~Night~ & ~Day~ [Lore Thread]

Do you think that the addition of a broader magic system is needed?

  • Yes!

    Votes: 6 66.7%
  • No!

    Votes: 0 0.0%
  • Maybe...Kinda... Doesn't matter to me

    Votes: 3 33.3%

  • Total voters
    9
  • Poll closed .
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Starlighter

Consider this the hint of the century
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FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Slow As Molasses
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
Genres
Fantasy, Sci-Fi

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[BCOLOR=transparent]Welcome to the Night & Day Lore Thread! This is the place to read up on setting and the world you'll be playing in. If something is confusing or you would like more detail added to a particular section, feel free to bring it up in the OOC (linked above). This thread will be updated as needed; sections added/altered within the last 7 days will be indicated with an asterisk* on the tab and a green title.[/BCOLOR]


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    • [BCOLOR=transparent][BCOLOR=transparent]I'm not picky as far as names are considered, as long as they wouldn't be totally out of place in a fantasy setting. No last names are necessary.[/BCOLOR][/BCOLOR]
    • [BCOLOR=transparent][BCOLOR=transparent]Be creative but modest where clothing is concerned. Think Tolkien's elves.[/BCOLOR][/BCOLOR]
    • [BCOLOR=transparent][BCOLOR=transparent]Neither clan is 100% true to their stereotype. The Day can get dirty, and the Night can be very nice.[/BCOLOR][/BCOLOR]
    • [BCOLOR=transparent][BCOLOR=transparent]The lake is neutral territory. The two territories are divided in a way that nothing but myth can explain - the land belonging to Night is kept in perpetual darkness, and that of Day in perpetual light. There is no 'divider' between them save the distinct alteration in light[/BCOLOR][/BCOLOR]
    • [BCOLOR=transparent][BCOLOR=transparent]Horses are rare, limited almost exclusively to the Royal stables of each Clan. A few of the extremely wealthy might own one or two; they are only used for decoration, official Royal business, and by Messengers when it's urgent.[/BCOLOR][/BCOLOR]
    • [BCOLOR=transparent][BCOLOR=transparent]Currency is precious metals and gems. In order of value:[/BCOLOR][/BCOLOR]
    [BCOLOR=transparent] Emerald[/BCOLOR]
    [BCOLOR=transparent]Ruby[/BCOLOR]
    [BCOLOR=transparent]Sapphire[/BCOLOR]
    [BCOLOR=transparent]Diamond[/BCOLOR]
    [BCOLOR=transparent]Gold[/BCOLOR]
    [BCOLOR=transparent]Silver[/BCOLOR]
    [BCOLOR=transparent]Slate[/BCOLOR]​
    [BCOLOR=transparent][tab=History and Plot][/tab][tab=History and Plot][/tab]
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  • [BCOLOR=transparent]In a more troublesome era than has been seen in a lifetime or more, where loyalty to home and hate of that which is not is more vital than ever before, the question of one's loyalty to their native Clan has never been of such great importance.[/BCOLOR]

    [BCOLOR=transparent]Relations between the two Clans have never been particularly amiable. But over the last few months, things have begun to strain even more. Border trespasses have increased, reports of Nights hunting in the Day Realm, strange taunts left to antagonize one another. Several instances of elves from opposing Clans bumping into each other and having brawls - once a rare occurrence - has become semi-frequent of late.[/BCOLOR]
    [BCOLOR=transparent]And, not a week ago, a diplomatically immune Night Messenger mysteriously died in Day territory, with evidence that he did not travel there of free will.[/BCOLOR]


    [BCOLOR=transparent]The Queen of Night has heard enough excuses from the Day Realm. She will offer one last chance for peace… or there will be war.[/BCOLOR]

    [BCOLOR=transparent]There are several roles I would like to have filled for plot purposes. You can read about that in the Sign-Up Thread , or generate your own subplots![/BCOLOR][BCOLOR=transparent][tab=Messengers][/tab][tab=Messengers][/tab]
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  • [BCOLOR=transparent]Both Clans have designated Messengers, never more than ten to a clan. Fast runners, light, good with horses… good memory for carrying verbal messages. They run important news/information between villages, and if absolutely necessary, Clans. The only agreement the two Clans have concerns Messengers. Anyone who so much as speaks disrespectfully to a Messenger will be given over to the other clan for whatever punishment the Messenger chooses, from flogging to slavery to death to whatever they can come up with, really. If you happen to kill a messenger, you are banished among humans for three years, then hunted down and executed by your closest family member. So don't kill the messenger.[/BCOLOR][BCOLOR=transparent][tab=General Geography][/tab][tab=General Geography][/tab]
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  • [BCOLOR=transparent]See here for a general overview.[/BCOLOR]
    [BCOLOR=transparent]Cavatara and Sirasa are more foothills than mountains, towered over by Mount Storm. Barren and rocky, there is no way to ascend the mountain, nor any reason to.[/BCOLOR]

