wrecked tests

(I might just build a world and put it here.)
Some lore, definitely more ~ Before this universe there was the Great Maker. The Great Maker exists in a very different and separate plane. It has no rules and all the rules, since what the Great Maker wants goes. The Great Maker decided to create a universe and designed all of the planes, galaxies, systems and freedom for it all to exist. Just having a universe at your fingertips gets rather boring after a day especially when you created it. The Great Maker added something that would make it truly interesting, life. The first two beings ever created were gods that were put in domain over the Still plane. The male god was created in the image of a lizard, similar to a gecko or salamander, and the female god was created in the image of a bird, similar to a crane or heron. The two gravitated to the central planet and became infatuated with each other. The bland terrain of Werld developed it's diverse lands because of the lovemaking of this pair. She came to call him Noel and he called her Aria. During the creation of the Werld's Eye, Aria became pregnant. She gave birth to the Lumi. Noel and Aria lived peacefully with the Lumi for thousands of years as they explored and oversaw the universe. When a Lumi died, the pair would cry tears of Vipul that would carry it's soul to the afterlife. As the Lumi multiplied, Aria would spend less and less time with Noel and more time with her children. Noel began to feel neglected and jealous, and after an argument with Aria, he fell into a fit of rage and bit her neck, snapping it in the process. Her limp body fell to the shore, and Noel ran north and hid in the sea. Aria wasn't dead, but she was completely paralyzed. Her body was carried out to sea where her emotions mixed and boiled. Being separated from each other, they cried floods of various Vipul into the world. Their bodies began to harden over time as well, until he fell into being the dark continent and she fell into being the island of Hoana.

Werld ~ The central planet in the Still plane.

Planes ~ Planets don't get their change of seasons or day and night by orbits or rotations. There are multiple planes that Orbit the Still plane and cause changes through dimensional interference. These planes even effect each other in adverse ways.

  • Light Plane ~ A plane that never experiences darkness. Cycles on a twenty-four hour orbit. Connects at six points with the central planet. While close those six points shine like a sun, while retreating they appear to dim like an eclipse is forming in the center. Once the eclipse has nearly overtaken the lights, the center begins to open into a moon like light. This is light from the Light plane that is passing through the Dark plane. The Dark plane doesn't readily accept light and dumps it by letting it pass through. The Light plane also spreads its influence and light that looks like stars break through to earth.

  • Dark Plane ~ A plane that never experiences light. Cycles on a thirty day orbit. Connects at the same six points as light. The closer the Dark plane is to the Still plane, the brighter the moon is and the weaker the stars are and vice versa.

  • Spring Plane ~ A plane of perpetual Spring. Life is strong here. Depending on the effects of other planes, it can still experience a broad range of weather, from slushy snows to sweltering monsoons. The Spring plane rotates on a twelve month orbit and tends to orbit close to the liquid plane. Orbits on a twelve month cycle. Doesn't really connect.

  • Summer Plane ~ A plane of perpetual Summer. Typically very warm here. Can experience ranges of long drought or strong storms. Life fluctuates here. There are places of life almost as strong as Spring and some places more dead than Winter. Orbits on a twelve month cycle. Doesn't really connect.

  • Autumn Plane ~ A plane of perpetual Autumn. Life is eerily weak here, unless that life is undead. Autumn experiences a wide range of weather similar to Spring, but for some reason, it seems like most things race to death. There is a strong presence of undead and ethereal beings here. Orbits on a twelve month cycle. Doesn't really connect.

  • Winter Plane ~ A plane of perpetual Winter. This land is typically very cold. It's weather ranges from constant blizzard to untouched icy expansions. Only the most hearty of beings survive here. Plantation is far and few between. Though many herbivores exist, carnivores rule this plane. Orbits on a twelve month cycle. Doesn't really connect.

  • Solid Plane ~ The central planet of the Solid plane has heavy gravity. There is little water and air and the oxygen becomes thinner at higher altitudes much faster than the Still plane. Orbits on a nine year cycle. Connects at the mountain of Killarat. Causes earthquakes and landslides.

  • Liquid Plane ~ The central planet of the Liquid plane is made up almost entirely of water. The atmosphere is small, but that doesn't matter much as there isn't much land, and most of it is random islands that barely have hills. Orbits on a five year cycle. Connects at Werld's Eye, a massive whirlpool. Causes tidal waves and hurricanes.

