Hello! This is an interest check for a dungeon diving, high fantasy adventure GM'ed by yours truly. It shall be set in a fantasy world of my own making. You shall play the part of an adventurer. Whether you go on adventure for fame, treasure, good will, or a sense of duty, you have been driven to this city by fate, and are summoned by the Queen's retainer to embark upon a journey of peril. Are you up to the task?
Welcome traveler! To the lush and vibrant city of Riverhope. A place of fair people and beautiful landscape, where music and laughter can be heard upon every street corner. A city dominated by lovely trees as well as buildings of exquisitely sculpted stone. Why are you here, you may ask? Perhaps it is simply a stopping point on your journey to the sea, or to the south, if you travel down the river Dúemen. Perhaps you seek refuge from the Great forest beyond from some tragedy? Or perhaps this is your home, where you have lived among Elves, Half Elves, and many other races for long years? The choice is yours. However, what brought you here matters little. It is why you venture from here that matters!
The Premise
Now, onto where we begin! You and your fellow adventurers shall begin in the Southland. You as a player cannot guess the significance of that just yet, but allow me to explain. The North, while dangerous and filled with both men and beasts, is still a somewhat civilized and hospitable land that is home to the bastion of most civilizations. It is (mostly) charted and mapped, with national borders and villages dotting the landscapes next to cities. There are paved roads where folk travel upon who's descendents have lived in the north for over a thousand years.
The Southland is different. South of the vast mountain range known as the Fangs of the World, past the Dreadlands and the Northern borders of the Primieval Forest lies the Southland. It is called such because it has no name, for it is largely uncharted and unexplored. Simply put, it is larger than the entire north, yet almost completely filled with nothing but forests, swamps, mountains, valleys, and coastline. Only in the past century have men traveled and established cities and towns there. Over a thousand years ago, the Ancient Empire of Praelior had a few cities in the land, for their reach was great. But during the fall, they were forced to abandon their Southland expeditions and travel back home to the North. There is little of the old maps and documents left. The Dwarves have ancient Holds and lowways that occupy the land, but they rarely explore or think to map woodlands. The Elves would know it best, for the WoodElves and Great Clan Elves live within the Primieval Forest. However there are areas in their own domain that remain a mystery to them, let alone the vast land outside of their southern borders.
It is dangerous, filled with giant beasts, fey magic, and nameless things that devour hapless travelers. Ancient Ruins from the Old Praelian Empire can sometimes be found, but they are often dangerous in their own right. If you have traveled to the Southland, you are either desperate, brave, fleeing the North, or are as foolhardy as you seem. That is, unless you live in one of two places. To the East is the Elven Coast, where the Silver Elves have colonized and created great cities near the shoreline (for their Island Homeland is a mere 100 miles out at sea), and further inland to border the more harsh, hot, and humid wilderness. Riverhope is one of these cities, located 300 miles inland. The 2nd area is to the coast in the Southeast, where in the past century The Federation of Coastal Cities has been established upon ancient Elvish/Praelian ruins.
Of course, there are a few villages and keeps further in the wilderness, and perhaps the optimistic person would think this means the land is getting safer. But villages disappear everyday, ravaged by beasts or monstrous humanoids such as Orcs, even Demons. Even so, the frontier towns are often home to criminals, suspicious freemen, or Lords vying for power and exploring this untapped land in mad grabs for riches.
But I digress. You have come to Riverhope, the greatest Bastion of civilization within 200 miles, and indeed one of the most beautiful cities in the known world. It is ruled by the beloved Elven Queen Melda, known for her tolerance, free thinking, and incredible magical power. She is holding a feast for you, and your soon-to-be companions. The most well known Tavern on the Western side of the city, known as the Hearth and Flagon, has been cleared out for you for no clear reason. You are to feast there, and hold a Council with the Queen on the morrow. You were invited by an unassuming Elven servant, with a formal invitation.
Character Sheet
[B]Username:[/B]
[b]Character Name:[/b]State your name. (Put your alias or title in parenthesis)
[b]Race/Species:[/b] I'd prefer human or half human, but PM me if you wish for something different.
[b]Gender:[/b]
[b]Age:[/b]
[b]Career/Class:[/b]
[b]Weapons:[/b] [list] [*] [*] [*] [/list]
[b]Physical Description (as detailed as possible please, pictures not accepted.):[/b]
[b]Armor:[/b]
[b]Equipment/Other[/b]
[b]Mental Description/Personality:[/b]
[b]Goals:[/b] Why are you in the Southland? Fame? Riches? Adventure? Fleeing the North or come to settle an Old Debt? Perhaps you live here already within the city, or were born here?
[b]Background/History:[/b]I realize that I don't have a wiki for my info, so I will allow bullet points for a history. If you want to use paragraph form however, feel free! [list] [*] [*] [*] [*] [*] [*] [*] [/list]
Be polite to one another in the OOC.
This will be a group RP, so I expect you to discuss things in and out of character.
I am extremely flexible, and sometimes too nice for my own good, but I am also taking this RP seriously, so try not to do anything too ridiculous.
I greatly encourage you to question my lore, if you're curious on anything. Not only will it help you to make a character or better a post, but it will help me in world building.
New Rule: PM me your character sheets, though you can use the OOC for Work in Progress sheets if you wish.
I expect frequent posts at the beginning, but once momentum dies down, I'll want a post every week, but require one every fortnight. Unless of course you're busy, and you let me know.
If you ever have an idea for your character, I will be happy to collab.
