Welcome Guest. Please login or register.
Did you miss your activation email?


gfxgfx Home Forum Help Search Login Register   gfxgfx
gfx gfx
gfx
  Show Posts
Pages: [1] 2 3
1  Santharian World Development / Magic in the Lands of Caelereth / Blarg on: 26 December 2002, 14:49:00
Uhh... sure..

Reagents: 5 snake scales exactly, and   a small onyx stone of about  1 drop  in diameter. The scales and the stone will be scattered over the symbol.

2  Santharian World Development / Magic in the Lands of Caelereth / Uhhh... on: 25 December 2002, 17:50:00
okay. I just wanted to make a really big-time spell, y'know? I guess I really didn't fathom it that much, how big a wall like that could be.

Reagants: well, what is there to use? I don't know what kind of magical formulas there are, like all the ingredients normally used in spells. I have no idea where to find ingredients for my formula. :smokin  

also, what would you suggest as a length and heights and casting time? I have no idea, if that won't work. It's designed to block people from chasing you for a while.

3  Santharian World Development / Magic in the Lands of Caelereth / Wall of Earth, Earth Magic, Level 10 on: 24 December 2002, 22:59:00
Name: Wall of Earth

School: Magician's Spell, Earth

Level:10

Spell Effects: Obviously, this spell creates a huge wall of Earth, usually about 1 stral long and 50 peds high. It's usually used to block someone chasing you from reaching you. It's a good thing to stall someone from getting to you, because they would have  go around the wall because of its heighth. A low rumbling will be heard for about 5 seconds, then a large wall of earth will shoot up.

Casting Procedure: The caster must stand still and draw in or out the Aura. The caster usually waves his hands left and right in front of him, as if literally feeling a wall. Then he or she must draw the symbol to create the Wall ( a horizontal line with an x in the middle of it) for what he or she intends to be the center of the wall. Then, the caster draws his arms  up as if carrying something, steps back, and shouts. "Mod Del!" (ooc: sorry, I don't know how to do the  letters with the apostrophe marks above them)

Target:
The target is the ground, obviously. This does not work with water, or in the Web, or Mythe. It must be solid ground.

Reagents:
The only Reagents for this spell is some of the caster's strenght. They will be more tired than they were before, although not very physically tired. It is more of mental exhaustion.

Magical School:
Magician's Elemental Earth Spell, level 10, Wall of Earth

Spell Class:
Enchantment

Range:
A level 4 spell is about half a Stral, and a level 6 spell is three fourths of a stral. 4, 6, and 10 are the only levels available for this spell. As you can see, it is a very powerful and potent spell, and kind of easy as there is no special kind of formula needed. Mediocre mages will be able to do the level 4 spell, as it requires less concentration. Good mages will be able to do the level 6 spell, as it requires much but not an extensive amount of concentration. And, very good mages can do the level 10 spell as it requires a very large amount of concentration, and leaves the mage mentally exhausted for a while

Casting Time:
Level 4: If an expert mage attempts a level 4 spell, it will only take him 5 seconds. If a good mage attempts it, it will only take him about 8 seconds, and if a mediocre mage attempts it, only 15 seconds.

Level 6: It will take the caster about 10 seconds to attempt this. If an expert mage attempts it, it will take him 8 seconds. If a mediocre mage attempts it, most of the time it will not work, unless they are close to being a good mage, then it will take them 20 seconds.


Level 10: This level is closed to all but expert mages. It will take the mage about 10 seconds to attempt this spell.

Duration:
This spell usually lasts about a day, depending on the level. The smaller level spells of Wall of Earth will be about half a day, or even only a few hours.

Counterspells:
There are no counters for this.

4  Santharian World Development / Places and Map Design / The Wild Islands on: 17 September 2002, 17:28:00
I'd like to add to the development of Sorren. The Wild Islands, a dangerous place where only the extremely brave or extremely stupid would venture.

Intro- It is unknown currently of the Wild Islands exact location. All that is known about its location is it is east of the continent of Sarvonia, somewhere south of the Crimson Isles which are just west of Nybelmar. It was discovered by a non-famous sailor, Jakar Ulk, who was a human from the port city of Dasai.

