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Mist

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PostSubject: Jaanaharis   Sun Jul 20, 2014 8:52 pm

Jaanaharis

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Toregth:
The Largest continent on the world, Toregth lies mostly south of the equator. Much of the continent is controlled by the Soniette Empire but three other empires also manage to exist despite the larger power. Toregth lost quite  large section of it's  population to Zeus de Driego, one of the vampire lords. By the end of the 4th era very little of the continent was left untouched by the vampires reign.  Toregth has many different climates present due to it's many geological features and the  range of temperatures due to it's mass. The continent of Aeth is well known to have often raided Toregth , particularly the countries closer to the west.

The Soniette Empire:
The largest empire on Toregth and indeed the largest single nation on the planet of Jaahnaharis. The Soniette empire is ruled from Resrondal palace in Mielastieles, Theveisiel. The empire is likely the most aggressive  nation on Toregth and the best run nation which is often attributed to it's elven royalty.  Zues de Driego focussed his efforts mainly on the empire as he desired the blood of the elves and the copious amounts of blood he could gain from the behemoth which strained much of the empires resources during the era despite aide from outside. Despite this unfortunate age, the empire managed to survive without loosing land through careful use of it's forces but man of it's countries suffered.  Seivanies, heart of the empire, along with a few other countries were left stronger than the others after the appearance of the divine muses which marked the end of he fourth era.

Seivanies: homeland of the high elves, wood elves, ents and behemoth.
Seivanies is the heart of the Soniette empire, ruled from it's capital of Mielastieles in the province of Theveisiel directly by the Emperor and Empress. The country is made up largely of rainforest though it does have an eastern coastline on the sea of Teraht. Aside from Teraht, Seivanies is protected from all sides by the Helthiestais mountain range. Architecture within Seivanies is elegant in it's design inspired by woven branches bearing flowers and fruit. The buildings of Seivanies are augmented by nature which it tries to compliment and use rather than combat and thus many of the cities are layered through the trees. After the expansion of the empire, Seivanies original races reached a level of equality through respect.  Seivanies is also known to e very 'proper' through the influence of the elves. Women are expected to wear dresses  while chivalry is still expected of men yet  strangely at the same time women and men are seen as equals by most. Magic is quite favoured among the people of Seivanies.

Gresgriegoluth: homeland of the dwarves, gnomes, basilisks and cyclops.
Gresgriegoluth is known primarily for it's mines and is ruled by the Gestliel royal family (cyclops) from castle Neilgouth in Eriouth, Endougouth. The land is primarily a mountainous grassland, though very little grows higher upon the mountains and it is not uncommon to find thick bushes. The people of this country value skills in craftsmanship, mining and the ability to hold ones liquid (the last does no apply to the cyclops). Basilisks are outcasts everywhere but towns specialising in gravel or statues. Gender is of no interest in Gresgriegoluth nor is fighting ability as it is seen as unproductive. The people of this land are known to deal well with heat as they primarily live in underground cities. The architecture  is generally fairly crude, being made only for functional purposes despite the fact that the metal smiting from the country is quite styled based on where the goods are to be exported to.
Gresgriegoluth pays smaller tribute than most countries and in turn the country arms the empire. The people of this country prefer the use of technology over the energy draining use of magic.

Leivelrieth: homeland of unicorns, minotaurs and goblins.
A harbour country ruled by a parliament who meet and often live in castle Reis of the city Eleterail, Noleith. The  land is made up of savannah to the north and sparse forests to the south. The cities are complex constructs to the north with more open and simple cities in the south.  The architecture is plain yet still somewhat elegant in Levelrieth. The people of the country get along with each other fairly well, despite their differences through a mutual understanding of their abilities which was founded many years before the empire took the land and still persists o this day. Magic is generally favoured all over the country but technology is more common in the north.

Doleria: homeland of the earth elementals, centaurs, basic nephilim and cupids (two winged and four winged angel kin)
The largest country in the empire,  it is generally a land of nomads and lacks prosperity which has led to a noble family of ents being sent to become Doleria's royal family. Doleria is made up of a dessert to the north and savannah to the south. Elemental tribes generally prefer the northern desserts though the Merthi tribe lives in the south with the centaur tribes. The angel-kin live in small tribes across the entire country. The nomadic ways of life are however beginning to wane with the influences of the Reilastil ent family.


Senlokvieras: homeland of the celestials and sprites.
A country devoted entirely to the gorgeous, glowing celestial trees. This country produces large amounts of money through the trade of celestial tree wood and paper which is used in the making of books of shadows. Celestials and sprites rely on the trees for food (the fruit), income and shelter as the sprite live in the tree's hollows. The two races work harmoniously as the giant celestials move trees while the sprites do the fine work. Celestials proved to be quite a combat force due to their sheer size yet the country of Senlokvieras preferred to simply sign the treaty and join the empire rather than risk damage to the trees.





