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Bestiary Factions Magic Weapons and Gear

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PLANTETOGUN

"Writing the future starts now"




Welcome to the Grand Odyssey. This is a universe where exploration and discovery are at the quintessential of one's existence. Here be uncharted lands and treasure waiting to be discovered, and monsters that lie between you and the doors of death. Below are some key points to note; the beasts, magic and nature of this universe. Read and start your adventure.



Bestiary:


Derlkia: These are creatures born from the remains of souls after they've departed the body; their soul-fragments. They are few in numbers, but nonetheless their presence is something to be wary of.

Mutant: These are regular animals who have been mutated weather due to enviromental factors or due to supernatural influences or experiments. Mutants are more dangerous than regular animals (you have lions, then you have chimera, which are lions, goats and snakes in one). Mutants come in two categories, monsters and ferrans. Monsters are smart, but lack human emphathy and live based on their animal instincts, though there are some exceptions. Ferrans are creatures that have human blood, and area capable of human intelligence and emphathy, also able to build civilizations and interbreed with other humans and ferrans.

Elemental: The ability to manipulat an element whether it be fire, water, earth, wind, or lightning can be found in either derlkia or mutant. The more powerful elements are psychic, flora and astral.

Class: The class of a beast determines its destructive capabilities, whether derlkia or mutant. The lowest is "D", being lesser or equal in power to a human, while the highest is "L" for Leviathan, which can destroy an entire city.




Munchgrunt


Wetmaiden


Stebble


Shaggerd


Sniquid


Sneaksner


Wizbee


Fallerpents


Boguar


Vagnolia


Monject


Wrangler


Brightwisp


Stonetem


Knuckdent


Goreder


Skug


Swampallow


Meeklek


Cindermander


Hornicorn


Tongueuka


Gripser


Spirricum


Popobawa


Jabberlass


Riverwench


Nandibear


Yerga


Dekonk


Electite


Wailmaiden


Gnawhog


Basilisk


Scraguti


Bosdrake


Chewcoat


Thweeka


Frazzle


Scaletic


Marshmen


Narack

f

Skelshell


Snowstinger


Gagako


Grisnark


Swinedrake


Clayfolk


Emfurs


Marionot


Yengui


Tedder


Swekeo


Grimmdrake


Hydranoke


Snowfolk


Winglich


Tentaclaw


Ciplon


Sycleon


Kraken


Snike


Bogglepok


Stragomo


Flape


Slygia


Kidefelia


Traag Beast


Hydra


Husken


Atlastar


Phallite




Factions:


These are the notoable groups and organizations within the Grand Odyssey Universe, whether they be government organizations, clans or cults. Some mean to maintain balance and prosperity in the world, while others want to destroy it. Some just try to survive by any means within this world. Here are some details about these groups.
Species: This category determines if the faction is associated with humans, ferrans, a mix of the two or monsters.

Influnce: This determines of the faction has ties with and/or can manipulate certain parts of society. Whether it is the magical world, the world of hunters, polictis or monsters.

Firepower: Though a faction may not be created for battle, it is an inevitable fact in the existence of the Grand Odyssey. This determines the combat power of a particular group. "Basic" means that on average the group lacks proper training in fighting. The average person on the street. "Average" means that their figthing skills is comparable to that of persons in the military in terms of hand-to-hand combat and weaponry. "Advance" means that thier physical strength, speed, endurance and reaction is thrice or more that of a well-trained human in our military; particularly in the case of monster-hunters and some magical practitioners. "Superior" means that members of this group have powers that make them rival that of "S-Class" monsters.

Monster Hunters


Monster Ministry


Karribala


Ekyinda


Oxlar


Crazies


Ministry of Magic


Nobles


The Order of the Clouds


Bloodfire Gang


Cult of the Spider


Global Jewel Market


White Market


Blue Hexers



Magic:


Magic in the Grand Odyssey stems from a special, strange place few know about. It is commonly known as the embodiment of willpower, the ability manipulate the world around them with just contact and thought. Young ones know from early on that they can use magic, feeling a tingle in their body as they grow. However, it is a precious resource, as only fifteen percent of humans or ferrans can use this supernatural force. These indiduals are sought after by every single group, especially those seeking to journey to the uncharted lands. A wizard is worth ten men, some would say, while a beaster is only worth five. It's no wonder sometimes the two have a fued. The search for the source of magic is ongoing, however the closer we seem to get, the more new information proves the previous assumption incorrect. Alas, magic remains a mysterious here, which some don't seem to mind.