    [BCOLOR=transparent]Opposite Mount Storm on the other side of the two foothills there is an open waste that eventually leads into the world of humans. [/BCOLOR]

    [BCOLOR=transparent]The capital of each Realm is located at the peak of its respective foothill, and when referred to in a manner other than 'the capital' would be mentioned as either Sirasa or Cavatara.[/BCOLOR][BCOLOR=transparent][tab=Night][/tab][tab=Night][/tab]
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  • [BCOLOR=transparent]General[/BCOLOR]

    [BCOLOR=transparent]Love is absolutely forbidden. Kindness and respect to clanmates runs high, but love is the biggest no - no of all. You marry for logical reasons like money or because you get along well with someone. Never because you love them. You'll be brutally executed if anybody finds out you're in love. *coughcough* Anyway.[/BCOLOR]
    [BCOLOR=transparent]Nights are almost always looking for a fight or something to kill. They enjoy hunting, and rarely ever keep pets. You'll get teased a lot if you do, and most people will look down on you, but it's not exactly a crime. While they typically appear hard and cold to outsiders, they have a giant family - esque feel, a bond that is particularly strong among the Vigils.[/BCOLOR]
    [BCOLOR=transparent]Oh yes. The Vigils. Pretty much the military. Men and women are allowed equal rights as far as entering and advancement is concerned, and contrary to popular belief, they are the only trained fighters of their clan. Everyone can fend for themselves, and most can hold their own in a fight, but only the Vigils have any real training. In contrast to their enemies, they prefer an up close and personal approach to combat (and stealth. Can't forget the stealth). Think ninjas. They fight with either (or a combination of) curved knives that can be screwed together as bladed staffs, or Ninja Stars. Martial arts is also a strong suit. Entering the Vigils is decently easy; all you have to do is pass a day long test that consists of survival techniques, combat, stealth… you get the idea. Pretty much just to see if you have the right mindset and enough talent to make it. There are also no age restrictions. If you can pass the test, you're in, but no one under the age of seventeen is allowed to take part in an actual battle. They dress in neutral or dark colours, rarely ever anything but black, brown or grey, and practicality is considered above style.[/BCOLOR]

    [BCOLOR=transparent]Government[/BCOLOR]
    [BCOLOR=transparent]The Night judicial/legal system is fairly simple. Because it is a low population culture (around a few thousand people altogether) outside of the wealthy there are three main power roles: [/BCOLOR]

    [BCOLOR=transparent]The Monarch is always the eldest child of the royal family, regardless of gender - in fact, there have historically been more Queens than Kings. The Monarch will marry only for a short period after their reign - only as long as it takes for two heirs to be born. Three years after the birth of the second child, the Monarch's spouse will be ceremonially killed, as in the past there was extensive civil chaos while spouses offed each other for the throne, on more than one occasion diverting the Royal line. In the event that no heir is produced within five years of marriage, the spouse will be killed in a far more dishonourable way, and the Monarch will either marry again, or allow the line to pass through a sibling of their choice.[/BCOLOR]

    [BCOLOR=transparent]The Commander of the Vigil (played by me, CS link coming soon) is a general of sorts, though more involved on the front lines.[/BCOLOR]

    [BCOLOR=transparent]The Warden who serves as the judge of any 'charges' made by the Night elves. Minor disputes are settled in the Warden's Court. The Court consists of the Warden, several Vigil guards, several Judges, and a messenger. They travel a circuit of all the towns in the Night Realm, and visits can be requested. They will hold court where needed, and often summon support from the Vigil when it is needed.[/BCOLOR]

    [BCOLOR=transparent]Vigil[/BCOLOR]
    [BCOLOR=transparent]The Vigil is led by a Commander. The Commander must join at the same level as anyone else, and ascend through the ranks in the same way by merit of conduct. Under the Commander are Captains, who lead patrols, commissioned hunting expeditions, assist in the training of new/younger members, etc. The Commander typically performs many of these duties on a day to day basis as well as organizing them. Below Captains are Altenants. Full fledged and experienced or particularly skilled members, they are often trusted to perform tasks on their own, to help train new members, or stand in as group leaders when for whatever reason a Captain is absent - they will also lead sections if a Captain chooses to divide those under his command. Vigil Initiates are usually young, and have very little skill or training.[/BCOLOR]

