The Tranquilityian's Guide To Arventia

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The Tranquilityian's Guide To Arventia

Postby The Divine Potato » 20 May 2015, 22:04

DISCLAIMER: The author(s) Of this book or the publishers are not to be held responsible for any injuries or loss of life or social status or possessions through the following of the advice detailed within this guidebook.

(The Blurb)
Hello and welcome to the Tranquilityian's Guide To Arventia, where you. The immortal god-devil-animal-omnipotent being you are can find out all you need to know about this exciting realm. Do you want to find out:

-Where to go to get the best tan?
-What exciting creatures inhabit Arventia?
-What precious metals are unique to it?
-What plants you can find nowhere else?
-The culture of the land?

Then look no further than this informative guide so that you can travel across the stars with the peace of mind knowing you are fully prepared for all the nasty (and nice) surprises Arventia can throw at you.

Chapter 1: Arventia exists?

Arventia is the planet in relative terms from Tranquility, the next closest planet to the local star. And is situated in such an orbit that it's climate is a great deal more temperate than that of her sister planet, the summer lasting for three quarters of the Arventian year. It rotates on it's solar axis and revolves around the sun at the same speed as the planet of Tranquility, so it's year and day consists of three hundred and sixty five days (three hundred and sixty six for a leap year) and twenty four hours a day (changing for daylight saving times too.) It is also positioned on the opposite side of the local star as Tranquility, which makes it understandable why Arventia and Tranquility took so long to come into contact with each other.

Now I hear you wondering "how do I cross the several lightyears of space between me and this planet?" Or thinking "Pfft, I'm a god-demon king of hell who can cross the very fabric of reality." Well stop right there! Arventia is a very difficult place to reach by nonspecific means, firstly the journey takes place through the vacuum of space which requires one of two things: The ability to build an advanced space ship, or the ability to travel interstellar space by yourself, this is all well and good but the power to do that should be used responsibly. Or at least the gods thought that when they littered the solar system with hundreds of asteroids even the grain of sand sized ones which can rip a person in two. And I hear you thinking "I can teleport." That will not work either, Arventia has only one method of travel to it that the resident deities allow.

So what is this travel? This method of making your way from point A to point B? This crossing mechanism worthy of the gods? The answer is a summoned portal. So I hear you say "How do I get me a summoned portal?" Well the simple steps below will get you a portal that will whisk you to Arventia and can take you back in a flash.

Here's what you need:

-The most valuable material possession you have
-A cauldron
-A pile of hot coals (They should be heated to at least more than one hundred degrees Celsius)
-A piece of chalk
-A flat space (at least three meters by three meters)
-Any type of precious gem of the following: Rubies, Sapphires, Emeralds, Diamonds, or Amethyst.

Step 1: Place your cauldron in the middle of a flat space and then place your hot coals inside

Step 2: Place your most precious material possession in the hot coals and burn it until the entire surface is blackened irreversibly (or at least enough that Domestos can't get rid of the marks)

Step 3: Place the possession to the side, you don't need it for the rest of the ritual.

Step 4: Draw an equilateral triangle and then another with the midpoint of the base being the tip of the last triangle, repeat this at the left side until what you have is a sort of box made of triangles.

Step 5: Place the gem in the very center of the diagram and then recite the following incantation.

"By the will of the gods and the spirits of yore, take me to a place of bountiful Lore."

The incantation is different on Arventia but the process is the same.

The Return Recital:

"I wish to linger not to here any more, so take me back home o' ye spirits of yore."

And with all that done, welcome to Arventia.

Chapter 2 coming soon....
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Re: The Tranquilityian's Guide To Arventia

Postby The Divine Potato » 21 May 2015, 20:53

(Since people wish to have a representation of what the diagram looks like, I drew it in ms paint)

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Re: The Tranquilityian's Guide To Arventia

Postby Father Anderson » 22 May 2015, 03:23

(Don't forget the story f how Mattias went from public enemy #1 to one of the most formidable arventian warriors.)
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Re: The Tranquilityian's Guide To Arventia

Postby The Divine Potato » 22 May 2015, 18:42

This aint an Arventian's guide to Tranquilityians. It is to detail nothing about the political relationship between the two worlds.
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Chapter 2

Postby The Divine Potato » 22 May 2015, 23:25

Chapter 2: Flora and Fauna

And if you were unaware, Flora means plants and fauna means animals.

