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The Nations of Essia
The world we live in is made up of twelve nations vying for power. Since the beginning of the Second Age, many of these nations have either fought viciously or bickered in back rooms for control of large swaths of land. Some of them have even existed since near the beginning of the First Age. Many of the citizens of these nations are strongly in support of their homelands, and rival nations have bitter, generation-old hatreds for their foes. This has created an interesting world culture over the past three thousand five hundred years of recorded history. Below, you can find an index of all the nations of Essia!Locations of Note -- WIP
Asiovin (plural: Asiovirin)Founded:
2907 – Second Age, Final EraGovernment:
A Constitutional Monarch similar to its archrival, Galdaeus, Asiova has a strong power in Parliament while the King holds power in times of war. The King is considered the highest Commander of Military Forces, but the Parliament acts as the Political Head.Outlook:
Asiova is highly trade-savvy, and tech-savvy. They are the discovers of gunpowder and the inventors of modern rifles and cannons. Their nation is highly in support of Weavers, though the use of the Myst is, in some cases and circles, taboo. Foreigners are widely accepted, though Galdaeus, their Imperial enemy in Acropul is a bitter enemy, and their citizens are hated by Asiovirin.Ambitions:
The ambitions of Asiova currently are to expand their colonial holdings in Acropul, as well as defend their borders against the Realm of the Dragon King to the South.Military:
An army nearly 500,000 strong, the Asiovirin Army is one of the largest military forces in existence. Most famous of their troops is the Red Guard, the private troops of the Emperor, used for defending the capital. Muskets are employed by nearly 25% of its troops, and entire regiments of riflemen have been assembled for a new age of warfare. Their navy is also claimed to be the King of the High Seas, with massive Galleons, Frigates, and Brigs ruling their waters with an iron fist.Economics:
Super-power economy built on the riches of overseas colonies.
3032 – Third AgeGovernment:
Acceptant of the users of the Myst, most of Essia’s magical colleges are found within this Empire’s borders. Weavers are also accepted, though only if they don’t cause trouble. Elves are also very hated in this nation, and Drager are revered as near god-figures. A strong hatred for Asiova is present.Ambitions:
Imperialistic when necessary, but mostly conservative and competitive against Asiova. Tends to be more concerned about the well-being, safety, prosperity, and intelligence of its people.Military:
510,000 425,000 Active, 85,000 on reserve. Substantial Naval force patrolling the Central Sea.Economics:
Self-sufficient economy maximizing production and profit whilst keeping citizens happy and well paid. Primary exports include timber, coal, steel, precious metals and gems, cotton, tobacco, silk, spices, and dyes.
2851 – Second Age, Final EraGovernment:
A totalitarian Monarchy, the King is inborn and the Royal Family holds power throughout the entire nation.Outlook:
Solitary and uninvolved with the rest of the world, the Realm of Alvilin is a quiet one. Most of her citizens are reclusive, composed, and highly uninterested in conflict.Ambitions:
To protect and defend its current borders, nothing else.Military:
A well-equipped and well-trained army of roughly 100,000 stretched over its lands, the Realm of Alvilin is a strong one, though it has not been to war since the beginning of the Third Age.Economics:
A wealthy state, Alvilin people are generally well off and independent from others, choosing to live off of their land, making this nation a strong producer of foods.
Kingdom of WyfallDemonym:
155 – First Age, First EraGovernment:
An Oligarchical Monarchy, in Wyfall any person can challenge the current ruler to Gladiatorial combat to the death in which the winner will succeed the loser as the ruler. This ensures the nation is led by the absolute strongest and smartest warrior.Outlook:
No problem is held with practitioners of both the Myst and Weaving. Wyfall is a particularly level headed nation comprised completely of Men, but they have no particular racist tendencies or inclinations toward one race are another. They are a neutral nation with no problems pertaining to the amount of territory they control, or resources within their territory. They often times do not dabble in the politics of other nations, focusing solely on themselves. However, they are not particularly happy about outsiders, thinking they get in the way of Wyfallin business and so attempt to send them on their own way as much as possible.Ambitions:
Neutral, concerned primarily with the defense of its territories and the stability of its internal structure. Focuses primarily on military activism whilst simultaneously funding social welfare programs in order to keep citizen morale high within the unforgiving desert. Often times don’t bother with politics unless their nation or its territories are being threatened.Military:
Every able bodied man and woman is conscripted into the Wyfallin military at the age of 12, and are trained for the following four years according to the level of skill they possess in certain forms of combat and knowledge. When they reach the age of 16, soldiers begin accompanying veterans on raids into the Ash Mountains and the surrounding desert in order to gain experience and notoriety within the military. Conscription lasts until a soldier reaches age 25, and 60% of citizens choose to remain enlisted in the military after their mandatory conscription. Of that 60%, 35% of those citizens remain active in the military until (usually forced) retirement. This gives them a standing active force of roughly 800,000.Economics:
100% independent of foreign aid. All active industries are focused on the manufacturing of weaponry and armor, fortification and constructing of outposts of strategic value, and essentially produce exactly as much as it needs to survive, and after that landmark is reached, they produce a small surplus which is sold to surrounding nations. Profit from this surplus is poured into social welfare programs supporting constructive recreation and leisure activities to keep the morale of the populous high.
