Welcome to Chaos

World of Chaos, the beginning and the end of existance.
Read the history and basic information for Chaos in the following text, or read about recent events behind the Serpent.

A world that never remains the same, people who live in Chaos must be able to either shape-shift, or have magic that will allow them to survive the ever-changing regions. This world is easiest described as chaos. There is nothing that is steady or constant. Challenges and duels amongst the family are commonplace, and even the species in the realm vary dramatically from demonoid to human. The worlds have a tendancy to blend here. While here, Chaosians have the ability to pull items, things, people, and places to themselves. History states that all was Chaos, then Dworkin stole the Eye of the Serpent and awoke the pattern in Amber, creating a balance between order and chaos. The Patternfall was was the Courts’ first attempt to return chaos to the universe, but instead, Serma and the Tris were formed, throwing all off balance because the Tris represented peace. The Balance Wars nearly ended all life as each of the three powers attempted to gain complete control over the planes of existance. Before all was lost, a soldier named Tagon sacrificed her life on a desert world to bring intelligence to the Kajiah, the power over war. Balance was restored, and peace has filled the worlds ever since. The power of Chaos is very selective with it’s energies. An initiate must travel the Logrus, a maze that never stays the same, fighting creatures that the maze puts against them as they travel. Magic does not work in the maze, and anyone who is not of the bloodline will be destroyed. Travel between worlds is done by “slipping” through the shadows. By pouring energy into a shadow and concentrating on where they want to go, a person is able to push into other worlds and travel to them by stepping into the portal opened. The power of Chaos allows Chaosians to create magic effects that do not activate until triggered. The cost is the mana needed to create the effect and the time to create it. “Spells” are designed and “stored” as a magic aura around the caster. Mana from the spells “hung” do not expire, but can be drained. Each spell can only be used until all it’s mana is used up, though more mana can be put in and taken out as needed. If something is attempting to drain the mana from the “hung” spells, the owner of the spells will roll a perception check, if they see this occuring, they have the option of rolling percentile to resist, otherwise, all spells have no resistance.

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