The IC thread can be found here: The Legends of Laranya IC
It is before human history. The giant Island continent of Laranya is split into several different countries. Knowledge of the ancient Gods is still well known even among the short-lived human race, and magic is abound in this world of war and fantasy. There is peace for now, has been for over a decade: but that is changing. Whispers of an old evil are spreading from town to town, upon the lips of wary travelers. The Mystic Territory, the wild land once inhabited by the Telaree and the Karree, is said to be housing a dark evil that was last fought many centuries before. Then, there's the mysterious man who seems to be trying to start a war between the two human-dominated countries of Tysella and Alsoran. Darkness is spreading, war is coming, and the fate of the world is in the air. What will become of the ancient land of Laranya? Is it doomed to destruction by the forces of evil and internal warfare? Or, will the darkness be pushed back, to throw the land into a golden age of development and peace? The answer to that, is yet to be seen.
Important Wars: There are two important wars that took place in ancient Laranyan History.
THE GREAT WAR:
The very first war involving every race of Laranya. This war stemmed from poor relations amongst the Karree and Telaree. The Karree grew so jealous of their sister race, that they decided they wanted to kill every last one of them. This was over 500 years since humans were created by the Ancient Ones (or Gods). It was a nasty war, and the Karree were initially winning the fight, because most Telaran's just aren't warriors. That said, they enlisted the help of the other races; Shifters, Humans, Elves, and the Dwarf's alligned themselves with the Telaree; the only ones to stay uninvolved were the Ancients themselves who still lived amongst the world of their creation and interacted with the life they formed. They wanted to let the Telaree and Karree come to terms with their problems themselves for once. What followed was a long and very bloody war that lasted over 200 years and cost many, many lives. This war significantly reduced both Telaree and Karree numbers, but by the end of the war both races still had a large population with many cities.
The War of the ANCIENTS
The war that drove the Gods away from Laranya. The Karree were angered greatly by what they considered favoritism towards the Telaree. They had the power to create life, after all--even if not sentient life. The Gods spent more time amongst the Telaree than the Karree. They seemed to favor the Telaree more so than the Karree. Thus, the Karree got fed up, and decided they wanted to kill the Ancients. Whether or not it is even possible, nobody knows. All that is known about this war is that it lasted less than 2 years. The Karree actually managed to get most humans to fight with them, using human greed and emotion to turn them against the Ancients. There was one single group of humans, known as the Kai Han, or Chosen Ones in the ancient tongue, who fought alongside the God's in an effort to stave of the Karree. The rest of the races all fought alongside the Gods, while most of humanity fought alongside the Karree. As you can imagine, the death toll was exceedingly high. It is during this war that the numbers of Karree and Telaree dwindled to the point that they are now near extinct.
The Kai Han were gifted with special powers to help them fight, in thanks for their loyalty. They were gifted the ability to summon ancient beings from the heavenly realm of the Gods themselves. There is only one known Kai Han left in existence today; they died out for the most part, and there is a great deal of history behind that, involving another war that took place only a couple centuries ago. After the War of the Ancients, the Gods, in their fury and hurt that their own creations no longer loved them, fled Laranya, abandoning it completely.
The Races of the World
Everyone knows what humans are. They are the most common and most adaptable species in the world. They have the potential to learn just about anything from the most advanced magics to the most deadly combat. Humans may be the most "mundane" race, but they are hard working, learn quickly, and have the shortest life-span of any race. A bit ignorant of the ancient ways, most of them; but humanity is in general kind and determined.
A race of forest-dwellers. They live in harmony amongst the woods, building their homes and villages within the trees themselves. Often misunderstood, some people wrongfully think them immortal. They are not, though they can live to be around 200 years old or so. Elves are in general physically weaker than humans, but often they are more agile. They tend to make better mages too, because they have a deeper understanding of the world in which they live. Of course, being one of the older races, this would be expected. Elves are often very agile, make excellent marksmen, and are usually more silent and stealthy than a human could ever hope to be. Of course, the elves tend to make poor horsemen, as they live in the woods and don't have much experience with them.
(Special thanks to eddieddi and Mountain Dew for their ideas in developing this race). The Dwarfs live in an enclave within the country of Tysella. Sun and technology worshipers, they are responsible for inventing some of the nastiest war machines around. They have also found a way to harness the power of the sun itself, and therefor they have a form of power similar to that of electricity. Their little enclave of Elvringe (pronounced Elv-reenj) is actually quite complex and sprawling, with high walls to keep outsiders out. The walls are lit with devices the dwarfs engineered themselves to create light. Similar, albeit smaller devices, light their homes.
