Expand the various categories below.
Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.
RP Summary 1 — 1
To see more information about the scene, click on the title to go to its page. From there, you can also click "Elements" to get linked to every character in it and where it occurred.
-
Vernale Equinox
1 Prota 730First day of Vernale. The cold is starting to let up, giving way to mud and the beginnings of buds on the trees.
Word count: 23 -
Hureon and Nyx are traveling via boat toward Hybornia. The ship is boarded by slaver pirates who want to take its passengers. Rai joins the fight and she and Hureon sass at each other. Hureon proceeds to kill the captain and recruit some malcontents on her crew, taking the small pirate vessel for himself.
Word count: 0 -
Nyx and Hureon have some morning snuggles. They casually talk about taking a fun trip to Aeguptus together. Then some sexytimes happen, and after that, as they’re getting ready to start the day, they talk a little bit about the people around them a bit more. Just as they were about to be ready to go and get some breakfast, Pyotr stopped by with some more of the seasick-curing tea for Nyx, along with news that a storm was coming in, while the now disorganized and short-handed crew of the Queen’s Amulet wasn’t sure how they were going to handle it. This scene then blends into Wind in the sails as Hureon and Nyx head to the galley for breakfast.
Word count: 0 -
Rai, Victor and Kalic chat on the deck of the Queen's Amulet.
Hureon and Nyx join this scene having just left Snuggles at sea.
Pierre cooks breakfast.
Word count: 0 -
While traveling the roads of Hybornia, Finn encountered a mute fae named Kira and helped her escape captivity of the lord of Innishmore. Grateful for his help, Kira took Finn to her fae glade under the river she calls home. Kira was able to communicate with Finn using a makeshift paintbrush and some clay on smooth stone, and they agreed to help each other. Finn needs to find his family's sword, held previously by his late uncle, and Kira needs to find a way to extinguish the lust of the Lord of Innishmore so that her accidentally self-imposed curse can be lifted.
Word count: 0 -
A street rat named Lorelei snatches a madrium crystal out of the pocket of University at Ivora's only wood elf, and her whole life is changed when she attunes to it.
Word count: 0 -
Torgrimm finds a bloodied Zain in an alleyway, helps him out, and recruits him for some shady work.
Word count: 0 -
Torgrimm, Zain, and Malak go do a thing.
Word count: 0 -
Nightshade seeks out Bradan after a stressful day.
Word count: 0 -
Cadhla meets a new friend in the Mighty Oak Tavern.
Word count: 0 -
Having just come home from her late fiance's estate, Rhiannon and Ronan reunite and deduce that their previous anger at each other was all because of the ploys of their father to try to keep each other apart. They kiss and make up... and more.
Word count: 0 -
A lost Lorelei bumps into Sinaclaire, and then a bird tells them to go find Kaevys in the planetarium.Word count: 0
-
Word count: 0
-
Verina comes back from leaving the house really early and wants some snuggles with Ansim.Word count: 0
-
First day of Sumere
1 Trita 730Things have turned green and it's getting warmer, though there is still plenty of rain. The Long Day comes when Sumere is halfway over.
Word count: 24 -
Casia has a bit of a surprise for Malak.
Date is currently undecided.
Word count: 0
Languages 2 — 2
-
This language is very similar to Lombarse, and is the root of it along with Treskan, Dolari, and Eluan. It was spoken by the people of Ascela, which is an empire that once claimed much of the continent but has since collapsed. The language is still spoken today by those who travel and trade a lot.
Word count: 0 -
Spoken by the Dolari people in Republic of Dolar.
Word count: 0 -
Spoken by the Prusians in Kingdom of Prue.
Word count: 0 -
The main dialect of Elven is spoken by Wood Elves.
The Yōseien also speak a dialect of Elven which is mostly understandable to their western cousins. It sounds a little bit more like Xianxoese and is written with Xianxoese letters instead of Ascelic ones.
Word count: 0 -
Spoken by the Savagefolk. There are many dialects scattered all over the continent. The further apart the tribes, the less likely they are to be able to understand each other. The dialects toward the northeast seem to be the most universal. The language appears to share words with Dsôn, Aeguptian, and Ascelic.
Word count: 0 -
Sylvan is the language of the Sidhe. To them, it's also known as Iredif-ylleth, which translates to True Speak. It's believed that it was the Honest Folk that invented language, but it was the mortals who invented lies.
You can't directly lie in Sylvan. You can cleverly make your words seem to imply something you don't mean, you can lie by omission, and you can deceive in all kinds of ways, but you can't knowingly tell an untruth. The words simply won't be able to leave your mouth. If you know that what you want to say is untrue, you'll simply forget how to say it.
If you make a promise in Sylvan, you're bound to your word.
The full page has even more information.
Word count: 0 -
Spoken by the Treskan people in the Empire of Tresk.