Hyrania:
The archipelago continent with it's many different climates. This continent is still primarily under the rule of Valencia Nosferatu, one of the vampire queens though a dukedom is ruled by one of the alpha lycanthropes. Most of the countries inhabitants are by nature aquatic and adapted to marine life enough to be able to breath underwater. The continent is made up of hydras, mermaids, ceccilia, hippocampi and other aquatic races. The continent is slightly more peaceful that Toregth but retains an interest in expansion.


Last edited by Mist on Sat Jul 26, 2014 1:29 pm; edited 5 times in total
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PostSubject: Re: Jaanaharis   Sun Jul 20, 2014 8:53 pm

Races:

Elves: there are 4 different types of elves, High elves, Wood elves, Fire elves and Dark elves.

High elves have very light skin tones, are quite tall (about three heads above a human male.) and have pointed ears. Pure bred High elves are always beautiful, slim creatures an usually have an air of elegance to themselves.

Wood Elves have skin tones that vary as much as human skin tone. They are usually a head shorter than the average human. Although the purebred wood elves have elven beauty, they lack the elegance of the high elves. Wood elves, like high elves, have pointed ears.

Fire elves have skin in shades of red and orange. They, like wood elves, are about head shorter than the average human. Fire elves have pointed ears, and when purebred, beauty and slim builds like wood eves and lack the proud air of the dark elves.

Dark elves have black skin (by black I man the actual color and no the brown skin tone observed in humans. See black paint for an example.), pointed ears and stand about three heads above men, like the high elves. Purebred dark elves have beauty, slim builds and seem to give off a sense of superiority and pride.

Wood elves and high eves can use additive elven magic which allows them to influence the growth of a plant. Fire and dark elves on the other hand have subtractive elven race magic which allows them to case parts of a plant to decay (Though it will have no effect on the rest of the plant unless all nutrient sources are removed.)

Naming system-Sindarin and Sylvan.
Sindarin and Sylvan elves have a unique system by which they name their children. Normally an additive elf will have three or four first names, One given by the mother, one by the community and one by the father. The last name is given by the child significant other (in recent years, with the growing popularity of marriage for love, this is done as an engagement ceremony of sorts). Most elves use these first names interchangeably but some prefer to use a particular one of their first names. Elves usually also have double barrel surnames, when naming the child, each parent decides which of their last-names they would like to pass on to their child.

Dwarves: Dwarves, gnomes and leprechauns are all different sub groups of dwarves as a whole. The dwarven races have a passive magic that allows them to manipulate mythril. Whether this is to string the material into thread or meld it into a strong armour through the use of irons only dwarves are capable of using the material. All dwarves are generally short and stocky, at tallest they will usually be only  be half way up the thigh of an average sized human. General dwarves all have beards while gnome in general lack beards. These two races have normal hair. Shadow dwarves and leprechauns have hair that appears somewhat metallic and the shadow dwarves like the dwarves will  have facial hair. Dwarf air is also known to be  a source of mythril, though dwarves are generally protective of their manes.

Cyclops: Cyclops are generally slightly taller than humans and will always have only a single eye. The teeth of cyclops are flat ad they have only three toes and a small horn on their temple. Other than that, cyclops are indistinguishable from humans should one not look at their internal organs.  Cyclops are known to be excellent  with the  design of their metal work which is usually quite gorgeous despite their visual imparity.

Centaurs: Centaurs are known for the predictions they make through the images they see in their dancing stars. Essentially centaurs never see the sky as it actually is but as a vast array of lights dancing into a particular picture. Visually a centaur is nothing more than a man or woman who has the body of an equine creature or a camel in place of their legs.

Minotaurs: A humanoid bovine creature with hand instead of hooves on their front limbs, minotaurs are slightly larger than cyclops and are covered in hair. Minotaurs like the elves, have a magic specific to their kind which can cause those nearby to loose their bearings. This innate ability of the minotaurs results in the maze like cities that they construct.

Goblins: Slightly taller than dwarves, goblins are scaly humanoids with slit pupils and nostrils. Their scales are usually murky shades of green and their teeth are sharp which matches their forked tongues.  Goblins are by nature timid, and seem to easily make themselves seem weaker and smaller whenever they feel even the slightest bit threatened. Goblins have been known to have hair and they usually are built quite thinly.

Sprites: Sprites are a good deal taller than goblins yet still noticeably shorter than humans. They have slightly shiny skin and delicate features as well as very delicate builds. Sprites have small fi like things near their wrists and ankles as well as having larger eyes than humans in comparison to their size. Sprites are also notably ar more in tune with the emotions of those around them than any other race in general.

Hyrania races.

Hydras:
Formerly a reclusive race, the hydras have become far bolder following the rise of the Eternal Empire. Hydras are almost indistinguishable from humans while in their human form. In their bestial form, a hydra appears as a dragon with one head of more. It should also be known that removing a hydras head inhuman form will simply result in it immediately re-growing (following the top layer of severed tissue being shed). In bestial form, two head will grow from the stump after the top layer of tissue is shed. Hydra are notably weaker than dragons with a weaker breath attack (as well as the fact that one head can only ever breathe one element, and there will always be more head of the dominant element/s) and have a slightly lower of mythril. Hydras are still just as large as dragons. Water, ice, darkness and fire hydras are able to breath in water.

