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[WB] Fate of the Empire (NSFW)

Introductory
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It has been over three millenniums since the Empire had been formed. An Empire forged through blood, sacrifice, subjugation, and alliances alike. An Empire that brought the world to its knees with the fierce beings intangible within it. It has came a long way; any survivors of those thousands of years ago to see its birth may of look upon the creation as a fool's errand. At first, it was a simple goal to bring two powerful, demonic factions at a standstill before they may further doom their homeland continent. A meager gamble that a future Emperor made to ensure not only the survival of his family lineage, but also that of the various demonic tribes who were near extinction due to the conflicts and skirmishes among their kind or the harsh survival they had to endure upon the continent known as Respain.

A small force they were in the past, the Teraheart faction(one of those of the more magical inclined) only number a minor two thousand while the Cerabuhm tribe that they convinced into the gambit of alliance was well over twice their size in number. These two, conjoined forces would later become the Empire today after the discovery of lands beyond their own. The continent of Gandona was the first prize for these invaders; not only did it hold fertile, wild land but also there were many strange races that later became the bulk and driving force of the Empire's army. The Horde, as these entities often like to be called found themselves no match towards the demon armies that invaded their homeland; despite their much larger numbers in forces. There were many clans that resisted, but there were also those that saw the strength and glory that these invaders wielded and quickly used that opportunity to pledge their allegiance while their resisting brethren were either slaughtered or enslaved within the first several centuries of invasion.

Though one continent’s subjugation was not enough for the rule; not for two demonic factions that had once been at each other's throat. There was always the lingering of distrust in the air and to further bind allegiance came a new system of laws poised within the alliance and later upon those under their wing, along with the others that either joined or were conquered by them. As a result, their conquest upon other continents beyond Gandona could go unhinged and with the mass of the Horde under their command they could also easily divide their targets for domination and rule. This was a key driving force that allowed them to steadily conquered the majority of the world over a span of three and a half millenniums.

Although now the fabrication of a five hundred year peace is being put to the question. There are those that still feel that they have contributed just as enough, if not more than the reigning family. There are those that question the future of the world once it may be left in the hands of the predecessors of the ill Emperor. Despite the calm facade the world may see surrounding the current rule; there are too many shadows at foot and even now other alliances are being formed behind the scenes. Some as bold to conspire with existing family members to potentially take the throne of the Emperor while others so brazenly make plans in rebelling against the existing heirs. Just what will become of the Empire in the end? Will the World be thrown into another turmoil of conflict, bloodshed, and warfare? Will a compromise be reached and consensus be found of the next individual to inherit the title of Emperor or Empress? For who controls that claim will also control the World.
 
EMPIRE HISTORY
BE (Before Empire)

3583 - 3692: Resources upon the Continent of Respain begun to dwindle, conflict among the various demonic tribes and factions became unavoidable and soon escalated into a full war.

3692 - 4121: The excessive use of powerful magic from the Teraheart faction begun to have negative effects upon the Continent. Respain was changed into a bleak and disastrous world to live in. Weather within those lands was warped; new storms were created from hellish fires during summers, poisonous gases during springs, and even icy rain that was capable of spearing through flesh during the winters.

Also within this time period the Beast Master faction had grown negligibly smaller. Many creatures on Respain had drew nigh to extinction from the backlash effects of the war, but they weren’t the only ones. Demons within the primary opposing two factions were quickly being wiped out; either dying from the magical influenced storms or starvation if battle for the lands didn’t devour them first.

Xaiver Teraheart became king of his faction after the untimely death of his father during this period.

4121 - 4122: Shortly a year later, members of the Teraheart faction discovered an odd vessel crashed along the shorelines. There were no survivors, but from the debris allowed valuable information to be scavenge. Among these were maps of an incomplete, drawn charter which lands beyond theirs was never before believed to exist. Speculated, yes. Still, with few resources and with the gravity of the war with the much larger Cerabuhm Tribe a decision needed to be made. It wasn’t just the Teraheart faction at stake here, many demons were on the verge of extinction; something that would become true if they still battled over what resources lingered on a dying land.

4122 - 4123: Xaiver Teraheart soon arranged a meeting with the Cerabuhm tribe leaders. At that time he was accompanied by a few of his heirs. He proposed a ceasefire and alliance with what had been a long term enemy. Naturally, the opposing tribal leaders were at odds ends. There were a few that saw reasoning behind it while the others that were divided expected it as some form of trick. In the end, Xaiver truly believed there were lands beyond their own and made one simple declaration that would change the fate of everything.

“We face a crisis that will gradually consume us all in time, upon these lands. There are realms beyond this trifle world that we dwell; lands that would provide better living for our kind and their generations of children. Too long has blood been needlessly spilled between us, it is time to put an end to that and look towards our future. I am willing to stake my head on the possibility that we are not the only ones in this world. I come to you all to see if there are those that are willing to send forces in joining in an expedition to see if such is true. If it does prove false, then you can do with me as you see fit; however if it is true. If there are other realms for the taking. Then we should make this alliance into a more official Empire with me as its Emperor. You will all be Kings and Queens of whatever lands you desire, as long as you all serve under me then there will be no further need of infighting.”

4123 - 4126: Within the next few years, ships were built and used to set sail for the voyage of new lands by following replicas of the original charter. The continent known as Gandona was the first of discoveries and soon word was sent back to the faction leaders within Respain.

4127: The official conjoining of two long enemy factions into what would later become a powerful Empire.
 
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EMPIRE HISTORY
AE (After Empire)

0 - 231: Colonization along one of the shores of Gandona was made by the Empire. It didn’t take long for other inhabitants and beasts of this land to be discovered and hostilities were naturally made with the primitive residents.

231 - 331: Efforts were made to subjugate the the official residents of Gandona. Within this period of invasion there had been many turns of events that transpired.

331 - 333:The official, tribal residents of Gandona were soon realizing the threat the demon invaders possessed. While they themselves were divided by various tribes and species that contested territory through skirmishes among one another; they soon were quickly banding together as a Horde in hopes of repelling the invaders.

333 - 433: Despite their conjoined forces and larger numbers in size, the Horde still suffered heavy casualties.

433 - 434: A few clans of the Horde alienated themselves from the rest and decided it was better to serve under the Empire than meet death or enslavement. They also saw the promise of glory and conquest.

434 - 758: Centuries of bloody war followed, inevitably with the remaining resistance of the Horde being conquered by the invaders and the clans that had decided to join them.

758 - 1000: An unsettling peace followed for the next few centuries. Within this time colonization continued within Gandona and territories were divided. Still, there was a lingering distrust and fear for resources of what may followed with what happened to Respain.

1000 - 1013: Laws were soon established within the Empire to further establish rule and ensure some sense of safety within the ranks. These laws would also concern future citizens of the Empire or even that of slaves as a binding contract to maintain peace and order.

1013 - 1125: Following the creation of laws, the Empire allowed its forces to further branch out to explore other lands beyond Gandona. With an excess of forces under their wing they were able to shift their attention on their growing conquest.

1125 - 1129: There were two initial targets made at this point. One being the continent connected with Gandona, known as Nividale. The other being an icy mass of land out on sea known as Vendile.

1129 - 1403: Very few made the trip and returned from Vendile to live to tell the tale. Later it was mostly believed to be abandoned as a target. During this period, members of the Empire were soon branching out and forcing their colonization within Nividale.

1403 - 1404: Within that year Xeo Teraheart leaves Gandona on a personal exhibition and desire to conquer Vendile for himself after hearing the many rumors and dangers of the land.

1404 - 1503: Wolfmen soon join the Horde. Also within this set frame the factions of the Drow decided to serve the Empire.

1503 - 1942: Many races within Nividale were soon enslaved and conquered by the Empire. No word has followed in regards to Xeo’s departure.

1942 - 2243: Another period of established peace and the entitlement of lands and rule being divided among Terahearts and the Cerabuhm tribal leaders.

2243 - 2250: Andelia becomes the next target of conquest. These lands are also speculated belonging to the original creator of the charter.

2250 - 2432: Efforts of colonization upon Andelia are made. Barbaric tribes of humans and Amazons soon join the Empire while others are conquered. Civilized cities had proved to be more difficult in conquest with a significant technological difference between the two forces. (With Andelia being on an Industrial Revolution boon and the invaders still in medieval ages.)

