Announcements: Cutting Costs (2024) » January 2024 Copyfraud Attack » Finding Universes to Join (and making yours more visible!) » Guide To Universes On RPG » Member Shoutout Thread » Starter Locations & Prompts for Newcomers » RPG Chat β€” the official app » Frequently Asked Questions » Suggestions & Requests: THE MASTER THREAD »

Latest Discussions: Adapa Adapa's for adapa » To the Rich Men North of Richmond » Shake Senora » Good Morning RPG! » Ramblings of a Madman: American History Unkempt » Site Revitalization » Map Making Resources » Lost Poetry » Wishes » Ring of Invisibility » Seeking Roleplayer for Rumple/Mr. Gold from Once Upon a Time » Some political parody for these trying times » What dinosaur are you? » So, I have an Etsy » Train Poetry I » Joker » D&D Alignment Chart: How To Get A Theorem Named After You » Dungeon23 : Creative Challenge » Returning User - Is it dead? » Twelve Days of Christmas »

Players Wanted: Long-term fantasy roleplay partners wanted » Serious Anime Crossover Roleplay (semi-literate) » Looking for a long term partner! » JoJo or Mha roleplay » Seeking long-term rp partners for MxM » [MxF] Ruining Beauty / Beauty x Bastard » Minecraft Rp Help Wanted » CALL FOR WITNESSES: The Public v Zosimos » Social Immortal: A Vampire Only Soiree [The Multiverse] » XENOMORPH EDM TOUR Feat. Synthe Gridd: Get Your Tickets! » Aishna: Tower of Desire » Looking for fellow RPGers/Characters » looking for a RP partner (ABO/BL) » Looking for a long term roleplay partner » Explore the World of Boruto with Our Roleplaying Group on FB » More Jedi, Sith, and Imperials needed! » Role-player's Wanted » OSR Armchair Warrior looking for Kin » Friday the 13th Fun, Anyone? » Writers Wanted! »

Vex-Chari-Noda : Shattered-World-Torn

Additional required information

a part of “Vex-Chari-Noda : Shattered-World-Torn”, a fictional universe by ShadowBlackheart.

The End of the world came, and then it went. Only so many survived the shattering though, changing and being thrust into whole new worlds. Now 400 years later, change is coming again. Have you survived? Have you made your mark yet, or do you even want to?

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Vex-Chari-Noda : Shattered-World-Torn”.
Discussions pertaining to roleplay on RPG.

Additional required information

Tips: 0.00 INK Postby ShadowBlackheart on Tue Sep 20, 2016 6:39 pm

-xXx-
Important Factions / Personal

The Suffering One – A creature beyond all forms of understanding, The Suffering One is solely responsible for the Shattering Event. A small group of cultists worshiped this impossible to understand thing, and when they tried to summon it, it lashed out and made the entire planet pay. Of the 8,000,000,000 some people living on earth, all of those that did not directly survive the Shattering Event had their essence merged with The Suffering One, fueling its power, but only just barely able to feed it. It has left many dark secrets behind during the Shattering Event and there is no way to reverse what it has done, leaving what was once Earth a impossible wreck of shattered time, space, and dimensions. (O.W.R.)

Dragon Empire – Feral western style dragons are the very top of the food chain. These True Dragons have great power, mythical and magical, and know how to use it. They have claimed the single largest crater world as their own and no one has ever lived to see their home world. All worlds within 3 chasms are fiercely guarded and ruled over by the dragons. They openly hunt down and kill all other false dragons, or creatures pretending to be dragons if they get too close to the dragon home world. Supposedly leading the Dragons is a king among Dragons, choosing to go the name of Nicol Bolas, a dragon god of sorts, having gone so far as to slowly alter his appearance to make it look like he was constantly growing into such a creature from the very start. (Res. But extremely limited.)

