Book of Lore under construction
In the beginning, there was only one, for all was one, and one was all. He was Truth. He was Love. In his left hand was Creation, and in his right was the Life he would breathe into it. He was the EverGod, and the AllMaker, who the Ra'Sheeks refer to as Hayasham, roughly translated into 'Sunfather.' It was his first act to make the Divine Spirits as his children, those we know today as Gods. Next were the first Beasts (Primordials), alongside the Titans, and the Ancients who wielded the power of the Elements. Next were the Dragons, The Dwarves, and the Saurdraxus (known as the Lizardmen) who still stand vigil to this day.
The unnamed World was barren, but not lifeless. With Mighty tools of World-Forging, the Ancestors of the Dwarves tirelessly shaped the world from beneath. Above ground, the Dragons tore through the earth with their great claws and their fire, reshaping mountains to form the landscape, just as the Titans and their offspring the Giants built and removed huge chunks of earth, digging and filling river ways. The Primordials and the Ancients formed the Seas and the contained the power of the Elements that were gifted to this new world to shape it just as the EverGod intended.
It was over 10,000 years ago that the Ancient War was waged. The Titans, The Elemental Ancients, the Beast God Fal'Hroth alongside the Primordials fought against Dwarf, Dragon, and the Divine Spirits for this new world, for they felt they deserved to call it their own. This great struggle of Titanic forces send the world in an upheaval, undoing the work they had taken millenia to build. The Divine Mikhaḗl, known as Bael in the modern tongue, fought Fal'Hroth for a century before he smote the Beast Lord, sending his shattered fragments to the world below.
The War ended with the banishment and the imprisonment of the four ancients, as well as the Titans fleeing the realm. The Elements and Beasts of Fal'Hroth were then given over to Sendarius the God of Nature, put into his safekeeping. The Fallen Dragons were given a blessing for their sacrifice, and given an artifact of Divine might called the DragonHeart, allowing them to be reborn as Humanoid, yet still Draconic in nature. The new Drabarians would guard the gift with their lives, and took it as their sacred duty to uphold the justice of the Gods, for they were good.
The world was now changed, and somewhere in the Outer Realm, the Elves were having their own chism, as they had been made to aid the Gods in their endeavors upon their plane. Unfortunately, the God of Chaos, known as Malganus, took a weave of the power known as magic from the Eternity Arcane, and sent it to this new world, coating it in energy. The Elves were banished from the Heavens, but allowed to remain in a plane of their own, infused with magic themselves, for they had been made as creatures of it.
Malganus was subsequently shattered by his trespasses, for this was not apart of the great plan. The Dwarves and Saurdraxus were immune to the effects, for they had been made as incorruptible workers. But the Dragons had been made as the first great beings and grew greedy, and supped from the very site the Magic entered the world, infusing it into their own beings and making them beasts of arcane energy. This power warped the beasts of the land, and races such as the giants, forming monsters of all sorts. The power corrupted many of the Dragons however, and they began to wage a war against the Dwarves and their kin, for their lust for power gave them a jealousy and lust for riches. This war Between the Dwarves and Dragons was fought for centuries, only halted once the Eldritch Hordes of the Ether came...
While not pure Demons, the Hordes of the Borag-Mor were otherworldly entities from across the sea of the Great Void. Their Eldritch Masters, great Ether spirits of corruption and hatred, were drawn to this new world once magic was introduced to it, as if following a Beacon lit in the dark. Warp Gates were erected through nefarious means, and across the Globe, Dwarves, Dragons, and Saurdraxus fought side by side together against hundreds of thousands, if not millions of otherworldy entities in a titanic battle that raged throughout the continents.
While the line was held tirelessly by the Elder races, there seemed to be no end of the Borag-Melek armies, and a century would pass before the Hordes suddenly halted further their conquest to claim the world of their own, as if drawn to another plane...
The defenders of the world were tired, having fought titanic struggle after struggle, and many had been lost in the defense of this world. The Lizardmen found they only had the strength to man the Wetlands to the South, and the Dwarves could only just fill their Thundrims. Dragons took to fallen Dwarf Holds or Caverns of their own forging, and this was when Men came into the light. The race of Men had been made since before the War of the Ether, but were simple creatures in a world full of might and power. As the Dwarves had been hewn of stone, Men was formed from dust, and given life by the EverGod himself, as a final creation in this world.
Now Men rose, fighting Beast and Monster and creating a great Empire of their own. Allying with the Dwarves and given respect to the Dragons, their power grew great, for a time. Until their sins became too much to bear, and the EverGod created the Drain of the World...
This takes place in a World called Maroleth, on the largest known continent, Torek. It's filled with various different biomes and people. I admit I suck at maps and do not have one, but since I'm wanting to 'open' you up into this big world, I'll just give a minor description of the continent and its nations.
Whichever place or people you choose to hail from, PM me to find out more and to answer any questions you have.
From West to East,
At the Center of Torek, like a great red eye, is the Dreadlands. Long ago, when the race of man grew in power and esteem, they began to let loose their inner desires, filling their lives with anger, violence, lust, and all forms of hedonistic sin. Instead of punishing them himself, the Evergod touched the world, and made a 'drain' of sorts, for all of mankind's sins to wash away in. This drain, formed at the center of the Primieval Forest, is now known as the Dreadlands. It's a region of fire and ash, full of demons and cultists who have proven themselves worthy of being able to enter to join its armies. It's a, simply, a hellscape. Before the Downfall of Praelior and after the great demonic war, the Empire joined together with the Elves and Dwarves to form 12 Towers called Mythal- Tiriths to surround the Dreadlands and keep them from spreading. Unfortunately, over the years, each tower fell from DeathKnights or were abandoned, leading to increasing attacks by armies of cultists and demons.
The Dreadlands, the Great Primieval forest that surrounds it, as well as the Fangs of the World, all separate the Northern Nations from the Southland. To the east, one must cross the Khalahar plans and the Arad Luin desert to make it into that uncharted land. Only by ship is it somewhat safe, and you must travel around the continent to reach there. Other than its red skinned natives, Lizardmen, and various Elven races (and the occasional Dwarf hold or two), the Southland remains hugely uncharted.
Ah yes, Magic. The word itself brings wonders to mind in an instant! Magic is a mysterious and curious, but very dangerous thing. Only the Goddess of Magic, and the EverGod who made her, have full knowledge of its depths and Origins. It is a supernatural force that ranges in power from transporting things long distance, to viewing peoples dreams, to even slowing time. Something we do know, that all mages learn, is that magic is dangerous, but more than that....it is addictive. One must have control over themselves, to use magic. It is not as addictive as pleasures of the flesh (to most), and lust for Gold for most (especially Dwarves and Dragons), but it is addictive none the less. Mages who seek power seek it, not only to be more powerful, but also to be able to feel more magic flowing through them. As to how non magic users view it, think of the Warhammer world. Magic is known to be more than mere superstition, but it's not everyday common, and often seen as untrustworthy and suspicious to most.
Magic is everywhere. In the air we breathe and the water we drink and the food we eat. Within us. A Mage's strength is derived from how much magic is initially within you, and how much magic from the surrounding world you can handle. Also, despite everyone having the ability to wield magic, only the educated and the properly trained can hope to cast a spell. Without the correct rituals and practices given by a master or teacher, you have next to no chance at harnessing what magic you possess. This is why there are so few mages.
Spells, Runes, and Incantations are fail-safes for magic. They are not required, but beginner mages cannot wield magic without them, and even Master mages would do well to keep the proper scriptures and phrases in mind. However, once you are no longer a novice, you have the limited ability to wield magic at your will without uttering a phrase or planting a rune. Higher classes can wield magic easily without such precautions (unless it is a particularly powerful spell they are casting) unless of course, they have exhausted themselves. In that event, if they lose enough strength, they will only be able to wield spells through runes, incantations, and mystical phrases.
Things to Note:
Alchemy: Mainly studied in the Arad Luin and Praelior, as well as the Dwarf Thundrims across the land, the practice of Alchemy is a lost art. Most of the great Libraries that housed its studies was lost 3,000 years previous in the Great Demon War. Though some of its knowledge has been regained. The Praelians still have alchemical fire that burns even in water and sticks to skin, for instance.
Mages Guilds: You can make your own if you PM me about it.
Mage Classes: Must be C class or lower.
The most unified race in all of Torek, as well as the most ancient (aside from Dragons). They are exceptionally strong and heavy for their size, and they are reknowned for their determination and skill in warfare and craftsmanship. Even with their long memories and historical records, Dwarven history precedes even their own knowledge, stretching back at least 10,000 years.
Dwarves tend to keep to themselves, only leaving their underground and mountain homes (or sparse farmlands) to trade or sell their wares. It's rare to see a Dwarven mercenary or adventurer that doesn't have a motive to further his clan or hold. Even a Dwarven lass serving drinks at a tavern will give a small tribute to her family and clan of her earnings. To insult a Dwarf is to insult his family, his clan, his Kingdom, and perhaps even all of Dwarfdom if the offense is great enough.
All Dwarves are governed by a High King, who has 12 lesser Kings that rule great Dwarf holds, and thanes that rule lesser regions and outposts. Each King is apart of one of the 12 original Dwarven clans formed after the great Demon War 3,000 years ago. Every Dwarven Kingdom has a hall for every clan, as well as various guilds, and a separate hall for the priests/runesmiths.
Dwarven surnames can be their ancient surnames, which are akin to a human surname that is passed from generation to generation. They can be a reflection of clan pride, and can be dubbed a clan name such as Ironskin or Fellhammer if allowed by the clan heirs. Or, it can be given by a Thane or King (or even a group of lower caste Dwarves) if they have achieved a particular deed, such as 'Dragonslayer'.
Dwarves are effective tunnel fighters, and infantryman above and below ground. They have excellent siege weapons, and make the finest crossbows in the world (as well as the finest blades and weapons in general). Despite their stature, they have an excellent, albeit uncommon, ranger Tradition. They only have a small cavalry mounted on rams and warboars, used for heavy charges. Despite their short legs, Dwarves hardly tire, and can move vast distances over a short amount of time for the simple fact that they will probably walk through the night, while most armies would rest.
They can smell freshly cut stone, and have an innate ability to see the imperfections and quality of stone and metal. A Dwarf can see in the dark as well as a Dark Elf, and better than all of the other Elven subraces. They are organized, brilliant tacticians, strong willed, and resistant to magic and poison. Their drink is legendary, though often too strong for normal men to endure. Their weaknesses lie in their Gold lust, pride, and closed mindedness.
A Dwarf has the same life expectancy as an Elf, close to 400 years. While some Elves use magic to increase their lifespan, some Dwarves do so out of sheer willpower. A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weight between 140 and 160. Their language and secrets are kept closely guarded, but all can speak Northern common. Some northern Dwarves enjoy ritualistic tattoos to show their accomplishments upon their skin.
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Ironskins founded by Toril Ironskin
FellHammers founded by BJÖRN FellHammer
FarForgers founded by Dagni FarForger
StoneCarvers founded by Ragna StoneCarver
Darkfighters founded by Einar Darkfighter
OathBearers founded by Njord OathBearer
Goldnuggets founded by Frode Goldnugget
SkullCrushers founded by Ingvar SkullCrusher
Gemcutters founded by Virket Gemcutter
MountainGuards founded by Gulbrandr MountainGuard
Little is known of the enigmatic Gnomes. Their prospective origins are only known to a few human scholars. Some fancy them to be an offshoot of the Dwarves, and others believe they are a type of Elf. Gnomes stand 3 1/2 feet in height, and weigh between 40-60 pounds, depending upon gender and build. They have curious eyes, large noses, and males are typically bald with prized goatees. They are known as tinkerers, sorcerers (particularly illusion and transmutation magic), and smiths of jewels and stone. Their largest region is called Cutterstone, located above and below a large collection of hills close to Thundrim Kadrin, a Dwarf Hold that guards one of the few passes that link the North and the Southland. Other than that location, the race is scattered throughout the land, mostly around Dwarven lands. However, some Gnomes find themselves as valued Scholars in great libraries of men.
While they are fascinated by jewelry, stone, and the workings of an engineer, they also have a love of nature and enjoy being outside on a nice day. Gnomes can whittle with the best, and have famous and ingenious pipe designs they both create and use for themselves for a light smoke.
