Ark: Roleplay Evolved Lore
Welcome to the official lore for Ark: Roleplay Evolved! Here you will learn about the history of the world and the island we play on as well as how various world mechanics work. We hope that providing a rich backstory and world for you all will help provide a fun jumping off point for creating your own characters and stories based around this.
Please remember that if you have any questions you can ask in the Ask a Loremaster thread located in the Roleplay & Lore subforum. Thanks for reading!
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History of the World
Sa'el. A patchwork quilt of islands and civilizations, from the sandy deserts of Jahana to the deep tropical forests of Xul'ad, to the depths of Mer De Tuan, this is our world. Our home. We have always known this world to be this way. Known the dangers of leaving our homes to venture into the wilds. Where as one of the smaller species, we humans are seen as prey to most of the other life we share this world with.
Despite our lack of claws and fangs, we have forged our own ways to survive. Against the fangs of the sabercats, we have our spears and shield to block the claws. The scream of an argentavis is greeted with a hail of arrows. We survived, and we thrived. From the trees and stones, we built cities, great cities to fill the lands and small ones to soak in the peace of nature. Land was plentiful, food was abundant. The islands coexisted peacefully for so long.
Until the peace was shattered.
The Great War
No one is sure exactly who started the fighting between the islands. No one knows who fired the first shot. The little we know about the beginning of the war is that the first shot was fired somewhere in the east, sparking an inferno of rage and a storm of blood that lasted for 300 years.
We watched as our neighbors eyed our lands with greed and avarice in their gaze, we sharpened our own swords and we built great fleets to travel to lands not our own. Some fought for glory, others for faith. Some fought out of greed, others as an aggressive way to defend their own homes. Thousands died. History books, the ones that survive, tell tales of the screams of battle mammoths falling in battle, crushing warriors with their death throes. They describe the smoke and fires and thunder of quetzal wings overhead, answered with the booming crash of cannon fire.
Most of the records from that time have been lost, many on purpose. Most do not wish to remember that time. It seemed that there was no way for the wars to end. Every fragile tendril of peace was met with a bared blade. Until the obelisks intervened. They had always been there. Sentinals standing guard over the world, their magic washing throughout the land, everpresent in the gem on the wrist of every human. We took them for granted, ignored them unless we wished to use their power. The mistake one man made ended the world. Gathering up the most powerful magic users in his kingdom, the Lord of Kha'al tried to bend the obelisk to his will, tried to harness all of the magic within it. It is theorized that there was a flaw in that particular obelisk, but we don’t know. There is no one to tell us for sure, because there were no survivors to speak of it. The obelisk fractured, releasing the energy it contained with an explosion the likes of which had never been seen before or since. The kingdom of Kha'al was destroyed, the people who lived there killed in an instant. Thousands dead because of one man’s greed.
The wave of energy released as the obelisk collapsed washed over the world, causing every other obelisk to flare brightly for a moment. Some crumbled under the wave, but most survived. Barriers rose between the islands, gleaming rainbow walls forcing an unnatural peace. Scholars who tested the obelisks found that they had changed somehow, that no matter the tool or magic used, they were not able to even scratch the surfaces. The Barriers stood for hundreds of years, isolating cultures from each other. Until now.
The Golden Age
After nearly five hundred years, many of the barriers began falling. Suddenly freed from our prisons, we have begun to explore the world once again. Trade ships sail the seas once more. There are still some barriers we have seen, places that are still walled off to us. We don't know anything about these lands, if their isolation is by choice or forced. Technology has come a long ways from the Great Wars, which were fought with swords and spears. Most cultures continue to use the small amount of magic we know, in potions and other uses such as healing or enhancing equipment, though even these require physical contact to be effective. Granted many approach this with a more cautious approach as few would wish to cause the barriers to return.
Fearing the return of the Great Wars, most have forged an uneasy peace throughout the world. While the hostilities have faded, some still hold onto old prejudices and paranoia. Others welcome denizens of other islands with open arms. Each island is rich in traditions and history, strife and peace, bandits and vigilantes, despots and saviors. Some are primitive, others are looked to as marvels of technology.
This is the world in which you have been born. Who will you become? An exotic trader from a foreign land? A native farmer whose family have tilled the soil for generations? A bandit who preys on the rich and poor alike? A duelist who fights for glory and honor? Or something else entirely?
Journal of Keiman Jha’el - Explorer, Merchant, Scholar
I have been here for a few weeks, and already the once untamed land has begun to be conquered by those choosing to settle here.The Traders of Zault have arrange a sort of faction based government system within the Island. Word has gotten out quickly and newcomers seem to be arriving daily to settle here in search of a better life. There are a few who decided to brave the fog, and many more that will never be heard of. Other that are more intelligent individuals catch rides with the Traders. Some arrive searching for honor and glory, others search for fame and riches, some have come to run from something, and others have come simply to cause chaos.
