Gold, Sweat, and Blood [OOC] (High Fantasy, Story line focused.)
(This is an outline of the lore within Venn, it is an expansive world, and not all lore has been set in place yet. Along with that, all Lore is subject to changes and/or alterations.)
The Empire of Venn had suffered for eight years now. It’d been eight years of oppression and hardships; of wives widowed as their war-bound husbands never returned; of children left orphaned. They’d been promised a life free of worry, though such promises were long forgotten now. Each year, the peasants woes were left to fester, their stomachs shriveling, and their hopes of a new beginning dying with every passing day of starvation and poverty. The human cities along its southern shores, known by most outsiders as ‘The Human Isles’, were bustling and heaving, but not with wealth and prosperity, but a slum of the poor hoping to find better chances within the filth of the cities.
The privileged and rich nobility keep themselves well distanced from the scum of the street, riding in elegant carriages, and upturning their noses at the stench. Though still, they suffer too. Under the cruel, but brilliant hand of King Zarr, The Usurper, The Witch King, their numbers are waning. Families that had built on centuries of tradition and gentle-breeding disappear, their wealth seized by the state, and not even the youngest of their linage spared. Though none are so bold to accuse their King of such atrocities, they are not ignorant to his schemes.
Even the other races, though a particular few seemed to have earned the King’s favor, were not spared of his iron fist. The Elves, ancient and wise, were smart enough to keep hidden up in their city, under the veil of their mystic forests, and strong magicks. The Dwarves were not so lucky, under constant bombardment by the Witch King’s armies, their underground system of caves and mineshafts would not hold much longer against the cannon fire. He claimed to be fighting for their rich iron veins, but his true content is not well-disguised. Even the most ignorant to Dwarven innovation can decipher he is after Dwarven metal in particular. Their metal alloy is fabled to be forged stronger then a dragon’s scale, and such a metal would help immensely with his conquest to the south.
Though arguably so, none have it worse off then those to those of the Obsidian Desert. Across the Southern Seas, King Zarr’s fruitless search for valuable resources such as gold, in the wasteland of the desert has cost many lives. Not only the lives of the desert armies that fight to fend off this foreign invader, but his own people as coin that could be used to feed the poor is wasted on a conquest in a land of dust and mirage.
They embraced the revolution of Zarr thirteen years back, it’d seem that their troubles had only multiplied since he took the throne. The bloody revolt lasted five years, and it was just the prequel to eight more when the crown was settled firmly on Zarr’s head. He was not fool enough to allow them the means to up-rise again; he kept people of Venn were disjointed and weak. Being no fool, he was not ignorant of his people’s unpleasant lives, and he is not so perverted to think that they appreciate their sorrows. But, such is the cost of empire building, each unsatisfied soul a cog to his great machine, though crude and ugly to unenlightened eyes, he sees the grandeur and magnificence beyond. Many must die so the few may prosper, such is the way of life and in his eyes, the end is justified by his barbaric means.
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Hello,
Thank you for giving this page a look over! Gold, Sweat, and Blood is a tale set in the world of Venn, a world personally created after coming to the realization in my role-play career that what I sought was a real story where I set the rules, create the lore, and have a world that I could fully enjot. With that in mind, and the help of a role-play buddy I've known for nearing three years. Venn was born.
Some things you should know if you're interested in joining:
1. If you're interested in this role-play the first thing you should know is that there is a very heavy story-line to the world. There is a "main" protagonist, and a "main" antagonist. The "main" antagonist will eventually be killed, by the protagonist and the story will end. That being said, side characters will, and can have large parts in the story, and while the "Main" protagonist will be making the final blow. That does not mean your character couldn't be there, or even help. The world is large, and if you are dead set on an idea, and think it might fit into the world. Feel free to ask, and maybe show us a bit of what you're thinking.
2. There is a daily requirement of at least 1 post per day, and preferably more. If you cannot meet these requirements, than this is probably not the role-play for you.
