Captain Hailmard cried out as he spotted the man lurking in a thick patch of grass, rushing forwards to attack him as he did so. His cry would serve to alert the others who stood guard around the centre of the keep. The man turned his head and fixed his dark eyes on the captain, a snarl on his face at being discovered. His skin was dark as was his hair and he wore a baggy black cotton burnoose in a style factored by assassins out of Muyyatin. He leapt up with almost inhuman speed, as only one who had taken many endowments of metabolism could have. As the captain met the man with his sword drawn he quickly realised that he would likely be no match for this man, having only a few endowments himself – and only one of metabolism. This man moved with the speed of at least three men and even with the captain’s four endowments of brawn he was sure to lose this battle.
He swung his sword at the small man who brought up a small curved blade with such speed and finesse that he was easily able to block the strike and twisting around quickly he followed the deflection by stabbing the blade deep into Captain Hailmard’s thigh, the blade piercing all of the way through and emerging from the other side. Crying out as his sword was sent flying from his hand and pain shot through him, the captain quickly swung his left hand into the man’s collarbone. With his strength the blow hit hard and the assassin yelped in pain as the bones broke and his shoulder practically caved inwards from the force of the impact, however the man continued to stand showing that he must also have several endowments of stamina to his credit. Snarling in anger the assassin swung his free hand in his own savage punch, catching Hailmard in his chest causing several ribs to snap, obviously the little man had also been branded with several runes of brawn. Though both men were incredibly strong, endowments of brawn increased strength only to the muscles and tendons. They did not invest one’s bones with any superior hardness, so this fight was quickly degenerating into what Hailmard would call ‘a bone-bash’.
The assassin attempted to pull the small dagger free from the captain’s leg, but Hailmard grabbed at his wrists and tried to hold them in place. He knew he could not win this battle alone and hoped to keep the man here long enough so that their cries would draw the attention of other guards. He struggled to hold the assassin’s wrists and for a long moment they wrestled. Hailmard heard deep voiced shouts “That way, I think! Over there!” they came from the left, one street over from the road that the men currently fought in. He would only need to hold the assassin a few moments more – make sure the fellow didn’t stab him or escape. The southerner broke free in desperation, punched him again, high in the chest. More ribs snapped. Hailmard felt little pain. One tends to ignore such distractions when struggling to stay alive. In a sudden flash of speed the assassin ripped the knife free and Hailmard felt a tremendous rush of fear and kicked the assassin’s right ankle. He felt more than heard a leg shatter. The assassin lunged, knife flashing. Hailmard twisted away and shoved the fellow. The blade struck wide of its mark , slashed Hailmard’s ribs, a grazing blow. Now Hailmard grabbed the fellow’s elbow, had the man half-turned around. The assassin stumbled unable to support himself on his broken leg. Hailmard kicked the leg again for good measure, and pushed the fellow back.
Hailmard glanced franticvally into the shadows for sign of some cobblestone that might have come loose from its mortar, or indeed even his own sword. He needed a weapon. He pushed the assassin, thinking the smaller man would go flying. Instead the fellow spun, one hand clutching Hailmard’s surcoat. Hailmard saw the knife blade plunge. He raised an arm to block. The blade veered low and struck deep, slid up through his belly, past shattered ribs. Tremendous paid blossomed in Hailmard’s gut, shot through his shoulders and arms, a pain so wide Hailmard though the whole world would feel it with him. His vision quickly began to fade as the assassin held him closely, the smell of spices and liquor thick in his breath, he had thrust his knife arm up to the wrist into Hailmard’s chest, working the blade towards his heart with a grim smile. Taking a step back and withdrawing his hand in one swift motion the assassin watched as Hailmard took his last breath and crumpled to the ground. Captain Hailmard saw and knew no more.
Hello! This Rp is loosely based on a series of books – or rather the world they are set in. But I will explain everything that we need to know and I have hammered out a nice story for us to play, which should hopefully continue nicely and give the RP some real direction as we go along.
