or disdain. Even so, each race has its own integral part to play in everyday society.
Humans - Born from ignorance, faith and persistence, humans make up the majority of the known world. They are fragile and unbalanced but due to their innovative and resourceful nature are no race to be trifled with. Usually putting mind over matter the Humans have braved any and all dangers both in the old and the new world. As the physical embodiment of change and progress they put their skills to the test with a constant thirst for knowledge and efficiency and act as the moving force of the world.
Humans are easily the most evenly divided of races. Most of their abilities and skills compared to other races are very average with their greatest trait usually being their willpower and ingenuity. They are equally open to embrace new ideas and concepts as they are ready to shut down anyone who doesn't conform to their ideologies. Humans are everything in variety that they lack in specialty. As the saying goes; "A jack of all Trades, but a master of none." They have a harder time refining their skills past a certain point which isn't to say they are incapable of reaching great heights but makes it merely a rarity that requires greater efforts.
Though humans are scattered all over the world there are no known subspecies.
Vescor - While by no means the oldest race in existence the Vescor race is just as colorful in variation as in power, being still one of the earliest of races to be found on Gaea. Predators by nature, these corruptions of the human gene are incredibly skilled and often resort to manipulating and deceiving the ones around them. Any variation of the Vescor race is driven by a constant maddening hunger, usually linked to each sub-races own biological mechanics. Even-though they are unable to reproduce they can, in fact, infect humans, and only humans, altering their genes thus passing on the affliction and creating more of their kind. Nowadays they are mostly hunted down on sight by Humans and have thus far rapidly decreased in number, even facing extinction at various points in time.
Vescor are incredible survivors, usually with enhanced bodies and mentality when compared to Humans. Their predatory nature makes them excellent hunters and assassins. Most also have the nearly completely unique ability to enhance themselves further by feeding which is both a necessity and a pleasure for almost all of their people. While by no means desperate, Vescor need to feed in order to keep up their strengths. If left malnourished both their body and mental state rapidly decay until the point of no return. For some subspecies of Vescor that creates a constant need to hunt down and feed on humans or in desperate situations animals. They are easily poisoned through this process and are incredibly vulnerable in even their most powerful states. Vescor often suffer from being outcast from society due to their nature which lead to the development of many weapons, tools, and magics specifically to handle and kill Vescor. Despite that a great number of underground societies have been established by them.
Vescor Subspecies:
Vampire - Enhanced Fire Spells, Shadow Meld, Feeds to Survive, Addiction
Faerie - Shapeshifting, Enhanced Might, Feeds to Survive, No Magic.
Rogue - As an until recently unknown Race there is not much known about these anthropomorphic beings. Ranging anywhere from werewolves and talking animals all the way to humans with vague animalistic features like ears and tails this race is commonly known for their mischievous and often bandit-like behavior, earning them their name. They may not be cruel but they are a very selfish race that thrives on conflict and tries to gain whatever it can by any means necessary. They have only recently been surfacing around the East and are slowly making their way into the west in hopes of finding a new home to call their own as their home was taken by the sea.
Rogues have greatly enhanced physical traits such as their speed, hearing, night vision and even strength depending on their subspecies. Some even have incredible senses, being able to detect someone sneaking up on them from a good while away or catch the scent of a person who had been through a place up to hours ago. Their physical prowess gives them a great advantage in combat and labor and enables them to occasionally perform some superhuman feats. Rogues mentalities are shaped by generation after generation of tradition and instinct. As such they prefer to handle things personally and more often than not through physical means rather than mental ones. In the eyes of a rogue a good book is about as useful as a gun without bullets. Speed, brawn, reflexes and a set of sharp claws however can make a man shape their own future. Their wild nature usually causes them to overreact to certain stimuli and rush into a situation without a good plan. Because of this their greatest strengths can often be turned against them. Over-stimulation of the senses can also affect Rogues in a drastic way, even as far as causing panic or death.
Rogue Subspecies:
Avian - Wind Resistance, Enhanced Arcana, Weak to Exhaust, Weak to Earth
Bear - Enhanced Might, Enhanced Endurance, Weak to Heat, Decreased Agility
Cat - Enhanced Stealth, Night Vision, Weak to Water, Decreased Endurance
Dog - Enhanced Social, Enhanced Endurance, Decreased Accuracy, Decreased Arcana
Fox - Enhanced Agility, Enhanced Social, Decreased Endurance, Decreased Accuracy
Leviathan - Enhanced Water Travel, Resistance to Water, Weak to Heat, Weak to Shock
Lizard - Enhanced Endurance, Decreased Hunger, Decreased Accuracy, Weak to Cold
Monkey - Enhanced Agility, Enhanced Might, Decreased Social, Decreased Arcana
Rabbit - Enhanced Hearing, Enhanced Jumps, Weak to Heat, Decreased Endurance
Scorpion - Enhanced Endurance, Enhanced Magic Resist, Weak to Cold, Decreased Social
Sheep - Weather Resistance, Elemental Resistance, Decreased Social, Decreased Stealth
Snake - Produces Poison, Heat Resistance, Weak to Cold, Decreased Arcana
Spider - Produces Webs, Cold Resistance, Weak to Heat, Decreased Might
Squirrel - Enhanced Speed, Enhanced Agility, Decreased Endurance, Decreased Might
Succubus/Incubus - Often confused for demons the Succubus (Female) and Incubus (Male) race are creatures from old legends that consume affection and knowledge for a living. In reality they are related to the Angels from old mythology and feed on the lust and desire of other races in order to survive. They are very passive and highly intelligent creatures who live for thousands of years at a time, said to have been around when the old world still stood strong. Only a few of these creatures have ever been sighted. In the early days the infamous Succubus Cyuden'ee has said to been in an open relationship with the leader of the Teyness Mercenaries before her inevitable betrayal and the consequent founding of the military.
Their great intelligence and charm leads Succubi and Incubi to an easy life. Usually they are able to get most of what they want, and their long lifespans help them amass more power and knowledge as the years go on. They are naturally gifted, and posses an incredible knowledge for just about anything. In dangerous situations they can change their appearance to become more menacing or charm an attacker to even the odds. Succubi and Incubi are incredibly weak and fragile. They have next to no endurance and very little fighting potential. Against strong opponents or ones with extreme cunning they are like butter melting in a hot pan. Because of this they are in a constant need to defend themselves and resort to their trickery and knowledge to gain an advantage. Their incredible lust for people and insatiable thirst for knowledge can often become a detriment going as far as causing them to put aside all common sense in pursuit of their interests.
There are no known subspecies to date.
Demon - The fiercest of all the races. Burnt cities and destroyed kingdoms tell the tale of their merciless and destructive nature. Due to their inability to age or decay over time they once lived on the land like all the other races even so far as ruling parts of their own kingdoms, though in a holy war with the Humans they were driven underground by the four sages of the realm. Occasionally a few demons escape their underground prison, the underworld, and roam the land seeking their victims purely for sport. They are just as dangerous as they are varied and should never be underestimated.
Their rather impressive might and magic coupled with their trickery makes them a force to be reckoned with. They prefer to slowly deteriorate their targets over time, relying on conjurations and imagery to terrify a victim before striking. Demons however are not above using brute force and overpowering their opponent with raw strength and strong magics. Each type of demon has its own weakness. However their distinguished aura and dominating presence makes them very easy to track down. Their cocky nature and love for making deals can often become their detriment as a Demons nobility is never to be questioned and their ferocity always generously displayed. They are also extremely weak to Light and Holy magics, as well as blessed weapons and tools.
