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Thread: Tome of Majin

  1. #11
    Master Monster Maker Shin Majin's Avatar
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    Quote Originally Posted by Mairzy Doats View Post
    It is so cool to get inside your brain! Now I understand a bit better what you were saying about Song's magic earlier. This is a cool world, and I stay say a cool setting for an rp. It seems like the kind of world where just about anything is possible, and also a highly dangerous world. I like the idea that it's possible to make undead, but it's also possible to bring someone completely back to life though insanely difficult.
    I can't express how delighted I am to hear this. Really, though, the section on monsters and the upcoming section on chaos are more relevant to Song herself.

    But yes, I recall that the foundation on which I designed Maraenyth was possibility. If you want something to happen, no matter how bizarre it is, a wizard can do it. If not a wizard, then chaos. I also like in particular how raising the dead is a huge ordeal. I've played too many RP's where resurrection was easy to come by. Made death feel cheap.
    Tome of Majin: An ever growing collection of my stock characters and roleplaying lore. All are invited to inquire, or even request that I play one of the characters within in one of their RP's!
    Need a curse, mutation, or horrible injury for your character? Probably not, but if you do, head on over to Majin's Maledictions!
    A woman came up to me and said, "I'd like to poison your mind with wrong ideas that appeal to you, though I am not unkind." - They Might be Giants

  2. #12
    Master Monster Maker Shin Majin's Avatar
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    Maraenyth


    Chaos:
    There is another ambient energy unique to Maraenyth. Generally just called "chaos," it is also known as chaotic energy or xaonic radiation. Much like mana, it is invisible in low concentrations, but intense chaos manifests as shimmering waves of many constantly changing colors. Chaos is the tangible embodiment of change and possibility. In an area with absolutely no chaotic energy (such places are never natural,) all things occur in an orderly and predictable manner, with the most probable outcome always occurring. It's generally accepted that this would be quite boring.

    That being said, overexposure to said energy can have...interesting effects. In areas of concentrated chaotic energy, extreme probabilities happen more often. Spells cast succeed or fail more spectacularly, and getting struck by lightning becomes a less rare occurrence. At extremely high concentrations, nigh-inexplicable things begin to happen, such as random fiery explosions, temporary lessening of local gravity, or even beings swapping minds.

    Living creatures are generally more easily affected by xaonic radiation than inanimate or dead things. Exposure to intense radiation, or even long-term exposure to mild radiation, can cause dramatic mutation. This can and often does go beyond mundane, real-world mutation, and can result in a beings arms becoming wings, or growing an extra set of legs, or simply going bald. More intense irradiation typically results in more mutations and/or more dramatic ones, and also tends to make said mutations manifest quicker. Said changes can also alter the brain, and sufficient xaonic irradiation often causes insanity. Finally, it is entirely possible for these mutations to kill. There have been cases of the skull shrinking and crushing the poor mutant's brain.

    For these reasons, most sane people generally don't work with manipulating chaos, settling for the low, natural levels. Of course, there will always be people with more ambition then common sense, and chaos mages are such people. Much like mana, chaos can affect anything in any way. Unlike mana, channeling chaos through one's body does not cause mana burn, meaning one can cast more without immediate exhaustion or injury, though it does bear the usual consequences of chaotically irradiating oneself. However, the ambient chaos levels are generally simply less powerful than the ambient mana levels, to the point of rendering chaos magic almost useless. To this end, chaos mages often utilize a small degree of more common magic to draw forth chaotic energy from its source (to be explained in the next entry.)

    For magic, chaos is remarkably easier to influence than mana, and a chaos mage can learn to cast a much wider variety of spells much less practice and study than the common mage. On the flip side, while it is much easier to influence, chaos is completely impossible to entirely control. Even a "perfectly" cast chaos spell can backfire. Of course, perfect castings generally don't happen, and chaos spells almost never go perfectly as planned, though they more often not get the job done. If a chaos mage tries to throw a simple fireball, the fireball will likely be oddly colored, hotter or colder than desired, or be bird-shaped, but will generally burn the target all the same. It's not terribly uncommon however, that said fireball explodes in the caster's hand, or is instead a ball of ice. Healing spells may heal the wrong target, or instead harm the intended target. Typically, the more inexperienced the caster, and the more precise and powerful the desired effect, the more likely things are to go horribly wrong.