The Technology of this world is 12th-14th century. But things such as rapiers for duelists, or basket hilted blades, are allowed. Only Dwarves and Gnomes have gunpowder weaponry, and they are still few and far between.
I will need at least 2 well formed paragraphs per post. I would like no more than 5 unless it's a collab, but that will not be a rule, however. Far be it from me to make a rule that halts creativity.
Your character can die. I cannot stress this enough. If I see people making mistakes often enough, I will eventually exploit that opening. If they go up against something completely out of their league, I will hardly hold back, if at all. They need to be smart, or to REALLY be on my good side to live through something difficult.
If you die in this RP, I will allow you to make a 2nd character.
If you go over the time limit on your post, I'll have your character die to make the other Mercs realize just how dangerous Torek is.
I will reward you on loot based upon your posting. For example, if you attack a group of bandits and are all "I slaughtered all 7 with little effort" then you get no real loot. But if you post realistically, and in a well written fashion that you slew two or three with your sword (and you have a history of being a good swordsman), and perhaps you were at least wounded in the exchange, I might be inclined to reward you at that moment with a high priced item on their person, or reward you later.
This takes place in a World called Maroleth, on the largest known continent, Torek. It's filled with various different biomes and people. I admit I suck at maps and do not have one, but since I'm wanting to 'open' you up into this big world, I'll just give a minor description of the continent and its nations. Whichever place or people you choose to hail from, PM me to find out more and to answer any questions you have. The North eastern peninsula is Praelior, going west is Vrettonia and Bania, followed by Andred, which leads into the Khalahar plains that lie just above the Arad Luin Desert and just below the fabled Steppes. This is the North.
At the Center of Torek, like a great red eye, is the Dreadlands. Long ago, when the race of man grew in power and esteem, they began to let loose their inner desires, filling their lives with anger, violence, lust, and all forms of hedonistic sin. Instead of punishing them himself, the Evergod touched the world, and made a 'drain' of sorts, for all of mankind's sins to wash away in. This drain, formed at the center of the Primieval Forest, is now known as the Dreadlands. It's a region of fire and ash, full of demons and cultists who have proven themselves worthy of being able to enter to join its armies. It's a, simply, a hellscape. Before the Downfall of Praelior and after the great demonic war, the Empire joined together with the Elves and Dwarves to form 12 Towers called Mythal- Tiriths to surround the Dreadlands and keep them from spreading. Unfortunately, over the years, each tower fell from DeathKnights or were abandoned, leading to increasing attacks by armies of cultists and demons.
The Dreadlands, coupled with the Great Primieval forest that surrounds it, as well as the Fangs of the World, all separate the Northern Nations from the Southland. To the east, one must cross the Khalahar plans and the Arad Luin desert to make it into that uncharted land. Only by ship is it somewhat safe, and you must travel around the continent to reach there. Other than its red skinned natives, Lizardmen, and various Elven races (and the occasional Dwarf hold or two), the Southland remains hugely uncharted.
Magic
Ah yes, Magic. The word itself brings wonders to mind in an instant! Magic is a mysterious and curious, but very dangerous thing. Only the Goddess of Magic, and the EverGod who made her, have full knowledge of its depths and Origins. It is a supernatural force that ranges in power from transporting things long distance, to viewing peoples dreams, to even slowing time. Something we do know, that all mages learn, is that magic is dangerous, but more than that....it is addictive. One must have control over themselves, to use magic. It is not as addictive as pleasures of the flesh (to most), and lust for Gold for most (especially Dwarves and Dragons), but it is addictive none the less. Mages who seek power seek it, not only to be more powerful, but also to be able to feel more magic flowing through them. As to how non magic users view it, think of the Warhammer world. Magic is known to be more than mere superstition, but it's not everyday common, and often seen as untrustworthy and suspicious to most. Magic is everywhere. In the air we breathe and the water we drink and the food we eat. Within us. A Mage's strength is derived from how much magic is initially within you, and how much magic from the surrounding world you can handle. Also, despite everyone having the ability to wield magic, only the educated and the properly trained can hope to cast a spell. Without the correct rituals and practices given by a master or teacher, you have next to no chance at harnessing what magic you possess. This is why there are so few mages. Spells, Runes, and Incantations are fail-safes for magic. They are not required, but beginner mages cannot wield magic without them, and even Master mages would do well to keep the proper scriptures and phrases in mind. However, once you are no longer a novice, you have the limited ability to wield magic at your will without uttering a phrase or planting a rune. Higher classes can wield magic easily without such precautions (unless it is a particularly powerful spell they are casting) unless of course, they have exhausted themselves. In that event, if they lose enough strength, they will only be able to wield spells through runes, incantations, and mystical phrases. Note: There are mage guilds throughout the North. If you wish, you can create your own for the sake of character if you PM me about it.
Disclaimer: This is simply for character building. PM me for whichever you choose to get more info. I have left it deliberately vague, because when our group eventually travels top a few of these places, it'll be a new experience.
Andred
The most powerful Kingdom of Man. The quintessential medieval kingdom, full of Knights, Castles, Witches, Lords, and is known as the nation of Kings. It was formed over 1000 years ago when the barbarian chiefs of the north, scattered after the fall of Praelior, rallied together under King Keelan to halt a demonic incursion. It was then visited by the Avatars of 3 Gods, Bael (god of justice), Galena (goddess of healing), and Guandet (god of cities and defenses), and given their blessing. There is one King, named Connrad, and 10 High Lords, as well as various lesser Lords. Crusades are often called upon against the Khalahar and the Ra'sheeks of the Arad Luin, and even within the Dreadlands themselves. It's people are fair skinned, with various hair and eye colors, though brown eyes are rare. The Landscape of Andred varies, though generally it is heavily forested. While slavery is technically outlawed, the south eastern region of Andred has a healthy underground slave trade of Ra'sheeks and Khalahar, as well as Lizardmen.
