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 [OFFICIAL] Lore of Terra Immortales

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Daniel
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PostSubject: [OFFICIAL] Lore of Terra Immortales   [OFFICIAL] Lore of Terra Immortales Icon_minitimeSun Jun 23, 2013 3:57 am




Index






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PostSubject: Re: [OFFICIAL] Lore of Terra Immortales   [OFFICIAL] Lore of Terra Immortales Icon_minitimeSun Jun 23, 2013 4:00 am





Foreword





Since this site is not based on any form of literature, there is absolutely no backstory. I have written a very basic foundation for the site and will continue to build onto that foundation, but I cannot fabricate every aspect of the backstory. This is where you come in. Think of this site like a tree, as the tree grows taller, the roots must grow deeper. The roots being the backstory and everything above ground is the roleplaying. I encourage users to contribute their own ideas for additional backstory. If you have an idea, create a topic explaining the idea, and if I like it, I’ll add it to the back story. Just remember, the official lore will ONLY be located within stickied topics.






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PostSubject: Re: [OFFICIAL] Lore of Terra Immortales   [OFFICIAL] Lore of Terra Immortales Icon_minitimeSun Jun 23, 2013 4:02 am





Races




Human

Humans are the shortest-lived and least magically adept race in all of Terra Immortales. Adult humans have an average height of 1.7m and have a wide variety of body types. Their skin tone varies from white to black. With an average lifespan of 85 to 90 years, they have a drastically shorter life span than the other races.


Elf

Elves are the longest-lived and most magically adept race in all of Terra Immortales. Adult elves are slightly taller than humans (≈2m) and have a slightly different build (i.e. thinner with average weight of 70kg), but have strength similar to a human. They have fair skin with deviations be extremely rare. The most noticeable characteristic that distinguishes an elf from a human are their pointed ears and almond-shaped eyes.  When an elf reaches physical maturity (≈20 years old), they stop aging. It is unknown whether or not an elf can die of old age as they are usually killed before such a thing can occur.


Dwarf

Dwarves are ingenious as humans and knowledgeable in the art of magic. Adult dwarves have an average height of 1.2m and unlike humans afflicted with dwarfism have a proportionally larger upper body than their lower bodies when compared to humans. Their skin colors vary similar to humans, with skin colors ranging from white to black. A remarkable characteristic is despite a dwarf’s size, their strength is, on average, greater than a humans. The average life expectancy of a dwarf is 500 years old.


Orc

Orcs are brilliant tacticians and fearsome warriors. Adult orcs are slightly taller than elves with an average height of 2.1m. Their skin color varies between red, green, and gray which makes them easily distinguishable from the other races. Their ears are slightly pointed similar to an elf’s ears. The average life expectancy of a orc is 400 years.


Troll

Trolls are the strongest race and most brutish race in Terra Immortales. Adult trolls are extremely tall with an average height of 2.7m which adds to their hulking physique. Their skin does not deviate from a light brown color and is extremely tough, able to withstand small caliber bullets (<=9mm) and temperatures up to 500°C. Another remarkable characteristic that trolls possess are cow-like horns. The average life expectancy of a troll is 700 years.






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PostSubject: Re: [OFFICIAL] Lore of Terra Immortales   [OFFICIAL] Lore of Terra Immortales Icon_minitimeSun Jun 23, 2013 4:02 am



Archetypes



Normal



  • A person who isn't infected with vampirism, lycanthropy, and does not possess the gene for control of magic.




Supernatural



  • Vampire- A supernatural being that drinks blood and burns if exposed to too much sunlight. They possess supernatural speed and strength as well as a weakness to silver. While the general populace does not know of their existence, they are hunted by few.

  • Werewolf- A supernatural being with the ability to transform into a wolf-like creature. Whilst in their transformed state, the person experiences a dramatic increase in speed, strength, and stamina; however, an intense bloodlust and frenzy is also experienced, causing the person to attack anyone nearby.  Whilst possessing these extraordinary abilities, weapons made of gold and silver can bring these beasts with relative ease. Whether a person considers lycanthropy a gifted or a curse, they are hunted indiscriminately by the few that know of their existence.

  • Shapeshifter- A cannibalistic supernatural being that has the ability to assume the identity of their victims: mimicking their appearance, voice, and thought patterns. Though they can live forever, the identity they are assuming will age like a normal person; forcing them to assume a new identity after several years. While it is unknown how they came into existence, any normal means can remove them from it.





Magical



  • Necromancer- The necromancer is a magic user whom specializes in the reanimation and control of the dead. The art is one of the most difficult to mater; involving the practitioner to form a link with the underworld. Necromancers have been reported summoning things as small as a squirrel to a something as large a mob of undead warriors; a skill that ever the strongest necromancer struggles with. Since necromancy is  dark art, tainting one’s soul, they are viewed as evil by all races.