Beacuase magic a powerful resource, the world government has sought to regulate the use of it. This is done through the Ministry of Magic, and schools dedicated to teaching sorcery that respond directly to the Ministry of Magic. The faculty of these institutions are evry skilled magical practioners as well, and the curriculum constitutes of how to dispell hexes, control the elements, conjure charms and summon spirits. Children who graduate are registered in the government as liscenced magical practitioners, and have access to a variety of resources such as spells and especially clients to get hired for missions. However, there are still those who discover and practice magic on their own, for selfless or selfish gain, and reject registeirng with the government, as magic is seen as a god-given force free from human shackles.


Magic is crafted and exercise in three methods. Through spellcards, charms or staves. Spellcards are the most common, as they allow for easy access and use and are more flexible and specific. However, their specific function makes them less flexable as compared to staves and charms. A spellcard that produces a wall of fire cannot produce a sword of fire, but a charm that manipulates the shape of fire can do both. However, that has not stopped the popularity of spellcards, and the Ministry of Magic has monopolized them by producing various spellcards that are sold in stores that are registered by the ministry. Staves are a older version of magic use, and depending on the type of wood, can have a different primary effect. Staves can also be fitted with spellstones with specific effects as spellcards, however because the stave is already concentrated with spirit energy, the user can switch to a different spell much quicker than they would compared to shuffling cards through their hands.


Magic is organized into three categories; hexes, jujus and stryas. Hexes are usually spells which harm the target physically or mentally, executed through requirements that when completed activate the curse. These hexes are done through contact with the caster's spirit energy, and some are so powerful they may cause death if not lifted. Juju magic involves a particular object and the concepts assoiated with them. An example is a spoon being associated with food, and can be enchanted to turn a scoop of dirt into sugar, or an enchanted cup that canturn urine into drinkable water. Strya is magic which involves the manipulation of of the enviroment, whether manipulating the elements or other materials. Within each catergory are different spells with varying degrees of difficulty to masters. Some persons specialize in one, while more talented magical practioners can use two or three. It all depends on the skill and application of these spells that determine their usefulness and power.




Weapons and Gear:


Danger lurks in every corner within the Grand Odyssey universe, and it is the wisest who arms themselves to the teeth with weapons keep themselves alive. Even if one isn't blessed with magic, there are plenty of weapons availble for purchase or discovery if you care to raid ruins for arcarma. Some weapons can be legally bought, provided one has the right liscense. Others are extremely dangerous, and their ownership outlawed by the government. Below are some of the weapons known throughout these monster-infested lands.

Fire Method: This determines how a weapon fires its projectiles. Automatic, semi-automatic or manual-action. Automatic means it can fire continously just by holding down the trigger. Semi-automatic means it can be fired continousluy, but requires some input , ie. removing the shell from a sniper cartridge. Manual-action means that after a shot is fired the user must eject the spentshell and/or insert the next round and prep it.

Hitpower: In terms of rifles and pistols, it refers to the pierceing power of the bullet once the mass, velocity and size of the round is calculated. Type-1 means it can pierce 0.5 centimeters of steel. Type-2 equals to 0.7 centimeters, and type-3 equals to one centimeter of steel. Type-4 is 1.5 centimeters of steel. Type-5 is two centimeters of steel. Type-6 and type-7 are mostly for cannons, which can pierce two nd three inches of steel respectively.

Range: This measures the distance in meters the bullet travels in a straight path before starting to veer off course from the intended target.

Pistols and Rifles:

.38-Caliber Handgun

  • Fire Method: Semi-Automatic
  • Hitpower: Type-1
  • Range: 60 Meters
  • This handgun is a common weapon used by hunters, police and military alike. It has a boxy look with a thick barrel, and usually has a copper color. It can have different magazine sizes from the common seven, twelve and up to sixteen.

.44 Magnum

  • Fire Method: Semi-Automatic
  • Hitpower: Type-3
  • Range: 45 Meters
  • This weapon has not changed much since its creation; a powerful six-shooter weapon that can put down even the most unruly C-Class monster with a well placed shot to the head or torso.

Frog-Hammer Rifle

  • Fire Method: Semi-Automacitc
  • Hitpower: Type-2
  • Range: 130 meters
  • This a commonly used weapon within society, favored by the government for distribution to the public due to it's low fire-rate, but favored because of its ease to use and light weight. It has a magazine capacity of eighteen rounds and fires manually. It is waterproof, but the wood might swell and cause the bullet to jam. It gets its name from the caliber, which reflects in the barrel and hammer.

Viper-Hammer Rifle

  • Fire Method: Semi-Automatic
  • Hitpower: Type-3
  • Range: 170 meters
  • This is a more powerful version of the reptile series, above the Frog-Hammer with a body that narrows to a segmented barrel with flat stock. This is a weapon for suited for hunting big game, and a level two license is needed, as the power of the weapon is dangerous to humans and ferrans. It is mostly used by the police force.

