Alterverse
There is a theory that there are as many parallel worlds to our own as there are choices to any given situations. Back in the dawn of our race, such a split has occurred. A world so similar to our own, yet so very different.
There are only three nations making up the peoples of the world:
The Mathinae who, except for small pockets of Druids here and there, have all but forgotten how to use magic. They have also nearly wiped out the native mythical creatures in their land. They claim the lands we call Europe, Scandinavia, and Africa.
What we know as Russia, Asia, and India is peopled by the Shur'tugal. They have managed to blend technology and magic evenly. They revere and worship their mythical creatures.
The Deloi people reside in what we see as Canada, North and South America. Much like the original children of that land in our world, they live in harmony with Nature and Her creatures, normal and mythical. They waste nothing, nor take more then they need. Magic is strong in this land and technology nearly non existent.
Our story takes place in the land of the Deloi. The Mathinae and the Shur'tugal have an alliance of sorts brought about due to coming from the same area and sharing much of the same land. A combined expedition has set out to see who also shares their world. The Deloi lands have been sighted and the expedition is about to beach.
*NOTE ON MAGIC*
Anyone who wields magic has spells from one of the Four Elements: Earth, Air, Fire, Water
The Mathinae only have the ability to cast two spells, generally one attack and one defense, but some have been known to do both in one or the other. They also have one spell from Spirit.
The Shur'tugal can cast four spells in any combination of attack or defense. They also have two spells from Spirit.
The Deloi can cast six spells in any combination of attack and defense. They also have three spells from Spirit.
*ELEMENT SPELLS LISTS* (d) = defensive, (a) = attack, (b) = both, ( r ) = reversible
Earth
Dig (b)
Earthquake (a)
Entangle (a)
Find the Path (a) ( r )
Locate Creatures or Plants (b)
Mislead (d)
Plant Growth (b)
Stoneskin (d)
Transport via Plants (d)
Web (a)
Air
Cyclone Chariot (b)
Control Weather (b)
Feather Fall (d)
Fly (d)
Gust of Wind (a)
Invisible Stalker (a)
Moonbeam (a)
Phantom Steed (b)
Weather Summoning (b)
Wind Wall(d)
Fire
Faerie Fire (b)
Fire Seeds (a)
Fire Shield (d)
Fire Storm (b)
Fireball (a)
Flame Arrow (a)
Flame Walk (d)
Flaming Sphere (b)
Pyrotechnics (b)
Wall of Fire (b)
Water
Animate Water (b)
Create Water (d) ( r )
Ice Storm (a)
Lower Water (d) ( r )
Part Water (d)
Wall of Fog (b)
Wall of Ice (b)
Wall of Water (b)
Water Breathing (d) ( r )
Water Walk (d)
Spirit
Shape Change (specify type of form)
Speak with Animals
Speak with Plants
Tongues ( r )
True Seeing ( r )
Astral Spell
Wraithform
Heal ( r )
Clairaudience
Clairvoyance
Character Template
[b]Name:[/b]
[b]People:[/b]
[b]Sex:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Magic:[/b] (Main Element and Spells)
[b]Weapons:[/b] (mundane types – while there are guns, they are more like muzzle loader –think Davey Crocket and the first settlers, and only Mathinae and Shur'tugal would posses them.)
[b]Bio:[/b]
[b]Extra:[/b]