Editing
Gloria-Etalia
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Timeline = The world of Gloria-Etalia is broken up into different eras. These eras while used by some nations are not universal. The lore here needs a lot of work! If it dosn't make sense, then please make it make sense. *Genesis: Unknown to -2450 *The Dawn: -2450 to 0 *The Collapse: 0 > 1200 *Antiquity: 1200 > 3500 *Era of Discovery: 3500 > 4250 *Era of Expansion: 4250 > 4750 *The Modern Day: 4750 > 5000 (Present) === Genesis === No one knows how Gloria-Etalia was created, at least no one who is still alive. Truth to be told, the first sentient creatures that evolved on the planet were not concerned by this fact, and unfortunately they had no time to ponder it, because from space came a new race called Humans, that brought technology and through technology changed the world. Nature itself was given a semblance of sentience so it could please their new masters, and in this way the Treants were created. Great projects were created. Some biological like the Molluscs, hivemind "janitors" that were tasked with enforcing a climate according to their masters wishes and more. Technical projects were also created to, like the great amusement parks of the what is now known as the world scar. The whole planet was united by race that achieved its utopia. But no utopia lasts forever, and there can be no utopia for everyone. Evolved races that considered Gloria its home were bioengineered to be stunted in their evolution. Many of them were made such that it was impossible for them to enter the human societies. But this cruelty was ended by what could be considered divine punishment. A giant meteorite hit the largest nuclear powerplant on the planet, engulfing most of the planet in nuclear fireball. Radiation in atmosphere combined with nuclear ash blocking from the sun made most of the planet uninhabitable. The Era of man was over and now is lost and forgotten. Thus began The Dawn. === The Dawn === The Dawn is called so because beings that continued to live on Gloria-Etalia saw the meteorite hitting the ground combined with a nuclear explosion that engulfed the planet in flames, as the rising of a second sun. Destruction was so great that all the pain, death and souls lead to birth of new god Some of goverment offcials quickly evacuated, but most humans were left behind. They hid in bunkers, and used what remained of their technology to wage war on one another, culminating in threat of another nuclear anihilation, that pushed gods of the planet to direct action, and destruction of remnants of human modern military. With mayor city centers destroyed by apocalipse, strife, and wrath of gods, humans survived only in far off corners of the world, rest were mutated beyond human limits, while small minority just vanished from the annals of history. It took a long time before the planet was stabilized again, but some beings used this instability to its advantage. Trolls, and Dragons, both resilient creatures were first to have an impact on the Age of Dawn, but it wasn't a positive impact. They began hunting each other in the plains and mountains of the north, and those hunts lasted centuries or even millenia. Only the youngest survived in the end, and were alive to see the creation of the first human hunter gatherer tribes that managed to cultivate agriculture and animal husbandry, but they were also witness to the last contact with that cosmos this planet had. Three ships flew from the sky, one hit the ground in the plains near the world scar, and was forgotten by most races, but not elves, who were its passengers. Two other ships were more curious. They were called Gloria and Etalia. Alien creatures that were on board brought seeds of civilization back to this world. Writing and reading, simple metallurgy and more. They also brought supplies, and everywhere they went they brought happiness and hope. Future generations remembered Gloria and Etalia as gods, or goddesses that depending on their mythology created the world, humans, or were just protectors of planet, so they named it after them. Gloria and Etailia created a paradise for man to live in harmony under their rule. === The Collapse === [[File:Ygur Mage.jpg|thumb|A Yugr Mage]] No one knew why Gloria and Etalia left, and probably no one will ever know. Everyone however knew that they did leave, and that mortals need to finally forge their own destiny in this world. In this first period after their takeoff, civilizations grew like grass after a rain. Most of the sprouted nations rose and fell too quickly to be anything other than footnotes in historical books. Many cultures managed to establish countries and kingdoms that lasted many years, but as tides of history turned they too ultimately became just part of the mythological realm. Two of most well known empires in the present day are the empire of Yugr, and empire of Drache. They were almost exact opposites of each other. The evil Yugr enslaved all of the north, and under its ruleship made earth itself bleed frozen tears. Drache peacefully united all of Midlands, and established rule of law and justice. Many myths and legends tell of tales of wars between the two empires, but all of them agree that destruction of both came from within. Yugrians mastered icecraft and frostcraft magic, but even they couldn’t