Hello, and thanks for stopping by! I've been trying my hand at roleplaying since I was fairly young, but have often found that GMing hasn't been what I'm strongest at. So instead I wanted to try and work one on one (or potentially in a small group) to get back to writing stories and characters. I'm mostly here for story-driven roleplay, but I'm okay with romance in a plot as well. I'm most comfortable with MxM, but I can adapt if necessary. I'm into sci-fi, fantasy, and modern settings. Though if there's an idea you have, and you might be interested in roleplaying with me shoot me a PM and we can work out another setting. I prefer writing at the high-casual to advanced level quantity (multiple paragraphs where appropriate). I tend towards a busy but fairly flexible schedule so we can work out those details should you have interest! Below are some plot ideas I had to get started, but I'm open to suggestions and ideas. Thanks for reading!
I will add to this section should any other plots come to mind! If you have any plot ideas of your own feel free to send me a PM! I'd love to hear your ideas!
Setting: This RP would take place in the fictional city of Lanza Bay, roughly 15-25 years into the future (with slightly altered history from our own world). In this world there is a small population of the planet with a protein mutation that afford them superhuman abilities. In response to this scientific and cultural revelation was a political backlash that resulted in more authoritarian thinking and a number of challenges to civil rights. At the same time, a wave of massive deregulation throughout the United States saw the return of corporate-run cities. Lanza Bay is one such city, and a city where rampant inequality seems even more heightened. Despite its more harrowing and cut-throat aspects, the city represents a diverse range of cultures and distractions. Though the game has elements of the political, it doesn't require a heavy focus on such themes. I actually would like to tell a more grounded story despite the more eccentric/fantastical elements of the world itself.
My Character: My character would be Preston Arroyo, a native to Lanza Bay, who has the ability to shapeshift. The powers of this world aren't as world-breaking as that of typical mutant worlds. For example, Preston's "body-surfing" process requires extensive study of his targets features (which he usually does through sketching/sculpting). The process is best done over a period of hours in a tub of ice to reduce inflammation. Arroyo has found himself caught-up in a corp-rivalry far beyond his comprehension and capabilities. His relationship to your character could be worked out once you have an idea what kind of character you'll be playing. I'm okay with platonic and romantic avenues (Preston is pansexual).
Preston is not only trying to navigate life in Lanza Bay, but also his own past trauma and working through it. I'll provide a detailed, albeit very old, description of the character I've written for a previous RP.
Name: Preston Levi Arroyo
Age: 22
Gender: Male (He/Him)
Height: 5'10''
Weight: 146 lbs
Blood Type: A+
Appearance: Preston Arroyo is a biracial hispanic male that often passes as white hispanic rather than biracial. He has strikingly handsome features with no visible damage to his skin given his ability to rapidly repair himself. He has a messy dark brown head full of loose curls, and he has light brown eyes. Despite the lack of bags underneath his eyes he still carries an often apathetic and tired look about his face. Fairly large sized lips and a defined jawline are two striking features. Preston Arroyo is well defined, but not particularly muscular. His body's ability to rapidly repair itself means that he could potentially put on muscle quite easily, but has little to no interest in doing so. His lithe frame is easier to morph, and brings less discomfort during the process.
On a typical day it isn't unusual to see Preston decked out in jean jackets, loose fitting tank tops, and skinny jeans. He also often wears beanies, and is a sycophant when it comes to jewelry especially pertaining to his Native American heritage.
Musical Tastes: Preston typically enjoys anything indie. While his knowledge is limited he does possess a sort of esoteric understanding of music history which often validates his narcissistic proclivities in comparison to fans of more streamlined music. He also joins alternative music which stems from the angst of his teenage years. Preston also enjoys hip-hop music, but much like his other tastes feels prideful in his more obscure collection within the genre.
Hobbies: Preston has always been a talented artist. He enjoys sketching, painting, and less commonly sculpting. It's likely that should one visit his apartment they'd find his art scattered throughout. Preston also enjoys writing poetry, but has little confidence in neither his oratory skills or his writing abilities. Preston has a distinct interest in politics. He'd probably never venture willingly into that arena himself, but has rather strong positions and a desire for investigation. He's empathetic to less insidious conspiracy theories. Lastly, Preston fancies himself as quite the movie buff.
Personality: Preston, like many in Lanza Bay, is a man of varying complexities. He has an apathetically pessimistic view of the world and those with power. This often manifests itself in a deep depression stemming from unresolved childhood trauma. Preston has a sense of justice, of right and wrong, but his pessimism has perverted this vague concept in ways that prevent him from desiring to take action and even permit him to break his aforementioned ideals within reason. Preston has come to understand that Esperanza, and the world in general, is filled with selfish and broken people. Instead of channeling his justified outrage with political machinations and corruption into something positive he instead retreats to a macabre "c'est la vie" approach to human interaction. Rather than use his abilities for an actual cause he uses them as a means of "survival" by working for the highest bidders. While this often leaves him working for people that are, to say the least, morally ambiguous he does at least maintain a desire to keep from harming people he deems innocent or good. He's carried with him from childhood a materialism that tends to come with living in a society that measures worth and success via possessions. Instead of chasing his passions he attempts to use objects as a means of personal fulfillment.
Preston does invoke a self-destructive sort of narcissism that typically pushes people away. Quite contrarily, Preston actually craves human interaction and is incredibly protective of those people that he does become close with. His desire for interactions tend to lead to naive tendencies and dependency on those he manages to get close to. He's self-aware to notice many of the contradictions in how he processes these thoughts and interprets the world. It frustrates him, but as with most everything else he pretends instead to be apathetic to it.
Powers: Preston has the ability to restructure his phenotypic characteristics at an accelerated rate in such a way that he can mimic the appearance of nearly anyone. This process requires at least a day, and at most three days to complete. It also requires a good deal of preparation. In an idealistic scenario Preston rests in a tub of ice to reduce inflammation whilst his body is wrapped in protective bandages. An IV drip provides him nourishment, and after having studied his target's features he begins the process of copying them. Preston's abilities also allow him to heal at an incredibly fast pace, and allow him to take considerable amounts of damage to his body. His artistic capabilities give him greater assistance in studying features thoroughly when mimicking.
