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- I.GODS and Magic
- Old Gods - Interacting with the Old Gods was what the shamans of old did. The relationship was fairly simple - shamans would direct communities in prayer and sacrifice and in return recieve mana from the Elements and the knowledge of how to cast their spells
- Storm, Flame, Wind, Earth, Water, Light, Darkness and Ice.
- The magic of the Old Gods was fairly straight forward - each one of them ruled over a domain and their magic was to control said domain - to cast lightning bolts, fireballs, to shine rays of light, to direct the tides etc.
- The Old Gods only ever gave vague visions and did not ever communicate in complex, philosophical manners. You wanted something from them, you paid for it appropriately.
- When the Great Storm came, the Old Gods dissapeared. Being the source of the shamans' mana, the shamans lost their magical fuel and could not cast spells. Most of the knowledge was preserved over the generations, from shaman to apprentice, however. As mortals find new sources of magic, the spells of old can once again be cast.
- The New Gods of the Pantheon - the New Gods speak to their priests and give them not only magic, but also guidance in how to live a better life and knowledge of how to build a better nation. The New Gods denounce the use of sacrifice and ask instead that their followers follow the laws of the Pantheon, live good lives and offer honest prayers. In return, priests of the Pantheon are able to cast their spells and they recieve mana to use for those spells.
- For scaling purposes - lesser is level 3, medium is level 5, greater is level 8
- 1.Abagar the Wise
- Knowledge - Writing, sciences, learning
- Virtues - Wisdom, Rationality
- Magic - Greater mind enchantment,lesser material magic,lesser light spells, lesser spatial magic
- 2.Charodei, Lord of the Arcane
- Knowledge - Spellmaking, Magical research
- Virtues - Wisdom, Inquisitiveness
- Magic - All sorts(considered strongest)
- 3.Domna, Lady of Hearth & Home
- Knowledge - Family making
- Virtues - Kindness, innocence, love
- Magic - Strong Ward Magic, Minor Healing(mind)
- 4.Drana the Healer
- Knowledge - Medicine, sanitation
- Virtues - Generosity, Compassion
- Magic -Strongest Healing spells for mind and body
- 5.Mor, Lord of Death
- Knowledge - The Passing from Life to Death and all that surounds it
- Virtues - Sanctity of Life and Death, Honor
- Magic - Medium Ward Magic, Medium Mind and Body Enchantment
- 6.Kovag, the Smith
- Knowledge - Crafts, especially smithing
- Virtues - Diligence, Patience
- Magic -Strong material magic, lesser earth and fire magic
- 7.Stoman, the Warrior
- Knowledge - The Art of War and Mastery of Fighting
- Virtues - Courage, Discipline, Honor
- Magic -Strongest Body strengthening,lesser mind enchantment, medium lightning attacks
- 8.Zemel, the Farmer
- Knowledge - From the harvest to the feast, all in between
- Virtues - Diligence, Temperance
- Magic - Nature Magic(plants),lesser body strengthening,medium earthen magic
- 9.Ezdar, the Tamer of Beasts
- Knowledge - taming wild beasts and tending herds
- Virtues - Respect for the Beasts,
- Magic - Nature Magic(animals),Medium Body strengthening, lesser fire magic
- 10.Divata, Lady of the Wilds
- Knowledge - Hunting and preserving the wilds
- Virtues - Respect for Nature, Intuition
- Magic - Strongest Nature Magic,medium wind magic
- 11.Juras, Lord of Justice
- Knowledge - Laws, Contracts, Philosophy
- Virtues - Wisdom, Justice, Enforcement of the Law
- Magic -Strong light, medium flame, lesser body enchantment, lesser mind enchantment
- 12.Gyolas, Lord of the Seas
- Knowledge - Fishing, Sailing, Navigation
- Virtues - Courage, Patience
- Magic -Strong Water magic,medium storm, medium wind
- 13.Batahl the Trickster
- Knowledge - Entertainment,arts, mysticism
- Virtues - Merryment, Charitability, Interest in the arts
- Magic - Strongest illusion magic, lesser light magic, lesser mind enchantment
- II.RACES
- I wrote almost everything there was to write and after an hour, as I was about to save, I lost it all. Fuck it.
- III.Roggar
- 1.The Kingdom of Roggar is a feudal elective monarchy, with the Dragonking being chosen at a traditional Contest on the Spring after the previous ruler's death or abdication. Factions within the Kingdom may be holders of titles, which are bound to territory within the Kingdom. Beneath the King there's Lords, Dukes and Counts - Counts can be independent or vassals to a Duke. A landed title can belong to any faction with a clear line of succession, not just hereditary noble families.
