The wind howls in the east, carrying with it tiny grains of sand and the sweltering heat. The sun hangs over the barren wastes, with nothing but bleached bones and shattered dreams in its all-encompassing gaze. From a city at the edge of this land comes a call for help, a cry for aid the likes of which has never been heard. A mysterious man, with promises of gold and jewels unheard of, calls heroes and villains, young and old. There are a few brave souls who would come this far into the realm of death itself to hear this plea and to lend their strength to his cause. These select few don’t know it yet, but if they agree to his terms they will become the most feared beings to step foot on this world… a company of heroes that together will be able to overcome any obstacle and vanquish any enemy. They will call them….
The Dread Knights.
Backstory & Background:
World Map (Too big for the site)
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Races of the World
Spoiler: Humans
Most humans can be found in the center of the known world, split between the major cities of Shatrah, Habana, Malridge and of course Rus. The west of the continent also carries a significant human population in Urson and Saska. The East has a much smaller human population although they can be found in every major city there. The vast majority of the human race is under command of the militaristic Empire of the Silver Hand, which most people just shorten to “The Silver Hand” conversationally. The capital of the Empire is Rus and it has the highest concentration of humanity in the world, its population being in the hundreds of thousands. The first and only Emperor so far is Louis I a noble hand picked from his peers as perfect for the job. Louis was a wealthy noble of Rus that specialized in trading weapons and had no issues “replacing” the king and his court, most of whom were murdered. Although the average person no longer wanted the king around, almost no one wanted so many of his peers to be executed. The Silver Hand and its subjects move to expand their territory, through any means possible. A Feudal system only works when its subjects pay for protection, and the Silver Hand is always looking for more customers.
Spoiler: Sea Elves
The rigid and ancient Sea Elves are as mysterious as they are reclusive. The Sea Elves take their name for their love of the sea and their perpetual rule of the vast blue oceans. The Sea Elves are native to the islands to the northeast of the mainland, their capital being on the biggest island, Paricium. The Sea Elves have settlements and small port cities on the surrounding islands known as the Lundain Islands, which are located scattered in every direction around Paricium. The surrounding settlements are renown by passing sailors to be beautiful and advanced but there is no city that can match Paricium. It is known as the city of blue light, from how the starlight reflects off of large marble buildings. Unlike the Orcs who use mud and the occasional tree to build their homes, or humans with their brick houses, the Elves prefer only marble. The Elves spent countless gold coins on finding and mining their most precious stone preferring only the bluest variety. The ancient city of Paricium is laden with thousands upon thousands of pounds of marble carved with skilled Elven hands. Blue towers pierce the skyline of Paricium and the blue halls of the vast city house the Sea King Constantian. He and the most powerful navy in the world seek to tax and control all naval trade in the world, while protecting the Elvish Islands from any aggressor.
Spoiler: Dwarves
The Dwarves are a proud people traditionally living in hollowed out mountains in the northern reaches of the continent. For a thousand years the Dwarves ruled the north, under the guidance of three powerful clans. The Mardoc Clan, the Ashen Clan and the Tulok Clan. These three clans ruled the Dwarves until a Mardoc heir to the leadership of the clan was killed, with the Ashen and Tulok implicated in his untimely death. The Mardoc’s moved against both clans, with the Ashen and Tulok both accusing each other of the crime. It has been the most important event in Dwarf history and was the cause of the Great Dwarf Civil War. When the dust settled the Ashen were the only clan left, with almost all the Tulok killed in battle or by Orc invaders. The Mardoc’s ironically enough ended the war by marrying into the Ashen clan, merging both clans forever. By this time the damage was done, there was no longer enough population left to return to life as it used to be, the Dwarven race as a whole retreated. Ancient halls were left empty, crops were left to rot and armories left to rust. The unified Dwarven race moved more southward by the year, each spring they were harassed by invaders from the north that grew bolder as they met victory after victory. Eventually the Ashen clan set up a final line in the sand, the most southern fort possible, Karak Pass, was made into a fortress. Almost every Dwarf alive made their way to the city, with the hope to rekindle their ancient race and vibrant culture. Lord Harold Ashen the leader of his clan, the only major clan left, now leads his people from stone halls of Karak, with the hope to one day reclaim the birthright of his people and save them from extinction. He has recently decreed that any Dwarf to leave Karak and his people is to be executed on sight, desperate times call for desperate measures.
Spoiler: The Undead
The Undead are a mysterious race if one could call them that. They range from ghoul and mindless skeleton to Vampire Lord. Thought to be mere myth and legend, it was not until three decades ago that the undead were even confirmed to exist. A group of bankrupt and desperate sailors left Voler to kill themselves in the desert, having nothing left to live for. Some died, but a handful wandered deep into the sandy wastes. Eventually some of the sailors began to see signs of civilization, where there had been none past the edges of Voler in any written history known to man, dwarf or even elf. Sand covered huts broken by the elements gave way to full buildings, seemingly in good order. The sand itself seemed to peel back and trees grew here, water could be found. Delirious and starving the sailors drank their fill from standing water around the outskirts of what appeared to be a city. When their senses returned to them having staved off dehydration and hunger, they realized with stark terror that they weren’t alone. The people here were not human at least not anymore, some were missing arms and legs, or half their heads and yet they still lived. They dragged themselves about hardly seeming to care for their newfound visitors from the world of the living. The sailors left as fast as their legs could carry them, surviving only by being rescued on the coast by the Sea Elf Navy. People didn’t believe the stories at first, but eventually the existence of the Dead City of Necropoli became fact and no longer fiction.
Necropoli was a city so old history had forgotten it, its origins still remain fairly unclear but what we do know is that at one point it was the cradle of human and Elvish civilization. Although Sea Elf royalty adamantly denies this version of events, the story says that at one point humans and elves lived together in one super city. Although the two races sometimes didn’t see eye-to-eye, harmony and advancement in science, religion and culture were abundant. For generations this shared culture lasted until a sickness began to spread. This plague was especially virulent and its mortality rate was very high. This unknown disease struck down countless men and elves, mass graves were dug and droves of terrified civilians fled into the unknown and uncharted desert. Those who didn’t flee died, and the city was lost to the sands of time, a horror story for those who left, never to return. Sometime after this a Vampire from a far away land came across the city, his name was Lord Verner Zen and he raised the first of many corpses. Some were too badly deteriorated but others were mummified and their resurrection was almost if they simply woke up from a long sleep. Over time the dead rebuilt what they could of their city, but its former glory was from regained. It remained a shadow of what it once was and Lord Verner liked it that way. From passersby and travellers lost in the desert Lord Verner turned a host of Vampires and they would become a ruling class in Necropoli. Verner can still be found sleeping in his castle, the black castle of Necropoli out looking the sea. He has been sleeping for a generation and in his stead Vampire Lord Herman Thorn rules the city. Foreigners are welcome in the Dead City, but not many are comfortable there, the vast majority of the living in the city are there to worship the dead in mysterious cults or hope to one day become worthy enough to be made a Vampire. They say those who enter the city of the dead, are looking to stay there…. a long, long while.
Spoiler: The Orcs
The Orcs are a young race, the youngest known to exist. Their kingdom, culture and religion are growing and changing as time passes. The youth of this race shows throughout almost every aspect of Orc life. Settlements outside the mountain are almost always temporary, laws and code of conduct can change depending on the strongman or strongmen in charge. Even the Orcish population underneath the mountain swells and shrinks depending on the time of year (swelling in winter, shrinking in the spring). The Orcish religion is perhaps the only thing that remains the same for the Orcs. They believe that one day the mountain will come alive and a great Orc will come down from the clouds to unite the tribes in a great crusade against the peoples of the south. Until then they must sacrifice the weak and fight the unbelievers at all costs, Dwarf, Human, Elf, Undead and even other Orcs and Ogres who do not believe. The Orcish Warlord Dredsok or “The Dwarf Slayer” as he is known, leads the Orcish people to war against their traditional foes the Dwarves of Karak Pass and the Ogre clans who do not worship the mountain. The Warlord lives just north of Karak Pass in an abandoned dwarf hall, his armies preparing to end the war against the Dwarf clans, once and for all.
Spoiler: The Ogres
The Ogre clans are the most independent race. They are mistrusted by the “softer” races of the south and even the Orcs of the mountain should they choose to remain outside their religion. The Ogres live solitarily lives, rarely grouping into settlements of more than a few dozen. The Ogre clans are nothing more than loose groups of sparsely populated Ogres in natural caves, each one working together to stay independent. The Ogres of these clans share food, knowledge and weapons when in times of need, but many are too proud to ask for assistance from the clan unless in life or death circumstances. Five hundred years ago marked the only time the Ogres banded together, when the Orcs of Scar Mountain sought to destroy them. They fought together and after twenty-two years of war they defeated the Orcs, chasing them back to their precious mountain. Since then there has been an uneasy truce between Orc and Ogre with both sides hating the Dwarves more than each other. Now with the Dwarves almost extinct, the Orcs have become more and more arrogant in their demands to continue the peace and throughout the rocky waste of the far northeast and there are rumblings of war. Although sparsely populated and independent to a fault, the Ogres are ferocious and fanatical warriors, and even the war-like Orcs remember their fury. The Ogres have no leader, in times of war they elect the most powerful warrior amongst them to lead them to glory. In a world full of political and military strife the Ogres simply seek to continue their simple and solitary lives away from the troubles of the world.
Spoiler: Half-Elves
The Elvish people are known to be considerably xenophobic, not necessarily because they hate the other races, but because they simply value themselves so highly. They are arrogant by any usage of the word and generally wont take humans or any other races as mates. But occasionally there are a few exceptions. As in the case of Ruma in the northeast of the continent there are instances where Elves and Humans interact and have children. These children become Half-Elves (Or Half-Humans if you like) and they adapt a random set of characteristics from both sides. The Sea Elves are generally tall, slender and pale with fair faces slightly pointed ears, whereas humans are usually shorter, with rounded ears and a variety of facial features. Half-Elves are a mix of both races and can look more like either race, some Half-Elves look mostly human and could be hard to tell they weren’t and vice versa some Half-Elves look like pure-blooded Elves and could live amongst them without anyone realizing. The Pirate Lord of Ruma is known to be a Half-Elf with a mix of both features and he is the most famous Half-Elf known to the world. Half Elves are most commonly found in the port city of Ruma but can be found anywhere in the world, some might have Elvish blood in human lands and not even know it.
Spoiler: Half-Orcs
The Orcs and Ogres of the barren far north are known to live amongst each other. Ogres although much fewer in number, are respected for their strength and self-dependence. Orcs and Ogres have been known to have children together, although cultural differences often leaves the offspring isolated from both cultures. Half-Orcs are generally smaller than Ogres yet much taller than Orcs, making them stand out from both populations like a sore thumb. Half-Orcs are often rouges and they tend to be even more independent than their Ogre counterparts. No one knows how many of these wandering warriors there are in the world, only that they pop up around Scar Mountain from time to time, generally looking for something specific. It is not uncommon for a Orcish warrior to test their meddle against a Half-Orc, although it is generally not recommended by the level-headed.
The Great Cities of the World
Spoiler: Empire of the Silver Hand Cities
The Empire of the Silver Hand is a new organization, only taking prominence after the King of Man Charles IV abdicated due to popular demand. Before this humankind had always been ruled by a dynastic king. The Silver Hand is an organization ruled by nobles, who elect their own leaders as they see fit. Whenever the most powerful nobles in the land decide to call themselves together, an Emperor is crowned. The Silver Hand is named for its representation of the nobility and knightly class as well as a focus on the military. The Empire consists of the cities and suburbs surrounding the territory of Habana, Malridge City, Shatrah with Rus as its capital. Emperor Louis I and the Silver Hand move to use their heavy-handed political ambition to expand human influence across the globe.