3. This is a story written among others that also enjoy a good story. Not a competition.
4. I as GameMaster, along with Corin Traven have full say on anything and everything that takes place within the role-play of Gold, Sweat, and Blood.
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Races:
Humans:
Humans are the the newest visitors to grace the shores of Venn. The lineages of their race are confusing, and varied. So go as far to say, that they were once elves, cursed by either a great Elven king, or one of the gods. Doomed to a short life, and hard labor. Though, for many this belief has long been tossed aside, for the more logical assumptions that humans migrated from the far south, traveling by land and sea, where their first civilizations grew up in the heated desert.
From small beginnings, as the other races began to wane, the humans began to grow. They are surprisingly adaptable, and their numbers grew quickly, in time they began to branch out in search of more lands, and came upon the Islands of Venn. Long ago the Elves had held the lands the humans were now taking, but for reasons unknown, they had began to draw back further, untill they were rarely saw beyond the thick canopy's of the black forests.
Elves:
Now a shadow of their former glory, they have become increasingly secluded, preferring to live the days of their lives in their heavily enchanted forests, far away from the prying eyes of the other races. The elves have been suffering from dower birth rates as of the last few millennia, with it appearing to only worsen with each passing birth of a new elf.
Countless Theories have been speculated the reasons for the Elves fall, from the pride of their ancestors, to their overuse of magic. The wisest of the Elves has yet to explain why such a course has befallen their race.
(It should be noted in the current state of the world, and plot. There is likely no reason to create an elf character.)
The wars with the Dragons to the North West, has brought much heart ache upon the elves. Losing the life of a being that has lived for such a long time, and to have so few to replace them, the death of an elf is a terribly heart wrenching moment.
Elves are known to cherish the young deeply, and consider their own children to be incredible blessings. They also see it very much the same with other races children, and see the loss of a young life as the ultimate injustice.
Dwarves:
The dwarves have been seen burrowing into the deepest depths of Venn since time immemorial. These beings, believed to have emerged from the very heart of the world countless eons past. They hold strong to their gods, more so than even the Humans. They have a complex, and deeply religious society, wound tight around the creation story they hold dear.
The dwarves are a hearty people, though they are rare to reach the height of the average mans shoulders, their muscle in wound tight within their bodies, and a trained dwarven warrior can easily stand his own, if not out match any human of the same. The men are known to grow long, flowing beards, with intricate braids that symbolize everything from luck, to their patron god.
Dwarves prefer the depths of the earth to the open air, or sea. That is not to say they fear water, or the air. Many a time, dwarven miners have had to deal with underwater caverns, and the like and dwarves of Bal'Vod are known to hold host to some of the best divers in the world. Whispers have spoken of other dwarven settlements, though even the dwarves of Bal'Vod do not know how true those are.
Dragons:
Dragons reside in the Northwestern most mountain range that borders the Elven forests of Celöndiŕ. These mountains are largely unexplored, and host to many ancient magics and secrets that have left the rest of the world. They rise high into the sky, much like a spine rising from the earth. Dragons have been secluded to these mountain ranges, since before even the elves arrived within the lands of Venn.
Dragons are fully intelligent beings, though they can only communicate with their mind. They appear very much as one would expect a dragon, large, covered in scales that shine, and glisten with a luster that rivals even the most polished of precious gems. Dragons do not die of old age, in fact they continue to grow until they are killed by some other means. While this does mean that a dragon could live for eons. That is rarely the case, due to the nature of their ferocity. Dragons are known for their tempers, and arguments between dragons usually ends with one of them either dead, or severally wounded.
Dragons vary in colors, their scales varying in colors ranging from the darkest black, to an almost crystalline white.
Vat’mćr:
Also known as Mermaids, are sea beings that rise to almost the same height as an average human male, with a serpentine body dominated with rusty brown scales of different shades, and two arms above the torso much like a human. Their faces are a hideous mutation of man and Serpent, with a long, thin mouth dotted with several rows of serrated teeth.