Roughly 3,000 years before the present day, the previously uncharted Primieval forest spilled forth with an army of cultists, demons, Death Knights, and various other hellish abominations. So great was the sin of the world, that their army numbered in the millions. The men of the North at that time were caught completely unaware, doing their best to hold back this new, and powerful threat. The Dwarves were similarly attacked from within their tunnels, holding off the 2nd half of the invasion that tried to hit the humans from below ground, but numbers and powerful magic pushed back the civilized world of men step by step. That is, until the arrival of the Elves.
Twelve years previous, Elven ships that could navigate the stars landed upon eastern Torek, in the fabled land of Shi'Ran. Some began to make settlements in the lush jungles of the eastern world, though the majority of them moved ever westward in search of a new home. Slim and graceful, with powerful but wild magic, the Elven vanguard crashed into the Demonic flank, giving the world of men a small respite to regroup and make a counter attack upon the armies of the Dreadlands. With the combined might of the Elves, Dwarves, and Men, as well as groups from other races such as the Dragons, pushed back the immense invasion and sealed the Demons back into the Dreadlands by creating the Mythal-Tiriths. When the dust settled and the war was over, the world of men was all but broken. Much of their greatness was lost, though with the help of their allies, new and old, they rebuilt and thrived in the north, creating the Empire of Praelior. The Elves moved ever westward, until the last remaining of them settled on the fabled Island of Aléborn, south of the Praelior peninsula and east of the Southland and Fangs of the world. They became known as the Silver Elves. There were some who elected to stay behind in the east of the Primeival forest, keeping the ancient traditions of their people, who are now known as the Great Clan Elves. Some elected to stay in the forest proper, and patrol it, learning to live with the natural world and becoming great huntsman, befriending the creatures like the Centaurs and Sendarius, the God of Nature. These became the Wood Elves. The Dark Elves...you will see.
Over the years, as the Praelian Empire began to collapse, the Elves became more and more isolated in their new homes. The Dwarves owned many lands above ground, but were settled by the Elves unknowingly before the war was over, as the Dwarves were too busy fighting underground to argue the point. However, once they were able to breathe, there were border disputes, and relations have never been friendly, though there is no true animosity either in the modern day. Elves are merciless warriors, learned scholars, and the most feared archers and mages on Torek.
Note: While their bodies are often athletic, certain aspects of the Elves, such as powerful longbows with over 150 pounds in draw weight, should not be easy for someone as slim as an Elf to use. So how do they do it? Through a power they call 'Khala,' what humans now know as 'Ki.' By manipulating the energy in their bodies, Elves are capable of 'split second' feats of strength that otherwise would not be possible for people their size and girth. It comes naturally to them, which means that they cannot control it for longer than an instant, and only use it for short time periods, such as the time it takes to draw back a bowstring. Some small groups of men called Monks have been able to harness their own 'Khala' or 'Ki' thanks to observing the Elves. Dwarves however, are incapable of using Ki.
When someone thinks of Elf in the North, more than likely they'll think of a Silver Elf. Lithe, with a light but undeniable grace and fair skin, Silver Elves are the most 'civilised' and 'advanced' Elven subrace. They make their Kingdom of Leth'Arian along the eastern coast of the Southland, and the Isle of Aléborn less than 100 miles off the coast, parallel to the Fangs of the World. Silver Elves are organized and patient, yet have a love of fine wine and slightly hedonistic tendancies. They hold a great deal of fascination with magic and produce the most powerful mortal mages, but there are no shortages of swordsman/spearman in gleaming armor and superb archers in their ranks. They are excellent seafarers, and there are rumors they have discovered other continents across the sea from their expeditions.
Their Kingdom is, ironically, organized in a similar fashion to the Dwarves in a way. They have a high Queen, and lesser Kings and Queens that pay homage to her from her throne on Aléborn. It's slightly reminiscent of Andred and Praelian governments too, for they have a loose feudal system, though the common folk are treated with much more respect and opportunity to further themselves than most human serfs. It makes a bit of sense, for the Silver Elves were the ones who had a helping hand in Praelior's rise to power. They stand at 5'5 to 5'7 in height, and typically weigh 130 pounds for either gender. They have long pointed ears that poke out of their lush hair, and long eyebrows and lashes. Hair color is generally black, golden, or pure silver. Brown eyes are rare among them.
After the Great Demon War, some Elves elected to remain in the Primieval forest and patrol it, to halt the flow of Demons from civilized lands, and to protect the forest from other mortals and monsters. These Elves became the Wood Elves. Their Kingdom is called Vérna'thelan, but there are no true borders to it. They consider the Great Forest as a whole, their domain, though they are happy to share it with Centaurs, Furbolgs, Nymphs, and others who are friends to the forest. They live in loose villages within the trees for the most part. There is also a few loose Wood Elf villages located in the north, concentrated on the Kaelic Isle. Those particular Elves tend to wear blue woad, and are dubbed humorously, Woad Elves.
Wood Elves are, of course, masters at guerilla warfare, unparalleled in woodcraft and archery, excellent melee combatants, and all share a fierceness for protecting the land and people they love. They are graceful and coordinated, even compared to other Elves, able to run across the trees almost as easily as solid ground. While slim, they are a bit stockier and slightly more tan than Silver Elves. Golden, brown, and black hair is common, though auburn is not unheard of for a hair color. As is the case with Silver Elves, brown eyes are rare. Wood Elves often have animal companions, and have a limited ability to communicate with them. While tolerant of blundering outsiders, they are ever wary and on guard against outer threats, and Demonic incursions from within.
Some Elves felt that their journey across the Stars and the Eastern Sea led them to lose their original culture, and decided to settle in seclusion near the East of the wooded foothills of the Primeival forest. While they are not as civilized as the other Elven subraces, they are not simple barbarians. The Elves of the Great Clans preserve a way of life that they had before their subsequent cultural shift and journey across the stars.
They are more physical than their counterparts, with thicker and stronger limbs. They grow their hair long and unkempt, and live in simple, earth colored robes. Despite their humble attire, they have wicked and well forged blades, and prefer to fight in melee combat usually (archers are still common, however). The Elves of the Great Clans have a small margin of control over their 'Khala' and use it to increase their attack power and speed for a bit longer than other Elves. They have a shamanistic tradition, and live in scattered villages made of timber, hide, and clay.
During the Great Demon War, the bloodshed was so thick and the armies so large, it was hard to tell who was winning at any discernible time. A faction of Men and Elves broke away from the fighting, and began to delve into the deepest and darkest lore of both of their races, in order to find some way to banish the Demons back into the Dreadlands. It took them three years, until they found an ancient Elvish legend written upon a scroll from across the stars. It was an incantation to summon a being that was Demon nor God, or perhaps both. They gathered their greatest mages, and summoned the Eldritch creature Bal'thamon. They pleaded with him to help them push back the Demons, and he promised them power the like they have never seen. Such was the time of their curse. He touched them, and the Elves suddenly changed. Their hearts were twisted, and the curse of Bal'thamon released them of all inhibitions and brought to the forefront all of their selfish desires just as their skin turned dark indigo and their eyes gave off a faint, eerie glow of either gold or silver. The High born Elves, now transformed into Dark Elves or 'Dorcha' grew a small craving for mortal blood as well. However, they were not dependent upon it like the transformed Men, who became the Vampires.
The Dorcha fought against both Demons and their previous kin, fleeing underground as the last of the Demons were banished and the full might of the goodly races fell upon them.
The Dark Elves have now created vast city states in the Low-ways, finding empty spaces and initially pushing back the battered Dwarven defenders from a few key holds. Their politics are full of schemes and backstabbings, even more than the most vile northern court. Torturers are treated with respect, and females rule with an iron fist. A Dark Elf, while athletic compared to a human, is a tad more full bodied than most Elves.
Something to Note: Bal'Thamon's curse began to wear off after a few generations, but the damage was done to both their view by surface Elves, and to their own society. Now the Dark Elves, with full control over their faculties, grow up in a society that promotes wickedness, hedonism, and cruelty, and therefore treat the world in such a fashion. They have also discovered how to draw their taint and infect others. It is a costly ritual, that requires great magic and multiple mages, but if they capture a Surface Elf, they can curse them just as they were cursed, destroying all moral boundaries of the Elk and making them a full Dorcha.
Due to most Elves living in the Southland or off the coast, it's not a common thing for a Man and Elf to have children, but it does happen. When it does, it creates a Half Elf. With lightly pointed ears, attractive features, and athletic human builds, they can blend in with either community, but not fully. Many Elves will generally see them as a curiosity or a wayward outcast, while it can vary wildly with humans, going from being admired to being shunned. They tend to live 180 to 200 years, and stay youthful longer than men do, even with equivalent age.
A curious union, born within the forests of the Kaelic Isle. The Skayleigh people are what you get when you cross a Wood Elf with a Giant. Standing 7 feet tall and statuesque, the Skayleigh are lithe figured, yet thick bodied and solidly built. They have greater grace than men, with added strength due to their size and natural Giant heritage. They tend to have ears near as sharp as Elves, with blonde or brown hair. Many people are wary of this curious race, and the Skayliegh tend to fight alongside the Woad Elves and Kaelic people against the occupying Andred forces. Giants see them as an oddity and do not accept them as their own, yet they do not scorn them either.
Known as the Doomed Race, or the Race of the End Times. Drabarians are essentially powerfully built Draconic humanoids. They are said to be the bastard offspring of the Dragon God, Thron. No one knows their true origins, but scholars believe their original land was upon the northern Steppes above the Khalahar plains. There are ancient texts indicating they fought the Demons during the last Great Demon War, but they did not truly make contact with civilized humanity until the Praelian Empire was about to collapse. While they came and tried to help the crumbling Empire by slaying the invading barbarians, their approach was seen as a herald of the End. Indeed, when Andred was formed, Bael the God of Justice gave a prophecy to the Drabarian leader, the Ker'gon. He told him that his people would remain scattered, and would only find what they seek at the world's end. It was discovered that they left their original home to find their missing Relic, the Flame Apex. Bael took pity on them, and gave him his blessing.
From then on, the Drabarians have traveled the land, searching for both their relic, and heroic deeds to be done. Truly, every Drabarian is only worth by what they do with their life. Their culture is very much revolved around combat, dedication, and a heroic ideal for serving justice. They are friends to Dwarves, and the human nation of Thangoradrim.
A Drabarian can live to be 250 years old. They reach maturity at age 50, but do not stop growing until they die. Their growth depends on their personal prowess. If a Drabarian lives up to Bael's blessing and Thron's warrior ideal, he will grow larger, and if he is especially lucky, he will grow a tail and perhaps wings like their Draconic ancestors. An average Drabarian weighs over 350 pounds and stands 7 feet tall, but by their 250th year, it is not uncommon for a Drabarian to reach 8 or 9 feet in height and might perhaps weigh 600 pounds. Drabarian's have a breath weapon akin to Dragons, that grows stronger with age and success. They have a natural armor of scales, lightly magic resistant.
Ancient and powerful creatures who have shaped the very land of Maroleth as well as ruled it. While none reach God-like strength, old dragons have been known to rival Elemental Lords or Divine Avatars in power and destructive force. As a whole, Dragons are feirsome foes. They have a gold lust that rivals the Dwarves, a power lust that rivals the most destructive mages, a lust for jewels and artifacts unknown to anyone else, and a particular lust to rule those who are lesser (which pretty much includes everyone). It depends on what type of Dragon you are dealing with for its color, breath weapon, and some abilities, but they do all share common traits. They are long lived. No one knows how long a Dragon can live, but the oldest one known nearly reached 5,000 years. They can sleep for months, and the older ones can sleep for decades. They have amazing senses, able to smell the emotion in another being, and able to see a rabit running through a meadow nearly a mile away. Most have wings, but there are a few ground drakes that do not, and many lesser species of Dragons that are incapable of flight. When dragons attempt to breed, they do not successfully create children half of the time, so the number of Dragons remain low. To curb this though, the women dragons have an intense desire to breed, as much as males in fact, unlike most species. Dragons are rumored to have 2 or more forms. The first one is obviously the Draconic one. Ten feet long seems to be the usual size of a month old dragon, and it will eventually reach Seventy feet or more. No one knows if they can choose between what form they take or not when they do switch forms, although it is generally acknowledged that they cannot switch genders when changing forms. Dragons enjoy eating humanoids, although they generally know that Dwarves aren't tasty and are quite hard to swallow...they tend to bite back. They usually look at humanoids as a humanoid would see a stray dog, or sometimes they see them as we see rats. To anger a Dragon isnt wise, to meet one on purpose is something for the brave or foolish. If you ever are to meet a Dragon, take care and be careful with your words. It is said also that, even in humanoid form, a Dragon is far stronger and swifter than they should be. Dragons can also mate with humanoids in humanoid form, though many Dragons see this as beneath them. If a Male humanoid mates with a female Dragon, they can in fact create Dragons. Sometimes they are a bit weaker or have no wings, but they are true Dragons all the same. If a Male Dragon mates with a Female humanoid, they create the 'Dragonborn.' These are Humanoids with incredible magical potential and lifespans, who often search ancient tomes to increase their Draconic powers, and some have even discovered how to access their true Dragon forms.
