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| Dragon Force: Quest for the Clutch (OOC) | |
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| Tweet Topic Started: July 14, 2011, 1:01 am (11,009 Views) | |
| Juicesir | July 14, 2011, 1:01 am Post #1 |
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Sexy Shoeless God of Something
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![]() ![]() DRAGONS Creatures of magnificence and fierce destruction. For ages they have ruled the world as the predominant species, but recent changes in the world have affected the population. Their numbers have dwindled as war, plague, and infertility have driven them to the brink of extinction. Now, in a time of great upheaval for all other races, the dragons are at an end. And no one cares. Too consumed with their own turmoils to try to save the creatures, the races of the world have largely ignored the problem. A small band of people, bound together by a dying order of Knights, set off to find what will be the last hope for the species: the last clutch of dragon eggs. There are many different races and peoples who see the clutch as potential of exploitation and gain. The Dwarves would see the dragons as slaves, the elves as a subject of study, humans as weapons. Many within the group have their own reasons for wanting to find the clutch. They will have to overcome their own ill-goals to bind together and save the dying species. Journeying across lands and racing against those who would use the eggs for their own malevolent purposes, it is a race against time to save the world's most beautiful and powerful creatures. RULES The Seven Main Rules 1. Follow Ethereal Lights rules first and foremost. 2. The Game Master reserves the right to change the rules at any time. 3. No god-modding or controlling someone else's character unless given express permission by the player of said character. 4. Romance encouraged and may get graphic to a degree. More than rated R and it should go to PM's. 5. Respect other players and if you have a problem with someone, bring it to the Game Master first. 6. Proper English is encouraged and if you post is not up to snuff you may be asked to edit. 7. Have fun. ![]() STORY INFO The History of Aetrus Aetrus is the world, a land of temperate continents and wide ranging oceans. A land once ruled almost exclusively by dragons. But with the fall of the great dragon empire came the rise of humanity and other Lesser Folk. Carving a niche out of lands once ruled by these great beasts, three races stood above the rest as predominant above all others: humans, dwarves, and elves. Seeking power for themselves, they have gained great ground, forging their own empires and finally being free of the hold of dragons. All once second class citizens in the great dragon empire, they now seek the dragons for their own ends and spread across the land of Aetrus in search of more dragons to fuel their own desires. The lands are well known, but the wilds still abound. Great ruins of the old empires still persist, and while most dragons have been captured, controlled or killed, there persist rumors of one last free enclave of dragons. All races seek to find this, and all have sent out agents to find it. It is a time of competition, and the Lesser Races are now the Middle Folk. The race for the last clutch has begun. The Races of Aetrus After the fall of the great dragon empire, the Lesser Folk saw a chance for power at which they all grabbed. They spread out across all the lands of Aetrus and sought glory for themselves, and revenge for their years of being second rate to dragons. Some were more prosperous than others, but all have come together to bring about a new age. The dwarves rule the earth, digging deep into the mountains and ousting the hill dragons from their roosts on high. They forged pacts with the halflings, giants and other creatures of the hill to unite the people of the lowlands in one great economic society. Called the Great Clan, the dwarves claim it is their divine rite of earth to ride the land of those who fly. They seek out the dragons for extinction, eliminating all they come across for the glory of their gods Altarra, Gemsset and Urforgrin. They are referred to as the Trium, the Forgers, the Pactbinders, and the Three Slayers. They believe the Trium commands that all dragons be killed, and they sacrifice countless dragons to this cause. Dwarves and their Clanlings are loathe to associate with Plainsmen (their word for anyone not of the hill) and are quick to engage in hostilities against anyone who would seek to protect or keep the dragons alive. Long wronged by those of the wing, the Clanlings have waged a decades long genocidal war against the dragons, and have come close to eliminating them all. The elves took to the wild places. Long a divided race, they set aside their differences for the pursuit of knowledge. Forming the Gathering of Fates, the spring, summer, autumn, winter, moon, sun, and star elves all set aside their prior differences and worked together to seek out the powers of the wilds of the worlds. The gnomes cling to the fringes of this society and are sheltered by the elves, who see them almost as children. In the jungles and forests and in places where others would venture not, they sought out ancient lore. In their search they came across new knowledge of the dragons that only those of their race know. They are ill to share it with anyone outside the Gathering, and horde all dragons they come across for research and experimentation. The elves have no gods, instead seeking solace in the elemental powers that permeate Aetrus. They pray to the tides and the seasons, as well as the stars and the world itself. Humans, that most ambitious of races, took to those places which were both prosperous and numerous. They settled the plains and the edges of the wilds, systematically taming all places in the world which could be tamed. They subjugated the Lost Folk, those who were ugliest to the visage of dragons. Goblins, orcs, and vunari all came under the thrall of humanity's iron grasp. The human kingdoms are numerous and varying, all with different goals and intentions. The three greatest of them are Martiarchy of Bordros, a kingdom of fiery passion, trade, and subterfuge, Ildaria, a widespread conglomeration of peaceful farmers and splendid artisans who wear their souls outside themselves, and the Regency of Konkard, a glorious monarchy referred of devout crusaders seeking to unite all other lands. The humans have long sought to use the dragons as weapons of war, and these three countries are those that have gained enough dragons to be the strongest and most feared. Along with their slave forces, the humans still claim glory and pure intentions. They all pray to their one god, Zauil the Great Conqueror and the Sun God. Some pray harder than others, but all humans share a love and hope for Zauil, clinging to the tenants of the Solarism to guide humanity back to the light. Dragons once were the predominant rulers of all of Aetrus. When their empire fell through betrayal, infighting and the wear of time, they all ran to ground. A once proud and mighty race was divided and split apart, and their kind were hunted and ensnared by the races they had once used to fuel their great ambitions. The dragons see themselves as the caretakers of Aetrus, the ones responsible for guiding the Lesser Folk (as they refer to anyone who is smaller then them). They were not cruel in their subjugation of the Lesser Folk, but many of the races regret being cared for and stifled in such a way. There are few free dragons who now roam. They do so in secret, looking for a way to stem the tide of blood that now drowns out their brothers and sisters. On the fringes of Aetrus they seek to restore balance, as they see the Lesser Folk headed down a dark path they cannot turn from. They look search tirelessly for the Bringer, the one dragon who will bring their race back to glory and restore balance to Aetrus. The Lore of Aetrus Dwarven Lore The dwarves believe the world is separated into three different beings: Altarra, Gemsset and Urforgrin. These three aspects of nature, called the Trium, rule over the dominions of earth, sky, and underground. Altarra, the Gardener, has control over the forests, plains, and all the seen world between sky and ground. Dwarves belief that Gemsset and Urforgrin were both born of her. Dwarves are deeply devout, highly structured, ambitious and distrusting of all. The Creation Myth In the beginning, dwarven lore states that there was only Altarra sitting placidly in the void of nothingness. After a long rest, she awakened with inspiration and the desire to create. From her great plain of nothingness she birthed the sky and the earth below, Gemsset and Urforgrin respectively. They have ruled the domains and populated and created since the dawn of time. Dwarves revere these aspects of creation as the three who rule all the elements, the greater power in Aetrus. They see the Trium move in all ways: in the falling of rocks, in the shiftings of sands, in the gleam of crystals. Dwarves believe the world is now Fallen Heaven, with Altarra captured by the races of the surface within a web of their ineptitude and impurity. They seek to once again cleanse it for the gods to reign. Dwarves believe that the earth is a gift of shelter from the wilder untamed elements of creation. The Wilder Untamed Elements of Creation Dwarves believe that Dragons are a perversion of nature, the leftover pieces of creation the Trium couldn't use that coalesced into a dark purpose of hate for all life. The dragons were born of all that is bad in the world, but the Trium could not destroy their own creation for they are solely beings of creation. They set their chosen people, the dwarves, to rid the land of impurity and cleanse the earth of dragonkind. Every dwarf is taught and raised to believe this, and everyone is instilled with a fanatical hatred for these supposedly broken pieces of creation. Dwarves believe that dragons are the hard essence of creation and water the soft. As such they fear vast bodies of water and go so far as to call water an unholy perversion of nature. They use it in their forging in order to subjugate it, believing that through fire it can be used and cleansed. They have yet to find such a use for dragons, so they merely hunt them. The Arrogance of Dwarves Dwarves are extremely racist and very touchy, stemming from their rigid caste system and their overzealous religiousness. Talking about their height or suggesting they are even slightly inferior will provoke attack, as will bringing up slights against their gods, the Trium. They seek to end the perversion of all races, and cleanse the upper world to make it fit for their habitation. Dwarves believe that Altarra, the controller of the surface, has been held hostage by the other races, and distrust humans, elves, and any surface dwellers as purveyors of their god's enslavement. The Great Clan Dwarven society is clan based and structured around jobs and castes. Clans are fluid and encompass all of Dwarven society. Halflings and giants find their way into the lower places of these clans, serving as second class citizens. There are four major clans of dwarves currently: Thurgost which is tasked with defending, Forguntr which is tasked with mining, Lesmk which is tasked with forging, and Ultrnr which is tasked with knowledge and religion. Each clan only focuses on the tasks presented to it. The four clan leaders meet when they please, using deep bells hidden in the earth to summon meetings which all dwarves may participate in and watch. The four clan leaders facilitate discussion and decision. While Dwarves are unruly, they have many customs and find many reasons to hold elaborate celebrations and feasts. Dwarves will often celebrate for months after the killing of a dragon or a Great Sign from the Trium. Dwarven society is somewhat peculiar. There are only two dwarf racial subtypes: the Gnthor and the Ungrhoven. The Gnthors are the most numerous, and resemble short stocky humans with long beards. They are a sturdy folk and are the backbone of all that is dwarven. Ungrhoven are slightly taller and have a grey and rocky (almost sickly) look about them. While Ungrhoven are particularly intelligent and often at the head of scholastic endeavors, Gnthors tend to refer to them as rockheads, joking that when the gods made the dwarves they accidentally threw in a few boulders (this being a joke about how terribly, terribly slow to act and speak Ungrhoven are). The Clans Thurgost The clan where warriors lie. Fierce defenders of all dwarven kind, the Thurgost roam the Long Doors, the passages under the earth carved by the dwarves to get from city to city. They are somewhat nomadic and extraordinarily well trained. No city is their true home, and they serve as the army, secret police, and defenders of all the dwarven lands. Thurgost can be identified by their brown and grey colors they wear, with the emblem of a shield emblazoned upon their garments. They believe the strength of the Trium flows through their veins and gifts them with immense strength and fortitude. They are the fiercest and most fiery of all dwarves, as they'll boast to any who hear. Forguntr Forguntr are those tasked with delving deep into the depths of Urforgrin's realm to extract the precious metals all dwarves revere as being the embodiment of the Fallen Heavens. Forguntrs are deeply pacifistic for dwarves and humbly religious. They see the mining of the earth as a religious task, suited only for those who are on of the strongest conviction. They are a quiet people, identified by the pick emblem on their clothes as well as the ruby red smocks and gear they all have. Forguntrs are strong and hardy, tasked with being fearless even of water. Lemsk Creation is a task meant, in many ways, only for the gods, but Lemsk believe that they too can obtain a modicum of that might. Lemsk, like Forguntrs and for that matter pretty much all dwarves, view their duties as a religious rite. The process of creating weapons, armor and new materials for trade is difficult and requires a steady heart and hand. Lemsk enjoy providing for the other clans, and proudly stamp their gold hammer upon all their creations to show the might of their clan to all of those around them. Ultrnr Ultrnr are the most religious of all dwarves, the caretakers of the Trium. They interpret rock falls and other Great Signs for the betterment of all dwarves. They are innate leaders and deep thinkers. While dwarves are not the smartest of all races, the Ultrnr are the smartest and rival even the elves in their understandings of the cosmos. Some would argue that their faith blinds them to many other aspects of knowledge, but the Ultrnr would argue that it grants them an even vaster understanding. The dark purple of their robes is immediately identifiable, and they stand proud among the clans as those personally closest to the realm of the Trium. The Skadm Not all dwarves are able to handle the pressures and constraints of their race. Not all fit within the confines of their creed and religion. For whatever reason, there are some that just cannot take it. They are the Clanless, the Skadm. Drifters on the edges of dwarven society, they inhabit unused tunnels, underground rivers, and other places dwarves would not usually touch. They scrape out a living, acting as scavengers and exiles from the rest of their people. Skadm are often seen in the world outside the underground, having many interactions with the other surface races. Many shave their beards as both a symbol of their freedom as well as a way to blend in easier. Many Skadm feign being halflings, and forge out their own path in the societies of others. However they choose to live their lives outside the Great Clan, Skadm are never welcomed back. Once an outcast always an outcast, at least in the world of dwarves. Elven Lore The seven races of elves are believed to have sprung from the turmoils of creation itself. At