Hydra magic is propagation. Chanting, they are able to manifest multiple streams that take on the quality of whatever magic or energy it first flows through (without affecting its strength/power) . This is often used in conjunction with another spell, usually cast by a partner.

Merpeople:
Originally said to be from Ailashara (many of whom still remain faithful to one of the Sharan religions), the merpeople are indistinguishable from humans from the waist up. Below the waist, their bodies are scaled and fish like, though they are said to be entirely mammalian. Merpeople are unable to take a human form, hence they will slither or hop around on land or make use of golems and familiars. Mermaids are aquatic, and able to breath in both air and water.  Mermic magic is often conceptualised as defensive water magic. Chanting in their tongue, a mermaid are form an array of different shield out of the available water.

Ceccilia:
Also known as Octoids or Decoids, the Cecilia are a sub-group of the mermic race. Cecilia, like basic mermaids, are human from the waist up. From the waist down, ceccilia have a muscular octopus body complete with a beak where excrement is expelled. Cecilia skin varies from a human like skin to more octopi like between different groups of cecillia. Cecilia are mammalian, despite their molussk like lower bodies.  Cecillia have what is categorised as offensive water magic instead of basic mermic magic. This magic is also a cast magic, allowing them to heat, electrify, freeze or attach stinging effects or increased weight. The shock from this would be akin to a spark from a trick buzzer, and all others around roughly as powerful. Regardless, a ceccilia is likely to constantly fling droplets at their target till their mana is depleted. The weight effect causes the water to do the damage of piece of stone similar in size to the droplet (or amount of water).

Hippocampi:
Equestrian creatures of the lakes and ocean, hippocampi have a horse-like body but their lower legs are long, hard and pointed with fins behind. Their tails are long, similar to that of a mermaid but longer. This is a hippocampus in its bestial form. The human form of a hippocampus is indistinguishable from that of a normal human save for the gills on their neck. Chanting in it’s tounge, a hippocampus is able to enthral an osteocythe for a time.

Dragons: Those exiled to the east (and Hyrania) are most prominent as they retain much of their political and social capital. The Drakkonian dragons are no different really from the Draconian dragons and the Han-dragon but they simply retain a high standing in society. Stronger breath attack (and more varied in greater drakes), greater strength and a higher grade of mythril places dragons as more powerful than hydras (atleast initially). Dragons are indistinguishable from humans in their human form, but there are two primary sub-groups of dragons. All greater dragons have wings in their true form, and can breath puffs and balls of each element but can maintain longer breath attacks when breathing their own element. Lesser earth and water dragons lack functional wings for flight, water dragon wings being adapted to swinging and earth dragons simply having vestigial appendages. Both grow to have a body (minus neck, head and tail) the length of a bus. When standing with the front leg fully erect, the dragons back will be about the height of a three story bus. A dragons tail can be anywhere between as long or thrice the length of it’s body, though longer tails are mostly found in noble lines ( like the Eternal line which includes Deivalli, Agrienma, Dracolas, Rairesondetre and Hailikeri families of La’merisy and Grogrowletht). Horns fins are often present on dragons, along with collars, spines and frills. Dragons’ scales are often very colourful and usually reflects the users’ element and heritage. Water dragons can breathe underwater while earth dragons are usually good diggers, often because of their claws shape. All greater dragons and lesser dragons are able to fly. Drakes, wyverrns and wyrms have similar features to dragons (on having no wings, another with a pair of wing/legs and hind legs and the last with no legs but sometimes wings.)  All drakes, wyverns and wyrms have mythril of the same grade as hydras.

Dragon magic is known to be pure destruction, shattering all it touches. Dragon magic can be controlled by the caster to destroy a specific area in a specific shape. The magic is useless against that which has been restored by a faerie magic (restoration) but is incredibly difficult to deal with. Dragon magic is however very mana-heavy and thus dragons tend to prefer to use other spells and their natural power.

Nymphs: Blue or purplish skinned humanoids with spined fins of their outer arms ( up to past the elbows from near the wrist) and on the back of the lower leg. Nymphs are prefer water but are amphibious, drawing oxygen from air with their lungs and from water with the gills between their costs and down to their waists. Nymphs have a tradition of painting and colouring themselves to represent a prominent aspect, the colour is chosen by a nymphic oracle.

Nymphic magic allows nymphs to use bodies of water (to which they are physically connected) to be used as a sort of sensory organ. Chanting softly, a nymph will be able to hear and feel through the water. The amount of water a nymph can sense has its limits, nymphs are very careful to not ‘spread their consciousness to thin’ lest they are unable to retrieve it. Nymphs, if they so choose, are able to only use the water’s surface as a sensory organ rather than the entire body itself. This allows them a greater distance but sacrifices detail in the area.