DESCRIPTION- As you may see from the title, the Wild Islands are as the title says-wild. No known nation has conquered it, or even known of it. Although theories have been speculated about a small unknown nation occupying it before the wild tribes of human "natives"  invaded. These theories were founded upon the finding of a suit of armor of very fine make, and a boulder which have ancient runes which are very incoherent and hard to translate, but are nevertheless thought to be Santharian runes . Whether a party of conquering soldiering explorers found it and attempted to conquer these islands without the Kingdom of Santharia knowing or these runes are of the native tribes' make.Jakar Ulk was the first one to find the islands, and found it upon his landing.  
There are 6 small islands .

Landscape- The Wild Islands are mountanous, covered with forests and rainforests alike.  Low clouds hang over the mountains, creating an eerie sense of serenity and peace.  But don't be fooled by what nature tells you. Poisonous snakes, insects, spiders, and carnivorous animals inhabit it.  

Climate- These islands are very hot and humid. There are about 16 inches of rain per year.

Inhabitants- As already mentioned, native tribes inhabit the land. There are approximately 7 different tribes found in the Wild Islands. They are very violent, often warring with each other, except for during high thunderstorms, because of their belief that the gods are angry with them. During those times, they usually hide in caves,  for fear their gods will strike them.  Luckily, Jakar Ulk  was able to escape. Usually, the inhabitants will approach you in a group of about 3 people, depending on the size of the group. They will attack you immediately and without mercy. This is an instant indication that the natives wish to be left alone. One group of such explorers that tried to conquer the Wild Islands carried three mages in their group. There were about 15 people, but they were very strong warriors. As soon as one mage cast his first spell on those islands, a group of 50 warriors instantly came and cruelly murdered the conquistadors. This also indicates they hate magic, and view it as a cowardly way of approaching battle. They usually wear nothing more than loin cloths made of fur, wear a topknot on their heads, and carry spears, bows, and hatchets. They usually paint themselves as an indication of how strong they are. Heavily painted people are either the chiefs of the different tribes, or they are just extremely powerful warriors of a high position. The different tribes indicate what tribe they are from by the color of their foreheads. Rumors of elven necromancers have been circulated through out Sarvonia. Jarak Ulk was one such man as to see a small group of zombies made from the nativesí bodies being controlled by an elf in a black robe. This also indicates one of the reasons the natives hate magicians so much.

5  Organization and General Discussions / General Santharian Discussions / Oh on: 18 September 2002, 14:51:00
Well, I do have an account with the RP board, but I didn't know this was a whole separate forum. I guess i better go register...

6  Organization and General Discussions / General Santharian Discussions / okay... on: 17 September 2002, 17:13:00
what about all this Levels stuff on your titles??? Oh, by the way,  I wanna change my character's bio. Becuase, as Koldar knows, I created a local god for Nybelmar. I want my character to be a servant of that god, Ghal. So, I know you guys are Admins, so I just wanted to let you know.

BTW: Uhh... animals aren't my things. But herbs I could do. Also, I'm working on a region of islands called the Wild Islands. I'm posting that in a few min. here...  

7  Organization and General Discussions / General Santharian Discussions / bye the way... on: 14 September 2002, 16:00:00
I'm confused about the provinces, Kingdoms, and such about Santharia.  It's really confusing, because one time it's Sarvonia, then it's the U.K. of Santharia, then it's divided up, and all this other stuff on all the maps. Is the whole continent one big kingdom or what ?what about the other continents anyway?

8  Organization and General Discussions / General Santharian Discussions / I'd like to be a major contributor. on: 14 September 2002, 15:42:00
Like my topic said, I wanna really start adding to the development of Sorren/Santharia. I've found that reading history, or just general stuff about mages, countries, and gods is really interesting, and I want someone someday to read my stuff and say "Wow, this guy made a great contribution to Sorren's development." Especially Artimidor. How would I go about really being one of the "big cheeses" here?

9  Santharian World Development / Places and Map Design / The Wild Islands on: 17 September 2002, 17:28:00
I'd like to add to the development of Sorren. The Wild Islands, a dangerous place where only the extremely brave or extremely stupid would venture.

