[Information] Pale Divide

Gaige

Mechromancer
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Law, Neutrality and Chaos. Three opposing views, unable to reach equilibrium. In 2020, after the collapse of talks between other nations, the world became embroiled in a bitter power struggle for dominance over the world.

The first faction, Law, took over several stretches of land renaming it the civilization of Cixta and making it a society of rules and quiet worship. Any who defied or subverted the rules were not welcome in Law, and were swiftly dealt with, making for a quiet Utopia

Chaos took over the wastelands of the world, and returned lands under their jurisdiction to primal chaos, where the strong survived and the weak died in bloody battle. There was freedom of sorts, but it was violent and wild.The lands under the jurisdiction of Chaos were known as Ravana.

Neutrality, those who were unable to choose one of the two extremes, became nomads, wandering through the world without becoming affiliated with any factions. Some, however, began to resent the absolute rule of Law and the destruction of Chaos, and declared war on both factions. Neutral humans tend to remain in neutral locations, known as the Roaming Grounds.

Magic first emerged in 2025, during a battle between Law and Chaos for territory. Forces of Chaos felt darkness flow through their body, as forces of Law felt light flow through, and a catastrophic battle between Law and Chaos ensued. At the same time, Neutral forces elsewhere felt power roam through their bodies.

More detailed information will be seen in the Factions posts.
 
Law
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The city of Divinia, and the capital city of lands under the jurisdiction of Law


Law is a concept of order and peace in a walled city, free of violence, persecution and pain. No inappropriate behavior is permitted within the lands of Law and those that defy the rules of Law are swiftly and severely punished. Those who are most defiant of the Law have been known to disappear, never to return.

The Law holds very little value in religion, believing in the use of logic and other mental skills to further themselves.Those that do support a religion largely worship the Christian God, and churches can be found all over Divinia for the prayers of the faithful.

Citizens of Law typically wear white clothes

The Law uses an invisible hierarchy system. Guards can be found all over Divinia, but those actually in power very rarely venture out into the open. A totalitarian, almost Communist group rule the lands of Law from behind closed doors. This group is known as the Council of Law, and they decide all internal and external matters Law involves itself in.

Magic is typically forbidden to ordinary civilians within the jurisdiction of Law. Only High Council members, high priests and guards are permitted legally to use magic, and the guards to a very limited degree. People of the Law excell in Light Magic, and are typically unable to tap into the unbridled chaos of darkness magic, with the occasional exception of a Lawful Evil character and the Chairman himself.


Alignments of Law

Lawful Good

The typical citizen of Law, a Lawful Good person will feel at home in a society of structure and order. There must be laws for someone of this alignment to thrive, and they will take great pride in following the law. Honest, hard working, and dedicated to the greater good for all, someone of Lawful Good can easily be disillusioned if their precious structure is taken from them, leading to paranoia, discomfort, and a lack of direction.

Lawful Neutral

Someone of the Lawful Neutral alignment is more a servant to the Law than a citizen. An example of this would be the guards of Divinia or a soldier. It is someone who carries out their orders without question, and are relentlessly insistent that their society is good and just. When they lose their masters or, on rare occasion, see their society for what it is, it can lead to lack of direction and depression.

Lawful Evil

The masters of Law, order, and structured societies, people of Lawful Evil are typically dictators or tyrants who keep order to fuel their own ends. Many High Council members are of the Lawful Evil alignment, as well as the Chairman himself to an extent. They will do anything to keep their perfect world from falling apart. There is a fine line between Lawful Evil and insanity.

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The typical clothes of a male citizen of the Law.

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Typical clothes of a female citizen of the Law. (I'm aware it's a man, but eh.)

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Typical guard of the Law

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Chairman of the Council of Law
 
Neutral

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The ever changing Roaming Grounds of the Neutral


Not content to follow the extremist lifestyles of Law and Chaos, those of the Neutral persuasion are often more concerned with achieving balance, either through selfish motives that benefit only themselves or actions that help the world as a whole. Due to their lack of a distinct territory, they are often nomads, and their ever changing territories are known as the Roaming Grounds.

