You and a group of cutthroats have found themselves in the port city of Seacliffe, located on the northern shore of the Sea of Swords, and have walked into a tavern, as most adventures begin. Outside, the Faire of Storms is in full swing. Stumbling out of the crowds of scantily clad and drunken townsfolk, you see a handsome man a few years shy of thirty sitting behind a desk, lounging like a merchant prince. Beside him is a burly and heavily tattooed, one armed Dwarf, with a straw colored mohawk and a braided beard that would brush the ground if it wasn't tucked into his belt.
The rumors you've heard were correct, and Galen Blackmoore is indeed looking for a crew to man his newly acquired Caravel named Sea Reaver. But what can you bring to the table? That, my friends, is the question...
Character Roles and Duties
Important Note
The way we are going to assign positions is a tad different than you'd most likely expect. You are going to make a character with a certain set of skills, and we are going to post in the IC on you presenting your skills to my character. Once you have done so, your role will be assigned to you. However, the way you make your character will make it pretty obvious what role you are shooting for. For the Captain position, I want anyone who wishes for that position to be openly vocal about it, because it will depend on both me and the other players on if you can have the position. Now, onto the roles and their meanings.
Captain: A Captain was essentially the president of a pirate ship. Voted for by the crew, the Captain's role is a very delicate and odd position to have. On the one hand, a Captain's orders are followed when sailing, a Captain devises the best coarse for the ship, the Captain has absolute authority in a battle, and a Captain negotiates with other Captain's or officials when need be. The Captain also gets two shares of loot to a crew member's one, and distributes the loot after a haul as well. However in contrast, a crew member can call a vote on a Captain's questionable order, or can call a vote on the Captain losing their position anytime out of combat. The Captain, while maintaining the role as leader, is very much privvy to the whims and wishes of the men under him. Which leads us to the mediator...
Quartermaster: My character. The Quartermaster has nearly the same amount of power on a pirate ship that a Captain has, only in a different sense. The Quartermaster represents the crew's interests to the Captain (and often vice versa), metes out punishments, supplies, and every crew member reports to the Quartermaster, who then reports to the Captain in turn. A Quartermaster is often voted for just as a Captain is, and is usually the most trusted member of the crew. The Quartermaster gets two shares of loot.
Head Mage/Lore Master: While not necessarily the only magic user on the ship, this position was filled by the most powerful/wisest magister. Any old books of lore, any mystical mishaps, any occult findings, or enemy mages were this position's main focus. They were essentially magical advisors to the Captain, and secondary artillery during battle.
Boatswain (Bo'sun): The Boatswain's job is to supervises the supply stores and the ship itself, checking the riggings and sails each morning, and is the one that tells the crew when to weigh anchor and hoist the sails.
Surgeon/Healer: Often times the cook as well, the surgeon/healer's position was fairly self explanatory. Through tools, medicines, herbs, perhaps even mystical means, a healer keeps the crew alive and healthy.
Navigator/Sailing Master: A very difficult job due to the primitive tools at hand, the Navigator looked over maps, charts, instrument,s and the night sky to give the Captain the best course to arrive at their next destination. Sometimes when the Captain was busy, the Sailing Master steers the ship.
Master-At-Arms: While these duties often fell to the Quartermaster, this job was for leading the sailor's boarding parties and training new recruits for combat in hand to hand, and their combat positions on a ship.
Sailor: Sailors swab the deck, hoists the sails, drops the anchor, etc. A sailor is simply a member of the crew, though that holds far more weight than one might think. Just because they follow orders, does not mean they are not valued (because without them, a pirate ship couldn't function) nor does it mean their ideas are not listened to or without merit, and a wise or charismatic sailor can be just as powerful in their opinions as a Captain at times.
Gunner/Engineer/Shipwright: My other character, this is the one who fixes the ship when it's damamged (and orders the others on what to do when that occurs) and maintains the artillery and ammunition.
Ship Types
Cog: The predecessor to the modern human ship, the Cog was the first open oceangoing vessel made developed since the fall of the Praelian Empire. It has a single mast, with a forecastle and an aft castle. It was clinker-built with steep sides and a flat bottom. While it is mostly obselete nowadays, it is still used as a cheap transportation of goods or people. They ranged from 50 to 80 feet in length, and could carry around 150 tons of cargo.
Carrack: The workhorse of the seas, the Carrack was developed as a heavier and much larger version of the Cog. It's generally a very powerful and well manned vessel, called 'Greatships' in Andred. It had a high rounded stern with an aftcastle and a forecastle and bowsprit at the stem. It was square-rigged on the foremast and mainmast and lateen-rigged on the mizzenmast. It generally had 3-4 masts and could travel quicker than the Cog, and carry far more while being more stable on rough waters. It's generally 150 feet in length, and at maximum capacity carry 1,000 tons.
Caravel: Larger than the Cog but smaller than the Carrack, the Caravel was built for speed and maneuverability on the open ocean. It had 3 masts of lateen triangular sails, and could carry up to 200 tons of cargo at maximum capacity. While not indefensible, it does not have a forecastle and the sternpalace is slightly lower than a Carracks. It's usually 80-100 feet in length.
Elven Galleon: Avid Seafarers, the Elves have perfected the Carrack and the Caravel designs into what the human's call Galleons. Nearly the size of a Carrack but with the speed to match a Caravel. With 300 tons of capacity and 3-4 square masts, it's a terrifying force on the seas. Note: The Praelian's use Galleons as well, slightly larger but slower, but superbly built.
Elven Sloop/Schooner: Two masts and a narrow design makes these the fasted vessels on the high seas, low in the water but able to sail circles around most anything they will come into contact with. There have been reports of these ships out-sailing sea beasts.
Dwarf Ironclad: Contrary to popular belief, Dwarves do not hate water. In fact, they have helped developed the Carrack, thinking that a Shipwright is simply another term for engineer. However, if you have just Dwarves thinking of what the best ocean-going ship it would, it would look something like this. A juggernaught of iron and steam, this ship can even survive limited time completely submerged. Able to hold 1200 tons and can smash through any other ship that it comes across.
Northman Warship: Despite it being so low in the water and with only one mast, the Northmen longboats are still very effective at speed and combat on rough seas. Powered as much by the hearty warriors that sail them as by the wind, they have the capabilities of a cog, with faster speed and a more reliable chance of losing water it takes on. (more coming soon)
What I expect from players
At least 3 paragraphs each post, with good grammer and spelling. Reread your posts to make sure.
The technology of this world is generally 12th to 16th centuries, which means some areas will have chainmail as the pinnacle of technology, and other areas will use full plate, while others are unarmored with rapiers. Only Dwarves have access to Gunpowder weaponry, and even then it is few and far between.
While I love creativity, no game breaking/wild card characters. While I am very excited for a healthy level of backstabbing and intrigue (DO IT), this is a ship who will only survive with a crew that works together. Don't try to fuck things up for the sake of fucking things up. You'll be outta here swiftly.
Be polite to one another and follow guild rules.
Like I said before, PG-13 sexual scenes and seduction is fine, but no real smut. Once the clothes are off, the post fades to black. And again, gonna be violent up in here as well, with swearing.
Your character can die. They can't be killed by another character without consent of both players, but if you make a very stupid decision, they aren't invincible. I'll probably let you do combat they way you want (as long as you're realistic) but I might go by rolls later if it gets out of hand. Also if your character dies, you can make another.
This is a group RP, and while I am the GM, feel free to tell me your ideas for stories and feel free to take some liberties in story telling. I want this to be a fun collaboration rather than a set standard story set by me (other than initially).
I prefer human characters, or human-like. If you want to be a full blooded Elf/Dwarf, or something more out there, PM me.
THIS. IS. NOT. FIRST. COME. FIRST. SERVE. I will decide on who's CS is selected, and when I do, it is not based on how I like you as a person or user. It might not even be based on how well you made the sheet (even though I demand quality). It's on if I think it works with my story, and then quality.
In the beginning, there was only one, for all was one, and one was all. He was Truth. He was Love. In his left hand was Creation, and in his right was the Life he would breathe into it. He was the EverGod, and the AllMaker, who the Ra'Sheeks refer to as Hayasham, roughly translated into 'Sunfather.' It was his first act to make the Divine Spirits as his children, those we know today as Gods. Next were the first Beasts (Primordials), alongside the Titans, and the Ancients who wielded the power of the Elements. Next were the Dragons, The Dwarves, and the Saurdraxus (known as the Lizardmen) who still stand vigil to this day.
The unnamed World was barren, but not lifeless. With Mighty tools of World-Forging, the Ancestors of the Dwarves tirelessly shaped the world from beneath. Above ground, the Dragons tore through the earth with their great claws and their fire, reshaping mountains to form the landscape, just as the Titans and their offspring the Giants built and removed huge chunks of earth, digging and filling river ways. The Primordials and the Ancients formed the Seas and the contained the power of the Elements that were gifted to this new world to shape it just as the EverGod intended.
It was over 10,000 years ago that the Ancient War was waged. The Titans, The Elemental Ancients, the Beast God Fal'Hroth alongside the Primordials fought against Dwarf, Dragon, and the Divine Spirits for this new world, for they felt they deserved to call it their own. This great struggle of Titanic forces send the world in an upheaval, undoing the work they had taken millenia to build. The Divine Mikhaḗl, known as Bael in the modern tongue, fought Fal'Hroth for a century before he smote the Beast Lord, sending his shattered fragments to the world below.
The War ended with the banishment and the imprisonment of the four ancients, as well as the Titans fleeing the realm. The Elements and Beasts of Fal'Hroth were then given over to Sendarius the God of Nature, put into his safekeeping. The Fallen Dragons were given a blessing for their sacrifice, and given an artifact of Divine might called the DragonHeart, allowing them to be reborn as Humanoid, yet still Draconic in nature. The new Drabarians would guard the gift with their lives, and took it as their sacred duty to uphold the justice of the Gods, for they were good.
The world was now changed, and somewhere in the Outer Realm, the Elves were having their own chism, as they had been made to aid the Gods in their endeavors upon their plane. Unfortunately, the God of Chaos, known as Malganus, took a weave of the power known as magic from the Eternity Arcane, and sent it to this new world, coating it in energy. The Elves were banished from the Heavens, but allowed to remain in a plane of their own, infused with magic themselves, for they had been made as creatures of it.
Malganus was subsequently shattered by his trespasses, for this was not apart of the great plan. The Dwarves and Saurdraxus were immune to the effects, for they had been made as incorruptible workers. But the Dragons had been made as the first great beings and grew greedy, and supped from the very site the Magic entered the world, infusing it into their own beings and making them beasts of arcane energy. This power warped the beasts of the land, and races such as the giants, forming monsters of all sorts. The power corrupted many of the Dragons however, and they began to wage a war against the Dwarves and their kin, for their lust for power gave them a jealousy and lust for riches. This war Between the Dwarves and Dragons was fought for centuries, only halted once the Eldritch Hordes of the Ether came...
