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Fantasy Tainted Blood - Lore

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Nero Kunivas

Xehanort's Nobody
Roleplay Availability
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Welcome to the Lore of the Tainted Blood universe! Please enjoy your time reading here. If you would like to contribute to the lore, please message me!

Links: (To be filled)


-------- The World and Lands --------


  • Avalon
    The world we all reside in, an ancient and large world that has held upon its surface the achievements and deeds of countless races, empires, republics and all kinds of civilizations, many dead yet not entirely forgotten, for the marks of their existence dot the many landscapes of the currently thriving cultures, as reminders of the people that came before and of their own mortality. Avalon is estimated to be around 50 billion years old, it's star being even older yet it does not wane, nor does it flicker, the flames of life burn eternal across space. The very Gods themselves watch over this great world, some even inhabit its surface, in the past many have battled upon its earth or in its skies, to leave their mark, to enforce their order, or to fight for mortal freedom. The scars of such great and divine battles forever mar the surface of Avalon, in particular, the Great Gorge of Hate within the nation of Tarr, its crimson glow visible from space.


-------- End of World and Lands Segment --------


More lore to come! Races are next! Stay tuned!
 
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-------- Races and People of Avalon --------


  • Every race has an inherent leaning towards a certain primordial element, for instance Humans lean towards the Dark more than any other race, meaning they will have an easier time learning how to use Dark-aspected spells such as Sorcery. This does NOT mean that they are unable to use other aspected spells, but it will take more time to learn how to wield them. When using a spell tree they are aspected to, they are more resistant to the side-effects of use and especially overuse of the elements.


-------- End of Races and People Segment --------


More races to come! Suggest to me your own race ideas if you'd like! List of available Tanzynites are next!
 
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-------- Available Tanzynites --------


  • As the commonly accepted and legalised form of personal power and augmentation, Tanzynites will be readily available to all kinds of people who reside in Xuris and are commonly traded one way or another to the other nations. Though rooted in Aether like Magic, Tanzynites manifest differently to their more maligned cousins in Wizardry, namely that they typically cause physical changes in the body and in larger doses, incur side effects that vary in severity.

    Official Imperial Guidelines on Tanzynites recommend a person take 20 ccs of any given Tanzynite daily, for 2 weeks, in order for the effects to fully manifest beyond initial changes, but anyone and everyone can pick up a bottle of Tanzynite solution, for instance: ‘Hell’s Touch’, a fire-aspected Tanzynite, inject 25 ccs as recommended for a first dose and begin to use the granted powers of fire within seconds.

    If an injected Tanzynite is the person’s very first they’ve ever taken, the sensation of their genetic code being rewritten will be overwhelming and cause them to be unable to do much aside from thrash around, unless restrained, while their powers manifest violently. This period of adjustment can take anywhere from a few seconds to a few days and can depend on the Tanzynite taken as well as the person who takes it. Even after prolonged use, repeated injections will still be required to maintain the same effectiveness. Tanzynite disuse will cause the powers to wane, but they will not fade completely.

    Most Xurian Citizens prefer to take ‘Tonics’, a more passive Tanzynite that allows users to augment themselves more subtly, safely and with an eye for improving their ability to perform daily tasks, become more beautiful, reverse ageing to an extent, the list goes on. Imperial recommendation is that a person should start with at least one Tonic before moving to the aforementioned, more active Tanzynites, known as ‘Stims’.

    The vast majority of Tanzynites are officially licensed and closely moderated by the Xurian Empire, to ensure quality and safety. There exists a black market, selling off counterfeit Tanzynites of dubious qualities and functionality, which primarily preys upon the destitute and the desperate. To ensure they keep buying, the counterfeit Tanzynites sold are typically laced with narcotics, which not only compromises the already lesser potency and functionality, but worsens the usual side effects and the Tanzynite itself reacts with the narcotic used to make the interlaced drugs even more addictive than they would ordinarily be.


-------- End of Tanzynites Segment --------

More Tanzynites may be added at player behest. Magic, Sorcery and other powers are to come!
 
-------- Magic, Sorcery and other Powers --------


  • Magic/Wizardry - Arcane Aspected Power
    Magic
    , also known as Wizardry, is a multi-schooled system created by the ancient Magus Guild that has been taught to the young and bright-eyed for millennia, yet has faced criticism and heavy scrutiny by the world at large after numerous historic events that have shaped Zunia for the worse by wreaking havoc and destruction upon the land and its people.

    By drawing upon the Aether of the world, a well-trained Mage can unleash powerful destructive magic through Evocation, summon monsters and transport oneself great distances through Conjuration, protect others and themselves through Abjuration, conjure inscrutable mirages and deadly tricks of the mind through Illusion and even meddle with darker forces and raise the dead through Necromancy, just to name a few.

