1001st cycle
The wind snaps the sails taunt as the ship continues to dip and rise upon the turbulent sea known as the Sippoin Sea. It was a rough night for the passengers on the Sea Trekker , but not the worst. In the month-and-a-week long journey they have seen worse; however the current storm was still was not too pleasant. In the end the storms will be worth it when they reach the Newland or as the natives call it Tor’tal.
In the ship’s main cabin was a group of travelers from a small port city in the Old Lands playing a card game called Quincy’s Bluff, which involved a lot of staring, the occasional death threat and allegations about cheating from the losers. As the last match came to the end the Elf, who a touch of the brain fever, was known as Nicholas, “But you could just call him Nick” spoke up,
“Wow that was… great, good match, so where is everyone from?” The group sighed collectively due to the fact that “Nick” has continually asked this question to everybody on the ship and he happens to be short minded. So one by one the future heroes began to retell their stories… again, because it was easier than trying to convince him that everybody has already done so.
Races
Human -As shortest living race in the world they didn't receive much respect and were enslaved by the Anubi in the 247th cycle. This has caused some strain on Anubi-Human relations obviously. Many races still treat them with disrespect. The creatures of mud originate from west of the Khmimend Empire.
Elf -The Elven Folk are probably most the tactful racial group in the world. They have long been at the top of the social food chain until quite recently when the Age of the Anvil came along at the turn of the millennia and the Dwarves took over the disintegrating Elven Empire and exiled the Fair Folk. This has made Tor’tal a great place for refugees! The fair folk began in the region of Khmimend.
Orc -Orcs are a rather ugly, green, and short lived species that have short tempers as well. They often serve in militaries or as mercenaries. While this doesn't mean they aren't smart, they definitely won’t discover a new form of arithmetic. One day cycles back this race came upon the shores of the Glass Bay in hordes never once talking about their homeland.
Dwarf -The current overlords of the known world with a little man complex. Honestly the megalomania was a huge reason for their successful upheaval of the Empire. As a people they are quite good with machines and they are a big reason for technological advances. The Dwarves, as a race, grew up with the Elves and created a sibling rivalry that has lasted throughout the ages.
Hornsman-The natives of Tor’tal, as their name dictates they do have a pair of ram horns upon their head. The natives have something others do not, the ability to cast magic, which have caused fear and distrust, and ethnic cleansings. They are also called warlocks, after the servants of the old gods.
Anubi-The canine-like race has left a big mark on history since they ruled from about 200 to 547. During that time they controlled a large empire and were rather cruel. This group, of sand and stone, rose from the Sidu Desert never looking back at what they did to survive.
The Guilds
The Legionnaires -The Legionnaires formed in the 300th cycle by the Anubi to serve as guardsmen in major cities and to enforce the stringent Anubi laws. Now-a-days they still act as guards, but they help the peasant folk with their issues and disputes. Since the settling of Tor’tal in the 824th cycle they have spread across the major settlements and are on the Dwarven Empire’s payroll. The Current General, in Tor’tal, is the dwarf, Garrius Stonearm.
The Ravashakirr -The Ravashakirr are a sect of warriors that originated from the Old Lands in times past. As the legend says the gods placed their blessing on these holy warriors to eradicate wickedness from the land. One doesn’t join this prestigious group, you are chosen. The warriors are strict and always abide by the Yllerian Code, a set of rules designed to give the Ravashakirr a goal. The Ravashakir is ruled by a council in the Old Lands
The Ailae -The Ailae is a family of thieves, the occasional killers, and a smatter of pickpockets. The Ailae is very different as compared to other guilds because it is ruled by two heads of the guild who each run a family, one is the Alaer the other is the Ailiac, this often lead to conflicting ideas and a splintering guild as a whole. The Elf Jonny runs the Alaer and twin Tommy runs the Ailiac. Currently they both reside in Tor’tal due to legal issues involving the theft of the jewels of the dwarven crown.
The Sorcerer’s Guild -This guild has been existed since the races have known about the process of Scinncraeft, conversing with spirits and making pacts with them, and it is the most feared of all of the guilds. The Sorcerer’s Guild has reluctantly allowed the Hornsmen into their prestigious guild, mostly due to pressure from the Empire. The Grand Sorcerer in Tor’tal is Maraman.
b]The Land of Tor’tal and Other Geographical Information [/b]
You may ask why Tor’tal has never been explored; well for hundreds of cycles the island was covered in thick fog that was unnavigatable until the one day when it dissipated and it existence was known to the old Elven rulers who colonized Tor’tal. Where the colonizers wanted to build they did, even if it meant the displacement of the natives. To be apart from society some of the Hornsman moved to the hidden places of the land, watching and planning to take the land back.