While not pure Demons, the Hordes of the Borag-Mor were otherworldly entities from across the sea of the Great Void. Their Eldritch Masters, great Ether spirits of corruption and hatred, were drawn to this new world once magic was introduced to it, as if following a Beacon lit in the dark. Warp Gates were erected through nefarious means, and across the Globe, Dwarves, Dragons, and Saurdraxus fought side by side together against hundreds of thousands, if not millions of otherworldy entities in a titanic battle that raged throughout the continents.
While the line was held tirelessly by the Elder races, there seemed to be no end of the Borag-Melek armies, and a century would pass before the Hordes suddenly halted further their conquest to claim the world of their own, as if drawn to another plane...
The defenders of the world were tired, having fought titanic struggle after struggle, and many had been lost in the defense of this world. The Lizardmen found they only had the strength to man the Wetlands to the South, and the Dwarves could only just fill their Thundrims. Dragons took to fallen Dwarf Holds or Caverns of their own forging, and this was when Men came into the light. The race of Men had been made since before the War of the Ether, but were simple creatures in a world full of might and power. As the Dwarves had been hewn of stone, Men was formed from dust, and given life by the EverGod himself, as a final creation in this world.
Now Men rose, fighting Beast and Monster and creating a great Empire of their own. Allying with the Dwarves and given respect to the Dragons, their power grew great, for a time. Until their sins became too much to bear, and the EverGod created the Drain of the World...
The World
This takes place in a World called Maroleth, on the largest known continent, Torek. It's filled with various different biomes and people. I admit I suck at maps and do not have one, but since I'm wanting to 'open' you up into this big world, I'll just give a minor description of the continent and its nations.
Whichever place or people you choose to hail from, PM me to find out more and to answer any questions you have.
From West to East,
At the Center of Torek, like a great red eye, is the Dreadlands. Long ago, when the race of man grew in power and esteem, they began to let loose their inner desires, filling their lives with anger, violence, lust, and all forms of hedonistic sin. Instead of punishing them himself, the Evergod touched the world, and made a 'drain' of sorts, for all of mankind's sins to wash away in. This drain, formed at the center of the Primieval Forest, is now known as the Dreadlands. It's a region of fire and ash, full of demons and cultists who have proven themselves worthy of being able to enter to join its armies. It's a, simply, a hellscape. Before the Downfall of Praelior and after the great demonic war, the Empire joined together with the Elves and Dwarves to form 12 Towers called Mythal- Tiriths to surround the Dreadlands and keep them from spreading. Unfortunately, over the years, each tower fell from DeathKnights or were abandoned, leading to increasing attacks by armies of cultists and demons.
The Dreadlands, the Great Primieval forest that surrounds it, as well as the Fangs of the World, all separate the Northern Nations from the Southland. To the east, one must cross the Khalahar plans and the Arad Luin desert to make it into that uncharted land. Only by ship is it somewhat safe, and you must travel around the continent to reach there. Other than its red skinned natives, Lizardmen, and various Elven races (and the occasional Dwarf hold or two), the Southland remains hugely uncharted.
Magic
Ah yes, Magic. The word itself brings wonders to mind in an instant! Magic is a mysterious and curious, but very dangerous thing. Only the Goddess of Magic, and the EverGod who made her, have full knowledge of its depths and Origins. It is a supernatural force that ranges in power from transporting things long distance, to viewing peoples dreams, to even slowing time. Something we do know, that all mages learn, is that magic is dangerous, but more than that....it is addictive. One must have control over themselves, to use magic. It is not as addictive as pleasures of the flesh (to most), and lust for Gold for most (especially Dwarves and Dragons), but it is addictive none the less. Mages who seek power seek it, not only to be more powerful, but also to be able to feel more magic flowing through them. As to how non magic users view it, think of the Warhammer world. Magic is known to be more than mere superstition, but it's not everyday common, and often seen as untrustworthy and suspicious to most. Magic is everywhere. In the air we breathe and the water we drink and the food we eat. Within us. A Mage's strength is derived from how much magic is initially within you, and how much magic from the surrounding world you can handle. Also, despite everyone having the ability to wield magic, only the educated and the properly trained can hope to cast a spell. Without the correct rituals and practices given by a master or teacher, you have next to no chance at harnessing what magic you possess. This is why there are so few mages. Spells, Runes, and Incantations are fail-safes for magic. They are not required, but beginner mages cannot wield magic without them, and even Master mages would do well to keep the proper scriptures and phrases in mind. However, once you are no longer a novice, you have the limited ability to wield magic at your will without uttering a phrase or planting a rune. Higher classes can wield magic easily without such precautions (unless it is a particularly powerful spell they are casting) unless of course, they have exhausted themselves. In that event, if they lose enough strength, they will only be able to wield spells through runes, incantations, and mystical phrases.
There are plenty of magic users on Maroleth. Mages, Shamans, Druids, Necromancers, Witches, Blademages, and Runesmiths (strictly for Dwarves however). For an arcane mage, there are a few limitations. Whether you were taught in a mage tower that's set up within a city, trained in a college of magic in Vrettonia, Praelior, Andred, or the Arad Luin, taught by a single master, or perhaps you were self taught miraculously. Some things to remember are:
Arcane mages have a very versatile use of magic, but this 'jack of all trades' route has its drawbacks, such as...they are able to cast fireballs, lightning bolts, and other elemental attacks if they are properly trained, and they can cast greater amounts the stronger they get, or the smarter they are at weaving spells, but elemental spells will never be as strong as a Shaman has a potential to be, since Shamans are apart of the very elemental planes themselves, and nature could see fit to let them wield whatever power they wish, whereas an Arcane mage can only handle the amount of power they can handle. For a more scientific description... "Arcane Elements differ from Shamanistic Elements. An arcane mage takes the substances in the air and mix to form a flame, whereas a shaman calls upon the very nature of fire to summon a flame. An Arcane magic user might summon it quicker (might) and it might become more and more powerful, but it will never be as large as a truly favored shaman's fire." The same is true if an Arcane mage is trying to say, help a plant grow and they speed up the process. They can learn it certainly, but it's where Druid's shine and potentially, they cannot be beaten in that regard.
Arcane mages are hard pressed to know magic runes to enchant items, but they make up for it by using spells and Glyphs. Imagine enchanting an item with a spell like tying a knot of magic around an item. It should last awhile, but there's no telling how long. A Glyph however, is raw magic stamped upon an item, almost like putting a lock on it, instead of just tying a knot. Glyphs can last years, or centuries depending on how powerful the magic is.
Certain magic spells are extremely hard to do. Such as teleportation. It's rare for even a powerful mage to be able to teleport anything over a mile, because teleportation effects the very fabric of reality and is very taxing and dangerous. Although mages can create fixed portals going to a fixed location, with enough time and help. Another spell that is naturally difficult is time slowing, as well as polymorphing and transmutation. A polymorph spell works on those with either a low magic potential/resistance, or someone with a low energy signature. So, you can probably polymorph a random foot soldier into a frog for a short amount of time, but a fellow mage, a Dwarf (who are magic resistant), or a Monk cannot be effected unless you're overflowing with power. Transmutation is a permanent transformation (unless dispelled) and so much much harder, and for specialists in such magic.
Like I said previously, magic is addicting. You don't need to express that you feel a euphoria when you use it in a post, but apart of your character will be they either 1) be very professional and strict when it comes to spells, which will limit their power but keep them safer, or 2) they'll have more access to power, but a feeling in the back of their mind where, no matter their goal, they'll always thirst for a little bit more power and they won't even notice it. This is much like if you're an enchantress, and you want to bend someone's will to your own through eye contact. If they're not careful (and not iron willed), they'll begin to feel as if pleasing you is 2nd nature to them. Something they might not notice, but be excited for.
There are 3 Tiers of magic (the lower chart is to measure the lowest form of magic, mortal/Serèn magic). Jahwey - EverGod's Power Ve'rdeń - Godly (Leh'han) Magic Serèn- Mortal Magic This means, that if you ever find yourself facing something like an Avatar of a God, almost anything you do will be low tier compared to them. Same if you go up against or try to dispel a Genie's magic. Also note: The tiers of magic are not known in universe to anyone, so it's simply for you to know OOC.
It's always good to have a book or scroll, since a spell, in order to guarantee it to not backfire, needs an incantation or hand gestures to cast and it's good to have those written down. Though I do not have a chart for magic words or spell gestures, but we can work together on that.
Also, the staple of attacks, the magic missile is available. Though let's not call it that if you use it
If you wish, you can weave wards around you to protect you from initial magic/physical attacks, though it will lower your attack potential, since some of your energy was spent making the shield.
If you have any more questions, let me know please. Below is a chart I copy pasted from another site that I created for the magic tiers of mortal magic. I'll allow you to have a mage that is C rank, but not above. You can potentially grow throughout the RP however.
This is a power ranking system for mages in Into The Dark. Their powers will NOT be classed in-universe and no one will ever mention a ranking in magical strength within my writings. This is solely for the readers/RPers and for their own information.
F CLASS
This class is for those just learning magic, or for those who have very little in the way of magic potential. One could hardly call these mages. Mostly, such people perform the simplest spells, perhaps to entertain passersby on the streets.
D CLASS
This is the lower form of actual Mage. D Class is what most refer to when you hear the word "Magician." Enough to be known as someone who dabbles in magic, but not someone to be rightly feared. Someone in the D class has usually only been practicing magic for a few years, if that.
C CLASS
C Class mages are the upper class of common mages. This is the class most adept human wizards fall under throughout their lives, unless they are particularly lucky or with great potential. To be a C class means you have honed your skills over years or decades (unless you are a quick learner).
B CLASS
These are what most people think of when they imagine "Powerful" mages. B class magic users are a step above the average wizard, commanding powers that Dwarf the more common spells of the lower ranks. A B class in an adventuring party is most welcome, and their powers give them the respect of even some lords. An example of a B Class in story would be Priscilla, a sorceress strong enough in magic to survive 30+ years of adventuring and have a town built around her from her reputation, bringing her a Lordship (ladyship).
A CLASS
A Class is a class reserved for Elven Archmages or moderately powerful Dragons. It takes a special Human or Half Elf to ever come close to being A Class in power. If an A class is good aligned they might clear entire cities or forests of enemies, and if they are bad aligned they could conquer castles and make the residents their slaves. The power they wield is terrifying indeed.
S CLASS
To be an S class means you have powers almost beyond comprehension. Only the most Ancient of Dragons, An Elven Archmage of Legends, Genies, Elemental Lords, and Avatars of Gods can hope to be this powerful. (Not the Gods themselves however, for they are off the charts entirely. S class reaches low Ve'rdeń magic range.)
Things to Note: Alchemy: Mainly studied in the Arad Luin and Praelior, as well as the Dwarf Thundrims across the land, the practice of Alchemy is a lost art. Most of the great Libraries that housed its studies was lost 3,000 years previous in the Great Demon War. Though some of its knowledge has been regained. The Praelians still have alchemical fire that burns even in water and sticks to skin, for instance.
