E404UserNotFound
Moon
- Joined
- Jun 15, 2013
- Location
- Texas
-Still being updated consistently with new homebrew worlds, as I convert them to the the appropriate text
Note: In addition to these custom worlds I am willing (and happy) to RP in the following settings: Everquest, Fallout, Mass Effect, Star Wars (Old Republic), The Elder Scrolls, Forgotten Realms as well as these Historical Settings, preferably: Bronze or Iron Age Rome, Greece, North Africa, or Western Europe.
E404UserNotFound: Roleplay Paradigms
You will find my F-List Here
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Homebrew Worlds
EDIT: Several sections to come - feel free to contact me if you have questions or are interested. Not interested in something here? Let me know if you think I would be interested in your request thread!
Apparently there is a limit on the amount I am supposed to write here. So the following post includes two other cultures as well, the Arkivi!
Good morning, afternoon, evening, or night, or whenever this threads finds you. I am E404UserNotFound, but you can call me E. for short.
Who am I? I am a person who wants to write with you. I am literate, friendly, and most of the time a punctual RPer who enjoys depth, immersion, and world building. Most of all, I really like to cater toward the needs/wants of my writing partners. RP is not a one sided relationship - I want to write for you, just as much as I want you to write for me.
That being said, lets talk about what it is that I do and I expect to find in potential RP partners. Obviously this next section is flexible, as I cannot predict everything that I like, or ideas that you will come along with! I hope the following entices you well enough to join me in writing several stories.
Who am I? I am a person who wants to write with you. I am literate, friendly, and most of the time a punctual RPer who enjoys depth, immersion, and world building. Most of all, I really like to cater toward the needs/wants of my writing partners. RP is not a one sided relationship - I want to write for you, just as much as I want you to write for me.
That being said, lets talk about what it is that I do and I expect to find in potential RP partners. Obviously this next section is flexible, as I cannot predict everything that I like, or ideas that you will come along with! I hope the following entices you well enough to join me in writing several stories.
Note: In addition to these custom worlds I am willing (and happy) to RP in the following settings: Everquest, Fallout, Mass Effect, Star Wars (Old Republic), The Elder Scrolls, Forgotten Realms as well as these Historical Settings, preferably: Bronze or Iron Age Rome, Greece, North Africa, or Western Europe.
E404UserNotFound: Roleplay Paradigms
Genre: Fantasy, Science-Fiction, Mystery, Horror, Adventure, Romance (sometimes), Historical.
Note: I do not RP in our contemporary world. I live there, I've had enough of it. The most modern setting I will entertain would be WWII/just post WWII.
Themes: Plot (yes I consider this a theme, as it is lacking from a lot of adult RP), Power Dynamics, Complex Relationships, Arraigned Marriage, Slavery, Domination, Rebellion, War, Underworld Adventure, Noir (on occasion), Action, Political Intrigue (sometimes), etc.
What to Expect: In general I prefer to play dominant characters, though this isn't always true. I am immersed in my character and will delve deep into its culture. In general all of my characters and stories will have intricate and important backstories that will come up in play. I do not RP just for the smut, though, but this is adult RP, it should be there, and plenty of it. I RP for the story and the characters - the world, the characters, and the plot will drive us there when we need it. I have VERY FEW limits as far as smut goes and, if you do, that is fine - I will conform to your needs. I will RP anything from Humans to Animals and anything in between.
What I Expect: I expect my partners to at least run their posts through spell check. I would like responses to my posts to be appropriate in size. I don't expect a novel, but I want to see effort. I will get bored incredibly fast if there is little description or, it seems, that you did not put any effort into the work. That being said, however, everyone has off days - I know I for sure do. I am open minded and VERY open to suggestions from you - I want to hear your ideas for stories, characters, and events. Please give them to me. If we RP in one of my homebrew worlds, (which I would love) I expect you to at least read what I send you so that you can become familiar with the concepts, cultures, and various peoples, or else we will both be lost!
What is Homebrew? A Homebrew world, as the simplest explanation, is probably a world I have created for another purpose other than RP. It is likely to be a world which has been developed for Dungeons and Dragons (see Pathfinder) and is played in by groups of people who sit around the table with me every so often adventure in these worlds. I often build characters by RPing with people like you in these worlds that I have created - often times, events of these story lines that we would create shape my ever growing world and my gaming party will hear of it, sometimes. A Homebrew world is going to be incredibly distinct from you real world - I will have detailed races, cultures, countries, continents, people, events, cataclysms, and strife. If you are interested in writing with me in something that I have put a ton of effort into, I want to hear from you.
Note: I do not RP in our contemporary world. I live there, I've had enough of it. The most modern setting I will entertain would be WWII/just post WWII.
Themes: Plot (yes I consider this a theme, as it is lacking from a lot of adult RP), Power Dynamics, Complex Relationships, Arraigned Marriage, Slavery, Domination, Rebellion, War, Underworld Adventure, Noir (on occasion), Action, Political Intrigue (sometimes), etc.