2432 - 2743: Heavy casualties on both sides. ‘Divine Intervention,’ even being made by that of angelic beings called upon by the mortals whom worshiped them. This following period was probably the bloodiest of wars throughout the Empire’s history.

2743 - 3000: Xeo finally returns from his expedition, joining the invasion of Andelia. With him he brings forth monstrosities none have ever seen before; undead fiends under his wing and more that can soon rise to serve him with the constant supply of bodies on both sides. The humans and angelic forces at this point can no longer put up much of a fight being assaulted by two large forces of Demons and their Horde minions along with Xeo and his undead abominations. The capital Old Warren falls to these invaders.

3000 - 3500: A five hundred year peace follows. Most of the realm has been conquered and now under rule by the Empire. Now within this period there are many questions arising and alliances being made with the King upon his deathbed. What will become of the Empire after his passing? Who can be trusted to rule in his stead? What groups can still be counted upon in their allegiance to the Empire? Distrust not only growing among the building blocks of the Empire itself of Teraheart and Cerabuhm, but also among that existing family and even fellow tribe rulers.
 
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Continents


Andelia
Andelia is the most technological advance continent there was and may still be as of date. A land that thrived in the expansion of an industrial revolution through steamworks; thanks to many Gnome inventions and Dwarven crafts. As such, most of the continent offers little natural beauty opposed to the known wildlands that the Empire pillaged through, enslaving those of the lesser Amazonian tribes on their way. Andelia was the last and only continent to been able to put up a suitable resistance to the forced aligned, conquered races under demonic rule with its advance firepower of cannons, and other manmade objects of gunpowder(flintlocks, bombs, and muskets.) In the end, that wasn't even enough to merit their fate like the many before them.

With the fall of Andelia, the Empire had turned it into their primary homeland. With the age of technology, those enslaved were allowed to continue to make contributions over the span of years and such has been used to slowly benefit the other continents for the sub rulers of such realms. Even through the following 500 years of 'peaceful' rule, there has been little to no further breakthroughs. Now the capital Old Warren serves as a centerpiece of rule, where shadows creep and treachery lurks around every corner.

Inhabiting Races: Originally: Humans, Barbarians/Amazons, Gnomes, and Dwarves. Now all sorts of races given the Demonic invasion and main forces of the Horde, along with the imports of slaves they brought with them.
GM Note: This is where the game is taking place.


Respain
The continent known as Respain is the homeland of the demonic factions. Once the lands were fertile and thrived with life, but through the centuries of warfare it has been ravaged and desecrated. Many creatures and tribes have become extinct and others were on the verge of similar fates. There remains a few forests and former fighting has been restricted in taking place in such as they are the only lingering hunting grounds to offer any source of food to the two largest of factions. To the north beyond the mountains and swamp lies the grand citadel of the Terahearts. To the south, in a plains between both forests, and close to the mountains, is the keep of the Cerabuhm tribe. One of the few remaining villages of the Beast Masters lies to east beyond the mountains and river that cuts through both forests. Valuable resources from both of the mountains are also near their limits and the Terahearts have even estimated that this continent will become nothing more than a graveyard in a short span of years to come.

With their alliance with the Cerabuhm tribe, the combined demonic groups have managed to escape the fate of potential death upon that dying rock of land.

Inhabiting Races: Demons
GM Note A known motherland to demons.


Gandona
Gandona is wild, fertile, and brimming with life. The lands are untamed for the most part and idea for crop raising in the eastern grassy pastures. At first glimpse anyone can mistake it for paradise, but many dangers lie in wake; something the first human settlers have stumble upon from their explorations to new worlds. Deep within the northern most forest lives savage brutes known as trolls. Although they are not known to leave their habitat, much, they do not take kindly to any other races barraging into their territory. The villages close to the northern forest are proof to such, but some could also argue that they may of fallen to the other wild tribes that live within Gandona. Orcs who once live within the sandy plains have made their territory known after venturing to the south to claim the fertile land for their own. Their structures are not as well made as the human camps, living mostly in tents or hovels of houses. They have taken an aggressive approach to the human settlers, enslaving many into their ranks and some have sent out scouting parties to further explore the lands below. So far the three remaining human villages have avoided the radar of these raiders, and two still try to get by in farming as another makes their survival out in hunting and fishing. The goblins are one of the few that have not make the adventure below, finding safety in the caves of the mountains to the north, fearing the monstrous sandworms that lurk in the deserts below them. There are other brutish fiends that roam the lands and beasts that make their living within the forests, sands, plains, and mountainous terrain.

With the expedition of the Demonic Tribe, Gandona quickly fell under their control. The discovered human villages were the first to fall, most whom surrendered peacefully; and news of the primitive tribes led to them being targeted next. Of course, the Orc tribes united with other factions after seeing the threat of the demons; although through years of warfare, many Orc tribes became traitorous and soon begun to unite with various other factions seeking a similar immunity from the demonic fiends invasion. This marked the first step of a rise of power to an unified Horde.

Inhabiting Races: Horde, Rat People, Bearmen, Humans(through expedition), Demons(through conquest)
GM Note: A known motherland to the Horde.

Nividale
Nividale is a continent that is connected within Gandona along the western region. Once it was filled with primal beauty; with the invasion this changed. Trees butchered, land seized, settlements built. Creatures of the forest and swamps hunted for sport and game, many humanoids being turned into slaves. This was where the first movement happened between the unified front of the Horde, they were the ones mostly responsible under the rule of the demons to bring Nividale into their clutches.

The wild tiger people, wolfmen and lizard tribes were the first to fall, either being enslaved or forced into servitude when their swampy or forestry terrain was invaded. The elves were next, the wild ones that dwell freely within the forest fell victim to the large army that occupied just outside their woodland habitat. The high elves were next, no manner of magic or finer weaponry saved them from the unbreakable legion. From there the Horde went about capturing and hunting other natural and wild species through the lands, they built homes within the forest, near lakes and streams and close to the mountainous terrain in the north. Similar terrain leading to caverns and underground home where the Drow made their living, such would be next to be overthrown when they refused to serve the demons.

Inhabiting Races: Elves, Drow, Satyrs/Fauns, Minotaurs, Lizardfolk, Tiger People, Wolfmen, Wild Humanoids, Horde(through conquest) Demons(through conquest)


Vendile
A frozen continent that few species dared venture to during the ongoing wars of an united front. Vendile has its set of icy forests where many elves and trolls make their homes within, mountains that driders and giants are said to dwell. Other terrain consisting of planes, hills, lakes, rivers, ponds, and streams alike. Some aged creatures had built cities, the known vampires for one whereas the lycans hold their own barbaric, smaller settlements. These frosty lands held many perils, a haven in which those that could survive its climate had to struggle from other dangers. At a time it was consumed in conflicted between vampires and lycans; though this changed with Xeo Teraheart's invasion upon such chilling terrain. A demon leading an army of undead, who made sport of the lycans by giving them options to serve him in living or in death. Naturally they refused, their leader mercilessly slaughtered and revived through the dark necromancy arts. These poor hounds would not be the last of victims; the conquest would later force the vampires into submission and joining along with condemn many other natural residents of this continent into a life of servitude or death.

Inhabiting Races: Demons(Conquest,) Vampires, Undead, Lycans, Driders, Frost Giants, Frost Trolls, Frost Elves
 
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Locations


Old Warren
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Old Warren, the former capital of the humans, was once a large enterprise specializing as both a valuable trade district within the kingdom and that of entertainment. Now it is the center hub of the new rulers for the pass half millennium. This city is known as one of the largest within the continent of Andelia, easily filling up the size of three cities in one. It was never started out this way for that matter. In the beginning it was a simple fisher town like many others before it that may of been nestled close to the ocean; though through the course of years with the alliance from the dwarves and gnomes in the upper mountains from it and the inventions that followed, Old Warren was one of the first to achieve an industrial revolution and thus became the capital of the humans. It grew, it thrived, and inevitably it expanded. As the start of the technological cycle it drew attention from other human nobility, in time it was flourishing with all sorts of people seeking a better life; and for nobles, having whatever was new was always a game, to compete with others. Due to this, more housing were built and the city was greatly divided to compensate for the varieties of status.

