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Fantasy Valiance Lore

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The Fall of Valia

SkyGinge

Sad Shroom


They came without warning, without mercy.

Beings of pure darkness, of pure evil. Their soulless faces, their grotesque flesh. The warning bells barely drown out the screams. Too much blood to take in; bodies and buildings alike cut to pieces by this impossible army.

The end has come. The darkness has won. Valia has fallen...


~~~
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Magic - the forbidden flame. A gift locked inside the hearts of all humanity, a power with equal potential for creation and destruction.

Since records began, magic was outlawed on the island of Valia. Lacking understanding of its nature, it was feared and therefore hated. In the hands of the wrong person, society could be torn apart and entire villages destroyed; furthermore, in the hands of a commoner, it threatened to overhaul the social hierarchy. Of course, there are those who, by nature, desire to study and make use of the secrets of the world. Many, wishing to use their magical potential, fled from their routine medieval lives to join tribes of magicians scattered across the recesses of the island. These tribes existed outside of society, untroubled by the law so long as they upheld their reclusive ways.

One tribe, however, rebelled against their forced banishment - the Drochiads, an anarchic cult of dark magicians. Under the authority of their leader, the Anarquesse, and the instruction of their dark religion, they would reap havoc as they saw fit, destroying and pillaging peaceful villages. Time and time again, the King and the brave Valiarum Knights would rise up to vanquish this darkness. Yet whilst the other tribes died and faded into myths, there would always be another to take up the title of Anarquesse and reignite the bitter conflict.

Until one young, foolhardy king decided to do the unthinkable. Lifting the ban on magic, King Lyram had his armies and scholars verse themselves in what little was known of magic, forming the most powerful army the island had ever seen. What followed was a long and bloody crusade across the island, uncovering long-hidden Drochiad hideouts and massacring the cultists inside. With the cult completely eradicated and no new Anarquesse emerging, Lyram had won. And with magic at the heart of his victory, what had once been the kingdom's enemy had become its salvation.

606889For the last forty years, Valia has enjoyed an unprecented era of tranquillity and magical enlightenment. Young villagers unsatisfied with a life of agricultural simplicity can make the pilgramage to the bustling capital of Alsiere to hone their magical potential at the newly established University of Magic. As scholarly attitudes shook high society and uncovered long-buried knowledge, magic was no longer a terrifying unknown. Instead its usage has become commonplace within every aspect of society, its many outstanding mysteries now a source of academic delight. Of course, traditionalists objected to such rapid societal upheaval, but who could object to the rule of the Hero King? And so the kingdom flourished under Lyram's rule, his warm address and iron fist maintaining the peace.

And then Valia fell.
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One fateful night, King Lyram was assassinated in his throne room. And then they rose from the shadows, figures formed of pure dark magic encased in mysterious armour. The Shadow Reapers, monsters yet unseen. There was nowhere to run, for they do not tire or grow weary. There was nowhere to hide, for they see all. And there was no chance to fight, for magic and blade alike cannot harm their swirling flesh. And they swept across the kingdom in their droves, turning towns to rubble and slaughtering the entire innocent population, warrior and child alike. Until the screams finally stopped, the kingdom dead. The new Anarquesse had won, and his victory song was the silence of the slaughtered.

A month has passed since that dreadful day. Against the odds, there are a handful of survivors scattered throughout the island's deepest wildernesses, the last remnant of this catastrophic apocalypse. Forced to stay clear of the merchant's road, these young survivors the pursuit of the Anarquesse's menagerie of shadowy creatures, surviving off of what little scraps they can find.

But when all else is lost, hope still remains. These unlikely heroes must be the ones to overthrow Anarquesse and avenge their fallen kingdom. Yet the task seems insurmountable - can they truly defeat a man capable of single-handedly orchestrating a kingdom's demise? And what will they have to sacrifice on their road to vengeance?​

 
Magic System

Magic

For centuries, the nature of magic remained shrouded in mystery. The widely-held belief was that magic tapped into the innate aura of the user, channelling some kind of inner, unknown energy into elemental power using the magical potential of the natural world. But if that explanation sounded too vague for you, alternative interpretations were available; some considered it a blessing from the Gods, and other a curse. It is only thanks to the scientific research undertaken at the University of Magic that there now exists a more concrete explanation of magic's nature.