Also called the Undying, and the derogatory term 'Leech' (mainly given by Priests and Dwarves, or those with a particular distaste for Vampires). The first Vampire's story is divided. Some say they were touched by the otherwordly being Baltha'mon, along with the Dark Elves. Another tells of a mortal who was touched by both Nar'rogg (God of Death and Destruction) and the powers of the Dreadlands. Becoming both death and demonic, yet neither. These beings hunger for blood and nothing else. Drink and food are merely consumed because of taste, or perhaps habit. Once a mortal becomes one of the Undying, they not only gain immortality, but unholy strength and speed, as well as nightvision and the ability to beglamour their prey. They have a weakness for sunlight, holy items and spells, and silver, along with a stake through the heart. It is currently unknown if they have an actual aversion to garlic. Burn by fire and sun can only be healed if they drink an excessive amount of blood immediately, lest their burns become permanent. From what modern Scholars can tell, Vampires form tight nit 'families' so to speak. They are often ruled by a Master or Mistress. One that sired the rest of them (or sired their first followers, who in turn sired more). Not to say there are not rogue Vampires. But they are few and far between, for without proper guidance from an elder Vampire, a newly Undying can easily lose themselves in bloodshed and become easy prey for those they presume to hunt.
The Origins of this race is long lost, though old tales hint of a wager amongst the Gods. Werewolves are similar to Vampires in that they are made via bite from a different Werewolf. Once you have contracted the 'infection', you must have a priest cast healing magic over the wound and drink a tea of the Wolfweed plant to fight through it. Otherwise you will become a Werewolf.
Much of a Werewolf's abilities depends on age along with trial and error. Initially a Werewolf can merely transform by the light of the full moon. Most often a human, the man grows a foot in height and gains a few stone weight in muscle mass. His skin grows thick fur over the course of seconds and your mouth and nose restructures to form a snout. Your ears, mouth, teeth...all are Wolf like (along with the senses). Only your eyes remain the same. You also get a bushy tail at your back and your hands grow fierce claws.
Once a Lycan becomes more used to his transformation, he has greater control over his transformed state. Eventually, if you are not stabbed with Silver or beheaded, you can transform without the full moon (however, if there is a full moon out you cannot help but transform). Some even gain the ability to talk in their Wolf state.
Ancient Werewolves are able to transform into normal wolves and communicate with them, though so few are so old and many consider this legend (even other Werewolves). You gain a resistance to normal weapons, but of course, if enough of them hack into you you'll eventually die.
A non transformed Werewolf has absolutely no powers unless they are extremely old and powerful.
Unknown to many, Lizardmen culture is as old as the Dwarven one, stretching back many thousands of years. Information on it is very hard to come by however. They are extremely defensive of their swamps and hunting grounds, and seem to have a supernatural knowledge of whatever region they call home. They are incorruptible and tireless, having faced the Hordes of the Ether, and the Demons of the Dreadlands. They are masters of guerilla warfare, and enjoy eating all kinds of meat (including sentient beings) though they'll eat plants when need be. A Lizard man stands between 6 and 7 feet tall, though they are often hunched or crouched. They have powerful tails, claws, and can breathe underwater as well as in air. Cousins to Drabarians, while they aren't quite as strong of arm (most of the time) they are still quite powerful, and have an ability to regenerate that exceeds any other race. Their scales provide a natural armor as well.
Gnolls share many similarities with Lizardmen. Both are tall and lean, but muscled. Both are avid hunters, and neither are necessarily evil at heart. However, while the Lizardmen are protective of their homes, Gnolls are nomads. While not evil, they have a particular taste for mortal flesh, especially human and Elf flesh. Even more so than other animals. These creatures are particularly violent, and will literally tear their enemies apart and eat them as they lay still alive. They live in Clans and tend to follow the most powerful mating pair of the pack.
Ogres are huge humanoid creatures, standing 10 feet tall on average and weighing 800 to 1000 pounds. They aren't the most intelligent beings, but they aren't incredibly stupid either, able to speak some broken Northern. These monsters tend to live in clans, but often times wander alone in the forest looking for food. They are favorite subjects of dark wizards or lords looking for creatures to fight in arenas.
Also known simply as God, Lord, or sometimes referred to as the "AllMaker," "God of Truth", and at times, just called "The Father." At least, these are names for those who worship him. In truth, most of the Known world, while they give reverence to his name, refer to him as the "Absentee God" for he often does not answer prayers, if at all. (There is some dispute to this, for he may simply answer prayers in a different fashion than a manifestation of worldly aid). This is the God that resides over all the others, and interferes the least amount in mortal affairs. His priests sometimes gain access to protective enchantments of light that is fueled by their fatih, but it is often theorized it is simply his residual power that still shows up in pockets of this world. Unlike the other gods, this one does not have an Avatar that roams Maroleth at times. The only Avatar of the Evergod appeared only once, cursing the Praelian Empire for their lack of faith and giving the world of men hope once more.
Bael: The God of Justice, Combat, Inner Strength and Perserverance, Bael is a favored God among humans. He goes by many names, depending upon the country or people. Mikhail is his true name at the birth of creation, so the ancient texts say. His counterparts are Magni of the Dwarves, and Tholendur of the Elves. Some argue on whether all three are different interpretations of the same Deity, in fact. Bael is the primary God that Warrior Priests adhere to, and many priests will revere him if not openly worship him, for he is the flaming sword that cuts through the dark of this world.
Galena: Goddess of Healing, Peace, Mercy, and some refer to her as a fertility Goddess, as well as a Goddess of Diplomacy. In Praelior, she is also referred to as a Goddess of Philosophy. Galena is favored among mothers, married couples, Diplomats, and of course, healers. Many call to her name in dark times, to ease their mind and their comforts, and to protect them from the world's dangers.
Gaundet: Among the Patron Gods of Andred, Gaundet is perhaps the least popular (thought still with a large following). He retains his original Praelian name, and is also still highly praised in Praelior. He is the God of Organization, Cities, Defenses, Architecture, and to some extent, military tactics and discipline.
Ulfric: The northern God of Battle, Winter, Self Reliance, Personal Honor, Determination, as well as Bravery. He places great value on strength, not only in the sense of a single warrior, but as a military unit as well. He disdains trickery and cowardice. Many see the Bear and Wolf as his sigil animals. Bania and Thangoradrim often worship him, as well as some clans in the Kaelic Isles. The Dwarves view him highly, for a Human God.
Nar'rog: The Dark God of Destruction. Oddly, he is not seen as evil in its entirety. Perhaps because the world's Demons do not follow his edicts, even if they do not halt from destruction themselves. Nar'rog is a fatalistic God, who teaches that destruction and death are natural parts of life. To be alive is to die, and to have creation is to have destruction. While not malicious, he is not a merciful nor understanding God.
To be continued...
1 Gold = 20 Silver
1 Silver = 10 Bronze/20 Copper
1 Bronze = 2 Copper
The Ages of Myth
In the beginning, there was only one, for all was one, and one was all. He was Truth. He was Love. In his left hand was Creation, and in his right was the Life he would breathe into it. He was the EverGod, and the AllMaker, who the Ra'Sheeks refer to as Hayasham, roughly translated into 'Sunfather.' It was his first act to make the Divine Spirits as his children, those we know today as Gods. Next were the first Beasts (Primordials), alongside the Titans, and the Ancients who wielded the power of the Elements. Next were the Dragons, The Dwarves, and the Saurdraxus (known as the Lizardmen) who still stand vigil to this day.
The unnamed World was barren, but not lifeless. With Mighty tools of World-Forging, the Ancestors of the Dwarves tirelessly shaped the world from beneath. Above ground, the Dragons tore through the earth with their great claws and their fire, reshaping mountains to form the landscape, just as the Titans and their offspring the Giants built and removed huge chunks of earth, digging and filling river ways. The Primordials and the Ancients formed the Seas and the contained the power of the Elements that were gifted to this new world to shape it just as the EverGod intended.
It was over 10,000 years ago that the Ancient War was waged. The Titans, The Elemental Ancients, the Beast God Fal'Hroth alongside the Primordials fought against Dwarf, Dragon, and the Divine Spirits for this new world, for they felt they deserved to call it their own. This great struggle of Titanic forces send the world in an upheaval, undoing the work they had taken millenia to build. The Divine Mikhaḗl, known as Bael in the modern tongue, fought Fal'Hroth for a century before he smote the Beast Lord, sending his shattered fragments to the world below.
The War ended with the banishment and the imprisonment of the four ancients, as well as the Titans fleeing the realm. The Elements and Beasts of Fal'Hroth were then given over to Sendarius the God of Nature, put into his safekeeping. The Fallen Dragons were given a blessing for their sacrifice, and given an artifact of Divine might called the DragonHeart, allowing them to be reborn as Humanoid, yet still Draconic in nature. The new Drabarians would guard the gift with their lives, and took it as their sacred duty to uphold the justice of the Gods, for they were good.
The world was now changed, and somewhere in the Outer Realm, the Elves were having their own chism, as they had been made to aid the Gods in their endeavors upon their plane. Unfortunately, the God of Chaos, known as Malganus, took a weave of the power known as magic from the Eternity Arcane, and sent it to this new world, coating it in energy. The Elves were banished from the Heavens, but allowed to remain in a plane of their own, infused with magic themselves, for they had been made as creatures of it.
Malganus was subsequently shattered by his trespasses, for this was not apart of the great plan. The Dwarves and Saurdraxus were immune to the effects, for they had been made as incorruptible workers. But the Dragons had been made as the first great beings and grew greedy, and supped from the very site the Magic entered the world, infusing it into their own beings and making them beasts of arcane energy. This power warped the beasts of the land, and races such as the giants, forming monsters of all sorts. The power corrupted many of the Dragons however, and they began to wage a war against the Dwarves and their kin, for their lust for power gave them a jealousy and lust for riches. This war Between the Dwarves and Dragons was fought for centuries, only halted once the Eldritch Hordes of the Ether came...
While not pure Demons, the Hordes of the Borag-Mor were otherworldly entities from across the sea of the Great Void. Their Eldritch Masters, great Ether spirits of corruption and hatred, were drawn to this new world once magic was introduced to it, as if following a Beacon lit in the dark. Warp Gates were erected through nefarious means, and across the Globe, Dwarves, Dragons, and Saurdraxus fought side by side together against hundreds of thousands, if not millions of otherworldy entities in a titanic battle that raged throughout the continents.
While the line was held tirelessly by the Elder races, there seemed to be no end of the Borag-Melek armies, and a century would pass before the Hordes suddenly halted further their conquest to claim the world of their own, as if drawn to another plane...
The defenders of the world were tired, having fought titanic struggle after struggle, and many had been lost in the defense of this world. The Lizardmen found they only had the strength to man the Wetlands to the South, and the Dwarves could only just fill their Thundrims. Dragons took to fallen Dwarf Holds or Caverns of their own forging, and this was when Men came into the light. The race of Men had been made since before the War of the Ether, but were simple creatures in a world full of might and power. As the Dwarves had been hewn of stone, Men was formed from dust, and given life by the EverGod himself, as a final creation in this world.
Now Men rose, fighting Beast and Monster and creating a great Empire of their own. Allying with the Dwarves and given respect to the Dragons, their power grew great, for a time. Until their sins became too much to bear, and the EverGod created the Drain of the World...
