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 Post subject: Encyclopedia of Likwa
 Post Posted: Mon Dec 27, 2004 11:52 pm 
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Well, I seem to forgotten to back up this thread when the boards were killed. Oh well... I have most of the stuff saved here anyway, aside from some things on the races, I think, so I'll just be posting this here.

This is a general reference thread for the world of Likwa, but it is not the information thread for the Last Wish game. Said thread will refer to these posts.

Please don't post stuff here. If you have anything to say, put it in the Trinities OOC thread.

And as for the missing races thread, I suppose I'll just use the races thread I'm typing up for Last wish. Most of that stuff is relevant across the time periods.


Last edited by Krail on Tue Dec 28, 2004 12:06 am, edited 1 time in total.
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 Post Posted: Mon Dec 27, 2004 11:57 pm 
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(This post is a bit dated, but it's a good intro.)

Fire - the element most closely associated with destruction. The most basic attack spell is a level one fireball. Most fire spells are associated with battle. People in occupations such as chemistry or cooking are very likely to have abilities in this element.
affinities- electricity, light, energy
repulsions- water, earth. wind
(does anyone know a better word for that than repulsions?)

Earth The two basic disciplines of earth magic are manipulation of basic matter and life energies. Most force, lifting, and temporary magical matter creation stem from this element. Also, nearly all curative magic is earth elemental. Experienced Earth mages can manipulate landscapes and call plants to do their bidding. Normal occupations associated with earth are things like agriculture, construction/demolition, archaeology, medicine. (a little note, this also includes necromancy)
affinities- water, light, energy
repulsions- energy, wind

Wind magic is associated largely with communication. Wind mages can communicate verbally and psychically accross great distances, even if there is no air (it's magic). Wind is also closely related to the weather. General flight is a wind spell. Occupations associated with wind, communications, weather control and prediction, gymnastics and certain types of martial arts.
affinities- water light
repulsions- fire electricity

Water Water is closely associated with life and vitality. It also has some small associations with time magic. The general concept of erosion, physical, spiritual, or mental is also present in water magic. It is close with wind in it's weather effects. It deals with ice and cold too. A true temperature affecting mage will master fire and water. Job associations are weather control/forecast, agriculture, fishing and general seafaring.
affinites- earth, wind
repulsions- fire, electricity

Electricty - electricty obviously has a lot of chemical associations. An extremely well trained electric mage can sever chemical bonds, tearing large objects in half. It also is closely associated with direct attack spells. It is also useful for manipulating gravity. Electrical occupations include (but are not limited to) chemistry, metal working, electrician, repair, and communications.
affinites- fire, light, energy.
repulsions- wind, earth

Light (if you're wondering why it's orange, I ran out of colors) Light magic includes darkness magic too. light and dark to not have holy and evil connotations, but they do have spiritual connotations. Certain etherial disciplines are associated with light, such as talking with and summoning spirits etc. Illusion is very closely tied in with light. Illusions can be used to draw magical diagrams for summon spells etc. Your basic light attack spell is a weak lazer beam. Due to technology such as the radio, it also has communication associations. Well lit occupations are electrician, archaeology/caving, solar energy industry, explorers, rangers, illusionist (Vegas Magician), communications.
affinity- energy, fire, electricity
repulsions- electicity, earth

Energy Energy is the most maleable, and hardest to master of the magics. Generally, anything in miscellaneous categories goes here. It is very handy in fighting, as it is good for causing physical destruction. It is also tied in with celestial magic, which is generally magic associated with the stars and the great unkown etc. Energetic occupations inculde energy resources, astronomy, demolition, any work where you have to move stuff, architecture.
affinity- light, earth, fire, electricity
repulsions- water, earth (yes, earth counts in both)

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 Post Posted: Tue Dec 28, 2004 12:04 am 
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Mage Classes

Okay, today’s lesson is mage classes. These are some of the basic divisions of kinds of magic and spells learned on Likwa and how they work.
Magic in general is generally seen as some kind of ambient energy. It has some relation to mental activity and life forces, but is not dependant on them. Sometimes a being can draw from itself, but magic is usually drawn from the thin air. There seems to be a relatively limitless supply of it. In fact, places where magic is often cast may seem to have more magic than other places. After spells are cast, the soft twinkling of magical energy can sometimes be seen left behind, and can help a person charge up for more spells themselves. Also, magic energy can be liquified and solidified for easy uses as energy sources. However, it is very difficult to run experiments on such concentrated magic, as it tends to be very reactive and spontaneous.

