Threndel is shriveling, and dying. For a long time, it was the greatest empire, and now the old world is dying for a new. Innovation has caused great destruction, and castles have become useless to new weapons, and those that are built are short and stout, or made for beauty and elegance. But not in Threndel, as war comes often, and fast. Now, while a truce has been made the few left hold up in cities, or in fortresses in the river.
"War and Peace" by Leo Tolstoy is a book I find is an excellent piece that describes the chaos of the upper orders of society facing imminent destruction by the force of a new order. it is a story told many times, in many contexts, and from the point of view from a man who was raised for nothing to gain everything and make the best of it.
In honor, there is truth in the fact that there are those who hold themselves to the highest standards of life, and the meaning of the word has changed a thousand times and means something different now than it did even twenty years ago. But at one point in time, it was fulfilling life and duty and binding yourself to a moral high ground.
In Nobility, those in high regard are often influential individuals through wealth, land, and control. Often they gain their abilities through inheritance and divine right, by being placed there by a higher power than themselves so that they may tend to the world in the stead of that higher power.
These two words are often synonymous with each other, honorable noble, but oftentimes, they are also not. Incompetence and desire, humanity is something that takes away from both of those words. The desire, the innate ability of mankind to improve their lifestyle. War and Peace is almost that story that focuses on the destruction of honor and nobility. Two things are often seen as the peak of human civilization, and it is cast away into chaos when, in reality, it is chaotic.
This Empire stood almost seven hundred years ago; it spanned the sea and across two continents. Almost One and a quarter million square miles of land, over twenty million of the race of man, and vast expanses of many other races. Civilizations said to last thousands of years have fallen to ours, and this empire has almost proven that an empire can live that long.
This RP
This RP is focused on the inhabitants of one of the last major cities of a dwindling empire. Similar to the fall of Rome in 1453. New and old enemies are on the horizon as war is once again declared on the desiccating corpse of a failing empire. We will play lords, knights, warriors, priests, and those who wish to reverse this fall, if that is even possible. The players will be mostly minor nobles, knights, servants, household guards, mages, scholars, and the like. Those who have lived a life serving the empire as it was in its ending stages of falling. Watching as hordes of barbarians and horsemen cut swathes through the land, as innovation destroyed city walls like lightning, and as their homes burned as they fled deeper into the last bastions of their homeland.
It will take place in the homes, in the courts, and in courtyards; the individuals will be tasked with solving problems of the Empire as it crumbles in hopes of restoring it, or at least maintaining the status quo with the rest of the world. It will be mostly investigative in nature, though military commanders and the like are also viable as well. You can run a single character or multiple. But you will be people from around the remains of the empire. From it's heartland trying to solve it's problems. What you do can revitalize, usurp, or destroy the remainder of your homeland.
The Setting
This is a somewhat fantastical world, low-mid fantasy in its style, magic is prevalent but it is often hard to use/be born with.
Most of the world's people are humans/Elves/Dwarves/Hill folk (Halflings/Hobbits and Gnomes); many others exist or existed at one point in time. But have either fallen due to illnesses that are now prevalent with some lesser forms of elves, gnomes, and halfings. Humans seem to be immune, and dwarves seem resistant.
But the world is comprised of primarily human civilizations now. The Empire of Threndel once spanned continents, but now it has since dwindled into its Heartland on the North Eastern Continent of Elmias and several islands off its Western Rock Coast. Its capital is upon its northern boarder, and its trade and newest cultural hub is a coastal hub facing the straight of Revelense.
To its North and Western borders are two states; one is its former territory of Pevvent which is the Western border. To the North is Waltz, a growing Empire that has sprung forth from what was once an ally. Over the past five years, it has destroyed most what is left of Threndel. Across the straight on the continent of Porong, is the Horde known as the Verund, when the beginning of the end of Threndel started, they were comprised mostly of Orcs, but now that they had mostly died off, the humans that remained took over, and continued their wars with bloody ferocity. Guided by religious cults that despise magic, they have destroyed priceless works, from books to scholars' journals, magical spires, buildings, and even gems, some of which were just gems, not even magical ones.