Demon Subspecies:
Lord - Enhanced Might, Enhanced Endurance, Weak to Holy/Light, Decreased Social
Imp - Enhanced Arcana, Enhanced Speed, Weak to Holy/Light, Decreased Endurance
Devi - Possession, Enhanced Social, Weak to Holy/Light, Decreased Endurance
Wraith - Physical Resistance, Terrain Meld, Weak to Holy/Light, Weak to Magic
Cambion - Enhanced Might, Enhanced Arcana, Weak to Holy/Light, Decreased Social
Alv - There is an incredibly tiny and finite amount of Alvs in the world. Supposedly most are pulled from another world whereas some believe the Alvs are the remainder of an ancient civilization that once roamed the land. They generally keep to themselves and are without exception magically talented. They live incredibly long lives, easily twice that of a human and are well versed in the ways of many kinds of magics due to their innate attunement to the mana flow around them.
Alves are incredible magicians, being able to study a spell and recreate it in record time. They have an incredible supply of energy and can charge heavy spells fairly easily and with little effort. They are one of the few races able to learn many different kinds of magics and develop their own spells and tools. On the flip-side, Alves are incredibly ignorant of other races. They believe themselves superior in skill and intellect which can often lead them to be misinterpreted as selfish and misguided. Additionally without their magic Alves are nothing at all. Their great magical talent comes at the cost of being unable to do even simple tasks as they are not at all used to any kind of physical labor, including as little as cooking. Their magic potential is severely limited by heavy clothing or armor so they prefer to dress light which significantly reduces their resistance and endurance.
Alv Subspecies:
High Alves - Inherited Construction, Enhanced Arcana, Decreased Social, Weak to Shadow
Forest Alves - Inherited Ritualism, N. Poison Resistance, Decreased Endurance, Weak to Fire
Sea Alves - Inherited Navigation, Weather Resistance, Decreased Might, Weak to Shock
Dark Alves - Inherited Magic, Enhanced Arcana, Decreased Endurance, Weak to Light
Voul - Inherited Genetics, Heat Resistance, Common Infertility, Weak to Ice
Dolls - Generally speaking Dolls are Golems created to serve a master in a way similar to necromancy through a lot less volatile. However in recent years Dolls all over the place have seemed to develop thought and a personality of their own usually through the act of binding a soul to their golem construct body. Now these creatures can be occasionally found in villages and cities all over the continent with some working proper jobs and others even joining guilds or groups of bandits.
Dolls are incredibly versatile. Depending on their build they may twist and turn their limbs in ways normal humans cannot. Some can even alter their shape somewhat. Since they are magically bound to their bodies their tolerance for pain is significantly higher than any other race, even as far as some cases where dolls had entire limbs torn off them without as much of a flinch. Their unique bodies let them perform a lot of tasks other races could never think to perform. Due to their nature they can also be repaired.
Depending on what kind of build the Doll is they may be fragile, weighed down, or clunky. There are various different designs, each with their own components and make-up that makes their bodies work. As such they come with many kinds of detriments as well. Rusting, decay, rotting, and other kinds of breakdown can all occur naturally over time without maintenance. As well without certain protection they may be affected more harshly by the natural elements. Their composition is always important when dealing with enemies as well, as heavy weapons may crush metal or shatter ceramic.
Though there are many variations of Dolls you would be hard pressed to label them as subspecies.
Risen - These are beings that have extended their being past the confines of natural life. Things like zombies, skeletons, and liches are all considered Risen, and are subject to the race’s strengths and weaknesses. In most cases, they are exceptionally susceptible to holy magics and things of that nature but are physically resilient. Specific traits can be found within the subcategories of Risen; For example, zombies have a weakness to water and fire while skeletons are more resistant against physical attacks but are more susceptible to magic.
Zombies and skeletons can sometimes retain a fraction of their consciousness, but generally have poor social interactions.
Liches are a specific subcategory of Risen that have their soul bound to a specific object. In order to bind their soul in this way, the mage has to undergo a complex, lengthy ritual which is ultimately completed upon their death. Once the ritual is over, the lich may continue on as they please for as long as their phylactery remains intact. These phylacteries need to be destroyed by a specific and powerful ritual or alternatively, an incredible amount of physical abuse. A typical lich is particularly adept at arcana and social matters, with their physical appearance varying anywhere from skeleton to normal human.
Risen subspecies:
Skeleton - Enhanced physical resistance, Curse resistance, Stunned if smashed to pieces, Weak to magic
Zombie - Bonus endurance after feeding, Heals from poison, Weak to fire, Weak to water
Lich - Regenerates after death, Enhanced Arcana, Takes damage from healing magic, Soulbound to phylactery
1.4 Character Attunements
Every character belongs to one of the six attunements; Arcana, Construct, Chaos, Life, Shadow and Understanding. Each of the attunements represents a category in which the character most excels in. For example a Mage would most likely be attuned to Arcana whereas a Thief would most likely be attuned to Shadow. Keep in mind when designing your character that you cannot be attuned to more than one category.
Arcana - The Arcana attunement is comprised of intellectual magicians and protractionists. These are the sharp minds whose study and traditions keep the art of protraction in the world. They are on the strong side of protraction. People like Elementalists, Witches, Priests, Cultists and Summoners can be considered to be 'Arcana'.
Construct - The Construct attunement is comprised of inventors and scientists of all kinds. These are the people who are slowly but steadily moving technology along its way. They are often associated with crafting. People like Mechanics, Blacksmiths, Tinkerers and Researchers can be considered to be 'Construct'.
Chaos - The Chaos attunement is comprised of warriors and fighters. These are the protectors and slayers of the land, guarding, fighting, raiding and seeking glory in the name of their honor or those they represent. People like Duelists, Warriors, Paladins, Monks, Wetboys, Gunslingers, Riflemen, Hunters, Berserkers and Beastmasters can be considered to be 'Chaos'.
Life - The Life attunement is comprised of everyday people who keep society afloat. These are the farmers and beggars as well as noblemen and merchants who build the foundation of world. People like Merchants, Traders, Workers, Writers, Activists and Politicians, as well as Brokers, Bankers, Innkeepers and Street-rats can be considered to be 'Life'.
Shadow - The Shadow attunement is comprised of the invisible figures guiding and conspiring from the underground. These are the cutthroats and thieves who gather information, spy, and redistribute wealth among the people, namely themselves. People like Thieves, Spies, Infiltrators, Assassins, Detectives and Burglars can be considered to be 'Shadow'.
Understanding - The Understanding class is comprised of the helping hands in society. These are the men and women whose senses are one with the earth and the light. They are a mediation between Arcana and Life, focusing on control, nature, discipline and the spiritual bonds with the world. People like Druids, Shamans, Pagans, Ritualists and Necromancers are considered to be 'Understanding'.
1.5 Stats Clarification
There are eight stats total; Social, Stealth, Might, Endurance, Agility, Speed, Accuracy and Arcana. Each of these serves as a loose guideline as to what your character should be able to realistically do. While you will never able to reference NPC stats you may refer to your own or other characters stats anytime in the Player Characters section.
Social - The ability to understand and interact with other humans or pick up on the finer social queues. Anything from bluffing and lying to reading someone's body-language or haggling on prices can fall into this category. Often associated with Life or Shadow, a character who is socially skilled can make an educated analysis of not only their peers but also opponents. However a character who is not will often fall prey to charms, lies, misunderstandings and other such detriments. Note that being charming is not the same as utilizing a charm. While one is dependant on your social stat the other is a magic spell.
Stealth - The ability to sneak around, steal from people or hide away objects. Anything from hiding in the shadows or catching an opponent unaware to snagging a key or some money off someone in a convenient run-in or even planting an item on someone can heavily be affected by this skill. Often associated with Shadow or Chaos, a character who is trained in stealth can often sneak past most anyone and get rich doing so. However a character who is not will likely find themselves caught by surprise stumbling through an enemy hideout or accidentally revealing a group in hiding. Note that actions such as disarming traps quietly or maneuvering over a trap without setting it off might take other skills into account, such as Speed, Agility or even Arcana.
Might - The physical strength of a character. Any physical action like swinging a sword, kicking in a door or moving heavy objects around, as well as lifting or subduing a person can fall into this category. Often associated with Chaos, a character who is mighty can do a lot of heavy physical activities, in most sense of the word; They're strong and capable all through their physical prowess. However a character who is not very mighty could find themselves easily overpowered by stronger opponents, having to rely on their skills and brains rather than their brawn. Note that might does not solely factor into how tanky a character is. Another skill such as Endurance or Speed may be factored in as well.
