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Right To Rule: Reborn

The land of O're

a part of “Right To Rule: Reborn”, a fictional universe by Wolf's Bane109.

~CLOSED~

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The land of O're

Tips: 0.00 INK Postby Wolf's Bane109 on Sat Aug 04, 2018 8:07 pm

O're is the name of the world which the Capitals of Purplexia and Omega reside in. (Map shown is just a general basis to give an idea where the different clans can be associated with in the world)


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Purplexia is in the center of the land with many hills and cliffs, the castle being on one of said cliff edges. It is very rich in ores, mining, and the main water supply for the capital. It is fortified by five different walls, each wall having its own small town and cast. Purplexia is ruled by the now Queen Violet Flame, that rules with an iron but fair fist, treating her people fairly and justly, but is also fearsome in battle.


Omega is to the south of the Land of O're. It is surrounded by deserts, islands in the south, and more deserts wherever you look. It has many water sources as the capital is known for its trade of fish, materials, and glass. It is ruled by Violet Flame's siser, Lady Dream. She rules her land with an iron fist and is known to be rash and cruel, too cruel by some standards. She is quick to violence, as that is why the war between the two capitals has arisen.


The Northern Mountains, is obviously located to the north of the land, and is home to the dwarves. It is surrounded in trees, forests, mountains, water falls, and is always cold, and it is the only place that truly experiences the season of Winter. Winter is the main season that happens in the mountains, spring and fall only lasting a few weeks to even only a few months if that. They are known for their trade in mining, ores and metals, wood, and most notably their black smithing, as they are known for crafting of special weapons, known as Dwarven Blessings.
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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Sat Aug 04, 2018 8:29 pm

WEAPONRY:
There are different types of weapons on O're. In the southern areas, the weaponry takes on an oriental theme; for example, the main sword-like weapons there are the karask (longsword/one-handed katana), wakana (wakizashi), and kantar (two-handed katana). Also, in most of the countries, there is the unified idea of different Stances, or styles of fighting. A very experienced person is able to switch back and forth between different stances with relative ease. Some examples include: Arrowstance (Quick stabs to keep an enemy at bay), Axestance (A brutal stance, with smashing blows meant to crush bones), Scythestance (Long, sweeping slices, to cut the enemy to ribbons), Foilstance (A stance focused on agility and panache, involving a lot of tumbling and feinting), Bladestance (Slices and stabs mixed together, to drive an enemy back against the wall), and Stavestance (A defensive style focused on parrying and keeping many enemies at bay. Good for crowd control.); but by no means are these the only ones, as many cultures have invented their own.

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Re: The land of O're

Tips: 0.00 INK Postby Wolf's Bane109 on Sat Aug 04, 2018 8:49 pm

The different species or clans of the land of O're

Lycans

Lycans are known for their brutality both in war and their clan life. They are brutal warriors that one would not wish to come across in the heat of battle. They are rarely ever seen in their human form in battle, as they are always stronger and more deadly in their wolf form over their predasessor.


Orcs

Orcs are known to be even more so brutal than the lycans, always at war with other species. Their skin ranges in a variety of colors, white, black, dark red, light orange, and the oh so cliche light green. They are known for their brutal style of blessings, their armor causing pain to the wielder, but due to the pain their power and ferociety is ten fold.


Goblins

Goblins are known for their trickery, mischief, and constant bombardment on travelers that are unlucky enough to come into their territory. Goblins are not only territorial over their own land, but will also raid small camps, never taking prisoners, always for the "sport" or the supplies. Some have left the Goblin cast in search of a "better life" and some have gone on record of becoming pirates, blacksmiths, and even carpenters, but those are few and far between, and few have ever been to leave their cast if lucky enough to leave alive.


Dwarves

Dwarves are known best for their craftsmenship and ore and mining trade. But that is not to say they are not good in the face of battle. Oh no, they are fearsome warriors, and if you are lucky enough, they will not only lend you their weaponry, but also lend you their hand in battle if you earn their trust and respect. Dwarves are also known for their love of alcohol, music, and celebrations of the winter solstice. Their blessings are the only one that does not require the use of blood. They bless weapons with their runes, by infusing magic, sometimes the exact ability of the blessing may be unknown to the dawrf that crafted it.