Nitrogen, oxygen, carbon dioxide: the bare elements of the world's atmosphere. And among then, there is another element, since called auranium, present in varying densities across the kingdom. Usually when breathed in, it passes without effect through the human respiratory system; though a small amount is naturally stored within the body, the ordinary villager feels nothing of its presence and knows not how to use it. Nevertheless, all humanity has the potential to channel magic through the soul, known also as 'the unseen organ'. Though invisible, the soul allows the mage to store, energise and release auranium in a given elemental form. Learning to use your soul is like learning how to use a muscle you never even knew you had, and very rarely do people awaken their soul by accident. Instead, the University of Magic has developed a method of helping budding magicians to find and awaken their soul. This awakening is normally accompanied by an out-of-control expulsion of magical energy that can be quite dangerous without proper control, so the safe academic confines of the university is an ideal place to first use magic.

Once the mage's soul has been awakened, they will learn how to use magic in a number of ways.

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1. Storage (basic technique)
Once awakened, it is possible to store auranium within the soul, allowing mages to hold a greater capacity of auranium inside them than before. A mage's capacity for storage increases the more they train with their magic. It is unwise to stay at full capacity for more than a few hours, otherwise the mage will begin to feel unnaturally lethargic.

2. Activation (beginner technique)
Whilst auranium is present in small amounts in the atmosphere, it also lies dormant within trees, rocks and other natural creations. Activation allows a mage to touch an object and re-energise the auranium within it with their elemental power. This is the least straining of the magical abilities, but any magic created this way is bound to the object in question and its surrounding area, and usually burns out faster than other magical methods. Conversely, it is also possible to deactivate a magically charged object of your element (i.e. a Red Mage putting out a fire).

3. Creation (advanced technique)
A three stage process which uses atmospheric auranium to 'create' magical effects. The most prevalent, popular and versatile magical technique.
Stage One: Drawing: The mage concentrates their soul to 'magnetise' nearby auranium into it, speeding up the natural storage process.
Stage Two: Conversion: The mage rapidly energises their stored auranium.
Stage Three: Casting: The mage releases this energy in their magical elemental form, channelling it out from somewhere on their body. Usually, mages cast from the hands as it is easier to visualise the process, which helps them when learning how to create magic; however, it is possible to cast from anywhere. Expert mages are able to cast with such precision that their magic was considered an art form before the fall.

4. Restoration (master technique)
Allows the user to touch an object and cause a chemical reaction within it which changes other elements into auranium. Exactly why this technique is possible is unclear; scholars are convinced the soul has something to do with it, but as the process itself doesn't appear to use auranium, it is theoretically impossible despite being a practical reality. Nevertheless, the technique is seen more as a last resort as it is incredibly straining to the user and create a relatively minor amount of auranium for the effort required.

5. Melding (forbidden technique)
Scholars differ in opinion regarding whether two different elements of magic can be used simultaneously. There have been reports of it happening, but even the most powerful magicians haven't been able to control it for long enough for it to be passed off by some as a mythical ability.

The Mage is immune to their own magic (a phenomenon termed 'the divine fingerprint'), so for example a Yellow Mage would not be electrified by their own thunder. However, using too much magic in too short of a time strains the capacity of the soul, leading to 'soulache', a deep pain within the chest, alongside general lethargy and a temporary loss of immunity to the effects of ones' own magic. When magic has been cast, stored auranium is broken down into a less dense compound of auranium and released back into the atmosphere where it is temporarily immune from being drawn back in. This new compound cannot be drawn by a magician, and provides less magical energy if breathed in again. Due to this phenomenon, scholars speculated that the unprecedented amount of magicians in pre-fall Valia had led to a reduction in the amount of atmospheric auranium.

606892Studying Magic

Due to being banished for many centuries, public knowledge of magic is practically non-existent. As a result, there's no such thing as a self-taught, homeschooled 'freelance' mage. Instead, one must travel to the capital of Alsiere in the east to enrol at the University of Magic, home of scholarly enlightment and the magical sciences. There, the budding mage would not just receive magical training, but also study history, arts and the magical sciences, granting an esteemed and unmatched education sure to set you above the average civilian. The academic life is not for all, but for many, their three years at the university were the best of their life!

