- Local time
- Today 11:12 AM
- Messages
- 6
- Age
- 35
- Pronouns
- None
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The Faraway Realm, a vast and intricate tapestry woven from the threads of myth and destiny. This realm encompasses eight diverse continents, each a shimmering jewel imbued with its distinct magic and culture. The elves, with their starlit eyes, dwell alongside the stoic dwarves, the cunning Yulae, the resilient humans, and the fiercely loyal beast people, in a complex dance of alliance and intrigue.
Faerûnd, the legendary island shrouded in mystery, is home to mythical beasts and ancient magic that pulses through its emerald forests. Arkadia, a primordial wilderness, holds secrets whispered only to the ancient trees and the wind. Across the seas lies Albion, a bountiful land where the earth's generosity sustains its people. But the realm's beauty belies its harsh realities, as the frozen, volcanic wasteland of Mournwyn looms, where fire slumbers beneath an icy heart. Adjacent is Nyrnwyn, a harmonious blend of forest and farmland, a testament to nature's enduring gifts.
The realm's contrasts continue in the scorching sands of Saradain, a desert kingdom where life clings tenaciously to existence in oasis havens. Gazing upward, one might glimpse the ethereal Isles of Rifthol, floating platforms woven from dreams and starlight, home to those who have transcended the earthly plane. Yet, the Faraway Realm's beauty is marred by the cursed and blighted land of Gehen, a final continent shrouded in eternal malice. Here, monsters reign supreme, and the very air is thick with the echoes of forgotten horrors.
The people of these eight continents have forged alliances and traded goods, but old rivalries and new conflicts constantly threaten the delicate balance. Ancient prophecies speak of five champions destined to arise, each from a different realm, to unite against a looming darkness that seeks to engulf the land. These heroes, bound by fate and friendship, must navigate the complexities of their world, forging alliances and overcoming obstacles to fulfill their shared destiny. For if they fail, the Faraway Realm will be consumed by the shadows, and all that makes it wondrous and diverse will be lost forever.
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In the beginning, there existed only the vast, unending expanse of Ybris, the god of creation, and Osaris, the goddess of life. From their divine union, they bore four children, the Pillars of Existence: Light, Dark, Space, and Time. Each was granted a piece of their parents' immense power and tasked with shaping the cosmos. They became known as Fuld, the goddess of time, Teotl, the god of space, Silda, the goddess of light, and Paedra, the god of the dark.
Together, the six gods of realization combined their might to forge a new realm, a vibrant tapestry of life and magic. They named it the Faraway Realm, a world that would come to be inhabited by a myriad of fantastical beings - elves, dwarves, dryads, fae, yulae, humans, and demihumans. Osaris, with a breath of life, populated this new world, granting residence to the diverse races that would shape its destiny. As the Faraway Realm flourished, the children of the six gods emerged to further mold the world. Ursula, goddess of nature, nurtured the land and its creatures. Aeros, god of wind, whispered secrets across the skies. Gadea, goddess of water, shaped the oceans and rivers. Cilene, goddess of the sun, brought warmth and light to the surface. Unna, goddess of the moon, cast her gentle glow in the night. Aelos, god of hospitality, fostered unity among the realms. And Agrus, god of harvest, ensured the lands were bountiful. These eight planetary gods, each represented by a moon that orbited the Faraway Realm, guided the developing societies of its inhabitants.
For a time, the realm knew peace and prosperity under the watchful eyes of the gods. The diverse races worked together to build magnificent cities and establish thriving cultures. Eight great kingdoms rose to prominence, each reflecting the unique qualities of their people. However, the delicate balance of harmony was not to last forever. Xodnir, the god of chaos and storms, grew restless amidst the tranquil world he had helped create. Boredom and a twisted desire for change compelled Xodnir to stir the pot of peace. He whispered dark thoughts and sowed seeds of discord, his chaotic influence spreading like a plague. The once harmonious realm began to tremble on the brink of upheaval. In the distant land of Gehen, an ambitious king named Dmtry heeded Xodnir's call. With the god's blessing, he rallied an army of twisted, corrupted monsters - abominations that defied the natural order. This unholy alliance swept across the Faraway Realm like a devastating storm, leaving ruin and despair in its wake.