Now it is ruled by the Empire and other races that had aligned themselves to the demon menace.It serves as the centerpiece where most negotiations go these days and where many of the sub rulers of various lands meet up to pay their contributions to the reigning Emperor. Now it seems to have grown more busy with visitors with the rumor of the ailing of the Emperor and the suspicion of who may take the throne next. Alliances are slowly being made as some eagerly wait in the shadows to make their move to be the next ruler of the world.


Castle
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The castle is a mixture today of the old with the new in terms of technology. Originally its construction begun once the deemed Old Warren started to slowly grow in population. The former leaders foresaw that that suitable defense may be need should an invasion ever befall them and such the Castle was constructed along a near out bank, surrounded by natural water and a rocky, mountainous terrain at its back to make it further impregnable. Sadly, even this was not enough to truly put a damper to the invasion when the unified front of the Empire came. Now the Castle serves as nothing more than a haven for the current Emperor as he proceeds to call upon other heirs to the future throne and gather such members to Old Warren.

On the outside the castle holds old masonry of medieval touches to signify it had been built prior of the growing technological boom from the Gnomes. Dwarven craftsmanship also played a role to make the building sturdy and to ensure the leveling it has upon its rather, rocky terrain that it is protectively situated upon. The castle holds many locations to it; from a stables, smithy, armory, barracks, gardens, training field, guest houses, dungeons and a few various other spots. Interior wise it has still a touch of the old, but the main castle and guest quarters have been touch with better plumbing(sinks, toilets, showers) along with electrical lighting from 'plug in' lightbulbs. The castle is also fitted with many rooms for both servants, nobility, and royalty alike. Beyond the rest quarters there is a large dining room, a standalone ballroom area, library, study room, and a few other misc rooms.


Market District
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One of the centerpieces of the city is the Market District, it has not been touched much in the technology field, keeping a rather look of older, medieval craftsman buildings to it. Most of its streets are paved and one can find all sorts of shops and vendors at stalls; of course, maybe without humans maintaining them as the rulers over the Horde do wish for trade to continue. With the port, trade can be maintained with the other continents and thus various wares are continuously brought in and out of the city.

There is also an area where train tracks run through the Market District, most of which still being used to this day to transport goods in and out of the market place.



Factory
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Placeholder/WIP


Auction House
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This is where all the private and arena slaves are put up for auction. Thanks to the ports within the city, many slaves come in with ease upon vessels, from all sorts of continents. Those awaiting to be sold find themselves within the dungeons underneath the Auction House. The interior is rather simple with a podium for the merchandise to be show cast to the audience. Many seats are lined up for those seeking purchase to rest. Slaves can be acquired through coin or valuable trade and sometimes it isn't uncommon to see some trading slaves for other slaves.



Noble Quarters
This was where all the rich once prospered, greedy nobles seeking to promote their self worth. Their district is proof of that, many new inventions from light posts to more steam engines that aid the district with power along with the few fancier shops one may fine here. Of course, one will also fine plenty of smoke filling the horizon in this area from all the coal and iron being burned to maintain whatever amounts of power for those machines. Presently, it is not as bad as it may had been in the past, the only continuation of such use is merely made by those that seek to learn or care for such technology. Many higher society invaders now make a living here, given the life of luxury from former nobility that reigned in this portion of the city.



Cathedral
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A place where many once flock to try to gain forgiveness for the many sins they may of committed. Today, the Cathedral has been ransacked and violated; now serving for other means of entertainment than that of a house of worship. Many public slaves are brought here, serving their duties to keep those that cannot afford slaves of their own entertained and feeding other soldiers morale for their services. Their handling is often over watched by that of a demon, to ensure that they may not become too tarnish to lose any value. Those that bite off more than they can chew are forced to compensate and if failure of such, well, their heads serve as examples on the many pikes outside from the Cathedral.



Commons
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This district of the city had served the middle class, thus most of its buildings are well maintained but far from anything really fancy in comparison to the noble quarters. Many homes are fitted with fireplaces and the means of lighting must be maintained by that of candles given the lack of technology boom here or the inability for former commoners to afford it. Now this district is filled with many individuals of moderate social statuses and few of the other various outside races that may won any property here out of favoritism from demons.



Arena
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The arena is the main source of entertainment within the commons and still used today after the invasion. The only things that had changed were the contestants, now various creatures and humanoids either fight to the death for the audience or other rules are established where the defeated may find themselves assaulted/violated before the crowds. The arena itself is pretty common as far as interior goes, many stands line the area and down below is completely sanded in. Two gates allow for the contestants to enter at either side. The arena also has dungeons below where contestants and beasts alike are kept, unless said contestants are also property to someone else.



Slums
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The worse of places any can make a living within, the slums. This had been a common home for the riffraff of society and to maintain the population, that of an underground labyrinth had been made as well; connecting itself with the nearby caverns to the dwarven and gnome settlements. Now the slums are a home to the lesser races, goblins, drow, and vampires alike have made the underground portion and nearby connecting caves their homes after the fall of the dwarves and gnomes. Barbarians and wolfmen mostly reside within the city portion of the slums.



Clock Tower
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The only real sight of present technology that the slums ever gained, the first of buildings really that the dwarves brought over along with the aid of the gnomes. The clock tower continues to work even today, the bells that chime loudly at every hour and can be heard dinging through all of Old Warren. For those living in the slums it is a nightmare and it isn't uncommon for some to wake from their slumbers at each hour. Worse, staircases leading to the top had crumbled with age making sabotaging it even harder to impossible to accomplish.
 
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Races
Demi-Humans


Demons
There are a large variety of demons, although traditionally they fall into one of four groups. Those notably being as follows.

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Common Demons - Your average demons that may hold some variety of skills, but nothing amazing on any of the leaders potential levels. All demons come in a variety of shapes and colors whether they are self proclaimed Teraheart lineage or elite members of the brutish Cerabuhm tribe. Some have horns, tails, wings, claws, fangs, hooves, and/or other oddities. Some may not even be completely humanoid in appearance.


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Terahearts - Few Terahearts wield an intimidating image, many are blessed with an alluring beauty about them through their demonic heritage. Every Teraheart goes through a stage of 'awakening' near their adult years. This phase draws out a magical marking along their body as a signature of their upbringing, the aptitude of their magic, and the royal stature of their race. All Terahearts believe keeping the blood pure for royal lineage, a child outside the family circle will never be recognize as a heir to the throne; unless they possess potent enough magical power to be blessed with a marking. Terahearts are not that tall in comparison to other demons, males and females often cap at 6'5" with very few making it to seven feet.


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Cerabuhm Tribe - The Cerabuhm Tribe fits the imagery of sheer power, the leaders making the most of it with their muscular forms. Their ways in leadership are much different than the Terahearts, they believe in a policy of might is right and only the strong should truly rule over all. It is even common for members within their tribe to challenge fellow ones for power, although today it has been unheard of for the Purebloods(six primary leaders) to fall to another lesser demon. They have a love for the battlefield and also a strange since of honor- even for demons- as far as fighting goes. For example, they will never turn down an invitation to a one on one fight and some may go as far as waiting for their opponent to retrieve a weapon. Each leader may have their own rules and moral codes for a fight, so it is rare to expect similar results. As for distinguishable traits, there isn't many beyond their behemoth sizes, although there have been many known to possess heterochromia. Their heights are massive, on the shortest of scales they still tower a good six feet, the tallest of leaders has been rumored to stand nine feet