least, that is how the elves tell it. Their arcane and elemental research my be true, however, but to what end no one is certain. What is known is that elves are nature embodied. They are organized into seven fundamentals of Aetrus: spring, summer, autumn, winter, moon, sun, and star. Each is associated with their own domains, an aspect of a greater nature chosen for them by their Bonding. The Bonding The Bonding is a process by which each elf discovers within themselves which of the four seasons it is destined to embody. At half a century when an elf comes of age, each elf goes into a hibernation in which they enter into a deep sleep profoundly marked by lucid dreams. Within their own minds they explore the nature of themselves, and their destiny is revealed to them by the spirits of the land. The process can take as little as a day and as long as decades, but eventually, every elf emerges as an embodiment of that season. There are an extraordinarily rare few elves who never bond, and these elves are known as star elves. The Hierarchy of Elves Seasonal elves are the primary grouping in the Gathering. They are the common folk, and the four seasons being the foundations of nature's changes. Springs, summers, autumns, and winters all are of this caste, and all serve their part accordingly. Elf hierarchy is rigorous and complicated, but the four divisions of the Seasonals comprises the majority of elvenkin. Surprisingly, the majority of the elves in the world do not see this racial division as a bad thing. Uncaring and racist elves are a rarity in the world as much as a beardless dwarf. Each elf recognizes the importance of their position in the world, knows that the spirits of creation still permeate the land and are yet to be understood, and seek to help life in all of its forms. The primary focus of elven society is merit, and some elves see their place in the world and wish a higher destiny still. Those elves who wish to pursue greater merits seek a path called the Trial of the Seasons. An elf who sets out upon this path does so to become either a sun elf or a moon elf. The Trial of the Seasons is for few elves, as it requires the elf to master the elements of the seasons and prove to the spirits of the world that they are capable of harboring a greater power. Celestials, as those who pass the Trial are referred to as, are powerful elves and rare in the world. They are marked as elves of extreme merit and respect, and they hold great sway over the Gathering. The Gathering The Gathering is the elven court, and is comprised of 49 Electorates, seven from each of the seven races of elvenkin. The Universal is the elf elected to head the the Fifty of the Gathering, and they function as a parliament and court. The Universal is elected once every century or when the past one perishes. The Fifty, as they are referred to by many as, are the rulers of elvenkin, and they set the laws of the land and govern the ways of the empire. Any elf may become an Electorate or the Universal. The process to become one is political, and is not for many elves. The Stature of Elves Elves are somewhat detached in a way. Outsiders who associate with elves may see them somewhat look down upon others. This is not out of arrogance, but out of longevity; elves live almost as long lives as dragons do. They see the world in very scientific terms, and an elf's worldview can be complicated, to say the least. Each sub-race approaches the world with a different view, and their level of emotional attachment can differ in many ways. The Faith of the Forest Folk Elves are not an overtly religious bunch. For the most part, they keep their beliefs and knowledge to themselves. One thing known about elves, however, is that they do believe that there is a great essence which pervades all of creation. Spirits inhabit everything from trees to rocks, to the great dragons themselves, and above all else, elves seek to understand this relationship between the ethereal and the earthly. Elves study and experiment upon star elves, dragons, and other abnormalities of the universe in order to understand why these differences have arisen. They do so with the utmost care, however, as they also seek to maintain the balance of life. However, given the chance to study a dragon closely, every elf would leap for it. Some regard this as evil and in poor taste. The elves merely regard this spiritual investigation as the next necessary step in gaining greater understanding. The Races of Elves of elves are divided into Seasonal (spring, summer, autumn, and winter) and Celestials (moon, and sun) and Cosmic, the only order to which there is only one: the Star Elves. Elves stand about as tall as humans do. Their distinguishing features are their traits associated with their race, as well as their pointed ears. Seasonal Elves Spring Elves Spring elves are the most common and their caste is associated with replenishment and creation. Their appearance is very soft, their futures eternally young as all elves but even more so. Their skin can range from light greens to supple browns, and their hair is all the colors of flowers and new growth. Spring elves abound in the world, spreading the seeds of life to the far corners, and collecting new ones to bring back, study, and expand upon. They are the liveliest, cheeriest, and most numerous of all the sub-races of elves, and they seek enjoyment in all they do. A merry lot, they are the elven equivalent of a working class. Comprised of gatherers, tillers, tenders (who shepherd trees and plants), and many other earthly professions, they take an unusual joy in the land. Their connection with the fertility of soil is most strong. The most emotional, the most wild, and the most likely to be friendly and curious, spring elves are in some ways the exception to the haughtiness that many elves are known for. While they still maintain some level of detachment, their unadulterated love of the world overwhelming. Summer Elves Summer elves are fine artisans, renown for their crafts and trades. They have sweeping looks, a much more vibrant look than the soft colors of spring elves, and their skin tones and hair colors are much more primary. Summer elves are very cheery much in the way that spring elves are, but a greater dreaminess seems to permeate their caste. They are prone to bursts of poetry, song, dance, and any other artistic expression that strikes them. If the spring elves are the husbands to the earth, the summer elves are their mistress. They are romantic and carefree, detached in a way that is not cold. They see the world around them as a lover's game, and seek to find new ways to express their love for the wilds. Autumn Elves Autumn elves are possibly the most curious out of all elves. Their love technology is unrivaled by any other sub-race, and they were the first to embrace sciences such as steel, forges, and wood. The woody look of autumn elves is immediately identifiable, and their coarse skin and hair is somewhat strange even by elven standards. They tend to take on very earthy tones, often being no lighter than a light tan. Autumn elves look at the world around them and see a great mystery waiting to be solved. Their curiosity drives motivates them beyond all else, and they are driven to fulfill this curiosity in interesting ways. Many study, still others experiment, and each autumn's endeavor brings it closer to whatever great question it asks itself. They are the quickest to embrace change, except perhaps the Star elves, and seek to find the ways in which nature can be changed and acted upon. There is a certain reservation that other sub-races regard autumns with. Some elves see the autumn elf's tinkering to be in poor taste, and are disdainful of such inquiry. However, the advancement brought about by the autumn elves is undeniable and there is still progress to be made. Winter Elves Winter elves are a strange sort and a rare sight. They are simultaneously beautiful and dangerous to regard. Pale to blueish skin, with hair either as gentle as a snowbank or as sharp as ice, they hold a certain pride in their looks. They have a sweeping elegance and mystery to their looks. Most elves regard winters with a sort of reserved cautiousness because winter elves are very prone to suffer depression and apathy. Winter elves do not gather as many others of their kind do. They are lonely and thoughtful, and regard their place in the world as almost a curse. Winter elves are charged with ending things, be it the lives of those who have stepped out of bounds of the Gathering's laws, a tree which needs removal, or a town which has outgrown its use. This is not an evil creed however, as any winter will tell you. This is merely the path of things. Winter elves seek to bring about the culmination of things, and this puts them at odds with many other peoples. However, winter elves can still find beauty in death, and many who are able to overcome the despair their work brings find a sort of peace within the touch of winter. Celestial Elves Moon Elves Moon elves are nature embodied mentally. They are darker toned, a shaded version of their former looks which give them a look of being quietly elusive.They are of the most thoughtful out of all elves, and seek to probe the depths of thought and the world which is unseen. They are the greatest philosophers, writers, artists. They see the energy surrounding Aetrus and they seek to understand it. They head endeavors to investigate the foundations of the world itself, and to discover why everything is the way it is. They are the awe of spring, the romance of summer, the inquisitiveness of autumn, and the brooding of winter. They stand at the brink of knowing the world, and they go where few others have been. Sun Elves Sun elves are nature embodied physically. They are lighter toned, a brighter version of their former looks which give them a look of being radiantly dazzling.They are of the strongest and most outgoing out of all elves, and command nature and creation and grasp at the power nature can embody. They are the greatest athletes, warriors, and leaders. They see the energy surrounding Aetrus and they seek to use it. They head endeavors to command and control the world around them, and use it to promote the wonder of nature. They are the liveliness of spring, the dedication of summer, the industry of autumn, and the might of winter. They stand at the brink of creation, and they seek to control what few others have grasped. Cosmic Elves Star Elves Star elves are the rarest of all elvenkin as they are ones who never bond. Elf scholars still do not understand why it happens, but they estimate that only about 1 in 50 million elves is born a star which is extraordinarily rare. Only 27 Star Elves have ever been known to exist, in point of fact. Their skin seems to shimmer in strange colors, and their features are the softest of all. They, even more than the winter elves, are truly beautiful, and they glimmer with a radiance none can explain. They are the most secretive and least known out of all elves. Currently only 10 are still alive, with seven of them sitting as almost the sole representatives of their race as Electorates in the Gathering. What is known about star elves is that it is hard for all of them to deal with not being bonded. They are the loneliest of all, their lack of true bonding is something which was once thought a curse. However, many speculate that the bond of a star elf may be deeper than that of any other, as star elves are gifted with rare abilities that defy worldly explanation. Several were known to be seers, and the powers and potential of star elves is something which all elvenkin now hold in quiet speculation over. Human Lore Stubborn, dedicated, ambitious, industrious, lucky, curious, courageous. The race of man has been called many things, all of them true. Humans are a rare breed of folk in the world of Aetrus. Believed to have been birthed from the blood of a dying god of chaos in creation, this particular myth reflect's humanity's overall tendency to be unpredictable. Humans indeed cling to this dark heritage, as it is as the heart of their new spirit and a newer legend. Having always been subject to other races, humans are now at a new frontier of potential. With the race of dragons in decline and a great vacuum left in the waking collapse of the ancient empires, humanity has sought to carve out upon the land of Aetrus a new and greater empire. This is not humanity's first attempt, however. In ancient times, there was but one empire. Called the Empire of a Thousand Suns, it reigned for a thousand years until one day it vanished from the face of Aetrus without a trace. Scholars still debate as to what happened, but humanity was left crippled from its recent glory. Man now seeks to conquer what was almost once his, and the factions and fighting of humans has destroyed a once unified people. The Legend of the Solar Empire Once upon a time, a dark god's blood did taint the whole of humanity, and it reigned great chaos upon all peoples of the Aetrus. Over time, humanity was perverted into a savage and vicious race. But out of the turmoil arose a champion: Zauil. A paladin of the greatest will, he took the taint upon himself, binding the blood of chaos to him. With it, he cured humanity of its ancient curse, and Zauil took the throne as the Emperor of the Solar Empire. The Empire of a Thousand Suns reigned under his benevolent guidance and under his hand and watchful eyes the world of Aetrus witnessed an age of unparalleled peace. For one thousand years the Solar Empire protected all corners of the world, until it's sudden and utterly mysterious collapse into nothingness. One day, the cities, the buildings, and many of the people all simply vanished, along with their beloved emperor Zauil. In the aftermath of this seemingly random devastation, commonly referred to by all people as the Fall, humanity was divided and set to quarrel. Men and women still cling to hope that Zauil will one day return, and although it has been centuries since the Solar Empire existed humans still tell the story of their god to their young for it is a story of hope, as well as the story of what can come and go. The Machinations of War After the Fall, humans split apart into factions, scraping at the divisions which had been building for a millennium within the peaceful bounds of the Solar Empire. Simple competitions turned into blood feuds, friendly rivalries turned to total war. In this mad grasp for what little power remained to be sought, humans took to using dragons as war machines. For many ages the dragons had actually been allies of humans, serving as equals once their own empire collapsed. With all of humankind in ruin, all new kingdoms sought to use their former allies and exploit their potential for absolute destruction. The use of dragons has ravaged the land, and the armies of man march proudly with whatever dragons still remain. Those dragons under the thrall of man are but mindless beasts more often than not, either raised in the throes of war or beaten out of any will they had remaining prior. Some humans object to this treatment, but few voice it loudly. All wish for a return to their once prosperous state. All still cling to the hope of Zauil. And in their hope, they have turned to ruin. The Protection of the Lost In the new kingdom's grab for power, one thing has stuck out as being a hallmark of humanity: they are willing to bargain with anyone so long as they gain power from it. The first for this to be done with were the Lost Folk, races deemed by dragons to be too ugly and crude to be of any worth. Seeing allies where others saw foe, the many human kingdoms quickly befriended the belittled peoples of the world and treated them as equals. In human society, a goblin, orc, or vunari has essentially the same standing as a man. There are differences here and there, but the human's hospitality has gained them valuable allies, fueling their war efforts and poising humanity to once again be the dominant force in Aetrus. The race of man