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Between Space: Encyclopedia Empty Between Space: Encyclopedia

Post by PointBlank July 18th 2013, 08:05

This is a gathering of all of the knowledge related to the role-playing adventure known as Between Space.

Here you will find an easy to understand tool for learning about the world of Foster and beyond.

Topics are in alphabetical order with individual listings also in alphabetical order.

Please use this guide as a way to improve your posts and as a way to answer your questions.


Last edited by PointBlank on August 6th 2013, 17:31; edited 1 time in total
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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 29th 2013, 11:48

[I'll organize the info later]

---------------------------------------------------------------------------------------------------------------------------------------------

[I'm just setting up, there's nothing new here yet]

Foster is a world very much like our own albeit there are some major differences.

Firstly, human beings are different from how they are in our world primarily by the fact that they all have the innate ability to control a mysterious force (known as magic to common folk but properly called mystics) which allows for various abilities to be learned which would otherwise be impossible. This force can be harnessed by everyone, but only those that have incredible talent or have went to special schools can use it for any practical purpose.

Secondly, (although some choose not to believe it) otherworldly beings like angels and demons do exist, and they do interfere with the lives of mortals regularly. Neither angels nor demons care to protect or destroy humankind, but they absolutely hate each other. These beings are currently at war for reasons unknown, but the war largely stays out of the human realm. Angels are able to cast mystics of unparalleled power, but their bodies are frail. The demons, on the other hand, have truly horrifying physical prowess, but lack any sort of mystical ability.

Third, humans tend to place a much higher emphasis on the family unit, supporting their loved ones and protecting each other at any cost. The world they live in is very dangerous due to the abundance of predators from the demons realm, and the equally abundant herbivores from the angel realm which support the food chain. This also increases tribal behavior among humans although large cities do exist.

Finally, they exist at the technological equivalent of the renaissance era in Europe. clans are common and so are packs (parties) of travellers. The economies of most regions are based on free trade, but the governments have differing policies on how much should be regulated. guns are commonly used in place of archers when a country can afford to use them, but lone assassins prefer bows almost exclusively.

Mystics can be used for purposes ranging from enchanting, to combat, to telekinesis, to special entertainment. There are four schools of mystics, which are based on how the body uses ether (basically mana) to produce an effect. They are the schools of Pro, Wil, Doo, and Pri. Pro involves pushing ether out of the body to produce an effect, examples include casting a fireball or pushing an object away. Wil involves pulling ether into the body to produce an effect, examples include self regenerative spells or pulling an object towards you. Doo involves imbuing an object or person with ether from your surroundings, examples include enchanting weapons or healing people other than yourself. Pri involves expelling ether into your surroundings from an object or person, examples include inflicting illness or draining ether from creatures.

People tend to either be proficient at Pro and Wil, or at Doo and Pri. Other classifications of Mystics such as the elemental system do exist, but they are not conducive of a person's actual skills. For example, someone may be an offensive caster, but casting fire involves the skill of Pro, whereas freezing someone involves Pri, two skills that are fundamentally different. Of course, if someone were able cast an ice shard at someone, that person would either be considered gifted or very well trained since you would require both of those schools at once to cast such a spell.

---------------------------------------------------------------------------------------------------------------------------------------------

Due to Algernon's lack of military police across the country, packs of mercenaries and lawbringers tend to roam the state from town to town, doing different kinds of work for whoever pays them enough.

Pack activity has increased lately due to outworld influence being higher than normal. Some speculate that it is due to reports of humans being raped by angels and demons, producing abominations which must be killed to return order. This has caused events similar to witch hunts to occur all across Foster in isolated cases, as these creatures still attain a very human likeness. Others say that someone is attempting to revitalize the world forger in an attempt to gain power. Still, others blame it on Daug.

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Now you have your world. Create a character, and try not to make yourselves masters at anything as the idea is to do this like an RPG game, where you learn new skills as you go. You cannot be an angel or demon, and you cannot kill other participants (although there can be fights which don't severely injure anyone). You should band together and form a pack (or packs I suppose) to uncover the mystery, and earn some money along the way. Raid dungeons, save kids, and kill bad guys.

