The Refracted Realm

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Hilo Takenaka
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The Refracted Realm

Post by Hilo Takenaka » Tue Feb 20, 2018 10:39 am

So basically a bunch of my stories and an rp or two will be set in this universe, in addition to a free video game I will publish by the end of this year. The Refracted Realm is a strange and wonderful place, filled with many different races, cultures and elements. Below are in-depth descriptions of each. A timeline will be coming soon, but IDK where I put it lol.
Post thoughts below! :)

http://imgur.com/iZgr5JB

Species
Karmonian: The Karmonians are a humanoid race that dwell in cavern systems inside a place called The Fringe: a large, mineral rich plateau that is directly in front of the ocean, hence the name. Karmonians are nearly identical to humans except for the eyes, which glow one solid colour, with the brighter of eyes often meaning the Karmonian has more magical knowledge/potential. The Karmonians are naturally fierce, but are honourable in battle and outside battle, so the species has the lowest crime rate per capita out of all of the species. However, due to past events, they are feared by the other species and are racially discriminated.

Mandrakes: The Mandrakes are a group of humanoid plants, with tribes being consistent of the subspecies of Mandrake, with similar groups living in the same region. Mandrakes often look frail and delicate, but are savage and territorial beings. Their domain is the Western Havanna, a beautiful region which vary in areas, from dark pine forests to tropical jungles, as long as it have lots of vegetation, any biome you can think of is there (more tropical areas are towards the west and north, whilst drier, temperate forests lie on the Cactonian border.) Due to the amount of subspecies, Mandrakes have the highest population of any species.

NOTE: Subspecies are based off real life plant (excluding wooden plants and algae) and fungi species, for example, the Daphne Gnidium tribe is based off the real-life Daphne Gnidium, and is part of the Daphne Megatribe

Elementals: Elementals are beings of pure elemental energy, and were a bi-product of the Surge. They are based on the Twelve Elements (see below) and have, you guessed it, twelve kingdoms, each for its own element. The kingdoms are based in areas where their element reigns supreme ( I'll list the locations in the magic section) Physically, they appear to be humanoid beings made of pure energy, and have got floating spheres for eyes or plasmatic antennae. These are "true elementals", as they can also put some of their life force into their respective elements, and these are nicknamed "golems" (again, see magic section for a more in-depth analysis)

Cactonians: Originally Mandrakes, the cactus-like megatribes all formed a pact, and have recently built a small kingdom in the middle of their desert territory, the sand dunes forever transverse due to the wind blowing in one direction. They dubbed it Cactonia, and have then moved onto uniting the other Mandrake tribes, so they won't be viewed as savages. Cactonians are similar to Mandrakes, but they have two differences: 1. They are much bulkier than their cousins and 2. Cactonian hands are non-existent, and have four claws in a square pattern on the ends of their arms. However, Karmonians have given then blueprints to build their own humanoid hands.

Godkind: The Archgods after recieving their legendary status and immortality, created the god-kind from their magical energy as a feat of skill. The Godkind vary in appearance and physique, depending on which God created them. They live in Terminus: a large series of floating islands that appeared one day where the disease-ridden wetland (know as the Miasma) used to be. All we know is that a crazy Mandrake Druid tried to cure the land and bring life back into the wetland. In short: she succeeded... but died in the process and fractured the land. The Godkind were sent to colonise the new islands.

Grottoborn: Children of the elemental beasts, the Grottoborn primarily in exclusion aside from couriers, who are prisoners-turned-messengers. There are four species of Grottoborn; the shelled, Goliath Ogres, the olive-skinned, brutal Orcs, the canid-eared and tailed “Kin” and the snake-headed, scaled Serpentine. The Grotto itself is mysterious in every way, as many have reported different things. The border is mountainous, but afterwards you will find many sights: Spectacular grassland, dark forests, canyons, rainforests and more.


Pantheons
Dymytrian: Official religion of the Karmonians. This monotheistic religion isn't holy or divine, yet it is instead a worship of Dymytryr, the first Karmonian leader, who sealed the other races in the present-day Dark Elemental kingdom. A poem of his teachings are as follows: "He represents war and conflict, but also peace and tranquility. He is sin, and he is holy. He is dead, yet alive. He is nothing, yet Dymytryr." Dymytryrians go through religious rites of combat for manhood, law, conflicts and promotion, with the loser either shamed or dead, and the winner being praised.

