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 Setting and Story

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Ghostmaker

Ghostmaker


Posts : 179
Join date : 2009-06-06
Age : 33
Location : VIP-coach on the Train of Thought

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PostSubject: Setting and Story   Setting and Story I_icon_minitimeSun Sep 13, 2009 4:22 pm

The Realm – Setting and Story

The world of “the Realm” is focused around a single country, the Royal Kingdom of Amador. Amador is a mainly human nation though they have a lot of non-human immigrants and travelers due to their close proximity to these citizen’s respective nations.
To the North-East of Amador looms the Anvil Mountain Range with their towering peeks and plummeting mines, and the Dwarven Holds Kazar’alde, Erind’hool and Hekaz’fjel nuzzled within the grey stone. To the East stretches the Shimmering Wastes, an endless desert populated only by nomads and great beasts too frightening to speak of.
To the South of Amador lies the Plains of Strife; A dozen principalities and fiefdoms locked in constant struggle with each other over land none of them have the power to hold for long.
In the South West, past the Great Marshes, rise the jagged peaks of the Shattered Lands. It is a mountainous wasteland covered by an unending cloud cover, where nothing grows taller than a Halfling’s knee. In the middle of this badland, as if cut into the stone by the Axe of a God, lies the Tear. It is a giant rift in the earth leading down to the Underworld and the Dark-Elves.
In the West, Amador borders ancient Iri’thilen, the High-Elves’ greatest nation. Though a powerful nation, it is but a sliver of what it was before the Breaking. The High Elves might claim to control all within their borders, but much of their once richly populated lands are now settled by humans or even dwarves and the depths of their forests are all but surrendered to the Wood Elves.
To the North-West lays the Sea of Isha and within it, the Endirholm peninsula that holds the City-state of Endir, ruled by Wizards and scholars. The Sea of Isha is a huge lake of freshwater which is considered sacred due to the waters’ magical aspects and the myth that the lake itself is a single tear from the Goddess Isha.
Directly to the North of Amador, nestled between the great lake and the Anvil Mountains, lies…

As you enter this new and brave world, the Realm itself steps into a new Age, the Fourth Age. What shall you write on this fresh page the world has given you?
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Ghostmaker

Ghostmaker


Posts : 179
Join date : 2009-06-06
Age : 33
Location : VIP-coach on the Train of Thought

Setting and Story Empty
PostSubject: Re: Setting and Story   Setting and Story I_icon_minitimeSun Sep 13, 2009 4:24 pm

Locations of the Realm
Here is given a description and some history to most of the Locations within the Realm. More accurate info can be found on the first post of each Location’s Thread.

Royal Kingdom of Amador
Caleb Eldrich Cain I, By the Grace of the Gods and the Strength of the Blood, Young King Ours, Dragon-King of Amador, Shield of the People, Lord-Commander of the Knightly Orders, Arch-Magus of the Silver Keep, has ruled the Royal Kingdom of Amador from the Crimson Throne since last fall. It is not for nothing that he has been given the title “Young King Ours” for he is but a boy of seventeen. His Older brother, the previous Heir to the throne, died several years ago when the warmongering Dark-Elves streamed forth from the Underdark, and last autumn his father, Dragon-King Sandar Eldrich Cain IV, died quietly in his bed despite having been as strong and fit as a youngling. Astronomers, Seers and scholars all say that the World is turning a page and a new age is beginning, so it is only fitting that the Royal Kingdom of Amador has a new Dragon-King to lead it into these new times.
Amador is a prosperous nation that was carved out by the sword a thousand years ago by the Dragon-born Bloodline, and it has preserved its martial heritage all through the years. Each citizen is expected to participate in the defense of the nation by serving a five-year period in the militia of his region. Anyone under the age of 65 is also expected to report for further service if the nation is under attack. By this, the rulers of Amador has assured that near a third of their population can pick up arms and march to war when it is truly needed.
But an army can’t depend fully upon half-trained militias. Their time in the fields in between the military service dulls their skills and weakens their discipline. That is why the core military power of Amador comes from its Knightly Orders. These Orders together are often called the Royal Guard, for they swear fealty to the Throne directly. Though they are all knights, the Orders do not all fight as heavy cavalry. There is as much diversity among the Orders as there are known ways to fight. Some Orders fight as heavy cavalry and will only accept nobles into their ranks, while another could fight on foot with the longbow and will accept any who can hit an apple from 500 feet away.
The White City, Cintra
Cintra is the capitol of Amador and the seat of power for the Dragon-Kings of the great nation. It is named the White City after the shining walls and the inner city, built by dwarven masons in a marble-species known as Heartstone. Despite the inner city being several thousand years old its stone structures still stand as firmly as the day they were built; a testament to the Dwarves’ skill with stone.
In the center of the inner city the Royal Palace towers above the rest of the city on the slight hill the city is built on. From its tall towers fly the red, white and gold banner of Amador and the deep crimson and silver banner of the Dragon-born Bloodline.