Travel by Obelisk also does not seem to work properly here, and there are no lands that would allow for safe travel VIA Air. At this point it appears the only viable way of travel to and from is by sea. Either way, few truly manage to arrive on there own, or leave. it would appear the waters around the Island are covered in a deep fog. I can only imagine the seabed below littered with the dead bodies of ships and sailors alike. It would be unwise for any to attempt travel to or from the Island without the assistance of the Traders of Zault. They have managed to find a relatively safe way through the fog, from what I have been told they know of a passage where the fog isn’t as thick, where they are able to safely pass through. In the worst case scenario their ships become lost in the everlasting fog, to never be seen again.
I have been informed a handful of the traders, and inhabitants, came from Xendairs. It is still unclear to me exactly what happened, but I am aware that the inhabitants of the land were plagued with the secretive “Acolytes of Kha’al”’ constant interference, leading to the inevitable failing of the Obelisks. I have been told that many from the Island took to ships and fled on water. The other brave souls fought to the centre of the Island to gain access to an ancient temple of some sort. The stories they have brought forth are simply to ludicrous to be true. Talk of some sort of hologram and a “Humanoid, intelligent, creature” have reached my ears though as any logical man would, I have dismissed this as delusions due to some sort of hallucinogenic mushroom spores within the cave, or perhaps a reaction to the failing Obelisks. Those who came from the Island of Xendaris appeared three months after the Green obelisks of the deserted Island was rumored to have fell. Despite my constant questioning and prodding, none of those who journeyed into the cave were aware any time had passed.
This Island itself seems to be shrouded in mystery. The same fog that hangs over the water and embraces any potential traveller who dares try and enter, or escape, covers a great deal of the southern landscape, blocking all access to whatever secrets are hidden there. I have been told that any who venture into the fog do not return, and I am not willing to risk my life to see if these rumors are true. Already too many have ventured in, never to be seen again. There is more than enough to investigate here as it is. Ancient ruins dot the landscape, Watchtowers off the shorelines, Great castles, a sprawling city in ruins, and mighty stone bridges that look as if they were crafted for a god. I can only imagine the history that this might civilization may have left behind, hidden away within the darkest corners of the Island.
24th day, Fifth month, Lunar year 1440 Keiman Jha’el - Explorer, Merchant, Scholar
Journal of Keiman Jha’el - Explorer, Merchant, Scholar
In my travels I have discovered a great many wonders in this world, from mountains of shimmering sand dunes, stretching as far as the eye can see, to tunnels filled with glowing flora and luminous crystals of unimaginable worth. However, very few topics have interested me as much as the notorious Traders of Zault. There is almost no accurate information available about the island of Zault. The traders are secretive about their island or origin. This has caused a haze of rumors to cloud what little information there is. Throughout my travels I have come across many great civilizations that have come in contact with the Traders. Though they are often surrounded by rumors and speculations about their origin, one fact remains the same. The traders of Zault are immensely wealthy. There ships are always filled to the brim with great quantities of rare and elusive resources. Glittering pearls, mountains of molded metal and obsidian. Crystals larger than a person. The Traders wealth seem unlimited, and should the want something, no price is too high.
The illusive traders have always remained to themselves, however lately there masked faces have become more of a common sight. In many Island ports the signature obsidian tower of the traders can be seen, acting as a hub for civilized conversation, and trading. Their economic prowess has allowed them to become a staple for many in Sa’el. Not only do the Traders of Zault provide economic stimulation for existing civilizations, they have also taken to colonizing uninhabited islands. A trade made popular after my journey to the Island of Xendaris, I have heard of many such islands being colonized by the traders, in fact, with the traders colonization efforts, many of the blanks spaces of Sa’el’s maps are being filled. It is rare now to find an Island that is untouched, and should you manage to find one, you can be certain the Traders will not be far behind.
With their presence so commonplace among Sa’el, it has been said a number of attempted robberies, and kidnappings have taken place in isolated incidences. The Traders response to anyone attempted to interrupt their ability to earn coin has been swift. Rumors are the Traders have a highly skilled, elite military force. This force is rarely seen,and little is known about it. It is as much of a secret as anything is with the Traders.
