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Herocraft Archeology [The Lore Project]

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In discussion with @strongholdx and @toadsworth29 , it was decided that while stories help define specific events that occurred in the history of Herocraft, there has been little work on historical definitions of things. Since I was the only one in the group who remembered anything of the first map, I started on more text-book type writings describing the Multiverse and what everything is. This is a work in progress. I will reserve the first few posts for my writing, and you may comment and make suggestions following that.

Note: This is not a fan-fiction story, but an attempt to create Herocraft canon. Therefore, don't ask to have yourself added to the "story", because it probably won't happen. Enjoy! :)

General Timeline
Ether -> The Awakening -> The Enlightenment -> Glyph-based magic -> cataclysm -> Sanctum -> Spells -> The Sundering -> Zeal -> Heroes -> Dragongarde -> Bastion -> Haven -> Aegis ->Valorium -> Citadel -> Heavens Watch -> Atlas -> NewAtlas
 
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Lost Souls
Floating through the eternity are Lost Souls, the spirits and minds of those who could possibly be. They have no body, no location, no feeling for the movement of time. They simply, exist. They do, however, contain drive and motivation, for none wish to remain as they are. Many want to live, live in a world they can experience and enjoy. Many want to be brought about for the destruction of these worlds. And some simply want to know what it is to be a true being. They are drawn to places such as the Multiverse, for there they can be given dimension and matter, allowed to affect what is around them. Knowing not time, they simply appear where they wish, unless blocked or otherwise barricaded against by the inhabitants of the world they seek entrance.

Multiverse
The Ether knows no bounds of space or time. However, floating within this cosmic nothingness are pockets of existence, dimensions of rock and grass and water and life. These worlds are where one would consider being to exist, for outside these worlds, are nothing but bundles of thoughts and desires known as Lost Souls. Some of these Souls have the power to create, are able to twist and mold the ether to their whim with the slightest intent. Kainzo was one of these. He had the same desire as all of the Lost, to become more than what he was. But he knew he could also do more, he could create his own place of being. And thus, with his realization, the Multiverse came to being. Being the entrepreneur he was, Kainzo did not create one world, but many. Each with its own landscape and rules. He created a green world, lush with trees and animals. He created a Nether, place of fire and darkness and death. Many of the Heroes have rumored dreams of other, yet to be revealed locations that Kainzo has not deemed us fit to venture. Each world is a place of Kainzo's twisting and manipulating, but he is not the only Soul that wished to push out of the Ether. The place being what it was, it soon began to pull other Lost Souls to it, until they began to inhabit Kainzo's new paradise.

Creation
Is is often thought, incorrectly, that Kainzo and the Elders used magic to create the Multiverse and the worlds within it. This is an understandable misconception due to the seemingly mystic nature of it. One must understand that what the Elders and other similarly powerful souls are able to do is twist their intent to become a useful function. They do not simply say a few special phrases and create a mountain; the Multiverse responds to the desires and wishes of those who are able to communicate and mold it.

In this fashion, the souls of the Elders wished physicality. However, Kainzo's inexperience with manipulating his intent in a way such as this made it difficult for the fledgling Multiverse to accommodate his wishes. Kainzo's uncertainty inadvertently created two worlds initially; the Nether which some brave souls have dared to explore, and the Aether, a place tightly locked down by Kainzo for reasons that will be explained later. In the first rudimentary form of balance, the Nether and Aether were similar but opposite. The Nether a place of unending lava, and the Aether a place of unending water. This was not the kind of existence the Elders wished, and Apherdite's will began to alter what Kainzo had started. As they began to better understand what kind of a physicality they were desiring, the Multiverse responded by creating various bit of matter: Air, Earth, and Fire. It wasn't until the Elders attempted to combine these substances that the worlds of the Multiverse began to grow and enlarge. And such, the basic elements of the Multiverse, which all other materials could be created from, came into being. Nether Lava, Aether Water, Dirt , Air, Fire.

A quick note, as you may be wondering what Aether water is and why the Aether realm is under such restriction. Aether water is not the same water that you would drink or swim in. It is an absolutely pure substance, even the clearest spring water you may find is nothing in comparison to that from the Aether. Combining water from the Aether and lava from the Nether (similar in it's state of purity) is the basis of that initial creation, and the Elders do not want that kind of combination to be accessible to just any soul.

The first combination of Aether Water and Nether Lava created what would be called Protonic Ore, similar to obsidian but in an incredibly more pure state. (As an aside, the relative closeness between obsidian and Protonic Ore is why portals must be constructed using this material.) This Protonic Ore is very volatile, existing only a very short time before reducing to bedrock. This Ore was used in combination with various other elements to create all the other materials seen in the Multiverse today. Known examples of these combinations are:
*Protonic ore + Dirt = Gravel
*Protonic ore + Air = Sand
*Protonic ore + Fire = Stone
These secondary constructs were then combined with others to create tertiary constructs such as clay and coal which can be combined further to create all the non-organic materials contained within the Multiverse.

Keep in mind, the Multiverse was responding to their desire and intents. What would come about much later to be considered "magic" is simply a way for souls to interact with the Multiverse around them, although you will see this can have dire consequences.

Worlds
The Elders are exceptionally reluctant to allow simple souls such as ourselves to delve too deeply into the inner working and organizations of the many worlds contained within the Multiverse. Documented below is what is currently known and speculated to be true about the various planes of existence.

Aether
The Aether is known to be a bright dimension of air and water, with a kind of mystical landscape that only a select few souls have ever seen. The reason for such security is due to the purity of the Aether Water; the Elders do not want any other souls to have the chance to create Protonic Ore. Is is thought that some day the Elders will devise a way for the Multiverse to prevent this kind of combination occurring unless specified by them only, and will allow visitation by the souls to this realm. It is currently unknown whether there are several variations or planes of the Aether like there are the Nether, and what could possibly be inhabiting this lofty place.

The Aether is often considered to be "above" our world. This is not technically true, but is most likely linked to our world in another, yet to be discovered, way.

Zolaria
The lands that the souls reside in are thought of to be nestled between the Aether and Nether. This is more of a concept to prevent confusion, but for the most part is a decent way to describe the relative locations of all the dimensions. The places we live on are formed again by the need of the Elders; the initial from their desire to exist, Sanctum from their desire to escape and Zeal from their desire to improve (see following sections for more details).

Nether
The Nether is a place of fire and darkness, of suffering and pain. Over time, the Elders' will turned this dimension into a prison of sorts. A place where souls who were deemed unfit could be sent instead of simply being ejected from the Multiverse back into the Ether. The souls sent here were the most evil sort. Those who had slipped past the Proctors, or gained a more malevolent nature after being granted entrance to the Multiverse. The Nether is visitable by the souls, unlike the Aether. This place is also a challenge, given to those who had the desire to push their capabilities to survive in harsh conditions. Always willing to aid souls in pushing themselves, the Elders created a massive portal and grated some souls the capability of creating smaller temporary portals to this heat-blasted realm.

However, to ensure security, the Nether was divided into layers; nearly separate planes of itself that allow segregation of the Exiled Souls. As an additional security feature, each layer of the Nether is progressively more distressing on the traveling soul. So much is this disparity between the layers, that nearly all souls who attempt to travel farther in past that first layer become sick and die. This is believed to have to do with passing through the boundaries separating these layers, for the same effect is seen of souls who attempt to escape their prison. The more dangerous and powerful souls are entombed deeper within the Nether, making it exponentially more difficult for them to break free of their prison.