Rus
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Rus is the capital of the human world. It is a fortress city with outer walls ten meters thick with a vast complex of inner walls and a keep in the centre of the city, raised up to tower over the vast rows of peasant houses and businesses. The city has always been the traditional seat of power of human rulers, from king to the new emperor of the Silver Hand. It lies in the middle of a river valley, chosen for its ideal location, close to a slow lazy river and fertile flood plains, ideal for farming. The city houses countless knights who are traditionally trained in the capital before earning their title and the right to be called “Sir”. Rus is the nerve centre of the Silver Hand and the council of Nobles entrusted to speak for all humankind reside in the vast city. The people of Rus are the most staunch supporters of the Silver Hand cause as loyalists were generally “purged” with the abdication of the king. The most important human city is also renown for its wine and cheese exports, consumed as far away as the Elvish Islands, although they may be hesitant to admit it.
Malridge City
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The second most populated human city lies firmly on the banks of the river Mal, a treasured source of life, trade and transportation into the region. The city itself was originally founded just as exotic new land for nobles to buy up. There is never enough for those who have so much, there is always something more to possess. Since then the city has attracted great amounts of industry, kings of day’s past turned Malridge City into the great furnace of the kingdom. Dozens and dozens of blacksmiths popped up in Malridge to arm and shield the armies of the king. To this day Malridge is known as a center of industry and a great marketplace due to its surplus of very practical goods as there are few who don’t need a well-crafted sword or a new piece of amour. But the city has always enjoyed protection from the capital and has never been fond of war, there are few statues of warrior king here. There is a vibrant art scene and the citizens of Malridge have always loved art, poetry, drama and all kinds of creativity. The city itself has a very laid back feel which it prides itself on to no end. “The city of Princes” is its nickname, due to young heirs to the throne often living their early lives there, to enjoy the festive atmosphere while they still can.
Habana
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Habana is the youngest human city, and the most conservative next to Rus. It was founded as an outpost to protect the western flank of the kingdom. It had long been manned by the best military minds humanity could offer. The king’s of old were always weary of the western forests past Habana, as if the trees were an unknown army just waiting to invade. The city today is a reflection of the hardline roots of the old days, with many of the new empire’s finest soldiers and most loyal nobles being drawn from the city. The city offers little other than fanaticism to the empire now, other than the occasional bumper crop. It remains as a bulwark to the west and its citizens remain weary of an invasion from the rebellious west, whether or not one ever comes.
Shatrah
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Shatrah is a legendary city located in the centre of the known world. It has been a crossroad between east and west, north and south for a long, long time… in the golden age of the Dwarf some centuries ago the Dwarf clans conquered it, four centuries ago a Sea Elf king tried to buy the city, unfortunately to them ages ago human kings absorbed it into the kingdom peacefully. Since then it has housed the proudest Orders of knights. These Orders govern themselves not due to kingly generosity but their own. They quite literally pay for their independence in cartloads of gold and silver. Through this generous tax they form councils and alliances of their own accord, some Orders are quite literally at open war with each other and others have had peace since the city has existed. A council of ten knightly Grandmasters governs the city itself, issuing decrees and laws that do not exist outside the city limits. They even issue call to arms outside of the Silver Hand’s military complex, although they may not commandeer Silver Hand regular troops under any circumstances. Devout members of the Orders cover the city in statues depicting great and honourable knights of ages past and great battles fought. The surrounding plains are populated by herds of wild horses, drawn to the ideal conditions for grazing and housing of countless horses. The knights of Shatrah encourage their presence, one of the first tests for a young candidate is to break their first horse, the fiercer the better. The knightly city is bought and paid for by the many various Orders of knights, here honour is worth much more than gold
Spoiler: The Merchant Coast Cities
The Merchant Coast is a collection of vastly different cultures, races and social classes fused into an alliance of convenience. The cities of Ruma, Voler and Caro have essentially nothing in common, and yet they face the same external threats. In the eastern deserts the death cults and the living dead threaten civilization. To the west the Silver Hand encroaches closer and closer to the coast, testing how much it can get away with. To the north the Orcish tribes and Ogre clans raid convoys and those foolish enough to stray from established trade routes. Even off the coast the island-dwelling Sea Elves harass any ship that passes through their territorial waters. Pressed into action the powerful merchants of these three coastal cities have combined their resources, in order to remain free and of course, profitable. Ruma acts as the seat of government of the Merchant coast, simply because it is the most defensible.
Ruma
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Ruma is the northernmost city on the Merchant Coast. Ruma is the most populated and most diverse city in the alliance of merchant cities. The city itself is a hybrid of cultures from as far away as the Free Frontier and Necropoli. The city was once the first of its kind, an out post on the mainland of Sea Elves. The Sea King Rumas’hus IV named the city after himself almost one thousand five hundred years ago. He was tired of dealing with the space limitations of the Elvish islands and wanted to compete with human and Dwarf leaders in terms of the size of his domain. The city flourished for centuries under his lax rule and the colony was populated with the overpopulation spilling off of the islands. Ruma was seen as a safety valve and whenever the people of Paricium or the various Lundain Islands got too rebellious they would be rounded up and shipped to the mainland. Peace ruled over the elvish isles until Ruma began to form an identity of its own. This city was seen as sort of a punishment but it began to become a reward. People who began to become weary of the sea king’s rule now opted to move to Ruma on their own. Rumas’hus began to worry that Ruma would eventually rival his own capital's power and decided to end the threat. The Sea Elves then sailed their navy to destroy the city and scatter its inhabitants. Ruma was bombarded everyday until its eventual surrender only weeks after hostilities began. Just when the city was about to open its harbour to the victorious invaders something happened that has never happened before or since. A fleet of marauding pirates sailed onto the horizon. They had come to raid Ruma but instead decided to aid it, assaulting the unprepared Sea Elf navy. The Sea Elf navy was forced to flee, suffering its first major loss in its history. The leader of the pirate fleet Edward “Old One Leg” Harris became the first Pirate Lord of Ruma as a result of his legendary victory. Since then Ruma has remained independent from Sea Elf rule despite many attempts to bring it back into the kingdom. It has always been a welcoming pirate haven, as piracy has always been key to its survival. It is the most infamous haven for anyone looking to make a living at sea, honourably or otherwise. Sea Elf, Dwarf, Human, Orc, Ogre and even the feared Undead are welcome in the city that is if they are willing to go. Pirate culture and a mix of transient residents have given Ruma a dangerous reputation and the people who live there embrace this without end. You can find anything in Ruma but there are also many people there who don’t wish to be found. Enter at your own risk.
Caro
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Caro is the heart of the Merchant Coast and the richest city on the cusp of the ocean and the mainland. Caro is home to the most Merchant Lords per capita as it is the mainland’s major route to the Sea Elf islands and vice versa. The Sea Elves won’t trade with Ruma for obvious reasons and Voler is out of the way if you want to get your goods to the centre of the continent. This makes Caro the default trade hub of the eastern world. The rich and powerful Merchant Lords project their power in all directions from Caro, hiring mercenaries from human lands to do their dirty work and pirates from Ruma to do their bidding at sea. Caro is a wildcard in the world, kings and emperors have no sway over the city’s decisions and within these walls money is everything. For this reason everyone considers the city dangerous and it survives only through an alliance with its neighbors Ruma and Voler. Like Ruma and Voler, Caro has a lot of people who simply don’t want to be found or to swear allegiance to anyone but themselves. The ports are always full of trading vessels, mercenaries, pirates and explorers. The mysterious Cult of the Coin has its one and only temple atop a cascading series of keeps and gates, meant to slow an invading force while always keeping the defenders on higher ground. The lighthouse of Caro is always lit, guiding in ships from as far away as the Free Frontier to the city that raw greed built, where the only religion is making more than you did the day before.
Voler
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Voler was the oldest city on the continent next to the rediscovery of Necropoli. It lies on the coastline, being the smallest of the Merchant Coast cities. It has always been difficult for residents to settle in Voler as it is difficult to get to if you don’t hug the coastline or have a guide from the far east to guide you through the brown waste they call a desert. The desert prevents farming as well, making Voler vulnerable to food scares. The city needs the Merchant Coast alliance for much needed supplies, while the alliance needs Voler to provide it secrets and dark magic from Necropoli. Its no secret that those around the continent call “The Dead City” something to be feared. The citizens of Voler provide a much needed window into this world, without having to trek the desert into the hard desert. Because of this lucrative trade of gold and good for ancient texts and valuable knowledge Voler is incredibly religious. Religion isn’t very prevalent in human or elf lands, other than the greed obsessed Cult of the Coin and the Orcish worship of Scar Mountain, but in Voler there is an exception. The exotic buildings and narrow alleys provide perfect cover for the undead and those who wish to be like them to quite literally worship death. The Cult of Death is a secretive cult located firmly in Voler and Necropoli. These hooded cultists conduct dark rituals and chant strange songs, those who aren’t a part of the cult are firmly afraid of them. Its unclear what they want other than secrecy but every once in a while a dying person may seek the cult for nefarious purposes. Voler is a city of secrets and ancient wisdom and the “Gateway to the Lands of Death”. Voler is considered a necessary evil, and those that live there often seek to move away. Voler is governed by a Vampire Lord named Skarros, he is rumored to hand pick new Vampire converts and hear the pleas of those who wish to enter undeath. He has ruled for two centuries and seems to keep the peace between the living and those who have passed to the other side… and came back. Humans make up most of the population in Voler but there is a significant Undead, Elf and Half-Elf population in the city. Voler is the last stop before the brown wastes and even before you leave one is reminded that death is never far away.
Spoiler: The Free Frontier Cities
The Free Frontier is the most isolated political entity, located on the rough far west coast of the continent. It was King Henry of Malridge that founded both Saska and Urson some two centuries ago. The King’s love of exploration led his people into the thick forests of the uncharted west. People were drawn to the adventure and vast untamed lands. Timber exports to the Kingdom of Man allowed Urson and Saska to flourish and both cities grew exponentially over the next few decades. It was not until the Silver Hand and its new Emperor took control of the Kingdom, that a split between the far west and Rus became apparent. The cities of the west demanded the king be given a leading role in Silver Hand leadership and when Rus refused, Urson and Saska revolted. There was a brief military incursion into the forest by the new armies of the Silver Hand but they were beaten back by western guerrilla combat. Since then things between the west and the Silver Hand have been tense but peaceful so far. The Free Frontier cities have since welcomed all those who wished to make a new life for themselves, loyalists to the king, Dwarven refugees, vagabonds and even northern Orcs and Ogres seeking a new life. The Free Frontier seeks to remain strong and free of any outside influence, and is willing to fight to keep affairs that way. The Free Frontier’s government resides in Urson, and it is considered capital of the region.
Urson
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Urson is the jewel of the west coast, a bastion of freedom and acceptance at the edge of the great frontier forests. Where green meets deep blue, the city of Urson stands as the end of the western road. The city is the capital and largest settlement in the Free Frontier, dwarfing Saska as it isn’t limited by the confines of the forest. Instead of its growth being suffocated by nature the city spans the coastline, with fishermen as far as the eye can see. Great trapping houses, skinning lodges, fisheries and a sprawling port are all a vital part of city life. Here raw goods become refined and processed in order to be shipped across the world. Instead of shipping by the narrow forest road, the entrepreneurs of Urson use large trade vessels to go up and around the coast. The dangerous route swings around Orcish territory and Scar Mountain, exposing the goods to Orcish raiders and merchant pirates. Although this route is dangerous and very long it is preferable to the land route that would be open to Silver Hand interference. Just like Saska, Urson is a democratic society filled with every race from across the land. The current elected leader is Uhon the Wanderer an isolationist Half-Orc from the north. He gave up his solitary ways to lead the city and showcase his incredible trapping, hunting, fishing skills. From the rocky coast facing nothing but empty sea, Urson and its great timber lodges stand alone a symbol for all those who wish to be free everywhere.