Across the sea to the South, past the islands that stand bastion to the sea and house the most important military force of Threndel, the navy. Is the continent of Yul, once considered barbarians, they were at one point good allies as well. Their trade impressed most of the world, and their rare resources and skilled craftsmen allowed their trade to flourish. When gunpowder was invented, they took off, and in their cool climates, they worked well, industrializing and urbanizing their population. They are the technological wonders of the world, both arcane and traditional. Sadly, over the past hundred years, while others began to adopt gunpowder weaponry, we only started maybe six years ago during a lost war. Much of it was bought from them, and we are now indebted to them. Threndel has been paying them back mostly in agricultural goods. They also send soldiers and supplies often to hold back enemies while our armies grow back and our defenses strengthen. They are good allies, but their patience with us wears thin.
They have others to worry about as well on their continent, and their expeditionary force is often cycled back to their lands when our army is at a decent size. Though we hope to see them soon as we have lost several battles, and with each loss, our manpower pool shrinks.
But within what is left of Threndel are five cities; the Capital city of Threll is the most northern one, founded over a thousand years ago; it is the pride of the Empire and hosts a wealth of artifacts, defenses, and soldiers. It is the last bastion of our heartland.
South of Threll on the Western cliffs overlooking the sea is Yllaren; it is well known for its wine and wear. Growing primarily agricultural goods, and the surrounding countryside being mostly farmlands. It is also the breadbasket of the Empire and has been since its beginning. It is also strong with a growing cloth industry.
East of that in the eastern Ridges is the Wesp, the town of wonders, after the loss of the last cultural and magical hub city, known as The City of Wonders on the far side of the Straight, what remains of the artistic and magical population of the city that managed to escape the destruction of the last city resettled here in the northernmost part of the mountains. It was built overnight in inhospitable and infertile land, thankfully some of the magicians who escaped were chloromancers, able to assist the lands grow food for those in the city, but also to beautify it in hopes of raising moral.
Just south of Wesp is Hildentower. Hildentower was at one point a mining camp of dwarves, but it has expanded into a bustling hillfolk and dwarven city, primarily underneath the mountain range and spanning most of it as well. While not as industrious as other dwarves, these dwarves were known in their forging of Runes. Once before gunpowder, these Runes allowed the Empire's soldiers to walk into battle with the best equipment in the world. While they are still strong, Gunpowder has equalized the normal man, with most mages.
And at the Southern Edge is the last Elven city in the Empire, the city of Quesilani, primarily filled with High elves, this city has also been dwindling due to disease. While many of the elves who become sick leave for colonies, those that remain will likely stay until they, too, wither away or leave. It hosts a variety of elves from across the straight that are refugees from war, and genocide. They have somewhat rebounded the cities population in recent years, but that is also a dying dream. Humans and other peoples have also arrived in charity, mostly those of faith, to assist in finding cures for the plagues that ravish the city's native population.
And just to the East of that is Cultural/Port City of The City of Darkness, once a city that spanned both sides of the straight because of an island that acted as a part of a bridge. It has been separated in two due to the Horde in the East. To keep them from invading the heartland, the bridge on the Eastern side was destroyed once as many people were across as safely as possible. Thousands drowned and died when it was destroyed; many others were slaughtered on its easternmost bank in the City of Light's heart.
Although the cultural hub, it has more or less been phased out due to Wesp. Many of it's artist are exploring new styles of architecture and art. Gothic buildings, and Realism and harshness fill the art that was once romantic in nature. Trade still happens as it is the access way into the deeper see that separates the continents, but those to the West have decided to use their own ports, so customs and tariffs have been a fraction of what they used to be.
Magic
Magic is varied, there are no technical schools of magic, but they often are placed in different forms of mancies, or mancy. These can be anything from pyromancy (fire) to, as previously mentioned, chloromancy (plants), and often times, as these mancies are learned or inherited, they can affect other ones as well, positively and negatively depending on the others you know. After some time, your body becomes attended to a form of mancy and benefits from certain other ones depending on how your body treats it. But magic requires a catalyst or conduit, often times this is the magician's body itself or an item of some kind.
The magic is controlled by it's user, gained in one of three ways.
One - The user is born with magical ability. - Sorcerers
Two - The user gains magical ability to - Magi/Runesmith/etc.