Elder Zo
Kainzo: Kainzo is, in the eyes of his charges, a god. The Multiverse being his vision, his creation, he has complete control of the fabric of its existence. He has no magic, no mystical abilities like those given to the heroes. He simply wishes something, and it is done. As the creator of the Multiverse, all souls must bend to his will and observe his demands, or risk being torn from their body and cast back into the Ether from whence they came. For this is his reality, and we are simply given the privilege of living within it.

Seen as a figure clad in robes darker than the eyes of a creeper, he patrols the lands, observing the goings-on of the souls in his domain and modifying the world to his whim. He is a temperamental being, however, and can not be counted on to act in a way which you would assume he would. A grievance to the world he created could be seen as a joke, eliciting a reaction of amusement. It could also be seen as an affront to his will and his world, and responded with a slap from his mighty invisible hand, having the offender's mouth sewn shut as to render them mute, or simply cast back into the nothingness of the Ether. Beware, he brought this world to being, and views all souls as given the utmost privilege of allowing to become a physical entity within. Do not test him, for his arms are ever-reaching, and his temper short.

Apherdite: It is unknown whether Apherdite was a part of the creation of the Multiverse, a soul who realized their potential the same as Kainzo, or was birthed by the Multiverse as an opposite and balance to Kainzo. She is his other half in terms of power and authority. As previously mentioned, though, she appears to be the balance of Kainzo. Where he is the obsidian rule that governs all, she is seen as the more understanding deity of this place. Do not be fooled, though. While revered as the "Queen of Bunnies", she has a temper as forged and heated as Kainzo, especially in defense of his actions. For not all of the souls seem to be content with the honor they are given, and think that as Heroes they should be able to have more control over that which the Elder Zo hold sway. She will protect this place and its inhabitants as fiercely as any others, no matter how many red flowers or beds in the pattern of hearts you offer to sate her.

Zo
These are the original souls. The first to pass through the barrier into the Multiverse. Having proven their undying loyalty and devotion to that what is the Multiverse, they are seen as second only to Kainzo and Apherdite themselves. These souls were given the ability and rights to affect the world in almost the same fashion as the Elder Zo. However, the defining difference is unlike the Elder Zo, these souls were granted the skills imparted on their position. They do not contain within them the innate understanding that the Elders do, and therefore are under a certain level of control which they can not overcome.

Zai
As the Multiverse continued to grow and flourish, even the Council became overwhelmed with the seemingly unending issues and concerns brought to them buy the souls. They decided to expand the triangle of rule downward, and initiated trustworthy and loyal souls to act as moderators, dealing with the more day-to-day needs of the world. These Overseers were granted a few abilities, notably teleportation and a mental connection to each other, and given reign to relieve the Council of the burdens of daily administration.

Proctors
The ether of Lost Souls is not a homogenous thing. There are those who float within given greater potential than the rest, and those who wish only to do harm. Kainzo granted to a few of the initial inhabitants of the multiverse the power and authority to allow access to any of the Lost Souls they deem a worthy inhabitant. Named Proctors, they are not deities of the multiverse, simply souls given power to be the Gatekeepers of Kainzo. As the first line of defense against malicious intent, they are carefully overseen to ensure a proper quality of life within the multiverse is upheld, and Kainzo's rules are carried out without question.

Guides
The influx of Lost Souls became great as the pull of the multiverse intensified. With many qualifying Lost Souls pressing themselves upon the Proctor-controlled barriers, it was decided that a few knowledgeable souls were needed to assist the Lost in their transition from floating consciousness to multiverse inhabitant. These Guides were given no special power other than an aura of information, drawing the newly initiated to their beacon of instruction and understanding.
 
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The Awakening - First Land of Souls

The worlds of the multiverse are each a separate entity, composed of their own creations and rules. Zolaria contains the habitation of the Souls, and the lands they have explored. The place you see around you now is not what always was, and always has been. It is the most recent incarnation of what Kainzo has created for the souls to live on, and is not destined to remain that way forever. For while there are other places, such as the Nether, which remain as a place of existence, others, such as some I shall describe, have been lost or hidden from us so that we can not return. The history of such a far past has very little written records. Most knowledge, if can be called that, has been passed down through words and whispers. Most details have been muddled by the passing of time, but most recollections do agree on a number of specific points. There was a beginning; it was magnificent; but in the end, it was a failure.

It is known that Kainzo began with one place to call his home. One world with the promise of more to come. No scholars have any notion of what this world was called, or who inhabited it other than the Council who still remain. Only one name lingers from this foggy past: the "Disposable Heroes". The name itself is ominous, considering the state of the souls we have today and their title of "Heroes". Theories abound, however, in a historical sense it seems to be most likely that this was a time of experimentation and trial, hence the description of Disposable. One could only think that the souls drawn to this fledgling Zolaria were sometimes altered or destroyed by the genesis of the eventual inferno that would come, and had to be considered, disposable.

The magic we have been granted as Heroes was not always the magic that was; this is universally agreed on. In the beginning, souls were unable to channel mystic energy through themselves, they had to alter the world around them as opposed to the Multiverse doing it for them. These souls, under the watchful guidance of Kainzo and Apherdite, created DH City, a place of development and progress, a place where souls could become who they are and place their mark on the world. The developmental process was Kainzo's work; the souls simply used what he taught them to create glyphs. The nature of the glyphs is unknown, which is in the best interest of us all, as you will soon discover. These glyphs were able to complete many tasks, from mining to altering the terrain to teleporting vast distances. However, glyphs are very specific things. They must be done correctly for their intended application to occur. As the souls spread Kainzo's glyphs across the land, unanticipated side effects began to show themselves. These unintended results are what drove Kainzo to later shift his focus from magic of the world to magic of the souls.

Fairly soon, however, the Elders looked across their first primitive world, and realized they wanted more. The landscape was uninspiring, the variety of substances and materials limited. As they discussed and dreamed, they came to the conclusion they would need to try again, make a second land to better fir their imagination. After gathering the few souls who inhabited the Multiverse at this time to ensure their safety, the first land was obliterated and recycled to form a much more interesting and varied world for all to live on.

The Enlightenment - Second Land of Souls
It is believed the most powerful of these glyphs had the ability to alter time, to change night into day and back again. Only a select few souls had the control and skill to create these complicated and expensive glyphs. Due to the sudden nature of the catastrophe, there is little account of the cause of the massive disaster that befell this world. However, what is known is that the glyphs began to interact with each other as their influence spread. It is believed that a glyph of teleportation was either built in too close a proximity to one of time, or that the magics of them somehow became intertwined. Descriptions of the survivors indicate that the folds of time and space began to combine in strange ways, powered by the glyphs that now dotted the landscape. Souls began to move about at random, being pulled and pushed across the land, sometimes and unfortunately to multiple locations at once, killing them in the most absolute fashion possible. Their souls were torn apart in both time and space.

Kainzo noticed the strange twisting of his magic, and ordered the destruction of all of the glyphs. However even with the rapid demolishing of the world-altering glyphs, the magic itself was too corrupted and began to tear and twist at the world itself. Souls, panicking at the unreal altering of what they perceived as reality, begged Kainzo to end it or end their suffering. As the world began to fold in on itself, Kainzo's snap decision created a fresh, virgin land where the souls that remained could evacuate to. As all left the broken corrupted place, Kainzo shattered the source of the magical glyphs, halting the destruction but leaving behind a twisted, bizarre landscape, still plagued by the specters of that corrupted magic. No-once since then has been able to return to the first land, and no-one knows for sure if it still exists.

