RAYAN: A HIGH FANTASY ROLEPLAY (WIP) - IN COLLABORATION WITH @PHAEDRA

Lisianthus

KitKat
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Looking for partners
Posting Speed
  1. One post per week
  2. Slow As Molasses
Online Availability
It honestly depends. I have quite a busy schedule. I shall try my best to be around whenever and wherever I can though.
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Female
Genres
I would like to dabble on all genres but my favourites are definitely Historical, Medieval, fantasy and Magical.
Almendra Display Title
Heading and text Cormorant Upright


History


Dragons once ruled over Rayan. Their Moniker; Messenger of gods. Some worshipped them; Altars were built, and sacrifices were made in their name. Some feared them; Prayers were uttered, and houses were fortified to keep them away. Others hated them; Weapons were enchanted, and a faction was born to slay them.

It started off as a small band, a group of like minded humans. They had sworn to cleanse Rayan of Dragons. They gained traction and rose to fame within matters of moments. Their deeds spread across the land, and ballads were written in their names. They became humanity's saviour. Any Dragon that left its nest to find another would be swiftly dealt with. Merciless with their killings, they drove dragons to a state of near extinction.

But they were not benevolent. With fame clouding their minds, they demanded royal treatment. They pillaged villages and destroyed lands. They became entitled. They got bolder and tread on paths not meant to be walked upon —

They became practitioners of dark magic, having strayed too far from the path they first started on. And to meddle in such an art, the price to pay was high and dear.

Humanity's greed was also a curse. The more they delved into the forbidden art, the more deranged they became. Though their journey began to protect themselves, their purpose was quickly forgotten. They turned cruel and mad, their obsession possessing them.

The consequence was dire. Their retribution came without warning. Humans, once blessed with magic, had lost their affinity to practice it. In the blink of an eye, the glory they accumulated got buried deep in the earth.

But the damage could not be undone. Darkness swept across the lands. It ruled with an iron fist. For thousands of years, every creature bowed down to its might. It was a plague more fearsome than Dragons. It encroached every crevice and left nothing untouched.

Old magic awakened. Dormant creatures, faunas and races reacted to the change, appearing across the land. It was a sudden change in Rayan, and everyone was forced to adapt.

The Elves who used to be secluded, uninterested in the outside world, emerged from deep within their dwelling. Haughty and entitled, they enslaved the humans to do their bidding while they walked the land. They lorded over them and mocked their stupidity. The shift had formed a new hierarchy and Man begrudgingly accepted their fate.

But the darkness that plagued them still needed to be dealt with. The chaos and destruction that it left in its wake could not be ignored. Unable to deal with it individually, every being of the land that had not been tainted gathered with a single objective; to banish the darkness.
It was a sight to behold; the might of the coalition army managed to drive the evil back, and contained it in one corner of the land.

The war ended in their overwhelming victory. Humans regained their freedom, albeit partly under less restrictive law. They had proven that they were willing to take responsibility for the part they played in the destruction. They left the land to occupy an island nearby to start anew. The Elves returned to their homeland, Dwarves fortified their underground cities and the earthfolk retreated to their land. Others mingled with the humans in the neutral kingdom of Azuriko or settled in little villages scattered across Rayan.
 
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Geography and Ecology


  • Rayan is a vast land. From Azuriko, the kingdom that lies in the center of Rayan, it takes 7 to 10 days to travel from one major location to another.
    Each location is beautiful in its own way, though some may be deadly. And in your journey, you may encounter the different creatures of Rayan whilst enjoying the scenery.

  • There are multiple small villages spreaded across Rayan, but here are the ones that are the most notable:
    Azuriko: The kingdom of the winged, led by two sisters, the last of their race. They were the oldest of all races, and they were respected by all. gods' blood run in their veins, though they are merely observers.
    Situated near the center of Rayan, Azuriko is a neutral and impartial kingdoms. All races are welcomed. And while racism might occur, to outrightly do so will be punishable by law.
    It is also the place where the leaders of all races would meet and discuss important events. Under the law of Azuriko, the meetings would be guarded and supervised by one of the sisters' trusted servants. The location also neutralised all magic, thus any fights that broke out would be swiftly dealt with. The kingdom itself is a majestic display of bulky, strong structures.
    Noble Humans of Azuriko have a slight steampunk influence from their relations with Isturis in their weapons and sometimes fashion.


    Isturis: The Human Kingdom that laid on an island in the east of Rayan. It is the only place where technology thrives in. Being the pioneers, you can find a lot of different fascinating items that are not available anywhere else. Because they have no magical abilities, they have one of the biggest schools dedicated to science and math. And while the city is beautiful, the surrounding villages are not as the gap in class is truly apparent.
    Humans from Isturis are heavily influenced by the Steampunk theme in their ideals, cities, fashion and weapons.


    Thirn Daruhl: The underground Dwarven Capital, located under the Desert, is an enormous display of their mastery in architecture and design. The Dwarves main living quarters, malls, armoury, weaponry and artisans workshops are held up in Thirn Daruhl, however the Dwarves have claimed many underground caverns across the Azurikan Province, making them the dominating race. That was if they were to return to the surface, which they've really shown no current desire to do so.


    Leviatis: An underwater paradise, this beautiful oceanic city is home to the Mermaids and most other aquatic creatures. It is deep within the eastern seas, protected from fishing and whale poaching. It is said that the city is guarded by a deep water hydra. Nobody has ever seen such a creature since the dark ages.


    Eisthemar: A large floating city for the high elves, Eisthemar is breathtakingly beautiful and beaming with magical energy. The entire city is protected by magical wards, alerting the citizens of any intruders who may happen to sneak in via the skies. This golden city is completely exclusive, and access to the city is through a Portal, which is guarded by two high elves.


    Ashendale: A large city at the center of the Living Forest, Ashendale is a beautiful treetop display of almost ethereal architecture that compliments the beautiful Living Tree it surrounds. Ashendale is protected by wards so that they may remain deep within the forest, hidden from the outside world.

    The Living Tree: At the very center of the Living Forest, and the center of Ashendale, home of the Wood Elves, lies The Living Tree, the oldest and largest tree to exist. The Living Tree is said to be the protector of the wood elves, their home and their deity, harbouring great power within. Being the oldest of all tree's to reside across Rayan, the Living Tree is filled with great magic bestowed by the earth.

    Pool of Reflection: Nestled within the Living Tree lies the Pool of Reflection, a spring of the purest water, untouched by taint from the outside world. It is said that those who're cleansed in these waters will awaken magical potential if it is locked to that person, as well as memories. Currently only the wood elf elders are able to fully grasp what truths the ripples speak.

    Ethereal Grotto: The true home of the Forest Guardian and the Wingless Fairies, living deep within the Living Forest, so deep in fact that many rumour the only way to find it is to be completely lost. You'll never find it, for it will always find you, if you've proven worthy.


