The Obivec Isles: Battle for Abbaden
Abbaden, a continental fragment off the Northwest shore of Piñura. A developing nation, the land is largely untamed, filled with resources both natural and not of this world available to any who can lay claim. As a result small settlements have popped up all over the southern plains and forests, inhabited by settlers and immigrants looking to build new lives for themselves in any of the many future industries being established.
Recently however, development has slowed while the nation searches for its identity. Two factions; The Choir, and The Loyalität, have recently declared war on one another in an attempt to claim dominion over the land they share. As it stands the majority of Abbaden has been divided in two, the massive Horizon River separating the two capitals and any settlements either controls. Though they once controlled territory East of the river, The Loyalität have been forced back by the Choir’s growing armies, and superior military tactics. In order to buy time, Loyalität forces have burnt down the only bridge spanning the Horizon River, preventing the Choir from reaching them until it is either rebuilt, or their forces manage to travel the long way around.
This pause in hostilities is a welcome breather but won't last long, and the nation's remaining factions have begun to prepare for however the war should continue. As unexplored territory becomes marched on by military boots, more and more is still being uncovered as the lands ancient stories reveal themselves. Each new secret has its dangers though, and exactly how much there is to discover in Abbaden could alter the course of history in more harmful ways than good.
Introduction
Welcome to Obivec, or rather, Abbaden and it's surrounding isles. Caught in the middle of a civil war, armies march from settlement to settlement in preparation for however their dispute should go on. Beyond the safety of the cities and towns the land is largely untamed, teeming with secrets to uncover as you venture from island to island. Valiant heroes seek aid on their quests, offering the possibilities of fame, power, and wealth to those courageous enough to take them. Where you'll go and what trouble you'll fight through to get there, who can say?
A high fantasy, narrative driven group roleplay centered around exploration, we've spent months building up a diverse and lore rich world for our stories to take place in. Pretty much everywhere on the map has a story of some sort, with rewards to be reaped. Your characters will be tested, some may even perish, but in the pursuit of a compelling plot line no sacrifice is too great. Who or what you play as is largely unrestricted so long as it isn't somehow problematic, or unfriendly to the lore. It's a big world and Abbaden is full of immigrants so who knows who you'll meet?
The Isles
Western Grasslands- When closer to the mountains, the earth is dry and flat but the terrain soon gives way to rolling plains and softer dirt. Apart from it's ruling capitol but still close to the titanic walls, two Falken farming villages stand on the border of where the earth becomes usable, and where it becomes overtaken by the staggered hills of grassland. The grasslands can be a strange place, and venturing through it is like diving around and over dozens of valleys. Often it can seem like one is truly alone, travelling on any number of roughly beaten paths that lead to the Whispering Wilds. Further South the hills grow taller, and the grass grows with it as it rises to compete with the shrubs scattered among the terrain. Even in the winter the grass never seems to die here, and any traders who travel the roads long enough will tell you stories of strange anomalies that occur behind the veil of these eternally grassy hills.
Eastern Plains- Tough and hardy plants dot the dry grass in patches and tufts here, the terrain made up of rolling and uneven plains that seem to go on endlessly. Large boulders can be found closer towards the north as landmarks, and further south the Order of the Cresent Sun's tower acts as a way finder for those travelling to the Twilight Fields. While there are roads leading out of the cities, these eventually turn into dirt trails that can be very easy to wander off of which makes the benefit of landmarks all the more apparent. As the plains roll south they begin to frequently rise as small hills, eventually sloping downward and leading into the Iron Sap Woods.
Iron Sap Woods- An old growth forest dominated by giant Iron Sap trees, a type of fir that normally grow up to about 200 feet in height. About 50 feet overhead their branches grow dense enough to form a canopy that blocks out the brunt of any sunshine, streams of light trickling down to the forest floor where they can. The forest floor isn’t very overgrown as a result, most of the other vegetation being large patches of grass, ferns, moss beds, and fungi.
The Hollow Forest- Once an old growth forest like the Iron Sap Woods, The Hollow Forest is a shell of its past self after being constantly flooded by the Lake of Reflection’s overflow. Now an expansive and overgrown marsh, whole sections of forest have been turned into swampland. The Iron Sap trees remain, but only serve as a frame for the abundance of fungi and creepers that dominate the muddy, rotting earth now.
Whispering Wilds- A far younger and still developing forest, the Whispering Wilds are primarily overgrown shrublands with small, fast growing trees taking hold anywhere they can. Fauna local to the area tend to be far smaller than what is found elsewhere on the island, and the openness of the terrain makes it easy to navigate compared to the Abbadens other forests.
Horizon River- A swift moving, and impressively wide river that cuts through the middle of Abbaden, originating in the north from far deeper in the Cherinok Mountains. On the surface the river looks fairly calm, flowing at a moderate pace with rocks or debris breaking the surface here and there. Powerful and unpredictable undertow makes the river dangerous to navigate though, and anything the river claims is often sucked under until it can be spat out into the Lake of Reflection.
Lake of Reflection- Named for the way it so clearly reflects the sun, moon, and stars on its surface, the crystal-clear Lake of Reflection is important to the cultures of both Loyalitat and Twilight Fields. Loyalitat’s people use its water in their sanctifying rituals, while mages of The Order of the Crescent Sun often reflect and meditate on the lake’s shore, in order to more closely attune themselves to their celestial magic. When the Twilight Fields were first annexed, Aegea infamously declared that a sample of the lake’s waters be tested for poisons, but nothing was found, suggesting that the lake’s clarity is gained through less mundane means.
Cherinok Mountains- Named after the indigenous people's who call the mountain range home, the great Cherinok Mountains are a massive expanse of largely uncharted land that makes up the northern half of Abbaden. Most of its jagged mountains have no records of ever being scaled, and every map of the area is different from the last making the region hard to navigate for anyone that hasn't lived there their whole life. Between the mountains rest a multitude of stone valleys, tough grasses and hardy roots being the only flora that grow here naturally aside from the odd tree. Herds of wild Muskox roam between the valleys in search of food, and serve as the primary prey animal for the regions multitude of predators.
Forest of Thorns- The only surviving forest on Nethergate Island, it's multitude of trees are protected by a network of massive, blackened brambles that entangle the entire woodland and it's surrounding areas. Whether by magic, or simply nature's wrath, the brambles keep the influence of the Forno at bay, and create a choke point between the wastelands and Nethren Port.
Nethergate Wastes- East of the Forest of Thorns lay the Nethergate Wastelands, a barren expanse of dead forests and abandoned villages where demons of the Forno roam, and those foolish enough to do so hunt for them. A gigantic spire of blood red stone called No Man's Tower marks the edge of what most hunters consider ‘safe’, as beyond that point the land feels almost alien, and the creatures that lurk that far out are best left unprovoked. The earth is sucked of all it's life and replaced with barren soil, crumbly and red as the spire which hangs over the land like a massive, poisonous spine. Further out still, a massive ridge of craggy spines named No Man's Crown pierce the ground like crimson stained talons. The earth rises with them, and falls away into what most people believe is a fiery maw that exposes the molten heart of the earth, as can be assumed by the warm glow that is sometimes seen on the darkest of nights. Most believe the crown is a gateway of some sort to the realm known as The Forno, as there seems to be an endless supply of Bellua despite the years of trapping and hunting. Few who venture that far ever return, and those who do never speak of what they saw either by choice or inability. However there are always rumors; mostly of forgotten temples, fortresses, sanctuaries, and many inconstant or hard to believe claims of what is hidden among the shadowy husk of a once great forest.
Piñura- To the South of the Obivec Isles rests the continent of Piñura, it’s northern regions composed of expansive deserts, large mesas, and warped badlands. Rich veins of iron run through the stone here which has attracted the attention of more developed empires farther south. Any larger settlements in the region are primarily industrial and under foreign control, expansive operations set in place to mine and export iron and masonry. A large portion of the native population has embraced these settlers and the comforts their lifestyles bring, many now working in the mines and quarries in exchange for housing and imported goods. A few villages and tribes still remain independent of these factory cities, but they represent only a fraction of the tribes that used to roam the desert.
Eastern Plains- Tough and hardy plants dot the dry grass in patches and tufts here, the terrain made up of rolling and uneven plains that seem to go on endlessly. Large boulders can be found closer towards the north as landmarks, and further south the Order of the Cresent Sun's tower acts as a way finder for those travelling to the Twilight Fields. While there are roads leading out of the cities, these eventually turn into dirt trails that can be very easy to wander off of which makes the benefit of landmarks all the more apparent. As the plains roll south they begin to frequently rise as small hills, eventually sloping downward and leading into the Iron Sap Woods.
Iron Sap Woods- An old growth forest dominated by giant Iron Sap trees, a type of fir that normally grow up to about 200 feet in height. About 50 feet overhead their branches grow dense enough to form a canopy that blocks out the brunt of any sunshine, streams of light trickling down to the forest floor where they can. The forest floor isn’t very overgrown as a result, most of the other vegetation being large patches of grass, ferns, moss beds, and fungi.
The Hollow Forest- Once an old growth forest like the Iron Sap Woods, The Hollow Forest is a shell of its past self after being constantly flooded by the Lake of Reflection’s overflow. Now an expansive and overgrown marsh, whole sections of forest have been turned into swampland. The Iron Sap trees remain, but only serve as a frame for the abundance of fungi and creepers that dominate the muddy, rotting earth now.
Whispering Wilds- A far younger and still developing forest, the Whispering Wilds are primarily overgrown shrublands with small, fast growing trees taking hold anywhere they can. Fauna local to the area tend to be far smaller than what is found elsewhere on the island, and the openness of the terrain makes it easy to navigate compared to the Abbadens other forests.
Horizon River- A swift moving, and impressively wide river that cuts through the middle of Abbaden, originating in the north from far deeper in the Cherinok Mountains. On the surface the river looks fairly calm, flowing at a moderate pace with rocks or debris breaking the surface here and there. Powerful and unpredictable undertow makes the river dangerous to navigate though, and anything the river claims is often sucked under until it can be spat out into the Lake of Reflection.
