A Tale of Owls and Wolves
The world of Ithea is a wondrous one; fraught with powerful nations and technologies that aim to shake the foundations of this realm. Be it the High Elves of Valenndale, the Orcs of High Mist, or the humans of Carthus and Penault. This tale is one of triumph, exploration, and conquest.
Beware the misty glimmer of Ithean shores; not all is at it seems. For even the owl's ivory feathers may be plucked, and the wolf's fangs, dulled.
(*)=Optional
Name:
*Alias:
Continent of Birth: (Carthian, Penultish, High Mister, Crysterian, Valenndalic/Dalic)
Race: (Human, Orc, Half-Elf, Elf (Wood, Dark, High), Tiefling, Gnome, Dwarf)
*Sexuality:
*Appearance: (If using a picture please use hider)
Age:
Starter Equipment:
Personality:
Character Traits: *five-six words that might help me better understand how your character interacts with the world* Ie. Perceptive, Brave, Intuitive, Trusting, etc.
Strengths:
Weaknesses:
Fears:
Class: (Bard (or Enchanter), Fighter/Warrior, Rogue, Mage, Ranger, Barbarian, Monk, Paladin)
Mage School of Foci: *For Mage characters only* (Constitution, Divine (Clerics), Destruction, Pact (Warlock), Primal, Necromancy, Blood, Force)
Brief History:
*Theme Song: (Theme-fitting Instrumentals preferred)
Name:
*Alias:
Continent of Birth: (Carthian, Penultish, High Mister, Crysterian, Valenndalic/Dalic)
Race: (Human, Orc, Half-Elf, Elf (Wood, Dark, High), Tiefling, Gnome, Dwarf)
*Sexuality:
*Appearance: (If using a picture please use hider)
Age:
Starter Equipment:
Personality:
Character Traits: *five-six words that might help me better understand how your character interacts with the world* Ie. Perceptive, Brave, Intuitive, Trusting, etc.
Strengths:
Weaknesses:
Fears:
Class: (Bard (or Enchanter), Fighter/Warrior, Rogue, Mage, Ranger, Barbarian, Monk, Paladin)
Mage School of Foci: *For Mage characters only* (Constitution, Divine (Clerics), Destruction, Pact (Warlock), Primal, Necromancy, Blood, Force)
Brief History:
*Theme Song: (Theme-fitting Instrumentals preferred)
Rules
- If the RP is closed, but you're still interested in participating please message the GM! We can always find room for guest RPers and interim GMs. Maybe you can even help make a quest for the main party! I can also put your character on reserve should a main party member drop out.
- Try to avoid power playing or god-modding. If you're unsure about taking a certain action ask the group/GM through the OOC or in PMs respectively.
- Please do not harass or insult your fellow players. If you are running into a problem please message the GM in a private message.
- Consult fellow players before making sweeping decisions about the World State. Choices that change the world or impact multiple characters requires the agreement/consideration of the party.
- Secrets among characters are fine, but make sure to message the GM to ensure they can prepare properly.
- Avoid OOC chat in the IC
- Stick to the lore of the story!
- Have fun!
The Essential Ithean Atlas
Authored by Professor Copernicus Plumbottom
"Ah my homeland; never have I seen such a diverse ecosystem. The fauna, the flora- even the people. Carthus is a marvelous continent to behold, such a beautiful landmass inhabited by some of the most innovative societies in all of Ithea."
Professor Copernicus Plumbottom-- The Essential Ithean Atlas
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 Valenndale. 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...the envy of the world. Its lush green jungles and mysterious forests make scenic routes equally breathtaking and dangerous. The elven kingdom is truly marvelous- shrouded in archaic magics and ancient architecture."
Professor Copernicus Plumbottom-- The Essential Ithean Atlas
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 Caracas League. 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.
"Penault is a land that feels ominously aware of itself. The arid sands of the Huhueteotl Desert swim with an eerily lifelike tenacity. The Dwarven people have no doubt conquered many parts of the land, but as the people of Le Feu Mot have seen first hand- there is something far more ancient that dwells in these sands...in these jungles and plains. "
Professor Copernicus Plumbottom-- The Essential Ithean Atlas
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.
"The land of High Mist is teeming with exotic beauties and peculiar peoples. To stunning jungles and volcanoes, to blood-soaked shores and desert lands trapped between titanic mountain ranges. High Mist is a wonder to behold; if you can survive it. "
Professor Copernicus Plumbottom-- The Essential Ithean Atlas
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 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.
