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Placeholder Name - Lore

funnio987 Jan '18  /  edited Mar '18

Contents



Credits to ya boy Neith, as always. (Worldbuilding, lore, mechanics etc.)

0. The Known World, or Locations of Interest: imgur.com/a/JC2ds
1. The Grey Watch
2. Mage Controlled Empire
3. Multi-Kingdom Rebels
4. The War of the Baseborn
5. Magic
6. More
funnio987 Jan '18  /  edited Jan '18

5. Magic



Magic is not uncommon within the [Placeholder Empire/Continent], with teachings in nearly all schools of magic being taught within academies sprinkled across the continent. It is however, a volatile phenomenon. Without a conduit or proper training, the results can be particularly disastrous and unpredictable.
Though frequently used by many, it is common knowledge that magic is foreign to the mortal plane of existence. This is why magic is so uniquely dangerous and splendid, as it is forcefully shaped to fit the dimensions of our own world. Were it unfiltered, it would no doubt result in catastrophic events for the mortal plane. Therefore Mages are essential, as (through extensive training and natural aptitude) they are able to bridge a connection to the spiritual realm. The ease of bridging is based on the potency and amount of Faeblood within an individual. The purer the bloodline and ancestry, the more naturally inclined one would be towards magic. This why the Elves are often hailed as prodigies, as they stem from the blood of the very first Faewalkers themselves.

Nearly all users of magic employ the use of a conduit, an item bridging the mortal plane to the spiritual. Though these items may vary in size, shape or form, they all share the same purpose of allowing a mage to effectively manipulate the arcane arts. The most common conduits are wands, as they are easily concealed and transportable. Though they are limited in use, as they are unable to contain more powerful uses of magic; cracking under use and possibly even breaking entirely, leaving quite the explosive mess. Due to this, staffs are used by more well-versed mages, as there is less risk of breakage. Other rarer conduits include enchanted swords, daggers, brooms and tomes.
Only the most masterful of mages, vigorously trained and prodigiously inclined (bloodline included), can renounce the usage of conduits entirely. Though these are exceptionally rare, and it is doubtful that any individual alive is talented enough to do so.

There exist three widely known schools of magic, achievable by most carriers of Faeblood. All persons are born with a natural inclination towards a certain school. This can be accurately estimated based on blood ancestry, so a family with a high number of Runecrafters will more than likely result in the creation of more. Though being disposed towards a certain school allows easier growth, it is only within that singular school. Learning techniques from other schools would come with much trouble and delibaration.
Each school differs wildly, with countless uses and applications for each. For the sake of convenience and identification during training, individuals are able to specialise in certain aspects of their gifted school.

Runecrafting


- Runesmiths
- Arcanists

Runecrafting focuses on the enchanting arts. Mages in this school are able to focus arcane energies into enchanted lettering or items.
Runesmiths focus on runes, magical lettering that serve as a makeshift foci for magic to be called forth from the spiritual plane. They can be easily drawn with or without a conduit and can exist on their own without an item, resulting in widespread use. While easy to initially learn, one would have trouble advancing anywhere past simple novice-level runes such as light creation or protective locks. Masters in this tree can summon spirits and demons, captivate people under their control and summon the elements themselves to rain down fury.
Arcanists focus on the enchantment of items, objects and people. They are able to imbue certain aspects of the spiritual plane onto their chosen object. Like runes, these objects then serve as permanent arcane conduits, granting them newfound properties or enhancing preexisting attributes. This school takes an incredible amount of time to master, with many choosing runecrafting over it due to its difficulty. Enchantments can vary greatly, ranging from the simple to the legendary; such examples include lighter metal on a sword, an ever-burning lamp, an unlimited quiver or a wind-infused bow, one that always strikes true. The enchantment is limited only by the parameters in which the Arcanist has to work on and their imagination.

