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BearBearBear
#25765172Saturday, May 15, 2010 4:52 PM GMT

(You've probably seen the old one, but now I'm making a bump-free, slightly edited, and more compact remake of it.) Prologue: If you're reading this you've probably found this guide somewhere in my cellar, or where ever else it could have been moved to after I've passed on. (Or perhaps you've stolen it while I'm still alive, but that's beyond the point.) Anyway, my name in Archalon Faltalance II, a Grand Archmage of Kalvrica, and after quite literally dozens of years of research, I've created this guide to help the reader and his or her followers to thoroughly understand the field of magic, the workings of it, and possibly dangerous users of it. Part 1: The Schools of Magic Chapter 1: Introduction to magic. Ah, magic. The source of all of the world and every little thing in it. This immensely powerful skill was first used by the creators themselves to create this world, but that doesn't mean that mere mortals can't use it. Oh, not at all. Let's get started on the basics: What is magic? Well that is a fairly easy, and yet hard, question to answer. Magic is a wonderful skill that can be used to do nearly anything. It's only operational to use if you have a source of mana, however. Mana is an element that can take several forms, including a gas, a crystal, a sort of light, and sometimes a liquid. Here's how it works: It can be "absorbed" by the user through nearly any part of the skin, and then it travels through your blood stream and into the user's brain, where it can controlled by the user to travel anywhere through and out the body (commonly the hands) and turned into any element it's ever been made into before, or used to bend reality itself with some more complicated spells. Obviously, sense it's controlled by the brain, it requires a high level of intellect, preventing any normal wild animal or some of the... well, "lesser" races from using it. Now, being intelligent does not necessarily mean being wise, so a genius, fond of his great powers, could easily become overwhelmed and turn to the darker sorts of magic, which we'll learn more about later on. Chapter 2: Magi One of the most important thing about being a magic user is actually knowing what a magic user is and what makes one. They're called magi (or mage singular) as you probably already know, but we're going to go over what sets a mage from anyone else. In order to actually control and use magic, magi must have a very high amount of intellect, focus, and even emotional control because you can't focus on magic while depressed or angered, although sometimes emotional adrenaline can increase the power of your magic, but that's very rare. Another thing that makes a mage is even more important than all of those things, and it's the ability to absorb mana in the first place. Most people simply do not have the power to do it. It's said that the way magi can do it is through tiny pores in their skin, which can be passed down genetically. It would be awfully tiresome to always be looking for some source of mana, so with intense training and research, true magi have developed the ability to constantly be regenerating mana by pulling an unnoticeable amount of mana from their surroundings, because if everything's origin was and are practically made by mana, then it can be reversed into mana. This skill takes years to perfect and requires the body to be doing constantly. At first it takes skill from the user and enough patience to always be concentrating on it, but eventually your nervous system will pick it up as "normal" and it'll gradually be doing it for you. With this skill you would never have to carry around mana crystals or vials, but they can be used just in case the mage happens to run out of their regenerating mana supply or even for a boost in power. Overall it's not easy for just anyone to be a mage. It requires skill, focus, intelligence, and even luck. Chapter 3: Transmutation Transmutation is a slightly more complicated skill to learn than just throwing fire out of your hands. It can be used in tons of different ways for different purposes. What transmutation is, is simply turning one thing into another. It requires a lot of focus, a lot of magic, and surprisingly, a little bit of imagination. Here's how it works: The mage unleashes thousands of small bits of mana at the target and they connect all over the targeted body. The mana then can grab on to those bits and rearrange them by the user's will. Mostly the only thing the mage has to do is focus on what the target is and what he or she wants it to be. In order to do this the mage must thoroughly research and know what he or she is turning it into. With this skill magi have even been able to increase or decrease the size of the target. Obviously there are a lot more dynamics that go into the ability of transmutation, but it's well worth it in the end. Several examples of transmutation are the ability that some druids have learned to shape-shift into several animals of the wild, or some greedy magi have learned to turn rocks into gold. One very interesting example was discovered some time ago by a warlock who was able to curse villagers to transmutate into wolf-like beasts, which came to be known as werewolves, when exposed to a certain kind of mana, in this case lunar mana, which is emitted from moon. The only problem is that transmutation spells only last for a limited amount of time if the mage isn't constantly focusing, so the druid can only stay a beast for a little bit, the werewolves would turn back at dawn, and an unlucky merchant could soon find rocks in his gold sack. Another risk for transmutation is that the target getting changed may not end up exactly as the mage wants it, so don't be surprised when you accidentally turn your enemy into a sheep with no legs.
BearBearBear
#25765226Saturday, May 15, 2010 4:53 PM GMT