Intro- It is unknown currently of the Wild Islands exact location. All that is known about its location is it is east of the continent of Sarvonia, somewhere south of the Crimson Isles which are just west of Nybelmar. It was discovered by a non-famous sailor, Jakar Ulk, who was a human from the port city of Dasai.

DESCRIPTION- As you may see from the title, the Wild Islands are as the title says-wild. No known nation has conquered it, or even known of it. Although theories have been speculated about a small unknown nation occupying it before the wild tribes of human "natives"  invaded. These theories were founded upon the finding of a suit of armor of very fine make, and a boulder which have ancient runes which are very incoherent and hard to translate, but are nevertheless thought to be Santharian runes . Whether a party of conquering soldiering explorers found it and attempted to conquer these islands without the Kingdom of Santharia knowing or these runes are of the native tribes' make.Jakar Ulk was the first one to find the islands, and found it upon his landing.  
There are 6 small islands .

Landscape- The Wild Islands are mountanous, covered with forests and rainforests alike.  Low clouds hang over the mountains, creating an eerie sense of serenity and peace.  But don't be fooled by what nature tells you. Poisonous snakes, insects, spiders, and carnivorous animals inhabit it.  

Climate- These islands are very hot and humid. There are about 16 inches of rain per year.

Inhabitants- As already mentioned, native tribes inhabit the land. There are approximately 7 different tribes found in the Wild Islands. They are very violent, often warring with each other, except for during high thunderstorms, because of their belief that the gods are angry with them. During those times, they usually hide in caves,  for fear their gods will strike them.  Luckily, Jakar Ulk  was able to escape. Usually, the inhabitants will approach you in a group of about 3 people, depending on the size of the group. They will attack you immediately and without mercy. This is an instant indication that the natives wish to be left alone. One group of such explorers that tried to conquer the Wild Islands carried three mages in their group. There were about 15 people, but they were very strong warriors. As soon as one mage cast his first spell on those islands, a group of 50 warriors instantly came and cruelly murdered the conquistadors. This also indicates they hate magic, and view it as a cowardly way of approaching battle. They usually wear nothing more than loin cloths made of fur, wear a topknot on their heads, and carry spears, bows, and hatchets. They usually paint themselves as an indication of how strong they are. Heavily painted people are either the chiefs of the different tribes, or they are just extremely powerful warriors of a high position. The different tribes indicate what tribe they are from by the color of their foreheads. Rumors of elven necromancers have been circulated through out Sarvonia. Jarak Ulk was one such man as to see a small group of zombies made from the nativesí bodies being controlled by an elf in a black robe. This also indicates one of the reasons the natives hate magicians so much.

10  Santharian World Development / Cosmology, Myths and Religions / ugn on: 05 January 2003, 18:13:00
Koldar, you're starting to put words in my mouth. No offense, but that's not what I intended at all. I had no intentions  of creating some elite group of Soldiers, and I had no intent on limiting the Soldiers to so small a border. They are able to go as far and wide as they need to. If it was true that White Lions were the only ones able to leave the areas of the Temples, then there would be a whole lot more of them then there would be Soldiers. When criminals are on the run, they go far and wide to escape justice, and there would be a lot of criminals running loose. I don't mean to make it sound like there is constant violence and thievery and such on Nybelmar and in Korewyn, but I don't intend to add stuff to Ghalene Priests. The idea of White Lions is a good idea, but I don't think it is really necessary. I intend them to be priests that meddle in governmental affairs, such as representing the Ghalene Church, and being advisors and such, and nothing else. They can be Healers with a little knowledge of weaponry, or they can be Soldiers with a little knowledge of Healing, but nothing else. Please do not try to change it that much. It really messes up what I originally intended Ghalene Priests to be like.

Loreney: Okay, I'll work on it sometime, but not today. I'm going to bed.

11  Santharian World Development / Cosmology, Myths and Religions / Well... on: 02 January 2003, 18:45:00
it won't work. I tried logging in, but nothing happens. It doesn't say that I'm logged in, and I was unable to edit my posts. Now neither of my accounts are working properly. I have two Rhuken's, both with different passwords from the other.

