This is all the lore for The Great Vortex roleplay.
Vanai is the magic capital of the world of Liennen. It is the hub that all Mages, Sorcerers, Wizards, and Mancers work out of. It is a bustling city of a few thousand people, with narrow streets and hidden alleys. The majority of these people are of middle- and lower-class, with beggars being common. Some of those poorer people have resorted to theft and burglary, while others are willing to do most any job for a bit of coin. Those of the middle-class live well enough. Some own a small or medium home within the city, while others are travellers staying at one of the local inns. Then there are the noblemen. These people live in large houses near the citadel that stands in the center of the city. On the rare occasion that they leave their grouping of homes, they take a carriage surrounded by guards. These people of noble birth rarely speak or even acknowledge the existence of those below them. Then there is the great citadel at the center of the city. Its walls are closed to all those without magic, and the walls surrounding it stand high and true. The central tower rises into the sky, seeming to scrape the clouds above. Inside this citadel live many of those in the world who have access to magic. These people are divided into nine guilds depending on which plane they specialize in, and a tenth guild, which governs the city and the other nine guilds.
To the east of Vanai are great fields, with villages and farms dotting the land. Most roads to other cities lead through the fields, including the Merchant's Road, the most frequented path of them all. To the west and north of Vanai stand tall, grey mountains. These mountains provide a natural defense to Vanai, as well as most of the city's water. Capping the mountains are great masses of snow and glaciers, glittering in the sunlight. To the south lies a great forest. Roads cut their way through the forest, though are oft untouched, as bandits and highwaymen tend to pick their victims from them. While the forest is generally avoided, there are coal-makers living in its depths, as well as a few logging villages along its outskirts. In all directions lie hostile creatures. To the east wolves and wild dogs sometimes attack travellers in the night. To the south, the forest is filled with terrible, hungry creatures. To the north and west there are great creatures not dissimilar to dragons, as well as the occasional large cat.
THE MAGIC USERS
There are four types of magic users within this universe. There are the Mages, who access their power by siphoning a bit of the vortex into their consciousness, and using its energy to manipulate the plane they are currently observing, or alter the universe itself. Mages have the widest variety when it comes to different types of magic. Then there are the Sorcerers. Sorcerers have the ability to manipulate only the material plane, and no others. They can be completely different to Mages, possibly only ever being able to manipulate the material plane, or a Mage who has yet to learn to access another plane. Third are the Wizards. Wizards can not manipulate magic directly, but require the aid of certain reagents and materials. Because of this their magic is often much slower and weaker than the other magic users'. Last are the Mancers. They are those with mastery of magic in another plane. Mancers can use nearly every spell pertaining to a single plane, this can be a natural talent or a Mage or Wizard who has learned all they can about a single plane.
The Kaleidoscope Effect : All people exist on all planes in some form, except for the Vortex.
Consciousness Transference : The ability to transfer your consciousness between versions of you on different planes. Through training and effort, the consciousness can be split to cover multiple planes.
Planes are listed in order of their positioning in the universe.
The Astral Plane -
This is the plane of the mind. In this plane thought is reality, and reality is simply thought. Here is where the mind of every person resides, as well as the minds of some strange beings that exist only here. Tapping into the Astral plane allows the person doing so to give their own thoughts corporeal being, so that they may [attempt to] impose their will upon others. Here a person may send a thought as though it were a spear to another person's mind, and where the person may also block other thoughts. This is one of the more complex of the dimensions, as it requires an acute understanding of how your own, and others' minds work. Should someone become lost in this plane, their mind leaves their body to ponder ideas for the rest of eternity, as their body simply rots.
The Life Plane -
This is a plane of pure life energy. Here you can see the life that others emit, and see how healthy they truly are. You can also manipulate others' health here, be it for better or worse. In the Life Plane you can affect the heart rate, bleeding, and physical state of those near you. You can channel your energy here to heal wounds and, in theory, bring the recently deceased back to life. Should someone become lost in this plane, their life energy will be drained from their body, and they will be as a spectre, bringing illness or good health wherever they may travel.
The Material Plane -
This is the plane in which you live. Here things have physical mass, and are solid. Elemental magic is solely based within the eternal plane. You may control fire, water, or most any other natural element so long as your consciousness is on this plane. It is impossible to lose your consciousness here, as it is where you have lived all your life.