Leviathan:In their human forms, towering three or even four head above high elves and dark elves, leviathans are the largest of the sentient races. Large, slanted, oblong pupils and a body girth equal to that of a elf (not comparative in height, their waist and hips are equally wide despite the leviathans height), leviathans often seem to scare people. Despite this, in their true forms, they are even larger. Three times the length of a blue whale and around 1.5 times it’s height, they are entirely aquatic mammals with gills which allow them to remain underwater indefinitely. Sharp teeth in their long lower mouths remain hidden while the simple baleen plates are left visible. Their upper mouth has many sharp teeth including a large tusk. Leviathans have fifty-six eyes ( 42 crystal and 14 humanoid) on its body, most of which are on their heads with a single of near the tail and some going down the back to just behind the torso. All it’s eyes are functional

Chanting, a leviathan is able to dull or even completely nullify all magic in an area around itself. The strength, time and area of the spell is up to the caster to decide but it remains stagnant throughout its duration and increasing any of the attributes will increase the mana-cost.


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PostSubject: Re: Jaanaharis   Sat Jul 26, 2014 1:19 pm

Just some extra notes. I will reorganize everything when I have some time.

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Classes

Alchemists. Alchemists brew potions in the forms of elixirs (drinking), smelling salts (smell), philters (thrown/impact activated), tinctures (rubbed onto skin). Alchemists do ot use glass vials to hold potions but rather harden their own mana into vials to use for the same purpose. Alchemists make (and drink)  a certain potion which they have chosen from several different possible potions as their initiation into the art. These potions have an effect on the blood of the drinker, turning it into either a corrosive, a poison r a healing salve. The alchemists are immune to their own blood any any weaker poison save for herbal alchemists ( also known as anti-alchemists which refers to alchemists who's blood acts as a healing salve which is also poisonous to other alchemists.) who are completely immune to poison. Alchemists are also known for using heamomancy, and blood magic. Corrosive blooded alchemists are known as battle alchemists. All potion types can also be made to have predominantly negatives effects, when it is such it is considered a poison.

Witches. Witches use invocations and rhymes for magic along with an innate ability granted to them upon completing the Netlehstri Sacrament, The ability they are granted could be

  • Telepathy
  • Flight
  • Kiss of sleep
  • Invisibility
  • Magic deflection
  • Non-magic deflection
  • Nether serpent form
  • Soulsight
  • Ice touch
  • Burning touch
  • Hands of light
  • Shadow double
  • Electric touch
  • Water throwing
  • Earth throwing
  • Wind throwing
  • Fire throwing

Rhyming magic is hopefully pretty straight forward while invocations all upon the power of other sentient beings, usually deities or heroes and saints who have passed on. Some however do also invoke the thirteen eldritch abominations. Rhyming magic requires an active charm for it to be used.

Sorcerers do not use mana or use a negligible mount of mana and require contract branded onto their bodies  or an enchanted item. The item or brand is the source of the sorcerers power and shoud they be without it they will be unable to use their magic.(Do note that enchanted items refers specifically to a sorcerers tool, any other item which has been given magical properties is known as a charmed item or object.)

Wizards (...mancers) create complex magical constructs, designing an animal or object to the very last internal or structural detail to achieve the maximum mana power return from the spell. Mages on the other hand use a cruder magic, simply calling forth balls of magical energy or pillars and other simplistic forms of whatever their preference may be. Mages also are known to use spells that affect the target directly, though this can be very draining.

Oracles use magic to mimic the abilities of seers. Their primary form of combat magic is the Oracles blade, a spell which forms a shimmering sword that does no damage upon contact but where the blade passes through a solid form, some sort of damage will occur there in the span of an hour from an 'outside' event.

Also a note of on races. Most races can take a human form, this includes dragons, pheonix, leviathan, behemoth, hydra and cerebi. The few that this does not include is Centaurs, mermaids, naga and cecelia (octopus mermaids) as well as any already humanoid/human formed species.
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Seers. Seers are those who are able to see visions of possible futures.Seers vision have an accuracy of anywhere between 50 and 65 percent. seers can be classified as either

  • Seers, those whose visions are attached to an intelligent being
  • Dryads, those whose visions are attached to a land based plant
  • Nyads, those whose visions are attached to an aquatic unintelligent life form
  • and Soothsayers whose visions are tied to unintelligent land animals.

The visions one receives links to ones source, such as impending danger appearing as a wood cutter to a dryad while a Nyad will often see a  marine hunter but a Seer would see a murderer or something along the same lines. There are also prophets but i don't plan on having any.

Translators. Translators are those who can understand or can learn to understand the languages of races other than their own such as an angel learning faerie or draconic tongues. There are different types of translators, Type A or lesser translators who can only learn to understand other racial languages but not speak them. Type B who can learn to both hear and speak racial languages other than their own. Finally there is the type C or perfect translators who can speak any language at all as long as they can perceive it (so the are almost omnilingual). Type A and B must learn each ad every single language before hey can understand or speak it.

