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Fantasy Our Coma World (Worldbuilding Page WIP)

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Charles Cheese

Qualified Cheese Consumer
Roleplay Type(s)
More Worldbuilding
The MMORPG and alternatives

SomnumThis is the name of the MMORPG our characters are playing, and it's backed by the charity called Our Coma World.
It's existed for 5 years. COMA stands for Care, Overcome, Mend, Accomplish. Care for those dealing with grief or mental trouble, overcoming their predicaments, mending past traumas, and accomplishing new goals, to learning languages, skills that can be applied and much more.
The devs wouldn't intentionally implement a feature that'd negatively effect player's psyche, but there are workarounds. These can be glitches to unintentional features.
The world is very large and constantly expanding with new updates or to accommodate players. Everyone in this RP can contribute to the world as long as you don't have your additions be an end all be all. For example, players will be able to add their own civilizations but they can't say that those are the only ones, or design a god that some npcs worship according to lore and say that is the only mythological god.

Private Policy: To enter any of Coma's games or servers, you'll need to accept the terms and conditions and private policy. Your POV at any time could be used or reviewed by a moderator or trusted third party. This is for research and to better support players. If players cause too much mental harm, a mod may eventually notice. Sometimes random events or small aspects of the world may be tailored to improve your mental wellbeing directly, and you may be invited more and more to therapy and support groups.

Imagination grove: A sister product of Somnum. This server has existed for 3 years and it took extra development to make everything child friendly and educational. Not only can Comatose minors join, but injured, disabled, or troubled minors as well. There are many teachers, psychologists and therapists available. Children are essentially invincible in this MMORPG, incapable of death or being harmed or having things stolen.
When children travel to Somnum, they are incapable of harming and stealing to prevent gamebreaking. They can also only enter moderator approved areas, like criminal safe hubs.
Every child's headset is filtered to replace scary or non-rated e imagery. When something dies, to them they've exploded into rainbows and glitter. When there's a scary monster, it looks like a cute and huggable teddy bear. Here are a few more examples, but you can be creative.
Blood- Rainbow glitter glue
Swears- PG alternatives. Example: "You piece of shit!" is replaced with "You piece of pie!"
Dead bodies- Sleeping unicorns
Adult Players also have the option to turn on this filter for themselves, but that does not effect their mortality.
Important note: You can only play a minor as a secondary character and they can't have romance.

Daydream OdysseyThe game has an alternative called Daydream Odyssey that's available to the broader public. It's riddled with microtransactions and almost impossible to have an immersive, genuine experience, but most of the funds directly to Our Coma world. It has existed for four years more than Somnum. It used to be extremely buggy and barebones but thanks to lootboxes and microtransactions, it has become a polished game that many other games have used as inspiration.
Our characters might have experience with Daydream Odyssey or the many other VR MMORPGs that have spawned from it.

Silver DistrictThe RP is set in an English speaking beginner's hub run by a 1k player guild called the Level 10's. These players are all here fulfilling different town duties, normal town rp roles like cook, blacksmith, etc.. To stay in the guild they must give their experience points away to the town guards to stay at a level 10 or less. They will be pretty weak, and this includes NPC companions, gear, pets or monster tames they may have too. We live in a multi-biome town intended to be a tutorial zone or a place for experienced players/tourists to test their builds(not our characters). This will give us the excuse to have things like a desert dwelling tortle next to a deep ocean crabperson.
The level 10's have a rank system based on various factors like how hard someone has worked or how well they're trusted by the community. We are Silver Rank. This means our characters have been in the town for a while and may even be running a business. They will have their own personal dedicated location called the Silver District, which includes things like Inns, Parks, etc. You can add to this street as you please if your character owns a business there. Silver district has the designated gathering zones for our characters.
Even though I wrote this to help, it's important for everyone to still give their characters reason to interact with others, even if you have to suspend disbelief a little.

The Hub: The hub is called Trade of Jacks, for its diverse terrain and literal thousands of shops. Multibiome. If there isn't something in Silver District like a biome, it's most likely somewhere else in TOJ. If you took the size of new york city, made an ingame replica, that's the size of this hub.
Vague so everyone can fill in the blanks, as long as you leave plenty of room for other players to worldbuild as well.

Terrain in Silver District:
Beach, plains, forest, hills, docks, rocky shores and ocean. Little areas can be added on player request.


Gameplay MechanicsNPCSAI- Sophisticated enough to develop emotions. NPCs of all kinds can have a decent memory system.
The primary rule is that Npcs cannot acknowledge they're in a game. They will either be in denial about it, or they will know but bring it up at all as they are incapable of doing so. Only glitched npcs can acknowledge this.

Updated and Outdated- Only NPCs made in the last 2 years can make their own sentences without having to pick apart preset voice lines to convey what they want. Most NPCs without the latest technology have been removed, but some may have been able to evade deletion by having a human friend or pretending like they do. Many developers don't go through the trouble of updating npcs and just delete then replace them with newer, identical versions.

Companions- NPCs. Mounts, to followers, pets or tames, these are entities that can follow you. When you die, they will use their memories to go to where they'll think they would see you again, to a home, reading spot, etc. If they die, it's likely they will be 'reincarnated' via spawning as another npc of that type. They may even be eerily similar. Some NPCs have minds of their own and refuse to be a follower.

Adoption- It's no secret that many players find the love(s) of their life here and may want the experience of starting a family. These players will have the option to either adopt an npc child or adopt a real child from Imagination Grove. If you adopt a real child, there is a long adoption process and a heavily involved ingame CPS. You can expect your pov to be monitored and reviewed by mods. NPC children are protected as well but not as heavily as real ones.

Inventory- Realistic. Your traveler character will need storage options like pockets, backpacks or a npc to store items you can't hold with your hands. Those options are realistic as well, there is no void in your pocket you can use to store things. There might be abilities some species have that'll let them hold additional items, but they'll have to be limited. This is to provide more immersion and give more job opportunities to players like haulers.

