Welcome to Elysium
This Pangaea-like supercontinent is divided by two kingdoms: the Elven Kingdom of Phospholite and the Human Kingdom of Carnatia. Small islands dot the coasts of Elysium. To the knowledge of the public, there are no other major landmasses.
For as long as any being can remember, the two kingdoms have been locked in a brutal war. Some say it’s a dispute for land. Others say that the King of Carnatia wants to rule all of Elysium. There are few, even among the royal families, that know the true purpose of the war. Throughout all of that time, neither kingdom could break their eternal stalemate. Three months ago, something changed.
King Rosmund of Carnatia performed a sudden siege upon an important trade hub within Phospholite. It was deep within Phospholite territory, seemingly impossible for King Rosmund’s army to reach. Since then, Carnatia has been pushing deeper into Phospholite territory. The tables are tipping in King Rosmund’s favor. Unfortunately, whatever he did to push into Phospholite territory seems to have angered something. Violent, magical monsters have started to appear all across the land.
These monster attacks are of great concern, as they destroy trade routes and small towns. Not to mention, there is no one who can properly handle them. Before now, monsters were said to be creatures of legend. Ogres and Bugbears, Oozes and even whispers of zombies in the far north. Those who have yet to experience the monsters say that the rumors are false. The nobility, however, know otherwise.
Tucked away on a distant island, a group of monks and high-ranking individuals have gathered together with the intent to stop the monster outbreaks. For hundreds of years, the temple on the island has housed seven dragon eggs, the last of their kind. The temple has been protecting them since before recorded history. They anticipated the coming of monsters and now intend to stop them before it is too late. To do so, they must hatch the dragons. It is an easier task said than done. The dragons must attach themselves to a humanoid partner in order to hatch.
Dragons, according to legend, made a deal with humanoids in order to stop some sort of dark force. The exact specifics have long been forgotten, but victory against the force meant the sacrifice of thousands and the near extinction of the dragon species. The deal greatly strengthened both humanoids and dragons, at the cost of requiring a magical connection. Humanoids of great skill must be brought to the dragons in order to create said connection. A dragon will scan a person’s soul and, if found worthy, they will begin to hatch. When a dragon hatches, they take on aspects of their person’s soul. Whether it be a great artistic skill, skill in battle, skill in sport, or some other skill, a dragon will take on aspects of a person’s destined abilities.
The monks of the island have used their noble connections to search out greatly skilled adults. Now, both kingdoms have sent a total of seven people to attempt to connect with the dragons. Some of these people by force, others by free will. They have not been informed of their mission yet, but the monks eagerly await their arrival. Soon, the people will be presented with the eggs. With any luck, some of the eggs may hatch.
Phospholite: The North Mountain Region
Queen: Esmeralda Saphros
Phospholite is an ancient kingdom ruled by the Elven matriarchy. The upper class is made entirely of Elves while the lower class is mostly Dwarves, Oreads, Halflings, and the like. Humans are not allowed without extreme restriction due to being viewed as barbarians and/or spies.
The land of Phospholite is mountainous, which the elves used to their advantage when creating castles and cities. Dwarves and Oreads populate the inside of the mountain range. Dwarves treasure the mountains for their precious gems and are known to create beautiful (and massive) works of art. Their cities are mostly made of quartz, though nicer houses are carved from other gemstones. The Oreads prefer the metals, which they craft into fine weapons for themselves and their elven overlords. Dwarves and Oreads do not get along well and often live in entirely separate mountain ranges for that reason.
Halflings make up the majority of the working class outside of the mountains. They are often merchants and many of them travel to human lands (legally or otherwise) to make trade. The elves are strict rulers and elven cities are often heavily policed. Any talk that threatens the queendom is considered taboo. Trade along borders requires multiple permits depending on the seller and metal is never traded over legally.
The fashion of the region varies widely. In the northern areas, gemstones and metal are often used in clothes and accessories. Southern regions value bright colored and silken fabrics. Warriors wear hefty metal armor and favor spears, long swords, and the like. The favorite sport of the people is dueling, often to the death.
Queen Saphros attends duels often and finds her most powerful warriors that way. She has a collection of powerful knights who she keeps close and trains with brutality. They are worshiped as heroes and many dream of joining this elusive group, which tends to make young warriors through themselves fruitlessly into the duels. People pay a lot to watch professional duels and there are even specialized trainers for such events.
Phospholite’s crest is a rapier made of crystal and surrounded by thorns. The royal colors of Phospholite are silver and blue. Important Cities include: Beryolt, the capital city. Tapza, the dwarven hub. Perodith, the Oread stronghold.
