Welcome to Lands of Myth and Magic!
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Board Owner: Striker

The Enchanted Desert GM: Striker
Land of Ice and Snow GM: Frosty
Imperium Romanum GM: Wuf
Isle of Mist and Fog GM: Striker
The Four Kingdoms GM: Wuf
Godless Wanderings GM: Striker

OOC Board Moderators:
Striker, Frosty, Wuf

Please respect all members of board staff at all times. Also please remember to respect other players!
Long centuries ago the Gods dwelt on Earth. They commanded their mighty magics and called their chosen people to their sides, creating mighty empires that spread out across the surface of the Earth, each ruling in their own era. For awhile each of the Mighty Gods was content with their Earthly Empire, but one by one they slowly lost interest. Earth, even with it's varied peoples, simply couldn't hold their attention.

As their interest waned, one by one the Old Gods abandoned Earth and their Empires faded and crumbled leaving behind only Myth, Legend, and the ruins and artifacts that have so enriched our histories. But the Old Gods did not simply vanish into obscurity.

Each and every one of the Gods sung about in Earth's Mythologies was driven to seek out a new world, one that held the excitement they had been unable to maintain on Earth. They were successful in their search, each setting their sights on a planet that held an abundance not only of varied peoples, but of magical power as well. Each God was thrilled to find the exact object of their wildest dreams! Imagine their horror and disappointment when they realized each and every one of their fellows who had once inhabited the Earth had made the same discovery, and each and every one had the same wish; to command the full power of all the world's people and magic.

Terrible was the war they wrought upon each other, each faction set against all the others with no less than absolute victory their only goal. Alliances were made and broken. But in the end no one faction could win out above all the others. In their immortal power, the Gods found themselves equals, unable to slay the armies of their enemies, unable to claim the greatest treasure that ever they had beheld.

And so the Old Gods of Earth turned their eyes on this new planet, dividing amongst themselves the people, drawing as many as they could to their worship and rebuilding their empires of old. A new war was about to begin, fought not by the Gods themselves but by the worshipers they ensnared.

Welcome to Lands of Myth and Magic, a world of danger and excitement in which the myths of old come to life once again. Kingdoms ruled by different Gods stand on the verge of war, alliances, betrayals and secret plots run rampant. Heathens that refuse to answer to any one God roam the lands stirring up trouble. No one can be certain what the next day will bring. There is adventure to be found for any who go in search of it!
The Rules:

1) Respect! Please respect other players, please respect the Staff/GMs! Everyone is welcome in Lands of Myth and Magic. If you have an outside problem with someone I ask that you please leave it at the door when you enter. The goal here is for everyone to have FUN!

2) No Godmoding! Lands of Myth and Magic defines Godmoding as any In Character (IC) action that puts another player at an unfair disadvantage and/or seizes control of a character that does not belong to the player making the action. Only a character’s creator can declare their character dead! There will be no forced PC deaths in Lands of Myth and Magic!

3) Plagiarism will not be tolerated. All characters must be originals.

4) Please post a character bio for all characters you wish to make PCs. For more information please read the rules for character creation. Please submit your character in the folder for the section to which you wish them to belong (EG: Norse characters are submitted in the Norse section). Character bios for PCs require approval for continuous play; however, you can begin playing a character while awaiting approval (GMs will try to be prompt). Play testing of a character before writing a bio is welcome. Once a character is approved for the section to which they belong, they are not limited to play in that section only. Characters may travel between the sections. Character approval for the home section stands for all sections of play.

5) Lands of Myth and Magic has a PG 13 rating. Swearing, within moderation, is fine. Due to the PG 13 rating and the terms of service for Invision boards, scenes of sexually explicit nature are not allowed to be posted on the boards. Please use good judgment when it comes to blood and gore; if you aren't sure, post a warning as a subtitle to the thread title.

6) No Spamming and no Flooding. Only regulars have standing permission to share links.

Discipline:
I'm a big fan of the Three Strikes System when it comes to rule breaking. You will receive ONE warning only. Please be aware that the GMs of each individual section reserve the right to make decisions that will affect their section. If my name is not listed as the GM of a section, I will NOT over-rule the section GM, so don't bother asking.

