Magic is essentially the left over power of the old gods. Those who can use magic are able to draw their power from the realm of the Elder Gods to manipulate our world in a way they desire. They are a direct line to the Nether. Magic is dangerous however. Those who don't know how to use it properly run the risk of becoming possessed by daemons or even demigods, if their bodies don't burn up from their presence. Those who use it too much become more and more sensitive to the influence of the Elder Gods, often times losing their sanity. For that reason, the Church searches for those who are sensitive to magic and employ them in their efforts to hunt daemon kind and heretical activity, training them how to use their powers properly. There are only a handful of races however that are able to use magic, some are more sensitive than others. Those that aren't sensitive to magic aren't able to be possessed by daemons and can generally see through illusions. However, this doesn't just apply to magic users, this also applies to magical items. Magical items are conduits to the other realm, the more powerful the magic the more influence the item has on our world. The longer someone uses said item, the more sensitive they become to the influence of the Elder Gods, often times hearing voices from the other side. For some this is helpful, for most it's a hindrance.
I have a whole universe ready to show off, religions, races, maps, factions
I for one would like to see some of those (Mainly religions, races and maps). It would help, I believe, those people who are more on the bench as it were decide what character they'd want.
Also, also.
Since the new Gods are "science" driven. Whats the level of technology like? Europe dark ages? Middle East renaissance? 1800s?
I am rather interested. I'd hope there is room for one more. I also have some questions regarding the old gods, new old, and their respective domains. I'm probably going to be the most experimental with the magic so the sooner I get data, the sooner I can get to creating. X3
@Blue DemonTo answer your question Blue, we're talking sometime between European Dark Ages and Early Renaissance. Flintlock weapons exist but aren't the main weapon used by armies.
Mankind
Lifespan: 70 Years
Motto: "Fortune favors the bold"
Pros: Humans are the most prominent species in Ferreria. What they lack in magic talent they gain in sheer number and science. They are quick learners and jack of all trades. What they lack in strength they gain in bravery
Cons: Humans are widely disliked thanks to the Empire and to the Church. Many believe the humans to be fool hardy, arrogant, and unfit to rule over Ferreria as they see fit. While they may be skilled in many fields, they are masters of none
Info: Humans are one of the oldest and the most prominent of Ferreria. They possess many skilled warriors, craftsman, mages. They've proven that they can stand on their own two feet, surviving in the harshest of environments and surviving the harsh wars that they've seen. Humans are ruled by emotion and by a sense of moral righteousness. Often times humans stick their noses in places it simply doesn't belong but it doesn't stop them from still interfering with business that doesn't concern them. Humans stand for justice, looking to stand between good and evil but are judgmental of those who aren't them
Fae
Lifespan: 400 Years
Motto: "Don't look for trouble, it will come to you"
Pros: The Fae are the most powerful of the magic users and perhaps some of the most diverse. The Fae are a proud people and believe strength comes from independence. To be self reliant is true strength. Numbers mean nothing when you can't fend for yourself. Fae are also very nimble, some even being born with the ability to fly.
Cons: The Fae are stubborn and very slow to accept others. They think highly of themselves and believe themselves to be better than most. The Fae are often born with hollow bones which allow them to be nimble, however these hollow bones make them more susceptible to breaks. The Fae are also the most easily corrupted due to their sensitivity to magic.
Info: The Fae are another one of the oldest races in Ferreria. Many believe that Humans were the first to be created by the gods but like many great works, humanity was the rough draft. Fae are elf-like in appearance, their ears being the most notable, long and pointed. The Fae were believed to be the final draft, the perfected version of man. While humanity seeks out science and industry, the Fae keep to themselves, looking more to nature and to magic. Many Fae grow up to become mages while others become skilled rangers. Many Fae are also born with wings that give them the ability to fly like a bird.
Dwerog
Lifespan: 40 Years
Motto: "Never turn down a tankard of ale. Who knows if it may be your last?"
Pros: Dwerog are perhaps the most tenacious creatures of Ferreria. All Dwerog are fierce warriors, opting more for brute strength than being clever. That isn't to say that Dwerog are dumb, quite the contrary. The Dwerog, like Mankind, are industrious and look towards science, making good use of black powder. Dwerog are also very loyal, often making long lasting friendships very quickly. Dwerog are also the least corruptible
Cons: Dwerog are short in stature and in temper often times holding grudges. Dwerog are completely unable to use magic of any kind. Along with being unable to use magic, Dwerog have very short life spans. Dwerog are also extremely greedy.