Weaknesses: Preston cannot mimic markings such as tattoos. He also cannot gain access to abilities or knowledge of the person he mimics. While, he is capable in combat he is has about the strength and speed of a normal human. He isn't impervious to damage, but is resistant. Enough sustained damage could still certainly kill him especially if done by another super-powered human. Critical damage can also cause rapid fluctuations in his appearance which can be incredibly harmful if not fatal for him.
World-Building: I don't have much of this world fleshed out, and would be more than happy to explore some of its broader elements through writing, but I recognize that isn't everyone's cup of tea. Either way, I'm more than willing to workshop the world- either on my own or together.
General Themes: Trauma (Systemic, Generational, Individual), Friendship/Love, Healing, Power & Materialism
Setting: This story takes place in a high-fantasy setting set in the fictional country of Vicelles. For over a century a twisted fog has snaked its way through every hold in the kingdom. It binds and strangles the life of whatever it touches. Those unlucky enough to survive are often corrupted-turned into beasts and creatures of the night. A sort of "magical radiation" permeates much of the thick forests of Vicelles while the holds struggle for cooperate to maintain control and resources. One of the strongest families, House Ostelt, controls the kingdom's largest resistance to the blighted creatures of the fog- the Order of Vigilance. Our characters are a part of that order (new or older members can be hashed out). The secrets of the order and the political machinations of the kingdom could drive our characters to seek refuge from the order or continue acting wardens of the order. Heavily inspired by Dragon Age and the Witcher series. Expect a gothic setting with elements of high-mid fantasy.
World-Building: I've done much of the leg-work in my fantasy setting already. I have pretty extensive archives of the lore of the larger world, and Vicelles specifically but I'm more than willing to be flexible and adaptive for the sake of the RP. I'll provide some lore stuff below for anyone interested! Not a requirement to read at all though, so no worries!
Frostmist: The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long)
Verestas: Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long)
Harbormarch: This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long)
Carthus is considered by most contemporary scholars to be the center of the world. It boasts many of the world's most powerful empires, and its capacity for trade is matched only by Dalic Union. Carthus has a diverse climate with ice-lands located to the far north-west, thick forests and wooded areas, rather warm coasts, and an even warmer southern tip.
Carthus is divided into four major countries. This includes two human nations of Astoria (highlighted in red) andVicelles (highlighted in purple), and the dwarven kingdoms of Viguard (highlighted in yellow) and Ostguard (highlighted in blue). Additionally, there are smaller wood elf encampments scattered throughout the continent.
To the east of Carthus is the recently re-named. Alexandrian Ocean, and to the west is the Oceana Abyssal a untraveled toxic body of water whose depths remain unexplored.
Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. Ellvenaan, the kingdom of the elves, is one of the largest nations in Ithea. It rivals the dwarven kingdom of Otmanguard in size. Valenndale is also home to a conflation of human city-states often referred to as The Union. The Dorvanhun or the Heartlands are home to the largest wood-elf encampment in all of Ithea. Not all tribes are friendly to outsiders, beware.
Valenndale has a moderate-to-warm climate. The lands feature mostly heavy forest areas, but south of the heartlands, there are jungle areas teaming with a diverse wildlife population. The Caracas League is a huge trade conglomerate, and are subject to Ellvenaan taxes, but the high elves of Valenndale also get resources from their mercantile colony in Penault.
Despite its reputation, Penault is one of the most historically relevant continents in all of Ithea. The continent is home to the Otmonguard Dwarves (highlighted in white), the Valenndale colony of Ellemau'nan (highlighted in gold), the Kingdom of Le Feu Mot (highlighted in red), and the Penaultish Wilds- inhabited mostly by Dark Elves and other mysterious creatures.
Lining the west coast, are two major historical fortresses. The Great Summit was once used to rally war-torn worlds and nations together under joint cooperation from world leaders. The Londessellan is an ancient elven fortress. Penault has a far warmer climate than most other continents, with vast desert regions, savannas and the jungles to the south.
High Mist is quite different from many of the other lands of Ithea. Nowhere else can one find volcanic activity and the red soils south of Tiefling territory. The major territories of High Mist include: the Orcish kingdom of I'Canxu (highlighted in magenta), Koponbect- the Gnosmish Kingdom (highlighted in tan and charcoal), and The Four Pillar Cities(also known as Babel) home to Tieflings (highlighted in red). To the north of High Mist are the Fleeting Isles dense jungle islands that are inhabited by wood elves, humans, and half-elves. The people of the Fleeting Isles are often taken as slaves by the nations of High Mist.
Many parts of High Mist are still unknown to contemporary scholars as travel through the lands is scarce and quite difficult. Perhaps, one day others may be able to uncover more secrets of High Mist.
Crysteria is an arctic continent that has remained habitable for only two nations. The landmass is home to the People of the Trident (highlighted in blue), and Britheria home to the feline race known as the Brith. Crysteria isn't completely frozen, despite popular belief. The People of the Trident live in an arctic tundra which gives them a pivotal position on the continent. These human tribes are forced to pay- in resources- tribute to the powerful nation of Britheria. Crysteria's Frostfoot Marches are perilous and thus there are still vast areas of the continent that remain unexplored.
An arisen (known locally as night-stalkers or nightkin) is the product of a mortal having submitted to blood lust symptomatic of the night sickness. The months following their transformation, these arisen develop a level of agility, strength, and endurance far more substantial to that of normal mortals. This is at the consequence of an incredible sensitivity to light, and extreme reactions to sunlight. Along with this, the sickness requires its victim to feed on the blood of mortals. Preference seems to be given to, sentient mortals, for unknown reason. Failure to meet this need produces fog poisoned nightkin, and with it the loss of sentience and sanity.
Arisen do not age in the traditional sense, and because they remain exclusive to Vicelles’ forests there is little research regarding their life cycle. Even still, arisen are not immortal. They are regarded as an incredible threat throughout Vicelles, and thus oft take up hiding in small communities on the outskirts of civilization. For fear of infiltration by an officer of the Order of Vigilance broods often require outsiders to first have a contact within the community. In practice this means that arisen transformed by a random attacker are usually ostracized and forced to brave the forests alone.
It is unknown where nightkin might originate, but like other creatures they are assumed to have come alongside the fogs that plague Vicelles.
It is more common to hear of banshees in handmaiden's tales than to actually encounter one. They dwell where the fogs are heaviest most likely because they prefer to be alone. Their emaciated husks make them appear weak, but they are incredibly powerful. They move along the wind with their screams being the only sign of their presence. Their wails have been known to pierce the ears to the point of drawing blood. With elongated digits and sharp teeth that have ripped apart pieces of their jaw- most encounters tend to be fatal. This includes even the strongest of the Order.
