• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fandom The Arx Vault (World)

Melon Bomb

hi i make bad decisions
RP Links
[Character Sheets]
[OOC]
-​
uZ7hIpDGH0NB9Ix6adSfDLC_jP9eZosr38IhOgh59jODtPRBihEfhMwURUTm10XQhGT1DTJVGlrjmK4bgTWgRVEUeCd2rh0i8SPvs9WDsu_jRezAho95BqcSNnsDkblNs_LWnV0P


[The Continents of Dagarus]

[Savana] (Representative Democracy): Savana is the most adept of the kingdoms, home to the greatest sorcerers and schools of magic. The success rates in this nation are fascinatingly high, especially considering the rigorous standards - it's even said that the citizens who are born in Savana are simply naturally talented individuals that are destined for great things. Its capital sits on the biggest locus of magical power known to the world - the Shard - and many have set their eyes on this prize, both good and evil.

Capital City: Hearthwood

Landmarks: Mage Academies | The Shard

Major Exports: Magic Items, Produce, Spices

-

[Erylon] (Constitutional Monarchy): Erylon is the most heavily fortified of the kingdoms, boasting the strongest military force known to man. Their number of troops far outnumber any other and their training exercises are designed to build the perfect soldiers, prepared for anything from sorcerer insurgencies to monster invasions. After recent events, Erylon has been seeing many travelers that have come to seek refuge, though most don't have the necessary qualifications to enter.

Capital City: Aespire

Landmarks: Unbreakable Wall | Aude Bergfried

Major Exports: Iron, Minerals, Wood

-

[Miraqi] (Corporate Republic): Miraqi is the most economically robust of the kingdoms, outsourcing labor and providing supplies to other nations. It is incredibly abundant with resources and is said to be the most reliable place to make a living. They are pioneers of trade and the birthplace of technology. Though only in its prototype stages, they say they have something revolutionary in the works and everyone wants their hands on it. Unlike the other nations, Miraqi is one of the few that openly makes use of slave labor along with Brigrok.

Capital City: Qurai

Landmarks: Trade Routes | Grand Library

Major Exports: Technology, Textiles, Human Capital

-

[Eoshar] (Republic): Eoshar is a highly mountainous region - while not home to anything groundbreaking (much to their chagrin), they have perhaps one of the sturdiest populations of people of Dagarus due to the rough and tumble nature of the terrain, along with Seija and Brigrok. Not only that, but they have recently discovered that they have been sitting on top of deposits of Vadium, a rare ore with magic-nullifying capabilities. With miners at work harvesting the resource, they would soon have the leverage they need against other countries.

Capital City: Tenmeq

Landmarks: Vadium Mines | Ivory Tower

Major Exports: Vadium, Oil, Cotton

-

[Seija] (Absolute Monarchy): Also known as the frozen west, the people of Seija are accustomed to blizzards, deadly wildlife, and hazardous environments. On the fringes, most live as simple hunter-gatherers in small, traveling colonies - prey can dwindle pretty quickly, so they never stay in one place for too long. Deeper toward the center and the coasts are fortified cities and outposts, their strength rivaling even Erylon’s handiwork. Seija is home to Hiesvelle, the city under the frozen lake.

Capital City: Bunrou

Landmark: City Beneath the Lake | Titan Blade

Major Exports: Animal Products, Lab Reagents

-

[Symphane] (No Government): Symphane consists largely of forestry, but unlike Savana, it consists mostly of groves, swamps, and jungles, especially closer to the center of the land. Symphane has no official ruler and is instead composed of distinct clans and tribes that serve as guardians of the forests. These clans have different heralds and guard different parts of the forest - if there is one goal they all share, it is to make sure that no one unworthy lays their hands on the Gate of Astra.

Capital City: Itora

Landmarks: Fae Gardens | Gate of Astra

Major Exports: N/A

-

[Brigrok] (Meritocracy): Brigrok is considered the badlands of Dagarus. While not terribly hot, it is very dry and the unchecked wastelands run amok with turf wars between raiders, gangs, bandits, and ancient monstrosities. Here, only strength is recognized, whether that’s physical strength, magical strength, or even strength of character. A more formal and civilized government resides in the capital, but with so much competition out in the open, their reach is limited. Bones are a popular material to use, as the skeletons of creatures in Brigrok are astoundingly flexible and resilient compared those in other regions. This is because many of them are descended from drakes, a handful of which nest in outlying caves.

Capital City: Ryuuik

Landmarks: The Fissure | Drakes of Brigrok

Major Exports: Drakes, Weapons, Glass

-

[Albrandt] (Aristocracy): Albrandt is perhaps Erylon’s well-behaved cousin. The divide between high society and the poor is immense - lavish palaces and castles and mansions in some places and rundown shanties in others, often separated by walls to prevent any crime and contagion from spreading. They have a major specialty in ships, ports, and oversea trading - many exotic goods circulating throughout Dagarus can be traced back to Albrandt and by extension, countries across other continents. Albrandt is the first of two nations to have a navy, along with Miraqi.

Capital City: Welshire

Landmarks: The Golden Land | Imperial Navy

Major Exports: Textiles, Food, Human Capital

-

[Hexdalia] (Theocracy): Hexdalia is a relatively new nation, which broke off from Miraqi following a hard fought civil war a hundred years ago. Under a new following guided by Astra’s devout, they established a hallowed ground that extended a hand to all people, excluding ones from Miraqi. Their philosophy is to shift order to chaos and chaos to order, fulfilling the balance they believe is necessary for the longevity of mankind. They have their eye on Symphane’s Gate of Astra, but they haven’t made any moves yet.