Lake of Reflection- Named for the way it so clearly reflects the sun, moon, and stars on its surface, the crystal-clear Lake of Reflection is important to the cultures of both Loyalitat and Twilight Fields. Loyalitat’s people use its water in their sanctifying rituals, while mages of The Order of the Crescent Sun often reflect and meditate on the lake’s shore, in order to more closely attune themselves to their celestial magic. When the Twilight Fields were first annexed, Aegea infamously declared that a sample of the lake’s waters be tested for poisons, but nothing was found, suggesting that the lake’s clarity is gained through less mundane means.
Cherinok Mountains- Named after the indigenous people's who call the mountain range home, the great Cherinok Mountains are a massive expanse of largely uncharted land that makes up the northern half of Abbaden. Most of its jagged mountains have no records of ever being scaled, and every map of the area is different from the last making the region hard to navigate for anyone that hasn't lived there their whole life. Between the mountains rest a multitude of stone valleys, tough grasses and hardy roots being the only flora that grow here naturally aside from the odd tree. Herds of wild Muskox roam between the valleys in search of food, and serve as the primary prey animal for the regions multitude of predators.
Forest of Thorns- The only surviving forest on Nethergate Island, it's multitude of trees are protected by a network of massive, blackened brambles that entangle the entire woodland and it's surrounding areas. Whether by magic, or simply nature's wrath, the brambles keep the influence of the Forno at bay, and create a choke point between the wastelands and Nethren Port.
Nethergate Wastes- East of the Forest of Thorns lay the Nethergate Wastelands, a barren expanse of dead forests and abandoned villages where demons of the Forno roam, and those foolish enough to do so hunt for them. A gigantic spire of blood red stone called No Man's Tower marks the edge of what most hunters consider ‘safe’, as beyond that point the land feels almost alien, and the creatures that lurk that far out are best left unprovoked. The earth is sucked of all it's life and replaced with barren soil, crumbly and red as the spire which hangs over the land like a massive, poisonous spine. Further out still, a massive ridge of craggy spines named No Man's Crown pierce the ground like crimson stained talons. The earth rises with them, and falls away into what most people believe is a fiery maw that exposes the molten heart of the earth, as can be assumed by the warm glow that is sometimes seen on the darkest of nights. Most believe the crown is a gateway of some sort to the realm known as The Forno, as there seems to be an endless supply of Bellua despite the years of trapping and hunting. Few who venture that far ever return, and those who do never speak of what they saw either by choice or inability. However there are always rumors; mostly of forgotten temples, fortresses, sanctuaries, and many inconstant or hard to believe claims of what is hidden among the shadowy husk of a once great forest.
Piñura- To the South of the Obivec Isles rests the continent of Piñura, it’s northern regions composed of expansive deserts, large mesas, and warped badlands. Rich veins of iron run through the stone here which has attracted the attention of more developed empires farther south. Any larger settlements in the region are primarily industrial and under foreign control, expansive operations set in place to mine and export iron and masonry. A large portion of the native population has embraced these settlers and the comforts their lifestyles bring, many now working in the mines and quarries in exchange for housing and imported goods. A few villages and tribes still remain independent of these factory cities, but they represent only a fraction of the tribes that used to roam the desert.
Obsin- The most commonly used currency throughout the Obivec Isles, consisting of bronze, silver, and golden coins. Gold coins are roughly 4 cm in diameter, with silver and bronze both being just a little smaller. A gold coin is worth 5 silver, and a silver is worth 5 bronze, with gold being the most commonly used form of currency. Gold coins are decorated with an iron sap tree, silver with the horizon river, and bronze with the mountains.
Iro- Foji's own currency, often used only on the island and in certain districts of Ville de la Saumure. Iro are all about 3 cm across and come in 5 colours; silver, gold, ruby, emerald, and sapphire, each more valuable than the last. When Iro are minted they are done so with a hole that occupies a third of the coin's surface, the purpose being that large amounts can be kept on rope or wire.
Demon Teeth, Hell Needles, Forno Fangs, etc.- A currency used only by demon hunters, many wonderful and dangerous things can be purchased with these on Nethergate, and sometimes Cinder if you know where. Retrieved from the mouths of demons, their size, ferocity, and whether or not they contained venom all factor into a particular tooth's worth. The culture around these is simple; kill demons, rip out their teeth, use those teeth to buy things that let you kill things with more teeth. There's always something with more teeth.
Iro- Foji's own currency, often used only on the island and in certain districts of Ville de la Saumure. Iro are all about 3 cm across and come in 5 colours; silver, gold, ruby, emerald, and sapphire, each more valuable than the last. When Iro are minted they are done so with a hole that occupies a third of the coin's surface, the purpose being that large amounts can be kept on rope or wire.
Demon Teeth, Hell Needles, Forno Fangs, etc.- A currency used only by demon hunters, many wonderful and dangerous things can be purchased with these on Nethergate, and sometimes Cinder if you know where. Retrieved from the mouths of demons, their size, ferocity, and whether or not they contained venom all factor into a particular tooth's worth. The culture around these is simple; kill demons, rip out their teeth, use those teeth to buy things that let you kill things with more teeth. There's always something with more teeth.
Diverse in it's culture due to the large number of immigrants and settlers, the people of Obivec recognize several different languages. Though not many people are fluent in foreign tongues, diplomats, merchants, and traders often need to be due to the variety of people they interact with.
Abbalic: The most common language for people in Obivec, the majority of people on Abbaden and Nethergate speak this language, and it is one of the easiest to learn to read.
Foji: A fairly disconnected nation, Foji is commonly the only language of most people hailing from the island. Traders and those of high status often speak other languages, but do so out of necessity most of the time.
Cherinokin: Though many Cherinok tribes have learned to speak Abbalic, they still embrace and often use their native tongue. Cherinokin is better as a spoken language than written, and scholars from the Twilight Fields often study it to learn more about Cherinokin artifacts and history.
Neath-scratch: Abstract and only ever seen as a written language, demon hunters are the primary users of this rarely used code. Buildings and signs in Nethren Port are decorated with the random symbols that make up the language, their messages only meant for those that know how to read them.
Piñuran: Not often spoken outside of Piñura, it is the native dialect of the desert tribes, and primary language through most of the continent's north. Most people in Obivec that speak it are traders, since Piñura is where a large amount of their iron imports come from.
Abbalic: The most common language for people in Obivec, the majority of people on Abbaden and Nethergate speak this language, and it is one of the easiest to learn to read.
Foji: A fairly disconnected nation, Foji is commonly the only language of most people hailing from the island. Traders and those of high status often speak other languages, but do so out of necessity most of the time.
Cherinokin: Though many Cherinok tribes have learned to speak Abbalic, they still embrace and often use their native tongue. Cherinokin is better as a spoken language than written, and scholars from the Twilight Fields often study it to learn more about Cherinokin artifacts and history.
Neath-scratch: Abstract and only ever seen as a written language, demon hunters are the primary users of this rarely used code. Buildings and signs in Nethren Port are decorated with the random symbols that make up the language, their messages only meant for those that know how to read them.
Piñuran: Not often spoken outside of Piñura, it is the native dialect of the desert tribes, and primary language through most of the continent's north. Most people in Obivec that speak it are traders, since Piñura is where a large amount of their iron imports come from.
The Church of Aramice
The most prevalent religion on Abadden, practiced widely throughout Loyalitat and Tour de Rouge. The religion centers around the warrior god Aramice, who blesses those who fight with valor and act with chivalry. The especially devout are granted the privilege of care and sanctuary in the afterlife as the god’s companions. The largest center of his worship is Tour de Rouge’s extravagant cathedral, though Falke houses a suitably large house of worship, and there is generally a church in every settlement in both countries.
The Order of the Crescent Sun
The dominant religion in the Twilight Fields, The Order of the Crescent Sun has immense influence in the region’s culture and government. The faith speaks of the god Norox, who first gave life to the world, and his twin daughters Calieo and Selinae work to uphold it. Calieo, goddess of the sun, brings life and energy into the world, driving out evil with holy flames and sunlight. When the sun recedes beyond the horizon, Selinae arrives, offering soothing moonlight as she waits for her sister’s return. Demons, undead, and other such abominable creatures are seen as a blight upon the planet that must be destroyed to preserve its integrity, and the clergy of The Order wield holy magic related to the sun, moon, and stars, evoking the ideals of their deities as their spells obliterate their unholy enemies by dissolving their very essence.
Erinthism
The religion of the Cherinok, it's scattered and long history being the roots from which The Order of the Crescent Sun draws their faith. To the Cherinok, Norox was not the creator but rather the orchestrator, a cosmic being that drifted the vastness of the sky and created simply out of curiosity. Erina, the first world, was brought into existence when Norox gave the frozen being it's own star. This star was Calieo, and through her radiance Erina was able to support life which eventually blossomed into the known world. Though many more gods, including Selinae, are mentioned throughout ancient scriptures and texts, the information is fragmented and filled with gaps leaving Norox, Calieo, and Erina as the trifecta of higher deities.
The most prevalent religion on Abadden, practiced widely throughout Loyalitat and Tour de Rouge. The religion centers around the warrior god Aramice, who blesses those who fight with valor and act with chivalry. The especially devout are granted the privilege of care and sanctuary in the afterlife as the god’s companions. The largest center of his worship is Tour de Rouge’s extravagant cathedral, though Falke houses a suitably large house of worship, and there is generally a church in every settlement in both countries.
