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{[Shadelandic Lore]}

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PostPosted: Sun Oct 21, 2012 6:33 pm


This topic is where I'll post bits of information and pictures relevant to the Shadelands world. Little story points, useful info about specific persons, etc. So on and so forth.
PostPosted: Sun Oct 21, 2012 6:34 pm


~Modern Shadelandic Script~

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PostPosted: Sun Oct 21, 2012 6:36 pm


~Ancient Shadelandic Runes~

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PostPosted: Sun Oct 21, 2012 6:38 pm


~Typical Bel'tha'gian Templar~

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PostPosted: Tue Oct 23, 2012 5:50 am


~The Crimson King~

The Crimson King was a terribly chaotic deity in his time, walking among men despite the Divine Law which states that the Gods are not to linger amongst mortals at full power. Using his unbreakable mental influence, the Crimson King attracted swarms of followers on the Mortal Plane, or the Material as the mortals themselves call it, slowly corrupting good men and women with promises of power only to slowly devour their life force over time to make them weak while picking the most powerful of his followers and siphoning their energies and life forces to make their power his. Many went mad from the dark whispers and opted to end their own lives, an act of divine intervention so blasphemous that the Deific Pantheon gathered in Cynosure, the neutral meeting ground of the Gods, for the first time since time began. A unanimous vote from the most vile deities to the holiest of immortals led the Pantheon to only one option, Deicide. Unfortunately, due to the same Law, the Gods cannot interfere with one another directly, so it was decided that the Gods shall each choose their most strong willed and powerful champions to vanquish the power mad God, who would soon become a threat to the entire Pantheon. After a bloody battle that lasted a whole year, the champions were victorious...Or so they thought. With his last breath, the Crimson King dispersed his essence from his physical form, manifesting itself into a long black scarf covered in what looked like dried blood, a crest resembling an amber colored eye with a long red vertical slit of a pupil rested in the center. Thus the Mantle of the Crimson King came into existence. This cursed relic imbues whoever wears it with the the terrible power of the Crimson King, dark whispers of the forgotten God promising power unimaginable filling the victim's head. Many power hungry beings acquired the Mantle over the millenia that followed, each falling to the same fate. None had a strong enough willpower to be able to master the Crimson King's essence, and were driven mad by the corrupt power and the God's taunting whispers.
PostPosted: Tue Oct 23, 2012 7:48 am


~The Elemental Accord~

In the wake of the Crimson King's downfall, six elemental Gods reconvened in Cynosure soon after the turmoil of the year long battle had passed, many centuries later. The Lady of Air, Akadi. The Lord of Flames, Kossuth. The Queen of the Deep, Umberlee. The Earthlord, Grumbar. The Dark Lady, Shar. The Lord of the Sun, Ra. The six elemental deities met with much tension between them, especially between Shar and Ra, to discuss a secret contingency plan should the Crimson King or an even greater power rise. It took decades in mortal time for the six Gods to reach an agreement, six locations on the Material had been chosen by each of the elemental lords to be infused with the essence of the representing deity's element, using the remaining concentrated essence of their predecessors entrusted to them upon their ascension into Godhood. These six allods were torn from the Material through a series of rituals by these God's unknowing followers, first starting with the Shining Citadel of Ra, then the World Storm of Akadi, the Raging Magma Fields of Kossuth, the Riptide Maelstrom of Umberlee, the Poison Wilds of Grumbar and last the Shadelands of Shar. The Accord was meant to construct a super weapon of cosmic proportions within the pocket of space between planes called The World Between Worlds, using these six planar allods as the energy source. Should another threat of such magnitude as the Crimson King ever arise again, the six elemental Gods would take it upon themselves, using their followers who were whisked away with the expanses of land, to activate this weapon and eradicate the threat before it could rise in strength. The Accord was struck, and the six elemental lords spoke not a single word to the rest of the Pantheon. However, as centuries passed outside the flow of time, a mortal bearing the Mantle of the Crimson King learned of the potential power this weapon held and, with the dark whispers guiding him, seized control of this solar system sized weapon. This mortal was Ran'Ku Liadon. Hellbent on the utter destruction of the Material, and subsequently the entire fabric of reality that held the planes in tact, Ran'Ku activated one of the most destructive abilities of the Accord, the Entropic Cannon. The wave of negative energy generated by the Cannon was so great that it bled into the Material and further into the realms of the other Gods, slowly beginning to tear the Planar Multiverse asunder. Apalled with her sister's actions, Selune the Lady of the Cosmos chastised Shar and forced her to see what she and the other elemental lords had done. With no Multiverse meant no followers which meant no divine power, for any God, so Shar made the only choice she could. She merged with her sister Goddess and became Lady of Night. With the aid of five of the Material's mightiest heroes, empowered by Shar's cosmic radiance, Ran'Ku was defeated and his hold on the Entropic Cannon was severed. The Cannon's singularity effect ceased, but one urgent matter remained. The six elemental lords all agreed to decommission the Accord returning the allods back to the Material, albeit still touched by the elemental essence of the relative elemental God.

