So, throughout the RP I will update the Compendium with information the characters discover. The following will appear in my IC posts when this happens (I've actually updated it so this is a legit example):
๐๐ฅ๐ข โญ๐ฌ๐ช๐ญ๐ข๐ซ๐ก๐ฆ๐ฒ๐ช ๐๐๐ฐ๐ ๐ฒ๐ฏ๐ has been updated!
@vietmykeYeah no dice rolling. It's just a way of helping me gauge characters' capabilities. It'll definitely impact certain actions, but I want this to be fully a roleplay experience.
@Aristo On paper it's beholden to the crown, but in reality it's actually mostly upheld through contributions (in raw number of soldiers and financially) made by the Driskard family. It gives them a great deal of political leverage.
It certainly isn't technically secular. Divination and Constitution mages and priests are a fundamental part of the ranks (especially for the purposes of purification, healing, etc.) Though it's not required to practice the Ten Divines Faith, Minerva is the Patron Goddess for much of Vicelles and prayer to Minerva is common at Fort Stag.
@Aristo Yeah, of course! I'm working on getting that out soon! In the meantime, Vicelles is a gothic-inspired country landlocked between the dwarven kingdoms of Viguard and Ostguard and another human country, Astoria. Vicelles is populated mostly by humans, but it does have a sizeable Orc population after they abandoned their allies against the humans in the War of Splitting Branches an era ago. Vicelles is covered in a dense fog. The best way I can describe it is a sort of magic radiation. It twists and "poisons" the creatures, fauna, and people it touches for too long. It's believed that it created the Arisen (vampires), the Lycans (werewolves), The Hallow Men, Harpies, Banshees, etc. These creatures are typically kept at bay by barrier magics in major holds throughout Vicelles (I'll have a map up soon). However, the Order of Vigilance is a group re-purposed two eras ago to hunt these creatures down and investigate situations that arise through Vicelles. Criminals commuting their sentence, outcasts, exiled nobles, brave warriors, all belong to the ranks of the Order. They operate in Fort Stag which was once a fortress for necromancers.
Vicelles is also controlled by five major houses (Driskard, Ostelt, Grey, Lorelaunt, and Forestier), and then there is the royal house (Lacroix)
The Order is led by Knight Captain, Lucian Driskard, but there are other commanding officers as well (not as strictly ordered as a modern military force, of course). There are wards or mentors who train recruits in the "blood hunt".
Sorry for the late response, I've been working on the compendium.
Sorry for the notification, but just wanted to make linking to the OOC more efficient so I'm tagging everyone who expressed interest. I'll be updating the page with the Compendium (this RPs version of a codex in video games). Once again lmk if I can help with anything :)
Hey all, I've got the OOC up and will be adding the Compendium (basically an atlas that will be updated with info as your characters discover it). You can check it out here.
*These classifications are strictly human-centric and do not reflect the views and beliefs of other cultures.
In human societies the end of ages are declared by nobility after historic shifts in the realm. This has happened only twice in history. The reigning dignitary will meet with the lead scholars of the time to record the event. With the tradition being so subjective a great number of exuberant nobility have declared a spurious amount of ages, but these ages have been relegated to small units of time by most contemporary scholars. As well, scholars have reached consensus about previous eras before this tradition was started. These titles are meant to confer a sense of hopefulness in the upcoming era.
The Dark Age: The Dark Ages are those ages before recorded history. Though there exists some evidence of major events within these times there is little concrete knowledge about it. Contemporary scholars and religious figures debate about the existence of magic, and even certain races at this point in history.