Within a single, blood-soaked year, Dmtry's forces laid waste to three of the eight mighty kingdoms. Ancient cities crumbled, their once proud inhabitants scattered or slain. Panic gripped the remaining five realms as they watched their neighbors fall. In their darkest hour, the survivors turned to the gods, desperate for salvation and guidance. But the heavens remained silent. The six gods of realization, who had once worked in harmony to create the world, now seemed distant and unconcerned. As the prayers of the desperate kingdoms echoed unanswered in the void, Xodnir leaned in close to his champion, Dmtry. With a wicked grin, the storm god whispered a tantalizing secret in the king's ear - a forbidden path to ascension, a chance to become a god himself. Dmtry's eyes gleamed with ambition and malice as he drank in the dark knowledge.
With renewed vigor and purpose, the king redoubled his efforts to conquer the remaining realms. He knew that by amassing power and reshaping the world in his image, he could break the chains of mortality and claim a place among the gods. The once proud kingdoms, now united only by their shared terror, could only watch as Dmtry's army grew stronger and more formidable with each passing day.
The Faraway Realm teetered on the brink of annihilation, the delicate balance of life and magic threatening to shatter completely. The gods, once so active in shaping the world, seemed to have abandoned their creation to its fate. And yet, amidst the chaos and despair, faint embers of hope and resistance still flickered in the hearts of the free peoples. Dmtry, drunk on power and corruption, turned his attentions to the most beautiful and youngest of the gods - Unna, the goddess of the moon. With honeyed words and false promises of love, he seduced her, convincing the naive deity to take on a mortal form and become his wife. Unna, blinded by her infatuation, agreed, descending from her celestial realm to walk among the mortals at Dmtry's side.
However, the king's true intentions were far more sinister. Guided by Xodnir's whispers, Dmtry saw in Unna not a lover, but a means to an end. In a cruel and twisted ritual, he sacrificed the unsuspecting goddess, driving a dagger through her heart and collecting her divine blood. As he drank the sacred essence, Dmtry's power surged, the corrupt magic of the moon goddess mingling with his dark energies. He ascended to new heights of might, his mortal form transcending the limitations of flesh.
The other gods, having finally taken notice of the growing chaos, could no longer ignore the pleas of the remaining five kingdoms.
In response to the desperate prayers of the kingdoms, the gods of realization convened and agreed to intervene. They selected five mortal champions, each imbuing them with sacred blessings drawn from the essence of Light, Dark, Space, Time, and the combined might of the six gods. These champions, now gifted with extraordinary abilities, were tasked with confronting and defeating the newly ascended Dmtry. Armed with divine power and unwavering resolve, the champions marched on Dmtry's stronghold in Gehen. They clashed with the king's forces in a series of brutal battles, the very fabric of reality shaking with each exchange of blows. Though valiant and powerful, the champions found themselves unable to overcome Dmtry's newfound god-like powers. For every monster they slew, two more seemed to take its place.
In a desperate gambit, the champions managed to outmaneuver Dmtry, luring him into a trap of their design. They combined their blessings, channeling the full might of the gods into a single, devastating strike.
The combined might of the champions' blessings erupted in a blinding flash of divine light, engulfing Dmtry and his corrupted army. The king, caught off guard by the sheer power of the attack, found himself unable to resist as the gods' energy tore through his body, weakening his newfound godhood. Seizing the opportunity, the champions worked in harmony to bind Dmtry with enchanted chains forged from the essence of the realms themselves. With great effort and sacrifice, they managed to seal the fallen king away in a hidden pocket dimension, a prison they named the Kingdom of Mirrors. The realm shuddered and reformed around the new prison, the gods pouring their power into maintaining the seal. Dmtry, now trapped and powerless, could only rage and scheme in his captivity.
However, in a final act of defiance and a guarantee of his eventual return, Dmtry planted five seeds of corruption throughout the Faraway Realm before the seal was complete. These seeds, hidden in secret locations, would lie dormant until the day a worthy vessel came along to activate them. -
Magic System
Seven echelons of magic can be tapped into based on the magic attribute. Each one of these levels is multiplicative to the specific type of spell cast. These Echelons are classified as: Base, Intermediate, Advanced, Special, Versed, Arcane, and Primordial.
