The Prophecy has been realized! The Goddess Suria has sent The Five Pendants of Power to Andora, sparking a war between the peoples of Suria and the Great Nosferatu Houses. Once again the Vampire Lord Dragul stalks Andora, gathering the legendary Hunters of Yeld to restore his dark empire. Now the High Elves of Elderon stand with the Imperial Legions and the free people of Korinath against Draguls Nosferatu armies. You must choose a side in the Battle for Andora. More... |
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![]() ![]() ![]() The Magical world; not unlike our own in appearance and demeanor, yet entirely different in its denizens and the magic, which writhes continuously around and within everything. The entire world is surrounded by a cosmic force, which binds everything to existence. The nature of our physical world gives rise to manifestations of the four elements within everything we see and in fact do not see. Our own tendency to seek and engage in acts of strife gives rise to the forces of good and evil, and magical forces which are drawn from them. This world is one where those in power control great forces of magic, or are crushed by it. The average man may live his life unaware of the great powers that effect and ultimately control his life, while others will make it a part of their daily lives. For many it is their destiny to be governed by it as the elves are, since they come forth from magic itself, while other races deem it better to seek out one's own true fate and make of life what they will, like the humans. Whatever the purpose and whatever the reason, all beings great and small must bow to the sheer force that magic is, be it a great and devastating attack, or an undetectable enchantment. Beyond those who simply call forth the forces of mana, and wield magic like a terrible weapon, there are those who choose to place these forces within objects, so that others who do not have prowess in the arcane arts may bring spells to their aid. These crafters are known as Enchanters or Rune wizards. These great runes and artifacts which they create can also be used by spell caster to increase the ease and control of spell casting, making them a force all their own. Other Arcanists have made a true science out of magic and can imbue the magical properties of a multitude of materials into potions and balms, which may be applied by anyone. Some of the most favored and respected individuals in any given city are often local alchemists as they can heal the sick, grant strength, vigor, or moments of great clarity with the simple drinking of a vial. This great world, being hundreds of thousands of years old is the youngest plane of existence, the eldest being the world of magic, which are eons old and counting. Our universe is but one sphere of existence among many. The center of creation is Antiquity, the home and birthplace of all. The great God of all created everything from this core of being. First he made the sphere of magic, which surrounded and embodied his own existence, bringing rise to the Celestial plane, the home of his two children, Suria and Lucifer, the Goddess of Good and the God of Evil. A sphere of nothingness arose from their constant strife, which took form as the astral plane, a plane of limitless spans of space, but remains timeless. Suria created the physical plane, the world that we now know. These realms remained as they were and uninvolved with one another for eons, while Suria and Lucifer did battle in the celestial plane. Lucifer having created his first son, Hades, to bring terror to all who would oppose his destructive force, as the dark lord of the dead could now claim who fell in battle. Suria brought clarity and sated the magical races fears by telling her children that should they be forced from their immortal life, they would hasten back to antiquity to rest forever in a realm of pure magic. Lucifer then created demons to plague mankind as they had no tie to the realm of magic as Suria' immortals did, and Suria answered with the creation of the immortal Tentutinjen, who slew and drove out all of the demonic forces from Earth. Lucifer in turn created his second son Dragul, the lord of the Nosferatu to begin his hunt for the blood of the Tentutinjen, a thirst which could not be slaked. Lucifer then made a play for the throne of Antiquity and slew his maker, the great God of all. This victory did not have the result he had hoped, he remained as the lord of evil within his own world in the Celestial plane, and did not ascend to the throne of Antiquity. Hades, hastened by this new development to find a means by which to enter Antiquity, made way for the world of magic. Here he manipulated and tricked the opposing factions of the great city of Arcadiam, and the lands of the King of Glasse. These two forces battled one another, and Hades broke away with the heart of mana, which was the very heart of the creation of the magical world. With the removal of this artifact, this stone of Arcadiam, a cataclysmic event took place, which destroyed the land utterly, and brought magic hurling into the physical world. The tendrils of mana which writhed from the world of magic and extended to Antiquity and the Celestial plane, now spans across the Celestial plane and reaches out across creation. The physical world suddenly had a multitude of new species and races as the race of magic now were forced to call the physical world their home. As time progressed and the warring tribes of humans began to settle into permanent homesteads and eventually cities due to the advanced Elder races influence, began to dabble in the arts, which their new neighbors had used for so long. Now, magic remains an ever-constant force which binds creation and breaks it in the same motion. ![]() Mechanics The mechanics of magic which the game system employs classifies magic into the seven realms of magic; Fire, Water, Earth, Air, Divine, Diabolic, and Cosmic. Each of these realms or disciplines of magic are rated on a scale of 1 to 10 on how powerful the caster is in that realm, which greatly effects the power and effect of a spell which is cast. Individual spells are also rated on a spell level of 1 to 10, which also influences and varies the outcomes. Depending on the number of DOTs in a realm of magic, a spell caster has available to him or her a certain amount of mana, drawn from their own knowledge and control of the realm. Each DOT provides a set amount of mana. Magic users all have a unique runic mark which is placed near a source of mana that pertains to their chosen realms, this mark provides additional mana for casting of spells in areas which are a great distance from them, or in areas which are devoid of any magic of that realm. These marks often become a point of conflict as only one mark may remain upon a single site in most cases, and wizards often arrive to duel over the rights to a specific mana link. Spells themselves vary in their type, and are classified into spell classes, which are; alteration which handles any form of manipulation or control, Projective which is any spell that has a direct effect and is often damaging or instantaneous, Protective which are spells that provide a lasting effect which bolsters or defends, Enchantments which make a lasting effect upon a person, area or an object, which can often call forth a spell when invoked, and finally Rituals which take much longer to cast but generally change something permanently or have a semi-permanent effect. All of these spells are rated between 1 and 20 based on the difficulty to cast and the extremity of their power. Many spells are unable to be cast by very many spell casters as their effects are quite extreme and require an immense amount of power to call it forth, while other spells require only a rudimentary understanding of its realm of magic. Spell casting is based on the ORA (oratory) of the spell caster in relation to the spell they wish to cast (1 to 20) casters must have an ORA equal or greater than the spell being cast in order to cast it. Caster rolls a D20 and adds any excess ORA they have (above what the spell requires) and if it is above the ORA of the spell, it is successful. If a spell is cast a number of times equal to the current power level of that spell's realm, the spell gains a level. When a number of spells equal to the current realm power level are equal in level to that power level, the power level increases. This creates an experience curve that is built into the magic system, which allows for quick powering up initially, but then tapers off and slows to a crawl at higher levels. There are 159 spells in the Core Rule Book and about 400 more in the Nature of Magic supplement, which is under development now. | ||