Saska
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Saska is the first and oldest city in the Free Frontier. The winding road leading from the plains of the human empire of the Silver Hand drops into a valley and then a forest so thick its canopy blocks the sun. The strong and tall trees are a formidable ally, forever reminding those who venture into the untamed west that here nature is king. Saksa was built in an area with more access to the Sun than normal, slight clearing in the canopy provides residents with enough light to see during the day. The residents of Saska are mostly human but surprisingly Dwarves make up a significant minority here, most being exiles from centuries past. Although things are always heated between different peoples Orcs and Ogres also can be found here in small numbers. In the opening amongst the diverse population the city is row upon row of wooden houses. Most are private houses and are built to the liking of the owner, allowing for great personal digression. This makes Saska unique in the world. Saska’s most important area is its central hub, based around the road into the area. This area has five and six story mansions occupied by trappers and river fishermen. There are no nobles in Saska, even those who came over after the king abdicated renounced their titles to the east. The rich and powerful here are successful journeymen and even then gold isn’t as important here as goods and skills. The city is ruled by an experimental new system of governance known as democracy. People vote in their leaders and almost every single leader has been voted in based on skill and not popularity. Currently the area’s most successful trapper is Grundbald Skullshield a fourth generation Dwarf exile. Under the leadership of Grundbald the great city Saska seeks to maintain balance with nature and independence from the Silver Hand.
Spoiler: The Sea Elf Kingdom's Cities
Paricium
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Paricium is the capital of the Sea Elf kingdoms and its crown jewel. The city is known as “The City of Blue Light” due to its heavy use of rare chiseled blue marble reflecting off the coastal waters. At night when light up it looks as a mirage in the open ocean, and a haven to the soaked and weary traveller. The city sprawls across the entire island of Paricium, the biggest island in the world. The marble halls of the city house the Sea King Constantin the timid and self-proclaimed king of the sea. The southern reaches of Paricium are dotted with both wet and dry docks to build and maintain the world’s largest and most advanced naval fleet. Giant warships as well as tiny private vessels flock to and from the rich coast of the island to the continent every day. The Elves bustle amongst the streets of their treasured capital in great numbers making the island one like no other. Although all the islands around Paricium have contingents of Elves living there, there are none who deny the authority of the capital in Sea Elf culture, military, art, and government.
The Lundain Islands
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The Lundain islands are a general collection of islands spanning in every direction around the Sea Elf capital. The Elves consider all islands to the northeast of the greater continent to be their domain. Although these claims are often disputed the Elves don’t seem to care, and because of the of their dominating navy they don’t have too. With that in mind the Lundain island carry tens of thousands of Elves in small settlements, some having been founded centuries ago. Each outpost is taxed and policed by Paricium and the islands are generally placed on a very short leash by the Sea King. Revolt or independence is stamped out before it begins and the capital makes sure to let its “colonies” know that as often as it can. Although the islands would be called a police state in most other places in the world, they remain unique. The islands in the north of Paricium have little in common with the tiny and separated islands of the south but they all make sure to value their own culture, and their own customs as much as is allowed. The capital gives little assistance to the Lundain Islands but that’s how the residents like it, the whole region is populated with the people who don’t want the civilization of Paricium and prefer the rough life. Lundain is for the strong, for the untested and for the independent elves of the kingdom, an escape from city life.
Spoiler: Independent City States
There are many races in the world and some are not as fortunate as others. The factors are many war, disease, lifestyle whatever it may be these cities are independent from all others. For some their only city is their race's last, others races simply don't feel the need to settle permanently and expand.
Karak Pass
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Karak Pass is the last stronghold of the once mighty Dwarf Clans. Centuries ago the Dwarven Clans used to rule the north with impunity. The mountains, steppes and hills of the north were abundant in precious metals, gold and gems the likes of which not seen across the known world. Dwarven craftsmen designed the halls of human kings and the crowns of Elven princes. But greed and civil war struck the major Dwarven clans, devastating them. By the end of the conflict tens of thousands of Dwarves lay dead. At around the same time the Orcish tribes began to expand to the south, taking over empty mines and abandoned halls. The Ogres too fought with the Orcs and whatever Dwarves they came into contact with in a conflict that to this day has never truly ended. Karak Pass is the last Dwarven city still in Dwarf control. Originally Karak was the entrance to the great lands of the Dwarf Clans, but now it is the last bastion of hope. Although it remains fortified against attack, every citizen knows there is nowhere to retreat too. In recent days defectors have been slipping out into the south, although defection from Karak is punishable by death if they should ever be caught in the act or dare to return.
Scar Mountain
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Scar Mountain is the biggest mountain known to exist. There remains to this day no one who has successfully climbed it nor has anyone ever tried to measure just how tall and wide it is. It is said the Orcs came from a land far away, landing by ship in small boats at the very tip of the known world. If this were true then it would not be by accident, as Scar Mountain can be seen cutting into the sky from miles away. The Orcs have always lived by the mountain and it is the center of their culture and civilization. The Orcs have huts around its base for as far as the eye can see, and on the mountain, where it is hospitable priests of the mountain preach worship for their only god, a god of stone and ice, of fiery rage and noble strength. Scar Mountain is a temple and a city, to the Orcs it is everything. Ogre pilgrims often are not uncommon around the caves mountain and a sizable amount of Ogres live at the mountain’s base. For miles Orcs and Ogres live in caves, huts and even with some buildings made of wood, although at this altitude wood is worth as much as gold. Scar Mountain is the only thing that keeps the peace in the north, outside of it, there is no law and most settlements are temporary, the land and the residents rarely allow permanence.
Necropoli
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In the beginning of the world, Human and Elf coexisted deep in the desert on the very easternmost fringe of the continent. The two races existed together and their cultures became a hybrid of one another, changing and molding to the harsh desert climate. Necropoli was founded on a beachside oasis the likes of which were incredibly rare and equally beautiful. It was a virtual paradise and from it civilization for two races sprung. The city grew quickly with residents building houses from drift wood, timber imported from rare patches of trees in the harsh desert and small tropical islands to the south. With the city sprawling its sanitation became worse and worse. People packed together in crowded houses as population way outpaced supply of wood and money for the construction of houses. This situation was a perfect storm for disease and it often struck the city, killing dozens if not hundreds at a time. Residents killed dogs and cats and even birds and horses for fear of disease spreading from animals, which was suspected by many as the cause of illness. Despite this births still outstripped deaths by a great margin for many, many years. Eventually there was a breaking point, the city was swollen and no other settlements could be founded, as fresh water and wood were far too rare and expensive. Sometime in the hot and humid summer months there was a sickness like no other. It spread with ease and infected tens of thousands within the first few weeks of the outbreak. It killed almost everyone it infected and the city soon could not keep up with funerals, people were left on the street to rot. Despite there being no place to go both Human and Elf fled west from the city, separating into their separate groups as each one blamed the other for the outbreak of the deadly disease. Those who remained in the city were killed to the last, the disease was just too lethal for anyone to escape its grasp. The city was considered off-limits for primitive Sea Elves and Humans. Eventually the city itself became a nightmare for those who could remember, a story for those who were born outside of it and eventually a fairytale for those too far removed from the ancient city. The old city was forgotten, until an unlikely person happened to run aground just outside the city limits. He was known as Verner Zen a Vampire from a far away place. He came to the city and realized it was abandoned for what seemed like an eternity. Skeletons lay in the street and open graves left unfinished were allowed to be half-covered by sand. Verner was a skilled Vampire and able to wield the mysterious dark arts, and he did what he felt to be right, he began to bring people back. Those who were not yet entirely degraded by the passing of time were revived and the first residents of Necropoli were reborn into the more modern world. Verner was crowned Lord of Necropoli for his actions and he and his followers worked to bring the city back from obscurity. Despite their actions the city remained unnoticed until a group of bankrupt sailors happened to wander into the desert and find the dead walking in Necropoli. Their discovery sent shockwaves through the world and curious travellers began to visit and trade with the city. To this day the living and the Vampire Lords who were converted over the years, are not recognized as royalty by any living nobility. Necropoli remains a legend and a nightmare for the living world, only the brave dare live there… should they still be living.
Playable Classes
Spoiler: Human ClassesHuman Classes:
Merchant Lord (By request) *See Half-Elf Merchant Lord*
Noble (By request): No one in the lands owned by the Silver Hand aspires to become a noble. This is because one needs to be born into Nobility and no one can become a noble except by royal decree. Nobles are the ruling elite of the Silver Hand and a council of the most powerful and prestigious nobles resides in Rus to elect new Emperors should that time come. Nobles are charged with providing their knights, soldiers and peasants with protection and leadership and their people are to provide them a cut of their goods and services for this. This is the basis of the feudal system in the empire and its very foundation. Nobles are the top of the food chain and often remind people of it, Nobles are biggest supporters of the Silver Hand as in the new empire they have power like they could only dream of before, they hold the reins of the Emperor and they know it.
Knight: Knights are simply soldiers that have successfully passed the trials and become accepted as a knight. Nobility can make someone a knight but only the Orders of Shatrah can confirm someone’s status within the knight community. Many young knights come to the city to confirm themselves and begin to make a name for themselves as honorable knights and ferocious warriors. Unlike Sea Elf knights humans tend to be more traditional in their weaponry. Knights like to use a long lance and shield as well as a broadsword for close combat. These honorable warriors are as courageous as they are dependable and any army on open ground requires Knights to be taken seriously as a threat. These horsebound warriors have been known to take quests upon themselves and to right perceived wrongs in the community, making them very respected even amongst the most humble of people. Many young warriors dream of becoming a Knight and honorable and respected person, but only those with conviction and force of will succeed.
Foot Soldier: Foot Soldiers are the most numerous in the armies of the Silver Hand. They are simply just regular citizens conscripted by their Noble to become trained with a sword, a shield and some even with a bow. Most Foot Soldiers are actually farmers or laborers but are trained to take up arms in time of need. These men and women are trained one full year to become at least passable warriors. Some Foot Soldiers often ask to remain a fulltime soldier and usually are accepted by their Noble, in which case they would remain in training until said Noble sees fit to deem them ready. Should their Noble wish to bestow upon them an honor they may make them a “Sir” and promote them to the status of Knight, but this only makes them a Knight in name, they are still required to get approval from Shatrah to become a full Knight.
Trader: Humans lands are not always based on gold, but they certainly have their fair share of trade. Traders are the middlemen between Nobles and the markets they wish to reach. Each Noble in the empire will have crops for sale and Traders take these crops to market and bring back the gold after taking their cut. Traders are also the middlemen for shady things as they are seen as less than honorable and able to carry out these requests. Traders purchase mercenaries for those who don’t wish to get their hands dirty, they hire pirates to acquire goods that may not be for sale, they do things no one wants to do. Traders also set up shops and make up most of the merchant quarters in all major cities, selling everything one can think of. They may not go looking for a fight, but they certainly may know someone that can take gold to fight on their behalf.
Dryad: The west of the world has spawned many things that are unique to that region and that region only. Dryads are one of those things, they are strange people and are considered odd at the best of times, they live for the forest although wherever life is abundant and thriving they feel at home. These magic users are able to a variety of odd things, it is said they can talk to trees and commune with animals. They can cause spontaneous growth, they can blend into the surroundings and even turn into reasonably sized animals. A Dryad may not turn into a fly but some have been known to take the shape of large dogs, and bears and even large fish. Dryads seek to become one with nature as much as possible. Powerful Dryads are known to commune deep in the western forests, which at first people thought as malicious, but after meeting a few Dryads it was clear they just like being outside of cities. Dryads are more than welcome in the Free Frontier and both Urson and Saska have small Dryad communities that are beloved by the communities there. These odd and strange people are considered good luck to have around, and some even worship them, although they don’t exactly enjoy that kind of attention.
