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The Merchant's Daughter...
A coastal peninsula divided into 5 kingdoms. Over the past centuries, the kingdoms have had peace and had wars, but they had never dealt with an enemy like they did before the last winter. Outlanders, pouring ashore on ships. Each kingdom suffered massive defeats and finally, for the first and only time, all 5 kingdoms came together and pushed the enemy back. It was only a push however, and the only thing that saved Staylia was winter; cold and ice.
Storms froze the seas and churned up waters and Outlanders ceased coming. The last of them were killed off or scattered a few weeks after winter. It was a long winter that year, just over two years, and two years was more than long enough for the 5 kingdoms to split apart and start squabbling as if nothing had ever happened. Almost, if not all, people failed to make the connection that it was not a victory, it was just that the waters were too icy, cold and dangerous to continue to navigate.
The sun shines and people forget.
Not long after the spring thaw, the fishing village of Small Haven was pillaged, the entire population left dead or scattered.
This was 4 days ago, and a merchant in the city of Arbich has been looking for his daughter, who went with a trade caravan with his brother and his brother’s son on a trade caravan. Only one man from the caravan was found, and he died later when his wound became infected.
After the fourth day and the arrival of the wounded boy, the merchant decided to pay a group of adventurers to seek out what happened and find his daughter, who he believed to still be alive…
– Humans, are--well, human. They are the most diverse of the races, light skinned to dark skinned and in between. Humans generally live to about 70 or 80. Humans are the most resistant to magic attacks and are also very resistant to mental drain.
– Elves live to be about 250-300 years old. They are smaller framed than humans and generally slightly shorter. They do have pointed ears and there are two difference species: dark and sky. Dark elves originated underground while skyelves stayed above. Elves are just like humans in that there are evil, good and in-between. While elves live longer and thus can spend more time studying, they are more susceptible to physical drains of magic, albeit only slightly. Elves have night vision, although it takes minutes to adapt to instant changes and also leaves them disorientated if the change is extreme and immediate.
– Orks are slightly taller than humans and more broad also. They have green skin usually, but some are known to be brown or even blue. Known for the fury in battle and amazing stamina, it is a stigma that other Orks deal with daily as there are many peaceful, nomadic tribes. Their facial hair is as diverse as humans and they sometimes use jewelry. Orks live to be 150 years old, have a lesser for of nightvision (but it transitions a lot better) and are generally more resistance to physical drain but more affected by mental drain. Orks can eat almost anything, even rotten meat, but they do not do so but under the most dire of consequence.
– These are very humanlike people of just smaller stature, usually not getting taller than 5 feet (that’s an extremely TALL halfling). They generally live to be about 100 years old however and are very agile and dexterous. Halflings are immune to many poisons and also are immune to lycanthropy.
– Goblins are extremely similar to halfings in almost every way. A few differences are that they have pointed teeth, red to brown skin, have night vision similar to elves,live to be about 60-70 years old and are also extremely strong for their size (and lack the agile nature of haflings). Almost all goblin races are fanatic supporters of goblins and kill for any reason. However, goblins will not wage war with each other and will always settle clan disputes peacefully, except when it’s for territory or something like such, at which point they have one champion fight another to the death. While a single goblin may not look like much to fear, they are extremely dangerous but they can be hellish in numbers.
– Ogres are large, sometimes over 15 feet tall and live to be 50-60. They generally keep to smaller clans and are usually peaceful, but the few times that more violent ogres attacked other races has definitely painted them all as blood thirsty brutes. They are usually grey skinned, but some are slightly brown and they usually have horned or protrusions on their head, along with large fangs in their mouth. They are immune to all but the most potent poisons and also very resistant to fire damage. Ogres randomly have hardened spots of skin that is as hard as bone on their bodies and it acts as a sort of armor, but their skin is harder than any other race, almost acting as a very light armor.
– A dwarf is usually no larger than 4 feet tall but extremely broad and stocky. They usually inhabit mountains or hills, but some inhabit cities or live elsewhere. They have thermal vision in the dark (see heat signatures) and live to be about 140-170 years old. Dwarves are slightly more resistant to physical drain and are able to go longer than most races without food or drink (although you will definitely hear about it if they miss a meal!). Dwarves skin is a little more dense than other races.
Half-breeds: All racial mixes are allowed. Results are chaotic at best. You could have a human and elf produce 3 offspring, one looks human but lives 150 years, another looks more elven but lives 90 years and another looks mixed but liked 125 and but is slimmer than both, so on and so forth.
Ogre father/ork mother = Eerkro
(other half-breed names will be posted as the come along)
Classes – Classes are what would be used in most traditional fantasies: mages, warrior, priest, monk, ranger and so on and so forth. I will not hinder or make role requirements unless something just stands out to me. Classes are required just to give a broad sense of your character vice having to read through intros and IC threads to realize "Oh, he's a rogue" so that we can balance classes.
Bestiary - The beasts of this world are open to us, although again, if there is anything outlandish or ridiculous, I will adjust accordingly.
– Magic in this world is pretty unique. All magic is triggered by a single or many spoken words. Upon casting a spell, several things happen. First, the spell is (usually) removed from the casters mind. There is also physical and mental drain on the caster.
The spell level affects many things and is affected by many things. Casting takes many things into account such as study, stress, hunger, fatigue and then there is the level of the spell. Now while most spells leave the casters memory upon casting, this can be negated by hours and hours of study and focus. The lower level the spell, the more apt one is to retain it, HOWEVER, this does not negate drain, and depending on the situation, one spell can be forgotten after many times of it being retained.
So a highly schooled mage in the middle of a battle, with screams and death and bodies moving here and there, being scared and jostled by people passing may forget a routine spell because of all the stressors going on. Meanwhile, a seasoned warrior who is a lowly caster may be able to cast off a blind spell or another low level spell because he is not as stressed.