Messaging/How to Access Menu- When you close your eyes in this virtual reality, you will appear to be brought to a dark abyss just like normal. However if you turn around, you’ll see a settings menu that you can use like a touchscreen. If you face down, you will be able to see a bright white bird right by your legs. These are called spirit pigeons and they serve a very specific purpose. If you have food or seeds on you, you may ask them to send deliveries or letters to people. Once sent, they will exit out into the overworld and start making the delivery, flying fast and phasing through everything to make the process even faster. They’re so quick they cannot be used to track down someone’s location. Once they deliver the item directly to the person (or on their doorstep if specified), they’ll head back to you, perch on your shoulder, and disappear back into the abyss(optionally). Players can see each other’s pigeons when they’re making their delivery but cannot interact with them in any way.
Other players can tell when you're in a main menu when you turn around with your eyes closed.

More on Spirit pigeons: The Pigeon's form changes into a fish in liquid and a rabbit underground. The spirit pigeon can take different forms based on what the player wants and you can even make them little accessories. A lot of players customize their spirit pigeon to look like a pet they have in the real world.
You can even bring this companion out from the abyss and into the overworld with you!
Developers are working on ways to bring real pets to Somnum to comfort their owners.

Pain Toggle- In the settings, your character can choose to experience numbed pain or realistic pain. There is no option to avoid pain altogether, because if you wake up you may go insane from your lack of pain tolerance.

Accessibility- I won't be very detailed about this because I am not very knowledgeable in this subject, but a few examples of settings would be like subtitles, audio control, color blindness support and more. As long as it doesn't make your character OP like a money cheat, etc.

Offline or Napping Players- Comatose players have the option to choose if they want to rest and how long for. They can nap, waking back up after a certain time or shut off their game forever. Their avatar will become ai, defend themselves if needed and run to where they last slept and fall asleep. When the player dies in real life, the avatar will be asleep forever, snoring and looking like they're having a good dream.

Usernames- There are two ways to see someone’s username: if you shake their hand or closest-to-hand limb, or if you close your eyes. In the settings menu (which you can open by using the menu button), you can access a history log that documents the last 100 players you’ve interacted with. This refreshes every 2 hours, so if you come across a shapeshifting player, you wouldn’t be able to tell until then.

Profile Pictures- When you access the menu, a picture will be on the right of their username. You cannot change this picture; it will be of your current avatar facing front to the camera. These are taken after your character creation.

Change Species- While most species are easily accessible at 9,000G(a price of a carriage or small boat), some may need to be unlocked and others come with items and so are more expensive.

Character Creation- Your first time is free, but afterwards it costs 25,000G. (The price of a pegasus)
This is only for features you couldn't realistically change without plastic surgery. This does not let you change your species.
Can change: Gender, Face, Body (that fits with the species you picked), voice (can be modified to sound more like a gender you identify as)
Can't Change: Temporary features like makeup, accessories, and clothes because you can all do this in the game yourself. If it's visible on the species you picked, you also can't change your ethnicity.

Spawn Points & Fast Travel- There are 3 taverns for each hub that every player can spawn at upon death. These taverns are approved by community to be trustworthy. You can choose to fast travel to these points by hiring a coachman and logging off (or taking a 'nap') until the estimated time they give you.
You can unlock more spawn points by successfully renting and paying for a room at other taverns. These may be run by NPCs or players, and may have requirements to complete first before you're able to get a room.
You also may spawn in the latest residential bed you've slept in.

Death and Respawning When every player dies, unless there's features in their species this is how every player's death is handled:
Your body will stay until you pick respawn, after which it'll disappear and your loot will be in a chest near your body(can be flavored). This chest is locked and requires lockpicking, strength, or creative ingenuity to open. When you respawn, you will have a key in your hand to easily unlock that chest with. You can respawn at any of the taverns you have registered.

Appraisal- Items and gear of all kinds can be appraised by a priest so you can keep it upon 15 deaths, but the money will inflate greatly based on how powerful or valuable the item is. This is expensive, but worth it if you travel with important items. These appraised items cannot be pickpocketed because you are bound to them.
This does not apply to multiple items at once, you cannot appraise lots of gold coins at once, you'd have to praise each and every one of them. This has led players to carry an item or two with high sale value and appraise it.

More to be added, included player worldbuilding of Somnum and the many races.
 
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SPECIES

By II-CinderRadcliff-II II-CinderRadcliff-II Ghost: Ghost: Once a playable race that was being developed early into the games lifespan, the idea was scrapped and made inaccessible for those joining the game for the first time after the patch that removed the race. Although the race can no longer be selected when creating your character, it can still be unlocked and selected due to in-game glitches - though doing so will permanently lock the player into that race without moderator intervention.

Those of the ghost race are riddled with various glitches that make completing any part of the game much harder than necessary, though this burden does come with various benefits as well. One such benefit is an innate immunity to status effects such as poison or slowing, though this also comes with the inconvenience of nullifying buffs as well. Despite the benefits though, those that play as Ghosts run the risk of getting banned from the game due to glitch exploiting, though some players have slipped under the radar for years without being punished.

Ghosts are normally invisible to all other players outside of PVP, though they do have the choice to become visible to other players. When they are visible they appear to be transparent, but otherwise there are no visual distinctions between them and other players.
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Foxfolk: Far to the north lay remnants of legends, of those with nine tails and their descendants...If you have ever wondered about the many beasts and monsters that call this games world home, most people are familiar with some of the more common types that come from the woodworks. Goblins, Imps, Griffons, even the the rare occurrences of Dragon sightings are widely known. Though far to the north within this MMORPG lay the ruins of a long lost empire, within the zone that's often called the Permafrost Caldera. While this area has been explored quite thoroughly, the remains of foxes the size of grizzly bears can be found along the zones western coastlines - though what's most peculiar about these fossils is that each one seems to have anywhere between two to nine sets of tailbones. Within the zones Eastern expanse exist small tribes of Beastkin that refer to themselves as Foxfolk, descendants of the now extinct Kitsunes that once roamed the north. It is believed that these gigantic foxes were not only physically strong, but that three of these beasts could take down a dragon using magic alone. It's also believed that these creatures could speak the tongues of other creatures, though not much else is known about them due to their extinction. While no one knows how the Foxfolk are related to both the great kitsunes and humans, they do have a great aptitude for a ride range of magic spells. Some players have also seen them conversing with the wildlife and other creatures that live in the north, though they don't get along with monsters from other zones at all. The Foxfolk are believed to have been the cause that brought the empire within the zone to societal collapse, though so far the only speculative piece of evidence is that they actively warn travelers not to wander into the empires various ruins. They are a peaceful race that welcome travelers with open arms, guiding players through the vast snowy expanse of the north to the various important locations. However, those who stumble across a shrine and steal the blooming flower from it will quickly find themselves being hunted by the Foxfolk, as thieves who steal the Molten Orchid of Nyus will quickly find out why the Foxfolk claim to be the Kitsunes descendants.

