I really need to stop drinking so much before I turn into Kamau.
Anyhow, I wrote this for Crystal Legends (despite the corny name, it doesn't involve the stupid elemental crystal thing) and I felt I should share it. Oh, I'm too lazy to fix spelling errors, so don't go Inq on me.
Lands
Zykran - The name of the planet as per the elves. It means 'Peaceful Land'. Need I explain more?
Garnicia - Major nation. Victor during the Triad War, Garnicia believes in unity and a new age of government. While nobles and peasants still exist with boundries, a convervative democratic government, refered to as the Garnician Republic, is making strides towards the future. Every Supreme Governor (The Exalted One) is given up to three terms of roughly five years before they must resign.
Tyrol - Land of the monarchs and social elite. While unified under the royal family (The Valerians), it still consists of a form of city-states, each one ruled by a governing human called the Head Magistrate. Any non-human who attempts to grab a seat of power is executed.
Vandor - A nation controlled by it's millitary and the spark that ignited the Triad War. The nation is lead by 8 high generals known as War Kings. Women, children, and non-humans are treated like 4th class citizens. Disease and poverty stalk the land like a swarm of Locusts.
Wulyik - A land where all the people are unified, much like true communism. Even non-humans are welcomed, but the nation lacks millitary might, while having a great labour force. There is no ruler.
Cygol - A higher plane of existance, beyond comprehension of normal humans and even the Eldar. It exists in the skies about the northern continent, but few believe its existance. Its people are said to have a limited control over time and space, but seldom interact with the people in the world below. There is no ruling class, just appointed moderators who deal with those who bend the rules.
Thunder Plains - A mysterious northern land made up of mainly plains. Lightning strikes are extremely common, and thunder echos across the plains every minute. It is believed no person can survive in the area for more than three days.
Beastlands - A land where some of the most savage beasts in the land roam. Barbarian tribes build fortresses and capture the beasts for their own uses. Their leaders are Warlords, and the groups are constantly at war with one another.
Frozen Beneaths - The rumored land beneath the world's crust which, instead of the common believe of it being a land of fire, is in fact a land of ice and cold. Its said that the Queen of Ice and her husand the King rule over beings that are made of ice.
Places of Intrest
Brakiss Forest (Garnicia) - Great forest in Garnicia with many sturdy oak trees. Brakiss Blooms are common, and Brakiss Crystals have been found in the forest's rivers and streams. It is rumored that there is a Dragonsnake's nest near the heart of the wood.
Phalaz (Garnicia) - The legendary city of the Phoenix Clan warriors. It has recently been devastated by a fire and its ruling family has been slaughtered.
Crisht's Temple (Garnicia) - The famous temple where eager people are trained to be warriors by Aldon Crisht, veteran general from the Triad War. It's been his duty to help all who come to his temple looking for aid.
Don't Go Inn (Tyrol) - A popular road house on the way to Tyrol city from Garnicia with reasonable rates and good food.
Loskar (Garnicia/Tyrol border) - A border town full of mercenaries and nobles, complete with houses full of live girls, bars that serve drinks with urine added, and a thieve's guild in plain view. Guards make 100 Rydel a day, plus what the government pays them.
Tyrol City (Tyrol) - The capital of Tyrol, it has it all. Inns, pubs, temples, thieves, tough guards, and crafty politicians.
Stone City (Tyrol) - Formally the city-state of Makilok, now a city full of stone statues. The Return of the Janusians caused this to come to pass.
The Ul'Sadra Temples (Various Lands) - Temples paying tribute to the five major Ul'Sadra (Time, Wood, Iron, Coal and Water).
Beast Tower (Beastlands) - Massive Spiral Tower and home to the largest beast tribe in the land, and includes defensive ballistas and trenchbuckets.
Black Rune's Fortress (Beastlands) - A secret underground fortress belonging to the Black Rune guild of thieves, rogues, assassins, and ministers of darkness. No Eldar enters and lives.