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Beast Masters(Also known as Beastkin) - Beast Masters are true to their name, demonic fiends capable of taming and empowering various monstrous companions. Most of them are 'feral' in image and has been known as a former rarity of race with the steady declining of beasts within Respain and the distant prior war between the two major demon factions. Still with the new conquests, it has allowed Beast Masters to thrive once more in finding new companions amidst the many continents. A Beast Master's magical aptitude is different than other demons, it effects and strengthens the creature that they had bonded with. The more potent their magic is, the higher boost of stats the creature receives. Beast Masters with high magic potential are considered the most dangerous if they had tamed a creature for their own; enough to be on par with the Terahearts and the Cerabuhm tribal leaders, depending on the creature. Beast Masters can stand any where between four feet to seven feet in height. Their most distinguishable of features is that they vary greatly from common demons in physically carrying more partial animal qualities to them. These can vary anywhere from ears, tails, and even legs or arm sleeves of furr or hide depending how 'feral' they may be; but primary they look otherwise human-ish despite those wild characteristics.
Lifespan
These creatures are not immortal; though they can easily outlive many normal races time.
Common demons and Beastmasters age slowly. Fifty years = one year of age progression. (900+ for adults)
Terahearts and Cerabuhm purebloods age excessively slow. It generally takes a hundred years for them to age a single year. (1,800+ for adults)
Racial Pros
All demons are adaptable to new terrains and are unhindered by climate.
Terahearts can activate their runes, enhancing their magical aptitude. Being proficient in magic, they can mastery in subject of a field and still minor dabble in other areas. Though they cannot master more than four altogether. Activation of ruins will be taxing on the body and as a result a Teraheart will have to rest for several days to recover.
Cerabuhm purebloods can activate an adrenaline rush which will temporarily boost their speed, endurance, and strength. Though this too is taxing on the body and they will have to rest several days to recover.
Beast Masters possess higher senses in comparison to other demons. They are also believed to be able to communicate with beasts.
Racial Cons
All demons are weak to holy magick.
Terahearts are not physically as strong, their magical bloodlines has left them weaker than the run of the mill demon and without magic buffering them they can just as easily be physically overpowered by orcs or even humans.
Cerabuhms purebloods hold no magical talents of their own and their resistance to magic is not the best either.
Beast Master's can only generally command a few creatures at a time. Naturally the larger the creature the less they can control in number.


Angels
The divinity, the very few higher beings that could fully combat against the growing menace. Many have now fallen into the clutches of the Empire as prized slaves, their powers bound by powerful, demonic, sealing devices. Angels come in varieties, nearly all possess some form of magic, generally that of a holy nature; unless of course, they fell off towards the darker alignment. It is rare for angelic beings to intervene in the mortal realm of affairs, less a great threat befalls the world; this a later fact that has cost many divine beings dearly and has left them within the clutches of darker fiends.

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Common Angels - The run of the mill, bulk of the angelic forces. Most of their kind possess similar traits as far a feathery wings go. They also share a typical radiant beauty about them and come in all varying heights and weights. Still it is uncommon to find any common angel more than six feet tall.


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Valkyries - The warrior breeds of the angelic lineage; sure, there are plenty of common ones that are drafted as fighters within military ranks, but the Valkyries themselves are the pure soldiers that have been trained since their creation and had continued to train since to tune their skills. They are also the 'fabled' ones to some racial beliefs that will take them in the afterlife to a realm befitting of fighters from past deeds of glory. Whether or not this is true is questionable, but one cannot put much inquiry on the battle skills these beings possessed that had put up more than a fight against the Horde and Demonic fiends in the final hours of the conquest upon reign of the world. Sadly they did not have the same numbers to deal with such large forces and their intervention could had came better in the past should they sought interference. Valkyries are often hard to distinguish between the common angels; they do not possess much differences about them beyond the obvious physical builds of much sturdier, toner, athletic, or even muscular bodies. Valkyries are also the taller of the angel breeds as some do cap in heights up to eight feet.


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Fallen - The sinners, the corrupted, the 'Fallen.' These are beings of darker lineages, creatures that had believed that humans were granted too much freedom and went against the principal that they were a race that should had been watched over given their(humans) meekness. Fallen are rare entities to come across, it is due to their twisted ways that they have been bound upon the world in many hidden locations in depths that no living souls should ever come across them and should they be freed they are often later hunted by the Valkyries and slain to prevent them from causing future problems to the mortal realm. Well, with the pending invasions and war, some of those Fallen were awoken and either contributed to the invasion by joining the armies or went their separate ways to create chaos and mischief of their own. As for their appearances, it is usually twisted and distorted in some way as far as their bodies go. Fallen either possessed glowing eyes, horns, multiple wings, claws, or some mixture of qualities to taint any beautiful angelic grace they may of prior had.
Lifespan
Angels are considered immortal if they do not meet any ends.
Racial Pros
All angels are magical to an extent.
All angels are believed to possess the ability of flight.
Racial Cons
Common angels and Valkyries are weak to dark magick.
Fallen are weak to holy magick.



Minotaurs/Minotauruses
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Towering brutes of immense, raw, physical aptitude; the shortest of minotaurs one may ever encounter is that of eight feet while others can stand as tall as twelve feet in height. They come in a variety of furr colors, although more rare are those of golden and white fur where ravens, brunettes, and reds make up most of their colors. Males appear more beastly on the animal/human side of things sporting bull like heads and coated in mix amounts of furr along their body. While females often appear more humanoid and sometimes questionably taken for demons given the horns on their heads; but they too generally have hoove feet and that of bovine tails. Minotaurs are nonmagical beings, though they do possess keen intelligence and combative aptitude making them valuable assets all around for those that had aligned themselves within the Horde. Others may serve as common mules and lesser slaves around the city, used to haul and transport various merchandise for their masters or treated as prized caged fighters within the arena.
Lifespan
Minotaurs live up to 200 years and reach adulthood at age eighteen.
Racial Pros
Physically the third strongest race. (Pureblood Cerabuhm > Ogres > Minotaurs)
Racial Cons
Nonmagical



Satrys/Fauns
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Revere as old forest 'Godlings,' these once wild beasts have become valuable hunting prizes for that of the ever growing Horde and their demonic retainers. Both Satyrs and Fauns generally average in heights of five feet to six feet. Their upper body is human while beneath the waist they are that of a goat. Their colors come in a few variety, common browns and blacks to rarer whites, reds, and even blonds. Many have a talent of song and dance, whiles others prove more skill and valuable with their prowess in bed. Satyrs and Fauns are not known to possess any magical aptitude beyond invoking various effects inspired by music.
Lifespan
These creatures can live up to 500 years and reach adulthood around twenty-five.
Racial Pros
Make general great entertainers and possess a high libido.
Racial Cons
Not magical inclined, not very combatant.
 
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Races
Horde

Orcs
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Fearsome tribes that often were once in conflict with one another, till they found themselves dominated by the invading forces of the horned ones years ago. Only a few tribes were wise to unite an pledge their service, the first step that would shape the movement of a later unified horde. Orcs live by a strict rule of hierarchy within their society, a law that favors the strong always being in command. One's value is determined later at birth, what skills they possess, what worth they would be to the race as a whole. It isn't uncommon for them to make prisoners of their own people, servants, slaves, and even skags that could not show the skills possible befitting of their warrior nature. Women and transgender have to struggle more to find a place on the social ladder, but once proven warriors few men beneath them may dare to openly question them. Orcs skin tones vary from greens to browns to even grays(mostly from age.) Their heights are around six to seven feet. Males generally do average seven feet in height where females stand around six feet at lowest. Orcs possess little magical capability, usually used by what they would call 'Shamans.'
Lifespan
Orcs only live a few hundred years. The longest living orc was believed to be 400. Orcs reach adulthood by age twenty.
Racial Pros
Orcs can enter a berserk state that increases their strength, endurance, and reflexes.
Racial Cons
Very few orcs hold some magical affinity and not many pursue it.


Ogres
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Brutish and stupid, the best of categories that fit any Ogre, but they are valuable all the same within the Horde. Ogres make terrifying opponents, given their sheer sizes of nine feet at shortest to eleven at highest and raw muscle they hold, which the tough tissue can prove hard to cut or pierce through for those lacking in strength. Given their low intelligence, they are not favorable in the least for magical aptitude. They are also quite primitive in nature, serving those that may be stronger than them; hence their easy unification within the unified Horde.
Lifespan
Ogres can live up to 600 years, they reach adulthood by age thirty.
Racial Pros
Extremely strong in physical power. Second strongest race. (Cerabuhm > Ogre )
Racial Cons
Not that smart, no magical aptitude.


Trolls
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Another wild species within the Horde, Trolls possess a variety of hair colors and skin colors; from reds, purples, blues, and greens. Their heights tower over that of orcs, most trolls of male, female, and other average at seven and a half feet; being as short as seven even and tall as that of eight feet. They possess remarkable durability, making them often sought after by some of the more brutish members of the Horde or their demon masters and mistresses. They also possess heightened, natural healing, capable of regeneration which can be countered by that of fire. This does not make them immortal, Trolls can still be fell from a deep mortal wound such as damaging of a valuable organ, suffocation, or something else to that extreme that they cannot regenerate from. Trolls possess little magic aptitude, those skilled enough are either 'Witch Doctors' or 'Shamans,' in those fields.
Lifespan
Trolls typically can live up to 400 years. They reach adulthood at age twenty.
Racial Pros
Regenerative capabilities.
Racial Cons
Weak to fire. Possess little magical aptitude.