stop the ice age that froze most of the north. Knowing this they retreated into their ancestral valley deep in the north, and in one night Yugr stopped existing in the eyes of the rest of the world. The region quickly fell into obscurity, with the former slaves fighting against each other for dominance. Dwarfs, Elves, Humans and most importantly Trolls all fought for power. Many war chiefs rose and fell, without any achievements of note. Drachne on another hand was so focused on fighting external threats, that they ignored the growing darkness inside of their empire. One of the tribes from the forbidden crater created new and terrible art of magic – necromancy. They quickly mastered it, managed to breach the barrier of death, and achieved lichdom. With this corruptive power they quickly attacked the empire, and destroyed city after city. When they stopped by gates of the capital of Drachne, it was agreed that no matter what happens to the empire that the necromancers have to be stopped. With great power and ritual magick long forgotten the Drachne mages destroyed the undead armies of their enemy, but in the process cursed the land. No normal life could continue there. Earth turned into mud. In some places no matter the hour the sun seemed to never rise. In other places it seems to never fall. Everywhere humans fell to sicknesses, and in a matter of years the empire fragmented, and fragmented until it was no more. The last line of the Drache royalty tried to recreate its empire in the west near the mountains, but all records of their rule as been lost to time. It is worth noting that over the milenia the ancient curse grew weaker and no longer holds control over the coastal lands and borders of the once empire. It is no longer the fertile land it once was however, but a desolate and dangerous swamp. Some civilizations not only survived a few centuries, but managed to become foundation stones for future kingdoms. Many of them were nomads, like the many ordas on the great steppe, or the Canne people that conquered northern Ram’s Head and assimilated native Kappara and Old Radmir civilizations. Different kind of nomads existed on black sand islands. There existed a sea faring people like no other in the whole world. They spend their lives almost only on their ships, traveling from island to island only to resupply. They finally were united by king, but even then they never accepted a sedentary lifestyle. They found cities, but still had an incredible connection to the sea. A different growth was seen in Westrasi. Following the departure one nation was created and unified the whole continent, or at least that is how westrasi like to remember this period. All nations unified under one banner. However there are little historical accounts of such creation, just an oral tradition reinforced and written down after the creation of the Church of Gloria Estalia in the middle of the Antique age. In fact the few historical writings from the period from this Celestial Empire describe this region as divided, and no less barbaric than the rest of the world. Finally there are three civilizations that not only have their roots in the third era, but are well documented. The first of them is the Celestial Empire. The Souxi-Dan Dao people at first were just the nations of Souxi, Dan and Dao. Each nation with its own kingdom, and each unified in culture, technology and language by end of era. The other two empires copied the achievements of the Celestial empire. Qu-Fu in the north-east was the first empire to do so, and in fact was the only country recognized by isolationists Celestials for a long time. Inversely, the Treant Empire back then was just a jungle south of the Midland, but slowly growed forward. After their first contact with the human empires and the Celestial explorer, Treans understood the importance of politics when dealing with the fleshier races. It was the beginning of their use of vassal tribes to extend their influence. === Antiquity === === Era of Expansion === === The Modern Day === == Magic == Every culture developed their own interpretation of magic. Magic is, at its core, a meta-manipulation of physical rules. Existence itself is permeated by an energy that is referred to by many names, and it is the formation block of everything. From the tiniest speck of matter to life itself. It's the action of drawing from, molding, and releasing this energy that allow some to bend reality to their wills. Because of this, it can be used in an hypothetical infinite amount of ways. The more noticable magic systems used by nations are listed below. (Keep you're descriptions vague enough to be used in multiple systems) While the setting of Gloria-Etalia has their own form of magic called ritual magic, this should not interfere with any system that has some form of magic. Hypothetically, ritual magic can be integrated into any system with a form of magic casting with ease. If you are playing a low or no magic system ritual magic can be safely ignored to use Gloria Etalia in your setting, but a few lore points will have to be re-explained or ignored. You have been warned. === Ritual Magic === To create and cast powerful spells, most nations have created a form of magic called ritual magic. This is complex and requires time, resources, and manpower, but has powerful results. The eternal