A Revised Study Of Magic - By Teril Andor
The Three Types Of Magic
For centuries, the world of Sa’el, knew of the three types of magic Mysticism, Alchemy, and Technomancy, now after centuries the magic we knew has changed drastically. The changes came so suddenly that many are still scrambling to understand what truly happened. After weeks of personal field research, and countless reports from all over Sa’el. I have begun to understand some of the changes that have occurred. The Red Obelisk, still holds the magic known as Mysticism. The Blue obelisk now holds both Alchemy and Technomancy, it would appear that these two sets of magic have merged together into a singular attunement. The green obelisk now holds a strange and foreign magic.
Many months ago, tales of an Island devoid of magic, by the name of “Xendaris” reached my ears. I set sail quickly and once there I was shocked to find that the Obelisks which once illuminated everything around them, were dimmed. The locals reported foreign visitors calling themselves “The Acolytes of Kha’al” who had removed the magic, and left the obelisks in this dimmed state. Two of these “Acolytes visited the Island during my stay, it would appear they managed to return magic to the island, but broke the Green Obelisk at the same time. It hung from the sky at a dangerous angle, looking as if it would fall to the ground any moment. To the best of my knowledge, these “Acolytes” performed a ritual of some sort, sacrificing a young woman, and manipulated the green obelisk into producing a dark and twisted magic.
At the time, these changes were confined to the Island, I quickly left so as to publish my findings, I fear it was shortly after my departure that these changes spread all across Sa’el. I have attempted to find tell of what happened, I can only give rumors and speculation at this point. It would appear that the Acolytes found some sort of device within the Island volcano and with it they were able to spread there doing to every Island around Sa’el.
It also seems that not just the magic has changed, but the attunement process as well. In all of recorded time, the common man would be able to attune himself to any magic he likes. then re-attune to another magic at any point so long as one had access to the needed Obelisk. I have come to the realization, after watching many poor souls suffer, that you are no longer able to re-attune yourself to a new magic, or even return to the once you were previously attuned to. I watched men go through the process of un-attuning, something that is now accompanied by excruciating pain. They found themselves unable to gain access to the obelisks magic again, and they simple withered away. Became empty, and hollow shells. These drastic changes require more in-depth study in the future.
The New Types Of Magic
Mysticism, seems as if it has not been changed drastically, like some of the others. It still has the same core values, the caster uses there own energy to heal, promote the growth of plants, or to engage with a bonded creature. It remains connected to the great Red Obelisk, that is rumored to have its energy flowing through every living creature in Sa’el.
From animals, to plants, to another person, Mystics seem to be able to use healing magic proficiently. They utilize their own energy to help speed up muscle, skin, and ligament repair. It would appear that is the extent of their ability, broken bones, invasive materials, and other such injuries must still be dealt with through more “advanced” methods by a trained professional. Mystics energy when healing can be drained quickly, and the caster must always be wary of there own abilities, and selective on what injures they choose to heal. It is also imperative to mention that mystics are able to take the pain of another onto themselves, carrying that heavy burden to help assist their patients in times of need.
The transference of a patient's pain by a mystic is, by any standards, a true testament to the bravery and dedication of a casters desire to heal the injured. When taking away the pain of an individual the mystic will then feel the same pain they are experiencing. So if that individual, has a gunshot wound located in his abdomen, he/she would feel as if they had the exact same wound. After performing feats, like this I have noticed that it can drain Mystics not only physically, but mentally. I must stress extreme caution to any Mystic who wishes to alleviate the pain of another and recommend this gift is used only in the most dire of circumstances.
Mystics are still able to manipulate the growth of plants. Meaning they are able to lend some of their own energy to a plant, allowing it to mature faster. The boost of energy allows a plant to grow to its mature state in a matter of minutes instead of weeks. This skill is a very valued skill among farmers, since it allows them to have bountiful harvests at all times.
OMystics do also still hold the skill of bonding with many of the beasts of Sa’el. One that is ignorant of the ways of Mysticism might mistake this bond with the ability to speak directly with creatures, this is a false assumption. The Mystics ability to engage with their creature companions is done on a very primitive level, it is the sharing of emotions. Fear, anger, jealousy, joy, etc… It is communication in it’s most primal form. This primal communication does not come without its setbacks, caster are known to pick up personality traits from the creatures they interact with the most. I recently spoke to an old colleague, a mercenary by trade, someone who was fearless by all design of the word. The man was not the same. He was skittish, easily frightened. It appeared he had forged a close bond with a Ptera, and his personality had experience changes similar to the known characteristic of the bone birds. More study is required to fully understand the implications of this “Personality Melding”. Interestingly enough it has been reported that some Mystics, are even known to share with their creature’s, the experience of pain when they are in a close proximity of their bonded animal. If one were the type to be attached, it could be easy to envy Mystics for their close and intimate bonds with their creatures.