  • Gas Plane ~ The central planet of the Gas plane, is made up mostly of gases and has very light gravity. There are masses of land and water that float around and jumping between them is not uncommon. In fact jumping off one near the edge of the mass could result in jumping into outer space. Orbits on a four year cycle. Connects at the plains of Retecken. Causes tornadoes and sandstorms.

  • Plasma Plane ~ The central planet of the plasma plane is actually pretty similar to the Still plane with the exception that everything is basically on fire. The world is chaotic and full of lightning storms and flowing lava. Orbits on a thirteen year cycle. Connects at the island of Hoana.

  • Positive Plane ~ Just a really positive place. Orbits on a fifty year cycle. Connects at Gibraltar in Sigourney.

  • Negative Plane ~ A really negative place. Orbits on a fifty year cycle. Connects at Garen in the dark continent.


Vipul ~ A magic channel, said to carry souls.

  • Ore ~ The raw form of Vipul can be mined from caves in mountain tops or from crevices between tectonic plates. The Ore can be ground up into dust and inhaled in small doses. Strong hallucinations and other side effects result from inhaling Vipul. If not sealed, combined in a concoction or processed with one of the three schools of magic, the Ore will gradually melt into Liquid. Temperature does not dictate the speed at which it melts. The Ore will take on physical qualities as that of it's surroundings. If placed on a marble counter, it will gain marble like hardness and frailty, if placed on gold, it will become malleable. This still doesn't effect the way it melts.

    Metal ~ When Vipul Ore has undergone Arcane processing, it will turn into a metal. The Metal is very malleable, even more malleable than gold. It is a strong conductor, and the Metal does not melt under extreme heat. Heat gives the Metal a magnetic quality that strengthens with more heat. Chilling the Metal gives it the opposite effect and will give it diamagnetic properties. The Metal is very light and very hard to actually break or chip, but can easily lose it's shape with force. When Liquid Vipul runs over Vipul Metal, electricity is created.

    Mineral ~ When Vipul Ore has undergone Divine processing, it will turn into a mineral. The Mineral can be added to numerous concoctions for varied effects. Very odd thermal properties. It will absorb and give thermal energy very readily with other materials, but thermal energy does not transfer well within itself. In other words, if Vipul Mineral is placed next a fire, the side next to the fire would get very hot, but the heat would not easily spread to the other side of the rock. When the Mineral is used as the base for seals, the seal becomes significantly stronger.

    Crystal ~ When Vipul Ore has undergone Psionic processing, it will turn into a crystal. The Crystal in and of itself can hold a power that can be activated in a manner decided when the power is placed in the Crystal. When Vipul Crystal is heated it creates a gravitational pull that strengthens with heat. The Crystal can also be imbued with energies that release upon certain parameters. Rare Crystals created by strong Psychics can even be imbued with consciousness that can act independently.

  • Liquid Vipul manifests in underground rivers and pools, and occasionally in swamps. Liquid Vipul is the most dangerous and mysterious form of Vipul. The Liquid is the form that most rumors of Vipul carrying souls stems. Submersion in the Liquid is almost always instant death. The person's body turns into Vipul after being fully submersed. Partial submersion, while foolish does not cause instant death. The submerged parts will begin to slowly disappear until they are completely gone. If removed before disappearance, the part will slowly return, but is prone to phasing out of dimension and may not fully return. Parts that disappear do not bleed. It's as if it was never there. This phenomenon only occurs to living beings. The Liquid always evaporates at a set pace unless sealed or mixed into a concoction. Drinking the Liquid is most certainly toxic, but when done in small doses, it can cause amnesia. It typically results in short term memories, but sometimes long memories can be forgotten too. When the Liquid is heated it does not evaporate more quickly, but when brought to a boil, it begins to float. It can be frozen into ice, but whatever touches it bursts into a black fire that has come to be called freezerburn. The flames will not spread, so only the area that touches the ice will catch fire.

  • Gas Vipul is a rarer state for it to exist. It forms rather randomly, but tends to follow water and gold. It's been known to manifest in swamps and the base of rivers, as well as around mountains or geological formations that contain gold veins. There is one different occurrence, where a massive amount of the gas has collected above an ocean and is now called The Mist. The Gas can be dangerous, because full immersion into Gas can cause a numerous amount of mutations. Many people become fused with their clothes in some way. Inhaling in large doses will kill someone, but small amounts will reduce all of the bodies senses. The colder the ice, the hotter the burn.

  • Super rare. Forms when Vipul Gas is placed under great pressure or collects in great amounts. Vipul plasma moves about 4x faster than electrons and smashes itself into other objects and transfers it's energy before it dissipates.


