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| Fantasy lore thread | |
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| Topic Started: Oct 31 2017, 02:21 AM (101 Views) | |
| Area-569 the Second | Oct 31 2017, 02:21 AM Post #1 |
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Ye Olde Fellow
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See the lore thread we had over at MP? Well, it's the same, but at FanP. For drows:
Edited by Area-569 the Second, Oct 31 2017, 08:28 PM.
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| Area-569 the Second | Dec 11 2017, 12:40 AM Post #2 |
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Ye Olde Fellow
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Bumping this in case people want to present their FanP nation/race. For the record, as of now nobody controls a human nation. |
| Larsland | Dec 11 2017, 03:01 AM Post #3 |
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Ye Olde Fellow
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I'd like to RP a multi-racial civ one day. |
| Oriflamme | Jan 4 2018, 06:00 PM Post #4 |
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Regular
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I really gotta write something about all the characters and the Realm here. Might get started soon. Inviting others to write something about their possible recurring characters as well. |
| Area-569 the Second | Jan 4 2018, 08:16 PM Post #5 |
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Ye Olde Fellow
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I'm not sure if I'll have recurring characters. If I ever do get the MacGuffin, I may try to give the RP a proper end by having the drows use dark magic and deals with the demons to conceal it's influence over the world, thus ending the story and starting the corruption of the drows, plus adding the possibility for a sequel set in other times since at some point they'll run out of souls to bargain. If that happens, a corrupted version of the crew may appear again. I'm also thinking about adding some lore about other dimensions, planes, heavens and hells, plus adding a few races of plotting cat ninjas and sentient shadows who murdered the figure they used to represent, but I am yet to have the inspiration to write about all of that. |
| Larsland | Jan 6 2018, 12:26 PM Post #6 |
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Ye Olde Fellow
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I like the idea of cat ninjas. Especially if they are similar to Puss in Boots on Shrek. |
| Area-569 the Second | Jan 31 2018, 03:13 AM Post #7 |
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Ye Olde Fellow
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The Far-Away lands This is quite a big change, so you may consider it non-canon if you want to. It is well known among the intellectuals of the world that Pluviostan is flat. Endless expeditions have been sent to the west, the east, the north and the south, and they have proven that, indeed, there is no end to the world. However, the further away you get from classical Pluviostan, the more exotic it gets. Generally speaking, things began looking more alien, and laws stop behaving as they should. The same happens below the ground, as there doesn't appear to be an end to the depth of the world, and it is theorized that the same happens in the sky; Going up enough will lead, according to legends, to a mirror world where things are all the same but not quite, and something, hard if not impossible to pinpoint, looks off despite everything else being normal. Heaven is believed to be between these two worlds, where the Sun would be, though for obvious reasons all that have tried to approach it have been first blinded, then burned to death. As for why we don't fly away? Well, gravity of course! The Sun's gravity pushes things away from it. Thus, the deeper you dig, the less gravity affects you, and as a matter of fact there doesn't appear to be any gravity in Hell, though jumping at sea level will of course lead you back to the ground. Back to the surface; As mentioned, things start getting strange the further away you get from the centre of Pluviostan, which is generally believed to be the closest to the Sun. In summary; - To the north, it appears as though dark magic takes over the land. Forests grow wretched, plants become poisonous, the morning is cold and the night is lethal. However, you can't die due to age, so it is very popular among the old and weary. They never return, however. It is said that at some point there is no light whatsoever, even if you lit a fire, and the very essence of the place makes an individual go insane, although by that point it doesn't matter as the air itself is toxic. This direction is popular among dark wizards, who can coat their minds from all fear and madness and bend the will of the dark creatures to their own, not to mention of course the very powerful presence of dark magic. The shadowmen, mentioned below, come from this place. The city of the shadowmen, also hosting the biggest demon colony as of the Second Appearance of the MacGuffin, is in this place, called Mores. - Westward, it, in the first place, gets colder and colder. For the first million or so miles it does nothing but get considerably colder, with snow filling the landscape and blizzards happening every few hours. But then, the soul gets warmer, and at some point travellers suffer not the effects of hypothermia anymore. Travelling other thousand miles or so, travellers will start feeling themselves to be lighter, as gravity starts to fade, and this is where the everlands begin; Filled by floating islands, thick clouds and a purple