The World
This takes place in a World called Maroleth, on the largest known continent, Torek. It's filled with various different biomes and people. I admit I suck at maps and do not have one, but since I'm wanting to 'open' you up into this big world, I'll just give a minor description of the continent and its nations.
Whichever place or people you choose to hail from, PM me to find out more and to answer any questions you have.
From West to East,
At the Center of Torek, like a great red eye, is the Dreadlands. Long ago, when the race of man grew in power and esteem, they began to let loose their inner desires, filling their lives with anger, violence, lust, and all forms of hedonistic sin. Instead of punishing them himself, the Evergod touched the world, and made a 'drain' of sorts, for all of mankind's sins to wash away in. This drain, formed at the center of the Primieval Forest, is now known as the Dreadlands. It's a region of fire and ash, full of demons and cultists who have proven themselves worthy of being able to enter to join its armies. It's a, simply, a hellscape. Before the Downfall of Praelior and after the great demonic war, the Empire joined together with the Elves and Dwarves to form 12 Towers called Mythal- Tiriths to surround the Dreadlands and keep them from spreading. Unfortunately, over the years, each tower fell from DeathKnights or were abandoned, leading to increasing attacks by armies of cultists and demons.
The Dreadlands, the Great Primieval forest that surrounds it, as well as the Fangs of the World, all separate the Northern Nations from the Southland. To the east, one must cross the Khalahar plans and the Arad Luin desert to make it into that uncharted land. Only by ship is it somewhat safe, and you must travel around the continent to reach there. Other than its red skinned natives, Lizardmen, and various Elven races (and the occasional Dwarf hold or two), the Southland remains hugely uncharted.
Magic
Ah yes, Magic. The word itself brings wonders to mind in an instant! Magic is a mysterious and curious, but very dangerous thing. Only the Goddess of Magic, and the EverGod who made her, have full knowledge of its depths and Origins. It is a supernatural force that ranges in power from transporting things long distance, to viewing peoples dreams, to even slowing time. Something we do know, that all mages learn, is that magic is dangerous, but more than that....it is addictive. One must have control over themselves, to use magic. It is not as addictive as pleasures of the flesh (to most), and lust for Gold for most (especially Dwarves and Dragons), but it is addictive none the less. Mages who seek power seek it, not only to be more powerful, but also to be able to feel more magic flowing through them. As to how non magic users view it, think of the Warhammer world. Magic is known to be more than mere superstition, but it's not everyday common, and often seen as untrustworthy and suspicious to most.
Magic is everywhere. In the air we breathe and the water we drink and the food we eat. Within us. A Mage's strength is derived from how much magic is initially within you, and how much magic from the surrounding world you can handle. Also, despite everyone having the ability to wield magic, only the educated and the properly trained can hope to cast a spell. Without the correct rituals and practices given by a master or teacher, you have next to no chance at harnessing what magic you possess. This is why there are so few mages.
Spells, Runes, and Incantations are fail-safes for magic. They are not required, but beginner mages cannot wield magic without them, and even Master mages would do well to keep the proper scriptures and phrases in mind. However, once you are no longer a novice, you have the limited ability to wield magic at your will without uttering a phrase or planting a rune. Higher classes can wield magic easily without such precautions (unless it is a particularly powerful spell they are casting) unless of course, they have exhausted themselves. In that event, if they lose enough strength, they will only be able to wield spells through runes, incantations, and mystical phrases.
There are plenty of magic users on Maroleth. Mages, Shamans, Druids, Necromancers, Witches, Blademages, and Runesmiths (strictly for Dwarves however).
For an arcane mage, there are a few limitations. Whether you were taught in a mage tower that's set up within a city, trained in a college of magic in Vrettonia, Praelior, Andred, or the Arad Luin, taught by a single master, or perhaps you were self taught miraculously. Some things to remember are:
If you have any more questions, let me know please. Below is a chart I copy pasted from another site that I created for the magic tiers of mortal magic. I'll allow you to have a mage that is C rank, but not above. You can potentially grow throughout the RP however.
This is a power ranking system for mages in Into The Dark. Their powers will NOT be classed in-universe and no one will ever mention a ranking in magical strength within my writings. This is solely for the readers/RPers and for their own information.
This class is for those just learning magic, or for those who have very little in the way of magic potential. One could hardly call these mages. Mostly, such people perform the simplest spells, perhaps to entertain passersby on the streets.
This is the lower form of actual Mage. D Class is what most refer to when you hear the word "Magician." Enough to be known as someone who dabbles in magic, but not someone to be rightly feared. Someone in the D class has usually only been practicing magic for a few years, if that.
C Class mages are the upper class of common mages. This is the class most adept human wizards fall under throughout their lives, unless they are particularly lucky or with great potential. To be a C class means you have honed your skills over years or decades (unless you are a quick learner).
These are what most people think of when they imagine "Powerful" mages. B class magic users are a step above the average wizard, commanding powers that Dwarf the more common spells of the lower ranks. A B class in an adventuring party is most welcome, and their powers give them the respect of even some lords. An example of a B Class in story would be Priscilla, a sorceress strong enough in magic to survive 30+ years of adventuring and have a town built around her from her reputation, bringing her a Lordship (ladyship).
A Class is a class reserved for Elven Archmages or moderately powerful Dragons. It takes a special Human or Half Elf to ever come close to being A Class in power. If an A class is good aligned they might clear entire cities or forests of enemies, and if they are bad aligned they could conquer castles and make the residents their slaves. The power they wield is terrifying indeed.
To be an S class means you have powers almost beyond comprehension. Only the most Ancient of Dragons, An Elven Archmage of Legends, Genies, Elemental Lords, and Avatars of Gods can hope to be this powerful. (Not the Gods themselves however, for they are off the charts entirely. S class reaches low Ve'rdeń magic range.)
For an arcane mage, there are a few limitations. Whether you were taught in a mage tower that's set up within a city, trained in a college of magic in Vrettonia, Praelior, Andred, or the Arad Luin, taught by a single master, or perhaps you were self taught miraculously. Some things to remember are:
- Arcane mages have a very versatile use of magic, but this 'jack of all trades' route has its drawbacks, such as...they are able to cast fireballs, lightning bolts, and other elemental attacks if they are properly trained, and they can cast greater amounts the stronger they get, or the smarter they are at weaving spells, but elemental spells will never be as strong as a Shaman has a potential to be, since Shamans are apart of the very elemental planes themselves, and nature could see fit to let them wield whatever power they wish, whereas an Arcane mage can only handle the amount of power they can handle. For a more scientific description... "Arcane Elements differ from Shamanistic Elements. An arcane mage takes the substances in the air and mix to form a flame, whereas a shaman calls upon the very nature of fire to summon a flame. An Arcane magic user might summon it quicker (might) and it might become more and more powerful, but it will never be as large as a truly favored shaman's fire."
The same is true if an Arcane mage is trying to say, help a plant grow and they speed up the process. They can learn it certainly, but it's where Druid's shine and potentially, they cannot be beaten in that regard. - Arcane mages are hard pressed to know magic runes to enchant items, but they make up for it by using spells and Glyphs. Imagine enchanting an item with a spell like tying a knot of magic around an item. It should last awhile, but there's no telling how long. A Glyph however, is raw magic stamped upon an item, almost like putting a lock on it, instead of just tying a knot. Glyphs can last years, or centuries depending on how powerful the magic is.
- Certain magic spells are extremely hard to do. Such as teleportation. It's rare for even a powerful mage to be able to teleport anything over a mile, because teleportation effects the very fabric of reality and is very taxing and dangerous. Although mages can create fixed portals going to a fixed location, with enough time and help. Another spell that is naturally difficult is time slowing, as well as polymorphing and transmutation. A polymorph spell works on those with either a low magic potential/resistance, or someone with a low energy signature. So, you can probably polymorph a random foot soldier into a frog for a short amount of time, but a fellow mage, a Dwarf (who are magic resistant), or a Monk cannot be effected unless you're overflowing with power. Transmutation is a permanent transformation (unless dispelled) and so much much harder, and for specialists in such magic.
- Like I said previously, magic is addicting. You don't need to express that you feel a euphoria when you use it in a post, but apart of your character will be they either 1) be very professional and strict when it comes to spells, which will limit their power but keep them safer, or 2) they'll have more access to power, but a feeling in the back of their mind where, no matter their goal, they'll always thirst for a little bit more power and they won't even notice it. This is much like if you're an enchantress, and you want to bend someone's will to your own through eye contact. If they're not careful (and not iron willed), they'll begin to feel as if pleasing you is 2nd nature to them. Something they might not notice, but be excited for.
- There are 3 Tiers of magic (the lower chart is to measure the lowest form of magic, mortal/Serèn magic).
Jahwey - EverGod's Power
Ve'rdeń - Godly (Leh'han) Magic
Serèn- Mortal Magic
This means, that if you ever find yourself facing something like an Avatar of a God, almost anything you do will be low tier compared to them. Same if you go up against or try to dispel a Genie's magic. Also note: The tiers of magic are not known in universe to anyone, so it's simply for you to know OOC. - It's always good to have a book or scroll, since a spell, in order to guarantee it to not backfire, needs an incantation or hand gestures to cast and it's good to have those written down. Though I do not have a chart for magic words or spell gestures, but we can work together on that.
- Also, the staple of attacks, the magic missile is available. Though let's not call it that if you use it
- If you wish, you can weave wards around you to protect you from initial magic/physical attacks, though it will lower your attack potential, since some of your energy was spent making the shield.
If you have any more questions, let me know please. Below is a chart I copy pasted from another site that I created for the magic tiers of mortal magic. I'll allow you to have a mage that is C rank, but not above. You can potentially grow throughout the RP however.
This is a power ranking system for mages in Into The Dark. Their powers will NOT be classed in-universe and no one will ever mention a ranking in magical strength within my writings. This is solely for the readers/RPers and for their own information.
F CLASS
This class is for those just learning magic, or for those who have very little in the way of magic potential. One could hardly call these mages. Mostly, such people perform the simplest spells, perhaps to entertain passersby on the streets.
D CLASS
This is the lower form of actual Mage. D Class is what most refer to when you hear the word "Magician." Enough to be known as someone who dabbles in magic, but not someone to be rightly feared. Someone in the D class has usually only been practicing magic for a few years, if that.
C CLASS
C Class mages are the upper class of common mages. This is the class most adept human wizards fall under throughout their lives, unless they are particularly lucky or with great potential. To be a C class means you have honed your skills over years or decades (unless you are a quick learner).
B CLASS
These are what most people think of when they imagine "Powerful" mages. B class magic users are a step above the average wizard, commanding powers that Dwarf the more common spells of the lower ranks. A B class in an adventuring party is most welcome, and their powers give them the respect of even some lords. An example of a B Class in story would be Priscilla, a sorceress strong enough in magic to survive 30+ years of adventuring and have a town built around her from her reputation, bringing her a Lordship (ladyship).
A CLASS
A Class is a class reserved for Elven Archmages or moderately powerful Dragons. It takes a special Human or Half Elf to ever come close to being A Class in power. If an A class is good aligned they might clear entire cities or forests of enemies, and if they are bad aligned they could conquer castles and make the residents their slaves. The power they wield is terrifying indeed.
S CLASS
To be an S class means you have powers almost beyond comprehension. Only the most Ancient of Dragons, An Elven Archmage of Legends, Genies, Elemental Lords, and Avatars of Gods can hope to be this powerful. (Not the Gods themselves however, for they are off the charts entirely. S class reaches low Ve'rdeń magic range.)
Things to Note:
Alchemy: Mainly studied in the Arad Luin and Praelior, as well as the Dwarf Thundrims across the land, the practice of Alchemy is a lost art. Most of the great Libraries that housed its studies was lost 3,000 years previous in the Great Demon War. Though some of its knowledge has been regained. The Praelians still have alchemical fire that burns even in water and sticks to skin, for instance.
Mages Guilds: You can make your own if you PM me about it.
Mage Classes: Must be C class or lower.
Disclaimer: This is simply for character building. PM me for whichever you choose to get more info. I have left it deliberately vague, because when our group eventually travels top a few of these places, it'll be a new experience.