Praelior
The Empire of Praelior is the most ancient civilization of men known to date, the empire's history stretching back over 2,000 years. Praelior's borders once spread throughout the entire North, and even into the Arad Luin desert, and within the jungles of the Southland itself. That is, until the curse of Jesuah, the Evergod's avatar upon Maroleth, and within a decade the Empire began to crumble from within and without. Now it is but a shell of its former glory, though its people are strong. They prize skill and dedication highly. They follow the Armadium, an ancient text that describes the role of government, people, and their duties. Think of it like the "Art of War" for civilization and daily life. It's not often seen as literal when it comes to its descriptions on being a good citizen. So even if many prize skill and hard work, most just try to make a living and leave the Praelian ideal to those with the will power. Slavery and Gladiator bouts are still common throughout the land, though the Gladiators are often criminals, and Slaves are either criminals, or indentured servants who chose slavery for a time with their consent. The nation is made up of powerful city states that owe allegiance to an Emperor, who is given heed by a senate of the people. It's people generally well formed, if not attractive and athletic, with skin ranging from Olive to Bronzed. They tend to have brown or black hair and dark eyes, though some refugees to the nation have made auburn hair a possibility. The people are tall, for example, the average height of an Andred woman is 5'6 and the average for a male is 5'11, compared to 5'9 for women and 6'1 for men in Praelior. The soldier's of Praelior master the spear, the shield, and the short sword.
Vrettonia
A land of lush fields and beautifully sculpted hedges farmed by skilled farmers and gardeners, Vrettonia is a beautiful land throughout. It was was recently transformed from an Aristocracy to a Magocracy 20 years previous, the mages making a coup as the Vrettonian's were locked in a war with Andred over resources. Despite the shift in power, the high born that had been overthrown still have a bit of power in the outer reaches of the country and away from the mage's courts. The city life has done little to change however, with a firmly set upper, middle, and lower class. The Vrettonians very much enjoy the colors of precious metals, from copper, bronze, and of course gold. Blonde or light brown hair is considered extremely attractive. In fact, all forms of physical and artistic beauty is highly prized in their culture. Vrettonians enjoy parties, balls, and various outings where they can show off their wealth or power, wearing the finest silks and jewelry. Dueling is by no means short in other areas of the world, but Vrettonia is famous for its duelists, as well as its apothecaries, and mages. (Their accent is reminiscent of french, with a bit of Transylvanian)
Bania
A nation that is between the northern sections of Vrettonia and Andred, jutting out into a northern peninsula, is Bania, home of monsters. It's an old and closed minded way to describe it, but this snowy land has been haunted by more Vampires and Werewolves than any other nation known to man. In fact, it's Elven Queen Isabela overthrew and slew the Vampire, count Hiemmlich, who made a short-lived grab at the throne 120 years previous. Hills, pine forests, and feet of snow are what come to mind when someone travels through Bania, though it's short summers are beautiful, revealing rolling grasslands and distant mountains. Banian's tend to have fair skin but dark hair. They're men are gruff and their women are sultry, with a superstitious (and rightly so!) culture of fighters and strong drinkers. (They roll their R's when speaking. Think a mixture between Russian and transylvanian)
Khalahar
The giant, nomadic barbarians of the eastern plains are famous for their running stamnina, despite them also being famous for their avid horsemanship. Their ponies are squat, but have incredible stamina. Due to being written in the Holy scriptures of the North as being led by demons (and they were, for only a short time), Andred and the other nations have seen fit to keep them out of civilizaed lands, and there is an ongoing war between the Khalahar and 3 Andred provinces to the east. The Khalahar are dust skinned, with red or brown hair. They are well muscled and even taller than Praelians most of the time, and they are incredible hunters.
Kaelic Islands/The Kaels:
North of Andred and Bania lies an island enshrouded by mists and myth. It's covered in great forests, highlands, foothills, and scattered mountains. Almost all sides of the island is rocky shores or sheer cliff faces. This island is home to the stubborn yet admirable Kaelic people. Fierce, independent, and prideful, the Kaels have a clan based society with a culture that reveres druids, honor, and freedom. They are masters of guerilla warfare, wearing blue woad paint and wielding large greatswords/axes/maces/short spears into battle (and are skilled archers and tree climbers). While not quite as technologically advanced as the Kingdom of Andred or other nations of the North, they are by no means savages, with towns of civilized people who lead simple but fulfilling lives, and great cheiftan settlements made of timber and stone. For a hundred years, Andred has made an unsuccessful but determined occupation of the Isle. That is only the latest complication, for such a small piece of land holds trolls, giants, a few Wood Elven villages, and even a great Dwarf hold. The Kaels have received their distinctive accents from long years of trading the Dwarves good meat for fine iron. The Elves and they respect one another for their stealth in the woods, as well. They make a particular kind of Whiskey, highly prized in the mainland. They are well known raiders, tribal warriors, and pirates (or so Andred claims). Men are typically brown and black haired, and women are typically auburn or brown haired, though of course it can switch up. The people are famous for their storm blue eyes to match the woad upon their fair faces. (think medieval scots for the most part)
The Savages of Iona
Above the North Sea, past the Kaelic Island and Bania, is a land of ice and fierce tundra, full of Trolls, Mammoths, Direbears, and Ice Drakes, and the sea guarded by great grey scaled serpents. It's an unforgiving land that has bred an unforgiving people, who are simply known as the people of Iona. They prize swords, axes, and fast sloops as their main weapons. They take what others are too weak to keep, and live by survival of the fittest. Both men and women make challenges and fight over husbands/wives. They value hunts and raids, and can survive colder temperatures far longer than the average northerner. They typically have fair skin, blonde or brown hair, and thick muscle. Brown eyes among them are rare. Some seek to raid and occupy the main continent for richer resources and a respite from the growing number of Ice 'demons'.
