Wednesday, July 10, 2013

Mildorian, Magician?s tower

Mildorian- Magician?s tower, former Kingdom of Mildorian

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Mildorian was a Kingdom South West of the Australian Sea many years ago (Over a century ago). It was a fairly large kingdom ruled by a powerful king also named Mildorian. However Due to events that occurred during the Sword and Shield War the Mildorian Kingdom met its bewitchment and subsequent disbandment. Now the mass of the land is scarcely populated in comparison to the rest of the map and most of it?s residents are of a magical nature. Mildorian consists of three major areas of note.

Mildorian?s Old Kingdom

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Mildorian?s old kingdom was once a very large city build over a sacred alter for magic runes. It housed many citizens in small to lavish cottages. Business bustles and art was much appreciated. The castle was the large center piece of the city. The King of Mildorian used the True Rune of Fire, during the Great Sword and Shield War, to set flame across the world causing great destruction. The caretaker of the runes of power saw fit to punish the corrupted king Mildorian with death for his destructive ways. However, following the Mildorian King?s misuse of the True Fire Rune, and subsequent death, the Kingdom was bewitched as punishment.

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The city began to become overgrown with forestry and the citizens were forced out of the kingdom to continue life elsewhere. Now the Old Castle of Mildorian is surrounded by a thick forest that has choked out every inch of the old city. It remains mainly abandoned, only occupied by magical beings like dryads, fairies and other creatures. The magic of the land draws them to this place.

Magician?s Tower

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Magician?s Tower was established not long after the downfall of the Old Mildorian Kingdom. It is currently standing today and is the main place of public interest within the Mildorian Kingdom as of late. The Magician?s tower is actually three towers that stand in close proximity to one another. It is mainly occupied by magic users, mages, and trainees. Scholars of the ancient classics also come to Magician?s tower to study and do research. Many of the world?s oldest tomes find their way to the Magician?s tower.

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Faramir Elendil is the Lord and Steward of Magician?s Tower. He is also the founder of the tower. Magician?s Tower has no King but Faramir would be the closest thing to a king Magician?s Tower has. Most of its residents are skilled in magic and medicine. Most of the resources Magician?s Tower needs are home produced but anything it lacks the ability to produce is imported. Many services including astral readings, prayers, magic aid among other services are offered to kingdoms by the Tower.

The weather is usually always warm there and most of the land is flat plain and forest. It is off of the water to the south. The Ocean houses many aquatic being of magic like merpeople. They have long ago withdrawn from mainstream society and much of the world only scarcely believes in them. However those that have seen dragon would believe that mermaids and mermen exist, which they do.

Eldenwood Forest

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Eldenwood Forest is also a mysterious forest of magic and creatures. It is the home of unicorns, Centaurs, Dryads, Lagoon mermaids/ mermen and other creatures. Much of the forest is populated by humans that can live peacefully in the forest. Small houses can be found tucked quietly away here and there. Those that live there desire nothing more than piece and calm.

It serves as a protective barrier for the magician?s tower. Most Others fear the forest and are afraid to treat there. They land is magical and refuses to let itself be once again overpopulated with the Old Mildorian Kingdom?s amount of bustling activity. Eledenwood Forest is the sole force that has stopped other countries from expanding into this territory.

Runes

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According to the legend, true runes are the backbone of the universe, allowing it to exist. Each True rune is effectively a sort of god, with its own will or agenda. Because the True Runes hold such immense power, they are often sought by kings, emperors, and other secret organizations, which has ultimately led to many, many wars throughout the ages of time.

No one knows for certain where True Runes came from, but legend tells that the 27 True Runes were created when the brothers, "Sword" and "Shield" fought against each other, shattering themselves into 27 pieces.

Because of the eternal struggles between the different runes, or even the different aspects of the same rune, the battles between the True Runes are often parallelled by the struggles for power within and between nations.

The 27 True Runes are special runes that hold an unusually strong and different kind of power in comparison to their ordinary counterparts. Because of their ties with the universe, they are engaged in an eternal struggle of chaos versus order, and often use humanity as their means to bring about their will.