The great Blue Obelisk has offered us the art of Technomancy for all recorded time. The magic that allowed our smiths to craft glorious items and make unthinkable technological advanced. While the art of Technomancy has not changed, it would appear it has been combined with the art of Alchemy. The ability for one to master both Technomancy, and Alchemy was before unheard of. One’s mind can wander for great period of time thinking of the possibilities now provided. The basis of both Technomancy and Alchemy is the ability to “infuse” energy into a non-living object to create a desired result. For this reason, the two merged magics have been given the name “Infusion”.
After close study with this new spin on such old magic. I have been able to determine that Infusionists are still able to craft great creations far beyond the knowledge of a common man. There have been multiple reports that Technomancers have been able to determine the materials needed to craft an item by just touching the object. It does not take a brilliant mind to see the possibilities in such a skill. They are still able to bolster the strength of a metal during the creation process, allowing them to create some of the greatest weapons and armor Sa’el has ever seen. It is important to note that, despite the attempts of many, Technomancers are still not able to endow an item with abilities whenever they choose, casters are only capable of doing this during the creation of said item.
To the topic of Alchemy, a loved magic by so many ,especially to the famed alchemists of Zontabar. Most feared after the change that Alchemy was abolished, but of course after studying over a great many reports from all over Sa’el I can say with confidence this great art form still lives alongside its new sister magic. Alchemists are still able to craft deadly poisons able to take down the strongest warriors with a single drop, and love potions capable of warming even the most spiteful men.
The potential for this new melding of magics called “Infusion” is truly awe-inspiring, and frightening.
The Green Obelisk, was previously known to house Alchemy. It seems that whatever happened during the great change, twisted the Green tower, and for now, it has been named “Peculation”. I was able to closely study the effects of this new magic, by observing a local tribe of savages that worship the Green Obelisk. I have managed to come to the conclusion that Peculation, has many abilities that seem to mimic the power of Mysticism in a truly twisted fashion.
I was able to watch a tribe of warriors use the powers of Peculation to remove their ability to experience pain. It was similar to that skill with which Mystics engage to help injured patients, however, it only affects the caster themselves. What is even more disturbing is that it requires the sacrifice of either a living human being or creature. It would appear that the chosen creature is required to be quite large in stature (Larger than a Therizino) in order for the caster to consume enough energy. With this energy, the caster is able to block/create a resistant to pain for roughly 24 hours. I did take note, after a brawl between two warriors, that the pain is not removed from the body completely but rather greatly reduced. I would advise against this, it can only be imagined what kinds of effects this may have on the caster's mind and body over time.
The twisted abilities of those who engage with Peculation only get worse I fear. Reports have been flooding in by the hundreds from every corner of Sa’el saying those who engage with peculation are able to cause extreme pain to another with a touch. It is impossible to say for certain what is causing this, but due to the lack of physical trauma present during the painful experience, it could be hypothesized that the caster is able to force the pain receptors in an individual's body to send signals to the brain, creating the very real sensation of agonizing pain. It should be mentioned that roughly a quarter of the reports have stated a rebound effect to the caster when engaging in such activities. Instead of the intended victim experiencing pain, they themselves are forced to experience it. It is not yet known why this occurs, more research will be required.
I was able to witness this first hand when a group of warriors returned from a successful raid against a neighbouring village. A few of the men had been injured, cuts and scrapes. One however had taken a sword to the gut, I am not a healer, but It was not hard to see he was close to death. This man was presented with one of the village slaves, a young girl by the name of “Totani”, was brought forth. The injured warrior grabbed the slave's arm, and it appeared as if his very skin was emanating a sickly green light. Before long the girl was screaming in pain as blood began to drip from her abdomen onto the ground below. It was a gruesome sight. I watched with my own eyes as the warriors injuries vanished, and were given to the girl. The injured caster rose up minutes later despite obvious exhaustion there was no trace of his previous wound. The man was healed, and with the help of his brethren, went on his way. The slave was left on the ground to die with the fatal wound not destined for her.
To any that feel some desire to engage with this magic, I must urge you to rethink. It is a dark and twisted art, one that should not be used. To those that may have unwillingly found themselves attuned to the Green Obelisk, be warned. The abilities you have now are difficult to control, and are highly addictive. Once one begins to drain living things of their energy, it becomes nearly impossible to stop.
SCUBA Equipment (By Stormborn)
"Come on August! We just need some black pearls!" Lori would shout the the boy. "I have said it a million times, fuck the ocean!" The boy would respond, having a strong fear of the water.