I will control an evil force later in the RP, but I will largely be present to provide random quests and flesh out the world around your characters. Be creative, and have fun!

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The world is called Foster; of this entire world, only one continent is known outside of storybooks, which is also called foster.

The world is in the technological equivalent of the renaissance era on Earth.

There are four main countries on foster: Algernon, Faste, Borast, and Daug.

Algernon is a Monarchy with more civil liberties than you might expect. It consists of mostly farmland, but also has mysterious ruins dotting the land (some of which are used as cities).

Faste is a three person Oligarchy ruled by the leaders of the military, the scribes, and the people. It consists of mountains, valleys, and hotsprings.

Borast is a Democracy with a president elected by the regionals which are elected by the mayors of towns in their regions, which are elected by their respective city councils, which are elected by the citizens of each town. It consists of many dense forests and rivers.

These three, primary countries all border each other in a triangle shape, enjoying a cool, if not wary peace. Algernon is the largest and has the best military. Faste and Borast have similar sized land and militaries.

Daug (not considered a primary country) is a tiny dictatorship on the border of Faste. It is mostly barren and would conquer everything if they had the ability. Daug is also the subject of hate from the rest of the continent, due to its militaristic nature and responsibility in the War of Homage 110 years ago.

The World's Spine is a vast mountain range which surrounds most of Faste, separating it entirely from Daug and is known to have active volcanoes. Many criminals like to roam here as it is lawless, and smuggling is common in the Daug-Faste border.

Travelling parties of mercenaries known as packs are common in Foster, and they provide services as varied as police for towns, hit squads, personal protection, and military support.

Many of these packs make use of custom weaponry and mystics to get their jobs done.

Mystics (magic to the uneducated) are powers that every human has available to them due to the presence of Ether (basically mana or chakra) in their bodies. Only trained or gifted individuals can make any practical use of mystics.

There are four schools of Mysticism: Pro, Wil, Doo, and Pri.

Pro pushes ether to cause an effect, Wil pulls ether to cause an effect, Doo imbues objects with ether to cause an effect, and Pri dispels ether from an object to cause an effect.

Mages tend to be proficient at Pro and Wil together or at Doo and Pri together, but highly experienced or gifted mages can be proficient at all four.

Every living creature possesses ether except Demons, but only humans and Angels are able to use it.

Angels and Demons are otherworldly beings that are at war with each other for unknown reasons. They have little interest in the affairs of humankind, but sightings of them and their creatures have been more common as of late. Speculation on the existence of abominations has increased, and events similar to witch hunts have occurred in many smaller communities.

Angels are Frail physically, but they possess awesome power in their mystical ability, able to produce new matter from the concentration of ether, something humans have never been able to do.

Demons possess no ether at all, but their physical forms are truly terrifying and powerful. They are faster, stronger, and more resolute than any other creature and have been rumored to be shape-shifters.

Abominations are the result of angels or demons breeding with a human, they are feared by most people, but they tend to appear human.

Some believe that ridding the world of abominations will stop the outworlders from visiting foster, while others believe that they are here because someone is trying to revitalize the world forger in an attempt to gain ultimate power. Many just prefer to blame Daug.

---------------------------------------------------------------------------------------------------------------------------------------------

Character growth will be handled on the basis of how often a person posts, how well they follow cannon, how often they contribute to the universe's lore, and how much they care about the story.

There are no set parameters for how growth is handled, but basically I will dole out new skills for those that are active on a regular basis.

Conflict and NPC's will be emphasized greatly in this story, as there is much conflict, and many plot points will be delivered by said NPC's.


