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| [LoE] A Legendary Record; A.K.A. The Player's Guidebook | |
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| Topic Started: Aug 16 2013, 06:57 AM (263 Views) | |
| 『 』 | Aug 16 2013, 06:57 AM Post #1 |
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Introduction Welcome, one and all, to Ein, a wondrous and incredible land of mystery, magic, might, and heroes alike. You are now taking the first steps into this plane, ready to set out on the path to carve out your own Legend. Will you rise above and be a hero who’s story will be told for eons to come? Or will you carve out ruin and destruction in your villainous wake and grab hold of power for eternity? All things are possible in this land, you just have to make it happen. |
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| 『 』 | Aug 16 2013, 06:57 AM Post #2 |
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Rules Rule #1: No Godmodding, yadda yadda, short play, you know the dilly. Rule #2: Players may have an indefinite amount of characters as they desire. However, players may not have more than Two Active characters at any given time. Said two active characters' birth places must be separated by The Rift; each player may only have one character from Southern Ein and one character from Northern Ein at any given time. Rule #3: I could've included stats. I even wanted to. I even intended to. But I didn't. Don't make me do so. Understand what fairness is in what you are capable of. The point of this RP is (kindof) to become a badass, sure; but you do not start that way, and you need to understand that. |
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| 『 』 | Aug 16 2013, 06:58 AM Post #3 |
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The World of Ein Section Complete Section is Non-Essential Reading/Required Reading Ein is not our planet of Earth, but a different celestial body in the universe altogether. It is here that legends unfold amongst every up and coming person who wishes to become more than what is common. As such, Ein is a massive planet, not a singular continent like other places. The landmass distribution of Ein is rather different from what you could come to expect, as different types of stories can form over The Rift. The Rift Along the equator of Ein lies The Rift, an actual divide in the oceans that carves out what all on Ein refer to as “The Edge of The World”. At The Rift, the waters cascade down into the planet’s deepest crevices like massive waterfalls in a perfectly shaved line, dividing the planet into two halves; North and South. Those who fall into The Rift are never heard from again, yet few know that this is far from death. Crossing The Rift to the other side by physical means is impossible, as gravity’s pull itself drags anything trying to cross the miles long stretch of empty space deep into the planet’s core. Perhaps there would be some way to cross it? Perhaps that is your legend? Southern Ein Southern Ein is what you would expect from a fantasy-land. A vast reach of Humans, Elves, Dwarves, and many other numerous races all live on the southern portion of Ein’s landmasses. Southern Ein has three continents upon it, they are Altaria, Hannon, and Zujyed. Altaria Hannon Zujyed Northern Ein Northern Ein is not what you would expect from a fantasy-land. Upon the landmasses of Northern Ein predominantly live Humans, and nearly no other fabulous races. However, by no means does this lend itself to a lack of interest in the magical laylines that help to drive the world forward. There are four significant places of note in Northern Ein; they are Ur, Exar, The Great Divide, and [/i]The Infinity Isles[/i]. Ur Exar The Great Divide and The Infinity Isles Non The “Hell” of Ein. Not another Ethereal Plane of existence so much as the cavernous depths of Ein. Shaped by the torrid flames that helped to form the planet, Non is a place few can tread, and even fewer survive. Means of reaching this place are thought to be only in death as a sinner or wrong-doer, yet since Non is a physical place, that isn’t necessarily true. Many magical scholars of both halves of the world hypothesize that one way to cross The Rift is by means of Non; yet others say that The Rift is the entryway into Non. None are exactly wrong or right in either conjecture. |
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| 『 』 | Aug 16 2013, 06:59 AM Post #4 |
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Cultures Section Completed Section is Non-Essential Reading/Required Reading Due to the massive size of Ein, one can only expect that the cultures upon this planet’s surface are very diversified. These Cultures will be spoken about in brief detail, though more thorough knowledge of them will continue further along. Alteria Hannon Zujyed Ur Exar
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| 『 』 | Aug 16 2013, 07:00 AM Post #5 |