The Thangors of Thangoradrim
A range of mountains lies to the south of Andred, cutting upwards to curve around the nation. The mountains, foothills, and rocky forests that lie there, and south of Andred are apart of a clan based society, Thangoradrim, a vassal and shield of Andred. The Thangor's introduction, economy, society, and landscape can be found in the link. Yes, I made one of my world's nations and saw how it'd hold up in a Nation RP.
Arad Luin & Ra'sheeks
The tan to dark skinned people called the Ra'sheeks dwell in the great Arad Luin desert, living within a society that is little known in the north and theorized to be little more than vicious raiders, thieves, and infidels. In actuality, their cities and kingdoms are quite rich in both money and culture. They place a high value on Magic, especially magic concerning enchanting, fire, sand, and wind magic. They have a strict class system however, and you must known your place, else face having an arm cut off. They enjoy their leisure time more than most, for leisure time shows you are successful enough to have some. They take great pride in their culture. They are hardy and can survive a long period of time without water compared to most humans. The Ra'sheek people have their own distinct language, with a commoner and high born dialect. If they are a commoner and learn to speak the common language of the North, then they tend to repeat words, such as 'yes yes' when speaking. If they are high born, that trait seems to be absent. From their culture being a revised version of the Ancient praelian empire, they live in various city states close to rivers and the coast, with spiraling architecture that waxes and wanes in design. While their reputation as thieves are a bit off, and for bigoted individuals, many prominent Rogueish guilds for thieves or assassins have done well for themselves in the bowels of their cities. The infamous 'Pit' fighting arena began in the Arad Luin. A blood sport competition for criminals where underlords and even wealthy merchants/nobles bet on prized cutthroats and fighters. It has spread throughout the north, though it's outlawed everywhere, even in its native homeland.
Southland/Confederation of Coastal Cities
A Southlander is very much like a Borderlander. For the most part, you can use this description for making a Borderland character as well. The Southland is a region as large as the whole of the North. Larger, in fact. Filled with subtropical to tropical jungles filled with monsters, huge looming creatures, and nameless things men have yet to name or even discover. Only a few cities such as Del'Linduil and Darkwater have survived, and they have done so by building upon ancient Praelian/Elven ruins, with great walls. Of course, the large numbers of Northerners trying to make a trip into the Southland succeed at times, and uncharted villages dot the landscape. A southlander goes there to find greater fortune and life than could be found in the north. If you make a character from the Southland or Borderlands, you're open to customize your character more, because both regions are melting pots of immigrants.
Dwarves:
The most unified race in all of Torek, as well as the most ancient (aside from Dragons). They are exceptionally strong and heavy for their size, and they are reknowned for their determination and skill in warfare and craftsmanship. Even with their long memories and historical records, Dwarven history precedes even their own knowledge, stretching back at least 10,000 years.
Dwarves tend to keep to themselves, only leaving their underground and mountain homes (or sparse farmlands) to trade or sell their wares. It's rare to see a Dwarven mercenary or adventurer that doesn't have a motive to further his clan or hold. Even a Dwarven lass serving drinks at a tavern will give a small tribute to her family and clan of her earnings. To insult a Dwarf is to insult his family, his clan, his Kingdom, and perhaps even all of Dwarfdom if the offense is great enough.
All Dwarves are governed by a High King, who has 12 lesser Kings that rule great Dwarf holds, and thanes that rule lesser regions and outposts. Each King is apart of one of the 12 original Dwarven clans formed after the great Demon War 2,000 years ago. Every Dwarven Kingdom has a hall for every clan, as well as various guilds, and a separate hall for the priests/runesmiths.
Dwarven surnames can be their ancient surnames, which are akin to a human surname that is passed from generation to generation. They can be a reflection of clan pride, and can be dubbed a clan name such as Ironskin or Fellhammer if allowed by the clan heirs. Or, it can be given by a Thane or King (or even a group of lower caste Dwarves) if they have achieved a particular deed, such as 'Dragonslayer'.
Dwarves are effective tunnel fighters, and infantryman above and below ground. They have excellent siege weapons, and make the finest crossbows in the world (as well as the finest blades and weapons in general). Despite their stature, they have an excellent, albeit uncommon, ranger Tradition. They only have a small cavalry mounted on rams and warboars, used for heavy charges. Despite their short legs, Dwarves hardly tire, and can move vast distances over a short amount of time for the simple fact that they will probably walk through the night, while most armies would rest.
They can smell freshly cut stone, and have an innate ability to see the imperfections and quality of stone and metal. A Dwarf can see in the dark as well as a Dark Elf, and better than all of the other Elven subraces. They are organized, brilliant tacticians, strong willed, and resistant to magic and poison. Their drink is legendary, though often too strong for normal men to endure. Their weaknesses lie in their Gold lust, pride, and closed mindedness.