- 2.The King oversees trials, duels in the Gladiatorium, appoints Legates and Councilors
- 3.All able-bodied men recieve some amount of minimal training and are eligible for conscription in the militia. Militia may be raised, with a Banner being the standart force of 2000 Militia soldiers.
- 4.Slavery is outlawed in Roggar
- 5.The Currency of Roggar is the Mark in denominations of Copper Fishmark(1), Bronze Wolfmark(10), Silver Dragonmark(100) and Gold Crownmark(1000). Mine owners are obliged to provide the Royal Treasury with 15% of all prospected metals which are used for the minting of coin.
- 6.The Royal Army of Roggar is made up of professional, full-time soldiers, all volunteers. It's formed in regiments and obeys the King first and the Dragoncommander second.
- 7.The only religions protected by law are the faith of the Pantheon, Virism and the Old Gods. Church and State remain separate, but harmful cults will be persecuted.
- 8.All magical practices that tamper with the soul are forbidden
- 9.The sale of alcohol, drugs and other such substances whose consumption affects the mind is taxed
- 10.All factions are required to provide a full and transparent summary of their assets when requested
- 11.Reproductive rights shall not be infringed upon
- 12.The Feudal Contract: A hierarchy of Emperor>King>Duke=Lord>Count>Baron=Mayor>Knights=Freemen>Serfs
- The vassal swears fealthy to their suzerain, promising to serve in return for protection. A breach of the Feudal Contract from either party is a serious crime.
- 13.Those running for king must be naturally be born on Roggarian land, be a child of two Roggarian citizens, or have naturalized in a process that would take roughly 10 years. A King of a long-living race must have their rule limited to some extent. A close Contest(under 15 differance) is resolved with a Rog'Gorra.
- IV.Dragonstomb
- The Capital city of Roggar is Dragonstomb and its Metropolitan area, ruled by the King.
- Dragonstomb Assets:
- 1.Great Old Forge - built in the first century and renovated mutliple times, it is in the center of the craftsmen's district
- 2.Gladiatorum - built over the Old Arena, the Gladiatorum is a true Wonder, with a large fighting area, room for tens of thousands of spectators, with an underground complex that supports the logistics of the Gladiatorum. Statues of all of Roggar's monarchs can be found in various places across the Gladiatorum - guarding the gates, among the viewers, in the underground area and on the sand.
- 3.The Tomb - the largest and most secure prison in Roggar
- 4.King's Palace - largely self-sufficient in terms of facilities, the Palace has its own defences and lies near the coast, rather than at the center of the city
- 5.Great Temple of the Pantheon - the seat of the Pontiff, a great temple dedicated to the Thirteen Gods of the Pantheon
- 6.REAGAN (Royal Educational Academy for the Godly Academic Needs) - an Academy of Natural Sciences
- 7.MAGA (Magical Academy of Godly Arts) - an Academy of Magical Arts. Notable instructor: Halis Swiftwood
- 8.Field of Eternal Glory - a cemetary in which the remains of Roggar's greatest heroes are buried, overlooking both the sea and most of the city
- 9.The Bellona and Pork-Round Military Academy for Tactical Leadership
- 10.DRANK(Dragonstomb Royal Academy of Naval Knowledge)
- V.Magic spells
- 1.Pantheonic Magic
- A.Healing
- Level 1 - can heal light wounds
- Level 2 - can heal headaches and minor illnesses
- Level 3 - can soothe the mind and help the body recover faster
- Level 4 - can heal serious open wounds and illnesses
- Level 5 - can heal lightly damaged organs and help the mind recover from damage
- Level 6 - can heal broken bones, combat most non-magical diseases
- Level 7 - can fix damaged organs and severe body fracturing
- Level 8 - can heal both broken minds and bodies
- B.Body enchantment
- Level 1 - Aid natural growth and restoration
- Level 2 - Aid balance and steadiness
- Level 3 - Aid endurance and stamina
- Level 4 - Strengthen a body part
- Level 5 - Gain peak-performance power
- Level 6 - Toughen the body to resist attacks