Nicol Bolas – A dragon god of sorts, his exact origins are unknown. He has clearly taken and matched the persona and overall look of where he had collected the name though and now seeks power beyond all mortal imagination. Magic is but a whim to him and his intentions are strictly his own. He leads his dragon army mostly from his citadel on the Dragon home world and seeks to find the true source of what caused the Shattering Event... and take its power for himself. All mortal and Ancients who stand in his way will die. There is no known way to kill him, you can only run and pray that he does not take personal interest in seeing you dead. All knowledge concerning or connected to Nicol Bolas is extremely limited and speculation. Four partial and very poor images of Nicol Bolas exist from various angles, always cloaked in magic and fog. All four images currently in the possession of Julian Banks, under heavy protection. (O.W.R.)

Julian Banks – The foremost and ultimate source of information and accurate information at that. The amazon however is far more interested in truth and typically hates people thanks to the crusades. While she is indeed a feisty woman, she does believe in equal footing for both genders. A strong and exceptionally powerful Person of Techniques, Julian is fully able to take on an Elder Dragon one on one. Unlike most Persons of Techniques, she has access to many powerful Master Rank ranged techniques and just as many other techniques to help her discern the actual truth in history. She typically hates people but can be purchased to provide information for gold, but when Julian refers to β€œgold” however, she is referring to Dead Patched Gold Rods. (Res.)

The Great Goddess – The primary major religious figure among most major worlds. Little is know of the goddess aside from her general figure, a roughly 5 foot 5 to 6 foot female feline humanoid of semi-muscular build covering her chest with one hand,and her tail covering her groin. Statues are typically built of onyx / obsidian and sapphire or other similar materials preferably polished to a mirror shine. Many various religions are based around her. Most of the religious orders based around her are on behalf of the Crusader Orders, either by conquering other worlds, or openly joining the various Orders. (Know.)

The Crusader Orders – The 15 Major Orders who all follow the Goddess are known the Great Crusader Orders. All of which are entirely female lead, armed, and worked. Males are all second class citizens are best even if they earn their freedom. Although there are just 15 major orders, there are a number of dead orders as well, either captured, killed off, assimilated, or disbanded. The remaining orders are the 3rd, 4th, 6th, 8th, 9th, 10th, 11th, 12th, 14th, 16th, 21st,23rd,24th, 25th, and the 29th. Of these remaining Orders, three stand out above the rest. In all cases, each Order has their own views and major points of how they view the Goddess and how their religions vary. While most of the Crusader Orders tolerate and some do actually befriend other Orders, their differences in beliefs around the Goddess keep them very clearly separate. The most open Order is the 21st Order. (Know.)

The 3rd Crusader Order, Rights of the Divine – Lead by Naomi Gustervine, the 3rd order is a mythical kingdom with their primary world in some open sky set world with hundreds of flying islands. Primarily using air magic that give them limited flight. They are a very secretive Order however and all looking to join them must perform their rites of initiation and it is a life long commitment punishable by death to leave. There is little information about their leader aside from a name and the curse of storms to anger her. It started off as a standard crusade, but after the events ended with Sin, they survivors took up magic and slowly started to become a secretive religion on its own. (Res. But very very limited.)

The 21st Crusader Order, Holy Order of Sight – Lead by Brea Ever-Tongue, The 21st Crusader Order is one of magic, but not quite a mythical kingdom. Living mostly in a modern world surrounding a large mythical castle, they use magic and science together in their world, but separately rather then paired together as a whole. Lead mostly by trade over warfare and as such, own most of the trade routes in worlds owned by most of the Crusader Orders. Believing the Goddess saved the earth from what would have been its doom rather then just choosing to help earth ascend with its chosen few and some stragglers, they do have some major differences with the other Orders, but keep them to themselves. They openly trade in just about anything though, although they deal mostly in magical and material goods and services of the non-living variety. (Know.)