Upon feasting on the meat of a fever stag the feaster's stomach begins to rot and corrupt from the tainted meat. In the early stages of the affliction fever and explosive stool are common. Large cysts appear on the torso, and within a few days expand forming a larger tumor on the stomach. As the bloating continues it becomes difficult for the victim to keep down foods and bile frequently spills from their mouth. The flesh can rot, and becomes weak and easy to tear. The feet often become gangrenous from prolonged exposure from weakened flesh.
In the final stages of the infection the victim is plagued by hallucinations and an intense burning sensation throughout the body. The fever begins to destroy the mind, and soon only the most basic mental faculties are kept undamaged. Bloats ooze wretched smelling pus from their orifices, and clamor for anything they can eat. They prioritize meat, but will not prey on most fog-poisoned creatures and fauna. Some victims are kidnapped by the Crows of North Marsh and intentionally transformed into Bloats for the purpose of rituals.
The Hollow Men are husk like creatures that aimlessly wander the fog-heavy forests of Vicelles. Though the arcane research that explores these creatures is limited, there exists a wide consensus among arcanists that the hollow men suffer an ancient curse. The stories of travelers bound by magic to the trees of the forest are commonplace in much of Vicelles.
What little is known of the affliction is that spores seem to lull careless travelers into a state of euphoria. From here, vivid hallucinations plague the victim and entice them to wander the forest with little regard for their own safety. Continued exposure to these spores inflict a hex curse on the victim. The transformation is believed to be quite painful as the shoulders bloat like tumors until they engulf the neck and chin. Before long the face becomes sunken and disfigured, and the breastplate is compressed. Once the hex has ravaged the body enough the head is so disfigured, and the upper body so swollen, that the face appears sunken into the chest.
Astoria is one of four nations in Carthus. Highlighted in red on the political map, Astoria is ruled by one major house. House Chamberhill currently holds the throne with little in the way of political opposition from minor houses throughout Astoria.
Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system.
There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words.
Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections.
Setting: This RP would take place in the fictional city of Lanza Bay, roughly 15-25 years into the future (with slightly altered history from our own world). In this world there is a small population of the planet with a protein mutation that afford them superhuman abilities. In response to this scientific and cultural revelation was a political backlash that resulted in more authoritarian thinking and a number of challenges to civil rights. At the same time, a wave of massive deregulation throughout the United States saw the return of corporate-run cities. Lanza Bay is one such city, and a city where rampant inequality seems even more heightened. Despite its more harrowing and cut-throat aspects, the city represents a diverse range of cultures and distractions. Though the game has elements of the political, it doesn't require a heavy focus on such themes. I actually would like to tell a more grounded story despite the more eccentric/fantastical elements of the world itself.
My Character: My character would be Preston Arroyo, a native to Lanza Bay, who has the ability to shapeshift. The powers of this world aren't as world-breaking as that of typical mutant worlds. For example, Preston's "body-surfing" process requires extensive study of his targets features (which he usually does through sketching/sculpting). The process is best done over a period of hours in a tub of ice to reduce inflammation. Arroyo has found himself caught-up in a corp-rivalry far beyond his comprehension and capabilities. His relationship to your character could be worked out once you have an idea what kind of character you'll be playing. I'm okay with platonic and romantic avenues (Preston is pansexual).
Preston is not only trying to navigate life in Lanza Bay, but also his own past trauma and working through it. I'll provide a detailed, albeit very old, description of the character I've written for a previous RP.
Name: Preston Levi Arroyo
Age: 22
Gender: Male (He/Him)
Height: 5'10''
Weight: 146 lbs
Blood Type: A+
Appearance: Preston Arroyo is a biracial hispanic male that often passes as white hispanic rather than biracial. He has strikingly handsome features with no visible damage to his skin given his ability to rapidly repair himself. He has a messy dark brown head full of loose curls, and he has light brown eyes. Despite the lack of bags underneath his eyes he still carries an often apathetic and tired look about his face. Fairly large sized lips and a defined jawline are two striking features. Preston Arroyo is well defined, but not particularly muscular. His body's ability to rapidly repair itself means that he could potentially put on muscle quite easily, but has little to no interest in doing so. His lithe frame is easier to morph, and brings less discomfort during the process.
On a typical day it isn't unusual to see Preston decked out in jean jackets, loose fitting tank tops, and skinny jeans. He also often wears beanies, and is a sycophant when it comes to jewelry especially pertaining to his Native American heritage.
Musical Tastes: Preston typically enjoys anything indie. While his knowledge is limited he does possess a sort of esoteric understanding of music history which often validates his narcissistic proclivities in comparison to fans of more streamlined music. He also joins alternative music which stems from the angst of his teenage years. Preston also enjoys hip-hop music, but much like his other tastes feels prideful in his more obscure collection within the genre.
Hobbies: Preston has always been a talented artist. He enjoys sketching, painting, and less commonly sculpting. It's likely that should one visit his apartment they'd find his art scattered throughout. Preston also enjoys writing poetry, but has little confidence in neither his oratory skills or his writing abilities. Preston has a distinct interest in politics. He'd probably never venture willingly into that arena himself, but has rather strong positions and a desire for investigation. He's empathetic to less insidious conspiracy theories. Lastly, Preston fancies himself as quite the movie buff.
Personality: Preston, like many in Lanza Bay, is a man of varying complexities. He has an apathetically pessimistic view of the world and those with power. This often manifests itself in a deep depression stemming from unresolved childhood trauma. Preston has a sense of justice, of right and wrong, but his pessimism has perverted this vague concept in ways that prevent him from desiring to take action and even permit him to break his aforementioned ideals within reason. Preston has come to understand that Esperanza, and the world in general, is filled with selfish and broken people. Instead of channeling his justified outrage with political machinations and corruption into something positive he instead retreats to a macabre "c'est la vie" approach to human interaction. Rather than use his abilities for an actual cause he uses them as a means of "survival" by working for the highest bidders. While this often leaves him working for people that are, to say the least, morally ambiguous he does at least maintain a desire to keep from harming people he deems innocent or good. He's carried with him from childhood a materialism that tends to come with living in a society that measures worth and success via possessions. Instead of chasing his passions he attempts to use objects as a means of personal fulfillment.
