New World Atheria (LORE)
4 years ago
General
Lore for a new world iv created with the help of some friends.
the new world is called Atheria and is a place teaming with life. I apollogize in advance if this all seems repetative. It is a First Draft after all. will refine in time and add more as we go along and open up the world.
The current Games Setting takes place 4000 years after the events in Mundus era (AKA time of Chaos).
a pretty standard set up i feel but it works for the type of game weve put together. very very fun working with these guys.
The lands of mortals.
4 major tribes.
Habor: Habornian. Harsh desert plains and craggy mountains, dangerous land with wild savage tribes roam here. Being the source for most opposition by the empire, more fighting goes on here between the tribes and the empire. Highly aggressive and resistant to change the Haborian people are superstitious and adhere to oral traditions more than keeping things written down. Very little of their history or culture gets shared with outsiders. But from what has been revealed about their people is one of deep spiritual connections with life, nature and ancestral ties. Family seems more important than anything else and they take the raising of the young very seriously.
A Show of strength and respect is often cautioned before engaging with a Haborian, interactions can sometimes be stressful, but resilience and a show of force can sometimes be more successful here than guile or tact.
Lathor: Lathorian. The deep lush forests and jungles of lathor are densely packed with interspersed cities built out of natural stone formations or giant HomeTrees. The Lathorian people may appear peaceful but encounters with them have been mainly hostile since the empire encroached on their lands. Guerrilla warfare seems to be their forte with extremely successful hit and run tactics that leaves forces decimated. However, deep Unarmed expeditions with the intent to learn and study produces a far better response. Expect to be deeply immersed and integrated into their society if all you do is watch and observe. Making friends with a Lathor is a friend for life and their loyalty is unbound. Lathor is also where the first Elder Stones were discovered and the Lathor people make an effort to guard the groves where such stones grow.
Thera: Therian. The highly spirited and cunning therian people live by the way of the ocean, sailing from coast to coast and living as pirates, traders and merchants. Never missing the opportunity to earn a bit of coin. Therians love to haggle and the art of the deal is their game. Just be sure to check your pockets before walking away. Sailing on the oceans is a little like the nomadic tribes of the Habor. Never staying in one place for too long. Therins love the sea and traveling from place to place, hard to keep one pinned down. But if you're up for an adventure and seeking treasure with high stakes involved, join a merchant vessel and see where it takes you.
Aquil: Aquillian. The highly intelligent but shrewd Aquillia are open to change, and respond to outsiders open handedly, their warm welcoming exterior however maskses deeply complex and sophisticated thinkers and inventors, theres were the first magi and the Magi counsel resides in the capital of Aquillia, when the empire was first born it was the Aquillians who first accepted it. Aquillians do not engage in combat rather preferring diplomacy over violence and use much of their strategic mindset to outthink their opponents. Rather than a display of force, a show of status and social standing is in order. And never think that you have the advantage until you know where you stand with an Aquillian.
Athera, mother of all creation.
The 7 Guardians. Children of Athera.
Feron, Guardian of Beasts. Male. Gifts: hunting, the wilds,
Auron, Guardian of Mountains. Male. Gifts: shelter,
Kyron, Guardian of Forests. Male. Gifts: farming, produce,
Tyron, Guardian of Seas. Male. Gifts: fish, aquatic travel,
Sylva, Guardian of Plains and Skies. Female. Gifts: wind, rain, travel,
Solara, Guardian of the Sun. Female. Gifts: heat, healing, light, stars.
Nera, Guardian of the Moon. Female. Gifts: dreams, afterlife,
Empyrion. Father of the Stones.
Long Long before recorded history and the time of Chaos. Atheria was a world of unbound wilderness, endless beauty, the people lived in the mountains and forests of this great lush world, as one with nature as the rocks and trees are. the spirit of Atheria was felt everywhere and In all things. Peace and order was born from the balance that Atheria represented.
