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Morandun: Rise of the Spirits (Steampunk + High Fantasy)

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Morandun: Rise of the Spirits (Steampunk + High Fantasy)

Tips: 0.00 INK Postby Watcher on Wed Feb 17, 2010 8:01 pm

Morandun: Rise of the Spirits Main Page

Okay, so this is the main gist of the story, the world, and how it operates. More backstory can be found in the main area, with a great backstory in each area for the individual places. I'm looking forward to people joining the action... and finally getting a graphic link in my signature. :P

Back-story

In the Third Age of Morandun, when the Night Elves, then still known as the Drow, came from the depths of Morandun, a great battle insued within the Dead Lands, a place of eternal peace to all royalty. The Death War was between the Whist, the Spirits of Morandun and servants of Arnun, and the Necromancer Ardwin, leader of a religious sect of the Drow. The prize was the souls of all buried in the Dead Lands, and in doing so, all secrets held by the leaders of ages forgotten.

As time went on, the Whist called out to the Spirits of Morandun, here since the beginning of this reality, and asked them to send heroes of great power to defend the Dead Lands. The Spirits, unsure of why the Whist would think the Dead Lands was so important to Morandunā€™s safety, demanded reason for such actions. The Whist explained, and the Spirits were all too willing to help.

A Demon, more powerful than any before or after it, had been sealed in the Dead Lands after it had gone against Hellion, God of Evil and Punishment, and nearly won. Fearing for the safety of their rule, the Elder Gods had sealed him away within the Dead Lands, asking Arnun to create the Whist for the purpose of keeping the Demon sealed. Should Ardwin win, he might inadvertently release the Demon and unleash a plague onto Morandun.

And so, the Spirits brought together The Twelve, one from each race, and had them do battle with the Necromancer Ardwin in the Whistsā€™s stead. The Twelve defeated Ardwin, banishing him and his followers to the Forbidden Peninsula, sparing those that had resisted Ardwinā€™s rise to power.

Now, in the Eleventh Age of Morandun, the Humans had arrived in their ships of metal and fire from the sky above, and the Gnomes and Dwarves with them. The first Races of Morandun welcomed them in peace: Drakes, Merfolk, Sylph, Drege, Voosa, Lumous, Kesne, Kriken, Beastiel, Enkle, Elves, and Dark Elves. The Whist have recovered from their battles with Ardwin, and the Dark Elves have re-established tenuous ties with the other races of Morandun from their Forbidden Peninsula.

But, something is amiss. A foul breeze has blown across Morandun. The Spirits are appearing all over Morandun. The Mana Taps are losing their power. The Infernomancers are gaining in numbers. What is happening?

Rules
1. Follow the rules of the site. You are in no way exempt when entering this thread.
2. Respect your fellow Roleplayer.
3. Try to have correct grammar and punctuation with logical actions.
4. No Godmodding, no Power Gaming, blah blah blah.
5. Only I am allowed to RP as a god (Origin), this is for Moderation purposes.
6. One character per player at most.
7. Put ā€œWatcher is watching youā€ in your posts if youā€™re interested to prove you read rules.
8. A Magical-Steampunk setting will be used here with Spirit Stones used instead of Coal.

Races

Drakes - reptilian humanoids slightly larger than the average Human, Drakes are the Warrior people of Morandun, taking pride in their strength and tenacity in a fight. Since they are cold blooded, Drakes must constantly move in order to live unless near a viable heat source. Hot tubs, steam baths, and volcanically warmed water are favorites of the Drakeā€™s resting places.

Merfolk - amphibious creatures famous for their many proverbs and undersea cities, humanoid with webbed feet and hands, scaly body, and gills. Their speed is unmatched underwater, very graceful as they skim the surface of the water and famous for guiding ships out of dangerous waters. However, one should be wary of the Merfolk with shark fins. They are the guardians of the Merfolk, and tend to be as violent as the Drakes do.

Gnome - similar in appearance to Humans, Gnomes are usually slightly smaller than the average Human, but have a higher intellect and creativity. This makes them good engineers. Very patient with failures, but frustrated with dead ends, making them very dangerous when put in a corner.

Sylph - at the size of the average doll, Sylph look the same as Humans, save for wings on their backs. These wings can range from bird to insect-like in appearance; depending on the region they are found. Most tend to be very kind to all creatures, but greedy for shiny things. Very flighty and prone to naivety.