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PostPosted: Fri Nov 30, 2012 8:13 pm


{[Arcanic Lore - Kehjani Technomancers]}

The Kehjani Technomancers are individual Soldat's that show some degree of skill with the arcane arts. They are each implanted with a set of arcanic coding within their power suits that determines their effectiveness with their newfound powers. The Technomancer's are divided into four classes, starting with Class 3, being the weakest, up to Class 0, being supreme.

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Class 3 Technomancer - The Class 3 shows a general understanding of wielding the elements. As such, he can command the forces of air, water, earth, fire, and under certain circumstances, light and darkness. As well, they can interface with basic technological systems with ease, such as a keypad lock or surveillance cameras.

Class 2 Technomancer - The Class 2 shows a greater understanding of the elements, as such can wield the power of air, water, earth, fire, light and darkness with ease. As well, they can interface and override all basic technological systems as well as some mid-level tech, such as systems terminals and bypassing basic firewalls, and under certain circumstances, can briefly interface with Kehjani vehicle systems though it is taxing on the Technomancer's power reserve.

Class 1 Technomancer - The Class 1 is a formidable adversery, showing mastery over the elemental forces. Able to use air, water, earth, fire, light and darkness with great skill. They are even able to combine the base elemental energy such as air, water, earth and fire arcana to create new elemental effects. They are, however, unable to combine light and darkness as these powerful elements are far too conflicting for the Technomancer's coding to handle. These skilled Magi are also able to call forth more complex arcana, such as the use of pure force, raw arcane power and limited gravity control within a radius around themselves. As well, they can interface and override all basic systems as well as most systems terminals, even able to bypass multi-level encryptions and all but the strongest of firewalls. These Technomancer's also boast the ability to mindlink with Kehjani vehicle systems, controlling them as if their own bodies, making them ideal mech pilots.

Class 0 Technomancer - The Class 0 is the highest level of Technomancer in the Kehjani military, held by only one individual. This highly skilled Magus shows complete mastery over the elements, able to combine any of the elements to form new powers, including light and darkness. He holds mastery over the complex arcana, bending pure force, raw arcane power, gravity control in a far wider area and even the ability to slow the movements of adversaries around them to a standstill to his will. This supreme Magus can also interface, override and manually alter all forms of technology, from various systems simultaneously to even providing power to an inert powergrid all by thought. It is rumored through the ranks of the Kehjani military, that the Class 0 controls the entirety of the drone mechs with but a minor fraction of his mind and that he sees all that happens within the Kehjani walls, and several miles out. Though none but the Kehjani brass know if it is at all true.
PostPosted: Tue Jan 29, 2013 2:02 am