this chapter contains examples of the unique examples of foliage and critters which may be found on Arventia (until some idiot releases as invasive into other ecosystems)

Fauna

Dondei

Diet: Carnivore

Habitat: exclusively Donoki

Description: A quadruped creature whose origins lie in the land east of Arventia known as Donoki, these creatures are vicious predators that grow up to ten feet in length and stand up to four feet on their four strong legs, these creatures hunt in packs and surprise travelers and natives alike by charging at them out of nowhere with their large horn-like protrusion spearheading a startlingly quick attack which is aimed at knocking down or stunning their prey items before devouring them with their impressive set of jaws, in which the teeth can grow up to two inches long and are serrated. Their skin is a brilliant bright red with horizontal black stripes running all the way down the center of their backs. If they find themselves in extended combat they will resort to a club-like tail which is covered in numerous sharp spines similar in sharpness and strength to metal.

BearDeer

Diet: Carnivore

Habitat: exclusively Endissya

Description: A creature which very much resembles the supersized creatures that already dwell upon the island of Endissya, this predator is at least ten times larger than the largest bear ever recorded, even in fossil records, and sports the antlers of a deer upon it's head. This creature is extremely aggressive and solitary, preferring to stay deep within the forests of Endissya and not encroaching close to the sunlight, much like most of the fauna on the isle of Endissya. This creature has a habit of attacking in a predatory manner towards most humanoid creatures, ignoring any other creature in the vicinity and with single-minded intent pursuing them until either they run out of stamina or the person they are chasing is in their stomach.

Ardiomorph

Diet: Carnivore (though in some rare cases, some have been vegetarian)

Habitat: Anywhere

Description: These spiders of titanic size are only found in the presence of their Drider or Arachne masters as a fully domesticated race, the secrets behind their origins are a mystery, however it is confirmed that there are no cases of these animals surviving in the wild, their silk is a prized commodity, and is only trumped in value by the silk of their masters as both are incredibly strong, durable, and stretchy fabrics. These creatures themselves can all vary in shapes and sizes but one trait remains the same, they all bear the same unique markings on their abdomen as their master and are completely and unerringly loyal to their every command.

Tenkenkrem

Diet: Carnivore

Habitat: Underground Chasms (discovered in The Labyrinth)

Description: An enigma of how such a large creature could exist off of the little fauna found underground, the Tenkenkrem has the form of a large black primitive creature like if a black panther was combined with a wyvern, often found with rocks embedded into its thick, leathery skin. Probably the most distinguishing feature about the creature is it's rounded head where it has a mouth filled with large, molar-like teeth, inside this is a long tube-like second mouth which acts as a sensory instrument and allows it to hunt for prey within rock crevices, it is muscular and lacks the protection of the tough hide around the first mouth. Inside this mouth is a third, very thin mouth which is estimated to be a solidified mucus membrane due to it's fragility and lack of teeth. It's primary method of hunting seems to be to either to swallow it whole, or to headbutt it until unconsciousness or kill it with either claws or bites and then swallow the prey whole, it is currently unchallenged as the apex predator within it's underground domains as even anthropomorphs with heightened night vision or adaption to subterranean life are unable to combat it without causing a cave system to collapse.

Silyena

Diet: Carnivore

Habitat: Shallow coastal waters and sea coves

Description: A large, sleek fish with a rounded head and a jaw filled with teeth distinctly similar to humans, except much more adapted to a fully carnivorous lifestyle. This fish has the ability to emit an extremely high volume cry which it uses to stun its prey and predators alike, as well as communicate with other members of its species, they are very social creatures which means where there is one, more are usually close at hand. It is believed by evolutionists to be the direct ancestor to merfolk.

Papyrenia

Diet: Herbivore

habitat: Forests and light woodland

Description: A relatively common marsupial akin to a quokka, unlike the similar animal they can grow to the size of a small dog and have incredibly springy feet which makes them able to bounce up and down with ease and grants them mobility in their forest habitats, For this reason as well as the fact that they are viewed as 'cute' they are sought-out pets almost as much as rabbits. Papyrenia are also capable of basic facial expression and studies are ongoing to decide if they are sentient.