Dwarf - people made of stone-like flesh, Dwarves are usually half the size of the average Human with an even shorter attention span to match. Most of the species are very curious, poking at devices and puzzles. Combined with their curiosity, they also share a love of creating things, whether it be art, puzzle, or weapon.

Drege - race of creatures with amorphous bodies of pure electrical-energy radiating from metal bodies of large weight. However, they can change their basic shape with concentration and posses other metallic substances temporarily. Their size depends on their power, with the outcast spirit, Lord Roan, taking up an entire mountainā€™s space.

Voosa - feline humanoids with agility to match their looks. They have heavy fur because their natural environment is up north, above the snow line, but there are some small tribes of short haired Voosa also need to leave a mark on the world with a unique artistic style in ice sculpture, usually for traveling purposes since the northern lands are mostly flat and without landmarks.

Lumous - described by some as puffballs on stilts, Lumous are indeed composed of a main body the size of a beach ball, surrounded by fur with large insect wings, standing on four long legs, each four feet long in adults with grasping hands on the end of each. While no visible eyes are seen, they have a way of sensing light and heat, which the young are attracted to. Can "speak" by bending light around them and changing color to communicate emotion. Gain nourishment by photo synthesis. All prior experience with the species suggests they are sentient.

Kesne - humanoids with four arms, the top two of which have been morphed into wings the likeness of bats. Have a second pair of eyelids that can "see" sound that bounces off things in front of them. While they prefer to use their front arms to work, their wing arms can also grasp by wrapping around an object, though small objects are hard to manipulate. Usually dark in skin and hair, albinos, or those completely white, are semi-common, usually in certain bloodlines. Famous for their musical talent in vocal and instrumental categories.

Human ā€“ the most common of all races, Humans use a ā€œmagicā€ known as Science to better all parts of themselves, including health, entertainment, and fighting. You should know their abilities. Famous for their many co-inventions with the Dwarves and Gnomes, such as dirigibles and steam ships.

Moirtus - creatures of any race that suffered an adverse reaction to Mana Radiation and mutated into strange forms. For those who survive, this change only happens once, and future exposure no longer inflicts change. Magic, after this, can be used without fear. Most Moirtus go to leper colonies, whether by choice or force.

Kriken - led by Queen Jasmin, who was born of two gods when taking mortal form, the Kriken have their own individual personalities and hold a connection to a hive mind at the same time, making for a strange culture and hierarchy. Most Kriken are bred and raised for certain jobs, failures turned into food in time of starvation. Humanoid, resembling Bees, standing on four legs with an exoskeleton structure. Speak with clicks to their own kind, using a magical "Mind-Speak" to speak with others. Famous for their skill in all forms of dance.

Beastiel - while they can look similar to Humans, Beastiels carry three main characteristics of the creatures they turn into; Ears, wings, and tail. At any time, Beastiels can transform into the animal that their ears, wings, and tail allude to. Commonly land animals, but avian and marine Beastiels have been encountered. Rapid transformation is very tiring without proper training, and only six a day is recommended when not using Spirit Stones.

Enkle - also known as "Orcs," though this is considered derogatory by Enkles, this race has the same weaknesses and strengths as Humans, but are green skinned and most carry a deep connection with nature. Some, if wishing for Immortality, can attach their soul to a tree. As long as they stay within the treeā€™s forest and the tree is alive, the Enkle will live. This is not common practice among the young or those with wanderlust.

Elves - not easily distinguishable from Humans, the only way to tell is by their ears, which are elongated and taper to a point. Elves share a similar connection with nature like the Enkles, but this connection extends not only to animals and forest, but also the races of Morandun, granting them a deep empathy to all creatures and a reserved kindness to each. The Elves personality is comparable to a Sylph.

Dark Elves - while sharing physical similarities with Elves, Night Elves have a dark purple tint to their skin and lack the connection to nature that Elves have. Often squabble over unimportant issues. Famous for their mastery in stealth.

Whist - spirits of Morandun, neither living nor dead in existence, thought to be decedents of the first gods, even through their denial of this when asked. Whist will act as guardians of the dead bodies of death, earning them the nickname "Guardians of Death." They sometimes help Shamans by guiding them or channeling the souls of the dead to advise them. They also tend to clash with Infernomancers and Necromancers when trying to protect the bodies of the dead. Some Whist have chosen to follow certain bloodlines of families, protecting them from harm.