People
Humans - The most common species in the land, and the most uninteresting. Their prime abilities include mass reproduction, remarkable resolve on clinging to life, and undoubtable courage. Their ways vary from land to land, with no specific way of life. On occasion a human is born with great mental powers, what is called a Wise One or psychic.
The Eldar - Commonly called Elves as a nickname. The Eldar are the the chosen sons of the Ul'Sadra, masters of the arcane and spirital arts. They are far too few in the recent years, and few are half-elf or more. They have no common features, aside from faster hair-growth, a more slender appearance, and enhanced vision that can see through fog and darker liquids.
Janusians - A mysterious race almost extinct after the Great Cleansing. They now wage a private war against the humans. They are easily distinguishable by their purple hair and yellow eyes, and all their teeth are sharp and jagged. They possess dark magical powers as well as some control over the elements. They require to take one life a day in order to maintain sanity. Their phyical annatomy includes a solid shell ribcage and a heart to the right rather than the left of the spinal cord. They also have a third lung, allowing them to breathe gases or water safely.
Cygrians - A groups of humans far evolved in the ways of spirit and soul magic. Their genes have been altered so they always have a matching eye color with their hair. The most common Cygrian is a mage that uses fortune cards to cast spells, the most powerful of decks being a Zodar deck. These mages are known as Cartomancers. Cygrians are seldom seen outside of Cygol.
The Exiled (Cold ones) - Beings born from the ice beneath the world's crust. They are master illusionists that can make themselves look however they want, but are in reality ten foot giants made of a kind of magical ice that reeks of life. They are very disgrunted towards all surface dwellers in regards to the Ice Age Skrimish.
Gemmers - A group of humans who've spent generations in caves high up in mountains. They tend to lose the color cells in their eyes, giving them unnatural red eyes, and in some cases color-blindness. Their lords are mages who can unlock the magic of light itself. They are the ones that create magic gems, and are very secrative.
The Cursed - Many different people have been cursed, and results vary. The most common cursed person is one who has been cursed by a Ul'Sadra to resemble a dragon. These beings are known as semi-dragons, and can transform between human and their alternate form, but a distinguishing mark is always left behind. Cursed people are shunned by almost all.
Ul'Sadra (Dragons) - The gods of Zykran. There is one for every element of human life, including time, rivers, rain and even a few abstract idealogies like courage. The dragons are spirit creatures, and people are never sure if they are real. Whoever controls a dragon controls what they govern, so if a dragon has been captured, that's a very bad thing.
Wyverns - Evolved semi-dragons who have become slightly larger than the average human. While rare, they tend to attack groups of humans or whatever kind of fresh flesh they can find. They are not organized in the slightest.
War Jog - Ancient beings created by the mists of time. They are pure shadow, unable to live in sunlight but also immune to all physical attacks, and most forms of magic. Lightning and fire is about half--strength against one, but light magic destroys them. They work for those who live corrupted lives, and would enjoy taking the mountain caves from the Gemmers. They appear as cloaked humans, but unable to make physical contact with other beings. They are ageless, but unable to reproduce.
Aerians - The only beings capable of living in Thunder Plains. They resemble humans but always have white hair and pale, icy eyes. They also possess a pair of white wings like that of an eagle, which they can use to fly or glide long distances. They, like many, resent humans for being cast out.
Seraphim - The angel-like guardians of the humans' way of life. They possess great mystical powers, including flight and destroying those with evil hearts. The Seraphim are the best chance humans have against the Janusians, and Seraphim on occasion possess Janusians to keep them under control and show them the error of their ways. Seraphim who have been cast out or left the order have become known as Fallen Angels.
Groups
Mercenaries - The most common warrior class in the human lands, and the most effective. Most armies are made up of mercenaries and swashbucklers, all who believe that money will make their lives bearable. Major groups include the Runeseekers of Thudras and Brothers of Tyrol.
Garnician Republican Guard - The millitary force and backbone of Garnicia's defense. It is composed mainly of patriots and mercenaries who like to stick with one client.