Word count: 0
Magic 3 — 3
- Mortals can attune crystals, which can give them various powers.
- Higher powers can grant Divine Magic to mortals as well.
- Those with fae blood can have Glamour (see Fae).
-
A mortal can only attune one crystal at a time. Common crystals wear out eventually, but the more rare colored ones do not. Common magic is practiced with spells, whereas magic powered by colored crystals are at-will. Magic crystals are very rare, and the dwarves keep the market for them on a tight leash.
The more inborn magic a race has access to, the less likely they are to attune to a crystal, and if they do, they are not likely to be powerful with it. The power of a crystal seems to be related to its size and the will of the wielder. Those with exceptionally powerful magic have crystals too large to even hold in one hand, whereas subtle abilities can be granted by smaller fragments.
The ability is granted by the crystal itself. If a mage dies, someone new can attune the same crystal, and they will get the same abilities. Crystals choose people to attune to when they're touched, seemingly at random. Since magical theory and science are both unable to explain who is chosen, the best explanation that mankind has been able to come up with is that it's simply fate. There is also a ritual that can bind a crystal to a person regardless of the crystal's choice, but it's risky, often resulting in destruction of the crystal or death of the prospective mage.
A crystal can't bond with another person until the wielder dies. If the crystal is taken away from the mage, it will somehow find its way back to them hours or days later. It might appear in their pocket or in their desk drawer. The mage has no control over where or when. Destroying a crystal kills the mage too, but it's hard to do, requiring something special like mithral, cold iron, dragonfire, powerful Vathian magic, etc. There is a spell that Jesnite mages can do to temporarily seal a gem away from a mage for longer than it could normally stay away, but doing so means that when the gem inevitably returns to them, it will unleash wild magic.
Word count: 0 -
Air and mental magic. Air includes air currents and lightning. Mental magic includes communications, and any manipulation of the mind, whether it's harmful or friendly. Telepathic communication and magically sharing languages are examples of mental magic.
Word count: 0 -
Water and divination. Manipulation of water. Divination is the magic of obtaining information, though it generally can't give you information that isn't already there. If it's believable that technology can get the information somehow (even if IRL technology isn't there yet), then magic can do it. Blue magic can predict the weather and tell you if someone has opened this door recently, but it can't tell you whether I'll die tomorrow.
Word count: 0 -
Illusions and fire. Illusions act on the senses, giving you the impression that something is there. Whether you believe it is contextually based. Fire is hot.
Word count: 0 -
Earth/plants, physical manipulation. Manipulation of physical objects including earth and plants, as well as physical enhancements on a being.
Word count: 0 -
Manipulation of life force. Life force cannot be created by magic. You can't just lay hands on someone and heal them... You have to kill a rat to fix a nasty cut, you have to kill a sheep to mend a compound fracture in the femur, and you have to kill another human to cure terminal cancer.
Black crystals are the most rare, as are the people that are capable of attuning to them.
Word count: 0 -
Clear crystals give you the power to do spells, whereas the colored ones give you at-will abilities of that type. The clear ones are weaker and lose their power over time. Therefore you need special materials (think eye of newt) and the complex geometrical patterns drawn on the ground and all that time and prep and precision. This ensure's it's done right the first time, focuses the magic it perfectly, and prevents you from wasting any power. Only the most brilliant, studied, and well-funded scholars can actually invent new spells due to the scarcity of the crystals.
Word count: 0 -
Magic granted to you by a higher power. They gift it to you through an item, which can be almost anything and depends on the situation. If you don't have the item, you can't do your magic. The item also gives the entity awareness of you and the ability to deny magic if you defy them. Check out the World History to learn more about the different higher powers that are out there.
Word count: 0 -
Glamour and other Fae abilities
The page on Fae has information on this.
Word count: 7 -
Magic granted to you by a higher power. They gift it to you through an item, which can be almost anything and depends on the situation. If you don't have the item, you can't do your magic. The item also gives the entity awareness of you and the ability to deny magic if you defy them. Check out the World History to learn more about the different higher powers that are out there.
Word count: 0
A Breakdown of the Races 4 — 4
Some nerd in Ivora wants to give Ascelic names to every living thing.
Genus: Homo- Savagefolk: Homo efferus is the species.
- Homo has a subgenus called sollertia, which contains H. sollertia cruor, the Älfar, and H. sollertia pacatus, the other two Elfkin, though they refuse to believe they are the same species: H. sollertia pacatus silva and H. sollertia pacatus medeis are the Wood Elf and Yōseien, respectively.
- Humans are H. sapiens of course.
- Dwarves are Saxum sapiens.
- Macapakyn are A. apsid
- Macbho are A. falco
- Macboiwiare A. canum
- Macese are A. taurus
- Mackah are A. felum
-
Cats are the highest ruling class of nobles. The feline deity named Kah is dual-aspected: the lion is the protector, and the lioness is the mother.
Word count: 0