World
[the continent of damares]
the setting of the story is the continent of damares where five different races coexist tentatively each trusting neither the others and forming alliances in order to protect their own backs while making sure they aren't getting backstabbed by their own allies. the races live in constant fear of each other and while alliances are common, they break apart just as easily. the threat of war continually hangs over the heads of the common folk. right now, there is a peace but nobody knows how long it will last. the nations are gathering for war and alliances are being tested as the winds of war blow over the continent.
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[countries and their leaders]
weslan- the weslan kingdom is ruled by a monarchy, the rule of the kingdom being passed down through heirs. their runemarks tend to vary but usually enhance their weapon abilities
khorvan- this race is race of true magic and they have a mutual respect for the de'saire who can also use magic but they will not hesistate to use their powers against each other when fighting. their magic usually deals in manipulating the elements
narien- the nariens are ruled by a nomadic way of life in the north, where the bitter cold and harsh ice makes survival the key goal. their leader is determined by right of challenge and their rune marks specialize in shapeshifting to wolves
de'saire- the de'saire have no leaders, the mostly roam around as bands of mercernaries for hire by the other nations, they have the rare ability that only one other race has to use true magic that can be manipulated in ways not dictated by runemarks. their magic manifests itself in enhancing the users abilities
orecas- this race tends to keep to themselves in their walled cities in the mountains, their rune marks deal with manipulation of the sky and earth, and they have two factions dedicated to each, they are governed by a council that makes decisions for all of them
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[organizations]
each country has their own specialites and talents and thus, the formation of the guilds that dominate the defense of each country. while each country has the basics like infantry, battlemages, and calvary, their true power lies within the organizations that they have built up and stocked with their finest warriors. each country has developed its own version of its "royal guard" and these are usually the most powerful individuals in each race at the time
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[list of organizations]
weslan- the weslan have a elite force named the "Royal Guard". they are comprised of the finest warriors in their race
khorvan- the khorvan have a force of mages whom they name the "Elementals". each one of the six elementals hold control over their individual elements and show a mastery of their own sphere
narien- the narien have a force of shapeshifters who are called "Shifters". they have mastered their abilities and can control the rage that takes control of them whenever they use their formshift powers
de'saire- the de'saire don't have a formal organization, but occasionally, the top duelists from each faction will come together and have a tournament to see who's the most powerful
orecas- the orecas have a council named the "High Council" which governs their race and is comprised of two members of the Heaven faction, two members of the Earth faction, and one neutral member. They not only govern their race, they are also the strongest members from each faction
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[runemarks]
runemarks were a natural defense against the magic of the other two races since the other three races had no magical talents at all. Runemarks were marks that appeared on one out of every thousand people and granted them a special talent. the runemark would gain strength with continued use but overuse would cause the death of the user. each runemark has a unique drawback that sometimes even the user does not know.
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[magic]
two of the five races, have the ability to use magic. they cast magic by sacrificing an equivalent amount of energy inside their bodies. whenever they use magic, the stronger the spell that they cast, the more it hurts them and burns up their mana. when their mana pool runs out, they start using their mental reserves to cast spells. theoretically, the only limit on a magus's powers is the amount of pain they can endure, but for every spell they cast over the limit, the pain increases exponentially
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[rogues]
heroes that go rogue are usually hunted down or join other factions. they usually don't survive long by themselves, but if they do, they gain immense strength and power from their survival in spite of insurmountable odds
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[misc]
currency- daneirs
ways of travel- horseback, carts, animals, walking, flying on mounts occasionally, magic,
ways of combat- weapons such as swords, bows, magic powered technology, catapults for sieges, battering rams, mage duels, guns,
ways of communication- seeing pools for mages and letters
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This took a while to make