Ever since he was a child, he never knew how to swim. In his homeland, Vanhelm, they didn't have swimming pools, lakes, or rivers. They had no source of fresh water except a piping system that vaporized steam and sent it upwards to the floating island where the water was re-condensed into a drinkable form. The boy had no knowledge how to swim and for that matter, he hated the ocean. One day while out with Anna Stringwall, the boy and young woman were attacked by a massive water beast, larger than anything he'd ever seen before and it nearly destroyed the raft in a mere four bites. The boy was terrified and since that day he spoke of how his life flashed before his eyes. He didn't care about the beast, he feared drowning in the deep ocean. Since then, he's carried a snorkel and flippers on his person, sure not to let himself drown or at the very least, give him a chance to hold his breath longer while he figures out what to do. That's when it hit him. Why not create portable air?
The boy began his research, he began his tinkering. He disassembled and rebuilt the snorkel gear and tested it in the water many times over. One time removine the tube going to the surface; he lost the ability to gather oxygen from the air above the water. He tried adding a small filter to keep air out but allow air through and while this worked minimally, he still ran out of breathe faster than gaining it back. Finally, the boy tried extracting the resine called 'Rimas Powder' from within the tube and through his tests, he discovered the stuff filtered oxygen from the other parts of air. He didn't know much of chemistry or alchemy but he did know air was comprised of oxygen and other things mish-mashed together. He took the powder and he began to experiment with it further. Each time he used it, he couldn't figure a way to net a profit in oxygen as he would almost always run out of oxygen, no matter how he applied it to his gear. He gave up on the 'Rimas Powder.'
Moving on, the boy then tinkered with metal boxes and a combination of this 'Rimas Powder' and cementing paste. He studied their properties when mixed and he found that they tightly seal gases when used as a sort of sealant. He had an idea. He went out to the swamp and retrieved a diplocaulus and began to explore it's air sac in which it seemed to hold infinite air. Upon further studying and anesthetizing the beast, he found out that the beast packed in air, as if compacting it into a thicker form of oxygen unbreathable by humans or beasts but then he had an idea and he released the beast to the swamp and rushed home, determined to create the first scuba tank.
Once home, he took some metal water piping and he hooked it up to a makeshift steam boiler made of an old forge which heated water up while getting more pumped into it. With this constant increase of gaseous pressure from the expanding steam, the gases exited his makeshift boiler through a water pipe and went through a filter comprised of a 'Rimas Powder' filter in a metal tap. As the gas pumped through the filter, the water dumped out and the remaining gas was breathable oxygen. The boy pumped this oxygen, still by pure gaseous pressure, into a small tube and let it fill until the pipe blew open. He learned that this was the maximum pressure capable of being held and he marked down the last number he could remember. He made another tank, new pipes, and he did it again, capping the pipe and tank before it exploded. Once done, he hooked up a newly furbished, modified snorkel that attached to the tank. In the snorkel piece was some more of this 'Rimas Powder' spread out throughout as if to dilute the gass as it passed through the tube to his mouth. He put the snorkel in his mouth and inhaled, taking in a breath of oxygen.
It had worked... The boy freaked out and immediately jumped into the harbor his town was founded on, in which he walked around the bottom of the bay, no longer needing to know how to swim. He had conquered air, land, and now sea! He didn't need anyone to know how to swim, he would merely walk on the ocean floor. Now if only he had a way to fire arrows stronger than a crossbow underwater.
Even though parts of the island are really cold, and one could simply throw things outside to stay cold and last longer, it's unwise to leave meat outside that could lure unwanted animals too close to home. With this in mind, a thought came to this one about cooling things in a box inside his house. First the box is shaped out of metal. Inside of the metal pipes are placed to cover all sides except one that is used as access the insides. A special treated type of crystal is used on the inside, one that does not react with the contents of the box, for example absorbing bacteria from meat that could cause mold to begin to grow, the entire inside needs to be covered in this crystal layer and leaving no metal or piping exposed. On the outside a layer of polymer is put to insulate the box from outside heat. Cold water needs to be pumped through the pipes inside the box to keep it cold, this is done with a small electrical pumping device. Tadaaa, a refrigerator!
C4 & Detonator (Shattered Fate)
An explosion is heard shattering the silence in the town of Riggard. Splinters of rock and wood alike are hurled through the air and it was at this moment, Alayla knew, she fucked up. Luckily though, it wasn't too big of a fuckup, or she'd be dead. But it was a big enough fuckup that she had to nearly be hospitalized. "Heh... I guess there was a loose fuse... Or something...". Alayla's expression matched her confusion and agony whilst she lies in the hospital bed, her back and rear-side of her legs were quite shredded. It is now where she hears the yells of her family. Adak arrived first to see the carnage with her sister, Calista, just shortly behind. "What the Hell..!? ALAYLA!" Calista's high-pitched voice comparably deeper than Alayla's cuts through the silence surrounding. As the debris cleared, the agonizing hiss of the deafening roared in Alayla's ears, and she was out.