Shamanism: Beliefs of the Mandrakes. The Mandrake religion is pantheistic, believing their God was the forefather of Mandrakes, yet they know the land they are standing on was created some other way. Mandrakes believe their God takes many forms: It may be Girp, the God of vegetation, Veries, Goddess of Weather, Pörhl, God of the deceased, Reyehnna, God of the Battles, Myus, Goddess of magic or Dimah, God of fertility. The parents always give their child a blessing (praying to the God and drawing a mark representing the god they called) Shamans always pray for luck before a battle or a hunt.

Elementalism: The official religion of the Elementals, rather as a form of worship, Elementals pray to Entities. Entities are members of society who have excelled in their area of magic, and become magic themselves, thus turning into an unstoppable force of power. Elementalists train all of their lives to gain attention of the existing Entities, hoping they may "transcend" them. So far, there have been two people who have claimed to have transcended, so the authenticity of the religion is a mystery for now...

The Archgods: A group of immortals who found themselves in the Reflected Realm one day. They created the Godkind and have also mattered the elements. Here is a list:
  • Terra, God of Earth and Leader of the Gods. Wields a sceptre-like staff made of rock and ore.
  • Aqua, God of Water and Wisdom. Wields a crossbow made of water
  • Ignis, Goddess of Fire and Beauty. Wields a longsword made of fire.
  • Caelum, Goddess of Sky and Freedom. Wields a fan made of beautiful feathers.
  • Tempestatis, Goddess of Storm and Justice. Wields two tonfa-swords made of lighting.
  • Glacies, God of Ice and Trickery. Wields a halberd made of ice.
  • Vitae, Goddess of Life and Medicine. Wields a boar spear made of vines and ivory.
  • Physicae, God of Psychic and Knowledge. Wields a pair of nunchucks that are made of Psychic energy.
  • Mythus, God of Myth and Agriculture. Wields a mace made from some sort of artificial material.
  • Siderea, Goddess of Stellar and Charity. Wields a whip made from the remnants of a dead galaxy.
  • Lux, Goddess of Light and Peace. Wields a heater shield of light.
  • Tenebris, God of Dark and Atonement. Wields a pair of clawed gloves made of darkness.
Grotto: Grottoborn had many different churches, but thanks to the Hunt, all churches have been converted to Churches of the Hunt, which is dedicated to protecting the lives of people over divine powers. Previous churches have included holy fanatics, revolutionary movements, Peace-seeking egalitarians (whom merged with the Hunt after their leader’s daughter was slain by beasts) and Atheists.


Culture
Karmonians: The Karmonians are a dictatorship that take pride in its military and mechanical advances, yet they still believe to make their land even more magnificent, they must work together and with as much proficiency. This is clearly evident, as children are taught to mine crystals and craft goods in their curriculum. The species was recently on "Redemption", an event when the most powerful warriors, generals and dedicated Dymytrians are exiled for one year in an attempt to redeem themselves and prove their strength. Karmonians wear metal/leather armour as well as loincloths with gold strips hanging. Males either shave their head or tie it in a bun/ponytail, while females grow their hair long. Males also completely cover their skin in a single, bright coloured powder. Females also use this powder, but for small and simple designs. This powder varies in colour, but a Karmonian has one colour and can not change this.

Mandrakes: Mandrake tribes are divided into castes: The chieftain is at the top, followed by the tribes warriors, who constantly hunt the animals in the Western Havanna. Then it's the shamans, who heal and train their warriors to a top condition. Then there are the regular men, who farm and build everything the tribe needs, and lastly, the slaves, who are often used as concubines or other similar services, such as trading. Mandrakes are also known to take slaves from other species as well as attack explorers, hence the whole "savages" stereotype. Mandrakes who come into each other's territory often begin to fight, but if two tribes attack another one at the same time, they team up and split the conquered land between one another. The Mandrakes are only taught to fight and are also told stories of their ancestors every night around the fire. Mandrakes wear clothing made from the skins and bones of hunted animals.

Elementals: Each Elemental kingdom has a king or queen, with their successor being a prince or princess (currently all kingdoms have male monarchs), and they seem to do everything for the country. Elementals during school go through a series of trials to see if they can make the most of their energy and see if they would make good mages. Those who pass move to the Proxis, a college focused on teaching techniques and studying magic and it's history, whilst those who fail go to a University and receive standard jobs. Graduated Proxis students lend their services as mages by either assisting the kingdom, other races or by becoming Wanderers-hireable mages. Elementals are huge enthusiasts of art and literature, and they are said to be some of the best performers in the Realm.