The surviving souls tearfully named their new world Sanctum, for it was their salvation from the sure and absolute destruction that nearly had them in its grasp.

Sanctum - Third Land of Souls
The place known as Sanctum was an even more vast and inspiring place than there had been previously; the Multiverse was able to feed off of the will of the Elders and create such a place, even in such short notice. It is believed that at this time, the Multiverse became so complex and developed that it acted like a beacon to souls in the Ether, prompting the creation of the Proctors. This complexity does have a side effect to it, though. As the Multiverse becomes more involved, it becomes more difficult and takes an increasing amount of time for the Elders or Zo to elicit a change in the worlds. This would later become a massive problem and be a deciding factor in the eventually freezing of the Third Land.

Sanctum was a marvelous place. Much more is known about this world than the previous two, and many texts give accounts of epic landscapes surrounding vast cities. This was truly a world of the souls now, with thousands living their new lives amongst each other. This incredible surge in population lead to the first creating of alliances between towns. Not just trading partners anymore, groups of settlements began to band together to form larger, stronger organizations. Souls that had an aptitude for leadership and control led these separate groups of people to create massive cities with towering walls and awe-inspiring architecture. As even these cities banded together, the first Kingdoms were born. These nations sporting hundreds of loyal souls claimed territory so quickly that the Zo and Zai had to put measures in order to prevent rapid and ungoverned sprawl across the land. These measures of taxation and land limitation held the Kingdoms in a relative peace, but greedy eyes and outside forces would soon shatter that peace and the world itself.

Two events would lead to the eventually sealing of the Third World. The first was the eventuality of war. Rival kingdoms began by sending skirmishing parties towards each other, each claiming the other was manipulating the market, controlled by evil politicians, or simply to try to gain more land for themselves. Kingdoms and organizations such as MOB, KOE, NEO, and ORE began a massive world-spanning war, sending the independent souls into a panicked chaos. The Zo and Zai looked on, unsure of how deeply to get involved in the uprising turmoil. It was decided to let it play out, with the assumption the Multiverse was not to be a place for the weak and sniveling. Kainzo looked on with great pleasure, for he enjoyed watching the souls of his world struggle to keep the right to live there.

Complicating the matter was the appearance of an intruder to the Multiverse. A soul in the ether was drawn to the Multiverse like so many others, but this one was different. This soul had the same understanding of willpower and intent as the Elders, however containing much less benevolence. The Proctors felt this potential in him, but still granted him access since they had never dealt with an unbound soul like this before, and simply thought him to be stronger than others. Pleased with his entrance into the Multiverse, this soul named Dagith Narr attempted to alter the Multiverse for himself, essentially twist the control of everything away from the Elders.

This laziness of Dagith's, the lack of motivation to attempt to create his own bubble of exsistance, played out poorly for him. The Multiverse was tuned to the wills of the Zo, and had safety measures in place to ensure that others could not impose their will as well. Dagith attempted what seemed a logical first step: calling the Multiverse to him and creating his own world. The Multiverse responded angrily, seeming to understand the intruder's intentions and lashing out against his attempts to control it. Dagith was able to create a world of his own, but it was shaped and molded by the security measures within the Multiverse to trap him in his own construction. The Elders felt this twisting on the weaves of space, immediately taking action to lock down his world in the deepest plane of the Nether. The boundary layers between each plane of the Nether would prevent his soul from passing through the the living worlds, and would contain him safely away from the rest of the Multiverse while the Zo decided how to deal with this unexpected intrusion. At least, they thought it would securely hold him.

A soul's power and ability is grounded in intent, and Dagith had a very evil intent indeed. His initial entrance to the Multiverse sent some threads of evil motivation through the Multiverse; not immediately affecting the worlds, but alerting some souls particularly sensitive to it that something powerful was here. The following expeditions to locate the source of these feelings led to the creation of a bizarre cult, believing over all that something powerful trapped deep in the Multiverse could be located and used to their greater benefit. It was at this point the Zo began to interfere in the expeditions and the continually escalating war, but the tipping point was far behind and chaos ensued. The followers of the cult, pulling on the faint and few threads of evil managed to create a weak link between Sanctum and that last layer of the Nether. As the societies of the world tore themselves apart, the increasingly pervading evil tainted the souls of the world, causing a massive shift in what the souls desired in enough quantity to begin to tear at the Multiverse itself. Later called The Sundering, it was this moment when the Elders realized that their world was once again compromised, and began to freeze Sanctum into a state of timelessness to attempt to lock up the connection between the worlds and stop the plague of evil intent. Unfortunately, Kainzo had little power over the substance of other souls, so those touched by evil had to be cast into the Nether as Exiles to protect the Multiverse and other souls of the Ether.

The last area to be frozen in Sanctum was a market. A large Bazaar created as a focal point for trade and commerce in the world. The remaining souls that had not been killed or exiled gathered to the place, and the entire region was brought into a world the Elders had been developing since the detection of the intruder. With that final act, the World of Sanctum was frozen in time, lost to the souls forever as they again began a new life on a new world.

Zeal - Land World of Souls

Zeal was a fascinating world. While considered by many to not have the grand magnificence of Sanctum, it was still a wild and vibrant place for souls to exist. As Zeal stabilized, the Elders turned their thought back to the matter of the imprisoned intruder. The Multiverse had reacted negatively towards Dagith's power of will, but it was unknown how long the clash of the souls would last, and whether Dagoth would be able to circumvent his prison and escape. Fearful of the possibility of a corruption similar to that which caused the destruction of Sanctum, the Elders decided that Dagith's souls needed to either be ejected from the Multiverse or destroyed. In council, they decided it would be unwise for any of the Zo to engage in face-to-face combat with Dagith. They feared that such a powerful interaction of competing wills would overpower the multiverse and completely tear it asunder. The only option left, they deemed, was to enlist the help of the Heroes.

The souls of the world were not to be simply directed at Dagith and let loose. The Elders knew this would simply result in slaughter. The souls needed to be conditioned first, the strongest weeded out and the weak cast aside. And so, the Elders created a massive portal to the first layer of the Nether, a place fraught with environmental hazards and dangerous creatures. This would allow Heroes to become accustomed to the world of the Nether, and better prepare for an assault of the deepest layer. This portal is a two-way device, however, and must me constantly guarded to ensure the denizens contained within that layer can not escape.

The downfall of Zeal is a strange tale, for it seems as if the Multiverse itself was calling for its demise. Zeal was brought down by the might of a clan of dragons, which until then had always been under the watchful eye of Lord Commissar. Commissar's dragons had lived in their realm for a very long time. Dragons are creatures of the multiverse, and therefore are affected by the wills and goals of the Elders, particularly Kainzo. They are deeply connected to the subconscious regions of his mind, which is why the Comissar’s Dragon statue works as it does. However, Kainzo’s mind has its darker sections, and a clan of dragons began to be affected by the hate that Kainzo had for Dagith invading his realm. This hate drove the dragon clan to anger, and anger which spurred them to rip the veil between their tranquil realm and enter the world of Heroes. The Dragon statue was created to defend against threats to thge Multiverse, but since the Dragons were so similar to the dragon itself and so closely tied to Kainzo’s subconcous it did nothing to stop them. The dragon clan’s rampage was not malicious, they were simply driven by the hate to act in a manner that they felt. The creatures pushed back the Heroes to Zeal, until the utter destruction of the land forced them to once again abandon their world and escape to a new stronghold, dubbed Dragongarde. With Kainzo’s anger now focused at these creations as well, they became confused and did not follow the Heroes there. However, Zeal was lost, and left to the furious clan of dragons.