Arcana. Arcana are those who can either understand the various magical languages or can speak them as though they were a normal language. The primary ability of arcana is however to be able to see magical auras, a skill which has a myriad of uses. Type 1 or sensory Arcana can understand (when read or when it is spoken by others) but not auto-speak magical languages. Type 2 or weak arcana can auto -speak magical languages but not hear them, type 2 also have unusually small mana pools. Type 3 or perfect arcana can both understand and speak magical languages but have mana pools equally small as those of type 2 arcana. There are also those known as ocular arcanae, who can see auras but do not have the understanding or speech of the sensory or weak arcana.
_____________________________________________________________________________

Mana, or grey magic is the energy used to make magic ( ie grey magic is not magic). mana is formed by the combining of the forces of white and black magic in another co-existing realm. Souls act as doorways for mana into the living realm as well as the dead realms. Mana is also stored inside a soul and each soul has an individual capacity for mana.

When used, mana must be 'programmed' to act in a certain way, whether through will, enchantment or simply through words. Mana will almost always be charged with elemental energy inside the soul, this drain the soul of energy necessary to keep the being alive. When mana is exposed it will break down quickly if not stabilized or kept in a world without souls.

Ley lines form a network between mana sources and react to emotions and magic use which makes arcana incredibly deadly foes. Ley lines form fro all living things but are also influenced visually by things that lack life or are dead. Elemental mana flows, or natural mana an natural ley lines, radiate from the eight pillars of magic which is the sources of all magic related to their element. One of these is found on or near each continent such as the Green Willow in Resrondal related to magic of the earth element.

People usually are able to feel roughly how much of their own mana they have used, which is not perfectly accurate and capacity can vary from person to person. A certain potion can show people exactly what percentage of their total capacity of mana is available but a set of extensive tests is used to determine a quantifiable mana capacity. The unit used to measure mana is milli-Viates though it is generally only used in the stud of mana as it is far too vague outside that use.

More mana is used with stronger spells while the length of the spell reduces the mana cost. Hence even powerful spells can have a small mana cost if the spell takes a week or a month of straight chanting to cast.
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PostSubject: Re: Jaanaharis   Sat Jul 26, 2014 1:44 pm

Ok, you wanna know about enchanted items. In this case you are actually using charmed items (See sorcerers). Charmed items do not actively drain mana but if not crafted in a specific fashion they will require mana investments for the charm to remain functional. An important question for your weapon is wether it was forged as a magical item( in which case it will have a prefix or suffix to acknowledge this) or wether it was charmed some time after it was made. The first type is pricier than the second, especially when custom made in which case pricing can be similar to purchasing it's weight in gold. The second only costs the spells worth.

Also to note is that the first can vary in power depending on who's using it. This is mainly affected by how well the materials sync with the users aura. Elemental affinity, ancestory and race can influence this along personality. If you wish I can go deeper into magical forged items and how they are powered.


ok, Magically forged weapons link themselves to their user's mana. By linking the weapon essentially creates it's own mana gateway and hence gains it's own mana. The size of this gateway corresponds directly to the strength of the connection between the wielder and their weapon.

Magically forged weapons have a number of components, these are
*the casing (this could be plant, mineral or even animal should it be bone or mythril and it refers to the outer shell of the weapon which is visible)
*the core (this is usually a part of an organism, whether it be a feather, a fossil piece or even a nerve. This is found at the very center of the weapon.)
*the element (literally just a what element the item is aligned to, this is done through spell work on the casing.)
*the crystallized spell (a spell cast into a solidified mana projection.)
*the blood (literally what blood was used to make the weapon)
*the time (this relates to the time of day and day in a solar cycle in which the weapon was crafted.)
*the phase of the moons ( this relates to what phase each of the moons [Merdit and Sheiral] were in during the weapons crafting)
*the weather (this refers to what the weather was like during the crafting of the weapon)
*the lighting (this refers to how much and what sort of light was present while the weapon was crafted. It could be sunny, pitch back, fire light or any other source of light or lack thereof.)

As should be obvious, no two magically forged weapons are alike. Each weapon is somewhat unique and responds to every aura differently. Custom made items are obviously more likely o be more powerful in the owners hands as they are more likely to have liking attributes such as blood, race and possibly personality.

______________________________________________________

Only dwarves can forge mythril. there are a few other races that have mythril, which leads to it having a few names. Mythril is also called Dwarfs beard, fairy dust and dragon scale tough only the dwarves can actually form it into a usable textile. Mythril is harder than diamond, just to be clear, but does decompose over time at the same rate as other organic textiles. If mixed with a metal it can last a number of lifetimes.


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The gods are the muses, nine goddesses associated with knowledge and learning. Margaret, muse of science would be highly regarded in Gresgriegoluth while Miata (crafts) is the chief diety of the pantheon.

there are more gods, but they are not relevant to the era. In Resrondal there are 18 vile fairies (7 sins plus 11 others) while the muses act as a counterbalance to the 9 esums who represent leisure. The other vile fairies and the esums only become known in another era or two which is why I have not listed them. Some of the esums may even embody virtues as I have not entirely settled on what they represent. There is some info I am keeping, bt that is for my book.