Cactonia: Cactonia's leaders are the Yondïr, who deals with domestic and militaristic affairs, whilst his son, the Sündïr, is the head of the country's economy. Prior to the Corrupting, the imperial family of the Empire, the Astrophytumasterias dynasty was been accused multiple times of corruption and illegally selling slaves to the Mandrakes, as well as plot a war against the Serpentine, despite they were the ones who signed the treaty. The family who replaced the Dynasty, the Cephalocereussenilis, had a Duel-Elementalist as their Sündïr, which is a huge problem. The leaders of that kingdom collapsed, so their servant Gurvox Echinocactushorizonthalonius took the reigns. Cactonian way of life is very similar to the Medieval Europe system, but peasants are still considered important members of the community by Knights and Lords. Cactonians wear simple fabric clothes with cloth undergarments, as that is best suitable for the heat, whilst knights and above wear metal armour, decorated with religious symbols, or family crests. Knights also double as mages in the Cactonian army.

Godkind: The Godkind are issued orders by the Counsel, a group of Godkind (one for each Archgod) that reside on the centre-most island in Terminus. The Godkind are usually used as merchants, accountants or soldiers, as well as other manual labour jobs. They hold a festival a month celebrating a particular god, and some members of them species have even decorated their homes with statues of them. The Godkind's assistance of the Serpentine-Cactonian forces have left many members of all species flocking to Terminus to learn more of this newly-created race. Even the new Karmonian dictator has commented on their marvellous architecture and friendly people. Godkind wear clothing that are embroiled with Archgod symbols, and are often decorated with many golden or silver ornaments.

Grottoborn: This Grottoborn culture is a little odd, almost oriental. They seem to take interest in foreign politics, as the leaders are interested in their aspects of life. Those born outside the Grotto are usually treated as outcasts, the reason why is unknown, and that is most likely how it will stay. Grottoborn are all about honour, and while they may do tricks such as remove armour, they find it disgraceful if they strike an opponent once they admit defeat. Grotto weapons are often more complex and decorated, and their art style is more emotionally thought than realistic. The Grottoborn are also huge steed enthusiasts, and are said to befriend lots of beasts. Serpentine and Kin like to wear flowing robes or very light uniform with the symbols of their region, whilst Ogres and Orcs prefer leather or metal armours. Some members, especially Serpentine, wear masks that resemble beasts and animals



There are twelve schools of magic, each unique with it's own strengths and weaknesses.

Fire: The blazing heat and the spread of flames, this is the art of Fire. Fire mages weild fire in typical pyromancer fashion. Weak against Water and Earth magic but superior over Ice and Sky magic. The element is symbolised by the colour red. The Godkind created by Ignis share her beauty, and are all gracious, slim and tall humanoids with spiky hair of bright colours. The Fire Elemental kingdom is inside an active volcano located at Western Havanna. Fire Golems look like humanoids of magma and fire surrounding igneous rock.

Water: The control over the seas, adapting to any given situation, this is the art of Water. Water mages have control over water just like you'd imagine. They are strong against Fire and Earth magic but are weak against Ice and Storm magic. The element is symbolised by the colour blue. The Godkind created by Aqua were given the gift of the ocean, and take the form of white-haired humanoids with a fish tail for legs. The Water Elemental kingdom is admist a kelp forest under the Southern Sea. Water Golems are... beings of water.

Earth: To be strong as a boulder and have ironclad defences, this is the art of Earth. Earth magic is controll over the ground, metal, rocks and minerals. They are strong against Fire and Storm magic, but are weak against Sky and Water magic. The element is symbolised by the colour brown. The Godkind created by Terra were short and stocky, with normal ears, and they like to mine, fight and eat, as well as smith. The Earth Elemental kingdom is underneath a weathered, craggy mesa. Earth Golems are simply beings made of mud and soil.

Sky: To be free as the bird and as fast as the wind, this is the art of Sky. Sky mages can change the flow of wind, create clouds and also grant the ability of flight. They are strong against Earth and Storm magic, but are weak against Fire and Ice magic. The element is symbolised by a pale shade of green. The Godkind created by Caelum are similar to humans, except for that they have wings of all shapes and sizes. The Sky Elemental kingdom floats in the clouds between Cactonia and The Fringe, and Sky Golems look like humanoids but made of wind, and below their torsos is a cyclone instead of legs.

Ice: To create crystalline beauty but with the chill of Winter, this is the art of Ice. Ice mages can freeze water, create ice and lower the temperature. They are weak against Fire and Storm magic, but trump Water and Sky magic. The element is symbolised by the colour cyan. Glacies shaped his Godkind into gray, scraggly beings that can survive extreme heat and cold. The Ice Elemental kingdom is carved into an iceberg and Ice Golems look like they're walking humans made of snow-covered ice.