BTW: it seems that you have Loreney already pretty well developed. I have no idea where to start.

12  Santharian World Development / Cosmology, Myths and Religions / I gotta idea! on: 02 January 2003, 18:35:00
Well, for one, I just wanted to keep  the church and the government separated. That's why I made it kind of comlex. The temples can be used as courthouses, if the government refers those cases to the church.:hat  (i love that emiticon).  I don't think you'd appreciate it if the church was the law enforcement itself.

I think it would be a good idea if the temples served the emporer, like you said. If you think that Ghal's church is the entire side of the law enforcement branch of the gov., then I'm fine with  that.

Sure, I can work on Loreney. What do you have so far on it, and what are my guidelines for it?

What you said about toning the Soldiers down a little bit, I don't really understand what you're talking about. What do you mean by "tone it down"?

Also,  that thing you said about those special kinds of swordfighters: I think i can work on that if you want me to. But, I am having a hard time understanding what you mean. Are they to be an alternative kind of Soldier, or are they to be an elite kind of force that does different kinds of jobs? Soldiers of Ghal are open to all kinds of assignments, whether it be bringing criminals down, or protecting the emporer, or even being bouncers or something like that. It all kind of varies between what the Temple Rulers call them to do.  I suppose I could make another kind of soldiers called The White Lions or some such title. They could be the kinds of Soldiers that specificly deal with advising and protecting all the important people who serve on the government or something. Would that be good?

Btw: I already have a local account with the RP Board, and I don't know if having two accoutns is going to work.

13  Santharian World Development / Cosmology, Myths and Religions / Llamas rock on: 31 December 2002, 22:39:00
That means, that their armour is affected by their rank, while a small emblem of their rank is embroidered on the breast of the cloak they wear. The constant symbol of  Soldiers is a balanced scale right above the visor of their helmet.

14  Santharian World Development / Cosmology, Myths and Religions / Event: Your first Mission... on: 30 December 2002, 18:55:00
Names- Ghal (of which is almost never mentioned, because using his true name might anger him), The King of Justice, The Impassive One, His Most Mighty and Highest Majesty of Justice, The One Whose Name Shall Damn, The Bearer of Justice, He Who Tarries in the Ship of Justice that Never Decays

Overview- Ghal is often used as a symbol of order and justice, obviously.

Appearence- He is often depicted in paintings as a king holding a balanced scale in his right hand, and a sheathed sword in his left hand. He often wears a long flowing pure white robe, and a crown. Ghal is also depicted sitting on a throne which represents justice itself. The scale in his right hand (of which is always even) represents balance in the society, which his followers must uphold. The sheathed sword represents never drawing one's sword unless justice calls him to do so.

Mythology-  He uses Justice to maintain peace and harmony in the universe. The King of Justice believes in using his own power only when necessary to come closer to acheiving his purpose of perfect justice as far as his influence is. He uses His servants to accomplish many of these things himself.   He is usually celebrated around spring time, cause it is said to be the most peaceful and harmonious time of year, when his servants can relax a bit.

Lore- Ghal was created as a demi-god at first during the Dream , who was told by Ava herself that if he could uphold Justice in the whole world for 100 years, then he would become a god. During his existence as a lesser god, he gained many followers in the beginning of man's first civilization era. He was the basis of all nation's justice systems by the time he had completed his quest, and maintained justice everywhere in Sorren for 100 years. He upheld the peace, and nations everywhere rejoiced in his name. Then, Ava came to him herself and granted him the power of a greater god, to have his own church. Now he has not as much of an influence because of other gods.

Importance- He's responsible for upholding justice for all those nations that follow in his name. Anyone is allowed to worship The Impassive One. He is worshipped and pleased only when his devoted followers maintain peace and justice wherever they are assigned. Priests of Ghal are usually soldiers who bring criminals to the local government to punish them. Soldiers sometimes will receive divine  help if a case is too hard for themselves to handle. Sometimes, the government might refer those certain cases to Ghal's church, in such cases they may determine the criminal's punishment. Then, the Soldiers bring the offenders to a Temple Ruler to determine a proper sentence.