Frontiersmen: The Free Frontier is filled with the strong, the independent and those who enjoy being in the wild. Frontiersmen are the embodiment of this sentiment and are the stereotypical citizen of the west. These people enjoy wearing untraditional clothing, a Frontiersmen feels more at home with furs and leather than the more common cloth and silk attire of the near east. They tend to wear beards which is something people in the empire tend to regard as barbaric, Nobles are almost always clean shaven at all times. These are the people who skin, fish, log and build they and are hardly soldiers. Instead these men use the wilderness itself as their first line of defense, most Frontiersmen grew up in the wild and know it well. Frontiersmen are hardly folk who simply wish to remain in their relatively simple lives, built on the blood, sweat and tears of their own hard work.
Cultist: Cultists are considered a thing based around the undead. This idea isn’t always true, as humans are known to become Cultists as well. Human cultists are in good number in the city of Voler and even Caro. Most are a part of the infamous Cult of Death but in Caro especially there are many human cultists as a part of the Cult of the Coin. These human cultists are mistrusted as much as their undead counterparts. People think these shadowy figures are one wrong word away from killing them or sacrificing them when in reality most Cultists are simply there to take people and send them to the next life, to promptly return them to this one. They deal in dirty work but are generally good people, with a job that carries a terrible stigma.
Spoiler: Dwarf Classes
Dwarf Classes:
Iron Warrior: Iron Warriors are the feared elite frontline warriors of the Dwarven clans, they wield large two-handed weapons or huge shields to fight without mercy. Level-headed but perhaps borderline alcoholic, Iron Warriors are the veteran warriors of the Dwarf clans.
Berserker: Due to a limited population but expanded need for a military the Dwarves have created a new type of warrior the Beserker. Beserkers make up for their lack of experience and discipline in battle with pure unbridled rage. Beserkers are taught the glory of Dwarf history and the tragedy that has befallen it, the Beserkers fight for the fallen and never forget the atrocities of days gone by. Beserkers are the second line in battle, sent to shatter enemy resolve after the Iron Warriors provide a heavy beating.
Craftsmen: Craftsmen are the builders, inventors and engineers of the Dwarves. The Craftsmen create fortifications and repair damage to the old. Craftsmen also put quill to parchment when given ambitious tasks from their leaders. The Craftsmen are responsible for the greatest works the Dwarf clans have ever achieved and are perhaps the best builders in the world. In battle Craftsmen do repair work, although some have been known to use their hammers for more than repairing stone.
Tinkerer: Tinkerers are the crackpots and enigmatic minds in the Dwarf clans, tasked to use the resources at hand to destroy. Dwarves have been known to use crude explosives and Tinkerers are the ones that find ways to make them even more deadly and effective.
Exile: Dwarves of all walks of life can be exiles, the Dwarf civil war pushed out a great number of dwarfs to Karak pass, but some chose to leave. Some saw the writing on the wall and left centuries before the migration finally pushed the Dwarves back to Karak, others left only recently, despite this being punishable by death. Any Dwarf outside of Karak is considered a exile, but that does not mean they weren’t something before.
Spoiler: Sea Elf ClassesSea Elf Classes:
Noble (By request): Nobles are the ruling class of the Sea Elves, answering only to the Sea King Constantius. Nobles are by definition rich and powerful, but Sea Elf nobles are more than usual, as they tend to live longer than their human counterparts, some living two hundred years. Almost all Sea Elf Nobles have land in Paricium but not all of them choose to live there. There is always something nice about having a private island to yourself, and many Nobles take great pride in creating their own personal paradise. Some Nobles are born rich, others buy their title, but all of them reside over land and are charged with “protecting” peasants and “employing” knights.
Admiral (By request): The Sea Elves pride themselves on their powerful navy and the most important rank in the navy is Admiral. Although Admirals are not usually nobility they may still have comparable wealth and prestige. Generally an Admiral is charged with command of a Sea Elf war vessel, and is responsible for a crew of between 25 and 45 sailors depending on personal preference. All Admirals carry a ceremonial sword a reminder of who’s in charge. Admirals are not given the rank, they have to earn it and it is the dream of many young Elves to become an Admiral.
Pirate Lord or Lady (By Request): Although it is uncommon, Sea Elves have been known to leave the kingdom and strike back at the Sea King and his subjects. The strongest and most cunning of these rebels are the Pirate Lords, pirates that have worked thir way up through the ranks to command a vessel or many vessels in pursuit of ill-gotten gains, and of course lots of rum. The Pirate Lords are the most wanted criminals of the sea and alive or dead they carry quite the prize if turned into the Sea Elf Navy.
Knight: Sea Elf Knights are a strange breed of warrior. Different than their human counterparts the Sea Elves train knights to be precise and skilled warriors. Human knights wield a lance, shield and sword where Sea Elf Knights prefer a javelin, shield and either a longbow or crossbow. Only some Sea Elf Knights carry a short sword. Sea Elf Knights fight for their liege lords and although are few in number they are fearsome warriors on open ground, using mobility and raw skill to keep their opponent at bay. Although they are honorable warriors Sea Elf Knights aren’t as obsessed as their human rivals, and will do questionable things should their lords and nobles ask them to do so.
Foot Soldier: Sea Elf soldiers are the backbone of their armed forces. Although the Navy gets a lot of credit, every sailor is trained as a Foot Soldier before being allowed onboard of a ship. This policy has been around since the founding of the kingdom to ensure that in the unlikely case that the navy fails to protect the islands the sailors are also able to defend themselves on land, turning their navy into a standing army. Every Foot Soldier is given two years of training in conditioning, swordsmanship, marksmanship and the art of war. Upon graduation around three quarters of Foot Soldiers apply to join the Navy, and the rest serve at their Noble or Lord’s request.
Sailor: Sailors are the more seasoned Foot Solders having graduated from their training on land to training at sea. When they arrive they are subjected to two years intense training at sea, never once during that time setting foot on dry land. They are trained how to work the mast, steer the ship, how to tie knots and of course how to fend off a pirate raid. Sailors are equipped to deal with the enemy on land and sea and are not to be trifled with lightly on either.
Hydromancer: Hydromancers are a unique class known only to the Sea Elves. Hydromancers draw their power from ancient magic, using water to assault their enemies. Hydromancers use water as fuel and weaponry turning the element into ferocious waves on land and at sea and turning water into steam or ice at will. They use the most abundant resource on earth to drown their foes but also to create life, and prevent natural disaster. The Hydromancer does not look for a fight, but seeks to thoroughly end one when found.
Trader: Sea Elf society is based off of trade with the mainland and traders are the very basis of this economy. Traders roam the world brining goods from the sea and the islands to every city in the world, and with them they bring back goods to trade at home for a massive profit. Exotic furs from the Free Frontier, ancient books from Necropoli, horses from Shatrah and of course precious blue marble from the north are all valuable goods to sell in the markets of Paricium. Traders often get into trouble trying to push their profit margin to the limits, but that is to be expected, it’s a part of the trade.
Explorer: In every society there is what would be known as free spirits. Explorers are simply those Sea Elves that long to see the world and everything in it. The most adventurous people known to the kingdom are Explorers who seek thrills and to see the natural beauty the open sea just can’t offer. These are the people who climb mountains, brave deserts and live to feel the adrenaline rush of the unknown.
Spoiler: Undead ClassesUndead Classes:
Vampire Lord or Lady (By request) : In the deserts of the far east there are few who are as feared and as envied as the Vampire Lords. Arranged in a very delicate alliance the Vampire Lords work with each other but also against each other for the loyalty of both dead and undead subjects. There are only a limited supply of ancient Necropoli survivors and those brave enough to live in “The Dead City” and Vampires are even fewer in number. Each Vampire Lord has to fight for those to rule over, which sometimes leads to… unfortunate recruiting parties being conducted across the known world. Each Vampire Lord has his own lair, be it a castle or simply just a reclusive manor. The most powerful and undisputed leader of the Vampire Lords is Lord Verner Zen the first Vampire Lord. Verner now sleeps to regain his strength but soon it is rumored he will return, to lead the Vampires to glory. Verner and the Vampire Lords are the most powerful undead there are, with access to unholy magic, and the power to revive the dead.
Vampire: Vampires are the second highest rank amongst the undead. Most are both revered and respected as magical and very much supernatural beings. Like their Lord’s Vampires may not travel during the day, although the sunlight will sear their skin it will not kill them unless exposed for a long period of time. They are severely allergic to garlic and if anything were to pierce them through the heart they are instantly killed. With that being said Vampires are also considerably strong, more so than the strongest Ogre. They are also able to heal very quickly, minor wounds heal within minutes of being inflicted. They are able to transform into smaller animals, usually a bat or a bird in order to fly over great distances. Transformation allows for Vampires to become very mobile but also very vulnerable, as their heart becomes an easier target when they are much smaller in form. Vampires generally prefer to use close range weapons such as daggers or even their own claw-like hands. They have the power to convert the living into one of their own, or control the undead through dark magic. Vampires are some of the most dangerous beings in the world and they got their reputation through inspiring sheer terror.
Deathdealer: Deathdealers are the elite solders of the undead, some being centuries old and wise to the ways of martial combat while being veterans of countless battles. Deathdealers are the assassins of the far east of the world, always being either a zombie or ghoul. These fearsome warriors stalk the night like a shadow, invisible and everywhere at once. Trained in the usage of almost all weapons Deathdealers are lone warriors that are sent to do the tasks almost no one else can or will complete. The unquestioning killers are the stuff of legend in the west and the source of bedtime stories in the north.
Ghoul: Ghouls are the resurrected dead from the original inhabitants of Necropoli. When Lord Verner arrived in the Dead City, he raised the people there from the dead. This was no easy task and when he failed the first few attempts he has to use more powerful magic, this resulted in the Ghouls coming to be. Ghouls are simply stronger, faster and more feral versions of zombies. They are unpredictable and vicious beings, using their decayed hands and teeth to fight their battles rather than weaponry. Ghouls are strong and fast but not the best strategic fighters, if Deathdealers are assassins then Ghouls are brawlers. Ghouls can only be killed by removing their heads, if they are not decapitated they may continue to fight on, although somewhat less effectively.
Zombie: Zombies are the new converts to the undead, they can be anyone and any race. When it became clear the undead were severely undermanned compared to the living races the Vampire Lords began to convert the recent dead into zombies. This practice spawned the Cult of Death which now has many supporters in Necropoli and Voler. The old the sick and the weary travel east to sacrifice themselves or offer their dying breath to the cult in order to preserve themselves in undeath. These dying people become zombies and the core of undead society, each zombie then has to head to Necropoli and pledge themselves to a Vampire Lord as a peasant would do to a Noble or Lord in the kingdom of the living. There are some zombies that refuse this right of passage, but most honor the terms of their revival. Zombies then go on to live their undeath much as they did their life, in times of war they fight for their Lord and in times of peace they work as they see fit. Not all zombies are trained to fight, but some act as general soldiers for their Lord. Zombies are also killed by decapitation and can live on if only wounded by simple amputation.
Cultist: Most cultists are servants to a Vampire Lord, owing their lives to that lord and in exchange they work to convert others. The Cult of Death is the name for almost all eastern Cults, it’s a very general term but also quite explanatory. Cultists practice black magic and when the sick, desperate and elderly seek them out, they ritualistically end their “suffering” and bring them back as zombies or recommend them for Vampirism. They are then told to journey to Necropoli to visit their new master. Cultists are the salesmen and traders of the undead world, although they generally garner a very bad reputation. Most people aren’t a fan of the whole cloak and dagger look, and because of this they are treated with suspicion and fear wherever they go.
