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Information Archive - Do Not Post - Page 5 Empty Sage - Location

Post by Gadreille Wed Dec 01, 2010 12:17 pm

southwestern peninsula in the Misty Gulf of Kuton.
Country- Suituria [swee--tur-ee-ah]

Suituria has two major cities located in the country. One of them is the capital Fortona, which is located on the northeastern end of the peninsula. The other is a city located in the mountains separating a third of the country called Kiri-Nokune.

Fortona is much like a ‘Venice, Italy’. It has many bays and canals running through the city. The temperature in Fortona and its surrounding areas is very humid and temperate. There are many farms that also surround the city. The wildlife around the city is very diverse, but for the most part, it is usual to see around a city.

The mountain range of Kiri-Nokune is usually covered in dense fog with rain falling often. The mountain range is filled with woods and valleys that are not much unlike the rain forests. These forests and valleys are filled with many different kinds of dangerous creatures. The city of Kiri-Nokune is deep within the range and was built around the Temple of Six Paths, which is the Sages home.



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Information Archive - Do Not Post - Page 5 Empty Sage - History

Post by Gadreille Wed Dec 01, 2010 12:17 pm

The Suitarian history started with what they believe was a ‘Great War’ that was never ending. It was said a man came along and used some form of magic and brought peace finally to all the lands of Suituria. It was said he lived out the rest of his life in the Temple of Six Paths that he built using it to teach others his ways. All Suitarians, Sage or not, worship this man as a god. After the man came, it was said that the monarchy of the country lived on, and it still appears to exist today. Over time, there have been many rebellions in Suiturian history. It seems whichever side the Sages were on, that was the side that won and a new monarch would rule. After a monarch died or stepped down, it was their oldest child who would take the place. If they had no child, it would be up to the Sages to appoint a new leader.



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Information Archive - Do Not Post - Page 5 Empty Sage - Culture

Post by Gadreille Wed Dec 01, 2010 12:17 pm

Much of Suituria has fishing and mercantile based economy. Most of its income comes from these, although there is some farming.

Suituria is generally a militaristic country. Military service being a requisite to citizenship makes it so. They have a very strong Army, and Navy, being located on a shoreline. After each person's term of five years, they are able to extend their time. If they don't extend their time, most end up joining, or at least- being affiliated with one of the major Mercenary groups about. Some even seek the legendary hidden sage village to the east past the mountain range.

The people of this city and the outlying towns and villages have a high human populous. The populous is governed by a Monarchy, following the line of a regent. The monarch then has several advocates and emissaries that work with him as advisers, guards, generals, accountants, and marshals, not excluding his Templar adviser.

Some people of Suituria are unique, and are usually called Sages. Sages are believed to be descendents of the man who brought peace or descendents of those who learned from him. They are people who were brought up in the Temple of Six Paths, and are able to control the elements through use of a magical force called Chakra.

Sages start training at a very young age. They train until a High Sage sees that they are fit for the title of novice. Novice Sages begin assisting in tasks given by the Master Sage. Once a High Sage sees they are fit to advance, they become Journeyman Sages. Journeyman Sages will take on more tasks that are more difficult from before. After the Master Sage sees that they are fit to advance, they become a High Sage. High Sages are responsible for teaching new Sages and carrying out tasks for not only the Master Sage, but also from the monarch. High Sages are free to travel as they wish.

From High Sage, a Sage may only become either a Sage Lord, or be elected as the Master Sage. Sage Lords may also be elected as Master Sage. There are 20 Sage Lords at a time, and there is always only ever one Master Sage. The Sage Lords see to the most important tasks and needs of the Sages and the country. Sage Lords will generally control a group of High Sages when they go on their most important quests. The Master Sage rules over the Sages and has supreme power. It is the role of the Sage Lords to persuade him to make the right choices. The Master Sage also acts as an advisor to the monarch and an ambassador between Sages and normal Suiturians.



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Information Archive - Do Not Post - Page 5 Empty Sage - Lore

Post by Gadreille Wed Dec 01, 2010 12:18 pm

Most Suiturians believe in ‘The One’ or ‘God’, which is just a term for the man who stopped the Great War. However, there is religious freedom in Suituria so many other religions seem to appear there.



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Information Archive - Do Not Post - Page 5 Empty Sage - Powers

Post by Gadreille Wed Dec 01, 2010 12:18 pm

Sages get their power through a magical energy called chakra. Chakra is created through long hours of meditation and hard work. Most Sages spend half of their time working their physical strength, which improves the amount of Chakra a Sage has available and another half of their time meditating and studying. Sages study to learn about the world and the way the elements work. Studying allows them to use their abilities in new ways, improving the effects, or even simply making a Sage smarter, making diplomatic situations easier for a sage. Meditating restores Chakra. It is like a very deep sleep in which Sages think about the flow of energy and the world around them. Because Sages meditate, they do not have to sleep.