    [BCOLOR=transparent]Typical Occupations[/BCOLOR]
    [BCOLOR=transparent]Vigil[/BCOLOR]
    [BCOLOR=transparent]Shopkeepers (i.e. bakers, healers, blacksmiths, tailors, etc)[/BCOLOR]
    [BCOLOR=transparent]Merchant (owners of multiple shops)[/BCOLOR]
    [BCOLOR=transparent]Hunters/Tanners/Butchers (typically hunt for their own food/to sell meat and the skins; often a family profession where different family members specialize in one of the three areas)[/BCOLOR]​
    [BCOLOR=transparent][tab=Day][/tab][tab=Day][/tab]
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  • [BCOLOR=transparent]General[/BCOLOR]

    [BCOLOR=transparent]Their clothing is elegant and beautiful with a lot of colour. The Days will avoid fighting as much as possible, but they will defend themselves if they must. You will usually only see their darker side come out in regard to their disdain of the other clan. They tend to fight with ranged weapons such as bows and throwing knives. It's not uncommon to see animals roaming the streets, whether they belong to a specific person/family, or are more of a communal pet. Because of their close affiliation with animals, Days are vegetarians and rely heavily on their well respected farmers; this is considered one of the noblest professions. This may not end up being even remotely relevant to the RP, but courtship is a huge deal, and a lot of work. You are so totally screwed if you don't ask for the girl's father's permission every time you so much as talk to her. Yes. Seriously. You may even end up banished. So yeah. Anytime you go somewhere together or do anything in each other's company, there must be at least one chaperone along. And you should also be prepared for a lot of teasing and gossip, because people can't be bothered to find something better to do.[/BCOLOR]

    [BCOLOR=transparent]Government[/BCOLOR]

    [BCOLOR=transparent]The Day Realm observes a more traditional system than their counterparts. Similar in population, their Monarch is invariably a King, the eldest son of his father and predecessor. Regardless of gender, the eldest child next to the Heir is trained to lead the Palace Guards, who are the only trained fighters in the Realm, while the Heir is groomed for the throne. The King, Queen, King's siblings, and Princes/Princesses(those 17+) all hold their own Court, hearing complaints and managing the law according to their exclusive judgement, with their decisions enforced by the Palace Guard when necessary (though in their pacifistic society, this is rarely ever the case).[/BCOLOR]

    [BCOLOR=transparent]Palace Guard[/BCOLOR]

    [BCOLOR=transparent]Typically skilled with knives (particularly throwing knives) and as archers, there are only a few skilled swordsman among them. Guards typically begin their training around ten to thirteen years of age. Their primary goals are to ensure the security of the Royal Palace and safety of the Royal family, protect their borders, and ensure a peaceful atmosphere in society. They wear blood red hooded cloaks as their sole uniform. Lieutenant is the highest achievable rank, at which point they are able to issue orders to other guards and start to train younger members. They are always led by the secondborn child of the Royal family. [/BCOLOR]

    [BCOLOR=transparent]Typical[/BCOLOR][BCOLOR=transparent] Occupations [/BCOLOR]

    [BCOLOR=transparent]Farming is perhaps the most notable profession, greatly admired for the skill and knowledge that it requires to do well. To own or work on a farm is a symbol of status in Day culture. Other occupations may include: [/BCOLOR]
    [BCOLOR=transparent]Smiths of varying kinds[/BCOLOR]
    [BCOLOR=transparent]Entertainers (dancers, musicians; either employed by nobility or street performers)[/BCOLOR]
    [BCOLOR=transparent]Healers/Herbalists [/BCOLOR]
    [BCOLOR=transparent]Various shopkeepers[/BCOLOR]
    [BCOLOR=transparent]Servants [/BCOLOR]​

  • [BCOLOR=transparent]Dragons[/BCOLOR]

    [BCOLOR=transparent]There have always been rumors about dragons, stories about dragons, and supposed sightings of dragons. However, no elf in recent times has made any reliable proof of a sighting. All the stories say that they come from Mount Storm, but little beyond that is known, and nothing has ever been confirmed. Though most believe that their existence is at least a possible. [/BCOLOR]

  • General

    The discovery of magic in the Elvenwood is rather a recent one. Only within the last twenty years or so have there been recorded instances of elves in both realms sporadically performing strange and powerful feats with the use of gemstones. Rumors and speculations on these happenings run rampant, and due to the irregularity of these instances, fairly little is known about the functions of magic. Those who have given their efforts to experimentation have learned a few things, but the development of the use of magic is still very much a matter of trial and error.