Neutral is currently the highest faction in number, due to many people's preference to the "grey area" of morality, as opposed to the powerful and dangerous Law and Chaos. However, they are also the most disorganized, having split into several tribes due to different ideologies. A distinct lack of a social hierarchy and leadership also makes this faction prone to dissent and shifts in allegiance.

Some members of the Neutral faction believe that the greater good they so desire can only be achieved by a balance of Law and Chaos, and strive for a peaceful solution. However, the constant oppression by these leading factions has led some Neutrals to extreme measures. They believe that only when Law and Chaos are overthrown can true happiness come to the world. And there is only one way they believe this can be accomplished. Violently. Members of this ideology are known as
"Radical Neutrals."

While Neutrals cannot, for the most part, use Magic of Light and Darkness, they have a strong affinity with nature that allows them to be strong in other areas. A Neutral will typically excel in Water, Wind and Earth Magic. A Radical Neutral may gain power in the Light and Darkness elements depending on their choices.

Alignments of Neutrality


Neutral Good
Someone of the Neutral Good alignment truly desires what is best for the world. They are often balanced in logic and emotion, believing what is best for the world must be done. If someone else won't do it, someone of Neutral Good will. If Law must be overthrown, so be it. If Chaos must be put down, so be it. As a result, those of Neutral Good can become affiliated with the forces of Law and Chaos. Being opinionated is a constant trait of the Neutral Good, and when they don't know what to do to enforce good, they become lost.

True Neutral
Someone of True Neutral can be apathetic and merciless at their worst, and truly balanced individuals at their best. As mediators and judges, someone of True Neutral alignment often sides with the underdog to keep two forces in check. They are strongly in favor of equilibrium, the equal balancing of opposing forces, and will often change allegiances simply to keep this in check. They can be untrustworthy, and very dangerous, but they mean well.

Neutral Evil
Someone of Neutral Evil alignment only wishes to further themselves. They will often side with the most powerful faction to further themselves, and climb up the ladder to a position of power, abandoning their chosen faction when it falls apart or becomes weak. They also have no problems with going it alone and finding their own way to profit. Only when in serious danger will someone of Neutral Evil lose their cool. They are truly amoral.
 
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Chaos​

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A typical plain of Ravana, territory of Chaos​

Those of Chaos are a wild, untamed society that thrives on a lack of rules and regulations. Rules mean nothing to them, only the laws of nature. To most people of Chaos alignment, the strong survive and the weak will die off. This has always been the way of Chaos. As such, there are few groups within Chaos, simply a few small, lawless civilizations in which anything goes and everything is permitted.

Denizens of Chaos take pride in strength and showing it. Desiring a total freedom from Law, they are often in direct conflict with them, physically or politically, for territory. The meetings between Law and Chaos are few and far between, but they are bloody or destructive.

Chaos is ruled by a King and Queen who have proven their power in battle by overthrowing and killing the previous King and Queen. Lovers and rulers, they are the ultimate rulers, and fight on the front lines in the battlefield. They rely on magic and primitive weaponry rather than the futuristic technology of Law. As such, they are the most advanced magically, with the potential to control every element but Light. However, they have no technological prowess whatsoever, and against the technological might of Law, they cannot match their machines. They must rely on magic.

Alignments of Chaos


Chaotic Good
Good at heart, these people often disregard the more barbaric nature of Chaos, but adore its freedom, its liberation from Law. They want what's best for the world, but do not see it in Law, desiring to overthrow it and its control over humanity. They want the entire world to feel the freedom of Chaos. It may be dangerous and bloodthirsty, but it is necessary to make the world a better place. When surrounded by Law, imprisoned with their freedom taken, a person of Chaotic Good can be lost.

Chaotic Neutral
Free and wild, a person of Chaotic Neutral alignment is wild and free. Unaffected by the world around them, they just want to have fun. However, what that fun is depends on the person. Sometimes, a Chaotic Neutral person's idea of fun is torture and killing, and for that reason, they are untrustworthy. When they get bored, they can abandon their former allies in a heartbeat in the most dangerous situation, simply to entertain themselves. The only thing that can truly scare a person of Chaotic Neutral alignment is death.

