The capital city of Chrono, the city of time, a holy land standing as vanguard over the wild lands below.
A place, not ruled by a single man, as countries and kingdoms do, no this place is ran by the holy church of Memoria, the church of memories.
Holy script states that long ago a deity fell from the celestial skies and crashed into the barren wasteland that was our planet, this contact of earth and god spawned what we know as life itself, the elements of life flowing fourth from the wounded gods veins, running as rivers over the land and forging an inhabitable land, eventually leading to the creation of animals, and eventually, man.
Hoewver, the holy script does not state the birth of the other races, a topic that has caused many religious wars in the past. There are many other beings in the land, Dwarves and elves to list a few. Followers of Holy script state that these creatures where created by powerful sorceres who commanded the elements, weaving the bodies and infusing them with a soul.
For now, the races live in a state of strained peace, to the extent of allowing trade between races, and most recenty, allowing the humanoid races into the lower levels of the capital city of Chrono, but not into the uppermost levels designated for holy devotion and politics.
There are many elements, hundreds even, but only a small few hold power, these are
Memory
Time
Light
And Darkness
These elemental powers, hold sway over the others, elements such a fire, air, and water, along with many others even today unknown to man.
No man is able to wield these four mighty powers, but they can control the lesser elements.
Everything in our world is ran by an element, from the pumping of a heart, to the mathematical precision of an atom, an element watches over everything.
The self proclaimed city of time is an odd place, created over a massive rend in the earth ona series of bridges of mammoth proportion, the upper class and nobility lives up top, and the lower class and slums live in the lower parts. At the very bottom of this complex structure of bridges, lay the slums, a ramshackle town in the shadow of the city, their buildings rooted in the earth itself, and within the cave like structures.
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Spatial Elements:
Tier 3:
·Time: Ability to control the general flow of time itself.
·Memory: Power over memory itself.
Tier 2:
Ether: Ability to see into the cosmos and derive power from the vastness of space.
Astral: Powers given to by the stars themselves, can draw great strength from the night sky, infusing ones self with the very power of the stars and astral beings.
Summoning: Divine powers allow one to summon forth the familiars of the 12 basic celestial beings.
Tier 1:
Celestial: Ability to directly communicate with the 12 basic celestial beings.
Spectral: Powers from beyond the grave infuse the caster with the ability to speak with spirits and ghosts.
Natural Elements:
Tier 3:
Light: Control over the element of light, holiness and purity infuse the body with the searing power of light.
Darkness: Darkness itself sometimes linked with evil, a vast untapped well of power and knowledge.
Tier 2:
Fire: Mastery over fire; can create and control the wrath that is flame, knowing the most advanced skills of the Heat element; these Fire Mages bend fire to their will.
Water: Mastery over Water; can create and control the raging tempest of water; can control to a minor degree the animals of water, having learned all there is to know about the element of Moisture, Water Mages are masters of their craft.
Air: Mastery over Air, can control weather, can control and understand the elements of Heat, cold, and moisture, changing the subtle air currents to create devastating storms, having learned their craft these mages are a force to be reckoned with.
Earth: Mastery over the Power of the very earth itself. Most Earth mages eventually go on to the spatial elements, having adapted a loving nature for everything around them, and an innate bond with animals. These Earth Magicians having mastered the craft of stone, being able to summon up pillars and spikes of earth to impale their enemy, the most powerful can re shape entire mountain ranges.
Ice: These unique mages wield the power of the freezing cold, after learning the powers of cold moisture heat, and even some of the air elements, they can summon forth mighty blizzards, or razor sharp icicles to devastate their enemy.
Tier 1:
Heat: Ability to create, but not control fire, can sense sources of heat, and can see in what is known as Heat Sight.
Cold: Mastery over the frigid temperatures can create but not control ice, much like the controllers of Heat, The user can sense cold sources, and see in what is known as Cold Sight.
Moisture: Can bring forth water from nothing, or draw it up out of the depths of the earth, but cannot control the water itself. Can sense even the smallest source of water, and when mastered can alter the weather.