Endowments/Runes of power
One main element of this world are endowments – the ability to take a key attribute from one person and to add it to another. This is done with a small ‘forcible’, an almost small branding iron which is made from blood metal, a rare and precious ore. A ‘facilitator’ then uses this forcible to draw the attributes from one and brands the recipient with a rune of power, creating a magical thread which links ‘Runelord’ and ‘dedicate’ until one of them is killed, either freeing the dedicate and returning their attribute – or stripping the lord of their strengths. These forcibles leave a rune shaped scar (whichever rune of power has been used) these runes leave a white glowing scar, about 1 inch in size, in the shape of the rune granted (they fade to a dull grey if the dedicate is killed). Endowments must be given willingly and cannot be taken by force. Despite this many evil lords, or ‘wolf lords’ as they are called often threaten or blackmail people or their families into giving their endowments. To give an endowment is said to be one of the most unpleasant and generally painful experiences you can go through, and to receive an endowment is almost pure ecstasy. Only one kind of endowment can be taken from one individual, and once this has been taken they can never give another of any kind of endowment (even if the lord is killed and the attribute returns). There are several types of endowment you can take/give.
Brawn – Brawn represents a man’s strength, and through taking endowments of brawn it strengthens your muscles and tendons, allowing people to become quite strong indeed. As with any key endowment care must be taken as sometimes a man can become so weak his heart can no longer beat and he simply dies. A dedicate who has given brawn is as weak as a kitten, and often cannot even move and must be taken care of carefully.
Wit – An endowment of wit allows the recipient to use the brain of their dedicate – and where it may not actually make you anymore intelligent it allows a much stronger and precise memory. Indeed a lord who has taken three endowments of wit will likely remember every waking moment of his life. Someone who has given an endowment of wit is sadly reduced to little more than a dribbling idiot, and care must be taken that he does not forget how to breath or how to blink. Again constant care must be given. If a dedicate who give Wit is killed, then all of the knowledge stored in his brain will be lost – even if another endowment of wit is taken then what was lost must be re-learned.
Grace – An endowment of grace can be said to represent not just ones beauty, but also how gracefully and smoothly one can move. Grace is often used to almost ‘balance’ those who have taken many endowments of brawn or metabolism, allowing them to move much more easily. Those who take many endowments of grace become almost irresistible in their beauty, and it can be extremely difficult to resist them. A dedicate who has given grace will become leathery and often feel quite ugly. Also they are usually only able to eat broth as their muscles often cramp uncomfortably – even in their stomach.
Metabolism – Endowments of metabolism are key to any skilled force warrior, however they can also be seen as a curse. Someone who takes an endowment of metabolism will move at the speed of two men, however they will also age at double the speed. Those who take many endowment of metabolism often become little more than an unstoppable blur, however in doing so they doom themselves to only a fraction of a life – becoming old and decrepit within only a short period of time – sometimes aging and dying within a few years (For example two endowments causes a man of near peak physical age to become decrepit in ten years and die in fifteen). A dedicate who gives metabolism falls into an unbreakable, un-aging slumber, unable to rouse until their lord dies and their attribute returns. It is rumoured to be possible to take so many endowments of metabolism that you can run across the sea or other bodies of water, however to do so would be suicide leading the recipient to age and die within months or even weeks.
Stamina – an endowment of stamina fills the recipient with health and vitality, allowing them to be more resistant as well as helping to keep them alert an full of vigour. Someone who takes many endowments of stamina may survive a wound that would easily kill a common man, and it is rumoured those who take hundreds of endowments of stamina can heal all but the most fatal wounds in a matter of moments. Several endowments of stamina (three or more to be precise) is enough to ensure that one does not have to sleep, allowing them to rest whilst traveling, entering an almost dreamlike state which allows them to rest and recuperate very quickly. A dedicate who gives stamina must be cared for carefully, as they are very prone to sickness and injury and can often die if an outbreak of disease hits.
Voice – This endowment increases the power, attractiveness, and your ability to manipulate your vocal organs. Allowing the recipent for example to shout commands across a battlefield with relative ease. One with many endowments of voice can be dangerous as their voice is so beautiful that others often believe and follow their words without question as if it were their own will. A dedicate who gives their voice becomes a mute, but is otherwise unharmed.
Sight – An endowment of sight improves the recipients eyesight, allowing them to see further and more clearly. One who has taken many is often referred to as a farseer, and with enough endowments of sight some can see well even in relative darkness/ It is rumoured that with over a thousand endowments of sight you can see heat radiating from a man’s body at night, can count the hairs on a fly’s leg at twenty paces. A dedicate who has given sight becomes blind, but is otherwise unharmed.