Death Priest: Death Priests are Cultists who have been blessed by their masters for centuries of loyal service. Death Priests deal in the small window between life and death, they tap into the very essence of this world to deal in dark magic. Death Priests are healers as much as killers, heroes as well as villains. These magic wielders may heal as well as kill, using the transition between life and death to fuel their power. Because of this need Death Priests use sacrifice to summon undead people and even creatures. When a sacrifice is made the priest will channel a spirit into his desired location, perhaps turning a animal into a reanimated skeleton or a slain warrior into a zombie. Death Priests are found amongst the dead as this is where they feel most comfortable and most powerful, but they also seek battle for its abundance of death and destruction. A battle is as a magnet to those who deal with the essence of death, for obvious reasons.
Spoiler: Orc ClassesOrc Classes:
Raider: Orcish raiders are the backbone of Orc society, they are the most numerous member of the Orcish armies. Raiders are the warriors who keep the enemy on edge, they deal in fast and hard hitting attacks, taking their enemy by surprise and leaving before they can react. During the Orc and Dwarf wars the raider has claimed the most kills and done the most significant damage. They deal with all weapons they can get their hands on from spear to axe to bow to stolen Dwarf weapons. Raiders are clad in thick leather armor and are always looking for new prey while riding atop trained mountain rams which are abundant in the north. These animals can scale cliffs and traverse valleys with relative ease allowing extreme versatility and speed to their riders. Convoys from the Merchant Coast often run at the sight of Orcish raiders, as they know they rarely have room to take any prisoners.
Champion: Orc society values strength and skill with a weapon. This means there are no more revered than the Orc Champions. These are warriors who have seen many battles and have lived to tell the tale. Even more than just survival these Orcs have distinguished themselves in combat by slaying many foes while proving great strength in combat. Orc Champions are usually stronger, taller and more vicious then their counterparts. Orcs fear very few beings but Champions are on that short list, and for very good reason.
Saboteur: Orc Saboteurs are those Orcs who could not live by the axe, and could never last on the battlefield. These Orcs instead dedicate their lives to furthering the goals of their armies by finding weaknesses and exploiting them. Saboteurs have been responsible for countless walls breaking, keeps being undermined, and even assassinations by explosive of carefully placed bombs. These people are the faceless and nameless assassins of the Orc armies, they have killed and been responsible for the killings of countless enemies.
Mountain Priest: Mountain Priests are the devout acolytes of Orc society. These priests channel the power of the mountain to bless their companions with strength. Others to the south question the logic of worshipping a mountain but the rewards given to the devout are undeniable. Orcs blessed by the Mountain Priests are larger, more ferocious and less prone to pain. Although they are unable to bring those slain back from the dead they can certainly deny death of claim on the wounded. Mountain Priests generally live close to Scar Mountain, some even living high on the summit in caves they deem sacred. There is no greater honor than to take residence within the mountain, to have it surround you. Mountain Priests are morale support in Orcish society, a society based on brute force and skill with a sword, the priestly class offers a conscience to a people who desperately need one.
Renegade: Orc renegades are considered the greatest disgrace in all of Orcish culture. These are Orcs that have left the fight against their sword enemy, the Dwarves. Some leave because they have angered the wrong Orcs and face death. Other Orcs simply don’t believe in the philosophy of perpetual war of their leaders and want to be free of the army and all it demands. Some simply want to be free spirits and wish to see the world for themselves. Whatever may be Orc Renegades are simply Orcs that aren’t welcome back in the north and must now seek a new life amongst the southern races.
Spoiler: Ogre ClassesOgre Classes:
Smasher: Ogres are the largest and most physically intimidating race on the continent. They tower over even the tallest Elf and make even the burliest Orc Champion look like a child. Smashers are the warrior class of Ogre society, consisting of the biggest and meanest Ogres that the clans can find. In times of peace Smashers are peacekeepers that settle disputes, and in war they are the hammer that smashes into the enemy front line. Smashers wield comically large weapons, some made from tree trunks, others with boulders. Their armor is rarely metal but carved stone as the added weight isn’t a concern for the muscle-clad behemoths. Smashers are some of the most feared warriors on the face of the continent but they are not a major concern for many as they are so rarely seen. Like most Ogres Smashers remain deep in the rugged northern mountains, away from even the immediate troubles of the world.
Hunter: Hunters are the crafty and skilled members of the Ogre community, even if those terms are relative. Hunters span the vast mountains alone attempting the bring back supplies to the rest of the clan. Hunters often take animal companions to help with the crushing loneliness that comes with being in the wild for days or weeks at a time. The most common animals are wolves, mountain goats (as Ogres are too big to ride them), mountain lions, and northern bears. Although most races are unable to tame such ferocious animals, Ogres with their size and bulk are not as threatened and they have the time to be quite determined. Hunters and their companions are the stuff of legend in the far north outside the isolated Ogre settlements. They walk like giants and carry with them the most ferocious of animals, to which they call friend.
Isolationist: Isolationists are Ogres who were fed up with clan life, and seek to be even more self reliant than their counterparts. These Ogres live in the most isolated places in the world, at the highest peaks, in the lowest mountain valleys and deepest darkest caves. They seek to remain isolated and alone, although some accidentally wander too far and walk back into civilization.
Mountain Priest: Just like their Orc counterparts Mountain Priests of the Ogre variety worship the solidarity and power of Scar Mountain. These priests are known to live high above the ground in caves, coming forth only to bless those about to leave for battle or attempt to convert unbelievers to the faith. Ogre priests are at a crossroads, they like to remain alone and yet they need to interact with people for religious purposes. Some become priests simply to escape clan life, and others because they have respect for the north’s most powerful mountain.
Exile: Exiles are just that, Ogres that have chosen to leave their mountain homes, their small clans for the south. They roam the “civilized” world hoping to integrate into other societies while keeping their proud heritage intact.
Spoiler: Half Elf ClassesHalf-Elf Classes:
Merchant Lord or Lady (By Request): The Half-Elves are a vibrant race, and a hybrid of two cultures. At the same time both races value money and power, which is the definition of a Merchant Lord. The Merchant Coast has no nobility and no one would ever call Merchant Lord’s noble but they act as a ruling class. They are the richest and most influential people on the coast and they are all members of the shadowy “Cult of the Coin”. Merchant Lords generally have a corner in some market, some control the spice markets, others are weapons traders, exoic books and others deal in gambling and debt collecting. The only thing these people have in common is wealth and the desire to collect even more wealth. You can find Merchant Lords in the three Merchant Coast cities, as their lifestyle is envied there and not the subject of disgust.
Pirate Lord or Lady (By Request): Merchant Lords may be the richest and most vain members of the Merchant Coast elite but the Pirate Lords are the most powerful. Piracy has a long history across the northeast of the continent but there have always been some pirates more successful than others. Just like the street gangs of the mainland pirates eventually muscle out their smaller competitors to become so dangerous they give themselves the title of “Pirate Lord”. There is no council that elects Pirate Lords they simply make the claim and if anyone can challenge their claim they generally do so, if they can’t the Pirate remains a lord amongst his peers. Pirate Lords are the scourge of the Sea Elf Navy and are the most wanted of all criminals in the world. These people use their ship and perhaps several ships to terrorize Sea Elf shipping lanes to steal a living from the sea. Sometimes the Pirate Lords even raid their allies but that is the price one pays for allying with unpredictable pirates. It is understood that Ruma is the place the Pirate Lords make residence and almost all Pirate Lords recruit from the city at will. Pirate Lords are the muscle of the Merchant Coast and their black fleets are the only thing preventing the Sea Elves from conquering the entire coast and removing the middleman from their trade interests on the mainland.
Merchant: A merchant could be any Half-Elf and is the most numerous profession amongst the race. The Merchant coast got its name for a reason, there is so many different goods and services that are available there and there is always someone willing to provide them, should you pay a small fee of course.
Pirate: Pirates make up the military of the Merchant Coast cities, whether people like it or not. Although they are not the most trusting people they are never shy of a fight, even if it is rum-fuelled and against the odds. Pirates come from around the world, although the most seasoned pirates are usually deserters from the Sea Elf navy, prized for their knowledge of the sea and the vessels that cross them. Pirates are numbered in the thousands, each one of them looking to get rich quick and retire on an island of their own one day.
Mercenary: Mercenaries are the least reputable people on the continent. In a world that runs on honor, fighting for gold is considered worse than walking the night. You sell more than yourself but also your pride and your reputation as a soldier. Only the most desperate knights and soldiers find themselves working as mercenaries. Lords often hire these men to do the work they don’t want to be associated with. Mercenary ranks are filled with deserters, traitors, murderers and general criminals but they are usually great soldiers. They are not bound by the demands of honor and may resort to unusual tactics to get what they need. Mercenaries are the land-based armies of the Merchant Coast and just like those who hired them, they seek money and don’t care how they get it.
Explorer: Half-Elves are by definition an adventurous race, not generally too welcome anywhere. But they make up for this by going everywhere anyways, being found wherever and seeing everything they can. Explorers have travel in their blood and they live for danger, never tell a Half-Elf explorer what he can’t do, just point the way.
Spoiler: Half-Orc ClassesHalf-Orc Classes:
Isolationist: Isolationists are inherent in the Half-Orc way of life. Half-Orc’s not only are half Ogre but also mistrusted in Orc society for their increased size and strength. Although Orcs value both strength and size they see it as something they can eventually possess, Half-Orcs are born bigger and stronger, which makes some jealous and others angry they can never become this way. Isolationists seek to remain away from the world, and even other isolationists. Some wander into settlements to gather supplies but other than that they seek to remain by themselves at all times.
Hunter: Hunters are the rangers of the north, those that seek to gather goods and collect supplies to then sell. Half-Orc’s don’t have the clan system their Ogre counterparts do unless they opt into them and many fail to do so. Instead Half-Orc’s tend to work for themselves and their own economic gain. The only thing they have in common with their Ogre counterparts are their love of animal companions. Just like Ogres the Half-Orc’s take bears, mountain lions, powerful birds of prey and various other animals as companions to their solitary life.
Explorer: Unlike Ogres or Orcs of any variety the Explorers of the Half-Orc race live to explore the wilderness they don’t seek to see the great cities of the world they instead live to see the beauty of nature it is rawest form. To walk the forests, to travel the plains, the roam the desert is how they wish to live.
Betrayer: Betrayers are the scourge of Half-Orc society, if it can be called that. They are Half-Orc’s that joined a clan and then turned their backs on it. Betrayers are blacklisted from the Ogre clans and shunned from Orc society due to that same stigma. They aren’t necessarily given to isolation and therefore must find their companions elsewhere to the south. Betrayers are often very angry and some even violently turn against the Ogres and Orcs with violence in their hearts. These are perhaps the most dangerous Half-Orc’s as they have a grudge and are often looking for revenge.
Technology Level
The level of technology in this thread is of the late middle ages. The knight still remains the most feared person on the battlefield, despite the recent emergence of black powder muskets and cannons. Keep this in mind when playing your characters. Magic is a part of the world although it is not understood and magic users would be uncommon.
Character Sheet
Name:
Age:
Race:
Class:
Place of Birth:
Appearance:
Weapons:
Personality:
Backstory:
Location:
* List of Spells:
* = If applicable to your character.
If you are interested in joining or need more information either post here or send me a mail I'll be happy to help. Still working on the format a bit.
*ACCEPTING EXPANSION CHARACTERS ONLY (SEE BELOW FOR DETAILS)
Accepted Characters
Spoiler: Eddard von Carstein a Vampire Lord (Cfavano)
Name: Eddard von Carstein
Age: To be honest, he stopped counting
Race: Undead
Class: Vampire Lord
Place of Birth: Necropoli (Vampiric rebirth, human birthplace unknown)
Appearance:
Weapons:
The Cold Fang of death - a powerful enchanted straight sword, which curses those wounded by it to slowly become ghouls, while those slain outright by it to become zombies.