Stone: Those imbued with this power can feel vibrations through the ground, and are often master sculptures or masons. Can mold and shape solid stone, but do not have mastery over the earth. Feeling faults and cracks in stone and metal, the most skilled of weapon smiths and armorers have grown have mastered this ability.
Corporeal
Tier 3:
Phase-Shifting: Masters of dimensional magic, wielding the powerful ability to open holes in the dimensional walls and enter into new ones at will. Phase-Shifting mages are very rare, most of them have chosen to leave our world and live within another dimension of their choosing.
Blood-craft: the cruel and twisted minds that practice the ancient art of blood craft are almost always pure evil. Using torture, death, and the art of killing to draw power from pain and suffering these demented souls wander the earth seizing every drop of power for their selves, usually extremely greedy, and mistrusting of others.
Tier 2:
Telekinesis:Having the unique ability to project their mind and use it as a force in the physical realm, users of telekinesis are somewhat rare, but powerful nonetheless. Most abilities involving this mental power consist of manipulating physical objects with the mind, picking up objects, levitation, the most powerful have figured out how to send pure blasts of mental energy at objects, or people, that can destroy almost anything in its path. They can also erect mental barriers in the physical realm, creating force fields to stop enemy attacks, as well as a form of pseudo invisibility.
Lych-Casting: A very interesting and unique trait often requires the user to have foreknowledge of the powers of the earth or stone. Lych-casters are able to duplicate the legendary powers of the Lych, which usually consists of manipulation of the bone structure. Lych-Casters can grow their own bone at will, even allowing it to pass through the flesh and create deadly weapons, or near indestructible armor. The most powerful of casters can project the bone into the ground, sending it like roots outwards, and creating an external living force separate form their body to control, often using it to send up deadly spikes out of the ground to impale their foe. Lych casters can also modify the rest of their body, manipulating the muscle tissue, increasing mass and strength. The rarest of casters also have some knowledge in wind elements, allowing them to grow forth wings and fly through the air.
White Magery: White Mages, masters of t healing, wielding divine power to rid the body of ailments, and burn away poisons and diseases. White Mages also have an internal link to the world around them, often leading to knowledge of Nature or Spatial elements. Using this link the white mage also heals the land itself. These mages have little battle experience, and usually cannot bring themselves to kill unless they have to.
Tier 1:
Heal-craft: The beginning stages of many elemental abilities, giving the user powers to heal minor wounds, most of these people end up as common village healers, or caretakers of animals. With basic instincts on healing, Healers live in harmony with nature, sometimes becoming hermits to live away their lives meditating. But most discover more advanced elements and move on, some even becoming white mages, or practitioners of spatial and incorporeal elements.
Incorporeal
Tier 3
Possession:Often using spirits to do their bidding, possesionists force their will upon other beings, taking control of their minds, or by making a pact with spirits, infusing beings with said spirit. Some of these people also practice the ancient art of voodoo, casing curses upon their enemies. The most powerful of possesionists can separate their mind from their body and force it into anothers, taking complete control of the body. If the possesionists happens to have previous knowledge of natural elements, or the partnership of a Nature mage, they can infuse and create an elemental being, giving life ad thought to stone golems, flaming sprites, and other mythological creatures.
Necromancy: Necromancers tend to be rare, but are common enough to be widely known. These practitioners of dark magics have discovered the secret to reincarnation. However, it is not a true reincarnation, they solely possess the ability to re-animate and control the physical body of a deceased being, be it human or animal or even mage crafted. Using rituals the necromancer can bring an entire graveyard back to life, and use them to do his or her bidding. It is rumored that if a necromancer possesses the rare abilities of spatial magic, that they can revive the recently deceased by healing the wounds of the body, and enticing the spirit to re-enter the body, however it has yet to be accomplished.