Info: Dwerog are a hearty people that wish to live life to the fullest. Their life spans are short enough as is that the best thing that can be done is to enjoy life to the fullest while they still can. They enjoy a good fight and have a love for the gems and precious metals of the earth. So long as you bring ale or a good fight, you have their respect. Dwerog have had a long conflict with the Risar, a conflict that not even the Empire has been able to quell despite it's best efforts in the matter.
Katjan
Lifespan: 70 Years
Motto: "True hunters never rest"
Pros: Katjan are some of the fiercest hunters in existence. There isn't a creature in the world the Katjan can't hunt. They're fast and strong, able to see in the dark better than they can in the light. They are light on their feet and quick with their claws. In colder climates, their fur keeps them warm better than most other races
Cons: Katjan are very weak swimmers. Which is to say they don't swim at all. Katjan are deathly afraid of large bodies of water, avoiding oceans all together when possible. Many Katjan are only loyal to those who can provide a prey they deem worthy. Without such prey they will leave quickly.
Info: Katjan are the youngest species of Ferreria. Katjan have been revered for their strong and capable hunters and their tracking abilities. Katjan live in mostly nomadic tribes, following the big game wherever it may be. The environment tends to vary but every hunt is far from the ocean or lakes. Katjan are proud hunters, they respect the laws of the hunt and want nothing more than to hunt the worthy prey. Katjan have had a shaky relationship with the Empire. The Katjan have long attempted to take Imperial soldiers as trophies but the Imperials are always the ones that get away.
Risar
Lifespan: 40 Years
Motto: "Slay the strong, trample the weak"
Pros: Risar are strong and capable warriors, often being as effective with their bare hands as they are with a battle ax. It been said that Risar are born with an ax in hand. Their skin is essentially leather, able to stop some of the most tenacious of arrows. Risar are also skilled magic users, being almost as powerful as the Fae.
Cons: Like the Fae, the Risar are easily corrupted. Their thirst for blood and for carnage makes them just as easily corrupted. Risar live very short lives, often dying in battle rather than of natural causes. Risar are ill tempered and are often considered rather stupid. Quick to anger and quick to confuse.
Info: Risar are warriors at heart. War is in their blood. For the 3 ages of Ferreria, the Risar have been perfecting the art of war as they fought with their sworn enemies the Dwerog, though they used more brute strength than strategy, opting to try and over power them with numbers. The Risar harbor a love for the earth's jewels and precious metals that rivals that of the Dwerog. For centuries they've been fighting over possession of coveted mines. They want nothing more than to see every Dwerog's head on a spike and to see their homes burn to a cinder.
Baaz
Lifespan: 500 Years
Motto:"Face me and don't hold back. You'll need all the strength you've got."
Pros: Baaz are known for their strength and brutal nature in battle. It's been said that the Baaz consume the bodies of the slain. Some can breathe fire while others breathe ice, all depending on when and where they were born. Their rock solid bodies and tough scales make it hard to hurt them, and it has been said that some are immune to pain. They can survive in overly heated climates, and have been rumored to even be able to walk through molten rock. They are not easily fooled and have yet to be corrupt.
Cons: Being cold blooded, Baaz have a low tolerance for the cold and cannot survive in below freezing temperatures. There aren't many Baaz left due to the fact that they are hunted for their teeth, claws and skin. They are solitary creatures, and because of this they can be overtaken by large groups of hunters.
Info: Baaz are one of the more rare species found in Ferreria. They mostly live near the mountainous areas, but have been seen wandering through the forests as of late. Baaz usually take up the position of being either a mercenary or black smith. They are honorable creatures and will never go back on their word, making them some of the most reliable bounty hunters in all of Ferreria. They are able to travel long distances without tiring and are excellent swimmers, allowing them to get from one island to the other with ease. They hardly ever go near cities, but are sometimes seen in small towns when looking for work. The Empire doesn't have much of a hold on the Baaz because of their few numbers. It is foolish to go up against a Baaz alone.