City-State of Endir
Endir is both the name of the nation as well as its only city and capitol. It is a relatively tiny country only covering the Erindholm Peninsula and with a single city and half a dozen villages. Despite its meager size, the city-state holds a seat of considerable power among nations for its capitol is Erind, the City of Scholars. Nearly every institute devoted to knowledge and lore has at least a minor outpost within its wooden walls. As such, it is only natural the nation is ruled by the Council of Design, a gathering of the Seven Wizard-Lords and the leaders of each of the city’s scientific societies.

Anvil Mountains
These towering peeks and gray giants are the domain of the Dwarven race. The rugged landscape is also the home to other mountain-dwellers such as the rams and goats that roam the steep slopes looking for food or being herded by young, dwarfish shepherds. Stone-golems are also not uncommon; creatures of stone temporarily animated by high concentrations of the Gold Ether. On top the most remote mountains dwells the Mountain Giants in their massive caves. Though friendly, the Giants speak a language none have yet to decipher and seem to be uninterested in the affaires of anyone but themselves’.

Shimmering Wastes (Al Mah Nafs)
The murderous dunes stretching out to the East of Amador are rightly named for its heat induced mirages that can drive an unwary wanderer insane with thirst. During the day the sun will burn unprotected skin to a crisp and during the night the cold will make even a Northerner shiver. There is little water to be found in the desert and the Nomads have been known to guard it jealously for their own kin.
Silver Haven (Yalma'a Najmah)
The border between Amador and the Shimmering Wastes has never been a straight line. Rather the grasslands and forests of Amador slowly give way to dry rock and sandy dunes and in this borderland lay the trade city of Yalma'a Najmah, or Silver Haven as it is called by the “bleakskins”. It is a melting pot of a city prospering from trade between the East and the West. Both the Nahmil and the Kingdom of Amador lay claim to this border-city and a sort of distrustful peace has settled over the city. The Nomads’ ruling council and the Amadorian Nobles both patrol the city and uphold their own respective laws, but meet for secret negotiation more than weekly.
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Ghostmaker

Ghostmaker


Posts : 179
Join date : 2009-06-06
Age : 33
Location : VIP-coach on the Train of Thought

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PostSubject: Re: Setting and Story   Setting and Story I_icon_minitimeSun Sep 13, 2009 4:31 pm

The Races of the Realm
This section is where you can find an overview of the different playable races in the Realm. It includes the main attributes of the races and their sub-species, but also a bit of background info. Non-playable races might be included in a Bestiary if it is deemed necessary.

Humans
The race of Men might be young in the grand scheme of things, but they have a determination only rivaled by the dwarves and a will to succeed that equals the elves’ quest for mastery. Humans have a unique ability to adapt that the older races can’t compete against. The dwarves may live in harsh conditions far beneath the earth, but the domains of men encompass burning deserts, artic wastelands, infertile islands and fetid swamps. Such versatility is hard to come by and harder still to duplicate.

Amadorian Humans: The citizens of Amador are a proud and strong people who have held their lands safe from all manner of creatures and monsters. They are stalwartly in the face of death, knowing that the men to their right and left will stand strong against any threat. Their training in the militia and faith in their kinsmen make Amadorians excellent group-fighters who instinctively move together as of a single mind. Shields slide side-by-side against arrows, spears stab out simultaneously from different angles and no one is in anyone’s way.
Amadorians are Caucasians with wide shoulders and taller than many other humans. Their hair is in regular shades of brown, black and dark-blond and they’re typically light skinned with a coppery constitution, but this can vary greatly depending on which region they’re from. The Amadorians’ have many with blue and green colored eyes, but also browns and even purple!
Attributes and Abilities:
- Jack of all Trades: Can adapt to new situations and environments easily. Capable of committing to any job they want.

- Battle-brothers: Work exceedingly well when fighting in groups. Especially with other Amadorians, but can also adapt to more exotic companions

- Seat of Civilization: Born in a civilized land, s/he is at least semi-educated and knows more about the world than many others. Is not easily troubled by rituals, superstition and foreign gods.

- Serve the Blood: Anyone over the age of 23 are trained militia soldiers, or knight. Can not be outside the militia/knightly-order at ages 18-23. Proficient with light-armors and either the bow, the sword and shield, the spear and shield or the halberd. Knights have no limitations to weapons and armor.

