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11:42, 25th April 2024 (GMT+0)

Lore.

Posted by TimothiusFor group 0
Timothius
GM, 5 posts
Angelic Cat
Healer and GM
Fri 20 Mar 2009
at 21:14
  • msg #1

Lore

At the very very core, the absolute center of all things, there is a glowing orb no larger than a basketball. Whoever touches it is given an answer to a single question and then teleported far away. This orb is called "The Heart of the Universe". It is composed of everything. It has magic, technology, mandaity, divinity and every attribute there is. Surrounding the orb is a wide open area of multi-colored winding pathways that seem to go in all kinds of direction. Gravity doesn't seem to make sense here and people are planted firmly on the paths regardless of what direction the path may be facing. This intertwining mess of paths is called "The Rainbow Road".

As one gets farther from the center, the roads unwind and stretch out to connect to the surrounding cities. Each city represents an attribute (Such as fire) and has an equal number of dominions on them. Each dominion represents the power sources such as magic or divine. Every city has a place where all the dominions are represented save one. So, for example, there might be a place where magic does not work at all and representatives of every dominion besides magic reside there. This is to help keep any one dominion from ever overthrowing another.

Balance of the attributes and dominions is absolute and must remain that way. Corruption may exist among many representatives, but even the corrupt are rarely foolish enough to challenge the balance. Nevertheless, the task is not left to them alone. Those who enter this area of the universe immediately assumes the rules of the area and will be punished if they do not abide by them.

Finally, every city's core has their own special object of power.


While there are many people who represent their respective attributes and dominions, there are 11 "rulers" who are each in charge of one city. The rulers and which attribute they are in charge of are as follows:

Empress Mittens - Fire
Chosen One Alexis - Nature
Princess Shelly Urser* - Water
 - Wind

Queen Murla - Darkness
 - Earth
 - Light
 - Thunder

King Timothius - Life
Blake - Death
Supreme Organizer Martin Garwin - Order


You'll notice Chaos is missing from the list. That is because Chaos refuses to have a ruler. A ruler makes rules and what use has chaos for rules? As such, the City of Chaos is filled with nothing but chaotic aligned people and the numbers of magic to tech to divine to mundane is never equal. There are no official representatives of chaos and should someone ever try taking over the City of Chaos, it's citizens will instantly do everything to either get rid of that ruler or make life hell for the ruler.
This message was last edited by the GM at 22:31, Thu 05 Aug 2010.
Timothius
GM, 9 posts
Angelic Cat
Healer and GM
Thu 26 Mar 2009
at 20:58
  • msg #2

Re: Lore

Simplified:
The attributes are listed here in both simple and expanded forms for your convenience. This first table simply shows you what attribute is stronger of two given attributes. It all comes full circle some way and this shows the super simple way.

Elemental:
Fire > Nature
Nature > Wind
Water > Fire
Wind > Water

Spacial:
Darkness > Earth
Earth > Thunder
Light > Darkness
Thunder > Light

Spectral:
Life > Death
Death > Order
Order > Chaos
Chaos > Life


What's in an attribute:
OK, so now that you know stuff as simple as "Durr... fire can burn nature... hurr hur..." it's time to get slightly more complicated. It doesn't matter what your attribute is when it comes to your power choices. You could be a water mage and have the fire attribute. Might not be the smartest thing, but there you go... you can if you want. That said, suppose you ARE a water mage with the fire attribute. When you cast your water spells on someone who's attribute is fire, they are in trouble. Likewise, your water spells could very well come back to hurt you if someone can use a reversal on them. And with the fire attribute, water used on you would hurt worse than anything.

That is just an example. But your character might just be a soldier with a large knife. Say he has the Lightning attribute. He's more likely to survive attacks made by someone with the Light attribute. Again, simply an example. Don't worry too much about your weakness as I will type those in after you submit your character sheet. But the norm will simply be that your character is weak to the attribute that bests your character's signature attribute.

Suppose you don't want an attribute at all. If you do not choose an attribute, I will choose one for you based off of your character sheet. The closest thing to "No attribute" is chaos, just in case you are wondering. But that won't mean Chaos will be what I pick if you choose not to pick your own attribute.


What each attribute does:
So what is so special about the attribute you pick? Other than being strong against someone who happened to pick the attribute you are strong against, your attribute makes certain things easier to learn, more potent and other things harder to do. This is where you can read up on each attribute and figure out what you want your character more capable of doing.