Dragongarde - Fifth Land of Souls

The souls of the Heroes once again set out to explore this new land of theirs. Upon entering Dragongarde, they came upon a massive city, waiting for their creative talents to expand and beautify it. At its center was a massive floating island of stone, held in place by four mystical crystal chains. A Trade District for a developing economy and an Arena for holding tournaments was already created, with a vast multitude of spaces for the souls to erect personal homes. The entire city was enclosed in massive walls, most likely a response for the need to defend the city from possible attack. Having already been ravaged once, the Elder Zos and the Dragon Statue were more prepared now to defend against an assault similar to before.

The world flourished, and began to develop as before. The Elders looked on and hoped even better than before. Likely due to the unanticipated assault by the dragons, communities grew to become distrusting, cautious of others, and their architecture reflected that. Towns and were developed into massive fortresses, many being concerned primarily for their own safety and the exclusion of all who are not their allies. Conflicts were had, as they always have been, however they were more reserved, as if none of the souls wanted to leave the possibility of another world-wide attack. But alas, their concerns were valid yet irrelevant, for the threat facing Dragongarde was to be completely out of the hands of any of the Multiverse inhabitants, even the Elders.


Perhaps it was a shift in the makeup of the void. Perhaps the draw of the Multiverse had become to great. But for whatever reason, the Lost Souls that filled the void began to more aggressively seek entrance into the place of the Heroes. It was noticed first by the Proctors, who would often confer with each other quietly about a seemingly harder 'push' for the souls to enter. As if they were more driven to be allowed entrance. For a while, it was decreed that the expansion and growth of the Multiverse was simply becoming more attractive to the Lost Souls of the Void. However, as time went on, the pressure the lost ones were existing on the proctors and the protection the Multiverse had grew at a faster and faster pace, until it began to be noticed even by the inhabitants of the world. The Lost Souls pushed and pressed on the boundary of the Multiverse, and the Multiverse fought to keep them out. This excessive strain was a new occurrence for everything, and neither the Proctors nor the Elders were completely sure what to do.

The Multiverse had mechanisms set into it to prevent powerful souls from breaching its boarder. However, instead of a single malicious entity, there were an untold number of regular souls doing their best to push through into existence, and this put an incredible strain on the capabilities of the Multiverse and Kainzo. Compounding that difficulty was the fact that this horde of souls were not trying to gain access for nefarious purposes, which acted to confuse the Multiverse further (the Multiverse acts as an extension of Kainzo's consciousness, remember, and is therefore linked to his thoughts and emotions). As the borders began to stretch and deform, it affected the inhabitants and the world inside. It began with small things; objects at a distance became more difficult to see, roads seemed to take longer to travel. But as the strain on the Multiverse rapidly intensified, the world itself was altered. The landscape shifted over time. Hills and valleys appeared within months and then weeks. The few remaining souls who survived the cataclysm began to panic as memories of the horrible event came back to them, and they begged the Zo to save them once again.

With another land about to seemingly be lost, Kainzo was tired. Tired of his work and his life being destroyed by events outside of his control. He refused to give up, however, and the Zo and Elder Zo quickly began preparation for transport of the countless inhabitants to a new land. As he was the last one to depart, there are conflicting reports of the look of emotion that washed over Kainzo's face as Dragongarde was sealed off forever. Some say it was sadness. Others anger. But as the portal closed behind him, he only wore one face: determination.

Bastion - Sixth Land of Souls

With the whispering promise of new riches and opportunity, it was not long before the inhabitants of Bastion began to develop ships and explore the wide oceans of the world. As communities grew, so did their fleets, and in time entrepreneuring rogues and rascals took advantage of this, and built the world’s first pirate ships. In response, Bastion’s naval fleet was created, and hired by the cities of the world to protect their sea-borne investments. The captains of these navy ships were held with high esteem, and those that managed to survive long enough were given a generous pension to retire to a very comfortable life. However, not all captains could give up the life at sea. Some, Like Captain Scott Reynolds, preferred to sail well past the day in which they left the Navy’s service. So when it was his time to retire, he instead made an odd request. He wished to forsake his pension, and in return be allowed to keep his ship and as many of the crew who would stay with him. While being as strange as it was, Captain Reynolds’ superiors eventually agreed to his request.

It was only a few months following Captain Reynolds’ ‘retirement’ that a conglomerate of merchants and industrialists put out a notice informing whoever was interested of a new venture. These men proclaimed that in exchange of the forfeiture of the right to claim, anyone who discovered bountiful new lands would be paid handsomely in accordance to the value of the land they find. Well, what better adventure for a former Navy captain than a search for new shores? As quickly as he could stock his ship, Reynolds and his crew departed into the unknown expanse of water out past the trade routes.

Any trip across open ocean has a layer of risk to it, but heading out into uncharted water is often considered outright insanity. Reynolds and his crew needed to pay very close attention to the currents and winds of the open sea to ensure that they would be able to turn back if needed. The boat carried supplies for approximately two months, which meant they could only stay at their task for a month before needing to turn around. A month to sail the water blindly in hopes that they would discover new land.

And discover it they did. With only three days before their stores of food and water require them to turn back, a lookout spotted a dark mass of land on the horizon. An exploration party was sent into this new place, and shortly a ramshackle hut was built on the beach as a staging point for further exploration. Much to the excitement of the crew, this new place was lush with food and supplies, and the crew stayed for a week, enjoying their new discovery before triple-checking their location and turning back for Bastion. Upon arrival, messengers were dispatched to request an audience with the merchants, and Reynolds and half of his crew transported the precious maps to the trade hub where the eager merchants waited. Being a sailor for so many years, Reynolds’ description of this new land was embellished as all tales of the sea are, but the trophies brought back with him served to convince the merchants of his sincerity.

Following the return of an expedition sent out by the merchants to this new location, and the confirmation of its existence, the merchants agreed, as their advertisement stated, to pay Reynolds handsomely in exchange for all rights to the new place. Reynolds, thinking with the same foresight as when he retired from the Navy, requested instead two provisions. That he be able to name the new land, and that he be assigned in charge of whatever outpost the merchants built there. While a crafty request, the merchants decided that with his reputation and skills it would be a good deal, they agreed. Reynolds immediately named the new land Warshard, after a legendary island with the same name from ages gone by. Reynolds and his ship can still be seen at the Warshard port, watching over the hum of activity and governing the town in the name of the merchants, and himself.

Haven - Seventh Land of Souls

The creation of Haven is an interesting tale. While the previous lands have been settled for reasons of hardship and strife, Haven was just that, a place to get away, to relax. Kainzo and Apherdite wanted a place for their own, where they could retreat to and escape the constant needs and troubles of the rest of Zolaria. And so, they had their architects construct them an island fortress of stone clay, surrounded by beaches and water. The walls were built in shades of purple and grey, and the keep was filled with gardens and banquet halls and luxury. However, with the ever-expanding population of Zolaria, it is difficult for even the Elders to keep something of such magnitude secret for long, and soon an emmigration began. Flocks of souls from Bastion poured into this new paradise, and began to create new communities, new towns, new lives. Compounding this growth was the development of the "Hub" by some of the Zo and the Architects. This hub was meant as a way to facilitate travel between distant locations so the souls could more easily move goods and themselves. The Hub acted as a massive crossroads of portals, connecting Haven to other lands deemed still habitable by the Elders.