The Sanguine shield - A heater shield of blood-red steel, it's powerful and unique enchantment allows its wearer to not only block magic, but to reflect beam and missile-type spells on to other enemies (provided they are within fifty feet)
Personality: Monstrous and proud. he looks upon the mortal races with disdain, and holds himself above them, as they are no more than mere cattle. He does have a sort of fondness for females, and has taken many brides from various races, however.
Backstory: WIP
Location: Unlike the other lords who huddle among the ruins of Necopoli, he left that blighted, sun-washed land, and went north, to a place where the sun rarely shines. A place where necromantic energy courses through the very ground, so much so that those buried improperly, or not buried at all, rise as undead. He killed the lord, an old man thinking himself a master of undeath, and took his daughter, Isabella, as his first bride. This place became known as Helfrost.
List of Spells:
Invocation of Nehek - This dark spell allows undead to be 'healed', and weaker undead (such as zombies and skeletons) to be repaired even from the point of destruction. This works because it recharges the necromantic energy that binds the body together making old and decrepit undead almost as good as new. This spells does not make new undead, and any undead completely destroyed (as by fire or acid) cannot be regenerated, but ones destroyed by physical means, or by other forms of magic, are. It also can summon giant bats and swarms of vampire bats.
Vanhel's Danse Macabre - This spells speeds up sluggish undead such as zombies, granting them, for a short time, the swiftness of elves, and allows them to better fight in close combat by increasing their reaction speed. This spell also works on more powerful undead, and even Vampires.
Hellish Vigour - Another buffing spell that temporarily increases the already inhuman strength of undead, making them all the more dangrous.
Gaze of Nagash - Bog-standard magic missile-type spell with necromantic flair. Nothing new, or interesting, really.
Raise dead - what it says on the tin. Provided their are corpses, fragments of corpses, or other remains around, undead can be called from the earth and made to fight. Human or animal, all are called up.
Curse of years - an ancient and powerful hex that causes those affected by it to age rapidly. This can lead to death within minutes if those affected by it are not cured. Removing this hex is, however, very difficult.
Wind of death - calls forth a magical vortex of pure necromantic energies that kills by sapping the life out of those touched by it.
Incantation of the desert Wind - A buffing spell that temporarily allows him to move faster, as if he had the wind at his back.
Incantation of dessication - a hex that, when cast on someone, causes them to rapidly become much weaker, reducing their ability to resist.
Aspect of the Deathknight - a powerful augment that causes Eddard to look much more fearsome and terrifying, so that even heroes with the stoutest hearts may quiver in their boots.
Wives:
Name: Arya
Race: Undead
Class: Vampire
Appearance:
Spoiler: Arya
Weapons:
Fencer's Blades - a paired set of magic swords that allow the user to strike with inhuman precision (makes user WS 10)
Talisman of preservation - a magicked amulet that provides a barrier of magical protection that may deflect attacks away (equivalent to a 4+ ward save)
Personality: Brash, loud, and foul-mouthed, she is quite open and forward about her sexuality.
List of Spells:
Vanhel's Danse Macabre
Hellish Vigour
Gaze of Nagash
Aspect of the Deathknight
Name: Mina
Race: Undead (Sea-Elf)
Class: Vampire
Appearance:
Weapons:
Obsidian Blade - a magic sword made of metal black as night, this sword's fell enchantments allows it to pass through all armor, regardless of how powerful or magicked it is.
Talisman of Preservation
Book of Ashur - a magicked tome that aids the user in both casting and dispelling magic
Magic staff
Ruby Ring of Ruin - a magical ring that has the 'fireball' spell bound into it, allowing it to be cast at-will.
Personality: Very motherly and loving, in as much as a creature without a heart or soul can be, she, however, has an insatiable lust for sex, and will stop at basically nothing to get satisfaction.
List of Spells:
Invocation to Nehek
Raise Dead
Gaze of Nagash
The Purple Sun of Xereus - a powerful spell that calls forth a large purple ball of concentrated deathly energies that is fired in a direction from the caster, instantly annihilating anything living that it touches. After a while, it will move in a random direction, and will continue to change direction every so often until it fizzles out.
Name: Ozma
Race: Undead
Class: Vampire
Appearance:
Spoiler: Ozma
Weapons:
Magic Bow - creates own arrows out of necrotic energy
Talisman of preservation
The terrifying mask of EEE! - a magicked mask of ivory, this object causes absolute terror on all those who gaze upon the bearer.
Personality: Sadistic to the extreme, she enjoys causing pain, especially to living people, for sexual gratification. She is the jealous type, and dislikes it when a non-bride even so much as gazes at Eddard, however she would never openly defy him.
Sword of Swiftslaying - regardless of any other factors, if the bearer has this sword out andi n their hand, they will always hit their opponents first.
List of Spells:
Invocation to Nehek
Vanhel's Danse macabre
Wind of Death
Spoiler: Avienda Mer'cini a Sea Elf Explorer (Setsa)
Name: Avienda Mer'cini
Age: 41
Race: Sea Elf
Class: Explorer
Place of Birth: Paricium
Appearance: Standing at just 5 foot flat she is very short for a Sea Elf which spark rumors..whispers behind closed doors. Her body screams elf..fair skinned and elegant. Elf in petite form...very odd.
Spoiler: Avienda
Weapons: Bow/Arrows, Short sword specially made for her, nothing fancy or engraved. Just made for her height and reach specifically. Skilled hand to hand combat.
Personality: Avienda has an open mind and refuses to put up with nonsense. Something doesn't work for her? Then the sea will have to bear witness to her own solution. Her mind is as sharp as her ears and sight. Unconventional methods work the best for her, if that means she mocks her race then so be it. Open minds are the ones to live the best lives is what she tells herself.
Backstory: Daughter of an older elf bloodline, when it was noticed she wasn't growing at the same rate as others her age. It was given to "a late bloomer, she will be lithe and lovely." Well yes, she did become quite lovely..but her short stature seemed to out weight what elves think of as "ideal." She has a younger sister who is tall and elegant...and when she started to become of age. Their parents worried...their daughters should marry to nobility, they had the blood and rights to it. But...Avienda worried potential in laws, they certainly didn't want this carried on down the line from her. She didn't care but her parents worried for their youngest daughter's future.
Quickly and quietly they arranged for her to leave on a ship to the main land. With enough gold to provide her for a year or more if she was careful. Since then...those 10 odd years ago, she had studied how to fight within human temples, occasionally spent winters in a university helping other elves advance in their fields of study and positions. The mastermind left unmentioned..it was good pay and suited her needs. Explorer they called her..more and more she embraced it until it became who she was.
Spoiler: Athyss Davena a Human Merchant Lord (TheCatandTheBat)
Name: Athyss Davena
Age: 28
Race: Human
Class: Merchant Lord (or Lady, as the case may be)
Place of Birth: Caro
Appearance:Athyss is a fair beauty with enchanting chartreuse eyes and soft black hair. She typically wears her long locks straight and loose, parted just off center. She looks feminine and delicate, curvaceous and slender, but is deceptively strong and very agile, her body toned, muscles subtle but firm. She stands at above average height for a human female, about 5’8”, and weighs around 130 pounds. Athyss has a graceful way of moving that hints at her physical prowess, and an easy and suggestive demeanor that alludes to her playful nature.Spoiler: Athyss
Weapons: Athyss is proficient dual-wielding a scimitar and a parrying dagger, and is generally in possession of a number of throwing knives secreted on her person. She is also highly skilled in hand-to-hand combat.
Personality: Athyss is easy-going and flirtatious, used to batting her beautiful eyes and getting what she wants. She laughs easily, is amicable and fond of meeting new people; overall, a very likable person.
But she is a Merchant Lord’s daughter and heir, and did not come to be rich and powerful by being friendly.
Athyss is ambitious, greedy, cunning. Her amiable nature conceals the truth of her: she is ruthless and cruel, willing to use force where charms fail, and can blithely slit a throat with a cheerful smile still fixed on her face. She is conniving and generally untrustworthy unless she has made a business deal; Athyss never breaks a contract--it’s simply bad for business. Generally unsympathetic and selfish, Athyss rarely forms attachments to anyone or anything, and while she finds her way into many beds, she cares for little besides coin and herself.
Backstory: Born and raised in the immorality and gluttony of Caro, Athyss embodies all that it stands for. The young woman has never known the bite of destitution, raised in the wealth of a Merchant Lord. Her powerful father did not display love, even if he felt it--an idea that Athyss scoffs at. She was groomed to be the heir to his empire: he dealt primarily in exotic goods--not all legal--from delectable fruits to exotic pets to very rare arcane scripts, and had a hand in the black market. He did not need a daughter; he needed a partner, someone he could entrust his accumulated wealth and prestige to when he was gone. Thus, Athyss was rigorously educated and trained, taught what it takes to make it as a Merchant Lord, honed into a formidable opponent in the trade world. As a youth, she was her father’s apprentice; as a young adult, she serves as his weapon, using her wits and charm to ensure payments are made and agreements honored--or, should diplomacy fail, using threats and violence instead.
Athyss has left Caro a number of times, sent out by her father to do his dirty work; he claims she could use the experience, but in truth she is just cheaper than hiring out mercenaries. This suits her just fine, however, as she gets to see what else the world has to offer and get out from the under the oppressive thumb of her Merchant Lord father. Their business relationship is solid, but their personal one is tense--she despises him for the abuse she endured at his hands throughout her “training”, and he treats her as his property rather than his daughter and heir. The thought of ending him and taking over his business has crossed her mind dozens of times, but he is no less cunning and intelligent than she, and such a thing would be no easy task.
Location: Caro
Spoiler: Edner Walhso a Human Frontiersman (NinjaOnTheRoof)
Name: Edner Walhson
Age: 45
Race: Human
Class: Frontiersman
Place of Birth: Rus
Appearance: Edner is a 6’5” bear of a man whose time on this mortal plane definitely shows. Grey scraggy hair that reaches down to his shoulders and beard he keeps trim with a knife; a large bent nose adorns the wrinkly face, under the haggard blue eyes, pointed jaw with crooked yellow teeth. His limbs are long but solid and his body thick and barrel chested; Edner was a born fighter, and the scars on his hairy body show he is a survivor of many.
He wears a brown fur tunic, padding cloth mantle, black woolen trousers with a leather belt and hobnailed shoes. For armor, he wears over his trousers plating with cuisses, kneepads, and greaves while over his tunic a hauberk of riveted chainmail, a vest of scaled lamellar, leather vambraces reinforced with iron splints, and resting upon his head is a nasal helm that is slightly dented in places.
Weapons: A matchlock arquebus with a long barrel and two pistols for side arms, both adorned with dangling charms and fetishes crafted from bone and beaks of small creatures. A pair of hatchets, a skinning knife, and an arming sword.
Personality: A man of principle and decency, for all his gruffness and seeming apathy Edner Wahlson possesses a patience of near infinite depth and very little aggression. Though not to say he is not capable of ferocity. His wants are few and his needs basic; warmth hearth, good food, good company, and the chance to do the right thing for his fellows. He lacks the charisma or assertion to go out of his way to make friends, and so lives a relatively solitary life.
His moral compass is set in balance by generosity and pragmatism. He knows honor keeps one above the path of corruption but he’s keenly aware that one must not let honor blind themselves to what really matters.