Magic History... So the legend goes, back in the day, we’re talking like ancient Sumerian times here, magic was relatively well known but extremely esoteric. It was not an easy thing to learn. Those who could become good at magic usually became leaders simply because they held so much power over everyone else. Anyway, over a long period of time, seven of the most powerful mages in the world came to a decision after very long periods of discussion. They figured that the world would be better off if magic were more accessible and went about trying to figure out how to do this. Eventually, they created seven “cores” of magic, which are the seven elements: earth, water, wind, fire, electricity, light, and energy. Their basic purpose was to focus and spread certain magical energies around the world, and make it easier to focus on specific tasks like creating fire or lifting boulders.
Well, after several incidents involving the cores, it was decided that they needed some kind of protection. They eventually went and made guardian creatures out of the cores themselves. Of the earth were the four golems, Obsidian for the magma, Shikat of the planes and flatlands, Vivac for life forces, and Grabble for quakes and mountains. Of water was the great serpent, Gleena, whom many legends surround. Of wind was an amorphous blob, Ventriel, who has taken a liking to fairies. Of fire was an uncontrollable beast who got on the bad side of the great phoenix of the desert. The Desert Phoenix is now the fire guardian. Of light was an obscure dragon named Elderich (who happens to be the current chief elder as far as your characters know). Of electricity... I’m still working on that one... I’m thinking it’s the cyan Kryla, but I’m not too sure on that. Of power was an odd beast who goes by the name of Charrak. Charrak had a bit of a power trip and tried to take over the world and whatnot, but that’s another story... (Grabble now works for Charrak) The current Likwan calendar begins at the guardians’ creation, roughly 4000 years ago.

Evocation- The most basic and one of the most complex of the magics. This is the basic skill upon which most other kinds of magic are based on. To evoke magic is to call it forth, it is the simple task of drawing out magical energy and manipulating it. The simplest spell is manna stream, creating a small burst or line of lightly glowing energy. Evocation depends entirely on the abilities of the mage to manipulate the energy. All spells and effects must be consciously guided. Evocation spells are like simple tasks that the mind learns to carry out. For example, walking can be quite complicated, but the brain is used to it and carries it out with little effort. Learning a spell is like learning how to walk, you go through the motions until they become automatic.

Invocation- To call upon the power of another being. Invocation can call upon the power of anything from a mere ant to the very gods. Generally, any spells that require some kind of special symbols or an enchantment are invocations. Specialists in invocation are often well educated about various magical beings and their uses, because they have to be. Some examples of invoking spells are calling upon a fire elemental to cast a fireball, or calling upon a kitsune help create illusions. The basic idea is that you let something else do your dirty work. The main difference between invocation and summoning is that summoning implies the physical presence of a being, where as invocation only calls upon its powers.

Summoning- Calling upon other beings, usually espers (Generic term for magical and ethereal beings). A summoner brings a being into their very presence to do a task. Certain commonly used espers will usually be referred to as “summon creatures”. Basic summoning merely cause a basic spell effect, such as a beast running up, shooting a few fireballs at the opponent, then disappearing. Higher level summons actually call on the creature to stick around and follow orders, or go off and do things. These take a lot more time and energy for the summoner, though it’s easy enough of the being is willing to be there. There are many various summon creatures, and anyone who wishes to delve into that area should probably send a couple of private messages so we can discuss what there is. The very highest level summoners can call upon the very guardians themselves. An esper may ask for something in return for its services.

Teleportation- Closely associated with summoning, teleportation is the ability to transfer objects almost instantaneously. Teleportation usually involves creating some kind of portal, or spacial tear that leads to one’s destination, but it may also include things like disintegration and reintigration.

Geomancy- The art of geomancy is drawing power from the environment. The kind of spells that a geomancer can cast depends on where they are. For example, around a volcano one could cast fire and rock based spells. In the depths of the forest one could cast plant based magic. This extends to man made territory as well. In a robotics plant, a geomancer might cast electricity based spells and things having to do with metal. A geomancer is usually aware of his surroundings, and generally has very good magic senses. They are also quite adept at blending in with their surroundings.

Watchful eye- The name given to the art of learning skills from your enemies. A useful skill. For example, a creature attacks by shooting magically generated seeds at you. The watchful eye will learn this skill and be able to shoot magically generated seeds. Watchful eye is usually only used in the presence of the being whose skill is being used, but masters of the ability will permanently learn these skills.