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Playable Races of Northern Ein Section Unfurnished Section is Essential Reading/Required Reading Though there is little variation to the possible beings of Northern Ein, not all beings destined for greatness are Human. Humans Humans of Northern Ein come in a couple of breeds. Before the fall of the Eternity King, there were only Urians and Exarians; however, in the some-hundreds of years since then, commune between Ur and Exar became more common until it gave way to newer genetics. It should be noted that “races” in Humans are not recognized by appearance in the slightest. These human-types are; Pure Urian – Pure Urians are those who are all that Ur has to offer, and are the most powerful magically, if a bit weak physically. Pure Urians are almost always naturally gifted mages, though this lineage is by no means a solidifier of being fated to becoming a magister. Common Urian – Common Urians are the every-day men and women of Ur, and are the most diverse and adaptable of all humanity has to offer on Northern Ein. A Common Urian is said to have a completely open destiny. Exodarian – Exodarians (coming from an old word meaning “outcast”) are actually Exarians who, in times that the Eternity King fell, crossed the Great Divide from Exar to Ur and have since bled themselves into Ur’s gene-pools. They are physically more capable than Urians, and have little talent for magic. Exarian – Exarians are the pure-blooded people of Exar, completely talentless and inept at magic in all its forms. They are the most physically dominant forms of human in Northern Ein. Constructs Magic is an interesting and almost unidentifiable thing in Northern Ein. One of the Magic-Types that exists in Northern Ein that does not in Southern Ein is Construct Magic. Construct Magic is the magic that allows pure Magic to gather into a glowing, ethereal, sphere of pure magic that then develops sentience of itself. Constructs are not beings made by magic so much as they are magic itself. Constructs are not born or created, and always happen by accident. For the most part, Constructs are immortal, however they too know death. Constructs require some physical inanimate object to possess to continue existing, as existing in their “pure” form is a faster drain of mana (possessing a vessel, while not consuming their mana reserves by itself, mana is required to allow the vessel to move). Once this vessel is destroyed, the Construct once more assumes its pure form once more and must soon find a new host. Constructs are always in danger, as mana in Constructs replenishes far slower than in Humans, and casting spells or utilizing magic of any-kind is the same as casting from their own life-source. The one way for Constructs to die is to no longer have any mana, where they then dissipate and cease to be. Constructs are always met with mixed reception; though this mostly depends of what kind of vessel (if any) they use to interact with the world. Demons Demons have an interesting history with Northern Ein, mostly that of Ur. Before the rise of humanity on Ur, it was Demons who ruled the land (“Ur” being an old word for “our land” and “Exar” being and old word for “their land”). This led to their own downfall, as it was Demons that abducted humans from Exar and brought them to Ur; humans that would one day rise up and bring them to the state they exist in now. Demons exists merely in scattered packs these days, and humans of Ur are cautious to trifle with them and vice-versa. Interactions between Demons and Humans are rare, but they happen. Though once more neumerous than Humans, allowing for a vast possible diversity; Demons now only fall into four “Broods”. These are; The Jorgmundur Brood – The Oldest and Mightiest Demons of Ur, the Jorgmundur Brood are large mammoth sized monstrosities with tails and sharp claws, red eyes, and black skin all over. They no longer have their Broodmaster, so new Jorgmundur Demons cannot be bred. They are all very old, very feral, and highly territorial, but always violent in anything that dares step into what little domains the have left. Their Soulgems are located on their foreheads. The Sigmat Brood – The Sigmat Brood are led by the Demon Sigmat, and it is her wisdom that has allowed her brood to persevere in the western desert trenches of Ur. These demons are lithe shaped, with two joints upon their limbs as opposed to one; though the extra muscles often are kept close to the body to allow unexpected distances in arms and legs. They possess incredible fortitude and are taller than all other sentient beings of Ur when standing at full height; though it is only these traits common in their Brood. Their Soulgems are located in the center of their chests. The Tartaran Brood – The Tartaran Brood were once led by the compassionate Tartaran, but his death at the hands of Jorgmunder sealed the Brood’s fate. It is these Demons that closest resemble humanity, yet do possess otherworldly features that some would consider to be unnatural. Like the Jorgmundur Brood, all Tartaran Demons are a solid onyx in clour. Their Soulgems are located on the nape of their necks. The Zixis Brood – The Zixis Brood are birthed by the Demon Progenitor Zixis. Through cunning alone, his Zixis has passed his deceptive knowledge to all members of his brood. They may not have a singular holdout, and many wander Ur and Exar alone; they are the only demons capable of natural flight. They are insectoid in shape and fuction, but this is the only common denominator in their kind. Their Soulgems are located on their tongues. Edited by 『 』, Aug 16 2013, 07:07 AM.