is a divided one, spread out among all corners of Aetrus. From rogue outcroppings of civilization spread on the cliffs of the Sea of a Thousand Tears to jungle tribes hidden deep within the Loft's lush forests to the ornate and exotic empires built off the ruins of the old dragon empire in the Far Lands, humanity is ubiquitous in its presence. Now a freed people and once a united people, the quarreling members of the human race are all seeking to find their own paths and individuality. This has led to the most numerous formation of nations and empires ever witnessed in Aetrus, and they crawl across the land and constantly war with one another over imaginary plots of lines on land. Many are weak, and a few are strong. Some of the most prominent and of immediate concern are outlined as follows. The Matriarchy of Bordros Immigrants to the Far Lands from the Tropicos, the Mares Island Chain, and the Great Kingdom of Sand Al Ramla all came with one common love: money. They were three distinct people incorporating the liveliness of island life, the ornate richness of the Cities of Gold, and the shrewdness of the bargainers of the sand. Traders by birth, they sought to come to the land to gain their fortune. The cultures began to mix, the people's began to combine, and out of that great desire for wealth and luxury was birthed the empire of Bordros. Bordros is an exotic gem set on the coast of the Far Lands, a beautiful sprawl of glamorous tents, nomadic traders, and huge festivals. It's a land of intrigue as well as shrewd (and often questionable) business. The saying goes that if you bought it in Bordros, you probably bought it twice. Bordrosian merchants will sell anything, from people, to services, to stolen goods, and they'll charge double the worth and possibly have you pay for it later in other ways. It's the way of their lifestyle, and unless you have a death wish, you will never cross a Bordrosian merchant. Bordrosians are often identified by the elaborate gold and crimson clothes they wear, as well as the sheer ornateness of their garb. An exotic blend of fabrics and colors always accompanies the Bordrosians for they are a showy people. Bordros is a sultry place, made all the more lively and strange by the combination of its peoples. The Tropicans are of a specific descent, hailing from the Island of Saudar. Dark skinned strangers, the Saudar are a lineage of fierce fighters who ran the routes of the Tropicos as pirates and slavers. Saudar comprise the majority of the fighting forces of Bordros, as they are all well built and blend well with the night. The Saudar are not the only island tribe from the Tropicos which came, but their clever bartering and sharp spears have made them the most predominant in the coastal kingdom. The Maresians are lovers of art and fine living, fancy folk from a glittering isle of civilization. They carved their empire from the coin of others, and in the process alienated some of their own families. The Maresians in Bordros are expatriates: families who were exiled in the War of Coins, as well as people who did not agree with the politics and uptight traditions of their people. They are light skinned and always fancily adorned, loving of frill, lace, and ruffles. Some disparage their need for good looks, but the power of the Maresian families has proved to be a dominant force in the world for years. A tanned people of the sands, those who came from Al Ramla are descended from a tribe called the Melta'eem. The Melta were once a prosperous group of traders on the shores of the western sands, but a terrible plague and series of disasters drove their people to the brink. Some stayed in their homeland while others fled to the seas. Where the travelers landed they founded the empire of Bordros. When the exiled Maresian families and Saudar came, the Melta struck a deal: they would rule the land as equals and forge an empire worthy of envy with it's wealth. Several centuries have passed since the empire was founded, and they have done well with their successes. Bordros has many slave races, from orcs and goblins who act as foot soldiers and shock troops, to vunari, whom gain a place of respect in Bordrosian culture at being consummate bargainers and excellent spies. Bordros is also quick to capture and sell more exotic fare, going so far as to sell dwarves, elves, and even dragons when the occasion presents itself. Bordros stands today as one of the sole matriarchies of the realm. The Three Mistresses are each leaders of their own people, a triumvirate of women descended directly from the first three women to found the empire of Bordros. Bordros women are most often in the higher ranks of society, with the men fulfilling roles of defense, trade, and agriculture. Women also have a special place in society as the only ones able to take more than one partner in love. The empire of Bordros trades in information, people, artifacts, and whatever it can get it's hands on. It's spies, all women directly picked by the Three Mistresses, stretch through all lands and bring news of new finds to the Women of the Fold. With the empire's wealth ever expanding, Bordros has set itself up to be one of the most dominant economic forces in the new age. Ildaria The Ildarians are not so much an empire as a race of humans. Ildari is an old dragon word meaning "of the valley," of which the Ildari trace their heritage to. They are hunters and gatherers of all sorts. The Ildari are as varied in their look as any human race, but they all have one distinct feature that sets them apart: they all have their souls on the outside. Almost everyone who knows of the Ildari know of the myth of their creation. Once a great many years ago when humans were still enslaved, a group of humans toiled away in a lonesome valley away from all other civilization. They were under the thrall of a terrible demon of poison, and they worked tirelessly under his reign to pollute the earth. One day, however, they rose up and moved against him. Tired of destroying the earth many of them had so loved, they overthrew the tyrant demon and destroyed his soul forever. In the final moments of his existence, the demon cast a curse upon the survivors: that they would forever be soulless, and toil away at the earth until they themselves collapsed into it and became the dust of nothingness. While they had gained their freedom, they had lost their possibility at an afterlife, and they mourned their loss. The ancient spirit of the valley, a kind being of primordial construction, heard the people's cries and sought to undo the curse. While the binding magic was too strong to entirely undo, the spirit of the valley was able to change the magic around. Since the magic had effectively cast out their souls, the great spirit could not place them back within their bodies. It could, however, bind them to an aspect of himself. Sacrificing his existence to bind the souls to himself, the spirit became the first Darima of the people, or Soul Aspects. Each Ildari is born with smooth glowing rock, called a Darima. The Darima is the Ildari's soul, and they encompass the colors of the earth. Deep brown, dark blue, light green, smoky greys, these "rocks" house the soul of an Ildari, and each Ildari is bound to it for the rest of their lives. Some Ildari communities house these Darima in guarded temples for safekeeping. Wandering Ildari often keep their Darima on them in some way, either as a necklace, part of a staff, or connected to their person in some way. Some Ildari have gone so far as to implant their Darima in their body, though this practice is painful and somewhat of a taboo in Ildari society. The Ildari are spread out across all of Aetrus. They claim no one land as their own. In this way they are very nomadic and tribal. Where communities of Ildari are found they are always referred to as Ildaria, welcoming of all Ildari and outsiders who show respect. Ildari make simple lives tending to the earth, almost in the way that elves do. Their art is unique, and incorporates elaborate flowing runes, water, crystal, and beautiful carvings. They are a people of simple needs and wants, but do love to journey the realm in search of the various ways nature presents itself. Ildari are known as good hired laborers, and roaming Ildari are often employed en masse for work by other empires. The Ildari are one of the few humans who revere dragons, seeing them as aspects of nature worth of respect and ritual. They incorporate dragon components into much of their work, and have been known to carve weapons of dragon bones. Some Ildari are hesitant to espouse their beliefs on dragons due to present circumstances however, and still others yet have fully embraced the designs of others and see dragons only as tools. The Ildari are ona careful balance between progress and care, and they walk a line much thinner than that of other human races. Gentler than most other humans, the Ildari don't associate easily with the Lost Folk, though they have no qualms about working with them if need. The Ildari prefer to work with the people of the woods and world, being on fairly good standing with the elves, gnomes, and even dwarves. Their relationship with dragons has always offput others, but the times have begun to change and with them have the Ildari. They owe their entire existence to the spirit of the valley, and as such the majority of Ildaria is located in valleys of all sorts spread across the lands. They wear simple cloth robes of earthen tones, and carry hand carved weapons of crystal and wood. They are famed healers and strong magic users, able to use their Darima as focuses for their spells and projections of their magic, though they often keep this fact to themselves to prevent exploitation. They are not the greatest of all humans, but they are one of the most prevalent in the world of Aetrus, and are as caring and helpful as they can be towards others, while always striving to protect their souls and the land they love. The Regency of Konkard Often referred to simply as the Regency, Konkard is one of the strongest and most widely influential human empires to have existed since the time of the Empire of a Thousand Suns. It is a glorious theocracy, built off of the ruins of the ancient towns of the western land of the Loft. Its greater buildings and religious sites are wondrous marvels, having been constructed of amethyst crystals and a unique marble, which is prevalent in the land of the Loft. Almost all Konkardians wear amethyst to show their loyalty to their country and their religion, Solarism. Founded by wayward left behinds after the great Empire's collapse, Solarism holds that the reason the Empire of a Thousand Suns disappeared was to avert a great cataclysm. Legend holds that on the day the Empire disappeared there was a great eclipse. The eclipse was a work of great evil which consumed the empire in its totality. When the eclipse ended, the Empire was gone, and the Emperor, they say, has been imprisoned ever since. Solarism is dedicated, therefor, to the belief that the Empire must be freed, and it's followers are always on the lookout for a way to free the Sun King and his land from the clutches of the Great Darkness. Solarist priests teach that it was the world's wickedness which was partly to blame, and it is on the basis of penance, faith, and zealotry that the religion is founded. The Sun Creed is something which each devout Solarist takes. It pledges a commitment to bring light where there is dark, bring good where there is evil, and bring freedom where there is captivity. The three tenants of the Sun Creed help to guide every Solarist, and were used as the political foundation for Konkard. In the ruins of the west, the people left behind in the aftermath of the empire's disappearance squatted among the great marble debris. Coming together and founding the religion of Solarism, they saw their first duty was to repair the land and build back up the cities that once stood there. Centuries were spent on this endeavor, and in the process Konkard was born. The fledgling kingdom prospered quietly in the comfort of the Loft, until about one hundred years ago when reconstruction was nearly complete. By this time, Solarism had thousands of followers and more ready to convert. Konkard turned its sights towards all of Aetrus, and sought out to rule it in their beloved Zauil's stead. Envoys, emissaries, and ambassadors of all kind were sent out clad in the purple and gold of Konkard to bring the news of the new power to the world. At first, their duties were peaceful, and their tenants freed many peoples and solved many issues which had plagued the world. Their presence was welcomed, and their representatives embraced. But somewhere along the line, the ideals were lost, the hope was dimmed, and Konkard broke the third tenant of freedom. It was perverted in its doctrine and began trying to convince and control others for the unity and power they would provide. Some were convinced by their silvered tongues, but others were offended by this change. Talks turned to treaties, treaties to tussles, and tussles to total war. Konkard lead the way in the devastation. They were the first to see the dragons as tools and weapons of the sun, and they bent the will of the great beasts to their own, laying waste with fire to all who stood in their path to redemption. The armies of Konkard, bulging with "freed" people as well as their own dedicated fighting force the Amaranthine Guard, "liberated" many lands in this way, and the empire of Konkard spread it's solar influence farther and farther, clearing more land in preparation for the Light and their beloved Zauil. The Regency is ruled in combination by the Helliophantry and the Regent. The Helliophantry are the highest priests in the land, the religious body of governance tasked with interpreting law and taxes as well as religious issues. The Regent is actually an elected head of state, selected every 10 years in a festival called the Feast of Stars. Either man or woman may become the Remainer, and they are tasked with guiding the people of the land as they are both the head of the Church of Solaris and the Ruler of the Regent. This combination has worked effectively since the Regency's inception, and the empire has flourished under the leadership of many powerful men and women. With undying desire for the return of Zauil more than any other humans, the Solarists and the citizens of the Regency work tirelessly to bring their new kingdom to glory. Not all Solarists are citizens of the Regency, but all citizens of Regency are Solarists. This has not always been, but the recent fervency of war has caused some changes. The qualifications of citizenship are not the only thing to change in the Regency, and with the nation set as the greatest power in the world now, they are in a position to bring about changes which will shape the land far into the future. Wildlings There are humans who still lurk in the wild places of the world, adhering to ancient cultures and customs long deemed outdated by supposedly more civilized folk. Known as the Wildlings, they roam Aetrus' frontiers, living off of the land in a way more natural than even the Ildari, and yet more brutal. Savage and primitive by civilization's standards, these tribes nonetheless play an important role in the world of man. Many tribes abound in the lands, with one of the largest being centered upon the Loft. The Cruelon were humans who broke free from their ancient bonds and returned to the world. Fearful and cunning, strong and stoic, their homelands range in the Southern Loft, an area of great mountains, verdant forests, and ancient places yet unspoiled by the hands of others. Clinging to a rule by the rich, they are often seen as brigands and pillagers on the frontier, a parasitic race which only descends from their mountain lairs when something is to either be gained or proven. Their culture is deep, and they wear the spoils of war and hunt upon them in glory of their acheivements. Edited by Juicesir, September 28, 2011, 12:59 am.