The Empire of Praelior is the most ancient civilization of men known to date, the empire's history stretching back over 3,000 years. Praelior's borders once spread throughout the entire North, and even into the Arad Luin desert, and within the jungles of the Southland itself. That is, until the curse of Jesuah, the Evergod's avatar upon Maroleth, and within a decade the Empire began to crumble from within and without. Now it is but a shell of its former glory, though its people are strong. They prize skill and dedication highly. They follow the Armadium, an ancient text that describes the role of government, people, and their duties. Think of it like the "Art of War" for civilization and daily life. It's not often seen as literal when it comes to its descriptions on being a good citizen. So even if many prize skill and hard work, most just try to make a living and leave the Praelian ideal to those with the will power. Slavery and Gladiator bouts are still common throughout the land, though the Gladiators are often criminals, and Slaves are either criminals, or indentured servants who chose slavery for a time with their consent.
The nation is made up of powerful city states that owe allegiance to an Emperor, who is given heed by a senate of the people. It's people generally well formed, if not attractive and athletic, with skin ranging from Olive to Bronzed. They tend to have brown or black hair and dark eyes, though some refugees to the nation have made auburn hair a possibility. The people are tall, for example, the average height of an Andred woman is 5'6 and the average for a male is 5'11, compared to 5'9 for women and 6'1 for men in Praelior. The soldier's of Praelior master the spear, the shield, and the short sword.
A land of lush fields and beautifully sculpted hedges farmed by skilled farmers and gardeners, Vrettonia is a beautiful land throughout. It was was recently transformed from an Aristocracy to a Magocracy 20 years previous, the mages making a coup as the Vrettonian's were locked in a war with Andred over resources. Despite the shift in power, the high born that had been overthrown still have a bit of power in the outer reaches of the country and away from the mage's courts. There is still a very prestigious Knightly tradition, and Knights of valor are highly prized. The city life has done little to change however, with a firmly set upper, middle, and lower class. The Vrettonians very much enjoy the colors of precious metals, from copper, bronze, and of course gold. Blonde or light brown hair is considered extremely attractive. In fact, all forms of physical and artistic beauty is highly prized in their culture. Vrettonians enjoy parties, balls, and various outings where they can show off their wealth or power, wearing the finest silks and jewelry. Dueling is by no means short in other areas of the world, but Vrettonia is famous for its duelists, as well as its apothecaries, and mages. (Their accent is reminiscent of french, with a bit of Transylvanian).
A nation that is between the northern sections of Vrettonia and Andred, jutting out into a northern peninsula, is Bania, home of monsters. It's an old and closed minded way to describe it, but this snowy land has been haunted by more Vampires and Werewolves than any other nation known to man. In fact, it's Elven Queen Isabela overthrew and slew the Vampire, count Hiemmlich, who made a short-lived grab at the throne 120 years previous.
Hills, pine forests, and feet of snow are what come to mind when someone travels through Bania, though it's short summers are beautiful, revealing rolling grasslands and distant mountains. Banian's tend to have fair skin but dark hair. They're men are gruff and their women are sultry, with a superstitious (and rightly so!) culture of fighters and strong drinkers. (They roll their R's when speaking. Think a mixture between Russian and Transylvanian).
The giant, nomadic barbarians of the eastern plains are famous for their running stamnina, despite them also being famous for their avid horsemanship. Their ponies are squat, but have incredible stamina as their masters do. Due to being written in the Holy scriptures of the North as being led by demons (and they were, for only a short time), Andred and the other nations have seen fit to keep them out of civilized lands, and there is an ongoing war between the Khalahar and three Andred provinces to the east. While there are many hundreds, if not thousands of Nomadic clans, many of which are not Khalahar, these are the most common people the civilized world comes into contact with.
The Khalahar are dust skinned, with red or brown hair. They are well muscled and even taller than Praelians most of the time, and they are incredible hunters.
North of Andred and Bania lies an island enshrouded by mists and myth. It's covered in great forests, highlands, foothills, and scattered mountains. Almost all sides of the island is rocky shores or sheer cliff faces. This island is home to the stubborn yet admirable Kaelic people.
Fierce, independent, and prideful, the Kaels have a clan based society with a culture that reveres druids, honor, and freedom. They are masters of guerilla warfare, wearing blue woad paint and wielding large greatswords/axes/maces/short spears into battle (and are skilled archers and tree climbers). While not quite as technologically advanced as the Kingdom of Andred or other nations of the North, they are by no means savages, with towns of civilized people who lead simple but fulfilling lives, and great cheiftan settlements made of timber and stone. For a hundred years, Andred has made an unsuccessful but determined occupation of the Isle. That is only the latest complication, for such a small piece of land holds trolls, giants, a few Wood Elven villages, and even a great Dwarf hold. The Kaels have received their distinctive accents from long years of trading the Dwarves good meat for fine iron. The Elves and they respect one another for their stealth in the woods, as well. They make a particular kind of Whiskey, highly prized in the mainland. They are well known raiders, tribal warriors, and pirates (or so Andred claims). Men are typically brown and black haired, and women are typically auburn or brown haired, though of course it can switch up. The people are famous for their storm blue eyes to match the woad upon their fair faces. (think medieval scots for the most part)
Above the North Sea, past the Kaelic Island and Bania, is a land of ice and fierce tundra, full of Trolls, Mammoths, Direbears, and Ice Drakes, and the sea guarded by great grey scaled serpents. It's an unforgiving land that has bred an unforgiving people, who are simply known as the people of Iona. They prize swords, axes, and fast sloops as their main weapons. They take what others are too weak to keep, and live by survival of the fittest. Both men and women make challenges and fight over husbands/wives. They value hunts and raids, and can survive colder temperatures far longer than the average northerner. They typically have fair skin, blonde or brown hair, and thick muscle. Brown eyes among them are rare. Some seek to raid and occupy the main continent for richer resources and a respite from the growing number of Ice 'demons'.
The Thangor's are an ancient Warrior people, who share a common ancestry to the people of Andred. They speak an archaic form of Common Northern, now dubbed Thangoric. These people are freemen, beholden to an Earl who is in turn beholden to a High Thane. The High Thane rules over all, unquestioned in times of total war, but often leaves the organization and leadership of individual clans to their respective local Earls.
The High Thane, and in turn, the Earl, are often chosen by blood relations. However, the Thangors have a loose system reminiscent of a republic. They meet in moots and vote to decide who will rule next. To them, they believe that blood holds the strength of the previous Thane/Earl and often do not question the succession from father to son. However, if the son in question is seen as weak or unintelligent, they will vote him out. Other than Succession, moots can be formed and created for various other decisions, though the High Thane is often not in question during them. He would do wise to listen to them, however.
Women and Slaves (more like indentured servants, who are indebted to another and choose to work in order to pay off their debt) are allowed property, freedom, and weapons just as any other. Often times, Fyrds (small warbands or expeditionary forces) are formed to destroy threats, gain/protect land, or even to settle disagreements between clans. The Dómbeorns, known as 'Huscarls' in Common Northern, who could roughly be called 'Knights' further south, are the most elite warriors and are the personal guards of the Earls.
The Thangors prize personal deeds highly, "Cattle die, Kinsmen die, I myself shall die, but there is one thing that shall never perish. The deeds and glory I wrought while I lived." There is a very fatalistic quality about this hardy people. One Scholar from Vrettonia translated an ancient Thangor saying. "Fearlessness is better than a faint heart for any man or woman who sets their nose outside their door. The length of my life and the day of my death were fated long ago..." Since people who became embittered never won fame or admiration, they grit their teeth through the hardships of life and see complaining about the card life has dealt one to be cowardly and beneath them. Rather, they endure their hardships, or better, laugh at it. Sing of it!
The people are known to be avid monster slayers, particularly Trolls. A Thangor that has slain a Troll is highly regarded. Other notable members of society are story tellers, poets, and song writers, as well as smiths and men who work with their hands. The former is an oddity, for other than runes they carve upon wooden tablets, the Thangor's stroy telling tradition is often merely oral. They prize Bronze and Copper highly, even more so than Iron. They enjoy earthy tones, and the metal known as Thangorite is found within their borders. A metal denser than Iron, yet as flexible and easy to shape as Bronze. It's a good substitute for steel, but it's a rarity.
Beofric Dormgrad is High Thane, residing in his great hall of Stone, Thangorite, and Timber within the city of Thangorad, located atop a particularly large Drumlin hill that gives an incredible vantage point over the central forest. The city itself is both atop and within the stone cliff, lit with great braziers and adorned with bronze and carved art upon Wyrdwood.
The Clans Cladheim, Forgod, Déorhidh, and Thaggar reside in the forest of Thangor. Clans Bryne and Brimrad live along the coasts and create great ships for exploration and war. Clans Horthaig and Ardabeorg reside within the mountains and highlands. Clan Dunbryte patrols the southern edge.
Thangoradrim itself is a huge swathe of land, covering the Northeast portion of Andred from the Khalahar plains, moving further Northward and Westward to hug the south and east of the Northern Marches, yet continuing even further north into the Endless Northern Wastes. There are mountains and frigid forests aplenty, as well as no small amount of rocky highlands and verdant lowlands. It's a rugged and harsh land, yet undeniably beautiful.
The tan to dark skinned people called the Ra'sheeks dwell in the great Arad Luin desert, living within a society that is little known in the north and theorized to be little more than vicious raiders, thieves, and infidels. In actuality, their cities and kingdoms are quite rich in both money and culture. They place a high value on Magic, especially magic concerning enchanting, fire, sand, and wind magic. They have a strict class system however, and you must known your place, else face having an arm cut off. They enjoy their leisure time more than most, for leisure time shows you are successful enough to have some. They take great pride in their culture. They are hardy and can survive a long period of time without water compared to most humans. The Ra'sheek people have their own distinct language, with a commoner and high born dialect. If they are a commoner and learn to speak the common language of the North, then they tend to repeat words, such as 'yes yes' when speaking. If they are high born, that trait seems to be absent. From their culture being a revised version of the Ancient praelian empire, they live in various city states close to rivers and the coast, with spiraling architecture that waxes and wanes in design. While their reputation as thieves are a bit off, and for bigoted individuals, many prominent Rogueish guilds for thieves or assassins have done well for themselves in the bowels of their cities. The infamous 'Pit' fighting arena began in the Arad Luin. A blood sport competition for criminals where underlords and even wealthy merchants/nobles bet on prized cutthroats and fighters. It has spread throughout the north, though it's outlawed everywhere, even in its native homeland. They refer to the EverGod as Hayasham, worshipping him openly. They revere the Gods of the North, specifically Seradwyn and Selene. However, they only truly worship Hayasham, and a Goddess of the Moon that is unknown to the North, known as Sarika, whom they see as Hayasham's Daughter and bringer of water and guidance through the dark.
A Southlander is very much like a Borderlander. For the most part, you can use this description for making a Borderland character as well.
The Southland is a region as large as the whole of the North. Larger, in fact. Filled with subtropical to tropical jungles filled with monsters, huge looming creatures, and nameless things men have yet to name or even discover. Only a few cities such as Del'Linduil and Darkwater have survived, and they have done so by building upon ancient Praelian/Elven ruins, with great walls. Of course, the large numbers of Northerners trying to make a trip into the Southland succeed at times, and uncharted villages dot the landscape. A southlander goes there to find greater fortune and life than could be found in the north. If you make a character from the Southland or Borderlands, you're open to customize your character more, because both regions are melting pots of immigrants.