    In short, chaos magic is a high-risk, high-gain alternative to mana magic. Due to its unreliability and inherent danger, it is seldom taught, and seldom legal, as nobody wants a half-mad freak saturating their town with mutagenic energy.
    Tome of Majin: An ever growing collection of my stock characters and roleplaying lore. All are invited to inquire, or even request that I play one of the characters within in one of their RP's!
    Need a curse, mutation, or horrible injury for your character? Probably not, but if you do, head on over to Majin's Maledictions!
    A woman came up to me and said, "I'd like to poison your mind with wrong ideas that appeal to you, though I am not unkind." - They Might be Giants

  3. #13
    Master Monster Maker Shin Majin's Avatar
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    Maraenyth


    Dimensions: I cannot fully describe the world of Maraenyth without explaining connected dimensions and their relations to Maraenyth proper.

    The Mortal World: This is, well, where most of the mortals live! It's what I've been talking about up until now!

    The Astral Plane: The astral plane is essentially another "layer" of the mortal world, rather than a completely separate place. There is no physical substance to the astral plane, and those there can propel themselves with sheer force of will. From the astral plane, one can see and hear the mortal world, but cannot interact with it, save through specific types of magical affects. On the other hand, those on the mortal world cannot affect or even sense the astral plane without similar magics. The astral plane is generally only accessible to mortals via magic that temporarily expels their consciousness from their body and onto the astral plane, though one may bodily enter it with the help of a catastrophic gate magic mishap. It is a sparsely populated place, occupied mostly by the disembodied minds of mages, and more commonly, ghosts.

    The Elemental Planes: There are several such planes such as this, and they provide the mortal world with most of its components. The known elemental planes include those of fire, air, earth, water, life, death, mana, and chaos, though there may be more. These are all undoubtedly vital to the mortal world's survival. With no connections to the plane of fire, the world would have no heat, and would become cold and lifeless. A lack of the similar elements would also have predictably bad results. As for the planes themselves, they are entirely composed of their respectful elements in their purest form. As such, many elemental planes, such as fire, death, and chaos, are utterly inhospitable to most living creatures. The ones that aren't are decidedly lacking in any sort of sustenance. While these planes can be accessed through gate magic, there is generally little reason to do so. It's also dangerous, as if the gate is two-way, an unrestrained flood of an element could pour through...

    Hell and Heaven: When an intelligent creature dies, its soul is pulled from its lifeless body, through the astral plane, and into the afterlife. Whoever designed the universe created it so that those whose actions and motives were over-all cruel and selfish would end up in hell, and the selfless and kind would go to heaven. This pull is not irresistible, however and if one's will can overcome the pull of death, they can linger on the astral plane as a ghost. Regardless, these are not the Judeo-Christian hell and heaven!

    There is actually more than one hell, and more than one heaven. In fact, their numbers are believed to be infinite. The hells tend to be inherently dangerous and inhospitable, while the heavens are pleasant and peaceful places, though there are exceptions to both.

    Demons and Angels: Demons and angels are creatures that spontaneously form from souls of the dead that are both strong-willed (but did not become a ghost,) and either extremely cruel, or extremely kind. Their physical forms often reflect their nature in other ways, and their nature is also reflected by their heaven/hell. Every hell or heaven has its master, often called a god. A god is the first demon/angel to set foot in a given given hell/heaven. A being may renounce godhood by either willingly giving it to another being, or more likely, being killed by another being, in which the killer is that hell/heaven's new god.

    A god may gain power through means unique to them. By forming "bonds" with mortal creatures, a god gains small boosts of power. Said bonds can only form with mutual consent, and while a god can have any number of bonds to mortals, a given mortal can only be bound to one god. As such, gods often share a small measure of their supernatural power with said bonds, under the condition that they seek out more bonds for the god. Mortals who die while bound will automatically have their souls pulled to the domain of their god.

    When an angel/demon/god is killed, they essentially reincarnate as another demon/angel, provided they still have the will to do so, though they are generally weaker afterwards.

    Angels/demons/gods draw much of their power from heaven/hell itself, and if they were to travel to the mortal world, they would be considerably weaker. In addition, heaven/hell is not closely connected to the mortal world, making it much more difficult to magically travel between them, though traveling from hell to hell, or heaven to heaven, is quite easy.

    Curiously, while a god normally has a limited ability to interact with the mortal world, there are some exceptions. A god may use whatever innate power he/she has in the following cases, though they may generally only affect relevant beings:

    -A bound mortal offers the god something they both deem valuable. The more valuable the offering, the greater the allowed divine act.

    -A mortal, bound or otherwise, directly and explicitly speaks blasphemously against the god, or willfully and knowingly defiles some manner of shrine, altar, or temple to said god. Greater divine action is allowed in the latter case.

