The Intro & What To Expect
This is my fantasy universe that I've used for many different stories. This particular RP will revolve around an experienced adventurer who is down on his luck. Struggling to find work as a bounty hunter, he is mainly making a living from participating in dangerous arena contests. Then suddenly he is approached by a younger elven male who pays him a large sum of money to be taken under his wing as an apprentice.
The adventurer in desperate position, accepts the offer. His fate now entwined with this mysterious new partner.
I will be playing the part of the adventurer with you as the protege. I have 3 variations of this character which you will be able to choose from in PM. You will also be able to customize traits like his home province and fighting discipline.
The Fantasy World of Terraixa
The traditional sword, sorcery and savior setting where I base all my high fantasy stories and characters.
Welcome to the lands of Alvion, the 1st of the main provinces, you can find this area of land in the north east part of the world. The Alvion Kingdom is a living example of a fairy tale royal city. The Country has mainly forrests and plains and the neighboring towns monstly deal in horses and tools. The very mixed community are moderately intergrated with each other. Although elves prefer to live in forest towns and the majority of dwarves live underground. Halflings seem to live quite closely with humans, and even the demon folk are generally left to their own business.
Population: 50% Humans 20% Elves 10% Dwarves 10% Halflings 5% Demonfolk, 5% Other
Population: 50% Humans 20% Elves 10% Dwarves 10% Halflings 5% Demonfolk, 5% Other
To the south of Alvion the landmass is connected to a harsh desert area known as the domain of Roh, the sun has scorched most of the land into endless miles of desert and savannah the Royal City of Roh is run by the beautiful council, a group of 6 beautiful women said to be over 1000 years old but never age. The Country has very few natural resources so makes most of its income through trading exotic spices, cusines,tourism and assasins. Human's make up the vast majority of the land and there are some tensions between those and the Demonfolk who are known to be murderers and thieves, the other small pockets of races keep to themselves and dont have established communities.
Population: 70% Humans, 5% Dwarves, 20% Demonfolk, 3% Elves, 2% Other
Population: 70% Humans, 5% Dwarves, 20% Demonfolk, 3% Elves, 2% Other
Across The Grand Ocean Past the Bishop and Knight Isles in the North East is the ice capped region of Ispar. This nation takes pride in it's highly developed democracy, technology and education, the people of this nation are also very studious and well versed in magic, which contrast to the large burly Dwarves and Human lumberjacks who harvest the Frostwood, some of the finest timber to survive in such a cold country. The reigon is home to many mountains, ice caves, and frozen rivers, the main city of Ispar is controlled by the Greater Ispar Government. The diverse racial makeup of land is very well integrated and all beings live together in the advanced cities.
Population 30% Dwarves, 30% Human, 35% Elves, 5% Other
Population 30% Dwarves, 30% Human, 35% Elves, 5% Other
Population: Humans 75%, Elves 15%, Demonfolk 9%, 1% other
Finally in the south west of the world you will find the Gothic Empire of Naveroth, a very ancient and secluded nation made up of swamps, and very urban towns with stone pavements. The Naveroth main city, is home to the Empress and very little is known about her beyond her solitude, independence and authority over her people. The few large business chains in the land specialise in weapons and the notorious bio-pit is home to some of the most dangerous creatures who are thought to be bred and mutated by Naveroth's highly developed but unethical science community. The City's are almost all Human and the Elves have been driven out to live in small towns in the middle of the swamps. Segregation and Racism is a huge issue here.
Finally in the south west of the world you will find the Gothic Empire of Naveroth, a very ancient and secluded nation made up of swamps, and very urban towns with stone pavements. The Naveroth main city, is home to the Empress and very little is known about her beyond her solitude, independence and authority over her people. The few large business chains in the land specialise in weapons and the notorious bio-pit is home to some of the most dangerous creatures who are thought to be bred and mutated by Naveroth's highly developed but unethical science community. The City's are almost all Human and the Elves have been driven out to live in small towns in the middle of the swamps. Segregation and Racism is a huge issue here.