1413 – Second Age, First EraGovernment:
Despises foreigners and dislikes most sentient beings, and absolutely hates Dark Elves. Magic and Weaving are highly encouraged within Saraphinia’s borders.Ambitions:
Saraphinia is expansive, though not to the point of Imperialism. Neutral in politics aside from those directly involving the nation, but very active in light elf politics as a result of the nation’s importance to the light elf race as a whole.Military:
150,000 able bodied soldiers, though only used as glorified border patrol.Economics:
100% self-sustaining, though imports and exports miscellaneous goods to Maslynder and Therdian in order to stimulate the race’s economy as a whole.
1302 – First Age, Final EraGovernment:
Therdian is considered the most “elvish” of all elven nations in Essia. Their culture and ideology is extremely secluded and not much is known about their inner workings. They are open to visitors passing through, though not foreigners seeking to live their permanently, and their government takes little interest in the workings of Men and Dwarves. They are mostly concentrated in keeping Saraphinia and Maslynder in check.Ambitions:
To once again reunite the entirety of their species under one rule, and abolish the light elf “empires” of Saraphinia and Maslynder, because they feel that TRUE ELVES are supporters of democracy.Military:
A substantial force of weavers leads a military, highly formal in structure. They have, what is assumed, 50,000 troops, all highly trained and well-armed.Economics:
Sometimes considered the super-power economy of the Elven Realms, Therdian is the major economic power that supports Saraphinia and Maslynder through trade.
2875 – Second Age, Final EraGovernment:
Weavers and magical users are unnoticed unless they are light elves or unusually powerful. Masylndites are not particularly fond of Men, though they are tolerated. Dark elves and Orks are absolutely hated and dwarves are disliked. Foreigners are treated with an arrogant, condescending attitude. Though they are tolerated, they are not shown any attention unless one directly approaches them. Often times, foreigners are treated as if they aren’t welcome among Maslyndites, especially if they are not light elves. Members of Saraphinia, however, are shown respect for their contributions toward the evolution of the elf-kin, though they view the elves of Therdian as disgraces, and feel as though they will eventually grow out of the old habits or suffer the fate of the Sanäans.Ambitions:
Nationalistic, Imperialistic, aggressive and pro-expansion for light elves. Plans to further develop their military and claim new lands for their own.Military:
250,000 able bodied troops stationed around the perimeter of Maslyndite territory alongside another 150,000 able bodied troops in reserve. 35% of all soldiers are either journeyman level weavers or spellcasters. 20% of which are weavers, the other 15% mystic artists.Economics:
Strong, though dependent on Therdian to maintain its strength.
The Realm of the Dragon King Áldir, though it has been known by many names throughout history…Demonym:
Disputed. Officially, records state 729, though some trace lineage back to the rule of Azral in the South, back to 140.Government:
Totalitarian Empire with traces of Tribal AnarchismOutlook:
Violent to all nations, and highly unwelcoming of outsiders. Weaving and Magic is used commonly by military and government officials.Ambitions:
Control of the continent of Mallymnir, of which they believe they are the inherent owners of.Military:
Mostly Ork soldiers, trolls, giants, and other beasts, the army is led by Dark Elf masters and officers. Their numbers are unknown, though some rumor it to be more than a million strong.Economics:
No exterior economy is recognized. The inner workings of the government and its monetary system is only speculated about, not actually known.
Dulinir af KhorgethDemonym:
1351 – Second Age, First EraGovernment:
Though Korgethirin have nearly no respect for those with magical blood, they are very warm towards elemental weavers, specifically those who master flame and earth, as it assists in smelting and mining processes. While they don’t truly like other species, they are not against outsiders, as they enjoy showing off their masterpiece mining and halls of granite.Ambitions:
Conservative and focused on economic prosperity, as well as the defense of its assets and territories. Not worried about expansion, but are willing to cooperate with other dwarves in a war effort if the need arises.Military:
The Khorgethirim military is a clan-based system in which each clan under the Dulin submits one thousand of its best fighters to create a fighting force of 68,000 dwarves. Their technology is mostly still just axes and swords, though cannons have begun to make their place on the battlefield.Economics:
Extremely strong, maximizing production and profit with a strong market in coal, iron, steel, precious metals, precious gems, mining technology, weapons, armor, marble, miscellaneous stones and minerals. They currently trade openly, though they sell most of their weapon-grade metals to Gladaeus, whom they believe is a powerful ally to have.