Andred and its People
The most powerful Kingdom of Man. The quintessential medieval kingdom, full of Knights, Castles, Witches, Lords, and is known as the nation of Kings. It was formed over 1000 years ago when the barbarian chiefs of the north, scattered after the fall of Praelior, rallied together under King Keelan to halt a demonic incursion. It was then visited by the Avatars of 3 Gods, Bael (god of justice), Galena (goddess of healing), and Guandet (god of cities and defenses), and given their blessing. There is one King, named Connrad, and 10 High Lords, as well as various lesser Lords. Crusades are often called upon against the Khalahar and the Ra'sheeks of the Arad Luin, and even within the Dreadlands themselves. Its people are fair skinned, with various hair and eye colors, though brown eyes are rare. The Landscape of Andred varies, though generally it is heavily forested. While slavery is technically outlawed, the south eastern region of Andred has a healthy underground slave trade of Ra'sheeks and Khalahar, as well as Lizardmen.Praelior and its People
The Empire of Praelior is the most ancient civilization of men known to date, the empire's history stretching back over 3,000 years. Praelior's borders once spread throughout the entire North, and even into the Arad Luin desert, and within the jungles of the Southland itself. That is, until the curse of Jesuah, the Evergod's avatar upon Maroleth, and within a decade the Empire began to crumble from within and without. Now it is but a shell of its former glory, though its people are strong. They prize skill and dedication highly. They follow the Armadium, an ancient text that describes the role of government, people, and their duties. Think of it like the "Art of War" for civilization and daily life. It's not often seen as literal when it comes to its descriptions on being a good citizen. So even if many prize skill and hard work, most just try to make a living and leave the Praelian ideal to those with the will power. Slavery and Gladiator bouts are still common throughout the land, though the Gladiators are often criminals, and Slaves are either criminals, or indentured servants who chose slavery for a time with their consent.
The nation is made up of powerful city states that owe allegiance to an Emperor, who is given heed by a senate of the people. It's people generally well formed, if not attractive and athletic, with skin ranging from Olive to Bronzed. They tend to have brown or black hair and dark eyes, though some refugees to the nation have made auburn hair a possibility. The people are tall, for example, the average height of an Andred woman is 5'6 and the average for a male is 5'11, compared to 5'9 for women and 6'1 for men in Praelior. The soldier's of Praelior master the spear, the shield, and the short sword.
Vrettonia and it's People
A land of lush fields and beautifully sculpted hedges farmed by skilled farmers and gardeners, Vrettonia is a beautiful land throughout. It was was recently transformed from an Aristocracy to a Magocracy 20 years previous, the mages making a coup as the Vrettonian's were locked in a war with Andred over resources. Despite the shift in power, the high born that had been overthrown still have a bit of power in the outer reaches of the country and away from the mage's courts. There is still a very prestigious Knightly tradition, and Knights of valor are highly prized. The city life has done little to change however, with a firmly set upper, middle, and lower class. The Vrettonians very much enjoy the colors of precious metals, from copper, bronze, and of course gold. Blonde or light brown hair is considered extremely attractive. In fact, all forms of physical and artistic beauty is highly prized in their culture. Vrettonians enjoy parties, balls, and various outings where they can show off their wealth or power, wearing the finest silks and jewelry. Dueling is by no means short in other areas of the world, but Vrettonia is famous for its duelists, as well as its apothecaries, and mages. (Their accent is reminiscent of french, with a bit of Transylvanian).
Bania and its People
A nation that is between the northern sections of Vrettonia and Andred, jutting out into a northern peninsula, is Bania, home of monsters. It's an old and closed minded way to describe it, but this snowy land has been haunted by more Vampires and Werewolves than any other nation known to man. In fact, it's Elven Queen Isabela overthrew and slew the Vampire, count Hiemmlich, who made a short-lived grab at the throne 120 years previous.
Hills, pine forests, and feet of snow are what come to mind when someone travels through Bania, though it's short summers are beautiful, revealing rolling grasslands and distant mountains. Banian's tend to have fair skin but dark hair. They're men are gruff and their women are sultry, with a superstitious (and rightly so!) culture of fighters and strong drinkers. (They roll their R's when speaking. Think a mixture between Russian and Transylvanian).
Khalahar Plains and the People who Dwell there
The giant, nomadic barbarians of the eastern plains are famous for their running stamnina, despite them also being famous for their avid horsemanship. Their ponies are squat, but have incredible stamina as their masters do. Due to being written in the Holy scriptures of the North as being led by demons (and they were, for only a short time), Andred and the other nations have seen fit to keep them out of civilized lands, and there is an ongoing war between the Khalahar and three Andred provinces to the east. While there are many hundreds, if not thousands of Nomadic clans, many of which are not Khalahar, these are the most common people the civilized world comes into contact with.
The Khalahar are dust skinned, with red or brown hair. They are well muscled and even taller than Praelians most of the time, and they are incredible hunters.
Kaelic Islands/The Kaels and its People:
North of Andred and Bania lies an island enshrouded by mists and myth. It's covered in great forests, highlands, foothills, and scattered mountains. Almost all sides of the island is rocky shores or sheer cliff faces. This island is home to the stubborn yet admirable Kaelic people.
Fierce, independent, and prideful, the Kaels have a clan based society with a culture that reveres druids, honor, and freedom. They are masters of guerilla warfare, wearing blue woad paint and wielding large greatswords/axes/maces/short spears into battle (and are skilled archers and tree climbers). While not quite as technologically advanced as the Kingdom of Andred or other nations of the North, they are by no means savages, with towns of civilized people who lead simple but fulfilling lives, and great cheiftan settlements made of timber and stone. For a hundred years, Andred has made an unsuccessful but determined occupation of the Isle. That is only the latest complication, for such a small piece of land holds trolls, giants, a few Wood Elven villages, and even a great Dwarf hold. The Kaels have received their distinctive accents from long years of trading the Dwarves good meat for fine iron. The Elves and they respect one another for their stealth in the woods, as well. They make a particular kind of Whiskey, highly prized in the mainland. They are well known raiders, tribal warriors, and pirates (or so Andred claims). Men are typically brown and black haired, and women are typically auburn or brown haired, though of course it can switch up. The people are famous for their storm blue eyes to match the woad upon their fair faces. (think medieval scots for the most part)
The Savages of Iona
Above the North Sea, past the Kaelic Island and Bania, is a land of ice and fierce tundra, full of Trolls, Mammoths, Direbears, and Ice Drakes, and the sea guarded by great grey scaled serpents. It's an unforgiving land that has bred an unforgiving people, who are simply known as the people of Iona. They prize swords, axes, and fast sloops as their main weapons. They take what others are too weak to keep, and live by survival of the fittest. Both men and women make challenges and fight over husbands/wives. They value hunts and raids, and can survive colder temperatures far longer than the average northerner. They typically have fair skin, blonde or brown hair, and thick muscle. Brown eyes among them are rare. Some seek to raid and occupy the main continent for richer resources and a respite from the growing number of Ice 'demons'.
The Thangors of Thangoradrim
The Thangor's are an ancient Warrior people, who share a common ancestry to the people of Andred. They speak an archaic form of Common Northern, now dubbed Thangoric. These people are freemen, beholden to an Earl who is in turn beholden to a High Thane. The High Thane rules over all, unquestioned in times of total war, but often leaves the organization and leadership of individual clans to their respective local Earls.
The High Thane, and in turn, the Earl, are often chosen by blood relations. However, the Thangors have a loose system reminiscent of a republic. They meet in moots and vote to decide who will rule next. To them, they believe that blood holds the strength of the previous Thane/Earl and often do not question the succession from father to son. However, if the son in question is seen as weak or unintelligent, they will vote him out. Other than Succession, moots can be formed and created for various other decisions, though the High Thane is often not in question during them. He would do wise to listen to them, however.
Women and Slaves (more like indentured servants, who are indebted to another and choose to work in order to pay off their debt) are allowed property, freedom, and weapons just as any other. Often times, Fyrds (small warbands or expeditionary forces) are formed to destroy threats, gain/protect land, or even to settle disagreements between clans. The Dómbeorns, known as 'Huscarls' in Common Northern, who could roughly be called 'Knights' further south, are the most elite warriors and are the personal guards of the Earls.
The Thangors prize personal deeds highly, "Cattle die, Kinsmen die, I myself shall die, but there is one thing that shall never perish. The deeds and glory I wrought while I lived." There is a very fatalistic quality about this hardy people. One Scholar from Vrettonia translated an ancient Thangor saying. "Fearlessness is better than a faint heart for any man or woman who sets their nose outside their door. The length of my life and the day of my death were fated long ago..." Since people who became embittered never won fame or admiration, they grit their teeth through the hardships of life and see complaining about the card life has dealt one to be cowardly and beneath them. Rather, they endure their hardships, or better, laugh at it. Sing of it!
The people are known to be avid monster slayers, particularly Trolls. A Thangor that has slain a Troll is highly regarded. Other notable members of society are story tellers, poets, and song writers, as well as smiths and men who work with their hands. The former is an oddity, for other than runes they carve upon wooden tablets, the Thangor's stroy telling tradition is often merely oral. They prize Bronze and Copper highly, even more so than Iron. They enjoy earthy tones, and the metal known as Thangorite is found within their borders. A metal denser than Iron, yet as flexible and easy to shape as Bronze. It's a good substitute for steel, but it's a rarity.
Beofric Dormgrad is High Thane, residing in his great hall of Stone, Thangorite, and Timber within the city of Thangorad, located atop a particularly large Drumlin hill that gives an incredible vantage point over the central forest. The city itself is both atop and within the stone cliff, lit with great braziers and adorned with bronze and carved art upon Wyrdwood.
The Clans Cladheim, Forgod, Déorhidh, and Thaggar reside in the forest of Thangor. Clans Bryne and Brimrad live along the coasts and create great ships for exploration and war. Clans Horthaig and Ardabeorg reside within the mountains and highlands. Clan Dunbryte patrols the southern edge.
Thangoradrim itself is a huge swathe of land, covering the Northeast portion of Andred from the Khalahar plains, moving further Northward and Westward to hug the south and east of the Northern Marches, yet continuing even further north into the Endless Northern Wastes. There are mountains and frigid forests aplenty, as well as no small amount of rocky highlands and verdant lowlands. It's a rugged and harsh land, yet undeniably beautiful.
Arad Luin & Ra'sheeks
The tan to dark skinned people called the Ra'sheeks dwell in the great Arad Luin desert, living within a society that is little known in the north and theorized to be little more than vicious raiders, thieves, and infidels. In actuality, their cities and kingdoms are quite rich in both money and culture. They place a high value on Magic, especially magic concerning enchanting, fire, sand, and wind magic. They have a strict class system however, and you must known your place, else face having an arm cut off. They enjoy their leisure time more than most, for leisure time shows you are successful enough to have some. They take great pride in their culture. They are hardy and can survive a long period of time without water compared to most humans. The Ra'sheek people have their own distinct language, with a commoner and high born dialect. If they are a commoner and learn to speak the common language of the North, then they tend to repeat words, such as 'yes yes' when speaking. If they are high born, that trait seems to be absent. From their culture being a revised version of the Ancient praelian empire, they live in various city states close to rivers and the coast, with spiraling architecture that waxes and wanes in design. While their reputation as thieves are a bit off, and for bigoted individuals, many prominent Rogueish guilds for thieves or assassins have done well for themselves in the bowels of their cities. The infamous 'Pit' fighting arena began in the Arad Luin. A blood sport competition for criminals where underlords and even wealthy merchants/nobles bet on prized cutthroats and fighters. It has spread throughout the north, though it's outlawed everywhere, even in its native homeland. They refer to the EverGod as Hayasham, worshipping him openly. They revere the Gods of the North, specifically Seradwyn and Selene. However, they only truly worship Hayasham, and a Goddess of the Moon that is unknown to the North, known as Sarika, whom they see as Hayasham's Daughter and bringer of water and guidance through the dark.
Southland/Confederation of Coastal Cities
A Southlander is very much like a Borderlander. For the most part, you can use this description for making a Borderland character as well.
The Southland is a region as large as the whole of the North. Larger, in fact. Filled with subtropical to tropical jungles filled with monsters, huge looming creatures, and nameless things men have yet to name or even discover. Only a few cities such as Del'Linduil and Darkwater have survived, and they have done so by building upon ancient Praelian/Elven ruins, with great walls. Of course, the large numbers of Northerners trying to make a trip into the Southland succeed at times, and uncharted villages dot the landscape. A southlander goes there to find greater fortune and life than could be found in the north. If you make a character from the Southland or Borderlands, you're open to customize your character more, because both regions are melting pots of immigrants.
Dwarves:
The most unified race in all of Torek, as well as the most ancient (aside from Dragons). They are exceptionally strong and heavy for their size, and they are reknowned for their determination and skill in warfare and craftsmanship. Even with their long memories and historical records, Dwarven history precedes even their own knowledge, stretching back at least 10,000 years.