Elder Stones originated from Atheria, it wasn't until the Guardians Woke them, that Elderstones became so widespread. The size of a stone can often correlate with how powerful it is as well as some of its other abilities. Elder Stones effects on organics can vary depending the time of exposure to their energy.
Also, this energy comes in the form of Particles or...as we would know them. as a sort of Radiation. These particles are known to penetrate or pass through other materials and substances. and takes away from the Stones Source. which by the way is the Stones Life Energy or matter,
the more the energy is used up the less the stone can be used. and it begins to fade. stones require time to "Heal" or "Feed", to recharge and replenish their Energy. and yes this energy is called Mana. for the sake of brevity
so..while the stones are alive and considered living things. It should be noted that most Mages who develop bonds with their individual stones are allowed to share their own life energy with their stones so the two can symbiotically benefit from one another, the magi directs the stones energy and produces an effect, and the stone provides the energy capable of producing that effect.
but with a Mundus stone, it's the opposite effect, the Stones corrupted by outsiders, are like parasites and feed off the lifeforce of their magi while producing terrible and devastating effects that can hurt or harm the world around them
it is also possible for magi to , completely drain an elderstoen or mundus stone of their mana for the sake of performing Higher level spells that can have Wide ranger longer lasting effects, such as was seen during the Mundus Era where magi so desperate to save comrades and whole countries would, sacrifice half their life force along with the full life energy for their elders towns and literally Wish away the corrupting influence of the demons and mundus stones
and it is because of this very Era and the devastation that it wrought is why there are not so many Elder Stones Or even magi left in the world.
to become a magi. one must have a bond with a stone, and the stone must not only be willing but a trail is in order to see if both stone and magi are worthy of the tasks laid out before them. to ensure the continuation of this world's purity and to keep what Atheria has provided in flux.
In the earliest days of recorded history. Atheria was a world of turmoil and chaos, otherworldly beings sought to take over and control the mortal realm through possession and corruption. Mortals found themselves on the brink of destruction. That is until the great guardians appeared, 7 worldly beings wielding the power of nature itself, pushed back the demonic presence.
When the deed was done the guardians all returned to their resting places back to their slumber, all but save for 1. One who saw potential in mortals and felt the day would come that the guardians would be needed again, he alone stood at the gates between this world and the guardians resting place. Preparing for the day when he and his brethren would be needed again.
Elder Stones were introduced to the realm of mortals, as a means of harnessing the power of the planet itself to fight the demonic presence and their corruption. These Live stones possess individual personalities of their own and when in harmony with a magi (a practitioner of magic) they allow the users the ability to alter and affect the environment around them. But Demons. In all their evil were still capable of influencing the minds of mortals even from the beyond and taught some mortals how to corrupt the stones themselves and turn them against the planet itself, these were appropriately known as Mundus Stones and had dark powers.
~Atherian Lore~ The 7 Guardians, AKA the children of Athera, are 7 legendary beasts with incredible power and wisdom. through them are shaped many of the lands that reside now. Together they help keep the balance between mortals and nature, and protect Athera from outsiders like demons, wrights and undead. Through them they helped mortals learn about magic and spiritualism. awakened the first Elder Stones and taught how to harmonize with the planet. they were respected, and looked upon as deities.
~Altho the guardians were powerful. they drew that power from the planet itself, Athera, the spirit of the planet, provided all with her bounty and promise of new life every year. but the time of chaos caused great wounds in Athera that took centuries to heal, and that power became withdrawn as the planet itself had to heal, and so the guardians without much power themselves and lacking the ability to protect not only themselves , planet and mortals. went into a deep sleep. waiting for a time when there would be need for them once again. Only the youngest of the 7 , Feron the wild, stayed awake, to become a warden and watch over his siblings, the planet , and its children, always roaming in a different form or shape, passing through the gates to keep eye on the other side and make sure those gates between this world and other world, securly closed and sealed. Each Guardian sleeps at one of 6 gates, forever watching over this world. even in slumber.
the new world is called Atheria and is a place teaming with life. I apollogize in advance if this all seems repetative. It is a First Draft after all. will refine in time and add more as we go along and open up the world.