Elves

Elves are known to be the more technically advanced race in O're. Their profiencency in both combat, warfare tacticts, and their intunement with nature are their trademarks. Both male and female of their species are notibly some of the best warriors. Their prefered form of weapons are bows, as they do not have to get their hands messy, but are also silent killers as they hide in the shadows. Their blessings are Runes by tattooing the skin, wither by a simple rune, or multiple, depending on which the weilder may desire.


Djinns

Djinns are known for their power and trickery. They have control over the elements, among being able to possess the body of a living individual. They're naturals at pursuading others with words, and wish to take possession of a living being to try to "live" again, or gain power. Their origins are unknown in O're, but it is recomended to never come across one. Djinns are said to live in the southern part of O're, in the deserts, but as they are typically unseen to the human eye, their exact locations are unknown to this day.


(More to follow)

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Sun Aug 05, 2018 10:55 am

BLESSINGS

Blessings are a special type of magic. They give powers to the creatures and objects they are inscribed upon. Each race has a different way of doing them. Most involve blood of some sort, especially with creatures.
Despite the different races having differing styles, all the runes are the same. The first Blessings came from the Ancient Age; an age people hardly know about, before even the Old Age. Back then, magic was rampant, primordial. It shaped the world itself. But it's said the Predecessors (The ancient people who elves and humans evolved from - which is why half-elves are able to exist, since humans and elves share a common ancestor) managed to harness the magic into symbols known as Blessings. Many people afterwards tried and failed to create new blessings.
Each blessing is composed of different parts, each strengthening a certain attribute. The more of that part there is, the stronger the attribute. They are:

Agility/Dexterity
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Awareness
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Balance/Coordination
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Charisma
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Intellect
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Stamina/Health
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Strength
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Death (This is a forbidden rune. It had allowed for the instantaneous death of any who was touched by the wearer. It is forbidden in all civilized places, and only a handful of people in the world still remember it's form.)

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Wed Aug 08, 2018 6:44 am

DRAGONS

This is a section detailing the powerful race known as dragons. In this world, there are many differences between your normal fantasy dragons and these ones. Allow me to elaborate:

In this world, the dragons are still reptilian creatures (cold-blooded, scales), their scales especially being very tough, almost like steel. But unlike most, they only have two legs (like the ones in Game of Thrones), because they have no sort of magic to them, and they do not breathe fire. They are basically just flying lizards.

The dragons live down in the south, near Omega, and the Omegans often use them as mounts. They have strong horns, talons and teeth for attack, and often can fly long distances without tiring, making them one of the best mounts for them.

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Wed Aug 15, 2018 8:27 am

HOBGOBLINS

Hobgoblins are a subrace of Goblins. They have orange skin rather than green and grey, tend to be a little bit taller on average, and through constant selective breeding forced upon them by the goblins, they tend to be muscular and hardy in nature. They are a slave race to the goblins, who treat them just as well as they treat anybody else (perhaps a bit worse). They also tend to be rather accepting of others, due to their lives of segregation.