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| Juicesir | July 14, 2011, 1:01 am Post #2 |
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Sexy Shoeless God of Something
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ADDITIONAL STORY INFO Additional Race Lore Little Folk Lore Halflings and gnomes share a heritage that runs as deep and as old as the great roots of the oldest trees. They are children of the land, both literally and figuratively. The origins of their race is an old wive's tale, but the Little Folk cling to it with sincerity: they know it to be as true as the thing which diverged their race. The Youth of the World Once upon a time, the world was young and vibrant. The trees were lush and ripe with new fruits, the waters were pure and ever flowing. The great mountains stood watch over the gentle plains of the world. And all was quiet and and all was peaceful. And while all was quiet and peaceful, there was no one to enjoy the work which had gone into it. It was empty of emotion and anyone to appreciate the wonders it had to offer. So some of the spirits, those primal forces of creation, decided that they would be the ones to enjoy their work. They wanted to feel the sun they had shaped, the earth they had laid, the water they had set rushing. And so they took on tangible form. They became the Younglings, eternally youthful sprites who spent their endless days roaming the world and playing about in the joys their creation had brought about. Happiness shined and blanketed the land, embracing the world with the love for creation that had first birthed it from nothingness. And all was loving and all was peaceful. The Coming of Age In these days, nothing died. It was an eternal land of joyful youth. The trees always flowed ripe with fruit as the Younglings picked off more and more, helping to plant the seeds. The waters burbled with splendor as the young spirits danced in their wake. The mountains themselves seemed to smile down upon the doings of the Younglings. And nothing ever died, and nothing ever was wrong. There was no age in this time, and for that matter there was no time. And as the Younglings spent age after age with their plaything, some eventually grew tired and hungered for more excitement. They became dulled to the joys of the world, their love fading as the sun does upon a newly bloomed flower. And as their joy faded, so did the world. It became dreary and unhappy, a dull and quietly sad place. And the spirits did not know what to do. One day, desperate for something to liven the now stagnant world, a spirit gave up. It let go of it's immortality, surrendering it in a desperate moment of looking for a way to make it all worthwhile. Age sprung upon it, and the tumbles of play and the wears of its doings caught up upon it and extinguished its life. In the final moments of the First Life, it is said the spirit felt a release more powerful and emotional than anything ever felt since. It felt an emotion more loving than love, more sad than sad, more hateful than hate, and greater than any one emotion could ever be. The release from the emotion rocked creation. It was the first feeling, and it set out upon the world true emotion. The other Younglings, in awe of this new power, desired it themselves and surrendered their own immortality as well. They all experienced a smaller version of this ultimate feeling, and while some did not survive it, some did. The new Younglings, imbued with a limited lifespan, began to see the decay of their world around them. Deserts burst forth from plains that were once fertile, the mountains once so covered in trees now were struck barren, and extremities of climate began to occur all over. Days began to give way to nights, and time came into being. Aetrus aged, and with it all of creation. The Younglings were sad at their loss of immortality, but time gave them a reason to care again. Out of their sadness and desperation, they regained their love of the world, and worked ever harder to preserve it. And all was loving and all was changing. The Break of Brothers The Younglings spent their new lives caring for the world, exploring the new extremes birthed out of their love for it. The Younglings spread out across all of Aetrus, and in so doing began tending differently to the world. Some Younglings believed the magic which had caused the coming of age and the changing of the world was a good thing, and they used their powers to further enhance and play with the world around them. They saw the First Life as a wellspring of magical beauty, and sought to harness it to help change the world even more into something more magical. They sought the New Dawn, the further change of the land, and wished more than anything that this would come about. Some Younglings feared the magic which had done this to the land. They wished more than anything that they could return to the days of eternal youth, and feared the changes which now shook the world. In the First Life they saw the potential for Aetrus' downfall, and they refused to use any method which would resort to that same magic. They sough the First Dawn, to return the world to the state in which it had been, and to return peace to the realm once again. One part sought change, one part sought stability. Both loved the world, and both wished to see it greater than it was now. Time further set these two factions apart, and soon, a race which was united became divided. After long generations, the gnomes and halflings were born out of this break in the Younglings. The gnomes sought the New Dawn, the halflings the First Dawn. One yearned for magic and everlasting change, and one yearned for nature and everlasting preservation. Both had their reasons, and both agreed to split apart and go their separate ways in their lives. And all was working and all was changing. The End of Innocence The old Younglings died off, the world filled now with gnomes and halflings. The Younglings had always maintained one thing which had allowed them to stay eternally young looking. The Secret was only known to them, and as the gnomes and halflings aged, they realized their youthful glow eventually faded with the march of time. Some accepted this, accepted the natural progress of this development. Some did not. They became subject to their emotion, became hateful and spiteful of the world's seeming youth. They aged, but the world age slower. And their extreme envy grew within them. And as it grew, so did they. Rising higher and higher with their envy for the earth, they grew to tower above the small and youthful sons and daughters of the Younglings. Their envy made them tall, and they grew terrible in their jealousy for long life. The Secret was lost, and the Tall Folk waged a reckless war of hatred and jealousy against the Little Folk. Evil enveloped the world of Aetrus, and blood poured forth. And all was working and all was violence. The Mercy of the Great Ones It is at this point in the tale when things always go muddy for those who tell it. Some say that the Tall Folk summoned forth the dragons with their evil magic to reign terror upon the Little Folk. Some say that the dragons were born of the blood, terrible beasts of destruction summoned by the strife. But the tale most told by the gnomes and halflings themselves is that the dragons were the evolution of the old Younglings. You see, not all of the Younglings had changed and died off. Some had persisted, living out their days quietly, and when this great war came about, they wept for their lost creation. They remembered the time when the world was filled with love for their work, and their desire to help transformed them with great magic into the dragons, the Great Ones who showed the new peoples of the world the meaning of true pain. They wrought destruction upon the surface of all creation, and at the final moment, when all life seemed to be on the verge of annihilation, the Great Ones ceased. Their lesson had been taught, their vengeance reigned, and they showed mercy on the humans, the elves, the Little Folk and all the other races in exchange for one thing: servitude. Servitude to the earth, the world which they had created. And under the guidance of the Great Ones, there was a new order and a rekindling of faith. And all was loving and all was peaceful. No one knows if this account of Aetrus' history is true or whether it is simply an old wives tale. But the halflings and gnomes cling to it nevertheless. There certainly is some weight to the myth: gnomes are always talk of the New Dawn, looking to change the world and experiment, while halflings talk of the First Dawn and a return to gentler times. Halflings fear magic, gnomes embrace it. And the dragons have always maintained an odd appreciation for the Little Folk. As for the Secret, it is anyone's guess as to what it may be. The Secret to Youth is lost forever so far as anyone knows, if anyone does know it, they are not telling. The Features of the Little Folk Gnomes and halflings have several differences in appearance. Gnomes, for instance, share the long pointed ears of elves, as well as having relatively smooth and hairless bodies. They often experiment with new looks, from tattoos to piercings to new hair styles and wilder things they experiment with. Gnomes are very adventurous and eager to try new things. Halflings are almost their exact opposite. Rounded ears, hairy feet, and a penchant for food, they enjoy the comforts and joys that life has to offer. They're a conservative sort, content to spend their lives in their comfortable halfling holes. They wear earthen tones, and surround themselves with festivities and the homely delights. The Locales of the Littles Gnomes have always held an affinity for the wilder places in the world, preferring the depths of the forests to that of the hills. Halflings, on the other hand, have always sought sheltered places where they can hide. This drove the two kin to seek the protection of like minded folk. The gnomes found companionship with the elves, and are great helpers in their experiments with magic and natural forces. THe halflings, while not enjoying the somewhat indentured servitude they have at the dwarves, are still allowed a safe place to live and homes of their own. There are some free halfling and gnome settlements still in the world, but they are well hidden. They would only be found it it was allowed. Giant Lore Giants are big. Giants are strong. Giants are relatively stupid. They're not so stupid as to be creatures, but they're not really intelligent enough to write poetry or show any real signs of sophistication. Giants for years were believed to be large animated chunks of rock and stone, as well as occasionally fire, ice, and other materials. It was not until they displayed a propensity for self-organization and a modicum of culture that the dwarves decided they weren't animals, but merely stupid. Shepherding the giants under their care and use, the dwarves have long used them as a cheap source of labor, providing them lower class benefits in exchange for their servitude. And so far as anyone can tell, the giants do not seem to mind. They toil about their days without any real display of tiredness or wear, and they are quite excellent soldiers as well as tunnel clearing machines. Dwarves have found a great use for them, and in return they have sheltered the giants, breeding them to be a smarter race than they were before their care. The Types of Giants The are a surprising array of giants in the world, but this is rarely known to anyone besides adventurers and the dwarves. Giants come in a vast array of types, ranging from hill giants, to rock giants, to grass giants, to fire giants, to frost giants, to crystal giants, to river giants, to mountain giants, to void giants, to almost whatever sort of giant you can imagine. They all exhibit a solid nature, but manifest themselves as an aspect of their chosen environment. River giants, for instance, are very soggy beings. Their hair is long and greasy, and they sweat profusely. They have webbed feet which they use to swim up river, and they possess the ability to breathe underwater. Fire giants, on the other hand, are almost entirely hairless, with black and thickened skins and an ability to belch flame. The possibilities for what variety of giant you may stumble upon are endless. The Evolution of Giants Giants are a common pest to the travelers of the world, but to the dwarves they have become an invaluable ally. Under the nurture and care of the Under Folk, the giants have begun to gain enough intelligence throughout the ages to warrant actual status as beings. Once unruly ruffians with only a thirst for violence, the giants now exhibit feeling and the capability of independent thought and action. Some giants have even gained the sophistication on par with dwarves, halflings and other sentient creatures, warranting a change in the way the dwarves had thus far been treating them. Giants are tenacious fellows, it turns out, with a love for their specific element and an overall appreciation for simple things. They can understand complex things, mind you, but they almost always prefer things simple. Complex plans are not lost on them, they just wouldn't prefer to use them as their first choice. The simple, almost sweet, naivety of the giants socialization is one of the greatest joys of the dwarves, and they have begun to find great success in teaching the giants the tenants of their religion. The Wild Giants Not all giants are as lucky to have been taken under the tutelage and care of the dwarves. Some persist in the world as wild giants, still in their primitive and wantonly destructive state. Dwarves take care to eliminate most of these, but they also occasionally are able to subdue one and integrate them into their society. Some old dwarven mining tales say that these wild giants are not all that lies in the deep places of Aetrus. Titans, vast beings of pure, raw, untamed elemental power scour the darkest depths of the realm, tearing holes through creation itself with their might and cunning. Titans are said to show all the power and ferociousness of a dragon. They are engines of creation and destruction, still hammering away at the folds of all the pillars of the world. Whether the rumors of these titans are true or not remains to be seen, but dwarves still tread light in those places which have never been touched by the light of civilization. The giants are an ancient friend now to both halflings and dwarves alike. They care for their clan brothers in the deepest of ways. The gentle ways of the halflings amuses the giants and touches upon the simplicity of the giants nature in ways that the dwarves still fail to quite grasp, though the giants do show a great appreciation for the dwarves skill with metalwork. As the ages have passed and progressed, so too has the race of giants. They have come into the light, and are on the brink of a new understanding for their race and creed. With the world at the edge of change, it is yet to be seen how the giant's part will play out. Lost Folk Lore The world is a dangerous place, and not all races were created with the same love for life that fills others. The dragons recognized this, knew that some races were inherently incapable of the same appreciation of Aetrus as others would. They were lost from the path, strays in the cosmic order. The Dragons called them the Lost Folk. Those peoples who were too far gone for any true amount of redemption, a blight upon life. Goblins, orcs, vunari, starborn, shadelings, direlings, bloodless, and ashkin. All are stains upon the surface of the world, slights against creation thought not to be worthy of existing. In ancient times they were hunted fiercely by the dragons, partly for sport, and partly because they were offensive. In recent times, with the decline of dragons, the Lost Folk have prospered and flourished, even going so far as to become part of larger societies. Others have faded into nothingness, background horrors which prey on those who do not know the fear they should illicit. Herein lies a detailed examination of four of the Lost: the goblins, orcs, vunari, shadelings, and ashkin. Goblins Goblins are nasty little freaks. The Little Folk say they're perverted machinations of the gnomes, the elves say they are evil spirits made manifest, and the humans say that their the puke and shit of dragons. Even the dragons won't eat them unless they have no other choice. Foul little green-skinned buggers, goblins have all the tenacity for dirty magic that gnomes do without any of the morals. They pop about the countryside in groups, which is called a skull of goblins. A skull of goblins reigns mayhem at it's own discretion, seeking out nothing more than to ruin someone's day with bad hexing magic and quick ambushes. Despite their foul little nature, a majority of goblinkind is now allied with the humans. Humans seek out skulls of goblins and hire them out as mercenaries and guards. The humans resent having to do this, but humanity long ago traded its standards for power. The goblin skulls do excellent work for the human empires, reigning mischief across all their foes. Even allied human kingdoms sometimes send skulls against one another, but neither would ever know it was the other. Goblin skulls are covert operations specialists, and the humans exploit that. In return for their services, the skulls are granted money, wealth, and access to human kingdoms. Some are even granted citizenship. Many skulls have already integrated into human societies, taking up jobs in what they specialize: money handling and killing things. Thugs and bankers, they form a unique tier to many human societies and are nevertheless valuable. Most goblins are mannerless thugs, but the ones that rise above their race's tendencies rise to positions of great power as ambassadors and leaders. Goblins are fearless, goblins are clever, but they can be easily tricked. They are simple creatures of destruction and chaos, and for the races of man, that suits things just fine. Orcs Orcs are all the danger of goblins without any of the understanding. Goblins are short, short-tempered, love using magic, and green-skinned. Orcs are tall, prone to entirely random and very violent outbursts, despise magic, and have grey mottled skin. Orcs have a great dislike of magic, and find the short goblins despicable for their use. However, the orcs seem to tolerate it from them nevertheless. Old ties run deep between the two races, and some goblin skulls have orc exiles. Orcs are primarily organized by an elaborate tribe system. Each vying for power, each fighting the other for land and territory, they wage large scale gang wars over the countryside. About the time the humans began using goblins they began helping the orcs. Humans saw the orcs as wonderful foot soldiers with the capability for fierce brutality and unstoppable destruction. So they gave them religion. The orcs, the humans said, were people who had turned from the sun. Their grey skin and hate of magic proved this and Zauil, the sun god, had turned his favor away from them. But all was not lost, the humans taught, for orcs could seek redemption. They could turn back to the sun, embrace Zauil as their savior, and learn to control their animosity. The humans began integrating the orcs into society, teaching them the tenants of Solarism and the ways of civilization. There still roam wild orc tribes, but now the vast majority live with humans, now devout Solarists who will kill at the first threat to their religion and god. The humans have bred them to be fierce and loyal, and the orcs' natural love for bloodshed suits the humans just fine. Marked with elaborate sun tattoos, these sun orcs now serve humanity as their most loyal and powerful fighting force. Vunari Within the darker places of the world lurk forces that seek to undo creation. Spirits perverted and corrupted, hungering for power and annihilation. The dragons call them the Vuthan Navenik, or Blackened Spirits. The Lesser Races of the world simply refer to them as demons. No one quite knows how such evil came into the world. What they do know is that it exists. Demons are great spirits of pure evil and chaos, seeking their own gain and tearing at the fabric of Aetrus. They seek only for themselves, and pleasure themselves with extreme violence and depravity. Where a demon lurks, no other life treads. Demons are insidious creatures, with long spanning plots that few can follow. They are secretive in their ways. No one knows why or how they do things the way they do, but the people's of the world fear the doings of demons nonetheless. Demons are quick to bargain, but should in all honesty never be bargained with. They seek new ways to corrupt and foil the purity of life. And sometimes they succeed. Some people, for whatever reason, seek the help of demons. Demons can provide, but one who deals with a demon and asks for a price too high will have to sell their soul. If they concede, and give their soul to a demon in bargain, they become a Vunari, a soulless shell of what they were, tainted with the foul essence of a demon. When a demon gains a soul from a willing participant, process leaves a scar, the taint of a demon. Foul and loathsome, it fills the void where the soul ought to be. It latches on to the life it has scarred, and begins to fill it with aspects of the demon it was taken from. Vunari are all different. They could have been elves, dwarves, orcs, or even dragons in their former life, but what they have become with the demon stain within them is something very different. They are poisoned by it, and they twist into something that is unnatural to say the least. The most common variety of Vunari seem to be humans, as they are often susceptible to such deals and greed for power, though there are some dedicated still wild orc tribes which view the Vunari's fate as a mark of honor. Outcasts from their society, the Vunari were embraced by humanity some time ago as their unnatural abilities make them excellent spies and power players. Humans have always been want to deal with things that others may not touch upon, and the Vunari have proven that they are capable of providing. With citizenship within the human empires, they move as emissaries and ambassadors for powerful kingdoms. Each Vunari possess unique powers granted to it by the demon who taints it. Some manifest a capacity for poison. Others play with fire. Still others seem to hold an dominant sway over the minds of others. It all depends upon the demon that was dealt with. What is known about the Vunari is that they are dangerous, and they are growing in numbers. Shadelings Sometimes when a person dies, a part of them lingers on. There's many ways this can happen: spirits walk about as ghosts haunting the places they once tread, corpses are reanimated and used for dark and deadly purposes. But on rare occasion, something even stranger happens. Something beyond the paranormal. A person's shadow lives on. The cause is unknown, as is the way in which it is done, but somehow, sometimes, the shadow of a dead person will live on as a shade of who they were. The shadow is fully animate, with feelings, thoughts, speech, and even memories. The shadow, for all intents and purposes, is the person who died, still alive and active, only as their shadow. Careful research by precious few has been done upon this subject, but still little is known about the phenomenon. Shadelings, as they are called, live strange lives. Few are actually seen in public, preferring to flit about the edges of society, trying to figure out their purpose and place in this new take on life. Some harness their new powers and abilities and become paid professionals. Assassins, scouts, guards, mercenaries; shadelings excel at all of this and more. So far as they can tell their existence in such a form is endless, so they find ways to amuse themselves or better themselves. Some seek to turn the process back, while others spend their days in a sort of apathy, doing what needs doing, getting out and using their powers just for the sake of doing. Shadelings can be a morose bunch, but there are some who are hopeful. They act as watchful guardians for society, living upon the edges and taking care of those they knew in life, or even who just attracted them and wished to protect. They are a strange race, and one which is still not fully understood. Ashkin At the edges of the unknown lurks a aberrant anomaly of nature. No one knows where it came from or what its purpose is, but it slinks along the darker regions of the known realm, lying in wait, ready to strike with terror. They rarely speak, and when they do the news they bring is never good. They are harbingers of obliteration, the custodians of cataclysm. They are the ashkin. Ashkin are seemingly born from the ashes of abandoned and particularly devastating fires. They appear as medium humanoids, smoky in form, with black eyes. From there, they assume a more solid state, coalescing into an organic form of their choosing. They look like humans with grey skin and pure black eyes, and can have any sort of other features such as long hair and even elaborate clothes. All is always grey. All turns immediately to ash when touched by others. All ashkin have several distinguishing things that set them apart. They all seem to share the ability to tap into the memories of other ashkin at will, they all have limited telepathy, and they all have a propensity for bad luck. The stuff seems to follow them wherever they go. Towns come down with the plague, fortunes are lost, and all after an ashkin visited the place. Ill fortune seems to cling to them, and so they are avoided. Anathema to the other races of the world, the ashkin roam, pursuing some plot only known to them and their kind. They speak in a strange tongue which few mortals comprehend, and pursue hidden agendas many can only imagine. Some ashkin ally themselves with various factions. Aspiring kingdoms, academies, cults, armies. Their choice is seemingly random, and they stand watch over their chosen mark, observing silently unless spoken to. No one knows why the ashkin do this, and they can often depart as soon as they had declared their loyalty, slipping back into the ashes of fire and appearing elsewhere on the face of the realm. They are a mysterious race, and few associate with them. The ashkin stand alone. The Lore of Dragons Dragons are the dominant species of Aetrus, or at least they were. They formed the first true civilization, an empire so powerful that it was able to unite all peoples, an empire so cultured that every existing language has been derived from its language, an empire so glorious that people still keep time by its ways and view the world as belonging to that of dragonkind.