Denichtosaurus

Diet: Carnivore

Habitat: Deep Forests in Daytime, further afield during Nighttime and Dusk

Description: A relatively small therapod which possesses the ability to freely and capably climb trees utilizing it's sharp curved claws to traverse trees even upside down, this vantage is used in order to gan the upper hand on it's prey and evade predators. The first model of the "Trinity" cybernetic weapons platform was modeled after this peculiar creature, it's primary source of food appears to be the Papyrenia marsupial.

Belmius

Diet: Herbivore

Habitat: Grasslands, fields, and farms

Description: A slow, lumbering quadruped with a black hide and a hog-nose about the size of a juvenile elephant. A mostly domesticated breed, these large animals are mainly farmed for their meat as well as their particularly nutrient-rich milk. Unlike cattle or most other herd animals if they are ambushed by a predator the herd will often band together to attempt to drive off the assailant rather than fleeing so caution is advised to the person who goes chasing Belmius in the farmer's field.

Nenron

Diet: Herbivore

Habitat: forests and woodland areas

Description: A massive bird-like bipedal with a very long pair of arms with large curved claws on the end, this intimidating creature reaches high for the fruits of trees and rarely interacts with settlements. Nenron's tend to be friendly towards humanoids, even giving them food and shelter in some cases, except when they are attacked by that person, or if it is mating season, or in the case that one is defending it's eggs, whereupon they will assault with a rarely witnessed and even rarer survived savagery.

Sareen

Diet: Herbivore

Habitat: Forests to areas of light urbanisation

Description: The national bird of Arventia, an iconic symbol used by many organisations and a highlight of many bird watchers, noted mostly for it's graceful flying dislays in mating season and it's black feathers with red wing and tailtips colour scheme as well as their almost glowing golden eyes, thanks to the protection of these birds from every Lord they are now flourishing after a decline in their population with trophy hunting.

Stenyen

Diet: Plant seeds

Habitat: Almost everywhere

Description: This beetle is a blue and green colour and has extraordinarily large jaws which it uses to eat the seeds of plants from acorns all the way to walnuts. It is a common garden pest but is in cases of weed outbreak or a leyenia spread it is often used by farmers to prevent the growing of new pests. Their larvae are also known too be a good food for survivalists, high in protein and in essential nutrients, as well as being quite large.

Arbastek

Diet: Magical essence

Habitat: Hides in grass in wait for a host

Description: In appearance an arbastek is similar to a centipede, except it has specialised mouth parts which it uses to drain seraphim and cherubim from the body of creatures where it combines it in its stomach into magical essence which it then uses to grow. The two ways to get an arbastek off of a host are to manually pry it off, which can be difficult due to the numerous spines lining its body. Or by forcing more cherubim and seraphim into it than it can handle, causing it to pop.

Cerinta

Diet: Plant waste

Habitat: Forests

Description: A massive species of slug which have grown larger than bowling balls in their growth, they live off of decaying plant matter in the forest where they slither along at literally a snail's pace. The cerinta also secrete a slime which is often used in lubricating machinery or other objects in need of a natural lubricant, or in some 'all natural' brands of lubricant

Flora

Endissyian Fungi

Habitat: exclusively Endissya

Description: These mushrooms range from the size of a very small toadstool to some the size of houses, colours vary among specimens and areas of the island. The small mushrooms when consumed produce an effect of intense euphoria and can cause vivid hallucinations of both benign and sometimes horrifying nature, the large ones however are deadly poisonous, it takes a special chef preparing a very small portion of the cap of a large one for the eater of one of these not to die from it, it has been reported to taste like chicken.

Wrapgrass

Habitat: Exclusively to the Symbiotic Forest

Description: What seems like an innocent-looking meadow can actually be an extremely active symbiotic plant life form which waits until a prey item has stepped at least two meters into a patch of wrapgrass (though safe distances do vary with large and small sizes of fields, the larger patches having larger safe areas.) And then proceeds to grow at a rapid rate in order to secure the prey item by wrapping their leaves completely around them, whereupon it feasts on their magical essence whilst providing it's now trapped host with the nutrients to help them survive. Periods for which a person may be kept by wrapgrass vary depending on the level of magic that the host wields though the average human may remain secured for up to a week, the grass does not attempt to recapture the host until they have left the patch and visited willingly (or unwillingly) again with a similar amount of magical essence as before being caught the last time.

