Crystalized Hearts

For testing and seeing how things look on the site.
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Crystalized Hearts

Post by Andromeda Infinity » Wed Sep 13, 2017 3:26 am

Since testing forum is back, I'll spawn my thread with my own experiment.

Reminders here.

Coming Up:

Narde's Story & Red Moon Origin Arc.

Time for some magic.
Last edited by Andromeda Infinity on Mon Sep 18, 2017 2:51 am, edited 1 time in total.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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Origin Story

Post by Andromeda Infinity » Wed Sep 13, 2017 3:36 am

Creation and the Ancient War

The land was brought to life by the unified power of the six elemental Gods, who decided to create more beings to accompany them in their eternal stay. Water, fire, wind, earth, light and darkness. That is the base of each God, and each of them has a name according to that which they represent. Aqua, the God of water; Fira, the Goddess of fire; Ventus, the Goddess of wind; Terra, the God of earth; Lumina, the Goddess of light and finally Noctus, the God of darkness.

They created most animals, plants and life itself. Then finally humans. Humans were blessed with the Gods' essence many years after their creation, since the Gods themselves wished to expand their horizons. They solidified their power, creating mountain-sized crystals which were later dubbed "Grand Soulstones." The humans could take a small chip from the Grand Soulstones, a fragment simply called Soulstone, which granted the wearer with one of their respective God's power. The humans being able to understand the Gods better this way, became closer to their creators and honored them with gifts. Not everything was perfect, however, as there were humans who could not use these Soulstones. The fragment only shattered in their hands and the energy returned to the crystal from which they came.

These humans were ridiculed by the others, and separated from the rest as "defective breeds," outcasted from society. The Gods were worried about their children, but the outcasted simply cursed them and turned their backs on them before walking away. The Gods did nothing to stop them. Long after their exhile, they returned to wage war against their blessed brethren, using man-made weapons against them. They lost easily, being no match for the blessed power. The Gods were furious about this, and turned their backs on humanity as a whole.

Seeing this, as it lowered the blessed ones' morale and their confidence to use their powers properly, the outcast commenced a counter-attack, this way starting "The Ancient War." The most notable aspect about this war is how the Gods were ultimately angered by their creation and decided to wipe them from existence. They took the form of dragons, using their sheer power to take down the separated human sides. Seeing as the Gods betrayed even the blessed ones, all humans formed an alliance and started fighting together against those who created them.

The war ended when the outcast side of the alliance brought out their hidden weapon; a cannon the size of a tower, powered by pure life energy taken from thousands of lives, aimed at the Gods. This weakened them greatly, enough to allow the blessed ones to seal the Gods within their own essence, the Grand Soulstones. After this, both sides decided to work together, for the best of mankind.

After that, the humans focused their technological advances in the making of weaponry, their secondary focus was housing and transport. The Grand Soulstones were taken far from each other, creating a circle around the center of the land. They were buried deep underground, and all placed under an external seal to keep the Gods secured inside. In the exact center, there's a military fortress called Urbe. It's the center of technological advances and home of the Knights of the White Cross. Many people have passed through this fortress with the years and some have stayed to study or join the knights, because of that, the fortress became its own "country" and is now referred to as a Capital. The Capital of progress, Urbe.

It became a trading city, since most landships stop by before continuing their trip to another country. The humans only built 6 grand countries on this land, a bit simple perhaps. But this was all for a purpose, each country protects each Grand Soulstone and its demography itself acts as a catalyst for the seals placed upon them, with Urbe being the latest addition to the seal's "security walls."

Soulstones and ARMs

Soulstones grant the wearer with a specific ability of its element. Can go from regular kinesis of that element upon contact to very, and I mean very specific abilities like one of my personal favorites, "Wind transport," which allows the user to use wind currents as transportation methods which will take them as fast as the wind is blowing and as far as that current goes.

ARMs are an acronym that stands for Automated Retribution Machinery, named like this due to its gimmick. The first ARM ever invented was used in the Ancient War against the Gods, it required thousands of lives to gather enough life energy to fire a single blast. Modern day ARMs are a piece of armor which shifts its form to an usable weapon, its durability and overall "destructive power" so to say will increase the more life energy it absorbs. They are equipped with a void core designed to absorb the life energy from the living beings that the ARM slays and later use it to strengthen itself over time, as the energy is slowly transformed and "melted" into the equipment. Since this is unique weaponry, only one is assigned to every qualified officer of the Knights of the White Cross(Or White Cross Knights) who desires to take on this branch.