Sensory- Another basic magical skill is sensory magic. High level sensory spells often tie in with psychic abilities. Most sensory magic involves detecting energies and objects without using the normal senses. Magic energy is most easily sensed, and basic life forces are just a little harder to pick up on. Sensing actual physical presences in detail and over distances is quite difficult to do.

Illusion- Illusionary magic is a very precise skill. The basis of illusions is trickery. You want to fool someone’s senses to make them think that something is or isn’t there. Audio illusions are the most basic, as they’re the easiest to create. Next up are visual illusions. Fooling the senses of taste, smell, and touch is quite a challenging task, but a must for any would be illusionist. Things like creating false life forces and magic are relatively, but creating specific false life forces and magic centers is quite a difficult task.


Communication- Mixing sensory and illusion magic, one comes across magical telecommunications. This also has associations with teleportation.

Attack- In a world where stories of grand adventure are quite common, so are attack spells. The basic aim of an attack spell is to cause physical damage to a target. However, attacks may also be targeted against the magical ability, mind, or even soul of a target. Explosions are very common, but the skilled attack mages know how to create a great deal of force into a single point.

Defense- In a world of attack magic, defensive spells are also quite common. You most basic of defensive magic is a flat out energy shield. It’s essentially magically created glass with a slight give to it. There are many ways of magically defending one’s self. One of the more imaginative defensive spells is a shield that allows the body to move freely and take damage without actually being injured (See your average action/adventure/platformer videogame) Some defenses might involve teleportation, or phasing an attack through alternate planes.

Charms and Curses- The art of indirectly infecting things. A basic charm would be something like increasing a person’s agility for a short period of time. A basic curse would be something like causing an enemy to be temporarily delusional. You can also charm objects, like causing a weapon to glow red, or making a brick lighter until it is set. Spells under this category are generally temporary. These spells are sometimes unexpected side effects of other spells.

Enchantment- Like charms and curses, but more permanent. Enchantment is usually used in specialized weapons. For example, a sword might be enchanted so that it glows whenever orcs are near. A spear might be enchanted with fire so it can destroy ice based foes more easily. Or perhaps a necklace may be enchanted so that whoever wears it can levitate at will. Of course, not all enchantments are good. The word curse is usually used in terms of a negative enchantment.

Manifestation- Using magic to create solid objects. The most fundamental of manifestations is your basic defense shield. Manifestation usually involves using magic forces to mimic the properties of actual objects. Only the most advanced mages can actually create permanent objects.

Transformation- Closely tied in with manifestation, transformation is changing the physical structure of an object. For example, changing a person into a toad. One can also change thin air into solid objects. As this magic may end up dealing with the actual atomic structure of the target, it is very delicate and not usually practiced.

Necromancy- A very delicate magic that generally isn’t thought very well of. Necromancy is essentially the control over dead things. Necromancers can bring corpses back to an alive like state, and can generally exhibit a certain amount of control over ghosts, zombies, and other undead beings. Necromancy can also let one see through the eyes of the dead to figure out a cause of death (very useful in forensics) or to project one’s senses to a different location. Necromancy is also associated with curses involving death

Vivification- A very advanced magic, vivification is creating creatures. It has tie ins with manifestation, transformation, and necromancy. One of the most basic of vivifications is a small energy being that reacts to basic stimulus. The creation of golems is vivification. It is extremely difficult to create a being that holds any real intelligence. Created creatures are often tied in with enchantments and charms. To get rid of the curse, destroy the monster.

Celestial- An odd branch of magic that is usually associated with the energy and light elements, and the schools of summoning and teleportation. It’s also referred to as ethereal magic. Most espers are very skilled in celestial magic. This magic typically has to do with the cosmos. A celestial mage might be able to phase in and out of walls, create a detailed image of the sky inside a building, or call meteors down from the sky. It is sometimes argued that celestial magic is not a category, but an element.

Well, that’s all I can think of at the moment. I’m sure there’s more I’ll add in later.

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 Post Posted: Tue Dec 28, 2004 12:07 am 
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Dragons of Likwa

All dragons are assumed to have wings, tails, and four limbs unless otherwise specified. In the case of aquatic dragons, all appendages may be replaced with fins.

Many dragons are quite intelligent and capable of human speech. Some are quite intelligent, and not speech capable. And some are of a more animalistic, beast like intelligence. The primal draconic language is surprisingly common from species to species.