Species Trees

Habitat: anywhere

Description: This tree appears as an ordinary cherry blossom tree to all who look upon it, however it has a very subtle difference. It emits a pheromone which incites euphoria and lack of emotional control within humans which also is said to smell "very pleasant and familiar" But this pheromone reportedly absolutely disgusts monsters, making them inclined to leave the area and not to return, the smell is said to smell "so bad that I want to never smell again." The reason for it's effects on monsters is an ongoing subject of investigation.

(This chapter will be edited whenever I decide to add a new species. Stay tuned for chapter 3)
Last edited by The Divine Potato on 14 Aug 2016, 18:43, edited 3 times in total.
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Chapter 3

Postby The Divine Potato » 05 Jun 2015, 23:04

Chapter 3: Ores and Ingredients and Other Nice Things

For the enterprising god-devil-deity-thing there are many specific materials that you may find in Arventia that (At least we are sure) don't exist elsewhere. These materials and objects vary in value from place to place so there will be no prices that they can be sold for cataloged in this guide.

Minerals and Ores and Rocks

Pveria (F-eh-ree-ah)

Hazards: None

Description: Pveria is a stone whose origins exist back to the very beginnings of mining, it is a very common crystal of a light blue colouration which glows when exposed to any form of light. Pveria has been used for centuries as it is a stone which increases the magical capacity of any being who ingests it. It is also proven to work as a remedy for many common ailments and has been mined in large amounts in quarries for use as an active ingredient in mineral water brands.

Tenkentium

Hazards: Heavy, can cause injury if dropped.

Description: Tenkentium is a metal which may be gathered and is relatively common as well, it is known to have the highest density on the periodic table of Arventia without most of the atoms being radioactive. It is a massively heavy metal, making it's practical application limited until recent breakthroughs in technology where it is used in objects which need added weight, such as hammers, paperweights and wrecking balls, otherwise it is very aesthetically similar to iron.

Kersime (Ker-seem)

Hazards: Dangerous to touch due to it's energy stealing properties.

Description: Kersime is an orange-coloured metal with a high strength, falling to the category just below titanium. It is a harmless-looking metal at first glance but make no mistake, any energy introduced to the metal is absorbed with no practical critical level, it can even absorb this from the body of any being with magical capability. This makes it extremely hard to mine safely but extremely valuable and is only owned by members of the scientific community, very rich collectors, or lords.

Non-sediment Materials

Arachne/Drider Silk

Hazards: Stickiness of certain types of unprocessed silk.

Description: Silk of this type is produced specifically by the race which lives in Arventia, it is shown to be twice is load-bearing as the silk of their miniature spider cousins and of the pets they keep, the silk is a very stretchy and durable material when used as a fabric and is also remarkably easy to wash, needing very little treatment of stains in the first place, due to the unwillingness of driders and arachne to merely hand out this silk, it is not used in high-street brand clothing and is either used by arachne themselves who open up clothing shops, or by those who have links to a generous donor.

Wrapgrass extract.

Hazads: retrieving it from the plant.

Description: Wrapgrass extract is (as the name suggests) taken from the wrapgrass plant, the process involved requires finding the bulb of a wrapgrass plant (where it began basically) which is more often than not central in a field of wrapgrass. After making your way through all of the grab-happy leaves you will have to dig up the bulb and then make your way out. (Note: doing this WILL kill the plant and has been made a restricted activity in the name of conservation.) The bulb may then be bled for it's sap which when ingested allows someone to temporarily gain control over any flora within a twenty (20) meter radius of themselves, the abilities gained are simply the ability to allow the plant to rapidly move and not to make it grow faster.

Leviathan slime

Hazards: This is a very rare commodity due to the scarcity of the monster which it may be obtained from, and due to it's uncooperative attitude towards things smaller than it.

Description: A pale, slightly green ooze-like substance which constantly drips off of leviathan-class sea monsters, the monsters discovered which fall under this are: Whales, and Krakens. The slime must be scraped off of the scales of the squid or fish body of these monsters, it has the properties of being an excellent moisturizer, one droplet being able to do the work of a full bottle of the leading brands. This is a very expensive liquid and is highly sought-after by dermatologists.

(Another chapter I will add to when I feel like it. Stay tuned for chapter 4)
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Chapter 4

Postby The Divine Potato » 21 Jul 2015, 12:42

(Apologies for the long wait. If anyone genuinely cares.)

