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The Iconar Collective - Roleplay


Channelknight Fadran

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Boom! It exists. Happy, Exp?

I'll edit in all my notes in chunks, so I can keep up with my merciless notifications.

Spoiler

Dear gosh, there's so much of this stuff... this is going to be a very tight balance between essential worldbuilding and non-spoilers.

I'll start with a few basics:

Spoiler

 

  • There are six realms: Ivinan, Feylore, Vitera, Drakefell, Sunken Deep, and Carnon. Each one has its own unique magic system. These six realms were split apart long ago by an event known as the [???], and now the only way to travel between the realms is via a magic portal bridge called the Parallarity. The Parallarity circles around the Iconar Collective, powering up the Parallarity Gates of various realms as it touches them. By going through the Parallarity, you come out into Midway, which is kind of like the center thingy of a clock; the Parallarity spins around it.
  • In the various realms, there are four Dayseasons. Each is named after one of the four basic elements: Water, Earth, Fire, and Air (long ago, the four elements lived together in harmony...)
    • Earthlight: Most water dries up, and everything becomes really dusty.
    • Airlight: The winds pick up, and they blow the dust everywhere.
    • Firelight: The leaves drop off the trees like during Autumn, and little critters called Firemoths eat them, releasing sparks and setting things on fire.
    • Waterlight: The rains come and put out any fires that the regular people haven't put out themselves.
  • Magic: I'm going to have to go a little more into detail for this stuff.

 

Now a description of all the realms:

Ivinan:

Spoiler

Ivinan: The Realm of Arcana

Ivinan is the home to the race of humans, which are generally defined as the most power-hungry race. The humans, after their creation, immediately started construction of buildings, battlements, and weaponry. They were prepared for war long before any other race considered it.

Inspired by the stories of great battles between Icona and Ranoc, the inhabitants of Ivinan prepared to invade the nearest realm: Feylore. When Feylore caught wind of this, they hastily prepared defenses, forming an alliance with Drakefell and Vitera to stay safe.

Ultimately, Ivinan's invasion failed, but they took a healthy portion of land from Feylore. They continued their campaign against the other realms, save Carnon, who's views of war were considered less conventional. Ivinan conquered a large amount of territory from the various realms, and just before they managed to do Feylore in entirely, the Order of the Channelknights was formed. At this point, Ivinan relenquished their lands not for a small price, but remained the most powerful realm of them all.

Magic (Arcana): Ivinan is well-known for its Arcana, the magic of the elements: Fire, water, earth, air, gravity, and time. Ivinan's third king, Theren, was the one to fund and establish official schools of magic, claiming that well-trained mages would be "beneficial to military, government and economy." (He spelled it economie; I recommend you ignore his errors).

His divised system goes as follows:

  • Potential mages take a short and easy test to determine whether or not they possess magical abilities. Anyone who passes may continue on to become an Apprentice.
  • Apprentice mages are given a black robe lined with gold trim. They will learn one form of Arcana--exempting time or gravity--after they've completed a basics course. After they've completed their Apprentice course in one element, they may either move on to a Proficiency course in that elements, or take another Apprentice course in a different element.
  • Proficient mages will wear robes colored in the Arcana they're training in. They will learn more difficult fundamentals of magic. After completing such training, these mages will be given a Magic Liscense, and may take official magic-based jobs. They may also choose to go back and retake the Apprentice courses in another element, redo this course in an element that they've completed, or move on to take a Master Course
    • Fire - Red with a gold belt (totally not Gryffindor)
    • Water - Blue with a green belt
    • Earth - Green with a red belt
    • Air - Gold with a blue belt
  • Master courses require a private Highmaster that will instruct them however they deem fit (within certain guidelines, of course). On this course, a mage may choose to master an Arcana in which they are considered Proficient, or they may choose to take one of the Mastery elements: Gravity or Time. Few choose that path, and those who do rarely show much potential. Master course students receive white robes with a red, blue, green, or gold belt, for fire, water, earth, or air respectively. Once this course is completed, a mage is given a 6-pointed star badge that indicateds them as a Highmaster.

Feylore:

Spoiler

Feylore: Realm of the Fey

As its name suggests, Feylore is inhabited by a diverse species group known as "fey." There are plenty of different types of fey in the realm, and depending on which type you are will determine where your caste is (yep... racial denominations).