The Aegalorean/Shadelands Connection and the Cosmic War
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Back in earlier times, before the Ritual of Ever Night performed by the Bel'tha'gian Chancellor Xyr Liadon several years after the demise of Ran'Nik and Aka'Ra Liadon, the Shadelands was known as the Aegalorean Barrens. The Barrens was a vast desert wasteland between major Aegalorean settlements in the Aegalorean Highland that surrounded the barren desert sands. The Barrens was a nest of organized bandit clans, savage raiders and deceptive highwaymen that would jump trade caravans passing through the dunes, making the Aegalorean Barrens a very hostile territory albeit a territory rich in mineral resources. After the ritual which blanketed the desert in supernatural night and whisked it away into the World Between Worlds, the Aegalorean Royals, a group of lords and princes under the direct command of Aegalore's royalty, met to discuss what should be done. The frequent meetings resulted in the Aegalorean Magocracy erecting a crystal gateway that would open the fabric of space to allow entrance into the null plane between all other planes to their confiscated lands after several months of planning. The Aegaloreans amassed a supreme force of the Royals' handpicked soldiers to enter the Cosmic Gate into what was now known as the Shadelands, but were unprepared for what awaited within. The Royals entered into the ivory sands of the ever night desert inside a ruined city inhabited by the Blood Vultures Clan, the physical forms of the bandits warped and distorted to that of living shadows with barely any resemblance to the humans they once were. The Aegalorean Royals attacked the Blood Vultures without hesitation, seeing them as corrupted monsters rather than men, and annexed the city for further study of the effects of the world in which they now stood. After what seemed like a month to the Royals, mere days to the outside world, the survivors of the Blood Vultures Clan sought Keh'Jan's aid in reclaiming their territory from the intruders, the Emperor seeing the opportunity to declare their sovereignty from the Aegaloreans sent legions of early Soldats bearing crystalline weapons that resonated with the power of the mana geysers from which the Irok'Cael had been harvested to the Eastern Ruins along with the Blood Vultures' top executioners. As the battle raged far off in the East, Bel'tha'go's Highlord, Ran'Ku Liadon, heard rumors of the extraplanar war from resident bandit Shiekh Noxx'Zus of the Shadow Hand Clan. Knowing his ravenous brother had thrown in his lot with the Blood Vultures after the slaying of their parents, Ran'Ku became heavilly involved in the battle by sending in Captain Vas'Kaa and his Templars to try and intervene. By the time Bel'tha'go's forces arrived, the battle had spilled all over the Eastern territory, the Blood Vultures running ambush raids while their Kehjani allies set up defensive standing points against the Aegaloreans' early age firearms, confiscating nomad camps for use as command outposts as the Aegaloreans pushed outside of the ruins. Ran'Ku used many techniques taught to him by the Shadow Hand Shiekh to strike at the Aegaloreans, as well as the Blood Vultures, and forced the human Royals back into the city where they were slaughtered by the awaiting Kehjani. The Bel'tha'gians were about to head back home when Highlord Ran'Ku stumbled upon a vampire girl cowering in one of the fringe buildings on the edge of the ruined city, her uniform bearing the crest of the Aegalorean Royals. Out of mercy, Ran'Ku escorted the vampire back to his city, where she was sheltered and treated like a queen by the Bel'tha'gian Highlord. Unbeknownst to Ran'Ku, Keh'Jan had also captured an Aegalorean, whom they imprisoned and interrogated for several of their 'months' until the man finally broke down, revealing knowledge of the Aegaloreans firearm weaponry as well as many Aegalorean tactics that the Kehjani used to form their own superior army in secret.

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PostPosted: Tue Mar 19, 2013 6:13 pm


{(The Divine Law)}
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The Law of the Gods, put into effect by a tribunal of Over-Deities from the First Deific Pantheon ages ago, states the rules and restrictions that ALL Gods must adhere to. It was created by the three Aspects of Morality upon the dark day when the mortal incarnation of the Crimson King nearly erased all existence under the noses of the Second Deific Pantheon. The tribunal of Good, Neutrality, and Evil was first brought together by the neutral representative, Grand-Justice St. Cuthbert, whereupon he called for the counsel of the fraternal brothers, Heironeous the Champion of Valor and Hextor the Champion of Tyranny, stating that to remain balanced both good and evil must be present. While the three held very different views and codes, one thing they could all agree upon was that Law was the only hope for the next Deific Pantheon to thrive.