A few hours pass, and she has awoken on a hospital bed. The first thing she sees is the blown-up doorway and lobby. She can accurately recount the events that took place before she met with her fateful mistake, but only because of Adak's medical prowess. Days pass and Alayla's wounds heal quite nicely, but it was during this time of rest where she was really her hardest at work. She was trying to figure out why the explosive named "Explodey" decided to go boom on her. What was the cause? It racked her brain for several hours until she finally realized after reversed-engineering another one of her explosives, although this time, much more carefully. "Holy shit I'm an idiot...". She inspects wire after wire, every piece of shrapnel, every instance of the thing, until finally, she realized her error. "No fuse container?? What the Hell was I thinking..!? Damnit..!". She quickly rushes to work as she tries to fix her mistakes. Her grenades, her IEDs, her everything! Sheets of schematic after schematic were basically scanned by her momeory, infusing it with her very mind. "No fuse containers!! Who the fuck designed these!?".
She tries to ignore the fact she deliberately tossed the explosive into a basket in the hospital wanting to store it somewhere for later use, but the more she thought about it, the more she knew she was truly some kind of special like her Mother and Sister always told her. After hours of work one day, she just finishes a piece of raggity wiring before the network of intricate wiring itself shorts out. Luckily, she had disconnected the fuse beforehand... "Damnit..! Not this SHIT again..!!!". She angerly picks up her radio and storms on outside the workshop. She clicks on a frequency and goes to speak into it, wanting to order new parts, or in actuality, order her sister to get her the materials she thinks she needed. But before she could even speak, the very SECOND she held down the PTT, low and behold.. Another explosion! She whirls around looking towards the workshop! The whole place, gone. Again, searing echos of silence tears through her ears and she goes to cover them. "What the Hell did I do this time..?". She thought and thought it over for the next couple days as she tirelessly works on her recipe and designs for her seemingly cursed explosives. Alayla soon realizes she may have lost her touch... "FUCK!". She bashes her fist on her workbench after another failed attempt at her wiring. She quickly reaches for her radio to maybe throw against a wall when she instant she picks it up with her fingers clutching all around the device including the PTT, a small spark could be seen from the explosive's components. Again, thankfully, the components were disconneted from the fuse entirely... This got her thinking.
"Maybe if I..." A few sparks fly both literally on the table and metaphorically in her mind as she fiddles with the dials on her radio. The reactions her explosive device were giving were quite irregular. She experimented with this, day and night, until one day after so much tireless work, she makes a breakthrough. "Oh my God... Have I-- Did I really miss something THIS BIG!? Look- Pew-Pew! Look at this shit! It's right there!!". She yells at her gun dubbed "Pew-Pew" for a few hours as she peices together her newfound formulas and wiring techniques. She even managed to reconstruct her radio to be of some sort of locked-in frequency active. One after the other, the wires came together. They connected the network of brilliance that was the IED Alayla had been working on for the past month now since the incident. "No need to worry, Pew-Pew... This'll work- Trust me! No more damn trip-wire fuse-lighting bullshit.". She mutters to herself in extreme nervousness, "I just need to connect the fuse to this wiring here... Yeah, that's all I need to do...". She had never done experiments like this up until this point. This would be the first time she had connected her wiring in such a way that if this failed, the explosion would be instant. She wanted to maybe have less gunpowder in the ingite function, but without the required amount, the ignite chamber would fizzle and the IED wouldn't go off at all rendering the whole thing useless. She is so very close to connecting the last wiring to her specifications. So close... Suddenly, a swing and bang of a door behind her is heard and she is startled. Startled enough her hand jerks too quickly and connects the last wire instantly. Alayla... Is frozen in place, immobile, petrified. Absolutely solid. "... Am I dead?" She thinks to herself as her eyes are shut tight. She knows whoever barged in is talking to her- No, shouting to her. She can't hear anything under all the pressure. Pressure.. She doesn't do well with that sort of thing. The main reason she can't go too deep underwater for very long. Pressure... "THAT'S IT!".