Summerhold-The northernmost and oldest colony is home to severe rainstorms and is often where immigrants flock to due to its proximity to the safe grip of the Empire. The city is run on a tight militaristic schedule and the surrounding villages are often filled with the poor. This is where the Legionnaires’ headquarters are.
Black Keep-This colony was named for the iconic Black Keep, which was built by ancient Hornsmen, and it is where the Sorcerer’s Guild lies, as well as the Ravashakirr’s outpost. The Sorcerers picked this location because the Black Keep attracts the spirits and is generally a magical hotspot. The Ravashakirr picked the location to keep an eye on the ambitious Sorcerer’s Guild. The colony is filled with the poor and some have shanties outside of the city walls.
Heartland -The breadbasket of the colonies is what the Heartland is often called. This area is where the land becomes less tropical and a bit more prairie-like. The actual colony of the Heartland is like a giant farmer’s market, filled with the earthy smells of bread and the metallic smell of animal blood.
Waywrit-The capital city of the colonies is surrounded by tall trees and to the east is the Eleven Peaks, a chain of mountains. It was picked as the capital due to its central location and it is a good stop for merchants making it one of the richest colonies. For those reason the Ailae picked this location to set up business.
Cliffhall-The colony of Cliffhall is located among the cliffs overlooking the colony of Waywrit. Only the hardiest or poorest people live here. Due to its high elevation and harsh landscape it requires food caravans every two months, despite that it the most valuable colony due to its Meil mines, the substance that the Black Hall is made of. It is theorized that is why the spirits flock there, even though when other buildings are constructed out of the mineral spirits seem to flee the area.
Ash View -The smallest of the colonies is Ash View. It is mainly a fishing colony and it situated on the steep shores. The fishermen who live there learned from the natives to create long lines and fish from the cliff. The chain of islands the colony overlooks is uninhabited or so they seem.
Think there is any interest?
The wind snaps the sails taunt as the ship continues to dip and rise upon the turbulent sea known as the Sippoin Sea. It was a rough night for the passengers on the Sea Trekker , but not the worst. In the month-and-a-week long journey they have seen worse; however the current storm was still was not too pleasant. In the end the storms will be worth it when they reach the Newland or as the natives call it Tor’tal.
In the ship’s main cabin was a group of travelers from a small port city in the Old Lands playing a card game called Quincy’s Bluff, which involved a lot of staring, the occasional death threat and allegations about cheating from the losers. As the last match came to the end the Elf, who a touch of the brain fever, was known as Nicholas, “But you could just call him Nick” spoke up,
“Wow that was… great, good match, so where is everyone from?” The group sighed collectively due to the fact that “Nick” has continually asked this question to everybody on the ship and he happens to be short minded. So one by one the future heroes began to retell their stories… again, because it was easier than trying to convince him that everybody has already done so.
Races
Human -As shortest living race in the world they didn't receive much respect and were enslaved by the Anubi in the 247th cycle. This has caused some strain on Anubi-Human relations obviously. Many races still treat them with disrespect. The creatures of mud originate from west of the Khmimend Empire.
Elf -The Elven Folk are probably most the tactful racial group in the world. They have long been at the top of the social food chain until quite recently when the Age of the Anvil came along at the turn of the millennia and the Dwarves took over the disintegrating Elven Empire and exiled the Fair Folk. This has made Tor’tal a great place for refugees! The fair folk began in the region of Khmimend.
Orc -Orcs are a rather ugly, green, and short lived species that have short tempers as well. They often serve in militaries or as mercenaries. While this doesn't mean they aren't smart, they definitely won’t discover a new form of arithmetic. One day cycles back this race came upon the shores of the Glass Bay in hordes never once talking about their homeland.
Dwarf -The current overlords of the known world with a little man complex. Honestly the megalomania was a huge reason for their successful upheaval of the Empire. As a people they are quite good with machines and they are a big reason for technological advances. The Dwarves, as a race, grew up with the Elves and created a sibling rivalry that has lasted throughout the ages.