Backstory: Some time ago, years back before the rise of the Silver Hand there stood the town of Pfiefferstadt. Some years after the founding of the two free cities of the West Frontier this town was built in hopes of becoming a rich trade hub, hugging the edge of the vast frontier and bordering the inland kingdoms of old. It would have been the gateway to the wealth of the west and guarding it would be the Order of Rangers. Edner Wahlson was one of them. Like many others in their youth, Edner left the bustling capital of Rus for the opportunity of the frontier and finally settled in Pfiefferstadt. There he joined the Rangers, believing in what they tried to do, protecting all good folk who would brave the wilderness but did not have the strength to defend themselves.
Life would have been perfect, if not for the rise of the Silver Hand. When its presence came to Pfiefferstadt, its people felt the empire’s strength in the entourage of soldiers and emissaries outright demanding that they submit to the Silver Hand. Adamant in preserving its independence, the people refused to submit to Imperial rule and Edner his fellow Rangers sent its emissaries running. And so the Rangers’ War began.
The war was brief and the Silver Hand stood victorious. Where the Rangers fought in the shadow of the wilderness with swords, spears, traps and guns, it did little against the overwhelming wealth and manpower of the Silver Hand. All that remained of Pfiefferstadt were burnt oak and sun bleached bricks and the Rangers that swore to protect it were scattered to the wind.
Though his city was gone, his duty remained. Edner would skirt the expanding borders of the empire between the Free Frontier in the west and the Merchant coast in the east, doing what he can to help those against the Empire. Even if his actions affected nothing in the grand scheme of things, he can at least do some good for his fellow man.
Location: Caro
Extra Info: Edner’s sole true friend is a Mountain
Hound by the name of Growl. Growl is a grumpy and cantankerous mutt, picky in its preference for food and targets and remarkably lazy for supposed hunting beast. Still he displays a level of intelligence, some might argue self-awareness, that is not seen in any other breed.
Spoiler: Rolland "Redthumb" a Human Knight (Balo)
Name: Rolland “Redthumb"
Age:25
Race:Human
Class: Knight
Place of Birth:Shatrah
Appearance:
Weapons: Double Handled “Serpent’s Sword”(in photo). A 12 inch stiletto dagger.
Personality: Ever the sarcastic pessimist, a life on the road has left Rolland with little faith in his common man. Always on guard, but never one to rush into a fight, he let’s his knightly training speak commonly with townsfolk and his harsh upbringing in the backstreets of Shatrah to speak frequently with the deviants of society.
Backstory: Rolland was born a fatherless whelp in Shatrah. The years of his adolescence were...intense to say the least. His mother, having no money of her own and no husband to claim land, she earned income by any means she could, whether it was “entertaining” mercenaries, or placing Rolland dead center in the back alley fist fights kept far from the eyes of the empire. It was in those very fights that Rolland earned the surname he still goes by-Redthumb. In one particular match, around the age of thirteen, Rolland was placed in a fight against a boy twice his size and two years his senior. As the larger boy mounted the young Rolland in the midst of the fight, our young whelp, placed both thumbs into the larger boys eye sockets and kept pressing until his hand was warm with blood.
Years later in his teens, he was scouted by a Knight of the Silver Hand, a Ser Gerrow. Ser Gerrow regarded Rolland’s silent savagery as something that could be channeled for the good of the Empire and thus swiped the boy from his mother with a simple bag of coin and his new apprentice was brought into a noble house in Rus and treated as an extention of the family. Under the tutelage of Ser Gerow, Rolland learned to use his affinity for violence into the art of the sword. Many bruises and battles later, Rolland began to regard the aging Ser Gerrow as the father figure he never had, and looked to serve Ser Gerrow and the Silver hand as best he could…for as long as he could.
As Rolland progressed into manhood, he was given the task of protecting a young nobleman, a man said to be a key asset to the Silver Hand. Eager to make a name for himself, Rolland jumped at the chance to protect the man. Later in the evening the nobleman asked Rolland to escort him to an abandoned cottage in Rus. It was there, that Rolland came face to face with the nature of the empire he served. The cottage housed a dozen boys, some half elven, others orc. All of them bruised and beaten. It seemed that this house was the headquarters that showcased the same child death matches, the Rolland was privy too, An it was in his anger that Rolland slew the nobleman, freed the children and tarnished his reputation all in one night. Regarded as a traitor and deserter, Rolland now finds himself as a sellsword for highest bidder, seeking a new life and some small chance of redemption for years served as a earning boy for an Empire and mother that never truly loved him.
Location: Saska
Spoiler: Griswold "Silverbeard" Ashen a Dwarf Iron Warrior (Moe)
Name: Griswold “Silverbeard” Ashen
Age: 62
Race: Dwarf
Class: Iron Warrior
Place of Birth: Redmane Hall (Now destroyed in the far north)
Appearance:
https://i1379.photobucket.com/albums/...psbqn9qz3s.jpg
A stalky and stubby dwarf. Griswold has a beard down to his midsection and his face has several scars one over his left eye, another across the bottom of his chin and a third across his right ear. He has wild green eyes and a long slightly crooked nose.
Weapons:
A large two-handed hammer with the name “Bonetalker” inscribed on its flat-ended face.
A large square shield that is made from cast metal with a thick and jagged point in its center.
A short and strait blade, used by larger people as a dagger, but the Dwarves would consider this a sword.
Two curved throwing axes.
A thick suit of armor (breast plate, greaves, gauntlets, and chainmail for the gaps in between and also a great helm that has two white horns on either side).
Personality:
Griswold is a middle-aged dwarf and he has seen his fare share of combat. He once served the only remaining clan of Dwarves against their natural enemy, the Orcs and their Ogre allies. He himself is an Ashen by birthright and not by marriage and is quick to remind people he was once 47th in line for the throne of Karak Pass. He is an heavy drinker even by Dwarf standards and is never shy to let people know how he feels. He is outgoing and sometimes rude, but loyal to a fault. If he gives someone his word he means to keep it, even if it means he may die horribly in the process. He carries a chip on his small shoulders and makes sure to let everyone know about it.
Backstory:
Griswold is the son of a minor noble. His great-great-great uncle on his father’s side of the family Henrik Ashen once sat on the throne of Ashen to lead the Dwarves. Although technically he was Lord of the Ashen and leader of all Dwarves he only sat on the throne to make way for the younger son of the previous Lord. He was essentially a place-sitter or steward for the Ashen Lord title while another was being groomed to lead. He stepped down when Lord Maris Ashen became 16 and was deemed ready to rule. This is a story that has been passed down to all members of Griswold’s side of the family, it is a source of great pride and also great embarrassment. Griswold is royalty only by name no one in his immediate family has ever been close to the throne for some 400 years. Even so he fought from his childhood to retain glory for his family’s treasured name. He fought with his people from keep to keep, mountain to mountain in glorious battle from when he was old enough to firmly hold a hammer in his hand. His home Redmane Hall a great hall carved into a mountain was the site of a great battle. He and his people fought tooth and nail for three months as they were slowly strangled by siege and starvation. He made a name for himself by leading the last desperate charge out of the main tunnel, shattering the defensive line of Orc raiders. Although he won that small battle his people and his home were ruined. Most of his family was killed either by Orc spears or the slow grip of dehydration and starvation. He became a refugee and through sheer luck he and the survivors of Redmane Hall wandered into a patrol from Karak Pass. The patrol took them in and when they arrived back at Karak they made accommodations for them. The survivors of the battle told of his bravery and Griswold was recommended to become an Iron Warrior. He was given the honor by a group of seasoned Iron Warriors all of whom voted him into the elite unit after hearing his name and his story. Since then he fought against Orcish aggression, defending the city against all incursions. Griswold has been wounded countless times but he and his hammer had always managed to come out on top.
It was not until he and his men were sent to confront an unusually bold group of Orcish raiders that things for Griswold changed. He and his unit met the raiders in battle, the Orcs rode their signature mountain goats with great skill, using their maneuverability to their advantage. They were far better suited for mounted combat than the Iron Warriors who use horses imported from the south, as Dwarves were never ones to keep animals for riding until fairly recently. Their unit took heavy losses but managed to come out victorious, killing every single raider. When the battle was over they realized they had chased the Orcs into unknown area and had no idea how to return from where they came. They wandered the steep and narrow roads of the northern mountains for days and days. Each night seemed longer than the last as Orcish horns bellowed in the night, over and over. The Orcs were hunting them and were looking for revenge. Griswold watched as night after night more of his fellow Iron Warriors fell to Orcish raids. They would win the battles but the Orcs seemed to be endless in number whereas they were only a dozen. By the time they made it back to Karak only he and 3 Iron Warriors from his unit remained. Griswold himself was stricken with heatstroke and scarred all across his face.
When Griswold recovered he resented the fact that Harold Ashen, the current leader of his people never sent a force to look for them, or even try and confirm his unit’s disappearance. He had spent his adult life fighting for a Lord that would not even try and fight for him to repay his unquestioning loyalty. He then did something that he never thought he would ever do. He left Karak Pass and cursed Harold’s name. He was spiteful and angry that he was left to die after all he done and all he had to put up with from his Lord. He left Karak Pass five years ago and never looked back. He refused to take the title “Exile” as he considers his people to have left him to die, and now he was reborn a free Dwarf, an Iron Warrior without a Lord. Since then he has wandered the world looking for a cause to believe in again, something worth fighting for.
Location: Rus
Spoiler: Atherius Etherius a Human Noble (Imperial1917)
Name: Atherius Etherius
Age: 31
Race: Human
Class: Noble
Place of Birth: Rus
Weapons:
- Dome of Donre: A suit of armor and a shield formed of layered plate and platelets, the Dome, as it is more popularly known, is no ancient relic of a long lost time. Commissioned by the Etherius family, it brought together the cleverest smiths and greatest of runemasters from across the continent, human and otherwise. Though technically started as no more than a vanity project to show off the family's power, influence, and wealth, the results were nonetheless impressive. The metal and even the straps are cunningly designed to distribute the weight of the metal, a kind of which is surpassingly light and flexible for the protection it offers. Magical runes beaten into the inside and outside of the suit make it even lighter and enhance the strength of the wearer.
It took two decades of painstaking effort to produce the armor and another half decade for it to be prepared for presentation. Such was the cost that it was no surprise that many of the artisans declined or reduced their costs, honored to work upon it and learning such in the process that they would go on to be retained by the family for the production of successor and auxiliary pieces. Indeed, though there were only a few who worked on it, they became famed for advancing the understanding of making such armors and the use of such magic.
Of course, great credit was given to the Etherius family when the time came for the revealing. Once just a vanity project started on a whim, it earned the family a well-deserved and real reputation for patrons of the arts, be they metal or magic. It would be passed down the family from generation to generation, male or female, no matter their standing in the line of succession; it was given to the one who best merited it. In time that became Atherius Etherius, born only four generations after its completion.
Personality: Like other members of his family, Atherius is privately a very vain man, proud of his heritage and not afraid to assert it where he has to. However, just like the others he is also cunning, in ways beyond his years. Outwardly humble and restrained, he gives a good impression to those he meets for future uses, not the least of which is insisting that people be treated equally and fairly. In this last though, it is much a family motto, one that has seen him through many trials.
Backstory: Born the fourth son and seventh child (of many more) of the Etherius generation to which he belongs, nothing much was expected of Atherius by the other noble families. That was their mistake. On the outside, the Etherius family was quite possibly the most fair and even-handed (if not necessarily the most clean-handed) family of nobles. Within, the truth was that there was a combination of expectation and fairness. To put it simply, everyone was expected to pull their own weight and add to the family decoration.
And so it was that Atherius was put through the rigors of the best education that could be found for him. Firm believers in "do as you expect done", his tutelage included everything from reading and writing to statesmanship, weaving, smith work, and even how to do laundry and cook. Of course, he leaned more towards some than others, becoming a rather better statesman than a weaver. Among all others, he entered into the fierce inter-family competition for the right to the Dome of Donre, emerging to claim it from his siblings, though his sister Aetha came close. Naturally, that title could come under fire at any time, but for the time being, he was the family champion.