1st Echelon - Basic magic with no multiplier, these are the first form of all magic and deal with one of the eight basic types of magic, this is called novice magic: Light, Dark, Space, Time, Water, Air, Fire, Earth
2nd Echelon - In the second echelon of magic spells become more diverse in their power and function and get a multiplicative factor of 2, this is called intermediate magic Example: Magic attack; Strength x Magic = x attack This is where magic becomes more specialized in the spells and can be spread out amongst multiple targets. Example: Magic attack; Strength x Magic / # of targets = x(Target count) attack
3rd Echelon - In the third echelon, magic becomes refined and more specialized to the caster, with a multiplicative factor of 3; this is called advanced magic. The advanced magic class can be unique spells for the caster of the spell, but must fall within the magic types following the magic grid of the three schools of magic.
4th Echelon - In the fourth echelon of magic spells become stronger and more effective and can cover a broader area of effect. This is called Special Magic. Like the third echelon, these spells can be generic, such as an explosion spell, or unique to the caster as long as the spell falls within the magic grid.
5th Echelon - The fifth Echelon of magic contains spells that are both unique and powerful. This is where most magic users stop refining their magic, as many of the echelons above it are harder to achieve. This is the versed magic.
6th Echelon - This magic level is capable of affecting the world depending on the type of spell that is used; this can be catastrophic or restorative. With the ability to change world events, this magic is often limited to being used once in and fight and can leave a mage depleted of magic power. This is called Arcane Magic
7th Echelon - The seventh echelon of magic can break down the fabric of reality itself and step outside the boundaries of the known magic grid as presented by the three schools of magic within the realm. This Echelon of magic has never been used and considered lost since the fall of Dmtry. Stories of this magic have been told throughout history, but never witnessed in the current era. Only the chosen champions can access this echelon, and it is referred to as Primordial Magic
Combat System PVE
When out in the world, your character will be faced with various environmental threats such as bandits and monsters. These environmental threats will have the same attributes as the characters and be divided into different classes based on the Adventurer ranking system of the Adventurer's guild. The same system as PvP applies when attacking monsters and when monsters attack characters.
F = No rank (Anyone can fight them)
E rank Monsters = copper rank (low rank adventurers)
D rank Monsters = Bronze rank (mid rank adventurers)
C rank Monsters = Silver rank (high rank adventurers)
B rank Monsters = Gold Rank (Expert rank adventurers)
A rank Monsters = Platinum Rank (Master rank Adventurers)
S rank Monsters = Mythril Rank (Champion rank Adventurers)
Combat System PVP
The combat system is simple in design. When performing a physical attack, the formula is the attacker's strength and Dexterity minus the defender's Endurance and Dexterity = x - Constitution Attribute x 10
If an enchantment is used by a third party on a character for a boost, the formula is as follows.
Endurance or Strength Attribute x 3rd party's magic = x - Constitution Attribute x 10
Character Advancement System
While you venture into the world, you will engage in quests and encounters. These will give you experience that will be converted into Attribute points. The max level a character can achieve is 75, and for each level you gain, your character receives 5 points, making the point total 350, meaning one trait can be 59 and the others 58 before buffs/debuffs and race bonuses are applied. -
Humans
+1 to any two traits
Humans are the most prevalent and far-reaching race across the Faraway Realms, their adaptability allowing them to thrive in a wide array of environments. Known for their ambition and diverse cultures, humans possess a versatile skill set that blends a mild aptitude for magic with a strong focus on melee and ranged combat. Their innovative spirit and imaginative problem-solving make them formidable warriors, able to craft and wield a variety of weapons and strategies to overcome any challenge they face. This adaptability, combined with their sheer numbers and wide distribution, ensures that humans play a significant role in shaping the politics, economics, and conflicts of the realms.
Fae
+1 Wisdom/+1 Magic
The Fae, or Faery Folk, are an enigmatic and primordial race, their roots intertwined with the very essence of nature and the arcane forces that shape the Faraway Realm. These mystical beings, as old as the continents themselves, possess an innate affinity for magic, drawing their power from the pulsing heartbeat of the earth, the whispers of the wind, and the shimmering threads of the Nexus. The Fae are deeply connected to the cycles of life and death, the changing of the seasons, and the secrets of ancient lore. They dwell in hidden realms, their existence shrouded in myth and legend, emerging only when the veil between worlds grows thin. The Fae are not mere figments of imagination; they are a tangible part of the Faraway Realm's rich tapestry, their magic intertwined with the very fabric of the land and its history.