Chapter 4: Elemental Magic Elemental magic mine as well be among the simplest of the magic schools. I have mentioned this before, but all the mage needs to do is focus a little bit of mana out of one spot of his or her body and focus it to become whichever element the mage want it to be. It can get slightly more trickier when you go into detail, but there are tons of things possible to do with elemental magic. It's not easy to constantly be focusing on one element to another, so several different kinds of magi have been developed to work on and master one specific element, and we're going to go through each of them. Pyromancers- This kind of mage focuses specifically on the skill of fire. There isn't a wide ranged of things a mage could do with fire besides spit fireballs and blow things up, but some pyromancers have created some sort of "fire shield," which is a thin layer of fire that goes all the way around the body. The purpose of this spell is to absorb fire attacks by another pyromancer or a flaming arrow. It's supposed to also be a good way of defense, but, well, fire is fire, and won't protect you from getting your arm sliced off by a sword. But just because of the flaws of the fire shield doesn't mean you can underestimate the ability of fire, as it truly can be an immensely powerful weapon. Frostmagi- This kind of mage focuses on the power of ice and cold, but can also control and conjure water. Frostmagi have plenty of neat and useful spells, my favorite being when the mage freezes a foe solid with just one icy bolt of cold air, which explodes on touch. Other spells include throwing frost shards, ice armor (which is a lot more effective than fire shield,) and simply created water for a refreshing drink (People may not realize this, but one thing that could possibly be more powerful than an enemy force that can stop entire armies is simply hunger and thirst, which turns this spell into one of the most important.) In some rare cases, armies in short supply of boats have been known to gather a whole lot frostmagi to freeze paths into entire seas for them to walk across. Earthwarriors- Earth, sand, and rock magics are different from other elemental magics, because they're the only ones that the user can't just create, but instead they focus energy around some kind of stone to move and shape it instead. People who have mastered this skill are called earthwarriors. They commonly live in deserts or mountains where the earth isn't covered by a layer of vegetation, where it is difficult to move and shape. Usually large groups of earthwarriors get together to make entire kingdoms, and with their combine forces they've created some of the largest, most fantastic fortresses and temples the world has ever seen, which can only be compared to Dwarves themselves. Stormbenders- Stormbenders focus on creating and controlling wind, air, gas, and clouds. They are the rarest of elemental magi and are a great advantage to have on the battle field. It has been documented that several years ago and elfish kingdom trained only a half a dozen stormbenders, and as they stood on top of their castle, they defeated an entire orc army with powerful tornadoes, not scratching even one elf. Chapter 5: Druids and Life Magic Life magic is a surprisingly well-used kind of magic, although some less sinister than others, but today we'll focus on the more... nature-friendly uses. Every single thing ever created is, in fact, made of one kind of mana or another. Even if it can be created completely naturally, from planting plant seeds to animals reproducing, if it's made of mana, then magi can control it. The skill of the user using his or her mana to create life, is called, obviously, life magic. The main users of life magic are druids, who usually live alone in forests, and use their life magic to help plants grow and to heal sick animals. They can also use a combination of life magic and transmutation to turn themselves into animals, where they can hunt for themselves or defend the natural land, as some druids see themselves as guardians of the forest or wherever they live. Although usually independent and primitive, some orders of druids have allied with certain kingdoms, where they loan some druid soldiers onto the battlefield. They're nice to have by your side because they can, in fact, magically heal a wounded ally by restoring the wound with mana and turning it into the flesh lost, although to heal greater injuries it costs a greater amount of mana. Not only can they heal and turn into ferocious animals, but they can create, summon, and control certain plants, such as using vines to pin down an attacking or fleeing enemy. Druids generally don't have very many enemies though, but their main ones being hunters, necromancers, and blood magi, as they all go against life and the natural cycle.
BearBearBear
#25765255Saturday, May 15, 2010 4:53 PM GMT