Deep lore: Wyverns and Elves

Elves were a race that was created before the Ancient War by the Gods, and were to be used as heralds or "mediums" between them and the humans. They were made just like humans, but with "enhanced properties." This race, however, was never presented to humans and instead wiped out in fear that they'd turn against them as well. Unfortunately for the Gods, a few survived and lived hidden from the rest of the world. The elves split in dark and light races, developing differens traits. They started to perish soon, since they never came out of the wild into civilized lands, and now only two elves are left.

Wyverns are--

... Must finish this.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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Re: A Dying Saint's Last Wish

Post by Andromeda Infinity » Fri Sep 15, 2017 6:29 am

"...The name isn't relevant, I forgot it anyways, but it's an Earth Wyvern. The setting is heavily affected by magic, so there was some of it incorporated in its evolution. As any wyvern, it is two-legged with a pair of vestigial wing-legs used for burrowing instead. It inhabits underground and feeds off minerals. Its internal organs are adapted to store sand, mud, dirt-- Impurities found underground while digging for food. Thanks to its feeding habits - and some of the magic affecting its habitat - its outer shell is harder by nature and not flexible at all. It becomes less sturdy yet flexible when its temperature raises, which it does when it's digesting. This process allows it to "shed" old, battered layers of its shell and slowly re-coat from the inside. While it does this, it releases the impurities stored inside its organs through the mouth, in the form of very hot mud balls."

Let's polish the jagged ends on this sketchy PM excerpt.

Wyvern Species, Earthstone Biomes; Saryed [Sár-ī-èd].

A wyvern that spends most of its life underground, Saryed possess very keen senses adapted to move around soft sand as if it were swimming underwater and crack the earth to dig its way towards its favorie food; minerals and ore. Its body is covered by thick layers of hardened metal residues, evened out and roughly polished by the sand. It possesses a color very similar to rust. Its jaw is specially developed to aid in its digging and to crack the hardest metals, allowing it to crush stone with little effort. Its front legs possess vestigial wings thorn through the ages until they were battered and useless for flight, but are still hard enough to steer through the sand and colaborate with underground movement. Its hind legs are as powerful as the front, but cannot grip into most surfaces due to poor development in this area-- Their specialty is impulsing the beast forward through the soft sand, since it relies on its front pair to pull it forward under hard ground. Its tail is thick and serves as support when it stands, adding balance to compensate for its hind legs' "slippery" grip.

This wyvern feeds mainly on minerals and ores found underground, which it finds in a variety of sizes. For the biggest chunks, it crushes them until they are small enough to swallow whole. This beast is unique in that its insides are as hard as its outer shell, it also possesses specialized organs to melt the ore and minerals it consumes in order to absorb them into its body. While doing so, it slowly raises its temperature from the inside out to "patch" the new nutrients into itself. This process slowly fills cracks in its shell, eventually healing and sealing old wounds obtained in battles or through age. During this process, the creature is extremely vulnerable despite its dangerously high temperature, because of this, it retreats to a safe place before doing so.

In addition to this process, every impurity found in the minerals it consumes is not absorbed by the body. Instead, it's stored in a different organ which allows it to discard these impurities through the mouth. This lets it defend itself if another species would try to attack during digestion, since the impurities expelled are as hot as the melted ores.

The Saryed's territory extends mostly underground, since it rarely surfaces, and it lives in natural caves or ones made by itself. They don't attack unless provoked, but have very sensitive hearing which makes up for poor visibility and can surface if a loud noise above attracts their attention.

Travelers are rarely attacked by these wyverns, and their tendencies to stay underground until they die in some cases lead some townsfolk to doubt about their existence. They, however, can even cause mild tremors if they go under populated areas to dig and look for minerals.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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Casting Shadows

Post by Andromeda Infinity » Mon Sep 18, 2017 2:51 am

On the center of the land lies a kingdom famous for its diverse cultures, trade centers and immense research installations. This kingdom is named Urbe, titled The Capital of Progress; also known as "The Resting Spot" by many travelers. It is necessary to go through this place in order to safely cross the land from each pole; north to south, east to west. Many people have dreamed about living in this metropolis, for others is just a dot on their map. In fact, it is so small compared to the rest of the countries that it isn't strange for outsiders to call it merely "a castle."