"Never have I traversed lands so foreign as the arctic deserts of Crysteria. The trees, ice, and snow are a brilliant mixture of white, blue and emerald green. The trees and the hills are lined with wondrous crystals, and strange orb structures that feel of a different realm. If you can travel far enough into the Frostfoot Marches, you'll find two of the most interesting nations in all of Ithea. "
Professor Copernicus Plumbottom-- The Essential Ithean Atlas
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.).
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.
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.
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.
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.
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.
Tiefling- Tieflings are a race of people that live predominantly in 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. 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.
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.
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.
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.
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 children of Dark Seldarine, the evil deities of the 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.
Foreas- The Foreas go by many a name throughout Ithea. To some they are the "people of the forests" and to others still they are known as the Gwerin, a slang term coined by the Wood Elven colonies in Carthus. Their rarity and misunderstood nature both serve and hinder the race. Foreas exist among the creatures of the fog that decorate the woodlands of Vicelles, and like said creatures are often threatened by bandits and poachers. Even still the Foreas serve as an academic marvel to scientists and mage academies alike; they are actively sought out as guests for such institutions. Their tendency for long life spans and an ability to harness the sun and water as nourishment mark them as one of the great wonders of Ithea.
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. However 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.
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.
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.
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.
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.
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.
Tiefling- Tieflings are a race of people that live predominantly in 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. 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.
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.
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.
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.
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 children of Dark Seldarine, the evil deities of the 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.
Foreas- The Foreas go by many a name throughout Ithea. To some they are the "people of the forests" and to others still they are known as the Gwerin, a slang term coined by the Wood Elven colonies in Carthus. Their rarity and misunderstood nature both serve and hinder the race. Foreas exist among the creatures of the fog that decorate the woodlands of Vicelles, and like said creatures are often threatened by bandits and poachers. Even still the Foreas serve as an academic marvel to scientists and mage academies alike; they are actively sought out as guests for such institutions. Their tendency for long life spans and an ability to harness the sun and water as nourishment mark them as one of the great wonders of Ithea.
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. However 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.
I will work with each player to help them figure out which abilities they would like to have.
The most adept and hardy of classes. Warriors typically use shields, swords, hammers, etc. Warriors can range from the might champions of Ardent's Watch or of Babel to a mercenary that fights for coin.
Fighter
Knight
City Guard
Champion
Mercenary
Paladin
The most adept and hardy of classes. Warriors typically use shields, swords, hammers, etc. Warriors can range from the might champions of Ardent's Watch or of Babel to a mercenary that fights for coin.
Fighter
Knight
City Guard
Champion
Mercenary
Paladin
I will work with each player to help them figure out which abilities they would like to have.
Thief
Assassin
Duelist
Gunslinger
Arcane Trickster
Swashbuckler
Thief
Assassin
Duelist
Gunslinger
Arcane Trickster
Swashbuckler
I will work with each player to help them figure out which abilities they would like to have.
Arcane Tinkerer
Alchemist
Saboteur
Arcane Tinkerer
Alchemist
Saboteur
I will work with each player to help them figure out which abilities they would like to have.
Beast Master
Huntsman
Monster Hunter
Mage Hunter
Beast Master
Huntsman
Monster Hunter
Mage Hunter
I will work with each player to help them figure out which abilities they would like to have.
Valor
Lore
Valor
Lore
I will work with each player to help them figure out which abilities they would like to have.
Beserker
Totem
Beserker
Totem
I will work with each player to help them figure out which abilities they would like to have.
Open Hand
Shadow
Four Elements
Long Death
Open Hand
Shadow
Four Elements
Long Death
I will work with each player to help them figure out which abilities they would like to have.
Constitution Mage- Healing magics and barriers. Peaceful Aura, Barrier, Cure Wounds, etc.
Divine CLerics- Holy magics; magic potential channeled through the Gods. Guidance, Light, Cure Wounds, Bless, etc.
Destruction Mage- Elemental spells; Fireballs, Shock, Frost.
Illusion Mage- Magics used to trick the mind; Calm, Fear, Illusion Constructs, Invisiblity.
Pact Mage- Magics channeled through a patron; Mage Hand, Eldritch Blast, Blade Ward, Chill Touch, etc.
Primal Mage- Druid and nature magic; Rock Armor, Shapeshift, Summon Swarm, Petrify, etc.
Necromancer- Controlling the dead through magic; Power of the Dead, Raise Zombie, Spirit Mark, Walking Bomb, etc.
Blood Mage- Graverobber, Hemorrhage, Blood Slave, etc.
Force Mage- The manipulation of gravity, force, or pressure
Constitution Mage- Healing magics and barriers. Peaceful Aura, Barrier, Cure Wounds, etc.
Divine CLerics- Holy magics; magic potential channeled through the Gods. Guidance, Light, Cure Wounds, Bless, etc.