Hearing – An endowment of hearing increases the ability to pick up and distinguish sounds, and a dedicate who gives this becomes deaf. To many endowments of hearing can be as much of a curse as a boon, as loud noises can become deafening and cause much pain (however this can be balanced with endowments of stamina).
Scent - This endowment increases your ability to perceive and distinguish odour, and for example track a man through the wilderness. A dedicate who gives scent loses the ability to smell. It is not unheard of for a man to take an endowment of scent (or sometimes other endowments) from a dog, such an endowment is 100 times more effective – though this practise would technically make the man what is referred to as a ‘wolf lord’. (Though this term has now come to mean one who takes endowments by force, the original meaning having been slightly lost).
Touch - This endowment increases your body’s sensitivity to the area directly around it. A dedicate who has given their touch becomes numb to the world around them and must often take care not to damage themselves.
There are rumoured to be more runes of power which can give endowments, however these are wildly unknown and are a closely guarded secret of those of Inkarra. Rumoured to exist are the runes of Talent and Will – however little is known about these.
Individuals must be careful that their physical endowments, such as brawn and stamina, are similar in number, or the borrowed brawn may literally tear the body apart (for example). This could happen to individuals who choose poorly in the balance of endowments or who have only certain forcibles available, but the more usual cause is the death of one or more dedicates, resulting in the sudden loss of their attributes. Such individuals are sometimes referred to as "warriors of unfortunate proportion."
Vectors – it is possible to take an endowment from one person, and through them receive all endowments of the same kind that they possess, thus turning the dedicate into a vector for that attribute. For example if you take brawn from a man with four endowments of brawn, it will be akin to receiving five endowments of brawn – and any further endowments of brawn that the man receives will instantly be vectored to the lord – even without him needing to be present. On rare occasion this is used where someone has taken so many endowments there is no longer sufficient room for the runes to be branded.
With the immense power that endowments allow a lord to gather it can make them almost unstoppable by a normal man – or indeed even lesser endowed men. In such cases their enemies will often make a target of their dedicates, seeking to weaken them first by killing those who give their attributes to their lord. Because of this a lords dedicates are often well protected, usually in a dedicates keep of some kind. This type of warfare is somewhat considered vile and evil, however it is sometimes necessary to kill dedicates in order to stop a tyrant who has amassed too much power. It is considered a lesser evil to target their vectors, however this is not always possible as the vectors are always heavily protected.
The known world
United kingdoms in the West. They are ruled from the kingdom of Kartish. The climate tends to be hot and dry. It is bounded by the Ghorat Ocean to the West, the Hest Mountains and Rofehaven to the North East, and Inkarra to the South East
The people of Indhopal are dark of skin and hair. The lords of Indhopal traditionally would go to battle wearing thick, silk armor in shades of white and yellow, with large white turbans adorned with jewels in the center, often rubies. Other warriors of Indhopal tend to wear silk armor in yellowish colors.
Indhopal has many exports to the northern kingdoms of Rofehaven including: pepper, mace, salt, curry, saffron, cinnamon, medicinal herbs, alum, dyes, ivory, silk, sugar, platinum and blood metal.
There are twenty-two nations in total in Indhopal. The known nations are:
Kartish - the farthest southern nation of Indhopal, known for its extremely rich blood metal mines
Old Indhopal - the mightiest nation of the region, after which the region was named.
Group of kingdoms to the south, led by the Storm King. Inkarran literally means Night Children. It is derived from Inz, meaning darkness, and karrath, meaning offspring. It is bounded by the Alcair Mountains and Rofehaven to the North East, Indhopal to the North West, the Caroll Sea to the East, and the Ghorat Ocean to the West. It has had closed borders with Rofehaven for thirty years, and has built the Runewall upon their border.
The people of Inkarra are known for their white hair, exceptionally pale skin and their ability to see in the dark. Inkarran warriors tend to hang their hair over their shoulders in corn braids. They wear blood-red tunics that fall above their knees, and wear perfect steel circles upon their front, back, forehead and upper arms. Tattoos are common, including runes, symbols representing ancestors and homes as well as more common tattoos such as knots.