Queen Esmeralda Saphros:
Queen Saphros is a brutal and powerful leader, more concerned with the military than much of anything else. She personally trains her highest level guards and is a master of political games. As such, she has even gone so far as to offer up one of her most promising trainees for the purposes of the dragon hatching, though the monks have insisted that there is a good chance the trainee won’t succeed on battle-prowess alone.
The Queen is a tall, muscular woman. She is rarely seen without her rapier and armor. Her hair is long and silver, while her eyes are a striking blue that stares into the soul of whomever she looks upon. Her main hall is full of trophies from her victories. At all times, a servant follows her around. Even said servant is trained heavily in a variety of weapons.
Both men and women fight for Queen Saphros’ hand in marriage. She has taken several personal courtesans, but has yet to be married and produce an heir. Queen Saphros insists that it is fine, as elves live for many centuries. Still, the elven nobles grow nervous at her potential death.
Queen: Esmeralda Saphros
Phospholite is an ancient kingdom ruled by the Elven matriarchy. The upper class is made entirely of Elves while the lower class is mostly Dwarves, Oreads, Halflings, and the like. Humans are not allowed without extreme restriction due to being viewed as barbarians and/or spies.
The land of Phospholite is mountainous, which the elves used to their advantage when creating castles and cities. Dwarves and Oreads populate the inside of the mountain range. Dwarves treasure the mountains for their precious gems and are known to create beautiful (and massive) works of art. Their cities are mostly made of quartz, though nicer houses are carved from other gemstones. The Oreads prefer the metals, which they craft into fine weapons for themselves and their elven overlords. Dwarves and Oreads do not get along well and often live in entirely separate mountain ranges for that reason.
Halflings make up the majority of the working class outside of the mountains. They are often merchants and many of them travel to human lands (legally or otherwise) to make trade. The elves are strict rulers and elven cities are often heavily policed. Any talk that threatens the queendom is considered taboo. Trade along borders requires multiple permits depending on the seller and metal is never traded over legally.
The fashion of the region varies widely. In the northern areas, gemstones and metal are often used in clothes and accessories. Southern regions value bright colored and silken fabrics. Warriors wear hefty metal armor and favor spears, long swords, and the like. The favorite sport of the people is dueling, often to the death.
Queen Saphros attends duels often and finds her most powerful warriors that way. She has a collection of powerful knights who she keeps close and trains with brutality. They are worshiped as heroes and many dream of joining this elusive group, which tends to make young warriors through themselves fruitlessly into the duels. People pay a lot to watch professional duels and there are even specialized trainers for such events.
Phospholite’s crest is a rapier made of crystal and surrounded by thorns. The royal colors of Phospholite are silver and blue. Important Cities include: Beryolt, the capital city. Tapza, the dwarven hub. Perodith, the Oread stronghold.
Queen Esmeralda Saphros:
Queen Saphros is a brutal and powerful leader, more concerned with the military than much of anything else. She personally trains her highest level guards and is a master of political games. As such, she has even gone so far as to offer up one of her most promising trainees for the purposes of the dragon hatching, though the monks have insisted that there is a good chance the trainee won’t succeed on battle-prowess alone.
The Queen is a tall, muscular woman. She is rarely seen without her rapier and armor. Her hair is long and silver, while her eyes are a striking blue that stares into the soul of whomever she looks upon. Her main hall is full of trophies from her victories. At all times, a servant follows her around. Even said servant is trained heavily in a variety of weapons.
Both men and women fight for Queen Saphros’ hand in marriage. She has taken several personal courtesans, but has yet to be married and produce an heir. Queen Saphros insists that it is fine, as elves live for many centuries. Still, the elven nobles grow nervous at her potential death.
Carnatia: The Southern Forest Region
King: Malfis Rosmund
Carnatia is a forest-filled kingdom with patches of rainforest and swamps closer to the border of Phospholite. It is ruled by the militaristic King Rosmund. Unlike Queen Saphros, he prefers a wider amount of training across more warriors. Most of his army is on horseback and all capable people are forced to enlist in the military for at least four years once they reach adult age. It is considered shameful to find ways to dodge the military. To the point that, if a person is incapable of being enlisted, they are often abandoned or shunned by their family.
Carnatians gain the metal needed for their armies both from trade and from the few islands that surround their land. As such, heavy armor is less prioritized over high-quality weaponry and the Carnatians have a slightly stronger navy. The Carnatians ride horses as well, both for battle and for travel. This means their navy and army is larger and stronger at the price of fragility.
Popular sports within Carnatia include jousting and racing horses. The populace is also quite fond of song and dance as a pastime. The people of Carnatia are mostly Humans, though there is a decent number of Halflings within the forests and Undine along the coast. A variety of Lords and Barons rule the different cities of Carnatia and each is known to fund their own personal army. It is these aristocrats that take on the youth of Carnatia. Religion is also more popular within Carnatia, though the upper class scoff at it. The people believe in a sun god and moon goddess, though the names of each differ depending on the region.