At least, that was the way it was up until recently. With the downfall and hardship of dragonkind came the surge of every other race, and the grace and beauty of dragons which once captivated the world has now faded far from memory. A genocidal campaign from almost every facet of civilization has sought to wipe them out. They have been hunted, captured, sold, and enslaved, and their entire species now currently numbers in the dozens. Once a proud and beautiful race which spanned the skies and filled every corner, there are now only 42 left in the world, none of them free. Each and everyone is accounted for, and their history is a sad one indeed. The Once Glorious Empire The name of the dragon empire has long been wiped out, lost to the ages. What does remain is the impact it had. It unified every living being, brought culture and education to everyone under its protection. While dragons were ill to allow anyone to be considered as equals in their society, they were not necessarily oppressed. The Lesser Races, as the dragons will always refer to them as, were treated much better than pets, but many still hold a grudge for those times. History has distorted the treatment of the races from back then, but it has not wiped out the influence. The Once Glorious Empire was a monolith of power, and it was a force of benevolence that has still yet to be rivaled. Huge towers, great temples, and places filled with decadent art and powerful relics still exist throughout the world, homages each and every one to the might of the Once Glorious Empire of Dragons. Ravaged by time and decay, these places still hold bearing on the world, and are great sites of religious and natural phenomenon. While the dragons have lost their way with the people, the people have never quite lost their way with the dragons. The War, the Plague, and the End of an Age All was not meant to be for the Once Glorious Empire. A war ravaged the foundations of it, splitting it into fractions of what it once was. A great cataclysm occurred at this time, the likes of which is only known to a few. What is known is that it sounded the end for the Once Glorious Empire. Scattered and broken, the dragon warred among themselves. A great plague eventually overtook all of dragonkind, and the whole of the race became infertile. The concern of the dragons was little: they lived long, bred rarely, and could easily continue forth if they set aside their differences. The fighting ceased, and the dragons regrouped. It was at this time that the other races, the Lesser Races, managed to gain some footholds and start their own societies away from dragons. Humans gained ground, and even allied with the dragons for many years. The plague and the wear of time dwindled the dragon's numbers, but they were still many. Only when a second great war and a time of great trial and tribulation come that the dragons again declined. Their allegiance to the Lesser Races was broken, their reputations were tarnished, and the power they once held as new equals withe races was lost. They became the enemy. People saw them as vile creatures, slavers, despicable beings capable of only harm and chaos. And so the began the hunting, the imprisonment, the devastation of dragonkind. Some dragons were avaricious enough to turn on their own kind, aiding the Lesser Races in their genocidal war against all dragons. Their pride, as always, was their downfall. Expecting to be spared from the slaughter, they too were turned upon, and were either used as the first slaves and war engines or killed outright. The Hope of the Bringer Dragons are animals, now, the lowest of low. While their race dies slowly, they cling on to one hope: that of the Bringer. An ancient legend tells that one dragon, a dragon of great foresight and thought, was able to predict the plight that would befall its kin. Hiding away, it protected itself even before the cataclysm and fall of the Once Glorious Empire to make sure that one day, it could return and restore all of dragonkind to its former glory. This is the hope of the Bringer. It is slim, and known by few, but what dragons that retain their own minds cling to it with dire need. They hope that this one dragon, the Bringer, survived and will soon return to the world. The truth of this legend is unknown, but it is the only hope the dragons now have. Edited by Juicesir, August 18, 2011, 5:04 am.
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| Juicesir | July 14, 2011, 1:01 am Post #3 |
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Sexy Shoeless God of Something
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CLASS INFO Classes of the Great Clan Dwarf Classes Thurgost Classes Skoldarn The bread and butter of the dwarven armies, the Skoldarn march into combat proudly in their ruddish heavy plate armor, bearing the maroon shield of their clan proudly. Warhammer in hand, they are the defense of all dwarvenkind, built stout and proud like the mountains they protect. Extraordinary feats of bravery mark them as warriors to be known, and the more courageous their exploits the more powerful and dangerous they become. Bilarn Specialists in axe fighting, the Bilarn train with their weapons nearly from birth, forging them themselves in the deep fires of the earth. They comprise a special place in the dwarven fighting forces as the ones who go in first. Always on the front line, they are experts at rabid ambush and berserker rages. Bilarn hunger for the kill, and with every fell of their axes they gain more ability and prowess with their blades. Slungarn From behind the lines of shields and pummeling axes fly carefully carved rocks that can kill a man in one blow. The Dwarven arslung is a large ranged weapon capable of slinging head-sized rocks, and it is a sign of great strength among the dwarves to any who can wield it. Dwarven Slungarns launch these projectiles with deadly accuracy against their foes. Slungarn are concerned with accuracy. The most famous among them are also the most dexterous, and they challenge one another to competitions to increase their own aim. Forguntr Classes Hakvars Armed with sharp pickaxes, the Dwarven Hakvars dredge away at the earth, mining it ever deeper for precious stones and metals. They are nimble and hardy, suited for long days without food or water, and they are unafraid of delving into the darker places. When called to defend against some cave creature, their pickax turns into a deadly weapon, clawing at the attacker with the fierceness of a dwarf scorned. Hakvars gain power by finding new materials to use for their people. Krevrns Sometimes a pickax isn't enough. Sometimes the going gets rough. And when the going gets rough, the dwarves get explosive. They send in the Krevrns to place alchemical devices which, when triggered, can detonate mountains and break through a dragon's hide. The Krevrns are experts in blowing things up, a science the dwarves themselves discovered, and they guard the secret carefully. There are few crazier or more daring than the Krevrns. The sheer act of blowing something up and surviving it means the Krevrn has grown from the experience. As to whether they have grown in a good way or a crazy way is up to debate. Sparlangt The deeps are a desperate place where few will tread. The Sparlangt tread there first, seeking out deposits of precious stone in places no other dwarf would venture to. Riding underground rivers, rappelling down chasms, the Sparlangt go where no dwarf has gone before. With their twin hooked hammers, they forage onwards to new and deeper depths. New places and maps gain them renown and mark them as excellent scouts. Lemsk Classes Smedmarst Masters of the forge, the smedmarst are responsible for the running of the dwarven production lines. Wielding greathammers they use to both make, break, and bring order to the sometimes chaotic process of creation, they lead in building, casting, and forging the tools of dwarven society. Always in a constant sweat, the Smedmarst are the backbone of dwarvenkind. The more weapons forged, the more experience gained. The Smedmarst toil away at the anvil to increase their fortune, fame, and standing. Byggra Sledging stones across great distances and spending hours to piece together great constructs, teh Byggra are the builders of the dwarves. Temples, towers, shafts, and whatever else is needed, they set their hands to create. They raise cities out of caverns and tend to the construction of dwarven expansion. They bear skyffs, a hybrid of the shovel and axe, which they use to place stones, move boulders, sculpt, and even defend themselves. A building made is a building block for them, raising them up among others and proving their skill at construction. Argrn Lemsk is not only tasked with creating dwarven goods but also selling them. The Argrn are a select group of dwarven traders, remnants of an old clan long ago absorbed into Lemsk. Their tongues quite literally cast in silver, they are enchanted to communicate in any language. They are one of the few dwarves to set out about the surface, and they ply the streets of other cities with coin and rare treasures. Quick witted and sharp as a pickax, they are a force of diplomacy to be reckoned with. Every trade pays off in both coin and expertise, and they hunger for more to be had. Ultrnr Classes Jordsigners The blessers of the earth, the bringers of the faith, the Jordsigners are the clerics and healers of the dwarves. They bring powerful blessings to cure sicknesses, ward homes, and bless passageways, and they are the ones to send off the troops with the blessings of the Trium. The dwarf clergy of the Jordsigners are a peaceful group, and take kindly to their job. They use rune magic to channel protective spells and magic, and weave ancient text into peace and prosperity for the dwellers in the deep. Each blessing brings a mark of favor from the Trium. The more runes a Jordsigner is adorned with, the greater their power is signified as. Hamnar Sometimes evil persists and the darkness clings to the edges of the deep. The Hamnar are judge, jury, and executioner. They deliver the Trium's will towards those who would resist. Adorned in ornate runes and bearing great mauls, they cleave against the wicked and put curses upon those who would move against the dwarves. They are the right hand of their god, and they carry out justice with swift and undying fury. Each kill in the name of their gods curries favor, and the Hamnar seek more vengeance for their gods in return for greater ways to dispatch evil. Doldr Initiates in a complex divine ritual that imbues them with the essence of the earth spirits themselves, Doldr are not required to inscribe runes such as the Hamnar and Jordsigners are. They speak the words of creation freely, commanding the secret power of earth to work at the power of their foes. The Doldr are novices in an ancient order, and draw on secrecy and the gifts of stone to lead others. They are often at the head of dwarven strike forces or diplomatic parties, and are a boon to any dwarf near them. Each new word learned is a step on the path to far greater deeds. Skadm Classes Skrk Swords are forbidden in dwarven society. As such, the Skrks weild them in defiance of custom and act as rogues, mercenaries, and bandits. Hired hands, any Skrk can make a powerful addition to any fighting force. All the brutality of a warrior with none of the refinement, they are brawlers at heart and enjoy the revelry of the fight, often resorting to their bare hands. Hard at the drink and easy with the coin, the Skrk roam from village to village above ground with no dwarf city to call their home, always on the look out for work and pay. Spoils earned is experience earned as well, and the Skrk look for any opportunity to increase their infamy and hoards. Rensrs Dwarves are meant to build. It's in their blood. And some, even while exiled, cannot give up the urge to toil away at the earth and shape its form. Rensrs are scavengers, picking up the pieces and playing with new forms of tinkering they would have never been allowed to test within dwarven society. They bend metal in weird ways and seek alchemical reagents to amplify their somewhat twisted brand of forging. Strange and outlandish even for the Skadm, they are quick to ply their wares in the towns of the surface. Consumate traders and shrewd merchants and inventors, they are a great boon to the business of creation. New inventions and good trades bring greater good for the Rensr, proving their capabilities as merchants and makers. Trolsa Surrendering their faith and their kin, the Trolsa are godless among dwarves. They believe in a faith called Adeen, an archaic and shamanistic precursor to the Trium. Based on spirit magic instead of runes, the Trolsa pray to no god, honoring only the ancestors of the earth and their race. They imbibe their fellow Skadm with powers unheard of in the Trium halls, and they tamper with magic which is on the fringe of explanation. Trolsa are often the leaders of Skadm groups, and search for new truths in old methods. They seek totems of their ancestors, and each one gained holds new powers from which they can draw. Halfling Classes Groev Halflings are renown for their ability to get in and get out of places quickly. Popping in and out of holes that others would have glanced over, they know the ins and outs of the earth. The Groev are guides, experts at underground navigation and the art of not being seen. Always there but never seen, they peek about the surfaces of the world, acting as scouts for the people of the Great Clans. Uncharacteristically reckless for halflings, they seek the thrill of getting out of danger without a fight. Few know of their traditions and secret abilities, and those that do have a rare eye and a rarer story to tell. The Groev seek out new places to get into and new ways to conceal themselves and others. Amharan The songs of the Little Folk are woven into the land itself. They are as ancient and as secretive as any tiny toadstool cloistered under a great oak. The Amharan are wonderful performers as well as the historians of the halfling race. Their songs are filled with epic tales of love and loss, heroes and villains, and the epics of their people. They hold a strange sway over others with their song. They enjoy learning the songs and stories of others, and as their pride for their people grow, so does their repertoire. Clotch One thing is known by every race, whispered as a rumor throughout taverns and trails, mentioned upon first sight of any halfling. It is this simple fact that gives halflings a deadly reputation, that makes the Tall Folk fear those of such height and think twice before insulting them. The simple fact: halflings are deadly with rocks. Men tell tales of full battalions being taken out by a halfling with a stone. Some say they knew a man who had both of his eyes poked out by the same sling stone. Still others insist that if you get hit by a halfling's rock, terrible luck with follow and kill you. Whatever the truth to these rumors there may be, the halfling Clotch are only helping them persist. They are experts of the improvised weapon, slingers of stone, and know how to kill, skin, and stew a man with the same