Endurance - The natural defensive strength of a character. Any blocking or stressing action can be modified based on the endurance of a character such as; Sprinting long periods of time, hanging off ledges, holding a bow string back or simply taking hits, whether through armor or not. Usually associated with Chaos and Understanding, a character with high endurance would have an easy time putting their body under immense stress without much immediate harm. However no endurance lasts forever and characters who do not share this kind of stat will find it hard to strain their bodies or defend themselves against enemies or terrain. Note that endurance can sometimes but does not always factor in to magical damage.
Agility - The skill to twist and turn and display excellent control and balance over ones body. Anything from dodging fast attacks to balancing on a tightrope or traversing traps and difficult jumps can fall into this category. Often associated with Life, Shadow, Chaos and Understanding, a character who is skilled in agility can maneuver their way around most situation unharmed and with relative ease. However a character unskilled in this stat will have a hard time keeping their balance under pressure and performing acrobatic actions.
Speed - The natural speed, reflex and reaction time, of your character. Any action can be heavily influenced by your speed. The faster you are the faster you can do certain actions, generally leaving you time for more actions or to gain a speed advantage over competition. Generally used on any class, a character who has high speed can take more actions faster than most people. Note that there is rarely a time when speed alone sways a situation to a more favorable one, rather it enhances other activities greatly.
Accuracy - The ability to aim ranged weapons and thrown objects as well as aim specific strikes in melee. Anytime your precision is challenged you may refer to this stat as it decides whether or not you will be able to take a tough shot or throw an object or person a specific way. Generally prized among Characters who rely on precise and focused attacks such as; Archers, Snipers, Fencers, Knife Throwers. Note that ranged combat may take the environment or weather into account.
Arcana - The magic talent of any magician. Various forms of magicians study and practice their whole lives to raise their arcane intellect and skill. Your characters Arcana decides both your magical aptitude as well as knowledge. Any Character who uses magic will require this stat unless the magic is cast through the use of a Spellweave; Gadgets and Weapons imbued with the ability to cast magic whilst absorbing the users life-force or energy from catalysts. Note that casting magic takes time and resources. There are small tricks and utility spells that can be cast on the fly but the bigger the spell the longer it will take to charge and the more it will exhaust the caster.
1.6 Magic & Technology
Supposedly, if you were to believe all the historians, archaeologists and scholars, the ancient humans used raw resources to create energy for their crude machines: Electricity, perpetual motion of wind and water, and even fuels to create great amounts of energy and electricity which their machines and devices then absorbed and processed. In doing so they nearly destroyed their planet well before the calamity ever took root, which ultimately only further helped to bring about their near destruction.
Many believe that the old world's take on technology is far outdated and primitive. Generally thought to be unsafe, the old technology was rapidly rejected and replaced by magic. With far greater control and awareness magic is much simpler, efficient and safer to conjure up and utilize. There is very little need for over-sized machines and heavy maintenance when energy can be found and controlled from all around us. Since its first discovery it has simplified life and boosted the progress and social status of humankind.
In the long lost time of the ancients Technology was controlled by nature. The Sun, Water and Air all drove power into the fragile and uncontrollable technology humans had created. Once the world ending phenomena, Ragnarok, reinvented the world Humans desperately tried to cling to the remnants of the old world and the ancient's technology. Some even do so to this very day. Though many realized the potential of magic and the influence it had on the world very early on. So it was that the first magicians utilized Protraction to draw on the land and use its power in ways the ancients might have, only to greater effect. Over many generations the practices of protraction have helped mankind grow in many ways and with such power under control many other ways of utilizing the magic flow around us has been invented and reinvented.
There are five primary types of magic commonly used in the world:
Protraction, the art of drawing on the power of nearby natural sources such as plants, people, and the sun. Protraction was the first form of magic used by our ancestors to combat the frigid tundra and provide the early settlements with good health and comfort. It is a channeling magic, meaning the magician must actively draw upon the source in order to form a spell. Energy drawn through protraction can be stored in Catalysts that lend the user the ability to draw out spells more quickly and efficiently. It is a basic form of Magic that the majority of humans are capable of channeling but only a third at most can properly utilize. When drawing on protraction the user has usually three basic options; To channel the energy around them through themselves, to channel their own energy out of themselves, or to absorb the energy stored in a catalyst through themselves. Channeling from other sources is the safest method, but also the slowest. Channeling from one's own life-force is dangerous, but faster. And lastly catalysts are essentially like expendable batteries that lend their energy to the user freely without limitations past their own capacity.
Fabrica, a form of magic that relies on spoken and written key-words and phrases generally thought of as a fast and easy way to cast basic spells and incantations. Unlike most magics, the user does not rely on their own magical talent to cast spells but rather is used as a medium for acting out the spell by physical means. There are many schools around the known world that teach this form of magic as even people without much magical capability are able to understand, process, and utilize Fabrica. Small and lightweight incantations are easy to learn and can be prepared for instant use through various means. Stronger spells can from time to time require a lot of set-up and time to work but can last decades.
Spellweaving is a heavy duty magic in which the magicians spend days or months physically weaving intricate spells into items. Being the closest thing to old world technology it was invented on the Eastern Continent in order to make daily activities like farming or writing easier. The almost machine-like constructions to act out simple spells have helped boost many economies but is still very slow to catch on across most of the known world due to its complicated and secretive nature. As of late, Spellweaving and Fabrica as well as Catalysts have been commonly combined to make an overall more efficient design for things like tools and weapons. A Spellweave Rifle, for example, may draw on Catalysts in order to fuel or alter it’s type of effect which essentially replaces the expensive and outdated magazines from the past.
Hex, a modern alternative to ancient witchcraft, is the study of sacrifice and exchange. It is one of the hardest and rarest forms of magic in the known world. Strongly frowned upon by most governing bodies it was outlawed throughout most of the West with only very few still practicing it due to it's potent but chaotic nature. Many believe it's use of tinctures, summons and effigies for harmful reasoning cause pandemonium and disease for any around it, including the wielder. Although fully proven there are the occasional few who are willing to brave the dangers and rise against the system either for the sake of expanding their horizon or simply for revenge. However a Hex can be used for beneficial boons or good fortune as well. The process, regardless of its intention, usually involves a ritual alongside an item of great importance which will be sacrificed to empower its effects. The more emotional value is placed on an object the more powerful it can make a spell.
Necromancy, the removal and binding of souls, is a forbidden art usually used exclusively with malicious intent. The concept behind it is to bind the souls of the departed to inanimate objects or corpses in order to empower and control them. Necromancy is very difficult to learn, let alone master, due to its rare practice and fatal effects on both the user and the souls trapped by them. There is no common knowledge on necromancy though many believe that if the host of a soul is destroyed without purification the soul forever haunts the world, tied to whatever location it was summoned to.
When making a character who utilizes magic, try to keep in mind the style you want to use and apply it to a type of magic that will work well with your idea. Most anything can be done, even if sometimes limited. For the most part even the most original ideas should fall into these categories though there may be currently undiscovered types of magic out there that have yet to be added.
In many areas of the known world magic is tamed passively by the people it surrounds. There are differently sized collections of magic energies flowing about that enhance the use of certain types of magic, most notably protraction. Humans tended to build cities around them to make use of the lands potent energy flow. On the flip side however there are places where humans may never settle down and where the magic is so untamed and wild it causes sickness, both of the mind and body. Attempts to make use of such energy has been made by many people across many generations and always ended with fatal consequences. Indeed the energy of wild magic is so potent that it can cause the physical manifestations of a person's innermost fear to rise and wreak havoc and destruction. One such case ended in the ruin of an entire ancient city when the head of an otherwise peaceful vampire clan fell into madness and, consumed by his fears, involuntarily summoned thousands of terrors upon the city.