    Vymen Mountains: Beyond the Frozen forest, lay the snowy mountains of Vymen, which encompassed the whole border of the northern edge of Rayan, looming over all creatures that resided within its realm.
    Cold and Icy, it was home to the Earthfolk, spirits of the land. For thousands of years, only they had occupied the region, for the journey across the Frozen Forest was perilous and treacherous, with sudden plunging of temperatures, precarious roads and savage beasts.
    The earthfolk separated themselves into three different clans. And they all lived in different parts of the mountains.


    A depiction of an Abenaki Village and the caves of the Etelarith

    the Abenaki took to the hard rock valleys. The toil of working those rocky fields made them hardy and strong, which lead to a more militaristic community.
    The Etelarith had been given the dark caves which lead to a more cunning group who valued stealth and the magic that came from those dark places.


    The city of the Bode'wami and Aglamar

    The Bode'wami was given the mountain peaks. They learned to build massive structures, their minds growing to allow them to live in such a complex and hazardous area.
    A council was formed, made up of the elders of each tribe and they would reside in Aglamar where all the tribes would gather on occasions. Thus began the system of having major and important decisions discussed within the council.


    The Echo Chamber (Shul'an Hal'lalla): A sacred deep ocean chamber nestled underneath the ocean floor found amongst an array of underground tunnels and caverns, often known to 'swallow' the inexperienced navigators and adventures that try to test their skills. Only those of the Siren Order know the true path to Shul'an Hal'lalla, which is used for many secret and unknown rituals.

    Ruins of Kah'tark: Ruins of Kah'tark were towers built by unknown entities. Their exact location is always unknown as they would appear and disappear whenever and wherever they like; one day, they'll appear on top of cliff edges, and another in the swamp. They can appear Long before settlers first came to Rayan, not much is known about these ruins other than rumours of glorious treasures and artifacts deep within and that they would usually only stay in one location for a minimum of 3 days and a maximum of 10 days. However Kah'Tark has recently been taken over by feral Gnolls as well as Orc, who have somehow tamed the Gnolls to act like attack hounds.
    Adventurers beware.

    The Deep Roads: Old abandoned tunnels dug deep into the earth, much deeper than the current used Dwarven cities and tunnels. Back in time when the Dwarves had larger numbers, these roads were once used for many reasons, travel, mining operations and even to carve out new cities. However after hundreds of years, they became husks of their former glory, now filled to the brim with all kinds of twisted deep cave creatures. Many are warned against using the Deep Roads for travel, unless you're an experienced adventure and warrior.



  • Desert: Also known as the Red Sea for its reddish tainted sand that glides like an ocean in the wind. Most tend to stay away from this 'Barren Wasteland' for it is home to some of the most vicious beasts and Canim camps spread thinly throughout. What many don't know is that the Desert holds some of the most grand Dwarven ruins in all of Rayan, as well as pockets of native plants and wildlife known as Oasis'.
    Native Creatures:
    • Abyssal High Dragon
    • Canims


    Plains and Meadows: A few hundred miles past Malak'Tak, lies a greenery that stretched far and wide, encompassing most of the land. Small forested areas, rocky tundras and farming villages littered across the plains, and streams of rivers could be found, leading into the ocean.
    Different flora and fauna can be found scattered about, as well as creatures that are either harmless or aggressive.
    The Kingdom of Azuriko in itself is situated in the middle of the plains and all other marked areas would lead to the said kingdom of the Humans.
    Native Creatures:
    • Faun


    Mountains:
    Although mountain ranges make up mostly the southern and Northern edges of Rayan, smaller ranges could still be found in other places. Whilst the northern lands held the icy mountains where the earthfolk dwelled, and protected by old deity magic, the south held rocky and barren mountains, home to the dwarves. It may not be much a first, these rocky mountains, but if one were to look carefully, one would see the intricate runes that have been carved around certain parts of the mountains to safeguard the dwarf city.
    In the west, green mountain ranges, filled with lush forests, meadows of different flora, pools of lakes, and even hot springs surround the floating island of the High Elves. They are they playground of the wood elves and hardly any other race has been able to cast their sight upon the beauty of the mountain range.
    Native Creatures:
    • Basilisk


    Cliffs:
    All around Rayan, cliffs, tall and low, can be encountered as one journey through its lands. Some cliffs sandwich deep canyons or dark forests and dingy swamps where vile creatures hide themselves. These are dangerous places to be in for it would be hard to escape once you enter their realm. So beware!
    Others, however, have water running down them, creating beautiful waterfalls. This can be found in certain forested areas, mostly in the green mountains range, where the elves live. Some also have jagged rocks at the bottom of the cliffs that lead towards the ocean, a perfect place to throw your enemies and hide their bodies, I would say.

    Malak'Tak, Frozen Forest:
    It's name doesn't do this beautiful winter forest the justice it deserves, often being referred to as the Crystal Forest for its sparkling beauty. Much like a vixen, the forest's beauty often cloaks the dangers within. Protected by old, chaotic magic that runs through the veins of the north land, one would encounter sudden drops in temperature, often reaching below sub zero, let alone the creatures that lurk within, accustomed to the often harsh environment. The forest rejects all foreign entities and only welcome those that are connected to earth.
    Native Creatures:
    • Dire Wolf
    • Wyverns
    • Senche


    Dark Forest: Don't let its beauty fool you as it's name speaks truth, this forests bioluminescent flora tricks the senses into a false belief that this is an otherworldly paradise which couldn't be further from the truth. Sure, it's beautiful, but that's it. From carnivorous plants to toxic mushrooms, flesh hungry bugs and unforgiving creatures lurking in the dark, it's certainly a dark fantasy hell hole of complete and utter disaster. Anything and everything trapped within the Dark Forest is ultimately twisted with the dark magic the flowers within. Enter at your own risk.
    Native Creatures:
    • Ghoul
    • Demon


    The Living Forest:
    Best known as the birthplace of the Wood Elves, the Living Forest is home to many strange and wonderful fauna and flora. The forest is found in the Western outreach of Rayan, nestled comfortably between humid swamp lands and rocky, jagged cliffs crafted by the ocean's wrath.
    Normal weather in the forest is comfortable, one of the better places to live in terms of comfortability. However it is known to have spikes in rainfall. Being between oceanic cliff sides and humid swamps, their temperature is rather in between, the perfect climate for such a beautiful place.
    Native Creatures:
    • Senche
    • Forest Guardian
    • Wingless Fairy


    Swamp: Covering only a small section along the western coast, temperatures are usually humid, and the air smells of stagnant rot. Lamina camps are scattered throughout the Swamp, as well as strange, almost Mayan Temple-like structures along the saltwater river that is strongly connected to the west seas.
    Native Creatures:
    • Drowner
    • Lamina



    Ocean: The ocean is vast, covering most of Rayan, save for the Azurikan Province and a few other lands. The eastern seas are dominated by the Merfolk, beautiful coral cities, fauna and aquatic creatures co-exist in natural order. Most of the ocean is uncharted, so new discoveries are made by pioneers often!
    Native Creatures:
    • Merrow
    • Kuo-toa
    • Sahuagin

 
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Economy



  • Rayan is a vast land filled with many countries, all unique in their own way, offering up traded goods amongst each other, for the right price of course. Currency exchange rates have low taxes, especially within the Azurikan Province, which prides itself in neutrality and cultural acceptance, thus all using a basic currency of gold, silver and copper coins.

