Lagertha
Devilishly Wicked
- Joined
- Apr 27, 2014
- Location
- Conneticut
◤Setting◢
The land of Elipia was a peaceful place. A place of trade and prosperity. Mainly, the land was composed of farmers and those that used the resources around them. Now and then traders and travelers would venture through, but the place was known for its bounty in food, wildlife, diversity, and bright beautiful colors. Here it was said that the sun never set, for even in the dark the sky and land of Elipia were alit with beautiful creatures and bioluminescent plants.
No one remembered when the dark Gods had cast their shadow over Elipia. All that is known is the world was shattered by a pulsating magick. Chunks of Elipia splintered, people were turned into monsters, and the once peaceful lands had become dangerous. The original rulers of the world, the ones once worshiped as Gods, had become the leaders of the armies. Mindless things bent on controlling their lands and destroying anyone willing to get in their way.
Over the centuries, only legends remained about the leaders in their respective lands. Or how the world had changed. Ports had opened over the world, small things built to keep the terrors outside of their halls. The remaining beings had collected inside for protection, while others had equipped themselves with swords, shields, armor, magick, and sought to lighten up the lands of Elipia once more. Some thought the quest foolish. Others thought the cause noble. Those that died were marked as saviors. While others still danced on the fools' graves.
As most things changed over the years, so did the leaders of Elipia. Some had become sentient. Some had been conquered and overthrown only to be ruled by worse beings. A rumor had spread for one of the newest Lords, the Lord of Zu'Dedd, had once been a known adventurer seeking to purge the world of darkness, only to then themselves become corrupted in a seat of power.
All anyone knew anymore (for those not controlled by one of the current Lords) was that, nowhere was safe and everyone could be a foe.
◤Systems◢
◤Madness/Amnesia◢
Based on psychology and mental illness.
This is the overall system that will affect everyone to some degree. Everyone, including monsters, will have their own tolerance and sanity levels. Some creatures that have become sentient can exist outside hearths or with the aid of magical dust longer than others. Even then there will be rare cases where no aid is needed at all. (AI someone has become so mutated by it, it no longer affects them further.)
If one is without the use of magical means or outside a hearth for long, their physical, mental, emotional being, and personality can all be affiliated by the Madness.
Madness will affect each race differently; humans are more prone to lose their sanity quicker and become mutated faster. Physical appearance mutating is a slow process, it's safe to say there will only be minor changes to a character's appearance if they are outside a hearth for around a year. It would take years to become a whole different species or to become a creature.
Most races will form some level of amnesia based on how long they are outside a hearth or without the aid of Gold dust. That being said, this is also based on a character's sanity level and tolerance (or faith).
Someone has to have a slither of sanity left to retain some of themself after amnesia. They'll also have to eventually determine if they want to keep fighting their own insanity to remember who they were before or go forward with who they are now.
◤Insanity◢
Based on a person's mentality, willpower, determination, and adaptability. As in how someone adapts to a situation, how they deal with what they see, hear, do, and don't do, etc.
This will affect adventurers more than the Horrors or Creatures of the world. It's based on trauma and how someone adapts to it. This will vary from character to character. Not saying Dark Lords, Lesser Lords, etc. cannot also be affected by this to some degree.
◤Creatures◢
Creatures are humans that have been outside of the hearth for a long time (years) and have been mutated by the madness to different degrees.
There will be those inside of the hearths and those outside.
◤Horrors◢
These would be mindless creatures outside of the hearths. They blindly follow their leader's wishes. Primal, leaning towards wanting to kill anything they are unfamiliar with. Mainly Adventurers that stumble within their area.
◤Gold Dust◢
This is the item to dull the effects of Madness, but it will never fully cure it. It won't cure amnesia. It'll just make it easier for characters to think clearly without becoming mindless or forgetting who they are. There will still be side effects from Madness (like headaches when a character tries to remember, anxiety when they are in complete darkness).
