Lore Guidelines

The full list of lore rules/guidelines
1) The story is set exclusively in New Voldrania
1.1) "Natives" of New Voldrania have been there for millenia
1.2) "Sub-Natives" of New Voldrania have been there for centuries
1.3) "Voldranians" in New Voldrania have been there for three decades
1.4) Voldrania/Old Voldrania is a destroyed continent only relevent to the "Voldranian" nations
2) Populations are purposely left undefined
3) Creation/Evolution/Religious theories are left purposely vague
4) No Gods or godlike characters
5) No new races
5.1) Humans are the dominant race in every nation and region of the world
5.2) Goblins effectively do not exist in New Voldrania
5.3) Dwarves do not exist in New Voldrania, but the Dwarf/Human hybrid Iysks do in a few isolated cities
5.4) The Trikash are dead
6) Space travel is not permitted in lore
7) No overpowered weapons, items, characters, etc.
8) Regarding Magic:
8.1) Voldranians have a limited understanding of magic
8.2) Testificates have a deep, but secret, understanding of magic and enchantments
8.3) Jarulians, Llysians, Lirun, and Dalveradians have a strong understanding of magic
8.4) Magic, in general, is extremely difficult and rare, even for cultures that understand it
9) Regarding Technology:
9.1) If you can represent it ingame you can add it to the lore
9.2) Voldranian nations tend to be more universally adept with technology than natives or sub-natives
9.3) Bring up any new technology ideas with the group first
10) Regarding Nether Spirits:
10.1) Nether Spirits are universally weakened by Glowstone
10.2) Nether Spirits are universally hostile towards Humans/the Overworld
10.3) All Nether Spirits have potent mystical abilities, but no two Spirits set of powers are the same
10.4) Nether Spirits are capable of possessing humans, except those in the presence of Glowstone
10.5) Most Nether Spirits are mindless predators, only a few have human-like intelligence
11) Regarding Keepers:
11.1) There are nine Keepers per realm; no more, no less
11.2) Keepers answer directly to the Serpent
11.3) Do not create a new Keeper without permission
12) Regarding Void Lurkers:
12.1) Void Lurkers are mischevious and dangerous creatures
12.2) Only a relatively small number of Lurkers exist within the Overworld
12.3) Do not create a new Void Lurker without permission
13) Regarding Realms:
13.1) The story takes place in the Overworld
13.2) The Nether is accessible, but widely feared and rarely used by regular civilians
13.3) The End's existence is largely unknown, and only a few well hidden portals exist
13.4) Alt'Kardi is only accessible to those allowed to use it
13.5) The Void is inhospitable to all living creatures, with a few exceptions including the Void Lurkers
13.6) The Void is a "space between realms", and every realm in existence has some form of connection to it
13.7) Pocket realms exist, but can only be created by particularly powerful beings
Category:Voldrania Wiki