Last edited by PointBlank on July 31st 2013, 18:34; edited 3 times in total
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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 30th 2013, 16:07

CURRENCY

---------------------------------------------------------------------------------------------------------------------------------------------

Exchange Rates

Gold = (G)

Silver = (S)

Mercury = (M)

kester = (k)

(G) 1 : 10 (S)
(G) 1 : 1/4 (M)
(G) 1 : 30 (k)

(S) 1 : 1/10 (G)
(S) 1 : 1/40 (M)
(S) 1 : 3 (k)

(M) 1 : 4 (G)
(M) 1 : 40 (S)
(M) 1 : 120 (k)

(k) 1 : 1/30 (G)
(k) 1 : 1/3 (S)
(k) 1 : 1/120 (M)

---------------------------------------------------------------------------------------------------------------------------------------------

The kester

Daug has its own currency named after the capital city Kester. Although their proper name is kester (with a lowercase "k"), most people simply refer to them as a k or multiple k's. A kester is made from a secret alloy of metals that has, so far, been impossible to determine, and that alloy and ratio are closely guarded secrets. kesters are about the same dimensions as a quarter. It does not hold very much value with an exchange rate of 30 per unit of gold and 3 per unit of silver.

kester must be converted into rare metals in order to buy things in the three primary countries. Technically it is illegal to purchase items for currency other than k's in Daug, but this law is broken frequently, in every town (except the capital) through bartering.

---------------------------------------------------------------------------------------------------------------------------------------------

Rare Metals

Gold is a metal with few beneficial uses, but it is difficult to acquire and is rare. This metal is used as a standard for all other moneys to be compared to. It has been used as a form of currency for as long as history has been recorded.

Silver is a metal with the strange property of being very difficult to enchant. Scribes believe that silver is demonic in origin, but they have little evidence to support this claim. Ancient folklore talks of silver blades being used to destroy angelic beings, but all modern records show that having a silver blade means nothing if the wielder cannot strike the angel unaware. It has a value ratio of 10:1 with gold.

Mercury is also strange in two ways: first, it is liquid at room temperature; and second, it readily transfers ether. Mercury has been known to drive people insane, but the exact mechanism is uncertain. Some believe that holders of mercury absorb ether at such a quick rate that it would destroy any untrained mind, while others believe that there is a chemical reason for this. It is written in many stories that demonic beings can be fought more easily with mercury infused weaponry, but study of Mercury is largely banned in foster due to its ill effects on people. One unit of mercury is equal to four units of gold.

Rare metals are used as currency in the three primary countries, but they must be converted to kester in order to buy things in Daug. Most places in Algernon and Faste will only accept rare metals and will not barter with goods. The main exception to this is that the town of Santia, Algernon has most of its merchants bartering frequently. Borast shops are much more likely to barter with customers however there are always exceptions, such as in the capital. Every shop in every primary country is required by law to be able to accept gold, silver, or mercury for goods unless dire circumstances cause the shopkeeper to feel that it would be severely detrimental to their shop to accept such payment.

---------------------------------------------------------------------------------------------------------------------------------------------

Unit

A "unit" is a measure of weight equal to 100 ether force. It is often used in the weighting of currency to determine value. To prevent would-be counterfeiters from adding denser materials with their money, most merchants are trained to use the mystic "Form" which sends and receives ether through the material as a way to check ether resistances among entire lumps of currency. This allows merchants to determine if the material is pure or not.

A unit (u) of any material will be about the same weight as a double handful of water.

Fifty units of gold, abbreviated, can appear like (G)50 or (G)50u and fifty kesters appears like 50k.


Last edited by PointBlank on August 6th 2013, 17:30; edited 3 times in total
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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 30th 2013, 16:08

UNKNOWN TRANSCRIPTS

---------------------------------------------------------------------------------------------------------------------------------------------

One: Frustrations

y puvaqw pfr efyl kjpkrl fkiiqvl...

qxqwr eybq y ewr efyl, lubqefyvd fkiiqvl efke hqqil bq swub duyvd.

y zwqkeq kva y suwdqe.

vqxqw fkxq y dyxqv cywef, rqe y sqqj efq ikyvl.

efq ikyv us jkcuw

efq ikyv us ewktbk

efq ikyv us juxq

y puvaqw pfqv efyl pyjj qva, pfqv y pyjj cq suwdueeqv...

y'b ltwq ye pyjj fkiiqv qxqvetkjjr, cte pfqv?

pyef efq swqotqvzr efke y ybiulq cqyvd fup ye yl, pfke lfutja y qmiqze?

pyjj ye cq eubuwwup uw rqleqwakr?