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| 『 』 | Aug 16 2013, 07:01 AM Post #6 |
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Playable Races of Southern Ein Section Unfurnished. Section is Essential Reading/Required Reading The Racial makeup of Southern Ein is far more diverse than Northern Ein, and as such this section is far more expansive than its counterpart. Humans Humanity is far more diverse genetically in Southern Ein than it is in its counterpart. This is due mostly to the lack of dominance of humanity, and other races for that matter, in Southern Ein. Each of these races excel in certain aspects, and lack in others; yet these are not indicative of certain destinies being locked out. Humanity on Altaria and Hannon is divided as such. Children of Altaria - The native pale-skinned people of Altaria, they excel in wordplay and mercantile. People of Hannon - The native tanned-skin humans of Hannon who's natural strengths lay in strength and durability. Seafarers of Nauses - Once, there was an island long ago called Nauses; though the island may not exist anymore, its native people still do; these dark-skinned humans have their strengths in agility, speed, and magic, while having a natural affinity to not being on land. Lords of Gaur - Zujyed, the Frozen South, too was once owned by humanity, yet with the rise of it's natives, that was no longer true. Far more durable and magically potent than others, these rose-skinned humans have a natural aversion in speed and against heat. Jaus’sin - Part of the Ien line of Men, whom all share slanted eyes as their common trait, these pale-skin Mur excel in speed and intelligence. Like all Mur descendent men, they lack in Magical areas. Khans - Also of the Ien line, these tanned-skins are better built for being punishing machines of strength, endurance, and durability, but admittedly lack in speed and perception. Like all Mur descendent men, they lack in Magical areas. Lemien - Next in the Ien line, a group of yellow-skinned Ien Humans said to be the original Iens, Lemiens excel in intelligence, cunning, and agility, but lack for in strength. Like all Mur descendent men, they lack in Magical areas. Barbaros - A newert Ien line of men, these darker-skinned Ien men have deficiencies in stamina, strength, and endurance, but find their prowess in intelligence and willpower. Unlike all Mur descendent men, Barbaros actual excel in Magical areas more than any Human race does. Elves The Elven People, known as the First People of the world, are said to have once sprawled a massive empire across Southern Ein. The truth in that is up for debate, as next to all races on Ein seem to have had some "massive empire" and Elves are no different. Elves are not immortal, though their lifespans are longer than human life-spans, though not by drastic amount. Today, the Elves have split into different genomes. The Preservers (commonly known as High Elves) - The One of the two closest that the Elves still have to their original line. High Elves are remarkably intelligent and gifted in magic power, yet lack in all other things physical. The Nomads (commonly known as Wood Elves) - Wood Elves make their homes in the wilds and with animals. They are the fore-bearers of Druidic magic and otherwise are agile and quick. The Wretched (commonly known as Blood Elves) - The Blood Elves are the other of the two closest that the Elves have to their original line. They are identical to their High Elven brothers in both strengths and appearances, yet bear more of a hunched postured. They brought forth Blood Magic and the ability to Mana Drain, as they are addicted to the use and consumption of magic as their penultimate flaw. The Keepers (commonly known as Night Elves) - The Children of the Night, Night Elves are both a part of the Elvish line, yet not apart of it's original line; Night Elves have always been. They have open destinies set before them. The Highborne (commonly known as Wild Elves) - The Original Elves themselves, the Highborn have fallen from grace and been reduced to living underground, though for some to come up is certainly viable. Few are ever seen, and fewer still are even recognized as Highborn. They excel at nothing, and suffer from nothing. The Muddled (commonly known as Halflings) – Humanity had long held elves as people to be admired or worshiped. Over the years, Elves began to indulge in human curiosity and pleasure, giving rise to Halflings. Halflings may be equally half human and half elf, but are always considered part Elvish than Human. Their strengths and weaknesses lay in whatever that of their descendants had. The Twisted (commonly known as Drow) - Lesser versions than Night Elves, instead of an addiction to magic, the Drow suffer an addiction to life itself, and they brought forth Death Magic (Necromancy) to help them feed on the life force of others. Dwarves One thing that can be said about the stout Dwarves over their own claims of an empire is that if their empire truly existed, it's cities definitely still stand even today. Dwarves, by nature, are inept at magic, yet are physically more capable than all the other races. Gryphonmodan-kin (commonly known as City Dwarves) - If there exists any city of stone make that is sprawling and and is an architectural marvel, the Gyphonmodan Dwarves likely built it. These durable Dwarves do not fear the sunshine and "Surface World" like their brothers do. Hammerzamar-kin (commonly known as Underground Dwarves) - Dwarves that make their cities beneath the flat ground, the Hammerzamar live primarily in Hannon, and cities in Hannon are almost always of Hammarzamar build. They have the Stamina to