Ogre in the Playground
Join Date: Oct 2011
The Minds of Almantha
Almantha is the last bastion of magic in the dying world of Therinos.
Unusually round for a continent of its size, it is home to four large kingdom-esque nations and the city state of Revien, at its center. To the north there is a mountain range, but concealed within those craggy peaks is a peaceful meadow, home to the entrance to Saalarann. This mountain range extends in a southeasterly direction, ending in a peninsula. The range abruptly stops at the edge of the peninsula, in a large mountain which houses the city of Obsidia. A large forest dominates the southern region of Almantha, and marks the territory of Dekonio. A large lagoon similarly dominates the western reaches, although the territory of Aquacor reaches nearly to the gates of Revien.
City of balance. Home to Fissura, a religion deifying the powers behind each city, and its capital place of worship, the Noreun. also home to the Revien Freelancer Guard, a mercenary army that is contractually obligated never to march on the city where it was founded. Every full moon, there is also a black market hidden somewhere in the city, and it is considered a rite of passage for Freelancer grunts to sneak off and find it after their recruitment. As for the commanding officers, they turn a blind eye, some even going so far as to say "I do not recommend looking for the Moon Market, nor do I recommend looking in THIS area for it." Revien is unique among cities in that it is located in a canyon, with buildings crawling up the sides like bracket fungus. "Ravine" jokes are naturally frowned upon as being very, very lame puns.
The Minds are the power behind the four elemental cities, referred to separately as Aqua, Dekon, Saala, and Obsid. They are the memories and characters of the founders of each city, transformed by an ancient and powerful spell into AI-esque beings.
With power akin to gods and their desire to protect their strongholds from any attack, it is small wonder that the population worships the Minds as gods. When the Minds want something, they ask for it, and it will be given to them - or they will take it themselves.
Almantha is drenched in magic, a continent of rainforest when all around is desert. As such, many races have magic built within their very beings, and all can cast spells without physical components (as SLAs). However, spellcasting is tied to the four elements, in that there must be water (or at least liquid) nearby in order to cast water-aligned spells.
The Minds have access to epic-level amounts of power, and have used it in long-lasting enchantments that keep themselves and their peoples safe. However, the enchantments have been slowly failing, as of late, due to a combination of age, neglect, and the machinations of an ancient enemy of the founders, a pioneer in the field of necromancy who has turned himself into a lich in order to continue to hound his enemies.
Schools of Magic
A recent development is the creation of sigils. These are runes that have been imbued with a single spell (the type of spell depends on the rune) and the power to cast it once, with different triggers written into the binding circle.
Originally Posted by Zap Dynamic
I want to create a world that is full of possibility, and one of the best ways to handle it is by creating a bunch of stories that haven't yet been finished.
In my posts, smilies generally correspond to my expression at the time. As an example,
means "huh?" and "Hmm..". Also, "Landis" is fine.
Originally Posted by ImpSyndrome
I'm stealing the phrase "mental slap" to use on occasion. That's just too awesome.
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Last edited by Landis963 : 04-19-2012 at 12:45 PM.