Mowkie
Meow
- The land of Tyremore is a wonderous realm filled with music and ruled by masters of the skies. An island, ever-flying, with rushing winds that howl at the very edges and sing with the voices of spirits, baritone and soprano and everything in between as it swirls towards the center. It is a world bathed in an endless twilight, enough light to see by, but dim as if awash with a beautiful sunset. The homes of its people are built with shining crystals and stones that are carved to add music to the wind's natural song. All over the land of Tyremore, the people cater always to the wind and its masters.
It is said that to walk to the edge of Tyremore without a dragon escort is to doom yourself to a slow and sad demise, for the edge of the world is an endless gale that crashes into the body and forces it up and can rip it back down into the shadow of the land, never to be seen or heard from again. Without the ability to fly or control the winds, whoever is thrust into the endless gusts of air can never hope to return their feet to the ground.
The skies are forever filled with its masters, big and small.
Birds who cater to the music and sing along.
Raptors, whose cries echo like a bell note before they reign death on swift wings.
And dragons, who control the very currents and make the songs more beautiful to hear.
Dragons are more than mere masters. They are their own society and considered the guardians of Tyremore. They defend the helpless, simple creatures who are trapped with their feet forever on the ground. In return, they are worshipped by the simpler creatures as gods. In the millennia that this has been the way, dragons have become reliant on those upon the ground, yet they look down on them as though they are lesser beings.
The dragon society is filled with prejudice, scorn, and poison. An ancient monarchy that has not developed with the times, only growing weaker at its center as more bias is built into the younger generations. To be a pureblood dragon is to rule over those deemed beneath you. To be a pureblood with the shiniest of scales and the most beautiful of horns is to rule above them all. As dragons changed, evolved, and became aplenty, a hierarchy was born that would forever doom them.
Overview:
- When the main story starts, all of the winds have stopped, and Air doesn't seem to be available to any creature has has an affinity for it, particularly the dragons.
- Dragons lose their ability to manipulate the winds, and through this, they also lose the ability to fly. This also goes for all other flying creatures, such as birds.
- We may not immediately start the RP with the main story. We may begin beforehand to get a feel for our characters and how they interact with others of their kind. This might help some players build a better feel for their characters as well as dabble in character development and history. This is also to give me time to deal with life stuff outside of RP.
Hey, all! This here is the first thread made for the full-scale role play that was voted for on my interest check last week. Following this, I will develop the Character thread, where we can start building our individual characters. This particular thread is simply to help build the lore of the world and its inhabitants further. As players of this RP, you have the right to help develop it into something you would like to see.
There are a few things I have already developed fully, such as the dragons and their hierarchy and the magic system. However, most other tabs are empty. That is where you all come in! Let's discuss some of the things we would like to see in the upcoming story.
Is all good right now!
Here is where I will add a link to each of the other threads. We will have a Character, OOC, and Main Story thread posted in this tab eventually.
These will be the cities of the mortals. There are highlands in the North and to the West, and there are greater abundance of glowing crystals, which are carved and mined by the mortals to change the music created by the wind. The most precious of these crystals are also given to the dragons. The lowland valleys have more water, and there are more areas for food to be grown. If any of you would like to create a city, town, or village, post your ideas, and I can add them here. I will also add my own.
These are the cities of the dragons, who do not always like to touch the ground. My thoughts is that we can have floating crystals, as they seem to be a big theme in this story, that the dragons carve into and build on to keep from constantly interacting with mortals. Feathered dragons will have more cities closer to the ground than Scaled.
To grant my players a vast range of creativity on their character designs, I am making as few restrictions as possible. However, as I developed this story, I came to realize that these dragons would need to be unique and somewhat human in how they hold themselves. So, here is all that you need to know about the dragons of Tyremore.
There are two distinct "races" of dragons: the scaled and the feathered.
SCALED
Dragons who are the typical western style, with scales and webbed wings, are the "superior race," and they have a very strict hierarchy, which is ranked below.
- +Gems are the shiniest and most colorful dragons. Their leaders are the Prisms, or prismatic dragons. Dragons whose scales shimmer and gleam with all of the colors on the spectrum. Below the Prisms are the Pearls, or pearlescent dragons, whose scales gleam between two different hues, depending on the angle upon which you look. Pearls rise above the Opals, or opalescent dragons, who have shining hides of dark or light with cracks and splashes of brilliant color that pops. Within each of the three tiers, those with more color variation, greater shine, and more accents (such as horns, whiskers, claws, etc.) will have greater prestige.