    Each race has their specialty. And per their treaty, their treaty can be bought with gold, silver, copper and materials.
    And while all would trade exotic food, spices and barrels of mead,
    > the dwarves are master smiths that deal with weaponry and everyday appliances such as pots and pans. While every day appliances can be bought at a cheaper price by others, a dwarf's craftsmanship is known to be the best. They also deal with rare and precious ores.
    > Known for their beautiful crafts, elves deal with the rich and haughty clients who love to decorate themselves with jewelry and trinkets. They also trade wood and herbs for other goods. Their weapons are finely made and mostly only the aristocrats would buy them.
    > Much like the elves, the earthfolk provide wood, exotic herbs, livestock and wool. Their specialty, however, are magically infused weapons. They would bind sprites to the items and they can be wielded by any without expanding their energy. However, those with magical abilities do not have any use for them, and thus, only humans would trade for them, making them expensive. Only military and royals would buy them.
    > Humans provide cotton, everyday crops, cheap labour, and cheap weapons for the masses. As there is a huge gap in class in the human society, those of the lower class would have to find ways to survive.


  • Most settlements in Rayan use this basic currency:
    500 silvers for 1 gold,
    200 coppers for 1 silver,
    And 15 nickels for 1 copper.
    As it is a trading hub, prices for materials would rise and fall depending on the demand and supply.

    However, some do have a different currency exchange rate:
    In Isturis, due to the large gap in social classes, the currency differs greatly with
    1000 silvers for 1 gold,
    500 coppers for 1 silver,
    And 100 nickels for 1 copper.

    Elves and Earthfolk for the most part, rely on barter trade instead whilst the Dwarves deal with ores and raw materials.

 
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Religion and beliefs


Dwarves:
The Dwarves worship none other than their craft. They're hardy thinkers, their cities built to perfection like clockwork.

High Elves:
They value status / rank and knowledge above all else, as well as retaining their ethereal appearance. They worshipped none for they believed that no God was above them considering their race had mastered longevity. Immortality.

Wood Elves:
Like the High Elves, they do not have a set of Gods for worship, instead they worship the Living Tree for which their home surrounds, and the Forest Guardian, a sacred being said to bless those with a pure heart if they prove to be worthy of a blessing that is, via good deeds.

The Dreaded Wolf:
Said to have been a High Elf Prodigy, the Dreaded Wolf was the one thing all Elves feared above all else, used to keep their children in check and to prevent meddling where it was not due. In his lust of the ultimate source of knowledge and power, and unleashed a very old and very powerful curse upon himself, doomed to roam Rayan alone for all eternity for he posed a threat to all who got too close.
Despite being gone for thousands of years, elves' memories were long and thus they never forgot the tragedy that was the Dreaded Wolf.


Humans:
Have several shrines dedicated to their gods in whom only 7 are permitted for worship, the rest are forbidden/banned due to their nature, being rather cruel or vile Gods, seen as dark and evil.

Elenia, The Triple Goddess - Past, Present and Future. Goddess of time and fate.

Durzo - God of Knowledge and Wisdom.

Polyxena - Goddess of Fertility, Beauty and Hearth.

Darius - God of the Sun and of the Skies.

Sanguine - God of Death, the Afterlife and Keeper of Haven Rayans 'heaven'(?)

Niara - Goddess of the Moon and the Seas.

Alceme - Goddess of Life, the Earth and Spring.




Earthfolks:
They only worship one god; Suthien*, Saint of the North.

They were once mindless spirits, who had no true form. They drifted along the mountains and returned to the earth when their time came.
Suthien however, gave them a corporeal form. He also gave them a purpose; to protect the land.
In his absence, they continued to worship him. Rituals and animal sacrifices were made to honour his name.
*Not much was known about Suthien. Some say he's a god, some say he was once a part of the race who used to occupy the land before the coming of the gods. He is one who has reached the peak.

Mere-people:
They only truly believe in the Ocean and the ancient Hydra, which hasn't been seen in eons. However there are remnants that this being did / or does exist.
 
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Politics


Before the shift in the land, the four major powers were; Humans, Elves, Dwarves and the Merepeople.
They shared equal powers and they ruled their respective regions. Though at times they would go to war with one another, to conquer and expand their territory.
However, after darkness had descended upon them, the elves rose in power. The dwarves retreated underground and the humans lost everything. A new race in the north rose to fame for their viciousness and they were then included as the 5th.
After their triumph, a council made up of the 5 powers was formed. Supervised by the winged sisters in a neutral location, treaties were made.
A semblance of balance was returned to the land.
Elves and Earthfolks returned to their respective homeland, dwarves opted to stay underground. The Merepeople were hardly involved in any political strife for they lived deep down in the ocean.
Humans overcame their weakness. Although they can be found everywhere,
Their heavily fortified kingdom laid in the east of Rayan. What they lacked, they made it up with hardwork and wit, thus becoming one of the most technologically advanced races in Rayan. Their technology is powered by Sprites infused items.
 
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Playable Races and Customs



  • Humans - The most common race and considered as the weakest and dirtiest creatures in the world of Azuriko. They were looked down upon by the other races for their cowardly and sly nature. However, "strength" of Humanity comes from their weakness. This gave Humanity the wisdom to overcome stronger adversaries as well as the ability to learn, gain experience and rise from the ashes. The ability to adapt is what makes humans strong. They are also highly greedy creatures. Humans do not have a strong affinity towards magic except for a selected few. Only one out of every hundred humans is born a mage.

    Human born perks:
    - While they do not have any supernatural strength or any abilities, they can be:
    - Impervious to heat and cold to a certain extent by training their bodies.
    - High endurance and Willpower to make the outcome they want into reality.
    - Durable to physical attacks due to training.
    - TL:DR; most physical capabilities can be achieved through training.
    - They are also naturally crafty and full of trickery.