Sages follow one of six paths, which is determined by a Sage’s affinity towards an element. Once they have found their affinity, Sages can begin more specific training in the Temple of Six Paths. The six paths are:

Light: Light allows a Sage to blind their enemies, or even disorient them temporarily. It can be used for more practical reasons, such as lighting a room, or even be used to harness or create lightening.

Shadow: Shadow allows a Sage to use shadows to hide him or herself. Shadows can me used to travel through, allowing one to move behind opponents and attack them. Most Sages of Shadow rarely find ways in which shadows can harm others.

Fire: Fire allows a Sage to control and move fire in any way they wish. Some Sages even have found that they can create fire where none was available.

Water: Water allows a Sage to manipulate water, making it twist and move in many directions, trapping opponents and even hurting them. Some Sages of Water have found ways to use it such as walking on water and even creating water.

Earth: Earth allows a Sage to move the Ground to create barriers and even knock others to the ground. Some Sages have found a way to make the Ground separate and make it levitate there, allowing a Sage to throw it at opponents.

Air: Air allows a Sage to move the air around creating gusts of wind that can make the opponent off balance and easy to take down. Air can also be used to travel lightly and in some cases to fly for very short distances.

Because the abilities a Sage uses require Chakra, a Sage has a limit on what it can do. The more they do the more tired they get, requiring them to meditate to regain Chakra. If a Sage passes this level, it acts the same as exhaustion which could lead to passing out and in some cases death.



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Information Archive - Do Not Post - Page 5 Empty Apahov - Location

Post by Gadreille Wed Dec 01, 2010 12:21 pm

Miran Isles-
Seven small islands on the inner western edge of Arcona.

The largest of the islands is called Ramadi, the Gray Isle. It is known for this for its tall mountain and great amounts of rocks and mineral formations. The homes are all upon a thick shelf that juts out from the side of the mountain and overlooks the western edge of Ramadi, as well as can see just faintly the land of Arcona in the distance.


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Information Archive - Do Not Post - Page 5 Empty Apahov - History

Post by Gadreille Wed Dec 01, 2010 12:22 pm

In Progress



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Information Archive - Do Not Post - Page 5 Empty Apahov - Culture

Post by Gadreille Wed Dec 01, 2010 12:22 pm

The Sintag are the Apahov governing body. The Sintag is believed to be the direct descendant of Sindao, and the family line of the most pure power. The Sintag serves as the Apahov's leader, oracle, and overseer when guidance is needed. He leads his people with iron will, and tends to be rather merciless when it comes to the crimes of others.

The homes are formed in the manner of elaborate huts that are shaped like domes. The people are very intellectual and yet they are also very strict upon their beliefs and ideals. The society is built around the foundations of tradition and magic, and it is obvious in the way that the center of villages are populated by larger huts or more lavish housing, while the outer edges and scattered homes amongst the beaches and forests are smaller and filled by people who are less likely to have the pronounced or best of their abilities.



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Information Archive - Do Not Post - Page 5 Empty Apahov Lore

Post by Gadreille Wed Dec 01, 2010 12:22 pm

Sinbaoism. The worship of Sinbao, the prophet of ages past who was originally a human who made a pact with the Elements. He succeeded in said pact, and thus became the first Apahov. In the belief of Sinbaoism, Nature is praised, the blood and flesh of Emoria that offers them power. They believe that Sinbao was the first to bridge the gap, and took the world's power and made it so that every Apahov is born with power within them. There are other traditions and habits, which of course I will go into further detail later.



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Information Archive - Do Not Post - Page 5 Empty Apahov - Powers

Post by Gadreille Wed Dec 01, 2010 12:22 pm

-Weaving- The ability to turn the elements of wind and water (and possibly others with good training) into threads. Her people can only use elements in the form of threads, but in this, they are able to ''weave'' clothes, armor, sheets, homes, and many other things. The things woven with elements are much stronger and more durable to certain things than normal armor or things.