Nezumi
Lifespan: 30 years
Motto: "You can run, but you'll only die tired"
Pros: Nezumi are naturally stealthy and relentless hunters. For once they have their sights set on something nothing but the most extreme circumstances can hope to change their minds. With their stealthy nature it is natural for them to use traps and trickery to accomplish their goals rather than a headlong approach. Nezumi tend to breed in large numbers since their race is short lived so they do not fear failing a mission for there is always another brother to finish the job if he or she fails. Nezumi lastly are highly resistant to diseases and toxins.
Cons: Nezumi are short lived pure and simple by the age of fifteen they are a full grown adult on the verge of becoming middle aged. Their skills in science are at a great disadvantage due to the lack of a long lifespan to perfect their work. What technology they do have is primarily what they can steal or salvage from other races. Due to their natural resistances to diseases they are typically exposed to they are almost always a carrier of one form of another even though they do not suffer the symptoms making them social outcasts for the most part.
Info: The rat-like Nezumi thrive in swamps, sewers, and the ghettos of nearly every city even if they are rarely seen in the public eye. There is a saying where this is one Nezumi there is four more hiding in wait. This is because of how swiftly they breed and the number of offspring that are produced. While other races excel in magic, science, or the art of war the Nezumi focus on the way of shadows. They serve mostly in the fashion of sellswords or bounty hunters. Though they are an outcast race of the lowest sort even nobles cannot deny their usefulness and often employ them to do their dirty work.
Giants
Lifespan: 250 Years
Motto: "Life is a journey, to stay still is to waste it"
Pros: Giants are tall and massively strong nomadic creatures, with broad frames, thick skin, strong bones, and bodies twelve to sixteen feet tall. They have great stamina, and keen senses of smell. They are possessed with a natural inclination to wander, and are typically peaceful by nature, and as such have few enemies. There are two types of giants- those dwell on the land, and those who live at sea. Both are skilled builders and navigators, and are highly resistant to corruption.
Cons: Because of their considerable physical size, many of the buildings and devices used by other races simply aren't suited for a giant's stature, making it difficult for them to fit in (often literally). They also require large amounts of food to sustain their large bodies, and as such can rarely be found in groups of more than a dozen. This, in combination with their slow breeding, means that giants are few and far between. Giants have almost no magical ability, and those that do have it are not very talented. While by no means clumsy, their large hands and great strength make dealing with small, delicate objects difficult.
Info: Giants are a species of wanderers, with a natural desire to see new things, and a deep respect for nature. Most prefer to avoid combat, but because of their great strength as well as their durable bodies, can be incredibly dangerous when roused to violence. Land dwelling giants are outgoing and flexible, adapting to the cultures of those around them. Sea-dwelling giants are more reclusive, preferring to avoid contact with the other races. Land-born giants often work closely with other races, though they never stay in one place for more than a decade or two. Sea-born giants sail across the oceans aboard massive vessels, plying the seas for fish, and only landing to trade or gather lumber for their ships, with many never leaving the ocean. They are renowned sailors and ship-builders, but are normally only seen from a distance by outsiders. When landing to trade, only one will disembark at a time, exchanging goods from far-off ports for tools and other items of value. They are less likely to be friendly toward other races, but will still avoid fighting in most situations, exploring the waves and watery depths of the sea.
The Ferrerian Empire
In the Third Age of Ferreria, the kingdom of man had reached a point where it could stop the spread of corruption and put an end to century old disputes between the races of Ferreria. The kingdoms of mankind would unite under the banner of the empire. The Empire would involve itself in many wars from it's birth to the current age. They would see war between all the races, the bloodiest involving the Dwerog and the Risar. In the end, the Empires efforts to help the Dwerog would simply end in a stalemate. The Empire receives a great deal of hatred for it's insistence on sticking it's nose in places it isn't wanted. As time would go on the once 'Empire of Man' would become the Ferrerian Empire. Many of the races who had been aided by the Empire would offer their services to the banner. However, many human beings are unhappy with the Empire allying itself with the likes of Dwerog, Fae, and the rest of their ill wanted ilk. Many of the other races harbor hatred towards the Empire as well for the blood it has shed in the supposed name of peace. Enough hatred in fact that the rebellion would soon come to be. Though the supposed 'Free People of Ferreria' fight with claw and tooth, the Empire still stands for justice, peace, and equality in a harsh world, weeding out the corruption of the old gods where they see it.