    Dwarves - Deep mountain dwellers. Dwarves were a short, stocky race. Most Dwarves had thick, luxuriant beards in which they took great pride, and often forked or braided them and tucked them into their belts. Dwarves were a proud and stern race and were made to be sturdy to resist the dangers of their time. They were physically very strong, had great endurance, especially in the ability to resist heat and cold, and they made light of heavy burdens. Dwarves were typically stubborn, secretive, and fiercely loyal to their friends. They cared greatly about mining, crafting, crafts, gold and gems, their acquisition of which often fueled the envy of the Elves. Dwarves were easily offended by rude comments, and had a propensity to hold long-lasting grudges. Dwarves were often seen as greedy, but their nature gave them resistance to many external influences. Their weapon crafting is one of the best in the land. Dwarves are known for the fact that they cannot use magic, no dwarf as ever been able to use magic at will. This grants them incredible resistance to magic, making them less susceptible to magical influence and harm.

    Dwarven born perks:
    - Natural Smiths. They are natural krafters and creating simple things out of the different elements are easy to them as ABC. An inborn capability. That said, it's a skill they must constantly hone.
    - Impervious to heat to a certain extent. Naturally, they can stand heat more than others but only to a certain extent. The higher the heat, they'd have to go through training.
    - while they are stout, they have tough skin, for they are labourers by nature. This too is something that needs to be built.
    - Immune to magical assault that are weaker than themselves.


  • High Elves - High Elves are very beautiful and prideful creatures, bearing similar resemblance to humans, although unlike man, however, they are immortal, in that their bodies do not age once they have reached maturity, so that they do not seem to become elderly or die of old age. They can be killed by physical injury however, or they may come to death from wasting away if after long eons of life they lose the will to live. Prideful and arrogant, the elves consider themselves to be the most important of the races of Rayan. They often have slaves from other races to serve them from within the conquered territories they have claimed. This often results in generational slave families living with their owner families for life. They have even been known to enslave Wood Elves on occasion, giving them more luxurious slavery quarters and usually having them tend to royalty and the rich and powerful, as they wouldn't trust another race with the jobs. High elves have the highest affinity to magic among the humanoid races and are often synonymous with magic. Their heavy reliance on magic has caused them to become weaker in physique.

    High Elven born perks:
    - Swift and agile beings, they're often weightless in the way that they move, causing their movement to be almost silent (when walking). One must be trained properly to become a feather foot.
    Perfect near-sighted vision, good far-sighted, unlike their cousin whom have perfect all-round vision supported by their hunting lifestyle.
    - Alright night vision, due to their perfect sight, they naturally see better than others in the dark, however, a dim light is always advised as they're still just as vulnerable as anyone else when it comes to deeper darkness.
    - Perfect Magicka Control, High Elves have the highest affinity for magic out of all the races, thus their control of it has been perfected over the years. High Elves have an easier time learning and using spells with less drawbacks, however they're not immune to magical abuse and overuse.

    Wood Elves - Wood Elves, often known as the lesser of the Elven bloodline, are just as beautiful as their cousins, the High Elves, who have a greater affinity for magic than Wood Elves. Wood Elves are best known for their wisdom, curiosity and their skill in distanced combat, which usually involves Archery, Spears and Throwing Knives. Wood Elves, although not immortal like their cousins, they're known to live a few hundred years before eventually returning to the earth. Dead Wood Elves are buried under the roots of the Living Tree, which is said to grant rebirth and health to the Tree. Their magical affinity is embedded deep within the earth and the Living Tree itself, often found to be the greater of the two when it comes to healing magic. They're usually found in their birthplace within the Living Tree, the biggest and oldest of all the trees known to exist. Their homes are scattered high and low around the forest that surrounds the Living Tree, known as Ashendale. Some even have homes within the branches and canopies of the trees. The trunk of the Living Tree houses their Elven Council, usually three elves who equally rule over their land. Wood Elves are known to be cautious around anyone but their own kind, usually keeping to themselves away from anyone else. The Living Tree gives off it's very own kind of magic that breathes life into the forest, and any who dare defile the Tree are usually sentenced to death, as the Tree is basically like a God too them, they celebrate the Living Tree, some even pray to it for good luck and protection. Although extremely rare, there have been very few cases of Wood Elves claiming to hear the Living Tree speaking to them in hushed whispers, giving them purpose and sometimes even giving them important quests.

    Wood Elven born perks:
    - Swift and agile beings, they're often weightless in the way that they move, causing their movement to be almost silent (when walking). One must be trained properly to become a feather foot.
    - Perfect near and far sighted vision, able to detect the smallest of details on a leaf, whilst also seeing further than many other races, the Wood Elves are unique in the sense that their cousins do not share this particular trait.
    - Alright night vision, due to their perfect sight, they naturally see better than others in the dark, however, a dim light is always advised as they're still just as vulnerable as anyone else when it comes to deeper darkness.
    - Delicate Bones, although both a trait and a major set back, Wood Elves are light footed, and are able to land several meters from trees and structures without harm, whilst also being able to jump higher than most. This makes them perfect forest dwellers, however this also makes them more vulnerable in CQC, due to their fragile frames, this makes them more susceptible to broken bones and internal bruising from blunt force trauma, which is why they prefer magic and bows. Those who are CQ are usually trained under severe circumstances, and often lose their gracefulness for strength.
    - Nature's Blessing (Wood Elves and Earthfolk only), being born a wood elf, and under the blessing of the Living Tree, Wood Elves are often one with nature, being able to adapt to their surroundings easier than others, whilst also having a deeper bond with creatures born from nature, more so those that live under the Living Tree's protection. (This is nullified towards creatures of darkness and evil, and not as strong towards creatures that aren't forest dwellers). This perk shows its beauty in the fact that most wood elves have deep companionship with a beast. Wood Elves must earn respect and trust through an old and magical ritual where the elf is made to live alone in the forest for 5 months, and then returning with or without a lifelong familiar. (Different from a witches familiar)
    - Natural born Hunters, Wood Elves, along with Earthfolk, are naturally gifted when it comes to hunting, as it is a generational embedded skill that all Wood Elves are required to posses.

    Orcs - Where there are the Ruins of Kah'Tark, there are Orcs.

    Originated from the ruins, Orcs are carnivorous humanoids, standing approximately 5'11" to 6'2", weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Orcs stand in a bent over shape making them appear as ape-like humans.
    Bestial and savage, orcs band together as trıbes, living on hunting and raiding. Whenever they set foot out of the towers, they would bring destruction. Thus, they have developed enmities wıth many other races, although mainly elves and dwarves, as well as humans, gnomes, goblins, and even other orc tribes, for they are always fighting for superiority, even amongst themselves. Even though they have good relationships with other evil humanoids in times of peace, their chaotic nature stops them from cooperating unless forced to do so by a powerful leader. Orcs live in a patriarchal society, taking pride on how many females and male children they have. Orcs like scars and take pride in exposing them, whether they are of a victory or loss. Their chief deity claims that Orcs are at the top of the food chain, and that all riches are their property, stolen by others. Orcs also look down on magic, rarely ever using such skills which are saved only for Shaman, Orcs who have been granted special consideration to use certain types of magic. If an Orc is caught practicing magic, they're exiled from their tribe.