Feylore has had a complicated history. It's infamous for its neutrality in the long history of wars in the Iconar Collective, and yet in its early days, it was ravaged by endless civil wars. The original cause of these wars are unclear, but were probably due to the need of an established heirarchial monarchy amongst the various races. The Verar system was the outcome of said wars, so such a guess about its beginning is quite valid. After Ivinan ended its long campaign for the total power, and new quests were created for the conquerings of other realms, Feylore remained at war with no realm except itself.

After a long history of bloody battles, failed treaty attempts, and no shortage of treachery, a hierarchy was finally formed. This system is described in full later on, but in a nutshell, it put a rift between the various races of Feylore.

Magic (Mending): Unlike the well-defined and concrete magic of Ivinan, the abilities found in the fey are more mysterious and vague. The ability to "mend" something without knowledge of what it's going to be mended into has stumped scholars for ages. While most fey with the Mending ability have taken their powers for granted, it's difficult to wrap one's mind around how it seems that an object knows what you're trying to Mend it into.

The distribution and diversity of magic is directly tied into the various social classes of Feylore, hence the description below:

  • Sixth Verar: The lowest class of Fey, members of this Verar include the Wood Elves and the Gnomes. All other Verars are careful not to teach these fey any magic, lest they be overthrown.
  • Fifth Verar: Though not by much, members of the fifth Verar are "better" than those of the sixth. Members of this Verar include prestiged Wood Elves and Gnomes, or members of the fourth Verar who prove to be a bother. No magic is taught to these, though it isn't uncommon for a fey of the fifth Verar to pick up a few tricks.
  • Fourth Verar: To be a member of the fourth Verar, one must be born a Fairy or a Half-Angel (a descendent of Feylore herself). Most members of this class withhold powers seemingly since birth, and those who prove proficient in such are moved to the third Verar--if only to prevent the lower classes from learning magic for themselves.
  • Third Verar: Another middle-ground class, the third Verar consists of powerful fourth Verar members and less conventional second Verar members. Regardless of whether one rose or fell to this Verar, they are taught extensive amounts of magic.
  • Second Verar: Those who are born into this class are either a Unicorn or an Archfey (a six-winged creature not unlike a half-angel). Members of this class cannot ascend in rank, so they do the best they can to stay where they are. Unicorns and Archfey are incredibly powerful beings, and withhold great amounts of magic.
  • First Verar: The highest Verar of the hierarchy of Feylore, only two creatures may hold the holy title of Verar-king or Verar-queen: the High Elves and the Pegasi. If one is born either of these, then there is no risk of falling in rank, as those born into king or queenship are assumed to have been chosen by Feylore herself. Members of htis Verar are often tutored in magic from a young age, and continue their education for the duration of their lives.

Vitera:

Spoiler

Vitera: Realm of Life

Vitera has played no major role in the history of the Iconar Collective. It allied with Feylore during the conquest of Ivinan, but provided very little militarical support. Its peoples include the race of Fleeker--and race of half-human, half-bird creatures (I swear they're not rito)--and Sjor, who are mostly human-like, but with vibrantly colored skin. The most likely reason for Vitera's lack of military prowess is due to the form of magic used in that realm. It will be described later in detail, but in short it provides the ability to heal the wounded. The aid Vitera provided to Feylore was purely medical, and probably served as the main reason why Ivinan couldn't succeed in their campaign.

Similar to Feylore, the races of Fleeker and Sjor remained neutral after the initial Ivinan invasion. They amassed an admirable amount of power through the healing industry, as well as valuable export metals, such as gold and silver. Regardless of the amount of trade between other realms, the full magical knowledge of Vitera is remarkably unknown, leaving room for infinite stories and rumors.

Magic (Healing): Similar to that of Feylore, the magic of Vitera is relatively vague; that is not to be interpreted, however, as without physical laws. Said laws are simply less defined than those of other realms.

The magic of Healing, in and of itself, is incredibly simple: you touch a person and heal them by siphoning your own life force or the life force of another into them. The details are a little more complicated, however: sentient beings must be willing to have their health taken by someone else, while a creature like a flower does not. And while it may seem like a healer closing a cut will develop a cut themselves, such symptoms rarely occur. A being's "health" is a term as vague as the concept of healing magic itself.