Natural minerals and resources can act as Catalysts when processed; usually in the form of uncommon gems such as sapphires or emerald and diamonds.
Built on the concept of Batteries from the old world, Catalysts can be charged and used as energy packs to supply more energy to the person or weave it is coupled with. For humans it can come in the form of Accessories or fitted onto clothing or weapons, and a magician can draw on the Catalysts power in order to either cast more efficiently, or reduce the cast time of a spell. Catalysts can also be stuck in or around Spellweaves, sometimes permanent, and sometimes interchangeable, dependent on design and function. Charging Catalysts can be a simple or advanced task, based on what type it is and how fast the user wishes to charge the Catalyst.
There are some dangers that come with the use of catalysts. Natural energy, like soul, spiritual or elemental energy, replenishes overtime. So by charging certain types of Catalysts, there is a danger of overcharging them which can cause anything from minor to major effects in the world.
Certain materials like Gold and Platinum can also enhance the effects of catalysts whereas others like Silver act as a barrier to ward off Protraction to some degree, similar to the way rubber insulates against electricity.
Magic can be detected as well, however it is a fickle thing and while it does leave a trace behind it can be anything from a strong scent or an emotion anyone can feel, Like in the case of recently performed necromancy, to a soft and subtle whisper that only the masters of the arcane arts can pick up on.
The stronger the magic spell last cast was the stronger the residue it leaves behind. Most people cannot track this unless it is an incredibly masterful spell cast with sufficient amounts of training. However people who are more in tune with the arcane arts may find they are able to feel spells a slight bit easier. Naturally a character can undergo training sometime in his or her life to hone this skill, but it gets significantly easier the higher their mastery of the arcane arts is. When it comes to tracking magic the situation gets exponentially more complicated. From the first moment a spell is cast what is left over quickly dissipates and spreads throughout the area eventually becoming too thin to pick up. A lot of people who can sense magic can not track it due to the confusion brought about by this. However, once again, after training and with a high arcana skill a character may be able to track magic up to a certain degree depending on conditions. Though with the recent evolution in magic one must always keep in mind that there are spells, albeit never large ones, that are designed to be untraceable unless by an absolute expert.
1.7 Character Creation
It's time to build your character! In order to keep a reference on hand you will have to fill out a character application that will, after approval, be turned into a character sheet and displayed on the forum for everyone to see and refer to. There are very few rules regarding character creation but just in case; you will be taught about each section of the character sheet. There will be a number of things to consider when crafting your character and it is recommended you read through some of the other characters or talk to the other players to maybe figure out a way your characters will be able to work together well. Remember! Teamwork will be an essential part of the game, so you may as well build your characters around that concept. Try to shy away from solo-play characters as they will not work very well in a group! You'll want someone who can compliment the other characters in some way, even if not exclusively. Keep in mind all the information in the guidebook when creating your character as you can freely refer to it anytime. The lore and concepts can help add a lot of detail to your character and shape their personality and ideals.
We'll now be looking into a good bit of the character application. It's fairly simple to set up so by reading through this guide carefully you should have no problems doing so at all. The character sheet consists of only a few sections; Characters Name, Quote, Personality, Combat Preference Base Stats, Traits, Biography as well as any remaining details and Inventory.
You can use any image you wish to represent your character's physical appearance. You will be submitting them alongside the rest of your details. After approval the Administrator will set your character's avatar as an image that will be displayed next to posts (Unless you have already done so yourself) and on your character sheet. Make sure to keep things safe for work, as the host of the forum does not allow any brash nudity or explicitly violent images.
Assuming you have a good grasp of the different races, classes, magics, stats, and so on and so forth, you're finally ready to put everything together. Make sure you post your character idea in the Character Application section and not in the Player Character sections, as those are reserved for approved and active characters only.
Make sure you make note of anything that you think will be important for your character. There isn't such a thing as "too much information", although keep in mind that some info may or may-not be condensed in the final sheet.
Here are some things you'll want to think about;
Name, Age, Race (Subrace) and Gender
Characters Attunement, Class and Profession
Appearance and Load-out Descriptions
Background and general Biography
Positive and Negative Traits
Character Info and Stats
When writing your traits, try to pick no less and no more than four per category; Positive and Negative. Additionally when writing your traits try to keep them to 1-3 words instead of full sentences as they will not fit on the final character sheet and can be incredibly hard to condense. Examples of these could be traits like; Paranoid, Dependant, Overconfident, Strong Willed, Cautious, Determined, and so on and so forth.
When picking your stats keep in mind the aforementioned stat weights. You may distribute your stats from a total pool of 32 points, each equalling one level spanning from 0 to a maximum of 10. Try to consider what will make sense for your characters race, subrace, attitude, background and so on. While there are always exceptions to the rule you and others may find yourself enjoying a more lore friendly character. Synergy is and sacrifice are very important as well; If you want to make a character who excels at physical combat there is nothing preventing you from also having a high social or arcane stat. However your character will simply not be able to cover every angle in a field of expertise. If you choose to make a more evenly balanced character you should be aware that while they can do a little bit of everything they will never be incredibly skilled at either without the help of items or buffs acquired ingame after character creation. Likewise if you make a character who does something very specific you may want to invest in the appropriate skills and sacrifice some other options in return.
Make sure to consider other characters when you create yours. While having two or three similar characters might not be a bad thing you may want to try and make yours as unique as possible. Consider their traits, personalities, backgrounds, and general role. Some characters will focus more on melee combat while others will be socially skilled or perhaps even magically adept. There are a great number of archetypes and original characters you can come up with given enough time and thought.
If you find yourself in need of special mechanics when developing your character's style these may be considered for future implementation, however try to rely on the options currently available in the game as adding new ideas and mechanics can sometimes cause balancing issues.
When your character is fully finished, fleshed out and to your liking, feel free to post it in the character applications. Admins and Moderators as well as other Players will evaluate your character and give you their opinions. Once approved your character will automatically be added to the Player Characters section. If declined you may have to work further on it or try something different, though we will try our best to make your fantasies come to life.
Now that you are all set and well on your way to getting started playing consider reading up on the rest of the games mechanics, lore, and intricacies.
Aeons ago in the year 2079 the modern world fell into chaos and disarray when a great calamity threatened to end the world. A secret organization comprised of mages, priests and demons alike, fought to suppress the catastrophe and the evil mastermind behind it--succeeding only at a great cost.
An indefinable amount of time in the future, humanity has once again risen from the ashes of the now ancient civilization to rebuild society and reclaim the lives lost that day. But things are different now with the sudden awareness that the magic that was once only accessible by a select few has become commonplace in everyday society. Over the following millennium humans encounter all sorts of strange creatures and civilizations, for better or worse, while colonizing and rebuilding society on their side of the hemisphere.
By now the western continent of Glayp’nier has flourished under the rule of humans, some of which had long ago discovered the northern islands and the eastern continent which for the most part work in tandem to create a functioning society.
Magic is now the core of human society. After discovering various ways to harvest and twist wild mana to their will the humans there have built entire economies designed around the use and abuse of magic. Anything that may in the past have been powered by electricity or other more conventional forms of energy are now powered by magic and it’s mana resources.
1.2 Timeline
Paleogaea
3000 BC - Invention of Writing, Pyramids, and Domesticated Animals
2000 BC - Discovery of Seafare and Cartography
1000 BC - The invention of the Alphabet, Carriages and Road Networks.
1 AD - The discovery of magic and a new savage species previously believed only rumors: Demons
1095 - First Crusade and the first real large-scale attempt to drive away the demons
1291 - Second Crusade and Disappearance of demons
1500 - First re-emergence of demons and counter actions taken by the church
1600 - Scientific Revolution begins. A world map is commissioned for the first time
1700 - Invention of the adding machine
1800 - Invention of both Steam Engines and Electric Motors
1850 - Industrial Revolution
1900 - Discovery of typewriters and photographs. Second re-emergence of demons
1950 - Demons infiltrate human society under the guise of businessmen, lawyers and politicians
2000 - Public Internet, Computers, Space travel, DNA and Lasers
2027 - World War III
2031 - World Peace achieved
2050 - Third Crusade, this time led directly against the demons
2062 - Invention of fully functioning androids and colonization of the moon, mars and venus
2076 - Calamity discovered
2079 - Earth and Gaea are bridged, the calamity is avoided
Neogaea
???? - Re-emergence of Humans
???? - First few tribes form
???? - Re-discovery of magic
???? - First bigger societies are built comprised of various smaller tribes working together
1 - A new calendar is established
1080 - Protraction is used to boost production of materials and goods
1203 - Necromancy is discovered
1206 - The near divide of society and a war between two halves of society.
