LegoBuilder : Kind of a random question, but I was reading through Valithor's bio and it says he is from a town called Halsinum. Does that name have any particular meaning?
It meant something when I wrote the bio. I have now forgotten.
I am exercising my powers as the creator of the village and changing its name to Fjallrót, which means 'mountain root'.
The world is resistant to change. Whenever a time of great change is on the horizon, it initiates a self-destruct procedure that can be expressed in a multitude of ways. The Darkness from one of the first Events and the army of shadows that Alpida faced about a thousand years ago are just two examples of this. However, there is always a way to stop this apocalypse. The world needs assurances that there are capable people who can guide it through the difficult events to come, so it gives them a challenge. Between four and eight elemental Crystals are scattered for the worthy to find and bring to the epicenter of the apocalypse to stop it. The elements are Earth, Air, Fire, Water, Ice, Storms, Time, and Souls, and the magnitude of the change determines the number of Crystals used. Possessing a Crystal allows the user to wield immense ancient magic tied to their respective element. When a Crystal is returned, that power is lost, but this was not always the case. The Crystal-bearers all retain some lasting effect from possessing a Crystal. However, each time a Crystal is used, the power retained is less. The Earth, Air, Fire, and Water Crystals left no lasting effects on their bearers after the Darkness, but the Crystal-bearer of Storms gained an immunity to lightning and the Crystal-bearer of Ice gained a resistance to cold. The Crystal-bearer of Time will age slowly or not at all. Alpida's possession of the Crystal of Souls left her with an ability to read souls, and Logaire's possession of the Crystal of Time made him immune to time and left traces of the ability to see the flow of time.
Many thousands of years ago, some people were able to harness these ancient elemental powers without the aid of the Crystals, though their abilities were weaker. It is unknown whether they learned these abilities from one-time Crystal-bearers still with most of their powers, or from another source. Either way, these abilities likely marked the first time magic began to proliferate. In most places, the elemental abilities eventually gave way to other forms of magic*- namely what we now call Old Magic, and eventually New Magic. However, on the continent of Kahltrain, in a place that would eventually become the Xain Empire, this form of magic never went out of practice and is still used by a select few of their soldiers today. The Ancient Magic is more free-form than either Old or New Magic, requiring no knowledge of spells or specific technique, only training for an extended period of time to master these abilities. It also takes less of a toll on the body in the short-term, allowing it to be used continuously. However, in the long-term it can be very damaging and its users often live much shorter lives because of it. The differences between the Ancient Magic that can be learned and the magic of the Crystals are that users of the Ancient Magic are not confined to only one element; that users of the Ancient Magic only have access to Earth, Air, Fire, Water, and sometimes Ice and Storms, but never Time or Souls; and that users of the Ancient Magic cannot create elements, only control them.
*It is believed that the Frost Giants of the Far North still practice Ancient Magic, specifically that of Ice and Storms, though there have been no confirmed sightings of them in thousands of years.
The world is resistant to change. Whenever a time of great change is on the horizon, it initiates a self-destruct procedure that can be expressed in a multitude of ways. The Darkness from one of the first Events and the army of shadows that Alpida faced about a thousand years ago are just two examples of this. However, there is always a way to stop this apocalypse. The world needs assurances that there are capable people who can guide it through the difficult events to come, so it gives them a challenge. Between four and eight elemental Crystals are scattered for the worthy to find and bring to the epicenter of the apocalypse to stop it. The elements are Earth, Air, Fire, Water, Ice, Storms, Time, and Souls, and the magnitude of the change determines the number of Crystals used. Possessing a Crystal allows the user to wield immense ancient magic tied to their respective element. When a Crystal is returned, that power is lost, but this was not always the case. The Crystal-bearers all retain some lasting effect from possessing a Crystal. However, each time a Crystal is used, the power retained is less. The Earth, Air, Fire, and Water Crystals left no lasting effects on their bearers after the Darkness, but the Crystal-bearer of Storms gained an immunity to lightning and the Crystal-bearer of Ice gained a resistance to cold. The Crystal-bearer of Time will age slowly or not at all. Alpida's possession of the Crystal of Souls left her with an ability to read souls, and Logaire's possession of the Crystal of Time made him immune to time and left traces of the ability to see the flow of time.
Many thousands of years ago, some people were able to harness these ancient elemental powers without the aid of the Crystals, though their abilities were weaker. It is unknown whether they learned these abilities from one-time Crystal-bearers still with most of their powers, or from another source. Either way, these abilities likely marked the first time magic began to proliferate. In most places, the elemental abilities eventually gave way to other forms of magic*- namely what we now call Old Magic, and eventually New Magic. However, on the continent of Kahltrain, in a place that would eventually become the Xain Empire, this form of magic never went out of practice and is still used by a select few of their soldiers today. The Ancient Magic is more free-form than either Old or New Magic, requiring no knowledge of spells or specific technique, only training for an extended period of time to master these abilities. It also takes less of a toll on the body in the short-term, allowing it to be used continuously. However, in the long-term it can be very damaging and its users often live much shorter lives because of it. The differences between the Ancient Magic that can be learned and the magic of the Crystals are that users of the Ancient Magic are not confined to only one element; that users of the Ancient Magic only have access to Earth, Air, Fire, Water, and sometimes Ice and Storms, but never Time or Souls; and that users of the Ancient Magic cannot create elements, only control them.
