Melon Bomb
hi i make bad decisions
INTRODUCTION
While curiosity is one of mankind's most primitive and base emotions, so too is fear of the unknown. On the first day of the first month in year 912 - the anniversary of the world's supposed birth - there is a gate that is said to open somewhere in the world. A gate whose polished surface is impenetrable to even the mightiest spells, and whose size dwarfs all of humanity's creations. In the time since it has been discovered, countless civilizations have attempted to unseal it. Some have even come to worship it, believing it to be a sacred door into the domain of gods, which mortals should never lay their unworthy hands upon.
But now, in a day's time, that gate is finally set to open. Men and women from all around the globe gather to witness this monumental event. While most are content to observe and celebrate the grand unveiling of an ancient mystery that has existed before their time, others have... different plans. After all, what could await them on the other side but an entirely new world to explore? For this reason, adventurers from all walks of life make pilgrimage to this strange place in hopes of experiencing something otherworldly, and of course, to seize from its domain wonders and treasures of surely insurmountable value. The scouts of warring kings and empires miraculously cease fire as they wait alongside them, allowing for a few days grace between them while they explore. And, inevitably, they will be present as well... the worshipers and the doomsayers, citing curses and calamity on any who dare tread foot into this holy place without blessing.
You are one such individual, standing before the gates. Your reasons may be your own, but in that moment, everyone awaits the same truth. What is on the other side?
Only time can tell what lies beyond... or if the horriying dive into the unknown will be worth the peek behind the curtain.
WORLD
[Magic]While curiosity is one of mankind's most primitive and base emotions, so too is fear of the unknown. On the first day of the first month in year 912 - the anniversary of the world's supposed birth - there is a gate that is said to open somewhere in the world. A gate whose polished surface is impenetrable to even the mightiest spells, and whose size dwarfs all of humanity's creations. In the time since it has been discovered, countless civilizations have attempted to unseal it. Some have even come to worship it, believing it to be a sacred door into the domain of gods, which mortals should never lay their unworthy hands upon.
But now, in a day's time, that gate is finally set to open. Men and women from all around the globe gather to witness this monumental event. While most are content to observe and celebrate the grand unveiling of an ancient mystery that has existed before their time, others have... different plans. After all, what could await them on the other side but an entirely new world to explore? For this reason, adventurers from all walks of life make pilgrimage to this strange place in hopes of experiencing something otherworldly, and of course, to seize from its domain wonders and treasures of surely insurmountable value. The scouts of warring kings and empires miraculously cease fire as they wait alongside them, allowing for a few days grace between them while they explore. And, inevitably, they will be present as well... the worshipers and the doomsayers, citing curses and calamity on any who dare tread foot into this holy place without blessing.
You are one such individual, standing before the gates. Your reasons may be your own, but in that moment, everyone awaits the same truth. What is on the other side?
Only time can tell what lies beyond... or if the horriying dive into the unknown will be worth the peek behind the curtain.
WORLD
Spell casters are the select few able to wield magic, but they all share one thing in common: They only have one type of ability. It can be expanded on and to be made versatile through training, but a fire mage will only ever be a fire mage, and a plant mage will only ever be a plant mage. With, of course, a few exceptional cases.
[Curio]
Magic items in this world are called 'curios' and come in four classes of effectiveness:
Curio: The weakest and most common class. Items like swords that return to the user's hand, or a quiver that regenerates arrows would exist in this class.
Stele: A substantial increase in power. Gauntlets that generate potent shockwaves and bulletproof capes exist in this class. Stele are uncommon and considered very valuable.
Regalia: Extremely powerful curios are in the regalia class. Impervious armor suits, or spears that transform into destructive bolts of lightning exist in this class. Getting your hands on one of these is incredibly difficult.
Divus: There are only 13 of these in existence, and their whereabouts are presently unknown.
[Technology]
Medieval-level technology is the norm. A small, relatively unknown civilization on the other side of the globe has been quietly developing steam rifles, metal alloys, and even radio communication; however, they are almost impossible to find outside of their region as they are very protective of their inventions.
RACES
[Humans]
Your run of the mill humans. Human spell casters are called mages, though only a handful are able to practice magic at all.
[Beastfolk]
Beastfolk are humanoid creatures that heavily share one or more features of another animal species. Beastfolk spell casters are called shamans, a decent number have the potential to wield magic.
Beastfolk have the unique ability to 'chimerize.' When devouring other beastfolk, they steal some of their animalistic features, turning into what is called a chimera. In rare cases, a chimera is able to not only inherit the victim's biology, but even their magic as well. A shaman who eats another shaman - thus gaining control over two or more domains of spell craft - are known as blood chimeras and are greatly feared as both violent and powerful.
[Fae]
The fae are winged creatures that closely resemble humans. Fae who cannot cast spells are called hobs (they also lack wings), and are a rare sight in their societies.
Hobs often self-exile, too ashamed to be in the presence of their kin.
[Elves]
Over time, certain exiled communities of hobs developed their own cultures and began to refer to themselves as elves instead. While hobs cannot cast magic, they can still produce offspring who can - as a result, some elves, though lacking wings, are still able to cast spells - although they aren't quite as common, nor are they as powerful. Elven spell casters are called sylphs.
Something that elves have that the fae do not is magic resistance, to which their species carries in varying degrees.
FACTIONS
[Kingdom of Rhine]The largest and most civilized of human nations, the Kingdom of Rhine is home to a majority human population, with other races being allowed, but naturally scarcer due to their status as lesser beings in the eyes of the King Istoria and his court.
[Kingdom of Vanorak]
This kingdom is a melting pot of different species, but primarily human and beastfolk. Vanorak is a war born society built on foundations of meritocracy. Fighting is in not just in their culture, but in their blood. Their relationship with magic is a hostile one, seen as cowardly and unwarrior-like. Spell casters are tolerated as long as they do not use magic, but will be brutally punished if they do - not by any law, but by mobs of enraged vigilantes. Its current king is a great bear beastman named Gora, who permits the enslavement of weaker citizens and the act of pitting them in death sports. They are at war with everyone. Partially for conquest reasons, but also to prove their power.
[Empire of Oru]
A nation consisting of almost entirely beastfolk. They are at war with the Kingdom of Rhine for their treatment of beastfolk and have decided to maintain a similar - but harsher - policy toward humans. Unlike Rhine, the Oru Empire is much more accepting of the fae and the elves.
[The Grove]
The largest natural settlement of the fae. They consider themselves superior to all other species and often make displays of power in attempts for other nations to see them as dominant. They have no actual desire to rule or grow in strength, it is simply their pride that drives their mentality.
[Willder Colony]
Where the exiled hobs made their permanent residence. At the current time, the population of elves vastly outnumber that of hobs. They are hostile with the Grove's fae, with even war being considered.
[Triune Collective]
The Collective is the largest existing body of beastfolk, fae, and elves. They are solely neutral, not taking any invasive actions and only acting with the interest of preserving their community.
[Order of Saint Lyrus]
A religious following that worships their ancient Saint Lyrus as an ascended deity, seen as a protector of all living things (but mostly humankind). They are notable in the vast size of their following and their inquisition force of paladins, champions, priests, and the like.
[Church of the Holy Gate]
Fanatics who developed a cult around the legendary gate, espousing that it is a doorway into the realm of gods and that those who touch it will be condemned to the hells.
Kitsuna
Mugon
Rapt
Mugon
Rapt