small rock. Or so they say. Giant Classes Pechra Dwarves long ago divided the giants into different class systems, in order to organize them better. The largest of these castes is the Pechra. Laborers and heavy lifters, the Pechra giant caste are bred to be strong, fiercely loyal, and unyielding. They clear caves, excavate tunnels, and are used as cranes and movers of stone. They are unstoppable forces, and once they are set to a task they do not stop until it is either completed or they die. Pechra are trained to never give in, even under sickness and stress. For this reason, they have much shorter lives than many of their kin, but they also are much more strong. Pechra are most often hill, mountain, and rock giants. Mechr Apart from cheap labor, giants are also good for something else: war. The giants of the Mechr caste are bred to be engines of war. Developed to compete with the dragons of the human armies, the Mechr are almost as fierce. Two Mechr are almost more than a single dragon could handle, and their ferocious greatblades and armor plating make them formidable machines of destruction. The dwarves outfit the Mechr with the finest and newest machinations of war, making them the single fiercest weapon any dwarven army possesses. The Mechr class is primarily made up of Fire, Frost, and Void giants, terrible elemental beasts of furry and rage which the dwarves unleash upon their foes. Kesnya As the giants grow in knowledge and independence, the dwarves discovered a remarkable tenacity for them to use magic. The Kesnya class was formed to suit these remarkable giant independents, allowing them to explore their newfound magic. The Kesnya use a shamanistic and sacrificial magic, combining components to perform enchantments, area effects, and powerful war spells. The Kesnya have been a huge boon to dwarvenkind, even going so far as to hep them overcome their own biases. Kesnya often use water as a component of most spells, something the dwarves were at first hesitant to allow but now embrace. The Kesnya caste is mostly composed of crystal, grass, and river giants. Classes of the Gathering of Fates Elf Classes Note: Moon and Sun elves are prestige races. Status as one of those races must be gained through in character completion. Spring Elf Classes Vanas Hasya Also know as Whispers to the common folk within the world, the Vanas Hasya tread through the wild pathways of the world and are by far one of the most numerous of elfkind. They are shepherds of the plants, heralds of the dawn of the cycle, changing the landscape and using the power of the earth by mere conversation. The more plants conversed with, the more knowledge is gained, and the more the Whisper grows. This reason is why they are so often seen by others outside their race. They speak the languages of the trees and forest, persuading plants to seed, bear fruit, and even fight and defend for them. They tend to the sick plants with words of healing and encouragement. Their mere presence can shift the fauna of the landscape from one place to another. Padminirii The Padminirii are the defenders of spring, the heralds of new life. They guard the young and defenseless growths as they set about going along the path of life. They see it as their duty to tend to as many places of new growth as possible. They wield staves of fir encircled with holly and seem to pop out from nowhere wherever new life is threatened. Each plant saved adss to the Padminirii's power, increasing its ability to defend areas. The Padminirii pride themselves on their quick step and quicker strikes. No one who would seek to destroy new life lasts long against the vicious blows and spiritedly step of the Padminirii. Peluanara Peluanara are the bringers of new life. While the Vanas Hasya tend to new growth and the Padminirii defend it, the Peluanara are ones entrusted to plant and start the new growths of the world. Peluanara are once a month able to manifest an aspect of themselves a seed, which they may plant in a place meaningful to them. When the seed sprouts, it pours out its life giving power, filling the surrounding area with an aspect of that specific Peluanara's personality and self. It is forever a place of shelter for them, and the more they plant, the more powerful their powers of restoration grow to. Summer Elf Classes Svamanirii Love. Seduction. Attraction. Power. The Summer Elves know more than many the energy of love and the potential it has. The Svamanirii are love scientists, experts in the art of seduction. They are the joyful summer fling, the body of the forest herself. They can entrance a person and never let them go, charm dozens of men and women and take them under their thrall. Some say the bows they carry are poisoned with love, able to make those struck by their arrows fall under their sway. They are pleasure experts, and know how to tend to the growth of love. Mistresses and masters, the Svaminirii grow as their love grows for another. They seek the joyful playfulness of new love, and revel in its honeymooned grasp. Kastha Citrakaran Among the elves, wood sculpting is a sacred trade. It is more than science, more than art. It is song. The tones of creation and the earth itself infuse their words as they coax from the trees new forms. The Kastha Citrakaran spend their days "building" and "crafting," singing to trees and shaping them into buildings, using their melodies to coax wood into the forms of arrows, bows, and the other tools used by elves in the world. It is a delicate process, and one only entrusted to them. To buy from the Kastha Citrakaran is an honor, and their wares and services are always in great demand. They shape the cities and the world of the elves, and it in turn shapes them, filling them with the energy of their song as well and allowing them to shape ever greater amounts of wood. Vyaparanii Dancing through the gentle meadows and fields, the Vyaparanii sway, leap and bound in beautiful spirals and acrobatic steps that would make the wind jealous. They are skilled in an ancient form of dance fighting martial arts originating in the early earth rituals. Their flying moves are as much a form of attack as they are an honor to the earth, and they guard their secret martial art forms jealously. The art of movement is theirs to keep, and as they spin and move with greater grace and ease, they step upon new forms and ideas known only to those who can feel the earth move. The enrichment their lives undergo through their art and warrior form transforms them into careful and deadly fighters. Autumn Elf Classes Patrajatarn Hidden within the dying embers of the autumn colors of leaves is a secret code known only to a few. The Komalapatra is the language of the dying leaves, the language of change, a code hidden within the whispering leaves of fall that the Patrajatarn devote themselves to decoding. Known to others as the Alchemy of the Leaves, the Patrajatarn are masters of this hidden science. They constantly create new concoctions from the leaves, making powders, potions, and even new spells. As their knowledge of the code expands, so does their own grasp on the potential for earth changing powers expand. Vikaraksitr They are the Autumn Guard, an order of Autumn Elves who patrol the wildernesses searching for those that seek to resist the sway of time's change. Hunting bloodless, zombies, and those who would seek to extend the natural order of life and the progression to death and onwards, the Vikaraksitr help smooth the transition by the point of their glaives and the sharpness of their crossbow bolts. Bursting forth from whirls of leaves, they seek to destroy, assassinate, and eliminate all abominations to the cycle of life. Stealth experts with deadly accuracy and unflinching loyalty, they strive to defend the sanctity of life. As they prove their dedication to the cause of the cycle, they enter upon new secrets to the ways in which life works, enriching their own ability to deliver the justice of life's progression. Gonazan Many elves are refined, adhering to the strict composure and guidelines of elven society. The Autumn Elves have always tread around this line somewhat, and none more than the Gonapazu. Embracing the primacy of nature, they are the literal embodiment of the spirits of creation. In great commune ceremonies, they meet the Gonapazu adjoin their life force with that of a spirit animal, able to take on its form at a whim. From wolves to bears to lions and all other creatures of the world, the Gonapazu take these animistic forms on as defenders of nature itself, roaming the countryside in packs of other wild beasts and learning from the ways of the land. They reap knowledge only the animals learn, becoming more than just a manifestation in the process. Winter Elf Classes Zinavara Quiet snow draped across an evergreen dream, gentle ice floes cascading down a now silent brook, the tender fall of the first snow in the dying light of the winter sun. This is true romance, or so the Zinavara will tell you. Cold mistresses of the ice, they seek to enrapture the world around them in the love of winter. Their love is a carriage ride in the woods, a fireplace where no clothes are needed. Their love is deep and biting as the frost, and they use it to spin a spell quiet and gentle temptation. As they spread their love of the colder months, the deepness of their love expands, showing them new spells to entrap the hearts and minds of others. Drdahnela Life is quick, life is fleeting, and death is absolute. The Winter Elves know this more than any other race, and the secrets of the grave whisper to them in their icy dens. Some Winter Elves hear this call more than others, and are touched and imbued with an essence of its power, a glimpse at the true nature of death. Each Drdahnela is death-touched, giving them a modicum of control over death itself. They walk the winding ways of the world, draining the essence of energy and life from all around, answering the call. Their cold touch can take out the strongest willed and heartiest opponent, but they must be careful to not allow their power to get away from them. The Drdahnela, more than almost any other in the world, walk a razor's edge. Their power expands with every use, but if they push to far their very soul will be torn from the whole of creation. Hiam Murkara Winter is not all death and gloom. While nature wanes, new forms can be sculpted out of the desolate landscape. The Hiam Murkara are the shapers of the winter world, grasping at the reigns of snow and ice and commanding them to their will. Great fortresses spring from the motion of their hands, spears of purest ice fly out from the snow covered ground to be grasped in their grip. They summon forth new forms from the snow and the glaciers, their capacity for creation as much an art as it is a job. As the whirlwind and maelstrom of shards and crystalline cold fly about them, they gather around them a chill that feeds their experience and aura, allowing them to craft wonders only winter itself would ever dream of. Star Elf Classes Ulksii Some Star Elves have always shown a propensity for being very physical. Capable of amazing acrobatic feats, incredible acts of strength, and sustaining extraordinary amounts of pain and pressure, the Star Elves identified as having great physical prowess are commonly referred to as being Ulksii, though it is difficult to categorize a people who are so few in numbers. Those who exhibit Ulksii traits have always seemed more ground and strong than elves should or could be, and their physical prowess is something of a great wonder to others. They seem to draw their energy from Aetrus itself, especially from the physical realm of it. Manasii Having the trait of a Manasii means a Star Elf is especially gifted in the talents of the mind. Quick at deduction, amazing at analyzing, and possessing unique insights into the nature of space and time, those Star Elves who are of a Manasii trait have always shown themselves to be gifted in mental expression. Some even use their minds to interact physically with the world, bending the will of others to theirs, lifting the veil between real and unreal to interact with the world via their mind. Capable of making the elements of their imagination manifest, those of the Manasii trait commune with forces beyond mere mortal comprehension. Indrajii Magic is a force rarely understood by the common folk, but those Star Elf trait of Indrajii are drawn and united with this mystical force in a way few others on the face of Aetrus are. Their mere presence alters the state of their surroundings, bending the nature of nature into something totally new. Those of this trait are apparently incapable of consciously altering anything. Instead, it is something about their presence, mood, and thoughts that alter what is around them. They bring storms, spin blankets of mist out of nothing, create somber moods where once there was joy. They affect Aetrus in mysterious ways. Gnome Classes Dyfeisydd The gnomes see the world differently from others. They can see a tree and see a thousand inventions come from it. The gnomes have invented thousands of things, are the Dyfeis are specifically devoted to innovation and invention. Dyfeis tag along to hidden Autumn Elf enclaves, toil away in the ice constructs of the Winter Elves, and ply their newly crafted creations with the Springs and Summers. They are never happy with how something is, and always seek to improve upon it or see how it can be changed differently. To the Dyfeis, nothing is ever perfect, nothing is ever good enough. They constantly expand upon their creations and seek out new ways not only to make their machines and items better, but themselves. Rhithdyn Unlike halflings, gnomes love magic. Like halflings, though, gnomes share an affinity for being unseen. The gnomish Rhithdyn are masters of illusion, using the movement and appearance of the world around them to hide their presence. They are able to distort reality in a way that makes it appear like entire castles and cities were mere piles of dirt. They are experts at concealment, and travel the world in secrecy, expanding upon known gnomish inventions and ideas without anyone ever knowing. They almost always accompany elven scouting parties or ambassadors, serving as a first resort when trouble strikes. Their knowledge of how the wild may hide them and their magical tenacity at keeping things from sight leads them down paths others would not know ever existed, and they seek to perform greater and greater magical feats. Arfwiant The Dyfeisydd surround themselves with hoardes of creations, the Rhithdyn with shadows and subterfuge. While these two classes seek to control and shape the world around them, the Arfwiant seek to control and shape themselves. Augmenting their bodies heavily and shaping their forms into great suits of levers and machines, they see the greatest new line of creation as that of themselves. They apply specific augments to their bodies in order to change themselves, mixing magic and innovation to create robotic third arms, hover packs, and camouflage skin for themselves. They are artists of creation, and their canvas is their own body. The Arfwiant seek to extend themselves beyond the