An old work of mine that never got to show what it could become.
Thought I'd try and start it up again.
For this I am in need of an interested co-GM/seconds in command. As the story may grow a bit big.
Its an old world, but the world of before has collapsed. From the ashes new order will be born.
As the masses of the new world started to gather, they quickly thought of a way to stay on good terms with eachother. A festival, made for entertainment, trading, and displays of power. A tournament of sorts is to be held, and you could be a part of it. Either in a small and meaningfull or a big and utterly useless way. But stay alert, something is scheaming in the unnoticed. And disaster may strike upon the central festival.
A long time ago, the Gods let us populate the world, both humanoids, monsters, plants, enviroment and wild-life. But we got greedy, and the Gods took sides. A war waged, years gone past. Nothing remains but fragments. And these fragments are now myths, bedtime-stories for the young. Now what reason is there to learn from the long forgotten past. While we try to survive in the present.
A few hundred years ago, after what had seemed like the end. Inhabitants of the world spread once again, to claim a place to call home, yearning for structure. The big areas of today then came under the unceartain controll of a few opposing races, retaining different amounts of law over their chosen homelands.
The Nohmas quickly went northwest and soon sent explorers out onto the seas, their homeland is now the island they found. They established traderoutes in an attemt to expand their influence. Hilvédo cities among the western islands, Gharvol camps on the northern thundra. Bogek tunnels were built in the central mountains, bands of Soivé in all forests of the central continent. To the east huge swamps where various Nhlik clans live. To the south and southwest great plains, home of the Mavuer families. In the seas around the mainland, underwater cities of Jecise. At the southern islands lives tribes of Vakhaw, and at the far north, villages of Phoswe.
All races daily face their own struggles to survive in the new world, where monsters roam the land and the roads are pestered by groups of outlaws. Travelling along the roads without a caravan means death because of sudden storms, burning sun and hostile wild-life. Across the land, and along the roads there are luckily many smaller villages, most no more than bigger camps. But when you can travel miles upon miles along the roads without any company or shelter, the warmth of a campfire may be wanted.
The Nohmas new towns were after a few decades near defeat as the old barren forest that cover their island and the old ruins within seemed to want them gone. those venturing too deep inside disappeared and invasions of rats destroyd their harvest. But they didnt falter, now they live behind walls while slowly eating their way into the old island. Those on the mainland have spread out in big towns, containing parts of the grassland and its many mini-forests within the town itself.
While the Hilvédo encountered no problems on their many beutiful green islands, the crossings between them were and are still dangerous because of the fishes that live in the calmer water, serpent-like fish that strangle the boats and drag the people into the water.
As the Bogek dug deeper into the mountain, letting fresh air flow through. A kind of fastgrowing crystal found its way out, covering the mountains in a glass-like shell. With the crystal small animals living of stone followed, and with more food they got bigger. and with more to hunt monsters became a bigger threat among the mountains.
The tuhndra is a place inhabited by large hordes of herbivores, and groups of dangerous carnivores. The only positive aspect of the thundra is the great lack of vegetation other than grass and bushes, wich help the Gharvol move around with lesser danger.
If one spend long years in the evergrowing jungles in the heart of all forests on the continent, one learns how to avoid the parasitic plants and animals. But the Soivé now control many of these original jungle-beings.
Hot sun and few waterholes, the Mavuer had to learn the ways of the savanna as well as the desert, but they are a wild race. Made for the wild, and their lifestyle is not much different from the local wild-life.
In the always changing swamps, one can easily lose themselves to the beings that live there, as well as carnivarous plants and strange moving forests of shrooms. The Nhlik flourish in these sick lands, feeding on all but the most dangerous beings.
The seas surrounding the mainland can storm violently, but the dephts are calm while the surface rages. Fish-like the Jecise inhabit the dark underwater areas. They live in safe cities shielded from the sea itself, and the creatures that live in it.
At the peaks of the rock covered islands to the south, Vakhaw build their nests and fly down for food and materials. But bigger birds are around, and if they fly alone they may be unlucky enough to meet a dragon or great hawk.