Capital City: Shevasse

Landmarks: Holy Monuments | Star Palace

Major Exports: Art, Weapons, Wine

-

[Kaiesen] (Absolute Monarchy): Kaiesen is a nation enveloped in shadow and intrigue - even the commoners who live there seem to keep secrets and know far more than they let on. Many channels flow throughout the land and they have built their cities with this in mind - storms and tides batter the peninsula repeatedly and the soft soil makes for poor foundations. Although they have the resources to build larger buildings, it has been recognized to be far more efficient to build shacks and rickety bridges with some level of buoyancy, not knowing when the next big wave will hit. Despite its shabby infrastructure, it is notoriously difficult for inexperienced ground forces to traverse and thus a difficult nation to invade.

Capital City: Thornlye

Landmarks: Floated Cities | Assassin’s Guild

Major Exports: Fish, Alcohol

-

[Chelmor] (Republic): Long ago, Chelmor was colonized by the overseas kingdom of Venos, but over time its people rebelled and became independent, severing its bonds with them for good. Colloquially it is now known as Teiansha, but its old colonial title remains its official name. Currently, Chelmor is a quiet, peaceful nation that has little involvement in the affairs of other countries which makes it a valuable spot for negotiations. Due to its low crime rate and beautiful scenery, it is a popular destination for both settling down and for tourists.

Capital City: Frey

Landmarks: Heavenly Falls | Lunar Court

Major Exports: Antiques, Medical Instruments, Paper goods

-

[Llyolin] (Representative Democracy): Sharing a similar history with Chelmor, Llyolin eventually became a nation of skilled and honorable warriors - the first ever record of a drake being defeated has been accredited to them, leading to the conception of the Dragon Slayers. Once under Erylon’s rule, they have cut themselves free and used their well-trained laborers and soldiers to their advantage. Now, they are famous for hosting a tournament every year at the arena of heroes in which renowned warriors and mages are invited to compete and earn even further glory.

Capital City: Daunheit

Landmarks: Arena of Heroes | Dragon Slayers

Major Exports: Live Animals, Precious Metals, Silk
 
Last edited:
[Mana] Mana is a force that flows through all things, living and non-living. Because objects do not have naturally occurring nodes capable of processing mana, any magical function they may possess is rendered inert - when combined with a node, however, that object becomes a ‘curio.’ Active mana is what holds together a node or a spell - for example, a fireball can retain its shape while traveling through the air because it is actively supplied with mana. When it collides with something, both the mana and the fire disperse into the air: This means that the fireball is a magical force, while the combustion that follows is non-magical.

-

[Magic Node] Magic nodes exist in all living creatures that are capable of harnessing and storing mana. Like a muscle, when worked regularly it can become stronger, when overexerted it can suffer damage, and when left unused it can shrivel. Using even the simplest form of magic requires skill, time, and dedication. For example, a novice mage can only focus on one node at a time, like their hand - however, the power of their spell can be amplified by a more experienced mage by chaining that node to the one in their elbow, shoulder, and even their heart.

[Locus Node] Locus nodes exist only inside certain creatures that have developed their nodes to a prime state, typically ones that have evolved over a long period of time to use them with maximum efficiency. A human being can cast a more powerful spell using their heart as a locus node, but will likely suffer severe and permanent consequences so the payoff is often not worth the expenditure.

[Core Node] Core nodes include things like the heart of a powerful magic creature, they are difficult to properly extract and implant.

[Ancient Node] Ancient nodes come from mysterious sources that existed long ago. It’s nigh impossible to find one in its natural state.

-

[Curio] A curio is an object with a magic node. They can be used to amplify a mage’s power or trigger a magical effect if it has been inscribed with runes. Because magic almost always follows the path of least resistance, cramming an object full of nodes is highly inefficient - and especially putting them close together puts them at risk of damage. Using a curio requires concentration and focused thought.

A veteran mage can alter the effects of a curio to make it more powerful - if attempted by a novice, the curio will likely suffer irreparable damage.

[Stele] A stele is a curio with a locus-class node. Often requires the hunting of mystic creatures to obtain the reagents for. Infusion process is similar to basic curios but they take longer and have a higher chance of failure.

[Regalia] A regalia is a curio with a core-class node. These powerful items undergo a special, lengthy process of infusion that require a beating heart to create and are usually granted only to the most worthy of mages.

[Divus] A divus is a curio with an ancient-class node. Only a handful of these exist in the world and can single-handedly turn the tide of a war.

-

[Shift Magic]: Shift magic is the fastest but weakest form of magic. It requires only a thought to activate, performing a simple action relevant to the element used. If the spell is more complex, the concentration needed to perform the spell’s function can be reduced to something like a phrase, so long as all the relevant information has been carefully transcribed to memory. Any mage can learn shift magic if they take the time to study the given element.

[Arcane Magic]: Arcane magic relies on symbols to utilize. Powerful and complex spells demand incredible concentration and memorization of an extensive sequence to activate, so they are simplified in the form of arcane symbols that can be drawn with shift magic or an alternate mundane method - the symbols can be anything, as long as each one is relevant to a piece of the spell’s ‘code’ so to speak. Needless to say, the stronger the spell, the longer the symbol takes to create. Only a learned mage with proper teaching can use arcane magic.

[Runic Magic]: Runic magic is somewhat similar to arcane magic, but does not need to be actively drawn to be used. An existing runic inscription can trigger a spell, even if the person using it isn’t aware of its properties. Runic magic is found on some magic items to achieve specific effects. It’s weaker than arcane magic, but takes less time to activate. Any mage can use runic magic, but only a learned mage with proper teaching can create runic magic.
 
Last edited:

Users who are viewing this thread

Back
Top