The Order of the Crescent Sun
The dominant religion in the Twilight Fields, The Order of the Crescent Sun has immense influence in the region’s culture and government. The faith speaks of the god Norox, who first gave life to the world, and his twin daughters Calieo and Selinae work to uphold it. Calieo, goddess of the sun, brings life and energy into the world, driving out evil with holy flames and sunlight. When the sun recedes beyond the horizon, Selinae arrives, offering soothing moonlight as she waits for her sister’s return. Demons, undead, and other such abominable creatures are seen as a blight upon the planet that must be destroyed to preserve its integrity, and the clergy of The Order wield holy magic related to the sun, moon, and stars, evoking the ideals of their deities as their spells obliterate their unholy enemies by dissolving their very essence.
Erinthism
The religion of the Cherinok, it's scattered and long history being the roots from which The Order of the Crescent Sun draws their faith. To the Cherinok, Norox was not the creator but rather the orchestrator, a cosmic being that drifted the vastness of the sky and created simply out of curiosity. Erina, the first world, was brought into existence when Norox gave the frozen being it's own star. This star was Calieo, and through her radiance Erina was able to support life which eventually blossomed into the known world. Though many more gods, including Selinae, are mentioned throughout ancient scriptures and texts, the information is fragmented and filled with gaps leaving Norox, Calieo, and Erina as the trifecta of higher deities.
"I spent years traveling these lands back when they were still largely untouched by civilization. I moved around a lot, never staying in one place too long to avoid being killed by the things I found. Who knows what I missed in my haste?" ~Forgotten Cartographer
Abbaden
Nethergate
The Foji
Abbaden
Giants- Simple minded, massive, and scarcely seen, giants roam the Northern Cherinok Mountains in constant search of food and shelter. 15 feet tall on average, they generally go where they want and take whatever they need as they wander about aimlessly from place to place. Though they seem intelligent to the point of understanding their surroundings and themselves, giants are generally avoided both for their sake and everyone else's.
Muskox- The primary prey animal for most of the region’s large predators, and the Cherinok peoples, these massive beasts can grow to be up to 9 feet tall at the shoulder. Covered in thick, brown, wooly fur, and armed with dangerously sharp horns, herds of up to 20 individuals wander between the mountain valleys in search of grasses and shrubs to eat. During the harsh winters when their food source becomes buried by snow, they migrate South towards the Eastern Plains to wait out the coldest months. Their predators follow, and for the city of Tour de Rouge the arrival of the muskox means the beginning of monster hunting season.
Rompers- About 7 feet tall at the shoulder when on all fours, rompers are bulky and powerful beasts that are named for the way they brutally toy with anything they hunt. Though their sharp, forward facing tusks and large, tooth filled mouths seem plenty capable of bringing swift death, a romper will charge down it’s prey and knock them to the ground over and over again until it’s been beaten into submission. Apart from their size, rompers also possess thick claws on their wide, three toed paws which are not only used for hunting, but also scaling the rocky cliff sides where they inhabit caves. To blend in with their environment, rompers have a white winter coat, and grey summer coat which helps them to get within striking distance of their prey.
River Wolves- Swift flowing in many places and icy cold most of the year, the stretches of the Horizon River that wrap around Mount Helva are stalked by an unusual but fearsome predator. Adapted to spending long periods of time beneath the surface of the water, their skin is thick and blubbery with smooth, dark coloured, oily hair to waterproof them. About 6 feet long from snout to tail they hunt in packs of 4-6, and though they can hunt on land will prefer to wait for their prey to come to them via the river. Their large, paddle like tails can propel them quickly downstream, allowing them to rush in and surprise anything that gets caught near the riverbank too long.
Bandit Hawks- Bandit hawks come in two varieties; the lesser, and the greater bandit hawk. Lesser bandit hawks have a meter long wingspan and prey on anything they think they can including foxes, hares, wolves, and people. If impressed upon when young they can be trained as some Cherinoken have done, but this has only ever been seen with lesser hawks. Greater bandit hawk nests have never been found and they normally reside deeper in the mountains, which many mountain tribes are grateful for since they can grow to have a wingspan of over five meters. Their name stems from their tendency to hunt at night, dive bombing their prey and slamming it into the ground before hauling it away. Though the patterns of their plumage seem to be unique, most are white or cream coloured with brown or black markings along their wings and heads.
Krag- Seldom seen and highly territorial, Krag are large, six legged, insect like rock creatures similar in appearance to the pebble bugs commonly found in the region. Protected by a rough, stone shell, as they climb about the mountains they look almost like crawling boulders. Though it's commonly believed that they eat stone to obtain their protective shells, their natural habits are largely unknown since anyone who finds themselves passing through a Krag's territory will quickly be sent away. Like pebble bugs, Krag are capable of tucking themselves into a sphere and will use this to either escape predators, or chase away intruders. Hearing the screech of a Krag often means an impending rock slide, and anyone wise enough will turn back the way they came.
Ice Elementals- Seen only during the harsh winters of the mountains, where these hulking beasts come from remains a mystery. Their bodies made entirely of ice, they wander aimlessly with no need for food, water, or rest. Often found deeper in the mountains, seeing one is considered a good omen for surviving the winter by many Cherinok tribes.
Dragons- Though all there is to go on is the occasional sighting or story, it is commonly accepted that there is at least one dragon living somewhere in the heart of the mountain range. Said to block out the sun with it’s wings, and with breath hot enough to melt stone, it is a legend both feared and revered by the Cherinok tribes.
Torok Nor- Though travelling the Cherinok Mountains is inherently dangerous, one rule stands above all others for many Cherinok peoples; never travel alone. While common sense would dictate such a rule, the true reason behind it is much more sinister. A creature known as Torok Nor is said to stalk the valleys and canyons between the mountains, brutally slaughtering any poor traveler it should encounter. It always leaves the bodies, impaling them on jagged rocks, or ripping them to pieces and making a blood soaked example of anyone unfortunate enough to be found on their own.
Muskox- The primary prey animal for most of the region’s large predators, and the Cherinok peoples, these massive beasts can grow to be up to 9 feet tall at the shoulder. Covered in thick, brown, wooly fur, and armed with dangerously sharp horns, herds of up to 20 individuals wander between the mountain valleys in search of grasses and shrubs to eat. During the harsh winters when their food source becomes buried by snow, they migrate South towards the Eastern Plains to wait out the coldest months. Their predators follow, and for the city of Tour de Rouge the arrival of the muskox means the beginning of monster hunting season.
Rompers- About 7 feet tall at the shoulder when on all fours, rompers are bulky and powerful beasts that are named for the way they brutally toy with anything they hunt. Though their sharp, forward facing tusks and large, tooth filled mouths seem plenty capable of bringing swift death, a romper will charge down it’s prey and knock them to the ground over and over again until it’s been beaten into submission. Apart from their size, rompers also possess thick claws on their wide, three toed paws which are not only used for hunting, but also scaling the rocky cliff sides where they inhabit caves. To blend in with their environment, rompers have a white winter coat, and grey summer coat which helps them to get within striking distance of their prey.
River Wolves- Swift flowing in many places and icy cold most of the year, the stretches of the Horizon River that wrap around Mount Helva are stalked by an unusual but fearsome predator. Adapted to spending long periods of time beneath the surface of the water, their skin is thick and blubbery with smooth, dark coloured, oily hair to waterproof them. About 6 feet long from snout to tail they hunt in packs of 4-6, and though they can hunt on land will prefer to wait for their prey to come to them via the river. Their large, paddle like tails can propel them quickly downstream, allowing them to rush in and surprise anything that gets caught near the riverbank too long.
Bandit Hawks- Bandit hawks come in two varieties; the lesser, and the greater bandit hawk. Lesser bandit hawks have a meter long wingspan and prey on anything they think they can including foxes, hares, wolves, and people. If impressed upon when young they can be trained as some Cherinoken have done, but this has only ever been seen with lesser hawks. Greater bandit hawk nests have never been found and they normally reside deeper in the mountains, which many mountain tribes are grateful for since they can grow to have a wingspan of over five meters. Their name stems from their tendency to hunt at night, dive bombing their prey and slamming it into the ground before hauling it away. Though the patterns of their plumage seem to be unique, most are white or cream coloured with brown or black markings along their wings and heads.
Krag- Seldom seen and highly territorial, Krag are large, six legged, insect like rock creatures similar in appearance to the pebble bugs commonly found in the region. Protected by a rough, stone shell, as they climb about the mountains they look almost like crawling boulders. Though it's commonly believed that they eat stone to obtain their protective shells, their natural habits are largely unknown since anyone who finds themselves passing through a Krag's territory will quickly be sent away. Like pebble bugs, Krag are capable of tucking themselves into a sphere and will use this to either escape predators, or chase away intruders. Hearing the screech of a Krag often means an impending rock slide, and anyone wise enough will turn back the way they came.
Ice Elementals- Seen only during the harsh winters of the mountains, where these hulking beasts come from remains a mystery. Their bodies made entirely of ice, they wander aimlessly with no need for food, water, or rest. Often found deeper in the mountains, seeing one is considered a good omen for surviving the winter by many Cherinok tribes.
Dragons- Though all there is to go on is the occasional sighting or story, it is commonly accepted that there is at least one dragon living somewhere in the heart of the mountain range. Said to block out the sun with it’s wings, and with breath hot enough to melt stone, it is a legend both feared and revered by the Cherinok tribes.
Torok Nor- Though travelling the Cherinok Mountains is inherently dangerous, one rule stands above all others for many Cherinok peoples; never travel alone. While common sense would dictate such a rule, the true reason behind it is much more sinister. A creature known as Torok Nor is said to stalk the valleys and canyons between the mountains, brutally slaughtering any poor traveler it should encounter. It always leaves the bodies, impaling them on jagged rocks, or ripping them to pieces and making a blood soaked example of anyone unfortunate enough to be found on their own.
Knoll Rotter- Often found in both the Eastern and Western plains, these large and powerful creatures are ambush predators, waiting until prey walks by before pouncing onto it from behind. Variable in size and shape, the one thing consistent with all Rotters is their pliable, camouflaged skin which will often be well suited to the surrounding terrain and its vegetation. They can flatten their bodies to appear as a small rise on the side or top of a hill, and push themselves up with pseudopod like legs in order to rush at their targets in an attempt to knock them unconscious. If they succeed their victims are suffocated and dragged somewhere to rot beneath the once again flattened out creature. Piles of dirty armour and bones indicate previous or active hunting grounds.