    Orcish born perks:
    - Brute Strength, Orcs are naturally strong thanks to their genes and generations of fighting, producing some of the most feared warriors.
    - Berserker, most Orcs possess the ability to go berserk during battle if enough blood is shed, it doesn't matter wether it belongs to the enemy or themselves, they can still trigger their blood lust to significantly boost their battle capabilities for a certain amount of time.
    - Thick Skin, Orcs are naturally much harder to inflict physical damage to, however since Orcs look down on magic, they have no resistance to magical attacks, making it one of their only vulnerabilities.

    Earthfolk (Mountain People) - Known as primal savages, these tribal people surprisingly have a well established fort and villages, separated into different tribes. They hail from the north where the Vymen Mountains and Malak'Tak are. They hardly mix with land dwellers and stay away from their affairs. They have their own set of beliefs, culture and hierarchy. It is said that their might is equivalent to the Canims.
    And while there is truth in those words, not all of them were so.

    Customs:
    -Children from the age of 5 - 50, other than the training in their tribes, they will have to go through various trainings with all the different tribes to learn the various ways of the different tribes.
    - At the age of 50, during their Naeming Day, each spirit from all tribes will gather to officially receive their name and recite the oaths that would bind them.
    - They often do offerings to the Mountain Deity, but there would be one yearly festivity where each tribe would offer the best of what they have.
    -Inter-tribal romantic relationships are banned. Severe punishment will be handed down to the males while the females become slaves.
    -The existence of hybrid children from inter-tribal relationships is to not be acknowledged. They will be considered as exiled and thus, no one would be willing to help them survive.

    System:
    While there is a singular leader of each tribe, there is a council that governs large decisions that affect all the tribes, and each leader always asks the elders for assistance.

    While each tribe has its own rituals, there is full rituals for each season in which each member of all tribes gather and celebrate.

    They would also hold various competitions to strengthen the bonds of each tribe, but to also give the young ones the chance to win glory for their tribe.

    Physical Attributes:
    While the earthfolks of different tribes differ from one another, they have some attributes in common:
    - All earthfolks have pale/translucent like skin, to the point where ya can see their veins. Which are gold.​
    - Considering they're spirits, they don't spill blood, but rather, golden like liquid. (I AM still thinking of why this is so. I'll be updating that soon.)​
    - They also all have tapered ears.​
    - For the hybrids, they will have a mark that will run from the back of their hand. Their abilities would usually lean to one tribe, though for some, they would have both. However, they are usually defects; e.g: bloodlust.​


    The different tribes:
    Etelarith: A tribe of hunters and shamans. They are the best of hunters, the elves their only rivals. It was said that once they set their eyes on their target, none rarely escape them. They are agile, children of the forest, much like the wood elves. Their shamans were also not to be trifled with, for the prowess of the magick of the best can sink boats and crack mountains. They provide magical protection and meat for all tribes.
    Individual Description:
    • They are of normal height.
    • Their eyes change to slits when they are trying to zoom focus on something are away.
    • Mostly lean folks.
    • Palest of all the Earthfolk.
    Perks:
    - The strength of their vision are much like that of an eagle.​
    - lithe in figure, they are quite flexible.​
    - They are light on their feet and have the strongest affinity for magick.​
    - they are built to hunt, not to fight.​
    -- came from a lineage of shamans and hunters.​
    - As they are spirits, they are able to make direct contract with sprites and the such to borrow their powers, allowing them to harness abilities such as creating tsunamis and cracking mountains. However, this is highly risky, even for them as they might get overtaken by the sprites.​

    Abenaki - The legend of the might of the tribes rightly belonged to the tribe of Abenaki, where warriors were born. They go through rigorous training from young, building and training their bodies to become the best of best. They are the guardians of all tribes.
    Individual Description:
    - Man or Women, they towered over the others. (6'7"-7'5" tall)​
    - Broad shoulders, thick arms and thick legs. (Sturdy and bulky in stature.)​

    Perks:
    - They the strength that rivals the Canims.​
    - They are also durable, and they are able to take a certain amount of hit without damage.​
    - Preferred choice of weapon, their body. But they are not aversed to weapons.​
    - Their weakness, however, is prolonged fighting.​
    - They go for fast and decisive battles.​
    - They are able to use Beast Magic.​

    Bode'Wami - Men or women, the tribesmen of Bode'wadmi are the builders, the crafters and the farmers. They grow vegetables, build houses, provide clothes and even jewelries for the different tribes.
    Individual Description:
    - they are born with the mark of a hawk upon their forehead​
    With pure black eyes.​
    - they are hauntingly beautiful.​
    - Normal height.​
    - Slightly less built than the Etelarith as they hardly do any physical work.​

    Perks:
    - While they may not look it,​
    - They are blessed with wisdom​
    - The tacticians of the earthfolk​
    - their magick lies in cultivating the land,​
    - from growing crops to anything architectural.​
    - Deep herbal knowledge.​
    - The leader of council often comes from them.​
    - They prefer Attrition Warfare above all else.

    Mermaid - Ocean dwellers, much like the Merrow, however more civilised and even have treaties with other races that live on land, trading resources between the two. Mermaids are known for their beautiful underwater structures and cities, often being great warriors, able to breathe both underwater and on land, these beautiful people are often seen as Divine due to the fact that they're rarely ever seen, they're in many stories and legends swarming around pirates and other sailors. Mermaids have often been known to use resources from shipwrecks and coral to make their strangely beautiful underwater homes. Mermaids are forbidden to kill one of their own, which would result in a banishment worse than death. Mermaids all share a mental link, thus, they know where each other are, speak through their mind, and often feel each other's feelings. When one mermaid dies, whoever is connected with that mermaid will feel the death and feel the link broken. It's extremely traumatic.

    Mermaid born perks:
    - Regeneration. Mermaids have a higher regenerative state than other races, making their regeneration much quicker.
    - Song, some mermaids possess the ability to become a Siren, an ancient mermaid order for those with the gift of song. They have incredible control over the frequency and waves of their own voice. It can be used as a weapon as well as a form of Hypnosis.
    Most of those who hear the song of a Siren can eventually go crazy, becoming desperate in reuniting with the Siren.
    - Transformation. Mermaids can walk the earth like any other race, the ability to shed their tail and form legs so that they can walk. Their lungs are also developed rapidly so that they may breathe the air we do without having to retreat back into the ocean.
    Mermaids cannot stay out of the ocean / natural body of water for too long if they can dry out. They're also quick learners.
  • Halflings are a common occurance in Rayan. They can be found anywhere, although they can be shunned and treated rather badly. Halflings' magical abilities are usually not as strong as their parents. However, they would gain special magical abilities. (E.G: Wood Magic.)