Shadowlords - A brotherhood of great knights who possess shadow magic. While unorganized, they should still be approached with caution, even when alone. They favor blades and knives.
Thieves - Theives stalk every street and every dusty path. There are as many organized groups as their are not. Major thieves' guilds include the Black Rune, Shadow Claw, and Green Ruby.
Pirates - The average pirate or swashbuckler is a member of a crew aboard a cutter, corsair or if they're lucky, a schooner. Those who aren't are considered failures and are shunned by those who make up crews. The pirates' lives revolve around their ships. Major pirate ships include the corsair Insideous and schooner Firestorm.
Nobles - The nobles of the land are typical snobs, believing they are superior to all below their rank in the social ladder. They often enjoy using their money to become crimials as a form of amusement. Classic examples include Martin Gauss, Curtis Farland and Johan Zark.
Wilders - People who are one with nature. They live in seclusion out in forests and meadows, away from the wars and stress of townsfolk. They great travellers warmly, but they are also fierce fighters who will kill any that dare try to destroy their way of life.
Mages - An uncommon group of humans that still possesses magical powers, dispite the Forgetting. They usually specialize in only one element, but there is at least one confirmed Mage Master who's powers rival those of even the highest Eldar magicians.
Magic
Eldar Elemental Magic
When the gift of magic was first given to the world, all humans possessed magic. But the Eldar, after the Great Cleansing, made the powers of most humans latent. Few that can still use the elemental powers, but elves can unlock the lost powers, and some people with intense physical training have also regained the lost powers. The Eldar elements were based on:
Fire - Subdivisions: Light Magic, Pyrokenesis and Pyromancy.
Water - Subdivisions: Ice, cold and hydromancy.
Earth - Subdivisions: Geothermic, seismic and necromancy.
Air - Subdivisions: Wind, lightning, and storm.
Time - Sudivisions: Warp, loop and speed.
Soul - Subdivisions: dreams, desires and emotions.
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Light Magic - The ability to manipulate light. Light mages can create it, break it down into the Spectrum, and use each color to its own ability. Advanced light mages can even create ropes and hands of light.
Pyrokenesis - Using great mental powers, a pyrokenesist can generate heat with his mind, casuing things to melt or burst into flames.
Pyromancy - The basic art of fire manipulation. Of course, anyone above a novice in this art can create flames themselves by summoning the inner fire of whatever the caster wishes.
Ice Magic - The magical ability to create ice. Any form of ice can be made. Brittle ice that freezes the target then shatters it, or maybe icicles that serve as spears and swords.
Cold - The ability to make temperature drop. The one can do this can also return it to its original degree. A master of cold magic can even make a person's blood freeze. They can also summon snow and create a small snowdrift or massive blizzards.
Hydromancy - The basic art of water manipulation. Most hydromancers, unlike pyromancers, require something that contains clearly contains water to be present. Masters can summon water from any water source they've ever visited. Hydromancers can also manipulate tides to create massive waves.
Geothermic - Magic that can create holes and tunnels, making underground travel a breeze. Also, the holes can be used to create boiling hot geysers that are as active as the mage wishes.
Seismic - Seismic powers are used to create earthquakes, or simply shock waves or compression waves. Seismic powers can also shift the nearby ground, creating jagged rock or, in extreme cases, mountains.
Wind - An intresting power that allows the user to manipulate winds, creating anything from a gentle breeze to a full tornado.
Lightning - One of nature's most destructive forces, lightning mages can summon anywhere between one to hundreds of bolts of lightning to blast whatever they wish.
Storm - A combination of wind and lightning magic that lets the user create hurricanes and other fierce storms like typhoons.
Warp - A useful non-combat based magic that can be used to create warp portals in time that transports whomever the caster wishes to the desired location. Talented warp mages can use warp portals to dismember their foes.
Loop - The magic of making time repeat. The designated area can go back in time, forward in time, or even in some cases repeat the same timeframe over and over.
Speed - Speed magic controls personal time. Basic speed mages can only control one person or object's personal time (speeding it up, slowing it down, or bringing it to a dead stop) while more advanced ones can create magical time speed fields.