A Dwarf has the same life expectancy as an Elf, close to 400 years. While some Elves use magic to increase their lifespan, some Dwarves do so out of sheer willpower. A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weight between 140 and 160. Their language and secrets are kept closely guarded, but all can speak Northern common. Some northern Dwarves enjoy ritualistic tattoos to show their accomplishments upon their skin. ---------------------------------------------------
Clans:
Ironskins founded by Toril Ironskin
FellHammers founded by BJÖRN FellHammer
FarForgers founded by Dagni FarForger
StoneCarvers founded by Ragna StoneCarver
Darkfighters founded by Einar Darkfighter
OathBearers founded by Njord OathBearer
Goldnuggets founded by Frode Goldnugget
SkullCrushers founded by Ingvar SkullCrusher
Gemcutters founded by Virket Gemcutter
MountainGuards founded by Gulbrandr MountainGuard
Gnomes
Little is known of the enigmatic Gnomes. Their prospective origins are only known to a few human scholars. Some fancy them to be an offshoot of the Dwarves, and others believe they are a type of Elf. Gnomes stand 3 1/2 feet in height, and weigh between 40-60 pounds, depending upon gender and build. They have curious eyes, large noses, and males are typically bald with prized goatees. They are known as tinkerers, sorcerers (particularly illusion and transmutation magic), and smiths of jewels and stone. Their largest region is called Cutterstone, located above and below a large collection of hills close to Thundrim Kadrin, a Dwarf Hold that guards one of the few passes that link the North and the Southland. Other than that location, the race is scattered throughout the land, mostly around Dwarven lands. However, some Gnomes find themselves as valued Scholars in great libraries of men.
While they are fascinated by jewelry, stone, and the workings of an engineer, they also have a love of nature and enjoy being outside on a nice day. Gnomes can whittle with the best, and have famous and ingenious pipe designs they both create and use for themselves for a light smoke.
Over the years, as the Praelian Empire began to collapse, the Elves became more and more isolated in their new homes. The Dwarves owned many lands above ground, but were settled by the Elves unknowingly before the war was over, as the Dwarves were too busy fighting underground to argue the point. However, once they were able to breathe, there were border disputes, and relations have never been friendly, though there is no true animosity either in the modern day. Elves are merciless warriors, learned scholars, and the most feared archers and mages on Torek.
Note: While their bodies are often athletic, certain aspects of the Elves, such as powerful longbows with over 150 pounds in draw weight, should not be easy for someone as slim as an Elf to use. So how do they do it? Through a power they call 'Khala,' what humans now know as 'Ki.' By manipulating the energy in their bodies, Elves are capable of 'split second' feats of strength that otherwise would not be possible for people their size and girth. It comes naturally to them, which means that they cannot control it for longer than an instant, and only use it for short time periods, such as the time it takes to draw back a bowstring. Some small groups of men called Monks have been able to harness their own 'Khala' or 'Ki' thanks to observing the Elves. Dwarves however, are incapable of using Ki.
Wood Elves are, of course, masters at guerilla warfare, unparalleled in woodcraft and archery, excellent melee combatants, and all share a fierceness for protecting the land and people they love. They are graceful and coordinated, even compared to other Elves, able to run across the trees almost as easily as solid ground. While slim, they are a bit stockier and slightly more tan than Silver Elves. Golden, brown, and black hair is common, though auburn is not unheard of for a hair color. As is the case with Silver Elves, brown eyes are rare. Wood Elves often have animal companions, and have a limited ability to communicate with them. While tolerant of blundering outsiders, they are ever wary and on guard against outer threats, and Demonic incursions from within.
Great Clan Elves
Some Elves felt that their journey across the Stars and the Eastern Sea led them to lose their original culture, and decided to settle in seclusion near the East of the wooded foothills of the Primeival forest. While they are not as civilized as the other Elven subraces, they are not simple barbarians. The Elves of the Great Clans preserve a way of life that they had before their subsequent cultural shift and journey across the stars.
They are more physical than their counterparts, with thicker and stronger limbs. They grow their hair long and unkempt, and live in simple, earth colored robes. Despite their humble attire, they have wicked and well forged blades, and prefer to fight in melee combat usually (archers are still common, however). The Elves of the Great Clans have a small margin of control over their 'Khala' and use it to increase their attack power and speed for a bit longer than other Elves. They have a shamanistic tradition, and live in scattered villages made of timber, hide, and clay.
Dark Elves (& Vampires)
During the Great Demon War, the bloodshed was so thick and the armies so large, it was hard to tell who was winning at any discernible time. A faction of Men and Elves broke away from the fighting, and began to delve into the deepest and darkest lore of both of their races, in order to find some way to banish the Demons back into the Dreadlands. It took them three years, until they found an ancient Elvish legend written upon a scroll from across the stars. It was an incantation to summon a being that was Demon nor God, or perhaps both. They gathered their greatest mages, and summoned the Eldritch creature Bal'thamon. They pleaded with him to help them push back the Demons, and he promised them power the like they have never seen. Such was the time of their curse. He touched them, and the Elves suddenly changed. Their hearts were twisted, and the curse of Bal'thamon released them of all inhibitions and brought to the forefront all of their selfish desires just as their skin turned dark indigo and their eyes gave off a faint, eerie glow of either gold or silver. The High born Elves, now transformed into Dark Elves or 'Dorcha' grew a small craving for mortal blood as well. However, they were not dependent upon it like the transformed Men, who became the Vampires.
