THE NAMELESS LAND, Part 1 of 4
Welcome to a land without a name, strewn with islands that had scattered along an infinite sea long ago, leaving different castes of species to fend, and grow in isolation from one another. This nameless land is a land for exploration, a sea of mystery that only those who seek adventure would be willing traverse; but be wary, this mystery holds a deadly sort of weight to it, the unknown being filled with danger.
The Kingdom of Men United Under Atlas:TKMUUN is a group united under one man: Atlas, a mortal god. Atlas was the epitome of human creation, a shining example for what a man, or a woman should be. This faction of men is one of the last great kingdoms of man, being held together by faith in a dead god, and a group of warriors sharing a fraction of Atlas’s power, becoming part of what’s left of him, his immortal form; these warriors are called Peace Keepers. Peace Keepers not only uphold Atlas’s law, but also pursue a quest that is solely based on saving their people, and bringing back the center of their worship, Atlas. Useful traits of TKMUUN: Passive profession in the Element, and the ability to start out as a PeaceKeeper. (Lower ability with ranged attacks [bows and guns])
The Kingdom of Barclay:The Kingdom of Barclay is a small adventuring race of men inhabiting the islands of Barclay. Barclay is an upstart nation, appearing much later than the Kingdom under Atlas, but swiftly entered the world with a sudden explosion of culture and trade. Barclay is known for their excellent scholars, ferocious seafarers, heavily armored warriors, and hauntingly beautiful craftsmanship. However, what they are feared for are their ‘Sappers’: Armored head to toe in thick steel plate, they can take much punishment, but they deal it out is different than their heavy armor would suggest. Sappers are just as they say, raiders, saboteurs, and expert crossbowmen, rivaling most other factions. It is unclear how they managed such a technological boom in such a short time, as well as only being recently discovered and having no clear way to visit other islands. Unlike most other humans, Barclay men have an almost unnoticeable purple tinge to their skins, and slightly longer ears. Useful traits of Barclay: Easier skill progression in Crossbows and the ability to start out as a Sapper or Conquistador explorer. (Decreased speed.)
The Industrialists:The Industrialists are an example of the state of human affairs, being utterly and completely scattered, like dust in the wind. Industrialists are talented, creating intelligent machines and guns, they grab at any scrap that they can get, metal of any kind being valuable to them in their line of work. They believe in no god, adamant in the fact that they can thrive without such a thing watching over them; as a result they have been given little charity by their human brethren, being left to fend for themselves in small clusters. For now the Industrialists sit and wait for somebody or something to unite them, and make them another one of the last great human kingdoms again. Perhaps even leading the downfall of the two greater kingdoms that gave them the cold shoulder for so long. Useful traits of an Industrialist: Ability to survive without food or water for longer periods of time, option to start out with a machine companion. (No magic.)
Starting Location: A “factory village” coated with fog, nestled deep into a festering swamp called “Willow Marsh”, being located just under a massive desert.
The Burrows of Fauna united under Buul:The Fauna are a race of underground dwelling creatures with hoofed feet and double jointed legs, thick with fur of whatever color, their body is grey from a lack of sunlight, their eyes wide and half slanted to see easier in the dark, along with lipless mouths and flat noses, similar to that of a goat's. Male Fauna have massive horns that (if not cut regularly) split off into different “branches” of bone, these branches tangling amongst one another and acting as something like decor. Females lack horns, and more masculine features, but are almost exactly the same as males, each and every gender in the burrows carrying their own weight equally. One mention able feature of the Fauna are their obsession for digging, and amassing ore to trade with the races that live just above them; Fauna are also known for the quality of their armor, with jagged edges and impossibly flat surfaces, Fauna armor is quite a remarkable sight to see. Other than that Fauna are relatively unremarkable to a majority of the outside world, being only a source of trade to them, but to great travelers they offer curious wears and weapons that could be potentially useful on their trip. Useful traits of a Faun: Ability to clearly see in the dark, and able to remember even the most confusing twists and turns. (Lack of ability in the sunlight)
Starting Location: A burrow located just outside a large mining complex known as the “Houtren Mine”.
Elven Races:The elves are a mystical race of long eared, tall creatures standing at around 6 feet tall. Despite not having a unified Empire, they are still closely knit together and treat other variants of their kin with the same respect as one would give another elf, save for the Lunar Elves, who they do not seem to entirely trust, restraining themselves from asking for help. These variations and sub-species of elf typically depend on their current environment; Wood elves stick to the woods, High Elves stay within their mighty holds to practice various magics, Ash Elves remain in the swamps of their Ember trees, and...are there water elves? Perhaps. Recently, Ash Elves seemed to be the main target of Barclay, and have been recently driven off to remain in the wood with their cousins. Luckily, a cease fire has been signed in order to prevent more violence, though there are continued reports of harassment and thievery between humanity and the elves, meaning this will not last long. Useful traits of the Elven Races: Resistances to their respective ‘element’ and slightly increased magic usage. (No heavy armor, and medium armor slows them down greatly.)