1208 - Necromancy is outlawed and the discovery of Hex
1500 - A King and Queen are established for the first time. Humanity is catapulted into an era of prosperity and progress
1502 - Formation of the Royal Order
1600 - Near-eradication of Vescor and the beginning of the war on pagans
1617 - Pagans suppressed and driven north
1670 - Humanity is sling-shot ahead of its progress once more due to a breakthrough in magic.
1673 - Invention of Catalysts
1740 - Discovery of the Eastern Continent
1751 - Unification of military forces on western continent
1768 - Discovery of the Northern Islands
1820 - Relationships established with the Eastern Continent
1900 - Invention of Fabrica and the first Spell-weave
1955 - Relationships established with the Northern Islands
1959 - The Barrier is discovered
2011 - Establishment of the Moreau Tower
2016 - Neogaea Campaign
2021 - Neogaea Legacy Campaign
2023 - Invention of the Aura Quartz Link
2026 - Public opening of the Moreau Academy
2026 - Current time. Neogaea 2 and Skygaea Campaigns
1.3 Playable Races
There are a good bit of humanoid races that have been discovered over the many generations of Gaean history. Some are far more common than others, and few are even met with great prejudice or disdain. Even so, each race has its own integral part to play in everyday society.
Humans - Born from ignorance, faith and persistence, humans make up the majority of the known world. They are fragile and unbalanced but due to their innovative and resourceful nature are no race to be trifled with. Usually putting mind over matter the Humans have braved any and all dangers both in the old and the new world. As the physical embodiment of change and progress they put their skills to the test with a constant thirst for knowledge and efficiency and act as the moving force of the world.
Humans are easily the most evenly divided of races. Most of their abilities and skills compared to other races are very average with their greatest trait usually being their willpower and ingenuity. They are equally open to embrace new ideas and concepts as they are ready to shut down anyone who doesn't conform to their ideologies. Humans are everything in variety that they lack in specialty. As the saying goes; "A jack of all Trades, but a master of none." They have a harder time refining their skills past a certain point which isn't to say they are incapable of reaching great heights but makes it merely a rarity that requires greater efforts.
Though humans are scattered all over the world there are no known subspecies.
Vescor - While by no means the oldest race in existence the Vescor race is just as colorful in variation as in power, being still one of the earliest of races to be found on Gaea. Predators by nature, these corruptions of the human gene are incredibly skilled and often resort to manipulating and deceiving the ones around them. Any variation of the Vescor race is driven by a constant maddening hunger, usually linked to each sub-races own biological mechanics. Even-though they are unable to reproduce they can, in fact, infect humans, and only humans, altering their genes thus passing on the affliction and creating more of their kind. Nowadays they are mostly hunted down on sight by Humans and have thus far rapidly decreased in number, even facing extinction at various points in time.
Vescor are incredible survivors, usually with enhanced bodies and mentality when compared to Humans. Their predatory nature makes them excellent hunters and assassins. Most also have the nearly completely unique ability to enhance themselves further by feeding which is both a necessity and a pleasure for almost all of their people. While by no means desperate, Vescor need to feed in order to keep up their strengths. If left malnourished both their body and mental state rapidly decay until the point of no return. For some subspecies of Vescor that creates a constant need to hunt down and feed on humans or in desperate situations animals. They are easily poisoned through this process and are incredibly vulnerable in even their most powerful states. Vescor often suffer from being outcast from society due to their nature which lead to the development of many weapons, tools, and magics specifically to handle and kill Vescor. Despite that a great number of underground societies have been established by them.
Vescor Subspecies:
Vampire - Enhanced Fire Spells, Shadow Meld, Feeds to Survive, Addiction
Faerie - Shapeshifting, Enhanced Might, Feeds to Survive, No Magic.
Rogue - As an until recently unknown Race there is not much known about these anthropomorphic beings. Ranging anywhere from werewolves and talking animals all the way to humans with vague animalistic features like ears and tails this race is commonly known for their mischievous and often bandit-like behavior, earning them their name. They may not be cruel but they are a very selfish race that thrives on conflict and tries to gain whatever it can by any means necessary. They have only recently been surfacing around the East and are slowly making their way into the west in hopes of finding a new home to call their own as their home was taken by the sea.
Rogues have greatly enhanced physical traits such as their speed, hearing, night vision and even strength depending on their subspecies. Some even have incredible senses, being able to detect someone sneaking up on them from a good while away or catch the scent of a person who had been through a place up to hours ago. Their physical prowess gives them a great advantage in combat and labor and enables them to occasionally perform some superhuman feats. Rogues mentalities are shaped by generation after generation of tradition and instinct. As such they prefer to handle things personally and more often than not through physical means rather than mental ones. In the eyes of a rogue a good book is about as useful as a gun without bullets. Speed, brawn, reflexes and a set of sharp claws however can make a man shape their own future. Their wild nature usually causes them to overreact to certain stimuli and rush into a situation without a good plan. Because of this their greatest strengths can often be turned against them. Over-stimulation of the senses can also affect Rogues in a drastic way, even as far as causing panic or death.
Rogue Subspecies:
Avian - Wind Resistance, Enhanced Arcana, Weak to Exhaust, Weak to Earth
Bear - Enhanced Might, Enhanced Endurance, Weak to Heat, Decreased Agility
Cat - Enhanced Stealth, Night Vision, Weak to Water, Decreased Endurance
Dog - Enhanced Social, Enhanced Endurance, Decreased Accuracy, Decreased Arcana
Fox - Enhanced Agility, Enhanced Social, Decreased Endurance, Decreased Accuracy
Leviathan - Enhanced Water Travel, Resistance to Water, Weak to Heat, Weak to Shock
Lizard - Enhanced Endurance, Decreased Hunger, Decreased Accuracy, Weak to Cold
Monkey - Enhanced Agility, Enhanced Might, Decreased Social, Decreased Arcana
Rabbit - Enhanced Hearing, Enhanced Jumps, Weak to Heat, Decreased Endurance
Scorpion - Enhanced Endurance, Enhanced Magic Resist, Weak to Cold, Decreased Social
Sheep - Weather Resistance, Elemental Resistance, Decreased Social, Decreased Stealth
Snake - Produces Poison, Heat Resistance, Weak to Cold, Decreased Arcana
Spider - Produces Webs, Cold Resistance, Weak to Heat, Decreased Might
Squirrel - Enhanced Speed, Enhanced Agility, Decreased Endurance, Decreased Might
Succubus/Incubus - Often confused for demons the Succubus (Female) and Incubus (Male) race are creatures from old legends that consume affection and knowledge for a living. In reality they are related to the Angels from old mythology and feed on the lust and desire of other races in order to survive. They are very passive and highly intelligent creatures who live for thousands of years at a time, said to have been around when the old world still stood strong. Only a few of these creatures have ever been sighted. In the early days the infamous Succubus Cyuden'ee has said to been in an open relationship with the leader of the Teyness Mercenaries before her inevitable betrayal and the consequent founding of the military.