+Metallics are those who have scale brilliance that isn't quite a shimmer, but above dull. These dragons almost always have only a few colors, one of them being a metallic sheen, such as silver or copper. Within this hierarchy, the shiniest coat, such as gold, is the highest rank. Those who have other drops of color along their hides can also gain more prestige, as well as those with more adornments and accents.
+Chromatics are the dim dragons, those whose scales barely shine. These dragons are the base colors, red, white, black, blue, etc. This rank in the hierarchy almost never has a great deal of color variation or accents. However, those who do are always granted a higher place within the lower-class system. More adornments and greater size will also grant a higher place.
+Mattes are the dragons who have absolutely no shine at all. These dragons can be almost any color in any variation, but their scales and hides have absolutely no shine to them. They are the dirt of scaled dragon society. And they are often treated as slaves or animals by higher-ranking dragons.
As a last note, scaled dragons are also extremely patriarchal, meaning males will always rank higher than females. Size can also be a factor in how these dragons are ranked within their own class.
FEATHERED
Unlike the scaled dragons, feathered are much more inclusive and open. Due to their genetic mutation that makes them different from the puritan society of the scaled dragons, any dragon born with feathers or fur anywhere on their bodies is ostracized and thrown aside like meat, often being treated even worse than even the Matte dragons. It is because of this treatment that the feathered dragons began to band together as their numbers grew over time to create their own society.
In the society of the feathered dragons, everyone is equal. A leader is elected every decade based on leadership quality, diplomacy, and problem-solving skills. The horns, colors, shine, etc. do not matter to this other race of dragons.
Interactions
- +Scaled and Feathered dragons do not interact or socialize well with one another, typically. Due to this, both races have their own designated territories, the Scaled controlling the highlands in the North and West sectors of Tyremore. Feathered guard the lowland areas of the South and East sectors with everything they have, particularly after gaining the East sector just recently due to their sudden rise in population and the seemingly sudden drop in Scaled population.
+Most interactions are left to the diplomatic officials, and thus most common dragons don't even interact with those of the other race.
- +Gems are the shiniest and most colorful dragons. Their leaders are the Prisms, or prismatic dragons. Dragons whose scales shimmer and gleam with all of the colors on the spectrum. Below the Prisms are the Pearls, or pearlescent dragons, whose scales gleam between two different hues, depending on the angle upon which you look. Pearls rise above the Opals, or opalescent dragons, who have shining hides of dark or light with cracks and splashes of brilliant color that pops. Within each of the three tiers, those with more color variation, greater shine, and more accents (such as horns, whiskers, claws, etc.) will have greater prestige.
My thoughts on this, personally, are for us to have the typical races, such as humans, elves, and dwarves. However, before I decide, I wanted input from you guys.
The Aura
The Aura, as we know it to be, is a mystical field of energy that surrounds a human being that relates to a specific color which, typically, matches their mood or mental state. On Tyremore, this theory goes a little farther.
The Aura on Tyremore is the external manifestation of the soul. This field of energy is a direct projection through the shell, or body, of the essence and power of the internal soul, reflecting in a mix of colors the emotion, mental state, and raw base of the creature’s very being. It is not only a human trait, but the trait of every living thing in the world, even the grass. However, few can actually see this manifestation, as it requires the natural-born talent to do so. Those who have this talent can learn to understand who a person is just through their Aura.
Arcana & Magic
Sources of Magic
- Life Essence - every living thing is made of a shell with a core of what is known as “Arcana,” or magical essence. In order for those who have the ability to harness this Arcana, they must pull from their own source. When this source is completely depleted, the user dies. However, Arcana does regenerate with time, though the time varies depending on the type of creature. Some creatures are considered more Arcane (having more Arcana) than others, such as dragons, which are considered to be built entirely out of this strange, magical essence. Other beings that are known to be made entirely out of Arcana are the gods and the Elements.
- Soul Stones - From somewhere deep, the island of Tyremore seems to produce strange crystals that glow with the power of the Elements or some other mystical source. These stones glow and hum with Arcane energy, which produces a small breeze, possibly signifying that it's with the power of these stones that the island is able to stay afloat. These stones can grant a user extra Arcana if the user knows how to tap into the precious source. As a bonus, those befriending particular Elements can find Soul Stones that match the gift of their Element and be granted a permanent boost to their own Arcana reserves.
