Aurelious, Vinderfvall, Ishiak-Cour-Rath, the name of this land varies between the three kingdoms which inhabit it. To the far north, the proud warriors of Havarth rule a land of frost and ice. In the deep south, the mystical and reclusive traders of Cour-Rath strive to conquer a land of fire and dire heat. In between then are those of the line of Jain, the mages and warriors of Aurelion Empire who seek peace, knowledge and, above all else, wealth. Long have these kingdoms warred against each other, if one could call the small raids against each other wars that is. Yet, despite their differences, they have all lived in relative peace. That is, until the coming of the third era, the Runic Age as it has come to be called, when the cataclysmic event known simply as the Crossing happened.
As the skies darkened and the eclipse began on the eve of the third era, nobody knew that it would harold such darkness, such destruction of the world as they knew it. The land shook and split, plumes of blue flame rising from under and eventually subsiding as the crystalline structure of large purple monoliths rose from them. They stood there as if watching the very existence of the land, the lives of the people. Eventually, everybody grew use to them. That is when the sightings of beasts began. Horrifying amalgamations of what magic could make stumbled through the countrysides, swam in the seas, and flew through the skies like birds. Some were peaceful, seeking nothing but a home in the foreign lands, and others more violent seeking nothing but bloodshed and a fresh corpse to feed off of.
Years have gone by since then and fear has grown in the heart of commoners, their lives facing the potential end any day they venture out to harvest of tend theirs fields. Though their name varies, there are those who seek to help the commoners and have since become known as the Vigilants. Men and women from all over join, throwing themselves at monsters faster and stronger than they are with hopes of destroying them. Then, there are those who do it for the money. A small tithe to be paid for whoever can kill monsters for the Vigilants. Whoever you may be, the land is yours. Fight for the people, for wealth, or for glory. Travel the lands or learn the secrets of the monoliths. Make what you will of the world for it is yours to explore. But beware adventurer for out there are secrets that even the most weather of men and women donβt know and a storm is brewing.
As the skies darkened and the eclipse began on the eve of the third era, nobody knew that it would harold such darkness, such destruction of the world as they knew it. The land shook and split, plumes of blue flame rising from under and eventually subsiding as the crystalline structure of large purple monoliths rose from them. They stood there as if watching the very existence of the land, the lives of the people. Eventually, everybody grew use to them. That is when the sightings of beasts began. Horrifying amalgamations of what magic could make stumbled through the countrysides, swam in the seas, and flew through the skies like birds. Some were peaceful, seeking nothing but a home in the foreign lands, and others more violent seeking nothing but bloodshed and a fresh corpse to feed off of.
Years have gone by since then and fear has grown in the heart of commoners, their lives facing the potential end any day they venture out to harvest of tend theirs fields. Though their name varies, there are those who seek to help the commoners and have since become known as the Vigilants. Men and women from all over join, throwing themselves at monsters faster and stronger than they are with hopes of destroying them. Then, there are those who do it for the money. A small tithe to be paid for whoever can kill monsters for the Vigilants. Whoever you may be, the land is yours. Fight for the people, for wealth, or for glory. Travel the lands or learn the secrets of the monoliths. Make what you will of the world for it is yours to explore. But beware adventurer for out there are secrets that even the most weather of men and women donβt know and a storm is brewing.
Races
Races will be listed here as they are submitted. Races such as Humans, Elves, Dwarves, and Orcs are self explanatory and thus donβt need to be written.
Places of Importance
Character Sheet
Rules for Making Characters:
1. Characters should be between the ages of 16 and 50. Why the low age and high age limitations you ask? Simple, this is a setting where the character's make their choice via their own experience. Those who are young will not be expected to be the best fighters and those who are old will be more veteran fighters for the Vigilants or more well versed in the world.
2. Character equipment should be logical. If your character was a former farmer's son, they aren't likely to have a full set of plate armor unless it is one given to them by the Vigilants.
3. Magic is limited to two types currently though extra types are up to discussion. The idea is to keep magic minimal as it is a skill that one both must be born with and learn over time to become better at. The types of magic are as follows: Runes and Elemental.
Runes are use for protection or setting up a perimeter. The longer a rune is active and the more runes which are active, the more strain it puts on the caster mentally. Most trained mages can manage close to 10 runes at one time though it puts strain on their focus and leaves them more prone to falling in physical combat.
Elemental magic is very simple in comparison to runic magic. Many mages are taught the basics of how to perform basic elemental magic for combat while rune magic is focused on to help the Vigilants and commoners. Those with training beyond basics can create fire from thin air, though not able to do as such with moist air or targets, and can even go as far as create barriers of stone. Elemental magic is not a constant drain on the focus of a caster but instead taps into their ability pull ether from the Void.
4. NPCs are not necessary but they make the world feel alive. Feel free to make them whenever you wish though they may not make an appearance in the RP until later if at all. The only exemption to this is when an NPC specifically travels with a PC.
5. The world map is as follows:
It is suggested to open in a new tab and zoom in so as to see the places better. A brief explanation is as follows. The south of the land is that of the Cour-Rathi, their capital is that of Ael Saharia. North and East of them are the Aurelions and their capital of Emperor's Retreat. To the far North and beyond many of the mountains are the Havarthians and their hold of Bear Hall. Plan accordingly if you character is from these regions for the humans, elves, and orcs vary in shapes and sizes accordingly. If you've read this far, put Vardenvall in the extras part of the CS.
6. All CSs are to be posted here, in the OOC(When it is done being made), or sent in a PM. If you need help with a CS, send me a PM or ask about it. Nearly everything about the world is open for discussion and character lor
Monsters
Any beast created by players will be placed here. If one wishes to create a monster, simply provide a description of the creature, a name, and a picture if needed. The description should include the size, feeding habits, fighting style, whether it is smart or not, and where it normally lives at.