Dulinir af LóthinDemonym:
Lóthinirm (though, they call themselves “Tulir Thadirim”, meaning “true dwarves” as a way to spite their neighbors)Founded:
Lóthin is typically described as being much more “dwarf-like” than their neighbors to the west. They are extremely disliking of elves, especially dark elves to whom they are hostile, and they do not particularly like outsiders. Users of the Myst are not well-liked, and neither are weavers, as “tulir thadirim” do not need “magic” to survive. Foreigners are not welcomed easily, but if they can prove their strength in combat, they may be befriended.Ambitions:
Lóthin has remained mostly seclusional ever since the rebellion of 1351 in which Khorgeth broke free of their rule and created a split in the Dulinir af Thadir (Realm of Dwarves).Military:
The Lóthinirm military is a clan-based system in which each clan under the Dulin submits one thousand of its best fighters to create a fighting force of 98,000 dwarves. Their technology is mostly still just axes and swords, though cannons have begun to make their place on the battlefield.Economics:
Lóthinirm economics are strictly export based, and they are almost entirely self-sufficient. Their only trading partner as of now is Asiova, whom they believe is the strongest nation in all of Essia.
Many towns and cities dot the landscape of this colorful world we live in, as do the fortresses and guards of powerful armies. Ruins of the First Age, and even powerful old towers from the “dark times” that still stand strong as proof that the Old Ones had the ability to build structures to last the test of time, all stand testament that this world has much to see and explore. Below is a list of some of the most notable locations in Essia!Weaving
Weaving is most commonly recognized as the manipulation of the world around one using one’s mind and body in tandem to perform spectacular feats of magic without drawing on outside forces. Whether it is reading someone’s mind or creating ice sculptures out of thin air, as long as the act is accomplished using the power within one’s own mind it is considered weaving. Often times most if not all sentient life on Essia is capable of performing the art of the weave, but it requires rigorous physical and mental discipline, as well as a dedicated mind set and the willingness to let go of all insecurity and doubt. To weave, one must be comfortable with oneself, and in order to manipulate the many individual strands of the tapestry which is weaving, one must concentrate and not only see the boundaries between magic and reality, but feel, accept, and push them as well. As previously mentioned, all weaving is centered around one’s own physical form, be it body or mind. There are two different branches of weaving, and they are referred to as Psionics and Elementalism respectively.Magic
Psionics is described as any form of weaving that uses the physical world or perceived world of the psychic mind. It can include anything from telekinetics to aura reading. Below is a list of different types of recognized psionics:
- Telekinetics: This form of psionic power is often times the least common psionic ability to be mastered. Powerful masters of this delicate art can easily use their body to generate waves of power to move and manipulate physical objects and materials in the world around them within a sphere ranging from ten feet to five hundred meters, depending on their level of mastery. Telekinetic psionics are also a distinctly creative defensive art, creating energy waves to deflect oncoming objects and people. Most masters of telekinetics also master or study forms of martial arts, due to the physical strengthening of the body, and strengthening of the mind which results in a more balanced user, and therefore a more powerful telekinetic. While masters of this form feel very little fatigue unless massive objects are being manipulated, especially when using martial forms, lower-level telekinetics can experience extreme muscular fatigue and weakness after prolonged use.
- Telepathy: An unstable and dangerous art of controlling one’s psyche alongside the mind of others, telepaths can easily filter through another’s thoughts, and place their own thoughts, be them real or imaginary into their brain. Communication through thought, manipulation of one’s beliefs, and even the steady control of synapses in the brain to create desired effects such as the slowing of time perception or an increase of adrenaline, can be very useful and are all forms of telepathy. Masters of this form can place ideas into another’s mind, communicate at extreme distances with humans and animals alike, and manipulate their own brain’s synapses. This is not taught in schools, but is learned through practice and trial and error.
- Empathy: A very rare form of psionics, when fully mastered, this can enable the creation and manifestation of emotions in another’s mind. However, the average user of empathy can detect and feel the emotions of others around them. This is a natural skill acquired at birth.
- Apportation: Apportationists are those who can manifest their body in a new place near-instantaneously. Meaning they can teleport over short or long distances depending on their level of devotion and mastery. Masters of this form can easily jump entire continents with the power of their minds, but the average user can jump anywhere from ten to a hundred meters, with fatigue and recharge times varying by distance and the skill of the user. This is taught in only one school, the School of Telcontie, in southern Asiova.
- Aura Reading: Masters of Aura Reading can learn much about a person’s psyche by reading the energy they emit. They can learn if a person is good or bad, dangerous or docile, and even what is on their minds at one brief moment or another just by gazing into someone’s face for a split second. This is a skill that is acquired at birth, and there is only a single level of mastery.