The Free People of Ferreria
Early in the Fourth Age of Ferreria came the birth of the rebellion. It began simply with disgruntled people who disliked the meddling of the Empire. Why should the Empire shed the blood of it's people in the pursuit of some sense of self righteousness? Not to mention many dislike the idea of human beings working with the other races. The business of it's people should be the concern of it's people not by some empire. Soon, the Free People would become the second largest faction of the continent. The Free People wished to break the chains of oppression by a relic of the Third Age, to promote free thinking and religious equality. The Free People have gained significant ground but the Empire still has the numbers and the equipment to stand against the rebels
The Elder Gods
The Elder Gods were beings from a realm outside of our own that we call The Nether. It's a place beyond our ability of understanding. The Gods themselves are countless and nameless but what they stand for isn't. The Elder Gods stand for the primal part in all of us, that want for blood and carnage. The desire to take something that is yours. The feeling of animal lust when you see someone or something. Many would say that The Elder Gods stand for freedom, that they are simply the things that people truly want. The power of the Elder Gods is corrupting. From the moment you give into temptation and do that deed you most secretly wanted to do, the Elder Gods will have you. They'll push you to do it more and more until it consumes you. Those tainted by the Elder Gods influence soon become more demon like. The longer and more frequently you worship the gods, the more demon like you become and the more you can't be brought back from redemption. In small doses, the Elder Gods can be beneficial, granting you a sensitivity to magic that gives you the power to bend reality to your will. Be warned though, every gift comes with a price and if you don't learn control, you will become a puppet for the Elder Gods whether you wish to or not.
The Last-born Gods
It's been said that the Last-born Gods were born in a realm composed of pure light. A realm where knowledge and wisdom rain supreme over desire and primal urges. The Last-born were the ones responsible for banishing the old, taking Ferreria out of it's primal state and making it civilized. They are the bringers of light in a world of darkness. Unlike the Elder Gods, the Last-born are neither countless, nor are they nameless. There are eight gods worshiped.
- Roeck, patron God of Wolves, Winter and the Hunt - Rhya, the Guardian-Goddess of the Dead and of Dreams and Prophecies - Demiha, Goddess of Medicine and Healing - Handrich, the God of Tricksters and Thieves - Tor, God of Wisdom and Knowledge - Taal, Goddess of Nature and Wild Places - Iisha, Goddess of Life and Family - Dazah, God of the Sea and Storm
With the coming of the Last-born stand for justice, law, and order in a once lawless world. The worshiping of the Last-born brings knowledge and safety and that it is the duty of the truly faithful to purge the heretics and to beware the temptations of the Elder Gods, lest it taint you and bring about the return of the Elder Gods
G o r l o n
Gorlon is the fortress city of the Risar. Upon arriving to the city, you'll notice the infamous wall of Gorlon, a wall that is almost 700 feet high and goes from The Churning Sea to The Emerald Ocean. It's been said that the Empire and the Dwerog spent 10 years trying to break through the wall but to no avail. Below the surface of Gorlon are massive mines. No one truly knows how deep the mines go but it's mines haven't run dry yet. Emeralds, Rubies, Gold, the precious metals and gems of the Earth. Gorlon is a stronghold for the Risar and a center for trade for mankind. Gorlon has prospered thanks to the Empire and the people of Gorlon have taken a liking to the Imperials. Though the city is subject to sieges from the Dwerog, it hasn't stopped Gorlon from prospering.
Almeria
Almeria is the capital of the Ferrerian Empire and the capital city of mankind. Almeria was the first city of man and is perhaps the oldest city in existence. Almeria was designed to hold back the forces of the Elder Gods. Walls as impressive as that of Gorlorn if not more impressive. Almeria is also the largest city in existence. Almeria began as a city that only had a population of 1000 strong but as time went on, the population would increase to 8 million strong. Three walls, each stronger than the last. In the years the city has stood, only the outer wall has been breached. However, with time and hard work the breach was sealed and the wall was made only stronger. Almeria is an industrial center for all of Ferreria, every day the city produces millions of plates of armor, many going to the armies of the Empire while the others are sold across all of Ferreria. Ferreria has a population that is mostly human but contains all the races. Ferreria is the political center of both the Empire and of Ferreria itself.