Trolls- Humanoid, but much rougher in their anatomy, Trollish tribes are few and far between but still thriving. Their skin is rough and grey like stone, and most grow to be bulky with thick limbs and heavy bodies. Their three fingered hands are meaty and brutish, and their feet only poses two toes making their footprints easy to identify. Most are considered to be quite ugly; with large, bulging noses, horrendous underbites, prominent brows, and beady eyes, all topped off with a head of wild and unkempt hair.
Though it wasn't long ago that trolls were no better than mere savages, general exposure to other races and their cultures has resulted in a mimicry of society in many trollish tribes. Their language has grown more complex, they’ve begun to further dress and armour themselves, and some tribes have even gone as far as learning other languages. What trolls lack in brain power they more than make up for in raw strength, the average troll growing to about 7 or 8 feet when standing upright, with most of their weight being lean and durable muscle. The ultimate omnivores, trolls can and will eat literally anything often with little or no consequences to their health besides occasional malnutrition.
Symbiobs- Found wherever there are fauna, Symbiobs are a race of diminutive and scarcely seen creatures that are normally only uncovered when their host animal is attacked. Ranging from half a foot to three feet in height, most Symbiobs somewhat resemble a cross between primate and weasel. Short hind legs oddly support their slender and hunched bodies, aided by their longer and more capable forelimbs which hang towards the ground. Their heads distinguished from the body by the slight rise of their skull, their faces often resemble that of a weasel or rodent with larger mouths and more set forward eyes. Their bodies are almost entirely covered in fur with a large amount of shag covering the back, it's colour and texture dependent on an individual’s host.
Symbiobs live their lives by forming a relationship with another animal or creature, benefiting the animal with their intelligence and capabilities in crafting hunting tools. Initially most bonds are formed through a mutual need for food, though overtime as the symbiob begins to take on its host's fur colourings the bond becomes deeper and many symbiobs will grow emotionally attached to their host. How often the animal feels the same way is debatable, though they care enough to allow their symbiob to cling to their backside and blend with their fur unless otherwise doing anything. Like this symbiobs disguise themselves, silently pulling the reins on their mount with the only indication of their presence being a hunch of fur and another set of hard to see eyes on the animals back.
Fae- Elusive, secretive, and protective of their homes, the Fae are an enigma that are more legend than truth. Closely tied to nature; the spirits of the trees, flowers, and grasses are often personified as fae beings that live in obscurity, away from civilization. From mischievous sprites to powerful dryads, little is known about their kind other than what is passed on through stories and myths. Simple things that can’t be explained are often blamed on ‘fairies’, such as missing socks or unusual bad luck.
Zombies/Ghouls- The deceased do not always stay so around the isles, and in the Hollow Forest more than anywhere else the undead have been known to lurk. In most settlements measures are often taken to prevent corpses from returning from the grave, especially in the South where latent, necrotic magic frequently raises the dead. Not every corpse can be burnt, beheaded, or locked away though, and seemingly at random some will rise to walk again. Shambling and only ever a real threat in large groups, zombies are treated more like a nuisance than a danger. Ghouls by comparison are much faster and more dangerous, but also much rarer which many swamp dwellers are thankful for.
Vampires- Be it a curse, or some kind of disease, Vampirism is an infrequent but still prevalent issue for the Isles. Those infected with vampirism in life will begin to fall ill, death looming over them as symptoms of their condition begin to show. If allowed to die, and left undisturbed, the deceased will return as a blood sucking ghoul. Savage and mindless at first, they attack anything on sight in a blind, hunger induced rage. After their first meal, and once the shock of resurrection passes most regain their memories and mannerisms, but are then cursed with a life that is sustained by draining the vitality from others.
Spirits- Spirits in all their forms are considerably common, the lingering and fragmented essence of a soul left to fester in the world of the living. Each spirit is different, and often who they were in life heavily influences how they act in death. Their minds often incomplete however, as time goes on they may slowly lose themselves if left in isolation. Spirits that are powerful enough to cling to their afterlife for too long eventually become wraiths, faceless monsters that can’t remember what they once were.
Slobbers- A horridly vile parasitic worm, in its adult stage they can grow to be up to two feet long. The worm itself is slim, dark in colour, and smooth all across its body, a slight glint of green shining off its mucus covered form. Wickedly fast and very hard to catch, they often hide out in murky, still water within the Hollow Forest. They will attack anything they can by attempting to force entry into the body via any large enough orifice. Once inside the worm begins to secrete an acidic sludge which breaks down the body and allows it to travel towards the host's brain whilst eating them from the inside out. The process doesn't kill the host, but rather the worm takes over it's still living body. Now in control, the previously befouled digestive tracts begin to produce the same acidic mucus they were damaged with, the green fluid leaking from the infected’s mouth and giving the worm its name. In whatever host it can get a hold of, the worm will try to attack other potential hosts, and if it succeeds in finding a new one it takes the old corpse to the bog it came from to serve as food for a new clutch of eggs.
Golems- A term that encompasses any artificially created being, golems are commonly built to perform and carry out any task given to them by whomever put them together. Common around the Isles, their unnatural strength and ability to be quite practically programmed make them excellent guards or workers so long as a task is not too complex. While most prefer to use some sort of binding rune to keep their golems obedient, and more like a tool, if left unbound it isn't uncommon for a golem to develop a personality which reflects their surroundings. Whatever values are imprinted upon it tend to stay with a golem until the day it falls apart.
Trolls- Humanoid, but much rougher in their anatomy, Trollish tribes are few and far between but still thriving. Their skin is rough and grey like stone, and most grow to be bulky with thick limbs and heavy bodies. Their three fingered hands are meaty and brutish, and their feet only poses two toes making their footprints easy to identify. Most are considered to be quite ugly; with large, bulging noses, horrendous underbites, prominent brows, and beady eyes, all topped off with a head of wild and unkempt hair.
Though it wasn't long ago that trolls were no better than mere savages, general exposure to other races and their cultures has resulted in a mimicry of society in many trollish tribes. Their language has grown more complex, they’ve begun to further dress and armour themselves, and some tribes have even gone as far as learning other languages. What trolls lack in brain power they more than make up for in raw strength, the average troll growing to about 7 or 8 feet when standing upright, with most of their weight being lean and durable muscle. The ultimate omnivores, trolls can and will eat literally anything often with little or no consequences to their health besides occasional malnutrition.
Symbiobs- Found wherever there are fauna, Symbiobs are a race of diminutive and scarcely seen creatures that are normally only uncovered when their host animal is attacked. Ranging from half a foot to three feet in height, most Symbiobs somewhat resemble a cross between primate and weasel. Short hind legs oddly support their slender and hunched bodies, aided by their longer and more capable forelimbs which hang towards the ground. Their heads distinguished from the body by the slight rise of their skull, their faces often resemble that of a weasel or rodent with larger mouths and more set forward eyes. Their bodies are almost entirely covered in fur with a large amount of shag covering the back, it's colour and texture dependent on an individual’s host.
Symbiobs live their lives by forming a relationship with another animal or creature, benefiting the animal with their intelligence and capabilities in crafting hunting tools. Initially most bonds are formed through a mutual need for food, though overtime as the symbiob begins to take on its host's fur colourings the bond becomes deeper and many symbiobs will grow emotionally attached to their host. How often the animal feels the same way is debatable, though they care enough to allow their symbiob to cling to their backside and blend with their fur unless otherwise doing anything. Like this symbiobs disguise themselves, silently pulling the reins on their mount with the only indication of their presence being a hunch of fur and another set of hard to see eyes on the animals back.
Fae- Elusive, secretive, and protective of their homes, the Fae are an enigma that are more legend than truth. Closely tied to nature; the spirits of the trees, flowers, and grasses are often personified as fae beings that live in obscurity, away from civilization. From mischievous sprites to powerful dryads, little is known about their kind other than what is passed on through stories and myths. Simple things that can’t be explained are often blamed on ‘fairies’, such as missing socks or unusual bad luck.
Zombies/Ghouls- The deceased do not always stay so around the isles, and in the Hollow Forest more than anywhere else the undead have been known to lurk. In most settlements measures are often taken to prevent corpses from returning from the grave, especially in the South where latent, necrotic magic frequently raises the dead. Not every corpse can be burnt, beheaded, or locked away though, and seemingly at random some will rise to walk again. Shambling and only ever a real threat in large groups, zombies are treated more like a nuisance than a danger. Ghouls by comparison are much faster and more dangerous, but also much rarer which many swamp dwellers are thankful for.
Vampires- Be it a curse, or some kind of disease, Vampirism is an infrequent but still prevalent issue for the Isles. Those infected with vampirism in life will begin to fall ill, death looming over them as symptoms of their condition begin to show. If allowed to die, and left undisturbed, the deceased will return as a blood sucking ghoul. Savage and mindless at first, they attack anything on sight in a blind, hunger induced rage. After their first meal, and once the shock of resurrection passes most regain their memories and mannerisms, but are then cursed with a life that is sustained by draining the vitality from others.
Spirits- Spirits in all their forms are considerably common, the lingering and fragmented essence of a soul left to fester in the world of the living. Each spirit is different, and often who they were in life heavily influences how they act in death. Their minds often incomplete however, as time goes on they may slowly lose themselves if left in isolation. Spirits that are powerful enough to cling to their afterlife for too long eventually become wraiths, faceless monsters that can’t remember what they once were.
