The trauma of history: an original (low) fantasy RP
The trauma of history!
This is an original fantasy RP, designed with a flexible framework in order to get the most out of you (experienced writers). Although I will GM, and will occasionally pull rank and direct the RP as expected of me, I am looking for people who will contribute interesting characters and interesting ideas.
Anyway, to the details...
The World and its Races
This is a low fantasy world, where magic is rare, almost to the point of myth in the case of anything resembling powerful magic. The RP takes place on a continent called Tarimis, on a world known only as Eä.
Map of Tarmis (I know it's shoddy, but I'm far better at writing than making maps!) map link
The main body of Tarimis is made up of four main territories or nations. Three of these form the three 'playable' races, which are human, elf, and dwarf (H, E, and D on the map respectively). The more powerful magical creatures (dragons etc) found in fantasy, but these have become legend - to all knowledge they have long since died out, and most people have forgotten they exist. Orcs, goblins, some barbarian humans and giants inhabit a wild zone, walled off from the 'civilised' lands by an ancient wall (similar to the wall that keeps out the wildlings in Game of Thrones, but not as massive).
A little more on the three playable races and their lands:
The humans (Nestori): The human kingdom operates under a feudal system where each noble house rules its territory in a somewhat devolved way. The nobles are not independent of the crown, but are loyal to the human king as per the feudal hierarchy. The crown is held by King Louen Nestor, of the house Nestor which has ruled for the last 500 years (hence humans are often called Nestori). Humans are a less harmonious race than the elves or dwarves, and so there is more scheming and political intrigue to clamber up the ladder. The noble houses should be around six to eight in number, who in turn have lesser or knightly houses which serve upon them. The make up of these houses will be something we generate throughout the RP, though human players may wish to make a start in their CS.
The human capital is a great fortress city named Diomos that sits on lake Diomede, and is named after the King who founded it, Diomedes Nestor (confusion, I know). Diomos is the greatest city ever built above land, in size and grandeur. It stands as a bastion of human growth and fortune, and from there the King and his council rule. Every other city, save one which I will introduce in the RP, will be subject to creation hereafter. Be imaginative.
As a race, humans are complex, having a multitude of different personalities and characters. Many are wealth hungry merchants, or violent warriors, whilst an equal number rival the elves in their desire for self improvement and aesthetic dispositions. Men are often seen by the other races as unpredictable, but strangely capable. They are determined people, who as a mass can achieve wondrous feats. Humans have come the furthest in the least amount of time, and although they cannot yet match the elves' ancient knowledge or the dwarves' skills in physical crafts, many think it won't be long until they catch up. They also hold the largest territory and are the most populous race.
The elves (Majirel, Sindaril, Cilmessė and Therindė). The elves have something akin to a fully devolved democracy. Each elven territory is independently governed, and its leaders elected. There are four elven territories: Majirel, Sindaril, Cilmessė and Therindė. These correspond to slightly different racial and cultural qualities that have evolved since the elven schism, over a thousand years ago. The elves are harmonious however, and these territories do often come together on account of their mutual history and mutual values, but there is no central government as such, just a council that can be called when issues that affect all independent elven territories arise. Again, much of the fluff can be filled in by you.
The greatest elven city belongs to the Cilmessė, who inhabit the great forest of Quesien. Thus the city is called Quessir, which is interwoven amongst the natural flora of the forest. Great trees support intricate, beautiful structures which house the elven population. It is said to be amongst the most beautiful creation of any living people.
The elves are a noble, sophisticated race, and yet appear to others as often beautifully simple in their graces and pleasures. Elves are usually a similar height to humans, but are more lithe and dexterous. They have long lives, around 500 years, which gives them a sense of aloofness as comes with seeing generations of other races come and go. They have superb hand eye coordination, and make up for a lack of strength with speed and agility.
