NationStates Jolt Archive


The Lost Land of Lodoss (Fantasy Nation intro)

Holy Lodoss
08-10-2006, 01:48
Ancient and Recent History

The land of Lodoss is one of mixed cultures and peoples. It is said that in long ago times, when Gods lived upon the earth, there was a great war. A war between the God of Creation Vahlas and the God of Darkness Kardin; it ripped apart the worlds mountains and threw them down, rivers were turned backwards, oceans became deserts, and the heavens themselves were remade. In the end, Kardin was defeated. Entrusting his Priests to guard the last entity of Kardin the good Vahlas caused a great part of the continent to break off and drift far across to a secluded part of the ocean. It was then named Lodoss, land of the lost.

It was upon Lodoss that Vahlas and Kardin had fought fiercest; where races from all lands had fought on either side, and their seed lived on to occupy the new land.

Man is the most populous of the inheritors of Lodoss, contained in small kingdoms and tribes. Elves there are, of both the High and the Dark. The High Elves themselves are hidden, rarely coming out from their hidden island that sits off the shore of Lodoss. The Dark Elves, with other dark creatures, live upon the isle of Marmo in the Marmo Kingdom.

There also is a new race, created out of the Ancient War; the race of Hob-goblins. Hob-goblins have the stature and warlike ability of men but also contain the endurance and evil cleverness of goblins. They are divided into tribes that are stretched upon the mountain ranges of Lodoss and on Marmo Isle.

The last Kingdom is the Kingdom of Sorcerers that resides of Magic Isle. They are the inheritors of Magic from both Vahlas and Kardin. From them come the wizards, sorcerers, and clerics; each serving any of the varied gods and goddesses of Lodoss.

For more than 1000 years the land of Lodoss lay divided in these small kingdoms of Men, Elves, Hob-goblins, and Sorcerers. That is until the Great War of Heroes. The Dark Emperor Beld of the Kingdom of Marmo set out to conquer all of Lodoss; he was not to be without some power to do so either, for he wielded the ancient Demon Sword, said to have been carried by Khardas, God of Destruction, which gave him unique magical powers.

Allied by a dark covenant of sorcerers and by subjugating the tribes of hob-goblins to supplement his human and dark elf army, Beld conquered one kingdom after another; first to fall was the Kingdom of Velis, land of the brave Knightly Order: Knights of Holy Vahlas. Next to fall was the Kingdom of Kadan, a desert area where the Mercenary King Fin ruled. In the end, all 18 kingdoms of men fell before Emperor Beld divided and fully conquered.

For three years after Beld secured his power and rebuilt the conquered peoples of Lodoss into a loose federation, allowing them autonomy except for certain rules. They were subject to tribute and to provide troops for Beld’s campaigns and wars. The kingdoms were encouraged to spy on each other, to see which was not being loyal to the new High King of Lodoss.

With Beld as all the kingdoms of Lodoss fell one by one, was his chief vassal Ashram. Ashram was Chief Captain of the Marmo Blood Knights, Beld’s Royal Guard. He possessed unique fighting abilities and was said to be the greatest swordsman and weapon master in all Lodoss. He was also eternally loyal to his Emperor, Beld.

However it was in the 4th year of his reign as High King that Beld was assassinated by a rogue wizard aided by dark elves. The wizard had been disgraced in Beld’s royal court and had desired revenge, finally taking it when he lured Beld into a trap and killed him, even despite the Emperor’s powerful Demon Sword.

Lord Ashram was the one who rose to take revenge. Taking with him the Army of Marmo and rallying the varied tribes of goblins and hobgoblins Ashram moved forth and brought the rogue wizard to justice, killing him by throwing him into the fiery pit of Fire Mountain. After this Ashram declared himself Ruler of Lodoss and claimed the Demon Sword for his own.

Now however the kingdoms of men, free from Beld after four years, rose up in rebellion. Lord Ashram is now beset with the problem of reunifying the land Lodoss; even besides the meddling of the Sorceress Karla who seeks to usurp Ashram’s power and take control of Lodoss for herself.


Map
Land of Lodoss (http://i19.photobucket.com/albums/b184/Upum/Lodoss.jpg)

The Races

High Elves –

The High Elves retain the most ancient society. They love art and music and are the talented of bards in all of Lodoss. It is in their kingdom, the Laeyrin Wood, that they preserve the history of Lodoss. They are usually a peaceful people and rarely are seen outside of their kingdom, unlike their dark elf brethren, but are a power to behold when moved to anger and war.

High Elves are the only race besides Humans who can access the Elements in magic and work through the God of Creation, Vahlas. Their mages and sorcerers are amongst the most powerful in all the lands outside the Magic Isle.