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First and foremost, all Gods who wish to walk amongst the mortals MUST do so in the form of a mortal avatar. The God's divine aura would be too great otherwise and would overpower the comprehensive senses of the mortals leading to the God's detection or the mortal's demise, and as such, the God must NEVER divulge their true self.


Secondly, the God's divine abilities will be limited upon arrival on the mortal plane. Powers the God or Goddess had before ascension may be used freely within reason, but those granted upon ascension must be kept secret and in many cases may not be used at all. Minor Creation is discouraged but not outlawed.

Thirdly, and perhaps most importantly, the God must NEVER interfere with mortal affairs. Interaction with mortals is permitted within the confines of the Law, but should never take sides in mortal dilemmas, lest chaos ensue.

(Many more clauses and sections exist and may be revealed by one who knows of them but these three are the most important.)

By order of the Tribunal of Over-Deities, any God or Goddess found guilty of breaking the Divine Law shall be stripped of their deific status, their soul drained of all knowledge and memory to be imprisoned on the Material, banished to mortality.
PostPosted: Sat Apr 20, 2013 11:00 pm


{[Aegalore]}
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After the ancient Aegaloreans' legendary failure at the Cosmic War, the Royals agreed unanimously to seal off the Cosmic Gate and focus on the rise of their great empire. For decades after, the country of Aegalore slowly conquered much of the Thayan and Mulhorandi deserts, both through diplomatic negotiations and acts of force, to create a sprawling empire under the crown of Aegalore. The Aegaloreans were the most technologically advanced people on the planet even before electricity could be harnessed, having created steam engines and flying machines while those nestled in the Sword Coast still relied on horse and carriage. When the incarnation of the Crimson King, Ran'Ku Liadon, unleashed the Entropic Cannon on the world, the resulting cataclysm caused earthquakes of epic proportions, breaking the single land mass of the continent of Toril into four separate continents, while many of the already present isles and landmasses sank to the bottom of the Sea of Stars. These four continents, Aegalore, the MoonSword Compact, the Chultan Equator and the Frozen North, became the New World, a world that the Aegalorean Monarchy desperately wished to be united under the crown. Aegalore's influence spread over their continent, gaining the favor of all who called themselves Lord or Lady and uniting them under the Aegalorean Shield and Crown, while the human and elven people of the MoonSword Compact gathered arms to defend against the growing power should the Royals become too ambitious. Aegalorean Monarchy consists of the Royalty, at this time the Queen, and her Hands. At the Queen's right hand sits the Grand Marshal of the Aegalorean Military Police, an honorable man dedicated to preserving the peace through diplomacy and tact, while at her left hand sat the General of Aegalore's Military, in many ways the complete opposite of the Grand Marshal, a man who views peace as a byproduct of conquest. Under the Grand Marshal are five Marshals in command of specific divisions of the AMP, each as noble as their Grand Marshal while under the General are five Majors, these men easily as bloodthirsty and narrow minded as their commanding officer. Despite the differences between these two divisions of Aegalore's forces, the Queen's court is in complete balance due to the extreme opposing views of the Grand Marshal and General, each man's opinions aiding the Queen in making a fair and unbiased decision. The modern, near future tech, cities of Aegalore enjoy unprecedented peace due to the AMP's inside protection as well as the Military's outside protection, though beneath this glorious peacetime lies a cold war between the Royals and private corporations who only see profit, the biggest of them being Megalith Industries. The CEO of Megalith has begun spreading rumors of an Aegalorean invasion in the less advanced nation of the MoonSword Compact, gaining favor with the Lords of Waterdeep City as well as the Nobles operating within the fringe cities near the coast. Now, due to Megalith's intervention, there is much animosity between the two countries, so much that the General of Aegalore's Military has persuaded the Queen to dispatch troops to the MoonSword's borders to keep the "lesser beings", as the General calls them, from rising up, an act the Grand Marshal greatly disapproves of.

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