Preston does invoke a self-destructive sort of narcissism that typically pushes people away. Quite contrarily, Preston actually craves human interaction and is incredibly protective of those people that he does become close with. His desire for interactions tend to lead to naive tendencies and dependency on those he manages to get close to. He's self-aware to notice many of the contradictions in how he processes these thoughts and interprets the world. It frustrates him, but as with most everything else he pretends instead to be apathetic to it.
Powers: Preston has the ability to restructure his phenotypic characteristics at an accelerated rate in such a way that he can mimic the appearance of nearly anyone. This process requires at least a day, and at most three days to complete. It also requires a good deal of preparation. In an idealistic scenario Preston rests in a tub of ice to reduce inflammation whilst his body is wrapped in protective bandages. An IV drip provides him nourishment, and after having studied his target's features he begins the process of copying them. Preston's abilities also allow him to heal at an incredibly fast pace, and allow him to take considerable amounts of damage to his body. His artistic capabilities give him greater assistance in studying features thoroughly when mimicking.
Weaknesses: Preston cannot mimic markings such as tattoos. He also cannot gain access to abilities or knowledge of the person he mimics. While, he is capable in combat he is has about the strength and speed of a normal human. He isn't impervious to damage, but is resistant. Enough sustained damage could still certainly kill him especially if done by another super-powered human. Critical damage can also cause rapid fluctuations in his appearance which can be incredibly harmful if not fatal for him.
World-Building: I don't have much of this world fleshed out, and would be more than happy to explore some of its broader elements through writing, but I recognize that isn't everyone's cup of tea. Either way, I'm more than willing to workshop the world- either on my own or together.
General Themes: Trauma (Systemic, Generational, Individual), Friendship/Love, Healing, Power & Materialism
By her grace, may this day be your last day. Be you an urchin, a charlatan, a prince or his general. We pray to the Ten True Divines that who once was may now be cleansed in fire. May trembling hands be steeled. May throats moaning trepidation be drowned out. May the feet beneath you burrow into this most holy soil. Let your fears die, and all that you once were pass on with it. You are called to a higher purpose. You are a blade in the fog finding liberation in oppressive mists. You are a conduit for the dead; a brazier for the living.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Setting: This story takes place in a high-fantasy setting set in the fictional country of Vicelles. For over a century a twisted fog has snaked its way through every hold in the kingdom. It binds and strangles the life of whatever it touches. Those unlucky enough to survive are often corrupted-turned into beasts and creatures of the night. A sort of "magical radiation" permeates much of the thick forests of Vicelles while the holds struggle for cooperate to maintain control and resources. One of the strongest families, House Ostelt, controls the kingdom's largest resistance to the blighted creatures of the fog- the Order of Vigilance. Our characters are a part of that order (new or older members can be hashed out). The secrets of the order and the political machinations of the kingdom could drive our characters to seek refuge from the order or continue acting wardens of the order. Heavily inspired by Dragon Age and the Witcher series. Expect a gothic setting with elements of high-mid fantasy.
World-Building: I've done much of the leg-work in my fantasy setting already. I have pretty extensive archives of the lore of the larger world, and Vicelles specifically but I'm more than willing to be flexible and adaptive for the sake of the RP. I'll provide some lore stuff below for anyone interested! Not a requirement to read at all though, so no worries!
Authored by Miriam Foster
Referred to also, as the Common Calendar the Marcellian Calendar is a unit of measuring time developed primarily for Carthus. However, after the War of Splitting Branches, with a far more expansive global trade system the calendar and its months have become the norm for a number of societies throughout Ithea.
Frostmist: The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long)
Verestas: Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long)
Harbormarch: This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long)
Monday
Fielday
Wineday
Vairday
Freeday
Stoneday
Solday
Fielday
Wineday
Vairday
Freeday
Stoneday
Solday
"Carthus consists, largely, of humans and dwarven populations. While the dwarven kingdoms of Viguard and Ostguard border Vicelles from the west Astoria borders it from the east. Following the end of the War of Splitting Branches and the end of the Iron Era there has been relative peace throughout Carthus. "
Miriam Foster-- Compendium Obscura
Carthus is considered by most contemporary scholars to be the center of the world. It boasts many of the world's most powerful empires, and its capacity for trade is matched only by Dalic Union. Carthus has a diverse climate with ice-lands located to the far north-west, thick forests and wooded areas, rather warm coasts, and an even warmer southern tip.
Carthus is divided into four major countries. This includes two human nations of Astoria (highlighted in red) andVicelles (highlighted in purple), and the dwarven kingdoms of Viguard (highlighted in yellow) and Ostguard (highlighted in blue). Additionally, there are smaller wood elf encampments scattered throughout the continent.
To the east of Carthus is the recently re-named. Alexandrian Ocean, and to the west is the Oceana Abyssal a untraveled toxic body of water whose depths remain unexplored.
Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. Ellvenaan, the kingdom of the elves, is one of the largest nations in Ithea. It rivals the dwarven kingdom of Otmanguard in size. Valenndale is also home to a conflation of human city-states often referred to as The Union. The Dorvanhun or the Heartlands are home to the largest wood-elf encampment in all of Ithea. Not all tribes are friendly to outsiders, beware.
Valenndale has a moderate-to-warm climate. The lands feature mostly heavy forest areas, but south of the heartlands, there are jungle areas teaming with a diverse wildlife population. The Caracas League is a huge trade conglomerate, and are subject to Ellvenaan taxes, but the high elves of Valenndale also get resources from their mercantile colony in Penault.
Despite its reputation, Penault is one of the most historically relevant continents in all of Ithea. The continent is home to the Otmonguard Dwarves (highlighted in white), the Valenndale colony of Ellemau'nan (highlighted in gold), the Kingdom of Le Feu Mot (highlighted in red), and the Penaultish Wilds- inhabited mostly by Dark Elves and other mysterious creatures.
Lining the west coast, are two major historical fortresses. The Great Summit was once used to rally war-torn worlds and nations together under joint cooperation from world leaders. The Londessellan is an ancient elven fortress. Penault has a far warmer climate than most other continents, with vast desert regions, savannas and the jungles to the south.
