Herein lies Córilìce

The stories, the people, the history, the wonder

Tuesday, July 1, 2008

The History of Nàbra

30,000 years ago, there was a place called Héli that existed on Córilìce. It was governed by the people until Élèm arrived and decided since he was far superior to all who lived on that world. He then thought it would be beneficial to him if he were to surreptitiously create the Crests to govern Héli in his place while he relaxed and enjoyed himself. The Crests were created slowly, the first two to arrive on Héli were Gé and Téíq, but they were unnoticed by the people. Élèm decided he needed to be more obvious, so the six outersphere Crests all appeared overnight. Héli was a mess, the people did not know what to do, but tried their best to fit in with the new regime. The other innersphere Crests came one after each other, but again, fairly unnoticed. The moon began to change colour every month, to the bewilderment of the most knowledgeable astrologers and astronomers. Then, a second moon appear with a different ordering of the colours, but a much slower cycle. The first day of reckoning was ke-Lòég-ba and the earth completely rearranged itself. People began to fear the Crests and their power. Most began to worship them.

Some time down the track, some of the Crests decided that it would be better if the people who worshipped them, actually liked them, but they needed a leader. They began to form the Sigils. Fairly soon after that, Gé decided that she would imbue a very special person and give them some of her attributes. The other more good-oriented Crests quickly followed suit and soon there were six Crest-touched beings on Héli. The more evil-oriented Crests decided they needed to be in on the game and the other six Sigils were created and soon there were twelve individuals who could use the Flares of the Crests. They became known as the Flàré.

Élèm finally got off his relaxed ass and realised the Crests had betrayed him. He banished the Crests to dungeons and never let them see the light of the world again. Each had their own dungeon. Élèm also broke all of the Sigils and split them across the land, issuing a challenge for the Crests to try to beat him in his own game. The Crests began to try to use the Flàré to fight the battle against Élèm for them. Élèm also set a trap for the Flàré so that, unless they solved the puzzle, they would never be able to attain enough power to defeat him. From the dungeons where they were hidden, the land around them began to become extremely habitable, and as such, towns, ports, cities and villages began to spring up near or on the fertile land.

To this day, no-one in Héli was able to work out the trap that Élèm set for the Flàré. However, it is said that there is a way to take him down. The prophecy does seem to have something to do with it, but no-one's solved it.

To stop any confusion, Héli is the name given to the continent of Nàbra's past - a land where there was no division.

The Crest of Frònéi

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Frònéi is the Crest related to the manipulation of heat.

Frònéi, who is said to warmth to the people, and who is also said to be fiery in appearance, has never revealed his true form. Being of the outersphere, he is the manifestation of the flame. He chooses to favour the gnomes. His colour was chosen as a representation of the common colour of burning objects. His symbol is said to show the paths of sparks from a flame. Those touched by him are said to have a fiery temper.

The Flares:
Òtài:

Not really classed as a Flare, but known more commonly as the natural manipulation that happens subconsciously both when activated and deactivated, the strength of the ability far stronger when active of course, this latent effect is nothing more than a fast flickering of flames when the Flàré walks within 2 feet of them. When active, the flames will flicker faster and from 5 feet away. In addition, the body of the Flàré is unusually hotter than normal.

Sétài: Light Flash
The hands are clasped together in a fashion, and the heat generated has, first and foremost, a very strong light. Strong enough to light a very large room if need be. However, if this beam of light that shines through the fingers of the user is focused, and directed. This can bring the light down to being more like a torch. In an exponential fashion, whatever the focused beam touches heats to the point of combustion, even to the point of being used as a laser. If used as an attack, it can deal 2d6 damage.

Kàtài: Body Heat
Almost a direct extension of the Òtài, but only accessible through the channeling of the light energy from the first Flare, this ability is the defensive one of the first three. The heat generated in the clasped hands is now pushed throughout the body and they can create a wall of heat that has a radius of three feet from their body. The wave of heat that it creates is enough for people a good 10-15 feet away to feel it as if the sun just came out from the clouds and is beaming down hard and strong. Should anyone come in contact with the wall of heat, they will take 3d4 damage.