Mages Guilds: You can make your own if you PM me about it.
Mage Classes: Must be C class or lower.
Disclaimer: This is simply for character building. PM me for whichever you choose to get more info. I have left it deliberately vague, because when our group eventually travels top a few of these places, it'll be a new experience.
Andred and its People
The most powerful Kingdom of Man. The quintessential medieval kingdom, full of Knights, Castles, Witches, Lords, and is known as the nation of Kings. It was formed over 1000 years ago when the barbarian chiefs of the north, scattered after the fall of Praelior, rallied together under King Keelan to halt a demonic incursion. It was then visited by the Avatars of 3 Gods, Bael (god of justice), Galena (goddess of healing), and Guandet (god of cities and defenses), and given their blessing. There is one King, named Connrad, and 10 High Lords, as well as various lesser Lords. Crusades are often called upon against the Khalahar and the Ra'sheeks of the Arad Luin, and even within the Dreadlands themselves. Its people are fair skinned, with various hair and eye colors, though brown eyes are rare. The Landscape of Andred varies, though generally it is heavily forested. While slavery is technically outlawed, the south eastern region of Andred has a healthy underground slave trade of Ra'sheeks and Khalahar, as well as Lizardmen.
Praelior and its People
The Empire of Praelior is the most ancient civilization of men known to date, the empire's history stretching back over 3,000 years. Praelior's borders once spread throughout the entire North, and even into the Arad Luin desert, and within the jungles of the Southland itself. That is, until the curse of Jesuah, the Evergod's avatar upon Maroleth, and within a decade the Empire began to crumble from within and without. Now it is but a shell of its former glory, though its people are strong. They prize skill and dedication highly. They follow the Armadium, an ancient text that describes the role of government, people, and their duties. Think of it like the "Art of War" for civilization and daily life. It's not often seen as literal when it comes to its descriptions on being a good citizen. So even if many prize skill and hard work, most just try to make a living and leave the Praelian ideal to those with the will power. Slavery and Gladiator bouts are still common throughout the land, though the Gladiators are often criminals, and Slaves are either criminals, or indentured servants who chose slavery for a time with their consent. The nation is made up of powerful city states that owe allegiance to an Emperor, who is given heed by a senate of the people. It's people generally well formed, if not attractive and athletic, with skin ranging from Olive to Bronzed. They tend to have brown or black hair and dark eyes, though some refugees to the nation have made auburn hair a possibility. The people are tall, for example, the average height of an Andred woman is 5'6 and the average for a male is 5'11, compared to 5'9 for women and 6'1 for men in Praelior. The soldier's of Praelior master the spear, the shield, and the short sword.
Vrettonia and it's People
A land of lush fields and beautifully sculpted hedges farmed by skilled farmers and gardeners, Vrettonia is a beautiful land throughout. It was was recently transformed from an Aristocracy to a Magocracy 20 years previous, the mages making a coup as the Vrettonian's were locked in a war with Andred over resources. Despite the shift in power, the high born that had been overthrown still have a bit of power in the outer reaches of the country and away from the mage's courts. There is still a very prestigious Knightly tradition, and Knights of valor are highly prized. The city life has done little to change however, with a firmly set upper, middle, and lower class. The Vrettonians very much enjoy the colors of precious metals, from copper, bronze, and of course gold. Blonde or light brown hair is considered extremely attractive. In fact, all forms of physical and artistic beauty is highly prized in their culture. Vrettonians enjoy parties, balls, and various outings where they can show off their wealth or power, wearing the finest silks and jewelry. Dueling is by no means short in other areas of the world, but Vrettonia is famous for its duelists, as well as its apothecaries, and mages. (Their accent is reminiscent of french, with a bit of Transylvanian).
Bania and its People
A nation that is between the northern sections of Vrettonia and Andred, jutting out into a northern peninsula, is Bania, home of monsters. It's an old and closed minded way to describe it, but this snowy land has been haunted by more Vampires and Werewolves than any other nation known to man. In fact, it's Elven Queen Isabela overthrew and slew the Vampire, count Hiemmlich, who made a short-lived grab at the throne 120 years previous. Hills, pine forests, and feet of snow are what come to mind when someone travels through Bania, though it's short summers are beautiful, revealing rolling grasslands and distant mountains. Banian's tend to have fair skin but dark hair. They're men are gruff and their women are sultry, with a superstitious (and rightly so!) culture of fighters and strong drinkers. (They roll their R's when speaking. Think a mixture between Russian and Transylvanian).
Khalahar Plains and the People who Dwell there
The giant, nomadic barbarians of the eastern plains are famous for their running stamnina, despite them also being famous for their avid horsemanship. Their ponies are squat, but have incredible stamina as their masters do. Due to being written in the Holy scriptures of the North as being led by demons (and they were, for only a short time), Andred and the other nations have seen fit to keep them out of civilized lands, and there is an ongoing war between the Khalahar and three Andred provinces to the east. While there are many hundreds, if not thousands of Nomadic clans, many of which are not Khalahar, these are the most common people the civilized world comes into contact with. The Khalahar are dust skinned, with red or brown hair. They are well muscled and even taller than Praelians most of the time, and they are incredible hunters.
Kaelic Islands/The Kaels and its People:
North of Andred and Bania lies an island enshrouded by mists and myth. It's covered in great forests, highlands, foothills, and scattered mountains. Almost all sides of the island is rocky shores or sheer cliff faces. This island is home to the stubborn yet admirable Kaelic people. Fierce, independent, and prideful, the Kaels have a clan based society with a culture that reveres druids, honor, and freedom. They are masters of guerilla warfare, wearing blue woad paint and wielding large greatswords/axes/maces/short spears into battle (and are skilled archers and tree climbers). While not quite as technologically advanced as the Kingdom of Andred or other nations of the North, they are by no means savages, with towns of civilized people who lead simple but fulfilling lives, and great cheiftan settlements made of timber and stone. For a hundred years, Andred has made an unsuccessful but determined occupation of the Isle. That is only the latest complication, for such a small piece of land holds trolls, giants, a few Wood Elven villages, and even a great Dwarf hold. The Kaels have received their distinctive accents from long years of trading the Dwarves good meat for fine iron. The Elves and they respect one another for their stealth in the woods, as well. They make a particular kind of Whiskey, highly prized in the mainland. They are well known raiders, tribal warriors, and pirates (or so Andred claims). Men are typically brown and black haired, and women are typically auburn or brown haired, though of course it can switch up. The people are famous for their storm blue eyes to match the woad upon their fair faces. (think medieval scots for the most part)
The Savages of Iona
Above the North Sea, past the Kaelic Island and Bania, is a land of ice and fierce tundra, full of Trolls, Mammoths, Direbears, and Ice Drakes, and the sea guarded by great grey scaled serpents. It's an unforgiving land that has bred an unforgiving people, who are simply known as the people of Iona. They prize swords, axes, and fast sloops as their main weapons. They take what others are too weak to keep, and live by survival of the fittest. Both men and women make challenges and fight over husbands/wives. They value hunts and raids, and can survive colder temperatures far longer than the average northerner. They typically have fair skin, blonde or brown hair, and thick muscle. Brown eyes among them are rare. Some seek to raid and occupy the main continent for richer resources and a respite from the growing number of Ice 'demons'.
The Thangors of Thangoradrim
The Thangor's are an ancient Warrior people, who share a common ancestry to the people of Andred. They speak an archaic form of Common Northern, now dubbed Thangoric. These people are freemen, beholden to an Earl who is in turn beholden to a High Thane. The High Thane rules over all, unquestioned in times of total war, but often leaves the organization and leadership of individual clans to their respective local Earls. The High Thane, and in turn, the Earl, are often chosen by blood relations. However, the Thangors have a loose system reminiscent of a republic. They meet in moots and vote to decide who will rule next. To them, they believe that blood holds the strength of the previous Thane/Earl and often do not question the succession from father to son. However, if the son in question is seen as weak or unintelligent, they will vote him out. Other than Succession, moots can be formed and created for various other decisions, though the High Thane is often not in question during them. He would do wise to listen to them, however.
Women and Slaves (more like indentured servants, who are indebted to another and choose to work in order to pay off their debt) are allowed property, freedom, and weapons just as any other. Often times, Fyrds (small warbands or expeditionary forces) are formed to destroy threats, gain/protect land, or even to settle disagreements between clans. The Dómbeorns, known as 'Huscarls' in Common Northern, who could roughly be called 'Knights' further south, are the most elite warriors and are the personal guards of the Earls. The Thangors prize personal deeds highly, "Cattle die, Kinsmen die, I myself shall die, but there is one thing that shall never perish. The deeds and glory I wrought while I lived." There is a very fatalistic quality about this hardy people. One Scholar from Vrettonia translated an ancient Thangor saying. "Fearlessness is better than a faint heart for any man or woman who sets their nose outside their door. The length of my life and the day of my death were fated long ago..." Since people who became embittered never won fame or admiration, they grit their teeth through the hardships of life and see complaining about the card life has dealt one to be cowardly and beneath them. Rather, they endure their hardships, or better, laugh at it. Sing of it!
The people are known to be avid monster slayers, particularly Trolls. A Thangor that has slain a Troll is highly regarded. Other notable members of society are story tellers, poets, and song writers, as well as smiths and men who work with their hands. The former is an oddity, for other than runes they carve upon wooden tablets, the Thangor's stroy telling tradition is often merely oral. They prize Bronze and Copper highly, even more so than Iron. They enjoy earthy tones, and the metal known as Thangorite is found within their borders. A metal denser than Iron, yet as flexible and easy to shape as Bronze. It's a good substitute for steel, but it's a rarity.
Beofric Dormgrad is High Thane, residing in his great hall of Stone, Thangorite, and Timber within the city of Thangorad, located atop a particularly large Drumlin hill that gives an incredible vantage point over the central forest. The city itself is both atop and within the stone cliff, lit with great braziers and adorned with bronze and carved art upon Wyrdwood.
The Clans Cladheim, Forgod, Déorhidh, and Thaggar reside in the forest of Thangor. Clans Bryne and Brimrad live along the coasts and create great ships for exploration and war. Clans Horthaig and Ardabeorg reside within the mountains and highlands. Clan Dunbryte patrols the southern edge.
Thangoradrim itself is a huge swathe of land, covering the Northeast portion of Andred from the Khalahar plains, moving further Northward and Westward to hug the south and east of the Northern Marches, yet continuing even further north into the Endless Northern Wastes. There are mountains and frigid forests aplenty, as well as no small amount of rocky highlands and verdant lowlands. It's a rugged and harsh land, yet undeniably beautiful.