The fashion of the region is divided between those along the coast and swamps, and those within the plains. People within the plains usually adorn bright colors and loose, over the top fabrics. It is also common to see these people walking around in riding gear, as horse riding is used in almost every facet of life. Those within the coast and swamps wear tighter clothing. Along the coast, the brilliant greens and golds of the kingdom are still popular. However, the swamps tend towards browns and blacks to blend in with the environment. Riding gear is slightly less common, though large rubber boots take its place.
Carnatia’s crest is a golden lion with a mane of green petals. The royal colors are similarly green and gold. Important cities include: Tupeli, the capital at the center of the region. Isir, the swamp city between the border and the capital. Dafodlis, a bustling port city.
King Malfis Rosmund:
King Rosmund is a large man with a big belly and a coppery beard. He puts on a cheery demeanor for the public, often being considered a king who cares about his people. In reality, he is a cruel manipulator willing to sacrifice thousands for the sake of glory and victory. His connections even breach the borders of Carnatia, seeping into Queen Saphros’ court. King Rosmund has swept numerous atrocities under the rug and personally funds secret research. Part of these funds are used for a college which covers up the research. Every noble who is any noble has attended, will attend, or is attending the Carnatian College for Bright Minds.
The King is a copper haired human with friendly brown eyes and a toothy grin. He bears the colorful dress of his people with great pride. He has a potbelly, though he is still quite the capable heavy fighter. He rides a percheron horse. King Rosmund holds three wives, each of which hold a fraction of their own power within the government. He has many sons and daughters, though he is close with very few of them.
King: Malfis Rosmund
Carnatia is a forest-filled kingdom with patches of rainforest and swamps closer to the border of Phospholite. It is ruled by the militaristic King Rosmund. Unlike Queen Saphros, he prefers a wider amount of training across more warriors. Most of his army is on horseback and all capable people are forced to enlist in the military for at least four years once they reach adult age. It is considered shameful to find ways to dodge the military. To the point that, if a person is incapable of being enlisted, they are often abandoned or shunned by their family.
Carnatians gain the metal needed for their armies both from trade and from the few islands that surround their land. As such, heavy armor is less prioritized over high-quality weaponry and the Carnatians have a slightly stronger navy. The Carnatians ride horses as well, both for battle and for travel. This means their navy and army is larger and stronger at the price of fragility.
Popular sports within Carnatia include jousting and racing horses. The populace is also quite fond of song and dance as a pastime. The people of Carnatia are mostly Humans, though there is a decent number of Halflings within the forests and Undine along the coast. A variety of Lords and Barons rule the different cities of Carnatia and each is known to fund their own personal army. It is these aristocrats that take on the youth of Carnatia. Religion is also more popular within Carnatia, though the upper class scoff at it. The people believe in a sun god and moon goddess, though the names of each differ depending on the region.
The fashion of the region is divided between those along the coast and swamps, and those within the plains. People within the plains usually adorn bright colors and loose, over the top fabrics. It is also common to see these people walking around in riding gear, as horse riding is used in almost every facet of life. Those within the coast and swamps wear tighter clothing. Along the coast, the brilliant greens and golds of the kingdom are still popular. However, the swamps tend towards browns and blacks to blend in with the environment. Riding gear is slightly less common, though large rubber boots take its place.
Carnatia’s crest is a golden lion with a mane of green petals. The royal colors are similarly green and gold. Important cities include: Tupeli, the capital at the center of the region. Isir, the swamp city between the border and the capital. Dafodlis, a bustling port city.
King Malfis Rosmund:
King Rosmund is a large man with a big belly and a coppery beard. He puts on a cheery demeanor for the public, often being considered a king who cares about his people. In reality, he is a cruel manipulator willing to sacrifice thousands for the sake of glory and victory. His connections even breach the borders of Carnatia, seeping into Queen Saphros’ court. King Rosmund has swept numerous atrocities under the rug and personally funds secret research. Part of these funds are used for a college which covers up the research. Every noble who is any noble has attended, will attend, or is attending the Carnatian College for Bright Minds.
The King is a copper haired human with friendly brown eyes and a toothy grin. He bears the colorful dress of his people with great pride. He has a potbelly, though he is still quite the capable heavy fighter. He rides a percheron horse. King Rosmund holds three wives, each of which hold a fraction of their own power within the government. He has many sons and daughters, though he is close with very few of them.