The First Age:
The Lost Age:
The Age of Stone:
The Age of Owls:
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 Veruunโs 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. Reistasโ 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 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
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
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
I will work with each player to help them figure out which abilities they would like to have. 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
I will work with each player to help them figure out which abilities they would like to have. Valor Lore
I will work with each player to help them figure out which abilities they would like to have. 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
Mages who receive a formal education in magic are required to take the Rite of Conscription. This rite, a blood magic ritual, binds a mage to one arcane focus. Mages who do not take the Rite of Conscription are recognized as Witches, and fugitives from the law. Listed below are the recognized arcane foci. I will work with each player to help them figure out which abilities they would like to have. Constitution- the healing arts. Constitution mages often train to become Physicker. Physicker are magically attuned physicians with impeccable understanding of the human (or other) body. Constitution mages can also become field healers, and focus more specifically on barrier spells. Divination- the holy arts. Divination mages channel magic through faith in the Gods. There is academic contention about the separate classification of Divination and Adjuration magic, but clergy argue that Divine magic is more powerful and comes specifically from the rewards given by the Gods for loyalty and faith. Ruination- the destructive arts. Ruination mages are often combat mages specializing in elemental magics, rend magics (gravitational manipulation), and rune magics. Apparition- the illusive arts. Apparition mages specialize in deceiving the mind. Apparition magic includes spells dealing with invisibility, sensory perception, and emotion. They can also create glamour enchantments. Adjuration- the patron arts. According to Godwell's Theory on Dual-Classification, adjuration is more a process than a focus of magic. Even still it requires immense amounts of study- perhaps more so than any other focus. Reciting invocations and incantations as well as the methodology of rituals are a necessary function of becoming adept. Adjuration mages call upon otherworldly entities to enhance their powers. Intangibility, summoning, and clairvoyance magics are typical of this focus. Blood magic rituals typically are considered adjuration magic as the blood is being offered to something. Cultivation- the primal arts. Cultivation magic traces back to ancient elven druids and deals with the natural world. Herbalism (includes hexes), shape-shifting, ground manipulation, and animal manipulation are important aspects of cultivation magic.
โOft the subject of handmaidenโs 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.โ -- 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 Vicellesโ 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.
โIn 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.โ
--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.โ -- 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.
Based on the party's actions throughout the campaign they'll acquire (or lose) certain allies. Decisions impact how closely these characters are allied to you
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.
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- Cultivation Magic- god of Nature and Keeper of the Wood Elves Organa - Rend Magic- goddess of Madness and the Cosmos Tristese- Constitution Magic- god of Life and Death Victus- Blood Magic- god of Sacrifice Maven- Apparition Magic- goddess of Secrets and Intangibility Daerune- Ruination Magic- god of Power and Wisdom Aerith- Divination 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
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.
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.
While agnosticism and worship of the human pantheon is common in dwarven society the formal religion of both Viguard and Ostguard is the 'Stone Testament'. The religion speaks of a dwarven female cleric who, birthed from mountains, carved a place for dwarves throughout Ithea. The dwarves believe that both they and gnomes come from High Mist, but that the gnomes cast away their connection to the forge. The dwarves, instead, trusted the Stone Mother. Through conquest she led her people to Carthus and through the uninhabited bitter colds and the highest of mountain peaks. It was she who taught them the ways of the forge as she had learned from the mountains and volcanoes of High Mist. They build a great empire to rival any empire before it.
Fearful of the might of her armies the humans and elves neighboring the burgeoning kingdom set fire to her by submerging her body into her own forge. This, only emboldened the dwarven people as they found their weapons imbued with her power. They pushed back the would be attackers, and thus held what is known today as Bjorn. It is believed by many that even if this story isn't completely true that there is a Stone Mother, and that she keeps all dwarven territory safe from attackers.
Caldwin is the second born son of Earl Claudius von Gudeuir. Originally from Vicelles, the family allied themselves with Lord Reagent Driskard (who himself is from Vicelles). The family rose to power from Driskard tenure as temporary king up into Alexandrius Chamberhill taking his rightful place on the throne. The von Gudeir's hold claim to Ardent's Fall, Newton, and Warsaw in Astoria.
Caldwin is a calm and collected young man known for his tendency to dress in the more macabre fashion styling of Vicellan nobles.
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.
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 your former self be cleansed in mage-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 burdens to bear, but you are the wardens of tainted blood. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath by blood.
The year is 139 in the Age of Owls. The Order of Vigilance, bound in blood to protect all of Vicelles from the abominations of the Fog, have conscripted its newest recruits under the protection of their ward, Elias Black. For over two eras these pervasive, toxic, mists have obscured most of the vast Vicellan woods cursing and poisoning whatever may be lost to the ever undulating murk.
The abominations, dogged in their seizure of land and resources, serve as merely one threat to order in the realm. The myriad of noble houses occupying the various Vicellan holds feud perpetually over claims of birth-right, scarcity, and territory. Whispers of war spread even farther than the mist.
Ever elusive to the musings of farmers and kings alike is the origin of the Fog, and how exactly it may be halted. Secrets, conspiracies, oaths, blood and fog await the damned souls of Fort Stag.
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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 GMs 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.