- Multilocationism: Multilocationism is a skill taught at the School of Telcontie which involves being in multiple locations at one time and acting independently in each location. This means a bilocationist could, in theory, stand on a rooftop and in the street, and fight an enemy both up close and from a range, at the same exact time. Masters of this form can be in up to four places at once within a range of ten kilometers, while apprentices can be only two places at once, within ten meters of each other, and are easily fatigued. Often time’s apprentices of bilocationism have two separate forms, but both forms perform the same actions until better mental discipline is developed.
- Energy Healing: Requiring a user to fatigue themselves purposefully, masters can easily heal wounds and ailments through the use of psionic energy alone. This is taught in Alvilla's only school, the University of Sére, a psionic university dedicated to the healing arts. Depending on the level of mastery, a user can heal most forms of severe injury.
- Psychometry: Masters of psychometry can learn through touch alone. Whether through touching a person or touching an object somehow related to said person, they can learn things ranging from their name as junior students, to the person’s entire history and life’s purpose by a master. This skill does not cause fatigue, but is only a skill acquired at birth. It is improved by visiting the College of Olorelyar, in central Mallymnir.
- Remote Viewing: Similar to psychometry, and learned in the College of Olorelyar, remote viewing is the ability of an individual to separate their senses from their physical body and move them to a separate location. Meaning, one could sit in one room, and listen and watch a conversation in another, passively, without the speakers knowing they were there. This is very useful in terms of gathering information. However it is extremely rare, as well as difficult to develop and train, not to mention difficult to distinguish from telepathy. As skill improves, the range of the user also improves.
- Pyrokinetics: While only possible if one is a master of telekinetics, pyrokinesis allows one to manipulate and move pre-existing flame. Though one cannot conjure heat or fire, nor can they create fire, they can manipulate fire that is in their limited range. You must be a master of telekinesis to learn this art form!
Elementalism refers to the use of one’s internal energy and psyche to manipulate elemental forces of fire, water, earth, and wind. Depending on one’s level of elemental mastery, they can perform simple feats such as lighting a candle with a flick of the wrist, or more advanced techniques such as flight. These powers only present themselves in combinations of two, meaning an elementalists can only manipulate two elements. The combinations are fire and wind, fire and earth, water and wind, or water and earth. Below is a description of each element’s power:
- Fire: Apprentice users of this element can easily conjure small flames to life from nothing. They easily create small amounts of fire, or transmit heat through their body. Resistant to direct heat-damage, these users can eventually increase the heat of the flame from red to blue to white, and can also increase the amount of flame created. Once a certain level of mastery is achieved, whips of flames, flaming blades, and transmitting heat through objects and touch become possible. It is only at the level of true mastery that the most awesome of heat-capability is unlocked, and that is the conjuring and manipulation of lightning in controlled bolts and orbs as forms of energy on their own.
- Water: Weavers of water in all of its forms, water manipulators can conjure water from the vapor in the air and use it to their advantage. Some water, however, is more useful, such as water that has had spells cast upon it, which some users carry in water-skins or flasks for special purposes. At low levels, the only form of manipulation aside from conjuration is that of using liquid water as whips or jets to inflict damage. Intermediate users can eventually manipulate water into ice and use ice-weapons as well as freeze water around them, within a certain range, depending on their power. Masters of this form can unlock the ability to manipulate any liquid, not just pure water, as well as the liquid in a person’s body, and generate water from vapor at long distances, creating icicles and spears at extreme range, and freezing their opponents at a moderate range.
- Wind: While not necessarily as powerful as the aforementioned two elements, air is very useful as an offensive weapon as a result of its formless and featureless composition. Capable of strengthening its primary form, air is typically used as a reflector or fallback to a user’s stronger element. Masters of air, however, can manipulate air molecules into violent speeds, bursts of air to rip things to shreds, and even allow them to levitate, fly, and create wind storms of horrific intensity.
- Earth: Earth users can work their way up from manipulating stones and dirt, to minerals and gems, to slowly becoming capable of the manipulation of steel and other forms of metal. For what is metal but a refinement of the earth itself? Masters of earth weaving can cause volcanic eruptions, shift entire tectonic plates, move molten earth and hasten the formation of naturally occurring metals and minerals by rapidly manipulating tectonic pressure. Some masters of earth weaving have been documented punching through solid diamond!
Schools of Weaving
There are many notable schools of learning on Essia, when it comes to weaving. Below is a list of a few of the most popular ones:Divinity
- School of Telcontie: Located in southern Asiova, the School of Telcontie, focuses heavily on the movement of physical objects with weaving. This includes telekinetics, multilocationism, and apportation, and to some extent, pyrokinetics.