Brea Ever-Tongue, Leader of the 21st Crusader Order – Brea Ever-Tongue is an Ancient Person of Magic turned elf of high power and many magical skills, employing dozens of technique users craft and build an enchanted army of golems rather then people for the protection of her Order. She only recently in the past 100 years turned away from another Order and made her own following. Her biggest achievement is the creation of the first Ever-tongue Amulet, and now her order mass produces them. She is strong, and very knowledgeable, but ultimately far more interested in earning the favor of the Goddess through her own means, desiring to know the truth of earth but still has a dire hatred of Order of Prophecy who dare to speak against the Goddess, but has just as much hatred directed at Mira Juneborn for beheading Jen Gates. (Know.)

The 8th Crusader Order, Royal Order of the Goddess – A heavy militaristic Crusader Order, it is lead mostly through Might Makes Right and Peace through Power, two phrases from earth that hold important meaning to the order. Although the governing body is indeed a democracy, only proper female citizens can vote, and only the highest ranking citizens can be in true positions of power. There are seven seats of power among the 45 worlds ruled by 8th Order, the Seven Capitals of The Royal Order, the biggest and largest being Zenos where the President, Military Overseer, and High Priestess all reside. Beauty and Grace are by the far the most important things to the 8th Order and as such, the most beautiful and graceful women are the only ones who can truly advance to what they consider royalty and nobility. Although being a militaristic ruled Order, there is much to said for their way of life, and their major cities are among the best and nicest places to live if you are free and a woman. The majority of the armed forces in The 8th Order though are a mix of Persons of Magic and Persons of Physical Actions. Despite this, their kingdom is very much a modern world and they use sciences as much as they can. (Know.)

Mira Juneborn, Commander of Warcraft, Leader of The Hand of the Goddess – Mira was the first non-ancient to be selected to lead The Hand of the Goddess. All three prior Commanders were Ancients, all also killed on the line of duty during a Great Crusade. Unlike other positions of power and importance within the 8th Order, the Commander of Warcraft is hand picked and groomed from the ranks, even the first Commander was hand picked and further groomed to take the job. Since her advancement and death of her predecessor, she has taken the Hand of the Goddess to new levels, advancing the war machine beyond their previous limits and doubling their arts for war. She is a half elf, half ogre of all things, but her ogre side is at the very least hidden through her elven looks. She never knew her mother, but holds her elven mother just below the Great Goddess, and refuses to accept males as anything but rapists, treating her personal collection of 7 slaves as less than dirt, and only seeks companionship with females of high beauty. While her ogre heritage is hidden physically, her temper, strength, and overall endurance and physical resilience show easily. She is quick to anger, and hard to forgive. She is a person of Magi-tech, and one of the few, her elven heritage doing her great favors, and she uses a personally made magi-tech great sword with a railgun like mechanism down the center that she uses to propel spellstones like a cannon at anything that gets in her way if she can't just cut them down in two where they stand. She is one of the very few non-ancients able to go head to head with even the more skilled and aged Ancients. (Know.)

Juro, Greatest Chef of the Worlds – A Red Fox Demi-human, cooking is his passion and he will go to great lengths to reach higher levels of cooking. In the beginning, he traveled alone, trying to find good ingredients to bring back and start his own restaurant in his home world of Durken. He traveled for several years, stocking up on magic bags that he filled to the greatest capacity of herbs, spices and other ingredients. Upon returning and setting up, the word of his food quickly spread, and people of his world came in droves to enjoy his cooking. This caught the attention of people in power, namely beast-kin tribes as well as dwarven royalty and nobles. At first, the dwarves tried to take him forcefully, but they were swiftly defeated after displaying his power. Time after time he rejected and said no, but the final straw was when they kidnapped one of his apprentices. He has since made examples of many of the people, even crusaders who come to try and forcibly persuade him to do things. He is one of the greatest examples of how being a Person of Simplicity does not make one weak. Armed with only a bit of fire magic and telekinetic techniques, he has easily run off more then batch of crusaders and other things from his restaurant. After 400 years though, word has that is now looking for suitable ingredients to replace old earth ones that were lost to further his career once again.