Chaotic Evil
Cruel and sadistic, Chaotic Evil characters are without remorse. They love their freedom, yet they also revel in the bloody slaughter that comes with it. With the potential violence of the Chaotic Neutral, yet the serenity of the Chaotic Good, these people love power, and the acquisition of it, more than anything. Death, restraint and a fall from grace are the true fears of the Chaotic Evil.

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King of Chaos

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Queen of Chaos​
 
Natural Elements

Fire

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The power of Fire is largely destructive to those who use it, but it can be used in defensive and forging properties. Those who use fire as their primary element may conjure up fire and endow weapons with a blaze that will set other opponents alight with their touch and later their vision. They can also create heat auras in a radius of up to half a meter around them to slow the enemy down. They are also fireproof, and cannot be burned. At their most powerful level, they can create a pulse of fire to vaporize and ignite those in a short range around them.

Those who use fire as their secondary element can manipulate fire already in existence, and create heat auras in a radius of up to fifty centimeters. They are fire resistant, but strong or prolonged exposure to heat will damage them just as it would an ordinary human.
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Ice
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The power of ice is largely offensive and defensive, with little in the way of healing properties. Those who use ice as their primary element can freeze air and water to create weapons of ice, and also directly freeze objects and opponents with their touch and later their vision. They can also create a cold aura around them to slow down enemies. At their most powerful, they can also develop water as an extra element. At their most powerful, they can freeze up to one meter of their immediate surroundings. They cannot freeze to death

Those who use ice as a secondary element can freeze water and manipulate ice already in existance. They can also create a cold aura to a lesser degree. They have a heightened tolerance to cold.


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Air
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Air is an ability mainly asscociated with defence and offence, but has some healing properties. Those who use air as their primary element tend to be able to manipulate objects through wind. The strength of the wind depends on the experience and power of its user. Some can drive opponents away and use nearby objects as weapons. They can also manipulate wind into strong blades, capable of cutting an enemy like a sword At their strongest, wind uses can create small hurricanes. A weakness of wind is that it requires significant focus, meaning wind users are often back line fighters.

Those who use wind as a secondary element tend to be unable to lift more than a rock. They are also unable to make blades of wind to the standard of someone who uses wind as their primary element. However, their charge time is significantly less than someone who would use wind as their primary element.
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Earth
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Earth is one of the most well balanced of the elements, being rather strong in offence, defense and healing, yet excelling in none. Those who use earth as their primary element can cause spikes of earth to erupt from the ground and direct them at enemies. They can also draw from the maternal power of the ground to heal, and open small rifts and rends in the earth. At their most powerful, they can unleash earthquakes.

Those who use Earth as a secondary element can rip spikes from the ground and heal to a lesser degree. They cannot open rends in the earth or create earthquakes.
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Water
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Water is primarily offensive and healing in its properties. Those who use water as their primary element can liquidate moisture in the air to form water as an offensive weapon. They can also draw from the maternal properties of water for healing. Finally, they possess the power of ice as an extra secondary element. At their most powerful, they can create tidal waves and can breathe under water for unlimited periods of time.

Those who use water as a secondary element can manipulate water already in existence, and can heal to a lesser degree than those who use water as a primary element. They can survive underwater for up to five minutes.

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Electricity
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Electricity is purely offensive and defensive in nature. It cannot be used in a healing nature. Those who use electricity as their primary element can conduct electricity through their bodies in sizzling bursts and create electronic force fields. They are also shockproof. At their most powerful, they can call forth powerful thunderstorms and manipulate electronic devices.

Those who use electricity as a secondary element require storms or electronic devices to harness their full strength. During thunderstorms or near electronic devices, they can manipulate the electricity within them to gain the powers of a primary electricity user to a lesser degree. They have a high shock threshold.