Humans
Humans are much like their real life counterparts. The biggest difference is that humans tend to be more muscular. They make up the majority of Carnatia’s populace due to their inherent ability to be adaptable. Humans have a diverse set of cultures that vary wildly depending on their environment. Regardless of where they are, though, humans tend to be boisterous and artful.
Human nobles are often well educated, though the same cannot be said for human peasantry. Humans tend to be the most accepting of other cultures because of their adaptability. More cultural perspectives tends to mean a greater ability to build and grow. Because of their acceptance of others, small towns near the border of Carnatia tend to be the home of Phospholite refugees.
Common Lifespan: 70-80 Years, Adulthood at 18
Average Height: 5’6”-5’8”
Important Humans:
King Rosmund
(Art from Warhammer)
(Art from Final Fantasy)
Elves
The elves are a small, but powerful society. They live for an extended period of time and mate for life. Due to their anatomy, gender tends to be a social choice rather than a physical distinction. They are tall, lithe people with pointed ears and sharp features. They tend to spend much of their life in training, only considered to be functional members of society at the age of 100. Most cities within Phospholite contain a small force of elves, but few elves leave their capital city.
The elves are very well educated. Queen Saphros ensures that all elves are sent to school for their early years, where they are taught about the barbaric nature of humans, the history of their land, how to work metal, and the basics of combat. They tend to think of themselves as better than the races that make up Carnatia, though this does result in discrimination against the halflings within Phospholite.
Lifespan: 500-700 years, Adult: 24, though socially, they are not respected until at least 100
Average Height: 5’10”-6’1”
Important Elves:
Queen Saphros
High Priestess Dula: The elven high priestess of the island temple housing the dragon eggs.
(Art by TrisketTheBisket)
(Art by greenbeedrill888)
Dwarves
The dwarves are a short, squatty people who have great interest in gemstones. Their skin is dark, usually gray or black to blend in with their environment. However, there are rare dwarven families born in areas made up of mostly gemstones, that have colorful skin. They’re friendly, love to drink, and love to party. They are an artistic group, crafting fine jewelry and art from the gemstones they mine. Their cities are carved into massive crystal pillars.
The dwarves do their best to avoid the war. They sell the metal found within their mountains to whoever buys it, often keeping very little of it for themselves. This uncaring sale is a big reason why the illegal metal trade to Carnatia happens. Dwarven cities are often where Carnatian refugees live. Dwarves have large families, often adopting friends. Blood means less than the bond of brotherhood to the dwarven people. Due to their similarly long life, Dwarves are of the few people that elves befriend.
Lifespan: 400–600 years, Adulthood: 20, socially adults at 100.
Average Height: 3’9”--4’0”
Important Dwarves:
Razmus, Lord of Tapza: The elected mayor of Tapza, Razmus is a well liked leader. He is close friends with the Queen and has been since childhood. They are known to have monthly dinners in Tapza, which usually spurs a “Small” party within the city. Small is a relative term, as the entire city creates a massive potluck with song and dance.
(Art by Albinopfirsichsaft)
Oread
The Oread are a species of people made of stone. Their hair is made of metal strands and their eyes are made of crystal. It is said that they were crafted of stone during the beginning of the world. They are one of the few people to worship gods overtly. They worship Dalium, Goddess of the moon, stone, metal, and blood. The Oread take the militaristic nature of the Queen. Their cities are fortresses and they are extremely strict about following tradition and the rule of the Queen.
The Oread are often seen as rude or cruel. Their family structures are well documented and following the parents rule is integral to how their society functions. They are put into education as well, though their teachings are less detailed than the elves due to their more limited time. The Oread are extremely prejudiced against anyone that isn’t an elf or one of their own kind.
Lifespan: 100-150 Years, Adulthood: 20
Average height: 4’3”--4’6”
Important Oreads:
Gavus, Lady of Perodith: The mayor of Perodith, Gavus is part of a long family line that has ruled for generations. She keeps strict rule over the metal trade, only allowing it to be sent to regions within Phospholite.
(Art from Pathfinder 2E)
(Art from Pathfinder 2E)
Redcaps
Tucked deep into the frigid mountainsides of the far north of Phospholite is a colony of mischievous Red Caps. Their clever trickery and natural ease with disguising themselves means that only those of the noble class are aware of them. Speaking their name is considered bad luck. Queen Saphros has helped hide these people in exchange for their work as spies and assassins. The Redcaps hide away in the mountains due to an attempt made by the Oreads two thousand years ago to wipe them out for going against the Queen.