-xXx-
Worlds / Important Locations

Zenos, The Holy Capital – Pronounced Zee Nas, Zenos is THE Capital of the Eighth Crusader Order, a female ruled world of mostly modern style architecture and governing body. With a solid set population of 2,001,000 including male slaves actively being housed or living within the world, the actual average population rests between 2,500,000 and 3,250,000 people per day, with the number typically lower aside from festival weeks. Set in a world roughly half the size of Australia with a giant lake taking up about half the room in the center of the world and a year round tropical climate, the twelve cities that occupy the world are all heavily secured and positioned in a circle around the lake like the numbers on a clock face, with Zenos, the capital and largest of these cities resting at the honorable 12 o'clock position. Each city on either side of Zenos are smaller but still grand, going down in size until you reach the 5 and 7 o'clock cities which are small rural towns at very best, but barely still a city. At the 6 o'clock location however is a run down and poor slave center, where the majority of men are trained to be put to use throughout the empire. While some men are free, they are very rare and still sub-servant to women within the Eighth Crusade Ranks. Zenos itself is a divided into 5 major districts. AT the very center of the city, digging a bit into the cliff side, is the capital district. Along Main street rest the biggest and best of the shops to be offered on any world ruled by the Eighth Crusade, and just behind these shops and other extremely fancy and over the top service centers are the governmental buildings, tall glowing gold and silver sky scrapers that reach very high up into the sky. The largest of the sky scrapers built into the cliff side at the very end of Main Street is President Center, resting on top of the Center Fortress, and main hand of the Eighth Crusader Armed Forces. Parades in honor of the Great Goddess and the Armies that she gives favor to take place almost every month. Everything sold on Main Street is over priced, everything sold there strictly guaranteed brand name goods, where all things are bought primarily for the Name and less so for the product, ranging from food and clothing, to cars and weapons, even Brand Name Slaves, men who are personally put through hell and back to be broken and remolded by the top Slave Master's themselves to be sold for any number of purposes. No free man walks the streets of the capital district without very clearly being the escort for a female. Resting just outside the Capital district is the High Rise district, a large and thick ring of towers that act both as a fortress to the capital district, but also act as the real housing for those women with real power. Over 100 high rises with massive multi-floor pent house suites serve as the housing for any women with power, and only the best of the best get the pent houses which are as much as status of power as they are living space. To even be considered for residence in one of the towers, one must be a female with considerable power to begin with, either physically and acting as one of the better more upstanding crusaders, or politically and be on the path to rule over Zenos and its many lesser worlds that it rules over. Beyond the high rise district is the general business district, the third ring of the city, where the majority of shopping and business's are located. Beyond the business district is the buffer zone, a large more open space where the crusaders train and help to watch over the land, the majority of the Eighth Crusader Forces are located here. Finally, beyond the buffer district are the private farmlands, used to provide Zenos with all of the most important home grown goods there are. As style and grace are considered much more important then function to those in Zenos outside the Eighth Crusader war effort, everything is built to be beautiful first above all else. Its location is as important as its beauty as well though, not 4 miles from the outer most edges of Zenos's border rests one of the Great Chasms. This Chasm leads to the world the Majority of the Crusader Orders refer to as the Holy Land, Resting Place of the Great Goddess. A massive forest surrounds the chasm, but the entrance to the Chasm itself is a heavily fortified Gravity Train Station, used to prepare and see off both pilgrims and Crusader Armed Forces looking for the Great Goddess. (Know.)