On the northern lands, near the coast, lies the Waterstone Country, otherwise known as Oselia. As expected, its economy is lead by fishing activities, since there is no better place - nor people - for this task. Likewise, they export great amounts of fish to the rest of the countries in exchange for their own "main dish," so to say. The land is ruled by a council which ensures the people have the best commodities and life expentancies, they also have a tendency to stay out of continental problems if possible.

On the northeast, extending across flatlands and valleys is the Windstone Country, oficially named Simel. This is one of the most advanced countries and they live a fast-paced life, naturally. They are one of the most advanced countries and possess an unique technology based on wind pressure. Most of their mechanisms work flawlessly through these means, including doors and elevators. Their government is run by a single leader and his aids or representants, having one for each province who take care of the minor changes as well as micro-management.

The Lightstone country is located southeast, home of knowledge and enlightening, no pun intended. This land known as Douval is where all who seek guidance and an answer to their questions end up, as it hosts the second greatest congregation of eldest humans, and their minds are said to have no equal. Many advisors come from here, offering their wisdom across many important events. With perhaps the less common political system, they are run by a council formed by the most notable members of the communities; each chosen for their feats, contributions or even being a promising youth, and are entrusted with the people's future.

South, on the treacherous mountainous paths lies the Earthstone lands, Warel[Vá-rel]. Known for its mining and forging techniques, their economy relies on this act, as well as their own housing. With the increasing rate of birth, they have started using their mining activities to expand their domains underground and inside mountains, making the most out of their environment. They have a king, and a chief for each province, but don't get the wrong idea-- They're far from royal blood sitting on thrones, you could be digging side to side with the king himself! Recently, they have begun an underground expedition to make a path directly to their brothers in arms:

Zyra, the Firestone country.

These lands are hot, like no other. It isn't a surprise since the very center of this houses a volvano, which would make visitors think twice before entering this place. But far from dangerous, it's been locked in a passive-active state for centuries, serving as the source of heat for many activities that rely on it, like forging. And that's their greatest asset, which lets them take tall orders for constructions, or mere ornament crafting. This is why they hold tight bonds with Warel, they are their main source of materials to work, after all. Their political figures are very much like their Earthstone counterparts, since they got many traits off each other.

Finally, in the northwest lies the largest conglomerate of elders in the continent, though it may look differently at first sight. The Darkstone country, Luria, was the first kingdom in the land. While the other countries slowly developed their own customs, they preferred to "stay pragmatic" as they say. Their natural traits that allows them to live longer has contributed to the culture fortification, meaning little has changed from its conception. While they stay on par with Urbe in technology, their rules are more strict and many liberties are still considered taboo. They specialize in defensive tactics, possessing the largest army in the land, they are said to have created the original White Cross Knights. While it is true that they live longer than their Lightstone brethren, their unyielding culture makes it difficult for them to act as heralds of knowledge; instead, they act as if the world was about to engage in war against them. They have little connections with other countries, using Urbe as a mediator in most occassions, they contribute only with tactics to defend against wild monsters. They possess the tightest monarchy, and their current king is a direct descendant of the first.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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Special births

Post by Andromeda Infinity » Tue Sep 19, 2017 5:14 am

Coming up:

An overview of each country's special traits.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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Birth Gifts

Post by Andromeda Infinity » Sat Sep 23, 2017 3:49 am

Thanks to the Grand Soulstones, buried deep inside the continent, which emit energy constantly, the land that surrounds their resting place have been effected throughout the years. Not only the surface has shifted its shape, but the living creatures that evolved in the area have also received this energy. Channeled from a creature's first life signs when it is still a fetus until the day it is born, the area in which they live defines which traits will be affected. Humans are amongst these creatures, and perhaps the ones with the most solid "changes" since they inhabit the same territory and don't leave during pregnancy. In fact, women who are confirmed to be pregnant are not allowed to leave a country for their own child's safety, since the influence of different energies might result in mutations or death. Children born in elemental countries are more prone to be compatible with a Soulstone, but it doesn't have to be the same as their birth country.