---------------------------------------------------------------------------------------------------------------------------------------------

Two: Creations

kg bdgx tlfkyb szgenkyb uh efdzgklyx ckd...

gnzg'x snh k efdzgdc lgndfx okid ud, jydyckyb.

gndh sdfd vjy vlf z gkud, tjg gndy k fdzokqdc.

gndh sdfd ud.

kg'x ylg tjkog kygl gnd ozsx gnzg blrdfy uh efdzgklyx vlf okid gl td skgn okid...

gnzg'x snh k ikoodc gndu, ud...

snken szx vkyd, tjg gndy k szx zolyd.

tzei sndfd k xgzfgdc.

gnzg szx sndy k cdekcdc gl gfh xludgnkyb yds.

---------------------------------------------------------------------------------------------------------------------------------------------

Three: Perspective


Tqil ily uqkli eyugeyniqmy, fxoilqxk qg edfpgqzdy.

Tqil ily uqkli iwwdg, fxoilqxk qg jqbfzdy.

Tqil ily uqkli nlfufniyug, fxoilqxk qg jyddfzdy.

Tqil ily uqkli iqcqxk, fxoilqxk qg dfpklfzdy.

Tqil ily uqkli eyugeyniqmy, ymyuoilqxk qg ewggqzdy.

Tlo qg qi ilyx, ilfi Q nfx'i syye ilyc fdqmy?

Tlo qg qi ilyx, ilfi ilyo nfx'i syye cy fdqmy?


Last edited by PointBlank on September 24th 2013, 22:15; edited 4 times in total
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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 30th 2013, 16:22

LOCATIONS

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Cities

Brookmire is the capital of Algernon: a castle town with many wealthy living inside its protective walls. It has market stalls everywhere, but it is also the only city in Algernon with Royal knights patrolling so crime is low.

Arsten is the capital of Faste: a city filled primarily by politicians. All citizens must possess a special permit to live within its walls. With the Military Command Centre (MCC) and the Scribe Eternity Institute (SEI) both located close to the town, crime is kept to a minimum.

Jenwa is the capital of Borast: a city of treehouses. This city is a respected burial ground as well with many prominent persons buried in the tree's roots "giving their spirit to the nation of Borast and the world." All use of fire is absolutely prohibited in the area this city occupies and the surrounding forest, but crime is practically non-existent due to its sacred nature.

Kester is the capital of Daug: a fortress city that only royalty and special military inhabit. It consists mostly of military buildings surrounding the Daug family castle, and it is the most well known city from outside of Daug itself.

Santia, Algernon: The economic capital of all foster which sits near the convergence of the three primary nation's borders. Just about anything can be bought or sold here if you know where to go, including black market material. Crime is relatively common, but multiple mercenary packs have converged here to create the People's Clan, a policing power which attempts to keep the city free of crime, so long as the city pays them.

Octophshana (Awk-TOf-shAW-na), Algernon: An ancient capital city with many conflicting origin stories. This place is one part dig site and one part city. This place was declared sacred by Algernic Council, but the residents refused to leave. Wanting to avoid slaughter, the king instead decided to offer incentives to work there on behalf of the Royal Mystics Interest. Most agreed to this proposal, and as a result, the citizens have become a special science division, following the orders of the RMI so long as they aren't forced to leave by the council.

Tumbernik, Faste: The most famous mining town in all of Foster and pride of the Fastish workforce, this town supplies rare and common metals from the barren, northern part of the World's Spine. Occasionally wagons are attacked by bandits on their way back to town, so every miner in this town is issued a quad-barreled grapeshot musket for self-defense.

Whisp Stock, Borast: A small town in the deep forest with a spire that houses the Scribes of Borast. The building itself is fabled to have been constructed before humans existed and houses the Borast Riddle Maze. The town exists to support the scribes who study the tower every day and live inside of it. Many have come here in the hopes of being taught in the way of mysticism, but most are not as they will only teach those who can solve the Riddle Maze.

Tessel, Daug: A fishing town which supplies the citizens of Daug with much of their fish. While technically prosperous, it has many crippling issues such as its lackluster sanitation, high crime level, and heavy smog. Most of these problems are normal for production towns in Daug, but they seem to be worse for Tessel. For example, the sulfur compound used to purify the fish (and make them smell terrible) makes the sky over the town orange when expelled from the fisheries.