What Dwarf's have in creativity, ingenuity, and technological skills, they lack in magical prowess. They are a more scientific based race, shunning magic for scientific and technological progress. They do not use magic, instead they rely on their technology. Also of note, is they respect their beards a great deal. Dwarfs are almost as tall as humans, averaging about a head shorter than most human beings, and their beards are often so long they nearly touch the ground. Dwarf women are said to be some of the fairest in the land, with tanned skin and beautiful eyes. While men fixate on their beards, Dwarf women fixate on their hair, seldom every cutting it. This being the case, most dwarf women have extremely long hair--like the men's beards, sometimes touching the ground. They have the same life-spans of humans.
Finally, Dwarfs do not trust anyone other than another dwarf. They pretty much keep to themselves, though they do trade with both Tysella and Alsoran. This is pretty much due to convenience, as their country lies within Tysella. Though they dislike most outsiders, they get along best with elves, as the elvish race cherishes nature and the Dwarf's cherish the sun. Still, they don't much like Elves either.
There are very few Telaree left in the world. Their war with the Karee over a milenia ago left much damage and devestation in the land. Laranya still bores the scars of battle from these two eldest races. The Telaree are almost god-like in their abilities; they were created by the Gods to help create the very world itself. The Telaree are responsible for all of the plant and animal life in the world, while the God themselves created the planet as well as the sentient beings within it. Telaree tend to be quite frail physically, but they are the most powerful race in the arcane arts. They can make plants grow, and at one time, before their numbers were so dwindled, were even able to create animal life. They are typically a foot taller than humans and have very light blue skin and pale amber eyes. Their hair comes in many colors. Telaree are skilled with quick, light weapons like short-swords and sabers, and they can be good marksmen; but their true gifts lie in that of magic. They are the only race that can specialize in every magic school. Finally, they are one of the only two truly "immortal" races in the world. They can be killed, but they do not die of old age.
Another ancient race, these were created by the gods to help them actually forge the shape of the land. With powerful mastery of the elements, particularly Earth and Fire, they helped form the mountains, the shape of the lands themselves. But, they were extremely jealous of the Telaree, because the Karree were not gifted the power to create life. Since their creation, there was always a tension between the Telaree and Karree. The Karree are physically much different from any other race. Though humanoid, they are even taller than the Telaree, standing a few FEET over their heads! That puts them as around 9 to 10 feet tall! Aside from this, they are physically strong and well built. They are broad shouldered, very muscular, even their women are more ripped than any human man. They specialize in the elemental schools of magic, but have a particular affinity for fire and eath elements. Plus, they are so strong one Karree can lift over 2 tons of weight and can crush stone in their bare hands. Like the Telaree, these are the second of the two immortal races; they can be killed, but they do not die of age.
This race of beings is an ancient one, created before any of the others save Telaree and Karree. They were long ago driven back into what came to be known as "the Shifter Realm" when humans began to fear them too much. The Shifters are unique in that they do not require magic to change their shapes; it is purely biological. A mage can turn himself into another being, if he or she has the right magical training. A shifter can do so naturally. There are two kinds of shifters, full blooded ones and half-blooded ones; just like with any of the other races. The main difference being that half-blooded shifters can only turn into something biological, like a plant or a dragon--whereas a full blooded shifter can change into ANY object, inanimate or otherwise. Typically, Shape Shifters are very skilled in magic, though often lacking in combat skills as they tend to rely on changing into other shapes to fight. They are far more arcane than even the elves; but they still aren't nearly as skilled as the Telaree. Shape Shifters have a life-span of around 300 years.
(Special thanks to eddieddie for this race as well, PLUS its history).
Dragons were among the first races on this planet, eldest of the eldars, not imortal but the longest lived mortals, their ages veried, randing from a few hundread years, to the eldest being well over 10,000. Dragons lived in the high mountins, on the edge of forrests often. they were born alongside the other two eldest races but were different, they were not guardians or stewards, but lore keepers, they are the memory of the lands, and have the intelligence to show for it. A dragon is either born colored, or brown. brown dragons have no special magic ability other than the normal draconian innate ones.
Light Purple- Lightning
Brown with green streaks- Earth
Necromancy; Dark Purple- black
Holy Magic; Silver-gold
Mind; These dragons tend to be red with other coloured streaks, but some tend to be a burnished bronze colour.
Mana; these are the only dragons with changing colours, they either change with their moods or act like a araura.
Convayance; these dragons can be any colour but their outline is blurred as space twists round them.