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Nature

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Those who wield Nature can whisper with plants and animals, and gain all the secondary powers of the above elements. As a result, Nature can only be used as a primary element, and no secondary elements may be chosen should someone wield Nature. It has the potential to be the most powerful of the natural elements.

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Next category of elements coming shortly.
 
Transcendent Elements

Elements that transcend the power of nature are named for this status. With the potential to be more powerful than the natural elements, they are considerably more difficult to master.
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Light
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The power of Light is mainly for the purpose of healing. However, it does have some offensive capabilities. Those who wield Light as their primary element can tap into powerful healing abilities, as well as cause serious damage to the Dark with weapons forged of the Light. They can also infuse weapons with holy energies to battle those who wield Darkness. They can also emit a blinding flash of kight to stun their opponents. At their most powerful, they can become almost angelic, manipulating Light beyond imagination, and possessing the ability to exorcise corpses that have succumbed to Necromancy. They are extremely weak against Darkness.

Those who wield Light as a secondary element are capable of healing and inflicting damage upon the Dark to a lesser degree. However, they do not take damage from darkness to the extent that a primary Light user would.

NOTE: Only those of Lawful, Neutral Good, True Neutral and Chaotic Good alignment may wield Light. In addition, only True Neutral characters may wield both Light and Darkness

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Darkness
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The power of Darkness is largely destructive in it's use, capable of mass annihilation if in the appropriate hand. Possibly one of the most dangerous of elements, those who wield Darkness as their primary Element can form weapons of darkness from the air around them and infest the ground with darkness to make it hazardous to those who pass. They may also imbue their weapons with darkness to give them physical form. At their most powerful, they can become almost satanic, wielding Darkness beyond imagination and able to exorcise souls summoned through Spirit Magic. They are extremely weak against Light.

Those who use Darkness as a secondary element can create weapons of Darkness and infuse their weapons with Darkness to a lesser degree, and cannot infest the soil with Darkness. However, they are less vulnerable to Light than someone who would use Darkness as a primary element.

NOTE: Darkness can only be used by those of Chaotic, Neutral Evil, True Neutral and Lawful Evil alignment. In addition, only True Neutral characters may wield both Light and Darkness.

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Psi
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The power of Psi is offensive and defensive by nature. Those who wield Psi as their primary element can use telekinesis, the ability to move objects with their minds, and also telepathy, the ability to read minds and communicate with another through thought waves. They can also create temporary psychic force fields to protect from physical and mental harm. At their most powerful, they can unleash devastating assaults on the mind of a victim and unleash destructive psychokinetic blasts enough to obliterate a large tank.

Those who wield Psi as a secondary element may use telekinesis to a weaker extent and communicate mind to mind with a willing partner. They may not use telepathy and their psychokinetic blasts are weaker compared to those who use Psi as a primary element. However, the energy drain will be significantly less.

NOTE: Due to the possible meta-gaming aspect of Psi, those who choose it for a character will be carefully monitored for the good of the RP. If you don't think you can control it, don't take a Psi character.

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Next elemental category coming soon.​
 
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Magic Mortis and Genesis

The magic of death and creation, this is the most difficult type of magic to master because it alters matter to something that defies physics. It consumes a great deal of energy, but can be extremely powerful in the right hands.

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Spirit
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The power of spirit is mainly supportive in nature, but can be offensive depending on its use. It can only be used as a primary element, and no secondary element can be used in conjunction with it.

A wielder of Spirit requirement requires several minutes in peace and quiet to summon their spirit of choice. Upon summoning their spirit, they may send it as a messenger, or place it within a human host. The host must usually be willing, but if the Spirit wielder is strong enough, they may force the soul into the host.

Upon entering an unwilling or weak host, the summoned spirit immediately takes over all bodily functions, forcing the host into dormancy for the duration of the possession.

Upon entering a willing, strong host, the spirit and host work in harmony with one another. Depending on the spirit summoned, the Spirit Wielder will receive a new primary and 2 new secondary elements for the duration of the possession.