- May choose one:
o Ways of the World: Can relate and interact with alien races without much trouble. Can easily understand and adopt foreign customs and ways of life.
o Faith in Bloody Arms: Extensive militia service or extensive career as a knight. Is a hardened veteran with several years of both war and border-skirmishes under the belt. More than skilled with light-armors and bow, in addition to either the sword and shield, the spear and shield or the halberd. Hardened knights have no limitations to weapons and armor.
o A sliver Crimson: A noble with a tint of the Royal Bloodline in him/her. Can be red-headed even though this isn’t a natural color in Amador. Can have a birthmark in bright silver. Is gifted in the magical arts. Has a kinship with Dragons.

Nahmil Humans: The desert dwellers shrouded in mysteries. Few “bleakskins” are allowed to glimpse their secretive culture, but it is not uncommon for Nahmils to travel out of the desert to explore the “wetlands”. Of the twelve clans the Asul, Ka’fir and Dahmr are the most likely to be found as travelers and explorers in Amador, though others are not unheard of. They are ruthless fighters who go into any live battle with the intent to kill. Their version of honor does not include mercy to the enemy. Though more than capable fighters, they favor guerilla tactics over straight fights and will flee if they think it best. Their warrior society is also heavily angled towards personal prowess and glory, making it hard for Nahmil warriors to fight in groups.
The Nahmil are dark-skinned and as tall as the Amadorians, though skinnier and slimmer shoulders. Their hair is in dark shades of black and brown and some few times in deep-red, while their eyes are dull, dark shades of every color except red.
Attributes and Abilities:
- Jack of all Trades: Can adapt to new situations and environments easily. Capable of committing to any job they want.

- The Dunes teach All: Can walk steadily on nearly any surface however uneven and uncomfortable. Can survive in the warmest and driest of climates, though troubled by cold. Nervous when close to rivers and lakes. Distrustful of non-Nahmil.

- As Lions and Hyenas: Is a ferocious fighter who’ll strike without mercy, though unable to fight as part of a group. Most skilled in raiding tactics and guerilla warfare, and will flee from an unfavorable fight.

- May choose one: (Note that a member of the Ka’fir tribe can have any of these)
o Barter in Gold: Most probably a member of either the Asul, the Dahmr, the Awald or the Qamar tribe and a skilled trader. Knows how to haggle and is skilled in gauging the worth of merchandise.
o Barter in Blood: Most probably a member of either the Dhimai, the Ghazi, the Itah or the Nezhar tribe and a skilled warrior. Considered among the most deadly combatants in the world and capable of taking down several times their own numbers when employing their favored hit-and-run tactics.
o Barter in Words: Most probably a member of either the T’akl, the Harimm, the Narr or the Ummi tribe and a skilled negotiator and storyteller. Speaks with a flowing language that can inspire and devastate listeners. These are also the best Magicians.


Westweald Humans: These are the men and women hailing from the western part of the Plains of Strife. Others often call them Strifers, a nickname they have ill feeling of. Like the Amadorians, the humans of the Westweald have been harried by constant war for centuries, but they lack the comradeship and stoic sense of duty that has made Amador a mighty kingdom. Instead they possess a grim outlook at life, death and most things in-between. “If you always expect the worst case scenario, you will never be disappointed”; a creed it seems the entire western half of the Plains of Strife follow with a silent passion. Though not fearless in battle, they accept whatever may come at them as it is and think little more of it.
The Westwealders are Caucasians reminiscent of Italians or Frenchmen in their appearance. Their average height is somewhat shorter than the Amadorians and their skin is paler and burns more easily. There are a lot of different eye colors in the Westweald, but the most common are bright shades of brown and grey.
Attributes and Abilities:
- Jack of all Trades: Can adapt to new situations and environments easily. Capable of committing to any job they want.

- Death Comes for All: Can overcome their fear of death, pain and injury by accepting it as inevitable. Not completely fearless though.

- Better than Worst is Good: Capable of struggling through the worst hardships by focusing on how it could or can be worse. Can stomach pain by seeing it as a sign of being still alive.

- May choose one:
o Serve the Sword: Was recruited or conscripted into one of the Plains of Strife’s many armed conflicts or picked up arms to defend his home town. Though possessing minimal training, s/he has much experience in battle. Most probably scarred.
o We are but Men: Is a devoted to the Gods, maybe even a Priest. Though worshiping all Eight Divines, the believer will focus his devotion towards a specific deity which resembles his own beliefs. The burning zeal of belief can make a man do extraordinary things.
o The Woods have Eyes: A hunter of the forest. Skilled with tracking, concealment in woodlands and using the bow. Might have fled to a hidden refuge in the woods to escape the wars.