All True Runes represent a certain aspect of existence, such as punishment, beginning, or even the basic elements (fire, wind, etc.). Because of their ties with the foundations of the universe, they bring both benefits and curses to its bearer, such as agelessness, immunity to disease, incredible magical powers, but most notably, the ability to control the destinies of entire nations.
As opposed to regular runes, which are chosen by people to wear or to temper into weapons, True Runes choose the people who will bear them. True Runes have been known to destroy their own bearer, or even swap bearers, so that they can be more properly aligned with those with great power, or even the stars of destiny in order to bring greater order or chaos to the universe.

Although the bearers of True Runes often stop aging and become immune to disease, they are still susceptible to death from physical causes, such as accidents, sacrifice, or murder.

List of True Runes

Beast Rune:
A True Rune representing animalistic rage and passion

Rune of the Beginning:
A True Rune representing the "initial chaos of birth" inherent in times of creation. This True Rune is always found separated into it's components-- the Bright Shield and Black Sword runes, and bearers of these two runes are bound by the rune's power to fight against each other until only one survives to win the other component. Scholars are uncertain whether the Black Sword and Bright Shield are the same "sword" and "shield" from the legends of creation, and no one knows what exact power the Rune of the Beginning bears. It is said that the rune grants its owner the power to "judge war."

Moon Rune
A Rune representing compassion and destruction, this rune also turns its bearer into a vampire. This rune carries with it a huge curse, as it actually dominates its bearer's mind until s/he gains mastery over its powers. When a previous owner came into possession of this rune, she ended up going on a killing rampage, forcing her to retreat into the forest to keep herself from harming others. As she gained mastery over this rune, she was able to tap into the powers of compassion, which diminished her vampiric impulses to drink the blood of the living.

Rune of Change
A True Rune representing change that affects all in the universe. The powers of this rune and its whereabouts remain a mystery

Circle Rune
A True Rune representing order and stagnation, not much is known about this rune. This rune has the power of bringing peace and harmony. However, scholars argue that the power of stagnation has become more prevalent in recent times.

Dragon Rune
The Dragon Rune allows dragons to exist in this world. Owned by the South Atlantic Kingdom for the past two centuries, the bearer of this rune holds a huge responsibility, for the death of the bearer means all dragons in the world would also die.
The Rune also allows its bearer to control dragons, even if they have been turned into undead dragons. The power of the rune depends on the willpower of its bearer, which means dragons may not obey this runes bearer if s/he is mentally weak.
It is not known why dragons can not survive in this world without the help of the Dragon Rune. However, it is known that dragons in great pain are able to create portals to return to their home world.

Eightfold (Yafusa/Hachifusa) Rune

Once owned by a warrior named Yuber, no-one knows what powers this rune may hold. Scholars argue that Yuber's affinity with monsters (summoning, for example) and the power of teleportation is dervied from this rune, but no-one is certain.

Gate Rune
Split into Front and Back halves Now owned by Faramir Elendil.

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A True Rune with the power to connect worlds, this rune holds great powers. The Blue Gate Rune was born from this rune. Belonging to the Gate Rune Clan, this rune has been protected for centuries. However, the clan was destroyed by invading armies in Solis 78. The two sisters, Windy and Leknaat (In the Gate Rune Clan, all members were considered siblings), separated the Gate Rune into two halves and teleported away.
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Rune of Life and Death

Better known as the "Souleater," this rune represents two inevitabilities, life and death. However, it is uncertain whether having one's soul being sucked by the souleater means death, as the spirits of those who have died live on within the bearer of the Souleater.

Night Rune
A True Rune representing the "power of the night", this rune allows "creatures of the night," such as zombies, skeletons, and vampires to exist, as well as easily brings them back out of existence, when normal methods cannot. It was borne originally intertwined with the Sun Rune, which governed over light. The Sun Rune's great light annoyed the Night Rune, which severed the bond between the two runes. After initially becoming a sword, this rune's natures and whereabouts are shrouded in mystery. The Star Rune is a dirivitive of the Night Rune.