  • Healer-The Healer is a magic user whom specializes in restoration and healing magic. Healers are revered by all peoples due to their ability to save lifes and heal those with injuries. Healers are known to be able to heal anything from a small scratch or bruise, all the way up to internal bleeding, broken bones, or fractures

  • Shaman- A Shaman is someone who has connected to the natural elements and to nature itself. They can bend nature and the elements to their will, and can use them for defensive or offensive purposes. Their abilities can vary from throwing fire, to creating large shields out of earth and rock.

  • Illusionist-  An illusionist is someone who is able to change how people perceive the reality around them. Illusion is a difficult art to master, because it involves changing how everyone sees things. Their powers can range from causing someone to hallucinate and see an object in front of them, to completely changing a persons complete perception of reality.

  • Evocationist- An evocationist is one whom have specialized their magical abilities in the art of summoning. They are able to summon familiars and elementals. More trained an evocationist is, the better their summoned familiars and elementals perform. One important thing to remember is the finite number of familiars which means that two evocationists might have the same familiar. Whilst familiars usually take a beastial form, they have been seen in other forms.

  • Transfigurist- A person specialized in the field of magic pertaining to physical transformations. Utilizing their powers, a master transfigurist can become a near perfect copy of another person or, if they branch out differently, they may be able to change their shape into that of a beast. However, even a master transfigurist cannot hold their transformed figure for longer than a day. The average transfigurist can hold their transformation for several hours.

  • Warden- A person who specializes in the magical art of defensive barriers.






Note: A character can have multiple archetypes (e.g. Vampire Necromancer); however, there can only be one magical and supernatural archetype per character. Archetypes do not define what a person's profession is (e.g. Supernatural hunter).





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Magic and Technology




Magic

Magic in Terra Immortales is a complex and confusing mystical force that allows for the manipulation of the world near a user. In order for one to control magic, they must have a specific gene within their DNA. The percentage of that gene within a race’s population determines how knowledgeable or adept that race is in the magical arts. There are many specializations within the category of magical arts, and each person can only learn one. The decision for which specialization a person follows is typically made when that person is young and they show a natural affinity for that specialization. This affinity can be influenced by cultural factors in that person’s life. Orcs/Trolls have a warlike culture so they typically use magic to enhance their efficiency in combat, Dwarves and Humans have the most varied use for magic so there is not average use, and Elves typically use magic to protect or increase their affinity with nature. The ways that magic can be used depends on the ingenuity of the user (e.g. blocking small caliber rounds). Magic is the means of survival for all non-human races.


Technology

There are two main types of technology in Terra Immortales, human and dwarven technology. The other races didn’t advance technologically because they preferred to use magic. Dwarven technology isn’t as advanced as human technology and is mainly steam-powered. Unfortunately for the other races, the dwarves do not share their technology. Humans on the other hand advanced much further than dwarves reaching a technological level similar to our reality (21st century Earth). This resulted in many technologies that we have today (i.e. computers and mobile phones) as well as some more advanced technology. The humans were forced to advance technologically in order to survive after the purge wiped out 99% of human magic-users. There hasn’t been widespread adoption of human technology outside of the Republic of Humanity with each race taking select technologies. Carvarei adopted some human weapon technology, Gilv'rock adopted computers for use within dwarven technology, and Malatu adopted agricultural technology. Since humans were the only ones to develop firearms (dwarven cannons are the exception), the non-human races still use medieval-style weapons.






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Timeline of Terra Immortales







  • 5000 - October 11th, 1 BGW – The Golden Era of Peace

  • October 12th, 1 BGW - The Orcs and Trolls form the Orc-Troll Alliance; unifying their nations.

  • January 1st, 0 AGW – The Great War begins after a border dispute leads to the Alliance invasion of Human territory

  • January 20th, 0 AGW – The Elves, Dwarves, and Humans form the Coalition to repel the invasion.

  • February 24th, 203 AGW - The elven capital of Elvenaric is besieged by the Orc-Troll Alliance. After 3 months of intense fighting, the city is razed.

  • June 23rd, 500 AGW – Bjorn the Purger becomes the leader of the Human territory.

  • November 17th, 502 AGW – Purge of non-humans and magical users from Human territory begins

  • December 1st, 502 AGW – The Elves and Dwarves force the Humans out of the Coalition and pull their forces out of Human territory.

  • January 3rd, 503 AGW – The Coalition and Orc-Troll Alliance sign the Treaty of Human Isolation; magical barriers are established to prevent Human expansion.

  • July 15th, 503 AGW – Vampirism and Lycanthropy are created as last ditch defense against the Purgers; creators inadvertently infected with diseases.

  • September 17th, 504 AGW – Purge ends. 99% of Human magic-users are dead; the rest are forced into hiding.

  • September 19th, 504 AGW – Non-humans and magic are outlawed in Human territory.

  • April 8th, 612 AGW - Dwarven king Grorok is killed by Orcs during battle. King Kehrak takes the throne.

  • 625 AGW - The elven capital of Elvenaric is rebuilt.

  • 700-800 AGW – Magic and non-humans fade into human mythology.

  • February 3rd, 850 AGW – Human kingdom splits into several smaller nations.