Elves
The Elven race is long-lived and fair with a greater grasp of magic than perhaps any other since the end of the Cainians. They also have a strong link to nature and its beasts, evident in how they care for all things natural and take pains when it is wounded. It is said that the moods of an elf can sometimes be influenced directly by the state of the surrounding nature.

An elf has far better eyesight than both men and dwarves (though dwarves see better in the dark), something which has made them the greatest archers the world has seen. They have quick reflexes and are light on their feet, capable of running for leagues without tiring. But their specialization is also their undoing. Since their bodies are so light and agile, they are not very hardy. Blows that would stagger a human could knock an elf out cold and sword strokes that would give a dwarf a flesh wound might well carve an elf in twain. This is of course if the blow can land.

High Elves: Often called the Highborn or Firstborn when formality demands it, High Elves are the remnants of the Eldar, or Sky Elves. The Eldar are the elfish forefathers who would later split into the five known elven species of today. The Eldar were brought down by civil war and internal conflict, and only the High Elves remain who carry on their ancient ways. They can live for centuries as long as they do not lose the will to live. That is the problem with immortality; Infinite time, but finite things to fill that time with. In an attempt to keep their interest in life, the High Elves search for their true passion once they reach their equivalent of a “mid-life crisis”. They will stick to this passion and master it over the course of centuries, be it poetry, magic, horse breeding or mastery of the sword. The elven race has an exceptional connection to Magica and the High Elves’ link is that much greater than even other elves. They innately understand how to bend the Ethers to their will and with their near-immortality they have the time to truly master the Magical Arts.
High Elves are tall and slender, often a head taller than even Amadorians and with light yet golden skin tones. Their hair is naturally in shades of brown, gray and blonds, though it is quite common to color ones hair (often permanently with magic). Their eyes are brightly green, blue or silver in color and slightly slated along with the rest of the elongated face. Elves have an alien beauty that some can find hopelessly alluring and others can find unnatural and upsetting.
Attributes and Abilities:
- Graceful and Nimble: Is light footed and fast as a deer. Incredibly quick reflexes and agile as a panther. Kind of fragile because of the light structure of the body and bones. Most probably an excellent dancer.

- Arcane Gift: Highly and innately gifted in the Magical arts, though still needs the gateway ritual to use any magic. The drawback is that effects against them using magic are strengthened so a flame that would singe a human would immolate an elf.

- Seat of Civilization: Born in a civilized land, s/he is at least semi-educated and knows more about the world than many others. Is not easily troubled by rituals, superstition and foreign gods.

- Elder Traditions: The High Elves were always a people who looked to the past rather than the present. Follows faithfully a series of traditions, superstitions and rituals through their day. Some of these are actual rituals that can attract Ethers, but most are just tradition.

- May choose one if over the age of 150:
o Beauty of the Blade: Has found his/her true calling as a warrior. Through years of training and experience, the warrior is a true master of the chosen weapon. Is devastatingly skilled in the use of a single weapon or weapon-set.
o Wisdom with the Ages: Has found his/her true calling as a scholar. Through years of studying and searching for knowledge, the scholar knows things that can help him in many aspects. Most often a Magician.
o Culture for the Soul: Has found his/her true calling in an aspect of elfish culture. Either a thrilling author, a spectacular performer, a master artist or something else of that kind.

Wood Elves: Free spirited and joyful at most times, the Wood Elves seem so happy and carefree when surrounded by their deep forests. The Wood Elves live and frolic in the deep woods of the world, hardly caring about political borders and such things. The Wild Elf societies within Amador have an understanding with the Crimson Throne, and those living within the borders of Iri’thilen have a similar agreement with the High Elves’ government. The Wood Elves were once of the Eldar, as all other elves were, but there was an exodus from their old lands after the civil war that tore the Old Empire apart. Now they live in harmony with nature in societies deep within the forests of the world. They have superior senses to other elven races because of their bond with the wilds and are counted as the best archers in the world for their eagle-like eyesight.
Slightly shorter than High Elves and of an even thinner build, Wood Elves are like nymths as they run through the woods. Their skin is slightly darker than the High Elves, but it is a golden, tanned color most often. Haircolors come in soft shades of blond, brown, red and green and the Wood Elves opt to keep their natural hair color throughout their lives. Eyes are dull blue or gray, but can also be dull shades of gold and brown.
Attributes and Abilities:
- Graceful and Nimble: Is light footed and fast as a deer. Incredibly quick reflexes and agile as a panther. Kind of fragile because of the light structure of the body and bones. Most probably an excellent dancer.