Dragons live for several centuries, even up to tens of thousands of years, however there life is split up unlike most others;
Kithood; these dragons cannot speak, they are small, kitten size, and act like a kitten!!
Childhood; these dragons are about the same size as a small bull mastiff right up to a shire-horse. these are the most common dragons to be found in the world right now, they range from twenty five to a hundred years old.
Adolesence; these dragons are ride-able, but only if they have been your friend since kithood, or a friend of your father, only elves may ride them, or half dragons. but they are the most energetic, their magic is strong but their body is stronger, they are active, adventurous and often rebellious. this age lasts from 100 to 200 years of age.
Adulthood; this is the breeding age of dragons, they are fertile in this age, though they can copulate from childhood upwards. a dragon takes 25 years to go in to heat, (female only, males are 'ready' at any time) and it takes another 10 years for the egg to hatch, however a heat will last for an entire year. female dragons in heat are extreemly dangerous, as while they may not have a mate (dragons mate for life) they will want satisfaction and will take it from ANYTHING in ANYWAY they can. people are often drowned. most dragons of this age are bigger than a good sized house. this stage lasts untill 1,000 years of age.
Elderhood; this is often the last stage of life for most dragons. at this stage their magic surmounts most creatures, and there knowledge is often compared to that of the gods, Elder dragons are hunted by men as a test of prowess, by dwarfs for scales, bones and other things as part of their devices, also by shifters so they may absorb the knoledge of every creature the dragon has ever seen, (often some that are long dead). and so they hide away in caves and in groups to defend each other, they are dangerous to any who wish them harm.
The Ancients; These dragons are among the oldest, and most powerful creatures in the land, living well over 7,500 years old, their magic surpasses even the immortal races, for any other creature than another Ancient dragon to fight them would be like an ant trying to fight a t-rex. impossible. as of this moment there are only fourteen Ancients in existence, one for each type of dragon. these legendary creatures are the size of mountains, and spend a lot of time sleeping, revered as demi-gods (almost) by other dragons and feared by all who encounter them it is said that the day the gods return the Ancients will rise to do battle with them. most dismiss this as a myth, but most of those who have seen one of these mythical beasts lend it credibility.
Due to the fact that Dragons are hunted by almost every race exept the elves they hate every other race, and will only converse with elves willingly, and only elves are allowed a draconian mount, and even then its a privilege given to a rare few. but seeing a Dragon and rider bearing down upon you, often armed with weapons and magic most could only dream of, is probably one of the most awe inspireing, and fearful things in this world.
These creatures are shrouded in mystery and mythology living on hidden Eiryies, mountain tops shrouded by mist and spells, protected sometimes by shear height, any other creature would be starved of oxygen. few other than elves often see them, and even then most that do don't live. Dragons. legends, myths, creatures older than the mountains. the history keepers of this world.
Do you dare?
There are three main countries, plus the alternate realm that the shifters live in. There is the western lands, Elsaria; this is the elven lands. Then there is Tysella and Alsoran; both of these belong to the humans and are the midlands and eastern lands. To the north, over half the continent, is the largely unpopulated Mystic Territory. Karthuul, the last village of the Karree resides here; rumor has it somewhere in the Mystic Territory is the hidden village of the Telaree as well. Hidden deep within the forests of the Mystic Territory is the only entrance to the Shifter Realm, the gateway to the world in which the Shape Shifters reside.
ELSARIA: The land of the elves. A largely forested country with the tail end of the Enor Mountain chain jutting halfway into their territory. There are many cities built into the trees, where the elves live in harmony with the nature around them. Their capitol city is Andralia.
TYSELLA: The largest of the two human countries, it is flanked by Alsoran to the east and Eslaria to the west, with the Mystic Territory to the north, the passage blocked by the Enor Mountain Range. Enor Mountain itself is within this country, the highest mountain in all of Laranya. Rumor has it that the Elemental Stone of Air is hidden at the summit, but this has yet to be confirmed. The capitol city of Tysellla is Laranya City, the largest city in the world and once the capitol human city period.
AlORAN: This country split from Tyesella centuries ago, but at one time Tysella and Alsoran were one giant country named Tyselaron. This land lies to the east, the other end of the Enor Mountain Range covering the northernmost tip of the country. This is the only way to pass into the mystic territory without having to go over the mountains. This makes the tiny little village of Rankar a vital tactical point to any invading force from the Mystic Territory. The capital of Alsoran is Estelle. It is a much smaller city, bordering on the Laranya Lake, a very large and very deep lake fed by two rivers from the east.