LAWMAGICK

Lawmagick is the second type of magic on O're, the other two being Blessings (above) and Soulsorcery (the magic used by the djinn - see below). While the other two magicks affect only creatures (one living, one dead), Lawmagick changes things much more fundamentally needed - the laws of the universe itself. Lawmages can either bend a law or control it. In Purplexia (back during Violet Flame's rule) Lawmagick was unlawful, as it was seen as too powerful if it were to be put in the wrong hands. Lawmagick is also very rare - only some people have the special set of mind to do it. It is said that the Predecessors of the Old Age were very powerful Lawmages.
Each Lawmage has a specialty over a certain law. They are especially talented with changing this law. The seven laws are as follows:
The Law of Vibration states that everything vibrates and nothing rests. Vibrations of the same frequency resonate with each other, so like attracts like energy. A Lawmage can bend this law to stop something from vibrating, or moving, effectively freezing it in place. They can also control the vibration, making something either very fast or very slow.
The Law of Relativity states that nothing is what it is until you relate it to something. Point of view is determined by what the observer is relating to. The nature, value, or quality of something can only be measured in relation to another object. A Lawmage who controls this law can either change something so it is more similar to something different (even if it would otherwise be vastly different otherwise), or change the object so nothing can relate to it, making it unique and perfect.
The Law of Cause and Effect states that for every action, there is an equal and opposite reaction. Every cause has an effect, and every effect has a cause. A Lawmage can bend this law to change the outcome of a certain situation, or to even stop something from happening. Some especially talented in this Law can almost control the minds of others, forcing them to do this or that on a whim.
The Law of Polarity states that everything has an opposite. Hot-Cold, Light-Dark, Up-Down, Good-Bad. One can either bend this law to neutral out a certain aspect, or control it to turn something from one polar opposite to another.
The Law of Rhythm states that everything has a natural cycle. The tides go in and back out, night follows day, and life regenerates itself. Change is constant. Those who bend the Law of Rhythm can stop something from changing (the life cycle, time of day, etc.) Time still passes (sort of) but that certain thing will not move on. One can also control the Law to make something speed up or slow down in it's change.
The Law of Gestation states that everything takes time to manifest. All things have a beginning and grow into form as more energy is added to it. This Law is similar to the Law of Rhythm, however this tends to focus on more personal aspects such as age. One can bend and control the law in ways similar to the Law of Rhythm.
The Law of Transmutation states that energy moves in and out of physical form. One can bend this law to cause something to stop changing, or transmute something into something else (lead into gold, human into crow, etc.) The Lycans were, in fact, cursed by a Lawmage so that they change into full wolves by a full moon.
https://gittefalkenberg.wordpress.com/2010/02/28/the-7-natural-laws-of-the-universe/ Resource

SOULSORCERY
*EDIT* Contains stuff about other people's characters, may have to be confirmed with them.

Soulsorcery is the third type of magic. It is mostly used by the Djinn, who sometimes teach other mortals how to use it.
The power of Soulsorcery is quite great. There are three different applications: Summoning, channeling, and controlling spirits.
One who summons spirits (known as a summoner) can summon spirits from the Ethereal Realm, the plane of existence where the spirits come from. They can summon many of the different types of spirits, even placing them into another object, thus making a golem of some sorts. Others put the spirits in dead bodies. Many people mistake the powers of these so-called necromancers for raising the dead, although if one's spirit is placed back within it's body within a day it can be effectively ressurected. However, for the most part, "Necromancy" is an art that is widely frowned upon.
One who channels spirits (known as a channeler) can channel the essence of spirits into a specific form. Thus, one could create a fireball or similar construct through channeling a spirit of fire. They could also create a wall or other structure of fire, or even water or lightning, or wind or darkness. This is how Uagra can make fireballs, or how Kota can (if she chooses to) constrict the blood flow of someone.
Finally, one who controls spirits (known as an enchanter) can control spirits to do their bidding. Sometimes, djinn use this to inhabit a being, making themselves an avatar. Indeed, an enchanter who uses this on a living being can move them around like a puppeteer. This is how the djinn inhabited Uagra, and gave him the full powers of a djinn.
Last edited by Abraxas_Axis on Thu Aug 16, 2018 2:25 pm, edited 4 times in total.

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Re: The land of O're

Tips: 0.00 INK Postby Wolf's Bane109 on Wed Aug 15, 2018 5:03 pm

Giants

They are the oldest of the clans of O're, and are some of the most elusive kind, inspite of their size. They are sought out by only the bravest of men, as Giants are seen as gods, as they are the oldest beings. And are also feared by many, not just due to their massive size, ranging in anywhere from 10 to 30 feet, to even 100 or more, depending on the breed and liniage of the giant itself. They are said to be the wisest and most spiritually intuned beings, but they are also just as fearsome in battle.

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Re: The land of O're

Tips: 0.00 INK Postby Wolf's Bane109 on Wed Aug 15, 2018 5:09 pm

Leviathans/Sea Serpents

They are of the most feared monsters in all of O're, for not only their size which can be as long as 300 feet, or as small as 50 feet, or their hideous and terrifying appearence. They are sought after by treasure hunters and risk takers, for their scales, fangs, and even possiblly obtained organs bring in much money. It is advised to never enter one's domain, is one never returns from their doomed voyage at sea.

Their most recently sighted area is in the southern isles sea, south of Omega.

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Re: The land of O're

Tips: 0.00 INK Postby Wolf's Bane109 on Wed Aug 15, 2018 5:16 pm

Pirates!