Their Assassins have been known to put sheepskin boots on the hooves of their horses in order to ride silently.
Kingdoms, once united, in the north. It is bounded by the Ice Sea to the North, the Caroll Sea to the East, the Hest Mountains and Indhopal to the West, and the Alcair Mountains and Inkarra to the South.
The nations of Rofehaven are:
Kingdom of Rofehaven. It is bordered by Eyremoth to the west, the Ice Sea to the north, Eyremoth and Toom to the east, and Seward to the south.
It is one of the kingdoms which occasionally plots to overtake Mystarria. Ruled by Queen Rand.
Mountainous kingdom of Rofehaven. It is bordered by Beldinook to the west, Eyremoth, Internook and Alnick to the east, and Seward to the southeast.
It is said that they love neither wine nor war there. They are known for their beautiful glasswork. Their armor is elaborately decorative.
Kingdom of Rofehaven, bordered by Fleeds and Lysle on the west, the Ice Sea on the north, Ashoven, Seward, Lonnok, and Mystarria on the east, and Muttaya to the south.
It is the second largest, and second richest nation in Rofehaven, next to Mystarria, with its population near twelve millions people. They produce armour and grain, and many claim that they have the finest steel and cavalry in the world. They often host the Knights Equitable in their abundant green fields.
They're military uniform is made up of a breastplate, silver cap with square top, and shields emblazoned with a white swan on a dun field.
It is ruled by King Lowicker and his daughter, Princess Rialla Val Lowicker.
Cold Kingdom in the north of Rofehaven. It is split into two halves, divided by Alnick. The western region borders Ashoven to the southwest, Seward and Alnick to the southeast and Internook and the Ice Sea to the north.
They are considered to have the finest stone masons.
Kingdom of Rofehaven. It is known for its great horse breeding.
Ruled by Queen Herin the Red.
Nation in the North West of Rofehaven. It is bordered by the Ice Sea to the North, South Crowthen to the East, Fleeds to the South and Orwynne to the West. A land known for its hardy people and strong fortresses. It is ruled by King Sylvarresta.
It has the finest armor and weapon smiths in the north. It's rich in cattle, sheep, and timber – a close ally of Mystarria.
A far away, small northern kingdom. Famed for their longboats and deadly axe men. A relatively poor kingdom, which only trade seems to be mercenaries and raiders.
Kingdom of Rofehaven run mostly by merchant Princes. It is bordered by South Crowthen to the west, Fleeds to the south, Beldinook to the east, and the Ice Sea to the north, held back by rocky shores.
The wealthy tend to dress in flowing, elegant styles. Their troops carry green banners into battle, and wear purple robes with their armour. The merchant princes are often poorly respected by kings of note.
Lysle is unlike other nations in Rofehavan in that it has no monarchy. You might say that in Lysle, profit is king. The country is run by cutthroat merchants, several hundred of them, each of them ruling over and representing their own merchant guilds. Though they are called the "merchant princes," the fact as many of the guild leaders are women as men.
Lysle as a nation almost never wages an official war, since it is seen as unprofitable to do so. However, the guilds do manage to reap tremendous profits from other people's wars by supplying arms, armaments, and so on. Various guilds also have hired mercenary armies or assassins to wipe out royals in other nations that give them trouble or within their own nation. Guild wars are common the dyers fighting the weavers and so forth.
And, in Lysle perhaps more than any other nation in Rofehavan, appearance is everything, and so the folk of Lysle are known for their courtly appearance and namby-pamby ways.
However, don't let appearances fool you. Lysle as a kingdom is a rough-and-tumble place where a man soon learns to watch his own back, and anyone who attains the rank of Guildmaster is likely to be very dangerous in a duel.
Kingdom of Rofehaven. It is bordered by Mystarria to the south, Beldinook to the west, Seward to the north, and Toom to the east.
It is filled with swamps to south, and current home of the Frowth Giants.
Kingdom in the South, and once the capitol, of Rofehaven. It is ruled by Mandelus Draken Orden. Inkarrans are banned from the nation. It is the richest and most powerful of the nations in Rofehaven, and has many of the strongest castles and keeps throughout the land.
Kingdom in the North of Rofehaven. It was originally ruled by the air wizard Sendavian, whose symbol was the crow. Crowthen was split between his two sons in its distant past.