The Dorcha fought against both Demons and their previous kin, fleeing underground as the last of the Demons were banished and the full might of the goodly races fell upon them. The Dark Elves have now created vast city states in the Low-ways, finding empty spaces and initially pushing back the battered Dwarven defenders from a few key holds. Their politics are full of schemes and backstabbings, even more than the most vile northern court. Torturers are treated with respect, and females rule with an iron fist. A Dark Elf, while athletic compared to a human, is a tad more full bodied than most Elves.
Something to Note: Bal'Thamon's curse began to wear off after a few generations, but the damage was done to both their view by surface Elves, and to their own society. Now the Dark Elves, with full control over their faculties, grow up in a society that promotes wickedness, hedonism, and cruelty, and therefore treat the world in such a fashion. They have also discovered how to draw their taint and infect others. It is a costly ritual, that requires great magic and multiple mages, but if they capture a Surface Elf, they can curse them just as they were cursed, destroying all moral boundaries of the Elk and making them a full Dorcha.
Half Elves
Due to most Elves living in the Southland or off the coast, it's not a common thing for a Man and Elf to have children, but it does happen. When it does, it creates a Half Elf. With lightly pointed ears, attractive features, and athletic human builds, they can blend in with either community, but not fully. Many Elves will generally see them as a curiosity or a wayward outcast, while it can vary wildly with humans, going from being admired to being shunned. They tend to live 180 to 200 years, and stay youthful longer than men do, even with equivalent age.
The Skayliegh
A curious union, born within the forests of the Kaelic Isle. The Skayleigh people are what you get when you cross a Wood Elf with a Giant. Standing 7 feet tall and statuesque, the Skayleigh are lithe figured, yet thick bodied and solidly built. They have greater grace than men, with added strength due to their size and natural Giant heritage. They tend to have ears near as sharp as Elves, with blonde or brown hair. Many people are wary of this curious race, and the Skayliegh tend to fight alongside the Woad Elves and Kaelic people against the occupying Andred forces. Giants see them as an oddity and do not accept them as their own, yet they do not scorn them either.
Drabarians
Known as the Doomed Race, or the Race of the End Times. Drabarians are essentially powerfully built Draconic humanoids. They are said to be the bastard offspring of the Dragon God, Thron. No one knows their true origins, but scholars believe their original land was upon the northern Steppes above the Khalahar plains. There are ancient texts indicating they fought the Demons during the last Great Demon War, but they did not truly make contact with civilized humanity until the Praelian Empire was about to collapse. While they came and tried to help the crumbling Empire by slaying the invading barbarians, their approach was seen as a herald of the End. Indeed, when Andred was formed, Bael the God of Justice gave a prophecy to the Drabarian leader, the Ker'gon. He told him that his people would remain scattered, and would only find what they seek at the world's end. It was discovered that they left their original home to find their missing Relic, the Flame Apex. Bael took pity on them, and gave him his blessing.
From then on, the Drabarians have traveled the land, searching for both their relic, and heroic deeds to be done. Truly, every Drabarian is only worth by what they do with their life. Their culture is very much revolved around combat, dedication, and a heroic ideal for serving justice. They are friends to Dwarves, and the human nation of Thangoradrim.
A Drabarian can live to be 250 years old. They reach maturity at age 50, but do not stop growing until they die. Their growth depends on their personal prowess. If a Drabarian lives up to Bael's blessing and Thron's warrior ideal, he will grow larger, and if he is especially lucky, he will grow a tail and perhaps wings like their Draconic ancestors. An average Drabarian weighs over 350 pounds and stands 7 feet tall, but by their 250th year, it is not uncommon for a Drabarian to reach 8 or 9 feet in height and might perhaps weigh 600 pounds. Drabarian's have a breath weapon akin to Dragons, that grows stronger with age and success. They have a natural armor of scales, lightly magic resistant.
Dragons
Ancient and powerful creatures who have shaped the very land of Maroleth as well as ruled it. While none reach God-like strength, old dragons have been known to rival Elemental Lords or Divine Avatars in power and destructive force. As a whole, Dragons are feirsome foes. They have a gold lust that rivals the Dwarves, a power lust that rivals the most destructive mages, a lust for jewels and artifacts unknown to anyone else, and a particular lust to rule those who are lesser (which pretty much includes everyone). It depends on what type of Dragon you are dealing with for its color, breath weapon, and some abilities, but they do all share common traits. They are long lived. No one knows how long a Dragon can live, but the oldest one known nearly reached 3,000 years. They can sleep for months, and the older ones can sleep for decades. They have amazing senses, able to smell the emotion in another being, and able to see a rabit running through a meadow nearly a mile away. Most have wings, but there are a few ground drakes that do not. When dragons attempt to breed, they do not successfully create children half of the time, so the number of Dragons remain low. To curb this though, the women dragons have an intense desire to breed, as much as males in fact, unlike most species. Dragons are rumored to have 2 or more forms. The first one is obviously the Draconic one. 10 feet long seems to be the usual size of a month old dragon, and it will eventually reach 70 feet or more. No one knows if they can choose between what form they take or not when they do switch forms, although it is generally acknowledged that they cannot switch genders when changing forms. Dragons enjoy eating humanoids, although they generally know that Dwarves aren't tasty and are quite hard to swallow...they tend to bite back. They usually look at humanoids as a humanoid would see a stray dog, or sometimes they see them as we see rats. To anger a Dragon isnt wise, to meet one on purpose is something for the brave or foolish. If you ever are to meet a Dragon, take care and be careful with your words. It is said also that, even in humanoid form, a Dragon is far stronger and swifter than they should be. Dragons can also mate with humanoids in humanoid form, though many Dragons see this as beneath them. If a Male humanoid mates with a female Dragon, they can in fact create Dragons. Sometimes they are a bit weaker or have no wings, but they are true Dragons all the same. If a female humanoid mates with a male Dragon and bears his children, their offspring would be exceptionally powerful and long lived, but still humanoid.
