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Legends of the Nether


Umbra

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There are other worlds except our own. Six, to be precise, for a total of seven. Each of these seven realms holds one of the seven magical races, along with many minor creatures. In our world, we are this race, the humans. However, the humans are, of all the magical races, the one with the least potential and magical force.

 

The world closest to ours is the Faery Realm, which holds the creatures of light and life. These are only slightly more magical than the humans. The third realm is Arcadia, also known as the Realm of the Dead. Here, the creatures of darkness and despair, and magic flows in their veins. The fourth realm is Subira, the Aquatic realm which consists only of water and submarinal creatures. The fifth realm is Pregora, a realm with no known solid ground. Instead, any villages or cities float freely above the clouds. There, the mighty dragons reside and rule. The sixth realm, Gonugra, is the total opposite of Pregora. The whole realm is underground, and consists only of caves and dungeons. The seventh and final, and also the realm most far away from our realm, is Ignia, the Fiery Realm. Here, the Magmadians, searing spirits, control the lands.

 

However, except for these seven realms, there is the Netherworld. The great realm trapped between all the other realms, twisting and turning, scratching against the dimensional walls. When a twist of the Netherworld is trapped between the constantly moving worlds, disaster strikes. The twist is snapped from the Netherworld, and attaches itself to the moving worlds, trapping them to each other. After that, the twist starts to absorb the magical energy from the world, creating sinister versions of the normal inhabitants. This has not yet happened to our world, but studies show that these can come at anytime. The Crystalking Corporation, who watches the realms from our world and monitors these trapped twists, believe they have found the source of this: Deep inside the Netherworld, there is a place called Norgil, located within a labyrinth. In Norgil, scannings have reported a concentration of Nether, which appears to be a solid orb of energy. Somehow, this orb has developed a conscience, and now threatens all seven realms.

 

Therefore, one person from each of the seven realms shall be sent down into this Labyrinth and destroy this multiworld-threating being.

 

This is where the true story begins...

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Rules:

Six players only. (All must have different races.)

No powerplaying, godmoding or other inappropriate role-playing behaviour.

Play serious.

When you send in your character, you can only choose two Nether Spirits. (You will gain more as time passes.)

 

Races:

Human. A versatile being, which can adopt to any kind of territory. Can also use Medium Nether Spirits.

Faery. A short, winged humanoid, about a foot tall. Their skin is usually glowing with a white or purple colour. Belongs in the Faery Realm. Can use Small Nether Spirits.

Gaeri. Inhabitants of Arcadia. Looks similar to vampires, but does not drink blood or anything. Can control Medium and Spectral Nether Spirits.

Llora. Submarinal creatures that live in Subira. Looks like a mermaid/-man. Lower part of the body is covered in scales. Can control Small and Water Nether Spirits.

Dragon. Original inhabitants of Pregora, and mighty winged beasts. About twice the size of a human. Can control Large and Wind Nether Spirits.

Groug.Underground people that are about half the size of a human. Sturdy people that value honor. Can control Small and Earth Nether Spirits.

Magmadian. Large fire elementals, the same size as a dragon. Consists only of fire. Can use Large and Fire Nether Spirits.

 

 

Nether Spirits:

Nether Spirits are a twist in the game, that allows the players to use certain powers. Each of these spirits are reagents to use these powers, and when they are combined, the powers are released. A character can only control seven Nether Spirits at the same time. Should you come across a Nether Spirit which you want when you already have four, you must release a Nether Spirit. There are three kinds of Nether Spirits: Small, Medium, and Large. If any other type is listed, such as “Fire Nether Spirit” or “Spectral Nether Spirits” that refers to a Nether Spirit that can be used as a Fire or Spectral Reagents, respectively. All Nether Spirits can be used as two different kind of reagent, however it can not be used as both in the same manifestation of a power. As an example, you can not only use Ogu when you manifest Thunder; you must use two spirits.

 

Nether Spirit List:

Goi. Small Nether Spirit. Fire/Water Reagent.

Jit. Small Nether Spirit. Earth/Wind Reagent.

Ogu. Small Nether Spirit. Spectral/Wind Reagent.

Mol. Small Nether Spirit. Fire/Water Reagent.

Hog. Small Nether Spirit. Earth/Spectral Reagent.

 

Jigol. Medium Nether Spirit. Earth/Fire Reagent.

Reigl. Medium Nether Spirit. Fire/Wind Reagent.

Goilu. Medium Nether Spirit. Water/Spectral Reagent.

Jitan. Medium Nether Spirit. Earth/Spectral Reagent.

Figon. Medium Nether Spirit. Water/Wind Reagent.

 

Hanogil. Large Nether Spirit. Spectral/Fire Reagent.

Molaguh. Large Nether Spirit. Fire/Earth Reagent.

Ogusith. Large Nether Spirit. Wind/Spectral Reagent.

Goiluga. Large Nether Spirit. Water/Wind Reagent.

Hogalug. Large Nether Spirit. Earth/Water Reagent.

 

Powers:

Powers are used from combining Nether Spirits. A character can only control four powers at the same time; should the character gain a new, the power she first gained is forgotten. To manifest a power, the character must “expend” a spirit that she currently controls. Expended spirits can not be used again before resting.

 

Power List:

Fireball. Cast a fireball at the target. Two Fire Reagents.

Slow. Slows the target by 50% of the normal speed. One Earth Reagent, One Spectral Reagent.

Fear. Target fears the caster and runs away from her. Two Spectral Reagents.

Thunder. Cast a thunderbolt at a target. One Wind Reagent, One Spectral Reagent.

Reaction. Restore one expended Reagent. One Reagent.

Water Walking. Caster can walk on water for a while. Two Water Reagents.

Water Breathing. Caster can breath under water for a while. Two Water Reagents.

Gaia. Conjure a storm of rocks that is cast at target. Two Earth Reagents.

Entangling Roots. Traps target in roots. One Earth Reagent.

Magma. Throw an orb of molten rocks at target. One Earth Reagent, Two Fire Reagents.

Voidstep. Teleport caster a close distance. Two Spectral Reagents.

Voidtouch. Teleport touched target a close distance. Two Spectral Reagents.

 

Form: (Send this in a PM to me.)

 

Name: (Can not be same as username)

Race:

Nether Spirits: (You can only select two. Also, you can only select spirits that your character can use.)

Powers: (You can only choose two Powers. Also, you can not choose powers which needs reagents from Nether Spirits you don't control)

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