Their great intelligence and charm leads Succubi and Incubi to an easy life. Usually they are able to get most of what they want, and their long lifespans help them amass more power and knowledge as the years go on. They are naturally gifted, and posses an incredible knowledge for just about anything. In dangerous situations they can change their appearance to become more menacing or charm an attacker to even the odds. Succubi and Incubi are incredibly weak and fragile. They have next to no endurance and very little fighting potential. Against strong opponents or ones with extreme cunning they are like butter melting in a hot pan. Because of this they are in a constant need to defend themselves and resort to their trickery and knowledge to gain an advantage. Their incredible lust for people and insatiable thirst for knowledge can often become a detriment going as far as causing them to put aside all common sense in pursuit of their interests.
There are no known subspecies to date.
Demon - The fiercest of all the races. Burnt cities and destroyed kingdoms tell the tale of their merciless and destructive nature. Due to their inability to age or decay over time they once lived on the land like all the other races even so far as ruling parts of their own kingdoms, though in a holy war with the Humans they were driven underground by the four sages of the realm. Occasionally a few demons escape their underground prison, the underworld, and roam the land seeking their victims purely for sport. They are just as dangerous as they are varied and should never be underestimated.
Their rather impressive might and magic coupled with their trickery makes them a force to be reckoned with. They prefer to slowly deteriorate their targets over time, relying on conjurations and imagery to terrify a victim before striking. Demons however are not above using brute force and overpowering their opponent with raw strength and strong magics. Each type of demon has its own weakness. However their distinguished aura and dominating presence makes them very easy to track down. Their cocky nature and love for making deals can often become their detriment as a Demons nobility is never to be questioned and their ferocity always generously displayed. They are also extremely weak to Light and Holy magics, as well as blessed weapons and tools.
Demon Subspecies:
Lord - Enhanced Might, Enhanced Endurance, Weak to Holy/Light, Decreased Social
Imp - Enhanced Arcana, Enhanced Speed, Weak to Holy/Light, Decreased Endurance
Devi - Possession, Enhanced Social, Weak to Holy/Light, Decreased Endurance
Wraith - Physical Resistance, Terrain Meld, Weak to Holy/Light, Weak to Magic
Cambion - Enhanced Might, Enhanced Arcana, Weak to Holy/Light, Decreased Social
Alv - There is an incredibly tiny and finite amount of Alvs in the world. Supposedly most are pulled from another world whereas some believe the Alvs are the remainder of an ancient civilization that once roamed the land. They generally keep to themselves and are without exception magically talented. They live incredibly long lives, easily twice that of a human and are well versed in the ways of many kinds of magics due to their innate attunement to the mana flow around them.
Alves are incredible magicians, being able to study a spell and recreate it in record time. They have an incredible supply of energy and can charge heavy spells fairly easily and with little effort. They are one of the few races able to learn many different kinds of magics and develop their own spells and tools. On the flip-side, Alves are incredibly ignorant of other races. They believe themselves superior in skill and intellect which can often lead them to be misinterpreted as selfish and misguided. Additionally without their magic Alves are nothing at all. Their great magical talent comes at the cost of being unable to do even simple tasks as they are not at all used to any kind of physical labor, including as little as cooking. Their magic potential is severely limited by heavy clothing or armor so they prefer to dress light which significantly reduces their resistance and endurance.
Alv Subspecies:
High Alves - Inherited Construction, Enhanced Arcana, Decreased Social, Weak to Shadow
Forest Alves - Inherited Ritualism, N. Poison Resistance, Decreased Endurance, Weak to Fire
Sea Alves - Inherited Navigation, Weather Resistance, Decreased Might, Weak to Shock
Dark Alves - Inherited Magic, Enhanced Arcana, Decreased Endurance, Weak to Light
Voul - Inherited Genetics, Heat Resistance, Common Infertility, Weak to Ice
Dolls - Generally speaking Dolls are Golems created to serve a master in a way similar to necromancy through a lot less volatile. However in recent years Dolls all over the place have seemed to develop thought and a personality of their own usually through the act of binding a soul to their golem construct body. Now these creatures can be occasionally found in villages and cities all over the continent with some working proper jobs and others even joining guilds or groups of bandits.
Dolls are incredibly versatile. Depending on their build they may twist and turn their limbs in ways normal humans cannot. Some can even alter their shape somewhat. Since they are magically bound to their bodies their tolerance for pain is significantly higher than any other race, even as far as some cases where dolls had entire limbs torn off them without as much of a flinch. Their unique bodies let them perform a lot of tasks other races could never think to perform. Due to their nature they can also be repaired.
Depending on what kind of build the Doll is they may be fragile, weighed down, or clunky. There are various different designs, each with their own components and make-up that makes their bodies work. As such they come with many kinds of detriments as well. Rusting, decay, rotting, and other kinds of breakdown can all occur naturally over time without maintenance. As well without certain protection they may be affected more harshly by the natural elements. Their composition is always important when dealing with enemies as well, as heavy weapons may crush metal or shatter ceramic.
Though there are many variations of Dolls you would be hard pressed to label them as subspecies.
Risen - These are beings that have extended their being past the confines of natural life. Things like zombies, skeletons, and liches are all considered Risen, and are subject to the race’s strengths and weaknesses. In most cases, they are exceptionally susceptible to holy magics and things of that nature but are physically resilient. Specific traits can be found within the subcategories of Risen; For example, zombies have a weakness to water and fire while skeletons are more resistant against physical attacks but are more susceptible to magic.
Zombies and skeletons can sometimes retain a fraction of their consciousness, but generally have poor social interactions.
Liches are a specific subcategory of Risen that have their soul bound to a specific object. In order to bind their soul in this way, the mage has to undergo a complex, lengthy ritual which is ultimately completed upon their death. Once the ritual is over, the lich may continue on as they please for as long as their phylactery remains intact. These phylacteries need to be destroyed by a specific and powerful ritual or alternatively, an incredible amount of physical abuse. A typical lich is particularly adept at arcana and social matters, with their physical appearance varying anywhere from skeleton to normal human.
Risen subspecies:
Skeleton - Enhanced physical resistance, Curse resistance, Stunned if smashed to pieces, Weak to magic
Zombie - Bonus endurance after feeding, Heals from poison, Weak to fire, Weak to water
Lich - Regenerates after death, Enhanced Arcana, Takes damage from healing magic, Soulbound to phylactery
1.4 Character Attunements
Every character belongs to one of the six attunements; Arcana, Construct, Chaos, Life, Shadow and Understanding. Each of the attunements represents a category in which the character most excels in. For example a Mage would most likely be attuned to Arcana whereas a Thief would most likely be attuned to Shadow. Keep in mind when designing your character that you cannot be attuned to more than one category.
Arcana - The Arcana attunement is comprised of intellectual magicians and protractionists. These are the sharp minds whose study and traditions keep the art of protraction in the world. They are on the strong side of protraction. People like Elementalists, Witches, Priests, Cultists and Summoners can be considered to be 'Arcana'.
Construct - The Construct attunement is comprised of inventors and scientists of all kinds. These are the people who are slowly but steadily moving technology along its way. They are often associated with crafting. People like Mechanics, Blacksmiths, Tinkerers and Researchers can be considered to be 'Construct'.
Chaos - The Chaos attunement is comprised of warriors and fighters. These are the protectors and slayers of the land, guarding, fighting, raiding and seeking glory in the name of their honor or those they represent. People like Duelists, Warriors, Paladins, Monks, Wetboys, Gunslingers, Riflemen, Hunters, Berserkers and Beastmasters can be considered to be 'Chaos'.
Life - The Life attunement is comprised of everyday people who keep society afloat. These are the farmers and beggars as well as noblemen and merchants who build the foundation of world. People like Merchants, Traders, Workers, Writers, Activists and Politicians, as well as Brokers, Bankers, Innkeepers and Street-rats can be considered to be 'Life'.
Shadow - The Shadow attunement is comprised of the invisible figures guiding and conspiring from the underground. These are the cutthroats and thieves who gather information, spy, and redistribute wealth among the people, namely themselves. People like Thieves, Spies, Infiltrators, Assassins, Detectives and Burglars can be considered to be 'Shadow'.