The Holy Land – The so called Holy Land, where the Great Goddess lives. It is common knowledge that the Great Goddess lives in this world or is thought to. What is known about the world is that there are three chasms that lead to this world, but no one can tell how big it really it really is. As far as anyone can tell, the world is home to a very thick set of trees that are akin to being a mix of giant red woods, well over 1000 feet tall with trucks the size of houses, and jungle trees, the entire place one thick massive overgrown if stone floored jungle. The immediate areas around the chasms along the walls of the craters are all small open meadows, with more then enough room to put up a large fancy train station, however all attempts to keep such stations opened or operable have been met with heavy resistance. Just as the trees are over grown, so too are the beasts that inhabit the world. Boars and bears are the most commonly encountered creatures, but both are the size of semi-trucks, with anger issues to match and hides stronger then reinforced steel. They also maintain some kind of strong magical resilience, but they are not unkillable. Weak mostly against strong weapon techniques, they can be killed in one one fights with ease against powerful weapon masters, although they do have some kind added resilience to most ranged weapons fire. While a few do stray from the world and enter the chasms from time to time to enter other worlds being a common enough sight, they mostly stick to the Holy Land. Worse are the creatures found deeper within the world, large black panthers and tigers that are twice the size of the bears and boars, and mammoth sized raptors that hunt in packs, both far more blood thirsty then the beasts encountered around the edge of the jungle world. To make matters worse, the jungle is subject to very nasty storms, the sheets of rain thick enough to even pierce that heavy canopy that blots out most of the sunlight as well as floods the land a bit. Of course, a few feet of water only slows down the greats beasts of the jungle. The true fear that these great beasts possess however has come to be called the blood sight. They can see when blood is going to be spilled in the future and this only ignites their bloodlust further and attracts more and more predators to the scene of a fight. This is all pitiful in comparison to the blood red moon that rises over the land once very few months though sending all the creatures in the jungle into a raging frenzy. The only way to travel this land though is by foot. The very air openly attacks and kills anything that tries to fly, either suffocation or crushing the fool who tries to fly there, or worse, making them implode in on themselves, the fate of many of the stronger helicopters that have tried to take to the skies of the jungle world. Unbeknownst to all however is what lies at the center of the great jungle world. A massive lake takes up the center of the world and there at its center is an island. This island holds what was once a great and large airport from New York City. It was drastically changed during the Shattering Event however. The place is partially flooded, full of craters along the runways, the terminal itself is heavily over grown and flooded as well, vines and plant life having spread over it almost entirely. Everything inside still works perfectly however, and power is near infinite inside the terminal. The water and plant life seem to actually preserve and help keep everything fully functional. Endless streams of water pour from gaping holes in the vines and trees throughout the airport. The vending machines, fountain drinks, and even buffets are near infinite use, as long as it is rationed out and something remains to be replenished. All food and drinks present in the airport are always fresh and preserved near perfectly making this a great place for one to bunker down. While the structure is perfectly fine and preserved, even after having a nuclear weapon detonated with in the jungle, it is impossible to tell there was any such event even after only just 10 years, not even a trace of radiation remains. The Airport itself is partially but not completely Time Locked causing this mess. This Time lock effect comes from the water itself, which in addition to its time locking properties, also induces a great feeling of calmness and regeneration over those who drink and bathe in it, although these properties are short lived if one does not continue to stay with in the air port. Water can be bottled and transported out of the location and maintain its effects entirely, but once put to use, starts to lose it properties. Over use of the water and its properties does cause addiction to the water however, although this process takes at least 100 years of heavy use to become addicted. While the central lobby, a few of the more open fast food and buffet spots, and the hotel within the airport are all open, Little bit little, Alexia has been using powerful spell cards to create barriers using the time locked properties to lock down sections of the airport strictly for her own personal use and only for those of her choosing. The locked down areas that only she can include the terminal towers, one of which has become their major bedroom / game room, most of the offices and back rooms, the basement, and around most of the western side of the terminal. This still leaves massive points of the eastern and southern reaches of this giant airport open to those who can explore if they can survive the jungle. All of the hangers and the various airplanes are all accessible as well, however, due to the major amount of over growth in all of the planes, only a few planes small personal planes actually work. The Air will still opening attack who uses them however if they try venture off the island. Due the nature of the spell cards used and the binding of the spells to the water and plants within the airport, these barriers are impassable to all but the greatest of ancients and only those who have taken extensive time to both study the barriers in person and those who have studied the Time Locked status effect. (Know. / Res. The only know facts of this world are its outside borders and beasts that are encountered. Only one has survived the trip to the airport and now calls the place home. Magic cannot be used to map this work due its Time Locked Properties.)