Furbolgs
Vampires
Also called the Undying, and the derogatory term 'Leech' (mainly given by Priests and Dwarves, or those with a particular distaste for Vampires). The first Vampire's story is divided. Some say they were touched by the otherwordly being Baltha'mon, along with the Dark Elves. Another tells of a mortal who was touched by both Nar'rogg (God of Death and Destruction) and the powers of the Dreadlands. Becoming both death and demonic, yet neither. These beings hunger for blood and nothing else. Drink and food are merely consumed because of taste, or perhaps habit. Once a mortal becomes one of the Undying, they not only gain immortality, but unholy strength and speed, as well as nightvision and the ability to beglamour their prey. They have a weakness for sunlight, holy items and spells, and silver, along with a stake through the heart. It is currently unknown if they have an actual aversion to garlic. Burn by fire and sun can only be healed if they drink an excessive amount of blood immediately, lest their burns become permanent. From what modern Scholars can tell, Vampires form tight nit 'families' so to speak. They are often ruled by a Master or Mistress. One that sired the rest of them (or sired their first followers, who in turn sired more). Not to say there are not rogue Vampires. But they are few and far between, for without proper guidance from an elder Vampire, a newly Undying can easily lose themselves in bloodshed and become easy prey for those they presume to hunt.
Werewolves
The Origins of this race is long lost, though old tales hint of a wager amongst the Gods. Werewolves are similar to Vampires in that they are made via bite from a different Werewolf. Once you have contracted the 'infection', you must have a priest cast healing magic over the wound and drink a tea of the Wolfweed plant to fight through it. Otherwise you will become a Werewolf. Much of a Werewolf's abilities depends on age along with trial and error. Initially a Werewolf can merely transform by the light of the full moon. Most often a human, the man grows a foot in height and gains a few stone weight in muscle mass. His skin grows thick fur over the course of seconds and your mouth and nose restructures to form a snout. Your ears, mouth, teeth...all are Wolf like (along with the senses). Only your eyes remain the same. You also get a bushy tail at your back and your hands grow fierce claws. Once a Lycan becomes more used to his transformation, he has greater control over his transformed state. Eventually, if you are not stabbed with Silver or beheaded, you can transform without the full moon (however, if there is a full moon out you cannot help but transform). Some even gain the ability to talk in their Wolf state. Ancient Werewolves are able to transform into normal wolves and communicate with them, though so few are so old and many consider this legend (even other Werewolves). You gain a resistance to normal weapons, but of course, if enough of them hack into you you'll eventually die. A non transformed Werewolf has absolutely no powers unless they are extremely old and powerful.
Common Enemies/NPC Factions
Orcs
Orcs are a race of brutal raiders that live entirely on combat. While they have the capability of being somewhat intelligent (somewhat is the key word) they instead do their best to fight among themselves, and to kill all who they deem are their enemies, which means about everyone. There have only been a handful of Orcs in history that didn't immediately attack a man/elf/dwarf/gnome on sight. And most of those attacked eventually anyway. They breed rapidly, and it seems the more they kill, the bigger they grow. Orcs have skin color ranging from moss green to mud brown, and typically stand a head taller than a man. They have prominent tusks, muscled bodies, and brutal features. They follow the biggest and meanest Orc around, who tends to boss them around.
Rogs/Gundarogs
The origins of these creatures are unknown. Some theorize they are related to Orcish kind, but others dismiss the idea. What is known is that these creatures are savage, brutal, and have a true desire for cruelty. Originally, these creatures came from the deep of the world. The Gundarogs dug upwards and warred with the Dwarves and Dark Elves for centuries, until they dug their way to the surface. Most Gundarogs were scarred from the sun, but those that braved it began to change subtly. Their skin, originally dark coal and with the texture of wet leather, grew green and rough. These surface Gundarogs became known as simply, Rogs. They tend to wield serrated blades, to better cause pain to their enemies. Rogs have made pacts with the evil wolves of the Mountains.
Lizardmen
Unknown to many, Lizardmen culture is as old as the Dwarven one, stretching back many thousands of years. Information on it is very hard to come by however. They are extremely defensive of their swamps and hunting grounds, and seem to have a supernatural knowledge of whatever region they call home. They are masters of guerilla warfare, and enjoy eating all kinds of meat (including sentient beings) though they'll eat plants when need be. A Lizard man stands between 6 and 7 feet tall, though they are often hunched or crouched. They have powerful tails, claws, and can breathe underwater as well as in air. Cousins to Drabarians, while they aren't quite as strong of arm (most of the time) they are still quite powerful, and can regenerate lost limbs. Their scales provide a natural armor as well (though not as useful as a Drabarian's thick hide).