Chapter 6: Warlocks, Demons, and Shadow Magic This school of magic I would very much NOT recommend, as it is considered pure evil, but I must go over it for one to know thy enemy, and I feel pity for the one using this that is actually interested in actually using this school. First thing's first if you want to learn about shadow magic: It comes directly from another world, so I have to explain how other worlds work. Other worlds are simply how they seem, other worlds. There is no exact line from skipping to one world to the next, but they're still there. You could travel the entire universe and still not find another world. So how, exactly, does one reach another world? That question has a simple answer: As long as part of something from one world is at another, it is accessible one way or another. Now that we have that over with, we can go over warlocks and their dark arts. Warlocks are simply the users of shadow magic, which is simply using other spells with shadow mana. Where does shadow mana come from, one might ask? To learn that, we must go through the history of warlocks. It all started with a mage apprentice, named Fenrix Vandal, and in fact I knew him personally very well. It was all the way back when I, too, was an apprentice. One night he started having nightmares, with abominable creatures talking to him. He feared them greatly, but yet worshiped them. They told Fenrix to find a way to meet them, and soon enough, that became an obsession to him. Instead of studying basic magics with myself, he started studying portals any theories about worlds (Which weren't very known back then, since we never had access to another then). The head archmage was not pleased with his behavior, and banned him from the magic academy. After he was banished, he eventually started his own small cult, dedicated to meeting his new "masters." Somehow, years later, Fenrix found the key to going to this world. To this day I'm not sure exactly what the key was, but he was able to teleport himself to that world, where he never returned. He did, however, leave behind half of a stone he brought with him to this other world. Even though even his cult members never found the key to get into this world, nor were able to find a way to make a portal there with the half of the stone he left behind. However, this stone he brought with him was conductible of mana, and as one half the stone absorbed mana, it came out the other side, no matter how far these pieces were. This other world, which came to be known as the Void Realm, was completely filled with a substance called shadow mana. Our world is filled with normal mana, this world is filled with shadow mana. This mana is not actually made of shadows, because technically they're harmless, but is named after it's dark appearance. This mana behaves the same as our mana, but is much more powerful and can make people go mad when exposed to it for long periods at a time. So, this shadow mana started spilling out of the half of the stone that was left here, and to control the flow, the cult members designed a sort of well, which came to be known as the "Shadow Well." These cult members started absorbing this shadow magic, and were astonished by their new found power. After others found out about it, they joined the cult too to use the Shadow Well. Eventually, with all this shadow energy flowing through their brains, their minds became dark and corrupt, and they started thinking of plans to destroy all other life in the world, as they thought of themselves as the superiors. These shadow magic-users became known as warlocks, and their spells are the same as any other mage, only enhanced with shadow mana. Although that wasn't the last of our shadow-related problems. Deep within the Void Realm, incredible creatures called demons lived there. Demons are immensely powerful, very intelligent, and extremely evil. They didn't just use shadow magic to make them evil, they lived around it, they sleep in it, they were born in it, making them far more dangerous than warlocks. Since they're in another world you think you're safe, right? Wrong. The demons are far smarter than mortals in this world, and have found a way to travel here through the shadow mana, since it belongs to their world. Although since it's a gas, only gas can travel to our world from theirs'. Clever as they are, the demons sent their souls (which is a gas) to our world to possess mortals here. Commonly warlocks though, since they're the greatest source of shadow magic inside mortals. When they are possessed, they slowly start to transform into a demon, although no transformation into a demon has lasted long enough for us to know fully what a demon looks like, but we have general idea. These demons want nothing but destruction. Why? No one's sure, besides the fact of their constant corruption. So as long as warlocks continue to use shadow magic from the Shadow Well, the longer the demons can access this world, the longer our world is in danger.
BearBearBear
#25765302Saturday, May 15, 2010 4:54 PM GMT