- Level 7 - Gain super-human strength and speed
- Level 8 - The Sickest Gains imaginable
- C.Mind enchantment
- Level 1 - Ease weariness and tension
- Level 2 - Aid concentration
- Level 3 - Minor Sharpen Senses
- Level 4 - Boost reflexes, Aid mana flow
- Level 5 - Powerful Concentration, Scrying
- Level 6 - Major Sharpen Senses, Mind Barriers
- Level 7 - Clairvoyance
- Level 8 - Mind over matter
- D.Ward magic
- Level 1 - Detect the flow of mana, sense magical presences
- Level 2 - Protection from lesser spells
- Level 3 - Damage lesser evil(undead,demons,Vast)
- Level 4 - Lesser Anti-Evil Barrier
- Level 5 - Break illusion magic
- Level 6 - Protection from medium spells
- Level 7 - Greater Anti-Evil Barrier
- Level 8 - Protection from greater spells
- E.Illusion magic
- Level 1 - Create flashes of light, minor distractions
- Level 2 - Create impressions of vision on stone
- Level 3 - Create fake images of larger sizes
- Level 4 - Concealement and glamours
- Level 5 - Create images or sounds in a person's mind
- Level 6 - Invisibility
- Level 7 - Create fake feelings, pain, etc. in a person's mind
- Level 8 - Temporarily solidify illusions
- F.Nature magic
- Level 1 - Sense life, minor tracking
- Level 2 - Communion with beasts, minor poison
- Level 3 - Beastly senses, minor aid fauna growth
- Level 4 - Plant manipulation, partial shapeshifting
- Level 5 - Influence beasts, medium poison
- Lefel 6 - Animal familiar, commune with plants
- Level 7 - Greater poison, greater plant growth
- Level 8 - Animal shapeshifting(self and others)
- G.Material magic
- Level 1 - Detect mundane materials
- Level 2 - Detect magical materials, shape mundane materials
- Level 3 - Lesser golemancy(clay,stone), lesser enchantment
- Level 4 - Shape lesser magic metals, medium golemancy(mundane metals)
- Level 5 - Medium enchantment, greater mundane shaping
- Level 6 - Shape medium magic metal
- Level 7 - Greater golemancy(magic metals), greater enchantment
- Level 8 - Shape greater magic metals
- The more you progress in levels, the stronger the old spells get too; On the flip-side, a large amount of lower-level casters can pool their efforts to support a spell being used by a stronger caster.
- VI.Economy and prices
- The Currency of Roggar is the Mark in denominations of Copper Fishmark(1), Bronze Wolfmark(10), Silver Dragonmark(100) and Gold Crownmark(1000).
- The standart tax rate is 10% - paid either in goods, services or Marks.
- Assuming a stable economy, the following is a list of prices and wages(after tax).
- A skilled craftsman can make up to 12 000 Marks a year. A skilled labourer may make up to 4000 a year.Standart yearly pay for a Roggarian Legionnary is 1000 Marks. For the average farmer, it is 500 Marks.
- Weights are in kilograms(1kg=2.2 lbs) or liters Prices are for orientation - when variable, assume the low prices are where said goods are produced and high prices where they are in demand.
- A.Animals and foods
- 1kg Cereals - 1/4 to 1 Mark
- 1 Chicken - 2-4 Marks
- Pig - 70-120 Marks
- Sheep - 40-100 Marks
- Cow - 300-400 Marks
- Ox - 400-450 Marks
- Hive of Bees - 120 Marks
- Common Dog - 20 Marks
- Horse - 700-900 Marks
- War Horse - 2000-4000 Marks
- 1kg Salt - 20-40 Marks
- 1l Honey 20-30 Marks
- 1kg Butter/Milk - 8-15 Marks
- B.Tools and weapons
- Lumberjack's axe - 25 Marks
- Spade and shovel - 15 Marks
- Complete set of armorer's tools - 16 500 Marks
- Mailshirt - 2500+ Marks
- Helmet - 2000+ Marks
- Spear - 100+ Marks
- Shield - 200+ Marks
- Cheap Sword 30+ Marks
- Good Sword 350+ Marks
- VII. Culture
- Code of Roggar, the fundaments of what it means to be a Knight
- -Protect those who cannot protect themselves
- -Protect the Homeland
- -Destroy Evil wherever it may lurk
- -Be civil to even your worst enemies
- -All races must shall be held equal and judged as such
- Manners, decency, ettiquete - the men of the gentry, gentlemen if you will, as well as our ladies, should aspire to virtuous behavior.
- Roggarian Week Calendar - Axeday, Fishday Bowday, Lumberday, Spearday, Huntsday and Godsday
- Every month in the year has 30 days.
