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Tags: Fantasy, RolePlaying, Greyhawk, FatalFrame, Biancamella 

Reply What the hell am I to do with this one?
Thoughts in my head..this part of guild planning mebbe?

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Seung Mina56
Captain

PostPosted: Mon Oct 13, 2008 9:17 pm


Well, heh. Not many probably look here, as the case with Legion putting something up here...so I'm going to try organizing something on my own here as well.

I like the warps...so... well, I used to have this idea for something called the Tree of Portals, which was inside a tree, but on the inside was a room that had doors of all kinds, well, portals, archways with portals in them. And the original home/place where the tree itself was the point of origin. I used to have that in the Star Wars realm... a tree on Yavin IV.

The portals...if I remember them right...some of them:
Pokemon Portal
Jungle Run Portal
Practice Portal
Sailor Moon Portal
...gawd...its been a while.

I do remember one in particular... the Rune Portal. Probably one of my favorites. Everything was bound and controlled through runic power. (sort of sounds like Rune Factory, but not quite as much).

Rune of Healing
Rune of No Pain
Rune of Time
Rune of Magic (lulz)
Rune of Protection
Rune of Forest
Rune of Water
Rune of Wind
Rune of Fire
Rune of Shadow
Rune of Light...

Maybe I should start expanding on this.
PostPosted: Mon Oct 13, 2008 11:52 pm


The Rune Portal was a kind of medieval fantasy realm. Run more by magic than technology, swords, bows and arrows, and magic of course. The magic was limited to runes people had... and runes were taught in apprenticeship. So not everyone had magic of the runes. But those with runes could forge magical items, and others could use them.

Runes were most often seen in the form of sand disk like circles, or flat round stones, usually found at the bottom of streams and rivers. Or for that matter, runes were tattoed onto a person's body. The most common positions for runes were on the forearms and back arms, the stomach, chest, on a person's thighs and on a person's shoulders. This was very common with people who wanted to specialize in a few runes rather than many, and the magic was typically stronger because it was tied to a person's will.

However the runes did wear a person out, and they did find themselves wanting to sleep more, increased metabolism.

Seung Mina56
Captain


Seung Mina56
Captain

PostPosted: Tue Oct 14, 2008 1:13 am


Runes started with minor abilities, that could be developed and magic grown as they were carved or practiced. Obviously, once a rune was tattooed onto a person's body, it could not change, but the magic would still grow stronger as the magic was used and practiced.

Rune of Healing: Used for healing. Smaller cuts at first, to larger wounds. Takes lots of practice to heal much. Takes a lot of energy for extremely big bursts of healing. Raising someone from the dead with this rune is impossible.

Rune of No Pain: Something to ease the pain, typically used for if one was being tortured, it was a way of withstanding the torture better, or if one was in the midst of battle, the pain of wounds and injuries wouldn't affect their fighting as much, however they'd still take damage and be affected by blood loss too...

Rune of Time: Can go back or forward in small increments of time. One of the more dangerous runes to use. Usually only allowed in battle. Can also be used to increase or decrease a person's speed.

Rune of Magic: Later... XD

Rune of Protection: Defense, shielding, and the like. Can also be used with allies, or if you were protecting someone. Protection has to be declared and a ring is given to the protected. Then when the protected is hurt or injured, instead the damage goes to the one that is using the rune's magic. It can get powerful, but can never make a person invincible. A person's fortitude and will is typically applied when using this ring, so it tires them out.

Rune of Forest: Typically used to affect plant life like crops. In small villages the head of the village uses the powers to enrich the soil and aide the farmers to get a better harvest. If focused towards combat it starts by using plants to entangle people, turn leaves into little shurikens, etc. Can not be used in places where plant life is not present. And the rune has a weakness to fire. Strong against water.

Rune of Water: Used to help water crops in times of drought, but it can only do that a little and working with water in a place where there is none will exhaust anyone. When there is water nearby, the rune can be used for irrigation assistance, and illusions and minor divination can be performed in a still body of water. When used in battle it can be chilled with someone's willpower or cold emotions and ice can be flung about. Also torrents of water can be used to put out fire based magic. It has a weakness to wind.

Rune of Fire: Well, this one's easy. Starts out you can only control minor flames, but it can slowly grow and grow. Different kinds of fire based attacks can be used. Good rune for nimble people wanting quick attacks. Weak to water always. Strong against wind, as wind fuels fire. A person's rage sometimes controls the fire, as well as passion.

Rune of Wind: Tornadoes, small breezes putting out candles, blowing people into trees, walls, into the ground. Strong against forest, weak against water.

Rune of Shadow:

Rune of Light:
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What the hell am I to do with this one?

 
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