keep going in all their endeavors. Lavalordan-kin (commonly known as Mountain Dwarves) - These Dwarves build their cities not beneath the land, but inside of mountains. Also subterranean, these Dwarves have the fortitude to build even more impossible structures than all of their other brothers. Forgerune-kin (commonly known as Forest Dwarves) - The Forgerune Dwarves, since the beginning of recorded history, have never cared for subterranean living. They, instead, use metal and steel with wood cloth to build their cities inside of massive trees and forests. You might be walking through the outskirts of one of their cities without you even knowing. They are far more intelligent than their brothers. Anvilmar-kin (commonly known as Cavern Dwarves) - The Anvilmar are shunned for not being builders, rather making due by living in pre-made caves. One thing the Anvilmar are definitely better at than their peers is warfare; the construction of weapons and siege tools. You will never find a bronze blade made by an Anvilmar to ever be inferior than a Dragonbone Blade made by someone else. They, despite their statures, are fast little ones and can turn the tide of any battle in their favor, even if they are lacking in durability and strength. Trolls Tall and lanky, these multi-colored Trolls with tusks find their habitations far from the reaches of civilization. The Trolls, however, are the closest race of Southern Ein to truly have heritable claim of an Empire; as such an empire has actually been recorded to have existed. It fell with an uprising of the other races. Trolls carry certain unique things between each other, but are commonly known for not being strong, rather fast and very magically adept. Jungle Trolls - The Green-skinned Jungle Trolls live in Covens that find themselves situated in Jungles, rather than Forests. The harmful environment not only protects them, but makes them stronger as they undergo their trials of survival. Jungle Trolls are the most agile beings in the world. Swamp Trolls - Nobody likes swamps except for the Swamp Trolls. These Blue-skinned Trolls live in the murky surroundings outside of civilization and hone their magical prowess and voodoo powers more than any other race of beings, and are the only race of beings who can master Voodoo Magic. Desert Trolls - In the untamed lands of Hannon, Beige-skinned Trolls make their fortunes in the Sands, as Desert Trolls. The harsh conditions of said surroundings often makes Desert Trolls overcome their frail beings, and are stronger that not only most Trolls, but most other races in general without sacrificing speed or magic power. Goblins Technology may not be abundant in Southern Ein, but for every new single technological goodie that appears, you can be assured that a Goblin or four had something to do with it. These beings are shorter than Dwarves, but as lanky as Trolls. They suffer very much for strength related endeavors, but are by no means helpless. Their natural speed is greater than any other race of Ein, and they have the intelligence to perfect Guerrilla warfare to their advantage. Goblins are unique in the sense that they have no "cities" or sense of Racial Unity, often blending in wherever they can. Naga Deep beneath the tides and ocean waves exist the Naga, serpentine creatures that unify their resources and live far from the troubles of the world. Capable of breathing both water and air with both gills and lungs, the Naga are unrestricted in where their travels might take them. Naga are rarely seen outside of their territory, for those that live outside their territories and mingle with the other Races are often outcasts. Male Naga are have large upper-bodies and large maws that make them powerful, yet lack in Magic power and Female Naga are their logical reverse, with their slimmer bodies and beautiful faces. Elemental Sprites Be they Human. Elven, Dwarven, or Naga, certain members of these races have been blessed and/or cursed by the Elemental Lords to be their sprites, their representatives. Dwarves who become blessed as such lose their aversion to magic, but like the other races, otherwise keep their own strengths. Though each of these sprites are "blessed", they are really just children of those who had been blessed before. And although certain Lords may favor certain species, it is not unheard of for their to be a Naga loyal to Pyrorex. Sons of Pyrorex - Power over flame and heat themselves, yet weak to water and moisture more-so than you would think. Atypically Humans. Sons of Moulinglacia - Power of all the droplets in the air, yet heat is quite literally killer to them. Atypically Naga. Sons of Grandsoil - Power over the ground, soil, and metal of all the planet's cradle. Atypically Dwarves. Sons of Windrose - Power over winds and gusts, yet a weakness to none. Atypically Elves. Demons Beings unlike anything elsewhere witnessed. If one thing can be said that is true about Demons is that they have actually always been, and likely will always be. Demons of Southern Ein do not fall into Broods, but fall into types. Soon after a Demon is born, it cocoons itself and becomes it's type through some ethereal means, hatching 28 days later. Their appearances can be varied across many different results, unlike their uniform Northern brethren. Just like in the North, it was the Demons who made people of Ein realize there was life passed The Rift. Fate Demon - Fate Demons are beings of Fate itself. When evolving in their Cocoon, they reach out to the life of some other mortal and bind themselves to that person, becoming them in every possible sense. Upon hatching, the Fate Demon becomes aware of when that mortal