High Mist is quite different from many of the other lands of Ithea. Nowhere else can one find volcanic activity and the red soils south of Tiefling territory. The major territories of High Mist include: the Orcish kingdom of I'Canxu (highlighted in magenta), Koponbect- the Gnosmish Kingdom (highlighted in tan and charcoal), and The Four Pillar Cities(also known as Babel) home to Tieflings (highlighted in red). To the north of High Mist are the Fleeting Isles dense jungle islands that are inhabited by wood elves, humans, and half-elves. The people of the Fleeting Isles are often taken as slaves by the nations of High Mist.
Many parts of High Mist are still unknown to contemporary scholars as travel through the lands is scarce and quite difficult. Perhaps, one day others may be able to uncover more secrets of High Mist.
Crysteria is an arctic continent that has remained habitable for only two nations. The landmass is home to the People of the Trident (highlighted in blue), and Britheria home to the feline race known as the Brith. Crysteria isn't completely frozen, despite popular belief. The People of the Trident live in an arctic tundra which gives them a pivotal position on the continent. These human tribes are forced to pay- in resources- tribute to the powerful nation of Britheria. Crysteria's Frostfoot Marches are perilous and thus there are still vast areas of the continent that remain unexplored.
Human- Humans are the most populous race in all of Ithea. This race is dominant in five nations, and is prevalent still in other nations. Humans are known for their ability to adapt and survive. While they aren't as physically strong as the average Orc or Brith or as magically attuned as an Elf- they make up for it by showing promise in all fields (strength, nimbleness, magic, etc.).
Average Height:5'6''-6'0''
Average Lifespan" 65 years
High-Elf- High-elves are an incredibly powerful race known for confidence in their people. The High-Elves hold an impressive kingdom in Valenndale that nearly spans the entirety of the continent. High-elves are known for taller height and a slim-build; this is accompanied by sharp facial features. Their ears are far shorter than their elven cousins. High-elves are also known for their prominent affinity for magic. Not all high-elves possess magic, but it is slightly more common among this race.
Average Height:6'1" (185.5cm)- 6'6" (198cm)
Average Lifespan: 90 years
Half-Elf- Half-elves are the result of one elven and one human parent. They are typically somewhat smaller than the average human, but much thicker than the average high-elf. Half-elves typically inherit similar (but softened) facial features from their elven parent, but always have human ears. Half-elves are more likely than most to fall within an intermediate level of capacity for magic.
Average Height: 5'6"-5'10"
Average Lifespan: 68 years
Dwarf- Dwarves are a short yet brutish and powerful race. Three Dwarven empires span all of Ithea, all somewhat similar in governing style and religious beliefs. The Dwarves are skilled crafters, and incredibly fierce warriors. Many militaristic innovations and strategies were created by them. What they lack in stature they make up for in endurance and durability.
Average Height:4'5"-4'10"
Average Lifespan:63 years
Orc- Orcs are one of the least populated races in all of Ithea. Their kingdom is located in High Mist where they dominate the northern region. Orcs are known for their ferocity in combat, their overwhelming strength, and a bloodlust rage unmatched by other races in all of Ithea. The Orcish people are incredibly skilled warriors- rivaling the dwarves in military prowess. Orcs are generally fearless and crave battle.
Average Height:6'8"
Average Lifespan: 51 years
Gnome- The Gnomes of High Mist are another of the least populated races in Ithea. Their territory is unique in that most of their major cities are located underground. The Gnomes are considered to be the pioneers of technological advancement, particularly in architecture and transforming their environment (controlled demolitions, black powder, etc.) Gnomes are similar in height to dwarves, but are far less robust. Where as dwarves are hardy and sturdy, gnomes are much frailer.
Average Height:3'10"-4'6"
Average Lifespan:66 years
Tiefling- Tieflings are a race of people that live predominantly in The Four Pillar Cities of High Mist. This race is the least common of all races throughout Ithea, but they still boast an impressive population (especially in High Mist). Many people believe that the Tieflings are a people cursed by Gods (hence their red skin, and horns). Even many Tieflings believe this to be true. It is for this reason that all Tieflings (particularly mages) are sent on a pilgrimage to the monastic temples scattered around the wasteland to be cleansed of the Dread God's influence. Many people in Ithea would think the Tiefling are barbaric, and in some ways, perhaps they are. However, upon further inspection- one would realize that they are a rather advanced race of people who are afraid of what they are and what that might mean for the world and their culture.
Average Height: 6'1"-6'7"
Average Lifespan: 58 years
Brith- The Brith are a powerful race of feline-humanoids (resembling bulky leopards or tigers). Many reside in the frozen wastes of Crysteria in the empire known as Britheria. Natural conquerors, the Brith at one point held large amounts of territory throughout all of Ithea. Their defeat at the hands of a Dwarven and Human alliance forced the Brith's empire to shrink. Still a mighty empire in its own right, the Brith are renowned for their naval capabilities. Brith are typically very large (though not always), rivaling Orcs in size. Despite the average, among their race, the Brith are about as diverse as humans in color, height, weight and facial differences.
Average Height:5'11''-6'8''
Average Lifespan: 70 years
Wood-Elf- The wood elves are a variant of high-elves, though still classified as the same race. Wood Elves have historically been pushed back- their territories reduced to designated encampments in the wilderness. Wood elves have a greater affinity for magic even when compared to their high-elf cousins. They are typically adept at survival, especially in wooded areas. Wood elves have much larger ears, and softer features when compared to high-elves. They also often have facial tattoos representative of the clan or family that they hail from.
Average Height:5'4''-5'11''
Average Lifespan: 88 years
Halfling- Halflings are the offspring of dwarves or gnomes with a human or an elf. Halflings make up a small minority in Ithea, and often work as entertainers. Halflings are known for their agility, and their small stature. It makes for excellent performers, and deadly warriors. Halflings don't have a large nation behind them, but are rather just scattered throughout all of Ithea. Halflings are generally infertile or otherwise have tremendous issues with childbirth.
Average Height:5'0''
Average Lifespan: 45 years
Dark-Elf- Dark-elves (or Drow) are another variant of high-elves, and as such are still classified as the same race. Dark-elves are believed to be the descendants of the Fallen, the evil deities said to have betrayed the deities of the high-elven Pantheon. Dark-eves are widely discriminated against with societal challenges similar to Tieflings. While the history of the dark-elves is shrouded in mystery it is undeniable that dark-elves are more attuned to forbidden magics (necromancy, blood magic, etc.) though some would argue that they are driven to use this magics because they are treated so poorly throughout Ithea. This is certainly the case in most societies. Dark-elves are often taken into chattel slavery in high-elven society, and in human societies they are often indentured servants. They have begun to form a combine clandestine tribes to form a larger entity in the Penaultish Wilds.