Franny's: Technically a city state, this island city survives because it is able to fish extensively, selling the rare and excess catch back to the rest of foster. It is to the west of the continent foster and sits at a unique position where dangerous storms never bother it. Many strange myths surround this place.

---------------------------------------------------------------------------------------------------------------------------------------------

Countries

Algernon is a Monarchy with more civil liberties than you might expect. It consists of mostly farmland, but also has mysterious ruins dotting the land (some of which are used as cities). Although it has the largest military, Algernon is not very militaristic, preferring instead to use its force as a deterrent to war. Presiding over the largest country on foster, the monarchy has a difficult time policing the many cities it governs. After the War of Homage, many standard conventions from previous monarchies were abandoned, the most noticeable result of this is that the towns now police themselves (with varying degrees of success). There is a healthy middle class in Algernon due to its long-term economic success, and it is now possible for many to earn their way to prosperity if they are quick-witted and hard-working. Algernon is a kingdom in transition, and even with their current ruler (King Sebastian "Seby" Moniker) riding it so well, many challenges present themselves.

Faste is very mountainous with abundant hot springs; it is ruled by an oligarchy which consists of the military's elected official, the scribe's current leader, and the mayor of the capital city. Each of those three listens to those people below them for advice, the commander listens to other military leaders, the Scribe listens to fellow scribes, and the mayor listens to city council. Being the primary exporter of metals on foster, many devices and buildings traditionally made from other materials are made from metal instead. It is not uncommon to have entire apartment complexes be constructed from iron alloys in the poor districts of cities. One of the unique things about Faste is that almost all of the towns have fully integrated plumbing, something that is typically seen only in capitals of other nations. Unfortunately, there is a large amount of bandits that frequent the mountain range border of Faste, smuggling rare metals, political secrets, and even people across the largely unsupervised area. The current rulers are Magistrate Verish Neema (female), leader of the fastish scribes; Colonel Cinder Docket (male), leader of the military; and Leonard "Lenny" Oford (male), mayor of Arsten.

Borast is a Democracy with a president elected by the regionals which are elected by the mayors of towns in their regions, which are elected by their respective city councils, which are elected by the citizens of each town. It consists of many dense forests and rivers with abundant wildlife, including birds of many colors and bugs of all shapes. The people of Borast prefer to speak openly and honestly with their neighbors, keeping friendly relations even with not so friendly people. This is a result of the communal living that is commonly practiced in the many treehouse towns, and fighting is usually kept between family members and isn't common. Despite their ways, when threatened, Borast becomes very fierce as a nation, using the many trees to great effect in guerilla warfare. Borast's military consists of multiple militias, organized as a nation but retaining their independence. This approach allows them to respond very quickly to any threat and saves the burden of funding a military from the government. Fire is a large concern in Borast. Every citizen is required to serve at least two years in the national fire department, and as a result of this, every citizen has some usable knowledge of mystics. There are many ways to dispel a flame using mystics; one of these ways is to gather in a line of people and create a large gust of wind together. Their current president, Falstur Omid (Male), has been funding initiatives to create a nationalized education system for Borast, but many of the towns prefer their independence. This has caused a rift among the people of this proud country.

Daug (not considered a primary country) is a tiny dictatorship on the border of Faste. It is mostly barren and would conquer everything if they had the ability. Daug is also the subject of hate from the rest of the continent, due to its militaristic nature and responsibility in the War of Homage 110 years ago. A communistic country by nature, Daug has a very large wealth gap among it's citizens. There is the lineage, the ruling family which directs the country; the aristocracy, those either closely related to the lineage or good friends with them; and the "Kupo," those that wish to serve. The lineage live on whatever wealth the nation has accrued, and enjoy any desire they could think to have. The aristocracy enjoy the wealth that the lineage gives to them, so they spend much of their time kissing up to the royal family in order to preserve their wealth. The Kupo consists of every other citizen in Daug, and almost all of them live in poverty, no matter how industrious they are. Directly after the War of Homage, a ruler by the name of Juniper Strong took hold. Juniper was a man with a mission to change Daug for the better, but after changing Daug to a communist society and bringing great wealth to the people, he was assassinated and replaced by Alkir Winston. After taking the throne, Alkir changed his family name to that of the country and was himself assassinated by his own son. After his assassin brother fled the nation, Bossel took the reigns, and Daug has continued to fall into decline since.