The Dwarves Politically, the dwarves are half way house between feudal governance and the elves' full devolution. There is a Dwarven King - Ślfr, but his power is more ceremonial. Dwarves have city states that operate in isolation from each other as clans, ruled by clan-lords. The King and his council do set the core rules that govern all Dwarven kind, but the Clan-lords have ultimate sway in their city. Each Dwarven city is built down, either underground or more commonly, into a mountain.
The Dwarves' capital is the great underground city of Vįnagandr. Sitting under the highest peak of Irthuk, in the white mountains, the city is truly vast. The architecture makes it, without doubt, the greatest feat of engineering ever undertaken. Having taken 700 years to become the city it is today, Vįnagandr's caverns are awe inspiring and a monument to the power of the dwarven race.
Dwarves are short, stocky people. They usually stand between 4' to 4' 5'' but can easily weigh as much as a human two feet taller, having an incredible natural muscle mass. They are merry in song and drink, but stern in business; they are long term thinkers, who carry great stock in their clan above all else. Dwarves often live to be 160 years of age.
The wildlings, including orcs and goblins The wild zone is a race walled off from the rest of Tarimis by a great wall constructed by the combined effort of the dwarves, humans and elves some 400 years ago. The wall and its surrounding lands are neutral, manned by warriors of each race, sent on rotation every 5 years. There is a permanent guard, called the beacon holders. It is a vocation few still willingly take, and thus many are sent there to pay for their crimes (Game of Thrones rip off, I know).
The lands beyond the wall are often referred to simply as the wild. Orcs and goblins are the most numerous population, although giants and small villages of barbarian humans also live there. The lands, being towards the north of the continent, are much colder, and beyond a hundred or so miles north of the wall, very few maps exist of the lands thereon.
In the northern part of the continent (Tarimis) where the human kingdom and a dwarven clan-hold meet, a great discovery was made. Both the dwarves and humans claimed to have discovered it first, but eventually they put aside their differences to work together. The find was an archaeological wonder; a city from the first age (c.6000 years ago), of which records are extremely rare. After two years of painfully careful excavation, the elves were given a formal role on account of their vast lore and their status as the oldest civilisation among the three races. It was the first fully collaborative venture of all three races in decades. The most significant discovery was of a sarcophagus that seemed to pre-date even the city itself; sealed shut by powerful locks that the most skilled dwarven craftsmen couldn't unpick, the artefact was subject to intense study. The runes were in a language long forgotten, but from what could be established, it spoke of a great prophesy that was central to the faith of this ancient civilisation.
In the years that followed, other key discoveries were made, including several ancient scrolls, and crude pictorial evidence that hinted at a unified origin amongst the races of the earth, and the possibility of a 'master race' or 'creator race' lost to time. This theory caused an uproar amongst the various faiths of each race, but was unverified without the cryptic language of the ancients being broken. Just as scholars were making a breakthrough, an unthinkable event happened. The sarcophagus and several ancient texts and artefacts were being transported under guard from the ancient city to human territory where they were to undergo further study, when they were stolen by an unknown force. Immediately, the humans, dwarves and elves argued about what happened. Many blamed each other, others blamed secret clans of religious zealots; some looked to the orcs and goblins, who may also have a stake in the discovery; finally, a few dared to speculate at the return of a dark power, hinted at amongst the cryptic runes.
Whilst distrust has flared, groups have been formed to investigate and each race must continue to work together to arrive at the truth. What happens then, well, that depends...
So anyway: characters.
You will play a representative of one race, and by extension the political interests of that race on an overt level. However, the inner interests of that character will be left up to you.
I would like at least one human, elf and dwarf, and preferably 2 of each. That would mean an RP of around 6, but one or two more/less would be workable.
Role / job / class:
Background / History:
Personality / interests / motivations:
Skills and talents:
Any questions, please let me know. Once again, this isn't finished - it's a world and story we will build together.
Characters so far:
Aufidius: Uys Krige (Dwarf)
Data: Ilyria Rowan (Elf / Cilmessė)