Starting Location: Elves will start in their respective habitats.
Lunar Elves:A strange race of long eared creatures, these Elves stand at around 8 feet tall, having a kingdom built around what appears to be a massive crater. The Lunar Elves inhabit a toxic landscape, drinking sulfur like water, and acid like wine, the Lunar Elves almost thrive off of poison. This race’s grizzly qualities don’t subtract from the fact they have a high tolerance for other races, and an oddly feminine shape and stature to them. Useful traits of Lunar Elves: Immunity to poison, poison gives the opposite effect, healing and rejuvenating a Lunar Elf. Increased power under the light of the Bastard Moon. (Decreased ability in the sunlight, needs more exotic foods and drink to survive, lower vitality.)
Starting Location: The “Island of the Moon”, a massive city built from Titanium and Gold, in the very middle of the Nameless Land.
The Librarians and Dragons united under Orin Quol:Librarians are strange, hooded figures that never speak, only serving their purpose as servants bound to dragons residing in the “Marble Library”. The Dragons that live in this place worship Orin Quol, being fusions of different animals and statues, Orin-kind dragons can take on a Fauna, Elven, or Human form. A majority of the species peacefully works in the library, writing down the infinite knowledge known to Orin for later uses, lending such knowledge to adventurers and those in need of it the most. Others work as great architects, and workers of miracles for humankind. Dragons are moving nodes of energy, having access to the raw power of the “Element”, making them powerful casters of magic known as miracles, being commonly reffered to as “miracle beasts” for such a reason, but due to their service under Orin, their miracles cannot hurt the innocent.
Useful traits of being an Orin Dragon: You start out with a Librarian follower, can perform miracles, and take the form of every race.(No dark powers, lower overall combat ability in different forms)
Starting Location: The Marble Library, located just above a small human village.
Dragon Knights and Men united under Strum Quol:Frosthelm, as they are known to other civilizations, are humans united under the banner of Strum Quol, the dragon god of storms. These nordic men and women are tough, strong, and quite brutish in regards to sheer bloody combat. Outside of it, they act much like you would expect: most drink, or practice fighting, each cold and blood soaked day. The only thing notable about them are their features, having pale, white skin and icy blue eyes, their hair usually a messy snow color. Apart from that, there are the Dragon Knights, riders of the Frozen Crown meant to plow enemies into the barren snow and crush them under the hooves of their horses or under their cold iron boots. Dragon Knights are a mystery, even to the Frosthelm that they serve. Legend tells that they are not human at all, but drakes in human form. Useful traits of Frosthelm: Heavy resistances to ice based attacks, as well as lessened combat restrictions while in the snow. Ability to become a Dragon Knight. (Suffers greatly from fire based attacks.)
The Hidden Children of TerraThe Hidden Children of Terra reside in a massive forest, unknown to the world where no light except in certain areas makes it through, a ceiling of vines and forest situated above them, with a ground of stone that appears unnaturally smooth. They have no need for gardening or hunting, as the goddess of the planet provides for them, giving them fruit, and water from the harsh outside conditions that they're shielded from. The Goddess, Terra is the physical representation of the spirit of the Earth, a massive living tree with two bodies twisting around one another, their arms and fingers conjoining and swirling around either one, almost like a cocoon. Each body has it's own mind, and it's own personality, the left body of Terra being unpredictable, and quick to anger. The Right body however is caring, and forgiving, loving each and every one of her children. These children aren't necessarily human though, appearing so, but actually being plants sprung from the forest, they have slightly longer arms and legs than humans, being traditionally thin, and tall. Their eyes are almost always a bright green as well, as they're in a constant connection with the forest they were born in. Due to the gender of Terra, females are worshiped as heavenly creations, being at the top of the caste system in Terra's forest. They're able to take husbands and wives, and are often in touch with Terra constantly, being able to hear her through their particularly strong bond with her.