High Elvin Ranger (http://i19.photobucket.com/albums/b184/Upum/Fantasy/elven_archer.jpg)

High Elf Warrior (http://i19.photobucket.com/albums/b184/Upum/Fantasy/Elf-Prince_Elf-Warlord_1600.jpg)

Dark Elves –

The races of Dark Elves are altogether different from the High Elves. Although they are similar in look, some human’s find it hard to tell female High Elves and Dark Elves apart, they are very different. Long in the past the Dark Elves resided in and served the Kingdom of Marmo; lending it a great power in Lodoss. The Dark Elves have a strict hierarchy that they enter upon birth.

They can either become warriors and soldiers, the foot soldiers of the Marmo army; become assassins and enlist into one of the varied Guilds; become magicians and sorcerers by apprenticing themselves to a wizard on Magic Isle; or become one of the mighty Drow Guard, a secret group of warriors that live to serve the King of Marmo for eternity.

Dark Elf Spearman (http://i19.photobucket.com/albums/b184/Upum/Fantasy/drow16.jpg)

Dark Elf Assassin (http://i19.photobucket.com/albums/b184/Upum/Fantasy/drow15.jpg)

Dark Elf Sorceress (http://i19.photobucket.com/albums/b184/Upum/Fantasy/jalil14.jpg)

Drow Guardian (http://i19.photobucket.com/albums/b184/Upum/Fantasy/190128.jpg)

Men –

The race of Man is always short lived, strong, and populous. The race of Man is particularly important for they are the only race which can become Clerics, magic users who serve a particular god or goddess, of which there are many, and fight in wars or heal in villages. It is Man that makes up the largest population of Lodoss, a fact that many of the other races begrudge and hate.

There are 10 Kingdoms of Men: Valis, Marmo, Flame, Moss, Alania, Oman, Kadan, Norvere, Pythos, and Haleth. Each kingdom has its own small army and its own magic users and clerics.

There are two famous Knightly Orders throughout the land of Lodoss, besides the Marmo Blood Knights. They are the Knights of Vahlas and the Knights of Dor. The Knights of Vahlas serve the Kingdom of Valis, the Knights of Dor serve the kingdom of Alania.

Warriors and Knights of Man (http://i19.photobucket.com/albums/b184/Upum/Fantasy/Lodossknights.jpg)

Blood Knight of Marmo (http://i19.photobucket.com/albums/b184/Upum/Fantasy/OCOEEFINALKNIGHT.jpg)

Barbarian Mercenary Warrior (http://i19.photobucket.com/albums/b184/Upum/Fantasy/6_barbarian_male.jpg)

Cleric of the War God, Dosra (http://i19.photobucket.com/albums/b184/Upum/Fantasy/cleric.jpg)

Goblins & Hobgoblins –

Goblins and Hobgoblins are a vile race, hating the light of the sun and only revealing themselves in the dark. They are a clan oriented people, keeping together in tight nit tribes and clans that are scattered through the mountains of Lodoss.

A large tribe of Hobgoblins, The Tribe of the Lighting Axe, are subservient to the Kingdom of Marmo, as are all goblin and hobgoblin tribes…or are suppose to be. It is only the king who wields the Demon Sword that can fully control these dark creatures and their bloodlust for Man and Elf.

Goblin Warrior (http://www.aethertraveller.com/images/goblin.gif)

Hobgoblin Warrior (http://i19.photobucket.com/albums/b184/Upum/Fantasy/MM35_PG153a.jpg)


Wizards & Sorcerers –

While not a race, the Wizards and Sorcerers of Lodoss are a power unto themselves and seem to live without the same constraints that life places upon other mortals. Unusually long-lived Wizards are able to call on the forces of magic and invoke the power of the gods. While not aligned with any king except for the High King of Lodoss (of whom they only partially are subservient to) they are free to come and go as they please.
Holy Lodoss
08-10-2006, 01:57
Name: Ashram

Gender: Male

Species: Human

Nationality: Land of Lodoss, Kingdom of Marmo

Job/Titles: High King of Lodoss, King of Marmo

Description -

Height: 6'3"
Build: Muscular and thin
Hair/Eye Color: Black sable, dark-dark green
Skin: pale white

Brief Background: Once the commander of the Marmo Blood Knights and cheif vassal of the Dark Emperor Beld, Ashram rose to power on the wave that Beld created in his conquests of Lodoss. He killed Beld and took his place as well as his sword, the Demon Sword.