Arad Luin & Ra'sheeks
The tan to dark skinned people called the Ra'sheeks dwell in the great Arad Luin desert, living within a society that is little known in the north and theorized to be little more than vicious raiders, thieves, and infidels. In actuality, their cities and kingdoms are quite rich in both money and culture. They place a high value on Magic, especially magic concerning enchanting, fire, sand, and wind magic. They have a strict class system however, and you must known your place, else face having an arm cut off. They enjoy their leisure time more than most, for leisure time shows you are successful enough to have some. They take great pride in their culture. They are hardy and can survive a long period of time without water compared to most humans. The Ra'sheek people have their own distinct language, with a commoner and high born dialect. If they are a commoner and learn to speak the common language of the North, then they tend to repeat words, such as 'yes yes' when speaking. If they are high born, that trait seems to be absent. From their culture being a revised version of the Ancient praelian empire, they live in various city states close to rivers and the coast, with spiraling architecture that waxes and wanes in design. While their reputation as thieves are a bit off, and for bigoted individuals, many prominent Rogueish guilds for thieves or assassins have done well for themselves in the bowels of their cities. The infamous 'Pit' fighting arena began in the Arad Luin. A blood sport competition for criminals where underlords and even wealthy merchants/nobles bet on prized cutthroats and fighters. It has spread throughout the north, though it's outlawed everywhere, even in its native homeland. They refer to the EverGod as Hayasham, worshipping him openly. They revere the Gods of the North, specifically Seradwyn and Selene. However, they only truly worship Hayasham, and a Goddess of the Moon that is unknown to the North, known as Sarika, whom they see as Hayasham's Daughter and bringer of water and guidance through the dark.
Southland/Confederation of Coastal Cities
A Southlander is very much like a Borderlander. For the most part, you can use this description for making a Borderland character as well. The Southland is a region as large as the whole of the North. Larger, in fact. Filled with subtropical to tropical jungles filled with monsters, huge looming creatures, and nameless things men have yet to name or even discover. Only a few cities such as Del'Linduil and Darkwater have survived, and they have done so by building upon ancient Praelian/Elven ruins, with great walls. Of course, the large numbers of Northerners trying to make a trip into the Southland succeed at times, and uncharted villages dot the landscape. A southlander goes there to find greater fortune and life than could be found in the north. If you make a character from the Southland or Borderlands, you're open to customize your character more, because both regions are melting pots of immigrants.
Dwarves:
The most unified race in all of Torek, as well as the most ancient (aside from Dragons). They are exceptionally strong and heavy for their size, and they are reknowned for their determination and skill in warfare and craftsmanship. Even with their long memories and historical records, Dwarven history precedes even their own knowledge, stretching back at least 10,000 years.
Dwarves tend to keep to themselves, only leaving their underground and mountain homes (or sparse farmlands) to trade or sell their wares. It's rare to see a Dwarven mercenary or adventurer that doesn't have a motive to further his clan or hold. Even a Dwarven lass serving drinks at a tavern will give a small tribute to her family and clan of her earnings. To insult a Dwarf is to insult his family, his clan, his Kingdom, and perhaps even all of Dwarfdom if the offense is great enough.
All Dwarves are governed by a High King, who has 12 lesser Kings that rule great Dwarf holds, and thanes that rule lesser regions and outposts. Each King is apart of one of the 12 original Dwarven clans formed after the great Demon War 3,000 years ago. Every Dwarven Kingdom has a hall for every clan, as well as various guilds, and a separate hall for the priests/runesmiths.
Dwarven surnames can be their ancient surnames, which are akin to a human surname that is passed from generation to generation. They can be a reflection of clan pride, and can be dubbed a clan name such as Ironskin or Fellhammer if allowed by the clan heirs. Or, it can be given by a Thane or King (or even a group of lower caste Dwarves) if they have achieved a particular deed, such as 'Dragonslayer'.
Dwarves are effective tunnel fighters, and infantryman above and below ground. They have excellent siege weapons, and make the finest crossbows in the world (as well as the finest blades and weapons in general). Despite their stature, they have an excellent, albeit uncommon, ranger Tradition. They only have a small cavalry mounted on rams and warboars, used for heavy charges. Despite their short legs, Dwarves hardly tire, and can move vast distances over a short amount of time for the simple fact that they will probably walk through the night, while most armies would rest.
They can smell freshly cut stone, and have an innate ability to see the imperfections and quality of stone and metal. A Dwarf can see in the dark as well as a Dark Elf, and better than all of the other Elven subraces. They are organized, brilliant tacticians, strong willed, and resistant to magic and poison. Their drink is legendary, though often too strong for normal men to endure. Their weaknesses lie in their Gold lust, pride, and closed mindedness.
A Dwarf has the same life expectancy as an Elf, close to 400 years. While some Elves use magic to increase their lifespan, some Dwarves do so out of sheer willpower. A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weight between 140 and 160. Their language and secrets are kept closely guarded, but all can speak Northern common. Some northern Dwarves enjoy ritualistic tattoos to show their accomplishments upon their skin. ---------------------------------------------------
Clans:
Ironskins founded by Toril Ironskin
FellHammers founded by BJÖRN FellHammer
FarForgers founded by Dagni FarForger
StoneCarvers founded by Ragna StoneCarver
Darkfighters founded by Einar Darkfighter
OathBearers founded by Njord OathBearer
Goldnuggets founded by Frode Goldnugget
SkullCrushers founded by Ingvar SkullCrusher
Gemcutters founded by Virket Gemcutter
MountainGuards founded by Gulbrandr MountainGuard
Gnomes
Little is known of the enigmatic Gnomes. Their prospective origins are only known to a few human scholars. Some fancy them to be an offshoot of the Dwarves, and others believe they are a type of Elf. Gnomes stand 3 1/2 feet in height, and weigh between 40-60 pounds, depending upon gender and build. They have curious eyes, large noses, and males are typically bald with prized goatees. They are known as tinkerers, sorcerers (particularly illusion and transmutation magic), and smiths of jewels and stone. Their largest region is called Cutterstone, located above and below a large collection of hills close to Thundrim Kadrin, a Dwarf Hold that guards one of the few passes that link the North and the Southland. Other than that location, the race is scattered throughout the land, mostly around Dwarven lands. However, some Gnomes find themselves as valued Scholars in great libraries of men.
While they are fascinated by jewelry, stone, and the workings of an engineer, they also have a love of nature and enjoy being outside on a nice day. Gnomes can whittle with the best, and have famous and ingenious pipe designs they both create and use for themselves for a light smoke.
The Great Demon War & The Elves
Roughly 3,000 years before the present day, the previously uncharted Primieval forest spilled forth with an army of cultists, demons, Death Knights, and various other hellish abominations. So great was the sin of the world, that their army numbered in the millions. The men of the North at that time were caught completely unaware, doing their best to hold back this new, and powerful threat. The Dwarves were similarly attacked from within their tunnels, holding off the 2nd half of the invasion that tried to hit the humans from below ground, but numbers and powerful magic pushed back the civilized world of men step by step. That is, until the arrival of the Elves. Twelve years previous, Elven ships that could navigate the stars landed upon eastern Torek, in the fabled land of Shi'Ran. Some began to make settlements in the lush jungles of the eastern world, though the majority of them moved ever westward in search of a new home. Slim and graceful, with powerful but wild magic, the Elven vanguard crashed into the Demonic flank, giving the world of men a small respite to regroup and make a counter attack upon the armies of the Dreadlands. With the combined might of the Elves, Dwarves, and Men, as well as groups from other races such as the Dragons, pushed back the immense invasion and sealed the Demons back into the Dreadlands by creating the Mythal-Tiriths. When the dust settled and the war was over, the world of men was all but broken. Much of their greatness was lost, though with the help of their allies, new and old, they rebuilt and thrived in the north, creating the Empire of Praelior. The Elves moved ever westward, until the last remaining of them settled on the fabled Island of Aléborn, south of the Praelior peninsula and east of the Southland and Fangs of the world. They became known as the Silver Elves. There were some who elected to stay behind in the east of the Primeival forest, keeping the ancient traditions of their people, who are now known as the Great Clan Elves. Some elected to stay in the forest proper, and patrol it, learning to live with the natural world and becoming great huntsman, befriending the creatures like the Centaurs and Sendarius, the God of Nature. These became the Wood Elves. The Dark Elves...you will see.
Over the years, as the Praelian Empire began to collapse, the Elves became more and more isolated in their new homes. The Dwarves owned many lands above ground, but were settled by the Elves unknowingly before the war was over, as the Dwarves were too busy fighting underground to argue the point. However, once they were able to breathe, there were border disputes, and relations have never been friendly, though there is no true animosity either in the modern day. Elves are merciless warriors, learned scholars, and the most feared archers and mages on Torek.
Note: While their bodies are often athletic, certain aspects of the Elves, such as powerful longbows with over 150 pounds in draw weight, should not be easy for someone as slim as an Elf to use. So how do they do it? Through a power they call 'Khala,' what humans now know as 'Ki.' By manipulating the energy in their bodies, Elves are capable of 'split second' feats of strength that otherwise would not be possible for people their size and girth. It comes naturally to them, which means that they cannot control it for longer than an instant, and only use it for short time periods, such as the time it takes to draw back a bowstring. Some small groups of men called Monks have been able to harness their own 'Khala' or 'Ki' thanks to observing the Elves. Dwarves however, are incapable of using Ki.
Silver Elves
When someone thinks of Elf in the North, more than likely they'll think of a Silver Elf. Lithe, with a light but undeniable grace and fair skin, Silver Elves are the most 'civilised' and 'advanced' Elven subrace. They make their Kingdom of Leth'Arian along the eastern coast of the Southland, and the Isle of Aléborn less than 100 miles off the coast, parallel to the Fangs of the World. Silver Elves are organized and patient, yet have a love of fine wine and slightly hedonistic tendancies. They hold a great deal of fascination with magic and produce the most powerful mortal mages, but there are no shortages of swordsman/spearman in gleaming armor and superb archers in their ranks. They are excellent seafarers, and there are rumors they have discovered other continents across the sea from their expeditions.
Their Kingdom is, ironically, organized in a similar fashion to the Dwarves in a way. They have a high Queen, and lesser Kings and Queens that pay homage to her from her throne on Aléborn. It's slightly reminiscent of Andred and Praelian governments too, for they have a loose feudal system, though the common folk are treated with much more respect and opportunity to further themselves than most human serfs. It makes a bit of sense, for the Silver Elves were the ones who had a helping hand in Praelior's rise to power. They stand at 5'5 to 5'7 in height, and typically weigh 130 pounds for either gender. They have long pointed ears that poke out of their lush hair, and long eyebrows and lashes. Hair color is generally black, golden, or pure silver. Brown eyes are rare among them.
Wood Elves
After the Great Demon War, some Elves elected to remain in the Primieval forest and patrol it, to halt the flow of Demons from civilized lands, and to protect the forest from other mortals and monsters. These Elves became the Wood Elves. Their Kingdom is called Vérna'thelan, but there are no true borders to it. They consider the Great Forest as a whole, their domain, though they are happy to share it with Centaurs, Furbolgs, Nymphs, and others who are friends to the forest. They live in loose villages within the trees for the most part. There is also a few loose Wood Elf villages located in the north, concentrated on the Kaelic Isle. Those particular Elves tend to wear blue woad, and are dubbed humorously, Woad Elves.