Magic comes in ten different elements split into four categories - the element you get when you awaken is normally the one which you wanted beforehand. Nevertheless, you are not locked into this element, and it is possible to change for another element, though you effectively have to start from scratch in terms of learning to use it. The University of Magic teaches seven of these elements, with each element having its own dedicated department within one of the university's seven spires. Another two elements, White and Gold Magic, are taught elsewhere in a secret location to the north of Alsiere. In order to train in these areas, an applicant must be of 'proven noble character'. What this boils down to in practice is that these elements are predominately studied by the social elite, and accordingly hold higher social prestige among the magical world. The final element, Black Magic, is not taught anywhere - at least, not that the King's authorities are aware of...

Here's some briefs on the elements. The information here is not exhaustive, but provides decent examples of the element in question - feel free to ping any questions my way concerning what is and isn't allowed, and be creative in thinking about how to use your element!

Temperate Magics

Red Magic
A Red Mage energises auranium to increase temperatures, including being able to create and control flames. As they grow in aptitude, they become capable of creating and controlling bigger and hotter fires. They can also put out and control existing fires by touching them (though they are not immune to damage from flames which are not of their own creation!), and warm up themselves and others by touching them. Expert Red Mages found eager employment as blacksmiths before the fall, but they also found employment using heat to help agriculturally and keep adventurers to the northern wastes cold. One of the most popular elements, 'cause it's undeniably cool to summon a big fireball.
Silver Magic
Opposite to a Red Mage, a Silver Mage is capable of decreasing temperatures, including freezing objects and creating projectiles of ice. The more they train, the colder they can plummet the temperature and the further they can freeze over. Furthermore, they also learn to defrost frozen objects not of their own creation. Though it appears limited at a glance, Silver Magic had a number of uses before the fall, being used to help with fishing and the conservation of food. Furthermore, clever usage in combat can see it used both defensively and for mobility by sliding across paths of created ice.
Yellow Magic
With the power of the third and final temperate magic, a Yellow Mage can magnetise objects, give electric shocks and create bolts of thunder. Though Valian society had only just began to grasp the potential and power of electricity, Yellow Magic is a favourite of the Knights of Valiarum, the royal infantry and chivalric police and an alround excellent combat element. From beginner to master, they progress from summoning tiny sparks to being capable of carefully controlling their magnetism abilities to pull and push metals to them and summon almighty thunderbolts.

State Magics

Blue Magic
A Blue Mage energises auranium to manipulate and create liquids. Though they start off learning to do this with water alone, they can actually form and control any liquid, though the more complex the chemical composition, the harder it is to create; as with other categories, they can manipulate standing liquids through touch. Whilst the treacherous seas surounding the island have scuppered any major seafaring, Blue Mages were highly sought after to help man the small merchant ships that travelled the coastal valleys. Though it was never used due the lack of war before the fall, it was theorised that a Blue Mage would be able to control the blood inside another person with some exertion by touching them, making them potent potential close-combat warriors.
Bronze Magic
Similarly to Blue Mages, a Bronze Mage has the power to manipulate and create inanimate solids, moulding and shaping the earth around them to do their bidding. The higher the mass of the object in question, the harder and more exhausting it is to form or mould; therefore, Bronze Mages work most commonly manipulating rocks and the earth around them. Master precision of this element led many Bronze Mages to become potters, smiths and other craftsmen; in combat, master Bronze Mages excel in defence, capable of shifting the ground to their advantage, tunnelling through the earth and, as a last resort, encasing themselves in stone.
Green Magic
The third State Magic allows a Green Mage to control and manipulate gases and the wind. Green Magic primarily revolves around manipulating the air to create blasts and flows of wind, using the art to create a force rather than change elements in the air - whilst they can create different gases, they create so little even at high capacity that it barely effects the atmosphere. Green Mages are also capable of stilling existing winds, and with mastery, making themselves fly for short amounts of time. With no obvious profession, Green Mages found themselves working in a number of different roles, including controlling the wind to make their arrows more accurate in hunting, and helping control the aforementioned merchant boats. Whilst they lack the raw combat power of other Mages, Green Mages are renowned for their mobility, using the wind to dodge attacks and travel at a boosted speed.