They are known for their recklessness and control of the seas, as well as their antics on land and common knowledge of theft. They seek treasures far and wide, regardless of the cost of which they may require. Pirates have seemed to always have existed in all of the years of O're, and aways seem to find trouble wherever they go. Men, woman, human, orc, whatever you may be, if you have the soul for the sea and love for the sparkle of treasure, then the life of a pirate is your's!

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Thu Aug 16, 2018 12:52 pm

SPIRITS

Spirits are strange and powerful extradimensional beings. They have great powers, and each breed of spirits reflects some sort of natural element.
Spirits originated from the Ethereal Realm, a plane of reality where the living beings reflected the world itself. During the Old Age, one of the Predecessors found a way to "fuse" the Ethereal Realm and the Material Realm (O're) together, allowing passage from one to the other. The djinn, the beings whose structures and forms most resembled the O'reans, escaped from there into O're. Now, spirits are able to travel to O're through certain gates, and those who die on the Material Realm have their spirits sent to the Ethereal Realm.
There are many different breeds of spirits, but most are classified in two ways: Souls and Elementals.

Souls
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Souls are the spirits of the dead. At least, the dead from O're. Spirits don't die, exactly - at least not in a way we'd necessarily define as death. In any case, due to the Predecessors' meddling, all who die go to the Ethereal Realm. There is no differentiating from good or evil. There is no Heaven or Hell. It is all just one place.
The spirits of the dead can just wander around, until either a necromancer raises them from the dead (something that is normally frowned upon by the church), or until the nature of the Ethereal Realm eventually forms them into an elemental (below).

Elementals

Elementals are/were the natives of the Ethereal Realm. They come in many varieties. You can't say one ice elemental is just like another - that would be like saying one native of Omega is just like the other. Just like humans, elementals come in all shapes and sizes, and each reflects their element in their own special way.
Some elementals choose to be human-like. They gain a humanoid appearance, can talk, eat, and sleep. They laugh, cry, and fall in love. They basically mimic humanity in a way, along with their element.

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(Left to right: Earth, wind, water, fire and ice humanoid elementals - though this should not stand as a reference for all humanoid elementals. Ice elemental got cut off.)

Others choose their more natural form - great clumps of energy and material, with some features a O'rean might recognize (i.e. a mouth, an eye, legs and arms, etc.) They often don't speak, or do many things mortals do.

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The Church and it's members mistook the elementals for demons, and now many who carry their blood are cast out of society or hunted by zealous "demon hunters". However, as mentioned, elementals (or other spirits) can't die. They can be contained or imprisoned, but as long as their attuned element still is active on O're, they will live.