    If a mortal actually enters the god's realm somehow, all bets are off.

    Spirit World: The spirit worlds are much like heavens and hells, save that they embody natural environments, and it is inhabited by the souls of those who were steadfast in their amorality. Monsters in particular tend to be drawn here after death, though exceptions abound. Lacking in both kindness and malice. Instead of demons or angels, the spirit world has...

    ...spirits! *gasp!* Most of the rules governing angels and demons apply to spirits as well, save that spirits are not as strongly bound to their respective domains, and can travel more easily to and from the mortal world. Gods are an exception, and are still much weaker in the mortal world.

    Magic: Demons, angels, and spirits are capable of using forms of magic normally inaccessible to mortals. The ability to use these magics can be granted to mortals through a bond, however. These are unique in that rather than being dependent on on logical formulae, they are directly powered by the caster's will, though practice still pays off. They still cause mana burn, and are like mortal magic in most other respects.

    Vile magic- Only accessible to demons and those bound to such, vile magic draws on the caster's hatred, spite, and similar ill-will. It is almost completely focused on causing harm and suffering to others. It is very open-ended in this regard. Vile magic spells are often called curses.

    Holy magic- Also called sacred magic, this is obviously used by angels. It is powered by the caster's good-will towards others. It can be used to heal and defend. It can be used offensively, but only when done so purely for another's well-being. In such a case, it can have incredible power to wound or punish "evil."

    Nature magic- Spirits can use this rather unusual magic. It is not as restricted in its use as vile and holy magic are, but is strongest when used towards neither a benevolent nor malicious end. Nature magic is an amalgam of earth, water, air, fire, and body magic with an exceptional ability to manipulate the natural world. It can cause plants to bear fruit at the caster's whim, allow the caster to take the shape of animals (or bestow such shapes on others,) manipulate weather, and many, many vaguely similar things. While it is outstandingly versatile, its effects are more easily replicated by mortal magic than those of vile and holy magic.
    Tome of Majin: An ever growing collection of my stock characters and roleplaying lore. All are invited to inquire, or even request that I play one of the characters within in one of their RP's!
    Need a curse, mutation, or horrible injury for your character? Probably not, but if you do, head on over to Majin's Maledictions!
    A woman came up to me and said, "I'd like to poison your mind with wrong ideas that appeal to you, though I am not unkind." - They Might be Giants

  4. #14
    Master Monster Maker Shin Majin's Avatar
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    Maraenyth


    Technology: Due to the savageness of the world, humanoid cities and cultures have been limited in their ability to expand and communicate. This does stunt technology to a degree. The technological level varies greatly, but typically ranges from that of 18th century to 20th century in most regards.

    Magic, however, is a science in and of itself, and one that meshes well with other sciences. Magical equipment, however, is difficult to create, especially in large quantities, and as such, technology is generally reserved for the wealthy. Examples of such technology abound. There are "guns" that use magic to fire metal slugs. Magical security systems can easily be set to differentiate between individuals. The most wealthy cities even have public teleporters to allow instant long-distance travel, though access is controlled. Most computer technologies are more difficult to magically replicate. There is no analog to the modern personal computer, or even modern cell phones, for that matter. That means, of course, that there is no internet either. On a related note, due to the limited availability of magical luxuries, television and radio are generally considered nonviable.
    Tome of Majin: An ever growing collection of my stock characters and roleplaying lore. All are invited to inquire, or even request that I play one of the characters within in one of their RP's!
    Need a curse, mutation, or horrible injury for your character? Probably not, but if you do, head on over to Majin's Maledictions!
    A woman came up to me and said, "I'd like to poison your mind with wrong ideas that appeal to you, though I am not unkind." - They Might be Giants

  5. #15
    Master Monster Maker Shin Majin's Avatar
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    Maraenyth


    Brief Bestiary and Terminology, Part 1

    Human: A human is a human, of course, but there are actually several distinct varieties of human in Maraenyth.

    Pure Human: These are humans such as you and me. Nothing unusual. While most monsters are stronger, quicker, or smarter than pure humans, the humans have managed to survive, and even thrive, thanks to their adaptability, ingenuity, and proliferation.

    Kin: While humans generally cannot use holy, vile, or nature magic without an extraplanar being bestowing it upon them, such usage has a curious affect. Utilizing these magics "taints" the user, making them more like the demon, angel, or spirit-like. Normally, this taint is so miniscule as to be completely and utterly unnoticed, but the adaptable humans seem strangely sensitive to it. After many decades of use, such magic may become innate, and the human may acquire minor physical traits of their supernatural donor. Such humans are referred to as devilkin, angelkin, or wildkin. Curiously enough, these traits are hereditary, and in communities where one of these magics is particularly common spread, communities of kin can form. Kin typically have minor abilities derived from their "heritage," and usually have an inherent (but weak) ability to use the very magic that created them.