Alright, I’ll start this out with a basic description of
Body Types____________________________________________________________

Quadrupedal- This is fairly straight forward. It’s your generic four legged dragon.

Upright- Similar body structure as the kangaroo. This type of dragon generally stands upright, but seems more as if it is sitting. They stand, sit, and walk on two legs, but they are equally natural on four. When running, they must go to four legs. Their hind legs are generally bulky, while their arms are thinner, and their hands are used like human hands.

Avian- Similar structure to two legged dinosaurs, such as the Veloci Raptor and the T-Rex. They stand on two legs, which meet at a right angle with their body. Their legs are longer than those of upright dragons. Their tails are usually longer or bulkier for balance. They also have hands that are used like humans’.

Humanoid- The generic body structure of the humanoid species. Some humanoid dragons might be mistaken for saurians (lizard people) with wings. As dragons, they tend to have decorative head structures such as horns, unlike saurians. Also, certain half-breeds between dragons and humanoids might be mistaken for dragons with a humanoid body structure.

Snake like- Dragons who have very long bodies. They are usually quadrupedal or upright.

Serpentine- Like the snake form dragons, but they have no wings, and also may only have two or no appendages. All but one species of dragon of this body type live underwater and/or are capable of flight without wings through partially understood means. This body shape tends to be associated with more ethereal types of dragons, such as the star dragons.

Sizes____________________________________________________________________

Tiny- From the size of your pinkie to the size of your forearm, not very many species are this size, and most that are are of lower intelligence. Most dragons this size are quadrupedal, and a few species are avian. They generally have a short life span.

Small- Generally dog sized (that covers all species of dog not covered in Tiny). More common than tiny dragons, they are also usually quadrupedal or avian. There are a few snake like species this size. More dragons this size are intelligent and speech capable than Tiny dragons. Generally have an average life span.

Medium- From the size of a human to the size of an elephant (about 15ft/ 5 m) this is one of the most commonly found body sizes. All body types are found in this area. Avian, upright, and humanoid are the most common here, but all the body types are found. Most dragons this size are intelligent and speech capable. Generally have an average life span.

Large- Ranging from the size of an elephant to the size of an orca (32 ft/ 10 m). There are a few avian, and upright body types in this size, and only one humanoid. There are many quadruped, snake, and serpentine types in this category. Most sea dragons are at least this large. Most dragons in this category are intelligent and speech capable, and a few are not speech capable. Generally have a longer than average life span.

Giant- From the size of an orca to a blue whale (100ft/ 30m). No avians or humanoids in this category, it’s almost completely quadrupedal, snake, and serpentine. Most species of serpentine are this size. There are not too many land dragons of this size for relatively obvious reasons. Fewer species are intelligent than large dragons, but it’s still a large portion. Generally have long life spans.

Gargantuan- Even larger than the above mentioned dragons, species of this size are a rare sight. Most dragons this size are etherial, one of a kind individuals, and often deified. Almost all of them are serpentine. Generally have indefinite life spans.

Now, some various species_____________________________________________
Alright, we’re nearing the end. Now I’ll list some prominent species you should know. These are just certain special types, there are many more species than this.
Please note, dragons of similar size and body type, but of different species can, and often are interbred.

Fairy dragon- One of the few intelligent tiny type dragons. These are humanoid, and are not that much different in nature from fairies. They tend to have some pretty powerful magic, and can be quite helpful, and a bit mischievous.

Elemental- dragons of various body shapes and sizes that are associated with various elements, such as fire dragons. They usually live in or close to their element.

Drake- Your generic dragon. They are large quadrupeds. They usually have a thin, sleek appearance, and have fan like crests. They are intelligent, but don’t talk much.

She’kial(SHAY-kee-All)- Medium in size, halfway between humanoid and upright, these dragons are characterized by the heavy armored plating on their appendages and unusual wings. Their wings are like prongs sticking out of their backs, and allow a full free range of flight at various speeds. They are extremely agile because of this. They also have antenna.

She’anth(SHAY-ahnth)- These aren’t really dragons. Half-breeds between She’kial and humans became common enough that these earn distinction as a separate species. They have the head and torso of a human, with the large armored arms and legs of She’kial. They also have jagged antenna, and facial markings.

Zevkashi(zev-KAH-shee)- Large, quadrupedal dragons. I based this type off of Draco, from “Dragonheart”. These are relatively common dragons known for their great physical strength and even temper. The current king, Krail, as well as several high ranking knights of the court are Zevkashi.