Gen Chari – The center of all trade, and third largest world with nine chasms to connect it other worlds. Each Chasm is held by a different power, all of which maintain and control those chasms and transit through them separately. The world itself is massive, but mostly featureless. A wide open stone and grassland plains with several rivers that flow off the cliffs into a central lake. Mostly having constant lite drizzles or rain, there are also many massive egg like structures that serve as giant natural pavilions. Each pavilion has such become the central point for any caravan to use to set up for trade. Nothing but grass grows in the world however, and while the grass is harmless for the most part, it cannot support any form of livestock. The rivers while being wonderful and pure drinking water however cannot support any kind of aquatic life either. While the conditions of the world make it easy to travel and allow trade between any caravans that want to come and set up, its inability to support livestock and lack of ability to grow plants mean that it cannot support itself. As such, caravans must either set up a constant supply of food to support the caravan and consumers or bring a large stock pile with them to keep them going for however long they wish to remain set up. Of all the races and worlds who frequent the world, the large race of giant magical scarabs with hands calling themselves Navus Nameless are the sole major dealers of goods within the world and stop any other force from trying to set up a major seat of power in the world. The Navus consider the land shared and refuse any form of central governing body to be set up in the world. As such, rules and customs within the world are set up entirely by the camp that any given caravan sets up. The majority of caravans set up however are of insectoid origin. The only real general rules of the place are simple. Do not steal. Do not enslave visitors. Do not use false or fake currencies unaccepted by the caravan you wish to purchase from. Anyone who breaks this rules typically end up hunted by the Navus. It is unknown how many Navus there really are, but when angered, they can swarm in numbers that have swallowed up worlds. Each caravan set up their own style of camps and have the rights to refuse entry to anyone at their selective camps. Typically, the Major Crusader Orders set up camps and caravans out in the open rather then under a stone pavilion, using either magic or science to create a dry place and set up mobile walls that can be taken down later. The crusader orders then set up their camps inside the walls of their mobile camps and only sell to selective clientele and are often very pricey, Crusader camps themselves only selling high end goods, and the 8th Crusader Trade Camps only sell the best of the best, typically at a higher price then back in Zenos for travel expenses. They do however also sell goods that only very very hard to come by and not always available back home there. At the end of the day however, if it can be sold properly, it will likely be found here at one of the caravans at some point. (Know.)

Durken, Homes of Crafts - Formally Sweden (or most of it), is now called Durken, and is mainly home to beast-kin, namely bears, as well as a large population of dwarves who have their own political system and royal family. While the mountains and fields of Sweden have changed and shifted, it is still a beautiful land, home to many skilled craftsmen, as well as mining operations. Juro calls this land home and his skill is renowned through the worlds, and sought after by many. While many come to see the dwarves there for their craftmenship in armor, almost everyone eventually comes to Juro and get a table at one of his bars around the world.

-xXx-
Relics

Amulet of Life – One of the very few forms of protection an Ancient has to keep their power when killed is with the Amulet of Life, a small hexagon pendant in which an Elder Dragon Soul has been contained and magically wiped clean. Only those of Angelic power can make such amulets and only those with great power in their holy skills. When a mortal is killed wearing the amulet, they are brought back to life in a safe place if possible within an hour or two, their original body turning to dust and blowing away as though it were sand in the wind. Although the user retains their age during the resurrection, they are restored to full and proper health, if fatigued from the event. When an Ancient dies with the Amulet of Life, their body turns to crystal and slowly begins to turn sand being blown away in the winds. Typically within 12 to 24 hours, after their crystal body is disintegrated and turned to sand, the Ancient is returned to life at a safe place within the world they were in at the time of death. This effect does not count against the Death Timer or the Ancient Death Rites, and once again restores the Ancient to full and proper health, even providing a few extra years of life to the Ancient. However, where mortals are able to use as many Amulets of Life as they can get their hands on, Ancients may only have the effect take place once every ten years. (Res.)