    Human Halflings with another magical race usually die before the age of 5 years. Humans are cursed to never have magic, nor are they able to contain the magical energy in their body. The ailment would start with random high fevers that would subside on its own after a few days. As years go by, they would become so frequent until one day when the fever would literally burn them from the inside out into ashes.
    However, there are cases of survivors, but when they survive, there would always be a special circumstances.
    1) They would literally be freakish.
    2) They are able to obtain expensive elvish amulets to help absorb the magic in their body in exchange for becoming slaves. (They would be able to use magic, similar to sprites bound amulets/items.)




 
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Creatures of Rayan



  • Rayan is filled with many majestical and mythical creatures of all shapes and sizes. Some are friendly, while some are hostile. Some love to trick you, while some seek to eat you. Some will help you, some will rob you. Be careful, Adventurers, and be sure to guard yourself when you travel.
    Most of these creatures are NPCS unless they have an '*' beside them. These creatures can be under consideration for a character if discussed with one of the owners


  • Sprites - Sprites are a vast race in the sense that they're not all the same in appearance and personality, but all share the same bloodline, species. There are different kinds, the main ones known as Water Sprites, Nature Sprites, Fire Sprites and Wind Sprites. These creatures are in no way, shape or form designed to harm anyone or anything, they're protectors of their element, and are often used in magic rituals to aid with their natural element as people cannot use elemental magic.

    Wil-o-wisps - Blue spirits that show themselves to those who're lost and of pure heart, aiding them in finding a safe place to stay, or back home. Wil-o-wisp will vanish if you get too close to them, thus following at a distance is the safest bet. They're known to be shy, and sometimes playful.

    Wingless Fairies - Much like a fairy in appearance, wingless fairies are beautiful and small creatures, however, wingless fairies are much more delightful to be around. They don't have wings, and have massive eyes that often look like gems. These wingless folk often hide themselves in flowers, plants, rabbits and birds, and are usually found by listening to a high pitched humming they call singing. They're protectors of small critters and nature, and are extremely shy, usually only ever showing themselves to those who're pure and only have good intentions. They're usually only ever found living with a forest guardian.

    Forest Guardian - In the form of a large white stag, the forest guardian as a divine like being that does just as its name suggests, guards the forest and all that live within. The forest Guardian has never approached anyone unless the person has a great prophecy to uphold, only then, will it make itself known to offer up a blessing to aid the hero. No one has seen it for thousands of years, leading many to believe it to be a myth, or even dead.
    Owlin
    Owlins are natives the Vymen Mountains and they can easily be found. They are affectionate creatures and are willing to do odd jobs in exchange for treats: Meats.
    Description:
    They are creatures that can span up to 9inches. (half owl/half griffin.)


  • Wyvern - Typically a wyvern will attack from the air, attempting to knock its prey down using its wings. After it lands it will attack with its tooth-filled beak in an attempt to draw attention away from its most deadly weapon, the stinger that can be found at the end of its long tail.
    A single strike from this carries risk of poisoning from powerful toxins.

    *Merrow - a race of astral Mer-Folk that live in oceans, through they can exist in both the physical and Astral planes like Fairies. Merrow appear to have two names: a common name that they can be called by and an Astral name that would give the wrong person absolute control over them.

    Kuo-toa - Kuo-toa have scaly, bipedal bodies with fish-like heads.
    Kuo-toa often raid seaside settlements for human victims. They live on massive aquatic animals known as Tiraans. Tiraans are so massive and move so slowly that ships that pass by sometimes mistake their green hides as islands. Somehow, possibly by some weird magic, Tiraans possess the capability to grow vegetation on their backs. Kuo-toa have been known to create entire cities on the backs of the largest of these animals.

    Sahuagin - Sahuagin are usually green skinned, darker on the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male Sahuagin stands roughly 6 feet (1.83 m) tall and weighs about 200 pounds (91 kg). Sahuagin are highly fish-like, with webbed feet and hands, gills, and a finned tail. There is additional webbing down the back, at the elbows and, notably, also where human ears would be. One in 216 specimens are a mutation with four usable arms instead of two. These four-armed mutations are usually black, fading to gray in color.
    Multiple births are frequent among them. Sahuagin deal very harshly with offspring who are not robust or aggressive enough—they are eliminated by compulsory fighting to the death between young sahuagin. Sahuagin seem fixated on all aspects of consumption, and are eager to weed out anything they see as weak or unworthy to compete for resources. Savage fighters, sahuagin ask for and give no quarter. When swimming, a sahuagin is able to tear with its sharp feet, using them as weapons. About half of any group of sahuagin are also armed with nets.

    *Lamina - A race of half man, half snake beings, they're often found living in desert or swamps, being rather tribal and hostile, Lamina will lay down their weapons to those who're marked as Spirit Serpent. Those who they believe are Lamina in Spirit, titles only given to those who help them and show them kindness.
    They're usually around the average height of 6-7 ft.

    *Faun - Half animal, half human like beings, commonly found in small tight-knit tribes in lush greenery, Fauns are delightful little things standing at an average of 4 - 4'5 in height. Usually depicted with Deer or Goat-like features, Horns/antlers, tails, ears and legs being animalistic, their heads and torso as well as their arms remaining human-like in appearance. Faun's are shy yet happy creatures, often startled by the bigger races and hide away from predators. They're naturally vegetarian, their bodies unable to digest meat, preferring to forage from the lands rather than to produce large scale farms for themselves.

    *Centaurs - One of the few Forest Dwellers. These half men half horses, stand tall at least seven ft and are highly recognised for their archery skills. They are unfriendly towards humans, thinking of them as savages unlike them. They believe themselves to be quite civilised, thus looking down on those who are not.

    Dire Wolf - A rare, large breed of wolf, often more aggressive and intelligent than your average wolf, they're often found in the Forest and Mountain biomes. Gaining the trust of a Dire Wolf is often seen as a Godly blessing as they're seen as noble and biblical creatures. Dire Wolves are more popular amongst tribal races.

    Senche - Much like the Dire Wolf, Senche are a breed of large wild cats, often used as mounts for the Wood Elves. Senche are proud and deadly creatures, however they are usually extremely docile and friendly with their owners/companions.
    They're fast, agile and aggressive, striking those who threaten their wellbeing, or those they see as a meal. Female Senche are especially aggressive when they're mothering cubs.

    Basilisk - A large, deadly snake that usually resides in caves and deep rainforests, the Basilisk is a symbol of death in many cultures, wreaking havoc almost mindlessly whenever they're disturbed. They hibernate during the winter. Their venom will paralyse a fully grown Mountain Bear, people or any race are advised to seek medical attention IMMEDIATELY after being injected, as what follows is truly unpleasant.