    The stones one can make use of to perform magic are distinguishable from normal currency, but it takes a good eye and knowledge of gems, as the differences can be quite subtle (a colouring just a bit too dark or too pale, a stone harder or softer than it ought to be, etc). The majority of magic stones have been discovered quite by accident when an individual inadvertently used the stone. Most who have had such stones in their possession have either sold them for quite a profit, or experimented with them themselves. The majority of people who have never seen the uses of magic and know only the rumors are quite skeptical of it's usefulness and worth.

    Mechanics

    -The magic of a particular stone will always be relevant to the features of the stone itself. An exceptionally hard and pale sapphire, for example, might allow the use of ice magic.
    -Quantity equals power. The more stones one has and the larger they are, the more one will be able to do - but this also makes for quite a bit more risk as there is more chance of things going wrong on a larger scale.
    -The exact methods used to perform magic are quite ambiguous. One person might be able to hum at a certain pitch while holding a stone, another may be able to use sheer willpower without touching it at all.
    -Results of experimentation tend to vary quite widely. Often nothing will happen at all, it can be difficult to consistently repeat something one has achieved previously, and most often, there will be a result of some sort.... just not the one desired or intended.
    -All in all magic is unpredictable, unstable, and takes a lot of practice to acquire consistency.

    Various Things

    -Anyone and everyone is able to use magic, but what works for which person will vary by the person and the stone(s) in their possession.
    -Most people probably have (or have had) a magical stone in their possession at one time or another via currency flow.
    -If you are playing a character with magic, take into account how they acquired their stone(s) in their background - did they try to buy something and accidentally hear the thoughts of the shopkeeper? Are they knowledgeable about gemstones in general and able to distinguish when something isn't quite right about a stone? Did they buy it off of someone else who accidentally used it?
    -As long as you adhere to the magic of the stone being relevant to it's characteristics, you can come up with your own effects/powers. Just don't go too crazy, and bear in mind that if I have an issue with something, I may not allow it exactly as is.
    -If you're wondering how on earth stone characteristics relate to things such as reading minds: clear/white in a stone allows for magic that can't be directly linked to a specific colour.
    -This may go without saying, but the fact that this world hasn't discovered the hard and fast rules of magic yet is no excuse to allow characters to be ridiculously overpowered, so don't go overboard.

    One last thing I'd like to mention is that while technically the abilities of the respective Clans to control light and shadows and that whatnot is magic, it isn't viewed in the same way by society. Everyone is born with that, and it's more like a sixth sense than magical ability.

  • Avelies Dara is the name of a flower believed (in the current day) to exist only as a myth. As the legend goes, in a time beyond reckoning, there were once twin sisters - Avelies, and Dara. The former had a passion for anything green and growing. The flowers she planted and nursed to sell were incomparable to any others to be found in the Day Realm in their vibrancy and longevity, many of them exuded particularly strong, pleasant scents.

    At some point in their adult life, Dara fell ill along with hundreds of others during a severe, unheard of plague spreading across the two Realms. The sickness ravaged both Clans for nearly three years while healers of both sides searched desperately to find a cure. Motivated by the prospect of saving her younger sister, Avelies also sought far and wide for a way to heal the dreaded disease.

    After surviving for nearly six months, Dara succumbed to the plague. For a time nothing was seen nor heard of from Avelies, and to this day it is unknown what befell her during the months following her sister's death. When she returned, she brought with her a bouquet of strange orange flowers that glowed brilliantly with a light their own. In the days that followed, she began visiting the sick and administering a potion made from the flower that healed all who drank it. Those who heard tell of the healing powers of this strange flower named it after the woman who discovered it, and the sister whom she mourned.

    The part of the story that encourages nearly all who hear it to call it a myth and no more is what transpired next. Avelies journeyed to the Night Realm, and secured peace by offering the potion to her enemies. When all the sick had been healed, there were rumors that the last of the mysterious flowers had been used, and that they had become extinct. Yet in the years that followed, every once in a while, one might see a slight orange glow hovering on the forest floor...
 
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