Redcaps are named as such for their mushroom-like nature. Through clever alchemy, lengthy study, and skillful makeup, the Redcaps are capable of copying most small races. They are not, however, capable of copying exact people. The Redcaps are an incredibly playful race. Natural born tricksters, these vegetarians enjoy pranks and practical jokes. It is usually their biggest weakness, as a joke gone wrong can cause them to break their cover. It is easy to spot a Redcap when you know that it is difficult for them to disguise the red mushroom bulb on their head. Most cover it with hats or even use fabric to disguise it as one. However, this knowledge is even more rare than the knowledge of the Redcaps existence.
Lifespan: 200-300 years. Considered adults at 25.
Average height: 3’10”-4’0”
Important Redcaps:
Lady Citrine: The mother of the Redcaps (literally, as they reproduce through spores which she fertilizes in a special greenhouse), Lady Citrine has made a deal with Queen Saphros to send one of her kind to the hatching. She has lived for over 600 years and is preparing to pass on to her next successor.
(Art by Pretty Pixels)
(Art by marrygomesart)
Halflings
The Halflings are, perhaps, the largest group of people. They live in both countries and are often looked down on for being criminals or scammers. Halflings dress colorfully and have pointed ears. Their skin tones lean towards darker, though Halflings born in northern Phospholite are usually white as snow.
Halflings are extremely social people. They tend to facilitate illegal trade between the countries and are responsible for both metal and people crossing borders. Most halflings are merchants, though they can also work as spies and informants. Sometimes, they are hired as scouts. Family is important to halflings, as family is usually the only group they can trust.
Lifespan: 80-100 Years, Adulthood: 20
Average Height: 4’0”-4’3”
Important Halflings:
Mother Mavrik: Said to be the secret Queen of Halflings, Mother Mavrik has not been seen in many years. However, she is part of the massive Halfling family responsible for the illegal metal trade.
(Art from Pathfinder)
(Art from D&D)
Undine
The Undine are a semi-aquatic race that populate the coasts of Carnatia. They take on many fish traits, such as fins on their arms and gills on their neck. The Undine are fully capable of breathing on land, though they tend to prefer the water. They are hunters and fishers. A small group of Undine live within the swamp waters and are often referred to as Crocolites. Many of the humans that live in the swamps fear them.
The Undine are a kind race, but tend to struggle with the disconnect between them and those that live on land. Many make friends with humans near the coast but cannot bring them into the underwater cities they make within coral reefs. Most Undine join the navy at the age of 20 and stay within it for ten years or more. The Undine are the only people that trade with pearls rather than gold. They will often still use gold on the land, but the ocean water tends to damage the coins. As such, most Undine gold is stored within a place called the Ocean Bank, a branch of banks dedicated to keeping Undine gold safe in port cities.
Lifespan: 500-600 years. Adulthood: 20, Socially adults at 60.
Average height: 5’5”-5’7”
Important Undines:
Mili, Three Pearls: Mili is the elderly monk tucked away in the temple island. They are the eldest monk there and keep the records of history within their library.
(Art from Pathfinder)
(Art by ShadowInkWarrior)
Others
There are very few other races within Elysium. If a player has a request for another race, I will likely add it. Please feel free to take liberties with the people of Elysium and their cities. Add towns, important locations, and important people. I would rather reel a player in than push them to add more world information.
Humans are much like their real life counterparts. The biggest difference is that humans tend to be more muscular. They make up the majority of Carnatia’s populace due to their inherent ability to be adaptable. Humans have a diverse set of cultures that vary wildly depending on their environment. Regardless of where they are, though, humans tend to be boisterous and artful.
Human nobles are often well educated, though the same cannot be said for human peasantry. Humans tend to be the most accepting of other cultures because of their adaptability. More cultural perspectives tends to mean a greater ability to build and grow. Because of their acceptance of others, small towns near the border of Carnatia tend to be the home of Phospholite refugees.
Common Lifespan: 70-80 Years, Adulthood at 18
Average Height: 5’6”-5’8”
Important Humans:
King Rosmund
(Art from Warhammer)
(Art from Final Fantasy)
Elves
The elves are a small, but powerful society. They live for an extended period of time and mate for life. Due to their anatomy, gender tends to be a social choice rather than a physical distinction. They are tall, lithe people with pointed ears and sharp features. They tend to spend much of their life in training, only considered to be functional members of society at the age of 100. Most cities within Phospholite contain a small force of elves, but few elves leave their capital city.
The elves are very well educated. Queen Saphros ensures that all elves are sent to school for their early years, where they are taught about the barbaric nature of humans, the history of their land, how to work metal, and the basics of combat. They tend to think of themselves as better than the races that make up Carnatia, though this does result in discrimination against the halflings within Phospholite.
Lifespan: 500-700 years, Adult: 24, though socially, they are not respected until at least 100
Average Height: 5’10”-6’1”
Important Elves:
Queen Saphros
High Priestess Dula: The elven high priestess of the island temple housing the dragon eggs.