Although they're plant worshiping plant people, they take an interest in the stars, having an odd knowledge of astronomy, as the forest opens up to them in the night, showing them Terra's brothers and sisters: The Planets. In the night, the observe the constellations, learn them, and marvel at them. They believe that Terra, their creator is part of a massive harem of planets, being owned by the Grand Creator: The Universe; the god at the center of existence. Their knowledge of astronomy also aided them in mastering a form of the Element, bound the the stars, the children of Terra have the cosmos at their fingertips, able to destroy great monsters with their bare hands when the stars reveal themselves at night. Although the Children of Terra are great, they've remained a secret for centuries, being hidden away and sheltered by Terra, unknowing of the world outside. Everything is simple to them, they think they've seen the world, wanderlust is unknown to them.
What is the “Element”?As more of a side note than anything, the Element is what’s considered to be the energy that gods and dragons tap into, powering magic users and great machines as well, the Element lacks any kind of restraints, as it could be used by anyone who seeks to harness it, and align it to any sort of cause, be it conjuring curses, creating miracles, or causing the very foundations of the Earth to move.
Character Creation?Character creation requires a few required fields, such as: Name, Race, Gender, Age, and whatever descriptive elements that you deem necessary, followed by one of the Admins saying yes to your character (we don't bite.) Post your character sheet on this here thread. Example get!:
Appearance: (Insert picture or description here)
Other Details: (Insert background and various other details that you feel satisfied with inserting. At least add three sentences of information.)
Why is everything so vague?Because, we’re trying to drop your character into the world with as little knowledge of the Nameless Land as possible, so that exploration and learning feels real, almost.
I was actually hoping, as you can see at the top, that we could chronicle this into four different stories as the setting evolves, the first part beginning here, in the Nameless Land.
Buul, god of Death.
Buul isn't necessarily evil, being the god of death, as death is merely a necessity to life, one without the other would be obsolete, Buul is the god of the Fauna, having a massive mine named after him, that holds the weapon of Atlas, said to have the weight of an entire world built into it alone.
Orin Quol God/Goddess of Knowledge.
Orin Quol is one of the first gods to emerge and reveal him/herself to humanity, being a very gentle god, Orin is a fair creature that is female in the material world, and male in the Elemental world, also being Strum Quol's younger brother.
Location: The Marble Library
Gaia, Demigodess of Terra
Gaia is the daughter of Terra, set to take Terra's throne if anything were to happen to her, Gaia roams a secluded part of the Terran forest, to her own thoughts, as two guardians watch over her: The Guardian, and Knight of Gaia, nameless powerful, if anything were to hurt her, they would have to answer to them.
Strum Quol, God of Storms and War.
Strum Quol is comparatively more short tempered, and violent than his little brother, Orin Quol, as he is allegedly a massive hurricane in the material world, but an even larger dragon made from stone, and melted weapons of the past in the Elemental world.
Atlas, God of Men.
Atlas was the last god to reveal himself to the world, as he united the Western Kingdom, bringing it into a time of prosperity and happiness, of course, Atlas was killed by Diablo around 500 years into his reign, as his armor is his physical body, motionless, it now sits upon his throne. Shards of it being pulled to create PeaceKeepers, god killers if you will, protectors of the Western Kingdom.
Recorded Serpents, and "False Gods"
Diablo, God of Darklings
Fabled to be a six horned, and six winged beast, Diablo was only paralelled by Atlas, as they both killed eachother at the exact same time during the fabled Darkling Invasion, after being engaged in combat for weeks, they both died with the invasion, and the Darklings retreated, taking the destroyed body of their leader with them into the sea.
Ravine, the Endless
Ravine is a two armed, and two finned serpent of massive proportions, with a throat of gears that grind what he eats into a pulp, Ravine's endless hunger often leads to him swallowing entire islands, wiping out kingdoms within a few days, or even a few hours depending on the size.
Neidr, the Last
Neidr is the last of a very short-lived race of false gods, living on land rather than water, these false gods were hunted to extinction after the creation of the PeaceKeepers, but before they could catch Neidr, Neidr had decidedly taken the Kingdom of the Plebians for himself, turning them all into the Living Dead, infinitely hungering
Location: The Western Desert, Kingdom of the Plebians.
The Forest of Souls.
The Forest of Souls is a collective hive mind of dead creatures and humans, a creature with a million opinions, the Forest of Souls controls the usage of "the Ways", portals into the realm of the Element, as only a certain few manage to talk their way past it.
Elementals are the Element's living form(s), created from raw Element, Elementals can take up any form, being both material and immaterial, it requires great power to kill one of these, as the only way to destroy such a thing is to crack open it's thick outer shell, made from pure energy. Then destroy it from the inside out by killing it's molten hot core, or heart.
Location: The Ways.
Creatures, and other Races
The Grim are creatures of the north, man beasts, the Grim influence the world around them, turning wolves into vicious killers, foaming from the mouth, and turning trees into creatures that move and change when a man is not looking. The Grim are considered to be man-kin of the forest, sent to stop the expansion of men into the north, as they have the ability to grow bat-like wings, and eat the faces of their enemies, transforming into them afterwards.