The current Games Setting takes place 4000 years after the events in Mundus era (AKA time of Chaos).
a pretty standard set up i feel but it works for the type of game weve put together. very very fun working with these guys.
The lands of mortals.
4 major tribes.
Habor: Habornian. Harsh desert plains and craggy mountains, dangerous land with wild savage tribes roam here. Being the source for most opposition by the empire, more fighting goes on here between the tribes and the empire. Highly aggressive and resistant to change the Haborian people are superstitious and adhere to oral traditions more than keeping things written down. Very little of their history or culture gets shared with outsiders. But from what has been revealed about their people is one of deep spiritual connections with life, nature and ancestral ties. Family seems more important than anything else and they take the raising of the young very seriously.
A Show of strength and respect is often cautioned before engaging with a Haborian, interactions can sometimes be stressful, but resilience and a show of force can sometimes be more successful here than guile or tact.
Lathor: Lathorian. The deep lush forests and jungles of lathor are densely packed with interspersed cities built out of natural stone formations or giant HomeTrees. The Lathorian people may appear peaceful but encounters with them have been mainly hostile since the empire encroached on their lands. Guerrilla warfare seems to be their forte with extremely successful hit and run tactics that leaves forces decimated. However, deep Unarmed expeditions with the intent to learn and study produces a far better response. Expect to be deeply immersed and integrated into their society if all you do is watch and observe. Making friends with a Lathor is a friend for life and their loyalty is unbound. Lathor is also where the first Elder Stones were discovered and the Lathor people make an effort to guard the groves where such stones grow.
Thera: Therian. The highly spirited and cunning therian people live by the way of the ocean, sailing from coast to coast and living as pirates, traders and merchants. Never missing the opportunity to earn a bit of coin. Therians love to haggle and the art of the deal is their game. Just be sure to check your pockets before walking away. Sailing on the oceans is a little like the nomadic tribes of the Habor. Never staying in one place for too long. Therins love the sea and traveling from place to place, hard to keep one pinned down. But if you're up for an adventure and seeking treasure with high stakes involved, join a merchant vessel and see where it takes you.
Aquil: Aquillian. The highly intelligent but shrewd Aquillia are open to change, and respond to outsiders open handedly, their warm welcoming exterior however maskses deeply complex and sophisticated thinkers and inventors, theres were the first magi and the Magi counsel resides in the capital of Aquillia, when the empire was first born it was the Aquillians who first accepted it. Aquillians do not engage in combat rather preferring diplomacy over violence and use much of their strategic mindset to outthink their opponents. Rather than a display of force, a show of status and social standing is in order. And never think that you have the advantage until you know where you stand with an Aquillian.
Athera, mother of all creation.
The 7 Guardians. Children of Athera.
Feron, Guardian of Beasts. Male. Gifts: hunting, the wilds,
Auron, Guardian of Mountains. Male. Gifts: shelter,
Kyron, Guardian of Forests. Male. Gifts: farming, produce,
Tyron, Guardian of Seas. Male. Gifts: fish, aquatic travel,
Sylva, Guardian of Plains and Skies. Female. Gifts: wind, rain, travel,
Solara, Guardian of the Sun. Female. Gifts: heat, healing, light, stars.
Nera, Guardian of the Moon. Female. Gifts: dreams, afterlife,
Empyrion. Father of the Stones.
Long Long before recorded history and the time of Chaos. Atheria was a world of unbound wilderness, endless beauty, the people lived in the mountains and forests of this great lush world, as one with nature as the rocks and trees are. the spirit of Atheria was felt everywhere and In all things. Peace and order was born from the balance that Atheria represented.