Gnolls
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Gnolls are excessively tall standing at seven feet to seven and a half feet. They are a species of humanoid hyenas, who are more feral in nature than anything else. They have been forcefully domesticated by that of the unified Horde; ruled and commanded over with the use of fear and coercion involving their people. They are one of the few 'enslaved' races within the Horde military ranks. Still, they possess prowess in combat and their animal aspects make them valuable in tracking and bringing back prey. Gnolls possess no magical aptitude.
Lifespan
Gnolls generally live for about 100 years and reach adulthood at age eighteen.
Racial Pros
Heightened Senses
Racial Cons
No magical abilities.


Goblins
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The runts that make up the Horde, Goblins are often on the bottom of the social ladder, little above that of actual enslaved races. They are many in number, given the reproductive capabilities of their species; although many have shorter lifespans compared to that of the other races(assuming they survive that long naturally.) Goblins often pose little to no threat, most of their kin average three feet in height. Their only valuable asset is that of them being treated mostly as 'fodder,' by the Horde or other weird and crazed experiments. Others may gain survival from traditional work such as trade skills to keep them busy and out of the chaos in times of war. They come in various colors of green, brown, and even gray. Goblins hold little magical affinity.
Lifespan
Goblins age faster than all creatures and reach adulthood by nine mortal years. On the same token, goblins do not live a long life. The oldest existing goblin was speculated to reach sixty mortal years; but was found drowned in a river.
Racial Pros
None really, beyond them being the largest race in sheer numbers.
Racial Cons
Too many to list.
 
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Races
Beastmen


Wolfmen
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The creatures are closer to some humanoids in height, ranging from five feet and three inches at shortest to six and a half feet at tallest. They come in a variety of fur coatings and markings. They are also an intelligent breed, compared to some of the other beastmen tribes, and there has been a few packs that realized the strength of the united Horde and quickly submitted into their ranks to avoid fates of being enslaved or slaughtered. Still low in status, many wolfmen do not hold any valuable positions of power, even for those that folded into unity. To the Empire, their only valuable assets are that of scouts or watchdogs and nothing more. Wolfmen possess no magical aptitude.
Lifespan
Wolfmen can live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
No magical abilities.



Rat People
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Intelligent creatures that once dwell within various caverns, a prior bane to many Goblins coexistence; now the once 'feared' rodents serve as slaves to the Horde and amusement to the goblins that they formally were responsible for tormenting many years past. Those of the rodent beast tribe come in various shades of colors, their heights range any where from four feet to five feet maximum in height. They are the only known beast tribe to possess little magical aptitude.
Lifespan
Rat People can live up to 125 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
Little magical ability.


Lizardfolk
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Warrior tribes from the swamp lands, lizardfolk come in a variety of shades depending on their tribe they hail from. Their heights average seven feet in stature. They were another race that resisted the invasion of the Horde, resulting in many casualties and enslavement of their tribes. Many of their kin have been forced into servitude, acting as common bulk of fresh soldiers to send out during times of war upon other nations. Others are made into entertainment to their newly brutish owners or that of the demonic fiends that command over the Horde ranks. Lizardfolk possess no magical ability.
Lifespan
They live up to 300 years and reach adulthood by age twenty.
Racial Pros
Tough skin
Racial Cons
No magical powers.



Bearmen
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The largest of the beast tribes, bearmen stand at grand heights of ten feet on average and come in a variety of furr coatings. Unlike many other tribes, bearman live mostly solitary, territorial lifestyles. This of course changed with the invasion of the Horde forces which led to the inevitable capturing and enslavement of these humanoid beasts. Due to their ferocious, feral nature; many bearmen serve as entertainment within the arena or a personal pet or guard for those of a powerful nature to control them. Bearmen possess no magical ability.
Lifespan
They live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses. Questionably fourth strongest race in physical power. (Cerabuhm > Ogre > Minotaur > Bearmen )
Racial Cons
No magical ability.


Tiger People
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The feline tribe which would in time fall victim to the Horde, another race that resisted the invasion to their forestlands. These once proud feline beasts now serve as various means of entertainment, be it within the Arena or with individuals that are either bold or powerful enough to keep them under control. Tiger people generally stand between five feet even to six feet tallest. They are agile creatures given their feline origins and like most other Beastmen, incapable of wielding any magic.
Lifespan
They live up to 150 years and reach adulthood at age eighteen.
Racial Pros
Heighten Senses
Racial Cons
No magic.
 
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Races
Undead


Vampires

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Blood suckers, no one knows where vampirism infliction originally hailed from, although most of these nightmarish fiends were discovered upon the icy continent Vendile and the undead were quickly manipulated into demonic ranks. To the Horde, Vampires are not recognized as a species that belongs or ever should be unified with them and naturally those of the Undead nature mostly view similar upon the lesser mortal ranks. It isn't rare to see disputes between the two factions, however both of their alliances and fear of their demonic masters and mistresses keeps a full war from breaking out between them. Vampires come in various heights and vampirism can be inflicted on most races, except Demi-humans.
Lifespan
Immortal
Racial Pros
Immortal, natural healing, heighten senses.
Racial Cons
Weak to sunlight, holy, fire, and decapitation.



Dullahan
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There are many lores regarding the Dullahan, most of such reflects towards them being former knights; pale, headless riders. These are the famous tales of such and with the rise of Xeo's undead armies, such monstrosities notoriously came to life that rode nightmarish steads and cut their foes down in their tracks. There are those of beings that are forever headless, searching for their decapitated head. There are those individuals who carry their heads with them to further frighten their enemies. There are even those that still have their heads attached, but the way it is attached is often by some magical collar to keep it in place as the head itself can never, truly, fasten to the body. Some Dullahans are considered 'true undead,' where their bodies are completely that of a skeleton nature and they need no substance or rest. There are other Dullahans who are still hold fresh, mortal bodies with and without their heads attached. This may also vary to the amount of magic they possess; it is hard to truly say what matters drives these differences between these creatures or the undeath they once faced. Still, the truth is, that Dullahans are often a rarity to behold. This is not because their numbers were slain or thin out, it is often due to the majority of them being within Vendile and serving under their true king, Xeo Teraheart. For other Dullahans, they may just go without ever being noticed with the additions to collars they may wear to keep their heads in check or there may still be the oddities of rumors of sightings of these beings. Not all were original creatures to the icy demon prince. Dullahan's heights vary, but on average they can range between four to seven feet in height.
Lifespan
Immortal
Racial Pros
Immortal, Some Magical Aptitude
Racial Cons
Weak to Holy



Ghouls
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What are ghouls? A variation of undead through experimental, resurrection magic. Unlike most traditional common undead such as zombies, skeleton legions, mummified humanoids, and so on; ghouls are often freshly brought back to life and are able to maintain their bodies without much fear of rotting away. They are blessed with enhanced physical capabilities far more than they would of shared within their prior living bodies as it is believed the limitations of the former living body have been removed. This does not make them anything as 'superhuman' as they can still be overpowered by other races depending on their own. Also, unlike most other members of the undead variations, ghouls must either feed on the living or the dead to stay in to shape; otherwise they will steadily perish. Human food does not provide much substance, only that of flesh and often better that of ripe freshness if they want to maintain peak performance. Why is such? It is believed to be the darker sorcery of demon blood used in the resurrection of these creatures that turned them into such monstrosities. Sometimes they will keep their memories of their prior life but there are also those that bring them back to ensure that their memories are completely wiped to reign over the perfect, undead soldiers. The most obvious aspects of ghouls are their eyes, many of them possess that of a black sclera; but this doesn't guarantee all creatures with such are ghouls. Some ghouls lens and sclera are that of a same solid color but again this doesn't always mean they are such beings. Few sure ways to spot them would be able to sense who may or may not be undead; but most creatures do not possess those abilities.
Lifespan
Immortal
Racial Pros
Inability to feel pain.
Enhanced physical capabilities.
Enhanced healing through feeding.
Racial Cons
Weak to fire and holy.
Must maintain a steady diet of either the living or the dead to maintain their bodies.
May or may not possess former memories of their prior life depending on resurrection methods.
 
