You'd been pacing for what felt like hours as it sat there mocking your trepidation. You were hardly to blame, of course; a letter bearing the seal of The North Astorian Trading Company would give most anyone pause. You should never have indebted yourself to them. Surely they'd already sent an assassin to kill you or at the very least some ruffian to make sure you'd never work again. No, don't be ridiculous. The company wouldn't have sent a letter if they'd meant you ill will. Taking a few deep breaths you collected yourself before shambling over towards the letter. You picked at the seal as the red wax sliped smoothly from the papyrus.
To our most trusted and loyal of beneficiaries,
It is, today on the 1st of Merrus, 41 Owl that we humbly request your presence in a meeting with our representatives. The North Astorian Trading Company is an honored and respected guild that prides itself on compassion and civic duty above all else. As such, it is most imperative to our efforts that the debts that our patrons incur be returned to us in full. We understand that, of course, the scarcity of coin in such uncertain times means you may not have the funds necessary to return to us what is owed. It is for this reason, that instead, we've arranged a deal that is beneficial for both parties.
You are to arrive at Lo Porto de Caracas on the 18th of Summerhill in this same year, 41 Owl. Your traveling and lodging expenses will be satisfied per our arrangement. Your passage to the city will see you arrive early in the morrow. Once there, you’re to meet with one Tali Riverend, a reliable contact. You’ll recognize her by nipped ears and white hair. She’ll await you at the local caupona- La Resplenda, and will be expecting your prompt arrival. Come, and enjoy all that the rose-petal city has to offer!
We assure you there is little promise in the lives you lead at present. Adventure beyond the familiar, and return your favors in the process. There is so little to lose, and everything to gain. Secure your future with The North Astorian Trading Company.
Should you fail to comply with our requests please know that The North Astorian Trading Company is determined to uphold its reputation as a forceful presence in Ithea no matter the cost. Do be sure to brush up on your Caracan!
Your eyes and ears, Mikael ibn Da'ud
Refusing the Trading Company was futile, that much you knew. Folding the letter, you sighed deeply. Why would a company operating in Astoria send you to the Dales?. You shook the thought from your head. There was much to prepare in the coming months. You'd be leaving behind family and friends, and only the Gods could know for how long. Even still, there was little use in feigning protest.
The rose-petal city awaits you.
"Valenndale...the envy of the world. Its lush and mysterious forests make scenic routes equally breathtaking and dangerous. The elven kingdom is truly marvelous- shrouded in archaic magics and ancient architecture. The Horned Peaks, where most wood elves call home, tower above the Dalic Heartlands. To the west lie a number of human city states diverse in their rich cultures. To the south lie the independent Argola, and even further are The Torn Isles and Bastion- the Anchor City. " Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. Ellvenaan, the kingdom of the elves, is one of the largest nations in Ithea. It rivals the dwarven kingdom of Otmanguard in size. Valenndale is also home to a number of human city-states often referred to colloquially as The Union. The Dorvanhun or the Dalic Heartlands are home to the largest wood-elf encampment in all of Ithea. Not all tribes are friendly to outsiders, beware. Argola is the only human settlement in the Dales not allied with the other union states. It instead has allied itself with Bastion, the anchor city. Bastion is home to the Copper Vaults, the largest bank in all of Ithea.
Valenndale has a moderate-to-warm climate. The lands feature mostly heavy forest areas. The Union's decision to remain neutral in The War of Splitting Branches has gained them favor with the Ellvaani. While they are indepedent, and are economically powerful they are still subject to taxation from the high elves. The Ellvaani of Valenndale also get resources from their mercantile colony in Penault.
Human Humans are the most populous race in all of Ithea. In previous eras humans had kingdoms that stretched from across the Oceana Abyssal. Now, many of those kingdoms have come to ruin or have changed beyond recognition. Still, the human species is populated throughout a number of states and kingdoms.The most populous of these include: Le Feu Mot, Astoria, Vicelles, and the Union city-states. Humans are known for their ability to adapt and survive. Humans, on average, aren't as physically strong as the common Orc or Brith. Nor are they typically as magically attuned as an Elf. However, they make up for it by showing promise in all fields (strength, nimbleness, magic, etc.). Average Heights:5'6''-6'0''
Barbarian While they aren't much different from humans, culturally speaking, the barbarians in northern Carcus are considered a different race to humans. For humans race is defined more by culture than any physical characteristic. The barbarians rule the Shattered Kingdoms, old remnants of a dead era. They typically have strong resistance to cold and frost magic due to their geographic location. Average Heights:5'6''-6'0''
High Elves The ellvaani, or high elves in the common tongue, are a species known for their propensity for magic. Should you ask most other peoples around the world high-elves crave only one thing, to rule and dominate most everyone else. The ellvaani hold an impressive kingdom in Valenndale that spans nearly half of the continent. High-elves are known for their taller height and petite figure; this is accompanied by sharp facial features. Their ears are far shorter than their elven cousins. Not all high-elves possess magic, but it is slightly more common among this species. Average Heights:5'11''-6'3''
Wood Elves Wood-elven culture is widely misunderstood by most peoples in Ithea. Even the term "wood-elf" fails to encompass all of the elves that call the Dalic Heartlands their home. In reality there are a number of united tribers: the Endaani (people of the heart), Tarcaani (people of the horn), Naldaani (people of the valley), and Tavaani (people of the wood). These tribes of elves are oft regarded by high-elves as a separate race. Wood Elves have historically been pushed back- their territories reduced to encampments in The Dalic Heartlands. They are typically adept at survival. Wood elves have much larger ears with softer, often pudgier, features when compared to high-elves. They also often have tattoo markings representative of the clan or family that they hail from.