With that in mind, it also has this "glasses" effect to it. When it's blown into someone's eyes they can see things they didn't notice before. Not saying the things weren't there before, but it will help them see and think clearer. It will also help adventurers outside of the Dark Lord's regions to see hearths more effectively.
This won't be necessary for someone that's built a tolerance or for some of the creatures.
◤Magick◢
There is no healing Magick. Magick is ritualized. Blood Magick, Sacrifices, etc. There is long spell casting and lagged spellwork.
Lagged spellwork means a character can cast a spell but the spell won't go off until minutes after they cast it. More opportunities to miss on the battlefield. It's a last-ditch effort for survival.
Portal work is ritualized and only certain characters have this ability. There are magical items in the world that can do certain things, but I won't get into that yet.
◤Origins◢
While there is the "setting" it's more speculation of what someone thinks happened to Eliplia to cause all of this. People will debate and fight over it, but the true origins are unknown. There is no evidence left in the world to support anyone's theories.
All anyone knows is they are stuck in this world, making the most out of it and trying to survive. While some have decided they can eradicate the darkness and bring peace to the land…there is no certainty that this is possible. It might just be the Madness over leaking even with the aid of Gold Dust.
◤Geography◢
◤Navigation◢
The only navigation Mik'tu is given is a golding stream of light from Merilesqe that "guides" a user. There is no indication this is the correct or safest route, just the one she has been told to take. Maps do not exist in this world for whatever reason, and this is the only form of navigation discovered thus far.
◤PocketWorlds◢
◤Hearths (Safepoints)◢
These are places where adventurers and certain creatures reside that keep the madness at bay. There is old magic housed here in the hearths, magic long forgotten. The area around the Hearth is also relatively safe depending on the strength of the magic or the creatures inside. Whatever the case, there are no words that prevent something unpleasant from happening within the halls or stumbling inside.
◤Places◢
◤Dark Lords◢
Debating how many, right now it is thus; 7 Dark Lords ruling over their respective 7 Regions/Territories.
Lesser lords are more sentient Creatures, there were be plenty with various degrees of authority. Adventurers overtaken by Madness can eventually become a lesser lord.
The land of Elipia was a peaceful place. A place of trade and prosperity. Mainly, the land was composed of farmers and those that used the resources around them. Now and then traders and travelers would venture through, but the place was known for its bounty in food, wildlife, diversity, and bright beautiful colors. Here it was said that the sun never set, for even in the dark the sky and land of Elipia were alit with beautiful creatures and bioluminescent plants.
No one remembered when the dark Gods had cast their shadow over Elipia. All that is known is the world was shattered by a pulsating magick. Chunks of Elipia splintered, people were turned into monsters, and the once peaceful lands had become dangerous. The original rulers of the world, the ones once worshiped as Gods, had become the leaders of the armies. Mindless things bent on controlling their lands and destroying anyone willing to get in their way.
Over the centuries, only legends remained about the leaders in their respective lands. Or how the world had changed. Ports had opened over the world, small things built to keep the terrors outside of their halls. The remaining beings had collected inside for protection, while others had equipped themselves with swords, shields, armor, magick, and sought to lighten up the lands of Elipia once more. Some thought the quest foolish. Others thought the cause noble. Those that died were marked as saviors. While others still danced on the fools' graves.
As most things changed over the years, so did the leaders of Elipia. Some had become sentient. Some had been conquered and overthrown only to be ruled by worse beings. A rumor had spread for one of the newest Lords, the Lord of Zu'Dedd, had once been a known adventurer seeking to purge the world of darkness, only to then themselves become corrupted in a seat of power.
All anyone knew anymore (for those not controlled by one of the current Lords) was that, nowhere was safe and everyone could be a foe.
◤Systems◢
◤Madness/Amnesia◢
Based on psychology and mental illness.
This is the overall system that will affect everyone to some degree. Everyone, including monsters, will have their own tolerance and sanity levels. Some creatures that have become sentient can exist outside hearths or with the aid of magical dust longer than others. Even then there will be rare cases where no aid is needed at all. (AI someone has become so mutated by it, it no longer affects them further.)