Just some extra info. The muses are Miata (crafts), Margaret (science), Miriam (experience), Maria (language and literature), Mallisa (history), Michaela (commerce and trade), Marsibella (mapping and geology), Marsipan (forethought and planning) and finally Mira (Mathematics). Opposing them is Lenora F(sloth), Aronel M(greed), Nathan M(pride), Nahtan F(envy), Azezel M(lust), Lezeza F(gluttony) and Mana F(wrath) who are known as the vile fairies. Lenora is their leader with Aronel as her second in command, they are devils (malicious gods) and in no way actually related to fairies beside their chosen appearance.


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As for tattoos, yes. Tatoos are also common among the great houses surviving from the second era such as the black or white stripes over the eyes which represents House Dominoe, btw no you cannot be art of House Dominoe as it is made up of demons and nephelim. As for semper fi, always faithful. I would say that the term would best suite Seivanian and a language from two of the other continents. I haven't specifically witten uthe language of Seivanies but take the phrase to be 'Thelosies, Jeskie Riviarestelles' or 'Loyalty/ ours/ is with you' while a blessing would be 'Muselles liesliakest riviarestelles' or 'Muses/ let they be/ with you'.


__________________________________________________________________

Bilingual was common place but then English was established and made international communication easier. During the transition (which is still taking place) the world has moved into a state where much of the population is trilingual but the languages of the various territories are becoming more scarce though they don't ever die out. The language of ones race is however not often taken into consideration when discussing ones number of spoken languages. Also remember that there are some bi-racial people even if they are not common.

Oh, I forgot to mention that humans don't have their own language. Some sub races have their own unique dialect ( ie hydra which is a sub race under the dragons can speak the draconic tongue but also have their own tongue which is incredibly difficult to speak for physical reasons to begin with). The language of Aeth's air elementals on the other hand can take years to speak because of certain ridiculously long words such as kill and murder.
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PostSubject: Re: Jaanaharis   Mon Nov 23, 2015 4:06 pm

Jaanaharis

Jaanaharis (Also called the Friend) is the sixth planet from Heiliev and Niemda (the twin suns) and is the only plantet known to support life. Jaanaharis once had a sister planet named Agigigou which is believed to have supported non-magical and a-magical life, but all that remains is a field of asteroids.

Jaanaharis is a planet of magic and relies quite heavily on the phenomenon. Science is used to aide and enhance magic though neither can replace the other entirely.

The widely accessible magics of our world are divided into three categories (Offensive, passive and defensive) though the classifications are often blurred and magic streams of magic will usually cross boundaries. These larger categories are called houses and are further divided into schools, classes, books, chapters, etc. Most forms of magic also have elemental connections, and these are influenced by the ‘elemental scars’.

Jaanaharis currently has two practiced and growing religions, one of which is often shunned and outlawed. Many of the other religions are dwindling and dying out as the masses move to follow either the Muses or the Vile-Fairies.
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PostSubject: Re: Jaanaharis   Mon Nov 23, 2015 4:10 pm

Religion

The Vilrian religion worships the deities of sin, evil and moral degradation. These devils are known as the Vile-Fairies. Despite using the butter-yellow and navy-purple as their theme, Vilrians emphasise the cruel nature of light and consuming nature of darkness. Their mass is said to take place in two parts, the Eucharist of Blood and the Eucharist of Sin/Eucharist of the Flesh. Both are barbaric and disturbing in their practise. The Eucharist of Flesh, second half of the mass, is likely the worse half and involves succumbing to ones cardinal sin (Lust, pride, wrath, greed, envy, sloth and wrath) upon a fellow member of the congregation or any person who happens to be available and innocent are occasionally kidnapped to be abused in the Black Fane.

The Eucharist of Blood is only slightly better and focuses on the consumption of a substance known as Unholy-White-wine. This solution is the mixture of blood from fifty unwilling innocents and fifty drunken vilrians mixed with copious amounts of wine or liquor. This is followed by smearing an unwilling things blood on the forehead and above both heart and genitalia. Besides the priests and she-priest, there are lay-ministers and altar-servers known as White-servers (female) and black servers (male)


Musians serve the goddesses of knowledge also called the Muses. The religion is characterised by pursuit of information and the various shades of blue in their vestments. Azure being their primary colour is telling as they place more on the additive nature of water. Musian priests are often adept fighters or strategists and always great thinkers. The Musian mass is split up into five sections.

In the first section, the congregation will swear the Le-Malia-Sonnietiean Creed. The creed swears undying faith to each Muse while also denouncing the Vile-fairies as evil abominations and simultaneously renouncing sin.

In the second section of the mass, there is a discussion on the events of the week in relation to doctrine. Manny choose to discuss their own lives but some will discuss news and how they as Musians should react. These discussions can last hours at a time but the priests will usually call it to an end in an hour or two.

The third section is often called the Eucharist of Water though it also includes the collection of offerings. The Handmaidens of the River (dressed in azure and pink) will process down the aisle, collecting tithes in symmetry before placing said offerings before the River-Altar. Following this, the handmaidens will signal for the congregation to approach the sanctuary a row at a time. This is usually done swiftly. Full members of the congregation are given a sip of Scarlet Elixir (a mixture of Holy-Water boiled over hellfire and mixed with the tears of a Muse and cheap wine or grape juice) while the mixture is poured onto each person. The Scarlet Elixir will seem to burn ones throat before rapidly healing.