---------------------------------------------------------------------------------------------------------------------------------------------

Geological

The World's Spine is a vast mountain range which surrounds most of Faste, separating it entirely from Daug and is known to have active volcanoes. Many criminals like to roam here as it is lawless, and smuggling is common in the Daug-Faste border.

The Shroud is a mysterious expanse of fog that has been discovered to surround the continent of foster. It sits at an average of about 70 miles (112 Kilometers) away from the coast of the continent and blocks exploration further out to sea. Ships that attempt to cross the mist rarely survive, and those that do only come back as wrecks with no crew members onboard. Many tales and folklore speak of heroes who ventured into the shroud with the help of an ethereal being, finding another continent, and defeating some sort of evil. It is believed by some that many of the governments have found ways to cross through The Shroud, but they refuse to let anyone know about it.

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Other

Foster is the world that all of these locations occupy. It is an earth-like world with many creatures inhabiting it. It is also the continent that most of these locations occupy, an example of a location not on foster is Franny's. When speaking about the world, it would be capitalized Foster, and when speaking about the continent, it would be lowercase foster (even at the beginning of a sentence). Most people are uneducated in most ways, and as such, common-folk often speak of the two interchangeably. It has been speculated that if more continents were ever found or if a larger portion of the populace became educated, then the continent would be renamed.

Blackreach is the name given to the remains of the town of Buckford. An angel and a demon fought on this site 19 years ago, destroying the town in the process. Only four people survived the magical blast that resulted from the conflict, and the ground has a black scar running across it which is covered in crystal. Many of the plants in the immediate area have withered away for undetermined reasons, and two of the survivors have died of a mysterious sickness.

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Outworldish

Heaven is the area in which angels reside. Not very much is known about this place, but many stories and a few ancient texts describe it as a city of crystal. The air is dense with what can be assumed to be ether, and it is very comfortable for any creature that naturally has ether in its body. Black clouds float against a perfectly white sky, and many apparently experience euphoria upon entering. In some stories, the euphoric state is so powerful that it makes the hero unwilling to complete his objective or leave after doing so.

Hell is the area in which demons reside. Although details on this place are scarce (even more so than on heaven), there exists a few tales of ancient heros entering and conquering Hell. The one consistent detail shared among all stories is that Hell is loud. It is so loud that people have apparently gone deaf from entering this place, later stories however, have their heroes wear protective gear on their heads which allows them to escape with their ears intact. Oftentimes, Hell is described as being unduly hot and very difficult to cast mystics in (this is assumed to be due to a lack of ether in the environment to support spell-casting). Stories involving this place often star a mystic as it creates a more thrilling story for the reader.

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These three, primary countries all border each other in a triangle shape, enjoying a cool, if not wary peace. Algernon is the largest and has the best military. Faste and Borast have similar sized land and militaries.


Last edited by PointBlank on August 8th 2013, 03:08; edited 12 times in total
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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 31st 2013, 18:35

POLITICS

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Borast controls most of the great forest and has many rivers. Borast has a single president, which is elected by all of the regionals, which are elected by their governed cities' councils, which are elected by the people of each city. The president holds final authority on all national issues unless overruled by 65% of the regionals. The king of Algernon is only in control of the top 30% of the military, while the council controls the lesser 70% and performs most actions on behalf of the nation. These three countries form a triangle shape with each other and occupy 90% of the continent (also called Foster), most of the other 10% is occupied by the country of Daug, isolated by a vast mountain range on the border of Faste. Daug is very militaristic and is ruled by a dictator which trades Right by lineage. Daug is blamed for many bad things including the War of Homage 110 years ago, which nearly gave the angels reason to destroy Foster.