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Information Archive - Do Not Post - Page 5 Empty Veloren - Location

Post by Gadreille Wed Dec 01, 2010 12:25 pm

Map

The country of Arad Toman, the Veloren homeland, is predominantly a rolling grassland punctuated with small, dense forest. The capital city of Bael Shala lies nearly in the dead center of the country. It is a very architecturally stunning city with lofty towers inlaid with gold, and every building designed to be aesthetically pleasing as well as serve a function. A large white wall reacing a good 15 meters surrounds the city, and the famed golden plains of Arad Toman stretch forth as far as the eye can see. There are two other major cities in Arad Toman, both of which are ports. Dyara lies on the north eastern shore, directly west of the Miran Isles. FInally, Mur is situated in the south west on the shores of the Bay of Storms. Both these cities, while not as large or as beautiful as Bael Shara, are beatifully built ports that house hundreds of merchant ships each, seeing as the Veloren have almost no navy to speak of.



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Information Archive - Do Not Post - Page 5 Empty Veloren History

Post by Gadreille Wed Dec 01, 2010 12:25 pm

Around the time of Vatienne's colony on Am, the Empire was going through a wave of colonization and imperialism. It wanted power (nomnomnomnomnomnom) at all costs. Hence the VEC's mission (Vatienne Expeditionary Corp) to seek out new land beyond Talonia and the South. They ended up on the new continent and settled a land that would soon become the Veloren's home.

Vatienne pumped alot of money and time building that colony, planning on making it the main base for the Empire on that continent for future conquest on the continent. However, a couple of things did not go as planned.

First of all, the colonialists were starting to feel enitlted to more self-governance as the colony got stronger and stronger. Vatienne, of course, refused. Relations deteriorated. Then, the unthinkable happened: an armed rebellion broke out in the colony.

Vatienne, who normally would have crushed the upstarts, was busy fighting the Illurian Wars at the time, so they could not send any help to the loyal soldiers who were being massacred back on the colony.

The Empire has not heard from its colony since.




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Information Archive - Do Not Post - Page 5 Empty Veloren - Culture

Post by Gadreille Wed Dec 01, 2010 12:25 pm

Physical Characteristics: While a sub-race of human, the Veloren look much different than the average human. First off, they are on average taller than most humans with the men standing an average of 6'2" and the women 5'10". They are mostly pale skinned, but the farther south you move the darker their skin becomes. The most common eye color in Arad Toman is green, and the most common hair color is brown, although both eye and hair color can change drastically from person to person. They Veloren also have slightly shorter lifespans on average than other humans, usually living to 70 years of age.

Culture and Society: The entire basis of Arad Toman society is based around the usage of magic. It is so deeply engrained into their lifes that there is practically never a child that is born without some latent magical ability. The Veloren devote most of their time towards the fields of art, music and philosophy, although plenty of Veloren do normal jobs like farming and the like. It's seen as a quite honorable thing to enter into a field of art, music of philosophy, but the Veloren are in no way pushed to focus on those areas, it is just something greatly enjoyed in their country. The Veloren are also by nature relatively peacefully. Although they do have a fully functioning military, they only enter into war or fighting if it is truely deemed neccesary.

Government: Arad Toman is governed by a group of twelve appointed officials that come from diverse backgrounds. They are chosen based upon magical ability as well as general skill in leading the country. They serve a life term, but can be replaced if they break a core law. Each official, or Councilor, has equal weight in the Council of Twelve, and all laws must be passed by two thirds vote. Also, the Archmages of the military conviene with the Council of Twelve once every six months to hold a meeting that adresses any issues that come to mind, usually being about laws that were passed in the last six months.

Military: Commanded by ten "Archmages", the military is one that consists of purely mages. They assign mages different battle groups based on their magical strengths. Battle mages are mages that specialize in magic that works best in close quarters, they are a last ditch effort and number the fewest in the entire military. Ballistic mages handle the sensitive opperations of catapults and other long distance siege weapons. They also function as the equivalent of archers. General mages are the majority of the Veloren military. They are your basic mid distance mage that assaults the enemies with spells as they begin to charge. They would be the equivalent of infantry but they don't opperate well in close combat. Earth mages are tasked with the job of slowing down the enemy so the other mages have time to attack with spells before the enemy draws too near. They generally pool their powers to create rifts in the ground or turn the ground into mud. Defensive mages are there as a shield against arrow fire and must work in unison to create a shield that can stop most arrows for any extended amount of time. Their shields are in no way Impenetrable, but they do decrease the potential casualties from arrow fire. The Illusion mages are used to create large scale illusions to confuse enemy troops to help turn the tide of battle. They can also double as general mages if it is necessary Finally there is the healer who comes into play during and after the battle to refresh and heal wounded mages.