By DarkKitsune DarkKitsune Witches: Witches are a subspecies of human who are capable of learning specified magic and rituals. However, a spell may come at a cost. Minor ones may have a smaller duration while the bigger ones may have a additional full debuff that comes with it. Rituals, however, are the ones with the biggest backlash, in some way, shape or form. It'll weaken or harm the witch who performed it, but its effects on the item or person tend to be permeant. It also takes time and difficulty to gather the items for a ritual in general. For witches, magic can't be casted without some form of catalyst. Witches are a Opened for both NPC and Players

By Eviexe Eviexe Dryads: Dryads, known as tree nymphs, are ethereal beings that embody the essence of nature and uphold sacred principles which help to nurture the forest. Typically, dryads are believed to represent the nurturing and care given to plants, flora, and trees. Thus, for example, a nourished forest could produce a dryad or a bed of flowers (usually a sign of a healthy village that works with nature in a harmonious bond) and are sacred creatures thanks to that significance. The versatility of dryads is comparable to that of the flowers themselves in terms of appearance, bearing an array of botanical colours that match in vibrancy and exuberance. Yet such an adaptable spectrum is also borne in personality, to the most graceful or elusive, but there is one eternal quality. They love and are attentive to their environment, living home and residing domain. There is a power between them and the places where they are born— often allowing them to manipulate plant life and create it. Dryads are unfortunately sensitive to heat, often preferring milder seasons and temperaments in weather; other gifts can include animal empathy, communication, and subtle coercion. Yet there needs to be some type of bond with the animal to do so (ie— cannot control someone else’s pets or animals for example)
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Kodama: Following a generally acknowledged belief, Kodama themselves are harmless creatures that prey on amusement and rebel against frivolous boredom. Kodama are little nimble creatures, with pallid bodies and bulbous heads, but incomprehensively nimble when in trees. Bluebell Grove is littered with these little critters, acting as both irresponsible guardians and unsurly attack dogs. It’s been a stated theory that the Kodama are derived from dead flowers (nature that’s been killed unnecessarily) is drawn to places with high vegetation in an act of protection and defiance against what killed them. Despite that, Bluebell Grove is overflowing with these adorable creatures and they can be observed in almost all trees. It’s a teeming infestation, but this in itself protects Bluebell against unwanted threats and trespassers. Location: BlueBell GroveClassification: Kodama is commonly recognized as a neutral creature, often found perched on branches or squirrelling about in the canopy of leaves. While there is an abundance in number; low-threat level.

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By IDKnuggets IDKnuggets Starborn (Gen); Have you ever seen a falling star and wondered just where it would be falling? While many shooting stars blast past our world as a mere landmark in their long journey through space, the odd star has been known to veer off course and impact with our own world.The places these stars strike are known as *luma regions*, locations of great prosperity blessed by the light of the stars. When a luma region is created and the star burns away, part of it is reborn as a *starborn.*These humanoid beings with an innate fascination toward space exhibit many special properties. They need not breath, as they are inherently built to survive in a vacuum, and also emit a faint glow in dark spaces. Gravity effects them to a much lesser extent, allowing them to float gently through the air. Bursts of *cosmic energy* can be harnessed to launch themselves in a technique commonly referred to as a *hyper leap* or *cosmic leap*. Starborn can also channel their inborn *celestial energy* to fire off *starbolts,* miniature stars that burst upon contact, and *solar flares,* tendrils of flame that lash out from their bodies.Starborn are naturally prone to stress and must meditate regularly, lest it cause a build up of energy that can overload the starborn and cause them to explode in a burst of uncontrolled energy. If a starborn lets themself overload, they will be left greatly weakened following the explosion and revert to the form of a *starling* to recover. A starborn in starling form, drained of much of their energy, will often appear tired or even in an almost inebriated state of mind. A natural-born starling that takes in enough energy, either cosmic or celestial, may also transform into a full-fledged starborn. All starborn hold a deep natural connection to the ecosystem of the luma region formed by their star. When within their own luma region they share a link that allows them to draw energy from every other thing native to that region, and even from the luma region itself. This connection is exclusive to the luma region from which they emerged, born of the same star.Crux Starborn (Sol Field); Named for the constellation Crux, the cross. This is the standard starborn race, that rest directly in the middle of the starborn celestial to cosmic spectrum, as well as the starborn magical to physical spectrum.
Ursa Starborn (Celestial Cavern); Named for the constellation Ursa Major, the greater bear. The starborn born in these caverns are able to glow much more brightly than others, and are the most physically strong of all starborns. However, they are more strongly affected by gravity and as such are less capable fliers. They have the least magical ability out of all starborn, and lean towards neither cosmic nor celestial energies.
Serpens Starborn (Solasis); Named for the constellation Serpens, the snake. The starborn who come from a solasis are similarly hardy, and have a decent constitution as opposed to most of their kind. They lean towards celestial magic, and have slightly less magical potential than most other starborn- not to the extreme of an ursa starborn, however.
Lyra Starborn (Celestial Forest); Named for the constellation Lyra, the lyre. Starborn from celestial forests are natural fliers, navigating the branches of their trees with ease. They lean towards cosmic magic, and are slightly more magically attuned than a standard starborn- not to the extremes of the cetus, ara, or fornax starborn however.
Cetus Starborn (Celestial Aquarium); Named for the constellation Cetus, the whale. Starborn from a celestial aquarium rest in the middle ground between celestial and cosmic energies, but have a level of magical potential on par with volcanic and tundra starborn.
Ara Starborn (Star-Blessed Tundra); Named for the constellation Ara, the altar. Starborn from a star-blessed tundra represent the cosmic end of the starborn scale. Their skin is pale or even slightly blue, and are luminescent- not with the same glow as other starborn, but in a way that makes their skin itself appear to glimmer. They have the weakest celestial energy, but as a result deal with much less stress than their counterparts and very rarely will a starborn from a star-blessed tundra explode. Tundra Starborn specialize in cosmic magic, making them remarkable fliers. They also have the unique ability to manifest gravity magic, most notably in the form of the ability Black Hole.
Fornax Starborn (Cosmic Volcano); Named for the constellation Fornax, the furnace. In the astronomical event that a falling star falls into a volcano, the resulting starborn will hold a special attunement to celestial magic. Volcanic starborn contain an abundance of celestial energy, and are much more stress (and explosion) prone than others. They are the most drastically different starborn race, as they appear much less humanoid and almost seem to be living flames or stars. These starborn represent the celestial end of the starborn scale.
Starling: This simple creature appears to be a small floating star almost reminiscent of a Luma from the Super Mario franchise. They are fairly intelligent creatures who came to this world on falling stars and reside in the sol field in which they arrived for most if not all of their lives. Some folks have been known to take starlings as pets, an arrangement many starborn take offence to.

