Post by Prime on Apr 6, 2008 22:47:30 GMT -5
This is a world mostly of water, with five characteristics that set it apart. Water covers the world, and the land of the world floats above the water. The land is stone and volcano, with lakes, rivers, streams and mountains. Each has a name, and a nation, and each relies on the great Arch below the surface of the worlds water. The nations orbit this arch, around the planet, the lowest point of they're great floating continents barely skimming the surface of the water at high tide. The arch provides energy, anti-gravity, transport, and its power her soaked into everything. Even man, which came to Arch long ago. To these nations, Arch is everything, but it is not limitless. Mine it to much, for to long, and its power would wane and fail, before it could replenish itself. So in a world where magic is rampant, the nations war, traveling on the crystal that opposes the Arch, the Waning Mists, which balance the Arches power and are propelled upwards until achieving balance, are the mechanisms that allow the nations to war.
For each dark heart of a continent, holds the secret of another's salvation, or humanity's destruction. The Arch lives, and is benevolent, but the Waning Mists are not, living off the arch, like parasites, in the deepest crystal they breath and think, and there may come a time when, should they're sleep be disturbed, they lash out at humanity, the very creatures that they, at this moment, support in a balanced world unusual to man, every after thousands of years.
They call it Arch, save for when they stand on land. Then, they call it Earth, and dream of a legend called home.
___
Everything in Arch is magically powered, you can use pieces of crystalline arch to power weapons or machines, Arch crystal is usually a glowing pale white. Or you can use the Waning Mist crystal, otherwise known a Zynthar, which produces more chaotic, but very powerful effects. The more Arch or Zynthar a person drinks in, the more powerful they become, but Arch imposes a sort of balance, and Zynthar throws what is within into turmoil and chaos, waging a battle against a persons body even as it empowers it to battle back.
Magic is straightforward, and uses depleted Zynthar of Arch as a focus, with energized Zynthar or Arch as the source of energy, unless you've drunk in enough of Arch or Zynthar yourself, in which case you can power spells on your own. There are two kinds of people, beyond 'Normal' people, the Benevolent and the Breakers. Benevolents have drunk in Arch since before birth, and Breakers Zynthar. They tend to be slightly more powerful than someone who starts at, say, twelve, but skill can still overcome even that extra power.
If you want a character that kind of differs from the sitting, I'd suggest demension hopping. You're welcome to do so if you wish.The topic in origional with go up fairly quickly.
As soon as I work out this frigging character!
For each dark heart of a continent, holds the secret of another's salvation, or humanity's destruction. The Arch lives, and is benevolent, but the Waning Mists are not, living off the arch, like parasites, in the deepest crystal they breath and think, and there may come a time when, should they're sleep be disturbed, they lash out at humanity, the very creatures that they, at this moment, support in a balanced world unusual to man, every after thousands of years.
They call it Arch, save for when they stand on land. Then, they call it Earth, and dream of a legend called home.
___
Everything in Arch is magically powered, you can use pieces of crystalline arch to power weapons or machines, Arch crystal is usually a glowing pale white. Or you can use the Waning Mist crystal, otherwise known a Zynthar, which produces more chaotic, but very powerful effects. The more Arch or Zynthar a person drinks in, the more powerful they become, but Arch imposes a sort of balance, and Zynthar throws what is within into turmoil and chaos, waging a battle against a persons body even as it empowers it to battle back.
Magic is straightforward, and uses depleted Zynthar of Arch as a focus, with energized Zynthar or Arch as the source of energy, unless you've drunk in enough of Arch or Zynthar yourself, in which case you can power spells on your own. There are two kinds of people, beyond 'Normal' people, the Benevolent and the Breakers. Benevolents have drunk in Arch since before birth, and Breakers Zynthar. They tend to be slightly more powerful than someone who starts at, say, twelve, but skill can still overcome even that extra power.
If you want a character that kind of differs from the sitting, I'd suggest demension hopping. You're welcome to do so if you wish.
As soon as I work out this frigging character!