Chapter 7: Necromancy Necromancy is a generally new -and dangerous- kind of magic. It focuses on using undead creatures to fight by the user's side, and is, along with shadow magic, not recommend for use, as it can corrupt. This school of magic was originally, believe it or not, branched off of life magic. It started when a druid in seek of better ways to defend his forest turned to shadow magic, and he obviously went mad and made a combination of shadow and life magic, thus creating necromancy. Necromancy then is divided into three more sub-schools: Unconscious, semiconscious, and conscious, depending on how the user raises their dead. There is also an additional sub-school which isn't exactly used by a user, and that is "natural" necromancy. Natural necromancy- Apparently, in addition to our world and the Shadow Realm, there is another, more mysterious world, which is simply the Ghost World. In addition to the mana supply used for casting, every creature has a source of mana even more connected with their body, which can't be used for spell casting. Shortly after the body dies, this mana is released outside, keeping the body-shape and even some memory. This "ghost" is the only thing that can access the Ghost World, much like how only demon souls can enter our world. I have said this before, but emotions have power. When a person is killed disturbed or frightened, their ghost keeps the memory of being disturbed or frightened, and then can't focus on going to the Ghost World, cursed to reside on this world until somehow set to peace. Unconscious Necromancy: This is different from most other forms, but you'll learn more about them later. Unconscious necromancy only works when the host has been shortly killed, and the necromancer takes complete control of this dead body. The necromancer must be in a small room performing a ritual, being completely focused as he or she can see, hear, touch, taste, smell, and think inside the host's body. This skill has been used to infiltrate enemy bases or surprise attack one of the host's former friends or allies. Semiconscious Necromancy: This is used when a necromancer needs an army to fight for him or her. The necromancer simply goes to a place with lots of dead bodies, somewhere like a graveyard or a well-used battlefield, and use darkened life magic to bring back the dead, or what's left of them. Usually their brains and organs are long rotted, and rely on magic to keep them alive. Without a brain they simply rely of their original beast-like instincts to survive, which involves hunting and killing. These... zombies, as they're called, feel no pain, no emotion, and have one goal: attack the living. Rarely these creatures have enough intelligence left to say few words, such as groaning or simply words like "blood" and "kill." Conscious Necromancy: This is by far the most powerful, yet hardest to learn, form of necromancy. It involves the necromancer finding a source of power far more than a mortal can hold alone, then somehow accessing the Ghost World to bring the ghost of the target back to our world and combining it with its former body. Most likely the ghost learned several powerful skills and powers while in the Ghost World, along with being combined with a new kind of mana, which for now we call simply "death mana." Magi brought back to life this way are called liches, and are very powerful with spells, and any none-magic user brought back to life are called revenants, which are far stronger than their former selves.
BearBearBear
#25765338Saturday, May 15, 2010 4:55 PM GMT

Chapter 8: Paladins, the Sun, and Light Magic By now we've gone over several different kinds of magic and a surprising amount of different kinds of mana, including basic mana, shadow mana, lunar mana (Which is very rarely actually used), and death mana (which can only be used by ghosts and liches.) But now it's time to introduce a new kind of mana and a school to go along with it: Solar mana, more commonly referred to as light mana, and the skill of using is called, obviously, light magic. Light mana is absorbed from the Sun, which isn't exactly as it seems. Parallel from the Void Realm, is a even more mysterious world we call Halious. Just as the Void Realm is filled with shadow mana and filled with evil entities, Halious is made up of light mana and probably some sort of pure beings. It is said that long ago, before warlocks or the Shadow Well or even any of the main races we have today, in the days of our common ancestor, demons were somehow able to enter this world and attacked all mortals here. To end this war, the beings in Halious opened a huge hole in the sky that shined mana from their world, burning away all the demons, and also giving another reason to prevent them from physically coming back (which does have the exception of possessing people to slowly turn into them). These Halians did leave this hole in the world, as a gift of warmth and light to us and protection from demons to our world. After this event, it sparked a religion based on the Halians and how they're the guardians of this world, then over time it became exaggerated into the Halians being the shapers and creators of the world, which is an actual possibility. Some time after the races became more accustomed of magic in general, warriors and peacekeepers of the Halious religion began to learn to absorb the mana from the sun, which was their holy focus, and that is how light magic came to be. Solar magic tends to behave a little bit differently than normal magic, as it can't be shaped into anything such as fire or frost, but can only come out as a painful light. When mastered, light magic is much easier to use on the move than normal magic, so magi using it can wear heavier armor than other magi. These plate-wearing, light-wielding magi have come to be known as paladins. Much like their "gods," paladins have learned to despise demons and everything that has to do with them, and thus that's why they're leading the war against their prime rivals, the warlocks. With their bodies being enhanced with light mana flowing through them, paladins have several advantages over warlocks, such as being immune to shadow corruption, and light magic being more effective against shadow magic than most magics, although that doesn't mean that paladins are completely dominate over warlocks, because as said before, shadow magic acts just like basic magic except enhanced and evil. Paladins may be effective against shadow magic, but that only narrows it back down to normal magic compared to them, making them a perfect match in battle against each other. Chapter 10: Blood Magic Blood magic is the last current school of magic, and is one of the most unique. Blood magic is in fact the exact opposite of life magic, whereas life magic turns mana into life, blood magic turns life into mana, or even turn someone else's life into their own. Blood magic is actually commonly used as a "secondary" school along with a primary one, as it's primarily used along side another school, such as a pyromancer turning another person's life energy into their own extra mana, giving them the chance to do a huge fireball without having to used their own stored mana. Although different types of magi can use blood magic, no matter what other kind they use, if they use blood magic then they're forever known as a blood mage. As most blood magi directly absorb another's flesh for the mana that make up it, others have learned to actually absorb the inner mana that make up ghosts, otherwise known as souls. After absorbing part of a soul, a blood mage can use even more powerful spells, because with the power of souls a user has limited access to death mana. Even though blood magic is powerful, much like shadow magic and necromancy, other classes such as paladins and druids simply despise users of it due to its characteristic of being simply abominable to life and 'unholy.' It's unknown how exactly blood magic started, but it's said that in early times, elfish high priests would do rituals involving sacrifice, which is a form a blood magic. Nowadays it's not as common, but very few blood mage "cults" have been confirmed.
BearBearBear
#25765381Saturday, May 15, 2010 4:55 PM GMT