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Thu Aug 16, 2018 3:25 pm

The Old Age

The Old Age was a time long ago in O're's history. It was back when humans and elves were one species, magic was raw and untamed, and the Ethereal Realm was a far-away place. Back when civilizations were more simplistic, bronze stood in for steel, and the landscapes were rather mild - except for the mountains, of course.
That was all soon to change.
Back then, there were three main civilizations: Porepluxa, Gehennon, and Romaria. Porepluxa was a monarchy of the human-elves, the ancient civilization from which Purplexia draws it's roots. Gehennon was the nation of the ancient dwarves, high up in the mountains. Romaria was a brutal, warmongering nation run by goblins. Orcs and kobolds were wandering tribes of nomads at the time.
In the beginning of the Old Age, there was a strained peace between the nations. There was animosity between them, a vying for power, but none of them made the first move. That is, until Romaria made an attack on Ghoresha, the capital of Gehennon, scattering the dwarves across the mountains. The peace broke, and there was war. The human-elves and dwarves fought against the goblins, orcs and kobolds (both tribes were bribed over to the goblin's side). There were also more than a few human-elf mercenaries who went to the goblin's side.
The war went on for many years. At one point, four of the nobles of Porepluxa found that this war had been going on long enough. They wanted to put an end to it. They spent years in seclusion, learning to master the wild magic of O're.
And eventually they did, for these four princes - Abaran, Belatan, Cyladar and Delaxar - were the Predecessors themselves. The Predecessors, flush with new powers, began to get a little bit cocky and crazy. Thus was the nature of magic, and the magic was like a drug for them.
Abaran was perhaps the most vehement of the war of the four of them. Using his powerful Lawmagick, he cursed many of the Romarians. He cursed the orcs so that their civilization could never evolve past brutal tribes. He cursed the goblins that they would never feel any remorse or empathy for other living beings. He cursed the kobolds to be trapped forever in the depths of the earth. And he cursed the human-elf deserters with a transmutation that caused them to turn into vicious animals on the full moon. These went into seclusion, and were the beginnings of the lycans and nykans.
Belatan's Lawmagick was very strong, second only to Cyladar's. The second Predecessor started reshaping the landscape to his whims, creating vast seas, biting deserts, freezing mountains and treacherous jungles.
Cyladar was the strongest Predecessor, and his magic changed not one but two worlds; for he was the Predecessor to connect the Material Realm and Ethereal Realm, allowing spirits and mortals to go between both places. He had the strongest grip, and so this effect remains to this day.
Delaxar used his Lawmagick to create the runes known as Blessings. He purposefully made them adaptable, so that different cultures could adapt them in their own way, though never to destroy a certain rune or create a new one.
The world had been changed. The war ended. But the Predecessors looked at what each of them had done, and were not pleased. They had not discussed what they would do, they just did it regardless of the wishes of the other. Abaran was upset about Belatan changing the landscape, whilst he was angry at Cyladar fusing another world with theirs. They broke out into infighting. In anger, they charged up great blasts of power. This created a great eldritch explosion that killed the Predecessors and cursed the land even more; Human-elves suddenly split into humans and elves, but possibly the most devastating effect was that it caused some of the changes of the Predecessors to wear off or become altered over time. The most obvious examples are how some goblins lost their apathy (becoming the subrace of Hobgoblins - see above) and how the kobolds have begun to come back to the surface world, which slowly shifts, melts and reforms over great periods of time into odd landscape formations, such as Purplexia's odd rippling texture of alternating hills and craters. However, it is theorized that some of the more lasting effects may wear off or change, such as the curse on lycans, nykans and orcs, or even the connection to the Ethereal Realm. If they ever do wear off, they could have great effects on the world of O're - though it should be pointed out that once an orc leaves their tribe, they can learn new things. The curse only affects those in the clan. This is a bit of a loophole Abaran didn't take into account.

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Fri Aug 17, 2018 9:59 am

More Races of O're

As was mentioned in the above posts, there are many races on O're, though the above posts didn't cover them all. This post will (at least, until someone deems to add more).

The lists of humanoid races are:
Humans, Lycans, Orcs, Goblins, Dwarves, Elves, Djinns, Hobgoblins, Giants, Humanoid Elementals, Nykans*, Kobolds*, and Half-Breeds*.
* To be detailed in this post.

Nykans

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Nykans are the greatest enemies of the lycans. Just like the lycans, they appear as humans normally (with a few animalistic features), but if they wish it they turn into great powerful beasts - though nykans are feline in nature. They are cunning and creative, but often display a dispassionate nature. They often have trouble opening up to outsiders, or even to their own race. They were formed by the same curse that changed the lycans (see above posts). Their clans are a matriarchy; the leader is almost always a female, as females are seen as wise and more important than any males.

Kobolds

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Kobolds are ancient creatures, from the dawn of O're. They state in their religion that they were descended from ancient dragons (they call them the Great Race of Drakons). They resembled the dragons of the modern age, except their scales were in bright, metallic colors (rather than the dull bronze or copper of current dragons). Just as how humans and elves share a genus, kobolds and dragons are descended from a common ancestor.
Then, the Predecessor Abaran cursed the whole race underground for siding with the goblins during the Old Age War. Cast to the depths of the earth, their culture grew to resemble the modern day (swords and shields, armor, steel, etc.), but they also discovered the Ethereal Realm. The kobold kings - or "drakonans" in the kobold language - made a pact with a powerful spiritual entity (the equivalent of a god in the Ethereal Realm), and so now the race has gained great secrets of Soulsorcery: they learned to channel the elements from their own soul - a gift given to them from the entity, in exchange for their worship of him. The entity resembles a drakon made of rainbow-colored crystals. He is named Euthereun, and he is the kobold's god.
Kobolds themselves resemble small humanoids with green or blue scales, small ridges, crests or horns on their heads, golden, yellow or white eyes, and snouts and tails. They often dress in colorful clothing and armor after Euthereun. There is a subrace of kobolds who have dragon-like wings. These are seen as demigods, and they are put on the thrones as kings (thus the term drakonans is used for both kings and the subrace).
As of late, the curse trapping kobolds beneath the earth wore off, allowing the race to visit the above world. Euthereun has strictly forbidden it - but there are some adventurous kobolds who are curious as to what's out there...