Pure Magic

Grey Magic
The outlying category. When Grey Mages cast magic, it isn't energised elementally like the other elements - rather, the auranium itself is expelled in a pure form. Whilst the uses of this aren't immediately apparent, it has lead to a small profession of potion-making as Grey Mages create concentrated vials of auranium-diluted water able to instantly refill the capacity of a mage's soul. Furthermore, it was incredibly useful for academic study, with many scholars electing to stick with Grey Magic. Grey Mages can transfer auranium with ease between themselves, others and objects, and are also able to deactivate magic of any other element, allowing them to play an effective supportive role in battle. However, they are unable to transfer auranium into solid objects due to the density of solids.

Life Magics

Gold Magic
In the early days, Gold Magic was not limited to the special training of the secret northern plateau - that was, until scholarly study revealed it had far more potential than first imagined. Once considered to be 'nature magic', this element allows a Gold Mage to expand their consciousness into another living being or object, effectively possessing them. It works a bit differently to the other elements - they primarily use activation to touch animals and plants and have them work alongside them, whilst creation is incredibly strenuous for them and so far has only yielded the creation of plant life. When activating into an object, for example a sword, that sword would then feel like another part of the Gold Mage's body and be able to be moved freely. Very few studied Gold Magic, and those who did used it primarily for party tricks among the courts of the social elites, so its true capabilities remain unknown.
White Magic
Long associated with light and prosperity, White Magic survived the outlawing of magic through the royal Valiarum family, who continued to practice under so-called 'divine right'. A White Mage is given the power of life and healing, capable of healing wounds, creating forcefields and providing temporary boosts to another's strength. Training as a White Mage provided an instant skyrocket in responsibility and respectability, effectively consigning you to the role of village healer, though the prestige of such a role came with many perks. Despite its long-standing positive associations, there are a lot of worrying grey areas within White Magic. Could its power be used to 'heal' emotions and nullify pain unhealthily? How about bringing others back to life? The White Mages of the former age were bound by a strict code of conduct, but in this lawless fallen age, perhaps these boundaries will be broken...
Black Magic
The forbidden art pioneered by the Drochiads, not much is know about Black Magic. With its connotations of evil and connections to an ancient religion of destruction, Black Magic is believed to embody the antithesis of White Magic, being the magic of pure destruction, concentrating magic energy into blasts of elemental power designed only to kill. What it has in power, it lacks in versatility. There are also rumours of it corrupting the Mage, though these aren't studied due to the study of Black Magic being banned.



Magical Trivia

Using Two Magical Elements:

Whilst university education limits the study of magic to a single element, it is humanly possible, although challenging, for a mage to learn two. Using a different element feels like using your soul in a different way, like a muscle doing something unnatural, which causes an ethereal sensation akin to an inner stretching. This causes extreme sickness upon first attempting to use a different element, which puts most off of persevering with it. However, with a lot of perseverance, it is possible to acclimatise to this 'soulshift', and whilst you'd still feel a little nauseous switching between the two, it would be possible to do so with a couple of seconds delay. Very few people were proficient in two elements before the fall, with the select few being primarily scholars with access to all the contemporary magical information.

~ The 'rate of radiation' is the rate at which auranium is naturally taken into the soul from breathing. This varies location by location; rural areas are thought to have a higher rate of radiation due to lack of regular human presence, but there are some notable anomalies which see certain areas having an unusually high density of auranium in the air. Nevertheless, on average it would take an average-level mage about a day (24 hours) to reach full auranium capacity from an empty soul; a stronger mage would take longer to reach full capacity owing to their higher capacity.
~ Historically, mages branded law-breakers would be punished by having their hands chopped off as the hands were believed to have a special connection to magic.
~ Sleeping with enough auranium stored in the soul has a bizarre hallucinatory effect on a mage's dreams which sees them vividly remember personal past events in their sleep.
~ As magic is so intricately tied up with breathing, a mage has to be able to breathe in order to use magic. Therefore, magicians of old would wear protection over their mouths, necks and chests to ensure they could protect themselves with magic until the end. Magic is also impossible to use underwater, unless you're a Blue Mage with expert manipulation skills.

Activation: A technique wherein a mage touches and energises auranium dormant within a natural object, which sees the object effected by the mage's element for a short period of time.