Avika(ah-VEE-kuh)- Medium, upright dragons. There’s nothing too noteworthy about them, but some prominent characters are of this species, such as royal general Faynore. They’re intelligent and speech capable.

Gored(GOH-rid)- Often called “golem dragons”, these large humanoids appear to be made out of inorganic substances. They usually seem to be made of boulders of brown granite. Sometimes their individual body parts are capable of separating and flying. They are intelligent, but do not often speak.

Wyvern- A dragon most are familiar with. These dragons are small or medium avian types who have stronger than average wing muscles in exchange for arms. They seem intelligent, but do not speak in human, and rarely even in draconian. They have their own bird like communication system. Many types have feathers.

Star Dragons- Giant serpentine dragons. They have silver scales and golden manes. They seem to live out in space exclusively. They seem to be capable of faster than light travel. Many an engineer and quantum specialist would give up his right hand to get a chance to run tests on one. They (usually) show up when called, and leave as soon as their job is done.

Tarrasque- Described as the evil gator cat turtle, these dragons are large quadrupeds. They seem to be an odd mix of many creatures. They are covered in sparse, dark orange fur, and usually live in swamps. They’re generally very grumpy, and don’t like being disturbed.

Kryla- the word kryla is a hybridization in an ancient language between the phrases, “He who makes the thunder,” and, “He whom thunder fears.” They are called this because their roars sound like thunder, and they can easily generate fire hot enough to cause actual thunder. They have serpentine bodies, two legs, two arms, and four wings, and are about 60 ft long. The larger wings are actually situated directly behind the smaller wings on the back. There are eight Kryla in the world, each with different colored eyes; red, orange, yellow, green, cyan, blue, purple, and brown. The Kryla are usually asleep, and most of them are extremely temperamental and destructive when bothered. The cyan Kryla is actually quite benevolent, and the brown eyed is less destructive. Their behavior usually makes people think they are of a bestial intelligence, but they are actually extremely smart. Despite being the strongest creatures known, they also are extremely skilled in magic.

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 Post Posted: Tue Dec 28, 2004 12:11 am 
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Espers and Magic, ancient history

Part one
introduction and definition


Esper is the term commonly used to refer to all manner of real or theoretical magically based or ethereal beings. There are many different kinds of espers in Likwa and surrounding areas. The most loose definition of what an esper is, is any being with innate magical abilites, or a being that emits a certain kind of energy. This definition is rarely used on its own because it ends up including nearly every living thing in the world. It is hard to find a true definition, as there is a very fine line between espers and other beings. Espers seem to be a different manner of being from others, and may even be classifiable as a separate kingdom from animals. Some may seem to be non-corporeal, yet corporeal at the same time. Nowadays, espers are grouped into different categories, which I will get into later.

Archaic magic- Over 4,000 years ago, before the recognized “creation” of magic, magic existed in a very different form. It was based almost entirely on rather complex invocation and summoning of espers. Back in those days, when magical energy was not common in the world, espers were also not common. Many people doubted the existence of espers. The art of magic was seen as both something sacred and something to be greatly feared, having to do with gods and demons. This manner of magic has been referred to as “archaic magic” for millennia.

Nature of Magic- In the days of archaic magic, very few normal people had the ability to control magical forces on their own. Most of those who did probably never knew it, and were thought to just have a natural bond with some esper, if their powers ever showed enough for anyone to know... Over time, a few people began pioneering the field of magic beyond invocation and summoning, trying to find out what magic really was. Scientists are still delving into this field, trying to find just what exactly magic is. Magic appears to be an obscure energy that is ambient in the world. It is in some way akin to ch’i, but is not dependant on living things to exist. Naturally, magical energy occurs only in small amounts in the world, and tends to clump up in certain areas (referred to as magic pools). There are also certain areas where magical energy seems to flow particularly well (referred to as magic leylines). Of course, in modern times, and for the past 4,000 years, magical energy is much, much easier to happen upon, which brings us to. . .

Part two
the legend


“The Creation of Magic”- The efforts of scholars finally came to fruition when seven mages came up with a way to focus, amplify, and disperse magic throughout the world. Finally having worked it all out, they set to work changing the world This is the legendary creation of the seven elemental cores.