will die, as now it is as if the Fate Demon is that person's future-self, reliving the same time-period said mortal lived (if this is true or not is a matter of debate). Statistically, Fate Demons are perfect hybrids between their two counterparts. Tyrant Demon - Brutes of terrifying power, Tyrant Demons surrender all magical ability to become brunt and massive creatures once they hatch. Despite their raw strength and power, they also carry speed as part of their build, even if their physical self is quite large. It is often that Tyrant demons appear physically as imposing as they truly are, though some might not be. Keeper Demon - Keeper demons are magical in all nature. They lack in everything physical, but more than make up for it in magical power alone. Their builds after hatching tend to be no bigger than man, and are similarly nonthreatening in stature. Keeper Demons are the only Demons in Southern Ein not met with instant hatred and a sword to the face; most of the time. |
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| 『 』 | Aug 16 2013, 07:02 AM Post #7 |
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Belligerents of Northern Ein Section Complete Section is Non-Essential Reading/Unrequired Reading Humans and Demons will always be at odds with one another, and even among their own kind. Northern Ein does not have any outstanding creatures that would be considdered catch-all enemies of everyone else next to the dangerous wildlife that does exist and the off-set bandit groups that dot the lands. Everyone has their own agendas, after all. Enemies to be encountered in Northern Ein can be; Human Demon Wildlife Dragon Wyrm Hivemind Sickness There are no "Special" enemies one might face apart from their own brothers. |
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| 『 』 | Aug 16 2013, 07:02 AM Post #8 |
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Belligerents of Southern Ein Section Unfurnished Section is Non-Essential Reading/Unrequired Reading As in Northern Ein; the same follows suit in Southern Ein. Yet this is also a bit more complicated, as there exist far more races in Southern Ein that simply do not get along with anyone else and are the enemies of all at any given times. In addition to every Playable Race in Southern Ein, enemies you might find are; Blackrocksteel-kin (commonly known as Deep Dwarves) - Dwarves that find their homes in the Deep Trenches, they are hostile to all that are not of their kind, and know how to "turtle" their homes to impossible, unbreachable odds. They, luckily, do not ever seem to traverse the surface or wage war with anyone else; despite definitely having the power, numbers, and comrade to do so. Gnolls - Small Canine like creatures that stand on hind legs, these primative creatures treasure the hunt and kill any who would be good sport. They live in tribes and are often found in the outskirts of any given regions, forests, jungles, planes, and even deserts. Sky Trolls - Winged Trolls that live in a fabled city in the sky, the Crimson-Skinned Sky Trolls attack at random and seem to have a set agenda, though none know what that agenda is. Gnomes - Strictly Xenophobic like the Blackrocksteel-kin and the Zujyedians, Gnomes are quick to use their own brand of special technology and magic to defend themselves and their one home, as well as prevent their secrets from ever getting out. Zujyedians - The Spider-like Centaurian people of Zujyed, a newer race of beings that simply appeared one day in The Frozen South. They seem ready for all out war, though who their targets might be is very unclear, as to what their goals might be. Zujyedians never leave their frozen home for any reason, however. Centaurs - The Horse-like people that are native of Hannon, and still make their homes there today, they are feircely hostile to not only outsiders, but even other Centaur tribes not affiliated to their own specific cause. They are war-like and often pillage whatever upstarts might try to claim Hannon for their own, and are the primary reason why Hannon was never fully civilized and settled. Orcs - Once civilized, these twisted monstrosities are what you may call "Halflings" between Trolls and Humans. Once, Orcs were apart of both these communities, but with the fall of the Troll Empire so long ago, arose the Orcs, who branded together in their own Warpaths, shunning all un-orc races and sought to make their race as pure as the others. They were saviors who first resisted the Troll dominance, then they became the new villians looking to assert their own. However, Orcs have never successfully banded their entire race together to form one single coalition capable of conquest, only various war-tribes that serve a similar function on Altaria as the Centaurs do on Hannon. |
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| 『 』 | Aug 16 2013, 07:03 AM Post #9 |