In the fourth section, there will be an in-depth analysis of the wisdom or actions of a Muse, sinner or a saint. Muses are most often analysed during this part of the mass. Writing and discussion is common but not prescribed for this section which can last between half-an-hour to a full hour.

The Fifth session begins with a reading from the pulpit roughly in the centre of the sanctuary. The congregation discusses the reading in groups of four, discussions which are usually half an hour before the re called to an end. During this time, announcements will be made before the final procession.

There are many denominations of Musians, one of the most notable being Iria Musians. The Iria cover up all skin besides their face (and some will cover up even more). The reason apparently lies in an expectation of attraction being entirely cerebral and physical beauty being merely an obstacle. The likeness of one’s form is sometimes still visible, and why this is permissible is as of yet not documented.

Ancient religions are dying. There were many in the past, such as Eldeen (which was preceded by Sindri and Sythel) which worships the ancestral trees, caretaker dragons and the vengeful Sky-wisps. In Eldeen , most trees are said to be descended from the ancestral trees while stars are the children of the sky-wisps. This is fed by Sythel and Sindri respectively. In addition, the Equilibrium dragons or Ancient Quintessence dragons are known as the caretaker dragons. This second also came to form through the Sythel religion. Eldeen once was the primary religion in all of the Sonniete Empire and a good deal more of Toregth. Many countries did however adopt the pantheon to include their own as well in an equal or subservient capacity.

The Sharan religions originate from the ocean known as Ailashara and worships what the call a minor goddess or ocean spirit by same name as the ocean. This spirit supposedly appears as a young girl with multi-coloured but mainly pink hair. She is also said to wear clothes which resembles an amalgamation of drakkonian and sylvan design. Sharan religions have spread out of Ailashara, but most of these will follow a different ocean spirit.

In Ilexioxetlon, what is known as the Deiacoatl are worshipped. Twelve serpents (or coatl) are worshipped in this faith. One prominent of these serpents is Ehecoatl who was said to have created the Miasma and Silver Chasm.

Lilefah is strongest in La’merisy and reaches out over most of Hyrania but is dwindiling out nonetheless. Lilefah worships three deities: Luche, the mother moth; Mikln, the creator dragon and Sarn, wings of the end. In this religion, Luche (who is noted of having no/all genders) is said to have birthed the first mortals. Sarn sired with Mikln the great spirits who dominion over different aspects of creation. Sarn took it as his duty to wipe away all life when his children (Morti, Aza, Dezr, Wist and Flr) could see no good remaining in the world. Like Eldeen, some countries adapted their own beliefs into Lilefah.

Handriel on the other hand often tended to athiesim and pantheism. Vilrian has however gained a strong backing from the continent’s most powerful countries.

Muses

Miata Water Arts&crafts
Margret Fire Science
Marsipan Ice Forethough&planning
Miriam Wind Experience
Marsibella Earth Mapping&geology
Maria Light Language&literature
Mira Energy Mathematics
Michaela Darkness Commerce&trade
Mallisa Quintessence History





Vile-Fairies

Lenora Water Sloth F
Anorel Darkness Greed M
Nathan Fire Pride M
Nahtan Ice Envy M
Azezel Dark Lust M
Lezeza Light Gluttony F
Mana Light Wrath F

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PostSubject: Re: Jaanaharis   Tue Nov 24, 2015 12:58 pm

Elements

The Lilani-eleri are the mystic building blocks of Jaanaharis world. Aside being part of the physical makeup of all things, the Lilani-eleri also form an important part in the understanding of religion (spirituality), magic, national identity and self. There are nine elements, namely Lira, Wan, Weyl, Ixba, Arana, Fxba, E’eyl, Ean and Dira. The common folk often refer to them as Light, Water, Wind, Ice, Quintessence, Fire, Earth, Energy/Electricity and Darkness respectively. It should be noted that Wan and the chemical also known as water are not the same thing. Wan is a mystical charge while water is simply a chemical made up on atoms ( and hence, of Lilani-eleri). When rendered visible, or when gathered in a great mass, Wan will appear in as a body of water.

Wan and Ixba are also notably different. Wan is linked to the concept of liquids while Ixba links to concepts of cold. Fxba, Ixba, Lira and Ean are considered energy or incorporeal elements while Wan, Weyl, E’eyl and Dira are considered to be physical or corporeal elements.

Lilani-eleri produce a mystic energy which draws effects linked to it’s plane. This is best observed at the elemental scars such as the deep waters of the Blue Trench or the darkness over Handriel and it’s Purple Pit. Quite recently, it was believed that the location and it’s conditions were what drew the elemental scars to their current location but recent research has proven otherwise. Each of the eight elemental scars has had a large effect on their surrounding area. Each of these scars also has a protector who is granted great power, particularly in that they gain powerful pseudo-familiars.

Of note to Seivanies, the Green Willow resides in Resrondal while the Silver Chasm borders Ilexioxetlon and the Aeth Alliance.  The Blue Trench is located within the territory of La’merisy and finally that the Purple Pit in Handriel is guarded by Ephraim Jaques-Mephisto, one of the sane vampire lords.