capacity for how they were born, and seek the New Dawn more zealously than any other gnome. They believe in transcendence, and seek to the ones to bring it about. Classes of the Empires of Man Human Classes Bordrosian Classes Primists The imported magical traditions from the land of the sands and the islands of the south combined to form a new system of magic: primicism. Witty and sharp as the point of a sword, primists often make their fortunes performing street acts and doing festivals. However, their powers are not solely meant for cheap tricks and crowd pleasing. Primists are master elementalists, commanding the power of earth, water, fire and air to their hearts desire. They are wild and furious, an untamed new branch of hotshot magicians who service rich Bordrosian merchants with their protective incantations and elemental magic. They are part enchanter, using the building blocks of the world to imbue things with energy, and part elemental master, summoning forth constructs of earth, whips of water, and bursts of air. They are part performer, part protector, and they bolster the fighting forces of Bordros with their terrifying spectacles of magic. Primists love to increase their renown, and as their reputations grow, so do their abilities, and so does their ego. Sword Dancer The Tropicans and People of the Sand had more in common than just their love of elemental magic. They both shared ancient traditions of sword dancing. Both peoples independently stumbled across this same secret tradition that was similar to the elves. Both developed it independently, the Tropicans a fierce sweeping style of jumps and tumbles, and the Melta a gentle curving and distracting series of slashes and strikes. Combined under the tutelage of the Marisian fencers, the three traditions collided and formed the new sword dancing form. All Bordrosian soldiers are trained in this art and the use of two blades. Drawing on the innate power of motion and flow, it is a devastating combination of illusionary magic and swift fighting. A proper sword dancer seeks out honor among all things, whether it be the protection of person, coin, or an honorable cause. Honor brings flow to the world, and brings new harmony to the sword dancer. Warmasters With the uniting of the three peoples came the uniting of three great armies. New warmasters were needed, and so they were found. Bordrosian warmasters are fierce as a storm and tenacious as a fox. They command their troops and bolster morale with a fearsome mix of gusto and guts. They sit at the head of troops, always the first ones to charge, always the last ones to leave the battlefield. Their ties with their united peoples run deep, and their desire to control the battlefield is unmatched. Active warmasters are lieutenants in the fierce Bordrosian army, leading groups of a few dozen men and women into the heat of combat. Retired warmasters sometimes head small cartels or independent mercenary groups, making their money off of protection rackets and pillaging of foreign lands. They take what they want, and are unafraid to help others do so too. Warmaster's first loyalty is to their troops: whoever falls under their command or purview of control is their brother, and as they defend and fight with their brothers and sisters in arms, they grow as people and leaders. Assassin Hashasseen, Assassini, no matter what you call it, it all means killer. The Maresians particularly are specialists in it, seeking new ways to eliminate competition without arousing war. For decades the Maresians were the best at the art of killing without provoking, but the Melta also had a tradition. Forged in the fires of fierce clan competition, the Melta were experts at killing and disappearing, placing the blame for their killings on other clans. The two traditions united, forming one nation of fantastic assassins. Nimble and quick, they strike without remorse, taking care of a rival crime lord, a person with unpaid debt, or anyone that their guild tells them to kill. Assassins pride themselves on the perfectness of their kill, and as their ability to kill without getting caught grows, so does their ability to kill in beautiful and unique ways. Balladeer From rolling hills and soft gentle forests of the Mares Islands, to the beautiful beaches and great volcanoes of the Tropicos, to the diamond deserts and clashing sea of Al-Ramla, the people of Bordros all share a love of the land, a romanticism that sweeps up the heart and just makes it want to sing. Developed from the independent traditions of storytelling and oral history, balladeers stroll through the markets of Bordros telling tales of their people's old lands. A balladeer's song can be beyond ethereal, drawing in a person's desires and hopes, or playing off their despair and fears. The song of a balladeer can inspire or destroy, and while they are not fighters, they can certainly motivate the grip of death upon people. Balladeers seek new tunes, new songs, and new ways to express themselves. As their songs grow in beauty and persuasion so do they. Ildari Classes Heartsinger The darima is the heart and soul of every Ildari, and some even say, the mind. The Ildari Heartsingers can hear the call of their own soul, feel the vibrance of their own resonance, and tap into the power and use it as a focus for magic of the mind. Telepathy, telekinesis, invisibility and all matters of mind manipulation are open to the Heartsingers, who channel their own darima's frequency into a powerful weapon of the mind. In deep meditation, they seek out the secrets of the soul, their own soul, and sharpen their souls ability to be used as a reflection of interaction within the physical world. Those Heartsingers who are able to listen close to the song of their own darima are able to hum along, tuning in and transcending to a plane of metaphysical consciousness beyond that of mere mortals. They tune into the spirit gift which all Ildari possess, and tap into the unseen realm of the mind's magic. Katadarima Meaning "Servant of the Valley Soul," the Katadarima bond with their darima in a very physical and literal way. Whereas the Heartsingers seek to take on the mental and magical aspects of their soul, the Katadarima seek to take on the physical. They see the darima as a gift, and seek to emulate it's form, its smooth, hard shelled structure, it's otherworldly solidity. Katadarima spend hours with their individual darima as well as others, seeking to learn how they interact physically with the world. The Katadarima in return learn to harden their skin, take on aspects of the valley, and become phsyical embodiments of the great spirit. Warriors who can shape their bodies into new forms and tap into the primal power of the river, or the forest, or the trees. Fierce warriors and defenders of the land, they bond ever closer with their darima as they seek out new aspects of what it means to be one who loves the land. Savant Savants are the wandering sages of the valley. They are spirit healers, emotion magicians. They use feelings in conjunction with their darima to heal and attack. Their powers are based in emotion, and they have been known to cure people of disease and ailment simply with kind words and a warm touch. They have also been known to shake mountains to rubble with the anger of their emotion. They tap into the feeling of the darima, and they are the great philosophers and storytellers of the Ildari. Wandering the lands in small troupes, they are even more nomadic than other Ildari, rarely settling down in a place for too long. They bear gifts of the Ildari, and are excellent tradesmen. They seek the meaning of life, and above all, the nature of the soul itself. Great scholars in soul magic, they seek to understand how the soul can be so capable of doing such things as magic and healing. As they grow closer to the secret nature of souls and as they use its power in the proper way to help others grow, they enrich their own existence. Breakers Ildari culture is fairly free. Few rules of society persist through it, but one of the most taboo things a Ildari can do is to, in some way, try to make their soul reattach to their corporeal form. The Ildari see anything which seeks to unite their darima back with their body as a betrayal of the great gift they have been given. Those Ildari who bind their body to their darima in some way are known as Breakers, and while not immediately caste of society, they are pariahs whom few Ildari will deal with without severe judgement. Breakers tamper with their souls seeking ways to expand it and change it, and the power they gain from such tampering is immense. They become berserkers, almost unstoppable forces of power. The darima infuses the body which surrounds it with a force like adrenaline, and the Breaker becomes an engine of pure power. They can wreak devastation, throw bodies with the force of their mind, and become slaves to the power of their near immortal bodies. Those Breakers who seek to further reentwine their darima find even greater power, becoming invincible beasts of pure soul power. Sentinal Rangers of the wild, masters of the forest, sovereigns of stealth, the Ildari Sentinels prowl the landscape, scouting the terrain for new campsites, possible foes, and greater knowledge of the earth. They bear crystal bows, cute from what is called Soul Stone, a pliable material similar to the construct to that of a darima. Their deadly aim with these crystalline bows is matched only by the elves. They could drop a man from a thousand yards and never be seen again. Their care for Aetrus runs deep. They embrace their heritage, but further embrace the world from which it sprang. They are master trackers, fierce hunters, and use their darima to enhance and guide their hand in all that they do. The Sentinals embrace crystal armaments, even peddling their wares when they choose to be seen. They are guardians of the land, and know its ways deeper than many. As they embrace the land and their valley heritage, so does it embrace them. Konkardian Classes Illuminaries Devout Solarists can sometimes take on the physical form of the sun. Becoming literal bearers of the sun's might, these Illuminaries are fiendish fanatics able to shoot beams of physical light at all who would oppose the Sun Creed. They need no words, no incantations, no focus for their magical powers. They can enfold themselves in roiling light armour, burn a man from the inside out with a touch, and travel as light does and with the same speed. They are the physical form of the sun, and the Illuminaries make up a large group of support for the Armies of the Regency. On the frontlines they spew fire and light, casting all who would seek darkness into fires of retribution. They seek to understand the sun in its form, and as their devoted love grows stronger, so does their ability to embody that most powerful and fearsome of stars. Sun Knights of the Amaranthine Guard Konkard originally had several small armies to defend it, but the unity of Solarism brought about the consolidation of their fighting forces into one great army: the Amaranthine Guard. Sun Knights are the cavaliers of this fighting force, the champion of both the fight and the faith. They are paladins in the highest order, commanding the battlefield with their strength of body and virtue. Of noble birth and creed, the Sun Knights joined the Guard as a show of tribute to their faith. They are all of aristocratic status, and are persuasive and powerful, attacking enemies of the faith both with sword and speech. Their words command the respect of their compatriots, and their duty is to god and country. As they prove their faith on the field and off it, it strengthens their resolves and hardens their blows, elevating them to a higher station of status and faith than others. Brightner Clerics of the faith, the Brightners are attendants to the Church of Solaris. They are both immense healers and well-versed in the faith of the land. When called upon, they are also fierce fighters, practicing and ancient form of defensive martial arts that only those of the Sun Creed know. They are where those needing a boost in faith turn to. They are the warmth of the sun, the heart of Solarism, and they travel the lands to bring the light to those places which are dark. They know the healing power of the sun, and they know the destructive potential it possess. They go out on missions to bring converts to the faith, and bring the Light of Zauil to those places that need it. When confronted by trouble, they break out the fierce monk moves, but otherwise they confront problems with words and the power of faith. Those Brightners who are able to spread the sun's healing touch to all issues feel themselves bathed in a new light of faith, and are able to lead their congregations and missions with greater conviction. Ebonblades On the surface, the Regency is a loving empire, capable of compassion and help where help needs giving. Recent changes in the last few centuries have brought about a corruption of the original desire of goodness. There now exists an order of assassins, known only to the higher ranks of the Regency, working against Konkard's foes, allies, and potential threats. The Darkened Blades of the Hidden Eclipse are the secret right hand of the Regency, dispatching political dissidents and preemptively striking targets which might move against the Church. Initiated at young ages, they train in the art of death. Ebonblades are the lowest rank, still novices in their order but still greater threats than anyone would believe. They command the power to misdirect light, to shadow their walk, and to strike where the light of sun does not shine. They are guerrillas, going behind enemy lines and dispatching foes before they are even a threat. Ebonblades are deadly and fierce, so loyal in their faith to Solarism that they will kill themselves before they reveal any secrets about the Hidden Eclipse. Dire fanatics willing to do anything for their faith and show devotion to Zauil, they strike at the heart of darkness. Each kill brings them closer to advancement, closer to their god, and closer to a greater calling of the hidden power of the sun. Blazers of the Amaranthine Guard Blazers make up the bulk of the fighting force of the Amaranthine Guard. Adorned in purlpe chain mail and wielding fearsome weapons, they are the shock troopers and fighters of the Army of the Regency. Every man and woman serves in the Amaranthine Guard at some point, unless they have clerical duties or some other exemption. Conscripted at 18, Blazers are the lowest ranks, the grunts of the Guard. But despite their lower status, they have carved out a fiery reputation in Aetrus as one of the fiercest troops ever formed. They strike with powerful and blinding blows, and the tactic of Dawn Rush help to aid them greatly. Surging forth with the power of the sun, they conquer lands and bring the forces of the Regency farther to the corners of the world. As their devotion continues, and their desire to stay in the guard is cemented, they are promoted to new positions and gain greater combat advantage, further able to deliver the justice of the sun to the lands. Edited by Juicesir, August 18, 2011, 6:22 pm.