sky, this magical place knows not the definition of time and matter. While one can move and otherwise act as usual, events will simply cease happening. Nothing that happens outside the everlands has any effect whatsoever in there, because it hasn't yet happened and it never will. However, a traveller shall never go back; Travelling far enough, one's body will begin to violently shake. Walking further is the point of no return. The shaking will cease; The body, as dust, will be gone with the wind. The soul, however, will remain, free to travel and with full concioussness. However, the body shall not come back, and, where the soul to leave the everlands, they would be, as well, gone with the wind, gone forever, not being able to go to neither hell nor heaven, until the winds eventually bring them back to the neverlands, where they shall never leave, at least theoretically until the apocalypse. A comfy hell through and through. - Eastward lies the malformed planes. Here, one can find endless cities, still being built by mindless golems, and the famed Mountains of Labour, still being built by devilishly cunning, if entirely silent, exiled angels. Nobody actually lives in the cities, and no animal graces the mountains; The further away you get from the centre, the cities start becoming irregular, as if the golems have no fucking idea about what they are doing. The houses start lacking windows and doors; Later, they lack an interior at all, and are little more than giant bricks. It is, however, a great place to get exotic items; While the marketplaces near the centre are common, the marketplaces in the far-awar lands are filled with strange crystals, delicious meat (Of unknown origin), swords made of materials that shouldn't exist, and more. The mountains, similarly, become more and more flawed the more you go to the east. First they look normal, and even have some limited fauna. But then they start becoming more... Lazy. At first, they start resembling common pyramids. Then they're not even mountains, but blocks of stone. A mountain has been proven to be a perfectly round ball... Of wood. This is, generally speaking, the most tame of the directions. It is a popular caravan direction for merchants, though it is well-known that taking exotic apparel without leaving the ammount of money that one believes it to be worth causes bad luck, often a very harsh one. As for why nobody lives in here; All houses are suppoused to have an owner (Though the documents, also crafted by the golems, show the owners' names to be gibberish), and entering a house (Or breaking into it, as some would say) will lead to a terrible, often fatal bad luck. - To the south lies change. A million miles from the centre, sentient beings (With the noticeable exception of orcs) will begin to feel dizzy, while any non-sentient being will begin to show higher levels of intelligence, resolution, emotion and free will. Walking further, sentients will begin to, quite plainly, become dumber and dumber, until they're left at animal levels of intelligence, while on the other hand animals will achieve human levels of intelligence, more or less, usually leaning to less but also possibly more. Beyond this point, previously-sentient beings would begin taking a more animal-esque form (For example, humans become monkeys and drows become hummingbirds), while previously-animal beings would take more antropomorphic forms. These changes can be reverted by going back to the centre, but animals cannot devolve without explicit consent (Which more docile beings such as domesticated dogs tend to provide), while sentient beings are generally left mentally scarred, more in the psychological way than the intellectual one. The animals that gained sentience have formed their own communities and cities. Mistakes are not to be made; There is no animal identity. Hell, dogs rarely identify as so and instead they prefer to identify as per their race. There is, for example, a republic of corgis, generally suspicious of other dogs, while the mighty Kingdom of Eagles still predates on the peaceful Mandate of Rabbits. As per Lars' request, cats have formed a shogunate but have spanish accents. Also, werewolves and the such have their cycles inverted; During the day, they become werewolves alright but remain sentient, and during the night they become mindless beast with the bodies of sentient beings. New race Shadowmen: Physical appearance: Shadows, quite literally. History: An eternal one. Going too deep into the north will make one's shadow sentient and capable of communication. In some occasions, they're friendly. In other cases, however, they'll willingly have their "masters" killed by the beasts of the north by making loud sounds. When this happens, they become free. Other descriptions; - They cannot die. If exposed to light, they won't vanish, and instead it'll look as though their masters were still there, projecting their shadows. However, it is thought that during the apocalypse, they will finally die and vanish forever, either going into nothingness or, if they had their masters killed, into perpetual hell. - If in the darkness, they may teleport inside it. - Besides communication, they pretty much cannot interact with material beings. They're incapable of using magic, as they lack souls. - Despite generally being believed to be evil, their personalities may vary. However, most of them got their masters killed so as to be free, which makes them reviled among society, though it's entirely (And maybe even very) possible that their masters died simply due to the forest's trickery and not their shadow's meddling. I intended to write more but it's 0:13 AM and I'm tired. |
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