Greyspike
Greyspike is the port city of Ferreria. Thousands of imports arrive and thousands of exports leave on a daily basis. Minerals, Weapons, Animals, Spices. Greyspike is a market city. Anything you could desire can be bought from Greyspike. If you can't buy it from Greyspike, it either doesn't exist or is out of stock. Greyspike was constructed by Dwerog and Men together, constructing it from the mountain it once stood on. Greyspike stands as a testament to what can be achieved when the races cooperate and share their ideas. Greyspike has the engineering genius of the dwerog and the architectural strength of mankind.
Orys
Orys, the Sky City as it is known. Orys is a marvel of the world. The city itself was built in the largest tree known to the world. A tree so large that it has a thriving city within. The city was carved by the Fae. The tree itself has been subject to sieges before but the tree has stood strong. Fire couldn't burn it down, axes couldn't chop it down. Though the city itself may have been conquered once, the sky fortress above has never been conquered. The watchful eyes of the Fae's sky guard have made certain of that. The Fae don't allow others to come into the city without an invitation of some sort. Such things are rare but are not impossible.
Khyrus
Khyrus is the only true city of the Katjan. While the Katjan are chiefly nomadic, Khyrus acts as the center for the tribes of the Katjan. The city itself is a combination of interconnecting tunnels and tribal tents. The city is surrounded by tall grass, perfect for the watchful eyes of the hunters within. Khyrus is where the chiefs of the tribes come to discuss tribal matters. Tribal disputes, rights of passage, and the ascension of a chief to the Council of Elders. Despite it's simplicity, Khyrus has proven to be strong city, it's caves making perfect homes for the Katjan and for a perfect place to defend should people try to attack.
Harrowbridge
Harrowbridge is a unique city. Harrowbridge isn't so much one city as it is two. Two halves of one city. It's a marvel of dwerog architecture. Harrowbridge is named after the massive bridge that spans a deep chasm and the two cities born from this bridge. Within the chasm is a city of mines and miners, all of them taking the precious gems and metals of the earth. Harrowbridge is a strong place to defend. Should one of the cities be captured by an enemy, the bridge can make for either a direct place to march on the city, or it can be destroyed to give the city a few weeks if not months to prepare for an invasion. 'It doesn't take a strong wall to make a strong city, only a strong bridge that can help you or harm them' is what the kings of Harrowbridge have said.
Orli
Orli is the island home of the Fae. When one looks to see the island itself, one can't help but see just why. The island itself is nothing but forest and nature. The area itself is highly active with magic activity. The moment one steps foot on the island, one can feel the very presence of magic, feel it tingling in your skin like static electricity. The forests surrounding the city are dangerous to travel through without a mage or shaman who can see through the illusions projected by nature itself. It's been said that the island had once been the home of the elder gods before the Last-born came about but none are alive now who can confirm or deny this. Orli is also the home of the legendary Elder Forge. Metal shaped on this forge often has an enchanted quality. The metal is often incredibly light and much stronger than even dwerog steel. The metal itself though is feared by some, many believing that the metal corrupts those that it touches.
Oderra
Oderra is the center of Risar industry. With The Howling Mountains to the west, the Risar have a large and steady supply of stone and iron. Every day the forges of Oderra construct weapons quickly and effectively. While Risar weapons aren't nearly as strong as dwerog steel or as light as Fae metal, it does the job and that is all that matters. Oderra isn't nearly as fortified as Gorlon but with the amount of Risar in at Oderra, there isn't a need for walls, simply soldiers. Oderra can only be attacked easily by the north or the south, both of which can be defended easily.
Urthing
Urthing is the fortress city of the dwerog. The island's coast is nothing but wall, the island itself being an unbroken landscape of buildings. Urthing is the capital for the dwerog people, the center of the dwerog's engineering corps. The dwerog factories produce weapons, automatons, armor, whatever the people demand and whatever the dwerog need. With the island completely surrounded by walls, it's considered nearly impossible to storm the supposed 'impregnable fortress'. With dwerog cannons on the walls that can shoot accurately, invading ships will face a flurry of both fire and steel. The ships being sent to the bottom of the sea of monsters burning.