To be continued...
 
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Multiverse Mysticism
Magic in the Multiverse is an interesting thing, for it encompasses nearly all a soul does. Inhabitants of the Multiverse, from newly imitated Lost Soul to an Elder Zo all interact the same way. It is a matter of innate ability and desire of intent on what can be done. A Geomancer conjuring a wall of flame works mostly the same way a Dragoon is able to jump a great distance or a Beastmaster tame a wolf. Directed intent shaped by inner desire and ability causes an action. While not on the scale done by the Zo, all souls interact with the wolrd around them the same way.

Spells - Sanctum-age
With the catastrophic failure of the glyphs, Kainzo realized that he would need a different approach if he wished to retain some kind of magical attributes within the multiverse. Conversing with Apherdite and the Council, it was decided that a completely different approach was needed; a complete refocus of the magics. The previous glyphs were designed to interact with the multiverse directly; it was deemed too dangerous to try this again. Some kind of buffer was needed to separate the entities to prevent such an occurrence happening again. Using magic to buffer magic made little sense to any, however, using a mind to buffer the magic seemed the next logical step. And such, the spells were born.

Magic no longer was controlled by the multiverse. It was now to be controlled by the souls directly. The Council was tasked to brainstorm what spells could be needed and useful by the souls, and they would be implemented by Kainzo and Apherdite. These spells were designed to aid the souls in their day-to-day life, not for combat (although many souls would use them for this purpose. Spells existed such as Lightwalk, which illuminated the ground around the feet of the caster. Or Blink, teleporting the caster to an area nearby. Mark, Recall, Waterwalk, these were some of the many spells that were to be allowed by the souls to use.

However, The First did not want these abilities to simply be handed out to the masses. They wanted the souls to earn the right to use such things. And such, one of the council, Dagothagahnim, was given the task of leading a trusted contingent of souls to build a series of challenges spread across the world to test the cunning and resolve of the souls which desired these new abilities. Dungeons were constructed, massive pyramids and constructed trees and lava-castles. Contained inside were the ways to access tghe spells, but travel to them were difficult. Some of them were simple mazes and puzzles, while some were dangerous places, full of burning lava and dangerous monsters. The Council wished the more powerful spelkls to be used only by the strongest souls, so Kainzo developed a small device, nick-named "Spawners" that would act as beacons to the tormented souls, creating a large concentration of monsters in their vicinity. These "Spawners" were placed so to discourage the fearful from using powerful spells to ensure their proper use. With time, the souls became accustomed to using these spells they directly controlled, and magic slowly spread across the Multiverse.

Heroes - Zeal-age and beyond

All souls must have a purpose; it is their driving reason to come out of the Ether and exist in a physical world. However, Lost Souls do not know how to achieve their desires; they require guidance or risk destroying all in their need to touch what is near them. Kainzo knew of this, and created the Heroes; a set of callings the Lost Souls could choose depending on their inner desires and abilities. Many of the Lost simply wished to help shape a living and breathing world. These were giving the skills of crafter and full reign over the physicality of the Multiverse. Others wanted to exert power, and were given the ability to engage in combat in whatever way they saw fit. The allure of physical contact was great for some of these, and decided to become the Warriors and Rogues of the world, seeking to exert their control via the sword or axe. Others were still influenced by the nothingness of the Ether, and wished a more mystic set of abilities. These are the Casters and Healers.

Classes

  • Paladin - Souls who choose the path of the Paladin are righteous warriors, using their strength of will to drive their attacks. These warriors use the power of their conviction to drive their blows, some of the stronger ones even able to channel their burning wrath through their sword. Their complete confidence and drive makes them able to withstand the hardest blows, even seeming to completely renew themselves in the heat of battle. Paladins were created with the strong pull of the souls who wished to stand up in front of their enemy as a bastion of diamond and steel, protecting their companions and smiting their foes with an almost holy fervor.
  • Dreadknight - Where Paladins are seen as a beacon of hope and courage, Dreadknights are feared as dark and dangerous fighters. Their bloody axes are a testament to their dark devotion. Dreadknights are able to feed upon the life-force of others, inflicting the fear of death on even the bravest of souls. Terrors on the battlefield, they can chill their opponents to the bone, shaking their confidence and reducing their ability to fight. The unyielding nature of these warriors is a force to be respected, and feared.
  • Samurai - Not all warriors need to call upon near magical abilities to fight. There are those who feel that controlling the body and mind of the self is more important than any magical ties to the enemy. Samurai train hard in the ways of the blade, experts at parrying attacks and bleeding opponents. Fast and hard-hitting, these blade-masters can turn any assault into a flailing mess, slipping through opening to land a mortal strike.
  • Dragoon - There were eager souls, wishing to take the battle to the enemy rather than wait for the blows to come. They would leap into battle, using sharpened spears to gouge and slash at their targets. These became the first Dragoons, warriors adept at pouncing from a distance, and bursts of speed to close distances with the opposition. They are the first to engage any fight, and beg a well known phrase to be altered to: "Look before THEY leap".
  • Ninja - Not all of the fighting souls enjoy being in the thick of battle, or even to be seen. Those rogues who wish a silent death on their targets are Ninjas. Sneaking by with poisoned blades, they use the element of surprise to catch their prey off-guard and kill quickly. Some Ninjas are rumored to be able to hide in plain sight, unseen by anyone until it is much too late. For once you hear the whistling of their blade, you are already dead.
  • Ranger - Masters of the bow and the wilderness, Rangers are the hunters of this world. These souls are valued not only for their fighting prowess, but their ability to track any target, no matter how hard it tries to hide. Marksmen in their own right, with arrows both poisonous and combustible, these souls of the wild can follow for any distance, waiting for the right moment to send an arrow whistling towards their mark.
  • Runeblade - Warriors channel their might through their bodies, and magicians through their minds. However, the elite group of martial artists known as the Runeblades channel their power through their weapon itself. Harnessing fire, ice, and poison among others, they are able to modify their weapon to suit their need, in addition to maing their foe vulnerable to all magical energy through a similar channeled ability.
  • Bard - Charismatic souls, leaders in their own right, Bards are souls who wish to aid and direct. With their War-Chants and Battle-Shouts, they inspire their allies to greatness. Admired by their compatriots, respected by their foes, they have been known to rally forces from the brink of defeat back to victory. Often able to use their influencing voices in politics, these souls are the vocal power in the Multiverse.
  • Pyromancer - All souls feel a connection to what is important, what drives them. Some of those became entranced by the elements of nature, wishing to wield them as their own. And thus, the geomancer was born. Masters of fire and ice, they tear through the battlefield with waves of burning flames, while ensnaring foes with the coldness of ice. Overtime, however, Geomancers bagan to ignore the ice-based spells and focus primarily on fire, soon being known as Pyromancers. Protecting themselves with their magics, they are formidable foes in open warfare, and wish only to make those who stand before them bow under the weight of their oppressive heat.
  • Wizard - Where Pyromancer control fire, Wizards have managed to collect the fury of thunder, calling down lighting to shock and burn their targets. They are masters of travel, able to teleport themselves and groups over large distances in the blink of an eye. Not to be stopped at one application, however, they have also the ability to make smaller jumps, teleporting themselves to a nearby location to gain a tactical advantage over others. Thunderous incantations are a sign of their rage, which they can and will unleash should you anger them
  • Necromancer - Not all souls are content with their desire to control the life of the world. Many souls saw it more fit to control death and its intricacies. These souls are the necromancers. They understand that life is just a fragile state of being, and know how to shatter and control that state. Through rituals of sacrifice, they can empower others with their dark energy, or summon the undead to do their bidding. They are also the sole gatekeepers of the Nether, a world created in antithesis of what the souls would call home, a land of darkness and heat and pain. A necromancer can see the threads of your life, and can pull them to suit their dark need.
  • Beguiler - Beguilers are the mischievous casters, the ones who wish not to directly harm their opponent, but to harass and misdirect them. They can remove magical enchantments, as well as summon food to them. A favorite trick of the Beguiler is to summon a pig for their unlucky opponent, magically binding them to it and forcing them to ride it around for the amusement of the Beguiler. They work with illusions, making souls not feel the exhaustion of battle, allowing them to fight more vigorously for longer periods of time. These souls live to enchant others, either with a positive boon or for negative effect.
  • Cleric - Clerics are the guardians of the Multiverse. These souls wished nothing more than to protect others, so this ability they were given. Clerics travel in the company of others, aiding them in both combat and support. Rumor has it that some Clerics are such devotees of life, they can pull souls back from the brink of death and resurrect their fallen allies. With their weapons and their magics, a cleric is a powerful ally, and an equally powerful enemy.
  • Mystic - Nature is constantly in a state of renewal. Things die, and other grow in their place. Many healers realized this powerful cycle, and the sect of Mystics were created. They study the way of plants, using the knowledge of life they gain to heal and renew those who need it. Able to cleanse a weakened soul, these Druids have a command over the gift of life that is not matched by any other soul.
  • Bloodmage - Bloodmages are healers that have taken a different perspective on their profession. They feel that a soul should not be healed simply because it is needed, an equal and opposite sacrifice should be made. These are souls devoted to balance, giving their blood as a catalyst for the regeneration of others. This close connection with the body's fluids allow them to alter the lifeblood of others, if needed, cursing their enemy and forcing their body to expel enchantments. Bloodmages fear not the red of blood, because to them it is a symbol of a noble sacrifice, not of impending death.
  • Disciple - There are some souls who feel that a dependence on unnatural weapons is a form of weakness, and that one should rely on nothing other than themselves to survive. These are the Monks, hardened souls who are experts in the way of hand-to-hand combat. They channel their life force, not through magic or iron, but as a living energy that can heal and punish. Deadly with fists, they can invoke this energy through them to send their opponents tumbling off into the distance. Be wary for the unarmed traveler, for the soul which carries no weapon may be the most dangerous of all.
  • Crafters - While many wish it were so, most souls can not make a living out of fighting alone. They need a profession to fund them, a trade skill to help them and their community flourish. Souls tend to focus on one specific set of skills, whether it be tending crops and animals as a farmer, creating mechanical contraptions as an engineer, or spending their time underground as a miner. Some combatants even go so far as to become masters in their trade, true souls-of-all-trades.
Even within this multitude of souls, there are those which stand out. The first of their kind are the Masters. They are seen by others as the elders of the world, the ones who first made this place their own. There is only one of each hero, and their presence can mean either great things are about to occur, or a great destruction is imminent.
 