Wood Elves are, of course, masters at guerilla warfare, unparalleled in woodcraft and archery, excellent melee combatants, and all share a fierceness for protecting the land and people they love. They are graceful and coordinated, even compared to other Elves, able to run across the trees almost as easily as solid ground. While slim, they are a bit stockier and slightly more tan than Silver Elves. Golden, brown, and black hair is common, though auburn is not unheard of for a hair color. As is the case with Silver Elves, brown eyes are rare. Wood Elves often have animal companions, and have a limited ability to communicate with them. While tolerant of blundering outsiders, they are ever wary and on guard against outer threats, and Demonic incursions from within.
Great Clan Elves
Some Elves felt that their journey across the Stars and the Eastern Sea led them to lose their original culture, and decided to settle in seclusion near the East of the wooded foothills of the Primeival forest. While they are not as civilized as the other Elven subraces, they are not simple barbarians. The Elves of the Great Clans preserve a way of life that they had before their subsequent cultural shift and journey across the stars.
They are more physical than their counterparts, with thicker and stronger limbs. They grow their hair long and unkempt, and live in simple, earth colored robes. Despite their humble attire, they have wicked and well forged blades, and prefer to fight in melee combat usually (archers are still common, however). The Elves of the Great Clans have a small margin of control over their 'Khala' and use it to increase their attack power and speed for a bit longer than other Elves. They have a shamanistic tradition, and live in scattered villages made of timber, hide, and clay.
Dark Elves (& Vampires)
During the Great Demon War, the bloodshed was so thick and the armies so large, it was hard to tell who was winning at any discernible time. A faction of Men and Elves broke away from the fighting, and began to delve into the deepest and darkest lore of both of their races, in order to find some way to banish the Demons back into the Dreadlands. It took them three years, until they found an ancient Elvish legend written upon a scroll from across the stars. It was an incantation to summon a being that was Demon nor God, or perhaps both. They gathered their greatest mages, and summoned the Eldritch creature Bal'thamon. They pleaded with him to help them push back the Demons, and he promised them power the like they have never seen. Such was the time of their curse. He touched them, and the Elves suddenly changed. Their hearts were twisted, and the curse of Bal'thamon released them of all inhibitions and brought to the forefront all of their selfish desires just as their skin turned dark indigo and their eyes gave off a faint, eerie glow of either gold or silver. The High born Elves, now transformed into Dark Elves or 'Dorcha' grew a small craving for mortal blood as well. However, they were not dependent upon it like the transformed Men, who became the Vampires.
The Dorcha fought against both Demons and their previous kin, fleeing underground as the last of the Demons were banished and the full might of the goodly races fell upon them. The Dark Elves have now created vast city states in the Low-ways, finding empty spaces and initially pushing back the battered Dwarven defenders from a few key holds. Their politics are full of schemes and backstabbings, even more than the most vile northern court. Torturers are treated with respect, and females rule with an iron fist. A Dark Elf, while athletic compared to a human, is a tad more full bodied than most Elves.
Something to Note: Bal'Thamon's curse began to wear off after a few generations, but the damage was done to both their view by surface Elves, and to their own society. Now the Dark Elves, with full control over their faculties, grow up in a society that promotes wickedness, hedonism, and cruelty, and therefore treat the world in such a fashion. They have also discovered how to draw their taint and infect others. It is a costly ritual, that requires great magic and multiple mages, but if they capture a Surface Elf, they can curse them just as they were cursed, destroying all moral boundaries of the Elk and making them a full Dorcha.
Half Elves
Due to most Elves living in the Southland or off the coast, it's not a common thing for a Man and Elf to have children, but it does happen. When it does, it creates a Half Elf. With lightly pointed ears, attractive features, and athletic human builds, they can blend in with either community, but not fully. Many Elves will generally see them as a curiosity or a wayward outcast, while it can vary wildly with humans, going from being admired to being shunned. They tend to live 180 to 200 years, and stay youthful longer than men do, even with equivalent age.
The Skayliegh
A curious union, born within the forests of the Kaelic Isle. The Skayleigh people are what you get when you cross a Wood Elf with a Giant. Standing 7 feet tall and statuesque, the Skayleigh are lithe figured, yet thick bodied and solidly built. They have greater grace than men, with added strength due to their size and natural Giant heritage. They tend to have ears near as sharp as Elves, with blonde or brown hair. Many people are wary of this curious race, and the Skayliegh tend to fight alongside the Woad Elves and Kaelic people against the occupying Andred forces. Giants see them as an oddity and do not accept them as their own, yet they do not scorn them either.
Drabarians
Known as the Doomed Race, or the Race of the End Times. Drabarians are essentially powerfully built Draconic humanoids. They are said to be the bastard offspring of the Dragon God, Thron. No one knows their true origins, but scholars believe their original land was upon the northern Steppes above the Khalahar plains. There are ancient texts indicating they fought the Demons during the last Great Demon War, but they did not truly make contact with civilized humanity until the Praelian Empire was about to collapse. While they came and tried to help the crumbling Empire by slaying the invading barbarians, their approach was seen as a herald of the End. Indeed, when Andred was formed, Bael the God of Justice gave a prophecy to the Drabarian leader, the Ker'gon. He told him that his people would remain scattered, and would only find what they seek at the world's end. It was discovered that they left their original home to find their missing Relic, the Flame Apex. Bael took pity on them, and gave him his blessing.
From then on, the Drabarians have traveled the land, searching for both their relic, and heroic deeds to be done. Truly, every Drabarian is only worth by what they do with their life. Their culture is very much revolved around combat, dedication, and a heroic ideal for serving justice. They are friends to Dwarves, and the human nation of Thangoradrim.
A Drabarian can live to be 250 years old. They reach maturity at age 50, but do not stop growing until they die. Their growth depends on their personal prowess. If a Drabarian lives up to Bael's blessing and Thron's warrior ideal, he will grow larger, and if he is especially lucky, he will grow a tail and perhaps wings like their Draconic ancestors. An average Drabarian weighs over 350 pounds and stands 7 feet tall, but by their 250th year, it is not uncommon for a Drabarian to reach 8 or 9 feet in height and might perhaps weigh 600 pounds. Drabarian's have a breath weapon akin to Dragons, that grows stronger with age and success. They have a natural armor of scales, lightly magic resistant.
Dragons
Ancient and powerful creatures who have shaped the very land of Maroleth as well as ruled it. While none reach God-like strength, old dragons have been known to rival Elemental Lords or Divine Avatars in power and destructive force. As a whole, Dragons are feirsome foes. They have a gold lust that rivals the Dwarves, a power lust that rivals the most destructive mages, a lust for jewels and artifacts unknown to anyone else, and a particular lust to rule those who are lesser (which pretty much includes everyone). It depends on what type of Dragon you are dealing with for its color, breath weapon, and some abilities, but they do all share common traits. They are long lived. No one knows how long a Dragon can live, but the oldest one known nearly reached 5,000 years. They can sleep for months, and the older ones can sleep for decades. They have amazing senses, able to smell the emotion in another being, and able to see a rabit running through a meadow nearly a mile away. Most have wings, but there are a few ground drakes that do not, and many lesser species of Dragons that are incapable of flight. When dragons attempt to breed, they do not successfully create children half of the time, so the number of Dragons remain low. To curb this though, the women dragons have an intense desire to breed, as much as males in fact, unlike most species. Dragons are rumored to have 2 or more forms. The first one is obviously the Draconic one. Ten feet long seems to be the usual size of a month old dragon, and it will eventually reach Seventy feet or more. No one knows if they can choose between what form they take or not when they do switch forms, although it is generally acknowledged that they cannot switch genders when changing forms. Dragons enjoy eating humanoids, although they generally know that Dwarves aren't tasty and are quite hard to swallow...they tend to bite back. They usually look at humanoids as a humanoid would see a stray dog, or sometimes they see them as we see rats. To anger a Dragon isnt wise, to meet one on purpose is something for the brave or foolish. If you ever are to meet a Dragon, take care and be careful with your words. It is said also that, even in humanoid form, a Dragon is far stronger and swifter than they should be. Dragons can also mate with humanoids in humanoid form, though many Dragons see this as beneath them. If a Male humanoid mates with a female Dragon, they can in fact create Dragons. Sometimes they are a bit weaker or have no wings, but they are true Dragons all the same. If a Male Dragon mates with a Female humanoid, they create the 'Dragonborn.' These are Humanoids with incredible magical potential and lifespans, who often search ancient tomes to increase their Draconic powers, and some have even discovered how to access their true Dragon forms.
Furbolgs
Vampires
Also called the Undying, and the derogatory term 'Leech' (mainly given by Priests and Dwarves, or those with a particular distaste for Vampires). The first Vampire's story is divided. Some say they were touched by the otherwordly being Baltha'mon, along with the Dark Elves. Another tells of a mortal who was touched by both Nar'rogg (God of Death and Destruction) and the powers of the Dreadlands. Becoming both death and demonic, yet neither. These beings hunger for blood and nothing else. Drink and food are merely consumed because of taste, or perhaps habit. Once a mortal becomes one of the Undying, they not only gain immortality, but unholy strength and speed, as well as nightvision and the ability to beglamour their prey. They have a weakness for sunlight, holy items and spells, and silver, along with a stake through the heart. It is currently unknown if they have an actual aversion to garlic. Burn by fire and sun can only be healed if they drink an excessive amount of blood immediately, lest their burns become permanent. From what modern Scholars can tell, Vampires form tight nit 'families' so to speak. They are often ruled by a Master or Mistress. One that sired the rest of them (or sired their first followers, who in turn sired more). Not to say there are not rogue Vampires. But they are few and far between, for without proper guidance from an elder Vampire, a newly Undying can easily lose themselves in bloodshed and become easy prey for those they presume to hunt.
Werewolves
The Origins of this race is long lost, though old tales hint of a wager amongst the Gods. Werewolves are similar to Vampires in that they are made via bite from a different Werewolf. Once you have contracted the 'infection', you must have a priest cast healing magic over the wound and drink a tea of the Wolfweed plant to fight through it. Otherwise you will become a Werewolf. Much of a Werewolf's abilities depends on age along with trial and error. Initially a Werewolf can merely transform by the light of the full moon. Most often a human, the man grows a foot in height and gains a few stone weight in muscle mass. His skin grows thick fur over the course of seconds and your mouth and nose restructures to form a snout. Your ears, mouth, teeth...all are Wolf like (along with the senses). Only your eyes remain the same. You also get a bushy tail at your back and your hands grow fierce claws. Once a Lycan becomes more used to his transformation, he has greater control over his transformed state. Eventually, if you are not stabbed with Silver or beheaded, you can transform without the full moon (however, if there is a full moon out you cannot help but transform). Some even gain the ability to talk in their Wolf state. Ancient Werewolves are able to transform into normal wolves and communicate with them, though so few are so old and many consider this legend (even other Werewolves). You gain a resistance to normal weapons, but of course, if enough of them hack into you you'll eventually die. A non transformed Werewolf has absolutely no powers unless they are extremely old and powerful.