Part 2: Creatures and their Environment Chapter 11: Pentagarous and the Major Races We live in the world known as Pentagarous, named so for the five major continents, all of them forming a circle around a vast ocean. Each continent is home to one of the 5 major races: The Humans, The Dwarves, The Orcs, the Elves, and the Ma'kar. For the remainder of this chapter, I am going to name and explain each of the major continents, followed by a description of the major race that lives there. Alditarous- On the South-Western part of the world is Alditarous, the home to the Humans. Alditarous is filled with huge, fertile plains and small forests along lines of hilly landscapes. It also has a rich supply of steel and gold, giving humans plenty of wealth and high supply of armors and weapons. Humans- Diplomatic and intelligent, the Humans of Alditarous are known for their farming skills and organization. They're strong and tall, having plenty of well-armored knights and have a great amount of magic users, as well as being the founders of paladins and the Church of Hallious, although Fenrix, the discoverer of shadow magic, was indeed a human as well. I don't like to brag, but I am one of the greatest magi to ever live, and I so happen to be a Human myself. Karv'rilok- Found on the South-Eastern region of the world, the dry and mountainous terrain of Karv'rilok is home to the Orcs. Due to lack of plants and water, the animals of Karv'rilok have grown more aggressive and carnivorous, although most are reptilian or insect-like, because those are mainly the only kinds of creatures that could survive here. Orcs- Stereotypes say that Orcs are as brutal as a hurricane and sharp as a flower, but that isn't exactly true depending on the clan. Although some clans are as close to beasts as a race can get and fight merely because they're savages, others can be loyal and fight for honor. Orcs rarely even touched magic back when they had the opportunity, and then so few actually used it that they've accidentally evolved so none could even use magic in the first place. Although, where there's no room for magi, there is indeed room for warriors. Lots of warriors. They're known for growing some of the largest and dangerous armies in the world, with the help of their lesser race allies such as goblins and ogres. Thalsizar- Half-filled with lush forests and jungles, the other half being very high peaks and foggy cliffs, Thalsizar is the North-Eastern continent, and probably the most varied. It's home to the Elves in addition to being the "capital" of the dragons, even though they can be found anywhere else in the world, most seem to gather on the mountainous side of the continent. Thalsizar is split into two halves: Eastern and Western Thalsizar. The Western side is the mountain region with the dragons, and has rarely ever been safely explored without being burnt to crisps or eaten alive. Eastern Thalsizar is, as you may have guessed, the land of the Elves, and they have adapted to live along with the tall trees and the plentiful wildlife. Elves- They're known for many things: their excellent hunting skills, their deep connection with nature, or their extensive use of magic. Although, long ago, the Elves weren't as peaceful as they are today. They were cruel and menacing, doing anything to please their dark gods. Elves are the greatest users of magic, almost every single one being able to use one form or another, no matter how weak. The Elves were, in fact, the first mortals to discover it. Although they didn't exactly know how to regenerate mana constantly, like we do today. Instead, the only way to gain mana was from blood magic, and having so many magic-users, it required lots of sacrifice. Lots. Eventually a group of rebel Elves found a better way to gain mana through the forces of nature, and waged a war against their own nation to end the use of sacrifice, and succeeded. After that, most elves learned the use of regenerating mana from their surroundings, and some took it one step farther and learned to work WITH their surroundings, becoming the first druids. Calgonath- The icy home of the Dwarves is located at the Northern tip of Pentagarous. It's the largest continent and obviously the coldest. It has plenty of cold tundras, snowy mountains, and lands out of simply pure ice. How would a small race such as Dwarves survive in such a place? you may ask. Dwarves simply don't live in the cold. Instead, they make vast underground kingdoms, giving a new side of Calgonath: Burning, smoldering deep grounds, with lava and magma bursting all around. Of course, the Dwarves avoid this part of the deep, and instead make their huge palaces in between the cold and the hot, where it's just right. Dwarves- These short, stout, but yet strong and tough warriors are most known for two things: Their huge, fantastic structures and architecture, the largest ones in the world, in fact, and their fine brewing. Not one Dwarf doesn't like a good ale. In fact an old Human expression meaning something unlikely or impossible states "Like a Dwarf walking out of a bar!" Dwarves don't have very many magic users, but they're not impossible to fine. The most common Dwarven magi are earthwarriors, who help make their buildings and tunnel deeper into the earth. Valdi'kar Carjal, also known as "The Dread Sea*"- At first glance at a map of Pentagarous, one may say that there's four continents, not 5. But look again, as there is a fifth one, but long ago a cataclysmic event imploded it and it submerged to become a deadly sea, named Valdi'kar Carjal by the native Ma'kar that live there, but is called The Dread Sea by every other race who can't pronounce that. Within Valdi'kar is the among most feared places in all the world. It's filled to the shores with deep sea monsters. Inside there are tons of freakishly huge coral reefs, ruins of a previous civilization and even a large amount of destroyed ships. Ma'kar- They're the strongest of all the major races in Pentagarous. They're commonly called "lobstermen" by the uneducated, as they have giant pincers for hands with a thick exoskeleton and are covered with barnacles. Not only are they the strongest, but they're also the most aggressive. With their incredibly complex language that can only be pronounced by them and is nearly impossible to translate, they're very hard to negotiate with. They've conquered even the largest sea creatures, and so have nothing to fear or be killed by, so their numbers skyrocket. Fortunately they're trapped underwater, and can only be out of it for short periods of time, but that doesn't stop them from killing any land-dwelling race that dares to ride ships into their sea. The Dwarves and the Orcs have been at it with war for years now, and coincidentally the Dread Sea is between both of their continents, making the Ma'kar a prime player in their war.
Sigurdcrozov
Top 25 Poster
#25765584Saturday, May 15, 2010 4:59 PM GMT