Bone of Resurrection – The single strongest form of Resurrection magic is the Bone of Resurrection, the skeletons of ancient godly beasts long since dead and buried before the Shattering Event. Extremely rare and only found in small shards that are often easily over looked, these bones can be etched with spells of life and healing to create a Bone of Resurrection. Unlike an Amulet of Life, the Bone of Resurrection acts immediately upon death, and present the master a choice, to either revive upon the point of death if a few feet away from whatever had killed them while time stands entirely still for them or letting them be whisked away to freedom and safety elsewhere. Each Bone of Resurrection can be energized to provide the master with three extra chances at life, and as long as one charge remains, then it can be given other charges through very dark magics and by feeding the Bone the souls of the living. The number of souls needed to provide an extra charge of life to the Bone varies, but stronger and more powerful creature souls fed to the Bone recharge it faster. There is no way to tell however how many charges a Bone of Resurrection has at any given time. If pure, and freshly made, the bone will appear white. A pure Bone of Resurrection is considered holy magic. If fed the souls needed to provide extra charges, the bone turns black and thorned. If darkened, the Bone is considered very dark magic regardless if innocent souls were used to fuel it or if great and mighty dark and evil demons were used. (Res.)

Ever-Tongue Amulet – A small jeweled amulet first made by Brea Ever-Tongue. The amulet allows one to speak in near perfect dialect as well as be able to speak in other tongues almost perfectly in meant context as well. There are some mistakes made by the amulet as it does try to mimic the wearer's accent as well. It only works for clear verbal spoken language however and does nothing for body languages, pheromones needed for interaction, or other such things. The amulet also cannot change ones voice to mimic another. (Know.)

Currencies – With the fall of Earth, the majority of paper currencies quick fell out of use and value. Gemstones, copper, silver, gold, platinum, and other rare materials are the new forms of currency in general use. Most worlds use the same general style of currency, if minted with different seals and holding different values, some based just on whose seal is on the item. Gemstones are intentionally cut into small 5 millimeter spheres for trade, coins are minted out of copper, silver, and gold about 3 centimeters wide and either 4 millimeters thick for small amounts, or 7 millimeters thick for larger coins. In addition to gem spheres and material coins, there are also currency rods used for larger purchases. Rods come in five sizes in all materials. The two smallest rods are 5 millimeters thick and come in the 4 centimeter and 7 centimeter wide varieties. Next up are the 10 centimeter rods made in either 1 centimeter or 2 centimeter thickness. For the large purchase though are the 15 centimeter long rods that are 3 centimeters thick. Usually rods this size are minted in very small numbers compared to other forms of currency. Out of all forms of Currency however, there is no form of currency more valuable then a Dead Patched Gold unit, which only come in the largest coin and rod size. Minted purely by necromancers using the Dead Patch Forge, the gold put through the forge is the purist form of gold there is, with no real competitors, and all gold put through the forge also takes on a strange trait that lets it bind extremely easily with magic, but overall is still a weak metal. All Dead Patched Gold also have a vibrant shine and minor glow. They also bear the Dead Patched Mint, a set of three overlapped bones forming a six pointed star underneath a large anvil with a skull motif in the anvil stamped on both ends of the rods and sides of the coins. Out of all currencies, no one turns down Dead Patched Gold. Each culture and world do have usually have some form of currency that they do not accept though, some based on the material, some based on the seal of who minted the coin. (Know.)