Dreams - The ability to manipulate a person's sleeping cycle. Good dream mages can make their targets fall asleep then manipulate their dreams, bringing them messages or nightmares.
Emotions - The most common form of magic. Most people who have it don't even realize they do. Emotionists can manipulate people's emotions, as well as sense them.
Desires - Every person has desires in life. Desirists can manipulate those to suit their needs, or maybe just for some amusement. They can also destroy the desires, which can make the targer suicidal.
Humanity's Granted Spiritual Powers
While Eldar magic is mostly gone, some humans still possess magical powers unrelated to the elves. The three types are reflected on one's spirit and how they look upon life. Those who are the embodiment of humanity's goodness, those who are dark and evil, and those who thrive in the the shadows alone.
Mystic - Refered to often as holy or white magic. Those who possess it usually use it to help others, but some use it to destroy humanity's darkness with the bright light of goodness.
Darkness - Refered to often as dark or black magic. These people use their dark ambitions to destroy others, and consume their souls whole.
Shadow - Refered to often as gray magic. Shadow users are rare, and those that use it are nicknamed Shadowlords. They use a combination of mystic and dark magic, creating an odd melt of black and white. They use their powers as they feel they should, be it for good or evil.
Historic Moments
The Coming of Man - The world is believed to have originally been a world of ice. However, after millenia of being dominated by reptiles and lesser mammals, humans suddenly appeared, believed to have evolved from the Kaytyr land beasts. They were quite primitive and primal at the time, possessing little, but refused to die out, learning how to hunt and forage, also discovering a warmer southern land that would later become Tyrol.
Rise of the Eldar - The Eldar were born not long after the first humans, but in the land of what would be Garnicia, at the time they called it Ytranlar, elvish for 'Home'. They discovered great caves in the nearby mountains and were the first to discover iron. They quickly became superior to the primitive human neighbours, but the Eldar shared their discoveries with the humans, and peaceful co-existance had arrived.
Ice Age Skrimish - A historic war that most have forgotten. It took place between those who now live on the surface of the world and those who live beneath. The Cold ones, back then called the Ice Lords who lived in Wulyik and Vandor (called Florindia at the time), discovered the presence of humans and elves and looked to destroy them so they alone could have the planet. The humans proved to be quite resilient, however, and the magic of the Eldar boosted them greatly. With the great discovery of fire by primitive men, the Ice Lords were driven back, until they had nowhere left to go but into the deep caves. The people that became Gemmers chased after them, so the Ice Lords fled into the bowels of the planet, frustrated that they'd been defeated by an inferior race.
The Blessing from the Heavens - A historic moment when the first Ul'Sadra, Tyrian the Spirit of Life, appeared before a crowd in Ytranlar for the annual celebration of unity. He granted the Eldar priests the power to bestow humans with elven magic, promising that this would lead to even more unity. The second Ul'Sadra to appear was Korek, the dragon of lightning, who decreed that if humans wished greater powers they should travel north. Korek created Thunder Plains, which was meant to see just how well humans could evolve in different circumstances. Those that lived long enough evolved into Aerians.
The Great Cleansing - Some humans who'd attempted to live underwater had been able to successfully evolve into what the Ul'Sadra Janusia, the dragon of the Oceans, called Janusians. They emerged from their watery homes and became members of the united people of the land, and it seemed life couldn't be better. Then Behemoth, the dragon of war, was born. He created the great Janusian bloodlust and gave them even more frightening powers than the Eldar and their magic. The humans used their new powers against their borthers, the Eldar reluctantly joining in. The Aerians came to the aide of the Janusians, and the Gemmers fled into the mountains, refusing to take sides. The Janusians were nearly annihilated, but the Eldar feared the possibility of Genocide.
The Forgetting - The Great Cleaning was a prelude to the utter destruction of racial unity in Zykran, or so the Eldar feared, so they shamelessly abandoned Ytranlar. They climbed the highest mountains of the land and cast a spell that sealed the magical powers of all humans, as they could not completely destroy their powers per the order of the Ul'Sadra. Then the elves went on their way, spliting off to become fewer in number and become a dying race.