Magics ~ Really more like powers, but called magic in the world. Magic is categorized into three branches.

  • Arcane Magic ~ The manipulation of surroundings via the use of mana.

  • Divine Magic ~ The manipulation of surroundings with powers granted by gods.

  • Psionic Magic ~ The manipulation of surroundings by mental control.

  • Other sources of power.
    • Qi ~ The manipulation of Chakra.
    • Spirit ~ The manipulation of blessings and curses.


Races ~ Very unique, nothing standard.


  • Name; Lumi
    Appearance; A race with a bird like head. They don't have wings, but are covered in feathers. Their hands and feet are tipped by claws of various shapes and sizes. The have long prehensile tails and hands and feet similar to that of lizards. They stand erect.
    Characteristics; This race is very wise and very advanced. Their manipulation of matter and energy is unlike any other species. Inter-planetary and Inter-planar travel were easy feats for the Lumi. They're not very emotional.
    Society; The Lumi are a mostly extinct race.
    History; (The history of the race.)
    Other;


  • Nat are also called Stitches. They are very tough and very greedy.


  • Squirrels are literally sentient squirrels.


  • Appearance; The Ilmew are very diverse in appearance. They are the spawn of the ancient demon Lilith after her various sexcapades. As half demons, their looks are very diverse. Their exotic features range from bats like wings to cat paws to diverse horns and even tails. It is not impossible to find any characteristic in the Ilmew.
    Characteristics; The women of the Ilmew are typically the dominants of their society. The men are still typically physically stronger, but the women have a stronger magical affinity. The females are also typically more sexually active, much more sexually active than their male counterparts who are less than interested in sex. Enchantment magics have become quite sought after in their community. They are very open to mating with other races as well. The Ilmew mature at the same rate as humans, but can live to be upwards of three hundred years old. The race as a whole has made their livings in similar ways as humans with these differences in cultures.
    Society; This matriarchal society has very little discrimination against anyone. The only thing they really discriminate is against what has been deemed ugly, but even that is a rather loose term that very few fall victim. Certain races may be deemed ugly by majorities and possibly face rejection from them. Their governance is typically a governance with a constitution that gives the people the right to appeal the current ruler and vote a new one into office. They aren't a very family oriented race though. A child could be abandoned as soon as seven and have to make a living for itself. Many Ilmew will form houses though. They almost never live with family, but almost always live with at least one partner. They often get their last name from the house they were from and if they start their own house they will create a new name for it. Overall the people are rather neutral and it's not uncommon to see a powerful woman creating a slave harem or even a man going on a serial killing spree. On the same note, some of them do have a propensity for good. Selflessly putting others before themselves. All that to say, that most of them are only out for themselves though. They will take whatever they can get without affecting others.
    History;
    Other;


  • The world is intended to hold a plethora of races that will be decided by the players. They will be kept here and this list will certainly grow. Here is a CS for Race creation.

    Name; (The name)
    Appearance; (An image and description would be optimal, but either would be fine as well.)
    Characteristics; (How is the race different from others, be it in biology, psychology, magical talents, etc.)
    Society; (The society of the race. How they may interact with other races and where they tend to live as well.)
    History; (The history of the race.)
    Other;


Monsters ~ What would we do without them.


  • Ing ~

  • Just like with Races, players are encouraged to create monsters or enemies.

Calendar

  • A combination of the Seasonal and Lunar calendar. The Suns stay out longer while the Summer plane is closer and shorter when the Winter plane is closer. The Moons follow the same thirty day cycle. The twelve months are divided into four groups based on the season. Each month has exactly five weeks, each consisting of six days. The first month marks the rise of the season. The start of the second month is the season's Solstice. The third month is the fall of the season. Even though technically the third month includes some of the next season as well, it always feels like it takes longer for new weather to come and for the old weather to leave. This just plays off that fact. The length of the months was pulled from the Lunar calendar and the number of months was pulled from the Seasonal calendar.

  • The seasonal calendar. Originally used by farmers that didn't care about the day so much as the season.

  • The night calendar. Originally used by merchants that didn't care about the season so much as the day.
 
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For a thing.

JW

Now Gone.
 
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First session: Everyone starts off in a bar. The bar is in a void space and Everyone is John.

A portal is opened when they search the bar and find their trinkets.

They run into a Lumi wizard who had used them for an experiment. They can get their bodies back from the wizard.
 
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