Picture
http://i19.photobucket.com/albums/b184/Upum/lodoss46.jpg
Lord Ashram holding forth the Demon Sword

Demon Sword: The Demon Sword was created in the Beginning to be the weapon of Khardas, God of Destruction. It holds many magical properties, however its weilder must master it before it can be fully used; any foolish enough to try using the sword besides it's still living master suffer horrible deaths. The sword gives Ashram the ability to combat magic as well as to use magic in his attacks; it heightens his senses, making it so he can see further than an elf and has god-like reflexes. However use of these powers can drain the user and as such Ashram relies mostly on his own, already incredible, sword skills.
Holy Lodoss
08-10-2006, 02:31
tag

(I know it's strange, but I am trying to get my taggy thing working)
Holy Lodoss
08-10-2006, 14:56
Spells
Here is a compendium of spells used soley by my main sorcerer character Kalindos. If he meets with one or more of you other people's mages and wizards, he may be willing to teach them how to use them. They're mostly in Latin and I will provide translations as well.

1

Incantation: "Undecim spiritus aerials, vinculum facti iimicum captent. Sagitta magica, aer Capturae."

(translation: 11 Wind Spirits, become a chain that binds and captures my enemy)

Effect: A spell that used the wind to restrain enemies, even nocking them unconscience if held for a long period of time.

2

Incantation: "Reflexio"

(trans: "Ice Shield")

Effect: A magic shield that is conjured to repel the attack magic of an enemy. It can also be used to block mundane attacks as well.

3

Incantation: "Figerans Exarmatio"

(T: "release freeze weapon")

Effect: A Magic attack that, without causing any frostbite injury to the opponent, freezes the things attached to the body and shatters them, disarming the enemy. However, metal and other types of hard materials cannot be shattered, so the most one can do is buy some time against these types of items.

4

Incantation: "Evocatio valcyriarum, contubernalia gladaria."

(T: "I summon the wind spirit! Sword-weilding brothers in arms!")

Effect: Creates a immortal wind spirit, an avatar of wing magic. It basically appears in the shape of 'air elemental' copies of the incantor (ie Kalindos). A magic user can create as many as he is capable of controlling at once. Kalindos has been known to summon as many as 21 at a time.

5

Incantation: "Nympha somni, regina Mab, portam aperiens ad se me alliciat."

(T: "I invoke Queen Mab, the Dream Fairy, open the door and invite me into dreams.")

Effect: Magic that lets the user see into sleeping people's dreams.

6

Incantation: "Aer et aqua, facti nebula illis somnum brevem. Nebula hypnotica."

(T: "Atmosphere. Water. White Fog, seep. Give them repose, make them sleep.")

Effect: Magic that conjures a fog that makes your opponent sleep.

7

Incantation: "Septendecim spiritus glaciales, coeuntes inimicum concidant. Sagitta magica, series glacialis."

(T: "17 Ice Spirits, come gather and rip apart my enemy: Magic Archer. Consecutive bursts. Eleven ice arrows.")

Effect: A magic attack that creates 11 large ice arrows, powered with magic, that can pierce or destroy an enemy or enemies.

8

Incantation: "Nivis casus."

(T: "Ice Explosion")

Effect: Magic that makes large volumes of ice appear in the air and attacks the opponent with both frosty air and a blast of wind.

9

Incantation: "Veniant spiritus aerials fulgurientes, cum fulgurationi flet tempestas austrina. Jovis tempestas fulguriens."

(T: "Ice spirits on high, fill the sky. Tundra and Glaciers on the run from the land of midnight sun": frozen earth.")

Effect: Attacks with huge ice pillars that come from the earth in an instant. If not dodged effectively, your feet become frozen to the ground and you aren't able to move.

10

Incantation: "Septendecim spiritus aerials, coeuntes inimicum concidant. Saggita magica, wries fulguralis."

(T: "17 Wind Spirits. Come gather and rip apart my enemy. Consecutive blasts, 17 arrows of thunder,")

Effect: The lighting version of spell 7, it can electricute and fry a person into dust. If a magic user is too weak it also can be used to stun.

11

Incantation: "Undetriginta spiritus obscuri, coeuntes inimicum concidant. Saggita magica, series obscuri."

(T: "29 Spirits of Darkness, Come gather and rip apart my enemy. consecutive blasts, 29 arrows of darkness.")

Effect: The dark version of spell 7 and 10. It is unknown what kind of power is in the flying dark bolts, but they are able to kill an opponent on contact or if attacking a magic user, weaken their defenses until they are able to be killed.

12

Incantation: "Veniant spiritus aerials fulgurientes, cum fulgurationi flet temptestas austrina. Jovis tempestas."

(T: "Come wind, thunder spirits. Blow violently with thunder, Storm of the South Seas."