    *Ratmen - Grey Creatures born from the after effects of dark magic. Some say they were humans that were cursed, for having meddled in the forbidden art. They live in Sewers and are highly resistant against toxins. Though they have no magical abilities, Ratmen are one of the most intelligent creatures out there. They have a love of mixing potions, some requiring blood to be spilled. They are suited for trickery and underhanded tactics, having no abilities whatsoever to fight someone heads on.

    *Fairies - They are creatures who exist in the Astral World, and may appear in the Physical World if they so desire. Only humans who have not closed their minds to the idea of mythical creatures are capable of perceiving them.
    Fairies often become invisible to humans in large religious establishments such as monasteries and cathedrals, or in large crowds, though they sometimes appear to rural religious communities.
    They can most often be observed by children.
    Fairies have the ability to heal injuries and sense others emotions, while some people believe that they're able to bring someone happiness, they can also emit a bright light to temporarily hinder someone's sight for a brief amount of time.
    Some fairies may be blessed by the fairy King or Queen to possess unique abilities. Fairies cannot lie.

    Fairies possess a magical gold dust that is extremely valuable and often become targets of thugs and smugglers looking to pinch some wealth.

    *Pixies - Much like fairies, however they're often known for their more sharp features, their personalities being so mischievous that it's sometimes cruel. They like to steal belongings of travelers, even biting them with their sharp teeth. If a traveler is drunk, or sick, they will often mess with them in their sleep, taking their clothes and leaving them nude on roads, dangling from trees or even cliffsides.

    *Werebeasts - There are countless different tribes of Werebeasts, each of which have different physical features but all have animal-like attributes.
    The Werebeasts generally have heightened senses and physical abilities above that of many of the races. They have superhuman capabilities of sensory acuteness in all five senses and being able to detect the presence of magic, however they themselves cannot use magic. While they were considered to have a sixth sense to read minds, it was revealed to be just a combination of their heightened five senses to detect involuntary and voluntary body movements to determine possible intentions (known as cold reading) and changes in heart rate to determine if someone is lying or not. When they are in beast form, however, they are mindless and savage creatures, thusly, they are usually abandoned and killed if known.

    *Canim - The Canim are a large wolf-like race. They stand upright to a height of at least 7 feet. Their armies are divided into at least three castes: warrior, ritualist, and raider. The social customs of the Canim are consistent with a race of predators: Any signs of weakness will lead them to attack. If a leader appears weak, he is replaced. They have excellent night vision. Much of the Canim is known to the Azurikans due to the raids conducted on Azuriko's western shore roughly fifty years ago.

    Abyssal High Dragon
    - An ancient Dragon, one of the first to settle on Rayan, she is known as the Mother Dragon, or the Dragon Matriarch. Those who worshiped Dragons in the past admired and respected her so much that they took her location to the grave, leaving her now lost to the ages, never to be seen again.


  • Botchlings - monsters created from fetuses buried without rite, returning to feed on pregnant women and seek revenge on those who scorned it. Taking first form of a disgusting demonic infant then a large feral monster.

    Drowners - inhabiting both natural and artificial bodies of water, from rivers and lakes to mill ponds and city sewers. It is commonly thought that these creatures are drowned men, somehow arisen from the dead to prey on the living.

    Wraith - usually encountered at night, near cemeteries, catacombs and other such burial places, or else near the places that were important to them in life: abandoned homes, crumbling castles or forgotten bridges.
    Wraiths suffer endless, indescribable pain. Filled with anger and a sense of having been wronged, they both envy the living and brim with overwhelming hatred for them.

    Ghouls - they resemble humans – yet on the whole, they are the utter negation of all that is human. Though they have arms and legs like men, they walk on all fours like dogs or badgers. Though they have eerily familiar faces, one searches them in vain for any sign of sentiment, reason or even a spark of consciousness. They are driven by one thing and one thing only: an insatiable craving for human flesh.

    Vampire
    - Much like Ghouls, Vampires have no shred of humanity or consciousness left within them. A Vampire is born from an untreated infection from a surviving Ghoul victim that quickly boils the victim's blood, causing them to bleed excessively from their orifices. The difference between a Ghoul and a Vampire is that Vampires will only come out a night, never during the day, they drain the victims of their blood rather than eating the flesh. Some speculate that the reason for this is that the death was extremely traumatic and that they have this embedded need to fill themselves with blood to replace what was taken from them. Vampires are more agile, and smarter than a Ghoul.

    Demons - These creatures are truly rare for they are the product of evil cults summoning them through blood magic. However, they are usually only Low-Middle tier level demons.

    Gnolls - Gnolls greatly resemble humanoid hyenas. They are usually between seven and eight feet tall, weighing around 250 to 320 pounds, and use armor made of horn, metal, or leather. Gnolls are generally feral nomads who kill and pillage without warning. Their whole bodies are covered in reddish-brown fur which becomes shorter as it surrounds their faces and clawed hands to reveal grey colored skin. Their pelts vary from mono-colored to spotted and their eyes are either yellow or black. Gnolls primarily utilize blood magic. The arch-nemesis of the Gnolls are the Canim.
 
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Demonology



  • Demons in this world, for the most part, do not care to mix with the other races. They are whimsical beings and do whatever they wish. Even if they are summoned, they would not necessarily answer your call. The higher their rankings are, the harder it would be to control them to do your bidding. And for every wish they grant, it comes with a high price. A price you would not be ready for.

    Ranks:
    • Lesser
    • Drone
    • Demon
    • Arch Demon
    • High Demon
    • Demon Lord



  • Lesser: Parasites. They have no form and thus they'd latch themselves onto humans and the likes. As they are mindless yet full of bloodlust, Once they have found a host, they would use their hosts' bodies to go on a killing spree, while at the same time killing their hosts from the inside out. But due to their dumb nature, they do not discriminate between Adults and Children, for they would latch on to any, making it easier for them to be killed as the children's physical capability is not strong enough to hold them for more than a few minutes.
    If they do not have a host for too long, they would shrivel and die.

    Drone: Much like the name suggests, Drones act as a hivemind, thus appear to be lacking in any form of self intelligence making them the dumbest of all demon kind. They're relatively harmless alone, their strength coming with their numbers. They possess their own form, which has been described as insectoid and tree-like.

    Demon: Smarter and stronger then it's lesser brethren, a demon can come in many forms, some possessing a unique form of individuality.

    Arch-Demon: It has been said that if one ever encounters an Arch-Demon, to avoid eye contact. However, the very sight of a being is enough to trigger its powerful illusion.
    Arch-Demons are said to possess the very form of ones twisted fears and desires, and mold them into something truly sinister, feeding on the emotion of their victims and once caught under its spell.
    Victims are forced to live their nightmares.
    It is said that any who survive an Arch-Demon is eventually driven into insanity.