Dwarves tend to keep to themselves, only leaving their underground and mountain homes (or sparse farmlands) to trade or sell their wares. It's rare to see a Dwarven mercenary or adventurer that doesn't have a motive to further his clan or hold. Even a Dwarven lass serving drinks at a tavern will give a small tribute to her family and clan of her earnings. To insult a Dwarf is to insult his family, his clan, his Kingdom, and perhaps even all of Dwarfdom if the offense is great enough.
All Dwarves are governed by a High King, who has 12 lesser Kings that rule great Dwarf holds, and thanes that rule lesser regions and outposts. Each King is apart of one of the 12 original Dwarven clans formed after the great Demon War 3,000 years ago. Every Dwarven Kingdom has a hall for every clan, as well as various guilds, and a separate hall for the priests/runesmiths.
Dwarven surnames can be their ancient surnames, which are akin to a human surname that is passed from generation to generation. They can be a reflection of clan pride, and can be dubbed a clan name such as Ironskin or Fellhammer if allowed by the clan heirs. Or, it can be given by a Thane or King (or even a group of lower caste Dwarves) if they have achieved a particular deed, such as 'Dragonslayer'.
Dwarves are effective tunnel fighters, and infantryman above and below ground. They have excellent siege weapons, and make the finest crossbows in the world (as well as the finest blades and weapons in general). Despite their stature, they have an excellent, albeit uncommon, ranger Tradition. They only have a small cavalry mounted on rams and warboars, used for heavy charges. Despite their short legs, Dwarves hardly tire, and can move vast distances over a short amount of time for the simple fact that they will probably walk through the night, while most armies would rest.
They can smell freshly cut stone, and have an innate ability to see the imperfections and quality of stone and metal. A Dwarf can see in the dark as well as a Dark Elf, and better than all of the other Elven subraces. They are organized, brilliant tacticians, strong willed, and resistant to magic and poison. Their drink is legendary, though often too strong for normal men to endure. Their weaknesses lie in their Gold lust, pride, and closed mindedness.
A Dwarf has the same life expectancy as an Elf, close to 400 years. While some Elves use magic to increase their lifespan, some Dwarves do so out of sheer willpower. A Dwarf stands 4 to 4 1/2 feet tall. Males are typically 180-200 pounds, while females weight between 140 and 160. Their language and secrets are kept closely guarded, but all can speak Northern common. Some northern Dwarves enjoy ritualistic tattoos to show their accomplishments upon their skin.
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Clans:
Ironskins founded by Toril Ironskin
FellHammers founded by BJÖRN FellHammer
FarForgers founded by Dagni FarForger
StoneCarvers founded by Ragna StoneCarver
Darkfighters founded by Einar Darkfighter
OathBearers founded by Njord OathBearer
Goldnuggets founded by Frode Goldnugget
SkullCrushers founded by Ingvar SkullCrusher
Gemcutters founded by Virket Gemcutter
MountainGuards founded by Gulbrandr MountainGuard
Gnomes
Little is known of the enigmatic Gnomes. Their prospective origins are only known to a few human scholars. Some fancy them to be an offshoot of the Dwarves, and others believe they are a type of Elf. Gnomes stand 3 1/2 feet in height, and weigh between 40-60 pounds, depending upon gender and build. They have curious eyes, large noses, and males are typically bald with prized goatees. They are known as tinkerers, sorcerers (particularly illusion and transmutation magic), and smiths of jewels and stone. Their largest region is called Cutterstone, located above and below a large collection of hills close to Thundrim Kadrin, a Dwarf Hold that guards one of the few passes that link the North and the Southland. Other than that location, the race is scattered throughout the land, mostly around Dwarven lands. However, some Gnomes find themselves as valued Scholars in great libraries of men.
While they are fascinated by jewelry, stone, and the workings of an engineer, they also have a love of nature and enjoy being outside on a nice day. Gnomes can whittle with the best, and have famous and ingenious pipe designs they both create and use for themselves for a light smoke.
The Great Demon War & The Elves
Roughly 3,000 years before the present day, the previously uncharted Primieval forest spilled forth with an army of cultists, demons, Death Knights, and various other hellish abominations. So great was the sin of the world, that their army numbered in the millions. The men of the North at that time were caught completely unaware, doing their best to hold back this new, and powerful threat. The Dwarves were similarly attacked from within their tunnels, holding off the 2nd half of the invasion that tried to hit the humans from below ground, but numbers and powerful magic pushed back the civilized world of men step by step. That is, until the arrival of the Elves.
Twelve years previous, Elven ships that could navigate the stars landed upon eastern Torek, in the fabled land of Shi'Ran. Some began to make settlements in the lush jungles of the eastern world, though the majority of them moved ever westward in search of a new home. Slim and graceful, with powerful but wild magic, the Elven vanguard crashed into the Demonic flank, giving the world of men a small respite to regroup and make a counter attack upon the armies of the Dreadlands. With the combined might of the Elves, Dwarves, and Men, as well as groups from other races such as the Dragons, pushed back the immense invasion and sealed the Demons back into the Dreadlands by creating the Mythal-Tiriths. When the dust settled and the war was over, the world of men was all but broken. Much of their greatness was lost, though with the help of their allies, new and old, they rebuilt and thrived in the north, creating the Empire of Praelior. The Elves moved ever westward, until the last remaining of them settled on the fabled Island of Aléborn, south of the Praelior peninsula and east of the Southland and Fangs of the world. They became known as the Silver Elves. There were some who elected to stay behind in the east of the Primeival forest, keeping the ancient traditions of their people, who are now known as the Great Clan Elves. Some elected to stay in the forest proper, and patrol it, learning to live with the natural world and becoming great huntsman, befriending the creatures like the Centaurs and Sendarius, the God of Nature. These became the Wood Elves. The Dark Elves...you will see.
Over the years, as the Praelian Empire began to collapse, the Elves became more and more isolated in their new homes. The Dwarves owned many lands above ground, but were settled by the Elves unknowingly before the war was over, as the Dwarves were too busy fighting underground to argue the point. However, once they were able to breathe, there were border disputes, and relations have never been friendly, though there is no true animosity either in the modern day. Elves are merciless warriors, learned scholars, and the most feared archers and mages on Torek.
Note: While their bodies are often athletic, certain aspects of the Elves, such as powerful longbows with over 150 pounds in draw weight, should not be easy for someone as slim as an Elf to use. So how do they do it? Through a power they call 'Khala,' what humans now know as 'Ki.' By manipulating the energy in their bodies, Elves are capable of 'split second' feats of strength that otherwise would not be possible for people their size and girth. It comes naturally to them, which means that they cannot control it for longer than an instant, and only use it for short time periods, such as the time it takes to draw back a bowstring. Some small groups of men called Monks have been able to harness their own 'Khala' or 'Ki' thanks to observing the Elves. Dwarves however, are incapable of using Ki.
Silver Elves
When someone thinks of Elf in the North, more than likely they'll think of a Silver Elf. Lithe, with a light but undeniable grace and fair skin, Silver Elves are the most 'civilised' and 'advanced' Elven subrace. They make their Kingdom of Leth'Arian along the eastern coast of the Southland, and the Isle of Aléborn less than 100 miles off the coast, parallel to the Fangs of the World. Silver Elves are organized and patient, yet have a love of fine wine and slightly hedonistic tendancies. They hold a great deal of fascination with magic and produce the most powerful mortal mages, but there are no shortages of swordsman/spearman in gleaming armor and superb archers in their ranks. They are excellent seafarers, and there are rumors they have discovered other continents across the sea from their expeditions.
Their Kingdom is, ironically, organized in a similar fashion to the Dwarves in a way. They have a high Queen, and lesser Kings and Queens that pay homage to her from her throne on Aléborn. It's slightly reminiscent of Andred and Praelian governments too, for they have a loose feudal system, though the common folk are treated with much more respect and opportunity to further themselves than most human serfs. It makes a bit of sense, for the Silver Elves were the ones who had a helping hand in Praelior's rise to power. They stand at 5'5 to 5'7 in height, and typically weigh 130 pounds for either gender. They have long pointed ears that poke out of their lush hair, and long eyebrows and lashes. Hair color is generally black, golden, or pure silver. Brown eyes are rare among them.
Wood Elves
After the Great Demon War, some Elves elected to remain in the Primieval forest and patrol it, to halt the flow of Demons from civilized lands, and to protect the forest from other mortals and monsters. These Elves became the Wood Elves. Their Kingdom is called Vérna'thelan, but there are no true borders to it. They consider the Great Forest as a whole, their domain, though they are happy to share it with Centaurs, Furbolgs, Nymphs, and others who are friends to the forest. They live in loose villages within the trees for the most part. There is also a few loose Wood Elf villages located in the north, concentrated on the Kaelic Isle. Those particular Elves tend to wear blue woad, and are dubbed humorously, Woad Elves.
Wood Elves are, of course, masters at guerilla warfare, unparalleled in woodcraft and archery, excellent melee combatants, and all share a fierceness for protecting the land and people they love. They are graceful and coordinated, even compared to other Elves, able to run across the trees almost as easily as solid ground. While slim, they are a bit stockier and slightly more tan than Silver Elves. Golden, brown, and black hair is common, though auburn is not unheard of for a hair color. As is the case with Silver Elves, brown eyes are rare. Wood Elves often have animal companions, and have a limited ability to communicate with them. While tolerant of blundering outsiders, they are ever wary and on guard against outer threats, and Demonic incursions from within.
Great Clan Elves
Some Elves felt that their journey across the Stars and the Eastern Sea led them to lose their original culture, and decided to settle in seclusion near the East of the wooded foothills of the Primeival forest. While they are not as civilized as the other Elven subraces, they are not simple barbarians. The Elves of the Great Clans preserve a way of life that they had before their subsequent cultural shift and journey across the stars.
They are more physical than their counterparts, with thicker and stronger limbs. They grow their hair long and unkempt, and live in simple, earth colored robes. Despite their humble attire, they have wicked and well forged blades, and prefer to fight in melee combat usually (archers are still common, however). The Elves of the Great Clans have a small margin of control over their 'Khala' and use it to increase their attack power and speed for a bit longer than other Elves. They have a shamanistic tradition, and live in scattered villages made of timber, hide, and clay.
Dark Elves (& Vampires)
During the Great Demon War, the bloodshed was so thick and the armies so large, it was hard to tell who was winning at any discernible time. A faction of Men and Elves broke away from the fighting, and began to delve into the deepest and darkest lore of both of their races, in order to find some way to banish the Demons back into the Dreadlands. It took them three years, until they found an ancient Elvish legend written upon a scroll from across the stars. It was an incantation to summon a being that was Demon nor God, or perhaps both. They gathered their greatest mages, and summoned the Eldritch creature Bal'thamon. They pleaded with him to help them push back the Demons, and he promised them power the like they have never seen. Such was the time of their curse. He touched them, and the Elves suddenly changed. Their hearts were twisted, and the curse of Bal'thamon released them of all inhibitions and brought to the forefront all of their selfish desires just as their skin turned dark indigo and their eyes gave off a faint, eerie glow of either gold or silver. The High born Elves, now transformed into Dark Elves or 'Dorcha' grew a small craving for mortal blood as well. However, they were not dependent upon it like the transformed Men, who became the Vampires.
The Dorcha fought against both Demons and their previous kin, fleeing underground as the last of the Demons were banished and the full might of the goodly races fell upon them.
The Dark Elves have now created vast city states in the Low-ways, finding empty spaces and initially pushing back the battered Dwarven defenders from a few key holds. Their politics are full of schemes and backstabbings, even more than the most vile northern court. Torturers are treated with respect, and females rule with an iron fist. A Dark Elf, while athletic compared to a human, is a tad more full bodied than most Elves.
Something to Note: Bal'Thamon's curse began to wear off after a few generations, but the damage was done to both their view by surface Elves, and to their own society. Now the Dark Elves, with full control over their faculties, grow up in a society that promotes wickedness, hedonism, and cruelty, and therefore treat the world in such a fashion. They have also discovered how to draw their taint and infect others. It is a costly ritual, that requires great magic and multiple mages, but if they capture a Surface Elf, they can curse them just as they were cursed, destroying all moral boundaries of the Elk and making them a full Dorcha.