Half-Breeds

Some of the many races of O're are able to have children together. Not all of them, but many. Here is a quick list:
    Humans + Elves = Half-Elf: This one is obvious, as the two races were literally one whole race until the wild magic split them apart. Half-Elves are actually fairly common around the world.
    Lycans + Nykans: There isn't a specific name for this half-breed, but anyone unfortunate enough to have one lycan parent and one nykan parent are seen as pariahs by both clans. They are often the spawn of "war spoils" or drunken hookups.
    Lycans/Nykans + Humans/Elves = Half-Lycans/Half-Nykans: Lycans and nykans are just humans and elves who change into animals at will, so half-breeds of them and humans or elves are common. These half-breeds often have no control over when they change - for some odd reason, it often seems to be a full moon.
    Humans/Elves/Lycans/Nykans + Orcs = Half-Orc: Orcs and the human-elves actually are derived from another common ancestor. The common ancestor split into orcs, chimpanzees and human-elves, which split into humans and elves. Half-orcs are common among humans but not so much in elven lands.
    Goblins + Hobgoblins = Half-Goblins: Another fairly obvious one. Their skin is often a mottled green and orange. They are accepted among hobgoblins but shunned by goblins.
    Humans/Elves/Lycans/Nykans + Giants = Half-Giants: This half-breed is rarely seen, mainly because the mortal participant more often than not gets crushed, but it is possible. They tend to appear as giant, hairy humans, at least 8 feet tall.
    Any of the native races of O're + Humanoid Elementals = Half-Elementals: This half-breed is not very common, but it is possible. Since humanoid elementals feel emotion just like anyone else, they sometimes may attract the love of a person of any natural race. These half-breeds are often seen as outcasts of society, and are often hunted down or shunned by fearful townsfolk or zealots of The Church, who see them as demons. They most often find home in those who don't worship the Church.

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Fri Aug 17, 2018 10:46 am

Religions of O're

There are many religions on O're, but these are the most prominent ones:

The Church:

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The Church of the Predecessors (though most just refer to it as "The Church") is a very zealous and prejudiced religion - at least, in some sects. It is one of the most widespread religions, and is worshipped in many places.
The Church holds the belief that the Predecessors of the Old Age (see above posts) did not kill each other off, but Cyladar stopped them and told them to make peace, not war. They came together in harmony to rule the world.
The original sect of the Church - known as Orthodox Church - was very zealous and prejudiced, centered around the Purplexian area. It condemned goblins, orcs, lycans and nykans, kobolds/drakonans, and humanoid elementals (seen as demons that steal human souls and take on their forms). They also were prejudiced against many other things, such as women's rights (the orthodoxes were less than pleased about seeing Violet Flame crowned), homosexuals, immigrants from other countries, and many other things.
Many people did not like the Orthodox sect, seeing it as a blemish on the good name of the church. Thus, most of the population of Purplexia (and the other nations) worship a less angry sect - the Refounded Church - that just teaches to be good, kind, and to not be consumed by sins. They still see the Predecessors as powerful benevolent gods (rather than immature teenagers who couldn't handle their own power), but they believe in equality among people, and teach to treat everyone like anyone, so that there may never be another war among the races. The most famous worshipper of the Refounded Church was Queen Violet Flame herself. The Orthodox sect and Refounded sect hate each other and there are often many barroom fights over the sects. A lot of people have animosity towards the Church for the Orthodox Church, and so they pursue other religions.