Slobbers- A horridly vile parasitic worm, in its adult stage they can grow to be up to two feet long. The worm itself is slim, dark in colour, and smooth all across its body, a slight glint of green shining off its mucus covered form. Wickedly fast and very hard to catch, they often hide out in murky, still water within the Hollow Forest. They will attack anything they can by attempting to force entry into the body via any large enough orifice. Once inside the worm begins to secrete an acidic sludge which breaks down the body and allows it to travel towards the host's brain whilst eating them from the inside out. The process doesn't kill the host, but rather the worm takes over it's still living body. Now in control, the previously befouled digestive tracts begin to produce the same acidic mucus they were damaged with, the green fluid leaking from the infected’s mouth and giving the worm its name. In whatever host it can get a hold of, the worm will try to attack other potential hosts, and if it succeeds in finding a new one it takes the old corpse to the bog it came from to serve as food for a new clutch of eggs.
Golems- A term that encompasses any artificially created being, golems are commonly built to perform and carry out any task given to them by whomever put them together. Common around the Isles, their unnatural strength and ability to be quite practically programmed make them excellent guards or workers so long as a task is not too complex. While most prefer to use some sort of binding rune to keep their golems obedient, and more like a tool, if left unbound it isn't uncommon for a golem to develop a personality which reflects their surroundings. Whatever values are imprinted upon it tend to stay with a golem until the day it falls apart.
Nethergate
Crows- Though many species of wildlife now reside within the sanctuary provided by the Forest of Thorns, one species has adapted and flourished in the charred forests of the wastes. On average about twice as large as regular crows, a diet of demon remains has affected them in unusual ways. They seem more intelligent, their talons are more wicked, and like black clouds of malice they flock about the wastes in search of the remains that demon hunters leave behind.
Demons- A race as inconsistent as the nightmares they induce, ‘demon’ is a general term for any creature hailing from the realm of flame and hate known as The Forno. Cunning, vile, horrid, ingenious, soulless, charming, evil, vicious, cruel, playful, maddening, and even generous are all words that can be used to describe a demon. While exactly how many different species of demon exist is fully up to debate, generally a native of the Forno can be grouped under one of three names.
Demons- A race as inconsistent as the nightmares they induce, ‘demon’ is a general term for any creature hailing from the realm of flame and hate known as The Forno. Cunning, vile, horrid, ingenious, soulless, charming, evil, vicious, cruel, playful, maddening, and even generous are all words that can be used to describe a demon. While exactly how many different species of demon exist is fully up to debate, generally a native of the Forno can be grouped under one of three names.
Imps are lesser demons and for the most part are harmless. While many are physically quite small, an imp is classified by it's strength and power rather than it's size. The advantage to being small is it allows one to be inconspicuous, and most imps are capable of cloaking or disguising themselves in some way. Imps can be fairly intelligent, and some are even capable of speech, but most are impulsive little sprites that like to cause mischief whenever the chance presents itself.
Imps rarely show their true forms, many opting to disguise themselves as insects or vermin as both are plentiful and easy to hide out with. Often their true bodies are made from flame or shadow, and they can alter their size at will by stretching and condensing their energies. Though their bodies are not wholly physical they still require food, and are opportunists that will scavenge or hunt whatever they can. Those that are strong enough to make it out in the wastes often disguise themselves as crows, swarming with the local murders to feed on carrion.
Imps rarely show their true forms, many opting to disguise themselves as insects or vermin as both are plentiful and easy to hide out with. Often their true bodies are made from flame or shadow, and they can alter their size at will by stretching and condensing their energies. Though their bodies are not wholly physical they still require food, and are opportunists that will scavenge or hunt whatever they can. Those that are strong enough to make it out in the wastes often disguise themselves as crows, swarming with the local murders to feed on carrion.
Bellua are much larger and more powerful than imps, but also much more animalistic in nature and often considered to be more akin to beasts than other demons. Also unlike other demons, Bellua are often incapable of any sort of illusion magic, relying purely on their adaptations as hunters to best prey. Prey of course is anything smaller or weaker than an individual Bellua, and most are at least twice as large as the average person. Bellua hides, teeth, spines, horns, and anything else worth cutting off are what makes them valuable to demon hunters, so the more dangerous a demon, the more valuable it is.
Even though Bellua are often incapable of disguising themselves this has not made them easier to categorize. The shape, size, number of teeth, eyes, limbs, and everything else all seem inconsistent to the point where it’s possible that each demon may be unique. How demons reproduce is a rarely explored topic, but their behaviours and general appearance can be used to loosely organize Bellua into ‘Family Groups’. While each group always has mutations and exceptions, certain traits often remain consistent between members of a certain family.
Even though Bellua are often incapable of disguising themselves this has not made them easier to categorize. The shape, size, number of teeth, eyes, limbs, and everything else all seem inconsistent to the point where it’s possible that each demon may be unique. How demons reproduce is a rarely explored topic, but their behaviours and general appearance can be used to loosely organize Bellua into ‘Family Groups’. While each group always has mutations and exceptions, certain traits often remain consistent between members of a certain family.
Ursin demons are classified by their large, bulky bodies, and thick hides. Often seen as apex predators among other Bellua; Ursin are normally quadrupedal, fast, and very aggressive despite how many demons of this lineage lack eyes. Their lack of sight often goes hand in hand with their lack of intelligence, most seeming to act purely on instinct which can make them predictable in the right situations.
Chittus demons are classified by being exoskeletal, many producing some sort of chitinous material to protect their soft bodies. The most widely varied of the Bellua families, they seem to occupy every possible niche as both predator and prey in an impressive variety of shapes and sizes. Though many act as wildly as most Bellua, Chittus demons can grow to become fairly cunning and intelligent. Setting traps, hunting in groups, mimicking speech, and using tools are all behaviours that have been observed by hunters.
Dracon demons are classified by their scales, and somewhat reptilian appearances. Most are smaller than the average person, and are frequently on the lower end of the food chain which has led to some impressive survival adaptations. Many Dracon are incredibly agile, and are often venomous, covered in spines, or both.
Kyte demon is a term used to describe any Bellua capable of sustained flight. While certain smaller varieties of Chittus and Dracon demons have evolved the power of flight, true Kyte demons can grow as large as some Ursin with predatory tendencies to match. Some achieve flight with wings, others use gas bladders, and some it still isn’t understood how they fly, but they do. More commonly seen further out in the wastes, dark shapes can be seen returning to and leaving the skies around No Man’s Spire suggesting many Kyte demon roost there.
The third class of demon are self referred to as Djinn, and are the most intelligent of demon kind. Often adept at using many forms of magic, Djinn are powerful and cunning beings who manage to blend with society through illusions and deception. Most are so adept at these skills that it’s rare a Djinn ever reveals it’s true form, and because of this nobody can be sure what they truly look like or how many of them are in the city. Though the constructs of their own society are complex and largely unknown, Djinn are social creatures and many do take genuine interest in the culture Nethren Port has to offer. Unlike most other demons, Djinn are not inherently bad, though almost all are driven by their id and a base desire for pleasure which makes most amoral at best.
Most Djinn disguise themselves as human, and blend into the city of Nethren Port with relative ease allowing them to go about whatever they wish to pursue. Many visit the city for pleasure purposes; mostly food, drink, music, and stories. Some are known to conduct business within the city, exchanging ‘favours for favours’ as they often put it. Regardless of a Djinns reason for visiting the city most keep a low profile whenever they can, and only a handful of Djinn have bothered to make themselves known among mortals.
Most Djinn disguise themselves as human, and blend into the city of Nethren Port with relative ease allowing them to go about whatever they wish to pursue. Many visit the city for pleasure purposes; mostly food, drink, music, and stories. Some are known to conduct business within the city, exchanging ‘favours for favours’ as they often put it. Regardless of a Djinns reason for visiting the city most keep a low profile whenever they can, and only a handful of Djinn have bothered to make themselves known among mortals.
While most Djinn that conduct business in the city are discrete, and fairly picky about who they deal with, Lerth’cha has made it apparent that he enjoys doing business with anyone. A name well known but seldom spoken, it’s said that the Demon of Deals lurks behind every reflection, waiting for any man who no longer wants to recognize himself. To summon Lerth’cha all one need do is stare at their reflection while alone, and chant the Djinns name six times.
Commonly appearing as a plain looking man in a tattered suit, the demon deals quickly and deliberately to deliver whatever boon has been requested. Only after the deed is done will he decide what he wants from whomever summoned him, and what that is depends on what was asked and the demon’s mood. To deal with Lerth’cha is a gamble in the truest sense, and is generally frowned upon by most people in Nethren Port. Even other Djinn don’t seem fond of Lerth’cha, most using the insult ‘Overgrown Imp’ when describing him.
Commonly appearing as a plain looking man in a tattered suit, the demon deals quickly and deliberately to deliver whatever boon has been requested. Only after the deed is done will he decide what he wants from whomever summoned him, and what that is depends on what was asked and the demon’s mood. To deal with Lerth’cha is a gamble in the truest sense, and is generally frowned upon by most people in Nethren Port. Even other Djinn don’t seem fond of Lerth’cha, most using the insult ‘Overgrown Imp’ when describing him.
One of many reasons that few hunters go out as far as No Man’s Land is because of a powerful being sometimes called The Forno’s Edge. Though few that encounter this demon ever live to tell about it, a few things are known about this assumed Djinn. It’s intelligent, incredibly fast, and often seen as the vague shape of a man formed from a twisting complex of intertwining, snake like blades. Bands of silver, and ashy grey metal weave around each other in shifting and uneven patterns, it’s insides hollow and filled with pulsing flames. It’s eyes are the only openings on its shell, two jagged and empty pits that offer a glimpse to it’s molten core.
Old legends speak of ‘The Wielder of Twinweave’, a claim that there was once a being that held the demon under its power in the form of a sword. Without anyone strong enough to claim it, it wanders along the edge of where the earth dies, and stains red. Tirelessly it patrols this border, and anyone it catches is met with the agonizing fate of being eviscerated by a twisting mass of surging blades.