Compound Bow & Metal Arrows (Mr Gubbinz)
Log #1 - First test with armour piercing arrow. Immaculate flight path - Flies truer than a normal arrow, Maybe due to asymmetrical design. Arrowhead appears near undamaged from impact with standard thickness plate armour. Arrow did not penetrate - Bow draw weight not enough…. WTF. So now it was the bow itself that was the problem the draw weight and propelling power of the standard bow was not enough to cause the arrow to penetrate the target but that was a simple fix. The next addition to the armour piercing arrow system was a tighter string made of a mixture of hides and Equus hair wound extremely tight. A higher flight speed would mean a greater impact power mused Imgor for sure this would work.
Log #2 - It fucking broke. The Bow snapped clean in two under the strain on the string even more depressing I could barely move the thing a few centimeters. TOO MUCH DRAW WEIGHT. *The Last few words would be scribbled in a messy hand* For several days he sat pondering his next hurdle the bow snapping should be easy to overcome some polymer and metal alloy should create something tough enough to support the string but the matter of his inibility to draw it was not. Ideas such as a simple steam retorting system or a reloading lever swirled around in his head. But all were to heavy or to impractical in a fight. One day though he was looking over some old schematics for one of the Wyvern slayer ballister mounted on the walls of the trench hold when he remembered the significance of a small detail that was so familiar to him he had forgotten its worth. On the sides of the Ballistas throwing arms were too small discs which were the pulley system for the ballistas string. They were there so that the ballista could be reloaded by the crew without need for and exterior reloading recognise incase it was destroyed in battle. By fitting a similar system to a polymer bow imgor believed that he would be able to achieve the power, mobility and accuracy required to kill large beasts.
Log #3 - Success…. Money. The long black horsehair tassels of Imgors favourite helmet snapped in the iced wind of the northern mountains. In the valley below a small heard of the great woolly Rhino sat chewing lazily on the little tufts of fodder they found poking through the snow. Slowly with practised easy he unslung the prototype bow from his shoulder and selected one of the twelve armour piercing arrows he had in his quiver all the while the dull black eye sockets of his helm scanning the valley below to pick out his target. Satisfied that his weapon was ready he selected a medium sized stone from the ground and launched at a spot on the far side of the valley so that it cracked against the rock face. As one the herd of Rhino looked up and bolted in every direction. One Large what appeared to male Rhino became well seperated from the bulk of the group and so he sprung into action roaring his battle cry. KARAZAK KAZAKHA AHE!!!! Dropping a grapple behind a rock at his feet he used the gully wall to launch himself towards the beast, the bow in his hands. The first shot from the bow struck the beast in the butt not a kill shot but enough to cause the creature to roar in pain and turn to face its tormentor. Screaming its anger the beast began a headlong charge towards the small figure with the bow. Time seemed to slow as Imgor brought the bow up and drew his finger brushing the front of his helm. It was funny imgore mused in that moment. He knew that he would never have kids but to him that didnt matter. The things he made and the little projects he tinkered with were his version of children. Watching them grow and become something usefull and powerfull, something to have pride in putting his name on that was what he imagined parenthood would be like. Ah oh well. With that pride in mind he let the string slip from his fingers. VVVvvvvizzzzzz SMACK. The arrow flew at high speed smacking into the beast's shoulder burying itself to the fletching. The Rhino itself began to scream loud and pained, that soon gave way to a coughing gurgle as blood began to clog its throat and finally a dull thump as its dead body collapsed.
Lore Rules & Other Details
- All characters must be human.
- All characters must have a realistic name. Both first name only or first and last name are allowed.
- People come in various shapes and sizes, but must be reasonable in proportion.
- Deformities can exist but must not be immersion breaking: Do not make a giant with the shortest possible arms, or a dwarf whose hands drag on the ground, etc.
- If you are concerned your character you wish to make may not be within this limitation, send a screenshot of your character in a pm to a loremaster.
- No famous characters from reality. (IE you cannot play as Obama or Sherlock Holmes or Batman.)
- Characters do not grow older unless they choose to go to an obelisk specifically to age up. You cannot age up any character (played by a person) other than your own. You cannot age backwards.
- Characters may not be older than 1250 years old when created.
Character Backstory & Island Creation
You may come from made up islands with their own history and technology levels with a few exceptions:
- No island has progressed beyond the technology found on the Sa’el Technology page.
- No island has mastered use of magic beyond what is stated in the magic section.
- The only sentient species on the planet is human. However humans can have varying features.
- Only creatures with official dossiers may exist in this world, unreleased dinos may be used in backstories but only sparingly!
- If you wish to include another player in your backstory you must have their permission OOC'ly before making your character.
- No islands or places named after cities, countries, or places found in the real world.
Magic & Using Magic
Please note that only the described magics exist - no other uses of magic are allowed.