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| Juicesir | July 14, 2011, 1:02 am Post #4 |
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Sexy Shoeless God of Something
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ADDITIONAL CLASS INFO Lost Folk Classes Goblin Classes Bordrosian Skullings Many goblin skulls choose to ally themselves with Bordros, a land of easy money and needed mercenaries. The goblins were quick to cling to the Bordrosians as a source of both violence and money, and those goblins in the service of Bordros are well versed not only in thuggery and mischief, but also trade. The Bordrosian skulls particularly have a unusual lust for wealth and shiny things, and the sheer number of Bordrosian skulls allied with the coastal empire has allowed them to formulate terrifying coordinated attacks. A Bordrosian skull of goblins is a formidable force to compete with, as they overwhelm and swarm any who would get in their path. They are experts at swift attacks and group methods, and are nimble, agile, and terrifying with their sly and devilish roguishness. They are brutal and selfish, everything a goblin ought to be. Bordrosian Skullings lust after blood and money; that is their only concern. Ildari Skullings The Ildari are ill to join with skulls, but those skulls that do choose to serve the Ildari find themselves with a greater bond to any being than they have ever known. Ildari skullings are experts at displacement and improvised combat, but they are also much sweeter and more mellow than other skullings in service to other human empires. The Goblin skulls that choose to ally with Ildari are often exiles of their own people, either too soft in their own ways or cast out from larger communities for some weakness. The Ildari heal them and treat them as equals, and while the goblins are still fierce, their friendship grows with the earth, and they are able to touch upon a healing magic few other goblins are ever able to obtain. The Ildari skullings are much more shamansitic and sharing of their ancient cultures and beliefs than other goblins, and they have blended their culture and friendship with the Ildari well over the years. The Ildari skullings seek friendship and compassion, and look to know themselves better. Konkardian Skullings One of the tenants of Solarism is to bring light to darkness, and so early in the Regency's existence it sought to befriend and tame many wild peoples. The goblins were among the first, and those skullings who wear the purple and gold of Konkard number almost as many of those of Bordros or any other human empire. The priests of Zauil were very successful in their conversion goblins: they gave them a god who was uncompromising, who wrought destruction against their foes, and was unafraid of doing the right thing. It took time, but the Regency bred a tremendous goblin force. The Konkardian skullings are absolutists and carry out orders with single-minded brutality. Konkardian skullings are used as shock troops for the armies of the Regency, and they gladly sacrifice their lives for the armies of their god. Skilled with fire making and strong weapons, they live only for the light, and seek to expand the glory of Konkard. Orc Classes Bordrosian Bruiser The orcs in the employ of Bordros are few and far between due to their ravaging nature, but the merchants of the great seafaring empire have bred those that do fall into their service to be uncompromisingly vicious and unmerciful. They are executioners and guards, used as singular guardians for safe-houses and banks. The Bordrosians treat them as watchdogs, and the Orc Bruisers in return get the violence they so crave. Many of them find work in the arenas as gladiators, working their way through trials and winning their freedom from their employers to form their own tribes. The majority of them are near mindless brutes with only the taste of flesh on their mind, but there have been a few rare cases of an orc proceeding far in Bordrosian society at the head of a crime syndicate or mercenary band. Bordrosian Bruisers hunger more than anything for power. Konkardian Lightskins The orcs of the Regency have been raised to be devout and loving of the light, and many undergo a process of restoration to cleanse the taint of their supposed heritage. In the churches of Zauil orcs are taken into great pools of magically gathered light and bathed in it for seven days. The process strips the skin from their bodies, thus alleviating the shame of their birth. Quickly, the Brightners call upon a divine ritual to restore the skin to the orc. Many survive the process, and many do not. Those that do are welcomed as brothers into the society of the Regency. Known as Lightskins, they do not share the pallid greyness of their race. Their skin is a glorious gold which shimmers in the light. They are more religious than many Solarists even, and they seek outlets in magic as well as war. They are the bringers of the new faith, and they approach their devotion to Zauil with a purity of mind only the most pious would hold. Fierce and totally loyal, they are the strongest and deadliest warriors in the armies of the Regency, and they seek to promote Zauil at every chance. Dreshtein Tribes of orcs are rare in this age, as most belong to either Bordros and the Regency. There do remain a few, and these orcs, the Dreshtein, are as prideful and barbarous as any. They shun civilization, and only rarely associate with the Ildari, whom they view as closely understanding of the ties to the earth. Passionately shamanistic and guarding of their tribes, they lurk in the still wild places of the world untouched by the dishonor of the elves of the infection of humanity and dwarves. They are brigands and warring, not quite as much as they once were, but still violently despicable. They rarely associate with others, only ever going to the Ildari in times of desperate need. They seek the reunion of their kind, the restoration of their power, and above all else, the elimination of all other races who would cloud their domain over the Aetrus. Inventive and dangerous maniacal, they are almost suicidal in their desires to see the freedom of orcs restored. Vunari Classes Vomican Hungering for souls, the Vomicans tap into the the dark side of soul magic known to Ildari to use and abuse the souls surrounding them. With souls as their magical focus, they bend soul energy to perform dark magics able of corrupting entire areas. Performing terrifying feats of magic that no scholar dare, the Vomican are quick to reap the benefits of their curse upon the world around them. They trade in souls and are just as dangerous about it as the demon who took theirs. The phrase "dealing with a Vomican" has come to mean flirting with death or getting the bum end of a poor deal. They hunger most for souls, and as their energy and horde grows, so does their power. Indelis With the curse of a soulless life and no promise of anything after does come a boon: that of a near immortal existence. Some see it as a worthy trade, and the Indelis in particular revel in it. They degrade their bodies, indulge in excess, and scar themselves for pain and pleasure. They are the first into a fight, rushing into a charge against foes they cannot possibly hope to defeat. Yet their near indestructibility allows them to best almost any foe and persist against any onslaught. Orcs are particularly known for becoming Indelis, reveling in the discord they can bring about. They bath themselves in gore, mayhem, chaos, and the taboos of society, and look for new, risky, and exciting ways to test out their new found immortality. Envinci With mere words, an Envinci can convince to murder his whole family with a smile plastered on his face, make peaceful kingdoms war against one another, and persuade people to do things beyond the bounds of reason and sanity. Envinci poison people with their speech, infecting their mind and sowing seeds of discord, all for their own amusement. They see their existence as something powerful, and those who do not have it toys at their disposal. An Envinci will not fight directly. If you wrong them, they will come at you sideways, and you will not see it coming until it is too late. They play intricate games of chess with one another with living beings as the pawns they willingly sacrifice in order to gain greater power and control. Shadeling Classes Murks Some shadelings are able to do a surprising trick: they can shift their shadowy form into anything at all. Changing into whatever object, figure, or creature they please, they can manipulate their own gaseous shadow energy and form into new creations and shapes. From a house, to the darkness filling a room, to a light mist covering a valley, Murks are very talented at manipulating the shadow magic of themselves into new and unique forms. They seek out new ways to do this and new methods of shadow. Shaders While the Murks can control their own form, other shadelings find they can control the shadows around them instead. Shaders manipulate the surrounding darkness, causing entire rooms to be blacked out, using someone's own shadow to kill them, or riding on the blackness of the night. They cannot change their own form, but their ability to interact with the void of darkness which encompasses the world around them gives them unique powers of manipulation, subterfuge, and secrecy. They seek out new things to control, new ways to use their manipulation, and new shadow magic to explore. Vestiges Some people, even in death, cannot let go. There are a great many shadelings who also feel this way, and cling to the places, people, and ideas they once held in life. Known as Vestiges, they lurk as guardian angels on the edges of society, protecting those places they once loved or guiding people they once knew. Some are overt about it, but many choose to remain unknown, shamed by their new form. They still seek to do good, and help the world around them to be better, using their shadow magic to heal, guard, and ward against things which others may not see. Ashkin Classes Ursnire Plague, storms, fires, riots, murder, earthquakes and floods. Disasters one and all. They seem to surround the Ursnire wherever they roam. Appearing uniquely among their race as teenagers with ruby red eyes, the Ursnire are avoided even by other ashkin. They are seen as harbingers of ill fortune. It is not known whether they do it by their own will or ill fortune just simply clings to them. What is known is that when an Ursnire comes to town, nothing will remain afterwards. They are cataclysm incarnate, and few things can stand against them. Rendric When ashkin were first spotted they were believed to roam in small groups of a dozen or so, all identical in appearance. It is now known that there are other varieties of ashkin and that this most common one, the Rendric, are actually only one entity. Able to split into roughly a dozen or so identical copies of itself, Rendrics are the most numerous of ashkin, carrying out duties and guarding who knows what. They litter the land in droves, and use their ability to replicate themselves and resume shape to their advantage. They carry unknown orders and are very diligent and somewhat outgoing. Mebres Thought originally to be dancing fires summoned by the Rendrics, it is now understood that Mebres are living flame, able to switch between their ashkin form and that of dancing fire at will. They use fire to teleport about, bringing other ashkin with them. Mebres are able to take down entire forests and cities by themselves, and the danger of their lilting fires is well known. They turn all that is around them to ember and ash, and are a singularly destructive force to be reckoned with. Wildling Classes Cruelon Classes Dorriner They break, they smash, they wield huge weapons of incomparable sizes. The Dorriner are what the Cruelon are famous for. The mightiest of warriors and the fiercest of berserkers, they charge into combat with a reckless abandon and sole bloodlust on their mind. They fight for their tribe and people, and in the throes of death and gore they find an inner peace and a sublime glory that one can only know through the conquest of life. Seekers of dragons and the hunt, they gain power with every kill they make, be it foe or beast at hand.
Edited by Juicesir, September 28, 2011, 1:02 am.
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| Juicesir | July 14, 2011, 1:02 am Post #5 |
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Sexy Shoeless God of Something
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TECHNICAL INFO Character Sheet
More information will be added below as the game progresses, but for now here is just about everything you need to know for character creation. Ask if you have questions. Languages List all of racial languages applicable to your character and 1 additional racial language of your choice. You may then select 1 bonus languages to pick from either list. ~Special notes: shadelings and vunari can speak the language of their racial origin in addition to their own languages. Ashkin are omniglotal and do not need to list languages they know. Languages may be added and made by players and submitted for review. Racial Languages (Choose All That Apply) Lowric - goblin, human, halfling, and orc racial language Kedyk- dwarven and halfling racial language Prithvayan - elven and gnomish racial language Shretke - giant, goblin, and orc racial language Kothris - vunari racial language Jasac - shadeling racial language Belkin - halfling and gnomish racial language Devlic - giant racial language Primic - language of magic developed by humans and used by magic users universally Additional Racial Languages (Choose 1) Ebat - Dwarven cursing language available to dwarves, giants, halflings, and humans Kamarasi - language of nature available to elves, halflings, humans, and gnomes Jaranar - Bordrosian trade language available to Bordrosian nationals Zauilim - Konkardian religious language available to Regency nationals Aesren - language of the soul available to Ildari nationals and vunari Kordic - ancient war prayer language available to dwarves, giants, goblins, humans, and vunari Index Prithvayan Language Index Along with = Soig Although = Dolen And = Am Are (profession) = Itya Are (state of being) = Iman Assist = Held To be called = Sen Friend = Badha Friends = Badhav Begin sleep = Andunrik Hunters = Vyadhara If it so pleases you = Vorya Name = Namm Make camp = Pitendha Mountains = Mondanarya Must = Mudse My = Mam Permitted = Kanyan That one = Ityad The rest of us = Sariv These = Ityan Tired = Dunrikya Travelling about = Angikara Very = Ser Us = Sal We = Sarv We = Soyv We permit = Soi Welcome = Harrarhom With = Alem You two = Don You all = Denriin I give you thanks. = Alnandar. My name is... = Mam namm... Don kanyan... = You can by my consent... Currency and Trade The major currency of the world is gold pieces. Almost all races use them. Those familiar with Dungeons and Dragons will recognize that this is the same currency system. For those unfamiliar: -10 copper pieces (cp) to 1 silver piece (sp) -10 sp to 1 gold piece (gp) -10 gp to 1 platinum piece (pp) -10 pp to 1 adamantium piece (ap) In addition, some races use a barter system or alternate currency for their trades. Bordros has its own currency called cords. The exchange rate between cords and gold is 7:1, making them slightly less than the Aetrus' standard. Most Bordrosian merchants accept any form of currency, only using cords between themselves. Ildari, vunari, and many other magically inclined peoples trade in soul energy. A soul must first be valued and can be split by a trained specialist in order to divide its worth further. Most Ildari merchants are able to appraise souls, as well as a few elves. Dwarves are known to trade in gems as well as metalwork, seeking equivalency and appraising as it is shown to them. Standard gems are usually worth anywhere from 1-10 gp. Ashkin have no currency and seem to accept no currency as they tend to turn it to ash if it comes into contact with them, as most things do. OUR HEROES ~Adantiel Gra’Taliae~ ~Ri'lirr Kathem~ ~Sa’ritae Tyrundlin~ ~Rafti~ ~Shail Aldir~ ~Kilon Whurhak~ ~Saleos Uvall~ ~Sai’Mythria~ ~Aodhin Schorr~ Edited by Juicesir, October 19, 2011, 1:05 am.
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| Deleted User | July 14, 2011, 1:28 am Post #6 |
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Deleted User
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Sign me up, you must. |
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| Juicesir | July 14, 2011, 1:49 am Post #7 |
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Sexy Shoeless God of Something
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Consider yourself signed, Ryo! Just so long as you don't bail on me.
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| Deleted User | July 14, 2011, 1:50 am Post #8 |
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Deleted User
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Ah well, you know me. It's highly possible, but at least I don't go away w/o giving a notice.
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| Everlasting Nirvana | July 14, 2011, 9:47 am Post #9 |
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Visitor
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The image isn't showing in the first post Juice. |
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| Juicesir | July 14, 2011, 8:38 pm Post #10 |
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Sexy Shoeless God of Something
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Yeah, it may be too big. I'll see about resizing it. I'm working on getting info up today, but I'm looking for a map maker because otherwise that would mean I have to draw the map by hand. Which, I'm cool with, but I'd prefer software. So if anyone knows of a free software that does that, let me know. |
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| Deleted User | July 14, 2011, 10:26 pm Post #11 |
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Deleted User
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I can freehand draw a map for you if you like. I love making maps and all that. It just won't be in color. |
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| Juicesir | July 14, 2011, 10:41 pm Post #12 |
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Sexy Shoeless God of Something
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Sweet! I'll give you specs on what I need where, will that work? |
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| Deleted User | July 14, 2011, 11:32 pm Post #13 |
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Deleted User
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Sure. I can work with that. Or, if you can give me a rough sketch over paint, that works too. |
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| Deleted User | July 15, 2011, 3:49 am Post #14 |
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Deleted User
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So you like the map Juice? |
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| Juicesir | July 15, 2011, 3:54 am Post #15 |
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Sexy Shoeless God of Something
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Yeah, I do. I think I'm gonna toy with making my own off of that and maybe contact you about a do up of that one. I'm still not quite sure or certain. |
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| Deleted User | July 19, 2011, 4:54 am Post #16 |
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Deleted User
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I'd be interested in this one, possibly. I'll monitor this thread. >.> |
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| Juicesir | July 19, 2011, 7:02 am Post #17 |
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Sexy Shoeless God of Something
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Cool. I'm gonna finish this up soon, sorry guys. I'll have the technical stuff up hopefully up by Wednesday. Sorry for the slowness of the building, but I've had a long weekend with a wedding and I want to put the true effort into this to keep it alive, well, and engaging for players.
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| Everlasting Nirvana | July 19, 2011, 8:14 am Post #18 |
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Visitor
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Well don't rush or anything. Can't wait until its up though. |
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| Juicesir | July 20, 2011, 8:22 pm Post #19 |
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Sexy Shoeless God of Something
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Cool. I just managed put up the info on elves, and I'm going to be putting more info on dwarves and hopefully the rest of the major races by tonight. |
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| Dream | July 20, 2011, 9:34 pm Post #20 |
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Mew?
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hmmm...i am intrigued. |
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall. | |
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| Juicesir | July 20, 2011, 9:43 pm Post #21 |
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Sexy Shoeless God of Something
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Yay! Intrigued is good! What did it for you, by the way?
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| Dream | July 21, 2011, 12:42 am Post #22 |
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Mew?
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i like dragons.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall. | |
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| Star | July 21, 2011, 5:41 am Post #23 |
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You put a whole lot of work into this and the attention to detail is amazing <3 |
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| Juicesir | July 21, 2011, 6:03 am Post #24 |
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Sexy Shoeless God of Something
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Thanks. Wanted to do this one right. Haha. I've still got like 5 races to put info in for, the skellie, the classes, and much much more!
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| Star | July 21, 2011, 6:17 am Post #25 |
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is there a Dragon position available?
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5:39 PM Jul 13
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What did it for you, by the way?


5:39 PM Jul 13