Rune of Punishment

A True Rune that represents atonement and forgiveness and is always borne on the left hand of its host; this rune is a parasite that feeds off its host with fatal consequences: the rune has tremendous offensive capabilities; however, using them drains the bearer's life force, eventually to the extent that he or she turns to ash and their memories are locked away in the Rune; the Rune then transfers to the nearest available host. Whilst it is still believed that the Rune of Punishment will grant standard True Rune abilities such as agelessness; there is no record of any of its previous bearers surviving long enough for this to be an issue. It was rare that one moved the Rune into its little seen forgiveness phase, where it no longer drains the life of its bearer. Since then the bearer vanished from the pages of history, knowing full well that his death would see the cycle of death and destruction start over again.

Sovereign Rune
A True Rune representing aboslute rule. The rune's powers are still a mystery, but it grants it's bearers complete immunity to all runes, and also allows its bearer to change into a three-headed dragon.

Sun Rune

A True Rune governing over light, warmth, and nurturing. Originally connected with the Night Rune, the runes were split after the Night Rune incarnated itself into a sword and severed the link between them. When they split, two pieces were detached: The Dawn and Twilight Runes.

The Sun Rune is borne on the forehead, and slowly makes any bearer go mentally insane, without the Dawn and Twilight Runes to control it's impulses. The King of an Ancient Kingdom bore the Sun Rune, but, due to its curse, was driven insane and destroyed his entire kingdom, reducing it to a sorched, barren, wasteland. The power of the Sun Rune, after the Kingdom was destroyed, nutured the land after the destruction, and made the ground fertile again.
The capricious nature of the Sun Rune allows only those it selects to bear it. The Sun Rune's power can be controlled by the Dawn and Twilight Runes, whether or not the person bearing the Sun Rune is also bearing those two artifacts.

? Dawn Rune
A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Dawn Rune is a one-of-a-kind rune.

Borne on the right hand, the Dawn Rune grants it's bearer a few powers, most importantly, the power to heal others who have wounds that would ordinarly kill them. It's true power comes, however, when used in conjunction with the Sun Rune. The power of the Dawn Rune, when combined with it's counterpart, the Twilight Rune, allows the power of the Sun Rune to stabilize and prevents the insanity bearing the Sun Rune normally causes.

? Twilight Rune
A piece left over after the Night Rune turned into a sword and split from the Sun Rune, the Twilight Rune is a unique rune.
Borne on the left hand, the Twilight Rune grants it's bearer tremendous offensive power. When used in conjunction with the Sun and Dawn Runes, the insanity that occurs with bearing the Sun Rune can be halted, and the power of the rune can be forcibly quelled.

True Earth Rune

A True Rune representing the power of the earth. The Earth Rune and Mother Earth Rune are born from this rune. It's powers are vast, granting great protection spells to its bearer.

True Fire Rune

A True Rune representing the power of fire. The Fire Rune and Rage Rune are born from this True Rune. The rune grants powerful flame-based spells that hurt friend and foe alike if within the area of effect.

True Lightning Rune

A True Rune representing the power of lightning. The Lightning and Thunder Runes are born from this rune. The rune grants incredibly powerful offensive spells to its bearer.

True Water Rune

A True Rune representing the power of water. The Water and Flowing Runes are born from this rune. The rune grants powerful healing spells along with attack spells to its bearer.

True Wind Rune

A True Rune representing the power of the wind. The Wind Rune and Cyclone Rune are born from this True Rune.

Many other runes exist, Like the blinking rune for example.

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Blinking Rune

Faramir Elendil is one of few bearers of this highly magical rune. This rune inherits no ordinary element, but instead focuses on letting objects or living beings vanish or materialize. With this magic enemies can be teleported away from the battle and even whole groups of opponents can be virtually made to vanish into thin air. Furthermore the materialization of objects of all kinds can be used to attack enemies by striking down and crushing them.

Unfortunately usage of this rune has to be taken with caution, for its magic does not work reliably and not always in the way desired. From time to time it affects the wrong target and may even teleport away your own allies.

Source: http://feedproxy.google.com/~r/RolePlayGateway/~3/Iu3fHoJji8s/viewtopic.php

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