I find this interesting, especially the Necromancer section.
BearBearBear
#25765694Saturday, May 15, 2010 5:01 PM GMT

I'm planning on making a very serious role-play based off of this when I'm done.
Sigurdcrozov
Top 25 Poster
#25765937Saturday, May 15, 2010 5:05 PM GMT

I call the role of a master necromancer, when it's up :P.
BearBearBear
#25766601Saturday, May 15, 2010 5:16 PM GMT

Well I was actually planning on doing more of a series, the first one being "Dawn of the Nations," taking place shortly after each race gets a generally large population, also featuring the actual discovery of magic. The second one would be "The Rise of the Shadow," taking place hundreds of years after the first one and featuring the story of Archalon himself and the corruption of his friend, Fenrix. I'm still not sure of what to make the next ones, perhaps "Revelation of the Ancients," which is one thing I haven't revealed in the guide, since it happens after Archalon writes it.
Jigajig
#25766774Saturday, May 15, 2010 5:18 PM GMT

When this does turn into a RP I'm definately gonna join it ^^
Sigurdcrozov
Top 25 Poster
#25766890Saturday, May 15, 2010 5:20 PM GMT

Well, on the first one, can I play the dude that first masters necromancy (before the druid that created it)?)
Sigurdcrozov
Top 25 Poster
#25766934Saturday, May 15, 2010 5:20 PM GMT

(Er, AFTER the druid that created it?)
BearBearBear
#25767064Saturday, May 15, 2010 5:22 PM GMT

That sort of ruins the point of him discovering it, doesn't it?
BearBearBear
#25767094Saturday, May 15, 2010 5:23 PM GMT

My bad, late post. Sure you can, AFTER he does.
Sigurdcrozov
Top 25 Poster
#25767146Saturday, May 15, 2010 5:24 PM GMT