Rútài: Ember Shot
Perhaps the most fun of the first three Flares, this is no longer a bodily extension of the heat from the hands, it takes it another step further and places that bodily heat back onto the hands as they are separated from each other. The concentration has the effect of creating tiny balls of actual flames in the palms of the Flàré. This is essentially the self combustion of the gases near to the hand of the Flàré. Once formed, the flames can be propelled away from the Flàré, each ball of flame dealing 1d6 damage. Of course, as the Flàré's level increase, they can fire more balls, acquiring the concentration to use an extra 2 balls every 5 levels.

Luètài: Flame Tunnel
So, when you take the concept of the last Flare and you extend it further, you end up with this Flare. The Flàré now has the ability to, rather than just throw little balls of flames, create a stream of flames from their hands, each of which have a diameter of 50cm and can reach up to 30 feet. The line is a direct line in front of where they are facing. Once the move is executed, they will find they can't change direction until the attack is finished. Coming in contact with this bad boy is a whopping 6d6 damage.

Dàkúrùtài: Inferno
This final Flare makes the last one look like child's play. As you couldn't previously control the movement of the flames, this Flare gives the Flàré enough energy to twirl and swirl the two lines of flames from their hands. They can now freely move their arms about while the flames are being expelled from them. This works in two ways: a) a 'flamethrower'-type effect up to a maximum of 180˚ apart from one another, and b) as a whirl that wraps around their own body. Coming in contact with this attack means a massive 10d6 damage. The other thing to note is to the Flàré using this attack, the flames are distinctly blue and not orange.

The Bílèfári:
Sékàrúfári:
The user feels that their fingertips are beginning to burn with unbearable pain.
Luèfári: Instead of just the fingers, this time the skin on both arms begins to peel and instantly vaporize from the heat created by the Flame Tunnel that was just used.
Dàkúrùfári: The user suddenly feels so parched that their insides are burning up as they ache for some sort of moisture. They begin to keel over, attempting to acquire water.

The Sigil:
Gàló-Màdj: The Carnelian Màdj

There is fire inside this Màdj. It is permanently flickering as if there were a never ceasing wind inside the Màdj coming from all directions, but not all at the same time. You can hear the faintest of noises coming from it which reminds you a wood burning. The Gàló for this Màdj is perhaps the brightest of all the Gàló.

Màí-Ló:
This form of the Sigil has a circle in the centre and then 10 lines poking out of it, all equidistant from each other. The symbol of the Crest is embedded in the centre. It is entirely orange and the crackling flame from the Carnelian Màdj can still be heard.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

The hands are pressed together so that all 5 fingertips are touching.

Appearance:
The hair of the Flàré turns a bright orange, but only in streaks. Their fingertips glow orange as well.

Séiléhsti: Oròshíndà, the Nanchaku
Oròshíndà is the name for the pair of weapons. There are two of them that make up this powerful entity. They are no longer than any normal versions, but completely orange from hilt to hilt. Each hilt has a Carnelian stud on the bottom of them. The power of the flames flows throughout the weapon, making each hit a searing burn that gives the user a straight +6 bonus to his/her attack, deals 2d12 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, Oròshíndà creates a flame in the travel path of the weapon itself. It is rumoured to be able to release fireballs.

Key: Carnelian Eye

Zodiac: Lion
Frònéi Zodiac

The Divided Land, Nàbra

Nàbra is a continent with two parts. In its recent history, events led to it being pulled further underwater and this split the land in two.

More information as it comes...

Córilìce

Córilìce is governed by a different set of laws than our world - the laws of the Crests. There are twelve Crests, each with their own unique abilities and powers. But, more on the Crests later. Let's talk more about Córilìce itself...

This wondrous place is known to have six continents, all of which are fairly distant from each other. The distance doesn't completely prevent travel between them, but it does make it very difficult. However, there is also a seventh continent hidden on the opposite side of the globe which is known only from stories. Each continent differs from the others in several ways, and the names of the continents are as follows:

  • Nàbra, a new place for divided nations
  • Calína, a land of straight proportions
  • Gáridè, the land of insight
  • Fícia, the land of a new objects
  • Prastésòli, home to those known as the Pizáncé
  • Cryst, the land of many facets
  • Vérsì, where nothing is as it seems
More information about the different continents will come as time permits, but seeing as the players were dragged from their homes in Nàbra and pushed backwards in time about 10,000 years to Nàbra's past (a place known then as Héli), I will start with Nàbra...