Try to avoid OOC chat in the IC
When creating characters and posts please stick to the lore as best you can. The Compendium is an ever-updating tool for you to use, and I'm always a PM away!
Please alert the GM if you are expecting to be away for an extended period of time. This is totally okay, but it's nice to know before you head off. Emergencies happen, and the GM reserves the right to use your character and your related NPCs to progress the story forward as to avoid the RP stalling.
Please try to avoid anime art if possible for your character images. This is more strict for specific well-known characters. I love anime, but when it doesn't fit it doesn't fit.
Honestly, I really hate writing rules but they help maintain a certain standard of decency. So, please just do me a favor and swear allegiance to one of the Ithean countries or continents so I know you've read them!
*Feel free to take design liberties with the CS Sheet. I've found this sheet to be a useful skeleton, but as long as you include the information most relevant to your character in a concise and readable way it's fine.*
[h1][b][i][color=6ecff6][center]Character Name[/center][/color][/i][/b][/h1] [center][img]Character Image[/img][/center] [h3][b][i][color=6ecff6][center]Character Summary[/center][/color][/i][/b][/h3] [b][color=6ecff6]Name:[/color][/b](Full Name) [b][color=6ecff6]Titles:[/color][/b] [b][color=6ecff6]Aliases:[/color][/b](Nicknames, previous names, maiden names, etc.) [b][color=6ecff6]Age:[/color][/b] [b][color=6ecff6]Race/Ethnicty:[/color][/b] (Human, Elven, Dwarven, Orcish) [b][color=6ecff6]Continent of Origin:[/color][/b](Carthian, Penultish, High Mister, Valenndalic/Dalic) [b][color=6ecff6]Gender:[/color][/b] [b][color=6ecff6]Class/Subclass:[/color][/b]
[color=6ecff6][i][center]Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. [/center][/i][/color]
[h3][b][i][color=6ecff6][center]Physical Attributes[/center][/color][/i][/b][/h3] [b][color=6ecff6]Height:[/color][/b] [b][color=6ecff6]Weight:[/color][/b] [b][color=6ecff6]Appearance Description:[/color][/b] [b][color=6ecff6]Day To Day Attire:[/color][/b] [b][color=6ecff6]Strengths:[/color][/b] Max of 3[list][*][*][*][/list] [b][color=6ecff6]Weaknesses:[/color][/b] Minimal of 3[list][*][*][*][/list]
[b][color=6ecff6]Sexuality:[/color][/b] [b][color=6ecff6]Relationship Status:[/color][/b] [b][color=6ecff6]Personality:[/color][/b] Minimal 2 paragraphs [b][color=6ecff6]Habits:[/color][/b] Minimal 2 [list][*][*][/list] [b][color=6ecff6]Hobbies:[/color][/b] At least 1 [b][color=6ecff6]Fears:[/color][/b] 3 real fears that make your character unhinged [list][*][*][*][/list] [b][color=6ecff6]Likes:[/color][/b] 6 minimal[list][*][*][*][*][*][*][/list] [b][color=6ecff6]Dislikes:[/color][/b] 6 minimal[list][*][*][*][*][*][*][/list]
[h3][b][i][color=6ecff6][center]Skills[/center][/color][/i][/b][/h3] [color=6ecff6][i][center]A listing of skills, such as horseback riding, and natural abilities, such as night vision. [/center][/i][/color]
[h3][b][i][color=6ecff6][center]Magic[/center][/color][/i][/b][/h3] [color=6ecff6][i][center]Feel free to create spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting[/center][/i][/color] You'll find a good baseline for spells: [url=engl393-dnd5th.wikia.com/wiki/Spells]…. Feel free to message me if you have any of your own ideas. This section, however, is more for determining your character's arcane focus. Any legally trained mage has a specific focus (while witches can draw from multiple classes, but with less formal training). You can choose from Constitution (healing), Divination (divine), Ruination (destruction), Apparition (illusion), Adjuration (summoning, conjuring), Cultivation (primal/druid).
[h3][b][i][color=6ecff6][center]Extras[/center][/color][/i][/b][/h3] [b][color=6ecff6]Character Quote:[/color][/b] Something they say a lot or live by [b][color=6ecff6]Anything Else:[/color][/b]
@Enzayne@Blitzy Sweet! I'm just helping a few folks that messaged me about character concepts. I'm working on the OOC now though! If you have any questions feel free to lmk!