Storm: To wield destruction and be the strongest man alive, this is the art of Storm. Storm mages can created lightning and wield electricity and be incredibly fast. They are weak against Earth and Sky magic but are strong against Ice and Water magic. The element is symbolised by the colour yellow. Tempestatis's Godkind are small, but are extraordinarily fast. They have pointy ears and long fingernails. The Storm Elemental kingdom is on top of a mountain prone to lightning strikes and Storm Golems have the appearance of beings made of stormclouds.

Life: To heal allies and harness the power of nature, this is the art of Life. Life mages can harness the power of nature, such as plants, fungi and animals, as well as healing. They are weak against Dark and Psychic magic, but are strong against Light and Myth magic. The element is symbolised by the colour green. Vitae shaped her Godkind into what we simply know as elves. The Life Elemental Kingdom is based in a cold, fern-filled forest in the Western Havana and Life Golems are humanoids made of wooden plants.

Psychic: To control the movements of people and to read minds, this is the art of Psychic. Psychic mages can utilise telepathy and telekinesis. They are weak against Dark and Myth magic, but are strong against Stellar and Life magic. They are symbolised by the colour pink. Psychicae shaped his godkind into beings without mouths, eyes, noses or ears, as they can sense the world around them. The Psychic Elemental kingdom is floating and mobile, teleporting randomly across the land. Psychic Golems are translucent humanoids.

Myth: To utilise technology of the future or travel to the past, this is the art of Myth. Myth mages have control over time and over technology. They are weak against Life and Stellar magic, but are strong against Light and Psychic magic. The element is symbolised by the colour orange. Mythus made his Godkind half-arachnoid beings, who are extraordinarily elusive. The Myth Elemental kingdom is in an abandoned temple that's covered in vines, moss and lichen. Myth Golems are robotic beings with heaps of firearms fitted into them.

Stellar: To have the powers of space and dimensions, this is the art of Stellar. Stellar mages can manipulate space and can access or create dimensions. They are weak against Psychic and Light magic, but are strong against Dark and Myth magic. The element is symbolised by the colour purple. Siderea shaped her godkind into muscular, 8 ft cyclopses. The Stellar Elemental kingdom is always directly under the "prime" constellation, even during daytime. Stellar golems are humanoid made of pure cosmos, with stars and galaxies visible through them.

Light: To be holy and give your allies buffs or to shine a light of hope, this is the art of Light. Light mages can create light and project it as energy, or they can buff their allies. They are weak against Myth and Life magic, but are strong against Dark and Stellar magic. The element is symbolised by the colour white. Lux shaped her Godkind into holy angels, each having wings of light and a halo above their heads. The Light Elemental kingdom is in a crystal-filled sinkhole. Light golems are wax-like humanoids with a chemiluminescent effect.

Dark: To walk with shadows and bring pain to the opposition, this is the art of Dark. Dark mages can wield darkness and project them in balls and beams, and they can also bring life to the deceased. They are weak against Light and Stellar magic, but are strong against Life and Psychic magic. The element is symbolised with the colour black. Tenebris shaped his Godkind into demonic humanoids of various appearances. The Dark Elemental kingdom is in a catacomb underneath an alpine forest. Dark golems are simply walking skeletons.

Order and Chaos: Two opposite forces, each having tremendous power; Order representing everything good and Chaos representing everything evil. Chaos and Order magic can enhance attacks and change the personality of people. However, this magic can't be "wielded" like the twelve elements, and is determined by the person's soul.

Dual-Magic: Wielding two separate elements at once is incredibly risky, as it can easily effect the wielder's soul negatively. However, with strong ties to Order, Dual-Wielding can be incredibly rewarding.
Last edited by Hilo Takenaka on Fri Jun 22, 2018 3:27 am, edited 2 times in total.
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Re: The Refracted Realm

Post by Annasiel » Wed Feb 21, 2018 9:35 am

You've developed this a lot since I last saw it. It's looking really cool!
Alone she drifts from ancient mists
Nary a candle, nary a wish
But in the wont of wandering paths
Through wooded knolls, and windworn crags
She seeks a face she thought as friend
But now -- she thinks as judgement's end

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Hilo Takenaka
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Re: The Refracted Realm