Last of all, it is important to note that there is a slight random factor in all of this: sometimes a small amount of healing power can save a life, while other times, entire legions are leeched off of to no avail. It is unclear what causes this.

Drakefell:

Spoiler

Drakefell: DEMOCRACY

Two major races populate the realm of Drakefell: dwarves and dragons. The two races get along surprisingly well, wth a single representative of either race in the High Throne of Drakefell. The most likely reason for the kinship between either race is due to their shared love of metalwork. Both dragon and dwarf are born with the innate ability to distinguish good metalwork from bad; that included with an unquencheable lust for gold, silver, and the like.

Drakefell has harbored a dislike of Ivinan ever sine they learned of the realm's industrial success. In addition to the funds and rewards offered by Feylore, Drakefell's largest reason for the alliance twas to fight against the opposing kingdom. Ever since then, teh two realms have been rivals in almost everything; though they allied begrudgingly during the invasion of Calamitous Eren.

Drakefell's leadership and government is one of greate intrigue. Rather than a dynastic monarchy like Ivinan, Drakefell withholds a strange, but surprisingly well-developed feudal republic. Various noble houses, factions, and businesses with enough money and power elect a representative to send to the fapital of Drakefell. Every decade, two of these representatives are selected by popular vote to become the next executive overlords of the realm: one dragon and oen dwarf.

Where there isn't enough wealth or influence (the two are very closely correlated in Drakefell_ to find a position in the Capital Republic, smaller organizations my apply for regional representation, where policy is more niche but also more negotiable. All the political subterfuge in Drakefell is characteristically tied to the harsh magic of Illusion..

Magic (Illusion): Where Ivinan's arcane, elemental magic follows the strict guidelines of mother nature, Drakefell's illusory magic is less defined. Similar to Ivinan, there are six forms of magic, each affecting one sense of the body: Sight, hearing, scent, touch, taste, and thought. The use of that final ability being used on another sentient being is strictly forbidden by law, though in political situations, little mental nudges are uncommon.

  • Sight: The ability to alter one's light perception effectively is a rare skill. It is used extensively in fields political, militarical, and professional. To control this power, one must know what their target is seeing, and change it in a believable fashion.
  • Sound: Though not as rare as sight, the ability to affect one's hearing is just as difficult. It follows a similar concept, requiring the knowledge of what their target can hear and changing it accordingly.
  • Smell: This area is a bit of an oddball, as one's smell is determined by the inhaling of gases. Rather than adding or taking away from one's smell (like in sight or hearing), one must alter the nose's identification of the a gas. This field holds many practical applications, and has led to a surprising amount of scientific discoveries.
  • Touch: Physical feeling is always determined by textures, from smooth, to rough, to sharp. Pain is similar, thought i's unclear as to why. Similar to the application of smell altercation, one must sipmly confuse the nerves as to what texture they're currently touching.
  • Taste: Taste is confusing to the commoners of Drakefell, and for good reason, as several factors including a food's look, smell, and texture can affect how one perceives its taste. Some argue that altering one's taste perception is actually a more powerful application of all the other illusory arts combined. There is no evidence regarding such.
  • Thought: Arguably the most difficult (and dangerous) of the six, 'mind control' is an art reserved only for the most powerful and trustworthy of dwarves and drakes. In technical terms, this magic controls how the brain both sends and receives ignals, but outside the advanced textbooks, this power is nothing more than making someone think something you want. Nonetheless, it is very difficult to perform, and the ability to even slightly altercate one's thinking patterns should be heeded with respect.

Sunken Deep:

Spoiler

Sunken Deep: Realm of Darkness.

Sunken Deep is a realm with an interesting race, and an even more interesting setting. Home to the shadow-like creatures known as demons, Sunken Deep is a realm completely devoid of light.

It's unclear why the skies of this realm are always covered in dark clouds, or how the demons make their caves even darker via the use of 'anti-fire.' The infinite, everlasting shadow serves as the atmosphere for the entire realm, and while no other creature's eyes can penetrate the blackness, Sunken Deep's resident demons see as well in darkness as humans do in light.

When Ivinan made to conquer the other realms, Sunken Deep tagged along for the ride. With the unique and destructive magic of the demons, the two were nearly unstoppable. This kinship remained even after the creation of the Order of the Channelknights, and lastedu ntil after the Demonic Uprising, when the seemingly eternal alliance was brutally shattered.