Old legends speak of ‘The Wielder of Twinweave’, a claim that there was once a being that held the demon under its power in the form of a sword. Without anyone strong enough to claim it, it wanders along the edge of where the earth dies, and stains red. Tirelessly it patrols this border, and anyone it catches is met with the agonizing fate of being eviscerated by a twisting mass of surging blades.
Always disguised as something or someone else, this rogue Djinn constantly pursues, tricks, traps, and slaughters entire hunting parties that are unfortunate enough to ever cross paths with it. A master of illusion magic and the last remaining member of a Djinn clan that hunted demon hunters, it preaches it’s cause and is only ever seen out in the wastes. Whether it ever visits the city is impossible to know, especially with the amount of murder that happens on a near daily basis, but it seems to respect its prey enough to be sportsmanlike to some degree.
Able to appear as quite possibly anything, the extent of its power is unknown. It may appear as objects or simple traps that when set off punish anyone foolish enough to not leave them alone. It often pretends to be toothy Bellua to lure hunters to their dooms. And sometimes, it takes the place of a trusted friend, meaning for most hunters there are no friends out in the wastes.
Able to appear as quite possibly anything, the extent of its power is unknown. It may appear as objects or simple traps that when set off punish anyone foolish enough to not leave them alone. It often pretends to be toothy Bellua to lure hunters to their dooms. And sometimes, it takes the place of a trusted friend, meaning for most hunters there are no friends out in the wastes.
Rumors of what lies as far as No Man’s Crown are plentiful, and many of them are likely to be false. Claims of what hides so far out come and go, but over the years a few have resurfaced time and time again. Whispers speak of an obsidian tower, the entrance to an underground fortress at the base of No Man’s Crown. Quieter whispers speak of an ashen skinned Djinn that lives within, meddling with dark and horrific things not meant for man, or maybe even Djinn.
Bellua that dwell near the tower’s domain are said to be altered, and unique from others of their kind. They’re smarter, and many are outfitted with augmented limbs and armour fashioned from ash grey metal covered in runes that bleed molten light. Many speculate these beasts to be the work of the seldom seen ashen man, as they protect the region just South of the Crown with diligence and brutality. Those that return never return the same, disturbed and scarred by whatever horrors they’d escaped.
Bellua that dwell near the tower’s domain are said to be altered, and unique from others of their kind. They’re smarter, and many are outfitted with augmented limbs and armour fashioned from ash grey metal covered in runes that bleed molten light. Many speculate these beasts to be the work of the seldom seen ashen man, as they protect the region just South of the Crown with diligence and brutality. Those that return never return the same, disturbed and scarred by whatever horrors they’d escaped.
Trolls- Native to the island from before the cataclysm, the trolls on Nethergate Island have adapted their way of life to better suit the environment. Though they live in camps around and in the forest, they frequently venture out to either hunt demons or trade with demon hunters. The trolls themselves make excellent demon hunters, able to go after much larger Bellua than most hunting parties. Trading what they don't need, the trolls craft themselves armour, weapons, and even use the demons as a source of food.
Compared to others of their kind, the trolls of Nethergate are on average a few feet taller, though a lack of extra bulk gives them a much leaner appearance. Their teeth have adapted to become sharper as well, and though troll hide is already very tough Nethergate trolls have begun to develop armoured calluses that are visible as rough lumps on the skin.
The Thorny Man- A well respected legend for the people of Nethren Port, the Thorny Man is a baleful and dangerous spirit that guards the Forest of Thorns from harm. Though the spirit itself is feared, it is believed that his favour brings good luck and protection against demons just like it has protected his forest for many years. The forest itself creates a choke point for the spread of the Forno, and some demon hunters try to ask for favour here before a hunt in whatever crazy way they can conceive.
In Nethren Port people who are superstitious will often hang dried bramble vines in their windows to help ward off demons, and his likeness can be seen occasionally in trinkets or armour. Few have ever actually seen the spirit, but in all it’s renditions the mask it wears is the same; a jagged smile filled with pointed teeth, and a single eye hole carved into the left half.
Compared to others of their kind, the trolls of Nethergate are on average a few feet taller, though a lack of extra bulk gives them a much leaner appearance. Their teeth have adapted to become sharper as well, and though troll hide is already very tough Nethergate trolls have begun to develop armoured calluses that are visible as rough lumps on the skin.
The Thorny Man- A well respected legend for the people of Nethren Port, the Thorny Man is a baleful and dangerous spirit that guards the Forest of Thorns from harm. Though the spirit itself is feared, it is believed that his favour brings good luck and protection against demons just like it has protected his forest for many years. The forest itself creates a choke point for the spread of the Forno, and some demon hunters try to ask for favour here before a hunt in whatever crazy way they can conceive.
In Nethren Port people who are superstitious will often hang dried bramble vines in their windows to help ward off demons, and his likeness can be seen occasionally in trinkets or armour. Few have ever actually seen the spirit, but in all it’s renditions the mask it wears is the same; a jagged smile filled with pointed teeth, and a single eye hole carved into the left half.
The Foji
Youkai- Spirits formed from the latent, untapped magic that permeates the entire land of Foji. Very few end up with much similarity, with recorded instances of bizarre animals, possessed items, lingering ghosts and large monsters. Their alignment varies, with some youkai being mischievous or murderous while others are considered to be beneficial to the humans they grace their presence with. As such, there is not a widespread effort to exterminate them among the people of Foji, though some are wise to consult a priest to purify their home after a string of particularly strange occurrences.
Magic- Magic flows through everything, but the ability to call upon and control it is only found in a small fraction of most populations. These individuals manifest power in one way or another, often calling upon one specific force or element to control. Through years of training, those with magical aptitude can learn fantastical spells and abilities to further manipulate that which they control. Without training one's magical strength can still manifest, but it won't be nearly as useful this way.
Runes- Used to create golems, enchant weapons, empower armour, and act as components to useful tools, runes are very specific etchings that can allow regular objects to channel magic. Though simple runes can be drawn by anyone with a steady hand, some magic is needed to activate more complex tomes. When drawn by hand runes can still function, but true runes are carved into whatever you wish to enchant; be it stone, metal, or flesh. Knowing how to carve runes is a somewhat specialized trade, and is most common in Nethren Port where weapons and armour are regularly enchanted. Though there are many different methods, the most common form used to enchant is by first carving the runes, then weaving magic through them to kickstart the flow of energy.
Magitek- Magic and technology have a strange relationship; one breaks the laws of reality while the other works with them. When the two are used in such close proximity to each other, the two sources of power amplify one another often with violent and destructive results. While scholars work to find a way to combine the two harmoniously, the explosive nature of current magitek hasn't been squandered- often used to make weapons by those who would need such dangerous things.
Runes- Used to create golems, enchant weapons, empower armour, and act as components to useful tools, runes are very specific etchings that can allow regular objects to channel magic. Though simple runes can be drawn by anyone with a steady hand, some magic is needed to activate more complex tomes. When drawn by hand runes can still function, but true runes are carved into whatever you wish to enchant; be it stone, metal, or flesh. Knowing how to carve runes is a somewhat specialized trade, and is most common in Nethren Port where weapons and armour are regularly enchanted. Though there are many different methods, the most common form used to enchant is by first carving the runes, then weaving magic through them to kickstart the flow of energy.
Magitek- Magic and technology have a strange relationship; one breaks the laws of reality while the other works with them. When the two are used in such close proximity to each other, the two sources of power amplify one another often with violent and destructive results. While scholars work to find a way to combine the two harmoniously, the explosive nature of current magitek hasn't been squandered- often used to make weapons by those who would need such dangerous things.
Factions
The Choir
A relatively new faction; being formed from various soldiers some forty years ago by the two warriors Aegea and Orion, and gaining a name for themselves once they conquered both Ville de la Saumure and it’s governing capitol, Tour de Rouge, twenty five years ago. Aegea and Orion have done much to advance the country, pursuing an understanding of both magic and technology as The Choir attempts to unite the island under it’s banner, having since integrated the neighboring nation of the Twilight Fields and currently waging war against Loyalitat. Their armies are respected and feared for their prowess, though their relatively young age and aggressive expansionism has gained them a reputation as upstarts amongst those with a safe distance from them. Though Orion has exiled himself decades ago, The Choir has gone through a worrying loss in stability with Aegea’s recent assassination by an unknown group, with her former Lieutenant, Blanc Noir, serving to fill the power vacuum.
Tour de Rouge
A city built at the base of the mountains, and walled off to protect against monsters, Tour de Rouge's cobblestone streets are lined with tall and imposing stone buildings made from the same rock as the terrain. Twisted, black iron, and carvings in the bricks decorate the streets and homes of the stone city, depictions of gargoyles and other stone monsters often seen watching from above. Towering over everything though regardless of where you are, in the center of the city stands the giant cathedral it was named for. The cathedrals tower can be seen from practically anywhere in the city, a titanic monument of stone, iron, and glass.
Before The Choir took power, the nation of Tour de Rouge had already boasted a rich history and culture as both inventors and hunters. Once plagued by gargoyles, beasts, and other monsters, the people of the land decided that gathering together to hunt their foes was a far superior course of action to cowering in fear. Adolescents are taught to craft their own beast-hunting weapons from scratch by the elders, while killing a beast with a weapon that one has created themselves is considered a rite of passage. Dueling against a hunter’s unconventional weaponry and fighting style is an extreme challenge, though this same pride in individuality has led to a poor military record before The Choir’s reforms. While most of the old threats have long since been hunted to extinction, during the winter months herds of muskox will leave the mountains and their predators will follow. Rompers, River Wolves, and Greater Bandit Hawks all come down out of the mountains during the coldest few months of the year, and they provide a relished chance to relive the old traditions of the hunt.
Ville de la Saumure
A smaller city Southeast of Tour de Rouge, it's architecture takes inspiration from the Gothic style of it's governing capital, with some artistic influence from the east. A fishing village with a sizable port, the two cities had a strong symbiotic relationship even before the Choir. Trade ships come and go, boats from the Foji a common sight as the two cultures mingle in the parts of the city closer to the water. Off in the distance from above the buildings, Tour de Rouge's tower can still be seen in most parts of the city, it's own cathedral much less extravagant.