Please remember to have FUN! ^_^

~The Management


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 Places Of Importance
Striker
Posted: Dec 12 2007, 09:38 AM


Isis


Group: Admin
Posts: 102
Member No.: 1
Joined: 9-August 07



Annwn
Annwn is the other world in which Mabon grew up. Annwn is a timeless land, those who dwell there do not age while they remain within it's enchanted lands, though for most the effect wears off when they take their leave. Annwn is ruled by Arawn, somber and serious Lord of the Dead. He rules over the souls of the dead which make their eternal home in the land of Annwn when their mortal time has expired. For the souls of the dead Annwn can prove rather monotonous. There is little for the souls of the expired to do, though they exist in relative comfort. The exception to this, of course, is the souls of the damned, which are dragged off to endless, unspeakable horrors by the phantom hounds under the rule of Arawn and his Queen Morrigan.

Aside from housing the souls of the dead, Annwn is also the home of the Gods. Most of Annwn's wonders are reserved for the Gods where they dwell in all their splendor while they are not wandering the mortal world. The Tuatha De Danann, ruled by Nuada and the Dagda make their home among the wondrous lands of Annwn now that they no longer dwell among their blessed people, the Sidhe. It is said that the mortal world holds several entrances to the different realms of Annwn, but where those portals may be is one of the best kept secrets of the Gods and their devoted. It is also said that the Druids have a portal to Annwn in their possession, but if this is true, they guard it with great zeal.

Tir-na-nog
Tir-na-nog is a mystical, magical place. One of it's greatest marvels is how it is reached, a secret which very few are privy to. It is said that Tir-na-nog is located at the bottom of the sea, far under the protective waves of it's ruler, Manannan Mac Lir. However it is well know, by the accounts of those who once dwelt there, that the magical land of Tir-na-nog is not made up entirely of ocean. In fact it includes vast forests which have grown for thousands of years untouched by man. Whether it is located far underneath the ground beneath the ocean or is simply protected by some form of dome is a subject highly debated by celtic scholars. Whatever the case may be, it is certain that it is extremely hard to reach the enchanted shores of Tir-na-nog without the blessing of it's ruler, Manannan Mac Lir.

The magical shores of Tir-na-nog are populated by all manner of Fairies and Spirit Folk. In fact it is from Tir-na-nog that most of these magical creatures originally hailed. Many have made their way into the human world and continued to propagate, and so there are many Fairies and Spirit Folk who have no memory or knowledge of Tir-na-nog save for that passed down from their ancestors. Many, however, still make their homes in Tir-na-nog, where they are far more populous than in the lands of mortals.

Not all the inhabitants of Tir-na-nog are living, however. Some rare few lucky souls are blessed with Tir-na-nog as their eternal resting place. It is uncertain how souls are chosen to reside forever in Tir-na-nog, for not all the souls that make their eternity there are good and pure, though it is by far the closest thing to paradise that can be found in the celtic lands. It is believed by many sailors that Tir-na-nog is the promised resting place of those sea farers most favoured by Manannan Mac Lir.
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Striker
Posted: Dec 12 2007, 09:41 AM


Isis


Group: Admin
Posts: 102
Member No.: 1
Joined: 9-August 07



Denvet
At first glance the kingdom of Denvet appears to be deserted. It is full of rolling, grassy hills and short, open plains. It is in these green lands that most of the Sidhe make their home. The Sidhe most often make their homes under the hills, in large, hollowed mounds. Their farms are located on and around the hills in which they make their homes. Denvet is not devoid of mankind, but it is ruled by the Sidhe and so is governed by their laws. The land, most especially the hawthorn forests located on the edges of their borders, is fiercely protected from the destructive forces of mankind's nature. The Sidhe guard their borders fiercely, but those who show no intent to bring them, or their lands, harm are allowed to pass without incident, sometimes without even knowing they have passed through Sidhe lands. Most often humans wander into the Sidhe lands seeking to learn of their wisdom, and most especially seeking the secrets of Magic, which the Sidhe have mastered and humans have only begun to grasp.