Elder Stones originated from Atheria, it wasn't until the Guardians Woke them, that Elderstones became so widespread. The size of a stone can often correlate with how powerful it is as well as some of its other abilities. Elder Stones effects on organics can vary depending the time of exposure to their energy.
Also, this energy comes in the form of Particles or...as we would know them. as a sort of Radiation. These particles are known to penetrate or pass through other materials and substances. and takes away from the Stones Source. which by the way is the Stones Life Energy or matter,
the more the energy is used up the less the stone can be used. and it begins to fade. stones require time to "Heal" or "Feed", to recharge and replenish their Energy. and yes this energy is called Mana. for the sake of brevity
so..while the stones are alive and considered living things. It should be noted that most Mages who develop bonds with their individual stones are allowed to share their own life energy with their stones so the two can symbiotically benefit from one another, the magi directs the stones energy and produces an effect, and the stone provides the energy capable of producing that effect.
but with a Mundus stone, it's the opposite effect, the Stones corrupted by outsiders, are like parasites and feed off the lifeforce of their magi while producing terrible and devastating effects that can hurt or harm the world around them
it is also possible for magi to , completely drain an elderstoen or mundus stone of their mana for the sake of performing Higher level spells that can have Wide ranger longer lasting effects, such as was seen during the Mundus Era where magi so desperate to save comrades and whole countries would, sacrifice half their life force along with the full life energy for their elders towns and literally Wish away the corrupting influence of the demons and mundus stones
and it is because of this very Era and the devastation that it wrought is why there are not so many Elder Stones Or even magi left in the world.
to become a magi. one must have a bond with a stone, and the stone must not only be willing but a trail is in order to see if both stone and magi are worthy of the tasks laid out before them. to ensure the continuation of this world's purity and to keep what Atheria has provided in flux.
In the earliest days of recorded history. Atheria was a world of turmoil and chaos, otherworldly beings sought to take over and control the mortal realm through possession and corruption. Mortals found themselves on the brink of destruction. That is until the great guardians appeared, 7 worldly beings wielding the power of nature itself, pushed back the demonic presence.
When the deed was done the guardians all returned to their resting places back to their slumber, all but save for 1. One who saw potential in mortals and felt the day would come that the guardians would be needed again, he alone stood at the gates between this world and the guardians resting place. Preparing for the day when he and his brethren would be needed again.
Elder Stones were introduced to the realm of mortals, as a means of harnessing the power of the planet itself to fight the demonic presence and their corruption. These Live stones possess individual personalities of their own and when in harmony with a magi (a practitioner of magic) they allow the users the ability to alter and affect the environment around them. But Demons. In all their evil were still capable of influencing the minds of mortals even from the beyond and taught some mortals how to corrupt the stones themselves and turn them against the planet itself, these were appropriately known as Mundus Stones and had dark powers.
~Atherian Lore~ The 7 Guardians, AKA the children of Athera, are 7 legendary beasts with incredible power and wisdom. through them are shaped many of the lands that reside now. Together they help keep the balance between mortals and nature, and protect Athera from outsiders like demons, wrights and undead. Through them they helped mortals learn about magic and spiritualism. awakened the first Elder Stones and taught how to harmonize with the planet. they were respected, and looked upon as deities.
~Altho the guardians were powerful. they drew that power from the planet itself, Athera, the spirit of the planet, provided all with her bounty and promise of new life every year. but the time of chaos caused great wounds in Athera that took centuries to heal, and that power became withdrawn as the planet itself had to heal, and so the guardians without much power themselves and lacking the ability to protect not only themselves , planet and mortals. went into a deep sleep. waiting for a time when there would be need for them once again. Only the youngest of the 7 , Feron the wild, stayed awake, to become a warden and watch over his siblings, the planet , and its children, always roaming in a different form or shape, passing through the gates to keep eye on the other side and make sure those gates between this world and other world, securly closed and sealed. Each Guardian sleeps at one of 6 gates, forever watching over this world. even in slumber.
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