The icy lands of the north are home to strange creatures, many which are rarely seen. But the Phoswe live in sheltered valleys, where the snowstorms arent as bad as to force bigger monsters to the surface.
As the races grew accustomed to the land, some of them wanted more, and minor wars broke out between the Nohmas and the Gharvol, as well as the Nhlik and Bogek. While the Vakhew wasnt at war with anyone, they were still at the site of the conflicts and gathered slaves, who came to good use for many people in need of free labour. This unaccounted gathering of slaves with caravans through the plains, were not appreciated. The Mavuer went to great lengths slowing and removing the Vakhaw slave routes.
While there are still conflicts, the bigger part of the races decided to create neutral meeting points around the bigger crossways. And the Festivals came to be.
With a great ability to adapt, they can quickly take control of new areas. Bent on technology and expansion, they are ones who group together and fight internally. Building roads wherever they may be, their trade routes are a powerful succes.
Nohmas have no extra features wich makes them easier to make out in a crowd, except their plain apperance. They have no claws, no wings and no tail. But they are able to fit in anywhere because of this. Prefering all kinds of weaponry, magic and clothing. The Nohmas are a standard measure in everything. They have a lifespan between 70-100 years, but as any other races, with the right lifestyle you can live longer. If you are a mage you may watch your familie die over and over again.
Their capital city, Nowatof,home to the explorers guild and meeting-place for the richest people of the world (yellow chest), is located some miles in from the shores of the great island Vasker. At the shore their harbour city Bosker meets any traveller ready to depart or arrive. At the mainland the trade city of Nodher, their biggest city. Goods from all around the world gather here, and with them their traders. Not surprising the traders guild house their headquarters in Nodher.
Seing themselves as the leaders of the world, they are users of magic and uphold strict laws. They hold under their rule a vast area of small islands. Outsiders are viewed with distrust, but a friend would be guarded with resolute strength.
Having a more slender build with more distingtive features, they seem like the perfection of the Nohmas. But their apperance hide a hard body, able to endure for days. Prefering magic and weapons they see as gracefull, you seldom see them using dark magic or crude weapons. But having a high compability with magic there is not much they cannot learn. They have a lifespan between 200-500, with their affinety for magic, most of them get longer life than most other races. Their great mages seem almost immortal.
Among their large cluster of islands, a few are bigger than the others, to the north their capital city Ohiedo, beutiful with buildings reaching hundreds of meters into the air. And in the towers of these grand structures, academies used by the mages guild. Near the western shore the city Hlevai, the city of judges. The judges guild easily finds work in these times of international strife. Their only city on the mainland, Veharda is located on the western shore, is a city used for interaction with the rest of the world. Its road leading to the western festival further inland.
Hard in body and mind, they resemble the stone they live in. In tune with the stone and earth surrounding them. In their mines the best materials are brought forth, and they have the skills to refine and craft them.
They are a bit shorter than the Nohmas, but more compact would be a better word to describe them. Their skin may slightly resemble stone, adding to their sturdy apperance. They are able to work the earth and stone with capable magic, and their weapons of choice are often their working tools. They have a lifespan between 100-200 years, with a life in the tunnels, their bodies store nutrients for safekeeping, making them able to survive long periods of thime. Some have even been seen eating the stone around them. Their mages are able to turn themselves into stone, stopping the aging process.
As all their cities in the mountains are connected, they see it as one city. Avbor is a maze, with its center inside a great cave made bigger through out the years. Crafters from around the world gather at their guilds headquarters, to show of their skills and learn better ways of their craft. If you know the tunnels, you are able to travel between the different mountains of the world without greeting the unsecure roads, but the belly of the earth is not a place ruled by the Bogek, they merely inhabit small parts of it.
Big and strong, the thundra mold them into great warriors. Feats of strength is a proof of your opinion. They enjoy the rough things in life. Mercenaries for hire, if you have gold to pay them with.