The Vat’mćr, are known to attack cities and villages along the coasts, and rumors have swirled that The Witch King struck up a deal many years before when he made his bid for power, and has used them as a tool ever since to keep hold of the kingdom.
K'tzal Kotl:
Natives of the Obsidian Desert, these Reptilian-like Tribes roam the black sands hating the people that take their lands only to build Cities and rape the sands for the sulphur and life. Thus leading many to out right attack the people of Jewelstine and raid supply wagon they come arcoss.
K'tzal Kotl are a Cold blooded race that are scaled head to foot with and exception of a feathered mane on males of the species. The scales are in the darker shades of blacks, greys, and sometimes blues in rare cases while feathers tend to be warmer colors of yellows, reds, greens. The tails are as long as the K'tzal Kotl body and the ends very from, Spiked, clubbed, or feathered, the the last usually appearing on females. They have claws on their hands and feet and even though they are beastly in appearance do not have the digitigrade legs but instead more humanoid legs.
The Children of the species come from eggs that are tossed into boil hot water found all about the desert. Eggs from all different clans and tribes commune as one in these hot springs before hatching where most die in a battle for alpha. When one is chosen as leader of the hatch group a Clan or "K'ila" and the leader is the head of that clan. The K'ila then joins a tribe or "Luza."
Languages:
Common/Human Tongue:
This tongue is one that is most prevalent within the world, humans chiefly speak it, and it's likely most of the other races are also familiar with it. It can be akin to the English language of today's world, though with a blend of Mid-evil fantasy sprinkled in for color.
Elven:
A language that is known by few outside of the reclusive elves that still speak it, some of the more studious of scholars may have managed to get their hands upon a few of the tomes that still remain within the kingdom of venn, or inside the forgotten depths of Bal'Vod. The lanaguage is characterized by it's swift words, and strange pronunciation that dance across the lips and tongue.
Dwarven:
A harsh, bellowing tongue. It is quite complex in creation, if sounding primitive to those that are unused to it's foriegn words. Many could still learn the language of the dwarves, as tomes are still prevalent enough, though trade has been cut off from the Dwarves in the last five years, as King Zarr has began to assault the Dwarven Kingdom of Bal'Vold.
The Language of Magic: (coming soon)
Political Systems:
Human Political System:
The King holds all of the power within the human lands. He appoints trusted Governors, over cities to maintain his control with an iron gripMost cities are held by Nobles, many have held great clout within the cities for many years, though as the Kings grip tightens upon the human’s lands many Nobles which once swore their allegiance to him, are secretly aiding those that would choose to free the land from The Witch Kings grip. This in turn has forced the king to quietly “remove” these families from power, and replace them with his loyal subjects.
Dwarven political System:
The dwarves have developed over their long standing civilizations a form of democracy, with a king as the figure head, and a large senate to represent the various Guilds within the Dwarven society. Each guild has been around for centuries, and holds a measure of power within the senate. The king serves as the head for as long as he is alive, and the Guild he was elected from gains many boons, and a majority say in the decisions that pass through the Political System.
Elven Political System:
The elves in their long times of reclusion have settled into a lax form of Governing themselves, where many houses play political games, in a complex web of rules and regulations. The elves still retain a king and queen, and while the royal family is generally well regarded, when the reigning regents pass away. It does not mean that the family of the last king or queen will obtain the title.
Religion:
Human Gods:
Ecila – The Goddess of the feminine form.
Laup - The God of masculinity.
Ymmij - The God of order, and justice.
Hpesoj - The God of gluttony and pestilence.
Jakile - The Goddess of death and destruction.
Haras - The Goddess of love and protector of marriage.
Dwarven Gods:
Helvíti (The shaper): The God of Fire, and brimstone. Believed by the dwarves to have created the world long ago, and fashioned the dwarves as beings to tend to and foster the world he had created. He is their only god, and there is a deep vein of religion that flows through many of the dwarves that reside in Bal'Vold.