(That's what I meant.)
jaykliewer
#25767155Saturday, May 15, 2010 5:24 PM GMT

(I kind of like it)
BearBearBear
#25774840Saturday, May 15, 2010 7:34 PM GMT

Chapter 12: Sub-Races Along with the major races, there are "sub-races" that are categorized within each race. It's unknown why, but two of the major races, the Elves and the Orcs, have the ability to have a much quicker process of adapting to their environment, so when a group of Elves or Orcs move to a different environment, it commonly creates a new sub-race. Just because the Elves and the Orcs have a much faster ability to adapt, doesn't mean that the Humans, Dwarves, and the Ma'kar can't adapt at all, they're just much slower, giving them much less sub-races. Here's some examples of the most well-known sub-races. Greeskan Orc- The term "Greeskan" actually came from the term "Greenskin", but apparently the way it's supposed to be pronounced has been changed over the years. They're called this, because, well, their skin is green. It's unknown why, but it's theorized it's simply because that's how the Orcs started out, and this kind haven't had a reason to evolve into something else. Since they're the most common kind of Orc, sometimes they don't even need the word Greeskan next to the name unless other kinds of Orcs are involved. Fire Elves- Long ago there was a group of elves living on the edge of the mountain range in Thalsizar, when an underground volcano erupted and the whole area was filled with lava and fire. It would have been smart of the Elves to leave and find a different home, but apparently the land was traditional and spiritual to them, even if it was located right above a volcano, so they refused to leave. Eventually they evolved into Fire Elves, immune to heat and being masters of pyromancy, along with having bright red skin. Frost Orcs- The Orcs have actually had several wars with the Dwarves, one dating back to over three hundred years ago. During this time the Orcs sent a very large fleet of Orcish ships to Calgonath through the Dread Sea, a very bad mistake. They were soon raided by Ma'kar and every single ship was destroyed. A few Orcs survived and found themselves washed up on the frozen shore of Calgonath. Because there aren't very many trees in the icy wasteland to build new boats with, the Orcs were forced to settle there. Not surprisingly, they evolved into what we call Frost Orcs. They have white skin and almost glowing blue eyes. Their numbers have grown quickly from just a few survivors and pose as the most major threat against the Dwarves, since they live directly in their lands. Dark Elves- Nobody exactly knows where the Shadow Well is, but it's said to be in an underground cavern in Southern Thalsizar. The Shadow Well is said to produce so much shadow mana that the warlocks built a small ventilation system inside the cavern so that the shadow mana fog doesn't overflow the cave. The cavern is so long that the ventilation holes are located in central Thalsizar, where there is always shadow mana fog everywhere. It corrupted or killed the trees and the wildlife, but the Elves were quick to evolve. Their skin and hair mixed with the shadow mana, making them all pale with black hair. To prevent going mad by using the mana, however, their bodies adapted so they can't absorb mana through their skin anymore, but rather using a sort of blood magic where they use fangs to get mana from another's blood. Unless it's a corrupted animal or a demon, blood always stores the purest mana. With these adaptations, what came to be known as Dark Elves were able to live in that corrupted environment without turning evil through the use of shadow magic, although they are in need of constant supply of fresh blood. In their native language they've come to call themselves "Vampyres," which means "Blood-suckers." Fardraal Humans- Although most Humans are noble and generally clean and organized, on the more western parts of Alditarous, there's a group of savage, barbaric, and dangerous group of Humans called the Fardraal. They're behaviors pass even the savageness of most Orcs, taking normal Human prisoners and torturing them until their on the edge of death, where they then sacrifice them to their "god" within their capitol, but it's unknown still what exactly their god is, but reports say that there actually is some sort of huge beast within their fortress. They generally stand a couple heads higher than a normal Human, with horrific faces filled with worts and scars. Unlike the typical steel Human armor and weapons, they Fardraals use heavy primitive stone armor. It's unknown what drove them this way, some think it's because they're originally what Humans evolved from, others think that whatever their god is corrupted them. Bog Orcs- In very few places of Karv'rilok there are what one would call an oasis, where there's fresh water and several plants, although here there are too many plants, forming thick swamps. Since this is Orc lands, there's no doubt that Orcs live here. They evolved by turning a dark-greenish black color to camouflage into the environment, but stand slightly shorter than Greeskan Orcs. Lots of animals gather at these swamps, so Bog Orcs have grown excellent hunting skills from experience. Although Frost Orcs are more solitary to most Orcs, Bog Orcs are very open to gaining alliances with other Orcish sub-races. Those were just a few notable examples of some sub-races, although there are many, many more of every race.
jaykliewer
#25775214Saturday, May 15, 2010 7:41 PM GMT

(I know you said"Those were just a few notable examples of some sub-races, although there are many, many more of every race." But it would be cool if there was frost elves. And they had white hair. Then I would completely join your RP.)
BearBearBear
#25776997Saturday, May 15, 2010 8:10 PM GMT