*It is believed that the Frost Giants of the Far North still practice Ancient Magic, specifically that of Ice and Storms, though there have been no confirmed sightings of them in thousands of years.
Interesting. . . very interesting. . .
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I have a question regarding the future of the Roleplay; will the North ever be open to travel to or roleplay in? I have an idea for a character or two, they fit better as part of the North.
I have a question regarding the future of the Roleplay; will the North ever be open to travel to or roleplay in? I have an idea for a character or two, they fit better as part of the North.
I have no plans to open it up in this way. It is possible that once I step down as the sole Eventmaster it could happen, but that is not up to me. The problem, in my mind, is that the North is so much bigger and so much more diverse than the South that adding it might create too many opportunities and spread out characters too much. If you tell me your ideas, we could try to work out something, though. There are a number of characters that have traveled down from the North. Perhaps your character went to the South for some task, only meaning to stay a short time, but then got wrapped up in whatever Event and ends up staying more permanently.
I have a question regarding the future of the Roleplay; will the North ever be open to travel to or roleplay in? I have an idea for a character or two, they fit better as part of the North.
I have no plans to open it up in this way. It is possible that once I step down as the sole Eventmaster it could happen, but that is not up to me. The problem, in my mind, is that the North is so much bigger and so much more diverse than the South that adding it might create too many opportunities and spread out characters too much. If you tell me your ideas, we could try to work out something, though. There are a number of characters that have traveled down from the North. Perhaps your character went to the South for some task, only meaning to stay a short time, but then got wrapped up in whatever Event and ends up staying more permanently.
That makes sense, and you wouldn't want this RP to suffer from Gen1 disease where there are more locations than characters.
{JAMMERS! RuleJJ ONLY!} House Zweihand is in control of a Sylvanian principality consisting of Humans. They believe in a united Sylvania under their own banner, and believe it should be dominated by Humans. They respect other species, but they are incredibly Nationalistic, and believe they can get much more done with a Human government dominating over the non-human species in a United Kingdom. Then they plan on expanding their hegemony in the North
The head of the house, and the Prince of the city of Flusberg is Lord Ulrich von Zweihand. He is an excellent cavalry commander, and the Zweihand Lancers have legendary skill. While he has the backing of several Barons in Sylvania, he doesn't have enough troops to conquer and subjugate the non-humans. One possible reason he'd be in the South is to gather support and/or mercenaries to aid in his conquest of his home.
He also has a wife by the name of Rietta von Zweihand who is a great rider, and grew up among horses.
The Zweihands travel with a lord named Eldarion Cyrill who is the chief diplomat of Ulrich's court, and is known for his treacherous ways. However, he always yields results.
So anyway, however you can rationalize a good way for these characters to move south for a bit, I'll look forward to joining for a bit.
I have no plans to open it up in this way. It is possible that once I step down as the sole Eventmaster it could happen, but that is not up to me. The problem, in my mind, is that the North is so much bigger and so much more diverse than the South that adding it might create too many opportunities and spread out characters too much. If you tell me your ideas, we could try to work out something, though. There are a number of characters that have traveled down from the North. Perhaps your character went to the South for some task, only meaning to stay a short time, but then got wrapped up in whatever Event and ends up staying more permanently.
That makes sense, and you wouldn't want this RP to suffer from Gen1 disease where there are more locations than characters.
{JAMMERS! RuleJJ ONLY!} House Zweihand is in control of a Sylvanian principality consisting of Humans. They believe in a united Sylvania under their own banner, and believe it should be dominated by Humans. They respect other species, but they are incredibly Nationalistic, and believe they can get much more done with a Human government dominating over the non-human species in a United Kingdom. Then they plan on expanding their hegemony in the North
The head of the house, and the Prince of the city of Flusberg is Lord Ulrich von Zweihand. He is an excellent cavalry commander, and the Zweihand Lancers have legendary skill. While he has the backing of several Barons in Sylvania, he doesn't have enough troops to conquer and subjugate the non-humans. One possible reason he'd be in the South is to gather support and/or mercenaries to aid in his conquest of his home.
He also has a wife by the name of Rietta von Zweihand who is a great rider, and grew up among horses.
The Zweihands travel with a lord named Eldarion Cyrill who is the chief diplomat of Ulrich's court, and is known for his treacherous ways. However, he always yields results.
So anyway, however you can rationalize a good way for these characters to move south for a bit, I'll look forward to joining for a bit.
*Opens jammers*
*Sees that they are for RuleJJ only* Oh this conversation is private.
I have no plans to open it up in this way. It is possible that once I step down as the sole Eventmaster it could happen, but that is not up to me. The problem, in my mind, is that the North is so much bigger and so much more diverse than the South that adding it might create too many opportunities and spread out characters too much. If you tell me your ideas, we could try to work out something, though. There are a number of characters that have traveled down from the North. Perhaps your character went to the South for some task, only meaning to stay a short time, but then got wrapped up in whatever Event and ends up staying more permanently.