The Tavaani are the most easily recognizable by outsiders. They are a hunter and gatherer society that is adept in agriculture and cultivation magic. The Naldaani are a fishing society that lives in huts along the Horn Valley, they host an annual festival where other wood-elf tribes come together. The Tarcaani are mountain dwelling elves that make up the bulk of the wood-elf defensive force. They are usually more broad-shouldered and muscular than their counterparts, but the many miners that make up their ranks tend to lead shorter lives. Finally are the Endaani, the elves occupying the Dregs. These elves are considered more extremist and hostile towards non-elves (this includes high-elves), and only perform blood magic. Average Heights:5'4''-5'11''
The Dark Elves The Ashaani, or the dark elves, are another race of elves that were forcefully migrated to Penault. Dark elves are perhaps one of the most persecuted groups in Ithean history. In Ellvenaan they held very few rights, and were subject to false narratives through propaganda. Religious elven text named the ashaani as the descendants of those elder mages which betrayed the Old Gods. This usually only served to further justify bigotry against them. Despite this, within a few generations in the Penaultish Wilds the ashaani began to make a foothold. The ashaani migrated from one of the most advanced civilizations in the world after all. The domestication of elephants for the purposes of war allowed the Ashaani to assert themselves against the peoples of the Wilds. When the great 'War of the Splitting Branches' decimated most of the human kingdoms to the north the Ashaani expanded further. This would eventually lead to a standstill rivalry with the Otmon dwarves to the west that continues to this day. Average Heights:6'1" (185.5cm)- 6'6" (198cm)
Dwarves are oft recognized by their short and burly stature. Three dwarven kingdoms span all of Ithea. Two of these kingdoms are situated in the western hemisphere (Ostguard and Viguard), while the third is located in the eastern hemisphere (Otmonguard) While the dwarves of the west are known for their craftsmanship, infrastructure, and defense the Otmon are known for their innovations in magics and proficiency in war. What they lack in stature they make up for in endurance and durability.
The Dwarves don't recognize "race" as a concept aside from different species. The genetic relationship between humans and dwarves is still debated in common society, but there is a large academic consensus that they are in fact the same species.
Average Heights:4'5"-4'10"
Orcs are one of the least populated races in all of Ithea. Their kingdom is located in High Mist where they dominate the northern region. Orcs are culturally seen to be cowardly and untrustworthy by most societies throughout Ithea. This is largely due to the "betrayal" of the Brith and Elves in the 'War of Splitting Branches', and by the number of foreign-born orcs that end up taking mercenary work. In reality the Orcs were enslaved by the Brith and used the war as an opportunity to rebel. Despite the stigma Orcs have a deep-cultural admiration of honor and combat. Their ferocity in combat, their overwhelming strength, and a culture that has an aversion to retreat establish the Orcish people as incredibly skilled warriors. Average Heights:6'5"-6'8"
The Gnomes of High Mist are another of the least populated races in Ithea. Their territory is unique in that most of their major cities are located underground. The Gnomes are considered to be the pioneers of technological advancement, particularly in architecture and transforming their environment (controlled demolitions, black powder, etc.) Gnomes are similar in height to dwarves, but are far less robust. Where as dwarves are hardy and sturdy, gnomes are much frailer. Gnomes also have ears more akin to wood-elves than dwarves or humans. Average Heights:3'10"-4'6"
Tieflings are a race of people that live predominantly in the Pillar Cities of High Mist. This race is the least common of all races throughout Ithea, but they still boast an impressive population (especially in High Mist). Many people believe that the Tieflings are a people cursed by Gods (hence their red skin, and horns). Tieflings have a misotheistic religion which proselytizes aversion to the Dread God's corruption. It is for this reason that all tieflings (particularly mages) are sent on a pilgrimage to the monastic temples scattered around the wasteland to be cleansed of the Dread God's influence. Such traditions have also influenced their language. Tieflings often speak in low whispers, and tend to have a lisp with an air of anachronism when speaking in common tongue.