- Removing an attunement is not only an extremely painful process, but it would leave the individual feeling lost and confused, they are likely to experience extreme changes in personality.
- If you remove your attunement, you can never attune again to any magic.
- You cannot “Switch” Attunements.
- Any cosmetic changes to a character can only be active for duration of magic casting and must cease once casting is finished.
- For healing to be effective time and roleplay is required. More time and detail in roleplay = better healing, you cannot simply touch a player and say they are healed.
- Your healing abilities go as far as healing muscle and skin tissue as well as tendon damage.
- You can heal both players and animals.
- You cannot remove a bullet, or other piece of invasive debris from an individual with magic.
- You cannot affect someone's biochemistry.
- All healing MUST take a large amount of energy from the healer, and the individual being healed, in accordance to the severity of the wound. If the wound is fatal, expect your character to be very weak for the next 48 hours. Failure to RP this out is punishable.
- Physical pain can be removed from the patient but MUST be felt by the caster in the same way. This means if the patient has a bullet wound in the abdomen, the caster would feel as if they did as well.
- You cannot “Speak” with your beast
- You cannot use your creature bond to Meta information in any way, shape, or form.
- You must be within close proximity of your creature to exchange emotional experiences.
- All shared experience must be an emotional exchange I.E Fear, joy, anger, etc.
- You can experience your creatures physical pain when in close proximity, and your creature can experience your physical pain.
- Users can experience emotional/personality melding with their bonded animals after long periods of time. I.E A Mystic spending a lot of time with a bonded Ptera could become more easily frightened and skittish.
- With Extreme amounts of energy you can cause a plant to grow extremely quickly.
- Helps promote healthy plant growth.
- You cannot have a plant grow outside its natural bounds, this means no crazy shaped flowers, or giant tree’s.
- Uses custom recipes only.
- Effects, side effects, and duration must be written OOC in the description of the item. (For example - //Effect: Let's you see in the dark, Duration: 20 minutes, Side effects: May cause blindness)
- Person ingesting potion may choose to not have one of the effects happen, but cannot make up side effects not listed for their character to experience.
- Counters to potions are allowed, but must be made to counter the potion that was given. No “cure-all” recipes.
- Only works on non-living materials.
- The user can use magic to help manipulate smelted metal.
- You can only drain energy from another player with OOC permission.
- Increase in stamina still comes with the limitations of the human body, for example, you still cannot swim across the oceans of Sa’el to another Island.
- Increased stamina DOES NOT mean increased strength. You can physically exert yourself for longer, it does not change the way you exert yourself.
- Tamed creature are required to be sacrificed through IG mechanics for Pain resistance to take effect.
- The creature must be larger than a Thylo.
- Pain is greatly reduced, but not completely removed.
- The pain reduction can last for a total of One in game day cycle per creature.
- Sacrifices can not be stacked on top of eachother.
- Physical contact with the victim is required at all times.
- The Caster can manipulate the victim by sending signals from any pain receptors in the body, to the brain.
- Pain Transference does not require OOC permission.
- Side Effect: A victim of Pain Transference has the ability to build up a resistance over the course of a 24 hour period. (1 in game day.) Potentially the attempt could backfire on the caster, causing them to experience the pain instead, they would also feel the effect of the pain even more since the cast failed.
- Physical contact with the victim is required at all times.
- The wound from the caster, is healed after being transferred to the victim.
- Injury Transference drains the casters energy for the next 24 hours, failure to RP this out is subject to punishment.
- Transferring fatal injuries. (I.E injuries you get after dying in combat.) Can only be done once every day. Abuse of this is subject to harsh punishment.
- Injuries that are considered “Fatal” must be agreed upon OOC by the victim.
- Currency is named Coin.
- Minted by the Trader of Zault. Can trade specific items or RP interactions (Such as songs, poems, dances, etc… ) for coin at the Tower of Zault.
- Can be used to purchase certain resources, SE items and skins not currently available in game.
- Can also be used to trade with other players in addition to bartering.
- Travel between lands is available by sea, air, or portal via obelisk.
- Travel to Selaria is limited to travel by sea.
- You cannot have lived on Selaria before the barriers fell.
- There is no link to our history or world, or the previous lore and it's events.
- All communications in game must be in english. Accents are allowed.
- Music may be used (ie sung by your character etc) in game, but the songs would be said to have been written on this world.
- TV shows or movies may also be referenced, but as the technology doesn’t allow for a tv, they would be referred to as plays, operas, etc.
- If you have a question about the lore that is not covered in the Lore section, please ask it on the Ask A LoreMaster thread