    As most races can use Magic, it is an easily accessible power (Outside of Xuris), where even a novice is capable of weaving together a basic incantation or playing with a simple cantrip. However, even outside of the Eighth Xurian Empire, Mages and Wizards are often the victims of discrimination and regarded with suspicion and fear.

    The commonly theorised cause for the insanity and delusions of grandeur many Mages suffer from is all due to the Arcane, the byproduct of Wizardry. It is the key distinction between Wizardry and other forms of power such as Sorcery and Tanzynites. Manifesting as purple-ish white energy, Arcane energy enhances the power of a Wizard or Mage that wields it, increasing the potency of their spells and granting “Clarity of Mind'', according to users. All who use Magic are potentially vulnerable to the Arcane’s influence and in some users, it will corrupt their minds and bodies through addiction, delusions of grandeur and the insatiable desire for more power no matter what.


-------- End of Powers Segment --------

More powers can be added later. The Pantheon of Zunia is up next and then, the Sign-ups are soon to come! Stay tuned!
 
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-------- The Pantheon of Zunia --------


  • They Who Dwell Aloft - Celestium
    The current ruling Pantheon of Gods over the land of Zunia. Often collectively referred to by their honorific of “They Who Dwell Aloft”, these Deities generally keep to their own affairs and only intervene directly in times of great crisis. This does not stop individual gods or the entire Council from pushing for their own goals and acting indirectly through the mortal world by way of pawns or guidance.

    Some Gods here are truly benevolent, acting only in the best interests of mortals and are usually the most direct about their actions. Others are ambivalent and prefer to act more like the typical, aloof Gods depicted in stories, only intervening in mortal affairs when it suits them and acting in accordance with the divine order. Some few can be considered malevolent, or just of a dark persuasion, but every God plays a necessary role in keeping the balance of power in order.

    Only those who defy the divine order and seek to disrupt the balance of power for their own ends are considered truly evil or rogue elements, but even the most evil and malicious God knows how to bend the rules in their favour, without sundering the natural balance and as such, avoiding incurring the Wrath of the Gods.


-------- End of Pantheon of Zunia --------

End of Gods Segment for now, it's a work in progress. More Lore to come, but up next will be the Sign ups! Stay tuned!
 
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-------- Technology of Zunia --------


  • Across the nations of Zunia, there are varying levels of technology and their level of application differs between them too, with the Noctis Hegemony having a greater preference for magic over tech, while the Xurian Empire leans towards highly advanced technology and genetic augmentation, yet neither country is without the opposing element, with Xurian Sorcery and Noctis having fairly rudimentary technology where it's genuinely needed. The overall level of tech across the continent sits at a futuristic level, except for the God-Kingdom of Rusah and its very limited in the Hegemony.


-------- End of Technology of Zunia --------
 
-------- Important Characters --------


  • The Dark Emperor Korben of Xuris
    The Emperor of the Xurian Empire Himself. A man of great renown, incredible strength, wisdom and a guile unsurpassed, Roark Korben seized control of the Obsidian Throne when he personally lead an uprising against the infamous Emperor of Ruin, First and Only Ruler of the Seventh Xurian Empire, seeking to dethrone the monstrous lunatic playing at Emperor who sought to bring only ruin and had no regard for the safety of his people nor the prosperity of his nation. Together with his sister, Alana Korben, they defeated the Emperor of Ruin, restructured the Empire into its Eighth Incarnation and ruled as Emperor and Empress for 229 years, the both of them at some point earning an increased lifespan, as did others within their circle who weren't already long-lived.

    After the death of his sister during the Battle of Old Duran, Roark Korben has become the sole ruler of the Xurian Empire, the past three centuries of his lonely rule have seen numerous developments occur with the Xurian's relationships with other nations, namely the warming of Tarrian relations after centuries of rivalry, while the Raselhoran Conglomerate have only gotten more vitriolic and distrustful thanks to the Empire's ruthlessness of late, as well as their support and acknowledgement of Aurtan as an independent state. In recent years, Korben's actions have become far more direct and cutthroat than ever before, putting even fellow Xurians and other supporters on edge, as he seems to be moving in haste to increase the Empire's war efforts against Valeros as well as fortifying their own position, scouting for potential dangers and moving to secure resources in the Xurian-claimed northern reaches of Noctis.

    Roark is no stranger to political and personal opposition and hasn't been for years, what with the Republican contingent still preaching against him and Imperial rule overall, the wariness of the Tarrian population about their burgeoning friendship with their old enemies, Raselhoran-backed slander and naturally the Empire's treatment of Mages often still being the subject of great debate, yet he has never backed down, nor will he. No force on heaven or earth seems capable of deterring Roark from his chosen path and as such, he has on the flip side served as inspiration for those in full support of his cause and actions, as a pillar of strength in times of need.



-------- End of Important Characters --------

(Work in Progress)
 
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