Effect: Magic that conjures a strong whirlwind and lightning that attacks the enemy.

13

Incantation: "Veniant spiritus glaciales obscurants, cum obscurationi flet tempestas nivalis. Nivis tempestas obscurans."

(T: Darkness obey, a blizzard, ice and snow of the night,": Blizzard of Darkness.")

Effect: Magic that conjures a strong blizzard and darkness that attacks the enemy. Similar to spell 12.

14

Incantation: "Mea virga."

(T: "My Wand")

Effect: The words used to call the users staff or wand to him, bringing it from anywhere so long the magic user holds the mental connection with it.

15

Incantation: "Telepathia."

(T: Telepathic communication.")

Effect: The magic user can speak mind to mind with any person he chooses.


16

Incantation: "Vertatur Tempepstas Versis. Nobis Protectionem Aerialem. Flans Peries Venti Vertentis."

(T: Spirits of Wind I call you, create a shield and protect me.")

Effect: Conjures up a whirlwind of several minutes' duration, protecting the caster from outside attack. Although the area around the edges of the whirlwind are dangerous and turbulent, the area inside is calm, much like the "eye of the storm."

17

Incantation: "Kronon Para Irusan Bunoe Petras!"

(T: Little King, Eight-Legged Lizard, Master of the Evil Eye. Gives the poison breath that steals time: 'Breath of Stone.")

Effect: A cloud of gas that petrifies and turns to stone anything with which it comes in contact is created. (This spell is in ancient greek originally, but with a latin translation)

18

Incantation: "Basilke galeote, meta, kokto,bodon kai kakoin onmatrain force emay kairi katiarth toy kakoi delgmai tokseusato kakon omma petroseos!"

(T: "Little King, Eight-Legged Lizard, Master of the Evil Eye. Let your light shine from my hand, release the fire of catastrophe: "Evil Eye of Petrification.")

Effect: A spell that emits beams of light from the fingertips, causing the petrification of the person they hit. Similar to spell 17 except for this one is harder to dodge and much more powerful. (Again this one is in acient greek)

19

Incantation: "To Shumbolion Diakonoto Moi Hei Krystaline Bashleia Evigenato Taionion Elebos Haionie Krystale Versais Zoice Ton Ison Tanaton Hos Ataksia Kozmike Katazeofe!"

(T: "Upon our pact, do my bidding, O Queen of Ice. Come forth from the never-ending darkness, the eternal glacier, bring death to all that hast life. You are the place of eternal rest: 'The End of the World.")

Effect: The most powerful of Kalindos' spells, this spell creates a 150-square foot area of absolute-zero temperature (the spell creates cold at -273.150 C to be exact; for the sake of comparison, oxygen freezes at -183.0 C in one atmosphere, nitrogen at -196.0 C, hydrogen at -253.0 C, and helium at -268.9 C). At these extreme temperatures, events which do not normally occur in nature begin to happen, such as the breakdowns on the atomic level, and super-conductivity.

There is a passage in the spell that references "eternal glacier." At that point the area of effect is created; not until the final words "end of the world" are uttered is the outcome decided. With the "end of the world" portion of the spel, the opponent is frozen comletely, and shattered. A revision to "frozen world," and the target is encased in a virtual pillar of ice.

20

Incantation: "Bto Ticos Dielksato Dru Petrose."

(T: Magic Wall Breaker: "Spear of Stone")

Effect: Ordinarily, this spell (named "Spear of Stone") causes a sharp pillar of stone to appear and attack the target. In this variation however, spell breaking properties are added in order to beter penetrate a spell-caster's protective barriers.
The sons of tarsonis
08-10-2006, 18:04
OOC: so whats the story of the thread....
DMG
08-10-2006, 18:05
OOC: so whats the story of the thread....
ooc: It seems to be a factbook
Draconic Order
08-10-2006, 18:14
((Interesting take on the Lodoss series... the fact that you don't mention Kardis, Myria, or Karla means you have created your own version, and that is good to see.))
Magic Sorcery
08-10-2006, 22:25
Want to be freind nations?
Holy Lodoss
09-10-2006, 02:17
@ Draconic Order: Thanks for the compliment. I didn't want it to be an exact copy, so I tried my best.

@Magic Sorcery: sure...perhaps when I get the rp for my nation going (the rebellion mentions in the end of the "nation's history" part above) you could rp the enemy or something. I will TG you when I get enough of it thought out.
The sons of tarsonis
09-10-2006, 02:34
well start a rpg soon, cause i got a character id love to send there....his nation was conquered, hes the last of his kind....
Holy Lodoss
10-10-2006, 16:20
The rp will be up by this evening.