Average Height:5'11''-6'3''
Average Lifespans: 68 years
Sirens- The Sirens are one part mystery and the other part misery. For as many truths that exist about the Sirens there are just as many myths; this is more than likely by design. Sirens are a dying race of aquatic beings that blur the line between human and creature. Fiercely protective of their waters it is rare to see one of their kind outside of warded territory. Many Sirens are capable of weaving 'Siren Glass' an adhesive and glossy string with magical properties that can serve as a protective ward against magic and unwanted guests. The corruption of the Oceana Abyssal to the west has forced a great migration. What is known of these beings is that on land their differences to humans are subtle, but still so many details about them remain elusive.
Average Height:5'9"-5'11"
Average Lifespan: 38-40 years
Average Height:5'6''-6'0''
Average Lifespan" 65 years
High-Elf- High-elves are an incredibly powerful race known for confidence in their people. The High-Elves hold an impressive kingdom in Valenndale that nearly spans the entirety of the continent. High-elves are known for taller height and a slim-build; this is accompanied by sharp facial features. Their ears are far shorter than their elven cousins. High-elves are also known for their prominent affinity for magic. Not all high-elves possess magic, but it is slightly more common among this race.
Average Height:6'1" (185.5cm)- 6'6" (198cm)
Average Lifespan: 90 years
Half-Elf- Half-elves are the result of one elven and one human parent. They are typically somewhat smaller than the average human, but much thicker than the average high-elf. Half-elves typically inherit similar (but softened) facial features from their elven parent, but always have human ears. Half-elves are more likely than most to fall within an intermediate level of capacity for magic.
Average Height: 5'6"-5'10"
Average Lifespan: 68 years
Dwarf- Dwarves are a short yet brutish and powerful race. Three Dwarven empires span all of Ithea, all somewhat similar in governing style and religious beliefs. The Dwarves are skilled crafters, and incredibly fierce warriors. Many militaristic innovations and strategies were created by them. What they lack in stature they make up for in endurance and durability.
Average Height:4'5"-4'10"
Average Lifespan:63 years
Orc- Orcs are one of the least populated races in all of Ithea. Their kingdom is located in High Mist where they dominate the northern region. Orcs are known for their ferocity in combat, their overwhelming strength, and a bloodlust rage unmatched by other races in all of Ithea. The Orcish people are incredibly skilled warriors- rivaling the dwarves in military prowess. Orcs are generally fearless and crave battle.
Average Height:6'8"
Average Lifespan: 51 years
Gnome- The Gnomes of High Mist are another of the least populated races in Ithea. Their territory is unique in that most of their major cities are located underground. The Gnomes are considered to be the pioneers of technological advancement, particularly in architecture and transforming their environment (controlled demolitions, black powder, etc.) Gnomes are similar in height to dwarves, but are far less robust. Where as dwarves are hardy and sturdy, gnomes are much frailer.
Average Height:3'10"-4'6"
Average Lifespan:66 years
Tiefling- Tieflings are a race of people that live predominantly in The Four Pillar Cities of High Mist. This race is the least common of all races throughout Ithea, but they still boast an impressive population (especially in High Mist). Many people believe that the Tieflings are a people cursed by Gods (hence their red skin, and horns). Even many Tieflings believe this to be true. It is for this reason that all Tieflings (particularly mages) are sent on a pilgrimage to the monastic temples scattered around the wasteland to be cleansed of the Dread God's influence. Many people in Ithea would think the Tiefling are barbaric, and in some ways, perhaps they are. However, upon further inspection- one would realize that they are a rather advanced race of people who are afraid of what they are and what that might mean for the world and their culture.
Average Height: 6'1"-6'7"
Average Lifespan: 58 years
Brith- The Brith are a powerful race of feline-humanoids (resembling bulky leopards or tigers). Many reside in the frozen wastes of Crysteria in the empire known as Britheria. Natural conquerors, the Brith at one point held large amounts of territory throughout all of Ithea. Their defeat at the hands of a Dwarven and Human alliance forced the Brith's empire to shrink. Still a mighty empire in its own right, the Brith are renowned for their naval capabilities. Brith are typically very large (though not always), rivaling Orcs in size. Despite the average, among their race, the Brith are about as diverse as humans in color, height, weight and facial differences.
Average Height:5'11''-6'8''
Average Lifespan: 70 years
Wood-Elf- The wood elves are a variant of high-elves, though still classified as the same race. Wood Elves have historically been pushed back- their territories reduced to designated encampments in the wilderness. Wood elves have a greater affinity for magic even when compared to their high-elf cousins. They are typically adept at survival, especially in wooded areas. Wood elves have much larger ears, and softer features when compared to high-elves. They also often have facial tattoos representative of the clan or family that they hail from.
Average Height:5'4''-5'11''
Average Lifespan: 88 years
Halfling- Halflings are the offspring of dwarves or gnomes with a human or an elf. Halflings make up a small minority in Ithea, and often work as entertainers. Halflings are known for their agility, and their small stature. It makes for excellent performers, and deadly warriors. Halflings don't have a large nation behind them, but are rather just scattered throughout all of Ithea. Halflings are generally infertile or otherwise have tremendous issues with childbirth.
Average Height:5'0''
Average Lifespan: 45 years
Dark-Elf- Dark-elves (or Drow) are another variant of high-elves, and as such are still classified as the same race. Dark-elves are believed to be the descendants of the Fallen, the evil deities said to have betrayed the deities of the high-elven Pantheon. Dark-eves are widely discriminated against with societal challenges similar to Tieflings. While the history of the dark-elves is shrouded in mystery it is undeniable that dark-elves are more attuned to forbidden magics (necromancy, blood magic, etc.) though some would argue that they are driven to use this magics because they are treated so poorly throughout Ithea. This is certainly the case in most societies. Dark-elves are often taken into chattel slavery in high-elven society, and in human societies they are often indentured servants. They have begun to form a combine clandestine tribes to form a larger entity in the Penaultish Wilds.