Nation in the North West of Rofehaven. Somewhere in the Isles north of the nation lies the monastery of The Days.
Kingdom in the North of Rofehaven. It was originally ruled by the air wizard Sendavian, whose symbol was the crow. Crowthen was split between his two sons in its distant past. It is a green and hilly kingdom, ruled by King Anders. The trees would turn beautiful colours in the fall, and by many it is regarded as a beautiful land.
These areas lie as borders or beyond the control of men.
These Mountains mark the border between Rofehaven and Inkarra. The border was closed sixty years ago and a great Runewall was built upon them by King Zandaros. The Runewall was made of great, stone wheels thirty or forty feet tall. In each tablet a rune had been carved. It is said the Runewall hold an evil power, on all who look on it.
Mouth Of The World
Opening to an immense reaver warren. Often used as an entrance for crusades into the underworld. It serves as a border between Rofehaven, Inkarra, and Indhopal.
The opening is more than a hundred feet wide. Reavers had reinforced the walls with mucilage, and erected thirty foot pillars which appeared in pairs, every dozen yards.
The Ice Sea
The Ice Sea does tend to break up in the summer so that shipping lanes open, but it is a dubious thing. There have been years when the shipping lanes never close, and at one point, there were three ferocious winters that came back to back and the ice never melted. That was when the Froth giants came down from the north into Rofehavan.
The true world that this plane is only a mere shadow of. It is home of the Bright Ones and Darkling Glories.
Referring to the tunnels and warrens beneath the surface of the earth. It is home to many creatures, such as reavers and blind-crabs. It also house varying plant life such as cave kelp that would hang form ceilings, many types of fungus and worm grass, so called because of its soft spicules which were the width and length or earthworms.
Its terrain can be as varied as the above surface, with area’s ranging from hot and moist, to covered in age, to rich with foliage, to barren and rocky, to underground rivers, to large and jagged caverns, and sulphuric pools.
Places within the Underworld:
Also know as the Dark Fortress. It is an ancient stronghold within the underworld. It has multiple levels and many rooms, for the housing of soldiers and captains. Erden Geboren himself had run his campaign from there. It is now abandoned and lost.
Factions of note
Organization of people who serve the mysterious Time Lords. Often referred to a strange religion it is the days duty to record history as it happens, claiming to be impartial as to the outcome of any event. Each member of the Days gives their wit to another member, and then receives wit back form that same member, and creating two individuals whose minds are linked. One will follow an individual (generally a Runelord) around from birth, whom the Time Lords think will affect history. The other stays in a secure location somewhere in the isles North of Orwynne and records the events as they unfold in the chronicles of their life.
The act of sharing a wit usually drives people mad. Only the Days, whose selfless dedication overpowers their own identity, have mastered the process.
Days follow most leaders of import and are supposed to be neutral in the affairs of men. They never give advice or reveal the information they gather until after their subjects death. They would simply stand by and watch a child drown, rather than interfering and altering their history – even if it were to save their life. Some leaders suspect that they are not truly neutral, but those who reject their Days, or do them harm, soon have all their secrets known to the world.
When two Days meet they will sometimes speak in code.
Group of warriors who serve no lord, but fight for what they deem is right. They are often marked by their armour, pieced together from many lands, often from fallen comrades. Knights sometimes voluntarily leave their lords service to join the Knights Equitable – these man make it their duty to defeat tyrants and other evil beings that may plague the land.
Wizards and powers
The Magic system of the Runelords is based primarily on the four elements, known as powers. The powers not only make up the substance of the world, they seem to vie for power, working through individuals, much like distant gods. The known powers are:
Earth – Wizards of the earth are often paired with a certain type of creature or plant, and can have a vast array of abilities. Earth wizards are best at drawing runes of protection, healing, strengthening or breaking. They serve the earth as best they can and in return the earth lends them its powers. Some powers – earth sight, the ability to look into men or beasts and know their feelings and if they serve the powers of good or evil. Can also extend to the land or buildings, seeing structural weak points that can be exploited or protected. Summoning – to think intensely about a certain type of animal (the less intelligent the easier) and call them to their aid. Herbology – the ability to find the best produce of the land, be it food or beneficial herbs. The effect of such herbs are magnified sometimes tenfold when in the hands of a skilled earth wizard. Seer stones – the ability to see through the stones and rocks of the land. Often helpful for monitoring events from afar, though it can be very difficult to scry the correct location and can take up to hours to do so.