(Art by TrisketTheBisket)
(Art by greenbeedrill888)
Dwarves
The dwarves are a short, squatty people who have great interest in gemstones. Their skin is dark, usually gray or black to blend in with their environment. However, there are rare dwarven families born in areas made up of mostly gemstones, that have colorful skin. They’re friendly, love to drink, and love to party. They are an artistic group, crafting fine jewelry and art from the gemstones they mine. Their cities are carved into massive crystal pillars.
The dwarves do their best to avoid the war. They sell the metal found within their mountains to whoever buys it, often keeping very little of it for themselves. This uncaring sale is a big reason why the illegal metal trade to Carnatia happens. Dwarven cities are often where Carnatian refugees live. Dwarves have large families, often adopting friends. Blood means less than the bond of brotherhood to the dwarven people. Due to their similarly long life, Dwarves are of the few people that elves befriend.
Lifespan: 400–600 years, Adulthood: 20, socially adults at 100.
Average Height: 3’9”--4’0”
Important Dwarves:
Razmus, Lord of Tapza: The elected mayor of Tapza, Razmus is a well liked leader. He is close friends with the Queen and has been since childhood. They are known to have monthly dinners in Tapza, which usually spurs a “Small” party within the city. Small is a relative term, as the entire city creates a massive potluck with song and dance.
(Art by Albinopfirsichsaft)
Oread
The Oread are a species of people made of stone. Their hair is made of metal strands and their eyes are made of crystal. It is said that they were crafted of stone during the beginning of the world. They are one of the few people to worship gods overtly. They worship Dalium, Goddess of the moon, stone, metal, and blood. The Oread take the militaristic nature of the Queen. Their cities are fortresses and they are extremely strict about following tradition and the rule of the Queen.
The Oread are often seen as rude or cruel. Their family structures are well documented and following the parents rule is integral to how their society functions. They are put into education as well, though their teachings are less detailed than the elves due to their more limited time. The Oread are extremely prejudiced against anyone that isn’t an elf or one of their own kind.
Lifespan: 100-150 Years, Adulthood: 20
Average height: 4’3”--4’6”
Important Oreads:
Gavus, Lady of Perodith: The mayor of Perodith, Gavus is part of a long family line that has ruled for generations. She keeps strict rule over the metal trade, only allowing it to be sent to regions within Phospholite.
(Art from Pathfinder 2E)
(Art from Pathfinder 2E)
Redcaps
Tucked deep into the frigid mountainsides of the far north of Phospholite is a colony of mischievous Red Caps. Their clever trickery and natural ease with disguising themselves means that only those of the noble class are aware of them. Speaking their name is considered bad luck. Queen Saphros has helped hide these people in exchange for their work as spies and assassins. The Redcaps hide away in the mountains due to an attempt made by the Oreads two thousand years ago to wipe them out for going against the Queen.
Redcaps are named as such for their mushroom-like nature. Through clever alchemy, lengthy study, and skillful makeup, the Redcaps are capable of copying most small races. They are not, however, capable of copying exact people. The Redcaps are an incredibly playful race. Natural born tricksters, these vegetarians enjoy pranks and practical jokes. It is usually their biggest weakness, as a joke gone wrong can cause them to break their cover. It is easy to spot a Redcap when you know that it is difficult for them to disguise the red mushroom bulb on their head. Most cover it with hats or even use fabric to disguise it as one. However, this knowledge is even more rare than the knowledge of the Redcaps existence.
Lifespan: 200-300 years. Considered adults at 25.
Average height: 3’10”-4’0”
Important Redcaps:
Lady Citrine: The mother of the Redcaps (literally, as they reproduce through spores which she fertilizes in a special greenhouse), Lady Citrine has made a deal with Queen Saphros to send one of her kind to the hatching. She has lived for over 600 years and is preparing to pass on to her next successor.
(Art by Pretty Pixels)
(Art by marrygomesart)
Halflings
The Halflings are, perhaps, the largest group of people. They live in both countries and are often looked down on for being criminals or scammers. Halflings dress colorfully and have pointed ears. Their skin tones lean towards darker, though Halflings born in northern Phospholite are usually white as snow.
Halflings are extremely social people. They tend to facilitate illegal trade between the countries and are responsible for both metal and people crossing borders. Most halflings are merchants, though they can also work as spies and informants. Sometimes, they are hired as scouts. Family is important to halflings, as family is usually the only group they can trust.
Lifespan: 80-100 Years, Adulthood: 20
Average Height: 4’0”-4’3”
Important Halflings:
Mother Mavrik: Said to be the secret Queen of Halflings, Mother Mavrik has not been seen in many years. However, she is part of the massive Halfling family responsible for the illegal metal trade.