Elves
+1 Dexterity/+1 Magic
Elves are an ancient, long-lived race that has cultivated a rich cultural heritage spanning millennia. Beyond their slowed aging process, elves possess keen senses, innate magical abilities, and a deep connection to nature. They are known for their slender build, pointed ears, and eyes that shimmer like stars. Elven society is deeply rooted in tradition, with a strong emphasis on art, knowledge, and the preservation of ancient lore. Their lifespan allows them to develop remarkable skills and wisdom, making them respected and often revered by the shorter-lived races of the Faraway Realm.
Dwarves
+1 Endurance/ +1 Constitution
Dwarves are a robust and tenacious race renowned for their immense strength, skilled craftsmanship, and indomitable spirit. While they possess a limited innate ability to harness magic, primarily focused on imbuing their renowned creations with enchantments, dwarves primarily rely on their exceptional physical prowess and technical expertise to carve out a living in the harshest of environments. Their societies are built around clan loyalties, ancestral traditions, and an unyielding dedication to the forging of both metal and the unbreakable bonds of fellowship.
Yulae (Giant-Kin)
+1 Strength/+1 Endurance
The Yulae, or Giant-kin, are a formidable and striking race, the result of an ancient union between giants and humans. They tower over other races, their powerful frames a testament to their giant lineage. The Yulae possess a unique affinity for elemental magic, demonstrating astute abilities in manipulating the forces of earth, air, fire, and water. Their innate connection to the elements allows them to conjure devastating storms, shape the very terrain, and summon flames from the depths of the earth. Despite their intimidating presence, the Yulae are a wise and just people, using their powers to maintain the balance of nature and protect the innocent. Their societies are built around a deep respect for the elements and the ancient spirits that reside within them.
Beast-Kin
+1 Dexterity/+1 Endurance
The Beast-Kin, also known as the Ferine, are a diverse race that blends human and animal traits, creating a wide variety of unique physical forms and abilities. This diversity stems from their ancient origins and the various creatures with whom their ancestors intermingled. Here's an overview of the Ferine, focusing on their physical traits, origins, and the variations between mammalian and reptilian clans. -
Classes/Archetype
Each character in the Faraway Realm has a unique class or archetype that defines their role and grants specific stat bonuses, enhancing their abilities. These classes range from fighters and mages to rogues and clerics, each with inherent strengths and weaknesses that promote diversity and specialization among the realm's inhabitants as they navigate its challenges together.
Knight
+1 Strength/+1 Endurance | -1 Magic/-1 Wisdom
The Knight is a formidable physical combat class, specializing in mastering a wide array of weapons and fighting techniques. While not entirely devoid of magical aptitude, Knights focus their energies on honing their martial skills, making them the backbone of any battle's frontline. Their enhanced strength and endurance allow them to engage enemies directly, absorbing and dealing out punishment with equal measure. The Knight's magic, when employed, often takes the form of runic inscriptions on their weapons or battle cries that rally allies, further augmenting their role as a stalwart defender and relentless attacker.
Paladin
+1 Endurance/+1 Wisdom | -1 Magic/-1 Dexterity
Paladins, like Knights, are formidable frontline fighters, but they distinguish themselves by their broader magical aptitude. While Knights focus primarily on physical combat, Paladins have expanded their skillset to encompass a diverse range of magical abilities. This allows them to not only match the defensive and offensive capabilities of the Knights but also provide support, utility, and healing to their allies. Paladins' magic is often tied to their strong sense of justice and loyalty, reflecting their role as holy warriors. They can call upon divine powers to bless their weapons, protect their allies, and smite their enemies, making them a versatile and powerful class on the battlefield. The Paladin's unique combination of martial prowess and magical diversity allows them to fill multiple roles within a party, from tanking damage and dealing high single-target damage to providing buffs, debuffs, and crowd control. This adaptability, combined with their strong moral compass, makes Paladins highly sought-after and respected allies in the Faraway Realms.
Archer
+1 Dexterity/+1 Magic | -1 Endurance/-1 Strength
The Archer is a range-focused class that excels in marksmanship with bows and crossbows. While they may lack the physical combat prowess of Knights or the diverse skill set of Rogues, Archers compensate with unparalleled precision and the ability to land devastating critical strikes from a distance. Their keen eyes and steady hands allow them to exploit enemy weaknesses and strike at vital points, making them invaluable for dealing high damage to single targets or thinning out enemy ranks. Archers may not be as versatile as some other classes, but their focused approach to ranged combat makes them a formidable and essential part of any team.