Three - A god/gods, have granted this individual powers to assist those in their flock. Often times only the highest priests get these abilities to heal and give- High Priests/Priestesses
Magic is also very diverse, sorcerers are more artistic in their abilities, and have a larger range of them. But they are limited to how powerful they are by birth. Oftentimes, sorcerers can only do small things, like lightening their fingers on fire or carrying small objects in mid-air. Often they were used as street performers or in culinary arts, or lived as a normal person. But the strongest of these magic users were deadly, able to wipe armies off the face of the world, and sometimes level mountains and cities. Though the last known one that could level a city was born two years prior to the start date in an old territory of the Empire far away.
Their bodies are also incredibly important, as their body can also limit their abilities, and their strengths. For each person this is different, so the range in body size is varied as well.
Magi typically stick to a single mancy of some form, and most are around the age of thirty. They have no limits to their growth but their age, and sometimes even their body. As Sorcerers have their bodies to produce magic, magi often use another tool to push their magic through or, in the case of rune magics, put their magic into. The magic conduits, or catalysts, vary from powders to staffs. Almost any item can become one, though it typically has to be reasonable to the form of mancy desired. So pyromancers that aren't sorcerers wouldn't use wooden staffs or their bodies because it would burn them or light the staff on fire, however they may use flour or a powder of some sort to use their magic. But, their bodies always are in good condition, and they try to preserve their strength into their elder years, magic does take a lot out of non-sorcerers, and can even kill them if their mind, or their body is not ready. Magic can also be rejected by their body, and it will make them very ill, most races are highly susceptible to this, especially elves, and this may be the cause of the plagues.
High Priests/Priestess are the exception, their magic is not magic, it is more of a gift. It is not bound to the individual, but often times this person is true to their faith, often times these individuals are pillars of the community, or are grand heroes and saints. They are far and few between. Their magics are often those of healing, but sometimes, a god sets aside protection abilities for a stalwart and faithful officer, or soldier to try and sway the tide of a battle or war. These are extremely rare and haven't been seen for several hundred years. Their bodies do not matter, and they are not brought low overtime through the use of their abilities, and often they must follow strict rules of their faith to keep from losing their abilities.
Then this may be a contradiction, but many cannot use magic. Creatures such as dwarves, hillfolk, and other creatures more bound to the ground or that live within it seem to be lacking the magical ability to try and even the playing field; they found ways to harness the weave, which flows through the air; it comes in two forms. Runes, and wards. While they connect to the weave, they cannot be broken by other magical ways but for the strongest of magical abilities, time, or just a lack of the weave flowing through the writing. Runes typically affect an object and are easier to get rid of; typically, they are used to build up the strength of weapons, armor, or objects. Wards typically have an effect on an area, keeping it safe, and allowing for water to come, typically these flow through themselves and can last most likely forever, wards have been found where people and the weave have not been in for an insurmountable amount of time, breaking one of these is a feat from the gods, and most believe that it is impossible.
Peoples of the World
Human - We all know what a human is.
Elves - Lightweight but strong creatures, with a great variety to their species, they are often marked and noted by their long pointed ears. There are over two hundred kinds of elves known, but most have gone extinct, or are extremely rare. There are four main kinds left.
High Elves - Often called stone elves, they are known for their culture. Often hosting cities of cut and almost woven stone, or iron trees. They are known to be beautiful, tall, and well versed in magics, often being born with some form of the weave in their blood. Being the largest of the Elves, some of the oldest and most powerful are known to be almost eight feet tall, but most average around six foot three.
Sylvan Elves - Often called Wood elves, or Forest elves, these are rarely seen in away from forests or areas full of floral growth. They are well known to be shamans, and mystic in their traditions. They are remarkably nimble and are often the greatest hunters and scouts in the world due to their senses. Often shorter than their kin, they are still tall with the average low being five-nine for women, and five-twelve for men.
Spring Elves - Seen often as an odd people, these kin are known for their gardens. Similar to Sylvan elves, they host themselves in areas of floral growth but build large homes from individual giant trees in the middle of open fields, sometimes these trees can become so large they mimic hills, but often times they grow out instead of up, averaging the height of a three-story building. Often a clan is housed in one of these trees. They are also magical as well, often using magics to help hide and grow their homes.