Gnolls
Gnolls share many similarities with Lizardmen. Both are tall and lean, but muscled. Both are avid hunters, and neither are necessarily evil at heart. However, while the Lizardmen are protective of their homes, Gnolls are nomads. While not evil, they have a particular taste for mortal flesh, especially human and Elf flesh. Even more so than other animals. These creatures are particularly violent, and will literally tear their enemies apart and eat them as they lay still alive. However, there is a strange honor among Gnolls as there is among Lizardmen.
Ogres
Ogres are huge humanoid creatures, standing 10 feet tall on average and weighing 800 to 1000 pounds. They aren't the most intelligent beings, but they aren't incredibly stupid either, able to speak some broken Northern. These monsters tend to live in clans, but often times wander alone in the forest looking for food. They are favorite subjects of dark wizards or lords looking for creatures to fight in arenas.
Pantheon of Gods
The EverGod
Also known simply as God, Lord, or sometimes referred to as "Holy Light," "God of Truth", and at times, just called "The Father." At least, these are names for those who worship him. In truth, most of the Known world, while they give reverence to his name, refer to him as the "Absentee God" for he often does not answer prayers, if at all. (There is some dispute to this, for he may simply answer prayers in a different fashion). This is the God that resides over all the others, and interferes the least amount in mortal affairs. His priests sometimes gain access to protective enchantments of light that is fueled by their fatih, but it is often theorized it is simply his residual power that still shows up in pockets of this world. Unlike the other gods, this one does not have an Avatar that roams Maroleth at times. The only Avatar of the Evergod appeared only once, cursing the Praelian Empire for their lack of faith and giving the world of men hope once more. Bael: God of Justice and Retribution. Heroism, Gallantry.
Fineki: God of Trickery, Luck, and Deceit.
Raiz/Maestus: Mastery, Drive, Refinement
Otoryen: God of music and sound.
Thron: Power, Strength, Reverence, Confidence. Patron God of Dragons.
Alright, awesome! I'll start working on my sheet in the morning.
Lore question, though: what's your position on religions not specifically mentioned in the lore? Because I was thinking about a paladin-type character who's from an order of knights who worship a really nebulously defined deity of the sun and summer and whatnot (I swear to god, Praising the Sun aside, it's really not a dark souls ripoff).
It wouldn't even have to fit in with whatever established system of gods there are, since I'd like it to be up in the air whether said deity exists at all (no miracles or holy smite evil spells or anything like that). Would such a character be acceptable?
@TheWizardLizardCool! I actually have established Gods/Godesses in this setting. I will add them before bed tonight or after I wake up tomorrow. I just hadn't gotten around to updated them yet haha. I will say though, that I have not made a Sun God yet, though it's for reasons within universe. There's an EverGod, who is a God to all Gods, and he is the one who created the Sun and Maroleth and the Moon, etc. But if your guy wants to Worship him for that sole reason, or if he wants to be apart of a (only technically) cult of the sun, I'm all for it.
I've sent my CS in! I decided to go the 'reclusive sun cult' path, mainly because I like my holy warriors better when they have to take things on faith and can't have immediate, tangible proof of their god's existence. :P I haven't developed the cult religion very much, but they'll probably consider the Evergod to be the Sun's father and the Moon her sister.
I don't mean to force things on your universe or anything - I intend to leave it up in the air whether said deity exists or if my character's just a crazy dude worshiping a ball of fire, a question I'm sure you can come to your own answer on.
Accurate portrayal of Vrettonia/Andred border war. Vrettonia
Andred
@The Fated Fallen Very glad tae have ye lass. Also, in case you wanted to, if you added Alice I'll add Geradin.
Btw everyone, I'll need to organize more than I thought. But I should have the full pantheon list of Gods by tonight. Currently I am on break from work so there's little time for me to do much but eat.
I can't see the Andred image because my Network Service Provider hates tumblr :'(
I've also decided to upload an image every other post just to annoy people with slow connections. I'm going to go back and throw all of them into hiders
What is the military like in various factions? Is gender enrolment equal? Is there anything each faction does particularly well? Are armies deployed against other factions, or are they almost purely defensive to claim and defend parts of the wildlands? Do any armies have conscription or national service?
@The Fated FallenAre you asking for all human nations, perhaps the civilized ones like Andred, Vrettonia, Bania, or Praelior? Is this all races? I'll need to type up a lot either way, but I wanted to be sure I don't spend an extra hour on stuff I don't need to, even if I love ranting on my universe^^
Btw guys I'll be here tonight, but if you see me online and I don't respond for a bit, it's because I'm playing my Star Wars D&D game I play every Wednesday night.
@The Fated FallenAre you asking for all human nations, perhaps the civilized ones like Andred, Vrettonia, Bania, or Praelior? Is this all races? I'll need to type up a lot either way, but I wanted to be sure I don't spend an extra hour on stuff I don't need to, even if I love ranting on my universe^^
Whatever you feel prudent, I'm fine with the minimum work possible here. I'm mainly just curious
Accurate portrayal of Vrettonia/Andred border war. Vrettonia
Andred
So from what I've interpreted here, The Vrettonia/Andred Border War pretty much consists of the Vrettonians insulting the Andreds, the Andreds thinking them strange people, and the Vrettonians catapulting farm animals at the Andreds when ever they try to attack.
So from what I've interpreted here, The Vrettonia/Andred Border War pretty much consists of the Vrettonians insulting the Andreds, the Andreds thinking them strange people, and the Vrettonians catapulting farm animals at the Andreds when ever they try to attack.
You don't know. You weren't there man... You weren't there!