THE SHIFTER REALM: This is an unknown world, no human has ever set eyes on it. The secret gateway lies between two ancient trees and can only be activated with the right incantations. Shape Shifters do trade with humans, as relations with the other races have begun to improve in recent decades. Still, they have never allowed anyone that isn't a shape shifter into their realm.
THE MYSTIC TERRITORY: There's one known village to the far north, Karthuul, where the last remnants of the Karree live. Aside from that, it's believed to be inhabited solely by local wildlife: unicorns, dragons, and various other mystical creatures, hence it's name. It is mostly forested, and there is another lake called Unicorn Lake. It is much smaller than Lake Laranya, BUT it is a frequent watering hole for unicorns and even the occasional dragon.
ELVRIGE: A small enclave, that is a country within a country. Elvringe is a group of dwarfish cities within the boundaries of Tysella. Their entire country is walled off and very highly patrolled to ensure that no outsider, be they human, shifter, elf, or otherwise, gets into their walls without express permission. Dwarfs are untrusting of pretty much anyone other than another dwarf. They do trade with both Tysella and Alsoran, but ironically, they get along best with Elves--as they both share a love of nature.
There are several schools of magic in Laranya. They are as follows:
Elemental: Pretty obvious, this is control and alteration of the major elements of Earth, Fire, Water, and Wind. Karree and Elves are highly skilled in this school, with elves excelling in wind and water, whereas Karree excel in Earth and Fire.
Illusion: The ability to cast illusions. This school allows one to make someone think that they are in a dark, dank dungeon or to make it appear as though a copper coin is a gold coin. Anything that alters a beings perception of reality, in other words.
Healing: Another obvious one, the ability to heal wounds and other magical effects.
Necromancy: "The Dark Arts." Necromancy is the ability to raise the dead as slaves to your own will. This school also allows communion with the dead. The most advanced practitioners are able cheat death--when they die, their spirit takes on a wraith-like form, and if they can spill enough blood, they can gain enough power to recover a new physical form. Also called the "Realm of Blood" or "Blood Magic."
Holy Magic: Divine magic, believed to be left over by the gods. This magic is in many ways, the magic of life. Holy magic does NOT have restorative magic like the Healing school; instead it is full of magic to combat against the forces of darkness and to protect oneself from the dark arts.
School of Mind: This school is not really magic, but powers that come from within. Examples of this would be telekinesis (which can be achieved also with the Mana school) and telepathy.
Transmutation: The ability to shape-shift by magical means, or to make one object turn into a completely different object. A very useful school indeed.
Mana: THe ability to manipulate the forces of magic itself. No elemental type of magics, but it allows one to move objects using magic, or to cast bolts of non-elemental PURE mana. It also can be used for shielding from magic spells and such.
Conveyance: The ability to teleport from one place to another, to teleport another individual, in addition to slowing them down or speeding them up. Often called the Temporal in some circles.
I get into some rules for Skill point allotment in the Character Sheet information below. That said, here is an overview of the levels of magic. ALL magic maxes out at Skill Level 10. All characters start out at skill level 0 in all schools, and you can spend your SP in whatever schools you want. That said, please leave intrinsics where they began. In other words, a telaree mage starts out with 5 in each magic school (+3 to all schools for their race and +2 for mage specialty). You cannot then reduce all stats to zero to have a whopping 45 SP. You still get your 20 skill points to add wherever you please, with all schools starting at 5.
Skill Level descriptions:
1-very minor powers, such as starting a small fire, turning a pencil into a feather, making small objects teleport, etc.
2-Minor powers, but some actually useful. This includes blinking very short distances, enchanting a bag to hold more than it normally would, throwing a tiny ball of flames, etc.
3-Same powers as 2, but more powerful. Blinking is slightly longer distance away.
4-Throwing larger and more damaging balls of elements, transmutating small objects such as knives or weapons into other items and visa-versa.
5-The mid-point. Powerful magic here, such as minor area of effect magic. Use your imagination, as always.
6 and 7-exactly like 5, only increasing in power of magic.
8-extremely powerful magic, including large storms and area of effect spells. At this level, healing magic can work against all but the most dire of wounds (such as dismemberment).
9-Long, ritualistic magic such as summoning lesser elementals, (or in the case of mana, beings of pure energy). Powerful transmutations that can even effect other human beings, not just oneself.
10-Master, who can bend their school to their will. Almost god-like in power, including summoning elemental beings and surges of pure power. Whatever your magical school, remember that this is pure magic power at it's best. Likewise, most magic at this level is going to take long rituals and advanced incantations. Again, use your imagination
Here is the Character Sheet I want everyone to fill out. Here are some basic rules to follow.