    Devilkin: Devilkin are obviously humans tainted by unholy magic. They are typically inherently disposed towards malice and hatred, but it's not impossible to have a kind devilkin. Depending on the degree of taint, devilkin often have vestigial horns, bright red eyes, long nails, a faint, sulfurous odor, sharp, pointed teeth, or similarly fiendish traits. Though it's rare even among devilkin, some possess vestigial wings or tails, or even cloven hooves! Communities of devilkin are exceedingly rare, and tend to fall apart easily. Indeed, devilkin are the least abundant kin.

    Angelkin: Naturally, angelkin are tainted by holy magic, and are typically kind and generous. And like devilkin, their benevolent natures are not absolute. Angelkin tend to be conventionally beautiful, and seldom possess the more bestial traits of devilkin and wildkin, though it does sometimes happen. Often, they have a faint, but visible, aura of light about them. Said aura can be of nearly any color, and its intensity typically reflects their degree of taint. While angelkin are uncommon, there are a handful of cities composed of them.

    Wildkin: Tainted by nature magic, the wildkin are incredibly diverse, and no single mindset dominates them. They are as varied in appearance as they are in demeanor, though pointed ears, an abundance of hair, and animalistic eyes are all common traits. It's not terribly rare for them to sport claws, fangs or tails. Some wildkin even possess traits derived from plants or elements! Wildkin are the most common variety of kin, and have many distinct communities.

    Demons: Demons are incredibly diverse, but are generally bad news. Most of them draw pleasure from the suffering of others, and some even gain power from such. A demon can look like virtually anything. Some are animalistic, most are rather monstrous and/or hideous, and some are actually genuinely beautiful. A demon's appearance actually changes over time in accordance to their personality and power, and strength of will. While weaker demons tend to be categorized. For example, weak, lustful demons tend to resemble the archetypical succubus/incubus. As a demon grows in power, their appearance becomes more distinct. Those that attain godhood are generally unmistakeable in appearance, though many demons have the ability to hide their true forms. The "power" of which I speak is something often transferred between demons, as currency. When a demon's physical body is destroyed, it releases much of its power, which can be taken by nearby demons. This power can manifest in many ways. Typically, is increases a demon's ability to use its innate magic, but can also grant it greater strength, intellect, tougher hide, or any other number of features.

    Angels: Angels follow most of the rules that demons do, though as mentioned before, they are almost always benevolent in nature. They tend to adhere to conventional beauty, and even the most monstrous angels have a sort of regality to them.

    Spirits: Following the same rules as their angelic and demonic cousins, spirits often take the form of ordinary animals, though the more powerful spirits can often take the form of a larger, more monstrous animal. While it is common among demons and angels, nearly all spirits have the ability to take on a human-like disguise, though often they bear a telltale sign of their true nature. Other spirits, such as the often-immobile plant spirits, have the ability to create an "avatar" of themselves, used both to interact with the world and to defend them. Some spirits take on the form of masses elemental matter, molded into the shape of a human, monster, or beast.

    ...wait. What's the difference between a monster and a beast?

    Monster: The generally accepted definition of monster is an animate, either living or undead, being that is not a human, but is native to the mortal world, and is intelligent enough to communicate via actual language. Most monsters think it's silly for humans to define a category to specifically encompass non-humans, but tolerate it.

    Beast: The term "beast" is generally used to refer to a creature that would be considered a monster, but is not intelligent enough. This encompasses not just ordinary animals such as lizards, bears, whales, etc., but also innately magical, but unintelligent creatures. It generally implies that a being is not a "person," and it is usually an insult to call a monster a beast.
    Tome of Majin: An ever growing collection of my stock characters and roleplaying lore. All are invited to inquire, or even request that I play one of the characters within in one of their RP's!
    Need a curse, mutation, or horrible injury for your character? Probably not, but if you do, head on over to Majin's Maledictions!
    A woman came up to me and said, "I'd like to poison your mind with wrong ideas that appeal to you, though I am not unkind." - They Might be Giants

  6. #16
    Senoir Member. pumirya's Avatar
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    Nice work, Shin. You're really into the world and there's a lot of interesting details there.
    "Out beyond ideas of wrongdoing and rightdoing there is a field. I'll meet you there. When the soul lies down in that grass the world is too full to talk about.” ~ Rumi

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