Chapter 4: Cherubim and Seraphim

And now we are brought to Cherubim and Seraphim, Many of you may have already encountered this astounding twin set of energies, perhaps used as a weapon or in order to create or to heal, this chapter will tell you everything that you need to know about these two and why, if they did not exist, then neither would Arventia.

Cherubim

Cherubim is one of the two essences that exist within all the people's of Arventia from the lowliest imp to the most powerful Monster Lord, Cherubim is a mysterious energy which seems to vary in capacity across the amount of knowledge a person has, regardless of physical stature. It provides the body with energy aside from carbohydrates and can even be used as a temporary substitute to food and water, however it works similarly to eating a piece of yourself that has fallen off, you are putting the same energy back into yourself and changing it's form. But it is useful as it can be burnt at rapid rates to heal the body it much faster than normal top speeds.

Cherubim may also be projected outside of the body and controlled freely by a person who has trained in such an art, outside of the body it's properties are peculiar in comparison to what happens inside the body. It immediately reacts with Oxygen, Carbon Dioxide and Argon and forms a hard surface made up of an ionic lattice that in the hands of a person controlling it is as formless as water, but is as rigid as steel, it has been cut before, however and can be done by any sort of equipment above a circular saw made of tool steel. As one can imagine this makes it extremely useful for weaponry that can be formed from out of nowhere and then made to disappear in the blink of an eye.

Cherubim's appearance varies from person to person as it is entirely based off of factors that are unique to them, though one thing that affects most of them is the nature of the knowledge and memories of the environment whch they are initially exposed to throughout the tender years of childhood. A few of the recorded natures are found below which affects the colour and miscellaneous accessories of the Cherubim.

Light Green: Exposure to hill and plains areas.

Dark Green: Exposure to jungle and forest areas.

Blue: Exposure to the sea and generally large bodies of water.

Yellow: Exposure to the desert or an area of sand

White: A background in religion or enlightenment

Black: Individuals who have suffered great mental trauma in their youth.*


*All the members of the Fateburn family have had black cherubim regardless of emotional stress or not. Though inside theirs is small flecks of white which resemble stars in space.

Seraphim

Seraphim is the second energy which also resides within every single living thing in Arventia which, like it's cousin Cherubim is present in different in varying quantities in individuals. Seraphim is different from cherubim in that the amount that a person possesses is down to their cunning and use of wisdom to navigate the dangers of the world around them, in short it is a measure of their common sense and problem-solving ability. Seraphim also is responsible for the carrying of signals to and from the brain to the body in place of electricity. It's max speed is clocked in at potentially faster than light which explains why people in Arventia have an average and maximum reaction speed which places in faster than virtually anywhere else whose signals are carried by the slower electricity. Seraphim also reacts adversely with electricity in that it it erases the electricity on contact with it whilst also remaining there itself, hypotheses believe that seraphim acts as a catalyst in order to disperse electricity's energy around harmlessly and uselessly as heavily spread out static.

Seraphim, also like cherubim may be used outside of the body, however it's properties also differ from it's sister element. It's toughness has not been determined by a third party yet as when it comes into contact with an object that it is not imbued with* it proceeds to explode violently in proportion to it's mass it clocks up at fifteen times more powerful than C4 and is often used in projectiles.

Seraphim's appearance is also unlike Cherubim in that, regardless of the user, whether they be Lord or peasant the appearance of Seraphim is the same across all living things in Arventia, it is a white energy, retaining this colour and it also proceeds to glow very brightly in any light condition, allowing a person to easily know when someone is using Seraphim as it also, at high speeds makes an acute 'whistling noise' which has been confirmed time and time again by multiple different people.

*imbuing is the art of combining an object with seraphim in order to either apply an element, or to combine it to use seraphim's raw properties in conjunction with it, for example: ammunition can be imbued to make it explode. Or light a target on fire.

(Stay tuned for chapter 5: Magical essence !)
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Re: The Tranquilityian's Guide To Arventia

Postby The Divine Potato » 03 Aug 2015, 16:50

Image


(I present to you what will be, for the foreseeable future, the official map of Arventia, it is the original one, scanned into my computer and edited using MS paint. Any use of the map must go through me before it is okay, it belongs to me so don't be a douche. Anywho, now that that legal is out of the way, have a happy map)
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Chapter 5

Postby The Divine Potato » 29 Sep 2015, 19:40

Chapter 5: Magical essence

This chapter gives a short breakdown on the basic scientific and applied principles of magical essence, along with a small section for those with the gift of Cherubim and Seraphim on how to create and use it properly.