Hornmark
To the north lies a frozen fortress, a place that bares no strategic value other than the protection of Ferreria. Hornmark is a less a city and more a military outpost. To the frozen north lies more than just the Freezing Tides and the Howling Mountains. To the north lies just what the Empire fears will open again. The Rift. The Hornmark is the first line of defense should the portal open and the daemons of the elder gods come pouring out. The eyes of the Empire are ever watchful to the north. Ever fearful. The fortress city has survived bitter cold for ages, few know if such a fortress can stand against the powers of the elder gods. But, the soldiers wait. The Inquistors wait. And all the while the faithful hold their breath in fear that the fortress walls will crumble and the rest of Ferreria will crumble with it.
Southsilver
Southsilver is the primary port city for Almeria. Being the closest port to Almeria, it is also one of the busiest. Southsilver is the central hub of the Empire's navy, every hour a ship being sent into the sea to join it's brothers and watch over the seas and defending trade vessels from pirates and the creatures of the deep. With Port Iteon not far from Southsilver, the port can be subject to pirate attacks that seldom succeed. With the Empire ever present, there is always troops available to defend the port at any costs.
Port Iteon
Unlike Southsilver, Port Iteon is a haven for Pirates, Mercenaries, and Thieves. It's one of the main places the Free People's navy resides. Though the rebels rely mostly on pirates to form their navy, the Free People have more then their fair share of sailors. Unlike Southsilver, it doesn't rely on it's navy for protection. The waters surrounding the ports are full of jagged rocks. In fact, the area has been referred to as 'The Wrath of Dazah'. Only the most skilled of sailors are able to survive Dazah's Wrath. Few of the Empire's ships can go through without sinking to the murky depths but those that do make it through are destroyed by the pirates who protect their haven.
@Blue DemonNot at all. Play any race you like. Risar, Fae, Dwerog, or hell, a half breed if you like. I'm also open to adding more races to the lore so long as you talk to me about it first. They don't even need to be native to Ferreria, they could come from a country from across the sea.
Most of the races seem pretty self-explanatory in terms of analogous classic fantasy races, though it had me wondering; are the Risar are supposed to look like an orc-equivalent?
[b]BASIC INFO[/b] [list] —— [b]n a m e[/b] » Name Here —— [b]n i c k n a m e s[/b] » Nickname(s) Goes Here —— [b]g e n d e r[/b] » Male, Female, what? —— [b]a g e[/b] » How old are you? —— [b]r a c e[/b] » Human, Baaz, Fae, what are you? —— [b]s e x u a l i t y[/b] » —— [b]f a c t i o n[/b] » WHO DO YOU FIGHT FOR? THE EMPIRE? THE REBELS? OR YOURSELF? —— [b]r e l i g i o n[/b] » WHO DO YOU WORSHIP? THE OLD? THE NEW? OR NEITHER? —— [b]o c c u p a t i o n[/b] » ARE YOU A BLACKSMITH? A MERCENARY? WHAT?[/list]
[b]INNER SELF[/b] [list] —— [b]a p p e a r a n c e[/b] » WHAT SETS YOU APART FROM EVERYONE ELSE LOOK WISE? —— [b]p e r s o n a l i t y[/b] » HOW DO YOU ACT? —— [b]h i s t o r y[/b] » WHAT'S YOUR STORY? —— [b]l i k e s[/b] » - WHAT DO YOU LIKE? - —— [b]d i s l i k e s[/b] » - WHAT DON'T YOU LIKE? - —— [b]f l a w s[/b] » -WHAT ARE YOUR WEAKNESSES? ARE YOU A COMPULSIVE GAMBLER, A LIAR, IS YOUR IMMUNE SYSTEM WEAK? SOMETHING REALISTIC. -[/list]
[b]SO UNCIVILIZED![/b] [list] —— [b]w e a p o n s[/b] » - MAXIMUM OF 5, LIST ANY ENCHANTMENTS WITH YOUR WEAPON(S) - - - —— [b]a b i l i t i e s[/b] » WHAT CAN YOU DO? MAGIC AND SKILLS GO HERE [/list]
[b]BEHIND THE SCENES[/b] [list] —— [b]p o s t c o l o r (s)[/b] » COLOR HERE —— [b]t h e m e s o n g s[/b] » MUSIC HERE[/list]