If one is without the use of magical means or outside a hearth for long, their physical, mental, emotional being, and personality can all be affiliated by the Madness.
Madness will affect each race differently; humans are more prone to lose their sanity quicker and become mutated faster. Physical appearance mutating is a slow process, it's safe to say there will only be minor changes to a character's appearance if they are outside a hearth for around a year. It would take years to become a whole different species or to become a creature.
Most races will form some level of amnesia based on how long they are outside a hearth or without the aid of Gold dust. That being said, this is also based on a character's sanity level and tolerance (or faith).
Someone has to have a slither of sanity left to retain some of themself after amnesia. They'll also have to eventually determine if they want to keep fighting their own insanity to remember who they were before or go forward with who they are now.
◤Insanity◢
Based on a person's mentality, willpower, determination, and adaptability. As in how someone adapts to a situation, how they deal with what they see, hear, do, and don't do, etc.
This will affect adventurers more than the Horrors or Creatures of the world. It's based on trauma and how someone adapts to it. This will vary from character to character. Not saying Dark Lords, Lesser Lords, etc. cannot also be affected by this to some degree.
◤Creatures◢
Creatures are humans that have been outside of the hearth for a long time (years) and have been mutated by the madness to different degrees.
There will be those inside of the hearths and those outside.
◤Horrors◢
These would be mindless creatures outside of the hearths. They blindly follow their leader's wishes. Primal, leaning towards wanting to kill anything they are unfamiliar with. Mainly Adventurers that stumble within their area.
◤Gold Dust◢
This is the item to dull the effects of Madness, but it will never fully cure it. It won't cure amnesia. It'll just make it easier for characters to think clearly without becoming mindless or forgetting who they are. There will still be side effects from Madness (like headaches when a character tries to remember, anxiety when they are in complete darkness).
With that in mind, it also has this "glasses" effect to it. When it's blown into someone's eyes they can see things they didn't notice before. Not saying the things weren't there before, but it will help them see and think clearer. It will also help adventurers outside of the Dark Lord's regions to see hearths more effectively.
This won't be necessary for someone that's built a tolerance or for some of the creatures.
◤Magick◢
There is no healing Magick. Magick is ritualized. Blood Magick, Sacrifices, etc. There is long spell casting and lagged spellwork.
Lagged spellwork means a character can cast a spell but the spell won't go off until minutes after they cast it. More opportunities to miss on the battlefield. It's a last-ditch effort for survival.
Portal work is ritualized and only certain characters have this ability. There are magical items in the world that can do certain things, but I won't get into that yet.
◤Origins◢
While there is the "setting" it's more speculation of what someone thinks happened to Eliplia to cause all of this. People will debate and fight over it, but the true origins are unknown. There is no evidence left in the world to support anyone's theories.
All anyone knows is they are stuck in this world, making the most out of it and trying to survive. While some have decided they can eradicate the darkness and bring peace to the land…there is no certainty that this is possible. It might just be the Madness over leaking even with the aid of Gold Dust.
◤Geography◢
◤Navigation◢
The only navigation Mik'tu is given is a golding stream of light from Merilesqe that "guides" a user. There is no indication this is the correct or safest route, just the one she has been told to take. Maps do not exist in this world for whatever reason, and this is the only form of navigation discovered thus far.
◤PocketWorlds◢
◤Hearths (Safepoints)◢
These are places where adventurers and certain creatures reside that keep the madness at bay. There is old magic housed here in the hearths, magic long forgotten. The area around the Hearth is also relatively safe depending on the strength of the magic or the creatures inside. Whatever the case, there are no words that prevent something unpleasant from happening within the halls or stumbling inside.
Toq
◤Places◢
◤Dark Lords◢
Debating how many, right now it is thus; 7 Dark Lords ruling over their respective 7 Regions/Territories.
Lesser lords are more sentient Creatures, there were be plenty with various degrees of authority. Adventurers overtaken by Madness can eventually become a lesser lord.
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