Demon - Fallen of the Races, doomed to travel the meta-physical plane of Hell for eternity. A Demon is the fallen soul of a single individual. Some can give increased worldly power to Infernomancers, or Hellmancers, in exchange for a pledge of loyalty to the Demonā€™s Devil Lord, a Demon of great power of which there are few, forcing upon the Infernomancer a place in that Devil Lordā€™s army after death. However, this deal is very precarious, and demonic possessions have been known to happen frequently to practicing Infernomancers.

Demons would have to be attached to the soul of another sentient, non-demon creature to actually exist outside of Hell at all. This can mean anything from demonic possession to an Infernomancer giving the Demon free passage through his own soul.

Either way, Demonic possession is more likely with more powerful demons, like Devil Lords, but are limited to using the host's body to move around physically, and have to keep the host completely under their will. This usually deals with the mental abilities and will of the host to resist. However, the host is a BIG weak point. If the host dies, the Demon is sent back into Hell, painfully. This makes a weak point, in exchange for the upgrade of the hostā€™s magical abilities.

(Whist and Demons are not recommended to use, as they will be very important to story)

Over God
Origin: God of Beginnings and Endings.

Elder Gods
Kent: God of Balance and Strength.
Loki: God of Chaos and Mischief.
Wern: God of Law and Obedience.
Arnun: God of the Soul and Communion.
Hellion: Goddess of Evil and Punishment.
Hallinon: Goddess of Holy and Reward.
Vorgen: God of Time and History.
The Shell: Being of the Cosmos and the Frontier.

Under Gods
Rarnash: Goddess of the Body and Pleasure.
Velnish: Goddess of Life and Love.
Zelnar: God of Death and Poetry.
Jasmin: Goddess of the Mind and Intelligence.
Eveline: Goddess of Dreams and Creativity.
Zivid: God of Id and Stubbornness.
Almum: Goddess of Nature and Progression.
Lasheen: Goddess of Growth and The Hunt.
Halenion: Goddess of Decay and The Harvest.

Spirits
Ifrit: Male Spirit of Fire and Rage.
Isis: Female Spirit of Light and Beauty.
Zornan: Male Spirit of Shadow and Fear.
Leviathan: Female Spirit of Water and Wisdom.
Alion: Male Spirit of Air and Peace.
Tye: Female Spirit of Ice and Preservation.
Seimos: Male Spirit of Wind and Purity.
Luite: Female Spirit of Sound and Laughter.
Roan: Male Spirit of Lightning and Speed.
Orgoth: Male Spirit of Stone and Art.
Maintain: Male Spirit of Earth and Travel.
Imac: Female Spirit of Metal and Science.

()()()()()()()()()()()()()()()

Relationships of Magic

Positive: Neutral: Negative
-_-_-_-_-_-_-_-_-_-_-_-_-

Light: Fire: Shadow
Air: Water: Ice
Sound: Wind: Lighting
Earth: Stone: Metal

Life: Body: Death
Dream: Mind: Id
Growth: Nature: Decay

Chaos: Balance: Law
Holy: Soul: Evil

Origin
Time
Cosmos

Magic Usage

Spells are basically recipes with the magic types in different ratios. The means to get the correct ratios is decided by the user and the laws of magic. What laws there are, we haven't found yet, so experiment with verbal spells, potions, hand signals, and any other means you can think of. Mana Radiation, which is given off in large amounts by Spirit Stones and in a slightly larger but greatly spread out amount by the earth itself, fuels spells.

The nature of Mana Radiation allows magical abilities to function, the Mana given off by the earth usually enough for this purpose. However, for magical abilities unnatural to a species, Spirit Stones can give a creature the ability to perform a large amount of abilities unnatural to the species, or even negate the exhausting effects of natural abilities also. This is very useful for practicing magicians who are not yet efficient in magic use.

However, once drained of their power, Spirit Stones must be brought to Mana Taps, natural areas that have a concentrated amount of Mana Radiation, in order to recharge. Spirit Stones can usually be found near Mana Taps and in places that used to be Mana Taps. Mana Taps are sometimes found among towns, ruins, or with monsters around, most speculate because of the beneficial uses of Mana Radiation to the Morandites and monsters alike.