Alchemy

- Alchemists
- Transfigurers

Alchemy focuses on the adaption and transformation of items within the physical plane. This includes potions, poisons and oils. The transfiguration of items completely transforms certain items with the help of a source, altering their properties in such a way that it becomes indistinguishable from its chosen source.
Alchemists specialise in the harnessing of residual arcane energy within the physical plane and combining them to create concoctions. Depending on the ingredients used, these concoctions can result from countless combinations. These liquid brews may be sorted into three categories: potions, poisons and oils. Potions can have an infinite amount of applications, though generally they are used to enhance or heal the drinking participant in some way. Poisons, while the results may be different, are all used with the nefarious purpose of harming their target. Poisons can create curses, spread disease, cripple certain limbs and/or functions and can outright kill. Oils, strictly speaking, can be sorted within the same categories as many poisons. The difference however, is in their application. Oils are applied to items or objects, typically weapons, so they may be used to harm specific creatures. Oils are not common, as only members of the Grey Watch or other similar organisations have been known to utilise them.
Transfigurers

Dreaming
- Divinators
- Lucids
funnio987 Jan '18

1. The Grey Watch



The Grey Watch is a monster-slaying organisation built upon the failures of mankind. Once acclaimed across [placeholder continent], their numbers now dwindle to the point of mediocrity. This is for good reason, as the recent resurgence of mages in the past two centuries has made them more or less redundant.
In times long past when the Grey Watch was first established monsters roamed free, terrorising the denizens of the land without repercussion. A single mage, their name erased by history, rose in defiance against these creatures of terror. They travelled the continent, ridding nations of their disease. With each monster slain their legend grew. Before long the Mage had a sizeable amount of followers at their side. The Mage had devised countless techniques and concoctions to counter every ghastly creature and taught these to their followers. Though records do not show how the Mage had died, once they had passed their followers spread across the continent and established monster-slaying schools all across the realm. The Grey Watch, founded by perhaps the closest advisor to the Mage, Nilhael Ilsaonye, was one of these of numerous schools.

Nearly all aspects of the Grey Watch is shrouded in mystery. From initiation to conduct and structure, it is unknown. What is known is that they hold diplomatic immunity within every realm due to ancient contracts and that whomever is chosen to join the Grey Watch returns a changed individual, their initiation and training drastically altering them both physically and mentally. It is said that hunters from the Grey Watch have more in common with beast than man, their slit-eyes, impossible speed, strength, healing capabilities and uncanny ability to sense magic and evil all attribute towards this legend.
Their recruitment is nondiscriminatory, choosing individuals from all statures of life, regardless of race, age and background. Once they are chosen by a recruiter they are to set off to their headquarters, the location of which unknown to even the greatest of spymasters.
funnio987 Mar '18  /  edited Mar '18

2. The Neihr Imperium



-- Leaders --
- Azure-Triarch Tatianius Lentarch
- Gilded-Triarch Emmanuel Lemaire
- Ash-Triarch Laetita Sauveterre

The Neihr Imperium is the largest governing body in the known world. In times long past, its powers were unrivalled by all. Its borders stretched every known corner of [continent], but both power and borders has since regressed due to a series of rebellions nearly four centuries ago. Even so, the Neihr Imperium still holds incredible power relative to individual kingdoms and other bodies of rule in the distant East. A great threat to any nation unwise enough to not create pacts with others.

The Imperium is governed under a form of Triarchy. These three Triarchs, appointed by the aristocracy, technically hold equal power. (Technically being only in name and title, exempting their own individual hold within the Imperium.) Each Triarch serves a full term of four years, whereupon they are replaced or reappointed based on voting. Death can also prematurely end a term, and so a Triarch must then be appointed in such an event. Triarchs are able to determine the course of the Imperium, having to make unanimous votes to actually enact any laws, edicts or action. To prevent corruption and assassination in the event of a veto, each Triarch is chosen from a distinct portion of the ruling class and serves to represent them. The Azure-Triarch represents the Magisterium, the Ash-Triarch represents the Vasour and the Gilded-Triarch represents the Freehold. It is commonplace to have a Triarch well-liked by their represented party be reappointed for another term. Due to no limits on the amount of terms a Triarch can rule, it is possible to hold the title of Triarch until natural death. This event has only occurred three times, with Azure-Triarch Tiberius Lentarch being the most notable and recent case.

-- The Magisterium --

-- The Vasour --

-- The Freehold --
funnio987 Mar '18

3. The Uprisers



--Leaders--
- Lord-General Epitheus Lentarch "The False Triarch"
- Grand Duchess Emeulia Thialler "The Seeker"
- Ash-Triarch Dalton Hyland "The True"

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