Common Enemies/NPC Factions
Orcs
Lizardmen/Saurdraxus
Unknown to many, Lizardmen culture is as old as the Dwarven one, stretching back many thousands of years. Information on it is very hard to come by however. They are extremely defensive of their swamps and hunting grounds, and seem to have a supernatural knowledge of whatever region they call home. They are incorruptible and tireless, having faced the Hordes of the Ether, and the Demons of the Dreadlands. They are masters of guerilla warfare, and enjoy eating all kinds of meat (including sentient beings) though they'll eat plants when need be. A Lizard man stands between 6 and 7 feet tall, though they are often hunched or crouched. They have powerful tails, claws, and can breathe underwater as well as in air. Cousins to Drabarians, while they aren't quite as strong of arm (most of the time) they are still quite powerful, and have an ability to regenerate that exceeds any other race. Their scales provide a natural armor as well.
Gnolls
Gnolls share many similarities with Lizardmen. Both are tall and lean, but muscled. Both are avid hunters, and neither are necessarily evil at heart. However, while the Lizardmen are protective of their homes, Gnolls are nomads. While not evil, they have a particular taste for mortal flesh, especially human and Elf flesh. Even more so than other animals. These creatures are particularly violent, and will literally tear their enemies apart and eat them as they lay still alive. They live in Clans and tend to follow the most powerful mating pair of the pack.
Ogres
Ogres are huge humanoid creatures, standing 10 feet tall on average and weighing 800 to 1000 pounds. They aren't the most intelligent beings, but they aren't incredibly stupid either, able to speak some broken Northern. These monsters tend to live in clans, but often times wander alone in the forest looking for food. They are favorite subjects of dark wizards or lords looking for creatures to fight in arenas.
Pantheon of Gods
The EverGod
Also known simply as God, Lord, or sometimes referred to as the "AllMaker," "God of Truth", and at times, just called "The Father." At least, these are names for those who worship him. In truth, most of the Known world, while they give reverence to his name, refer to him as the "Absentee God" for he often does not answer prayers, if at all. (There is some dispute to this, for he may simply answer prayers in a different fashion than a manifestation of worldly aid). This is the God that resides over all the others, and interferes the least amount in mortal affairs. His priests sometimes gain access to protective enchantments of light that is fueled by their fatih, but it is often theorized it is simply his residual power that still shows up in pockets of this world. Unlike the other gods, this one does not have an Avatar that roams Maroleth at times. The only Avatar of the Evergod appeared only once, cursing the Praelian Empire for their lack of faith and giving the world of men hope once more.
Bael: The God of Justice, Combat, Inner Strength and Perserverance, Bael is a favored God among humans. He goes by many names, depending upon the country or people. Mikhail is his true name at the birth of creation, so the ancient texts say. His counterparts are Magni of the Dwarves, and Tholendur of the Elves. Some argue on whether all three are different interpretations of the same Deity, in fact. Bael is the primary God that Warrior Priests adhere to, and many priests will revere him if not openly worship him, for he is the flaming sword that cuts through the dark of this world.
Galena: Goddess of Healing, Peace, Mercy, and some refer to her as a fertility Goddess, as well as a Goddess of Diplomacy. In Praelior, she is also referred to as a Goddess of Philosophy. Galena is favored among mothers, married couples, Diplomats, and of course, healers. Many call to her name in dark times, to ease their mind and their comforts, and to protect them from the world's dangers.
Gaundet: Among the Patron Gods of Andred, Gaundet is perhaps the least popular (thought still with a large following). He retains his original Praelian name, and is also still highly praised in Praelior. He is the God of Organization, Cities, Defenses, Architecture, and to some extent, military tactics and discipline.
Ulfric: The northern God of Battle, Winter, Self Reliance, Personal Honor, Determination, as well as Bravery. He places great value on strength, not only in the sense of a single warrior, but as a military unit as well. He disdains trickery and cowardice. Many see the Bear and Wolf as his sigil animals. Bania and Thangoradrim often worship him, as well as some clans in the Kaelic Isles. The Dwarves view him highly, for a Human God.
Nar'rog: The Dark God of Destruction. Oddly, he is not seen as evil in its entirety. Perhaps because the world's Demons do not follow his edicts, even if they do not halt from destruction themselves. Nar'rog is a fatalistic God, who teaches that destruction and death are natural parts of life. To be alive is to die, and to have creation is to have destruction. While not malicious, he is not a merciful nor understanding God.
Straum: The estranged Husband of the Lady of Waters, Straum is the God of Oceans, Seafarers, and Storms. He's known to be gentle one moment and wrathful the next. He cares not know sails the seas, be they pirates or honest traders, but paying homage to him is smart if you want to continue to sail.
Fineki: Trickster God of thievery and deceit, Fineki has no true church but it given thanks by various bandits and liars on land or sea. He tends to mess with other Gods and mortals as well. His symbol is a hand with two fingers crossed, often worn as pendants on his followers.
Triple post! (Naughty me). I just put in the character sheet, but I must leave for work now. Will add the lore on my break in a few hours. Thanks everyone^^
@The Narrator Just added lore to the 2nd post. But I will tell you and everyone now that I will accept humans far more easily than I will accept anything else. I'll work with you if you want a non human or a hybrid, but I want this to be exploring a fantastical world rather than being the fantastical thing.
Race/Species: Human, Banian crossed with Vrettonian
Gender: Male
Age: 30
Role: Boatswain
Skills:
weapons mastery: he has skill in weapons use, having learned to use various types since first becoming a pirate.
strength: his muscular build makes him able to lift more than his weight.
sailor: he knows how to handle a ship.
boatswain: he knows how to handle sailors and ship supplies, he is able to project his voice when shouting orders.
languages: he has learnt many different languages on his voyages as a buccaneer.
Weapons:
iron short sword
concealed dagger
three barrel hand Cannon
Physical Description: Gallagher is a short but built man, standing at 5 feet. His hair is tied up in a low ponytail behind his head, his hair was naturally brown, after fifteen years of sailing his hair would slowly fade into a premature grey. His eyes are blue like the sea, after many hard days as a sailor they have grown weary, tired, dark bags hang beneath his eyes and one scar cuts deep in the centre between the two eyes. His lips are always dry and salty, puckered as if water made its way into his lips, around his mouth are several blotches of stubble. His shoulders are wide apart and muscular, his whole body is muscular, too muscular for a man as short as himself, more scars make it to his arms and chest, deep cuts on his arms and small scratches on his chest. A tattoo of a small bird can be seen on his left shoulder, a crow supposed to symbolise a girl he was sweet on back home, another tattoo of a dagger encircled by vines sits clear to see on his chest, he got it when he was drunk and now forgot the meaning of it. More cuts and bruises are seen on his legs, muscular, like the rest of his body. His attire consists of a leather vest over a dirty, baggy, white shirt which is tucked into baggy, brown pants, buckled with a large leather belt, the sleeves of the pants are tucked into leather boots, strapped tight. Almost all of Gallagher's weapons are strapped to his left hip, a scabbard for his sword hangs low and another scabbard for his hand cannon sits just above, a secret scabbard is strapped to his arm inside his baggy clothes in the event that he would need to conceal a dagger.
Equipment/Other
pouch, pellets for his hand cannon
pouch, black powder for his hand cannon
Mental Description/Personality: A loud man, loud and orderly, when he orders something he will get his message across, if someone does not di their job properly he throws them to the ground and has someone else do it. Gallagher is loyal to the code, loyal to the democracy, he would serve the captain and the quartermaster though he would never want to be captain or quartermaster himself, he was never really good at being a symbol of leadership among men, rather he would carry out their word and law.
Goals/Apirations: His only goal is to sail the seas and live a free life, make some money on the side, live as well as he can until the time comes where he'll be lost at sea, killed in battle or stabbed in the back by traitorous pirates.
Background/History: He was raised as a child in Vrettonia, farming and living a cultured life, at age fourteen he had met the love of his life, a young Mage girl by the name of Jassel Decora. His love would not last, a year later when his mother died of an unknown disease he was taken by his father, a Banian cutthroat, to live on a pirate ship for the rest of his life. For three years he learned the trade of a sailor, a pirate, mastering different weapons, sailing different ships, at the end of those three years he escaped by stealing a small ship with a few overconfident young sailors, they believed they could start their own crew, a band of young pirates who would terrorise the seas. He made a good few weeks at sea before being defeated in battle and made a slave, again he escaped during a battle and was picked up by a trade ship en route to the nearest port where he found his father lying dead in the street, three bullet holes in his chest, next to him was a three barrelled hand Cannon. Years later, Gallagher has sailed the many seas and seen the many sights, he never went home, he wouldn't be accepted the way he is now, like his father, a cutthroat, a buccaneer, a pirate.
Relationships: Gallagher treats everyone who isn't in a specialised position, like himself, as if they were only his acquaintances, strangers who would follow every word he said, if not then they were useless, He could not and will not maintain a friendly relationship with pirate crewmen who weren't in a trustworthy position.
@HumanMusic While I am glad you're excited enough to do this quickly, and I think there's an idea there that could work, he can't be accepted for various reasons.
You'll need 2-3x the size for your history for me to think you truly worked at it.
You need to be more creative with your traits. For example. Instead of just strength, and saying 'he is strong' go with... Stout Strength: Due to Ghallager's robust size and barrel chest, this burly man can lift far more than one would expect from one so plump. His cable-like muscles come in handy when he needs to haul riggings or hoist barrels of loot! (I didnt go with his real physical description yet, just going with if he was stout).
And I said in the top part of the character sheet that you arent supposed to put the pirate ship role yet, though I thank you for letting me know what you're vying for.
Bold the things that need bolding, and re-read for grammer and sentence structure.
Edit: Also importantly, I already specified Hand cannons and gunpowder is rare and expensive. He cannot have one unless he has an insanely good reason.
I didn't list everything, but I hope you can take these to heart. I'm not saying he won't ever be accepted, either. Just not as is.
@UtraxWhile I have limited time now to read CS's bc friday nights are game nights, it looks good from what I have seen so far. You don't need the 'journeyman' and stuff like that in your traits/skills anymore though. Had to switch it up.
Anyone who is interested in this RP in the interest check that has not PMed me or posted here, let me know ASAP. I'd like to gauge just how much interest there is so I know how long to wait until I judge the Character Sheets (don't worry, you have time to make them).
Mikhail, Divine God of the Fist, watches over Zahir with ardent pride. Baptized in the Pit Arenas of Arad Luin at the age of 9, he has since harnessed the fight craft with only mind and body as his primary weapons. The Crucible of Combat has exposed him to a world of seasoned fighters and weapon wielders, offering a wealth of experience from many different styles and techniques. Rashamat-kachar is a select practice from a fraternity of practitioners, bound only by their imagination. There are no masters, no scrolls, or set edicts and principles. The path is guided by ones own experience toward enlightenment, adjudicated by the trade of knowledge with other Rashamat-kachar.