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Races
Soft Skins



Elves Tribal/High
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Forest dwellers mostly, in the past the elves were divided between tribal brethren who were more in tune to nature and the desire to live with the wild and of High Elves, a 'civilized' faction that made crafty homes out of the very forest they resided within. The difference between the two is night and day, the wild elves preferred traditional medicine, herbs for healing, their tools and clothing were more primitive; while the High Elves lean towards the magical fields and possessed far more talented clothing makers, armor workers, and even weapon smiths; often imbuing their items with magic for better protection. Neither faction could get along, though they were never at war, the tribal ones always seen 'magic' as an imbalance towards nature, a blasphemy to the spirits they communed with and for those talented enough, gained power through. Regardless, most spirit or magic arts did not protect them, inevitably they too fell victim to the Empire's invasion. Most elves height range from four feet and five inches to five feet and five inches. Elves are traditionally spiritually or magically inclined.
Lifespan
Elves can live for several thousands years. The oldest elf was believe to be at least 5,000. Elves reach adulthood at age 900.
Racial Pros
Agile
High Elves - Magical inclined.
Tribal Elves - Capable of communicating with nature.
Racial Cons
Not as physically strong as compared to many other races.

Drow
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The darker faction of Elven blood, evil creatures that made their living within deep caverns with various monstrosities as their slaves. Women once ruled within their chaotic society, but times have changed given their refusal to align themselves within an alliance of savages and their horned commanders. As a result, the Drow were punished for their blatant refusal, their beloved system of rule crushed; slaves and other monstrosities were freed and turned against their once captives. Those willing to pledge their servitude to the Horde and Demonic forces were left free, however many former Priestesses and Matriarchs are now slaves to either their previous captives or that of the Empire or Horde aligned fiends. Drow heights range from four feet and five inches to five feet and five inches. Drow Priestesses and Matriarchs are known to have magical talents towards those they worship.
Lifespan
Elves can live for several thousands years. The oldest elf was believe to be at least 5,000. Elves reach adulthood at age 900.
Racial Pros
Dark vision, agile, some are magically inclined.
Racial Cons
Sensitive to light, not as physically strong compare to many other races.


Amazonians/Barbarians
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Savage and primitive tribes to human standings, these individuals have once been a thorn to human civilization with their raids and assaults upon towns; although that begun to change with the rise in technology. Before the invasion of the Horde, these primitives had mostly been engaging in attacking one another's tribe or assaulting villages or caravans of low protection. The latter was retaliation from being pushed back so far on the continent and the former a desire to maintain some footing over the other tribes. It didn't suit them well from finding themselves pinned between an invading force from faraway lands and the civilized settlements now garrison up that once were attacked by the barbarian or amazonian tribes. Some submitted quickly to rule while many others were enslaved by the trespassing Horde. These individuals are basically 'human,' and their heights may range anywhere from four feet to seven in stature. These wild tribes are not magically inclined though Amazonians may be a bit more spiritual.
Lifespan
These races are still humans and live up to 100 years. Adulthood age eighteen.
Racial Pros
Capable of enhancing their physical abilities in a bloodlust state for short period of time.
Racial Cons
Not magical.


Humans
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Not much can be said towards the human faction, many are more civilized with the rise of technological works from Gnome/Dwarf inventions. Such has been protecting most settlements from the onslaught of the invading, outside forces of creatures that they only heard in stories; however, not all humans are as blessed. There have been cities and castles alike overrun. Even now, Old Warren, a centerpiece and larger city focusing on trade and entertainment has been completely taken over by these invading brutes. Humans range between four feet to seven feet in height. Some humans possess a talent towards magic.
Lifespan
Humans only live close to 100 years. Adulthood age eighteen.
Racial Pros
Very little beyond few with magical talent.
Racial Cons
Short lifespans, squishy.
 
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Races
Wild Humanoids

Fairies
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Magical creatures that are often very mischievous or playful in nature; beyond those that may be much darker in persona. These small(naturally ranging around five to nine inches tall) sprites have became many targets of fascination with certain races to the extent of magical alteration to their bodies. Some are stuck at a permanent set height while more expensive fairies may be commanded from the curses place on them to force them to undergo a growth or shrink in size for their captors. The curses also counteract fairies natural magic, less their captors wish for their slaves to have a bit more free will over their power.
Lifespan
Questionably immortal. They never appear to physically age after adulthood.
Racial Pros
Magically inclined.
Racial Cons
Physically weakest of races.



Naga
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Also known as half serpent people, naga possess the upper body of a human and the lower torso of that of a snake. They come in various breeds as well, to the fear Medusas that can turn people to stone, to other wetland or forest region fiends. They also have different magical powers, often proficient in one element due to their born habitats. Their tales are powerful, capable of even squeezing and confining a Minotaur to death; although this applies to fully adult nagas that may able to constrict such an opponent. Their heights are impressive as well, shortest may be ten feet from tip to tail to head while others may extend up to eighteen feet in their adult phases. Many naga also possess venom, but to varying degrees, some are rumor to be able to hypnotize others. Regardless, naga are treated as exotic and rare slaves if one has the skills to capture one or resources to have one captured/bought.
Lifespan
Their ages vary, some up to several thousands of years while others are immortal depending on their diet.
Racial Pros
Proficient in one element type. Powerful tail grapple(not even minotaur can escape.) Various abilities ranging from able to poison, hypnotize and so on.
Racial Cons
Physically not that strong in upper body strength. Weak to the opposing element type.




Alraune
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Humanoid plants, that is probably the best of terms any can refer to these creatures as; because of this factor, many Alraune are rare or just hard to manage/own without the right setup. Like plants, they need somewhere to grow as they feed off the nutrients of the land. There have been those that were corrupted that could also feast on blood, often proving to have brighter, crimson petals to the flowers/roses they dwell within. Alraune are not magical, but they still have plenty of natural defenses such as the vines and thorns they control. Some may even possess toxins or other status inducing effects. Alraune height, minus the rose or flower they may emerge from, often stand around four feet and seven inches to five feet and seven inches.
Lifespan
Basically immortal if they sustain their diets.
Racial Pros
Natural defenses; toxins, thorns, etc.
Racial Cons
Nonmagical.



Nymphs/Dryads
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Nature's natural spirits; these are humanoids that are more in tune with the realm. They come in varieties of colors and shades and often they have control over one natural element depending on what they are in sync with. Of course, they have to be close to the source of power of their element to properly use it; thus why within the city, many nymphs or dryads are completely harmless and make wonderful rare pets. A nymph's height varies, often they are anywhere between four feet to six feet in stature. Nymphs only have control over one element and that element must be in an abundance for them to draw power and use.
Lifespan
Roughly immortal if they live within their nature environment.
Racial Pros
Possess one soul elemental control depending on what type they are.
Racial Cons
Without elemental source of their control they are weak and harmless.
 
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Hierarchy
Terahearts and Cerabuhm Purebloods - Stand at the very top in power. Although presently the reigning Emperor is of the Teraheart bloodline. Teraheart heirs and those of Cerabhumn purebloods traditionally rule large territories of their own. Still all pay homage to the Emperor.
Demons - Demons are on top of all social ladders, unless something may force them into a lesser degree of lifestyle(slavery.) Some demons are blessed to rule areas as well, but these areas are often divisions underneath that of a Teraheart or Cerabuhm Pureblood.
Half-Demons - Half demons are usually on the bottom of the demon bloodlines totem pole of hierarchy. They are still more important than lesser races and aren't much of a rarity given the various inter-species breeding among demons and the other races. The only significant difference that would make a half-demon more important than a common demon is if their bloodlines is of one of the Terahearts or offspring to a Cerahubm tribal leader.