(Art from Pathfinder)
(Art from D&D)
Undine
The Undine are a semi-aquatic race that populate the coasts of Carnatia. They take on many fish traits, such as fins on their arms and gills on their neck. The Undine are fully capable of breathing on land, though they tend to prefer the water. They are hunters and fishers. A small group of Undine live within the swamp waters and are often referred to as Crocolites. Many of the humans that live in the swamps fear them.
The Undine are a kind race, but tend to struggle with the disconnect between them and those that live on land. Many make friends with humans near the coast but cannot bring them into the underwater cities they make within coral reefs. Most Undine join the navy at the age of 20 and stay within it for ten years or more. The Undine are the only people that trade with pearls rather than gold. They will often still use gold on the land, but the ocean water tends to damage the coins. As such, most Undine gold is stored within a place called the Ocean Bank, a branch of banks dedicated to keeping Undine gold safe in port cities.
Lifespan: 500-600 years. Adulthood: 20, Socially adults at 60.
Average height: 5’5”-5’7”
Important Undines:
Mili, Three Pearls: Mili is the elderly monk tucked away in the temple island. They are the eldest monk there and keep the records of history within their library.
(Art from Pathfinder)
(Art by ShadowInkWarrior)
Others
There are very few other races within Elysium. If a player has a request for another race, I will likely add it. Please feel free to take liberties with the people of Elysium and their cities. Add towns, important locations, and important people. I would rather reel a player in than push them to add more world information.
The dragons have no particular out-of-world inspiration. If you have a specific fandom-style dragon in mind, I can be flexible with it. They will have magic/looks heavily themed around their trainer’s particular interesting skill. Dragons will start with one “ability” and, as a character and their new pal reach certain parts of the story, will gain more over time.
An example might be: The Rider might be a talented jouster. As a result, the dragon will be born quite large. It’ll have weaker breath (an element that would match the rider’s personality. Maybe it’s fire because if its rider’s burning desire for success), but its claws, fangs, and tail are stronger. It might move incredibly quickly and with much energy, meaning that its rider’s weapon (probably enhanced in some way by the dragon’s magic) can plough through even well-armored enemies. Their first ability could be a quick jolt of speed which allows them to travel at light speeds.
A Rider talented in the arts might have a smaller dragon. Such a beast could use its breath to spit ink. The Rider could then use the magic of their connection to cause temporary images to rise from the ink and attack for them. Or perhaps the dragon acts as a sort of pallet. Whatever colors the Rider paints upon it effect the breath it spews or the elements it resists. Their first ability could be color manipulation, allowing the Rider and Dragon to be camouflaged.
During the creation of dragons, I’ll ask if the player has any specific requests. This could be specific ability requests or just specific themes. Additionally, while inside of combat, players will have full control over the dragons (with some exceptions). They will start with one ability and, as the rider and dragon grow, will develop more over time. They are born with crow levels of intelligence but will develop human levels of intelligence over time.
An example might be: The Rider might be a talented jouster. As a result, the dragon will be born quite large. It’ll have weaker breath (an element that would match the rider’s personality. Maybe it’s fire because if its rider’s burning desire for success), but its claws, fangs, and tail are stronger. It might move incredibly quickly and with much energy, meaning that its rider’s weapon (probably enhanced in some way by the dragon’s magic) can plough through even well-armored enemies. Their first ability could be a quick jolt of speed which allows them to travel at light speeds.
A Rider talented in the arts might have a smaller dragon. Such a beast could use its breath to spit ink. The Rider could then use the magic of their connection to cause temporary images to rise from the ink and attack for them. Or perhaps the dragon acts as a sort of pallet. Whatever colors the Rider paints upon it effect the breath it spews or the elements it resists. Their first ability could be color manipulation, allowing the Rider and Dragon to be camouflaged.
During the creation of dragons, I’ll ask if the player has any specific requests. This could be specific ability requests or just specific themes. Additionally, while inside of combat, players will have full control over the dragons (with some exceptions). They will start with one ability and, as the rider and dragon grow, will develop more over time. They are born with crow levels of intelligence but will develop human levels of intelligence over time.
Characters will be first approved first served, assuming the roleplay fills up. Please fill out the given character sheet found in the Characters tab. Then post it in the OOC chat for approval. Characters will likely be rejected for two reasons: The post was not written with proper grammar or I believe there are some tweaks that need to be made to make the character fit into the world.
Rules
If a player does not respond within 1 week of their last post, they will be considered inactive and will be booted from the rp. There are exceptions! If you know you will be inactive for an extended period of time, please DM me or put it in the OOC chat. The rp will likely continue without you, but feel free to jump right back in once you have returned.