- University of Sére: Located on the island of Alvilla, the University of Healing, as it is sometimes called, is the most famous school for learning the art of Energy Healing.
- Temple of the Jodhád Áledyr: The temple of Holy Fire, in the language of Aljan, spoken by light elves, it is found in Central Mallymnir, deep within the Jungle of Aleóg. Here weavers can come to master the use of fire, wind, and earth.
- Ice Temple of the Far Reaches: Far to the south, just beyond the defenses of the Realm of Men, lies a temple carved into the glaciers of Swynhin. It is here that weavers come to master the art of water, wind, and earth. In recent years, it has become increasingly rare to find students of this Temple, due to the existence of the Dragon King of Swynhin.
Divinity is any form of weaving that utilizes celestial power to increase the true power of your primary school to a “god-like” level of mastery. This is limited to Sanäans. It is only a catalyst which is used in brief bursts to give other forms of weaving a super-charged boost to make them extra potent and powerful. The art of divine weaving is dangerous and difficult, and there are fewer than 100 divine weavers in existence. Masters of the divine weave are theoretically capable of creating hemisphere-sized storms, shifting entire tectonic systems, producing entire volleys of lightning, and flooding entire regions before morphing them into a frozen wasteland.
Though there are only myths and legends of how the world of Essia was brought into existence, one fact remains true throughout time and history as the ages pass on into the void. Whatever created Essia, the power used was so immense that a field of energy resonates from the core of the world outward, and the star which the world orbits emits an extreme level of surging magical power. As the planet orbits the star, the levels of energy wax and wane as the planet draws closer to it, as well as when it passes away from it.
This energy filters into every living creature, and is the very driving force of all existence; it is heat, and pressure, and the wind and the thunder. It is human and it is elvish, and it affects how life as a whole is capable of surviving in the hostile environment of Essia’s untamed wild lands. Man has dubbed this force the Myst, for those who can perform the Mystic arts are constantly surrounded by the residual energy of creation itself. As certain beings grow and mature, their bodies develop in a different manner from their fellow species, and they are capable of bending and shaping this energy to their will, in a manner of speaking.
There are a plethora of theories as to how the ability to perform the mystic comes to fruition within life, but it is impossible to be certain exactly how the process occurs. A popular and accepted theory is that the manipulation of the Myst is a direct result of certain characteristics existing within the blood of the artist. Regardless of how the mystic artist finds oneself, they are all capable of performing supernatural feats of power that range from creating light in one’s hand to stopping time completely (with exceptions, of course). Though all magic presents itself in different forms, the following are the most common and identifiable schools of the mystic art.
Abjuration is the art of manipulating the mist in order to protect oneself. Common abjuration spells create physical or magical barriers, dampen or negate physical and magical abilities, harm trespassers and even banish a target into another plane of existence. This is a form of the mystic that is primarily defensive in nature and practice, and artists which specialize in the school of Abjuration are referred to as Abjurers
Alteration is a form of the mystic which revolves around using the Myst to change the nature of the physical world and the objects within it. Popular spells in the Alteration school cause light to glow around one’s body, allow them to walk on water, allow them to breathe underwater, jump off of a high Cliffside and land as if it was only a three foot fall, and even levitate temporarily. Artists who specialize in this school are referred to as alterers.
Conjuration involves using the myst to open small fissures or gateways into separate planes of existence, and then calling creatures, materials, or energy fourth from that plane to assist the caster. This school can also be used to transport oneself into separate planes of existence individually, and even to specific points within those realms. Though often times in regards to teleportation, conjuration is only used to manipulate the myst to teleport anything but the caster. Often times, conjuration can be used to teleport different energies and creatures throughout their own plane rather than transporting them to another one. Artists who specialize in conjuration are referred to as conjurers.
Sub schools of Conjuration
- Calling: Spells of this type take a creature from their natural plane, and give them one chance to return; though the spell usually restricts the circumstances in which they can do so.
- Creation: These spells manipulate matter itself to create an object or creature. Most of these spells require additional magic to hold these creations together after it has been made, and when the magic runs out the creature disappears, and the matter which it was composed of returns to its original form. If the creation at hand does not acquire additional magic to sustain its form, it continues to exist indefinitely.
- Healing: Spells of these type channel the Myst and convert it into positive energy before using it to mend the wounds of creatures and damage the undead. More powerful spells of this type can even call fourth the soul of a deceased mortal, though only if they have died within one week prior of the spell’s casting. Certain exceptions to that rule exist, but they often times require immense amounts of magical power.
- Summoning: Similar to calling, though involves living creatures. Rather than having to fulfill certain criteria to return to their home plane, after a certain period of time elapses or the spell runs out of energy, the summoned creature immediately returns to its natural plane.