Sunken Deep's government is simple and effective: a monarchy built around military strenght. Every time a king dies of 'natural causes,' a tournament is held to determine a new one. Based on one's place in said tournament, demons are given noble and martial titles, of which there are too many to list here. Kings can also be ousted, usurped, or replaced in a duel.

Magic (Decay):

The magic of Sunken Deep is very straightforward. It follows the three-step philosophy of Decaying, devised by an early mage: "Think, point, focus."

Think - Much like any other form of magic, one must make a conscious effort to perform the action of Decaying. Mental willpower is the fuel of this magic.

Point - To create a "Decaying Line," as they're called, a demon must point at what they're targeting. This can be achieved with a finger, a sword, or any other item that the user can use to direct thier magic. Powerful Decayers can perform this magic even without pointing, however.

Focus - A Decaying Line can be widened or thinned in accordance to the user's desidre, and either side of the thickness spectrum serves its own functions. Similar to focusing a beam of light, a Decayer must focus a Decaying Line. Such a line is completely invisible. Depending on the caster's willpower, a Line can carry any amount of power. The thickness of the line is also a large factor: thin lines focus more power on a smaller area, and can affect more distant objects more effectively, while wide lines can affect a larger area with less efficiency.

Carnon:

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Carnon: Realm of Death.

Very few understand the magic or peoples of this realm; only that the regular conventions of death are not the same here. Home to the Necromids, most commonly misnamed 'vampires,' Carnon has been relatively unnafected by other realms for their society alone.

Everything in Carnon is built around the culture that every living being is born with a soul, but are not the only things that can contain such a thing. In this culture, it is believed (and rightly so) that when a creature dies, its soul faces a choice presented by the god Icona: to move on to the Otherworld, or to fulfil a duty in the Iconar Collective. Any soul who remains in the Collective can by found, communicated with, or even captured.

The capturing of a soul is the basis of Carnon's magical process, as described later on. However, it also determines the government of this realm. A being with an amount of souls at their disposal is granted a corresponding noble title. The hierarchy is as follows:

  • >5: Peasant
  • 5-15: Region Lor
  • 15 - 25: Earl
  • 25-55: Duke
  • 55-99: Baron
  • 100+: King*

*There can only be one king, so anyone baron with 100 or more souls is granted the title of Baron-King. Any empty title at best, but a title nonetheless. If a baron-king ever posseses more souls than the king, the throne is abdicated to them.

Magic (Necromancy): If the unconvential means to power in Carnon wasn't enough to scare away outsiders, then the system of magic certainly would. Following the same philosophy of capturing souls, Necromancy harnesses the spirits of the dead, imbuing them into objects to do their bidding.

A soul can be captured in a circular shape embedded with symbols called a Soulcage. The most common type of Soulcage is made of wood, though just about anything works (stone, tattoos, etc). To use this captured soul, the caster must be touching its container. Then, the caster can send a spectral copy of the carvings at their target. Upon connection with the target, the item will obey the commands written on the circle. Once its purpose is completed, the item's new soul will leave, and the item becomes immobile.

 

Character Sheet Template:

Spoiler

Name:

Race:

Home Realm:

Magic:

Appearance:

Character Description:

Backstory:

 

 

Edited by Channelknight Fadran
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1 minute ago, Channelknight Fadran said:

You have to ssssssssssssllllllllllllllllllliiiiiiiiiiiiiiiiiiiiiiidddddddddddddddddddddddeeeeeeeeeeeeeeeeeeeeeee, not just slllllliiiiiiiiddddddddeeeeeeee.

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fine then, I won't slide in. What was that shallan quote? I'll run into it, screaming at the top of my lungs?

 

 

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Just now, Channelknight Fadran said:

Something like that. In any case, welcome!

Time to get posting my ninety pages of worldbuilding...

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I'm sure this will be much easier then finding a time to slid- I mean run into the fellowship of the thing, screaming at the top of my lungs.

 

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Ok. I want to join. I really really do.

I hereby second bearers question.

Are there any stuff things I should know about before I make a character other then whats in the OP and book thats published so far?

And I also think you have to make up a setting. That might be important.

 

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