Tier 2
Illusionary: Most practitioners of this art are seen as mere court jesters, calling up simple illusions to please a crowd. However, skilled illusionists can create beings of such quality that they seem completely real. The illusionists control the abilities to bend light itself, and change how one sees allowing people to see a simple animal or plant, or even a wall, when in reality something else is there. Most illusions are cast over secrets to hide them from the unknowing, hiding secret passages, or even enchanting wooden ships to appear exactly like golden coins. Illusions that are created cannot actually interact with physical objects, if they came in contact with anything, it would simply phase through it, however the most powerful and talented of illusionists have discovered, through learning the arts of other elements, to give their illusions a small amount of physical strength, making there illusions able to partially interact with physical objects, but not entirely.
Telepathy: Telepaths have discovered a way to completely interact with minds other than themselves. Being able to communicate in thoughts and images, and even project memories into another. They much like users of telekinesis, can send a mental blast, however it does not have any actually physical traits, and can only damage the mind of its target, often times killing or permanently damaging, along with temporarily stunning their foe.
Tier 1
Hyper-Linguistics: Controllers of this element wield the unique ability to instinctively understand all forms of communication, being able to speak even to animals, and in the harsh languages of the barbaric tribes.
Mind Speak: Simply put, those gifted with mind speak can project words to the minds of others, two people possessing this ability can talk back and forth, this trait is a must have for all high level wielders of the elements.
Focus:The ability to focus, to clear the mind and bring all their might into one force, or to be able to see long distances. Masters of focus have been known to be able to charge items with their very being, creating magical talismans.
Deities of the great city:
·Vawrsra (Var-zra) attributed with great strength, said to have been born from the Fallen Ones muscles and created the sun, and gifted the land with warmth, often said to be the source of the element of fire.
·Izadwal (Ease-uh-Dual)attributed with great intellectsaid to have been born from the Fallen Ones skull, bringing logic and wisdom into the world, creating the laws that run the very world, often said to be the source of the element of water.
·Hwedar (Hweee-Dar) attributed with agility, said to have been born from the lungs of the Fallen One, gifted the land with the soaring winds and air itself, often said to be the source of the element of Air.
·Kwazar (Quasar) attributed with endurance, giving unto the world the great beasts and humans to tend the world, often said to be the source of the element of earth.
·Ungwa (Un-guah) attributed with humor and entertainment, having been born from the fallen ones throat, gifting man with the ability of speech, music, and drama. Often said to be the source of the element of Ice.
The city does not teach the existence of any other deity, other exist however, for there are for more than five elements, but are only known to those outside the citys grasp.
Hunt for Memoria: character format.
Name:
Age:
Race: (Human, Elven, Dwarf, etc.)
Sex:
Personality:
Appearance:
Weapon of choice:
Element:
Astral Deity:
-- Edited by Samone on Monday 27th of September 2010 09:36:44 PM
-- Edited by Samone on Thursday 9th of December 2010 10:34:16 PM
-- Edited by Samone on Wednesday 20th of April 2011 01:00:47 AM
-- Edited by Samone on Wednesday 20th of April 2011 01:07:34 AM
-- Edited by Samone on Monday 26th of March 2012 03:48:46 PM
Race: Appears Human, descended from a shamanic tribe from the far eastern desert rumored to be refugee's from a different dimension.
Sex: Male
Personality: His mood tends to change quite often, bi-polar even, usually keeps to himself mostly, abandonment issues usually force him to act like a lone wolf, preffering the company of himself over others, however he is also known to suddenly change and be quite sociable, and a hidden knowledge lay dormant in his mind.
Appearance: Raven takes the appearance of an innocent 13 year old child, with short cropped black hair with a thin braid of hair that start at the nape of his neck and descends to his lower back. He usually wears too large well worn clothing, patched multiple times into an indescriminate grayish black color. However he wears boots and gloves of surprisingly sophisticated make in contrast to the rest of his clothing. He also wears a pendant around his neck made of bones. However beneath this innocent appearence, lurks a warrior of the desert, underneath his layers of tatered clothing he wears under an illusion set into his necklace by a tribe shaman, he wear a full length gauntlet, extending from his fingers to his shoulder on his right hand. The gauntlet is forged by unknown metal, inlaid into the palm of the gauntlet is a large golden coin, intricately designed in barbaric symbols.