Mage
+1 Magic/+1 Wisdom | -1 Strength/-1 Endurance
Mages are a versatile and crucial support class, utilizing the highest tier of magical abilities to aid their allies and hinder foes. Their spellbook encompasses a wide array of enchantments, from restorative incantations that mend wounds and bolster attributes to destructive hexes that weaken enemies and manipulate the elements. While Mages possess the most potent magical prowess among the classes, their physical prowess is often lacking, making them more suited to the rear lines of battle. They rely on their intellect, willpower, and quick reflexes to dodge incoming attacks, as their slender frames and delicate nature make them ill-equipped for hand-to-hand combat. Mages typically wield staves or focus crystals to channel their energies, their nimble fingers dancing through intricate gestures as they weave their spells. Their role is vital for maintaining the balance of a well-rounded party, providing the necessary support and crowd control to turn the tide of battle in their favor.
Adventurer
+1 Magic/+1 Constitution | No Debuffs
The Adventurer, a wanderer by trade, has honed a wide-ranging and adaptable skill set through their ceaseless travels and daring dungeon delves. This jack-of-all-trades class has cultivated a diverse repertoire of abilities, enabling them to face the ever-changing challenges they encounter. Adventurers' toughness and versatility stem from their nomadic lifestyle, which forces them to acquire a broad spectrum of skills to survive and thrive in various environments and situations. Whether it's tracking animals, scaling cliffs, disarming traps, or engaging in combat, an Adventurer's adaptability makes them an invaluable asset in any given scenario. Their eclectic mix of abilities allows them to fill multiple roles within a party, making them a flexible and robust addition to any questing company.
Rogue
+1 Dexterity/+1 Wisdom | -1 Strenght/-1 Endurance
Like Adventurers, Rogues are a versatile class that can fill many roles within a party. However, they specialize in a mix of ranged attacks and close-quarters strikes, favoring stealth and agility over brute force. Rogues are adept at using basic magic for distraction and damage, but their true mastery lies in their quick, precise strikes and hit-and-run tactics. With a dagger in hand and a cloak to conceal their movements, the Rogue becomes a master of subterfuge, striking from the shadows and vanishing before enemies can retaliate. Their diverse skill set makes them excel at scouting, sabotage, and taking out key targets, while their ability to adapt to various situations ensures their value in any given scenario.
Warrior
+1 strength/+1 Constitution | -1 Endurance/-1 magic
Warriors, much like Knights, specialize in dealing physical damage and excel in close combat. However, Warriors prioritize raw offensive power over defensive capabilities. They focus on delivering devastating, heavy blows with their weapons, aiming to quickly overwhelm enemies with sheer strength and aggression. While Warriors may not have the same level of magical aptitude or defensive prowess as Knights, their unrelenting assault makes them a formidable presence on the frontlines of battle. This focus on high-risk, high-reward tactics allows Warriors to carve a niche for themselves as skilled mercenaries, sought after for their ability to turn the tide of combat through sheer force of arms. Their lack of magical abilities and defensive skills means they must rely on their speed, reflexes, and the support of their allies to survive, making them a double-edged class that demands both bravery and caution.
Cleric
Magic/+1 Constitution | -1 Endurance/-1 Dexterity
Clerics are a versatile class of warriors who have also mastered the arts of healing and medicine. They possess a diverse magical repertoire that sets them apart from their counterparts, the Mages and Paladins. Clerics specialize in light and healing magic, enabling them to mend wounds, cure ailments, and provide divine protection to their allies. Whether adventuring alongside other classes or dedicating themselves to the care of the sick and injured in hospitals, Clerics play a vital role in maintaining the well-being and survival of those around them. Their unique combination of combat prowess and healing abilities makes them an invaluable addition to any group, whether in the heat of battle or the hallowed halls of a temple of healing. The path of the Cleric allows for a wide range of specializations and lifestyles, from the battle-ready cleric who fights alongside warriors to the compassionate healer who devotes their life to the alleviation of suffering. Regardless of their chosen focus, all Clerics share a deep connection to the divine forces that grant them their powers and a strong sense of purpose in using those powers to help others.
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