jungles of the treants are maintained by ritual magic, for example. Ruskata’s powerful ice magic that halted the Khanate's advances was also ritual magic. Unlike the normal spells of your system, ritual magic has limitless potential, where the power of the spell is directly connected to how much time, resources, and manpower is put into it. As a GM, you have a choice to keep ritual magic out of the hands of the players and use it solely as a tool for the setting. You can also allow your players to access it in limited ways, or to use it freely. The choice is yours! There is an optional rule for playing in Gloria-Etalia that the most powerful spells that your characters can access (like the 8th and 9th level spells in fifth edition of dungeons and dragons) are ritual spells. To cast a ritual spell, you will need to achieve four prerequisites. Time, Resources, and Manpower. For an example, let us take the 8th level spell clone and cast it using ritual magic. Please note that this is casting the spell clone using Gloria-Etalia ritual magic, and not as a 5e ritual. First let us look at the resources you need to cast a ritual spell. This can simply be the regular components to cast the spell, but at your GM’s discretion you can require more or less components or a special item to cast it. Next, the time to cast the spell is decided by the GM, but is usually no less than a day of constant casting. This however does not mean the same person or people have to cast the spell the entire time for it to work. This brings us to the final prerequisite: manpower. The amount of people needed to cast the spell will vary from spell to spell and system to system. The amount of people needed to cast the spell is decided by the GM, but less powerful spells usually require less people than more powerful spells. You can also decrease the amount of people needed to cast the spell at the cost of an increased amount of time and resources, and decrease the amount of time and resources needed to cast a spell with more manpower. How much is increased or decreased is decided by the GM. Taking our example of clone, we can declare that it would require 3 people 1 full day to cast it, using the normal components for clone. If you had 6 people to cast the spell, you can have 3 casters each cast for 12 hours, or have all six of them cast for 10 hours and use less components. If you had 12 casters, they could take 8 hour shifts three at a time or cast it all together for 6 hours and a reduction of components. This is only an example however, and should not be used to argue with your GM. Ritual Magic is difficult and dangerous. If by one reason or another a ritual ends prematurely, the consequences could be catastrophic. A premature end to a ritual can happen over small actions, like if a person stops chanting or moves away from his position. When a ritual ends prematurely, potentially anything could happen, from everyone in the area going insane to everyone’s hair disappearing and being replaced by living flowers. The exact danger that befalls botching ritual magic is decided by the GM, but can easily be dire. Any spellcaster can cast a ritual spell, and they do not have to know the spell to cast it. However any caster that does not know the spell must be taught to cast it as a ritual by someone who does know how to cast it. This is not the same as knowing how to cast the spell, but rather the movements and chanting required to cast it using ritual magic. This will take time and effort, the amount of which is decided by the GM. A spellcaster can be a level below the spell level to cast it as a ritual. Using our example ritual spell clone, a spellcaster of 7th level or higher can attempt to learn it as a ritual, but a spellcaster below that level will not be able to learn it. Again, this is up to the GM to decide and if you use this passage to argue with him you are a ninny and have to announce, loudly!, that you are a ninny to the table. And you still can't use the passage to argue, no matter how loudly you declare your ninnyness. A GM is allowed to declare the casting of a ritual to be impossible when set up in certain ways. He can also declare that certain spells cannot be cast using ritual magic. This is to prevent the use of spells like 5e’s simulacrum to cheese the ritual magic system away from its intention Another optional rule is that normal ritual spells can be cast by PC’s. These are powerful spells not found in your system’s spell lists, but in the world of Gloria-Etalia. These can be learned through NPC casters, exploration, or by other means. A player can also attempt to create their own ritual, but it must be decided by the GM if the spell is possible to create. Creating your own ritual will be a difficult, adroudious, and time consuming process that is completely up to GM to determine. ===Troll Magic=== Largely based on curses and mischief. Trolls utilize crude runes and some items related to the target or purpose of their magic (a fetch or voodoo doll, hair, blood, treasured items) and/or bloody rituals using livestock. Old trolls can burden others with a curse simply by declaring one but the spiritual, magical power required to maintain the curse remains lost to them until the curse is lifted or runs its course. === Ice Magic ===
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information