Croc-Hammer Rifle

  • Fire Method: Semi-Automatic
  • Hitpower: Type-4
  • Range: 300 meters
  • It lacks the magazine capacity of the Viper-Hammer, but has twice the piercing power. It is usually used at close-range as the bullets breaks into eight pellets like a shotgun. The body its composed of three sections with a cucumber-like barrel and a stock covered in grooves. It can be fired manually, and in rapid action like all in the reptile series.

Turtle-Hammer Rifle

  • Fire Method: Manual-Action
  • Hitpower: Type-4/Type-5
  • Range: 160 meters
  • A shotgun that fires single round 1 x 3 inch rounds. It holds two rounds at a time, and is used usually for hunting large monsters as opposed to combat with armed, humanoid adversaries.

Drako-Hammer Rifle

  • Fire Method: Automatic
  • Hitpower: Type-5
  • Range: 400 meters
  • This is the most powerful gun in the reptile series. It has a angular look, with the barrel the same width and length as the action. The trigger guard is square-shaped and the stock has a deep curve. This is the common weapon of the military, and prohibited from use my common folk. It's even rarely used by hunters.

.50 Caliber Scope-Rifle

  • Fire Method: Semi-Automatic
  • Hitpower: Type-3
  • Range: 570 meters
  • A common sniper rifle used by hunters and mercenaries. The body is cylindrical, with a sturdy, segmented stock with shock-absorbents in the creases, and a barrel composed of a frame that aligns it with the scope atop the rifle. This weapon works perfectly well with the eyes of bird and reptilian ferrans.

.60 Caliber Scope-Rifle

  • Fire Method: Semi-Automatic
  • Hitpower: Type-4
  • Range: 670 meters
  • A common sniper rifle used by hunters and mercenaries. The body is cylindrical, with a sturdy, segmented stock with shock-absorbents in the creases, and a barrel composed of a frame that aligns it with the scope atop the rifle. This weapon works perfectly well with the eyes of bird and reptilian ferrans.

.45 Caliber Buzz-Rfile

  • Fire Method: Semi-Automatic
  • Hitpower: Type-3
  • Range: 520
  • -A rifle that lies somewhere between an assault rifle and a sniper. It has a higher fire-rate than most snipers, however it lacks the firepower of even a 50.Caliber rifle, and is mostly used against a large groups of unarmored foes from a distance.

  • Fire Method:
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Cannons:

Cometgun

  • Fire Method: Manual-Action
  • Hitpower: Type-4
  • Range: 60-70 meters
  • This a handheld launcher that fires one explosive round. It's usually used as a flare-gun, but the design of the chamber permits the use of explosives. However, the round usually has less power than a hand grenade, and functions more to disperse small enemies or slowdown giant monsters. However, a direct hit to a human can still be deathly.

.150 Caliber Blaster

  • Fire Method: Manual-Action
  • Hitpower:
  • Range: 90-110 meters
  • A weapon that resembles a double-barreled shotgun, minus one barrel and the muzzle encased in a acorn-shaped cap. Beneath the length of the launcher is a grip, and at the back just before the hammer is the open that its bent open and the explosive round is insert. The weapon usually weighs seven pounds, and can not only fire with enought force to crush bone but also fires explosives with a speed that creates a blast twice that of a hand-grenade on impact. It's weight and flexibility make it commonly used by hunters when hunting big game.

Thunder Chariot

  • Fire Method: Semi-Automatic
  • Hitpower: Type-5
  • Range: 200 meters
  • This is a massive rocket launcher mounted on a carrying device resembling a small chariot. This makes it easy to move around, and is sometimes employed by the military. The launcher itself has a base shaped like a cauldron turned on its side, with a long barrel that resembles those used on pirate ships long ago. They are used by the military and by some police forces, especially in areas with a high concentration of monsters. It fires by a trigger mechanism, and the rounds are quickly placed in after the other is fired.

.200 Caliber Blaster

  • Fire Method: Manual-Action
  • Hitpower: Type-6
  • Range: 350 meters
  • A more powerful Blaster. This one has a thick body; a metal tube encased in a rectangular frame with a grip at the bottom and top along with iron-sights. This is military grade weaponry, illegal to use by anyone outside of the military. Hunters must get a military grant to use one legally, but most times hunters get them from the white market or produce them illegally.

Nephilim Lance

  • Fire Method: Automatic
  • Hitpower: Type-5
  • Range: 560 meters
  • This is a massive crossbow like structure usually mounted in the back of jeeps and trucks. It was primarily created to be used against giant, flying monsters, and uses ammunition which consists of five foot long arrow filled with explosives. These arrows are linked i a chain, like a massive clip, and feed into the weapon and fired. After the first arrow is fired, the other is then slipped into placed. Normally the time between firing arrows is three seconds. It lacks the fire power of say a 200. caliber Blaster, but the faster fire rate makes it still usable especially against unarmored foes.