Shulatgoram - The Willful Soul
Zahir's overall constitution has been refined through questionable methods of rigorous training. A well-conditioned Pit Fighter demands the disciplinarian lifestyle between spartan and cultist. While Rashamat-kachar are not demon worshiping fanatics, their tireless tribute to achieve optimal perfection in the face of Mikhail is often seen as the same thing. Shulatgoram is a Crucible of Mind and Body, an arduous process that breaks down the physical shell, as well as the psychological barriers of ones limits. The Willful Soul approaches the Rashamat-kachar with the firm belief that they've achieved the pinnacle of their strength, only to find that they've only skimmed the surface of their potential once the trials commence. The end result is an athletically durable vassal, able to sustain life needing very little. Much like the path to enlightenment, a Rashamat-kachar's Shulatgoram is ongoing. Many have died trying to reach ultimate congruence due to losing awareness of their own limitations.
Ujat-Torga - The Shadow's Coin
In a quest to achieve ultimate nirvana, many Rashamat-kachar abstain from the pleasures of flesh and wealth. Zahir is not one of them. He walks the path of Ujat-Torga since a boy, common for many of his ilk due to a harsh upbringing in Arad Luin. The skill of thieves and stealthy dungeoneering was honed by his mentor, Iron Jadepyre, Dwarven Captain of a Carrack vessel and small rogue's guild. Pick-pocketing, lock-picking, and treasure hunting offers many thrills for Zahir. He refuses to stop -- even if his Shulatgoram demands it.
Luzat-Fahir - Liquid Magic
Zahir dabbles in low-tier alchemy. He learned this skill from a fellow Rashamat-kachar seeking to reach the next pillar of achievement in his Shulatgoram. By combining herbs with enchanted chemicals and powders, Zahir can make formulas that temporarily increase strength, awareness, and stamina. He can also concoct mind-altering psychotropic drugs to heighten meditations, or epinephrine enhancers to increase combat effectiveness.
Cuerdasm - The Rigging of Ropes, Wires, and Chains
Rigging sails to mast and yardarm was acquired during his days aboard Captain Jadepyre's Carrack. His overall constitution as a fit Rashamat-kachar made him a durable deckhand. Thunderstorms and gale winds did little to thwart his efforts. Maintaining buoyancy in rough waters during intense manual labor enhanced his balance as a fighter, making him a formidable threat in almost any environment. Knowledge of the ropes, wires, and chains that keep the sails of a ship together has also made him proficient in boarding enemy vessels.
Golo-varj-in - The Sand Shark
With ships come large expanses of water, and swimming was a perfect way for Zahir to maintain his Shulatgoram. As a sand dweller from Arad Luin, he was intimidated by the vastness of the ocean, but over time learned how to glide through water with relative ease. He also enjoys deep sea diving, and performs meditations underwater for however long his lungs will permit.
Weapons:
Jadepyre's Tooth: A gift from Captain Jadepyre, which was really a hand-me-down the moment the Dwarf obtained a better weapon. Zahir rarely unsheaths the ornate short sword for combat. He prefers to use it as a cutting tool, skinning raw hides, or for shaving his head.
Wraps of Kadesa: Strips of enchanted cloth blessed by an Elvish Combat Priest. They are imbued with scripts of healing wards that help preserve the body from blunt force trauma.
Vials of Alchemy: While most potions are used for self-enhancement, there are flammable oils, poisons, and hallucinogenic powders he can inflict onto his enemies as well.
Physical Description:
Zahir is a prime Ra'Sheek specimen of Arad Luin. He towers over most at 6'4", but does not have the bulkiness of an Iona savage, or even the musculature of a Khalahar man. His bronze-skinned sheen is accentuated by a wiry frame, toned by the strict physical regiment of his Shulatgoram. Zahir prefers the simplicity of a shaved head, bringing his hawk-like facial features and dark brown eyes to the forefront. He wears sandals, armguards, and a scarlet loin-cloth held together by an ornamented, leather girdle. Attached is the Jadepyre Tooth sheathed at his side. The backside of the girdle has stitched pouches and compartments, each containing alchemy vials and other small accessories. Larger items are kept in a separate purse, slung on his shoulder and tied securely around the torso. Zahir compensates for his modest attire with gold jewelry. Earrings, necklace, and armbands make the Ra'Sheek Rashamat-kachar look like a mountain hermit that stumbled upon an exotic treasure chest, which really isn't too far off from the truth.
Armor:
The only piece of armor Zahir wears are armguards. He considers regular garments as a needless hindrance, and anything heavier than that will feel unnatural or restricting.
Equipment/Other:
Ornamented Girdle - A championship belt awarded to him for besting one of Khalahar's elite fighters, re-purposed for utility.
Eshan's Guard - These armguards belonged to the only Pit Fighter Zahir could never beat in the arena. When Eshan retired, he gave them to Zahir as a token of appreciation for all of the great duels they had together.
Healing kit - A pouch stitched onto his girdle dedicated to splints, salves, and bandages.
Alchemy Supplies - Premade vials of alchemy are kept separated from the limited materials Zahir keeps on his person. Most ingredients can be found while adventuring, and he rarely takes more than what's required to craft his potions.
Mental Description/Personality:
The pride of a brash Champion has been tamed by age and experience. His temperament as a disciplined Rashamat-kachar is softened by the jollies as a seaward plunderer. Yet there's a silent intensity about him, an aura that suggests danger if prodded too carelessly. The virtue of patience is ever present in Zahir, and the open-ended ways of his practice has lead him to become culturally tolerant to other races, religions, and creeds. However, the young Ra'Sheek rat of Arad Luin is known to bare his fangs every now and then. Though Eshan's guards serve as reminders of humility, he secretly views them with shame for never besting his rival. This has stunted his confidence in some respects, especially when dealing with difficult challenges, causing him to lash out if ever backed to a corner.
Goals/Aspirations:
Zahir sees himself growing old with a loving wife and many children. The land will know of his noble house as a Champion's hall from Arad Luin, and the sea will know of his merchant enterprise under the Emerald Merit name. He will impart his wisdom as Rashamat-kachar to those willing to learn, and will train their Shulatgoram to the ultimate pinnacle. Zahir does not know if he can ever fully reach that state himself, but will continue to attempt its greatness until his dying days.
Though before such graceful endings are inked dry, he must avenge his fallen crew, steal back his Carrack, and conquer the ghost of Eshan by defeating his prized pupil...
While the latter is a personal goal Zahir wishes to achieve on his own, the former can only be accomplished with a competent crew. The assassins that claimed his mentors and ship are untraceable, and Zahir hopes the Sea Reaver can steer him in the right direction. Whether they partake on his vendetta or not is entirely up to the crew. Either way, swift vengeance awaits his wrongdoers.
Background/History:
Zahir was loved by his parents. They could not provide for him in the same way the high castes could, so when hunger overcame their better judgement, he was sold for two bags of rice and one wheel of half-spoiled goat's cheese. He is not bitter about this fact. Their souls demanded sustenance, therefore, they traded the only thing of value in order to survive. Such is the way of life. The merchant that bought him was an abusive drunk, but Zahir was not bitter of that fact either. The man was clearly troubled by his own demons, but the one good thing he did was call the boy by his true name. Zahir Kadmizari. In common tongue it means Truth Finder, and just like that, the Kadmizari legacy was able to carry on in a world full of grandiose myth and wonder.
Ownership changed quite frequently as Zahir was used to pay off gambling debts. If he was not bartered, he was pitted against other slave children in underground scrappers. Sometimes they would pit him against animals too. Many of his merchant owners made him pickpocket their customers, or loot rival vendors. Coming home empty-handed was never an option, lest he was prepared to face whatever cruel repercussions that awaited him. It was a rough life, but a life nonetheless, and Zahir never lost hope for better days. It took a foreign rogue merchant to see Zahir for something more than a slaver's muse. Captain Iron Jadepyre, a Dwarven entrepreneur of the sea, claimed the boy in a one-sided card game.
This was Hayasham's first true blessing. Iron Jadepyre was a Dwarven outcast, whose clan name was not recognized by his own people. He sailed the oceans under The Emerald Merit Co. banner with a small crew of six. They were his teachers, family even, all who taught him the worldly ways beyond the sands of Arad Luin. It was here where he befriended fellow Ra'Sheek, Abdas Mojar, the youngest member of the crew, and Jadepyre's best pit fighter. He learned everything he could from Abdas, trained as he did, rigged the sails as he would. When night came, they all drank with merry fervor, filling the young boy's head with tales, myths, and legends.
Zahir vaguely remembers his calling to become a Rashamat-kachar. He was approached at a port town not far from Arad Luin by a beggar in red.
"Truth Finders are the ardent souls of Hayasham. You will seek and seek, but never find what you are looking for. I give you purpose. Shulatgoram. With this, no matter where you look, you will always find treasure." The beggar said.
His finger pressed against Zahir's forehead, igniting an ethos from within. This was Hayasham's second blessing. Zahir told the crew what transpired, and Abdas Mojar bowed as low as he could. Abdas was trained by a Rashamat-kachar himself. They were fighters of a different breed, with styles and techniques weaved from worldly champions of the past. The Shulatgoram was a Crucible of the Mind and Body, a trial that could only be awakened by a selected few. While Abdas learned a great deal, his potential was limited, his Shulatgoram unworthy. His Rashamat-kachar master had done the same gesture the beggar did to Zahir, but nothing unlocked within Abdas. It was soon decided that Abdas could not become a Rashamat-kachar, but he vowed to light the way for those who could. Zahir Kadmizari would be his first and only pupil.
The Emerald Merit Company shaped Zahir into a fine young man. He was one of them now, and they loved him like a brother. On land, he was fast becoming a terror in the unsanctioned Pit Fighting arenas. He bested great adversaries as The Red Jackal, dispatching foe after foe with unparalleled skill, save one man: Eshan "Son of Arad" Ojari. Zahir lost one out of their three bouts, and the last two matches ended in a controversial draw. The Ra'Sheek sailor demanded for a fourth fight. Zahir trained like never before, adopting the use of alchemy learned from a fellow Rashatmat-kachar to take his Shulatgoram to the limit.
However, the bout never came. Eshan had an affair with a noblewoman, costing his arm and forcing him into retirement. As a token of appreciation for the tough battles they fought, Eshan gave him his fighting armguards. It struck a nerve in Zahir. Now, he will never avenge his loss against the man that got the better of him. Zahir set his sights on Eshan's pupil named, Bektor. He was heralded by many as a fighting prodigy, but Bektor was still far too young. Zahir would have to wait until Bektor became a champion, but how long would that take, and could he even achieve such glory? Such harsh truths made Zahir want to step away from prizefighting, so he retired soon after Eshan did. For the next couple of years, he braved the open sea with The Emerald Merit crew, focusing on becoming a better Rashamat-kachar.
Times as a commercially independent sea merchant were becoming grim. So much so that the crew resorted to pirating and looting, more than ever before. Captain Jadepyre always fancied himself an earnest Dwarf, but in order to keep his operation running, desperate times called for desperate measures. To achieve some sort of moral high ground, he justified his piracy by looting only the shadiest of merchants and swashbucklers.