In addition, children born away from all, in Urbe, don't get special "gifts," but they are given special treatment within the fortress for being a "Tech Native." These are more common to be accepted in the knights and also seem to resonate greater with any technology using life-stealing cores like ARMs. Some scholars have proposed a theory that tries to explain this phenomenom, describing how the technology was made specifically to take away what the Soulstones give, which collides when an elemental child uses an ARM.

So far no life-threatening effects have been seen, but every non-Tech Native using ARMs has experienced a slow decay in their birth gifts. This is still under research, but according to a scholar's files, repeated usage of an ARM can turn an elemental child into a Tech Native eventually. The usage must be constant and the equipment put under heavy strain for it to be worthy of notice, however, since even Darkstone ARM users have been documented to live at least 350 years.

Next is a list of each country's gift.

Oselia [Water] - They flow like water and learn on the go better than anyone, their minds have been enhanced with a greater understanding and faster thought processes. They are sometimes compared to Lightstone sages, but their age and body limitations set them behind.

Simel [Wind] - Fast like the wind is their motto, and they live up to it. While their minds cannot come up with ideas as fast as their water cousins, their natural reflexes and physical speed is unmatched, being at least two times faster than the regular human; it wouldn't be wise to race against them.

Douval [Light] - Their reputation as sages comes from their body and mind development. Their bodies decay at almost half the speed of the rest, giving them a life expectancy of 200 years at most; while their minds develop twice as fast. This makes them the greatest source of wisdom in the land.

Warel [Earth] - A son or daughter of the Earth is as resilient as the land from which they came. They possess the most resistant bodies of them all, being able to withstand forces of about four times the strength they possess. Their skin is naturally stronger as well, yet oddly remains soft to the touch.

Zyra [Fire] - Remember how opposites work? This is the same way, they're the opposite of their Earth cousins. While they cannot endure physical strain for as long nor take on direct impacts and remain unscathed, they have an immense strength under their sleeve. They're usually taken for careless brutes, since they can break their own bones if they're not careful, but this is simply because some - specially the young ones - cannot measure their strength accordingly. A slim young man can lift twice as much as a "buffed" grown man before his bones give in. Those who plan to use their strength often are advised to train their bodies to match the weight they'll carry.

Luria [Dark] - Speaking of opposites, here's another one. This one is a "gifted" community with cons as big as their pros. While they physically age a lot slower, and can live up to 400 years before their body shuts down, their minds and overall hormonal system works like the age they appear. It is a bit ironic, that the country with the tightest and oldest culture is populated by people who cannot look over 50. That's right, they'll look just like a teen when they hit their actual 50's, it's no surprise the city guard's armor covers their faces and somewhat deepens their voices. Nobody would fear an army of teens, even if they're actually 80. The good side is that, since their bodies almost don't decay at all, their brains function fully until their deaths, which means no memory loss nor any illnesses common in older people.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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A Yearly Grand Tour

Post by Andromeda Infinity » Sun Sep 24, 2017 2:09 am

Every year, Urbe's royal family hosts a grand tour around the Narden continent, this tour is completely free for those who wish to participy, but it works as a lottery. From each country, including Urbe itself, groups of ten males and ten females are taken to the tour which goes around very exclusive areas that are otherwise off-limits for regular citizen and even certain knight or guard branches. This tour has the objective of spreading information on how the continent's balance works, as well as PR and recruitment purposes.

This year, the Grand Royal Tour has started earlier than usual, which lead to a greater amount of younger people signing up for the lottery in every country as opposed to older people, since most haven't had the time to obtain a permit for it; and being an educational trip, schools grant permissions for this sole purpose.

Once the lottery ended and the twenty winners from each country had been announced, they all were immediately transported to Urbe, the starting point in this trip.

A large amount of people has reunited at the palace gates, including the lottery winners and guards from the fortress itself, which will accompany them throughout their journey. They are only waiting for the king to wave them farewell and wish them a safe journey, as customary, before heading towards the landship that will take them to the first destination.
"We're all idiots on the inside." - My dearest"...And from that moment on, I started loving you unconditionally."

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