What is Magical essence atomically?

In laymond's terms, it's what happens when Cherubim and Seraphim have a baby, but in truth it is much more complex than that.

The differences in the size and stability of the atoms of a seraphim atom and a Cherubim subatomic particles causes an attraction much the same as polar molecules in the Tranquility periodic table which causes them to form an incredibly strong ionic lattice which is caused by the seraphim particles surrounding cherubim particles to form the same atomic pattern as the aforementioned lattice, but this is not yet stable. And the form will only be temporary without another element to stabilize it. This is where magic comes in.

In order to make the trademark four elements of magic certain particles must be attached using a user's ability to attract a certain atom or molecule to an unstable portion of magical essence. The base four are listed below.

Fire requires the user to attract oxygen to the magical essence in order to ignite it, creating a flame which burns depending on the density of the magical essence. As a note it is often formed when pure cherubim and seraphim collide in an oxygen atmosphere.

Air is a difficult one to conjure as it needs a user to attract one of the noble gases towards the magical essence, a commonly used one is argon which is used to form 'wind blasts' as it is the most common gas in the atmosphere.

Water is able to be created by a user who can attract both oxygen and hydrogen particles towards the magical essence, the water created by this method is often the purest in the world and the temperature of it may be controlled by the caster, existing particles of water may also be manipulated by magical essence, this requires a great deal of magical essence as a permanent dipole via Van Der Waal's force must be established between the water and the essence to properly manipulate it.

Earth Arguably one of the most intriguing, earth falls under the manipulation of most solid elements, especially metals by the forcible bonding between the molecules of magical essence and any elements that fall under the category. This allows metals to be bent at will through the malleability of magical essence being manipulated, the ground to have it's viscosity changed by a vibration of the magical essence, or even the increasing of one's strength by magical essence being used to reinforce bones, substitute for marrow, and bond to the muscles to make one almost invincible. Consequently this requires the most magical essence of all the groups.

In essence that is what science knows about magical essence, now to hand you over to a scholar in the manipulation of magical essence.

What is magical essence practically?

A great deal of what magical essence constitutes to is the will and affinity of the user. A mind who's stability is in question will have a harder time forming a good spell, but a trained mind like myself knows the techniques behind creating and using it.

A user's will is the first thing that one must think about when creating magical essence, an individual with great intellect and vast reserves of knowledge will be able to manipulate cherubim naturally and be able to produce more of it, cunning and sly people will be able to produce and manipulate more seraphim, however it is a measure of one's strength of character how much magical essence they are able to create and stabilize. What you must think of it at all times is like your own gravity, how much you're worth, and your true charisma. In other circumstances it requires a great deal of concentration to blend the elements which you are able to manipulate like a second limb together. The will of a person also affects the density of which magical essence may be, and consequently it's overall power.

When I mentioned a user's affinity I speak of a natural inborn attraction to a particular one of the four basic types of magic, it is often greatly controlled by one's personality and personal experiences and is the type they will invariably be the best at. Lets list off the most common personalities found with a natural affinity to these magical essences.

Fire, often found in those who are energetic and happy, though find themselves exhausted or tired out after a short while, also associated with those prone to violent outbursts of anger.

Air, a little uncommon at this time, but it is mostly registered in people with a careless or clumsy personality, who are happy most of the time, and have a good sense of humor, as well as those who seek freedom and adventure.

Water, mostly present in the nonchalant, the deep thinkers of the world with more on their mind than just the trivial thoughts of others, often seeming cold on the outside, their minds are filled with the wonders of science, philosophy, and theoretical thinking.

Earth, this particular element is discovered by those who seek stability and independence, a practical-minded person is also very likely to have this, a person who understands how the world works and wants to scale the cliff that is life via hard work, discipline, and a good routine.

Of course there are more personalities which are linked to natural affinities but that was a brief run down. Anyone can master any other discipline with enough training and study into how to do so, but it will take them much more time to do so than the one they have an affinity for.

A basic step-by-step guide on how to create magical essence and use it.

Step 1: Proceed to project Seraphim out of the palm of your right hand (Or alternatively a fingertip for those looking for a smaller quantity.) by tensing every muscle in your arm at once in order to coax it out, the energy should, with a great deal of visualization (For beginners) and concentration, come out. It will then be controllable using fluid motions of the fingers, you move, it moves. Advanced users may move it without moving themselves.