Fire – Fire wizards are often called Flameweavers, they are granted powerful boons by their master, however fire only consumes and one who gives himself totally to the flames will be consumed from within slowly, becoming like the element they serve, destructive and mindless. They have the kind of abilities you would expect, being able to control and manipulate flames. They are said to have the ability to hear any words spoken by an open flame, or if powerful enough even in the daylight. They can also draw heat and energy from flames, using it to replenish themselves – and again with enough power they can draw heat from the sun itself. When a flameweaver is killed the elemental within them is released, and depending on the wizards power a huge inferno will sprout from their corpse, immolating and charring everything it touches. For a few moments the wizard may retain some control, however this fades quickly and the elemental will seek to destroy and consume anything within its vision before it eventually burns out.
Water – Water wizards are similar to those of earth in their powers, however they are much less common as powerful water wizards are drawn to the sea – developing gills and disappearing from the human world in favour of the ocean. They have many similar powers and again excel in protective and healing runes, however the water can also be a powerful and destructive force – generally more so than the earth. Powerful water wizards elementals can be considered akin to a destructive tidal force, and wash away everything around them when released from their bodies.
Air – Wizards of the air are considered to be quite unstable and often become slightly insane – or ‘windswept’. When they give themselves entirely to the wind they often gain the ability of flight, however they become like free spirits, going wherever the wind takes them. To kill an air wizard and release the elemental within is to call a maelstrom forth – the elemental causing destruction and death where possible. Their abilities are again what you would expect, they also have the ability to send messages on the wind, allowing their words to be carried far and heard by those they seek.
The world of The Runelords is filled with lots of new, and terrifying creatures – as well as animals you’d recognise from our world.
Large flying lizards, which are sometimes domesticated and used as messengers (though are only able to carry young children). They are used by kings and lords as messengers, though recently they have fallen out of common use due to the scarcity of the Graaks. There is a desert variety in Indhopal that is known to knock riders from their horses, and wait for them to weaken, lost in the desert before feeding upon them.
A small rat-like race. They stand around a foot tall. Females have six nipples that they use to feed their young pups. They live mostly in darkness, tunnelling into human buildings. They are semi-intelligent: they care for their young, wear small bits of clothing, use rough tools, and even speak in a basic Ferrin language.
"Ferrin are small egg-laying mammals about the size of an opossum. Fierce hunters, they were brought to the lands of Rofehavan to control rat populations in castles. The Ferrin have a crude intelligence and can use some tools, such as primitive spears and pry bars. They are notorious scavengers, stealing food, buttons, coins, and cloth—anything that they think is pretty or valuable. By the time that people discovered that Ferrin were a greater nuisance than the rats they hunt, the ferrin population had spread out of control."
Known simply as the flame lizard of Djeban though most of Indhopal, these large reptiles have gained many names. In Inkarra they are used like watch dogs and are known as draktferions, translated as watch fires. In Mystarria they are called drakens while most of north Rofehaven know the creatures as dragons.
The lizards possess a frill of red at their throat, which expands to make the lizards look larger and more intimidating. Red patches at the edges of the jaw appear to most as spots of blood. At night the frill glows in brief flashes giving the appearance of fire. In the spring, males do this to boast to females, making it appear that Djeban is on fire.
The Frowth first travelled to Rofehaven about one hundred and twenty years ago. A tribe of around four hundred crossed the Ice Sea while it was frozen. They were wounded, and clearly fleeing something but were unable to master any human language to explain their position. They communicate to humans mostly through rough gestures. Over time, most Frowth migrated into Indhopal where lords would hire them as mercenaries and labourers.
Their bodies are covered in greasy yellow hair and fur. They have silver eyes. They are known to stand around twenty-feet tall and eight feet wide. They have snouts longer than a horse and their teeth are very sharp. Their pelt is relatively thick. They can live to be quite old. They do not have a good sense of smell.
In times of war they wear ring mail covered in hide, and wield large oak poles banded with rings of iron as weapons.