- The Pantheonic Calendar
- 1.Divana
- 2.Gyolan
- 3.Abadid
- 4.Domnis
- 5.Ezdarin
- 6.Stomnis
- 7.Jurias
- 8.Charodis
- 9.Zemis
- 10.Moris
- 11.Dranan
- 12.Kovinar
- A month named after each God with the exception of Batahl, The Trickster, patron of the Holidays and festivities spread out across the year.
- Remembrance Day - On the 29th of Abadid every year we mark an anniversary of the great Battle of Fort Ondala - Remembrance Day, it shall be known, lest we forget, the day on which so many brave crusaders gave their lives so that Frostfangs may be defeated.
- Imperium day shall be encouraged to be held all over the Empire, this will be a great multicultural festival highlighting the many culture within the Empire. It will be hosted on the 1st of Juras to symbolize unity!
- Timor's Eve - People wear masks and go spook people in honor of Timor, who was so obsessed with fear and how people percieve it he was never seen by anyone outside of Riverhugger
- Batahmas - on the Godsday of the week before the last every year, in Kovinar, families gather to feast and exchange gifts. Children who've been naughty get pranked - Batahl switches their present with one of Kovag's little pieces of coal.
- Dragonvigil - On the eve between the 8th and 9th of Kovinar every year henceforth, marking 20 years since the Second Siege of Dominas and its conclusive battle, the Dragonvigil shall be held. A great memorial is being constructed, showing soldiers of the Alliance charging against enemies, with an angel aiding them from above.
- Dragonritter - 8 players a side ride a dragon crafted of cloth and other materials that is held up by 5 mages of level 4 standing on the sidelines. It is also possible for them to be on the ground (nonmagical variant) while doing it with the front and back players being responsible for holding the dragon up while the others fight to protect them. They must knock players off the other dragon from 10 feet in the air, onto a cushioned cloth (open for changing what they fall onto). Their weapons are their bodies, and optional sticks known as "claws" if requested.
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- Titanweight - A ball of smooth molten iron covered in pigskin (titanskin if available for the biannual empire wide tournament), with heaviness variants weighing higher and higher kilogram amounts depending on competitors and what is on hand, are given to a group of 10 contestants. In order to not be eliminated, they must pass the ball over the course of 5 minutes, each one holding onto the ball for less than 10 seconds. Stoman magic is the only magic allowed in these tournaments - note that smaller size balls and different weights can be used for non mages.
- ELIMINATION RULES
- 1. If the ball is thrown and the person it is thrown to does not catch it, the person it is thrown to is eliminated.
- 2. If there is no clear target for a throw, the thrower is eliminated. (Whether there is a clear target is decided by the judge.)
- 3. If you drop the ball and it hits the ground, you are eliminated.
- 4. If you bend the ball in anyway, you are eliminated.
- 5. If you hold the ball for more than 10 seconds, you are eliminated.
- Mageball - Small goals (7x16 feet) are set up 13 feet in the air and have to be scored in by a team of mages, ten a side. The size of the pitch is soccer regulation size, and balls are traditionally made out of inflated leather, with dragonskin balls being used in the biannual Empire wide tournament, the Magebowl. The size of the pitch and number of players emphasizes that physical as well magical strength is needed.
- Rules:
- 1. Only kicks are allowed for goals - magic is allowable for manuevering the direction of the ball in midair though.
- 2. Both teams start off from their starting line, with a flip of a specially minted dragonsmark deciding who gets the ball first - any team that magically tampers with the coin flip loses by forfeit.
- 3. Hands and feet may be used to pass.
- 4. If you score a goal, it is worth 6 points, with only 3 points awarded if the ball was moved by magic.
- 5. Magic may be used to alter the course of the ball, but not used on the ball itself.
- 6. A cap of level X must be placed on each team. Both teams must have players with roughly the same levels, with a difference of ~5 in total being the most allowed.
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- Dragonmelee - Set up like a traditional volleyball court but roughly 1.5x larger, net and all, there will be one side of 13, and one side of 8, known as the warriors and the dragon respectively. Note that only one ball is in play at any time, and the volleyball net will stretch down to the floor, preventing people from taking it from the other side. Magic being used is also banned.(edited)
- The warriors aim is to knock out the members of the dragon one by one (not through throwing the ball which is illegal, but through serves, spikes, and other volleyball moves) until none remain. This must be done quickly though , as the dragon's goal is similar, but they have more offensive power. If the dragon's attack hits no players, the player closest to where it's landed will be eliminated instead. This is designed to make the game fast paced, allowing for multiple rounds within a short timespan.
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