Understanding - The Understanding class is comprised of the helping hands in society. These are the men and women whose senses are one with the earth and the light. They are a mediation between Arcana and Life, focusing on control, nature, discipline and the spiritual bonds with the world. People like Druids, Shamans, Pagans, Ritualists and Necromancers are considered to be 'Understanding'.
1.5 Stats Clarification
There are eight stats total; Social, Stealth, Might, Endurance, Agility, Speed, Accuracy and Arcana. Each of these serves as a loose guideline as to what your character should be able to realistically do. While you will never able to reference NPC stats you may refer to your own or other characters stats anytime in the Player Characters section.
Social - The ability to understand and interact with other humans or pick up on the finer social queues. Anything from bluffing and lying to reading someone's body-language or haggling on prices can fall into this category. Often associated with Life or Shadow, a character who is socially skilled can make an educated analysis of not only their peers but also opponents. However a character who is not will often fall prey to charms, lies, misunderstandings and other such detriments. Note that being charming is not the same as utilizing a charm. While one is dependant on your social stat the other is a magic spell.
Stealth - The ability to sneak around, steal from people or hide away objects. Anything from hiding in the shadows or catching an opponent unaware to snagging a key or some money off someone in a convenient run-in or even planting an item on someone can heavily be affected by this skill. Often associated with Shadow or Chaos, a character who is trained in stealth can often sneak past most anyone and get rich doing so. However a character who is not will likely find themselves caught by surprise stumbling through an enemy hideout or accidentally revealing a group in hiding. Note that actions such as disarming traps quietly or maneuvering over a trap without setting it off might take other skills into account, such as Speed, Agility or even Arcana.
Might - The physical strength of a character. Any physical action like swinging a sword, kicking in a door or moving heavy objects around, as well as lifting or subduing a person can fall into this category. Often associated with Chaos, a character who is mighty can do a lot of heavy physical activities, in most sense of the word; They're strong and capable all through their physical prowess. However a character who is not very mighty could find themselves easily overpowered by stronger opponents, having to rely on their skills and brains rather than their brawn. Note that might does not solely factor into how tanky a character is. Another skill such as Endurance or Speed may be factored in as well.
Endurance - The natural defensive strength of a character. Any blocking or stressing action can be modified based on the endurance of a character such as; Sprinting long periods of time, hanging off ledges, holding a bow string back or simply taking hits, whether through armor or not. Usually associated with Chaos and Understanding, a character with high endurance would have an easy time putting their body under immense stress without much immediate harm. However no endurance lasts forever and characters who do not share this kind of stat will find it hard to strain their bodies or defend themselves against enemies or terrain. Note that endurance can sometimes but does not always factor in to magical damage.
Agility - The skill to twist and turn and display excellent control and balance over ones body. Anything from dodging fast attacks to balancing on a tightrope or traversing traps and difficult jumps can fall into this category. Often associated with Life, Shadow, Chaos and Understanding, a character who is skilled in agility can maneuver their way around most situation unharmed and with relative ease. However a character unskilled in this stat will have a hard time keeping their balance under pressure and performing acrobatic actions.
Speed - The natural speed, reflex and reaction time, of your character. Any action can be heavily influenced by your speed. The faster you are the faster you can do certain actions, generally leaving you time for more actions or to gain a speed advantage over competition. Generally used on any class, a character who has high speed can take more actions faster than most people. Note that there is rarely a time when speed alone sways a situation to a more favorable one, rather it enhances other activities greatly.
Accuracy - The ability to aim ranged weapons and thrown objects as well as aim specific strikes in melee. Anytime your precision is challenged you may refer to this stat as it decides whether or not you will be able to take a tough shot or throw an object or person a specific way. Generally prized among Characters who rely on precise and focused attacks such as; Archers, Snipers, Fencers, Knife Throwers. Note that ranged combat may take the environment or weather into account.
Arcana - The magic talent of any magician. Various forms of magicians study and practice their whole lives to raise their arcane intellect and skill. Your characters Arcana decides both your magical aptitude as well as knowledge. Any Character who uses magic will require this stat unless the magic is cast through the use of a Spellweave; Gadgets and Weapons imbued with the ability to cast magic whilst absorbing the users life-force or energy from catalysts. Note that casting magic takes time and resources. There are small tricks and utility spells that can be cast on the fly but the bigger the spell the longer it will take to charge and the more it will exhaust the caster.
1.6 Magic & Technology
Supposedly, if you were to believe all the historians, archaeologists and scholars, the ancient humans used raw resources to create energy for their crude machines: Electricity, perpetual motion of wind and water, and even fuels to create great amounts of energy and electricity which their machines and devices then absorbed and processed. In doing so they nearly destroyed their planet well before the calamity ever took root, which ultimately only further helped to bring about their near destruction.
Many believe that the old world's take on technology is far outdated and primitive. Generally thought to be unsafe, the old technology was rapidly rejected and replaced by magic. With far greater control and awareness magic is much simpler, efficient and safer to conjure up and utilize. There is very little need for over-sized machines and heavy maintenance when energy can be found and controlled from all around us. Since its first discovery it has simplified life and boosted the progress and social status of humankind.
In the long lost time of the ancients Technology was controlled by nature. The Sun, Water and Air all drove power into the fragile and uncontrollable technology humans had created. Once the world ending phenomena, Ragnarok, reinvented the world Humans desperately tried to cling to the remnants of the old world and the ancient's technology. Some even do so to this very day. Though many realized the potential of magic and the influence it had on the world very early on. So it was that the first magicians utilized Protraction to draw on the land and use its power in ways the ancients might have, only to greater effect. Over many generations the practices of protraction have helped mankind grow in many ways and with such power under control many other ways of utilizing the magic flow around us has been invented and reinvented.
There are five primary types of magic commonly used in the world:
Protraction, the art of drawing on the power of nearby natural sources such as plants, people, and the sun. Protraction was the first form of magic used by our ancestors to combat the frigid tundra and provide the early settlements with good health and comfort. It is a channeling magic, meaning the magician must actively draw upon the source in order to form a spell. Energy drawn through protraction can be stored in Catalysts that lend the user the ability to draw out spells more quickly and efficiently. It is a basic form of Magic that the majority of humans are capable of channeling but only a third at most can properly utilize. When drawing on protraction the user has usually three basic options; To channel the energy around them through themselves, to channel their own energy out of themselves, or to absorb the energy stored in a catalyst through themselves. Channeling from other sources is the safest method, but also the slowest. Channeling from one's own life-force is dangerous, but faster. And lastly catalysts are essentially like expendable batteries that lend their energy to the user freely without limitations past their own capacity.
Fabrica, a form of magic that relies on spoken and written key-words and phrases generally thought of as a fast and easy way to cast basic spells and incantations. Unlike most magics, the user does not rely on their own magical talent to cast spells but rather is used as a medium for acting out the spell by physical means. There are many schools around the known world that teach this form of magic as even people without much magical capability are able to understand, process, and utilize Fabrica. Small and lightweight incantations are easy to learn and can be prepared for instant use through various means. Stronger spells can from time to time require a lot of set-up and time to work but can last decades.
Spellweaving is a heavy duty magic in which the magicians spend days or months physically weaving intricate spells into items. Being the closest thing to old world technology it was invented on the Eastern Continent in order to make daily activities like farming or writing easier. The almost machine-like constructions to act out simple spells have helped boost many economies but is still very slow to catch on across most of the known world due to its complicated and secretive nature. As of late, Spellweaving and Fabrica as well as Catalysts have been commonly combined to make an overall more efficient design for things like tools and weapons. A Spellweave Rifle, for example, may draw on Catalysts in order to fuel or alter it’s type of effect which essentially replaces the expensive and outdated magazines from the past.