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Confirmed Beings Section Unfinished, Unrefined, and Unfurnished Section is Non-Essential Reading/Unrequired Reading The Elemental Lords The Elemental Lords are ethereal yet physical beings encompassing the four domains of the elements; Fire, Water, Earth, and Air. They are all-powerful monstrosities with physical forms that reside in Non. Though physical, they are capable of influencing the world through Astral means. Very little is known about them, and few things that are known about them are true. They preside over Southern Ein. The Elemental Lords are; Pyrorex, The Lord of Flames – The master of life itself, Pyrorex shaped Ein’s Sun and was the one who gave mortals breath of life and knowledge of Fire. Said to be benevolent yet temperamental, Pyrorex is revered with caution, though those loyal to Pyrorex’s will know that they will be rewarded. Moulinglacia, The Lord of Streams – Giving way to the flowing waters of life, Moulinglacia worked hand in-hand to generate the life that Pyrorex gave by creating Ein itself. She is said to be calm at all times, and is worshiped as though she were a god; though she would be considered an “empty” god that does not listen. Grandsoil, The Lord of Fissures – Unable to support in forging the pathway unto Life, Grandsoil instead brought forth the Moon, Ecks, to illuminate the darkened nights. Deceitful and a general trickster, Grandsoil is not as revered as his counterparts due to how little a role he plays in the myth of creation, not that anyone would know if he was paying attention. Windrose, The Lord of Currents – After arranging the cosmos around Ein itself, Windrose is said to have grown distrustful of mortals because of their ill-compliance to finding meaning in their lives. Feared, yet respected, Windrose is quick to deliver her justice unto those who would harm the idea of “life”. The Dragon Kings The Primary denizens of Non that actively visit the surface world. The Dragon Kings are the beings who birth the Dragons that are seen on Ein. These Dragon’s names are known in Southern Ein, but not in Northern Ein, though they – and their children – are capable of visiting both halves of the world. The Dragon Kings are; Draggluong, The Dragon God of Genesis – Draggluong is the Dragon God of Genesis; when Draggluong gives birth to a new Dragon, it is always a Dragon Lord. She is the divining force driving all Dragons, and all dragons listen to her sovereign word without question, even if they do not agree with it. Her whereabouts are generally unknown, but she often parades around as a Human on both halves of Ein. Draggluong is a giant White-Gold Dragon otherwise. Blaster, The Dragon Lord of Fire – Blaster is the Dragon Lord of Fire, firstborn of Draggluong, she is fiercely loyal to her mother. Blaster gives birth to dragons who are fire-breathing and otherwise control the power of flame. Born in Non, she molded herself to the cavernous depths of the flames so that her children might follow her example. She permanently resides within Non, and scarcely leaves. Blaster is a Red-Black Dragon. Tidal, The Dragon Lord of Water – Tidal is the Dragon Lord of Water, second born of Draggluong, she is defiant of her mother. Tidal gives birth to dragons who control and breathe water and water-based substances. She was said to have been born in The Rift, and many believe her to be the guardian of it, as it is her primary place of residence. She is often seen on the coastal cities of Ein in Human Form, and one can always find her in her true form at the edges of The Rift. Tidal is an Sapphire-White Dragon. Redox, The Dragon Lord of Earth – Redox is the Dragon Lord of Earth, born third to Draggluong, she cares little for her mother but often heeds the words of her siblings. Redox gives birth to dragons with power over the terrain aspects of the world, building mountains or valleys are their forte. She was born in Hannon, and it is said her birth are what caused the trenches and depths that run throughout the land. She resides in the Depths of Hannon, often in a Dwarven Form if not her true form. Redox is a Brown-Black Dragon. Tempest, The Dragon Lord of Air – Tempest is the Dragon Lord of Air, born fourth to Draggluong, she is naïve enough to listen to anything anyone tells her, but is doted upon by her older siblings. Tidal gives birth to dragons that harness wind and weather power and are masters of the sky. Born on the Infinity Isles, Tidal’s birth signaled the isolation of Exar by generating the phenomenon now called The Great Divide. She lives on the Infinity Isles, though often travels Northern Ein as a “helpless” maiden. Tempest is an Teal-Grey Dragon. Neltharian, The Dragon Lord of All – Neltharian is the Dragon Lord of All, the lastborn of Draggluong, he is unable to be pinned due to his “eccentric” personality. Neltharian gives birth, despite being male, to Dragons capable of adapting and growing with their environments. It is unknown where Neltharian was born, and he carries no particular myths in his birth, having appeared at seemingly random one day. Neltharian walks Ein aimlessly and endlessly, only rarely assuming his true form for any reason, and does so in a form that resembles that of Demons. Neltharian is a Silver-Blue Dragon. Xeran, The Wyrm Lord of None – Xeran is not a Dragon Lord, and is the stillborn of Draggluong, he has nothing but hatred and malice for all living things. Not even a Dragon, Xeran spawns “Wyrms” that share his ability to ignore Draggluong’s words that are additionally capable of completely erasing things from existence. It is said that Draggluong attempted to birth Xeran on Ein’s moon, but the child ended up dying until hatred from Ein gathered and brought the corpse of Xeran into un-life. He is never upon Ein personally unless he felt the reason was good enough. Xeran is a Colorless Serpent. Assorted Deities of Ein Religions exist on Ein that pay heed to certain gods or deities. Among the following list are some of the gods that have proven themselves (or otherwise been proven by their followers) to "exist" and have established religions and/or followers. Necromin, The Dark - The first, and longest known "God" ever spoken of on Ein. Necromin, The Dark is a being of malice and hatred and has done as much as possible to sew the seeds of distrust and ruin in the hearts of all that would ever live. The only people who worship Necromin are members of his