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A Living World
The Multiverse is a complicated place, not simply a plane of existence created by the First. It is a product of their innate ability, and therefore is deeply connected to their subconscious mind. In that sense, it has the potential to alter itself based on their inner desires and needs, not necessarily out of their higher-level thoughts. This phenomenon becomes more apparent as the Multiverse becomes more complex; more and more of it is tied into what they wish as compared to what they think.

This occurrence is most apparent when looking at the life of the world. The multiverse was created as a place to exsist. The First simply wished for a physical world, however, it contained plants; a form of life that the two did not expect to be there. Something deep within their minds wanted something there more than land and Souls. As the Multiverse grew, so did the non-soul inhabitants. Simple, unintelligent creatures started to appear as the multiverse feed on the desire for the souls of the First to live. This complex interrelationship is a powerful feedback loop; the greater and more expansive the Multiverse becomes, the greater the desire of the First to see it continue to grow. As the souls later completed their exodus to the world of Zeal, wanting to grow and make a better place than before, the Multiverse responded in kind by creating creature of higher intelligence: the slimes and wolves. It is likely that as the Multiverse continues its path of improvement and enlightenment, even more intelligent beings will emerge.

A Growing World
Th ether is a place of existing souls. But where did they come from? Why are there so many of these formless entities that exist outside of a mortal plane? The nature of this enigma is unknown to all, even the Elder Zo. However, outside of the various religios fanatics, there is some scientific debate as to the meaning of things.

As noted before, the inhabitants of the Multiverse are the physical manifestation of the Lost Souls. However, the Heroes of this world are able to reproduce, leading to the problem of an infinitely-expanding number of souls that exist. The act of reproduction is a physical one, requiring souls to have bodies of different types, male and female, to complete the act. The physicality of this process seems to be a safe-lock created by the Multiverse. The two parties must be sufficiently comfortable and loving towards one enough to allow themselves to submit in such a fashion. While the act is physical, the process is quite ethereal, because to create a new Hero, you must first create a new Soul.

During the act of conception, the souls residing within the two parties become connected, the feelings and emotions of the two pulling the souls together. This intermingling buds off a small mixture of the essences of each. Essentially, creating a primitive soul. This fledgling soul immediately finds shelter within the body of the mother, giving rise to the belief that male and female bodies are determined by the aptitude and willingness of a soul to harbor and protect its child.

As the new soul develops withing the body of the mother, it begins to create its body along with it consciousness, developing a form as the desire to exist grows stronger with it. When the body and mind of the new soul has developed, it is birthed by the mother to give life to a new Hero.

This process hints that Lost Souls in the ether can go through a similar act to create new lost souls, and also that there may have been other Universes like our own that failed and expelled their inhabitants back into the Ether.

Enemy in the Shadows
Shortly after the evacuation to Sanctum, rumors began to spread amongst the souls. Whispers of something moving in the shadows, watching them from just outside their range of vision. Over time, these reports grew in frequency while souls debated to whether it was just some kind of mass illusion. It all seemed to be once big farce concocted to play on the fears of others, until one night when the whispers became real.

The attacks started across Sanctum almost simultaneously. Creatures resembling zombies, spiders, and skeletons washed over the world with an unrelenting assault. Panic ensued as all, including Kainzo and his collection of guardians fought to stem the tide of these otherworldly assailants. As daybreak approached, hope was fading from the hearts of all, until everything simply, vanished. As light from the sun stretched its warm arms over the mountains and valleys of Sanctum, the monstrous creatures burst into flame and disappeared. Other than the devastation caused by the unanticipated attack, all seemed to suddenly return to normal.

It was a very long time until Kainzo and Apherdite deduced the cause of these creatures, and even longer until any dared venture outside at night. When Kainzo opened a path to evacuate the souls from the prior doomed world, many of the tormented and twisted souls slipped through as well. These souls could be categorized into two groups: Those who forgave Kainzo for what had happened and those that did not. Those that forgave congregated in the Nether, becoming what would be called Zombie Pigmen. These pigmen had very little of their original consciousness left. They were far more animalistic than anything else at this point, but they did still contain the desire to exist in a physical form. They will tend to themselves unless provoked, and wish to simply live in the state they are in. Those who did not forgive, however, had a far less pleasant fate.