Average Height:5'11''-6'3''
Average Lifespans: 68 years
Sirens- The Sirens are one part mystery and the other part misery. For as many truths that exist about the Sirens there are just as many myths; this is more than likely by design. Sirens are a dying race of aquatic beings that blur the line between human and creature. Fiercely protective of their waters it is rare to see one of their kind outside of warded territory. Many Sirens are capable of weaving 'Siren Glass' an adhesive and glossy string with magical properties that can serve as a protective ward against magic and unwanted guests. The corruption of the Oceana Abyssal to the west has forced a great migration. What is known of these beings is that on land their differences to humans are subtle, but still so many details about them remain elusive.
Average Height:5'9"-5'11"
Average Lifespan: 38-40 years
“Oft the subject of handmaiden’s tales to young Vicellan nobles my kind have been relegated to mere fantasy and myth. Yet beyond the fog do we lurk- same as any beast, I suppose. Vicelles is not yours alone. Those who have arisen in the glimmer of nightfall lay claim to your forests, your homes, and your person.” -- cited by anonymous author Memoir of the Tainted
An arisen (known locally as night-stalkers or nightkin) is the product of a mortal having submitted to blood lust symptomatic of the night sickness. The months following their transformation, these arisen develop a level of agility, strength, and endurance far more substantial to that of normal mortals. This is at the consequence of an incredible sensitivity to light, and extreme reactions to sunlight. Along with this, the sickness requires its victim to feed on the blood of mortals. Preference seems to be given to, sentient mortals, for unknown reason. Failure to meet this need produces fog poisoned nightkin, and with it the loss of sentience and sanity.
Arisen do not age in the traditional sense, and because they remain exclusive to Vicelles’ forests there is little research regarding their life cycle. Even still, arisen are not immortal. They are regarded as an incredible threat throughout Vicelles, and thus oft take up hiding in small communities on the outskirts of civilization. For fear of infiltration by an officer of the Order of Vigilance broods often require outsiders to first have a contact within the community. In practice this means that arisen transformed by a random attacker are usually ostracized and forced to brave the forests alone.
It is unknown where nightkin might originate, but like other creatures they are assumed to have come alongside the fogs that plague Vicelles.
"Beware the hushed cries that play on the winds. It is not a cry for help, but a warning. Her blood tears mark her territory. Once you've heard the her harrowing scream it is oft too late.--Miriam Foster--Compendium Obscura
It is more common to hear of banshees in handmaiden's tales than to actually encounter one. They dwell where the fogs are heaviest most likely because they prefer to be alone. Their emaciated husks make them appear weak, but they are incredibly powerful. They move along the wind with their screams being the only sign of their presence. Their wails have been known to pierce the ears to the point of drawing blood. With elongated digits and sharp teeth that have ripped apart pieces of their jaw- most encounters tend to be fatal. This includes even the strongest of the Order.
"Occasionally, when the harvest is at its most plentiful do these creatures stumble ravenously from the wood. With inflamed and tumorous sores bloating their stomachs like a woman with child these monstrosities are often reduced to a pathetic shamble. Regardless, their hunger knows no limits and they will feast on anything they manage to catch.--Miriam Foster Compendium Obscura
Upon feasting on the meat of a fever stag the feaster's stomach begins to rot and corrupt from the tainted meat. In the early stages of the affliction fever and explosive stool are common. Large cysts appear on the torso, and within a few days expand forming a larger tumor on the stomach. As the bloating continues it becomes difficult for the victim to keep down foods and bile frequently spills from their mouth. The flesh can rot, and becomes weak and easy to tear. The feet often become gangrenous from prolonged exposure from weakened flesh.
In the final stages of the infection the victim is plagued by hallucinations and an intense burning sensation throughout the body. The fever begins to destroy the mind, and soon only the most basic mental faculties are kept undamaged. Bloats ooze wretched smelling pus from their orifices, and clamor for anything they can eat. They prioritize meat, but will not prey on most fog-poisoned creatures and fauna. Some victims are kidnapped by the Crows of North Marsh and intentionally transformed into Bloats for the purpose of rituals.
A powerful coven of witches corrupted and twisted by the blood magic that feeds their power. Rather than serve a divine or otherworldly entity the Crows of North Marsh draw their power from the Vicellan fog. Unlike most wishes the Crows are physically altered by their ritual. It is speculated that this is because the ritual is forced unto an individual as opposed to a consensual rite. The witches of North Marsh use fog-tainted crows for surveillance as well as for their ritual. These witches kidnap women from towns or those lost in the fog, and perform a ritual wherein the victim is force fed one of these tainted crows. Upon ingestion of the crow, and of blood from the witches an ancient Ellvaani incantation is uttered. The victim is corrupted within hours, but upon transformation is gifted with incredible cultivation magic.
“In the heart of the forest do they shamble without cause or conviction. Nay, they are little more than manifestations of the twisted oak that weeds its way through the fog. Lost men whose intrepid curiosity robbed them of their flesh.”--Miriam Foster Compendium Obscura
The Hollow Men are husk like creatures that aimlessly wander the fog-heavy forests of Vicelles. Though the arcane research that explores these creatures is limited, there exists a wide consensus among arcanists that the hollow men suffer an ancient curse. The stories of travelers bound by magic to the trees of the forest are commonplace in much of Vicelles.
What little is known of the affliction is that spores seem to lull careless travelers into a state of euphoria. From here, vivid hallucinations plague the victim and entice them to wander the forest with little regard for their own safety. Continued exposure to these spores inflict a hex curse on the victim. The transformation is believed to be quite painful as the shoulders bloat like tumors until they engulf the neck and chin. Before long the face becomes sunken and disfigured, and the breastplate is compressed. Once the hex has ravaged the body enough the head is so disfigured, and the upper body so swollen, that the face appears sunken into the chest.
"Vicelles is the colder distant sister of the other great countries inhabiting Carthus. While the state is comprised mostly of humans the dark soils and ever-present wandering moonlight beckon much stranger bedfellows. The noble houses of the land are in constant turmoil with perpetual feuding over birthrights as constant as the mists that bathe every village and city of the country. The aforementioned noble families remain loosely bonded in solidarity only for the wondrously dreadful abominations of the fog.” -- cited from Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Astoria is one of four nations in Carthus. Highlighted in red on the political map, Astoria is ruled by one major house. House Chamberhill currently holds the throne with little in the way of political opposition from minor houses throughout Astoria.
There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent.
The Ten Divines Faith is the religion that dominates most humanistic cultures throughout Ithea. The Ten Divines are each an embodiment of specific virtues, and often are worshipped in that specific context. A farmer might pray to the Goddess of rain and fertility, for example. These deities have their own respective temples dotting across Ithea, and have priests and paladins whom serve them.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
- Reias: Mother of Birth and Soil- goddess of Soil, Fertility, Nature and Rain.