Step 2: Project Cherubim from your left hand by clenching all the fingers on your hand without making a fist, the energy will begin to appear in the palm of your hand and it is controlled similar to seraphim.

Step 3: Proceed to move the energies towards each other by either bringing your hands together by clapping, or by pressing the index fingers of either hand against one another, the energies will combine by themselves.

Step 4: Imagine the element you wish to manifest, and pour all of your will and concentration into making the magical essence attract this element, shortly depending on your willpower your newly-formed magical essence should have stabilized and may be used in any way you please, for spells, for everyday life, or for battle.

And now you know the basics of magical essence, get casting!

(Chapter 6 coming soon: Monsters, and what they are.)
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The Divine Potato
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Chapter 6

Postby The Divine Potato » 11 Feb 2016, 22:38

Chapter 6: Anthropomorphs And What They Are

Formerly known as monsters, recent negative connotations of the word have been discovered within the literature of other worlds which may disjoint citizens from areas which they visit or emigrate to, therefore the decision was taken to make the neutral term of anthropomorph or 'anthro' for short in order to encourage integration with other societies without unnecessary difficulties.

Throughout human history ever since it has been written down there has been a presence of a second humanoid branch, these people were first called 'monsters' due to their characteristics resembling animals, there is a variety of monsters as numerous as creatures on Arventia, diversified to the point where many races resemble each other, this section aims to provide information on some of the main groups of anthropomorphs and on the species in general.

History Alongside Humanity

It is widely believed and assumed that the initial place where the race developed was at the very east of Arventia at the site where the city of Hellgondo resides, there the very first monster, Belinda Blackwash The First emerged, Belinda was allegedly granted power of creation when she, along with one of the first humans scraped the bark from a tree in the symbiotic forest east of Shioto and ate it. After that she bestowed her powers to five animals, a fox, a bat, a bird, a fish, and a dragon which changed them into the first anthropomorphs, giving rise to the beast, demon, avian, marine, and draconic monsters of Arventia. This story is unlikely to be true despite Lord Tamamo No Mae claiming the story to be true, there is a lake where the tree was believed to stand, according to Tamamo herself the tree encompassed the entire lake which would make it larger than some mountains, let alone any tree currently in existence or ever recorded in fossil records.

Afterwards anthropomorphs developed into numerous races and eventually built up their own civilisations whilst slowly spreading south and then west after crossing the shallow sea, by this time they had developed a strong matriarchal society as the females of many monster races had typically more 'extreme' and 'stronger' characteristics than their male counterparts. This belief system came into a major cultural clash when they encountered humanity halfway through the continent, having already spread south towards Kalvor they had claimed more territory than the anthropomorphic races on mainland Arventia which caused several land disputes with each other that only set a baseline for the friction between species.

Many generations later a series of events began which would set up the catalyst for a war between anthropomorph and human: The Elven race, dissatisfied with the presence of other monsters and the discrimination they commonly faced due to their separate pantheon from most of the rest of their anthro kin set out to the West to establish what is now modern-day Meloninuan as their capital city where elves could grow without interference from other races and faiths. This heavily encroached on the human territory between Aethris and Kalvor and was taken immediately as an act of war against the Kalvor-Aethris union. The ensuing event referred to as the 'Meloninuan Massacre' almost seen the extinction of the elven race as the city was all but razed to the ground, when news reched the captial city of anthropomorphs of Hellgondo and to the 'Anthro Lord' at the time who at the time was Belinda Blackwash the Eighth there was little space for mercy...

The first atrocity of 'Black Beli' as she was christened began with the battle of Kalvor's crucible, the forging foundries were what attracted most of the workers to the city who lived in stout wooden or stone huts near the colossal forges where many of the weapons for the human army were forged. Belinda the Eighth managed to crack open one of the foundries which caused a flood of molten metal to seep out to the nearby residential district, slowing down only after it had set alight most of the city and encased several people in metal. Even though the battle ended with the defeat of the anthropomorph army due to the nigh-impregnable walls of Kalvor's inner city the battle had taken a lasting toll on the city which only was rectified a century later when it regained it's industrial competitiveness with the opening of a replacement foundry.