- Teleportation: These spells use the Myst to teleport themselves into another location in their own plane, though in the case of powerful conjurers even to another plane entirely. These spells are usually a one way trip, and involve another spell of the same nature to return to the location you teleported from previously. Often times these spells require a substantial amount of energy the further the distance travelled.
Divination refers to manipulation of the Myst to enhance one’s psyche in order to learn secrets long forgotten, interpret dreams, predict the future, find hidden things or foil deceptive spells. Those who practice Divination are capable of spying on creatures and investigating other locations without physically being there. They can detect other forms of magic and analyze their level of power, gaze far into the future, and foil treacherous plans before they ever unfold. Artists who specialize in Divination are referred to as Diviners, Sages, or Seers depending on their background and preference.
Sub schools of Divination
- Crying: Spells from this sub school create an invisible sensor that allow the caster to experience sensations such as sight, hearing, touch, and in rare instances smell from large distances. Other artists may sometimes get the feeling that they are being watched while under this kind of observation, and a multitude of spells, or something as simple as a sheet of lead can interrupt or disable the sensor.
Those who practice the school of Deception are capable of subtlety manipulating the minds of others, and manipulating or even completely controlling the target’s actions. They can charm targets, and make them temporarily regard you as a friend, or perform more compulsive acts of Deception, forcing the target to obey your every command regardless of their own conceptions about the action. Those who specialize in Deception are referred to as Deceivers or Dominators. This school is often used in conjunction with other schools of magic, but devoted Deceivers are capable of amassing entire armies of mindless drones who obey their every whim.
Evocation refers to the use of the mist’s energies or tapping an unseen source of power to produce a desired evocation spells are often times raw and spectacular in nature, and produce dazzling effects. Essentially, Evocation creates something from nothing; it uses the Myst’s power to do anything the artist wishes. Be it creating a lightning bolt in between one’s hands, spinning a ball of flame from nothing, or launching bullets of burning magic into one’s target, Evocation is a dangerous and unstable art that requires immense amounts of concentration and control. Evocation spells are often destructive in nature, and artists who specialize in this school are referred to as Evokers.
The art of Illusion refers to manipulating the myst in order to deceive the senses and minds of others. Illusionists can make targets believe that things that exist don’t exist, things that don’t exist do exist, make them hear and see things that aren’t real, make them not hear or see things that are real, and completely confuse their targets, and sometimes even themselves. Talented Illusionists can cloak them in shadow, create images of dragons stomping through hallways, make the ceiling appear to be made of dripping lava, and even make them, others, and objects completely invisible to the naked eye. Those who specialize in the school of Illusion are referred to as Illusionists.
Sub schools of Illusion
- Figment: A figment is a spell which creates an image or sound of something that is not there, but they cannot make a pre-existing object appear to be something else.
- Glamour: Spells from this sub school are capable of fooling all five senses; be it sight, sound, touch, smell or taste. This sub school is also the origination of spells which make creatures and objects completely “disappear”.
- Shatter: Shatter spells are similar to figments, though often times they inflict the viewer with varying intensities of emotion that is usually negative in nature.
- Delusion: Delusion spells inject vivid images into a target’s mind, such as making them experience their worst possible nightmare, or a loved one suddenly appearing in the battlefield. Observers of Delusion spells see nothing, for the spells inject images into the target’s mind, not the entirety of the group.
- Shadow: Master Illusionists can use extra dimensional energy to create figures of shadow that are partially real and can affect and damage the world around them. Talented casters are capable of making completely realistic shadow depictions of themselves and their enemies.
Necromantic magic refers to the manipulation of death, unlife, and the life force in general. Artists manipulate the Myst that exists within all life to produce often times macabre displays of power. Most spells in the Necromantic school involve the undead, negative energies, and draining of abilities. This school of magic is often times referred to, and associated with evil, and a large population of evil artists practice Necromancy primarily. An artist who specializes in the Necromantic arts is referred to as a Necromancer.
Alchemy refers to the manipulation of the Myst in order to change the physical properties of a creature, object, or condition. Some Alchemy spells involve increasing one’s strength dramatically, increasing one’s speed, and changing a target into something else. Masters of Alchemy can change the physical form of a target into another entirely, such as turning a dragon into a gecko temporarily. The more precise and different your changes are from the target’s native form determine the difficulty of the spell in question, and this school of magic is famous for its possibly life altering side effects. Artists who specialize in Alchemy are referred to as Alchemists
A ritual is a complex ceremony which creates miscellaneous magical effects. They are as old as the Mystic Art itself, dating back to the earliest uses of magic. Most rituals are designed by notable and well acclaimed artists, though powerful casters can create rituals of their own with specific effects. This is a dangerous and difficult process, and desired effects are only achieved when the ritual has been performed correctly. Designing individual rituals is an even more dangerous process, and one wrong gesture can cause horrific events to occur.