Orcs
- Within the Horde, the orcs come first before all other species. They are also the second, considerably, largest force in number. They still bend the knee out of fear from the power of demons along with many others beneath them in rank. Some Orc Chieftains reign over lesser lands under that of a minor demon.
Ogres - These dumb brutes come next, they are few in number, although their sheer strength is more than enough to command respect from many races.
Trolls - Next in line given it is the third largest force within the horde, plus the value of their regenerative capabilities and endurance makes them a prized asset.
Half Ogres - Sometimes smarter than the average ogre, these creatures have been the results of many breeding; often that of unfortunate captives that may become impregnated them. Their strength is still above that of an orc and given their smaller faction, they still possess plenty of authority.
Gnolls -The hounds, these tribal beasts are treated as they are, animals to use to hunt and track prey. Their only use is that, although they are still treated far better than the next species down the list.
Half Trolls and Half Orcs -The bastards of the horde, unless they are blessed with demon blood, they will hold little to no respect. The only regard for them that they are next to better than that of the lowly goblins.
Goblins - The riffraff of the horde, these stupid creatures are on the bottom of the food chain, just slightly better than known slaves. Their only asset is their large numbers, easily capable of overshadowing the horde as a whole; however, their combative abilities and physique is a weakness in itself. The only threat they may possess is if they swarm and thus many are used a suicidal pawns in war.

These races are treated as outsiders, though they may hold positions of power as masters/mistresses themselves, the Horde will never fully acknowledge them.
Fallen - While not all may of easily bent the knee, but those that did quickly were promoted in minor positions of power and authority given their powerful capabilities. It isn't a farfetch that even Fallen may rule over small territories as well across most of the continents(besides Vendile.)
Drow - Those that are not enslaved are that of former slaves or lesser creatures of their people. Now many men within Drow society possess power along with lesser priestesses that may of sought an opportunity with the prior invasions. Those that surrender or overthrew their oppressors still reign in their various underground territories.
Barbarians/Amazonians - The primitive human races that may of recognized the power of the invading forces and quickly decided to bend the knee instead of facing a fate that many other species endured.
Vampires - The undead, many have followed their masters and now either serve under them or became individuals with pets of their own.
Dullahan - Undead Knights, these entities were mainly created by Xeo's magic; although others may also rise from the inspiration of proficient necromancy from other races. Those reigning in Vendile hold many small territories of their own and govern over even some important positions. Those outside may vary in their duties or service with others. There are even known wandering Dullahan that became freed after their masters/mistresses died.
Wolfmen - What of those that did join the horde hold little power, few are masters or mistresses.
 
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Ranking and Titles - Terahearts
Nobility
Emperor/Empress

The ruler of the world. Presently Xaiver Teraheart(ill/death bed.)
King/Queen
Second highest sovereign rank. These are the individuals that rule over various heads of states/realms. They are also Teraheart bloodlines, Xaiver's 'children.'
Prince/Princess
Heirs to whatever realms of the Kings/Queens. They are also naturally the 'grandchildren,' of Xaiver.
Duke/Duchess
A member of nobility, these are usually relatives to whatever reigning Kings/Queens.
Marquess/Marchioness
Lords and Ladies responsible for guarding border areas, known as "marches." These roles are generally appointed by distant, descendant, Teraheart bloodlines.
Earl(Count)/Countess
The highest title attainable by an nobleman who was not of royal blood; usually by that of those who had pledge and proved service to merit them bestowed land and prestige.
Viscount/Viscountess
Viscount/Viscountess are either lieutenants/deputies of a Count/ess or that of those that may naturally inherit Count/Countess rank or that of Marquess/Marchioness title as heirs.
Baron/Baroness
One of a class of tenants holding his/her rights and title by military or other honorable service directly from a royal nobility.
Baronet/baronetess
The holder of a rank of honor below a baron and above a knight.

Citizens
Knight (Sir/Dame)

Mounted warriors that pledge themselves as vassals to a leading sovereign in exchange for land.
Armiger
A person entitled to bear heraldic arms, Individuals who serve a knight.
Gentry
Those who are not members of the nobility but are entitled to a coat of arms, especially those owning large tracts of land. Upper class citizens.
Villein
The wealthiest class of peasant, they usually cultivated 20-40 acres of land, often in isolated strips.
Small Holder
Middle class peasant, farming 10-20 acres of land.
Cottager
Peasant of lower status who owned a cottage and little or no land.
Commoner
Lowest class of people. A person who has a right in or over common land jointly with another or others.
Peasant
Farm laborers of low social rank.
Slaves
Individuals who have no rights.
 
Ranking and Titles - Cerabuhm Tribe
Tribal Leaders
Warlord & Warmaiden

The primary leaders of the Cerabuhm Tribe. They also act as the generals.
Guardian
Guardians oversee border protection and serve as leaders over a brigade of troops.
Warmaster & Warmistress
The battalion leaders, they possess large amounts of territory and had actively lead their troops during times of conquest.
War Chieftain:
Individuals who lead companies. Their purposes vary and usually they are sent out by the Warmaster/mistress for raiding goals.
Chieftain
Chieftains rule over a platoon of units.
War Leader
Squad leaders, they have a few troops and the majority of them make up the ranks of the rest of the military.

Common
Shaman

Beings who are believe to be able to communicate with the God/Desses. They also are experienced in medicine and healing which makes them more valuable.
Champion
Famed fighters who earned their title through grand feats of prowess. It isn't rare to see Champions serving as personal bodyguards to the higher tiers of military leaders. Some even become Warmasters and Warmaidens.
Beserker
Individuals who excel through the chaos of battle. They often are promoted as the Chieftains and War Chieftains in the military.
Warrior
The seasoned fighters who earned their rank through battles. They commonly are War Leaders as well.
Grunt
The lowest of the class of soldiers, often seen as 'fresh' meat.
Emissary
The more 'witty' individuals who serve as negotiable tact in dealing with outside forces. Most of which have little or no combat experience, making them an easily disposable aspect and 'reasoning' to wage war.
Slaver
Individuals that excel in the training and/or capturing of others and breaking them into 'faithful' slaves.
Hunter
Usually the main groups to gather and secure food.
Scout
Individuals who are often used to gather information, be it from lays of the land, to enemy troops or camps, to valuable minerals and just about anything of importance.
Servants
Often seen as the 'weak' free individuals. They make their ends meet by labor.
Slaves
Slaves have no rights.
 
Slavery{WIP}

Master/Mistress Races:
Demons
Fallen
Horde Species
Drow
Barbarians / Amazonians
Vampires
Dullahan
Wolfmen

Slave Races:
All really.
Demons (Restricted, should be sensible why they are enslaved.)

Slave Types:
Arena: Those used in the arena solely for entertainment.
Personal: Various creatures that are sold to an owner( or owners assuming if couple buys slave,) and thus the sole property of that/those individual(s.)
Public: Slaves that possess public use, meaning any one within rank is free to make use of their bodies and they belong to no one. They are not free however and killing them or disfiguring them is often considered a crime. These are individuals commonly made sport of for the less fortunate to be able to afford a slave of their own and a means to keep morale usually of soldiers up and sometimes to award the service of common working citizens.
 
Laws/Citizenship
Demon Laws
Demon Laws are universal rules primary established between the two treaty agreeing factions. These laws are absolute to ensure the peace and reign of the Empire. Sovereigns and other rulers may have their own core set rules and laws as well where they are residing, but they still must include the core fundamentals of the created Demon Law. Those who are accused of crimes are brought to trial, though different cultures may have different rules of proving innocence. Also, despite such laws, it is possible for those of higher status to often get away with crimes targeting the lesser beings in society, normally those of the actual citizens. Severity and punishment of offenses also vary, mostly on the scales of how important and unimportant the victim is in question compared to the accused. (Bare in mind these are merely in character laws that come second to the actual OOC laws. )
Crimes/Punishment
Murder