By CommanderNecro CommanderNecro Deep: The Deep is a race of crustaceans added in the Reefs and Oceans update. This species is known to live deep in the ocean. And as such most don't encounter them. They appear as a variety of crustaceans. Notably, most are crabs and lobsters. They are known for their natural armor and immense physical strength. And their strange magical powers associated with the ocean. Not many have unlocked this race. As the update is both recent and requires you to explore a location known as "The Trench". Which is full of strange hostiles and strange treasures. These creatures are adept at underwater combat and crafting strange items.

By Me The Ancients: With the No Longer Extinct update that debuted a two years ago, a lot of species were added with it, including a unique playable race called the Ancients. These are humanoids with traits of extinct creatures based which one they'd like to pick; parasaur crests, sabertooth teeth, raptor claws, etc.
In addition to what benefits these physical traits may give them, these players will not be attacked or feared by the creatures they represent and will become 'neutral'. The extinct animal may even listen to them to a certain extent, like or allowing riders even if they are not tamed. But unless you are level 30, you cannot guide them to cause harm or destruction, and once they have suffered even one -1HP they will stop listening and either fight or flight with what caused it.
(I changed my character idea to be an aquatic ancient, going with a Mosasaurus one)
-NPC Creatures-
Since this update was programmed with love by many volunteer enthusiasts, players can see whatever rendition of dinosaurs they'd like, feathered or scaled or even wacky and infamous poor reconstructions.
The more dangerous the extinct creatures is, the more prone they are to spawn in the corresponding difficulty zone, but it's not impossible for them to bypass the low % chance and spawn near beginner hubs. And when they do, they spawn in packs.
In event of this(or when any dangerous entites spawn in a beginner zone like a dragon), the nearest villages will organize a local hunting festival. Those who slay the danger will be rewarded with a free feast made by local chefs and with the meat of the creatures they hunted. They will also get free tickets to rides and games in the festival.




FLORA OR BIOMES


By IDKnuggets IDKnuggets Luma Region; Luma regions are areas of great prosperity located where a falling star has struck the world. They are always places of significant prosperity- a blooming oasis in the desert, a lakeside bank teeming with fish, and other such miracle places. This makes them popular locations for cities and encampments, which are often times named after the starborn who first appeared there. Luma regions are uniquely known for hosting starlings and cosmic lillies, among other things depending on the type. The ecosystem of a luma region shares a deep connection with the specific starborn who hails from the same star, and following a visit from it's starborn luma regions have been known to show a brief boost in prosperity. Because of this, those who reside in luma regions often look forward to visits from their region's starborn and welcome them with open arms. Unfortunately, bandits who manage to lay claim to a luma region have been known to kidnap starborn in hopes of giving their territory a boost.

Cosmic Lily; The cosmic lily is a Flower exclusive to sol fields. Through their roots they are infused with cosmic energy, making them a popular magical ingredient for those seeking to practice cosmic magic or brew such potions. They are also popular amongst starborn, both as a source of cosmic energy and a reminder of home.

Sol Field; A falling star that lands in a field, or any other nondescript location, will create a sol field. This is the most standard luma region, and the type that the standard crux starborn hail from.

Celestial Cavern; When a falling star strikes a mountain, it forms a cave system within it. The cavern ceiling in these caves are said to be so vast and dark that one could be fooled into thinking they were outside. The cosmic lillies that sprout from the ceiling, glowing faintly, add to the illusion by giving the impression of stars. Veins of Starvein Ore form in these caverns, a metal that is remarkably magic conductive. The ore natural soaks up celestial energy from the celestial cavern, but the energy can be expelled allowing it to soak up a new type of magic.
Solasis; A solasis, or solar oasis, is what a luma region appearing in the desert is called. These regions thrive under harsh conditions, and are some of the most prosperous luma regions around. Deposits of starvein ore form beneath the surface of the sands, and sometimes poke out above the dunes.
Starvein armor would have a colorful sheen that strongly reflects whatever magic type it's infused with (orange and red for fire, shades of blue-green for water, purple hues for cosmic, etc.), and gives off a faint light in dark spaces helping it's wearer navigate slightly better if they run out of torches/lamps/etc. Despite being classed as medium armor it provides all of the benefits of light armor so long as it's kept charged with cosmic energy, while still giving the extra protection of medium class armor

Helian Forest; When a luma region appears in a forest, it is called a helian forest. An abundance of star bulbs grow exclusively in these forests, blooming only at night. The fruit of these bulbs are a delicacy, and can only be picked when the bulb is blooming in the starlight.
(Added by Me) One of the most popular variants is the tropical star bulb, Flarefruit. It dawns a slightly translucent sheell so that the creamy soft inside can glow in starlight, with many color varieties and sometimes a constellation pattern that will shine across its environment. When eaten, these rare constellation Flarefruit will grant the user 1 hour of luck. These can be used for temporary fairy lights and once they ripen, you can use the pit instead. The closest irl visual comparison is Rambutan. It tastes sweet and spicy, with a hint of ozone.