However, prolonged possession can cause the host soul to be forced out of the body by the unmaintainable power of a soul's energy. This is equivalent to death, and so the Spirit wielder is on a time limit from the moment they take a soul into themselves. At their most powerful, spirit users are capable of premonition and astral projection. Any who take a spirit into themselves become extremely vulnerable to Darkness Magic

NOTE:Only those of Lawful Good, Lawful Neutral, Neutral Good, and Chaotic Good may wield Spirit magic.

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Necromancy
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The power of Necromancy gives the wielder the ability to raise the dead from their final resting places and direct them. Those who wield Necromancy as a primary element may raise up to ten corpses from the dead before they become tired. Unlike Spirit, Necromancy does not drain gradually. There is a single moderate drain from raising a body, and the spell is complete.

Corpses are incapable of wielding magic and are extremely vulnerable to Light magic. However, they are endurable towards all other forms of attack, and can take much more damage than the average human. They can be given basic orders and they will carry them out to the death, without the fear or morality that might hinder a human. Once a corpse has been destroyed, it automatically burns to ashes, and so cannot be used again. Those killed with Light Magic cannot be revived as corpses. At their most powerful, Necromancy wielders can temporarily control humans, giving them access to magic., and use corpses as mouthpieces, speaking through them.

Those who use Necromancy as a secondary element canr evive five corpses before becoming tired, and may use the dead as mouthpieces.

NOTE:Only those of Lawful Evil, Neutral Evil, Chaotic Neutral and Chaotic Evil alignment may wield Necromancy

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Matter
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Matter is the ability to change the shape and form of the objects and elements that make up this world. Those who wield Matter as their primary element have the ability to form weapons from thin air, as well as destroy inanimate objects around them and change their shape and form. An example would be forming a sword or gun from thin air, destroying the weapon of another, or changing the shape of an object. At their most powerful, wielders of Matter can destroy the magical efforts of an enemy and teleport to move quickly, as well as shapeshift into an animal. However, a weakness of this ability is that it can take a long time to prepare, and a wielder of Matter cannot alter living matter.

Those who wield Matter as a secondary element may form weapons from the air, and alter matter to a lesser degree. However, the latter requires less energy to complete, but slightly more time.

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Last category of elements coming soon.​
 
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Support Elements​


These elements are wholly supportive in their role. Whether to protect troops, infect them with sickness and slow acting death, or to touch the sky itself, these elements are imperative to a successful army.​


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Flight
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Flight magic allows the wielder to grow wings and take to the skies, making for incredible scouts and aerial soldiers when combined with other elements.

Those who wield Flight as their primary element may fly for up to twenty minutes before their energy drains. At 30% energy or lower, wings cannot be generated. If they are damaged, the wielder will need time to regenerate them.
At their most powerful, they can fly until the energy drain tires them, adnd their wings become impervious to harm. Some advanced flight users can even conduct their secondary element through their wings, allowing for multiple attacks at the same time.
Those who wield Flight as a secondary element can fly for up to 15 minutes, and cannot generate wings when their energy drops below half. They can, however, conduct their primary element through their wings.
NOTE/B] Those who are law aligned have Cyan wings. Those who are Neutral aligned have white wings. Those who are Chaos aligned have scarlet wings.

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Protection

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Protection is the ability to create shields around the wielder and others in order to protect them. They can both nullify and repel attacks of the physical and magical nature.
Those who wield Protection as their primary element can create force fields that absorb, nullify and even repel attacks back at enemies. Their shields can break physical weapons and nullify magical assaults. At their most powerful, they can combine their force fields with their other elements and expand them to create a devastating assault.

Those who wield Protection as a secondary element can create weaker shields that can take about half as much damage before shattering. They can combine these shields with their primary element for an offensive weapon.

NOTEShields created by Lawful wielders are cyan. Those created by Neutral wielders are clear. Those created by Chaotic wielders are scarlet.

 
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Seeing as the last element, Geo, refuses to post or be edited in by ANYONE. I'll just say it's a scientific element, to make poison, magical weapons and enhanced senses. It draws from the energy of willing life around the user and can only be used as a priimary element, with no secondary element.
 
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