Who Uses MagicHow Magic is Used
Beings made entirely of Arcana are born with an innate ability to use it to create magic, as though it were as simple as breathing. Other beings, particularly those who are close to the Arcane, can learn it over time with effort and intelligence (note - in later years, even simple creatures such as most mortals can learn how to harness the power of their own Arcana, but this takes most of that mortal's life span). Finally, those blessed with the good graces of an Arcane creature (such as an Element) are granted the use of that creature’s Arcana and the unique power to it. With training under the blessing of the Arcane creature, any other living thing can also learn - with time and energy - how to use their own Arcana.
Every way that Arcana is used is through the aura of the creature, a physical manifestation representing the power of the creature in question. There are two ways to effectively use Arcana, and four core Arcane branches. Below are the two lists.- Reaching for Arcana - The most typical way to use magic is to reach deep within the core of the user and use the Arcana found. This is mixed with the will or desire of the user and an image borne within the user’s head, allowing the Arcana to bring the idea to life. The bigger and more powerful the idea, the longer it takes to produce and the more Arcana is used.
- Ritual Usage - When particularly massive ideas are desired, a group of Arcane Users (those who are closely connected with their Arcana) will gather together and create a sort of rune or image of sorts on the ground and surround it with actual objects, typically gemstones, crystals, or Soul Stones. Together, they will all reach for their Arcana and pool it together over their common idea, allowing it to come to life without the death of a single user. This requires a great deal of time and energy from each user and typically is only found in species that are not made entirely of Arcana.
Arcane Branches
All Arcana users can become masters of one particular branch. Each branch has its own rewards and shortcomings, but no one can master all branches. Young dragons are trained from shortly after hatching, based on which Arcana branch they naturally lean towards. However, as they age, they will learn a little of each branch while remaining strong in one branch in particular.
- Offensive Magic uses the most Arcana and deteriorates the user the fastest. It is used for destruction - to cause harm or to scare something away. Basic spells can include crackling blast, magic missiles, or poison touch.
- Healing Magic is the second-most draining of the four core magics. It is used to heal wounds and bring back what once was. Basic spells include healing touch, restoration, and cleanse.
- Illusion Magic is the third-most draining, but if one is not careful, it can become even more draining than Offensive Magic. Depending on the illusion, itself, this magic requires the most concentration and the clearest picture in the mind of that who wishes to cast it. This core magic creates false images to trick the minds of those it focuses on. Basic spells include project image, ghost sound, and hypnotic pattern. Masters of Illusion can even use their Arcana to learn languages and speak to other creatures, including animals.
- Protective Magic is the least draining of the four core magic types under most circumstances, but like Illusion, it requires a great deal of concentration. This magic is used to protect and defend, building shields and barriers to keep safe those that are special. Basic spells include shield, reflect, and ward.
Arcane Limitations, Depletion, & the Use of Soul Stones- Arcana is a renewable source that replenishes over time. However, it can be burned up if the user is not careful, and if all of the amount granted to the user is used completely, the source is no longer renewable, as there must be enough energy in the user’s body to renew it. The more the user’s Arcana is burned, the less energy the user has. If not careful, the user does risk death.
- The magic created from the user’s Arcana is derived completely from the user’s knowledge and imagination. The user must completely understand what he or she is trying to create before it will come to be. However, if it is within the user’s capabilities, Arcana can and will create things out of thin air if necessary.
- Certain uses of the Arcana require the use of Soul Stones. For example, a mortal wishing to create fire out of thin air without the bonded Element would need a Soul Stone to grant it the extra Arcana and a brief reprieve from typical limitations.
- Soul Stones are mystical stones carved from the mines of Tyremore, directly. Unlike most of the crystal seen on the surface, Soul Stones are always pastel in color and glow with pure Arcana. Around these stones is an ever-dancing breeze that seems to hum with a serene, mystical voice that can sometimes hypnotize the one who holds it in their hands. These stones have very unique properties, as they seem to contain within them a willing gift of an Element (the color matches the Element that has blessed it). These gifts can produce a sudden burst of Arcane energy, filling lost reserves if a user has gone too far with their own Arcana or aiding in a particularly-draining spell. These stones are often hoarded by the dragons and kept under strict guard. If a Soul Stone user happens upon a stone that matches the Element that they have befriended, they are given a permanent boost to the use of their own Arcana.