Solar Aquarium; When a falling star strikes a lake, river, or ocean the luma region it leaves behind is one of the most unique. The heat from the star glasses the area surrounding the region, creating an underwater tank of sorts around the perimeter of the luma region. A species of creature laying somewhere between alligator and lantern fish resides within. These are called Amongators- meant to reference Amon Ra, but bastardized as among gators by players.

Star-Blessed Tundra; Tall spires made entirely of crystal stand tall in a star-blessed tundra. The crystals are known as Helioterals, and are incredibly popular for decorating and jewelry. They also contain a high concentration of cosmic energy, making them extremely popular among magic users and those who craft magical accesories.

Phoebean Volcano; sardust, rather than soot, will ploom from the mouth of the volcano spreading the effects of the luma region across the surrounding area making for a weaker but more widespread area of prosperity. The lava that flows from the mouth of the valcano when it erupts burns hotter than any other, and gives off an abundance of celestial energy.
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The Banished, City of the Banished; Those Lepus who have been Banished planetside. The City of the Banished was founded by the first lepus to be banished from the moon, a group of revolutionaries who opposed the ruling class of Munna. The Banished prefer cool, calculated thought and priorotize acedemia over art. The lambda lepus have formed the ruling class of The City of the Banished since it's founding. The first falling star to crash into the world hit The City of the Banished, destroying the historical district- this is the source of their animosity towards the starborn that would later lead to the Cosmian Crusades

Munna, the kingdom of Munna; The great kingdom on the moon. The kingdom of Munna reveres creativity and art most highly, and the kappa lepus form the ruling class of their society. Those who commit unspeakable crimes, prove to be a threat to those in charge, or simply make the wrong enemy are banished from Munna and the moon altogether. A magical artifact known as the Terrasol uses gravity magic to send offenders to the planet below. They were initially neutral in the Banished's crusade against the starborn, until a rogue starborn infiltrated the capital city and self-destructed taking out the queen and entire royal guard.

Written and Drawn by DarkKitsune DarkKitsune Pryric Lili: ritual flowers (1/20) Typically found in hot springs with a resistance for high heated temperatures. Pryric Lili's are a magical flower connected to the element of fire. Special gloves must be worn when picking them as they may leave behind nasty burns and can even combust if not picked up with proper care. Despite it's destructive nature it's strong connection to fire magic makes it that more compatible with the ritual rites.Other then rituals these flowers can be used to start a makeshift fire by carefully setting a petal or two down on a pile of dead leaves (take all needed precautions if you do this) to light it ablaze. The petals can also be used to heat up water. separating it's inner bulb and placing it in a metal bowl and smothering it with magically compacted ice can weaken the petals connection to magic therefore enabling it to be crushed into a paste. The remaining heat in the paste can be used to 'cauterize' a players wound if they are 'bleeding'
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Smoke Blossom: Ritual Flowers(2/20) The smoke Blossom is a flower grown in the remains of what once was burning flames. Can either be found in the wild by growth of ashes being left behind by a group or person. Or can be grown by ones self, by filling a pot with ashes and placing a poppy seed in it, then placing the pot in somewhere sunny. A singular Pryric lili Petal can aid in it growing faster, heat replaces this plants need for water. When the flower is ripe fresh smoke will begin to flow up ward from the flower's bulbs Though it's connection to fire magic is significantly weaker the Smoke Blossom has properties that may be utilized in rituals.

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Cold Water Rose: Ritual Flowers (3/20) This flower can be found naturally growing in rivers. The Cold Water Rose is cold to the touch, with a semi strong connection to water. The bulb when squeezed can produce a type of water different from it's regular counter part. This water can be kept in colder temperatures to produce 'Magically Compacted Ice'. In rituals it's water is always the main ingredient for the base. It's petals may be preserved for specific kinds of ritual use
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Lake Berries: Ritual Flowers (4/20)Lake Berries grow on bushes next to lakes and ponds. The berry itself is tastes similarly to regular water but closer to nothing. it can cause the consumer to feel colder once eating it, which is why if harvested shouldn't be consumed as it can be the beginning of the player getting a frost bite like effect. It's berries may be mushed into a jam. This jame may be a needed requirement to replace chalk in a given ritual. Other then that it's leaves are typically the ones with usage in a few specified rituals
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Zephyrus Tulip: Ritual Flower (5/20) Found in areas that are likely to have regular breezes of wind, this flower mutates itself in nature. It's a variation of a tulip that has adapted to the wind element. If one spins the flower around it's uniquely shape leaves may produce a small wind breeze. It's bulbs are however the main part of it used in some specified rituals. However consumption of it may cause one to levitate for a few ingame minutes
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Spinning Aster: Ritual Flowers (6/20)This flower's origins are unknown. during the night every full moon a strong breeze will blow through the skies of the main map. These flowers fly and spin in that breeze. With a strong connection to wind magic and plentiful ritual properties. Like the other flowers however it cannot be consumed
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Vinlettes: Ritual flowers (7/20) A type of vine with special connection to earth magic, it grows in damp wet caves and uniquely may be turned into a tea to heal minor in game injuries for players. But if a player tries to consume it in other ways it can be poisonous
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Earthened Daisy: ritual flowers (8/20) A cube shaped flower that can be found deep within forests. That has a weak connection to earth. But strong properties that are important for rituals. As this flower is typically crushed up and put into ritual chalk
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Electric Blossom: ritual flower (9/20) A blossom with a strong connection to electric/thunder magic. Caution is advised when harvesting this flower due to it automatically electrocuting anything that touches it. Once properly harvested and weakened remove the bulb to weaken the rest of the flowers connection to magic.The bulbs of this flower may be saved as a power for a light source