Saelra
Saelra is the capital city of Denvet, and is probably the largest if all Sidhe settlements. While Most Sidhe 'towns' are made up of a scattering of hill dwellings, sometimes with a large hill burrow shared by several families, Saelra is truly a city in its own right, and a city of marvels at that. Saelra is located completely under the ground, dug out from underneath the largest hill in Denvet. The only outward signs that it exist, are the two large, wooden carved doors that lead inside. Underneath the hill has been largely carved out (though obviously enough of the structure has been left to keep it from collapsing on those who make their homes there). Magical lights have been set into the walls and ceilings to illuminate the city during the days, and muted lights illuminate it at night in place of the moon and stars. Homes have been carved out of the walls of the hill, other homes have been built in the hollowed out space of stone and wood. There are streets in the city of Saelra. There is a thriving market square in the very center of the hill city. A second story of buildings has even been carved out of the hill side above the first level, connected to each other by rope bridges. Saelra is a bustling center of activity for the Sidhe and those few humans lucky enough to find it. It is here that the best Sidhe teachers of lore and magic can be found. One should not be fooled by it's outward appearance, however. The doors that lead to Saelra are not it's only defense. While the Sidhe are a peaceful, caring people, they are also cautious, and fiercely protective of their beloved homeland. It is believed that at one time the Tuatha De Danann made their home in the mortal world under the hill at Saelra. It is believed that the original Sidhe who dwelt in the city are the direct descendants of the Tuatha De Danann.
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Striker
Posted: Dec 12 2007, 09:43 AM


Isis


Group: Admin
Posts: 102
Member No.: 1
Joined: 9-August 07



Kamelot
Most of the human kingdoms on the foggy isles are small and scattered, with little true power outside their city walls. Kamelot, however, is the largest and strongest of the human kingdoms on the foggy isles. It is ruled by King Arthur and protected by his army which is lead by his valiant Knights of the Round Table. Kamelot is a fairly tolerant nation, known to be a safe haven for those of many origins. King Arthur is generally considered to be a fair and just ruler. Though the human nations of the foggy isles are known to go to war with each other fairly often, none has ever defeated Kamelot and so its citizens generally consider themselves to be safe while they make their homes within its borders. The people of Kamelot are fiercely proud, as the best warriors come from all over their lands to prove themselves and join King Arthur's Knights at their Round Table. Kamelot is full of open farm lands, bustling port cities, and rowdy taverns. Kamelot also maintains a somewhat tentative alliance with a coven of sorceress witches who make their home at Avalon, the somewhat mysterious, fog shrouded island located just off their eastern sea boarder.

Branor
Formerly the capital of Kamelot was the city for which the Kingdom got it's name, the city which still rules over the entire nation. However, as Kamelot grew it became quite confusing and so the capital was renamed and remains today the city of Branor. Branor is an impressive city indeed, certainly a fine example of human ingenuity. It is a walled city, protected on all sides by a large, stone wall. The only entrances into the city are through the four large steel gates that lay on each side of the city. It is believed that there are also secret passage ways that lead in and out of the city under the wall, but very few know where they can be found. It is likely if they do exist, they are a very well kept royal secret. Inside the walls are all the homes and shops of the people who live and work in the city. The streets are cobble stone and wind in and around the city blocks. The center of the city seems very organized, while on the outskirts of the city it is extremely easy to become lost on the winding roads.

At the center of the city is the Royal Castle, a fortress in it's own right. The castle is surrounded by another, smaller wall of it's own. Both the castle wall and the city wall are maned day and night by the most capable soldiers of the army, always alert for danger or battle. The castle has other protections, some of them very well hidden. The castle is full of splendor in it's own right. Though the walls are stone, the floors vary from impressive hard wood to marble. The walls are covered in magnificent tapestries that depict the exploits of famous heroes, knights and kings of the past and golden chandeliers hang from the ceilings. Just outside the castle, pressed close to it's wall, is the city Market, one of the most active parts of the city and one of the most famous places to purchase high quality goods in the city.

Avalon
Avalon is a mysterious island located just off the coast of Kamelot's eastern sea boarder. It is completely shrouded by mists (the mists of Avalon). Many sailors trying to reach the shores of the island have been lost for days in the mists that shroud it, but have never managed to actually find the island's location. In order to reach the island of Avalon, one must know how to part the mists. It is said that they will only respond to one among the number of the witches who make their homes on the isle, though it is more likely that they are simply the only ones who know the spell which will make the mists reveal the path to the island.

Avalon, 'the Isle of Apples', is full of apple orchards which produce the most magnificent apples in the mortal lands. While the witches that make their homes there do export many of their apples, it is not their main reason for choosing the island as their home. Much of the island has been untouched by the witches, leaving it to grow wild. They prefer to make their home among nature untamed. Many believe the witches of Avalon to be wild, untamed women themselves, but it is most likely these stories come from those who have simply misunderstood their sacred rituals. In fact it is a common misconception that all the witches of Avalon are women - there are, in fact, many men among their ranks, though people most often call them 'Wizards' instead of 'Witches'.