- Arcane Talent: Innately skilled in the Magical Arts, though they still need the Gateway ritual to perform any magic. The drawback is that effects against them using magic are strengthened so a flame that would singe a human could immolate an elf.

- Nature’s Calling: Is at peace in areas rich with life like forests. Is innately talented with using the Green Ether and the Yellow Ether to a lesser extent. Can communicate crudely to beasts and plants. Will feel the mood of the surrounding nature, including its pains and joys. Has improved senses, especially eyesight.

- May choose one if older than 40:
o The Law Primordial: Is a worshiper of Oros the Hunter God and a talented huntsman and/or warrior. Often wears trophies of their most prized kills. Is among the greatest archers in the world. Has the stamina to run after prey for miles. The only Wood Elves who can utilize the Red Ether.
o Rule of Sacred Life: Is a worshiper of the Goddess Ishtar(aka Isha) and a devoted pacifist who will only fight in self defense. Supremely talented with the Yellow Ether and the Green Ether if Magician. Others feel friendlier towards them. Can sing to trees to shape items of wood without cutting the tree. Is most often a vegetarian.
o Flight’s Commandment: A worshipper of Amer the Wanderer and a freethinking traveler or vagabond. Can not have a permanent residence. Will become uncomfortable if staying in the same place for more than a week. Possesses incredible stamina.


Dark Elves: Also known as Drow or Drowenda, which translates into “The Deep Dwellers”. The Dark Elves populate the Underdark in their grand City-State Narryth’Drowar, which roughly translates into “The Deep lands in Twilight” or “The Twilight Realm”. They were once Eldar together with all of the other elfish races of today, but a civil war shattered the Star Elves; a civil war the Dark Elves sparked and subsequently lost. They were banished from the Old Empire for their sins and the greatest Magicians of the time put a curse on them so that all could see that these were twisted beings. From that day their skin was turned dark as night, their hair turned white and forever more their kind would be haunted by ill luck.
Nearly all Dark Elves have a bi-polar personality that will jump from silent and somber into chaotic and violent. This chaotic behavior really exemplifies the Dark Elves who will sit quietly in the Underdark for decades only to suddenly launch a giant invasion out through the Tear. Drow society is Matriarchal, which means that the gender-classes have been reversed compared to humans and it is the females who are the leaders among them.
They are not as tall as other Elves, often only matching Amadorians for height, though the women are often slightly taller than the men. They also have a bit heavier body structure than other elves. Their skin is very dark in shades of gray, blue and brown, and often a blend of the three. Their hair as always pure white, but coloring it has become so normal that many outsiders believes them to posses every known color. Their eyes have a slightly enlarged iris which is in dark or shiny shades of gray, blue or silver and their pupil with shine softly red in the dark.
Attributes and Abilities:
- Graceful and Nimble: Is light footed and fast as a deer. Incredibly quick reflexes and agile as a panther. Kind of fragile because of the light structure of the body and bones. Most probably an excellent dancer.

- Arcane Talent: Innately skilled in the Magical Arts, though they still need the Gateway ritual to perform any magic. The drawback is that effects against them using magic are strengthened so a flame that would singe a human could immolate an elf.

- Sins of the Father: All of them are cursed with bad luck and ill fortune. This does not seem to be too much of a problem though, but one of the consequences are that the Drow have abandoned the use of ranged-weapons (except thrown ones) altogether.

- May choose one:
o Law of the Dark: Has grown really accustomed to the climate of the Underdark and therefore has a unique skill set. Can hide easily in darkness and shadows. Can see better in the dark than others. Knows much of minerals and rocks. Nervous when outside at daytime. Weak to bright lights.
o Sanguine Thrill: Is infatuated with violence and the thrill of fighting. Can be a highly trained and experienced warrior with a terrifying prowess of his/her chosen weapons. Might go Blood-drunk while fighting and loose her/his senses till the fighting is over. Must specialize with the Red Ether if Magician.
o Of Noble Heritage: Is a member of a Noble family or a powerful House. A natural leader of her/his people with moderate training in tactics and moral. Must have at least basic training in a single weapon, but can have more. A good negotiator and speaker. Calm and collective. Must be Magician, though can be a very minor one.