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Thundering petal: (10/20) Though it's connection to electric/thunder magic is weak. It is prone to making thundering sounds please where something to cover the ears when harvesting. May be dissected and used in rituals that effect metal items
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Sun Poppy: ritual flowers (11/20) Grows in places that are highly exposed to the sun. This is the Sun Poppy. With a strong connection to the natural variation of light magic if someone who doesn't harvest it properly is not careful they may receive the blinded debuff for a temporary 10-15 minutes/2-3 posts depending on the amount of exposure. It's ritual properties are however on the weaker side compared to some flowers
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Lampbell: ritual flowers (12/20) These flowers are grown with the petals of a sun poppy in a environment that has strictly artificial lighting. This caused it to grow with the opposite effects. It has a weak connection to light magic and makes up for it with strengthened properties in ritual use
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Shadow Bloom: ritual flowers (13/20) The Shadow Bloom is the result of a rose seed cultivated in a combination of a shadowy area and dark magic. This results in both strong properties in terms of dark magic and rituals, they are important for defensive rituals in particular. However if touched without proper care they may release a black fog blinding the player/npc for 10minutes/ 2 posts
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Shriveled Bell: ritual flowers (14/20) A flower drown naturally in the night, less used for rituals and more used for potions (will make a entry for those at some point) are a natural source of concentrated dark magic and maybe usable in place of a Shadow Bloom when one has none
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Primary Raindrop: ritual flowers (15/20) Naturally found in areas of high mana concentration is the Primary Raindrop. Crucial for powering most rituals especially the ones elemental in nature.the green bulb may also be used to concentrate mana into a liquid form for other uses
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Crystalic life: ritual flower (16/20) It's a flower found near water sources it's bulb is semi sturdy and looks like similar glass or crystal. If carefully harvested can be used to preserve energy that typically fades over a few days this may make that last for a weak. But it's important to note that the bulb is fragile in it's own right
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Infused Cotton: ritual flowers (17/20)Unlike the other flowers this one is made from ritual. The result of cotton being infused with some specific type of magic giving it resistance to that particular element. Typically purple no matter the element that's infused. Can only be turned into clothes by someone who has knowledge in doing so.
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Boxed Rose: ritual flowers (18/20) When a rose seed is cultivated with the use of magic it mutates into the boxed rose. The Box rose's properties are heavily ritual focused as it's inner bulb-- much like the Earthened Daisy is crushed up and made into ritual chalk
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Floweral Berry: ritual flowers (19/20) This flower looks like a berry but it's not. What looks like little blue leaves are actually it's petals and the huge thing that looks like a berry is the bulb. Though the bulb may be used to receive a concentrated liquid that can be used for potions the petals are what's used in rituals
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Rainbow Berry: ritual flowers (20/20) This is a actual berry. It may be crushed into a jam that's a required ingredient in a special substance that's used to be spread around a ritual circle to help weaken the back lash a little and prevent anything unwanted from appearing
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SETTINGS

By Chibistaryuu Chibistaryuu Prospera Villa: A large Market areas notable for its prosperous state and common grounds for trading and selling items from merchants-to-chefs, it's also a hotspot for in-game quests and notification boards for on going events within the game.
By CommanderNecro CommanderNecro The Trench: An area deep in the ocean. Littered with enemies and strange treasure. Considered very difficult. Near the end of this area is a boss (a leviathan). Defeting this boss unlocks the Deep species.
The Trench
(Basic Description provided earlier)
The Trench is a massive hole in the earth roughly 100 feet wide and miles deep. The beginning areas of the Trench look rather normal and have normal creatures. However as one gets further down into the Trench things change. It gets darker, colder, and more unnatural. The landscape shifts and contorts the further down one gets the more strange it gets the worse it becomes. Water currents physically impossible form, and magma floats through the water like nothing is there. In the lower levels portals to other locations start forming. Small problem. You can't tell where the portals will lead. This location is where massive amounts of various magic converge. More specifically vast amounts of psychic, water, chaos, and dark magic. This often leads to... strange outcomes. Some examples include extreme pressure, low gravity, extreme heat, underwater storms, and other strange phenomena. Certain magics are buffed here and certain magics are nerfed. Each layer of the Trench is different than the last. Which is often what leads to the vast mysteries of it. Layers although a chaotic mess most of the time have been organized into categories. Three are listed below based on danger level.
Green:
These layers are considered mostly (or fully) safe. The reasoning for this could be because this layer has no monsters or natural hazards. Or because they are otherwise isolated or protected from dangers.
Yellow:
These layers contain moderate threats. Threats that could kill but are unlikely to. Deadly threats are uncommon or hard to encounter.
Red:
In these layers, threats are everywhere. These layers contain everything from natural hazards, monsters, magical phenomena, and more.


II-CinderRadcliff-II II-CinderRadcliff-II
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Valley of Scorched Dreams: Tucked away between the mountain ranges in the Southeast of the Permafrost Caldera lay a forest of trees with leaves as red as blood, where the year-round snow of the north is absent and the faint smell of sulfur lingers in the air. The plants here are warm to the touch and most are also very poisonous as well, with the lack of wildlife in this area giving the forest an eerie silence that only the wind occasionally disturbs. Although the forest has poisonous vegetation it's a relatively safe place to explore, with the only monsters that live within it being Vampires and the occasional Lava-tailed Fox.The Valley of Scorched Dreams was once home to a Kitsune named Nyus, and is also the location that Fire Orchids grow in small clusters. Despite the eerie silence that lingers throughout the forest is one of the most beautiful areas in the north, with moonless nights allowing the crimson leaves of the trees to reveal their bioluminescence - the red glow of the leaves just bright enough to illuminate the forest floor and cast faint shadows upon everything within it. This is also when Fire Orchids release an aromatic scent that is akin to the smell of Black-Cherry wine, as they can often be found growing on some of the cherry trees that grow throughout the forest.