Many souls who were tainted by the cataclysm died with anger on their minds; blaming those who survived for what happened to them. These angry, twisted souls acquired the physical form of monsters; giant spiders, bow-wielding skeletons, and slow-moving but powerful zombies. These creatures held the same level of consciousness and understanding as the Pigmen, however, their motives were twisted by the anger they felt to those who lived. Still tied to the time-warping magic that ruined them, these monsters can only appear at night, or if it is sufficiently dark for them to believe it is night. They attack all souls without abandon or regret, and are an extreme danger to anyone caught in their sights.

As Kainzo and his army of souls began to mount defense against these monsters, it seemed as if the plague could be lessened or contained. But their hopes weren't completely able to be realized. The bodies twisted angry souls were being destroyed, but the souls themselves were not allowing themselves to succumb to that final death. As the fighters for Sanctum continued to slay the monstrous creatures, an even more dangerous threat presented itself. Creepers, as they would be called, the last incarnation of the corrupted souls. By the time the broken souls reached this point, they had nothing left in their minds but anger. Pure, blind, rage. No longer thinking of themselves, revenge is all that drove these terrible things. Not harboring the desire to exist, these terrors would rush at anything that moved and then explode, ripping apart the surrounding landscape and ravishing anything caught in its blast. At this point the soul was gone, torn apart in its own fury. While the people of Sanctum feared the Creepers and hated that killing the other monsters created them, they could at least take comfort in the fact that the souls were finally free of their torment.

In the later age of Zeal, a portal to the first layer of the Nether was created to test the strength of souls wishing to be the personal army of the Elders. The portal needed to allow souls to pass back through to Zeal, so it needed to be guarded against intrusion from the creatures living in the Nether. An unanticipated effect of this portal was the escape of Exiled souls. These souls had not yet claimed a physical body, being enraged at their expulsion from the worlds of the souls. Not prepared to guard against formless souls, the watchers of the portal had no idea of what was slowly leaking out of the Nether. These furious souls, once again out in the world, became creatures as dark as their hearts. Initially seeming harmless as they traverse the world, they become infuriated when looked at, apparently feeling that the souls of the world are mocking them for their plight. At this point that become unstably violent, shaking in a rage until they attack, teleporting from place to place as they attempt to kill the one who they believe had insulted them.

Shadows in the Deep
Since the fall of Zeal and the imprisonment of Dagith Narr, heroes have begun to report strange encounters during expeditions into the nether. At first these encounters were nothing more than curiosities, small creatures seemingly formed of living lava. Over time the encounters became more frequent, and the creatures began to act aggressive, slowly advancing on and attacking any hero nearby. The peaceful Zombiepigmen of the nether seemed to multiply during this time, while they still left the heroes alone unless provoked, reports of mass gatherings of the pigmen started to be told. Worse yet, although peaceful, the pigmen were reportedly now armed with weapons, although it is unknown exactly how they came to posses these armaments.

These tales reached the ears of the Zo, however at first they were not overly concerned. The nether was vast and the lava creatures posed no real threat. The pigmen were still peaceful, if armed, and the seals on the prison of Dagith still held fast. Though they did promise the heroes that they would keep watch, in case something was amiss.

Little did anyone know, this was only a hint of things to come....

Night has always been a time for great caution while in the world, those living there still feared the evil souls that coalesced into creatures and hunted for victims in the night. But they were secure in the knowledge that the morning would always bring salvation, as the purifying rays destroyed the bodies of the zombies and skeletons, tamed spiders, and drove the shadow creatures from sight. Creepers were still a threat, but one known, and prepared for. However, horrifying tales of zombies and skeletons that do not burn in the daylight have begun to surface, zombies now armed with weapons of fallen victims, and clad in armor that walk the day hunting. Skeletons in armor using enchanted bows, small fast moving child sized zombies that do not burn, and whispers of increased numbers of the violent creepers.
But these pale in comparison to the stories coming from those who risk entry to the nether.

The gathering of pigmen and the living lava creatures were not the worse stories to be told of the nether. At first those who reported strange voices echoing across the infernal landscape were brushed off as having spent too long in that world, but the stories increased in frequency and intensity. They spoke of voices that seemed to follow you, promising harm and death, only to be nothing when looked for, followed by sightings of large "things" floating in the distance, only to disappear when those brave enough went to find them.

These stories have begun to concern the Zo, as the heroes who the intended to brave the nether to destroy the evil trapped at its heart now fear for their sanity if they travel the nether. Even with these new threats, the heartiest of souls still risk the trip into the Nether.

Now a new story has begun to spread, supposedly told from a lone survivor of an expedition to the nether, who later leapt to his death from a cliff after returning to the living world. His story tells of how his group traveled into the nether, how they began to hear the voices that had been reported. Instead of fleeing they followed the voice, and found the source, a large floating creature who, upon seeing them, launched a ball of fire at the group, killing one member and destroying the ground upon where he had stood. The explosion aggravated a group of the normally peaceful pigmen, causing the group to have to flee for their lives. During their flight they came upon what the survivor could only describe as a fortress. He did not know who had built it, and said that it seemed to almost grow out of the landscape, with halls ending in walls of the nether terrain, and bridges that ended in midair. Worse, he told of the creatures that in habited this fortress of darkness, creatures seemingly made of pure flames, that tossed fire at anything that came near. Black skeletons armed with dark swords that chased them though the halls of the fortress, and at the heart of the fortress a monstrosity. A creature with three heads that floated above the ground and launched, what was told to be, the heads of the black skeletons that exploded on impact.

How he escaped back to the over world the survivor was unable to say, and many thought that his story was just madness, until they saw the proof, a single black skull, brought back from the nether.

With this story and proof, the Zo have turned their attention to ensuring that the prison in the nether remains undisturbed, but it still falls to the brave souls of the world to combat this evil, if they dare to venture into the darkness........

Protection of the Dragon
The world of Kainzo is altered by his will and those like him, both consciously and subconsciously. Early in the days of the Multiverse, Kainzo looked across DH City and wondered. He wondered if the shining settlement of souls could ever be threatened by outside forces, and what would happen if it did. The Multiverse felt his uncertainty, and to the shock of all, the ground around Lord Commissar's magnificent dragon statue began to churn and crack, the statue appearing to be adjusting itself in its position within the city walls. The souls of the world gathered with the Elders, and watched in awe as the enormous statue seemed to glow and undulate, almost as if it were coming to life. It took several minutes for the dust to settle and the air to clear before any could approach this strange construction. Kainzo and Apherdite approached the feet of the stony creature, the mass of souls huddling back in apprehension at what it all could mean.

For the ages since then, the Statue of the Dragon watched over the primary settlement of Kainzo's worlds. It is an extension of Kainzo's will, protecting the cities under it's gaze from invasion or magical corruption. Most believe it can keep out the monstrous corrupted souls and their influence indefinitely. Others, however, are not so sure...