Half Elves
Due to most Elves living in the Southland or off the coast, it's not a common thing for a Man and Elf to have children, but it does happen. When it does, it creates a Half Elf. With lightly pointed ears, attractive features, and athletic human builds, they can blend in with either community, but not fully. Many Elves will generally see them as a curiosity or a wayward outcast, while it can vary wildly with humans, going from being admired to being shunned. They tend to live 180 to 200 years, and stay youthful longer than men do, even with equivalent age.
The Skayliegh
A curious union, born within the forests of the Kaelic Isle. The Skayleigh people are what you get when you cross a Wood Elf with a Giant. Standing 7 feet tall and statuesque, the Skayleigh are lithe figured, yet thick bodied and solidly built. They have greater grace than men, with added strength due to their size and natural Giant heritage. They tend to have ears near as sharp as Elves, with blonde or brown hair. Many people are wary of this curious race, and the Skayliegh tend to fight alongside the Woad Elves and Kaelic people against the occupying Andred forces. Giants see them as an oddity and do not accept them as their own, yet they do not scorn them either.
Drabarians
Known as the Doomed Race, or the Race of the End Times. Drabarians are essentially powerfully built Draconic humanoids. They are said to be the bastard offspring of the Dragon God, Thron. No one knows their true origins, but scholars believe their original land was upon the northern Steppes above the Khalahar plains. There are ancient texts indicating they fought the Demons during the last Great Demon War, but they did not truly make contact with civilized humanity until the Praelian Empire was about to collapse. While they came and tried to help the crumbling Empire by slaying the invading barbarians, their approach was seen as a herald of the End. Indeed, when Andred was formed, Bael the God of Justice gave a prophecy to the Drabarian leader, the Ker'gon. He told him that his people would remain scattered, and would only find what they seek at the world's end. It was discovered that they left their original home to find their missing Relic, the Flame Apex. Bael took pity on them, and gave him his blessing.
From then on, the Drabarians have traveled the land, searching for both their relic, and heroic deeds to be done. Truly, every Drabarian is only worth by what they do with their life. Their culture is very much revolved around combat, dedication, and a heroic ideal for serving justice. They are friends to Dwarves, and the human nation of Thangoradrim.
A Drabarian can live to be 250 years old. They reach maturity at age 50, but do not stop growing until they die. Their growth depends on their personal prowess. If a Drabarian lives up to Bael's blessing and Thron's warrior ideal, he will grow larger, and if he is especially lucky, he will grow a tail and perhaps wings like their Draconic ancestors. An average Drabarian weighs over 350 pounds and stands 7 feet tall, but by their 250th year, it is not uncommon for a Drabarian to reach 8 or 9 feet in height and might perhaps weigh 600 pounds. Drabarian's have a breath weapon akin to Dragons, that grows stronger with age and success. They have a natural armor of scales, lightly magic resistant.
Dragons
Ancient and powerful creatures who have shaped the very land of Maroleth as well as ruled it. While none reach God-like strength, old dragons have been known to rival Elemental Lords or Divine Avatars in power and destructive force. As a whole, Dragons are feirsome foes. They have a gold lust that rivals the Dwarves, a power lust that rivals the most destructive mages, a lust for jewels and artifacts unknown to anyone else, and a particular lust to rule those who are lesser (which pretty much includes everyone). It depends on what type of Dragon you are dealing with for its color, breath weapon, and some abilities, but they do all share common traits. They are long lived. No one knows how long a Dragon can live, but the oldest one known nearly reached 5,000 years. They can sleep for months, and the older ones can sleep for decades. They have amazing senses, able to smell the emotion in another being, and able to see a rabit running through a meadow nearly a mile away. Most have wings, but there are a few ground drakes that do not, and many lesser species of Dragons that are incapable of flight. When dragons attempt to breed, they do not successfully create children half of the time, so the number of Dragons remain low. To curb this though, the women dragons have an intense desire to breed, as much as males in fact, unlike most species. Dragons are rumored to have 2 or more forms. The first one is obviously the Draconic one. Ten feet long seems to be the usual size of a month old dragon, and it will eventually reach Seventy feet or more. No one knows if they can choose between what form they take or not when they do switch forms, although it is generally acknowledged that they cannot switch genders when changing forms. Dragons enjoy eating humanoids, although they generally know that Dwarves aren't tasty and are quite hard to swallow...they tend to bite back. They usually look at humanoids as a humanoid would see a stray dog, or sometimes they see them as we see rats. To anger a Dragon isnt wise, to meet one on purpose is something for the brave or foolish. If you ever are to meet a Dragon, take care and be careful with your words. It is said also that, even in humanoid form, a Dragon is far stronger and swifter than they should be. Dragons can also mate with humanoids in humanoid form, though many Dragons see this as beneath them. If a Male humanoid mates with a female Dragon, they can in fact create Dragons. Sometimes they are a bit weaker or have no wings, but they are true Dragons all the same. If a Male Dragon mates with a Female humanoid, they create the 'Dragonborn.' These are Humanoids with incredible magical potential and lifespans, who often search ancient tomes to increase their Draconic powers, and some have even discovered how to access their true Dragon forms.
Furbolgs
Vampires
Also called the Undying, and the derogatory term 'Leech' (mainly given by Priests and Dwarves, or those with a particular distaste for Vampires). The first Vampire's story is divided. Some say they were touched by the otherwordly being Baltha'mon, along with the Dark Elves. Another tells of a mortal who was touched by both Nar'rogg (God of Death and Destruction) and the powers of the Dreadlands. Becoming both death and demonic, yet neither. These beings hunger for blood and nothing else. Drink and food are merely consumed because of taste, or perhaps habit. Once a mortal becomes one of the Undying, they not only gain immortality, but unholy strength and speed, as well as nightvision and the ability to beglamour their prey. They have a weakness for sunlight, holy items and spells, and silver, along with a stake through the heart. It is currently unknown if they have an actual aversion to garlic. Burn by fire and sun can only be healed if they drink an excessive amount of blood immediately, lest their burns become permanent. From what modern Scholars can tell, Vampires form tight nit 'families' so to speak. They are often ruled by a Master or Mistress. One that sired the rest of them (or sired their first followers, who in turn sired more). Not to say there are not rogue Vampires. But they are few and far between, for without proper guidance from an elder Vampire, a newly Undying can easily lose themselves in bloodshed and become easy prey for those they presume to hunt.
Werewolves
The Origins of this race is long lost, though old tales hint of a wager amongst the Gods. Werewolves are similar to Vampires in that they are made via bite from a different Werewolf. Once you have contracted the 'infection', you must have a priest cast healing magic over the wound and drink a tea of the Wolfweed plant to fight through it. Otherwise you will become a Werewolf.
Much of a Werewolf's abilities depends on age along with trial and error. Initially a Werewolf can merely transform by the light of the full moon. Most often a human, the man grows a foot in height and gains a few stone weight in muscle mass. His skin grows thick fur over the course of seconds and your mouth and nose restructures to form a snout. Your ears, mouth, teeth...all are Wolf like (along with the senses). Only your eyes remain the same. You also get a bushy tail at your back and your hands grow fierce claws.
Once a Lycan becomes more used to his transformation, he has greater control over his transformed state. Eventually, if you are not stabbed with Silver or beheaded, you can transform without the full moon (however, if there is a full moon out you cannot help but transform). Some even gain the ability to talk in their Wolf state.
Ancient Werewolves are able to transform into normal wolves and communicate with them, though so few are so old and many consider this legend (even other Werewolves). You gain a resistance to normal weapons, but of course, if enough of them hack into you you'll eventually die.
A non transformed Werewolf has absolutely no powers unless they are extremely old and powerful.
Common Enemies/NPC Factions
Orcs
Lizardmen/Saurdraxus
Unknown to many, Lizardmen culture is as old as the Dwarven one, stretching back many thousands of years. Information on it is very hard to come by however. They are extremely defensive of their swamps and hunting grounds, and seem to have a supernatural knowledge of whatever region they call home. They are incorruptible and tireless, having faced the Hordes of the Ether, and the Demons of the Dreadlands. They are masters of guerilla warfare, and enjoy eating all kinds of meat (including sentient beings) though they'll eat plants when need be. A Lizard man stands between 6 and 7 feet tall, though they are often hunched or crouched. They have powerful tails, claws, and can breathe underwater as well as in air. Cousins to Drabarians, while they aren't quite as strong of arm (most of the time) they are still quite powerful, and have an ability to regenerate that exceeds any other race. Their scales provide a natural armor as well.
Gnolls
Gnolls share many similarities with Lizardmen. Both are tall and lean, but muscled. Both are avid hunters, and neither are necessarily evil at heart. However, while the Lizardmen are protective of their homes, Gnolls are nomads. While not evil, they have a particular taste for mortal flesh, especially human and Elf flesh. Even more so than other animals. These creatures are particularly violent, and will literally tear their enemies apart and eat them as they lay still alive. They live in Clans and tend to follow the most powerful mating pair of the pack.
Ogres
Ogres are huge humanoid creatures, standing 10 feet tall on average and weighing 800 to 1000 pounds. They aren't the most intelligent beings, but they aren't incredibly stupid either, able to speak some broken Northern. These monsters tend to live in clans, but often times wander alone in the forest looking for food. They are favorite subjects of dark wizards or lords looking for creatures to fight in arenas.
Pantheon of Gods
The EverGod
Also known simply as God, Lord, or sometimes referred to as the "AllMaker," "God of Truth", and at times, just called "The Father." At least, these are names for those who worship him. In truth, most of the Known world, while they give reverence to his name, refer to him as the "Absentee God" for he often does not answer prayers, if at all. (There is some dispute to this, for he may simply answer prayers in a different fashion than a manifestation of worldly aid). This is the God that resides over all the others, and interferes the least amount in mortal affairs. His priests sometimes gain access to protective enchantments of light that is fueled by their fatih, but it is often theorized it is simply his residual power that still shows up in pockets of this world. Unlike the other gods, this one does not have an Avatar that roams Maroleth at times. The only Avatar of the Evergod appeared only once, cursing the Praelian Empire for their lack of faith and giving the world of men hope once more.
Bael: The God of Justice, Combat, Inner Strength and Perserverance, Bael is a favored God among humans. He goes by many names, depending upon the country or people. Mikhail is his true name at the birth of creation, so the ancient texts say. His counterparts are Magni of the Dwarves, and Tholendur of the Elves. Some argue on whether all three are different interpretations of the same Deity, in fact. Bael is the primary God that Warrior Priests adhere to, and many priests will revere him if not openly worship him, for he is the flaming sword that cuts through the dark of this world.
Galena: Goddess of Healing, Peace, Mercy, and some refer to her as a fertility Goddess, as well as a Goddess of Diplomacy. In Praelior, she is also referred to as a Goddess of Philosophy. Galena is favored among mothers, married couples, Diplomats, and of course, healers. Many call to her name in dark times, to ease their mind and their comforts, and to protect them from the world's dangers.
Gaundet: Among the Patron Gods of Andred, Gaundet is perhaps the least popular (thought still with a large following). He retains his original Praelian name, and is also still highly praised in Praelior. He is the God of Organization, Cities, Defenses, Architecture, and to some extent, military tactics and discipline.
Ulfric: The northern God of Battle, Winter, Self Reliance, Personal Honor, Determination, as well as Bravery. He places great value on strength, not only in the sense of a single warrior, but as a military unit as well. He disdains trickery and cowardice. Many see the Bear and Wolf as his sigil animals. Bania and Thangoradrim often worship him, as well as some clans in the Kaelic Isles. The Dwarves view him highly, for a Human God.
Nar'rog: The Dark God of Destruction. Oddly, he is not seen as evil in its entirety. Perhaps because the world's Demons do not follow his edicts, even if they do not halt from destruction themselves. Nar'rog is a fatalistic God, who teaches that destruction and death are natural parts of life. To be alive is to die, and to have creation is to have destruction. While not malicious, he is not a merciful nor understanding God.
To be continued...
- Any Gods can be worshipped by anyone. Bael, Galena, and Gaundet are the Patron Gods of Andred. However, an Andredian can worship Maestus, the God of Skill as their primary God. But you need a reason for this to be so.
Currency
1 Gold = 20 Silver
1 Silver = 10 Bronze/20 Copper
1 Bronze = 2 Copper