Blisterhawk

  • Fire Method: Manual-Action
  • Hitpower: Type-8 (5 to 6 centimers or steel)
  • Range: 1100 meters
  • This is the most powerful, legal cannon that can be used by the military. It cannon itself sits atop a vehicle solely designed for carrying it, and can reach a length of six meters, and fires missiles the size of a giant football. The explosion has a blast radius of forty to fifty meters, and is mostly used against grounded foes and vehicles.

Trick-Gear: Trick-gear are weapons that usually can perform two functions, whether it be a gun or sword, or both together. An example would be hammer with a concealed gun, or a whip that can be folded back into a club.

    Cannasus: This is a weapon resembling a large arm-brace that be equipped with claws at the end, but also has a cannon situated in the middle. The cannon holds one round at a time, and is commonly used to fire explosive rounds. They're mostly used by hunters; firing the blasts as a sneak attack in melee duels. It's not very water proof, and most user coat it in wax and oil before entering wet terrain.

    Gripwire: A grappling hook fashioned to a trigger mechanism, worn around the forearm like a brace. The hook itself is curved and usually wielded in melee. The hook can be fired, latched onto objects and pull them towards the user or scale roves and trees. A common fighting tactic is to sneak up on one's foe, hook it in their neck and rip out a artery.

    Sawwhip: This resembles a segmented short-sword, but is composed of tiny chains linking the segments together that can be extended using a locking mechanism in the hilt. It is usually used as a surprise attack during combat; the user uses the sword form for a while before switching to the whip abruptly.

    Motorcast: This is a more mechanized equipment, it consists of a motor attached to a mechanized gauntlet. The motor lies on the upper arm, with chains and links and attached to the gauntlet. The gauntlet can have either spiked knuckles that pull back and release with the chains at mach-1 speed, iron clamps that squeeze with six hundred pounds per square inch, or rotated saws that can be folded away. These can also be fitted with small shields as well, and are commonly used by hunters. The Motorcast, though durable, has its weak points at the elbow joint.

    Boomclub: These have a eerie resemblance to a baseball bat, though the grip usually has grooves, and half the length of the club is thicker. At the tip of the bat is an encapsulated barrel, and at the side is a chamber that stores and explosive round. There's a trigger in the grip that fires the projectile.

    Sawtooth: This is a short, heavy spear with a conical head. Within the head are rows of spikes that when a ring on the shaft is twisted extents the blades from the head. This allows the spear to be used in a thrusting motion or slashing. At the other end of the spear is a shorter blade that can be fired.

    Shraka: This trick-gear is composed of a curved piece of metal with a sturdy, short blade that's both pointed and sharp. These blocks are the fitted pone before the other, the blade fitted into a hole in the back of the other. This essentially forms a link usually composed of four or five blocks. They function like arm-blades would, however, the blocks are in a mechanism which electrifies and magnetizes them. This effect can be turned off or on with a switch, but it can also alter the charge of each block, making it positive or negative. This is done to propel the lead block forward like a projectile from the others, embedded the blade in the target. The blade can then later be magnetized back in place with the others. The electrical mechanism does need to have the batteries replaced.

    Cursefang: This is a special gauntlet with the head shaped like that of a dragon. The skull and upper jaw has a mechanism that manipulates the lower jaw, clamping the jaws together and sinking the fangs into the target. The teeth are made from rows of thin blades that can be embedded into flesh, like how a stapler leaves staples. The victim usually is left in discomfort, trying to take out the blades. The head can hold a total of five sets of blades, which when used can be replaced, however this takes time to do.

    Flayribbon: A weapon that has a uncanny resemblance to a eyeglass case slightly larger, however at the side are a set of switches that can either extended a three inch blade or produce a length of very flexible ribbon between the two halves. It's a tool for stabbing of whipping, commonly used by assassins or stealth hunters.

    Bowblade: This a bow designed for use in melee combat. It's composed of two curved blades at both ends attached to the central frame. The blades can be folded into the frame, and unfolded when needed. This action corresponds with the string of the bow where when the blades unfold the string is pulled by gears into folds in the bow, and released when the blades are folded in place, negating the need to operate both mechanics manually. The bow also uses torque force, and can fire arrows at mach 2 speed, and the blades are made from tempered steel. It's a very rare weapon, and some people say only a handful exist. There is even a mythology around the bow, that a man once came from the stars and left it for humans to defend themselves against a particular threat.