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Re: Morandun: Rise of the Spirits (Steampunk + High Fantasy)

Tips: 0.00 INK Postby Watcher on Sun Mar 21, 2010 9:33 am

Bump!

Also, new backstory to hopefully get a better input.

Back-story
Before Morandunā€™s reality began, there was once another, similar reality. In this reality, three Gods existed in a pantheon of their children. These three were Origin, the Beginner and Ender of Civilization; Vorgen, the Time Keeper and Recorder of History; The Shell, Stabilizer of Matter and Preserver of Worlds. As their reality came to an end, Origin and Vorgen retreated into The Shell, protected by its magics from destruction.

Surviving into the current reality, The Shell awakened and released Origin and Vorgen, leaving the three to fend for themselves in a weakened state. They soon came upon Morandun, recognizing its familiarity. One the surface, the Spirits welcomed the three and allowed them safe passage. While there, Origin created his children in hopes to help the Spirits in their work. These Elder Gods then bred with the natural races of Morandun, creating the Under Gods. So marked the end of the First Age.

In the Third Age of Morandun, when the Night Elves, then still known as the Drow, came from the depths of Morandun, a great battle ensued within the Dead Lands, a place of eternal rest to royalty, heroes, and leaders of all Morandun. The Death War was between the Whist, the Spirits of Morandun and servants of Arnun, and the Necromancer Ardwin, leader of a religious sect of the Drow. The prize was the souls of all buried in the Dead Lands, and in doing so, all secrets held by the leaders of ages forgotten.

As time went on, the Whist called out to the Spirits of Morandun, here since the beginning of this reality, and asked them to send heroes of great power to defend the Dead Lands. The Spirits, unsure of why the Whist would think the Dead Lands were so important to Morandunā€™s safety, demanded reason for such actions. The Whist explained, and the Spirits were all too willing to help.

A Demon, more powerful than any before or after it, had been sealed in the Dead Lands after it had gone against Hellion, God of Corruption and Punishment, and nearly won. Fearing for the safety of their rule, the Elder Gods had sealed him away within the Dead Lands, asking Arnun to create the Whist for the purpose of keeping the Demon sealed. Should Ardwin win, he might inadvertently release the Demon and unleash a plague onto Morandun.

And so, the Spirits brought together The Twelve, one from each race, and had them do battle with the Necromancer Ardwin in the Whistsā€™s stead. The Twelve defeated Ardwin, banishing him and his followers to the Forbidden Peninsula, sparing those that had resisted Ardwinā€™s rise to power.

Now, in the Eleventh Age of Morandun, the Humans had arrived in their ships of metal and fire from the sky above, and the Gnomes and Dwarves with them. The first Races of Morandun welcomed them in peace: Drakes, Merfolk, Sylph, Drege, Voosa, Lumous, Kesne, Kriken, Beastiel, Enkle, Elves, and Dark Elves. The Whist have recovered from their battles with Ardwin, and the Dark Elves have re-established tenuous ties with the other races of Morandun from their Forbidden Peninsula.

The Twelve Spirits of Morandun are now dormant in the Eleventh Age, unseen throughout the world. One day, the Whist appear to leaders across the land, each visitor giving the same message.

ā€œThe Demon King shall return;
the entire world he will spurn.
Five Gods, in this, find delight;
to deny them this is to find your respite.
The Demon King threatens the Spirits Twelve;
to find their heroes, a task in which you must delve.
Task the ā€˜Findersā€™ to the quest;
these five shall take care of the rest.ā€

Heading the message, the leaders seek the Finders. Some with intentions honorable; some a deep greed, enough to make them hope to control the Spiritsā€™ power by finding them first. One group of Humans is such a collection, wishing to take control of the world. Known as ā€œInitiative,ā€ the group uses Science to discover the secrets meant to be never understood. The Over Gods: Origin, Vorgen, and The Shell, are nowhere to be found, and assumed to be unwilling to help. The main story begins in the Dead Lands, where the rulers have gathered to put up their choices for Finders.

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Re: Morandun: Rise of the Spirits (Steampunk + High Fantasy)

Tips: 0.00 INK Postby Cradsbury on Sun Mar 28, 2010 12:47 am

I'd be interested in joining this RP, however, the character creation process seems pretty fuzzy. Can you elaborate more?

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