The Seven:

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The Seven is a religion mostly worshipped in the southern deserts and islands. Unlike most religions, it does not worship gods, but ideals. The Seven is often seen as less of a religion and more of a worshipped mantra.
In their most famous religious story, there were seven men - not gods, just ordinary men. They looked upon the world and saw hate, greed and treachery. These seven wise men decided that they needed to found a code, a mantra that could help people open their eyes and strive to become better people. Thus was the Mantra of the Seven:
    Compassion - Listen to those around you. Do not ignore. Make them feel loved and welcome.
    Hope - Even when times seem dark, the sun shall rise again. Don't let the light inside go out.
    Honesty - Do not lie or betray. Treachery leads to death and sadness. Speak only the truth, and good shall come of it.
    Humility - Be humble. Do not gloat, brag, or hoard money. Share your wealth and time with the common people.
    Kindness - Do not mock and jeer others in hatred. Treat one with kindness and they shall unto you.
    Life - Enjoy life. The world gives us so many things to enjoy - do not ignore them.
    Tranquility - Do not shout or strike in anger. Be calm and peaceful in everything you do. Don't get frustrated.
Many people worship the Seven because of it's peaceful doctrine. It has slowly been getting more popular over the years.

Shamanism:

Many of the tribes of orcs, lycans and nykans worship natural spirits. Elementals and djinn are seen as demigods, and shamans (also known as spiritualists or witch doctors) use strange herbs to heal and perform chants and ceremonies. Some of their powers are true - many are soulsorcerers of varying degrees, though they credit it to their religion rather than the Ethereal Realm.

Euthereunism:

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The religion of the kobolds. Their god is a powerful entity from the Ethereal Realm known as Euthereun, who gifted the kobolds with great Soulsorcery powers in exchange for worshipping him as their god. See the above posts for more information.

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Re: The land of O're

Tips: 0.00 INK Postby Abraxas_Axis on Sun Sep 16, 2018 11:02 am

The Blades of the Predecessors

Before the Predecessors' deaths, they forged great weapons of power, all swords. These Blades are able to bestow great effects to the user. Each one is different from the other.
However, there is one thing all four Blades share; they have been cursed. When the Ancient Curse killed the Predecessors and corrupted their spells, it also cursed their weaponry so that it has a specific effect on the wielder. The powers of the Blades also got changed up a little, with new, odd effects. For example, the Blade of Delaxar originally just instant-killed the target, but after the Curse it could also form an armor around the target, and contained a curse as well.
These weapons were also forged of steel, instead of the usual bronze that was common among the Predecessors' time. How they were able to figure out how to do this, nobody knows.
This post will contain information about the fourth Blade, that of Delaxar. Others may feel free to add things about the other three.

The Blade of Delaxar

Delaxar was the fourth Predecessor, the Creator of Blessings. He was the one to create and shape the runes, so it was appropriate that he would give his own Blade some of his Blessings - specifically, the Blessing of Death. As already stated, the Blessing of Death - also known as the Blessing of Deathtouch - was able to kill a target instantaneously, even from a nick of the blade. With it, Delaxar could have been unstoppable.
But after the Ancient Curse the Predecessors unleashed, the weapon changed in strange ways. First and foremost, a new, strange power was added. If the wearer tried to thrust it into the ground, the Blade would shatter and form around the target into a steel suit of armor that glowed with an unholy red light. Dozens of Blessings - not just Death, but also Strength, Stamina, Charisma, Balance and many, more incomprehensible ones - glow upon the steel plates and bands, each with a miniature flame inside.
However, as all the Blades do, Delaxar's Blade gained a curse as well. The curse may not seem like a very strong one to many people. In fact, many might see it as a boon. But it is not, for it restricts the user's ability just as the others do.
The curse is compassion.
The wielder of the Blade begins to feel a slowly growing love for life and peace, and would soon find themselves trying to bring out the good in everyone and standing in the way of evil. However, if this builds up too much, the user may find themselves unable to harm a living soul. This compassion remains long after the user has lost the Blade.
The current wielder of Delaxar's Blade is Queen Gur'ta Ak'rinnon. She has begun to feel the passion and peace, but some strange force has kept her from seeking equality, and has instead brought out a zealous hatred of evil and treachery, changing the former assassin's whole persona around. Instead of wishing to lay down her weapon so as to not hurt anyone, she wishes now to smash through the forces of evil and hate. This interference with the curse is unknown, but it may come from the odd ghost-like creature in the form of Rosa Dream.
Gur'ta has also gained the compassion to realize the sort of evils she's been doing for the country of Purplexia. She feels a great amount of shame and self-hatred, and so she hides her face behind a mask - or, rather, a helmet - and tries to pose as a strange warrior who will help take back O're.

(More Blades to follow)

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