Towering over the other races, some of them twice the size of a Nohma. You can make out what family they belong to by the shape of their horns. Their size grants them the ability to make use of massive crude weapons. Users of magic are rare but those that emerge are users of crude arts, involving raw emotions and enchanting their brethrens strength and bloodthirst. They have a lifespan between 70-90 years, with a life lead fighting, they put themselves under great stress, and because of this they tend to live short and blazing. But their shamans have other ways, sometimes prolonging their body and spirit for generations.
As they have a lifestyle where they follow the movements of big herbivores, a city is of no real use for them. But far to the northeast, a permanent city endure. Home to the Mercenaries guild, Ratem is a rougher city than most. Outsiders often realise too late that they do not belong in this place of taverns and everburning campfires.
One with nature, pursuing happiness and the road of pleasure leading there. No being is unmoved by their sensual nature. Calming strife and easing pain, everything they do seem to have the worlds blessing.
They are childlike and colourful in apperance, having about the same size as any Nohma. But even though they may act childish they are adults when they have to be. And as the amount of males is much lower than the amount of women, men from other races are often fathers of their childs. But their strong blood seldom lets through what other race they are a part of. They prefer bows if they ever have to use weapons, and their mages change the course of life in beings around them. They have a lifespan between 150-600 years, as they live within and in tune with the forests and jungles, some of them bond with the plants and stay bonded for many years. Their mages take this to a whole other stage by fusing with the plants and becoming something else. When the forest itself is your home, your house may change shape from day to day. but in the heart of the dense southern forest, Forde stays hidden from outsiders. Their many groups from the entertainers guild move through the forests without any place to call home, they dont need one.
They are mistaken for the wild animals roaming the sunny plains. Beasts able to talk, you are a fool to take them for one. Sensible to your true intentions, none will be fooled with lies. Hunters of the wild are always alert, ready for play.
Being like something halfway between a Nohma and a beast, both herbivores and carnivores. The Mavuer are the ones where the size and apperance differs most inside the own race, but most of them are about the size of the Nohma. Their weapons of choice are scarse, they have fangs and claws. And their magic focus on the essence of their nature as beasts. They have a lifespan between 80-110, with the desert forcing them to endure periods of starvation, they preserve their bodies. Transforming into greater beasts has made their mages able to leech of the lifeforce of their prey, enduring for ages.
In the southwestern hearth of the desertlike savanna, their capital city Malife looks like a beutiful flower placed inside a great oasis. And in the center of the desert, a sanctuary while no oasis may be seen, the city of the trackers guild, Sanver.
Everything for the hive, unwary beings are used as food. Survivers in the swamps, able to live of anything. You do best not to let your campfire die out, or unseen they will catch you. Fanatic followers ready to make their leaders wishes true.
While they are about the same size as the Nohmas, they are seldom mistaken for one. Slightly resembling insects and some also able to change their apperance, they are truly adaptable to any enviroment. They seldom use weapons, as some are able to grow their own weapons from their body over time. Those rare mages they have are strong in ritualistic magic, and in the summoning of beings of wich some are not supposed to be here. They have a lifespan between 60-400 depending on their family and purpose in the Nhlik society. Their mages tend to have lifespans around 300 as their summons demand tribute. and their leaders have lifespans reaching longer than 500. But when you are able to change your body there is really no border for your life.
Three hives have slight control over the big eastern swamp. to the south the hive of Ehkla, home of the assasins guild, and always in use of slaves. to the north the religious city of Ihkuvla, where outsiders are welcomed as new believers. And it the heart of the swamp, The great hive of Tranma, a city only known from rumors.
Able to live beneath the surface, they are made for the sea. at open water you make sure not to anger them. When on the surface, they always feel away from home, but they are able to take on long journeys to reach their goal.
Slightly bigger than Nohmas and built for a life in the sea, they are covered in scales in all the colours of the sea. Having sensitive fins able to make out slight changes around them. When they go to battle they use weapons able to flow through water, and magic in control of this neccesary element. They have lifespans between 80-150, keeping their bodies in shape through constant movement and making use of the cold to slow the decay of their bodies, their shrine-mages borrow power from the deepths, prolonging their life as they turn themselves into strange seacreatures.
