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Terminology

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Post by Echo Thu Jul 05, 2018 7:42 pm

▌ Worldbuilding

Dust
Mankind's valuable tool

Dust. By definition, it is a naturally occurring energy propellant that can be triggered by the Aura of Humans and Faunus. But in reality, it is much, much more.

Found in four basic forms, Dust can be combined both artificially and naturally to form new, stronger types, each with unique properties. Since its discovery, man has concocted a multitude of ways in which to harness these mysterious crystals.

From airships to androids, Dust has made its way into practically every facet of technology. Some prefer to use Dust in its raw form: elegant, yet destructive. Those who choose to wield Dust in this state must posses a certain level of discipline, to ensure that their resulting powers do not break free from their control.

Dust ammunition serves as a more practical application in today's modern society. With the technological advancements in weapon design, warriors need merely choose the right cartridge for the job and pull the trigger.

While this has become the standard method of use, it is not uncommon to find individuals still practicing more archaic forms of Dust manipulation, such as weaving it into clothing or even fusing it directly with their own bodies.

Despite working, fighting, and even turning a profit with it, humanity has still yet to understand how Dust came to be, and more importantly, how their involvement with Dust will ultimately change the world of Remnant.

Please refer to this page for more information.

Echo
Tired Widower

Posts : 13
Join date : 2018-07-03

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Post by Echo Thu Jul 05, 2018 7:43 pm

▌ Worldbuilding

Aura
The battle for everyone's souls

Huntsmen are widely regarded as the world's greatest warriors. While skilled in a wide variety of weaponry and hand-to-hand combat, these champions are also masters of a much greater power: Aura.

Aura is a manifestation of the soul, a life force that runs through every living creature on Remnant, whether they are a meager shopkeep or a renowned knight. However, what sets true warriors apart from all others is their ability to amplify and control their Aura.

Aura is primarily used as a defensive mechanism. Passively coating the wielder in a protective force field, it can protect a combatant from what would normally be a fatal blow. It does not, however, make the user invincible. As they receive more and more damage, their Aura reserve will deplete. If this happens, all the fighter will be left with is his resolve. Fortunately, when a fight turns gruesome, a warrior can also rely on their Aura in a different manner.

"Semblance" is a term used to describe the projection of Aura into a more tangible form. For some, this could be the ability to control objects with telekinesis. For others, it could mean superhuman strength. The power associated with a wielder's Semblance is completely unique. With enough training and focus, a user's Aura can turn them into something much more than just a man.

Please refer to these pages for more information.

Echo
Tired Widower

Posts : 13
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Post by Echo Thu Jul 05, 2018 7:45 pm

▌ Worldbuilding

Grimm
Kill or be killed

The Creatures of Grimm; a ravenous, destructive force that covers the majority of Remnant. While often referred to simply as "Grimm" in the common vernacular, these beings serve as the greatest foe to mankind. For as long as humanity can recall walking the surface of Remnant, so do they remember this wicked force.

Many ancient cultures believed the creatures of Grimm to be animals possessed by evil spirits, or perhaps the spirits of tortured animals themselves. However, further study -- as well as the discovery of newer, more horrific forms of Grimm -- does not support this hypothesis. With new creatures discovered every day, scientists perpetually find themselves with more questions than answers.

While very little is known of their origin, some key facts have been observed in the wild. First and foremost, the Grimm exclusively attack humans and their creations. While occasional skirmishes between wildlife and Grimm have occurred, these instances appear to be based on territorial provocations, rather than a need for sustenance. In fact, the common belief is that the Grimm are not obligated to feed; they choose to.

What is perhaps even more unsettling is the basis of their attraction. The Creatures of Grimm are lured towards negative emotion. In the rare instances when villages are capable of defending against a wave of Grimm, their survival is not guaranteed, as widespread panic will only lead to more attacks.

Little else is known about the Creatures of Grimm. Keeping them in captivity has proved to be an understandably difficult task, as the creatures tend to either die or kill those who imprisoned them in the first place.

To further complicate study, the corpse of a Grimm will only remain for a short period of time, before completely evaporating. Those who hunt the beasts for sport find this particularly upsetting but manage to get by with cheap taxidermic recreations and bombastic storytelling.

Although the Creatures of Grimm appear mindless, more delicate observation has proven contradictory. It has been noted that while younger Grimm tend to be more reckless; older Grimm, who have managed to survive their battles, have the tendency to learn from their experience and will exercise caution in the future. This perverse form of self-preservation allows the creatures to become more effective killers.

And in the end... killing is all that matters.

Please refer to this page for more information.

Echo
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