Most spells within the mystic arts follow the following guidelines for casting, and contain the following components.
- Vocal: A large variety of spells involve spoken words, or sometimes songs or chants in order to cast. If an artist is gagged, cannot speak, or is being influenced by a spell which creates a field of silence or similar spell, and are unable to speak, spells with vocal components automatically fail.
- Somatic: Like the verbal component, most spells involve movement of some sort in order for the spell to reach completion. If an artist’s movement is inhibited by shields, armor, weaponry, magical forces, or other physical forces which render them unable to move properly, the spell will fail in most instances.
- Material: In most instances, spells require that the artist sacrifice a material component in order for the spell to reach completion. Often times these materials are items of insignificance, though depending on the spell at hand materials can cost thousands of gold to acquire. Sometimes, a spell will not destroy a particular component, but generally all materials necessary for the spell’s completion are consumed.
- Focus: Spells which are more powerful in nature often times require a magical focus; an item which the artist can focus on while they are casting. Be it a staff, ring, amulet, or personal memento of the artist, the magical focus is usually picked by preference of the artist. Some focuses are created with additional enchantments and adornments to enhance a spell’s power, though these are often times expensive and hard to come by. (At least the really powerful ones.)
Species of Essia
Bestiary -- WIP
Sakán(en) (Man (plural: Men))Common Language:
Common Speak (English, with names coming from Old Norse, Old English, and Low German)Average Lifespan:
90 to 100 yearsPhyscial Information:
DEPENDENT ON NATION!Social Hierarchy:
DEPENDENT ON NATION!
Ánkelf(en) (Light Elf (plural: Light Elves))Common Language:
Aljan is a language with similar grammar to Common Speak, though its sounds are much different. A beautiful language, sometimes considered the Tongue of Poets, Aljan is the ancient language spoken by the ancestors of the elf-kind, the Purebloods, which were outbred and went extinct in the year 430.Average Lifespan:
A crossing between Pureblood Elves and Sanäans, the Light Elves have a very long lifespan. The average Light Elf can live to be anywhere from 800 to 1,000 years, and age very slowly. Elves grow into adulthood, aging three times slower than Men, reaching maturity at 50. After reaching adulthood they slowly begin decaying towards old age by a rate equivalent to ten times slower than Men (i.e. after 50 years, when they look roughly 20 years old by Men’s standards, they won’t look like they’re 30 for another hundred years).Physcial Information:
Standing roughly as tall as Sanäans on average, they are the last remaining species with outstanding similarities to the Immortals. They have fair skin of warm complexion, and calming eyes. Their hair is typically longer, reaching below their shoulders on most occasions, and their chins and jawlines are almost always very soft and beautiful. Most consider Light Elves to be the most handsome, or beautiful, species in the world.Culture:
With the longest lifespan of any common species in Essia, they have a very different way of looking at life than Men do. A millennium is a much longer time than a century, when it comes down to it. Some Light Elves alive today still remember vividly the Elven Wars, for example, which makes for very interesting takes on how life should be lived. With longer lives, their family trees can be traced back to the First Age much easier, and some have vivid stories from the times when Immortals still roamed freely, and Sanäan Empires stretched all of Mallymnir and some of Acropul.Social Hierarchy:
In Light Elf cultures, males and females are very equal. Instead, age determines who is of higher place. In Aljan, there are different pronouns for addressing superiors, people on your level, and subordinates; and keeping formality and distance is very important.
Däzel (plural: Däzen) (Dwarf (plural: Dwarves))Common Language:
The common language of dwarves is that of Dwegr, a language very similar to Aljan. Derived from the Old Language of Men from the First Age, Málwin, it is based with a triconsonantal roots (kh-z-d, b-n-d, z-g-l) from which words are built by placing vowels in between the consonants. This makes it a rather long winded language.Average Lifespan:
Dwarves live for roughly 200 years, and age twice as slow as Men.Physcial Information:
Short, barrel-chested, stalky, and strong, dwarves are very powerful beings and master craftsman. Choosing to live in cities carved into stone and tunnels cut into mountains, these beings are built for low ceilings and for powerful blows of the ax. Standing normally at only 1 meter, they are very short, but extremely well-built tanks.Culture:
Culturally, dwarves live in clans, with each clan coming together to trade goods and members, with size determining the power of the clan, and the strength of their militia determining their size. This makes them highly militarized, and nations are typically built from multiple clans working together towards common goals, with borders constantly changing due to clan trades and skirmishes.Social Hierarchy:
Your social hierarchy is determined by how strong you are and how well you can handle yourself on the field of battle. The strongest Battlemaster Dwarves are the ones who lead the biggest clans.