In the southeastern sea their capital city Ashika, famous for its crystal shrines dedicated to the deep sea. At the southwest sea a city known for their crystal farms, Jecan also home of the navigators guild, the onle ones able to freely travel between their three cities. In the cold northeastern sea, Favbicas a heavily guarded city built to withstand the assaults of creatures lurking in the deep.
Collectors of shiny things, flying their slave roads back and forth with no second thoughts. Unresonable in everything, cruel to all. Always hellbent on standing above by any means avialable.
The Vakhaw are easily recogniceble by their wings, measuring about twice their length across. Though some of them are better at hiding them. They are of the same size as the Nohmas but they are much lighter, wich make their flight that much easier. In battle they use their claws in union with a set of light swords. The magic of these sinister birds are often related to curses and torment, but their affinety with wind is not to be underestimated. They have lifespans between 70-100, but they seep the life from others by drinking their blood and feasting on their flesh, flying as bringers of death and plague. Their mages curse themself and others to make their vitality stay with them.
On one of the southern islands, high up on a mountain stands their capital city Panaw. Home to the slavers guild, and the site of their tight guarded riches. their only city on the mainland, Gahaw is the city where all their slaves are brought before being send off across the routes.
Pursuing knowledge from birth, the seekers wont stop at anything in their quests. As still and peaceful as the land they inhabit, able to live as the winds. When you need advice, these shoolars are steps in the right direction.
Standing apart from the other races with their bodies in an almost astral state, the Phoswe are still able to interact with the world in the same way as other races, but they are less affected by it. They are the same size as the Nohmas, but any features are almost nonexistant making they seem as ghosts. You will encounter more mages than warriors as their magic affinety strongly owerpower their capabilities in hand to hand combat. They have lifespans between 250-700, as beings not fully present they may dissapear into nothingness without leaving a trace, but those that so desire stay here, enforcing their spectral bodies with arcane magic, becoming elementals and other creatures of raw magic.
At the immediate northern lands across the water the twin cities, Bosj and Okha lay. In these cities, one may seek advice on things out of your own control or understanding. To the west their capital city, Vorfubah stand with its academies dedicated to magical and mundane research, the researchers guild search the world for knowledge, wanting to understand the past and the present.
The Festival is like a town of its own, centered around a long stretch of road. On the outskirts are taverns and inns providing housing for all those that are present at the festival. Both sides of the road are covered in shops of various kinds, and if you venture behind the shops on the smaller roads springing from the main one, you can find gambling areas, black markets, brothels and illegal fighting pits. Those responsible for dealing with these businesses are the regulators living in the big prisoncomplex located on one side from the roads middle crossway. With the tournament arena on the other side.
The ones who have signed in for the tournament at the arena are first put to test. In the big enclosed space with a few trees and boulders that is the arena, groups of 10 are put against monsters and the ones who survive are allowed to continue. They are permitted to create teams of up to four people that shall face the different challenges that they are presented with.
Bets are placed and the ones that dominate their challenges are awarded greatly outside the arena. Sometimes with equipment and other times with titles and power.
Supporters are allowed to protect and house particapents in the meantime. As there are shows and entertainers to fill out the gaps between the tournaments. And foul play is of course a given, who would not love to send an assasin against another team or supporter.
Are you up for a fight? Or will you choose a different way to spend your time at the Festival.
Specialty: ( do you prefer magic, melee or stealth )
School of Discipline:
Class: (Whatever you call your vocation)
History: (give us a general understanding of this poor characters life)
Personality: (what kind of person hides behind the mask)
Appearance: (most likely going to have to be more descriptive than finding a picture, but a really good picture is ok)
Special Skills or Special Abilities:
If its possible to understand what you mean, spelling and grammar is excused.
If you join and later cant post, let me know.
Behave like a good RPer, otherwise it wont be as fun.
You have to include your reason attending the festival in your cc. This rule is relevant as long as the rp hasnt moved along to far, ask me about it otherwise.
Have fun, if you dont have fun why did you come here?
If you want additional info or something doesnt seem right, ask me.
I am justice in this rp, wich means that i am always right, except if you have a really good opinion that i can agree on. If you feel that i do not listen or if you cant reach me talk with the CO-GM/CO-GMs