MAGIC

By DarkKitsune DarkKitsune Witch magic compendium part 1 shadow/dark magic
(for lore variation this system of magic is specific to the witch species. note a witch may only have one naturally affinity with magic. Despite this a witch may also attempt to dip into a second branch of magic however it won't be nearly as potent as their natural born affinity. The second branch will also have stronger versions of the original debuffs and duration will be cut in half.essentially if one is using a 1 post duration spell then it'll turn into a half a post/ 2 and a half minutes in rp time.)

>Shadow teleportation: if a shadow is in one area near the caster and a different shadow close enough to be sense could link them temporarily and use it for travel (debuff: dizziness)
Incantation: touch a shadow with the casters full palm on the surface and either automatically link it to a nearby shadow or specify a shadow source within reach. Make sure to stay focus and connected while murmuring: relocate per tenebras mundi

>Camouflage: one can manipulate a shadow enough to hide for a short period of time. But only visually they'd have to becareful not make any extra noises. But it manipulates a shadow to the point that it cloaks its caster in a already existing shadow for 15 minutes (3 post duration).
incantation: get close and personal in front of a shadow that is taller then the caster. The caster needs to hug themselves and mutter while focusing:pallium noctis

>Dark Illusions: using magic to manipulate a shadow someone could make it look like a illusion of some sort. Though this mainly works as a defense mechanism and to strike fear into a possible attacker as it cannot actually come into contact with anyone. (Debuff:physical weakness) (2 post duration/10 minutes)
incantation: the caster must connect properly with the shadow of choice and imagine a mental image. Surprisingly there is no magic words for this possibly due to the fact 'connecting' is more diffult the one might think.

>Dark Minions (Requested by CharlesCheese): Caster may create five small sized (no bigger then a mouse) companions made out of pre-existing shadow. The shape they take may be up to imagination but will remain shadow colored in nature. They'll have average strength and average intelligence and max loyality to their summoner. (Debuff: mental fatigue, temporary lost sense of sight. Post duration:5 posts/ 25 minutes)
incantation: the caster must put the palm of their hand on a surface that currently has a shadow displayed on it. Successfully connect with if and keep focus while mentally saying: comites tenebris

>Cloud of Darkness: the caster can create a shadow and manipulate it into a cloud like form that interacts with it's environment can not be used for any sort of fighting or defense, very soft. (1 post duration/5 minutes rp time)
Incantation: the caster holds their hand out in front of their mouth and uses the other hand to position over to make a mini shadow and blows it. As usually focus is a key part in this incantation.

>Black out: the caster can manipulate a pre-existing shadow to the point of growth. While the magical expansion of a shadow doesn't harm anything it can cause a blackout making it difficult to impossible to see can fill up a space the average size of a bedroom (debuffs: loss of sight (obviously), confusion even for the caster. 2 post duration/10 minute rp time)
Incantation: a shadow must be pre-existent works best if it's on a wall. Caster much touch it with the palm of of their hand focus and blow on it.

>Dark regeneration: a bit more of a complex spell but a caster can cast a regeneration spell that causes them to self heal in areas that are completely dark. Due to this specification it's draw backs are specific as well (only active for 3 posts that are in dark places/15 minutes if the caster stays in a dark area the entire duration/ debuff: numbness while the body heals)
Incantation: caster must be in a dark room muttering the words: recuperet incognita

>Shadow puppeteer: the caster can control someone elses shadow effectively controlling their body as well. (ONLY WORKS ON NON PLAYABLE NPCS! DOESN'T WORK ON OTHER CHARACTERS THAT ARE PLAYERS OR PEOPLE WHO HAD THEIR CHARACTER BE A NPC!) (Debuffs: weaker concentration on anything else, drowsiness, physical weakness, 1 post duration/5 minutes)
Incantation: shadow linking to a regular NPCs shadow with focus. No magic words as it's difficult to concentrate enough to cast this sort of spell

>Shadow mutation: the caster can temporarily turn their body into a shadow, in this state they must stick to corners and areas that lack light as light might prove fatal. (Debuffs: light becomes lethal, can't interact with objects, cloudy mind. 2 post duration 10 minutes in rp time)
Incantation: sit down in a heavily shaded area and quietly focus. No special words using mana to attempt to morph with the shadow.

>Mind tricks: in the dark shadows can obscure someones vision and ability to identify an object. This spell allows the caster to alter a shadow to do just that with the use of magic. (Debuff: weakened mental resistance, 1 post duration/5 in rp minutes)
Incantation: caster must create a connection with a pre-existing small shadow


SILVER DISTRICT

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1. Cushion Star Aquarium
2. Outdoor Seafood Restaurant
3. The Phantom Express: Light Brown- Rail Road Tracks.
4. Cheshire's bakery/apothecary.
5. Bluebell grove
6. Christine's Housing
7. The Ocean Coast Market
8. Moses' Housing

By Me
1. Lionfish Aquarium--Tourist Spot​
Harming the fish in exhibits is prohibited. A newly opened and small aquarium. Each exhibit is like a spacious art piece filled with beautiful plants, props and fish. There are currently only 10 exhibits and the biggest aquatic creatures they have are the marine iguanas. It's looking to be promising though, the owner is looking to buy bigger and cooler fish once they have the money.It looks like a normal aquarium, but you can access their exhibits just by walking through the windows, which are actually magical barriers that only players can enter through. From there, it's like a petting zoo! Petting and snuggling with fish is allowed and encouraged. It's a nice place to feel alive. For land breathers, once you buy a ticket, you're given a necklace with a waterbreathing charm that makes you grow gills when you wear it. This necklace only works at the Lionfish Aquarium and the wearer cannot exit the Aquarium while having it in their inventory. For mermaids without human legs, wheel chairs are provided and the penguin staff will help you get into exhibits if needed. The aquarium rests on beach docks so it can attract merfolk and land dwellers. It's the furthest facility down silver street.