Proper grammar is expected within the IC and Character tabs. It is alright to have the occasional mistake or purposeful subversion of grammar for visually interesting roleplay. However, repeated incorrect grammar will not be allowed. The biggest exception is that a character can speak with slang.
Players must choose a color to use when their character is speaking. I’m not super picky about this rule. I just find it aesthetically pleasing.
Responses must be at least one paragraph in length. Two paragraphs is encouraged. If you are struggling with the length, I like to think of it as such: One paragraph (or more) to describe actions, one paragraph (or more) to describe the character’s thoughts and/or feelings.
Players must be 18+. While I don’t intend to have overtly explicit things happening within the rp, there are going to be themes that I will not be comfortable exploring with minors.
Please post your characters in the OOC chat so that I may approve them before you put them in the Character chat!
What Players Can Expect from the Roleplay:
Dragons will, generally speaking, be controlled by me. If a player wants to play a dragon, let me know. However, players will take control of their dragon’s actions during combat and action scenes. I will make a note at the bottom of scenes where players may take control of their dragons if they would like.
Characters do not know about the dragons before the start of the rp. The rp will start with characters being gathered in a room at the Island Temple. Players are free to make a character of any presented race. Player characters may know each other already, though characters being blood related is discouraged.
I would love for players to add important characters, locations, festivals, events, etc. I would much rather have to tell a player to reel something back or that something would not fit the world than to try to force a player to give me more.
The world is not nice. While I would not call this a grimdark rp, I will say that I do not intend to hold back on gore-y descriptions or dark themes. This is a world that has been wracked with war for thousands of years. Not everything is doom and gloom, but it certainly is not pretty. Trigger Warning for: Potential themes of SA, Potential themes of Self Harm/Suicide, Guaranteed Blood and Gore.
I will aim for multiple responses a week. Players are not expected to follow that pace, but must understand that the story may continue without them. I am ALWAYS open to exploring moments in the past. Please let me know if you feel skipped over or need me to slow down/go back. I do not intend to create a player character of my own, but I am always open to creating/playing as characters that are part of a player’s backstory or from a scene in the past. If you wish to explore a potential scene with another player that happened in the past, let me and them know in the OOC chat.
If a player does not respond within 1 week of their last post, they will be considered inactive and will be booted from the rp. There are exceptions! If you know you will be inactive for an extended period of time, please DM me or put it in the OOC chat. The rp will likely continue without you, but feel free to jump right back in once you have returned.
Proper grammar is expected within the IC and Character tabs. It is alright to have the occasional mistake or purposeful subversion of grammar for visually interesting roleplay. However, repeated incorrect grammar will not be allowed. The biggest exception is that a character can speak with slang.
Players must choose a color to use when their character is speaking. I’m not super picky about this rule. I just find it aesthetically pleasing.
Responses must be at least one paragraph in length. Two paragraphs is encouraged. If you are struggling with the length, I like to think of it as such: One paragraph (or more) to describe actions, one paragraph (or more) to describe the character’s thoughts and/or feelings.
Players must be 18+. While I don’t intend to have overtly explicit things happening within the rp, there are going to be themes that I will not be comfortable exploring with minors.
Please post your characters in the OOC chat so that I may approve them before you put them in the Character chat!
What Players Can Expect from the Roleplay:
Dragons will, generally speaking, be controlled by me. If a player wants to play a dragon, let me know. However, players will take control of their dragon’s actions during combat and action scenes. I will make a note at the bottom of scenes where players may take control of their dragons if they would like.
Characters do not know about the dragons before the start of the rp. The rp will start with characters being gathered in a room at the Island Temple. Players are free to make a character of any presented race. Player characters may know each other already, though characters being blood related is discouraged.
I would love for players to add important characters, locations, festivals, events, etc. I would much rather have to tell a player to reel something back or that something would not fit the world than to try to force a player to give me more.
The world is not nice. While I would not call this a grimdark rp, I will say that I do not intend to hold back on gore-y descriptions or dark themes. This is a world that has been wracked with war for thousands of years. Not everything is doom and gloom, but it certainly is not pretty. Trigger Warning for: Potential themes of SA, Potential themes of Self Harm/Suicide, Guaranteed Blood and Gore.
I will aim for multiple responses a week. Players are not expected to follow that pace, but must understand that the story may continue without them. I am ALWAYS open to exploring moments in the past. Please let me know if you feel skipped over or need me to slow down/go back. I do not intend to create a player character of my own, but I am always open to creating/playing as characters that are part of a player’s backstory or from a scene in the past. If you wish to explore a potential scene with another player that happened in the past, let me and them know in the OOC chat.