Hornsman-The natives of Tor’tal, as their name dictates they do have a pair of ram horns upon their head. The natives have something others do not, the ability to cast magic, which have caused fear and distrust, and ethnic cleansings. They are also called warlocks, after the servants of the old gods.
Anubi-The canine-like race has left a big mark on history since they ruled from about 200 to 547. During that time they controlled a large empire and were rather cruel. This group, of sand and stone, rose from the Sidu Desert never looking back at what they did to survive.
The Guilds
The Legionnaires -The Legionnaires formed in the 300th cycle by the Anubi to serve as guardsmen in major cities and to enforce the stringent Anubi laws. Now-a-days they still act as guards, but they help the peasant folk with their issues and disputes. Since the settling of Tor’tal in the 824th cycle they have spread across the major settlements and are on the Dwarven Empire’s payroll. The Current General, in Tor’tal, is the dwarf, Garrius Stonearm.
The Ravashakirr -The Ravashakirr are a sect of warriors that originated from the Old Lands in times past. As the legend says the gods placed their blessing on these holy warriors to eradicate wickedness from the land. One doesn’t join this prestigious group, you are chosen. The warriors are strict and always abide by the Yllerian Code, a set of rules designed to give the Ravashakirr a goal. The Ravashakir is ruled by a council in the Old Lands
The Ailae -The Ailae is a family of thieves, the occasional killers, and a smatter of pickpockets. The Ailae is very different as compared to other guilds because it is ruled by two heads of the guild who each run a family, one is the Alaer the other is the Ailiac, this often lead to conflicting ideas and a splintering guild as a whole. The Elf Jonny runs the Alaer and twin Tommy runs the Ailiac. Currently they both reside in Tor’tal due to legal issues involving the theft of the jewels of the dwarven crown.
The Sorcerer’s Guild -This guild has been existed since the races have known about the process of Scinncraeft, conversing with spirits and making pacts with them, and it is the most feared of all of the guilds. The Sorcerer’s Guild has reluctantly allowed the Hornsmen into their prestigious guild, mostly due to pressure from the Empire. The Grand Sorcerer in Tor’tal is Maraman.
b]The Land of Tor’tal and Other Geographical Information [/b]
You may ask why Tor’tal has never been explored; well for hundreds of cycles the island was covered in thick fog that was unnavigatable until the one day when it dissipated and it existence was known to the old Elven rulers who colonized Tor’tal. Where the colonizers wanted to build they did, even if it meant the displacement of the natives. To be apart from society some of the Hornsman moved to the hidden places of the land, watching and planning to take the land back.
Summerhold-The northernmost and oldest colony is home to severe rainstorms and is often where immigrants flock to due to its proximity to the safe grip of the Empire. The city is run on a tight militaristic schedule and the surrounding villages are often filled with the poor. This is where the Legionnaires’ headquarters are.
Black Keep-This colony was named for the iconic Black Keep, which was built by ancient Hornsmen, and it is where the Sorcerer’s Guild lies, as well as the Ravashakirr’s outpost. The Sorcerers picked this location because the Black Keep attracts the spirits and is generally a magical hotspot. The Ravashakirr picked the location to keep an eye on the ambitious Sorcerer’s Guild. The colony is filled with the poor and some have shanties outside of the city walls.
Heartland -The breadbasket of the colonies is what the Heartland is often called. This area is where the land becomes less tropical and a bit more prairie-like. The actual colony of the Heartland is like a giant farmer’s market, filled with the earthy smells of bread and the metallic smell of animal blood.
Waywrit-The capital city of the colonies is surrounded by tall trees and to the east is the Eleven Peaks, a chain of mountains. It was picked as the capital due to its central location and it is a good stop for merchants making it one of the richest colonies. For those reason the Ailae picked this location to set up business.
Cliffhall-The colony of Cliffhall is located among the cliffs overlooking the colony of Waywrit. Only the hardiest or poorest people live here. Due to its high elevation and harsh landscape it requires food caravans every two months, despite that it the most valuable colony due to its Meil mines, the substance that the Black Hall is made of. It is theorized that is why the spirits flock there, even though when other buildings are constructed out of the mineral spirits seem to flee the area.
Ash View -The smallest of the colonies is Ash View. It is mainly a fishing colony and it situated on the steep shores. The fishermen who live there learned from the natives to create long lines and fish from the cliff. The chain of islands the colony overlooks is uninhabited or so they seem.
Think there is any interest?