  • August 7th, 1000 AGW - The Great War ends.

  • October 19th, 1231 AGW - The elven king, Arìspar, dies and is replaced with King Tahllian.

  • May 31st, 1907 - March 27th, 1917 AGW – First Human World War

  • December 9th, 1931 - November 7th, 1936 AGW – Second Human World War

  • January 5th, 1970 AGW – Humanity unifies, forming the Republic of Humanity.

  • October 15th, 1986 AGW – AEGIS Satellite launched in to orbit.

  • October 16th, 1986 AGW – Evidence of non-human architecture found by AEGIS satellite; magical barriers have deteriorated.

  • October 20th, 1986 AGW – Expeditions launched to examine non-human architecture.

  • October 24th, 1986 AGW – Contact with Orcs and Trolls established.

  • October 25th, 1986 AGW – Contact with Dwarfs established.

  • October 26th, 1986 AGW - Contact with Elves established.

  • October 31st, 1986 AGW – Treaty of Human Isolation is formally terminated.

  • April 16th, 2015 AGW – Non-human races gain same rights as humans.

  • November 20th, 2020 AGW - President Farrell Smith is elected as the human leader.

  • 2021 AGW – Start of the website.





BGW: Before Great War

AGW: After Great War






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Important Events




The Great War

The one thousand year war between the Coalition and the Orc-Troll Alliance in which every race on Terra Immortales fought. Commonly referred to as the 1,000 Year War by non-human races.


The Purge

The purge of magical users and non-human races within the human's nation which resulted in the death of 99% of human magical users and the Treaty of Human Isolation.


Signing of the Treaty of Human Isolation

The meeting of delegates from all five races met to create a treaty that forbid magic and non-human races within human territory as well as non-human interference in human affairs. Magical barriers were established to keep humans separated. The Treaty was later nullified on October 31st, 1986 AGW after human expeditions broke through the decaying barriers.






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Important Figures




Vruul the Harbinger

The expansionistic Alliance Warchief whom started the Great War and plunge Terra Immortales into a millennia of chaos and turmoil. He dreamt of enslaving all of Terra Immortales. He’s respected by all Orcs and Trolls for his legendary combat prowess and granting several generations the privilege of dying in honorable combat.


Bjorn the Purger

The human king who purged the magic users and non-human races of the human nation’s lands. He felt that they viewed themselves as superior and wished for a more equal society. His intentions were noble but many atrocities were committed as the means.


King Grorak

The 72nd King of Gilv’rock. He was slained by a pack of Orcs whilst leading his army in rebuffing a siege on Hath; exact circumstances of his death are unknown, his mutilated body was only found after the siege had ended. King Kehrak became his successor.


King Kehrak

The current King of Gilv'rock. He was a famous and skilled tactican during the Great War, acting as the nation's second in command. The source of his longevity is unknown and has led to many conspiracy theories. Succeeded King Grorak.


King Arispar

The third King of Malatu and the only leader of the five races to have lived through the entirety of the Great War; he died after contracting an unknown illness. Since he was beloved by all his people, after his death, the nation held a six month long requiem in his honor.


King Tahllian

The current King of Malatu, rising to the throne after his brother succumbed to an unknown illness. His policies on reducing the military and building bridges with the Elves’ old enemies have caused some in the older generation to become disgruntled with the leadership.


Warchief Gashnak

The current Warchief of Carvarei. He became leader of Carvarei seventy-five years ago after slaying the previous leader in honorable combat.


President Farrell Smith

The 9th elected President of the Republic of Humanity. Known as the people’s President, he won the popular vote with an overwhelming majority in the last election but that hasn’t stopped him from butting heads with other popular elected officials and military advisors when passing his agenda.







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Factions




Children of the Arcanaeum

A highly regarded organization for those who are naturally inclined to magical usage and wish to learn more about it. Having existed for thousands of years, the Children have accepted members from every race, with a brief exception of humans during the Purge and period of human isolation. They sponsor and fund the major of academic studies about magic.


Elven Sentinels

The Elven version of a police form; their job is to keep the peace and enforce the Royal family’s bidding. Evil doers beware! A Sentinel’s combat prowess is legendary and their reputation to use whatever means necessary resounds throughout the land.


Death Hunters

Death Hunters are one of the two forms of police within the Orc-Troll Alliance’s land of Carvarei. Its forces are mainly composed of Orcs; which is attributed to their cunning use of tactics rather than brute force. They usually stick to the Crimson Citadel, Bloodwood, and surrounding areas, but will travel outside of these areas when necessary.


Skull Breakers

The Skull Breakers are the other form of police within the Orc-Troll Alliance. Its reputation for using brute force can be attributed to the fact that its ranks consists almost entirely of Trolls. While usually confined to the area of Mercenia, they’ve been known to supplement the Death Hunter’s garrison in Bloodwood.





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Player Created Factions







Send a private message with information about the faction if you wish to be added to this list. Administrators will review then decide if should be added. Just because it doesn't appear on this list, doesn't mean a faction cannot exist.



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