K'tzal Kotl Gods:
Kotl: God of Fire, Heat, The Father, Warmth, Life. He is said to have a head of a Bird and a body of flame. His lava pools that are found all over the deserts are usually worship sites and are holy to the K'tzal Kotl.
X'roain: Goddess of Water, Cold, The Mother, Earth, Brith, Death. She is said to be a Dragon that lives deep in the sea and was trapped by Kotl as gave birth to all of K'tzal Kotl. Her sulphur hot springs are the said to be the result of Kolts seed mixing with her and are the birth sites for new K'ila.
Magic System:
Concept:
Magic is a very physical skill, and while the system if fairly simple; it has its limits for the average character. Magic can easily kill the user if they attempt to do something that is beyond their magical and physical skill.
An example of how magic works is such; If a man wishes to lift a box with magic, casting a spell to do so, causes their body to feel as if they have just lifted that box.
If a man is about to have a large boulder fall atop him, and they cast a spell that tries to keep back that rock from falling on them, that spell will likely expend the users life force, rending them unconscious and eventually death before the stone even falls atop them.
Healing Magic:
Healing is a very delicate process, and attempting to save someone from the brink of death is almost impossible and will lucky kill both the healer and the one dying.
Sources of magic:
Jewelry is an effective way to story magic. Unfortunately, gems are hard to find, and extremely valuable. Thus making them very hard to obtain, and the magic stored must come from either the magician, or another life force. Obtaining magic stores from other beings is dangerous, and quite complicated, and relatively unknown to the average magician.
Magical Stamina:
Humans and Dwarves are near the lower end the power scale. Magic users are a rare thing, and in some smaller human villages, they are even believed to be a myth.
Elves tend to be far more magically skilled then the other races, though as their race is few and far between, and extremely reclusive. All elves, except under the most rare of circumstances are skilled in magic, though their full potential still relies on natural talent and devotion to such a complicated craft. They also hold host too much of the secrets of magic gone by still left in the world.*
Dragons have the most puzzling magical forms. They have little control over how or when they use it, and it is a very rare and typically monumental occasion when they do occur.
Factions:
Ivaylo:
A mysterious group birthed in resistance to the reign of King Zarr. In the eight years since whispers have brought about the name of the group, they have yet to make a public move towards reclaiming the kingdom of Venn. There are rumors that this group is backed by many of the Noble's that fled when the Kingdom was taken over. More recent rumors have claimed this group has settled in with the pirates that, as of late have been sailing ships of finer make, and attacking key shipments that could cripple the Kingdom of King Zarr, and his various plans.(More will be added as they take the limelight.)
The Magus Fold:
This group of men, and women is fully made up of magicians. Formed by King Zarr himself, and headed by a shadowy leader, who's whereabouts are unknown, and his appearance even less so. The duty of the Magus Fold is to search out those gifted in the magical arts, the younger the better. They are then whisked away to the city of Delyi, where they are given room and board, and bared from ever leaving. There they learn to control, and master their talents to the best of their abilities, and are of course under the supervision of the king, through the inquisition. To refuse to join the Magus Fold is to be an outcast, and hunted by his majestic inquisition, for high treason to the majesty himself.
The Inquisition:
Another group that sprang up under the ruling of King Zarr, these men are more skilled then your average guardsmen, capable of handling the acquirement, or deaths of those the king deems useful, or unworthy within his kingdom. They are also known to aid the Magus fold, in seeking out magi that might swell the ranks of the Kings Growing schools of controlled magic. These are not common, but there are a few in each city, and others that travel the various country side of the Kingdom, they are nosy, corrupt, and deathly loyal to their king.
City Descriptions:
Note: (Pictures are not 100% representations of the location, only for inspiration and aid in imagining the setting. They're also pretty.))