That makes sense, and you wouldn't want this RP to suffer from Gen1 disease where there are more locations than characters.
{JAMMERS! RuleJJ ONLY!} House Zweihand is in control of a Sylvanian principality consisting of Humans. They believe in a united Sylvania under their own banner, and believe it should be dominated by Humans. They respect other species, but they are incredibly Nationalistic, and believe they can get much more done with a Human government dominating over the non-human species in a United Kingdom. Then they plan on expanding their hegemony in the North
The head of the house, and the Prince of the city of Flusberg is Lord Ulrich von Zweihand. He is an excellent cavalry commander, and the Zweihand Lancers have legendary skill. While he has the backing of several Barons in Sylvania, he doesn't have enough troops to conquer and subjugate the non-humans. One possible reason he'd be in the South is to gather support and/or mercenaries to aid in his conquest of his home.
He also has a wife by the name of Rietta von Zweihand who is a great rider, and grew up among horses.
The Zweihands travel with a lord named Eldarion Cyrill who is the chief diplomat of Ulrich's court, and is known for his treacherous ways. However, he always yields results.
So anyway, however you can rationalize a good way for these characters to move south for a bit, I'll look forward to joining for a bit.
We've already come close to that, I think, at the beginning of the LMBEs, but our numbers have recovered somewhat.
{JAMMERS! -TheMarshalCody- ONLY!} We can start with the Stennev'avfjellan Civil War. If they supported one of the losing sides, that might be enough to force them to leave for a time.
A better option, though, in my opinion, would be to wait for the next Event. It's going to start with some Forest Band soldiers returning from Stennev'avfjellan with news of the Frost Giants marching south and destroying everything in their path. At the same time, dragons will be attacking the South. The RPers will go to the Abandoned Fortress, where they find a number of refugees. Your characters could be in this group, fleeing from the impending Frost Giant threat. You might have to wait a while for this, but I think it would make sense.
Humans: You already know this one. They live mainly in the south, though there are many in Sylvania and Oruthal.
Elves: Shorter and slimmer than humans, they have pointed ears and angular, often delicate, features. Elves are known for their agility and surprising strength, and their wisdom. They live in the west, as well as Sylvania, and Oruthal.
Dwarves: Much shorter and stouter than humans, they have large features and almost all have beards. Dwarves are known for their strength and determination, and for their excellent craftsmanship. They live in the north and near-southeast, as well as Sylvania and Oruthal.
Orcs: Somewhat larger than humans, they have small tusks and green or tan skin. Orcs are considered less intelligent than humans (though this isn’t true) and are known for their strength and short tempers. They live the east and in Oruthal, and sometimes the southern forest.
Goblins: Slightly shorter and much slimmer than dwarves, they have large pointed ears and green or tan skin. Goblins are considered untrustworthy (again, untrue) and are known for their cunning and craftiness. They live in the east and near-south, as well as Oruthal.
Trolls: Twice as tall as humans and three times as wide, they have large tusks and green or tan skin. Trolls are considered unintelligent (over exaggerated) and warlike (untrue) and are known for their strength and tough skin. They live in the east and the southern forest, as well as Oruthal.
Humans: You already know this one. They live mainly in the south, though there are many in Sylvania and Oruthal.
Elves: Shorter and slimmer than humans, they have pointed ears and angular, often delicate, features. Elves are known for their agility and surprising strength, and their wisdom. They live in the west, as well as Sylvania, and Oruthal.
Dwarves: Much shorter and stouter than humans, they have large features and almost all have beards. Dwarves are known for their strength and determination, and for their excellent craftsmanship. They live in the north and near-southeast, as well as Sylvania and Oruthal.
Orcs: Somewhat larger than humans, they have small tusks and green or tan skin. Orcs are considered less intelligent than humans (though this isn’t true) and are known for their strength and short tempers. They live the east and in Oruthal, and sometimes the southern forest.
Goblins: Slightly shorter and much slimmer than dwarves, they have large pointed ears and green or tan skin. Goblins are considered untrustworthy (again, untrue) and are known for their cunning and craftiness. They live in the east and near-south, as well as Oruthal.
Trolls: Twice as tall as humans and three times as wide, they have large tusks and green or tan skin. Trolls are considered unintelligent (over exaggerated) and warlike (untrue) and are known for their strength and tough skin. They live in the east and the southern forest, as well as Oruthal.
No centaurs?
No centaurs, but we do have minotaurs. If you want to play a minotaur, we'll need to work some stuff out, since their situation is a little bit different.
No centaurs, but we do have minotaurs. If you want to play a minotaur, we'll need to work some stuff out, since their situation is a little bit different.
Nah, I don't like minotaurs as much. Thx tho. I might become an elf though.
No centaurs, but we do have minotaurs. If you want to play a minotaur, we'll need to work some stuff out, since their situation is a little bit different.
Nah, I don't like minotaurs as much. Thx tho. I might become an elf though.
Okay. An elf would be cool. We mostly have human characters, so I like to see people branching out from that.