    Surprisingly enough, they are not violent beings, prone to ignoring external attacks once it's cast its illusion, perhaps attempting to nudge the attacker away because it doesn't see mortals as a threat. However, Drones tend to act accordingly whenever an Arch-Demon is present.

    Those with extremely high willpower have a chance of not being affected, making them immune to that type of magic. If it makes direct eye contact at said individual, they'll become locked within an intense illusion.

    High-Demon: A select few known as Named Demons came from the very High-Demon race, the Demon Lord Bestowed upon them a name and gifts so that they may rule under him as his own personal guard to do his dirty work. It is said many dealings with High-Demons are done through these very beings.
    Regular High-Demons are not to be trifled with, and are to be feared above all else under the Demons that have been given names, and the Demon Lord.
    They're very intelligent, very old and very powerful. Pray that you never encounter one with a temper.

    Demon Lord: The overseer of the Demon World. Rarely shows himself. He leaves the operations to the Nexus and other named High Demons. He isn't interested in whatever is going on. Unless something major happens, don't think you'll ever get to see him. He has been known to accept gifts from Nexus, collecting rare and strange artifacts to even living beings / creatures in a museum / zoo like structure. Locking them away for eternity.



  • Tur'ruak - Often described as a large 7-8 foot tall mountain of a man with massive horns adorned upon their head. They tower over their victims as warriors of mass destruction, often seen during horrific wars as cruel warlords, finding pleasure in the spilling of blood. They're feared amongst even some Demons, only having the desire to destroy the weak, there are 4 in total of these hell-made beasts.

    Ceil - Skin as pale as the purest snow, her eyes blacker than the darkest nights, Ceil is a tormentor of hell, dragging her victims down into the depths where she slowly tortures them until she grows bored, killing them and devouring their flesh. She is also known to plague those she has touched with nightmares and visions of hell, often driving them into insanity if they've a weak willpower.

    Nexus - Known as the Demon Lord's 'right hand man' Nexus is one of the smartest and most cunning of the named demons, plotting and scheming like a hungry viper, toying with those who dare speak his name or summon him. Nexus is able to manipulate shadows as well as the thoughts and feelings of others, often edging them into their darkest desires, driving them to do unspeakable deeds of evil. Nobody truly knows much about him, other than he is almost a 'jack-of-all-trades' when it comes to being a demon. He has accepted contracts in the past, however he demands payment be the one thing the contractor loves the most. Nothing less. He also collects rare trinkets and beings as gifts to the Demon Lord.

    Eden - During the ages of man, Eden has been known to sneak into the rooms of lustful virgins, stealing their virginity as well as sucking the life-force from her victims. She follows their scent like a hound, often seducing them beforehand disguised as a beautiful maiden. She also possesses the ability to appear as a man to virgin women and/or abused women, sometimes even taking them as favoured pets / prizes. Nicknaming them her 'Flowers of Eden'.
    She is also well known for her cruelty, often tormenting abusers and rapists in the most cruel way possible, and would involve her little pets in the process, as an act of vengeance.

 
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Magic and Technology



  • Different races have different magical capabilities.
    E.g)
    ~> Dwarves have zero magical capabilities
    ~> Humans rarely have any
    ~> Elves and earthfolks have the highest
    To know their magical capabilities, please take a look at the description of each race.

    We do not usually restrict your powers unless it's overpowered. However, here are some guidelines.


  • 1) Energy. This source is divided into two categories:
    a) Self. Most common and safest. However, it is finite. And pushing yourself above your limits will cost you.

    b) land. Rayan is filled with magic. Old, powerful, chaotic magic. Thus, to direct old magic requires a lot of focus and years of training. It cannot be tamed. And loss of focus will cost you. Using it too much will cost you.

    2) Creatures. The second source of magic is the creatures of Rayan. Most commonly used are sprites. Because their nature of magic is different than ours, they cannot be wielded directly. They would have to be bound to an item. This is mostly unique to non magical races.

    3) Demons. Banned in the land. This can be obtained through eating a demon's flesh and binding it to yourself. This is however, very risky for the magic, much like the land magic, is chaotic and cannot be tamed. A huge price will have to be paid if one is going to use this.

    4) Blood. Though it is a source, to use blood is banned in most parts of Rayan as it is harmful and it can be abused.

    For land magic, a conduit is also needed to direct the energy. Preferably not yourself. A clash of magical source can hecc ya up.
    As for the demons and sprites, just because you use an item, doesn't mean it cannot be exhausted. The item of a sprite, for example, can turn into a dud, or explode on you if you push it to its limits.


  • Types of Magic.
    1) Elemental. A type of magic that makes use of the earth, water, air and fire. But because they are elements, they are also chaotic in nature. It takes quite a lot of energy to use them.
    2) Arcane Magic. Spells and enchantments. Usually limited to the elves. And while it is soft magic, each spell and enchantment will require rules/restrictions/prepping/limitations.
    3) Psychic Magic: This is a type of magic with mental abilities such as telepathy, divination, e.t.c. This has a lot of mental strain if not trained properly.
    4) Alchemy: Usually only used by humans. Humans study the science of Rayan and thus have deep knowledge in the different properties and their effects. Much like their technology, they begin dabbling in concocting magical potions to help with their lives. However, each potion requires blood and expensive ingredients. (For more information, please check the FAQ on Discord.)

    Manifestations of magic:
    To manifest your magic, here are ways you can do so:
    ~> Willing it. This requires a lot of focus. One needs to envision it clearly to will it into reality.
    ~> Runes and chants. There's not much focus needed but runes and chants usually take time. For they would require one to speak it.
  • Technology in this land is something that is unique to the human kingdom and its citizens. No one else knows how it is done. It's a secret that they keep closely guarded to themselves.
    And only the nobles can afford such technology.
    They are powered by sprites' magic. (Refer to Magical Source Stuff to see how it works.)
    Each piece of item needs a recovery time after a few times of uses, or you will risk your item exploding in your face.

  • The true reason why humans no longer possess magic is because of the greed in their past that drove to the corruption of their lands and the curse of never being able to access magic, losing their connection.

    The effects of dark magic are more vile than any other magical drawback, for dark magic taints the very soul. The first 'punishment' for using such magic is losing the ability to connect with, and use, light magic. Light magic will likely reject a tainted soul.

    The effects of dark magic start with a tainted soul, slowly becoming more and more tainted with every dark spell used.
    Skin will begin to pale, hands blackening up to the wrists, slowly spreading up the body until it is eventually consumed in the black taint, veins of glowing purple will follow.
    Eventually dark magic will consume the user, twisting them into something foul
 
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