- Minerva: Mistress of Magic- goddess of Magic, Arcane Knowledge, Balance, and Foresight.
- Clarus: The One Who Sees- god of Fate, Destiny, Divination
- Veruun: Guardian of the Deep- god of Death, Darkness, Murder, and the Underworld.
- Cristo: Lord of Light and Strength- god of the Sun, Light, Strength, and Healing.
- Merrin: Minister of Reason- god of Peace, Reason and Serenity.
- Therest: Hand of the People- god of Prosperity.
- Armond: Master of Coin- god of Trade, Opulence, Coin and Commerce
- Niverus: Lady of the Hunt- goddess of Hunting, Obsession, and Debt
- Quirinus: Champion of Valor- god of Chivalry, Justice, Honor, War, Daring, and Valor.
The Old Gods, or Elder Mages, are revered by high-elves. They were a class of ancient mages that could bend and shape Ithea to their will. So great was their power that they were deemed gods by the non-mages they ruled over. However, the Fallen Elves (believed to be ancestors of dark elves), betrayed their high-elven masters and stole their power. This betrayal was what spread magic to Ithea and every other species. The religion dictates that magic is inherent only to elves, and that eventually other species will once again lose the ability to harness it. The Elder Mages each represent one of the magic foci (or a specific aspect of a foci), given that adjuration magic is outlawed in Ellvenaan there is no mage to represent adjuration.
- Maa'thalo: Cultivation Magic- god of Nature and Keeper of the Wood Elves
- O'gaana: Rend Magic- goddess of Madness and the Cosmos
- Tritheus: Constitution Magic- god of Life and Death
- Vaa'ti: Blood Magic- god of Sacrifice
- Mai'ven- Apparition Magic- goddess of Secrets and Intangibility
- Daerune- Ruination Magic- god of Power and Wisdom
- Aa'reith- Divination Magic- first Ascended and goddess of Righteousness
The fallen elves, deemed "lesser mages" by high-elven religious texts, were a group that rose up against the Elder Mages. The religious texts often cite Maa'thalo, naive in his trust and inability to quash rebellious thought, as a major cause of the spreading of magic. However, the dark elves revere the "fallen" as champions against tyranny. They have been a symbol of dark elven oppression for ages. Each of the four represents an aspect of revolution and rebellion.
- Raanidus: Champion of Blood and the Military
- Indemma: Champion of Tomes and Negotiation
- Carmista: Champion of Lies and Subterfuge
- Quenyus: Champion of Home and Community
The Wood Elves recognize the Elven Deities as 'The Old Ones' a powerful group of mages that drew too much on the magic that Ithea provided them. For Wood Elves, magic comes from the fauna of Ithea. Where the Old Ones lost their way, and their power, is in ignoring Maa'thalo's warnings of drawing on too much power. By imposing their will on Ithea and her people's the Old Ones were their own demise. Their warfare with the dark elves caused the lands of Ithea to split and drift to take shapes as the continents they are now.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless and ethereal creature who feasts on weakness and the obedience of its prey. The Dread God is not a God to be worshiped; instead it calls upon those it torments for sacrifices. The tiefling religion is a misotheistic one, where doctrine dictates that followers must reject the Dread One's influence over Ithea. Magic and its taint are a blight upon the world, and tools of the Dread God. Still magic can be used sparingly, and out of necessity, but a cleansing process is should always follow such excursions into the dread. By refusing to give in to the temptations of the Dread God and foregoing worship one can negate some of its power.
The Wayward are a monastic order with religious and executive authority throughout the Pillar Cities. All mages in the Pillar Cities of High Mist are to become monastic priests. Tieflings who come of age are required to journey on a pilgrimage through the Blightlands desert where they are tested by priests. The priests are capable monks. Even still it is typically Wayward Justicars, some of the most capable warriors in all of Ithea, who work as enforcers. Some justicar are sent around the world to retrieve high-level tieflings (especially mages) who escape the Pillar Cities out of fear of persecution. Justicar are also tasked with escorting tieflings on their pilgrimage, but the trek can still prove perilous.
Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system.
There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words.
A particularly odious substance obtained from the body of a Bloat. Mixed with throw-up and pus the bile is typically used for poisons and for torture. The smell can also attract other creatures from the fog.
A common plant throughout Vicelles that is used most commonly by peasantry for the purposes of mitigating blood loss. Crimson golds, much like leeches, will feed on the blood upon contact. However, leeches not tainted by the fog are a much more expensive investment than the crimson gold. Since herbalists can control the growth cycle and location for these plants crimson golds can be used more widely. It is believed that leeches are more effective especially when it comes to ridding the body of toxins.
Crow feathers are a prolific ingredient used in a number of incantations, rituals, and alchemist's potions. Improved vision, summoning spells, clairvoyant rituals, and other powerful magics require these feathers.
Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections.
Typically found in the drier regions of Penault, Marron Grass is a dense long-grass typically used socially (at least in Penault) as a means of offering friendship or partnership, and can be used as a decorative piece for flower arrangements. The thick grass symbolizes a strong connection between two or more people. In most other places around the world it is seen as a petty and insulting gift. It also tastes quite bitter. It is considered an important ingredient in any alchemist poultice that enhances defenses against cuts.
Nightshade berries are a fairly common commodity in Carthus. Named for growing in the shaded areas under trees these barries have a number of useful applications. They typically help with easing inflammation and headaches, but can be used in potions for varied affects. They are a common ingredient in stealth-based potions.
A common plant found throughout Vicelles' woods that can cause rashes for most races other than Elves. Puke Weed contains a potent essence for healing potions, but if ingested in large quantities can cause a rash in the throat that could cause fatal swelling. It is said that the rash can save men from being transformed into hallow men.
A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.
Here's a list of a few fandoms that I enjoy and would also be down to roleplay in!
- Cyberpunk: Still familiarizing myself with the lore of the world, but I absolutely have fallen in love with the world-building in this universe and would enjoy exploring it in whatever capacity.
- Mass Effect: My favorite game series of all-time. I'm pretty caught-up lore wise!
- Dragon Age: I really like this series, but I would honestly prefer to RP in an original fantasy setting.
- Star Wars
- Assassin's Creed