Spellcraft, as a focus, is VERY VERY difficult and time consuming. ANY thing a character does that is not devoting time and energy to their magic is taking away their ability to create magic.
Magical literature – There are two types of magical literature: books and scrolls (and scrollbooks). Books are only for study and committing to memory. Reading a book takes an immense amount of concentration, it's not like reading a map Additionally, higher level spells require certain OTHER spells to be cast or active to LEARN the spell sought. Because of this, you cannot just read a book in combat and cast spells. You must sit down, focus and concentrate for minutes to days depending on the level of the spell. Scrolls (or scroll books) are different. The concentration and effort and magic are put in BEFORE hand. These are VERY expensive, and generally require 10 times the amount of resources than it would to LEARN the spell. But the reason is that you can unleash a devastating spell simply by reading the scroll. Immediately after casting, the scroll or page of a scroll book will crumble or burn or turn to dust. One and done.
Deities– there are gods/deities in this world, and they are referred to as Ascended. Ascended will be classified in a few ways.First and most vaguely they will have "nature (tendencies)." Nature is good, neutral or evil. Tendencies will be more vague, but also more defining (lawful, chaotic, neutral and indentured).
Next, Ascended have an "essence" that they can bestow onto physical items of the world. While this is a form of ENCHANTMENT, it differs from an item that is magically instilled. This is extremely rare, extremely prized and I WILL BE THE ONLY PERSON TO APPROVE IF YOUR CHARACTER OWNS ONE. If they do, there better be one HELLUVA background story. And I want to KNOW it. Whether you post it or not, whatever, but it's not going to be "I'll come up with it later Az!"
Any item enchanted or blessed by a deity is marked with a Ascension Stamp, which will be comprised of a metal and a jewel (both will be the selected jewel and metal of that Ascended). ANY person KNOWINGLY handling a blessed item not intended for them is subject instantly opening a door for that deity to vent it's rage and fury. If the person didn't know it was intended, it will be awkward feeling (maybe heavy, or burn or itch or something to make the person get rid of it) and the deity will send a disciple to get it at some point. Just like magically enchanted items, they have "charges" or sorts and must be replenished in a way fitting the god and their personality (prayer, blood, work, are a few basic ways).
All deities also have the ability to lend aid to their champions via spells. While these spells are not normally "powerful" they are generally unique and have something to do with the nature and demeanor of the Ascended. Each deity has ONE spell to bestow and any person can only WIELD ONE ENCHANTED ITEM OR SPELL of ONE ASCENDED. Period.
ANY being on this world is mortal, as this is theThis means a few things: first, you can kill a god. Also, gods have very little power here, but they do have unparalleled influence. They cannot directly influence the world but can do so indirectly. The gods can bestow blessings, but these are very limited. They reside on the Plane of Ascension....
One advantage to worshiping gods is that certain spells are available to characters based on IF they worship a god. However, the price for that is that you must strictly adhere to whatever ideals those gods choose, and straying from that means the god can rebuke those abilities at any moment. These spells must be learned like any spell, but must also be EARNED.
Gods can also bestow blessings on weapons, but these blessings are finite (think charges) and some may be powered up, some may not. The manner of charging depends on the god and also the nature of the enchantment (stronger abilities will require a LOT more to replenish abilities).
Now with enchanted items, these are very limited because essentially gods are putting their essence into the item. So based on the power and the amount of items, a god can be killed. Think of it like a good could make one strong weapon, or 50 rings with minor abilities (very vague idea of how it works).
Currency: Steel, gold, silver and bronze (highest to lowest).
Language: Almost ALL races and societies teach "common" but many races and society speak their own language.
Seasons: A typical seasonal cycle in this world is a 12-18 month winter, a 6-9 month spring and fall and a 8-12 month summer. However, a year is still 12 months.
Racism: All major cities may experience racism, but it is not legal and is heavily frowned upon. However, small towns and villages are not subject to laws that regulate those things, so it's not uncommon for those of a race outside certain towns to be received harshly.
Tech level: this would be medeival based in terms of tech. Some mechanical things (gears, trebuchets, water systems).
Atmosphere: The closer you get towards water, the more relaxed the areas tend to be. They also tend to shift towards trade where as the further inland you go, it is less about trading and more about work and the people tend to be less "big city" and more hard.
Most kingdoms do not trust one another, at least the governments and large cities. They are in constant disputes over trade and territory and sometimes close to war, although OPEN war is very rare.
UPA: Unified Port Authority is an organization that monitors port trade and also patrols the open waters against piracy and violation of at-sea law. To keep things fair, all of the 5 kingdoms provide the exact number of every position available. Every ships crew has the same number of all positions from each kingdom. To further the absolute neutrality, ANY time ANY person is suspected, investigating and found guilty of violating a UPA article to the favor of their country, that country will be sanctioned. At the same time, any time a person makes such accusations, if the accuser is found to be incorrect or it was a ploy, THAT country will be sanctioned.
Church of Kiros: This is a Sect of almost kult like status throughout the peninsula. While they do not represent any particular god, they focus more on themselves and pushing their own agenda. They are ran by a Grand Bishop who is rarely seen outside of the High Church. While they are not large persay, they are widespread and powerful and most members operate behind a veil of secrecy.
While The Church is not necessarily evil, they are self serving and will do whatever it takes to protect itself, it's members and it's agenda. Again, the church isn't affiliated with any god, but they DO have members who are clergy from other temples. The Church offers a great many services, spiritual and otherwise. They are allowed to marry individuals, they offer advice and counseling and help communities in need. Additionally, they offer merchants, caravans and families armed escort when moving or relocating.