Indeed, of his many brothers and sisters, Atherius became the most militarily oriented, if not the most skilled. Skilled at feats of arms, crafting (or rather judging) weapons and armor, and at least competent at tactics, he earned the respect of some and envy of others. Acknowledging his growing reputation, the Etherius family sent him west to Habana to cement relations there in preparation for greater things...
Location: Habana
Other:
The Etherius Family:
One of the more powerful noble families, the Etherius family holds a position of influence and power in the upper portion of the middle range, but wealth exceeding families that are otherwise more powerful than it. Part of this is simply because they are not squeamish about who they deal with. Where other nobles would scoff at appointing people from outside their family to positions of power, they have no such qualms. Many peasant families have benefited greatly from entering service with the Etherius family, in patronage and education that have given them more than they would otherwise have. It is this in part that has lent to the exponential growth of the family's wealth. Another is their open-mindedness about the advance of technology, the Dome being only one example of projects they have supported with commendable results. Principally they are now interested in investigating an otherwise despised technology called black powder.
Spoiler: Ruarcc the Blind an Ogre Hunter (Khawaji)
Name: Ruarcc the Blind
Age: 36
Race: Ogre
Class: Hunter/Exile
Place of Birth: Scar Mountain
Appearance:
https://img12.deviantart.net/ba09/i/2...tz-d4eh63n.jpg
Ruarcc is a true giant, tall even for an Ogre. He stands just over 11 feet tall and is lean for his people, only weighing around 1300 lbs. His skin is covered in age spots and the scars of many battles. His right eye is cloudy and his right ear is torn. What hair he has is mostly white although here and there remain some of his original sand colored hair. Although he has the appearance of old age Ruarcc moves with the ease and power of a much younger Ogre. Anyone with much experience quickly recognizes the carriage of a veteran warrior.
He wears a hide belted kilt, fur boots and a great patchwork cloak of furs. His armor is a sleeveless hauberk of hardened auroch leather scales that falls to just above his knees over a sleeveless gambeson of many layers of thin scraped hide, bronze greaves worn over his boots and bronze vambraces. Over his leather armor he wears a dark red (appears black from any distance) metal scale girdle. He also carries a great leather side bag slung over his shoulder full of the simple necessities of a hunter.
He is most often encountered with his two traveling companions. A sow northern bear named Grit (for the noise she makes with her teeth) and Silent a great grey owl (for the noise she doesn’t make). From a distance Grit can appear like a large dog plodding along next to Ruarcc (she “only” weights about 500 lbs).
Weapons: A dark red (appears black from any distance) metal scale kite shield, rune covered claymore (used as a one handed sword), sea elf curved short sword (used as a knife), heavy cavalry spear (used as a hunting spear) and a felling axe (used as a forest axe)
Personality: Ruarcc is an exceptional Ogre in many ways. He relishes combat and will seek out the most dangerous of foes, but he is no berserker, remaining always calm and seemingly detached. He never panics and most would call him level headed. His hatred for Orcs borders on pathological and he has been known to seek them out for “sport”. Everyone else he doesn’t seem to care about either way (even dwarves). He is not the fastest of thinkers but he is not dumb by any races standard. Those who underestimate Ruarcc always pay a heavy price. Those who show him kindness or at least courtesy have made a friend for life, even if that wasn’t there intention or the feeling is not mutual. Although violent by the standards of civilization he is a honorable and fearless warrior who respects courage. He prides himself on never underestimating a foe and he is a master of judging others, both in there combat skill and trustworthiness.
Backstory: Ruarcc was born in a cave high on the side of Scar Mountain. His mother was from a clan famous for there Smashers and his father was a feared Mountain Priest. His father had worked many rituals over his mother while Ruarcc was still in her womb. Unfortunately his mother died in childbirth and he was born sickly, blind in his right eye and deaf in his right ear. But Ruarcc survived, and even thrived as he quickly grew. It was soon evident that he would be tall for his age and leaner than others of his kind. Ruarcc was always strong, but there were always some others of his height that were stronger. Now fully grown Ruarcc is stronger than most, as few can match his great height, but the largest of Crushers are stronger still. If he gives up something in strength, he more than makes up for it in his speed, agility and quickness. In this no living Ogre, or even recent memory can match him. He also has great stamina and heals quickly, he can walk for days at a pace that can match a horse and sleeps little. He learned young that he was different. He needed to compensate for the weakness of his right side senses. And what is left of his sight and hearing are different, special really. He can see the invisible, spirits/ghosts, aura (he can’t really read what it means, but it makes it impossible to hide from him), he sees illusions as mere overlays and knows them for what they are; he knows the undead on sight and can see the aura of enchantments. He knows auditory illusions when he hears them and he can’t be deafened even by great and/or sudden noises and perhaps most importantly he knows a lie when he hears one. When he was still young his father died in an Orc raid. His mother’s clan cast him out as an oddity and for his insult of having killed her.
He became a hunter and an exile, wandering the wilderness far and wide. Teaching himself or learning from others whenever possible. He aided and traded with wilderness villages and trading posts, occasionally working as a caravan guard through the worst wilderness and mountain areas. Over time he earned a reputation as a fierce and powerful warrior, and then the challenges began. Knights and warriors of renown began to seek him out to challenge him to single combat. He has fought many, often against his will. He has never lost. His sight has aided him in acquiring some enchanted items from his many foes; some he has traded over the years only keeping what suited him. Both his swords are enchanted and were acquired from defeated knights (a human and a sea elf). His shield and girdle are an enchanted matching set, gifted to him by a sorcerer he rescued from captivity in a bandit camp. He wears an enchanted silver fox pendant on a raw hide cord under his armor. His armor, although not enchanted is greatly prized as well. It was a gift from The Order of Rangers for aiding them on several occasions during the Rangers’ War. He does not know what the powers of his swords are, but he does know they are enchanted and very though and sharp (most swords he has used in the past end up broken quickly). The sorcerer told him the girdle protects as heavy plate steel and protects its wearer from fire and heat and the shield itself is immune to fire and heat and does not conduct heat; it also protects as heavy plate steel and is nearly indestructible. Ruarcc is not sure what the fox pendant does but it was the first enchanted item he ever encountered (he took it from the first knight who challenged him actually).
He has traveled widely and few can match his skill at arms or his woods lore. He is a master of snares, traps and the reading of sign. His companion Grit has been with him for nearly 5 years and seems to feel the need to protect Ruarcc as if he was one of her long gone cubs. Those getting between Ruarcc and Grit are in a truly bad place. Silent has traveled with them for the last 3 years and seems to have a particular dislike for the undead, always alerting Ruarcc when one is near.
Location: The wilderness near Ruma.
Expansion Characters
Expansion Characters are those who the group can meet along the road, during their travels. As the storyline progresses we will meet new people and they may join the group this way. If someone wants to join us they may place their name here and in order of when they signed up to join they will enter the story. There is no time period for this, people will be added as events take place. But I guarantee you will be able to join us if you want, at some point. This also applies if someone leaves the RP or becomes inactive, someone may join to take their place so it does not cripple progression.
Spoiler: Omen "Screw" Mason an Undead Ghoul (Sonic)
Omen “Screw” Mason
Age
37
(He is centuries older than that, of course, but he died at 37 and so his body remains at this age)
Race
Prior to his resurrection, Omen Mason was a Sea-Elf from the Lundain Islands (Southernmost Isles). Now, however, he is an Undead. This will be explained further in his backstory.
Class
Prior to his resurrection, Omen Mason was a Trader from the Lundain Islands (Southernmost Isles). Now, however, he is a Ghoul. This will be explained further in his backstory.
Place of Birth
Lundain Isles (Southernmost Isles)
Personality
Omen “Screw” Mason has split personality disorder. His first personality is the one that those who know him will be most familiar with: Omen Mason. This is the personality he had prior to his death and resurrection; the personality he had in the Lundain Islands. Then, there is Screw, who is an exact opposite, and I say this in the full sense of the word, of Omen. The two caricatures will be described in detail below; Omen first, Screw second.
Omen Mason
The Introvert is not a title that Omen is very fond of and yet, although few people refer to him with this title to his face, many people think of him as such in their private thoughts. True, Omen likes to be alone, and thus the title seems appropriate, however, he does not prefer isolation over comradery. Indeed, if he was not afraid of Screw then he would go outside every day instead of spending the days and nights locked up in his house with only an hour’s respite on Tuesdays to go out for food (As a Ghoul, he only eats human flesh, which he purchases from a small shop not too far from him).
The reason he fears Screw is not a simple one, but for the purposes of this analysis I will keep it brief. Having learned medicine from an early age, Omen spent much of his time when he was alive improving another person’s health. In contrast, ever since his inception, Screw has made it his goal to snuff out everyone else’s life. The result is that Omen tries his best to keep Screw under control. Screw appears only when Omen is agitated and, so, Omen remains in his house so that he is away from anything that may cause him stress. Furthermore, if at any time Omen feels as if Screw is about to be released, he injects a depressant (it is similar to heroin, however, this is something of his own creation) into his system so that he maintains a state of perpetual tranquility and bliss.
Omen does not sleep very well because anytime he does sleep Screw enters his dreams and frightens him. The result is that Omen’s sleep is normally short and susceptible to interruptions.
Since Omen does not have many friends, although, as suggested above he does want friends, he does not know much about friendships, or relationships of any kind. He used to be married and had had children, but that was centuries ago and he now forgets their faces. He would like a friend, but he is afraid that Screw will appear and hurt that friend. This is another reason why he has kept much to himself.
Screw
This is Omen Mason’s alter-ego. There isn’t much to say about Screw. He’s a whackjob. He loves killing but isn’t very interested in playing with his victims. All he likes is the sound that a silent heart makes, something that he will constantly refer to in his battles. Screw does not have any other desires other than violence. This means that he has no sexual lust, no material greed, etcetera.
Screw thinks that Mason is weak and often wishes that he could have complete control over his body, instead of having to retreat into Mason’s subconscious at times of exhaustion.
Backstory
WIP
Location
Necropolis
Appearance
Omen Mason
Omen has a type of build that immediately makes one think that he did not go out much. His skin was paling centuries ago but, now, it grays during the nights and becomes a metallic tint when the sun is out to reflect against it. His hair is as dark as the distance between two stars and his eyes, though gray, will appear completely white when they move around fretfully in his eye sockets, which will undoubtedly occur when he is frightened. Oddly, his teeth are in healthy condition, his lips, too, for that matter.
He is about six foot five and sinewy, which he tries to hide by wearing baggy clothes. His face is dispossessed of any color, or vitality, and somehow gives the illusion that it is hanging off of his facial muscles—though this is purely illusory, and something Omen is unware of.
One can normally find Omen in a white lab coat that he keeps immaculately white. He sees it as a certainty of his station in Necropolis: a doctor, not mad scientists. The latter, Omen believes, would keep his lab coat in disastrous condition.
Screw
Screw does not differ too severely from his more intelligent double. The difference, however, is in the hair. Whereas Omen’s hair is black, Screw’s is white, as though it had been colored by snowflakes. Furthermore, Screw’s eyes become as red as the planet Mars and the whites of his eyes become black. He has a propensity to drool.
Weapons
N/A
Skills
Omen Mason is very proficient in the use of herbs and medicines.
Expansion Characters
Expansion characters are new characters that can be written into the fabric of the thread later on in our storyline. If you wish to join when recruitment is closed you must wait until our group of adventurers comes across a major event (there will be many). This is to keep our group together and to allow for new players to literally be a part of the story arc. Thank you for those with patience.
For waiting I'll even write you a pretty sweet introduction!
1. Den of Ravens (CO-GM)
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