The Triad War - Centuries past. Human kind no had no one to wage war with. The nation of Vandor was becoming a greater military nation by the day. Garnicia and Tyrol grew troubled. Then, in a suprise attack, Vandor marched on Wulyik. Tyrol and Garnicia, not agreeing with their political beliefs, launched forces against Vandor and each other. Tyrol soon surrendered and began to just fight Vandor, but Garnicia was getting desperate. It was then that the Phoenix Knights, under the command of Lucious Phoenix, launched an assault of Vandor via Wulyik, and carved out a path for victory. The Phoenix clan then founded the city of Phalaz, and the clan soon grew greatly.
Fall of the Phoenix Clan - History records of incident are incomplete.
The Return of the Janusians - In the city of Makilok, deep in the heart of Tyrol, a lone Janusian named Kranner entered one day, claiming to have discovered a gold mine beneath the metropolis. People rushed into the mine, forgetting that Kranner was a Janusian, and should not be trusted. Only three people did not enter the mine, and those three were spared of Kranner's tricks. The people, now sick with gold fever, became selfish and greedy. Using his magic, Kranner had tainted the gold to that it slowly corrupted the spirits of humans. When it was finished, the human's heart turned to stone. Litterally. Then it spread. Within days the town was deadly quiet as all of its people had become statues. Kranner gathered up the gold, as well as countless treasures, and smashed a few statues just for laughs. It was then that the three survivors appeared. Kranner killed one, a young woman named Catherine, who was the lover of a mysterious shadowlord who called himself Zero. Zero, together with his friend Jacob Kindley, faught Kranner. Jacob was wounded and shamelessly abandoned the battlefield, leaving Zero alone with Kranner. The two dueled, and with amazing skill Zero cleaved Kranner in half using the magical Buster Blade. However, Kranner was blessed with immortality, and his body fused itself back together.Kranner then laughed and claimed only one man could kill him, and that Zero was not the one. Kranner then vanished, taking the treasures with him. It was later discovered that Jacob had hung himself in shame for abandoning his comrade.
Legendary Items
Crystal Sword (AKA Gentle Avenger) - One of the legendary Phoenix Clan swords made from Brakiss crystals. It is indestructible, and possesses magical energis. It is said to be in Brakiss Forest.
Thunder Plains Crystal Sword (AKA Phoenix Pride) - One of the legendary Phoenix Clan swords made from Brakiss crystals. It is indestructible, and possesses magical energis. It is said to be in Thunder Plains.
Buster Blade - A Phoenix Clan sword made from an unknown elven metal mixed with titanium. It can cleave thick stone.
Gemmer Gladius - A magical gift from the Ul'Sadra of Mining, the Gladius is capable of slamming the earth to create tunnels.
Shadow Sword (AKA Ultrakar teh Cursing Blade) - A dark sword made from pure shadow magic. It has the ability to remove or place curses on people.
The Rune of the Rogues - a magical rune that can turn any man into a master thief, and is rumored to use speed magic.
The Shlactoris Scythe - An enchanted scythe enfused with water magic that evaporates the water within a person's body, turning them into petrified dust.
Singing Swallow - A blade staff passed down for generations by Janusians. It has a tiny notch in its grip for every life its taken a day (it resets after the day has passed)
Boots of Ironic Silence - Heavy metallic boots enchanted by an elf with a sense of humor. When a person puts them on, they cannot move their feet and the boots talk for fifteen minutes about how it's ironic that they aren't silent.
Its very interesting and it took me along time to read.. so much information I'm not sure what to comment about 1st
I like the lands and the races though there are so many.
Everything in gerneal sounds just great..
I guess the main plot of the game is Zero seaching for Kranner.
Descartes is sitting in a bar, having a drink. The bartender asks him if he would like another. "I think not," he says, and vanishes in a puff of logic.