Limbo is a land forever shrouded in half-light. It consists of a black sky with perpetually falling ash. The only ground here is floating stone platforms that have no sense of direction or gravity. All known laws of the material plane mean nothing here. Limbo is the home of Void magic. This is the ability to create energy from nothing, or nothing from energy. This is the most complex of the magics, akin to solving a thousand-sided rubix cube covered in six colors that don't exist, while blindfolded, on your head, in the eighth dimension. But when someone succeeds in accessing this magic, they may use it to create a vast explosion, or a devastating implosion at the position of their choice. Should a person become lost in Limbo, their body and mind cease to exist altogether.
The Wilds -
The Wilds is the plane of all non-sentient creatures. Here is a great land of animals that the magic user may summon to aid him/her, or to access a certain creature's traits. It is a world of forests, oceans, mountains, fields, volcanoes, and deep blue skies. Should a person lose themself in the wilds, their body acts as a wild animal would, as their mind becomes melded with the nearest creature within the wilds.
The Vault -
The Vault holds every item ever crafted in the material planes. Within this giant stone room lies every weapon, set of armor, brick, roof, cabinet, and door. From here a magic user can summon an object of their choice, though what they find may or may not be what they originally wanted, depending upon their knowledge and skill. Should a person lose their consciousness in the Vault, they will forever explore its depths and treasures, as their body becomes comatose and rigid.
The Infernal Plane -
Here is the land of demons and helfire. It is a great cave filled with bubbling magma and screams of pain. There are many demons of differing power residing in this great inferno, each ready to be summoned by a Mage. Demons are the only summoned creatures that can, and often attempt to, break their summoner's holds. Should a demon free itself of the magic bonding them to their summoner, they often turn to kill him or her, and then wreak havoc for the twenty-four hours that they have before they are dragged back into the Infernal Plane. Should a person lose themselves here, their body shall join their mind and they will suffer eternal pain.
The Dark Plane -
Very few people know anything about this plane, it is an utter mystery. When most people attempt to travel to it, their mind is lost forever. Those few that keep hold of themselves tell tales of nothing but a dark fog, and a feeling of the utmost terror. They often return within mere seconds of entering the plane, only to cry until their fear passes.
The Vortex -
Here lies a great, swirling pool of magic itself. This plane cannot be visited, only tapped into by those few who have access to it. It is what allows for the use of not only magic, but the transferrence of consciousness to other planes. People often unlock the ability to access the Vortex during an extremely emotional event, such as a loved one dying, or a fit of rage.
THE TEN GUILDS
Nine of the ten guilds within Vanai are dedicated to Mancers, those with near-mastery of a single plane. The tenth is a group of elders who have near-mastery over at least three of the planes, and who govern the city. Each of the guilds have a leader of extra-ordinary power. Most, of not all, have a single spell that only they have access to, as they are the ones who invented it (Inventing original spells is beyond difficult in this universe), and these spells have immense power, beyond those of even Void magic.
These ten guilds may have quite a few magic users in each, but not all magic users are in a guild. Some are still training in the use of magic in a single plane, or simply choose not to take a specialization.
THE PLANAR LIBRARY
The planar library lies below the central tower of the Citadel. It is a great room of knowledge that has supposedly infinite knowledge, and that exists on all planes. In the Material Plane, it exists as a room full of books, some in foreign or unknown languages. On the Astral Plane it is a room of thought, where one seeking knowledge must unravel the thoughts of the universe itself. On the Life Plane, it is a great living creature, whose body holds knowledge of endless remedies and poisons. In Limbo it is a vast, empty hall where information seems to have no sense, and appears within the user's mind at random times. In the wilds it is a great tree, that holds a single specimen of every species that exists. In the Vault it is a perfect sphere, holding the secrets to every object that has ever been, or will ever be. On the Infernal Plane it is a great skin canvas, covered in dark, bloody runes holding the information of all demons and pain. And lastly is the library within the Vortex. It is unkown what this part of the library holds, or even looks like, as it is impossible to travel into the Vortex.
Your story is about to begin. You have either recently gained access to the Vortex, or soon will. When you find your great power, what will you do? Will you help those less fortunate, or will you crush them underfoot? Do what you think right, and explore this vast world to your heart's content.
(Notes: Creatures will be invented by those within this roleplay, as well as including those that naturally exist in the real world. Any races that are deemed over-powered will be added to the "Banned Races" list. Any cities other than Vanai will be created by the roleplayers, but should probably be okayed by the GM.)
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