1. Magic stats max at 10. Everyone starts at 0 (no magic ability) and has a total of 10 skill points to spend on schoos, PLUS race instrinsic bonuses (see below). Also, if you are playing a dedicated mage, you may start out at level 2 in all schools initially, plus racial bonuses.
2. RACIAL MAGIC INTRINSICS:
Humans: none. Get 15 SP if starting as a specialist mage.
Dwarfs: No magic allowed. Period.
Elves: Start out at +2 in the schools of Elemental, Healing, and Mana (so set these to 2 THEN add your Skill Points as desired)
Telaree: start out at +3 in each school PLUS you get to have 15 total SP to spend regardless of whether you are a specialist mage or not.
Karree: Start out at +3 in Elemental Schools of magic, and get 15 total SP to spend, regardless of whether you are a specialist mage or not.
Shifters: Start out with 15 SP to spend on magic--20 if you are a specialist mage.
Dragons: Start out with 10 SP to spend on magic--20 if specialist mage. In addition, Dragons get an extra 8 points (if combat specialized) or 10 points (if magic specialized) as their race is innately magical. Finally, depending on dragon color, one school of magic is immediately raised to 10, at the expense of one school of your choice being set to zero. Dragon colors and SP are as follows:
Elemental [+10 to elemental school of magic]
Light Purple- Lightning
Brown with green streaks- Earth
Illusion; Polychromatic! [+10 to illusion]
Healing; Green-silver [+10 to healing]
Necromancy; Dark Purple- black [+10 to necromancy]
Holy Magic; Silver-gold [+10 to Holy]
Mind; These dragons tend to be red with other coloured streaks, but some tend to be a burnished bronze colour. [+10 to Mind]
Mana; these are the only dragons with changing colours, they either change with their moods or act like a araura. [+10 to Mana]
3. COMBAT: With combat, remember that you should be weaker in combat if you are a specialist mage or heavy magic user. In addition, here are some noteworthy racial intrinsics you must follow in your character sheet.
Humans: None. No overt weaknesses either.
Dwarfs: May start out with "special" technological equipment. NO GUNS--use your imagination. They make great swordsmen and cavalry but not so great archers. They are great with bladed weapons, and can use most anything well.
Elves: Can be excellent swordsmen, but make even better archers. They don't typically use heavier weapons, but *can.* Very stealthy.
Telaree: Much too frail to use anything other than swords, daggers, and light weapons. They *can* be good at using these, but they are the second weakest race in combat.
Karree: The strongest combatants, plus skilled in magic. Remember this when you make your char sheet. They *can* use smaller swords, but preffer much larger weapons like halberds,
Broadswords, spears, pikes, battle axes, warhammers, etc.
Shifters: Not so good in melee combat at all; they are even worse with weapons in general, then the Telaree. They can use short and light longswords well enough to defend themselves,
but they tend to rely on their animal forms for combat, therefore are unpracticed in weapons for the most part. Remember that when you make your character sheet.
4. I don't actually have skill-points for combat stats; I just want you to reflect strengths and weaknesses in your character sheets and remember this in RP battles, okay?
5. AGE. Keep within the specified lifespans in the racial information. Also, while you may be a soldier in any of the country's military forces, please note that unless you are a Karree or Telaree, you CANNOT have been alive to have seen the two wars I mentioned at the start of this post. If you *are* playing one of these two immortal races, the Great War took place around 5,000 years ago, just 500 years after mankind was created. The War of the Ancients took place just 2,000ish years ago.
6. You can be half-breeds (ie half-elf, half-shifter); for purposes of magic choose one side to base magic skill points on (ie, if you are a half-elf, half-human then base your magic skillpoint allotment on the rules of an elf OR a human). When describing combat skills, you may use your imagination; just remember half-breeds combine not only strengths but weaknesses. ONE NOTABLE EXCEPTION IS HALF SHIFTERS: if your character is a half-shifter, they can ONLY shape-shift into a BIOLOGICAL being--so no turning into a bar-stool for them
And NOW, the actual character sheet skeleton:
Specialty:(Combat, Magic, balanced)
General Description (no pic required)
Brief bio/history (2 paragraphs at least, please)
(You get 10 SP for a non-specialist mage and 15 if your character is a magic specialist, PLUS any racial modifiers)
Temporary Co-GM: thewizardguy
Cerius:Suspended Lance Nashor
GreenGoat: Deceased Jovann Heindl
Empath: Ayana ‘Aya’ Sumani
thewizardguy: The Jester
DivineAzazel: Cicero Túrion and Gabriel Túrion
normyp:Argon, Son of Argo, Steelskin