Destruction Mage- Elemental spells; Fireballs, Shock, Frost.
Illusion Mage- Magics used to trick the mind; Calm, Fear, Illusion Constructs, Invisiblity.
Pact Mage- Magics channeled through a patron; Mage Hand, Eldritch Blast, Blade Ward, Chill Touch, etc.
Primal Mage- Druid and nature magic; Rock Armor, Shapeshift, Summon Swarm, Petrify, etc.
Necromancer- Controlling the dead through magic; Power of the Dead, Raise Zombie, Spirit Mark, Walking Bomb, etc.
Blood Mage- Graverobber, Hemorrhage, Blood Slave, etc.
Force Mage- The manipulation of gravity, force, or pressure
“To the unobservant the great nation of Astoria might appear mundane. Its numerous port cities, and complex interwoven trade routes would bore most travelers or common folk. However, Astoria is arguably the zenith of contemporary human society. With the mightiest army in all of the Six Kingdoms and the second (or third depending on your source) largest economy- Astoria is a nation that demands great respect. Much of these accomplishments are due to the efforts of the royal Chamberhill House who has reigned in Astoria for over four generations.”
“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.
Towns and Cities
Cambridge: The capital of Astoria, and home to the Chamberhill estate.
A major port town in Astoria, and the city where our adventure begins.
"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.” -- Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Caracas is one of the six city-states allied in 'El Union de Los Ciudades-Estados' or more commonly known as "The Union". Like many of its neighboring city-states Caracas hold vasts amounts of wealth, but a recent shift in leadership has left the Caracan people unsure of the future of the city.
Perhaps its most prized artifact is the Caracan Bull Pits- an absolutely massive Colosseum that was rumored to have house Elven dragon'Deis the Conqueror' during the 'War of Splitting Branches. Now the arena is used most commonly for sport with many of the Caracan citizens eager to find any distraction they can from a growing disillusionment with their city officials.
Reias, goddess of Soil, Nature and Rain.
Minerva, goddess of Magic, Arcane Knowledge, Balance, and Foresight.
Faust, anti-god of Plagues, Sickness, Famine, Nightmares, Drought, and Disasters.
Farrea, anti-goddess of Deception, Lies, Betrayal, and Assassins
Clarus, god of Fate, Destiny, Divination
Veruun, god of Death, Darkness, Murder, and the Underworld.
Cristo, god of the Sun, Light, Strength, and Healing.
Merrin, god of Peace, Reason and Serenity.
Therest, god of Prosperity.
Armond, god of Trade, Opulence, Coin and Commerce
Niverus: goddess of Hunting, Obsession, and Debt
Quirinus, god of Chivalry, Justice, Honor, War, Daring, and Valor.
Minerva, goddess of Magic, Arcane Knowledge, Balance, and Foresight.
Faust, anti-god of Plagues, Sickness, Famine, Nightmares, Drought, and Disasters.
Farrea, anti-goddess of Deception, Lies, Betrayal, and Assassins
Clarus, god of Fate, Destiny, Divination
Veruun, god of Death, Darkness, Murder, and the Underworld.
Cristo, god of the Sun, Light, Strength, and Healing.
Merrin, god of Peace, Reason and Serenity.
Therest, god of Prosperity.
Armond, god of Trade, Opulence, Coin and Commerce
Niverus: goddess of Hunting, Obsession, and Debt
Quirinus, god of Chivalry, Justice, Honor, War, Daring, and Valor.
To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless 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 race is thought to have a strange connection to the Dread God. Their entire civilization revolves around fearfully paying tribute to the Dreaded One whose hunger never ends. Little else is known of this entity to those outside of the Four Pillar Cities of High Mist.
The Old Gods are considered, by the High Elves, to have attained Godhood through vigorous study and experimental magic. They were said to be able to shape reality around them , and ruled over the rest of the world as benevolent monarchs. The Old Gods brought enlightenment to the world, until their betrayal by the ancestors of the Dark Elves, the Fallen. In their death the Old Gods ascended beyond the mortal plane- effectively becoming Gods.