The fighting did not even end with the death of Belinda the Eighth, her child witnessed her mother's death at the hands of the legendary 'last battalion' and carried her hatred into the next generation as the ninth of her name. However there was to be a change that not even she could predict within her lifetime...

Upon what is now called The Great Plains Of Peace the armies of anthropomorph and human had fought savagely for almost a decade with no leeway given to any side, the physical and magical prowess of many anthropomorphs was trumped by soldiers of the 'Dawnbringer Order' which at the time had reached a peak of ten million members strong, even being noted as 'just about as powerful as the Califrax family (the family line that has ruled Aethris since it's founding).' The sides had been unable to develop a winning strategy for the past ten years, no hero broke the lines of enemies and all that the battlefield left in it's wake was pain and despair and inevitable death for those on both sides, once upon a time a pair of soldiers were on the receiving ends of magical injuries from one another's attacks, the two were from each opposing side however, the human soldier left standing, instead of finishing off their opponent, reached out their hand to them. This linkage of hands caused other soldiers, beckoned to the joint of two from opposing factions; Opposing species moved many a soldier that day, but what happened next moves the hearts of the world even today. The armies lay down their weapons and joined with their enemies, they had met them ten years ago, grown to respect them and evem consider them as equals to themselves, they were tired of fighting.

The onrushing tide of pacifism washed from the Great Plains in an unstoppable tsunami to Kalvor, and Enthis and then to Hellgondo and Aethris and by the end of the year Belinda The Ninth and Edward Califrax The First officially met and signed the Interpecies Cooperation Act to end the conflicts between the two species and set up measures to prevent this ever happening again. The first of such countermeasures was the founding of the City of Vrede on the very spot where the act had been signed, and the designation of it as a city governed by both anthropomorph and human, assigning Brennos The Fith and Tamamo No Mae as joint-governors of the future centre of trade.

Ever since that day the relations between monsters and humans has been a steady embrace that was anxious initially, however with the right of intermarriage and interbreeding approved unanimously the relations between species only continued to grow more closer and intertwined as time progressed. That brings us to modern-day where the relations between human and anthropomorph are at an all-time high, technology has taken leaps and bounds thanks to the longevity of many valuable anthropomorph staff and the world seeks to embrace the new presence of Tranquility with open arms.

The Six Classes

Often the system of classification takes into account one's species as either Anthropomorph or Human, additionally it also takes race into account for anthropomorph by having identification as to theiir specific type of monster, these five lampshade terms will help you easily classify anthro people without having to learn the specifics of their race.

Beast

Also referred to as 'animal' type anthropomorphs the surefire way to spot one of this class is to look for any sort of fur on their person, such examples of this class include: Kitsune, Lopans, and Kobalds.

Demon

Often categorized by the presence of horns or large, leathery wings, the official note on demon-type anthropomorphs is that they are: 'in possession of great physical strength and are in one way related to the succubus or incubus race.' Such as: Vampires, Succubi, and Imps.

Avian

Another easy class to categorise is the avian anthropomorphs, they almost always have feathers and wings which easily sets them apart from crowds and they are almost always proficient at using them for flight or other tasks, such examples include: Harpies, Argenharpies and 'seabirdbrains'.

Marine

A rather rare sight on land, the marine class of anthropomorphs entails every race of anthropomorph born into the sea and equipped with the mobility to navigate the depths. The most common sighting of them are at The Shallow Sea but many do come on land via wheelchair and some are amphibious by nature which allows them to navigate just as comfortably on land as in the oceans.

Draconic

A class of anthropomorph which boasts great pride in the identity of itself, these individuals are given a great sense of identity because of the warrior-like history of their race which set them apart from many in their caste or castes, especially at the fact that many are able to breathe fire. Examples include: Wyrms, Wyverns, and Ryu.

Insects and Arachnid

One of the classes not mentioned in the original Belinda the First legend the class of anthropomorphs here are often found easily by their tendency to have chitinous outgrowths, extra limbs, or even full-blown insect lower halves. Such examples include: Driders, Scorpios and Waspoids.

(Thank you for waiting so long and patiently for this chapter, any who actually were waiting. I had a lot of work to juggle with prelims and had little time for much else, however, what I am sure you will be eager to hear is that there will be a big change coming to Arventia soon, massively so.

Chapter 7, coming soon: Lords and What they do)
Image -Best Storyteller award

"You have to pass on the torch sometime, just make sure it's a light and not a disease"


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