Twilight Fields
A collection of closely built districts and towns sharing the land between two forks of the same river, farming communities dot the countryside, leading into larger villages and cities, all built around the towering fortress of the Order of the Crescent Sun. While many of the surrounding districts use lumber from the south for their homes, the Crescent Sun's tower is made from smooth, white and black stone.
Formerly an independent faction that sat to the east of the Horizon River, they elected to surrender and peacefully integrate into The Choir. Their people make good use of magic, with weather-controlling and earth magic being used to produce bountiful harvests, and golems being created in large numbers to defend the lands. Though there is a formal system of government, their influence pales in comparison to that of The Order of the Crescent Sun, a group of mages that uses magic channeling the energies of the sun, moon, and stars to hunt demons.
A relatively new faction; being formed from various soldiers some forty years ago by the two warriors Aegea and Orion, and gaining a name for themselves once they conquered both Ville de la Saumure and it’s governing capitol, Tour de Rouge, twenty five years ago. Aegea and Orion have done much to advance the country, pursuing an understanding of both magic and technology as The Choir attempts to unite the island under it’s banner, having since integrated the neighboring nation of the Twilight Fields and currently waging war against Loyalitat. Their armies are respected and feared for their prowess, though their relatively young age and aggressive expansionism has gained them a reputation as upstarts amongst those with a safe distance from them. Though Orion has exiled himself decades ago, The Choir has gone through a worrying loss in stability with Aegea’s recent assassination by an unknown group, with her former Lieutenant, Blanc Noir, serving to fill the power vacuum.
Tour de Rouge
A city built at the base of the mountains, and walled off to protect against monsters, Tour de Rouge's cobblestone streets are lined with tall and imposing stone buildings made from the same rock as the terrain. Twisted, black iron, and carvings in the bricks decorate the streets and homes of the stone city, depictions of gargoyles and other stone monsters often seen watching from above. Towering over everything though regardless of where you are, in the center of the city stands the giant cathedral it was named for. The cathedrals tower can be seen from practically anywhere in the city, a titanic monument of stone, iron, and glass.
Before The Choir took power, the nation of Tour de Rouge had already boasted a rich history and culture as both inventors and hunters. Once plagued by gargoyles, beasts, and other monsters, the people of the land decided that gathering together to hunt their foes was a far superior course of action to cowering in fear. Adolescents are taught to craft their own beast-hunting weapons from scratch by the elders, while killing a beast with a weapon that one has created themselves is considered a rite of passage. Dueling against a hunter’s unconventional weaponry and fighting style is an extreme challenge, though this same pride in individuality has led to a poor military record before The Choir’s reforms. While most of the old threats have long since been hunted to extinction, during the winter months herds of muskox will leave the mountains and their predators will follow. Rompers, River Wolves, and Greater Bandit Hawks all come down out of the mountains during the coldest few months of the year, and they provide a relished chance to relive the old traditions of the hunt.
Ville de la Saumure
A smaller city Southeast of Tour de Rouge, it's architecture takes inspiration from the Gothic style of it's governing capital, with some artistic influence from the east. A fishing village with a sizable port, the two cities had a strong symbiotic relationship even before the Choir. Trade ships come and go, boats from the Foji a common sight as the two cultures mingle in the parts of the city closer to the water. Off in the distance from above the buildings, Tour de Rouge's tower can still be seen in most parts of the city, it's own cathedral much less extravagant.
Twilight Fields
A collection of closely built districts and towns sharing the land between two forks of the same river, farming communities dot the countryside, leading into larger villages and cities, all built around the towering fortress of the Order of the Crescent Sun. While many of the surrounding districts use lumber from the south for their homes, the Crescent Sun's tower is made from smooth, white and black stone.
Formerly an independent faction that sat to the east of the Horizon River, they elected to surrender and peacefully integrate into The Choir. Their people make good use of magic, with weather-controlling and earth magic being used to produce bountiful harvests, and golems being created in large numbers to defend the lands. Though there is a formal system of government, their influence pales in comparison to that of The Order of the Crescent Sun, a group of mages that uses magic channeling the energies of the sun, moon, and stars to hunt demons.
Loyalitat, The Lake of Reflection, and the Royal Family
A monarchy led by the Falke family since the nation was founded, Loyalitat’s capitol is a great walled city near the coastline, resting at foot of the mountain range that separates the two halves of the continent, with the rest of the country’s borders extending all the way to the Horizon River to the east and the Whispering Wilds to the South. Like the Twilight Fields, The Lake of Reflection (known to them as Reine See) holds a high place in their culture: The dead are given the utmost respect, and Loyalitat’s spiritualists use the shimmering waters in many of their purification rituals in order to sanctify corpses and ensure their eternal rest.
Loyalitat’s people are noted to be fiercely loyal to one another, and the sacrifices that their higher-ranking soldiers have made in pursuit of victory have allowed them to push Choral forces back long enough to burn down the bridge linking the two factions. King Adler’s son, Prince Reiner, went missing shortly after the battle for the bridge concluded, leading to a sense of worry and unease amongst Loyalitat’s nobility. The land outside of Falke is quite rural in comparison to the great walled capitol, with the towns dotting the countryside featuring characteristically grand mausoleums and graves for their sanctified dead. The country’s people have gained a reputation as unnecessarily superstitious, but their sheer dedication to their homeland alone makes them formidable if provoked.
Falke
Apart from the mountain it's built against the walls of Falke are the tallest thing in the city. The massive, stone barriers are filled with watch towers, and layers upon layers of solid walls, built to protect the city from most forms of attack. Inside the walls, wood and stone buildings line the rough paved streets of the city. Colourful banners and decorations line places of gathering such as markets, and churches. Trees stand along the roads here and there, growing in neat rows, and becoming more frequent the closer you get to the residence of the Falke family. Built to be close to the mountain, the colours of the city fly from the highest towers in the city. The castle, while extravagant, is still largely a part of the city as it is well protected by the surrounding fortress.
A monarchy led by the Falke family since the nation was founded, Loyalitat’s capitol is a great walled city near the coastline, resting at foot of the mountain range that separates the two halves of the continent, with the rest of the country’s borders extending all the way to the Horizon River to the east and the Whispering Wilds to the South. Like the Twilight Fields, The Lake of Reflection (known to them as Reine See) holds a high place in their culture: The dead are given the utmost respect, and Loyalitat’s spiritualists use the shimmering waters in many of their purification rituals in order to sanctify corpses and ensure their eternal rest.
Loyalitat’s people are noted to be fiercely loyal to one another, and the sacrifices that their higher-ranking soldiers have made in pursuit of victory have allowed them to push Choral forces back long enough to burn down the bridge linking the two factions. King Adler’s son, Prince Reiner, went missing shortly after the battle for the bridge concluded, leading to a sense of worry and unease amongst Loyalitat’s nobility. The land outside of Falke is quite rural in comparison to the great walled capitol, with the towns dotting the countryside featuring characteristically grand mausoleums and graves for their sanctified dead. The country’s people have gained a reputation as unnecessarily superstitious, but their sheer dedication to their homeland alone makes them formidable if provoked.
Falke
Apart from the mountain it's built against the walls of Falke are the tallest thing in the city. The massive, stone barriers are filled with watch towers, and layers upon layers of solid walls, built to protect the city from most forms of attack. Inside the walls, wood and stone buildings line the rough paved streets of the city. Colourful banners and decorations line places of gathering such as markets, and churches. Trees stand along the roads here and there, growing in neat rows, and becoming more frequent the closer you get to the residence of the Falke family. Built to be close to the mountain, the colours of the city fly from the highest towers in the city. The castle, while extravagant, is still largely a part of the city as it is well protected by the surrounding fortress.
The North, and The Cherinok
When compared to the rolling plains and lush forests of Southern Abbaden, the vast mountain ranges of the North have little to offer in the way of hospitality. The weather can change in an instant, very little vegetation grows, and predators stalk between the mountains in constant search of food. Here, the tribes of the Cherinok roam, living as nomads among the massive stone spires. This choice of lifestyle is based in faith, their ancestors believing the mountain tops would allow them to be close to their deities which dwell beyond the reach of man. Faithful to their homeland and distrustful to most outsiders the Cherinok peoples themselves are ancient, with their ruins and forgotten temples scattered throughout the unforgiving terrain.
The Grand Temple
Carved directly into the face of Mount Helva, Deu Teulum, also known as the Grand Temple, can be seen overlooking the entirety of the southern plains and forests. Ages have passed since its construction, and for centuries a dedicated order of monks and priests have cared for the ancient stone corridors that sink deep into the mountain. The temple houses the accumulated knowledge of the Cherinok peoples and their religion, room after room filled with artifacts and ancient scrolls that have been uncovered over the years. When found, such relics are brought to Deu Teulum to be studied and kept safe, the monks and priests collaborating to try and uncover the history of their people so they may bring that knowledge through to the future.
When compared to the rolling plains and lush forests of Southern Abbaden, the vast mountain ranges of the North have little to offer in the way of hospitality. The weather can change in an instant, very little vegetation grows, and predators stalk between the mountains in constant search of food. Here, the tribes of the Cherinok roam, living as nomads among the massive stone spires. This choice of lifestyle is based in faith, their ancestors believing the mountain tops would allow them to be close to their deities which dwell beyond the reach of man. Faithful to their homeland and distrustful to most outsiders the Cherinok peoples themselves are ancient, with their ruins and forgotten temples scattered throughout the unforgiving terrain.
The Grand Temple
Carved directly into the face of Mount Helva, Deu Teulum, also known as the Grand Temple, can be seen overlooking the entirety of the southern plains and forests. Ages have passed since its construction, and for centuries a dedicated order of monks and priests have cared for the ancient stone corridors that sink deep into the mountain. The temple houses the accumulated knowledge of the Cherinok peoples and their religion, room after room filled with artifacts and ancient scrolls that have been uncovered over the years. When found, such relics are brought to Deu Teulum to be studied and kept safe, the monks and priests collaborating to try and uncover the history of their people so they may bring that knowledge through to the future.