Dwarves
The Dwarven race might be short of stature, but they are great of heart. It will be quite the challenge to dig up a dwarf who wouldn’t die to save his kin and harder yet to find one who wouldn’t be grinning wickedly during. They are an ancient race, believing themselves to be as old as the Cainians who lived before the Sundering and to have survived that catastrophe by hiding in their holds. And what mighty holds they are. Entire mountains hollowed out into cities to house countless. But they are countless no more and their grand halls vibrate with lonesome echoes the few times anyone passes through them. Their days of glamour are past, but that has not diminished their perseverance nor their skill with the axe, the hammer and the stone-chisel.
The dwarves have a stone will and a iron determination, and expect the same of every other race. This is exemplified in the dwarves’ oaths. If a dwarf swears an oath, then he means to fulfill it even if it leads to his death. To say “Dwarven Oathbreaker” is akin to saying “Brave Coward” or “dry water”. It just isn’t to be.
The dwarves are a hardy people who can be buried by stone and still be alive once dug out. “To strike at a dwarf is to dull your blade,” goes the Amadorian saying and it is not far from the truth. A blow that would kill a human might stagger a dwarf. Their toughness also includes the magical realm for their species has no greater link to the Gateway. Their connection to anything magical is weak at best and as such they are completely unable to channel Mana and cast spells. Instead the dwarves use their own Rune Magic which they guard jealously. With this they are able to enchant items with incredible effects; a skill lost to other Magicians for eons. The Runesmiths and Runepriests use this to create awesome weapons for their warriors and defend them from the attention of other magicians.
Oh and they have beards. Great big beards.

Kazar Dwarves: The dwarves of the Kazar clan are masters of gun-powder, a substance only known in full to the dwarves. Their smiths and scientists have created weapons far more advanced than the crossbows or swords of the other races. Flint-lock pistols and rifles are almost mandatory for members of the clan to know and the truly dedicated learn of the Great Cannons that guard the hold and other wonders of engineering.
Their hold of Kazar’alde lies far to the north, deep within the mountains, which explains somewhat their immense xenophobia. No one but dwarves may enter their hold and any dwarf who so wishes must first swear an oath that all he learns within he shall only share with other dwarves. They even refuse to trade with other races, so their merchandize must be acquired through another hold. Those of the Kazar who travel outside the dwarven lands are typically less skeptical to other races, but they are still more than untrusting of anyone not from a hold.
The Kazar clan is short as all dwarves and pale-skinned from their time within their mines and holds. They would reach an Amadorian to the abdomen if not the waist. Their hair dark black or brown most of the time, though it will turn grayish with the years. Their eyes are piercing and either gray, gold or nearly black.
Attributes and Abilities:
- By Bedrock Born: Hard as stone and tough as steel. Compact and hard to hurt. Great strength of arms. Lacks speed in their attacks. Is comfortable in armor. Can carry a lot of weight and walk far without rest, though not very speedy. Has good night vision and needs less air than others. Cannot break an Oath. Is stubborn to a fault and courageous in the face of danger. Can hold their liquor better than most.

- Steel over Arcana: The dwarven race is resistant to all magical effects (not immune though) because of their weak connection to the Arcane. Is unable to channel magic and cast spells. Can instead use Runic Magic to enchant items with Magical effects and abilities.

- The Cogs Turn: Has some talent in engineering and the use of gunpowder. Can use most gunpowder weapons and knows something of how they work and how to repair them.

- A Mountain needs not Trees: Fiercely independent and distrusting in all except other dwarves.

- May choose one if over 80 years old:
o Master Engineer: Is a true genius when it comes to machinery and gunpowder. Can use all kinds of gunpowder weapons with an expert’s skill. Can competently create and use experimental gunpowder weapons like multi-barreled rifles or shoulder-attached pistols. Can operate Cannons and any other siege machine.
o The Axe calls me: Has served extensively in the army and gained both experience and scars. Is proficient in the use of rifles and light armor. Can be proficient in either the use of shield and axe, the two handed axe, the spear and shield or the axe and pistol.
o The Stone speaks Softly: Is an expert miner and worker of stone. Knows nearly all there is to know about stone and minerals. Can dig faster than any other. Feels slightly nervous when outside during the day.

Erind Dwarves: The Hammer-handed as they are called by other dwarves with a nod of respect, the Erind clan is the smiths who can put even other dwarves to shame with their stunning skill at the forge and anvil. It is not strange then that the emblem of Erind’hol, their hold, is a golden hammer striking a silver anvil upon a royal-blue background. The hold is a hollowed out dormant volcano whose magma is now used to heat the Great Forge and the rest of Erind’hol. Despite the heat from the countless Smithies of the hold, its peek is still covered in a thin layer of snow.
When a child is born into the Erind clan, the young babe is given a hammer. This hammer he carries with him till the day it is buried with him. Many of the Erind clan only carry the hammer with them, thinking it is too valuable to actually use it, while others will bash both heads and glowing hot metals with theirs. They are also good traders in the respect that they will always pay exactly what they think an item is worth and will never sell an item for anything but their opinion of its value.
The Erind dwarves are ever so slightly shorter than Kazar dwarves, but only another dwarf would notice. They have the darkest skin of any dwarf though it is lighter than that of the Nahmil Humans. Their hair is golden blond or light brown and it takes a long time before is starts to turn gray with age. Their eyes are dull shades of gray and silver, but often holds a strong glare for any who might offend them
Attributes and Abilities:
- By Bedrock Born: Hard as stone and tough as steel. Compact and hard to hurt. Great strength of arms. Lacks speed in their attacks. Is comfortable in armor. Can carry a lot of weight and walk far without rest, though not very speedy. Has good night vision and needs less air than others. Cannot break an Oath. Is stubborn to a fault and courageous in the face of danger. Can hold their liquor better than most.