Courtship and Mating: Courship is actually handled by the woman in Veloren society. She must woo the male of her choice and lay a bridal wreath at his feet before the couple in question can get married. Mating is an incredibly private affair for the Veloren. They have no mating rituals and harld ever talk about the act in public. The gestation period for a Veloren female is, like all humans, nine months.

Allies: While only technically friendly at this point, The Apahov. Also the Veloren view the Fae as divine beings and would follow them to the gates of hell.

Enemies: None as of right now.




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Information Archive - Do Not Post - Page 5 Empty Veloren - Lore

Post by Gadreille Wed Dec 01, 2010 12:26 pm

Religon: The Veloren religion is based on the idea that magic is the holiest off all things. It created the world and continues to flow through it now, keeping it running. Using magic is considered the holiest of things, and the military is greatly respected for their frequent use of magic. The greater the skill in magic the holier a person is until they are so skilled that the people practically treat them as gods. Those who use little to no magic are unholy heathens in the minds of the Veloren, and must be exstinguished from the world in order for Emoria to remain pure.



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Post by Gadreille Wed Dec 01, 2010 12:26 pm


Skills: As I think you have come to expect, the Veloren heavily rely on magic usage. Their style of magic is not without it's limits, however, for to use magic without limitations would make you a god. The first large limitation on Veloren magic is the fact that it must be spoken. In order to cast any spell words must be chanted in order for the spell to work. The second is that when a Veloren speaks these words of power he or she draws upon the life energy of either themselves or the life energy of non-sentient life around them. This is why the Veloren often live shorter lives than many other humans. The Veloren's find nothing wrong with drawing upon the life energy of surrounding non-sentients, because as they view it every form of life has a destiny, and if you draw on something to use magic that is simply the destiny of the form of life in question. It is also often viewed that converting something's life force into raw magic is a holy event for the life form. There is a third limitation on Veloren magic, that being energy drain. Casting a spell uses up some of the caster's energy and eventually they will tire. A mage tires even more quickly when they cast larger and larger spells.

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Information Archive - Do Not Post - Page 5 Empty Hyrn Location

Post by Gadreille Sat May 28, 2011 11:39 am

The land of Hyrn is a cold but lush land where soil is very fertile. The land is filled with great forests that are extremely large and dense. Next to most of these forests are large open planes filled with grass. The Hyrn control 7 cities/city-states in their land. The 3 main city-states are Verevui, Finevui, and Myravui. The 4 minor city-states are Pyrian, Leeran, Mygan, and Taran. The whole land was once a whole and was rapidly expanding until the final plague hit.
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Information Archive - Do Not Post - Page 5 Empty Hyrn - History

Post by Gadreille Sat May 28, 2011 11:40 am

The Hyrn people started as nomadic wood elves that began to group together about 700 years ago. Most of the Hyrn’s history was destroyed and scattered by looters and thieves, so no one knows how the monarchy formed. The first king was Iluvias Hyrn. He ruled for about 200 years most believe and then was killed in an uprising. The second king is unknown to all but they believe he died soon after taking throne due to the first terrible plague that struck the land. The third king Urnalis Hyrn, was thought to have ruled another 300 years until another plague struck. The most recent King Halius Hyrn died in the final most terrible the plagues. The plague caused the hosts body to stop creating any cells whatsoever so many of the Hyrn simply started decaying alive. Those that survived had a mutation allowing them to survive this disease. For unknown reasons, the disease mutated survivors DNA creating immunity to all diseases before it was killed off. The few survivors of this plague began to group up outside of the cities that are now slums and build cities at the edge of them and the edges of forests. These new cities formed into city-states, who are now beginning to fight for control of Hyrn and unite the land and any people who were able to leave are beginning to return.

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Post by Gadreille Sat May 28, 2011 11:41 am

The original monarchy of the Hyrn people was destroyed in the final plague. Now the Hyrn live in smaller city-states that fight for control of the land of Hyrn. The cities that still stand are slums that are filled with crime so most avoid them. Because the city-states are so separated, the life style of the people can be different, but is usually surrounded by crime and poverty.
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Information Archive - Do Not Post - Page 5 Empty Hyrn - Lore

Post by Gadreille Sat May 28, 2011 11:42 am

The Hyrn people have lost all of their tales and legends with the plague. Their religion before the plague was completely wiped out for no one remembers it. For the most part, the land of Hyrn is filled with Atheism, but because many of the Hyrn are returning, many other religions are spread throughout the land.

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Post by Gadreille Sat May 28, 2011 11:43 am

The Hyrn people have immunity to all diseases. They believe that they receive this immunity from the most terrible of plagues that struck the land. They believe that when the plague passed through their bodies, it created a natural immunity to diseases.

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