There are also many Tiefling who have migrated throughout Ithea- typically for fear of persecution by the monastic order. Saldona in Valenndale have the highest population of tieflings outside of the Pillar Cities. Average Height: 6'1"-6'7"
The Brith are a powerful race of feline-humanoids (resembling bulky leopards or tigers). Many reside in the frozen wastes of Crysteria in the empire known as Brythantium. Natural conquerors, the Brith at one point held large amounts of territory throughout all of Ithea. Their defeat at the hands of a Dwarven and Human alliance forced the Brith's empire to shrink. Still a mighty empire in its own right, the Brith are renowned for their naval capabilities. Brith are typically very large (though not always), rivaling Orcs in size. Despite the average, among their race, the Brith are about as diverse as humans in color, height, weight and facial differences.
The Brith society is a stratocracy where military officials fill leadership roles. Only soldiers, veterans, and special citizens are afforded the right to vote. Holds are given more power the larger their population. Average Heights:5'11''-6'8''
The Sirens are one part mystery and the other part misery. For as many truths that exist about the Sirens there are just as many myths; this is more than likely by design. Sirens are a dying race of aquatic beings that blur the line between human and creature. Fiercely protective of their waters it is rare to see one of their kind outside of warded territory. Many Sirens are capable of weaving 'Siren Glass' an adhesive and glossy string with magical properties that can serve as a protective ward against magic and unwanted guests. The corruption of the Oceana Abyssal to the west has forced a great migration. What is known of these beings is thattheir differences to humans and elves are somewhat subtle, but still noticeable in most instances. Even now so many details about them remain elusive.
Average Height:5'9"-5'11"
Hello, and welcome to Ithea (or at least the interest check). I'm hoping to run a small campaign based on a fictional high-fantasy setting that I've created. I've tried participating in some RPs in the past, but due to a combination of various factors it proved difficult for many of them to get off the ground. For this RP I want to remain dedicated should there be consistent interest from all parties involved. The RP will see a small party travel throughout The Dales (Valenndale) as they explore ancient elven ruins, play diplomat with the various factions and states throughout the continent, and take on a powerful cult bent on dominating all of Ithea.
I have a rather large archive of information regarding the world. If there's enough interest for this I'll post relevant information in a post in the OOC. Additionally, I will answer any and all questions for people looking to make a character. There are a number of races and classes; most of the ones you'd expect in a high-fantasy setting. If you're interested please don't hesitate to express it in a post! There are no expectations on my end until the characters are in the characters tab on the OOC, and even then I try to be very flexible. Hope to see some interest from you lovely peeps!
@Dead Cruiser You'll essentially be playing characters that are paying a debt to the North Astorian Company, a joint-stock trading company who controls (or has their hands in) most trade throughout the world. They call themselves a guild in common parlance, but are much more than that. They have a tight strange hold on a number of industries and enforcers that do their bidding. Some noble houses are indebted to the company, as well. Others have a stock in the company and thus have a vested interest.
Because of this it's assumed that your characters already have at least some combat or other such experiences that would make them valuable to the company as a contracted mercenary (for lack of a better word). However, this is pretty flexible. Your characters will serve as "indentured mercenaries" working on behalf of the company (if you all so choose). What that means will become more evident at the beginning of the campaign. I've added some info about races and species, and I have a ton more info. If you have any specific questions please feel free to ask me!
I should probably add that the debt to the Astorian Trading Company is more a mechanism to get all of the characters together without defining a backstory for the characters players create. I wanted there to be relative freedom in working out backstories, ideologies, morality, etc. Hope that clarifies things.
I think I already have some decent ideas for a character. Perhaps a minor High Elf noble that now owes a debt to the NAC after enlisting their services to help extradite himself after a regime change?
@Fetzen Yes, there’s absolutely still space! Thank you! Since there seems to be some interest I’m going to start an OOC. I think once more lore is posted and the character sheet is up- the campaign will be a bit clearer for everyone. I’m not exactly in a rush to have character sheets all submitted quickly here, especially given the time of the year. But it would be good for folks to be able to start formulating ideas and asking questions.
Thank you everyone for the interest. I’ll post an ooc link once it’s finished. Meanwhile, I’ll be checking in if there’s any questions from anyone!
@Dead Cruiser Ohh a high elf, awesome. I like this idea, and I’m sure we can work something out. Glimdale is one of the city state’s in the union, and while it’s mostly humans who live there it’s essentially a puppet stare for the high elves. They have an embassy there so perhaps your character (or their family) could have been ousted from their position there.
Otherwise, the Ellvenaan kingdom is ruled by a council with smaller noble houses (almost always mages) in each hold vying for political relevance in the eyes of said council. In Ellvenaan, unless given special designation, those with little to no magic capacity are second class citizens. I don’t want to flood the post with anymore lore you didn’t ask for lol, but if you have questions I can answer them in a DM or here.