priesthood, who preside over both Southern and Northern Ein. Otoryen, Stringmeister - The general God of Music, his religion is known as Otoism. Paying heed to Otoryen are often bards or people who enjoy music, and those who followed his words were given the power of Music Magic. Presides over Southern Ein. Tragor, The Dwarven God of War - The Dwarves who are religious follow a thing called "The Way of Two Disciplines", and part of the Discipline of Death is to pay heed to Tragor, the God of War. Presides over Southern Ein. Sahon, The Dwarven God of Peace - Obverse to the Discipline of Death is the Discipline of Life that pays heed to Sahon, the God of Peace. Though Sahon and Tragor are of the same religion, the two Disciplines are often enemies of each other, as they stand for opposing ideals and ways of life. Presides over Southern Ein. Guar - Guar is the lord of the Frozen South who once bore life itself on Ein. It is the being that birthed Humanity on Zuyjed for some unknown purpose. Whatever the purpose, however, it eventually deemed Humanity unworthy, either in fufillment of said purpose or the neglect of it. In response, Guar created the Zuyjedians to replace the dominant race of Zujyed. Only Humans and Zujyedians pay heed to Guar, though obviously not all do. Presides over Southern Ein. Tulak - An old Trollish God that many races still pay heed to due to the Troll Empire. Said to be the cycle of all life and death and reincarnation. Every couple of many years, there may appear Tulak'Hord, Tulak's champion reincarnated once more to spread the word and truth of Tulak. Presides over Southern Ein. Manah - The Chaos Goddess of Light and Shadow, Manah is known for bestowing emotion to the people of Ein. Your Wrath or your Love each both fuel Manah and please her. It is said she cares not for worship, so much as for people to enjoy their lives, or struggle with them. Either way, Manah wins. Presides over Northern Ein. Ascendant Gods Magic is a strange thing in Northern Ein, and those who chase it's burning call may become physical Gods of powerful Magic. Below is a list of names (names taken after said Ascension) of beings that have become Ascendant Gods in the past. These gods exist In Northern Ein, as it is only there that they may be created. Mythos, The God of Ruin. Kythos, The God of Power. Manah, The Goddess of Twilight. Zohem, The God of Conquest. Xerou, The God of Miracles. The Necromin Priests Paying heed to Necromin, The Dark, the Necromin Preisthood seeks to drown all conscious life into Suffering and Sacrifice to Necromin. Their ultimate goal is to make Necromin, The Dark, a physical being so that Ein may cower before his terrifying power. They exist in both Southern Ein and Northern Ein. In times before, their priesthood were once a seemingly orderly and passive group of warrior monks and philosophers in Southern Ein, until their true treachery was uncovered. A preisthood does exist in Northern Ein, but they still have the benefit of deceit over their true goal, yet the outlawing of religion from before made it impossible for them to weasel their way into the politics of Northern Ein. The Preists of Necromin are not an order, however, so much as they are individuals who have come into contact with what is called a "Fragment of Necromin", empowering them with a malefic force that is not magic at all, but something sinister. Most who touch these Fragments of Necromin are contorted to Necromin's cause, yet there have been a select few to resist this. Hivemind Plague An astral sickness from the stars that falls upon Ein every so often. The Plague has no name, but always gives birth to a physical Hivemind, a conscious collection of all those who become sick with the disease and is then twisted and contorted into a being that seeks to infect all living things. The Hivemind Plague can occur at any time anywhere on Ein. Usually an Epidemic, The Plague contorts all who become sick into twisted, alien life forms resembling little what they were before the disease’s touch. The Plague also does not care what it infects, sentient life or even plant life; as long as it is life, it is susceptible. The Hivemind Plague falls from Ein’s moon, Ecks. Xaax Xarax Few know of Xaax Xarax, and fewer still believe in Xaax Xarax. Despite all that could possibly said about Xaax Xarax, those who do know and believe in it can agree on a few things; Xaax Xarax is no God, nor anything divine-like, but something else entirely. Xaax Xarax is all powerful and omnipotent. Xaax Xarax is the singular being said to be in complete charge of Non. Xaax Xarax is not officially recognized by any on Ein except for those who come to know of it. |
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| 『 』 | Aug 16 2013, 07:05 AM Post #10 |
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Magic Section Complete Section is Essential Reading/Unrequired Reading Magic differs from Southern Ein and Northern Ein. Here will be detailed fully how Magic works, and the different kinds of Magic. Southern Ein Northern Ein
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| 『 』 | Aug 16 2013, 07:09 AM Post #11 |