Örjóta:
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Örjóta is the capitol city of Venn, centered almost perfectly on the mainland of Venn. South lies the Human Isles, which Örjóta is normally grouped with, despite not being an island at all. Century old brickwork inter-mingles with the recent canals, and lock systems to bring the water from the lakes and rivers, through the bustling city. Beneath lays a catacomb of sewers, infested with the street’s filth, as well as quite a few poor, roaming the musty expanse because they’ve got no where else to go. The castle shadows over the sprawling city around it, built hundreds of years ago to intimidate, and still rises high, and holds it’s air of daunting.
The walls surrounding the city are just as old-..though some sides more aged, having tiny huts and hunched over shelters leaned to them, while lichen and vines crawl through the cracks in the stone, reclaiming it to the earth. *Others are well kept, particularly near the dominating gates, and the wealthier parts of the city. The social classes are strictly divided in the city, though it is a mixture of all races, species, and wealth. The high-born and the prosperous lay in the northern section, wrapping around the castle with their grand apartments, *as well as along the main roads, back alleys looping through the sides of such homes, steeply expanding into the vast and the dark ghettos.
Illidea:
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The city of the Elves, long hidden from the rest of the world, Illidea stands as a shelter from the changing world that lies outside of Celöndiŕ Forest. The city lies in a wide clearing of sprawling grassy hills that rise above the tree tops. To those not familiar with the makeup of the city, many of its pathways appear nothing more than winding deer trails, with wild flowers growing in odd arrangements, and crystal spires that appear to force themselves up out of the tree canopy.
The elves have spent millennia perfecting, and creating their utopian capital, and it is and always has been a wonder of the world. The last human to set foot within the woods of Celöndiŕ or the city of Illidea, was Forzan The Monk over two hundred-and-fifty years ago. Within the middle of the enchanted city, standing a visible marker from all parts of the expansive city is a singular, crystalline tower, aqua blue in color. It glints brightly from the rays of the sun, and stands at the Elves oldest and most treasured buildings. The Life Tower, as it is translated in the common tongue, is that which keeps the whole of Celöndiŕ within the power of the elves, and has changed the woods, along with the elves own magicks into what it is over the millennia’s.
Elven Architecture holds host to a myriad of whimsical designs, the most common being the houses of many elves which blend in and beautify nature itself in the form of tree houses. Tree homes are not the only sort of buildings to stand proudly in the elven city of Illidea, the palace of the elven King and Queen, and their house is built with sturdy white stones, fused with tree’s and other plants that have been magically put into place, creating a contrast of vines, leaves and fruits upon the cream colored white stones. From lofty roof of the palace rise Crystalline towers with razor thin points of colors ranging from diamond-like see through, all the way to deep azure blues and all colors in between.
Bal’Vold:
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The Jewel of the world, as it translates for the dwarves. Bal’Vold is their shining example of Dwarven skill. The western base of the mountain hosts a gate of unrivaled girth, Known as the Helvíti’s Door, god of fire and liquid earth. This gate boasts a sprawling settlement of its own around, and along the lower side of the mountain, streets rising with the terraced buildings seeming carved from raw stone.
The inside of Bal’Vold has been carved almost completely out, the very peak, opened up to allow sunlight, if only faintly, to flitter down into the depths of the Dwarves’ Halls. Inside the city spawns for miles in all directions, going up and down. More than one city is to be found within Bal’Vold, though they all retain the Mountains name. Many of the common homes are caves either natural or carved, with sturdy if simple wooden doors that expand into sprawling homes, or not so sprawling if such a dwarf happens to not be so fortunate. The dwarves have developed advanced air venting systems, keeping the mountain cool, and allowing for the smoke from cooking fires, and the like. The mountain is lit not with fire but lanterns that burn red, but do not create flames, nor smoke and great crystals that while familiar to the elves, do not have the elegance, and appear as they were found, offering off their own heatless, white lights.