Hex, a modern alternative to ancient witchcraft, is the study of sacrifice and exchange. It is one of the hardest and rarest forms of magic in the known world. Strongly frowned upon by most governing bodies it was outlawed throughout most of the West with only very few still practicing it due to it's potent but chaotic nature. Many believe it's use of tinctures, summons and effigies for harmful reasoning cause pandemonium and disease for any around it, including the wielder. Although fully proven there are the occasional few who are willing to brave the dangers and rise against the system either for the sake of expanding their horizon or simply for revenge. However a Hex can be used for beneficial boons or good fortune as well. The process, regardless of its intention, usually involves a ritual alongside an item of great importance which will be sacrificed to empower its effects. The more emotional value is placed on an object the more powerful it can make a spell.
Necromancy, the removal and binding of souls, is a forbidden art usually used exclusively with malicious intent. The concept behind it is to bind the souls of the departed to inanimate objects or corpses in order to empower and control them. Necromancy is very difficult to learn, let alone master, due to its rare practice and fatal effects on both the user and the souls trapped by them. There is no common knowledge on necromancy though many believe that if the host of a soul is destroyed without purification the soul forever haunts the world, tied to whatever location it was summoned to.
When making a character who utilizes magic, try to keep in mind the style you want to use and apply it to a type of magic that will work well with your idea. Most anything can be done, even if sometimes limited. For the most part even the most original ideas should fall into these categories though there may be currently undiscovered types of magic out there that have yet to be added.
In many areas of the known world magic is tamed passively by the people it surrounds. There are differently sized collections of magic energies flowing about that enhance the use of certain types of magic, most notably protraction. Humans tended to build cities around them to make use of the lands potent energy flow. On the flip side however there are places where humans may never settle down and where the magic is so untamed and wild it causes sickness, both of the mind and body. Attempts to make use of such energy has been made by many people across many generations and always ended with fatal consequences. Indeed the energy of wild magic is so potent that it can cause the physical manifestations of a person's innermost fear to rise and wreak havoc and destruction. One such case ended in the ruin of an entire ancient city when the head of an otherwise peaceful vampire clan fell into madness and, consumed by his fears, involuntarily summoned thousands of terrors upon the city.
Natural minerals and resources can act as Catalysts when processed; usually in the form of uncommon gems such as sapphires or emerald and diamonds.
Built on the concept of Batteries from the old world, Catalysts can be charged and used as energy packs to supply more energy to the person or weave it is coupled with. For humans it can come in the form of Accessories or fitted onto clothing or weapons, and a magician can draw on the Catalysts power in order to either cast more efficiently, or reduce the cast time of a spell. Catalysts can also be stuck in or around Spellweaves, sometimes permanent, and sometimes interchangeable, dependent on design and function. Charging Catalysts can be a simple or advanced task, based on what type it is and how fast the user wishes to charge the Catalyst.
There are some dangers that come with the use of catalysts. Natural energy, like soul, spiritual or elemental energy, replenishes overtime. So by charging certain types of Catalysts, there is a danger of overcharging them which can cause anything from minor to major effects in the world.
Certain materials like Gold and Platinum can also enhance the effects of catalysts whereas others like Silver act as a barrier to ward off Protraction to some degree, similar to the way rubber insulates against electricity.
Magic can be detected as well, however it is a fickle thing and while it does leave a trace behind it can be anything from a strong scent or an emotion anyone can feel, Like in the case of recently performed necromancy, to a soft and subtle whisper that only the masters of the arcane arts can pick up on.
The stronger the magic spell last cast was the stronger the residue it leaves behind. Most people cannot track this unless it is an incredibly masterful spell cast with sufficient amounts of training. However people who are more in tune with the arcane arts may find they are able to feel spells a slight bit easier. Naturally a character can undergo training sometime in his or her life to hone this skill, but it gets significantly easier the higher their mastery of the arcane arts is. When it comes to tracking magic the situation gets exponentially more complicated. From the first moment a spell is cast what is left over quickly dissipates and spreads throughout the area eventually becoming too thin to pick up. A lot of people who can sense magic can not track it due to the confusion brought about by this. However, once again, after training and with a high arcana skill a character may be able to track magic up to a certain degree depending on conditions. Though with the recent evolution in magic one must always keep in mind that there are spells, albeit never large ones, that are designed to be untraceable unless by an absolute expert.
1.7 Character Creation
It's time to build your character! In order to keep a reference on hand you will have to fill out a character application that will, after approval, be turned into a character sheet and displayed on the forum for everyone to see and refer to. There are very few rules regarding character creation but just in case; you will be taught about each section of the character sheet. There will be a number of things to consider when crafting your character and it is recommended you read through some of the other characters or talk to the other players to maybe figure out a way your characters will be able to work together well. Remember! Teamwork will be an essential part of the game, so you may as well build your characters around that concept. Try to shy away from solo-play characters as they will not work very well in a group! You'll want someone who can compliment the other characters in some way, even if not exclusively. Keep in mind all the information in the guidebook when creating your character as you can freely refer to it anytime. The lore and concepts can help add a lot of detail to your character and shape their personality and ideals.
We'll now be looking into a good bit of the character application. It's fairly simple to set up so by reading through this guide carefully you should have no problems doing so at all. The character sheet consists of only a few sections; Characters Name, Quote, Personality, Combat Preference Base Stats, Traits, Biography as well as any remaining details and Inventory.
You can use any image you wish to represent your character's physical appearance. You will be submitting them alongside the rest of your details. After approval the Administrator will set your character's avatar as an image that will be displayed next to posts (Unless you have already done so yourself) and on your character sheet. Make sure to keep things safe for work, as the host of the forum does not allow any brash nudity or explicitly violent images.
Assuming you have a good grasp of the different races, classes, magics, stats, and so on and so forth, you're finally ready to put everything together. Make sure you post your character idea in the Character Application section and not in the Player Character sections, as those are reserved for approved and active characters only.
Make sure you make note of anything that you think will be important for your character. There isn't such a thing as "too much information", although keep in mind that some info may or may-not be condensed in the final sheet.
Here are some things you'll want to think about;
Name, Age, Race (Subrace) and Gender
Characters Attunement, Class and Profession
Appearance and Load-out Descriptions
Background and general Biography
Positive and Negative Traits
Character Info and Stats
When writing your traits, try to pick no less and no more than four per category; Positive and Negative. Additionally when writing your traits try to keep them to 1-3 words instead of full sentences as they will not fit on the final character sheet and can be incredibly hard to condense. Examples of these could be traits like; Paranoid, Dependant, Overconfident, Strong Willed, Cautious, Determined, and so on and so forth.
When picking your stats keep in mind the aforementioned stat weights. You may distribute your stats from a total pool of 32 points, each equalling one level spanning from 0 to a maximum of 10. Try to consider what will make sense for your characters race, subrace, attitude, background and so on. While there are always exceptions to the rule you and others may find yourself enjoying a more lore friendly character. Synergy is and sacrifice are very important as well; If you want to make a character who excels at physical combat there is nothing preventing you from also having a high social or arcane stat. However your character will simply not be able to cover every angle in a field of expertise. If you choose to make a more evenly balanced character you should be aware that while they can do a little bit of everything they will never be incredibly skilled at either without the help of items or buffs acquired ingame after character creation. Likewise if you make a character who does something very specific you may want to invest in the appropriate skills and sacrifice some other options in return.
Make sure to consider other characters when you create yours. While having two or three similar characters might not be a bad thing you may want to try and make yours as unique as possible. Consider their traits, personalities, backgrounds, and general role. Some characters will focus more on melee combat while others will be socially skilled or perhaps even magically adept. There are a great number of archetypes and original characters you can come up with given enough time and thought.
If you find yourself in need of special mechanics when developing your character's style these may be considered for future implementation, however try to rely on the options currently available in the game as adding new ideas and mechanics can sometimes cause balancing issues.
When your character is fully finished, fleshed out and to your liking, feel free to post it in the character applications. Admins and Moderators as well as other Players will evaluate your character and give you their opinions. Once approved your character will automatically be added to the Player Characters section. If declined you may have to work further on it or try something different, though we will try our best to make your fantasies come to life.
Now that you are all set and well on your way to getting started playing consider reading up on the rest of the games mechanics, lore, and intricacies.