Pure, raw elemental particles form unique substances which are not well documented. House Len (Toregth), House Dominoe (Handriel), the priests and the archmagi have kept knowledge of these anomalies quite secret.  The names given to most is known.

Lira Faerie lights/Will-o’the-wisps
Wan Rosye (Rose) water/Holy water
Weyl Miasma
Ixba Phyenfrost
Arana ???
Fxba Hellfire/Holyfire
E’eyl Adamantine
Ean Raiden
Dira Shadowphantasms/Shadowfiend/Phantasms

Every living creature is aligned to an element. Each sentient being is linked to a different element, what decided an sentient beings alignment is not known. Feral species are linked to an element, and the whole species is aligned to a single element. A Pllix dragon for example will always be aligned to earth. Among the sentient races, Elementals do however have a fixed alignment save for the mother elemental who is linked to Arana.

When casting elemental magics, ones elemental alignment will have an effect on the mana consumption. Magic cast by one of a matching alignment can have the mana-cost reduced by up to 25% while the opposite is true of opposing elements. Arana is the exception due to the elements nature in which it phases other elements (particularly opposing ones). Arana is able to cast two opposing elements or pure Arana magic with up to a 25% reduction in mana-cost.

It is also rumored that elemental magic becomes stronger and more difficult to control with increased proximity to it’s elemental scar.
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PostSubject: Re: Jaanaharis   Tue Nov 24, 2015 2:16 pm

Races

There are many different species on Jaanaharis but none is so diverse as the sentient species (Singular) which includes all intelligent life besides familiars, the ancient quintessence dragons and the ancient quintessence fairies. Most races, or lesser racial groupings, can usually be linked back to a single area. Both sylvan and Sindarin elves originate from Seivanies while rocs originate from Ilexioxetlon.

Besides the human races, each race has its own unique magic ( a hybrid race can have two). This magic ca be cast by speaking a specific spell in the racial tongue which is also unique to each race (though sub-races may have more- hydras can speak draconic and hydran while dwarves and elves can speak all elvish or dwarvish languages respectively). A high elf, for example, could chant the following phrase in Sindarin to achieve an effect: ‘Powers of my ancestors and gift of my people, I harness thee now and beckon to thee. Trees that upon this land have firmly settled, let your branches spread out far and ever more wide and grow well fifty beats as I wish you heed.

The ability to understand a racial language seems to be passed down through genetics along with ones race. How this occurs is unknown though.

Many races also have smaller groups in the whole which is reffered to as a sub-race. Dragons for example include greater and lesser dragons as well as hydras, wyrms, wyverns and drakes. Yokai have the largest variety of sub-races but there are quite a number of races with sub-races. Some sub-races have their own racial magic, which is different to the racial magic of the larger group, but will not have access to the usual race magic. Other sub-races have the same magic but with a slight difference in the power/control.
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PostSubject: Re: Jaanaharis   Wed Nov 25, 2015 6:02 pm

Familiars

The use of familiars began in Pypanieth and extended into Hyrania and Handriel through the Draconian exiles. The practice is slowly infiltrating the southern continents, currently about 30% of Toregth is using familars.

Familiars are ordinary wild animals which can be bonded to a sentient being, this is usually indicated with a crystal embedded in the creature primary or central forehead. A human sized bracelet is also often found on the creature, usually as a collar, bracelet or body-ring. Almost every knowns species is believed to have been used as a familiar. A familiar and their bonded suzerain will usually be very similar in terms of their personality traits.

The primary reason familiars are useful lies in their ability to tap into race magic (and natural magic, such as behemoth magic augmentation). This allows the pair to make use of an additional form of racial magic (or two- wild fairie-dragons and demonic elementals for example). Other than being bound to a familiar, there are no side-effects to this boon.

Familiars also have access (and a contract grants access) to familiar magic. Familiar magic allows the suzerain (sentient, dominant partner) to share their familiars senses or speak through their familiars mouth. With the prior of the two, the suzerain is able to select which senses they wish to share. Familiar magic also allows one partner to act as a conduit for the others magic ( suzerain casting fireball but the spell manifesting in the palms of the familiar). There is a telepathic link between suzerain and familiar which allows the pair to communicate silently over long distance (possibly any distance- has yet to be tested). Communication over great distances is usually done by placing ones mouth near the large crystal on the bracelet.

It should also be noted that familiars are usually wiser than their partner and appear to have a tendency to steering their partner down the moral path of religion, particularly the Musian religion. Familiars are magically bound to life until the contract is broken by death or something else. In death, a familiar will usually pass away within hours of their suzerain’s death. The familiar will continue to live however if the contract was broken through it’s abuse.. In the second case, the familiar is known to turn on it’s abuser. After this, it is able to bond with a new master or just act as a general guide till its death.

Most people are only able to bond with a single familiar, this accounts for between 60 -70% of the population. The remaining 40-30% are able to bond with two familiars and no more. This is referred to as the bonding limit.
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