Sakelf(en) (Dark Elf (plural: Dark Elves))Common Language:
Svartroeda is the language of Dark Elves, and is commonly referred to as the “Black Tongue”. It is similar to Aljan with its multiple pronouns, grammar, and structure; however its phonetics are very alien. Much harsher sounding, and something that is not easily missed, it is a very dark language that is taboo in most realms.Average Lifespan:
A cross-breed between Men and Pureblood Elves, the Dark Elves have extended lifespans compared to Men, but nothing like their ancestral cousins, the Light Elves. The average life of a dark elf can be anywhere within the range of 200 and 300 years. They age at roughly half the speed of a Man, but still mature at the same age as Men, 20.Physcial Information:
Seemingly very different from Light Elves, some believe that it is impossible for these to be true descendants of Elves, due to their darker skin, nearly bluish-black, gray, or even jet black in some cases, but it is true that these creatures are the ancestral children of the Purebloods. In fact, they look more like True Elves than the Light Elves! Black eyes allow them very good vision, surprisingly, and they are very strong and agile. Night vision is something inherent in this species, as is the ability to speak to animals.Culture:
Dark Elves are a secretive species with very little known about their stand-alone culture. It seems that most crimes known to be punishable by Light Elves and Men, are accepted ways of life by Dark Elves, and so they are disliked by almost every species in Essia.Social Hierarchy:
Power is what decides your position in Dark Elf society. How much power you hold is determined by how many followers you have, and is typically the sign of a good leader.
Ók(en) (Ork(s))Common Language:
Svartroeda (refer to Dark Elves)Average Lifespan:
The average Ork is believed to live roughly as long as Dark Elves.Physcial Information:
Crippled and mangled looking, these beasts of the dark are mutated and tortured Dark and Light Elves. They have lost their beauty and/or intelligence beyond the will to follow those with power and money. They are used for the most part as soldiers by Dark Elf societies and Lords.Culture:
Not much is known about Orkish culture, though it is believed that they are tribal in nature.Social Hierarchy:
Tribal hierarchy seems to take prevalence, and those with the most strength and intelligence normally take power as ranking officials and leaders of Ork clans.
Sanäan(s) (Immortal)Common Language:
Sanäan, a language using fourteen vowels and nineteen consonants (though only seventeen are used), Sanäan is a very logical language with very strict grammar and pronunciation. Wrongly uttering even a single tone of a vowel, or mispronouncing the consonant slightly in an attempt to “brighten up the sentence” can lead to Sanäan’s believing you are speaking gibberish. Most ancient places and cities are named in Sanäan, as are most of the gods. Each species has both a Sanäan name and a Common name, and every creature bares the same.Average Lifespan:
It is believed to be immortal, as no species in existence has ever seen a Sanäan die of natural causes.Physcial Information:
Standing roughly two meters high, Sanäans are beings of slender complexion and are typically built very stalkishly. Their bodies seem to be naturally designed to allowed them to weave more potently, allowing for extremely agile movement, and reflexes like lightning. Their skin ranges in color, though it is typically a pale hue, due to their tendencies to like colder climates, and their hair is not very long in most cases. Eyes are very dark in color, and allow for more focused vision at night than regular beings, such as Men and Elves. They can walk lightly over snow, climb with almost no effort, and their hands and feet allow for powerful grip and superb balance.Culture:
Sanäans are a peaceful species. Their culture is very calm and reclusive ever since the end of the First Age. Though an astonishingly small handful of Sanäans still venture around the world of Essia, there aren’t many people who know that they are actually Sanäan, as they don’t age like Men and Elves do. They typically appear very young, until they reach outstanding ages, and they are very quiet and reserved. Speaking in parables is normal for Sanäan, and even when using Common Speak, they are sometimes very riddled in their way of talking.Social Hierarchy:
Males are much more prevalent in Sanäan culture. Though females held spots of power in ancient history, ever since the First Age, the males of the species have controlled the majority of their people. Today, the females outnumber the males, in the hidden society of Sanäans lost somewhere in the forgotten reaches of the world, but they do not hold nearly as much power.
Rules -- COMING NEXT
Character Sheets -- WIP
There are multiple different Skeletons to be used for your fun and enjoyment in this Roleplay. Below you can find them all!
Proper Name: (full name, titles and all)
Common Name: (what do most people know them as?)
Description of Appearance:
Schooling/Training: (formal training and school experience)
Profession: (how do they make money?)
Background/Experience: (previous jobs, etc.)
Outlook: (i.e. their opinion of different species, violence, weaving, etc.)
Clothing: (what do they normally wear?)
Personal Effects: (a list of all things on their person)
Weapons: (a list of the physical weapons on their person)
Magic/Weaving: (school(s) of practice)
Primary Skills: five strongest combat/magic/weaving skills and their level of understanding (novice, apprentice, adept, journeyman, master) one of each of the levels must be used, no dual mastery, etc.)