By II-CinderRadcliff-II II-CinderRadcliff-II
3. The Phantom Express
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The only train in the game that connects the rest of the games map to the beginner zone. It's primarily run by Christine and regularly transports Players, NPCs, and traded goods in and out of the beginner zone. It's believed that the spirits of the dead often ride along to visit family that had moved away, though no one can really prove that these spirits really exist despite the unexplained occurrences of theft happening now and again. Thanks to Christine's ceaseless grinding for just under a year the railway company built railroad tracks to connect the Silver District to other places outside of the beginner zone, allowing NPCs and players alike to travel between cities quicker than they could on foot or by horse. While it is slower than fast traveling for players, special events can sometimes happen on the train whenever it enters different zones of the map - though these zone specific events only have a 5% chance of happening. Players killed while partaking in these events will fast travel to whichever respawn point is closest to the train. These events differ depending on the zone the train transitions into, though all of them can be split into different categories.

Written and Drawn by DarkKitsune DarkKitsune 1704595254754.png4. Cheshire's Sweets and Medicine
Cheshire's sweets and medicine is owned and ran by the npc 'Cheshire Charmel' who fulfills his role of baking foods for players to buy as well as being a apothecary who crafts non-magical medicines for players to use. The tower which has a glass roof that's connected to the wooden building is where he grows the plants required and he technically lives in the small room peeping out the left side of the building. It's surrounded by a forest area. Cheshire's Sweets and Medicine is the only bakery owned by a npc in game specifying bakery because there is another apothecary. The business specifically sells sweets baked by Cheshire on the first floor while the second floor. These are buyable to keep players from going hungry. On the second floor he creates different medicines out of plants for players and npcs who may require medicine in their stories.

By Eviexe Eviexe
5. Bluebell grove
-CENTRE- Bluebell’s homestead is a sensory symphony of spring, with its delicate petals exploring in an adventurous bounty for the eyes and moving further with floral-tinted breezes. It invokes further a tranquil atmosphere, running itself into a two-story house and humbled with the darker accents of oak. It branches into other flavours of green, notably around the fencing and the door itself; embedded in flower designs which sprawl over the fine wood. Amidst the whirling flock of colours, Bluebell’s is also housing chaos and pandemonium. The windows, splattered with paint, reveal the blunt carvings of animals on the splintering framework. The themes of mayhem are reflected in the potted plants, each displaying unique designs ascending towards the rooftop. Nature didn't just cast its beauty; it smeared the house in splayed hand prints and jutted drapes of moss. Bluebell's homestead, with its clashing textures and hues, is a living testament to the owner's spirit and connection with nature. Or perhaps the owner isn’t the best with herhands.
-STABLES- While the homestead collides into a kaleidoscope of patterns, the stables trend towards more homely accommodation for its horses. The housing style follows a typical pattern, with a harmonious blend of browns and greens mimicking what the horses are familiar with. Each resident has their nameplate, shimmering in the sunlight and moonlight, a wooden plaque carved lovingly with each name. There are fifteen stables with five larger paddocks out behind the homestead and with two more paddocks peppering to either side; flanking the building in the middle. To the right, a pond emanates a soft, iridescent glow, captivating the unruly horses to drink and dine on the supposed lucky water.
-COMMUNITY- Bluebell Grove is built on the principle of fostering a strong sense of community with the village and forest. Two equal forces and pillars hoist up the bridge that Bluebell aims to create. Visitors are always welcome, the gate is never closed and the floral entrance does more than entice curiosity to the whims of one Nadia Dewdrop. It's her duty to oversee the construction of every structure and horse, governing with a pot of tea in one hand and a treat in the other. She has earned the label of being warm to her farmhands, while those who are acquainted with her find her strange or puzzling. Yet Bluebell Grove is in her mirror, thematic in a blaze of colours and patterns.
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-RESIDENTS- PEGASUS: Four Pegasus were entrusted to Nadia's care, their names reflected the likeness of clouds or the resilience of winter. Yet each one hums with its individual spirit and cadence. Pegasus fulfil both travel and care responsibilities in the hub— inclining more towards courier duties to the neighbouring villages. Nadia ever permits two pegasi to be out of her care at any time and refuses to budge on travelling to other kingdoms. Out of the options, only two are suitable for air rides and the only option she offers to the most polite travelers. Her oldest pegasus, Cloud, can often be spotted lingering near the entrance, waiting for his daily breakfast or eating it.
Abilities: minor wind manipulation, can fly great distances and relishes in air tricks.
Water Horses: Water Horses, also referred to as Kelpie Horses, according to Nadine, exhibit distinct personalities that tend towards the grumpy end of the spectrum. The watering hole was a favorite spot for the local wildlife, and of course, the kelpie horses. She’s nicknamed them both respectively in the name of the ocean, Caspian and Avisa, a bonded pair who came into her possession sometime after she established herself. Nadina employs horses to stabilize incoming merchant ships, aid lost travelers, and assist merchants crossing perilous rivers. She never lets them personally become riding horses (only in extreme danger), she’s working with the hub to find suitable villagers who could be up to the task not to tame, but to quell the fiery tempers that the horses are inclined to use against strangers.
Abilities: Minor water manipulation, strong swimmers and with powerful kicks. (edited)

By CommanderNecro CommanderNecro
7. The Ocean Coast Market
Situated on the coast of the ocean. This is where many Deep (and other aquatic species) sell their merchandise. Which most often includes seafood, hides, leather, sea-crafted weapons, trinkets, and other resources from hunting, fishing, and undersea crafting. Most Deep also live near here due to stable income. As this is also a kind of docking port. The Deep use a kind of elevator system to make it to the surface and back. Which consists of an invisible barrier. Which blocks the water in a 12-foot square (can be made bigger or smaller). This magical air pocket is controlled by someone called the "Ocean Keeper". Who is given a magical ring to control it. This ring can only be worn by a Deep member. Which then steadily floats to the surface via a magical force. This place is around medium-sized (for a marketplace that is). And is (usually) at least decently busy. This location is best described as groupings of vendors, street-side shops, and marketplaces.
 

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