Aldrak
In a world of impossibility, war and hatred plague the lands. Nearly a decade ago, the world of Aldrak was broken into four different nations due to civil unrest ignited by King Keirris, who believed his race, the Banek, were superior to all. He built an army to aid in enslaving the other races for the Banek nobility, and this was the final straw. After years of tension and struggle as the nations scrambled to become fully independent, an alliance was finally created to fight against the Banek and restore peace. The city of Burril became a beacon of hope for many within the alliance, as it is a place where all races live amongst each other in peace and solidarity. Over the years, a group of people have started rise in Burril. People that are tired of the hatred and tension. These people, which encompass different races and backgrounds, are ready to stand up and end the war that King Keirris has started.
Torit; The Banek
Torit is home to the Banek. Torit is known for lush pastures and beautiful rivers. The King’s castle is atop a large hill that overlooks the lands. Torit is not very welcoming of other races, and rumor has it that if you aren’t Banek and are found, they will capture and enslave you.
Quath; Vellur and Imot
Quath is known for it’s beautiful woodlands. The nation is covered in a complex network of large trees that are hundreds of feet in size. Quath quickly became a refuge for the Vellur and Imot, where they built homes within the large trees.
Samet; Ewari and Aldu
Despite its’ harsh, year-round snow, Samet is a land of unique beauty. The wide-range mountaintops spread far across the nation and icy rivers flow through their valleys. The population is sparse, however; the Ewari and Aldu are the only races that risk living throughout the bleak pine forests of southern Samet.
Idrai; Todyt and Oskal
Idrai is a balmy nation mostly consisting of small villages and swamps. The thick mist and mossy surroundings may not be ideal for most, thus why the nation has no city life worth mentioning. The Todyt and Oskal, however, take great comfort in the peace and quiet of the swamplands.
Burril
Burril is a neutral city, meaning it hasn’t came out in support or against the King of Torit. While the city itself hasn’t chosen a side, many of its members have. Burril is home to supporters, opposers, and people that have decided to stay out of it.
This roleplay is placed in the city of Burril. You can either support the king or fight against him, but you will still live and interact in Burril. We will allow characters that are neutral, but they should be the minority so that we can have battle scenes. As a citizen of Burril you may choose to have a job within the city or make up a profession (alchemist, blacksmith, innkeeper, adventurer, jobless, thief, etc.) Since you live in a neutral city that has not pledged any allegiance, you will interact with all races and allegiances. There will only be pvp battles during special events. Outside of those you may fight beasts/creatures (wolves, bears, etc.) and the occasional NPC.
Races and Classes
Mage: Can learn and use all the magic types.
Dual wield
One handed weapon and shield
Ranged
Two-handed weapon
One handed weapon and magic: Pick 2 magic types that your character learns and uses.
Magic:
Lightning
Fire
Water
Ice
Earth
Conjuration
Healing
Banek
Since King Keirris stepped into power, a vast majority of the Banek supported his ideals, and in turn, began to promote sovereignty over the other races. Throughout Aldrak, Banek are known for their over-confident, reckless behavior and ignorance, though there are many peaceful Banek residing in Burril that support the alliance. They are known for excelling in battle, especially with one-handed and shield or two-handed weaponry.
Vellur
Legend has it, that the Vellur were once minions created by a great mage. They were no more than a couple inches in size and helped boost the mage’s magic abilities. Eventually the Vellur grew tired of being enslaved and revolted. They forced the great mage to make them “normal sized” so that they couldn’t be enslaved again. He granted their wish, but cursed them. During nightfall, the Vellur retreat back to their small size. When they are only a few inches in size, they can fly freely, but in their larger form (3-4ft tall) they can only hover due to the weight. The Vellur have a natural affinity for magic and make good mages.
Imot
The Imot are a roguish Elf race. Hundreds of years ago, the two elven races lived as one within the woods of Quath, blessed by the most powerful mage Aldrak had ever seen. While the Ewari were swayed by the political corruption of an ancient war, the Imot stayed true to nature and the promise they made with the mage to protect their homeland. Stories passed down throughout many generations suggest that the mage’s blessing is still with the Imot to this very day. Their people still remain in the woods of Quath, and have to be nimble and agile to get around. They are good at hiding and camouflage and tend to specialize in the ranged style.
Ewari
While the Imot kept their promise to the mage and kept Quath safe from harm, Ewari caused destruction upon the land. For this, they were cast out and forced to find a new home within Samet. After hundreds of years and several thousand deaths due to the devastating Samet winters, the Ewari have begun to adapt. They are speedy and good at getting in and out in tough situations. Because of their speed, Ewari make good dual wield specialists.
Aldu
Aldu are tough race, due to enduring the cold weather of Samet. They are built bulky and fairly tall with tan skin-tones. The Aldu acquired a magic affinity after discovering an ancient rune within the mountains hundreds of years ago, but because of their strength, they are both one handed weapon and magic specialists.
Todyt
Todyt are short and stocky and are daily strong. Todyt of ancient times are said to have constructed the Idrai Ruins, thus began their reputation as skilled carpenters and architects. They tend to be one handed weapon and shield specialists.
Oskal
The Oskal are known for their brute strength and isolated lifestyles. They survive and thrive in the harsh swampy environment of Idrai, to which they are native. Though they prefer solitude and peace that the swamplands provide, there is one tradition that has united them for centuries; alligator-wrestling. No matter where an Oskal chooses to reside, they cannot escape the sport of their homeland. Many collect the teeth of the gators that they have defeated. They make good two-handed weapon specialists.
(You can choose any class with any race. We just give recommendations.)