Chaos- Within a matter of days, a new and shockingly great surge of magic swept through and filled the world, drastically changing everything. Magic was everywhere. People who had claimed magic to be nothing more than blown up folk tales suddenly found themselves able to create flashes of light and heat at will. People who had worked all their lives to be able to freeze a cup of water suddenly found themselves able to ice over lakes. More importantly, and perhaps more devastatingly, people who had previously summoned espers in spirit now found living, breathing creatures in the center of their spell circles.
Chaos ensued on many different fronts. Everyone suddenly found all their power blown out of proportion, and had no idea how to use it. Blundering thieves and despots rose to power, and blundering heroes and commoners defeated them. Anyone who had doubted the existence of espers had now seen a few dozen. The espers, a multitude of extremely varied creatures, had barely existed in this world before, and had no particularly strong effect on the world. Now they were a solid and undeniable presence, and quite a few things had to move out of the way for their arrival.

Wars of the Magi/Espers- Then followed the inevitable war. People and espers learned to use their newfound power and fought for more of it. Many “meteor craters” were probably actually results of the early magic wars. In several instances, pocket dimensions (separate planes of existence on a very small scale, like a closet or a city) were created for various reasons, refuge and prison being the most common. A few of the larger pocket dimensions still exist nowadays and are visited and inhabited quite often.
The most devastating disasters of this period came about when the cores of magic themselves were directly tapped, or even stolen. At one point, a group of espers took off with all seven into a pocket dimension (which was already being used as a prison and an experimental field for early necromancers and summoners) and tried to declare their own nation, or even their own world. Following that, a group of summoners managed to steal some of the cores from that dimension back out to Likwa and did their own experiments with them. They ended up bringing powerful demons into the world.
It was at this time that the seven mages who created the cores of magic resurface in the legend. Using their highly advanced knowledge of magic, along with the help of a few espers, they finally managed to get the elemental cores back into their control. After much deliberation, they decided to make the guardians (Mark year 0 on the modern calendar) in order to protect the power of magic. The guardians were espers created from the cores of magic (meaning that the guardians themselves are the cores), therefore the protection of magic was the protection of their own essence. Anyone who wanted to pull any stunts like those before now had living beings to deal with instead of inanimate objects.

Two Exceptions- In the creation of the fire guardian, there was a bit of a misstep, and it ended up as a raving magma elemental that went on a wild rampage. After a short time, the Great Phoenix of the Desert was brought into all of it. In the end, the great phoenix destroyed the fire guardian and took on its power, leaving this phoenix as the guardian of fire.
The guardian of energy magic was a different story. He was corrupt. Some say it was a flaw in his creation similar to that of the fire guardian. Others say it had to do with some of the demons that were still roaming around after the guardian’s creation, or with the espers who tried to declare their own world. One of the more popular stories recently has to do with La Reisha, but that is legend for another time. However it happened, the guardian of energy magic got his mind twisted and saw the world as his own. Over the next few decades, he ran behind the scenes, working towards his goal. Eventually, he came into conflict with the light guardian. The light guardian ended up giving his mortality to seal away the energy guardian (though the function of the core of the energy element is still fulfilled).

Part Three
know your guardians


Fire- The Great Phoenix of the Desert. There are two different races of phoenix. The desert, or fire phoenixes have feathers composted of flame. The jungle, or rainbow phoenixes have beautiful, iridescent feathers that shine in all colors. The average phoenix is between the size of a crow and a raven. For each race, there is a “Great Phoenix”, a much, much larger phoenix who presides over the rest. The Great Phoenix of the Desert is now the guardian of fire.

Earth- Four individual creatures were created to embody different aspects of earth magic. First, there is Obsidian, an obsidian golem who embodies geothermic forces. Then there is Kogaia, a metallic golem who embodies moldable and life-giving earth, such as clay, metal, and soil. Next is Vivus, the wood golem, embodiment of life and life forces. Finally there is the golem commonly referred to as Grabble (his true name is Seiin), the embodiment of seismic forces. He was a follower of Charrak, the energy guardian, and was sealed away with him.

Water- “The Great Gleena” is the name most commonly attributed to the water guardian, followed by “The Silent Guardian,”a name given because it almost never speaks. It’s true name is Aquarius, but even it seems to prefer Gleena. This guardian is a giant sea serpent covered in shimmering blue scales, and generally sleeps at the bottom of the ocean. Many old folk legends attribute the creation of the seas, clouds, and the color of the sky to the Gleena. However, any being that’s old enough can tell you that the world was like that long before The Gleena came around.

Wind- Ventiel, or Aria, the guardian of wind was created as an amorphous blob of air. It is one of the more social of the guardians, and has appeared before people countless times. It has taken quite a liking to fairies, and can usually be found pretending to be one at the Fairies’ Castle (which is kept off of most maps by request or by direct action of most fairies in the world).