Large, slim, white wolves with icy eyes. They hunt in packs. They have deep and resonant howls. They tend to live in the Alcair Mountains and are known to be very dangerous.
Those who linger in the world after death are known as wights. They are commonly men but many wights from other races exist, including the Toth. They appear as they did in life, only instead of being solid they appear to be made of light in shades of grey, dull blues and white. Other colours can occasionally be seen from the wights past form, such as a Toth's crimson eyes. They can be heard shrieking and wailing when not purposefully using stealth.
Wights are known to be drawn by sound and movement. They often are found hiding in shadows.
Their touch can freeze the bodies of mortals, often leading in a slow and painful death.
Water and cold iron are know to be able to turn a wight, but those of great power can resist such weapons.
Powerful wizards can banish wights. A banished wight, shatters in a blinding flash, sending a wave of frost out as much as fifty feet in all directions.
Large, insect-like carnivores that primarily live beneath the earth. Reavers have multiple rows of green, crystalline teeth that are used for weapons, adornment and sometimes currency. They stand on four legs each with four toes. They have two extending arms that end in grasping fore-claws, giving the reavers the ability to make and wield tools. They have no eyes, but sense the world around them with philia on the plate of their skull and around their jaw line. Their heads are spade-shaped, which they use to dig under ground for protection and to set ambushes. The head has three interlocking plates, joined by cartilage. It can pop these plates in and out to squeeze through tight areas. For communication, they secrete scents that can linger in an area for an extended amount of time. They can grow exceptionally large and heavy. Their leathery skin often grows thick and hard to protect them from damage. When a reaver dies another reaver will eat its brain, gaining its memories and certain sense of immortality. Due to their size and bearing, reavers are excellent climbers. Reavers cannot swim, but are known to walk on the bottom of a lake or pond for short distances.
Type of reaver, bred and trained for battle. They carry wield large blades, or knight gigs (Large hooked metal poles). They are often endowed, for optimized fighting ability. Very deadly.
Type of reaver, bred and trained for the use of magic. They wield large stone staves and use runes and/or special scents to alter their targets. They can cast devastating spells upon men – and often are in positions of power amongst the revers.
Luckily reavers have not surfaced for hundreds of years (aside from the odd one or two here and there), not since they were defeated at the Hands of Erden Geboren and Daylan Hammer (two historic figures who saved the human race from utter annihilation). Some fear that the reavers have simply been waiting and rebuilding their numbers and power – until they will once again spew forth from their Underworld home to once more attempt to wipe out humanity.
Nomen are black-coated shaggy creatures that lumber on all fours in preference to an upright gait. They are crafty nocturnal hunters who prefer small packs to seeking prey alone. Their hands are clawed, and their eyes are red and seemingly glow in the dark. Nomen will drop on unwary travellers from a forest canopy rather than attempt a direct confrontation. They use basic weapons, favouring the spear most of all. Nomen can be found in the Dunwood and are said to inhabit the Hest Mountains beyond Inkarra in great numbers. In the distant past, they came north and invaded, but were slaughtered and their numbers greatly reduced.
Toth (believed to be extinct)
The Toth are an extinct race of sorcerers that were thought to be in some way related to the Reavers, though they were more vaguely humanoid and significantly smaller. The Toth were an expansionistic race and were slain by King Fallion of Mystarria when he led the massed armies of humanity across the Caroll Sea to the Toth homeland. The only surviving Toth take the form of wights, deadly ghost-like spirits which dwell in dangerous, wild places and bring icy death with their touch. Generally only Toth sorcerers remain as wights, their spirits presumably having been stronger than their non-magical fellows.
Duskin (definitely extinct)
Very little is known about the Duskin, though it is known they were great Earth-wizards and craftsmen. The Duskin were smaller than humans but bore a general resemblance to human shape, having the same number of limbs and being bipeds. Duskin dwelt beneath the surface of the earth, but in caverns much closer to the surface then their ancient rivals, the Reavers. The ruins that they have left behind are highly valued for the items that can be found – the craftsmanship better than any human hand could create.
This will hopefully be a nice good long RP - around casual/high casual level.
I'd be looking for one or two GMs to make sure everything continues to run smoothly. If be looking to get it up and running sometime early next week depending on the level of interest and such.