Dark Elves- Different from the drow, these elves are nocturnal and do not live underground; they are also far more numerous but in small communities. They are well-versed but are often used as night watches and guards in human cities. Their skin is albino, similar to their drow cousins, but their hair color is often black or gray. But they are also rarely seen due to their aversion to light; while it does not harm them often, it can give them illnesses, or scarred skin.
Dwarves - Dwarves, or mountainfoot are stout creatures. They are very kind particular to their castes. Short for humans, they are extremely strong, and while not the most nimble, they are powerful warriors and fine craftsmen. But their castes often host differences in them, and they often keep to their own castes. They are not magical in any way, but they know how to forge runes and wards well. Often time, they are long-living folk, living older than most humans but far shorter than most elves.
Gold Dwarves - Traders and Nobles, these dwarves are often around gold so much that their skin has a distinct golden hue to it. Their eyes are also gold. It is said these are the greediest but also the wealthiest dwarves, and when their wealth is gone, their skin turns ashy and gray. These dwarves are mostly traders, or nobility, and often they are distrusted by other dwarves. Especially nobles that are of this caste.
Stone Dwarves - The common dwarf is the average dwarf, and in general nothing is special about this caste. It is the most numerous, but often, times they are miners. They are often also the strongest kind of dwarf.
Field Dwarf - Also known as Hill dwarves, these dwarves often live near or on the surface, grow food, and brew drink. These dwarves typically have two fields, one on the surface, and one underneath it. They grow mutually as one feeds from the waste of the other.
Hammer Dwarves - Some of the best craftsmen around; they are known for being blacksmiths and masons. Able to forge intricate objects, and some of the strongest weapons in the world. They are also the ones who built many of the underground cities, and mountain homes of the dwarven peoples.
Runesmiths - A rare form of Dwarf. These are known to study through the day, and craft at night, or study through the night and craft through the day. The time of day is important to the magic of the dwarves. Each hour has a different aspect to place on their work. Oftentimes, runes are made during the night, while wards are made during the day. This is because runes often affect something besides themselves, while wards often affect the object they are placed on.
Shield Dwarves - Warriors and guardians are known to be strong warriors, and oftentimes times, they are trained from a young age to fight in heavy armor. They are a dwindling caste due to recent wars, but the next generation is almost of age, and many are at the young age of twenty.
Hillfolk - Hillfolk, or halflings, are simple people, often seen in their farming communities. They are odd people, keeping to themselves. They are similar to dwarves in height but have almost a quarter of the strength. They are known to be good farmers, strong merchants, and excellent sailors. They are also not known for being fighters or warriors, but scholars. Some hill folk, those that live in cities and which are even smaller, are known to be good craftsmen and scientists.
Changelings - Often known as hags, this female-only race often seems or takes the appearance of females of others. They live long like dwarves, and elves. But they are rare, oftentimes charismatic; they hide as one skin most of the time. But they are often traders, as court listeners, or in taverns, brothels, and bars. They only reproduce females.
Dragonlings/kin - These people are often seen in their human forms, but they are, in reality, some form of dragon, drake, or wyrm. They are mysterious and often sorcerers, but in these lands, they are often kind creatures due to those who were not kind (not helping the Emperor/being greedy/having a horde/scarring people) being killed off that do not show their true form. Their true form often being the size of a small horse, but they can be extremely large as well, growing to the size of houses in some cases. Though some are as small as cats.
Half-Humans - Half-humans are the mixtures of other races, often elves. But hillfolks and dwarves have made half-humans as well. However, there are some from races of beasts folk. Though rare, they often almost take human traits or can shift between their forms, similar to dragons. They are often distinct through having tails and/or ears of other mammalian creatures. The only non-true mammalian creatures that can have children with humans, would be dragonlings.
Roles
Merchants
Guards
Soldiers
Knights
Nobles (of various ranking/title)
Land Owners
Court Attendants
Scholars
Mages
Guildmasters
Masters of X trade (Master Blacksmiths/inventors/etc)
Whatever you think might fit well, throw your character ideals out.