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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 31st 2013, 18:36

MYSTICISM

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Overview

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Properties of Ether

Drag is a measure of how Ether particles behave when nearby ether is manipulated physically. Ether particles have been found to behave much like fluids such as gas and liquid, falling into low density areas, and dispersing after being concentrated. This is the main property that affects how the Doo and Pri schools of mysticism behave.

Ether Force is the amount of pressure that a volume of ether particles produces. EF is measured such that one particle of Ether exerts one EF against an object when isolated and neutral. This can be used to measure the amount of kinetic force that a spell carries, and it can be used to help estimate the power of a mystic overall.

Flow is a measure of how Ether particles move through a space. Because Ether is always moving, it is necessary to take into account which direction it is moving when studying how spells interact with each other, and when imbuing objects with new properties.

Polarity is a measure of whether or not Ether will be attracted to, repelled by, or unhindered by other objects. This is actually a measure on materials other than Ether; some famous examples of these measurements in relation to materials are Silver, Mercury, and Water. Silver is considered E-negative (E-), repelling Ether particles; Mercury is considered E-positive (E+), absorbing Ether particles; and Water is considered E-neutral (E=), ignoring Ether particles. E- and E+ materials tend to create small perimeters of Ether free space since one keeps the respective particles away and the other absorbs those that get too close. E= materials allow Ether to pass through mostly unaffected. The three materials mentioned previously are special however. Silver has so far proven to be entirely ether resistant, making it a good choice for armor against many types of spells (but not all). Mercury, although E+, readily gives up Ether all to living systems for reasons unknown. Finally, Pure Water allows Ether to pass through so well that it will not be affected by Drag at all.

System Polarity is a theoretical concept that living organisms' Ether systems are polarized. Those skilled in Pro/Wil would be E+ as Ether is more comfortable flowing through their bodies, and those skilled in Doo/Pri would be E- as Ether is more comfortable flowing around their bodies. There are a rare few that would be considered E-neutral. Some E-neutral people possess no ability to manipulate Ether at all (this is shown with E=), but other neutral people seem to be able to either flip their polarity at a whim, or be able to interact with Ether on a deeper level (this is shown with E+-). There is little data to study on E= or E+- people as most examples of this phenomenon are abominations, and they are either killed or uncooperative during experiments.

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Schools

Pro focuses on pushing ether through the body in order to produce an effect.

Wil focuses on pulling ether into the body in order to produce an effect.

Doo focuses on forcing outside ether into an object in order to produce an effect.

Pri focuses on forcing outside ether out of an object in order to produce an effect.

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Firstly, human beings are different from how they are in our world primarily by the fact that they all have the innate ability to control a mysterious force (known as magic to common folk but properly called mystics) which allows for various abilities to be learned which would otherwise be impossible. This force can be harnessed by everyone, but only those that have incredible talent or have went to special schools can use it for any practical purpose.]

Mystics can be used for purposes ranging from enchanting, to combat, to telekinesis, to special entertainment. There are four schools of mystics, which are based on how the body uses ether (basically mana) to produce an effect. They are the schools of Pro, Wil, Doo, and Pri. Pro involves pushing ether out of the body to produce an effect, examples include casting a fireball or pushing an object away. Wil involves pulling ether into the body to produce an effect, examples include self regenerative spells or pulling an object towards you. Doo involves imbuing an object or person with ether from your surroundings, examples include enchanting weapons or healing people other than yourself. Pri involves expelling ether into your surroundings from an object or person, examples include inflicting illness or draining ether from creatures.

People tend to either be proficient at Pro and Wil, or at Doo and Pri. Other classifications of Mystics such as the elemental system do exist, but they are not conducive of a person's actual skills. For example, someone may be an offensive caster, but casting fire involves the skill of Pro, whereas freezing someone involves Pri, two skills that are fundamentally different. Of course, if someone were able cast an ice shard at someone, that person would either be considered gifted or very well trained since you would require both of those schools at once to cast such a spell.


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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 31st 2013, 18:37

CENSUS


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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 31st 2013, 18:39

CREATURES


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Between Space: Encyclopedia Empty Re: Between Space: Encyclopedia

Post by PointBlank July 31st 2013, 18:49

DEFINITIONS
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