Rilifane - Primal Magic- god of Nature and Keeper of the Wood Elves
Organa - Force Magic- goddess of Madness and the Cosmos
Tristese- Constituion Magic- god of Life and Death
Victus- Blood Magic- god of Sacrifice
Maven- Illusion Magic- goddess of Secrets and Intangibility
Daerune- Destruction Magic- god of Power and Wisdom
Aerith- Divine Magic- first Ascended and goddess of Righteousness
Rilifane - Primal Magic- god of Nature and Keeper of the Wood Elves
Organa - Force Magic- goddess of Madness and the Cosmos
Tristese- Constituion Magic- god of Life and Death
Victus- Blood Magic- god of Sacrifice
Maven- Illusion Magic- goddess of Secrets and Intangibility
Daerune- Destruction Magic- god of Power and Wisdom
Aerith- Divine Magic- first Ascended and goddess of Righteousness
There exists a large discrepancy between the religions of the Dark Elves and the High Elves of Valenndale. For the High Elves the Fallen represent a group of mages who turned away from the teachings of the Old Gods and corrupted magic. They would go on to have Dark Elven descendants.
However, for the Dark Elves the Fallen represent powerful mages that rebelled against the tyranny of their High Elven cousins. For a time the Fallen were worshiped separately among different clandestine Dark Elven tribes. However since the recent unification of these tribes there has been a surge of nationalistic fervor that restored the mythos of the Fallen to its former glory.
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
However, for the Dark Elves the Fallen represent powerful mages that rebelled against the tyranny of their High Elven cousins. For a time the Fallen were worshiped separately among different clandestine Dark Elven tribes. However since the recent unification of these tribes there has been a surge of nationalistic fervor that restored the mythos of the Fallen to its former glory.
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 Gods lost their way, and their power, is in ignoring Rilifane's warnings of drawing on too much power.
While they respect the Old Ones for their power, these deities serve as a warning to any who might try to gain power. Rilifane is the one 'true god' for the Wood Elves.
While they respect the Old Ones for their power, these deities serve as a warning to any who might try to gain power. Rilifane is the one 'true god' for the Wood Elves.
The Orcs of High Mist, despite misconceptions, are actually quite spiritual. In some ways similar to the religion of the Wood Elves (no doubt a consequence of the Fleeting Isles Slave Trade) Orcish people understand that the very soils of Ithea possess great power. However, where Wood Elves point to magic, the Orcs believe that every natural piece of Ithean land is inhabited by great warriors. Through great triumphs in conquest and combat are souls of the dead permitted to be immortalized through ritual that cements them forever as spiritual inhabitants of Ithea.
The topographical naming conventions of the Orcish people, therefore, see them naming great natural wonders after some of their most prevalent warriors. The Quetzalli, a dormant volcano, is named after the Orcish warlord that re-unified the Orcs into a powerful nation centuries ago. The volcano serves as a conduit for his spirit, and as such it is common custom for Orcs to bring gifts to the volcano.
The greatest insult an Orc might face is to die without honor. To do so would secure their place as one of the "Hollow-men" or the wandering ghosts that exist in a constant state of nothingness between the living and the revered.
The topographical naming conventions of the Orcish people, therefore, see them naming great natural wonders after some of their most prevalent warriors. The Quetzalli, a dormant volcano, is named after the Orcish warlord that re-unified the Orcs into a powerful nation centuries ago. The volcano serves as a conduit for his spirit, and as such it is common custom for Orcs to bring gifts to the volcano.
The greatest insult an Orc might face is to die without honor. To do so would secure their place as one of the "Hollow-men" or the wandering ghosts that exist in a constant state of nothingness between the living and the revered.
King of the Ardent, Alexandrius Chamberhill reigns over the good people of Astoria from the Cambridge palace that has belonged to his family for generations. Both a scholar and a proud warrior Alexandrius is a fair and dutiful king.
Cadby is known for many things, but for manners and political tact he is not. The Viceroy of Ardent's Fall Cadby was the successor of the former Viceroy Komstock. Since his acquisition of the title of viceroy Ardent's Fall has seen a marked economic improvement. Despite this the myriad of political scandals surrounding the Cadby family, and his preference for alcohol over action have left him quite unpopular.
Cadby appears to be in favor of becoming an economic ally to Caracas, and by extension the rest of the Union. He has allowed for the importation of Caracan criminals to the much superior prisons of Ardent's Fall, and there are rumors that he plans to dissolve the Ardent's Watch posts throughout portions of Valenndale.
Born Dantel Ernesto Amarillo de Caracas, third of his name. Dantel is the current leader of the League of Magi and by extension the city of Caracas. Opulence is Dantel’s sharpest blade, and most reliable ally in getting what he wants. His knowledge of magic and of trade makes him a valuable ally to have.
The famed author of The Essential Ithean Atlas Professor Copernicus Plumbottom is beloved by the masses for his irresistible good looks and infectious radiant demeanor. Most all of his peers at the Alexandrian University of Cambridge envy his unparalleled wit, and do not in fact patronize his tendency towards loquaciousness. Professor Plumbottom is truly a prolific scholar of the ages. May it also be noted that he is quite humble...
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.
A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.