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OC - The Inheritance

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OC - The Inheritance Empty OC - The Inheritance

Post by Admin Sat 10 Dec - 21:03

CLANS AND RACES----------------------------------

Arda Clan - Dreamers - Clan of humans who originated outside of the continent, it is unknown why they migrated north from their original home but it is suspected that they were fleeing some calamity. Once they arrived on the continent they slithered their way into the various courts and took over.

  • Dreamers possess an unique form of magic not found anywhere else on the continent which allows them to enter the dreams of other life forms and manipulate them. This not only allows them to see ones dreams but manipulate them in such a way that it can change the perspectives and opinions of those they are afflicting. They originally used these abilities to slowly have the king grant them more and more power until he tragically died in a hunting accident which allowed them to garner power and support from the other clans until they eventually became the Ruling clan of the continent after a series of wars and invasions.
  • Dreamers can also draw people into their own dream worlds where they possess even greater power and ability.
  • Internal strife is prevalent within the Arda as the various families vie for power amongst themselves with the only true anchor between them being the Royal Family.
  • Knowledge of the Arda's bloodline is considered Secret as it is best used when it is unexpected, thus any knowledge or understanding of it outside of the select few is considered an offense punishable by death. Those that know these secrets are often or not targeted by the Arda themselves or more likely by Templars.


Baladur Clan - Necromancers - An ancient clan of humans who hail from the continents cold north. The history of the Baladur is that of the continent itself as for nearly a 600 years they ruled the entirety of the north until they were wiped out by the Arda in the Summer Wars. They possessed a hardy nature and were very reclusive rarely venturing into the south other than for diplomatic reasons.

  • The magic possessed by the Baladur was one related to death, specifically that of raising the dead to fight and labor for the living. It is said that during their reign over the north they possessed massive hordes of undead as their primary fighting force supplemented by human warriors and commanders. Though they also possessed one other unique trait one of which that put them at odds with the Arda Clan the, at the time, newly arisen rulers of the south. They were completely immune to the effects of their Dream Walking meaning that anyone that possessed the bloodline of Baladur could not have their dreams invaded nor could their mindless hordes manipulated by the Arda thus cementing the Arda's hatred for the bloodline of Baladur. While this immunity was wiped from the histories those that still hold onto the secret ancient knowledge theorized that this was entirely the reason why the the Arda went to war with the North as they posed the greatest threat to their complete rule.

  • While the Baladur were nearly completely wiped out outside of a few distant bloodlines their undead hordes could not and without the guidance and pacification of the Baladur magic they became territorial like many other animals. It is said that north still hides pockets of them, hiding within caves and ruined cities waiting for travelers. Every 10-20 years though a horde will venture south to feast on the populace. Though every year more and more of them get wiped out and without a Baladur to replenish their numbers they become rarer and rarer every year.


Rune Carver - While not a clan of itself Rune Carvers are born at random as they are essentially humans who possess magical talent yet lack a bloodline. When properly trained and guided a Rune Carver is able to infuse magical arrays, runes, and symbols upon objects to grant them magical properties. While the runes are nearly permanent the magical energy within them is not and it takes a source, often or not a Rune Carver themselves, to replenish them. Rune Carvers are the best choice as their energy is pure and unaffiliated however if one were to attempt to replenish a Rune with their own energy as long themselves and the Rune is of the same affinity it will work. However attempting to replenish a rune with a different affinity will cause it damage and will quickly break down meaning that it can be used in a dire situation it will cause permanent damage to the Runes.

  • Rune Carvers can also be born of a bloodline though these are those who either possess very little of the bloodline itself or are merely unfortunate enough to not possess the talent. Normally the greatest Rune Carvers are those born within a clan as they possess the funds, knowledge, and inheritances to properly train them. However that being said there are various Grandmaster Rune Carvers with no kinship to any clan and often or not merely pass down their inheritance through their apprentices. If a commoner is found talented enough, and or the clan itself is in dire need of a Rune Carver, a clan will sometimes take them in at a young age to properly train them and make them work for the said clan. Though these outsiders are rarely ever given proper title or access to the clan itself as at the end of the day they do not possess the bloodline; they're outsiders.

  • If a Rune Carver is born of a bloodline they will possess a greater talent and skill in runes related to their bloodlines affinity.


Templars - anti-Magic - While technically a clan in some aspects they are more of a Order of knights that serve at the whims of the Arda or any other clan or group that is willing to pay them the right price. The true power of a Templar lies in their unique magic which allows them to destabilize other magics when making contact. Essentially they possess Anti-Magic. They are often or not employed or sent as hunters or guards to both protect their quarry from magics and to hunt down targets who possess magical qualities. They have the ability to sense magic and those who possess it as they leave a trail behind them unique to both themselves and to their affinity or bloodline. Even when not fighting those with magic they are a trained force to be reckoned with. Highly skilled and trained in a variety of martial arts and tactics it is said that One Templar is worth 20 royal guards.

  • While a Templar can counter the effects of a Arda's dream walking this can only be done while they themselves are conscious thus the Arda allow them to survive and even employ them themselves to not only protect themselves from other bloodline holders but their fellow Arda themselves.


Elves - One of the few non human races to exist upon the continent. According to folklore and tales they are a race that embodies beauty, grace, and that meeting one is a sign of good luck. But anyone who has delved into the deep places of the earth knows otherwise. They know that the beauty of the elves is in fact a facade an illusion cast by their bloodline powers to lure in fools and the unwise. Their real appearance is much more horrifying often or not incredibly pale, skinny, and feral looking. Their culture is of a tribal nature and will eat humans if given the chance. They can possess the ability of illusion to change the way other life forms perceive them, make them docile and trusting of them to lure them into their caves and holes. They possess little skill in metal or stone thus most of their weapons and armor are made of leather and bone.

Vindol - Fire Magic - A clan of humans who hail from the south east of the continent. They possess a bloodline to create and manipulate fire. Before the ascension of the Arda they were of a more tribal nature but after the Arda, and their need to wipe out the Baladur, they entered an alliance with the Arda in return for their help in fighting the undead as fire works wonders upon their dead flesh. After the end of the Summer Wars they were completely uplifted into nobility and were granted the south east as their land to be ruled under their guidance and of course the rule of the Arda.

Druids - Nature magic - Can make plants grow quickly and in shapes of their whim.

Phix - water Magic - Clan that inhabits the coastlines and the isles - Ship dwellers and Ocean sailors. They possess the ability to manipulate water however the bloodline is considered uncommon.

Seers - Scrying and Prophetic magic - very Rare
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