- Steel over Arcana: The dwarven race is resistant to all magical effects (not immune though) because of their weak connection to the Arcane. Is unable to channel magic and cast spells. Can instead use Runic Magic to enchant items with Magical effects and abilities.

- With Hammer in Hand: Must have a Ceremonial Hammer at all times. Is a skilled smith and can make basic items and make decent repairs. Is comfortable in heavy armor. Can fight decently with a warhammer.

- May choose One if over 70:
o The Cogs Turn: Has some talent in engineering and the use of gunpowder. Can use most gunpowder weapons and knows something of how they work and how to repair them.
o Master of the Forge: A true genius in the field of forging items. Can create nearly any time with the help of a hammer, a forge and an anvil. Knows all there is to know about metals, smelting and forging
o Honor what’s Worth: A skilled trader. Is adept at estimating the value of items and merchandize. Can adapt reasonably well to foreign customs and ways of life.

Shortbeards: Though not a clan, the Shortbeards are to be considered dwarves even though their blood is mixed with that of the humans. Humans and dwarves have existed side by side with at least some measure of friendship for millennia, so it is no wonder that some intermingling has occurred. Though other dwarves might look condescendingly at them for not having pure blood, most other races accept them for their skills and feats.
The Shortbeards don’t have a hold to which they call their own. Many of them live in the hilly borderlands where Amador meets the Anvil Mountains, but they can be found nearly all over the world. Villages in mountain area are most often populated by both Shortbeards and humans, and maybe even some fullblooded Dwarves. The Shortbeards are also known for their skill as brewers, distillers and wine-makers. And not to mention their skill at consuming their products!
They are a full head taller than other dwarves as a rule and come up roughly to the chest of Amadorian Humans. Their skin tone varies greatly from where they hail, but never as pale as the Kazar dwarves or as dark as the Nahmil humans. Their hair color also varies from place to place, but brown shades is the most common. Their eyes are most often misty shades blue, green or gold, and having mismatched eyes is not uncommon among the Shortbeards. There is also something akin to tradition in managing their beard so it is cut short-ish and stylish.
Attributes and Abilities:
- Steel over Arcana: The dwarven race is resistant to all magical effects (not immune though) because of their weak connection to the Arcane. Is unable to channel magic and cast spells. Can instead use Runic Magic to enchant items with Magical effects and abilities.

- By Stone and Soil Birthed: Resilient to damage, though not as much as other dwarven races. Has a greater strength of arms, though not on the level of other dwarves. Is much quicker than other dwarves. Can carry a lot of weight and walk far without rest, though not very speedy. Cannot break an Oath. Is stubborn to a fault and courageous in the face of danger. Can hold their liquor better than most.

- Ways of the World: Can relate and interact with alien races without much trouble. Can easily understand and adopt foreign customs and ways of life.

- May choose one if over 50:
o Master Brewer: A true genius when it comes to anything alcoholic. Can be a genuine master in brewing, distilling and/or wine-making. Can drink nearly anyone under the table.
o Honor what’s Worth: A skilled trader. Is adept at estimating the value of items and merchandize. Can adapt reasonably well to foreign customs and ways of life.
o The Cogs Turn: Has some talent in engineering and the use of gunpowder. Can use most gunpowder weapons and knows something of how they work and how to repair them.


Last edited by Ghostmaker on Wed Sep 23, 2009 3:32 pm; edited 5 times in total
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Ghostmaker

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Join date : 2009-06-06
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PostSubject: Re: Setting and Story   Setting and Story I_icon_minitimeSun Sep 13, 2009 4:34 pm

Magic of the Realm
Here is the overview of how magicians in the world can do their deeds. Here is also some of how magic is organized, where it comes from and the history of its appliance.