Electricity- Valeyn, the guardian of electricity, was born with a similar formlessness as Ventiel, but seems to insist upon taking a specific form. However, it cannot decide what this specific form should be. It is most commonly known as a monstrous lion, or as a sort of eerie crystaline jellyfish-like creature. It is one of the less sociable of the guardians, and has a very imposing presence. It would like to spend most of its time hiding, but isn’t as good at it as Gleena.

Light- Lucere (which commonly hides under the name of Eldritch) is the guardian of light. Its appearance depends on the kind of lighting in which it is perceived, but it always appears as large dragon between the upright and humanoid postures. It is most commonly pictured as its full sunlight form, which is a glorious work of crystal and metal. Its second most commonly seen full-moon form is quite similar, but with an extremely unearthly sense to it (from which it earned the name Eldritch). Lucere forfeited its own immortality to bind Charrak, but it still lives to this day. In the last few centuries, it became very active in draconic politics under the guise of a smaller, green dragon, holding the name Eldritch. He held the throne for 40 years and was the chief elder presiding over King Krail. During this time very few people knew of his true identity.

Energy- Inergo, more commonly known as Charrak. See the final paragraph in Part Two for his backstory. Charrak seems to have similar amorphousness to Ventiel and Valeyn but has long since taken a solid form, although most do not know what this form. It is a very beastly from, supposedly inspired by a demon, covered in odd angles and protruding horns. Not much can be said for his personality because not many really know anything.


Part Four
more on espers


Now, for that overview of different types of espers I promised you...
(Note, any individual esper may be somewhere in between two or three different types)

Monsters- Lower espers that seem to be the most physically bound. Most lower espers are the creatures that are commonly though of as “monsters,” and are akin to your generic monsters from any RPG. They have a tendency to randomly attack other creatures in a predatory manner, even if they resemble non-predatory animals. They take on many forms, usually mimicking the shape of regular animals. It is not known exactly from where they originate, but they are most likely mutations of other kinds of espers. Their bodies seem to disappear a certain amount of time after death unless certain parts are taken off and preserved (Though it seems no special method of preservation is necessary)

Grounded- These espers are generally of a higher intelligence and no one argues that most of them are fully sentient. By far the majority of these espers can communicate with complex languages. Typically they are similar in form to certain animals or plants but some have unique forms. They are usually physically bound and are quite skilled with whatever magical abilities they already possess, with a propensity to learn more. Some examples of Grounded espers might be a sprite, a djini (genie), or for you Lunar Shadow players, Vick and the shadow balls. This kind of esper is the best known because they are the only kind that can be reasoned with and physically examined.

Spirit- These espers are like your typical ghosts and such. Most of them seem intelligent, and can talk but they don’t usually hang around unless they’re after something. They also tend to take on the forms of other beings depending on species. Physical contact with a spiritual esper may cause some odd side effects.

Greater, or Planar- The Greater espers are typically thought of as “summon creatures,” as they tend to be the most often used in summonings. Many of them are deities of legend. They are similar to Grounded espers, but are more ethereal in nature. They seem to reside in another plane as they are rarely seen in the physical world unless summoned. They possess great amounts of power and may require compensation for their services. They often resemble regular beings, but will appear as a glorified form, adorned with jewels or specially colored, etc.

Celestial, or Unknown- Generally speaking, gods, angels, demons, and devils are thought to be celestial espers. They are, almost by nature, intangible, and there are many debates to this day as to whether or not they really exist. An appearance of a celestial esper may easily be confused with another type, most often Spirit. Some believe they are simply non-corporeal entities, while some believe that they exist as all the previously mentioned espers, simply on a celestial plane. Whatever they are, they are said to usually be quite powerful, but do not act upon the world in easily observable ways.
Some speculate that the soul itself falls under this category, and that we’re all part esper.

Tainted- Also known as “Mad Espers.” These are generally mutations of one of the above types of esper. Perhaps their minds have been twisted or perhaps some experiments have been done on their bodies to alter their structure. The stereotype of the tainted esper is of a wildly destructive beast that has lost its mind. However, some tainted espers are perfectly sane, but have merely been drastically altered in some way.

And now some esper by-products

Of course, if you have mystical creatures, then their body parts have to have mystical properties, right? There are legal regulations on the hunting of Grounded, Spirit, and Greater espers. Only certain species may be hunted, and only under special conditions. There are very few regulations on the hunting of monsters.