Post by Hilo Takenaka » Wed Feb 21, 2018 10:02 am

Thank you :)
All I did was switch out a few words and i’m Now making a game for it. It won’t be very good looking though since I can’t draw. Or animate for that matter. But let’s try lol
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Re: The Refracted Realm

Post by Hilo Takenaka » Fri Feb 23, 2018 12:34 pm

Events are dated how far apart they were to the Creation of Godkind (Pre-CG or Post-CG)
~45,000,000 PreCG: First Karmonian gains sentience, and names himself Demytryr. He leads the Karmonians and drives the other primal races underground. Karmonians follow Demytryr's bloodline and continue to set up cities
~30,000,000 PreCG: The Mandrakes are created and the Western Wastes flourish with life. Becomes Western Havanna. Karmonians start to develop more advanced technology in case these new people were to attack them.
~26,400,000 PreCG: A strange anomaly occurs, giving birth to magic. Elementals are created. All three species begin to utilise the strange phenomenon.
25,350,731 PreCG: Karmonians discover Elementals. Due to Demytrian beliefs, the Karmonians declare war on the new creatures.
23,500,764 PreCG: Karmonians are driven to live in The Fringe, losing the war. However, the Karmonians still gain a strategic location, as well as a rich amount of resources in the plateau.
23,500,763 PreCG: Truce between the Elementals and Karmonians, giving them advancements in technological and magical research. This expands into a peace treaty in 885,936 PreCG.
777,534 PreCG: Karmonians assist Elementals with defense against the Mandrakes, but Dark Elemental kingdom was levelled to protect the Fringe. Karmonians successfully wipe out many tribes, and the Mandrakes now fear the two species.
640,000 PreCG: Treaty expires, but Karmonians and Elementals are still on friendly terms. The Karmonians decide to help build the Dark Elementals a new home, where Demytryr sealed the other prehistoric races.
430,736 PreCG: The first golems are created, which the Karmonians believed were different species at first, and the Mandrakes believed were Demytrian Mandrakes.
274,274 PreCG: Dark Elemental Kingdom has finished construction, thus giving the Elementals a large supply of Golems.
30,683 PreCG: First Serpentines leave the Grotto, known as the Pilgrims. They tried to share their views on life and that their civilisation was far mightier than the others, but the Karmonians take a dislike to them, believing they would convert the Demytrian population.
1,479 PreCG: The Cacti Megatribe begin to form a civilisation in their territory, forming Cactonia. The Cactonian who founded the Empire becomes Yondïr, meaning "High Lord" and his son becomes Sündïr, "Great Lord"
659 PreCG: Due to the Karmonians' distrust of the Cactonians and Serpentine, the current Karmonian Dictator declared war on the two species.
657 PreCG: First battle of the Mage War ends with Karmonian victory. The Serpentine-Cactonian forces lose more campaigns and eventually give up the only grassland in Cactonian territory.
11 PreCG: The Archgods arrive in the Reflected Realm from another world and begin to assist the Serpentine-Cactonian forces. Their new knowledge and technology become highly sought by others, and many cults and orders form around them.
CG: Godkind are created and the Archgods achieve immortality. The Archgods elect Terra as their leader and their amount of worshippers increase.
65 PostCG: Godkind begin to assist Serpentine-Cactonian forces, which effectively turn the tide of the war.
185 PostCG: Mage War ends with Serpentine-Cactonians victorious. Territory is given back excluding the aforementioned Grassland, which is disputed between Cactonia and the Godkind .
189 PostCG: Peace treaty between Elementals, Cactonians, Karmonians and Grottoborn species is written. Mandrakes and other races still have mutual distrust.
374 Post CG: Cactonians and Godkind have difficulty trying to share land, and a civil war errupts to claim territory.
555 PostCG: Twins conjoined at back dubbed “Splitheads” born into Cult of Akisàr.
575-6 PostCG: Twelve beast hunters arrive in Grotto to slay consumed creatures of immense power, with the help of a few people. New Cactonian Dynasty founded after referendum.
576 PostCG: Archgods are revealed to be creatures from another realm known as “humans”
578 PostCG: Splitheads gains immense power and starts corrupting the souls and bodies of people. Contested land becomes the Cult’s territory. Godkind, Karmonians, Elementals, Grottoborn And Cactonians all agree to held defend eachother in the inevitable war.
586: Yondïr Of Cactonia slain and son abductes throne in favour of Knight Gurvox.
598 PostCG: New section of Chaos creatures emerge. Strangely enough, all of them were Pagan Archgod worshippers.
600: Events of Soulshatter takes place.
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