Unfortunately, fate would have them plunder the wrong ship, one tied to a very powerful nobleman. The night they were boarded by assassins is still fresh in his mind. The crew was drugged somehow, and the assassins lined them up on deck and began slitting their throats. Zahir knew each of them ever since he was a young powder monkey, scrubbing a ship that was his only true home, now soaked in the blood of his adopted family. Captain Jadepyre was the first to go. His stoic face gazed boldly at his crew, and it never faltered, even after the knife cut through him. His sword teacher,Onru, the gallant Boatswain from Praelior, was next, followed by Lockswift, the Banian Elf that navigated the stars like an oracle.
By the time Strativa of The Kaels and Yuzan of Vretonnia were killed, Abdas could wait no more. He gathered all the strength he could muster, using all of his willpower to combat his drug induced state, and threw Zahir overboard.
This was Hayasham's third blessing. Abdas fought with a Shulatgoram of a Rashamat-kachar, an honor he was denied long ago. The assassins eventually dispatched of Abdas, but by the time they looked overboard, Zahir was nowhere to be found. By the grace of Mikhail, who worked through Abdas Mojar as a Divine Fist, and the guidance of Hayasham's daughter, Sarika, Zahir was carried through dark waters. A fisherman found him afloat along the northern shores of Seacliffe. He took Zahir in and nursed him back to full health. In this moment he was allowed a small respite. He used this time to help the fisherman with his daily catches, and find balance with his Shulatgoram.
Try as he might, the psychological blocks of his trauma could not be avoided any longer. His heart demanded vengeance, and the ocean called for his name. No, not for Zahir Kadmizari, but for The Red Jackal. It wasn't long until he answered its call, submerging himself back into the realm of piracy. The murderers of his crew will be found and dealt with, he will retrieve his former Captain's ship, and he will bring honor back to The Emerald Merit Company once more. For now, Zahir must start anew. The path to finding the assassins is a slippery slope, one he intends to tread carefully as he joins Blackwell's crew aboard the Sea Reaver.
Deception - Being a woman dressed and acting as a man means that Ava’s skill to deceive is quite high. She is able to act and pass for male amongst the pirates on the ship and avoid most suspicion. This has given her further confidence to deceive others, both verbally and through action. She finds it easy to lie and to be ambiguous with the truth, something that has worked in her favour on her short journey so far.
Acrobatics - Ava has trained since she was a child in all things acrobatic. She can backflip, cartwheel, tumble, and perform other stunts easily. Her most impressive particular skill under this umbrella is her ability to pole vault long distances with the use of her Long Pole. Such skills in acrobatics make her evasive in a fight, which is for the best as she has no real combat experience, and if she were cornered by armed enemies she would surely be at a huge disadvantage.
Athleticism - One cannot perform body-breaking stunts without first being at an utmost level of fitness. Ava has been training since she was a child to journey the seas; even at a young age she pushed her body to it’s limits. She would practice cliff diving, swimming against the current, running uphill with weights. Her whole early life was spent training with her twin brother to reach peak fitness. She can climb, run, and swim with little difficulty.
Short Sword Combat - Ava is used to the cut-and-thrust style of fighting which she and her brother trained in. She has never taken up arms against a real opponent, so her skill level in this combat style is low and she knows it - so will do all she can to avoid it if possible. Of course, she is not afraid to unsheath it to intimidate someone and show it off where necessary.
Cooking - Raised to be a baker and general kitchen-hand at her parent’s business, in this occupation she was able to learn a lot. She can skin, gut, and carve a carcass into sections before baking it into the most delicious pie you can imagine. This skill may not just serve her well on the ship, but her fellow hungry pirates too.
Weapons:
Oliver’s Short Sword
Dagger
~ As a fighter, Ava is much better suited to being out of direct action. She has not mastered any weapon, and while her muscular build and natural strength mean that she can probably land an epic punch, if confronted by someone armed with a sword (or other) she is at a severe disadvantage. She does better by providing support to peers, and taking a more tactical and thought out approach. Of course she has her brother’s short sword on her person, but the only person she ever trained in sword fighting with was Oliver who was not a real opponent.~
Physical Description: She stands at 5’8” which is less than average for a woman of Praelior, and considerably shorter for a man. Her intense physical activity over the years has given her a muscular frame which gives more weight to her disguise as for the most part her lean and muscular figure conceals what could be a feminine shape were she ever to let the muscle soften.
Ava has muddy brown and shaggy shoulder length hair (she cut it herself!). With this new cut, she looks more like Oliver than herself, it brings her a comfort to look like him. She still bears a girlish face - beautiful bright green eyes set against a paler olive skin with full lips and high cheekbones. Luckily, her strong square jaw makes her face appear far more ambiguous and androgynous.
She binds her breasts flat with bandages at all times in disguise - this causes her discomfort at times but the sensation is a constant reminder to her to maintain a masculine posture, although she sometimes will slip in the heat of the moment. Finally, she is able to change the pitch of her voice to match that of a mans. Granted, it’s no baritone, but it’s certainly not girly. This practice does take it’s toll on her and so sometimes she will try to go a day or two avoiding speaking in order to rest her voice.
Armor:None
Equipment/Other
She keeps a locket gifted to her by Oliver.
Long Pole
Mental Description/Personality: The single most accurate word to describe Ava at this point in her life would be naive. Yes, she is very deceptive, intuitive, and has a lot of book smarts - but she inexperienced with traveling, inexperienced with people other than the regular townsfolk she would see everyday. She is arrogant at all times. She is weighed under with the gigantic chip on her shoulder. Rightfully so, she is angry and out for revenge for the death of her twin brother, but her sole goal to kill Oliver’s killer is a tale as old as time. This burning rage gives her tunnel vision.
This one act of retribution leaves her little time to do anything that is truly for herself - like forming friendships, discovering her own identity, and enjoying her travels. It is the first thing she thinks about when she wakes up and the last she thinks about before she sleeps. She sees every step she takes as one that brings her closer to revenge. This grudge has built a fortress around a once witty, sharp, and adventurous young woman. She has been living in grief and trauma for close to a year. Like a stray dog, if approached the wrong way she is likely to act out and snap - unafraid of consequences.
As Ed, she overacts in a masculine way, often making jokes at the expense of women in order to get other men on her side. She is a caricature of what she typically believes men to be like. While in the disguise, she finds it hard to be around so many men without occasionally feeling lustful - she will often cast a pervy side-eye to those around her. She has not spent too much time with other man, and has had very little romantic experience.
A very typical woman from Praelior. She is dedicated to whatever it is she is doing - when she was a child she worked hard at the Academy and built her skills to an exceptional level. This mindset has carried over into her adult years.
Goals/Aspirations: Her major goal is to kill whomever killed her brother and she does not ever really dare dream of anything else. Part of her wants to live out their shared dream of sailing the seas too. While she is full of anger and grief now, the call to the sea has never been so strong as now. She is doing this as a way to feel close to him again, and to finally take action and slip away from her father.
~ She may not know it, but all Ava wants is acceptance to be who she is. She lived her life fighting for a dream which her father protected and shielded her from. She has no real clue who she is, nor does she realise that part of life and adventure is learning that. Dressing and disguising as another character just detaches her further from herself who deep down she deems unworthy.
To be accepted for who she is - and to be able to release herself from disguise would empower her to make different life choices. ~
Background/History: Ava was born just a few minutes after her twin brother, Oliver. The two were raised not far from the sea, and as children they would often race from their home to see the ships coming in to dock and thus they both fell in love with the open water and dreamed of one day owning their own ship and exploring together.
Ava was the absolute apple of her father’s eye. Oliver - not so much.
Mr Stockett doted on his daughter so deeply and had such a love for her, that when Oliver received his first sword to train with - Ava was given dolls and dresses. He wouldn’t have his daughter put herself at risk of harm with swordplay and dreams of being a sailor. For her whole life her father encouraged her to take other hobbies that would keep her safe and caged. He wanted to keep her from those who would harm her, and keep her from harming herself.
Little did Mr Stockett know, but as the twins got older, they began to train together, with Oliver sharing his swordplay lessons with his sister and pushing her physically to keep up with him. Ava found that she had to work twice as hard as Oliver to get the result. When he started to become a force of brute strength, she became much more nimble and able to bend her body into stunts. Together, with their differences to balance out the other, they were a force to be reckoned with. They managed, somehow, to do this behind their father's back.
At the same time, the two were enrolled in the Praelian academies. Ava, to study history, literature, and skills best suited to women (at the encouragement of her father). Despite longing to be taken seriously enough by him to be taught combat, Ava thoroughly enjoyed her studies and was considered one of the smartest in her classes.
Eventually, she came of age to enroll as a Sailor. Both she and Oliver were in their best physical condition, and ready to take on the seas at last. But only Oliver was allowed to leave, and Ava’s father forbade her from leaving (as expected) and demanded that she stay and put her learnings from the Academies to good use and help in their bakery.
Oliver left, and Ava stayed.
Over the next 5 years Oliver would come back to the town to visit every 6 or 7 months, bringing gifts for Ava from all of the places he had visited. Despite resenting that he was allowed to live their shared dream while she was trapped, she still deeply loved her brother and they shared the same strong connection. On many an occasion, for no reason at all, Ava would awake in the night feeling what she could only describe as being sea-sickness…
One day while kneading bread during work, she felt a pain she had never felt, a pain in her heart - and each panicked breath she took seemed to exhale something from her. She knew that something had happened to Oliver. Oliver was dead and she had been unable to help him.
The report came not long after, that his ship had been attacked and the entire crew had washed up dead on shore. ___
Half of her was gone after Oliver’s death. She was no longer who she was, she had nothing to make her whole. They had been inseparable in spirit and now his spirit was gone. Not long after the incident something in her snapped into place and she stopped what she was doing and left her home without care for her family, and for her father. She had only one thing to do - to find whoever who had killed Oliver.
And so, she became ‘Ed’. Leaving Ava behind in the pile of hair she had cut from her head. Ed travelled mostly by land to Seacliffe. Being out in the wild and beautiful nature was exhilarating in a way. Most people might find the journey from Praelior to a place like Seacliffe boring. Those people hadn't been locked away in their home for most of their life. She had heard there was a festival in Seacliffe so instead of travelling on with the same bunch, she chose to stay to see it.
Ava had seen festivals before, but not like this. It was something that most might take for granted or shrug it off as being a bit stupid - to Ava it was a representation of freedom. During the festival, she caught the tail end of a conversation between two drunkards... "Yerrr... 'at Galen Blackmoore ish looking fer a new crew. I woulds do it mysell but the wife you know she don't approve of me avin' that lifestye anymoore..."
Now, she is ready to join a band of pirates on their ship. Her reasons for this are that she fully believes that travelling as a pirate will allow her to explore every inch of the world in it’s glory. Not behind the banners of army ships, but truly free... Now, ‘Ed’ must prove himself useful...