The palace of the kings, whose images are forever remembered as one enters the deep halls of the Palace, line the walls with statues created in the king’s of times past honor. Tapestries that date far back into the earliest threads of time, and wall carvings depict the creation stories passed down from one Dwarven generation to the next. They detail the gods, and their ventures, and even the elves, and humans. Many things are hidden within the depths of Bal’Vold, the dwarves have dug up the earth for so long that there are countless rooms, and secrets hidden, that even they themselves have forgotten.
Vas:
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Sister city to Cyslyse . It’d be well known for it’s arts, and having a reputation for amazing architecture. Though there has been a decline, it still holds some of the most beautiful structures in all of Venn. It’s the cultural center-point of Venn, filled with dreamers, and often criticized by other cities for its peoples regionalist views. Many in Vas almost observe the outside world with disgust, considering it primitive and dark. Many nobles live in Vas, as well as Cyslyse. It’s also ridiculed for it’s obscene and wild fashion, powdered wigs, massive skirts, make-up, silks.. It’s a city of ‘culture’, almost to a point where it seems forced.
Cyslyse:
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Sister city to Vas. It’d be well known for it’s value of intellect, holding many of the laboratories and colleges of Venn, it struck an early enlightenment. It’s said a man from Cyslyse has a mind of a dozen from any other. Science, Astronomy, and Arithmetic are studied widely throughout the cities great minds, as well as many philosophers finding refuge to write in Venn’s largest, and first, library. Ancient and arcane scrolls are safeguarded in the giant stone building, only the most prestigious minds are allowed to even glimpse at them. Many nobles live in Cyslyse, as well as Vas.
Jewelstine:
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The cities name is quite fitting,a gem in the otherwise barren and wild desert. It has also survived five years of war with Venn, while all the other city-states have fallen or been occupied by the tyrant king. Still, its proud Sultan claims his wall impregnable, and so far, it'd seem that he spoke the truth. However, no matter how strong his wall may be, it cannot protect him from dehydration as Zarr's generals have dammed up his own canals, slowly, but surely, the city is running out of water.
Highly religious, the fire of cannonball is only drowned out by the prayers, every morning, and every evening, a low, cult-like chant, speaking to their god, thanking him, despite more bodies pile up every day.
Jewelstine happens to have a stockpile of gunpowder-... a rare and expensive substance, which Zarr would very much like to get a hold of. Venn has its own supplies, but they dwindle, and tales say that the black powder is as plentiful as sand in Jewelstine.
The Obsidian Desert.
The Desert's name comes from the black sands that cover the entirety of it. This was due to a massive volcano that exploded and covered the land in ash, sulphur, and death. The crater of where the volcano has created the mountins in the south of the desert where the egde of the volcano appears to been. The native, K'tzal Kotl, believe that the God of Fire, Kotl, and the Goddess of Water, X'roain, meet and consummated and at climax the volcano exploded, scattering the fifteen original K'tzal Kotl where they then made the fifteen Luza.
Biography:
Name: (Include any titles, First Name, Last name, Nicknames)
Age: (Human's are pretty easy, Dwarves live about the same life-cycles, Elves longer, use discretion!)
Gender: (Male, Female?)
Race: (Human, Elf, Dwarf, Other? Anything!)
Place of Birth: (This depends on race normally.)
Alignment: (Rebels? Neither? Monarchy? Explain who you're character sympathizes with, even if not openly. Aka Faction.)
Class: (Are they nobles, peasants, artisans? Let's hear it!)
Appearance: (What do they look like?)
Personality: (What do they act like?)
History: (Give me a summary of their life so far.)
Ambitions: (What do they hope to accomplish in life. Short term, long term.)
Current Residence?: (What city/area do they live in now, check map for reference.)
Name/Age/Race/Alignment/Username
Character List:
Zarr Titus Elderen/42/Human/Monarchy/MohawkYeah
Queen Anastasia Oppele Elderon/38/Human/Monarchy/CorinTraven
Elsa Wendolyn/23/Human/Neither/CorinTraven
A'Zoric Te'moa-us/23/K'tzal Kotl/K'tzal Kotl/Pyukaa