Auranium: A chemical element found in small densities in the air which, in conjunction with the soul, allows humanity to perform magical feats.

Awakening: The wild expulsion of magical energy that occurs when somebody first figures out how to use their soul. Natural awakenings are incredibly rare - the University of Magic has catalogued a number of methods which can help budding mages to discover and awaken their soul ready to learn how to make magic.

Casting: The third and final stage of Creation, wherein the mage release their energised auranium, channelling it out from somewhere on their body.

Conversion: The second stage of Creation, wherein the mage rapidly energises (or 'burns') their stored auranium.

Creation: A three stage process which uses atmospheric auranium to 'create' magical effects. The most prevalent, popular and versatile magical technique.

Deactivation: A technique which allows a mage to touch and stop a magically charged object of their element.

The Divine Fingerprint: The phenomenon by which mages are unaffected by their own magic.

Drawing: The mage concentrates their soul to 'magnetise' nearby auranium into it, slightly replenishing their natural storage.

Element: The different types of magic.

Melding: The forbidden technique of using two different elements of magic at the same time. Basically an urban legend.

Regeneration: The natural process of taking in auranium through breathing.

Restoration: A high-level technique which allows a mage to turn something else into auranium, though the process is exceedingly exhausting.

Soul: An 'invisible' muscle or organ deep within the chest which naturally stores Auranium. Once Awakened, it is possible to burn auranium to channel magical energy.

Soulache: Deep inner pain caused from filling up and depleting the soul in repeated succession.

Soulstrain: The sickness and nausia caused from switching between elements.

Storage: The soul's capability to store magic. A mage's capacity for storage grows the more they practice their magic.

The University of Magic: Former home to magical scholarship and the place where all mages were trained.
 
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Map and Locations
Map and Locations

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The island of Valia is medieval island filled with forests, valleys and undulating fields. Many have tried to sail across the seas in search of another landmass; none have come back alive. A fair percentage of the population lived in the capital of Alsiere; the rest were mainly spread across villages and towns connecting to the Merchant's Way, the old trade path which cuts through the hills to connect major settlements to the capital. The further west one travels, the sparser and less developed the settlements become, being the furthest from Alsiere's seat of influence. Aside from the prominent southern valleys, the island is host to a number of other landscapes, including steep mountain ranges, snowy wastes, shingle beaches and a desert filled with ruins of a bygone age.

The above map showcases some of the key areas on the eastern side of Valia, where the events of the RP will take place. The emptiness of certain parts of the map is intentional, giving you freedom to come up with your own locations for subplots and character history. As we reach new settings, more information will be added to the tabs below!



  • Alsiere
    The Capital of Culture


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    If you've heard of anywhere outside your humble village, it would be Alsiere. See somebody wearing trendy new fashion? It originated in Alsiere. Surrounded by a ring of six large mountains called 'The Crown of Valia', Alsiere sits at the end of the Merchant's Path and has long been the home of the royal Valiarum dynasty. Hexagonal in shape, the main city is barracaded by a great wall which inspired the defences of many lesser settlements. The city has been reconstructed many times over the centuries due to damages caused in the wars against the Drochiads, which has led to the long, organised streets which meet in a large, round courtyard in the middle. By day, these streets yell with the cries of merchants and salesmen; by night, the shouts from inside the taverns echo out across the city.

    In the centre of the courtyard stands the Palace of Light, famous abode of the royal Valiarum dynasty, Valia's rulers since the dawn of recorded history; a dazzlingly white building which dominates the city skyline. There within, the king would be found dictating from his sacred throne, looking out over the city through a giant stain glass window, himself a symbol of peace, hope and power. On the far side of the city stands the University of Magic, the home of magical scholarship and the place of many youngster's dreams. A repurposed old castle given a lick of colour, each of the seven taught elements have their own academic department within one of the fortresses' seven spires. The amount of youths streaming in and out of the city to study here made Alsiere a young and energetic city once nearly housing 20% of the island's population, a city where your wildest fantasies seemed but a hands-reach away. Another notable building is the Knights Academy, barracks and training centre for the Valiarum Knights.

    This was all before the fall, of course. Now it lies in ruin, its streets skulking with shadow creatures and littered with the bodies of the lost. Surely nobody would be foolhardy to try to break in?

 

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