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Fantasy lore thread
Topic Started: Oct 31 2017, 02:21 AM (101 Views)
Area-569 the Second
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See the lore thread we had over at MP? Well, it's the same, but at FanP.


For drows:

  • This was already stated, but it's better to repeat it; As of the MacGuffin RP, drows aren't evil. They're as good as the rest of the races (Except for those with a natural inclination to a certain morality, of course). However, at some point in history (Probably inside the MacGuffin thread, if I can fit that in) their nobility begun making deals with demons in order to become more powerful and lead more pleasurable, decadent lifes. This led to the corruption of drows and the eventual collapse of their society, and later their civilization as a whole. As of the modern age, the island that used to belong to the Dominion is now a haunted pit of darkness surrounded by mist, where very few enter and get out to tell the tale. By then, drows, who will either be members of nomadic tribes or servants to the demons in the cities, will generally be believed to be beyond redemption, yet this is sometimes considered to be a harmful stereotype.

  • On the subject, the reason for the hate between the elves and the drows isn't just because of their skin. Drow legends hold it that in an ancient battle against a demon (Later retconned in drow lore as a necromancer, so as to not upset their new demon allies), the elves betrayed the rest of civilization and joined the enemy. As a punishment for their betrayal, they were forever forced to live in the forests like animals. It's worth noting that, unless Lars retconned that, elves have a different version of the story which in no way agrees with the drow lore. It should also be mentioned that as of the modern age, these legends have all been forgotten by the minds of the drows, and their hate now is not fueled by myths anymore, but by centuries of indoctrination (Managed by both the corrupted nobility and the demons), minor demonic posession (Think of it as schizophrenia, but the voices are actual spirits), poorly concealed jealousy of the rest of the world and the psychological effects of having both their souls and their minds sold by their rulers.

  • The most powerful wizard in the Dominion was a human slave called Leah. After learning of her skills, her owner was told that, with the proper training, her powers would be capable of destroying cities, making islands float and turning any material into gold. The owner chose to keep her as a baker for the rest of her life, because he thought it would be pretty ironic and would make for a good story. Stories have it that Leah's magic lives on after her death, making every bread baked in the Dominion slightly more delicious than those in the rest of the world.

  • A small village in the beaches of the Dominion has a renowned pet spider contest, where judges select which the cutest spider in the island is. As it turns out, drows are quite affectionate with their pet spiders; In an attempt to mold drows into better, more souless servants, the demons had decided to make it so that all spiders had to be killed by their owners, and those left in the streets would be taken care of by the demons themselves. While the cities obeyed, this same village resisted, despite the constant punishments, until the town as a whole was destroyed by the demons.

  • Unlike other races, drows weren't created, they evolved. Yet later studies show the possibility that "mundane" magic guided their evolution. Scientists and mages struggle to imagine what kind of wizard was both ancient and powerful enough to do this.





  • Orcs, on the other hand, were created about three thousand years before MG thread. They were made by a student in order to pass a test in a magical academy; While he graduated with merit and later became the head principal of the institute, the orcs escaped the place and founded their own tribes. The principal died trying to defend the institute from an orc invasion; This defense failed, and the institute became known as "Al-Ragha", the citadel of the orcs.

  • Because of this, the drow word for orc (Enya-dim) means "Terrible success".

  • Orcish magic is weaker than that of most races, but they're particularly good at spells of foreseeing and summoning.

  • While orcs are generally considered to be dumber than the rest, this is only true in some points of view; Orcs are generally better at thinking outside the box and preparing innovative techniques and plans, though the quality of these plans may vary.

  • As of the modern age, no orc tribes exist anymore, and orcs have integrated into other nations in one way or another. They claim for a spot to call theirs, however. The exact position of this spot in not specified.

  • Orc cuisine is not actually that bad, and their alcoholic beverages are often appreciated by others outside their race. This is quite terrible when one considers that they love eating humans, and consider elves to be gourmet food.

  • Orcs once tried to copy the dwarves and create their own steampunk-ish machines. The production of tanks was more or less succesful, though the lack of resources ultimately leaded the orcs to give up. The production of airships, on the other hand, was an absolute disaster, and, though the airships were suppoused to survive each battle, most of their enemies ended up believing that orcs simply came up with the concept of kamikaze attacks.
Edited by Area-569 the Second, Oct 31 2017, 08:28 PM.
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Area-569 the Second
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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.
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Larsland
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I'd like to RP a multi-racial civ one day.
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Oriflamme
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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.
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Area-569 the Second
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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.
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Larsland
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I like the idea of cat ninjas. Especially if they are similar to Puss in Boots on Shrek.
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Area-569 the Second
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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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