On the Origins of Magic and the Gateway
The World of the Realm is not is not the only world that exists. There is another world “past” what the eyes see. This other universe is called many things: Heaven, Hell, Afterlife, Ollymsin, the Godly Domain, the Magica and so forth. Nearly every religion in the known world places its gods in this magical realm and there very well might be gods there for all we mortals know.

In the real world, Energy can solidify into Matter (E=MC^2), but that is not the case in the Magica. There, Energy can turn into a substance known most often as Mana.
Mana is wild and unruly, a chaotic mass out of reach from the real world. So long ago, the Cainians constructed the Gateway, or the Gate of Pandemonium. Through the Gateway, they hoped to draw upon the awesome power of Mana, but they were undone. The power was too great to rein in and the Cainians saw that the raw powers of the Magica would consume the world if they did not close the Gateway. This event is known as The Sundering as the face of the world was forever changed by the forces involved.
In the end the Cainians gave their lives, nearly to the point of consigning their race to extinction, in the attempt to close shut the Gate of Pandemonium. They were nearly successful in their endeavor. The great Gate slid shut, but a sliver of an opening remained from which magic could seep into the real world from Magica.


The Seven Winds of Intent
The Mana that streams from Magica is not a perfect chaos; it is more like a swirl of colors half-blended together. Magica is a mirror world to the real world and the Mana in it is the mirror reflection of conscious emotion and intent.
When the colored aspects of mana enters the material world, they divide and they can be distinguished from one another. There are apparatuses and spell-effects that allow a Magician to physically see the different Ethers, but usually the magic-user employs a sixth mana-sense to detect the mystical energies.
There are seven different aspects of mana, called Ethers, that a Magician can observe and use. Each of these Ethers are related to a certain emotion or intent. After the stream of Ethers has passed through the Gateway, it flows through the world before it gathers in areas relating to their emotion or intent. The Red Ether, for example, streams around battlefields and sites of violence, while the Gold Ether sinks down into objects and elements.

Aray, The Red Ether: The intent to cause harm
It is a violent torrent that roars forth from the Gateway and thunders through the world. Where violence and ill will resides, so does The Red Ether. It is among the quicker of the streams and will shift and move like a living thing to be close to violence, though once it has found a particularly strong concentration of ill intent, it will often linger long after what attracted it is gone.

Enki, The Gold Ether: The intent to alter an object
It is the heaviest of the streams and moves sluggishly after passing through the Gateway. It will quickly sink to the ground and through it to let itself sink into minerals. It is called the Gold Ether because it is particularly attracted to gold (in addition to other noble compounds such as gems, crystals and noble ores), though all metals and nearly all other matter contains some shreds of it.

Anansi, The Gray Ether: The intent to deceive
It is flimsy and hazy like a fog and sinks slowly to the ground after leaving the Gateway, though it is the quickest of the Ethers when manipulated. Once it has reached the ground, it will start streaming at ankle-height like a boiling mist, shifting and moving as it is drawn to lies, deceit and trickery. The Gray Ether never lingers, but will be constantly on the move, floating along close to the ground.

Esmun, The Yellow Ether: The intent to heal hurts
This Ether is the easiest to detect for beginning Magicians because of its radiance and it is easy to manipulate for those with the right mindset. It is so gentle and malleable that non-magicians with a highly caring nature are known to be able to unconsciously channel the thinnest flow to aid a patient. When not manipulated, the Yellow Ether flutters lazily through the world, momentarily attaching itself to kindhearted people or swirling in a spiral over temples devoted to caring gods.

Ki, The Green Ether: The intent to aid and strengthen
The Green Ether is a strong current as it flows from the Gateway, reminiscent of a wide, flowing river. It is a powerful and somewhat heavy Ether that can be said to pulsate softly with the life around it. Any places heavily populated by living creatures will attract the Green Ether, such as deep forests, and living things at such places will often be infused with the Green Ether.

Anu, The Purple Ether: The intent to create or summon
This Ether might be one of the lightest and thinnest of all the others. Once it leaves the Gateway, it floats upwards and spreads out so thinly it is almost impossible to detect it. There can be found slight concentrations of it closer to other Ethers and around areas where several Summonings have been preformed, but these are still far thinner than the other Ethers. The only place on can find any real concentration of the Purple Ether is within quarts-crystals, especially Amethysts (who’s color gave the Purple Ether its name). This unique attribute has lead scholars to assume that quarts originated in Magica and was somehow transported to out world and turned into matter.

Aminon, The White Ether: The intent to spite and weaken
As it leaves the Gateway the White Ether moves sluggishly, but it quickly picks up pace. It flows through the world like a foul breeze, attracted to areas where there are disease, corruption and ill feelings. Often it will also hover around graveyards and temples to cruel gods like a putrid mist.
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