Symbols- The Even Scale is often used as his symbol, or a sheathed sword. All of these relate to his depiction in paintings. the throne of justice is also a symbol of He Who Tarries in the Ship of Justice That Never Decays. .

Celebrations- during spring, the temples are packed with his followers. They feast, dance, and drink at night, but during the day they go out and preach, even the Soldiers of Ghal, while a few handful remain to keep the peace.

Temples- Temples of Ghal are usually large and spacious, and domed. The front entrance always has one of the symbols of Ghal above its large oaken doors. Above that symbol is large carved writing saying "THIS IS THE HOUSE OF THE KING OF JUSTICE. ENTER, AND FEEL PEACE." There are two kind of priests to Ghal. There are the Soldiers of Ghal, who use their fighting prowess to keep justice, and there are the Healers of Ghal. There are quarters for the priests in the lower level, while a shrine with Ghal's statue is surrounded by many flowers, and other beautiful plants surround it. This shrine is the first room you see when you walk in the temple. There is also an altar, where the Ruler of the Temple (usually a Soldier of Ghal) has his or her sheathed sword sitting on top. They never draw it, for it is one of Ghal's gifts and represents peace.

Rulers of Temples usually have two swords.

Ghal's Gifts are blessing bestowed upon his most beloved servants by Ghal himself. He usually comes to them in dreams. Ghal's Gifts may include increased mage power, or the ability to go long periods without any nourishment, or many various things.

Healers of Ghal: They draw their power from Ghal, obviously, and heal those in need. Since  Ghal uses these Healers as his tools to acheive his purpose, the Healers do not have the authority to heal people when Ghal deems it unnecessary. It becomes impossible for them. It is important that they do not become proud and think that the Healing power they possess is their own, and not Ghal's.

Soldiers of Ghal: As said already, they are more like constables in a way.  The gifts they are given are usually foresight about events, people, and other things. They sometimes can have influence over peoples' actions or thoughts. Sometimes, in times of emergency, they can be granted divine strength or speed, and when finding a criminal seems impossible, can receive wisdom as how to find that person.  It all depends on Ghal's will and what he knows is best.

Priest Overview: All Priests, the Healers and the Soldiers, are very polite, but very cautious. They are trained to be patient with others, and never to say a bad word against them. A Soldier never draws his sword unless provoked to, and even then must be absolutely certain of what he is doing. A Healer must always heal those if it is Ghal's will, and never refuse someone from them. It is not always so obvious what Healers look like, for they may dress how they want to, except in the Temples, in which they dress in silver shimmering robes. However, Soldiers of Ghal are usually  dressed in armour of their rank above the visor. According to their rank, from least to greatest(Sword, Throne, Scale, Temple) they wear less to more armour. A Temple ranked Soldier would wear full plate mail most of the time, and a Sword would only wear heavy chainmail with leather over it.

15  Santharian World Development / Cosmology, Myths and Religions / Ya know on: 30 December 2002, 18:04:00
well, Ghal's church is open to all ethnic groups and races. It really doesn't matter what kind of race a priest is, as long as he is faithful in his calling.

I would definately prefer Ghal inside Korewyn. I know it might be somewhat difficult to integrate him into that nation, but Korewyn has almost nothing as far as religion is concerned, which is why I want to develope it first because it is one of the most important nations in Nybelmar. Aca-Santerra seems to be pretty well developed as far as its religion goes, so I want to keep the two nations even, if that makes any sense.

By the way: I still would like to know what you want me to do as far as Nybelmar itself is concerned. At least give me a specific assignment to do, because I really would like to help on this.

Korewyn, if you think about it, is a lot like Gondor (LOTR, obviously) it seems like because it is a very organized and steadfast nation. I would really like Ghal to fit in to it, because I think it would give it a lot of more characterization. I hope you can see why I want Ghal to be a major part of Nybelmar.

BTW: I'm gonnna put my 3rd post on Ghal next.

Pages: [1] 2 3
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2005, Simple Machines
TinyPortal v0.9.8 © Bloc
Valid XHTML 1.0! Valid CSS!
Theme based on Cerberus with Risen adjustments by Bloc and Krelia
Modified By Artimidor for The Santharian Dream
gfx
gfxgfx gfxgfx