Darklings are creatures that plague the south, being alternate, and wicked versions of every race that reside on land, Darklings live in the sea, known for being stronger than their human counterparts, Darklings grow tongues of eels, extra limbs, or sometimes even tails with mouths; Darklings have been a common place problem in the past, having invaded the Western Kingdom around 600 years ago, and killed Atlas before retreating back into the ocean from whence they came, having been crippled greatly by the death of Dark Atlas, Diablo.
The Undead Plebians:
The Plebians are former humans that were twisted, and denied food or water by Neidr, as they were cursed with unnatural life, slowly shriveling up into paper thin creatures that cannot satisfy their hunger, tearing apart anything that comes near their former kingdom, and eating and drinking every last part of it.
Stone Giants of Fauna:
Stone giants (currently dormant) were created in the earlier days of the Western Kingdom, by the Fauna as a weapon to take over the entirety of the Western Kingdom, before the Giants gained sentience they were the perfect war machine, simply able to step on the enemy. Then, they revolted against their Fauna creators, after finding peace, they went into a deep slumber, occasionally waking up to roam the land, and eat entire mountains.
After Neidr took the city of the Plebians, he took the entire military force that had prepared to defend the city with it, and turned them into the Plebian Elite, but those who showed promise, and willfully gave themselves up to him became Champions, retaining their human form, but slowly becoming bags of sand and shriveled organs. Being Neidr's champions, they're given enormous power, having now become borderline PeaceKeepers.
Sentinel, Firstborn and Guardian of the Marble Library:
Sentinel is Orin's first, and most prized creation, standing at 30 feet tall, and being a fearsome guardian of the Library, Sentinel is equipped with a massive naginata, tipped off with a blade that's said to turn lesser Darklings to dust upon contact, and a massive shield of immovable stone, made from the foundation of the Marble Library.
The Plebian Elite
The Plebian Elite are the former soldiers of Plebian society, the Elite serve under the control of the Plebian Champion caste, sent out to scavenge, and drag back unfortunate travelers that come too close to Neidr's domain, that, or defend it from overly ambitious heroes. The Plebian Elite ride golems of ancient skeletons and rock, twisted into almost horse like creatures, that morph into bipedal monsters when unmounted by their riders.
(I'll add onto this later as we go, I promise.)
Water based: Considered inherently dark by Western Culture, Water based magic is rarely used by any creature outside of the sea.
Fire based: The first form of magic adopted by humanity , fire is anti-water, being frequently used by Western mages and wizards as (traditionally) a weapon of mass destruction.
Earth based: Often used by the Fauna to carve their great expanses of burrows, Earth based magic often relies of conducting the Element in the form of quick strikes, smashing loose rock into different shapes and forms.
Air based: Often referred to as the "Breath of Strum", it implies the usage of storms, or extreme winds to inflict damage, or increase movement.
Purely Elemental: The Element is the fundamental energy that powers the very fabric of existence, often taking form in electricity (this form is often used by Strum Dragons), or solid objects as hot as the sun (Often used by Elementals).
Necrosis: A form of magic that is considered a taint on the image of Buul, Necrosis magic often brings dead creatures back to life, or grants humans and other creatures unnatural life in the form of mindless, flesh eating zombies.
Psychokinesis: Magic involving the mind, Psychokinesis is done by focusing all of the Elemental energy flowing through your body, and focusing it with your mind, often allowing the wielder to crush things with his/her mind, or even cause massive gusts of force that can topple kingdoms. Psychokinesis is often seen in use by the Crown of Tret.
Cosmis Energy: Commonly used by the Terran, Cosmis energy is bound to the stars in the sky, being most powerful when the stars are readily visible in the sky, as Cosmis energy often takes on different colors based on variations in power, often turning any body part involved with a higher level of cosmis magic purple.
"Ink" magic: More of an advanced form of enchantments rather than magic, Ink Magic is a very recent type of magic invented by the Western Kingdom, it often takes the shape of thick, black lines that appear similar to drawings on canvas, resembling halos of black, light rings with arrows sticking out of them, commonly pointing upwards towards the sky. Ink Magic (usually) enchants weapons and armor, or acts as a good luck charm to warriors and PeaceKeepers, but it can also be weaponized for fist based combat.
Rage: "Let yourself become a conductor, a vessel for the Element, let it flow through your veins and infect your mind and soul, let it's unparalleled anger fuel your hatred, and bring you to feats no single man could do without" - Alva of the North Peaks.