The Costa Islands are dotted around the south cost of Roh, where the weather is more tropical than desert-like, although technically owned by the Roh council the Costa is generally seen as 'free islands' where most of the tourists come to relax and Inns and markets flourish at this beautiful resort land. There is no real ruler but the very rich Halfling produce merchants have a lot of control of what goes on and generally keep order.
Population: Always changing but the main inhabitants are currently humans and halflings.
Population: Always changing but the main inhabitants are currently humans and halflings.
Population: No offical demographics, but home to many demonfolk.
These very small islands in the centre of the map fall under two different controllers, the Knight Islands Port towns are run by pirates and organised criminals from around the world, and the Bishop Isles are run by insane cults and mystics. The Islands are generally considered dangerous places to be and the 4 kingdoms have largely turned a blind eye to the dealings of the two communities mainly because they are contained in centre of the world map where they are surrouned and generally inactive globally. The Pirates sell stolen goods and train deadly mercenaries while, the mystics of bishop will sometimes part with their ancient artifacts for the right price. Tensions are obviously very high and the communities are unstable at best.
These very small islands in the centre of the map fall under two different controllers, the Knight Islands Port towns are run by pirates and organised criminals from around the world, and the Bishop Isles are run by insane cults and mystics. The Islands are generally considered dangerous places to be and the 4 kingdoms have largely turned a blind eye to the dealings of the two communities mainly because they are contained in centre of the world map where they are surrouned and generally inactive globally. The Pirates sell stolen goods and train deadly mercenaries while, the mystics of bishop will sometimes part with their ancient artifacts for the right price. Tensions are obviously very high and the communities are unstable at best.
Races & Variants
Humans:
The sons and daughters of the ancient 'gatherers' have established themselves in this world as a fascinating and diverse people. Over the last 500 years or so, they have become the most populous race on terraxia by a small margin. They also have more religions than any other race, which has lead to isolation and tribalism in some cases. Known as the most effective politicians.
Elves:
Also known as 'Province Elves' to describe the basic and non variant versions of elves. These usually are seen in cities living alongside humans and city dwarves in relative peace. Because of lack of exposure to magic and natural energies, they have a shorter lifespan than wood elves and dark elves but are somewhat hardier too. Agile and quick witted, they make excellent hunters. Thier variants are Dark Elves and Wood Elves.
Dwarves:
Known as 'City Dwarves' to describe the folk who live among other races in large cities. They are few in number but have very established cultures and traditions. Also living shorter lives than their other variants, but enjoy a less rigid lifestyle and are amazing merchants and builders. Their Variants are Chaos Dwarves and Mountain Dwarves.
Demonfolk:
are essentially low powered demons who roam the mortal world, their demon blood is heavily diluted with human and dark elven blood but they have demonic markers such as dark blue/grey skin and red/yellow eyes. Sometimes tails or horns too. They are said to all be the descendent of one demon family who escaped from the underworld , others claim they are just mutant dark elves whose radical appearance can be explained with inbreeding.
3 Character Options
Name: Nelrey Kimin
Origin: (Province or Island)
Height: 5'6
Weight: 126
Class: Mage
Race: Elf/Demonfolk
Weapons & Equipment: (details but fairly brief)
Skills and Abilities: (expertise, techniques, and magic go here)
Personality: Softly Spoken, Magic User, Submissive, Curious about the world, Non confrontational.
Name: Vyres Malmorn
Origin: (Province or Island)
Height: 5'8
Weight: 133
Class: Rogue
Race: Half-Elf (Half Human)
Weapons & Equipment: (details but fairly brief)
Skills and Abilities: (expertise, techniques, and magic go here)
Personality: Anxious, Smart, Cautious, Friendly, Loyal, Strong moral code.
Name: Nifril Orm
Origin: (Province or Island)
Height: 5'7
Weight: 120
Class: Knight
Race: Elf Hybrid (High Elf and Dark Elf Mix)
Weapons & Equipment: (details but fairly brief)
Skills and Abilities: (expertise, techniques, and magic go here)
Personality: Wild, Confident, Forward, Highly skilled, Playful, Coy.
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