Nethergate Island
Once a tranquil new land dotted with small villages, this island just off the Southeast coast was host to a cataclysmic merging of worlds that left it scarred and corrupted beyond return. Over half the island is now considered uninhabitable, the fabric between dimensions there made weak allowing monstrosities known by many as ‘demons’ to invade and inhabit the forsaken land. What was once lush forests are now endless fields of blackened trunks and shattered earth, with demons lurking in every shadow hunting each other or anyone foolish enough to brave such terrain. Not all of the island belongs to the beasts, though considering the state of how feared the creatures are it may as well.
Nethren Port
The only long standing settlement on the island of Nethergate, the city rests on the northmost point of the island as far from the corruption as geography will allow. A moderately sized city, its buildings are constructed mostly from scavenged ruins of old villages, and the decommissioned ships of those who first chose to settle on the practically barren island. As large as the city itself is the port it was built around, the expansive set up of docks and piers designed to host all sizes of ships. Day after day foreign trade ships come and go, the port constantly buzzing with activity as the locals try to sell the butchered pieces of what had been caught the day before. While the majority of the locals are demon hunters or in some way involved in the business, the remainder of the population consists of criminals, pirates, cutthroats, and anyone looking to avoid most forms of government. This hardly makes the city a safe place to visit, but being the nation's largest trading hub keeps it bustling with merchants, and anyone looking to procure goods native to The Forno.
Cinder
A small, ramshackle settlement near the channel between Abbaden and Nethergate Island. A scaled down Nethren Port at a glance, ships here return to port day by day, stocking the markets with rare ingredients, materials, and relics straight from Nethergate Island. The small city marks itself on the map as a place of gathering for demon hunters before they head off to the island. As such a profession requires high degrees of strength, cunning, or insanity, it has led to the settlement becoming cutthroat in nature, thieves especially being a local concern.
Once a tranquil new land dotted with small villages, this island just off the Southeast coast was host to a cataclysmic merging of worlds that left it scarred and corrupted beyond return. Over half the island is now considered uninhabitable, the fabric between dimensions there made weak allowing monstrosities known by many as ‘demons’ to invade and inhabit the forsaken land. What was once lush forests are now endless fields of blackened trunks and shattered earth, with demons lurking in every shadow hunting each other or anyone foolish enough to brave such terrain. Not all of the island belongs to the beasts, though considering the state of how feared the creatures are it may as well.
Nethren Port
The only long standing settlement on the island of Nethergate, the city rests on the northmost point of the island as far from the corruption as geography will allow. A moderately sized city, its buildings are constructed mostly from scavenged ruins of old villages, and the decommissioned ships of those who first chose to settle on the practically barren island. As large as the city itself is the port it was built around, the expansive set up of docks and piers designed to host all sizes of ships. Day after day foreign trade ships come and go, the port constantly buzzing with activity as the locals try to sell the butchered pieces of what had been caught the day before. While the majority of the locals are demon hunters or in some way involved in the business, the remainder of the population consists of criminals, pirates, cutthroats, and anyone looking to avoid most forms of government. This hardly makes the city a safe place to visit, but being the nation's largest trading hub keeps it bustling with merchants, and anyone looking to procure goods native to The Forno.
Cinder
A small, ramshackle settlement near the channel between Abbaden and Nethergate Island. A scaled down Nethren Port at a glance, ships here return to port day by day, stocking the markets with rare ingredients, materials, and relics straight from Nethergate Island. The small city marks itself on the map as a place of gathering for demon hunters before they head off to the island. As such a profession requires high degrees of strength, cunning, or insanity, it has led to the settlement becoming cutthroat in nature, thieves especially being a local concern.
The Foji
Once fractured by petty squabbling amongst its nobility, Foji’s unification has shifted the focus of its people towards the destabilized world to the west. As an isolated island nation, Foji tends to keep itself as detached as possible from outside politics, though their emperor has lifted many former restrictions on trade despite the general distrust of foreigners. This distrust is mutual, however, and the people of Foji have gained a reputation as untrustworthy merchants and heartless sellswords with respect for nothing but coin. Aegea has historically preferred recruiting wandering and exiled warriors from the island, however, first as soldiers, and then as her personal guard. The use of magic is outlawed in Foji, except for the royal family and the religious clergy. To them, magic is divine, and such things cannot be tainted by the common rabble.
Tobi
Unlike the jagged iron and smooth stone of many buildings on Abbaden, the architecture of the Foji flows with and incorporates the environment. Rolling green hills, and blossoming fruit trees inspire curvy and fluid designs, buildings often leading into one another from street to street. At the center of the city is a lavishly decorated temple, it's grand public gardens filled with exotic plant life for citizens to enjoy. Docks set out onto the lake allow access to the rivers, boats being the quickest way to travel from town to town. Each city on the island belonging to the same faction, they all share similar design motifs with the way they look shaped by the community's specialty.
Once fractured by petty squabbling amongst its nobility, Foji’s unification has shifted the focus of its people towards the destabilized world to the west. As an isolated island nation, Foji tends to keep itself as detached as possible from outside politics, though their emperor has lifted many former restrictions on trade despite the general distrust of foreigners. This distrust is mutual, however, and the people of Foji have gained a reputation as untrustworthy merchants and heartless sellswords with respect for nothing but coin. Aegea has historically preferred recruiting wandering and exiled warriors from the island, however, first as soldiers, and then as her personal guard. The use of magic is outlawed in Foji, except for the royal family and the religious clergy. To them, magic is divine, and such things cannot be tainted by the common rabble.
Tobi
Unlike the jagged iron and smooth stone of many buildings on Abbaden, the architecture of the Foji flows with and incorporates the environment. Rolling green hills, and blossoming fruit trees inspire curvy and fluid designs, buildings often leading into one another from street to street. At the center of the city is a lavishly decorated temple, it's grand public gardens filled with exotic plant life for citizens to enjoy. Docks set out onto the lake allow access to the rivers, boats being the quickest way to travel from town to town. Each city on the island belonging to the same faction, they all share similar design motifs with the way they look shaped by the community's specialty.
Rules
- No Godmodding, powerplaying, etc. All the standard roleplay rules
- Play nice in the OOC. Treat others how you want to be treated.
- This RP is intended to be a group driven one, and as such regular posting is appreciated. We understand everyone has lives, but nobody likes to wait forever.
- When submitting your application send it in a PM including bobert778, and lavulman. This way both of us can easily review and discuss it to accept new members.
- You can have more than one character, but don't bite off more than you can chew. Your characters = your responsibility.
- Your character(s) can die if they make a poor enough decision they can't recover from. Battles can result in long lasting injury, and without proper nourishment, gear, and protection your travels will take a toll. Just remember that it's a dangerous world out there.
- Please ask about anything you'd like to know more on. It can help flesh out the world, and help create better characters.
Applications
Name: Self-explanatory. Can be a name, nickname, and/or title.
Age: Also self-explanatory.
Race: What are you? So long as it's reasonable.
Appearance: Can be submitted as an image in a hider, and/or a detailed written description.
Attire: Clothing, armour, whatever you're wearing described in detail
Bio: A detailed explanation of how your character got to where they are today.
Personality and Aspirations: What's your character like, and what do they want from life?
Inventory: Any weapons, tools, mementos, supplies, or anything else you can think of.
Skills: Anything from specific spells and combat abilities, to known languages, literacy, and crafts. Please add any necessary information if the nature of the skill isn’t initially apparent.
Example 1:
Example 2:
Example 3:
Current Location: There are currently two main campaign stories underway right now, each with it's own group. Just ask and we can give you current locations/suggestions on which to join if you have an idea where you want to start.
See rules for where to submit.
Age: Also self-explanatory.
Race: What are you? So long as it's reasonable.
Appearance: Can be submitted as an image in a hider, and/or a detailed written description.
Attire: Clothing, armour, whatever you're wearing described in detail
Bio: A detailed explanation of how your character got to where they are today.
Personality and Aspirations: What's your character like, and what do they want from life?
Inventory: Any weapons, tools, mementos, supplies, or anything else you can think of.
Skills: Anything from specific spells and combat abilities, to known languages, literacy, and crafts. Please add any necessary information if the nature of the skill isn’t initially apparent.
Example 1:
Example 2:
Example 3:
Current Location: There are currently two main campaign stories underway right now, each with it's own group. Just ask and we can give you current locations/suggestions on which to join if you have an idea where you want to start.
See rules for where to submit.
[u][b]Name:[/b][/u] Self-explanatory. Can be a name, nickname, and/or title.
[u][b]Age:[/b][/u] Also self-explanatory.
[u][b]Race:[/b][/u] What are you? So long as it's reasonable.
[b][u]Appearance:[/u][/b] Can be submitted as an image in a hider, and/or a detailed written description.
[u][b]Attire:[/b][/u] Clothing, armour, whatever you're wearing described in detail
[b][u]Bio:[/u][/b] A detailed explanation of how your character got to where they are today.
[b][u]Personality and Aspirations:[/u][/b] What's your character like, and what do they want from life?
[u][b]Inventory:[/b][/u] Any weapons, tools, mementos, supplies, or anything else you can think of.
[list]
[*]
[*]
[*]
[/list]
[u][b]Skills:[/b][/u] Anything from specific spells and combat abilities, to known languages, literacy, and crafts. Please add any necessary information if the nature of the skill isn’t initially apparent.
[u]Example 1:[/u]
[u]Example 2:[/u]
[u]Example 3:[/u]
[b][u]Current Location:[/u][/b] There are currently two main campaign stories underway right now, each with it's own group. Just ask and we can give you current locations/suggestions on which to join if you have an idea where you want to start.
Accepted Characters