Elements
- Unlike other forms of Arcana, Elements are living creatures all their own - Arcane creatures. Though not necessarily corporeal, they live and breathe just like any other creature of Tyremore. Unlike other creatures, they are made entirely of the power of the gods. Each Element is in charge over certain aspects of the world, itself. The temperament of that Element can determine the success of its charges at any point in time.
- Every so often, each Element finds itself in need of a friend. In that desire to have friendship with other creatures, the Element can bless another with some of its power and the ability to call upon the Element, itself, in times of need. Unlike the other types of Arcana, this draws from both the Element and that who has been blessed. Instead of training in specific skills like other types of Magic, the user must instead gain a greater friendship with the Element. Each one who is chosen to befriend a specific Element must learn how to speak to it, nurture it, and learn from it. Over time, the abilities will get better with the teachings of the Element, itself.
- This is not something that dragons or any other race is better at. While dragons are chosen by Elements much more often than mortals, those chosen stand an equal chance of gaining friendship with that Element. It's all a matter of perseverance.
I will worry about editing later, but here is the basics of what you need to know:
Tardas - The Circle of Bases
Earth (Ihnora) - This is one of the four very basic Elements. But keep in mind that it is the bases that are the backbone to everything else. They are not to be underestimated! Earth is the strongest, wielder of dirt, sands, and stones. Those blessed with this Element can create walls, stepping stones, shields, and much, much more. They can make the soil more or less fertile, and if strong enough, can even ask great trees to do their bidding. This Element is very mellow and stable, a good support when you need it.
*Air (Thuus) - The second of the four bases, Air controls the winds that fly beneath their dragon's wings. They may find themselves caressed by a light breeze or awaken to find themselves floating above their beds. Wind is a whimsical Element, happy and free. It is harder to tame than Earth and has a lighter spirit, but its friendship is an unbreakable bond.
Fire (Xhaken) - The third and most volatile of the four bases, Fire is a life force that brings warmth and light to the world. It can burn away fears and corruption, bring back the light of memories, and chase away the cold of the night. By contrast, it can take away life, harm the world, cause devastation. It can cause death as much as it brings about life. It takes stability to maintain a bond with Fire. Unfortunately, this Element seems to enjoy choosing the most volatile of creatures.
Water (Kxara) - The cool and the cold, Water washes away what Fire burns. It soothes and relaxes, freezes and sears. This Element shifts much like Air, and though it is not as whimsical, it changes its shape to fit its environment. It is mysterious and beautiful, but it can be harsh and terrifying if the one chosen by it is not careful.
Spirit (Ynxir) - Spirit is the Element that carries the souls of all living things to their physical forms, pulls them into the Next World, and keeps them lifted during times of great duress. Spirit is the most free of all Elements, the hardest of the first Circle to control. But its bonds are the strongest. It is the leader of the Tardas Circle.
Tedra - The Circle of Life
Life (Ihkari) - Life is the breath that animates the shell containing a soul. It allows the body movement and functionality. But it is so much more than that. Life is what grows the trees and all plants that graces the surface of Partheus. It is the child of the god's Life Force, creating a cycle the flows up from the ground into the shells of all living creatures and then back down. Life is the gift that ends with Death. It is the gift that all creatures must, sooner or later, give back. This Element is easily hurt, requiring a tenderness few possess. It is a demanding Element, but it is also very giving.
Death (Ihnthar) - Death is there when Life is breathed from the shell that contains the Soul. It is there when Spirit takes the Soul back to the Next World. It is there when the body decays and becomes new Life. Though associated with evil, it is not an evil Element. In fact, it is a peaceful, serene Element. Very misunderstood.
Light (Uhdyr) - Light comes from many things. The suns, the moons, the stars...it is what lets the world be seen in all its glory. It glitters from the scales of dragons and helps many see what they could not see before. It is a lighthearted and warm Element, easy to "talk" to and befriend. But sometimes, it is hard to see through all the Darkness.
Darkness (Dhanor) - The overbearing Element of Darkness is a heavy burden to bear sometimes. But like Earth, it is a strong backbone that will always be there, lurking, but not always upfront. It is the creator of many things in the shadows, and there are a great deal that have grown accustomed to its thick cloud. It is deceitful and sly, and it loves to play tricks. But it is, like all Elements, a strong friend.
*Chaos (Inortia) - The first Child of Chaos, the Goddess who became Kallydrana, this Element is completely uncontrollable. At least, that is what is believed. Chaos is the leader of the Tedra Circle.
* = special limitations. Please, PM me for more information.
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