ELEMENTAL:

FIRE - Potentcy. The fire attribute makes your attacks hit harder. It makes your speech more enflamed with passion. It could be obvious or subconscious, but having the fire attribute makes your capable of more punch at the expense of leaving themselves wide open. But even with the absence of defense, this attribute allows your character to be stubborn and cling to the fight (verbal or physical) even when they are just about to collapse from body failure. Fire has little aim, but it rarely matters for all the destruction in it's wake.

Fire beats Nature. Fire is bested by Water


WATER - Water usually tries to find a way around things. Consequently, it's defense is second only to Earth. Water knows how to roll with the punches, but also knows how to chip away at someone else's defenses when others fail to. This attribute is fairly rounded in every other aspect such as healing, damage, diplomacy, learning, and so on. Choose water if you want someone who "goes with the flow" or is good at figuring out a way when options seem to dwindle.

Water beats Fire. Water is bested by Wind


WIND - With speed and some unpredictability, the wind attribute introduces the idea of hit-and-run tactics. Small defense, fairly high damage and a somewhat carefree attitude. While water will go with the flow in order to make the best of it, wind just doesn't care what results come as long as it gets to go where it wants. Wind is also really good for escape and freedom of movement.

Wind beats Water. Wind is bested by Nature


NATURE - Nature is closely linked with life and thus has much in the way of staying alive. Healing properties, being rooted and unwavering, Nature is capable of surviving even when defenses fail. Nature is also good at reading it's enemies, knowing how to adapt if for no other reason than to survive. Damage potential is fairly low, but defense and endurance are decent.

Nature beats Wind. Nature is bested by Fire


SPACIAL:

DARKNESS - Reserved, opportunistic, calculating and preferring planning to spontaneity. Darkness is good at staying hidden and then striking at the right place at the right time to make it count. Great with stealthy or deceptive characters. Can't survive long in an extended battle on it's own. No healing, defense or endurance to speak of. Like water, Darkness has a knack for finding a way around someone's defenses.

Darkness beats Earth. Darkness is bested by Light


EARTH - Behold the unstoppable. More tenacious than even fire due to it's long suffering stubbornness, Earth is the attribute to pick for someone who just won't die. Earth is tough. Hard to penetrate in the first place, and just gets harder the more you try. Defense, defense, defense and defense. Low speed and low attack values makes this attribute not much of a threat, but certainly more obstacle than most are willing to overcome.

Earth beats Thunder. Earth is bested by Darkness


LIGHT - The light comes to banish the darkness. With healing and damage, the Light attribute is capable of lasting well in combat while making short work of it's enemies. While light itself has low defense, it is usually in order to defend another, making their aiding power quite formidable.

Light beats Darkness. Light is beasted by Thunder


THUNDER - More damaging than even Fire or Darkness, the Thunder attribute puts it all in one strike. Thunder sacrifices everything else for damage, making it have little defense, endurance or anything else for that matter. However, thunder is good at speed for a short period of time. It should be noted Thunder and Lightning are interchangeable names for the same attribute, it's just called Thunder to reduce confusion since there is another attribute called "Light". ;)

Thunder beats Light. Thunder is bested by Earth


SPECTRAL:

LIFE - Massive healing and restorative properties make this attribute the perfect healer, but it's not without defense. This attribute is a supportive one and should not be played outside of a party, as it will usually result in a quick death. Usually life-aligned characters enjoy the company of others anyway.

Life beats Death. Life is bested by Chaos


DEATH - Whether slow and painful or quick and painless, someone with the death attribute is capable of seeing their opponent fall. Somehow. Some way. Death uses everything to see it's nemesis fall. Deception, brutal frontal assault... whatever it takes. Death usually sacrifices itself and everyone else in the name of eliminating it's pronounced victim.

Death beats Order. Death is bested by Life


ORDER - This type is usually more interested in organizing a group of people than in anything like damage output or defense. Order sees the benefit of all, but specializes in healing and defense at some expense to speed and power. Order can make sense of things and bring chaos to it's knees.

Order beats Chaos. Order is bested by Death


CHAOS - Truely even on all fields, chaos favors nothing and/or favors everything. Chaos can appear to have a plan only to do something truly random. Chaos tends to do what it's whim asks and sometimes even defies it's own instincts just for the sake of doing something different.

Chaos beats Life, Chaos is bested by Order
This message was last edited by the GM at 12:16, Sat 28 Mar 2009.
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