Spell-Decks – Over the past 400 years, magic has evolved heavily and considerably. As a result, many spells have taken physical form to be stored for later. Now, Spell-Decks are much like trading cards in some sense. Non-mages can use the cards to use many various spells for many things. For those limited or unable to use magic however, they are only able to use utility spell cards to real effect, cards that can do anything from act as an immediate change of clothes, to provide a meal, to provide bonuses to various abilities / stats / and temporary knowledge, to even giving them access to some equipment. Spell-Decks do have some rules however. The cards are separated into three categories being The Utility Deck, the most common and convenience style spell card which includes anything non-combat applications, The Defensive Deck which includes all forms of defensive and healing (slower but more powerful) magics, and the Offensive Deck which includes all forms of combat application magics including combat healing (quick insta-heal, weaker overall but faster acting) spell cards. Cards from different decks cannot be mixed into the same deck, and decks must not exceed 30 cards per deck. This is due to the nature of the cards and their magical nature. Attempting to mix cards from different decks corrupts and fouls the magics, and attempting to build and manage decks over 30 cards usually have explosive elemental results. If a person is carrying more then one deck, then they must store the different decks in Spell-Deck containers, small leather bound pouches that seal and safely store the magic of the cards. Originally starting out as scrolls, the need to make scrolls easier to use and carry as well as make them more publicly usable lead to the creation to spell-decks in the first place. Due to their smaller size though, spell-decks do have some limits and cannot hold any truly powerful spells on them. All cards are one time use, and the card turns to ash once used. There is one exception to this rule, being clothing cards, which store changes of outfits and are among the most common card. It is up to each person to imprint the clothing on the card themselves in order to summon that specific outfit for use. This only summons the outfit onto the wearer in a quick blue flash of light, and only in the condition the outfit was in at the time of summoning. Clothing cards are utility cards. Armor can be stored upon clothing Cards as well, only basic armors. There are means to apply heavily enchanted armor to card, but it is best to have a spare suit of the enchanted armor, and it takes time and a heavy resource cost to apply enchanted armor to a card. A key component for heavily enchanted armor clothing cards is Dead Patched Gold, namely a coin split in half depth wise serving as the center of the armor card. (Res.)

Tip jar: the author of this post has received 0.00 INK in return for their work.

User avatar
ShadowBlackheart
Member for 12 years
Promethean Conversation Starter Author Inspiration World Builder Conversationalist Friendly Beginnings Lifegiver

Re: Additional required information

Tips: 0.00 INK Postby ShadowBlackheart on Sat Jan 21, 2017 7:00 pm

Keyword : Communications (Know.) - Due to the unique nature of the chasms and how the worlds are so very separated, there is no quick form of communication between worlds by most means. While science can still develop and deploy the use of radio towers to allow the use of cellular phones, short wave radios, and encrypted radio channels, any means to use a radio or similar signal through the chasms is entirely useless. The same is true for most forms of magic, although certain ritual spells do allow short range and very short term magical connections in some forms between worlds, but this in itself is very limited. Due to the shattered nature of the world, all spell bound communication rituals between worlds require powerful sacrifices to make happen, often requiring an offering of some powerful reagent, the most common being enchanted True Dragon Blood. In any case of a message being sent by magic through more then one jump, the act of the spell takes place on two fronts. It is best if both sides know exactly where the other is before hand to make the spell work, but very skilled masters of the arts, usually very dark arts, can make do as long as one party is attempting to receive an incoming spell-call from the secondary part. Spell-calls and messages must be brief however as they do not last long. The best range that any spell-call has where it is a direct image to image conversation is no more then 3 jumps between worlds. For strictly written messages being sent one way, this range can be extended to up to 5 jumps between worlds. Only a limited number of magic users possess the skill needed to maintain these Spell-calls, and it is always under great strain to keep them going for any length of notable time.

Tip jar: the author of this post has received 0.00 INK in return for their work.

User avatar
ShadowBlackheart
Member for 12 years
Promethean Conversation Starter Author Inspiration World Builder Conversationalist Friendly Beginnings Lifegiver


Post a reply

Make a Donation

$

RPG relies exclusively on user donations to support the platform.

Donors earn the "Contributor" achievement and are permanently recognized in the credits. Consider donating today!

 

Who is online

Registered users: blogdoithuongco, Google [Bot], lanuevamedicina, Majestic-12 [Bot]