The largest man made structure on Avalon is a temple, dedicated to the Goddesses Morrigan and Ceridwen and the God Cernannos. The temple is a tall structure but not overly wide. It is built of white washed stone and marble and is truly an artistic sight to behold. The inside of the temple is wide and open, with high vaulted roofs and long hallways. The walls are inlaid with large stained glass windows which depict sacred scenes of the gods. It is here that the witches of Avalon hold many of their rituals, but just as many are performed out in the wilds of the woods, where the witches feel most at home.

Avalon is ruled by the Lady Morgaine, a witch and a powerful sorceress. The witches of Avalon look to her for guidance, as she is considered to be the wisest among them, and chosen by the Gods and Goddesses to lead them. She is the closest thing Avalon has to a 'Queen' and is also regarded as Avalon's ambassador or emissary to the outside world. It is the relationship between King Arthur and Lady Morgaine that allows Avalon and Kamelot to maintain their tentative alliance.
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Striker
Posted: Dec 12 2007, 09:45 AM


Isis


Group: Admin
Posts: 102
Member No.: 1
Joined: 9-August 07



Camlann
Most of the other human nations of the foggy isles are too small to bear mention. However in the north, one kingdom clings to the shore and carves itself a large enough empire that it seems they may even be able to make war on Kamelot very soon - if the gods smile on them. The kingdom of Camlann began as a small gathering of ports, wishing to defend themselves from the plentiful incursions of pirates on their shores. Likely it is the navy that they have developed over the past few years that has allowed them to gain in strength. Camlann is a nation of the sea, and it protects itself far better by sea than it does by land - it's only true weakness is that it's army cannot possibly rival that of Kamelot. Camlann lies for the most part on the borders of the foggy isles pressed against the sea. Most of their trade and communication is accomplished by ship, and most of the preferred professions of it's people have to do with the sea. Camlann has a love for the sea and most of it's inhabitants are trained for sailing at a very young age. Despite their love affair with the sea, many of the citizens of Camlann are also firmly grounded on the land, and their kingdom continues to grow outward to the grassy plains and rolling hills of the foggy isles.

Angharat
Like so many other cities of Camlann, Angharat, it's capital, is a port city. It's long stretch of sea boarder is taken up by wooden docks which are almost always populated by ships. The city's market is pressed right up against the harbor region of the city so that most of the city's activity is located around its docks. Angharat's market place is the best place in the foggy isles to buy fresh fish, as the city possesses a rather large fleet of fishing vessels that supply the market on a daily basis. Few other cities boast such an extensive selection of delicacies from the sea. Angharat is far longer than it is wide. Most of it's protections lay on it's sea side, while it's land side is occupied mostly by farms and herds. Aside from it's impressive harbor district and fish market, Angharat possesses few few remarkable features.
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Striker
Posted: Dec 12 2007, 09:48 AM


Isis


Group: Admin
Posts: 102
Member No.: 1
Joined: 9-August 07



Stonehenge
One of the most impressive structures ever built by man, Stonehenge is by far the largest temple of the Druids. Located where the largest body of the Druid order makes their home, Stonehenge lies in a relatively flat area and so is visible from miles in any direction. The Druids who tend to and perform rituals at Stonehenge make their home in the nearby forest and in hidden dwellings believed to be located in vast caverns that run underneath the ground upon which Stonehenge was built. Stonehenge has three different parts, each serving a unique purpose. The most noticeable part of Stonehenge are the Sun Stones which appear to be large stone arches made of two straight standing stones with a third stone laid across the top of them forming the top of the 'arch'. The Sun Stones are the largest, most impressive part of Stonehenge's structure. During the summer and winter solstices, the rising and setting of the sun (respectively) is framed through the center archway of the Sun Stones. The second part of Stonehenge are the Lunar Stones. Smaller, blue tinted stones which have been arranged inside the area framed by the larger Sun Stones. The Lunar Stones are not nearly as impressive as the Sun Stones, save for their pleasing blue shade, but they serve a special purpose of their own. The last part of Stonehenge is not made of wood at all, but instead is made of wood. A wide circle of round wooden planks have been driven into the ground around Stonehenge to mark the borders of it's sacred ground, this circle is open on all four sides, with small paths leading inside marked by the wooden planks. To step into the wooden circle is to step onto the sacred grounds of Stonehenge, and be bound by the laws of the Druids. The secrets of Stonehenge are kept by the High Druid, leader of the Druid order.
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