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Technology Section Complete Section is Essential Reading/Unrequired Reading In the past, Northern Ein, with the discovery of Exar and Ur learning of each other’s existences, Technology upon both these continents has flourished due to the advancement of introducing the magics of Ur’s Soul Stones to the popular Gearworks Technology of Exar. Gearworks Technology operates on the notion that Gears do the work for you, and many advancements have been made that, often, are still used today. Mechanical ingenuity such as the Lockshot Arms; small-to moderate sized pieces of Gearworks Tech made to be carried and used by a singular person, loaded with metal that is then fired out as projectiles. The people of Exar have even utilized Steam Energy with Gearworks Technology to forge the first Airgears, massive ships that sail on the winds themselves with heat as its power source. Soulgear Technology is more fascinating, by combining the potent and adaptive abilities of a Soul Stone into Gearwork Tech, Soulgear Tech is then made. The first Soulgear invention ever made with the intent to combine the two is one still vastly popular; the Knightmare Armors. Knightmare Armors come in many shapes, sizes, and functions; from a suit of variable “Power Armor” that enhances strength, speed, and agility, all the way to massive tanky suits one pilots rather than wears that is a walking artillery battery. Since these implementations however, Knightmares have become far more creative and diverse; in addition to enhancing Airgear Ships to be capable of longer periods of flight with no maintenance crew required; or even building personal Airgear Ships for singular use that travel faster than anything alive. Technology is something not really explored in Southern Ein. People make due with what they have, and it works for them. |
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| 『 』 | Aug 16 2013, 07:10 AM Post #12 |
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Spiritualism Section Complete Section is Essential Reading/Unrequired Reading There exist, upon all of Ein, various religions and spiritualistic views. To say which of these is right or wrong is nothing short of impossible, as next to every single religion (even one possibly started in a basement) has some means of proof of existence, be it an ancient artifact, a long history, or some active effect like a gift or curse. Spiritualism is but a belief biased system, and because of it, on Southern Ein, no one religion has ever held it’s grasp as a major one. Because many things end up being true (even if contradictory), no mortal can say one religion is more right than another. This is different upon Northern Ein, where Religion, for many years, was either Outlawed (on Ur) or unrecognized completely (on Exar). There had been individual practitioners, who also saw the merit of their religion’s reality, but no idea had ever been forced on anyone for a very long time. It is unknown why many ideas the world proves true, as Religions even exist hailing the Elemental Lords or the Dragon Kings, but there exist others that say they are false and have their own beliefs; beliefs that are proven true by the World itself through unnatural occurrence. Perhaps it is a certain something that causes this. |
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| 『 』 | Aug 16 2013, 07:11 AM Post #13 |
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Other Unnatural Forces Section Complete Section is Non-Essential Reading/Unrequired Reading There exist forces that are outside of Magic that affect Ein almost every single day. Such things will be detailed, at random, here. To learn more about each of these subjects, your Character must either delve into it themselves, or research it themselves. Anthropy Of Lycan and other variants, Anthropy is not something born of Magic and is a Sub-Race. The ability to shift into the form of an animal by supernatural means is one brought about by a virus who's origins are not magical in nature. Anthropes exist on both sides of the world, and can be encountered at random. Vampirism Same as Anthropes, only with more pros and more cons. Also a sub-race, and likewise found on both halves of the world. Necromin Fragments Small artifacts of varying appearance that cut off the ability to use Magic and replace it with a Malefic force instead. This is also found on both halves of the world. Blessings Gods can bestow their blessings upon mortals, and doing so grants a certain grace that is not magical in any way but is still just as very real. You may see a trend, but this is also found on both sides of the world. Other Supernatural Forces undiscovered |
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| 『 』 | Aug 16 2013, 07:13 AM Post #14 |
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Fate VS Destiny Section Complete Section is Non-Essential Reading/Unrequired Reading Fate and Destiny are not the same for the people of Ein like they are for you and I. The people of Ein, regardless of North or South, understand one cardinal rule; Fate and Destiny are not synonymous with another. Fate, in itself, is also a Belief System. If you believe you have a fate, it may prove true. If Fate has your fortune waine with your death, then so be it. It is a matter of if you believe in fate or not. But regardless of those who do or don’t believe in fate, “Fate” itself has something in store for everyone, important or otherwise. The manipulation or rejection of Fate’s plan is, quite humorously, a part of Fate’s plan as it is; hence the skepticism of some that Fate exists at all. However; a Destiny is only awarded to select individuals, and a “Destiny” is not what lies in store for the future, but what was done in the past. To the people of Ein, those who have a “Destiny” are not meant to chase it, but have already attained and earned it. Those who have Destinies have completed their Legends, and become renowned across all the land that witnessed their tale. Below is a record of all Destinies fulfilled and the effects that it had upon the world, if any;
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7:05 PM Jul 11