It's possible, but it would be a little unoriginal compared to Frost Orcs. Maybe I could think of another name and a good reason to exist.
BearBearBear
#25779847Saturday, May 15, 2010 8:52 PM GMT

Next chapter is Chapter 13: Demons. I'll explore some more details of demons and some sub-races of their very own.
BearBearBear
#25795422Sunday, May 16, 2010 1:36 AM GMT

Chapter 13: Demons As you may recall, after my old personal friend Fenrix went into the Void Realm and left behind half of a stone that he brought with him, shadow mana started spilling out. His cult members turned it into the Shadow Well and became warlocks. The Demons the reside in the Void Realm then had access to Pentagarous through the shadow mana here, although since the mana is gas-based, only gas-based things could come here, so the Demons send their souls here to possess mortals here and slowly turn them into Demons. Now that we're done with the recap, we can go through the real stuff of the chapter. For someone to possess another person, it involves completely wiping out their mind and overpowering it with theirs. In order for one to overpower another's mind, however, it requires a higher amount of intelligence and willpower. That's one of the prime factors that Demons need to enter this world. Much like our races, Demons have lots of different sub-races on their world. These sub-races each have different amounts of intelligence, so in order for them to possess races on Pentagarous, they have to find a race that has a matching intelligence. There's a different sub-race for every Demon/Pentagaran out there, but I'll only list a couple. Hulks- In the Void Realm there's a sub-race of Demons that don't have use of their own shadow mana, but are generally intelligent. Since they can't use magic, instead of finding the most magical race, they look for the strongest that don't use magic, which are Orcs. The combination of this Demon and Orcs are called Hulks. They grow huge in size, usually have orange-ish skin with very large horns and fangs, sometimes with spikes coming out of joints in their bodies, such as elbows and shoulders. They wear heavy armor and wield huge weapons. They generally serve as guards towards "higher" Demons or heavy-duty soldiers in the battlefield. Succubi- All Demons know the skill of emotional magic, or the ability to change another's emotions at will. When they enter a body on this world they carry this skill with them, but since most male Pentagarans have less control over their "loving" emotions, female Demons master the ability of emotional magic specifically around that area. When they possess a female, one is known as a Succubus, and one must know to never fall for one's charm, or the results could be fatal. High Demon- Among the most powerful and most cunning Demons are High Demons, and they usually possess powerful Humans or Elves. Their skins are usually a dark shade of purple or blue, with tall horns, large bat-like wings and other flawless features. They are complete masters of shadow-based magics, along with being smart enough to lead other kinds of Demons. Gremlins- These extremely stupid Demons can only possess extremely stupid Pentagarans, such as Goblins or even some Dwarves (I'm not saying Dwarves aren't smart, I'm just saying that some lack... common sense.). They are the lowest of the low in the Demon armies, incredibly ugly, stupid, and small, but have ridiculously high numbers. Draconics- Possibly more powerful than anything this world has ever seen, Draconics are the kings and queens of all the Demons. They are so powerful, so smart, and so feared that they can possess the thing that is already the most destructive of this world- Dragons. Draconics are extremely rare and even High Demons bow to them... In fear. Half-demons: Although more powerful than the races that they possess, all Demons hold one major flaw: None of them can go under the sun without burning away. They must always hide in caverns or fortresses during the day and attack at night. Clever as they are, they found a way around this flaw: They use High Demons to breed with normal Pentagarans, judging by the relationships between them, that implies that it's forcefully. The mortal women are then thrown into a dungeon, where they must develop the demonic young for 9 months, and then are killed when the young is born. These spawns of Demons are raised to be the ultimate soldiers in the Demon legion. Since they're half mortal, half Demon, they can walk in sunlight and have some abilities of their other halves that normal Demons don't possess. There is one flaw of Half-Demons though... Whereas Demons are pure evil and full of hate, most of the Pentagaran races are not, giving Half-Demons, well, "half-feelings," so they could feel for their ancestor's actions and have a risk of betrayal.
slinke
#26035981Friday, May 21, 2010 12:44 PM GMT

Still open to Suggestions?If so,How about Gravity Magic?
NeonLink
#26037434Friday, May 21, 2010 2:29 PM GMT

[ Content Deleted ]
slinke
#26149054Sunday, May 23, 2010 2:19 PM GMT

Extra magic school suggestion.Gravity Magic?

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