Claws- Ornamental esper claws seem to strengthen a weapon being used by the wearer.

Teeth- Esper’s teeth seem to increase physical strength, but may increase appetite.

Spirit- If you can get your hands on an esper’s essence, it essentially has to do what you tell it to. Watch out when it gets free, though.

Blood- An item used to replenish some strength and fill the body with magical energy (In a game, refills MP). Certain forms may have different side effects depending on what species they’re from. If you’re drinking an intelligent esper’s blood, make absolutely certain that it’s dead first, or you may experience similar effects as an esper who’s spirit has been captured.

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 Post Posted: Tue Feb 15, 2005 11:34 pm 
Evil Game Minister of DOOM!
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The Last Wish Reference Volume!
Youre guide to the characters, story, locations, monsters, magical items, and whathaveyou of The Last Wish! This reference post shall update from time to time with information on the game. All listings are by alphebetical order.

And, what a way to kick off the information thread by introducing our main characters! Seeing as I'm not entirely certain what all you want revealed to the other players, I'll list all your names here and let you describe yourselfs. Those of you who are FRPG mods can edit this post to add the information about your characters. Others just PM me your little blurb and I'll put it in. (Of course, if you don't want to, I can write your blurb.)
I'll be updating with basic NPCs and monsters when I have the time.

==Player Characters==============

Ceranthine Bastille-

Corlis-

Ector Alenol-

Edan Graves-

Fushuuku-

Kagemusha- She seems to be the quiet sort, closemouthed about any personal questions. That said, the information on her is sparse; she is working in the Knights of Bradden because she needs money while she looks for some friends. Has a young water-drake familiar, appropriately good with water-based magic, as well as a fair fencer. The observant will note vampiric eyes, but only half-fangs, leading to the theory that she is a half-breed. Lived in Vundeer before she caught a ship to Lario, in search of her friends.

The Red Queen-

Rubius Terra- "Hiiiii! My name is Rubius, but everybody calls me Ruby! Maybe cause it's easier, or maybe cause I fell while underground when I was little and got this ruby stuck in my skull! It hurt then, but it don't hurt no more. I love digging. I'm an Archeologist! I like finding old items and artifacts underground and studying them as best I can. I also love Thaumech! Thaumech is the best, and it really helps me dig too. My bestest best friend in the whole world is Corlis. He's a puppy fish! I also love my Grandma, my Grandpa, and my garden. Nice to meet cha!"

==Non-Player Characters===========

====Knights of Bradden===========

Garret Garretson- A man who may or may not share a name with someone who may or may not be genetically identical to him and run a similar business as him who may or may not exist in an alternate dimension of sorts. "Coincidences" aside, Garret Garretson is a retired military commander of Vortanda. After serving the military for many years, befriending several mercenaries in his time, Garret began to feel that something was missing here. He broke away and began his own business, what is technically an officially sanctioned but independently run mercenary unit. The Knights of Bradden is gaining an international reputation under Garret's leadership, and he couldn't be happier.

Kaulder- A man who may or may not share a name with someone who may or may not be genetically identical to him and have a similar employment who may or may not exist in an alternate dimension... Despite being quite the amiable person, Kaulder is a bit mysterious. No one but Garret's family knows very much about his past, and it would appear that he lives with the Garretsons. Rumor has it that he keeps all kinds of different weapons and magical items underneath that purple cloak of his. It would seem he is a master of many different kinds of magic, and not to shabby with a sword.

Jenine Summers- A woman who may or may not share a name with someone who may or may not be genetically identical to her and have similar employment who may or may not exist in an alternate dimension... Jenine Summers is the receptionist at Knights of Bradden headquarters, and is quite unenthused about her job. In fact, it seems that there is very little in life she ever gets enthused about, as the only emotions she ever seems to display are boredom, anger, and apathy, and perhaps a mild sense of duty (though she goes out of her way to hide it.)

Fiona- The group has yet to meet Fiona, though it would seem that she is a long-time member of the Knights of Bradden.


Last edited by Krail on Tue Feb 22, 2005 11:03 pm, edited 1 time in total.
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 Post Posted: Tue Feb 22, 2005 11:04 pm 
Evil Game Minister of DOOM!
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Hey there. Just updated with some Knights of Bradden character info. Next time I'll put some stuff up about the Vendredi group and important figures in Centine and Pilar.

Note, I prefer your character descriptions not be in first person.

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