Punishable offenses vary; mainly execution, imprisonment, rank drop, or even exile.
I. Murder does not apply to non-citizens of the Empire.
II. Murder does not apply to a duel to the death agreed upon by two contestants(as long as there were witnesses and signed agreement to said duel.)
Assault
Punishable offense vary; mainly execution, imprisonment, rank drop, or even exile.
I. Does not apply to non-citizens of the Empire.
II. Does not apply to owned slaves.
III. Does not apply to agreed duels between individuals.
Kidnapping
Punishable by imprisonment, rank drop, or even exile.
I. Does not apply to non-citizens of the Empire.
II. Taking someone else's slave is considered theft and not kidnapping.
Rape
Mostly subjected to imprisonment, rank drop, or exile for punishment.
I. Rape does not apply to owned slaves.
II. Rape does not apply to non-citizens of the Empire.
Property Damage
Punishment varies; usually damages must be compensated for.
I. Property Damage does not apply to owned slaves.
II. Does not apply to non-citizens of the Empire.
Theft
Imprisonment or rank drop.
I. The violation of another's property is considered theft if it was not agreed upon.
II. Theft does not apply to non-citizens of the Empire.
III. Kidnapping another individual's owned slave is also considered theft.
Imprisonment
Rank drop offense or punishable(ironically) with imprisonment.
I. Keeping citizens of the Empire locked within an area against their will is considered imprisonment.
II. Preventing citizens their 'freedom' is also considered imprisonment and punishable if discovered.
III. Does not apply to natural criminals being punished by the law.
IV. Does not apply to non-citzens.
V. Does not apply to slaves.
Conspiracy/Treason
Punishable by death.
I. Anyone caught plotting against the Empire, regardless of their rank will be executed on the spot if sufficient proof arises.
II. It is also considered treason to conspire against other leaders and factions subjugated under the Empire's rule.
III. Unauthorized military presence within another's territory governed by the Empire is considered an act of aggression and treason if the commanding individual was requested to leave.
IV. If another(non demon) faction was granted immunity and its leaders found out to be conspiring, that entire faction will lose its right to citizenship and be enslaved.
V. If a demon faction is found guilty of treason, the ringleaders are executed and existing members of that faction will be enslaved(regardless of rank or status) unless they can truly prove their innocence.

Citizenship
Naturally all demons and their offspring would be considered citizens under the rule of the Empire, unless they done something to be completely stripped of that social status and plummet into a 'slave' or 'exile' state. For other races, obtaining citizenship varies and is not as easily to come by, especially if they were conquered by the Empire. The easiest and quickest alternative way to obtain citizenship is if another faction peacefully submits to the Empire and then they are granted immunity from being enslaved under severe guidelines. As for ways to gain citizenship.
I. It can possibly be obtained through years of service or presentation of good and valuable deeds within the Empire.
II. Rulers can automatically free and grant citizenship to people within their territory if they wish.
III. Citizenship is granted to those whose birth parent can be proven as an active citizen of the Empire.
IV. An owner of a slave can make a request to whichever sovereign to grant citizenship to their merchandise; but afterwards that individual is a free person and not obligated to serve said owner anymore.
 
F.A.Q
No. While slavery is an element of the setting, it does not make this a slave game. If anything it is more of a political game.
While the pure, family bloodlines are a part of the story; players can just as much opt out from RPing that type of content. Still for story reasons purebloods of that family are expected to be engaged to another member of the family as these practices are viewed as normal to their upbringing. I am fine if you don't want to play out 'keeping it in the family,' persay. Though to be fully squeamish to concept of being betrothed, married, etc to an existing family member(be it player or npc) is another thing and probably best you avoid playing such characters if it is an issue.
No. There are others. I just don't feel the need to write an entire encyclopedia of all the variations of fantasy races out there. I believed I nailed the prime examples down of what will probably be played by most normal writers; along with a few exotic races thrown in the mix. If you want to play something not listed, run it by me first.
See. This is where it may get somewhat confusing. Present technological level of the game is Victorian/Steampunk due to the setting of where things are taking place. Demons, Horde, and the majority of races had mostly been in a medieval age; till the crossover and final takeover of Andelia. Therefore one can take it as a mixture of Medieval/Victorian/Steampunk as setting goes. Hell, probably the biggest of inspiration can reflect towards an old PC rpg known as Arcanum: Of Steamworks and Magic. Mostly towards technology as it took a combination of medieval meets Victorian meets fantasy. This RP is not really base off that.

Common examples would be steam powered trains, zepplins, steam ships, factories, electricity from lights, telegraphs, flintlocks, and probably few other inventions. There will be a mixture of attire for Medieval times and Victorian times and still individuals that feel more homed to carrying older weapons than the newer firearms.

Obviously no automatic firearms. No cellphones, no automobiles, no missiles, no television, or anything else modern. But hey, look on the bright side, pretty sure toilets, plumbing, moving pictures, chocolate, and use of mail/postal services were a thing during those times. Along with few others I am probably forgetting.

Also if you really unfamiliar with Victorian techno and want to brush up then Victorian Inventions.
They don't mix. A concept I am borrowing from Arcanum, but magic and technology are two opposing sides. For instance, someone tries to cast a spell on a train, zepplin, steam ship will either have the spell blow up in their face or cause the vessel to go haywire. It all depends on how much magic one is capable of or the level of technological interference they have around them. Someone with high magical aptitude would fry a vessel. Therefore use of magic is considered dangerous around general machinery.
There is. Not in an universal, modern sense though. At some point I will probably work on a few or at least focus on Demons/Empire. I doubt I will start making religions for all the other races; cause there will be a fuckton of different entities/beings they worship all from humanoids to trees and rocks and even silverware.
As for usage of magic; again it is something I like to leave up to players as long as they don't go overboard with it. Therefore the learning of magic can come in different ways either from; culture heritage of races that are adept and knowledge pass down from families, finding a suitable tutor that may be willing to share his/her knowledge with a disciple, or being militarized into academies for the truly gifted. These are the general prime examples I can think of. Casting and usage is obviously the knowledge of principles of a spell which most practice with visualization, concentration, and their general teachings to bring whatever they want into effect. A lot of novice mages tend to use 'chanting,' which is completely unnecessary for the outcome of a spell.

Within this setting magic is divided into eight fields of study. Each field has a sub category of its own of powers. Below may get bit long winded as I am copying part of this from character sheet index I have and trying to add onto it with examples.

Those outside Teraheart bloodline may only be capable of mastering one subcategory variation of magick less they are rare offspring of Teraheart bloodline and only then they can master two variations.

Teraheart bloodlines are bit more powerful and can wield up to four subcategory masteries. (Example Conjuration: Creation/ Enchantment: Emotion Manipulation / Abjuration: Armor Summoning / Illusion: Disappearing) Or they can focus on more than one mastery in a subcategory; but can't go beyond that. Overall they only get four masteries to choose from.

Other races(that are magical inclined) can either master one field of study(Example Armor Summoning) and have no further access to other magic. Be intermediate in two fields of study(Example Healing/Telekinesis) or be basic in four fields of study. Or mix of one intermediate and two basics. (With the only exception being if your character is half Teraheart then those options would be doubled.)

Abjuration: The power to protect/heal.
Armor Summoning
Force-Field Generation
Resurrection
Healing

Conjuration: The power to transport living and non-living things.
Creation
Summoning
Teleportation

Divination: The power to gain information.
Extrasensory Perception
Magic Sensing

Enchantment: The power to influence the minds/emotions or alter aliments of objects.
Alter Property
Emotion Manipulation
Invocation
Mental Manipulation

Evocation: The power to control the forces of Nature for a variety of effects.
Elemental Manipulation (Must chose one element to major in: Fire, water, wind, light, earth, or dark)
Energy Manipulation (Must chose one source to major in)
Telekinesis

Illusion: The power to create illusions.
Disappearing
Psychosomatic Illusion
Subjective Reality: create illusions that become partially real.

Necromancy: The power to manipulate the forces of Death.
Animate/Reanimation
Undead Manipulation
Ectoplasm Manipulation

Transmutation: The power to transform living or non-living things.
Elemental Transmutation
Energy Transmutation
Humanoid Transmutation
Creature Transmutation
Shapeshifting

Which I see basic level the obvious barebones of that field, such with elemental manipulation of fire you could only do simple things/weak capabilities. A small baseball fireball at most that will do first degree burns. Teleportation would only get you a few feet. Mostly just 'parlor' tricks.

Intermediate level: Teleport could be anywhere within line of sight. Fireballs possess more mass and volume, capable of third degree burns if not much defense is provided against it.

Mastery: Teleportation would be anywhere one may of had of knowledge. One can forget fireballs and rain hellfire down on a place if they wished.

But also larger and more destructive magick is time consuming to cast as would be powerful protective magick, summoning, and the like.
Players are allowed to have as many characters as they can reasonably maintain. Also you are free to NPC. NPC sheets themselves will be much more shorter than the general character sheets as I expect some characters will likely have NPCs to accompany them if that player wants to multi/into that.
 
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