Notable Enemies
Dagith-Narr, the Intruder
  • Dagith, invader of the Multiverse and leader of Daemon forces. A soul with power similar to the Elder Zo, he attempted to infiltrate the Multiverse and claim control for himself. His hasty actions caused the Multiverse to turn on him, however, and he is currently trapped inside the deepest layer of the Nether. A constant threat, his evil influence has in the past affected those in the worlds of souls and is a prime target of the Elders. The risk of clashing wills between him and the Zo has been his only saving grace, for they don't risk a direct assault by themselves. Few who have ever seen this Deamon Lord survived to describe him, only relaying that he is taller than any other with a combination of both human and deamon characteristics. The most dangerous threat the Multiverse faces, this soul could end everything that has been accomplished by the Elders and those that reside in their realm.
Ramuk, the Destroyer
  • Ramuk, an undead giant of the north. This being of near-unimaginable strength was a particularly powerful soul which was caught in the destruction of the first world. This massive creature harbors a hatred on par with that of the other Tormented, however with a higher level of intelligence. Using what he retained, he crossed the veil to hide on the realm of the demons. Biding his time, until with their help he was able to breach the barrier between the planes of existence. Hiding in a massive underground cave, he gathered the sly hunters of this world to him; the wolves and slimes. With a howl that echoed across the entirety of the land, he burst forth from his dark lair, bringing the masses of minions with him. His size and volume were the only warning any had, and the enormous beast and his swarm left a swath of destruction as they moved south. Ruining everything in its path, and even severely damaging the statue of the Dragon, the army of evil nearly breached the city of Zeal itself! It was only the valiant and frantic defense by the souls of the Multiverse that the undead abomination and its horde were destroyed.
Asgar Serran, Flame of the East
  • Asgar was once a man, a normal soul who wandered the world of Sanctum. However, in its end days, Asgar was one of those corrupted by Dagith-Narr's evil ways. Asgar became a being of unimagianble cruelty, often called "The Tatterer" for his habit of leaving the entrails of his victims strewn about the roof of their house. A master of fire and heat, he can creat fires unable to be extinguished, evil flames that can corrupt as well as burn the flesh they touch. Slain in battle during the Sundering of Sanctum, his body was separated and buried in different locations. However, rumors say part of him survived the transition to Zeal, and the flames of his spirit rise again.
Rogue Dragon Clan
  • Little is currently known about the rogue dragons that caused the destruction of Zeal. They are driven by the dark, angry corners of Kaizno's mind. Conferences are currently underway with Commissar to determine their origin and what can be done in the future.
 
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Okay, updated as of 8/24. Feel free to throw in any comments or questions or ideas.
 

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Also:
Lost Souls
Floating through the eternity are Lost Souls, the spirits and minds of those who could possibly be. They have no body, no location, no feeling for the movement of time. They simply, exist. They do, however, contain drive and motivation, for none with to remain as they are. Many want to live, live in a world they can experience and enjoy. Many want to be brought about for the destruction of these worlds. And some simply want to know what it is to be a true being. They are drawn to places such as the Multiverse, for there they can be given dimension and matter, allowed to affect what is around them. Knowing not time, they simply appear where they wish, unless blocked or otherwise barricaded against by the inhabitants of the world they seek entrance.
-snip-
With needs to be changed to wish. ;)
-snip- ...While revered as the "Queen of Bunnies"... -snip-
I lol'd. :D

Also, in first post you need to move the comma after Toad's tag, or it wont work. ;)
 

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Jan 17, 2011
*cough* Mods *cough*
  • I considered adding the mods, but unlike Guides or Proctors, they are just like the "demi-gods" with less control. Although I suppose the same could be said about Guides and Proctors. I'll think up something for them, maybe as an additional layer on the pyramid of oversight, but they need their own "thing", you know?
With needs to be changed to wish. ;)
  • Thanks!
 

strongholdx

Moderator
Legacy Supporter 6
Joined
Mar 4, 2011
Location
Earth
  • Horray for Bullets!
  • Im StrongholdX and I approve of this message so far
  • We really need to iron this out alator, Im a bit shrot on time for tonight but we need to talk in TS for a good few hours (yay)
  • Pancakes
 

Alator

Ancient Soul
Moderator
Legacy Supporter 7
Remastered Tier 2 Supporter
Joined
Jan 17, 2011
@strongholdx Haha, okay. When I'm done with some stuff around the apartment I'll find you on TS.
 

strongholdx

Moderator
Legacy Supporter 6
Joined
Mar 4, 2011
Location
Earth
Sorry bro, but not tonight :( I have some more pressing matters to attend to. However I have the entire weekend off. Sorry
 

Alator

Ancient Soul
Moderator
Legacy Supporter 7
Remastered Tier 2 Supporter
Joined
Jan 17, 2011
Ah, no big. Gives me time to re-read your story, heh.
 

Trok

ICE ICE ICE!
Joined
Jul 1, 2011
Finally, I thought everyone was going to make a fan fiction and say screw Lore.
 

Angusward

Gold
Joined
Jan 24, 2011
Nice. I was wondering why Runecraft was taken out, since that was a little before my time.

I suppose you'll need to document the end of the Sanctum era, and then start on Zeal, and then that's the main body done?

Might want to say things about the various mobs as well, particularly the hostile ones. Something along the lines of zombies, skeletons and creepers being non-sentient forms of Lost Soul which are called into being by the vitality of nearby souls, or pulled from the aether by mysterious artifacts known as "spawners".

Zombies are souls which feed on the vitality of 'living' souls merely to prolong their lives, as animals do. Skeletons are smart enough to make rudimentary weapons, and ultimately hope to gain true life in the world by siphoning it off of others. Creepers are the least functional of all, they are souls of zombies or skeletons, that, having been repeatedly cast back into the ether, have been consumed by hate and the desire to destroy.

That's a shorthand version, of course. Basically, the 3 hostile humanoids (And pig zombies, but that's another story) are formed from the same type of soul at different stages of mental degeneration.
 

Alator

Ancient Soul
Moderator
Legacy Supporter 7
Remastered Tier 2 Supporter
Joined
Jan 17, 2011
I suppose you'll need to document the end of the Sanctum era, and then start on Zeal, and then that's the main body done?

Might want to say things about the various mobs as well, particularly the hostile ones. Something along the lines of zombies, skeletons and creepers being non-sentient forms of Lost Soul which are called into being by the vitality of nearby souls, or pulled from the aether by mysterious artifacts known as "spawners".

Zombies are souls which feed on the vitality of 'living' souls merely to prolong their lives, as animals do. Skeletons are smart enough to make rudimentary weapons, and ultimately hope to gain true life in the world by siphoning it off of others. Creepers are the least functional of all, they are souls of zombies or skeletons, that, having been repeatedly cast back into the ether, have been consumed by hate and the desire to destroy.

That's a shorthand version, of course. Basically, the 3 hostile humanoids (And pig zombies, but that's another story) are formed from the same type of soul at different stages of mental degeneration.

Yup. I'm holding off on the Sanctum/Zeal transition until I can talk to Strong, Toad, Victim, an others to make sure that all of the stories people are writing mesh together with lore, and can be added as lore themselves.

I really like the idea of Creepers. I'd like to make a modification to the other mobs, though. My ideas (based off yours) are either Zombies and Skellies are souls that were lost in the original disaster that were still bound to the Multiverse, or entities created by Kainzo to add challenge to the Heroes. I think for the sake of keeping everything connected, and to not be finished with the concept of the unintended side-effects, I'll go with the tormented soul one. But thanks for the idea! As for spawners, hmm. Maybe they can be the part Kainzo added for challenge and reward? I'll have to pump out some text and see what it looks like.
 

Doreagarde

Legacy Supporter 5
Joined
Jan 21, 2011
Location
Canada
Can't get any ideas for mods? Here's some ideas for titles that I'd suggest because they might get the creative juices flowing, and also because I'm a pretentious piece of shit: "Exalted", "August", "Steward", "Claviger". I also like "Intêrmedioñes", but I'm pretty sure that's not a real word because I just made it up. Keep in mind that it is the duties of the mod staff to interact with the players directly and assist them one-by-one. Essentially, when a player summons a staff member, it is the place of a moderator to help, acting as a representative of the administration.
 
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