Weapon of choice: Raven wields an odd weapon, a traditional weapon of the mage warrior's of his tribe, a series of interlocking chains bound around his gauntlet connect to a wicked pair of grappling hook like blades that he spin's around with deadly force.
"Idiots" he muttered under his breath as he wedged past the thick gathering of people packed into the market square. His boot's squelched in the mud of the ground, nobody caed to pave the roads of the slum's, the rich merchants of the brudges high above the slums didn't care one bit for the people who lived in the refuse of the noble. His pale child like face peered up to the high ceiling of the slums, pipes and gears stuck to the bottom of the bridge city like stubborn ticks to a mangy dog. Droplets of who-knows-what fell from leaky pipes, an entire sewer system suspended in mid-air above the vast ramshackle vilages of the lower slums.
his father had been wrong, the "Glorious city of bridges and light" was nothing more than imagination, the priest's and noble's only cared about their own wealth, literaly building a city over that whch they did not want to deal with, casting the poor and disease ridden to the slum's beneath them, and paid them a meager wage to take care of the lower bowels of the city.
He grinned to himself as he escaped the crowd and crawled into a pipe to hide, all those fools outside the wall thought they could waltz right into Chronos, oh if only they knew the horror f their capital city, anybody even showing any signs of bararianism or animalistic traits that did not come from pure human upbringing would either be cast out of the city entirely, or sent down to the slums, barred from the pure cobbled streets of the city of time and memories.
-- Edited by Samone on Friday 22nd of April 2011 06:51:37 PM
Pipes, nothing but a seemingly endless network of pipes of varying size and material filled the entire plain of view as one look's up into the sky, their suspension seemingly too weak for such a large system. The never ending pipes, rumor has it that one may lead to the surface... but who knows for sure? The never ending maze of pipework could get a man lost for years if he took a wrong turn within, that is to say, if they could fit into most of them to begin with.
Below the shining jewel known as Memoria, the sacred city of time lay a seedy underbelly hidden away from the world, a place where sun rarely shines and clean water is one of the greatest riches a man can have. Memoria suspend's itself on a series of bridges, overlayed and interconnected across what an outsider would call a geogrpahic anomaly, but to the inhabitants of Memoria and the followers of the faith, is a holy site marked by god himself, for it is said in the ancient scriptures that it was at this site that a great deity fell from the sky, slain by his brother in a fight for power. Upon this holy site, the deity crashed and died, it's slowly decaying body releasing life into the world, demons, angels, and pure elemental energy surging forth from it's broken body.
So it is upon this sacred site that time was built, and flows, the great clockworks of the city a feat of unimaginable proportions, beautifully wrought metal gear's sproutt fourth from the city, ever rotating. However beneath the grand gears and lofty bridges upon which the nobility sit, fat and happy, time stand's still. The dome like structure of bridges and gears cover's a deep hole in the earth, a perfect cylinder cut out of the stone, extending itself deep into the veins of the planet, untold numbers of caves extend their way into the earth. Nobody really knows how deep the tunnels go, for it is the pipes that govern the daily lives of the lowlife.
Crisscrossing up and down the length of the hole, lay's a forever changing matrix of gear driven pipes, moving and shifting as time moves in the world above, massive to small they all serve one purpose, to house and remove the refuse of Time, be it man, animal, or waste. The ancient system of pipes pre-dates the city, created by an ancient tribe of mages, masters of the Spatial and corporeal elements, harnessing the very power of time and the ability to weave the very fabrics of reality. The residual magic still remains to this day, howeer it is considered heresy to speak of the old legends, it is the churches story of how events unfolded that is spoken of, anything else could get you killed, or worse.
Within these pipes an entire city thrives, a complex system of crudely fashioned scaffolds made of whatever was available connects the few pipes that remain stationary, shacks and hovels crafted from refuse rise into the cavern air, sticking to the pipes and cave walls like a burr.