What to Expect: In general I prefer to play dominant characters, though this isn't always true. I am immersed in my character and will delve deep into its culture. In general all of my characters and stories will have intricate and important backstories that will come up in play. I do not RP just for the smut, though, but this is adult RP, it should be there, and plenty of it. I RP for the story and the characters - the world, the characters, and the plot will drive us there when we need it. I have VERY FEW limits as far as smut goes and, if you do, that is fine - I will conform to your needs. I will RP anything from Humans to Animals and anything in between.
What I Expect: I expect my partners to at least run their posts through spell check. I would like responses to my posts to be appropriate in size. I don't expect a novel, but I want to see effort. I will get bored incredibly fast if there is little description or, it seems, that you did not put any effort into the work. That being said, however, everyone has off days - I know I for sure do. I am open minded and VERY open to suggestions from you - I want to hear your ideas for stories, characters, and events. Please give them to me. If we RP in one of my homebrew worlds, (which I would love) I expect you to at least read what I send you so that you can become familiar with the concepts, cultures, and various peoples, or else we will both be lost!
What is Homebrew? A Homebrew world, as the simplest explanation, is probably a world I have created for another purpose other than RP. It is likely to be a world which has been developed for Dungeons and Dragons (see Pathfinder) and is played in by groups of people who sit around the table with me every so often adventure in these worlds. I often build characters by RPing with people like you in these worlds that I have created - often times, events of these story lines that we would create shape my ever growing world and my gaming party will hear of it, sometimes. A Homebrew world is going to be incredibly distinct from you real world - I will have detailed races, cultures, countries, continents, people, events, cataclysms, and strife. If you are interested in writing with me in something that I have put a ton of effort into, I want to hear from you.
You will find my F-List Here
Potential Pairings Within These Worlds[/color]]
Your potential role will be on the left side, mine on the right. I often play multiple characters.
Your potential role will be on the left side, mine on the right. I often play multiple characters.
Z'ar Edar: Domrin[/color]]
These RP's are in no way limited to these pairings.
Captive x The Tribes of the Northwood
Captive x Chieftain of The Chosen of Pholos or The Bray
Unwilling Bride x Ashromite Warlord
Rolda Woman x Rolda Chieftain / Warrior
Escaped Rolda Slave: Hume x Ertonian Trader
Ashromite Noble x Nortenvark Chieftain
Dunnish Farm Girl x Ashromite or Nortenvark
These RP's are in no way limited to these pairings.
Captive x The Tribes of the Northwood
Captive x Chieftain of The Chosen of Pholos or The Bray
Unwilling Bride x Ashromite Warlord
Rolda Woman x Rolda Chieftain / Warrior
Escaped Rolda Slave: Hume x Ertonian Trader
Ashromite Noble x Nortenvark Chieftain
Dunnish Farm Girl x Ashromite or Nortenvark
Z'ar Edar: PROPTERINTERVISMARE[/color]]
These RP's are in no way limited to these pairings.
Dragon Priestess x Roma Legionnaire (Quest time)
Dragon priestess x Demi-God
Demi-God x Roma or Latiniri Legionnaire
Latin Plebeian x Demi-God
Sorceress x Dragon Sorcerer
Psejet Slave x Roma Pirate(s)
Roma Slave x Dragon Priest
These RP's are in no way limited to these pairings.
Dragon Priestess x Roma Legionnaire (Quest time)
Dragon priestess x Demi-God
Demi-God x Roma or Latiniri Legionnaire
Latin Plebeian x Demi-God
Sorceress x Dragon Sorcerer
Psejet Slave x Roma Pirate(s)
Roma Slave x Dragon Priest
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Homebrew Worlds
Z'ar Edar: Domrin - WARNING: A LOT OF READING AHEAD[/b]]
Genre: High and Low Fantasy, Adventure, Horror, Mystery
Theme: Varied
Year: ~AM 920
Comparative Year: ~1230 Western Europe
Domrin is a large subcontinental landmass with a temperate climate much akin to the eastern edge of North America. It's eastern edge is dappled with ancient mountains, most are low and worn down with age. In the winter the valley's fill with snow and the rivers freeze over, but in the moderate summers, the snow melt and run off from the mountains feed large raging rivers that flow through the land. To west, as you come out of the mountains, the hills turn to plains and giant fields of wheat, which the denizens of the land work to feed the rest of the great nations and cities of Domrin. But, all is not well - for the Humes of Domrin there is an race of beings which hold an ancestral hatred for their kind - The Northwood Confederation are beginning to rise up and start trouble once again!
I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.
Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.
CULTURES AND RACES
Maps[/b]]
Genre: High and Low Fantasy, Adventure, Horror, Mystery
Theme: Varied
Year: ~AM 920
Comparative Year: ~1230 Western Europe
Domrin is a large subcontinental landmass with a temperate climate much akin to the eastern edge of North America. It's eastern edge is dappled with ancient mountains, most are low and worn down with age. In the winter the valley's fill with snow and the rivers freeze over, but in the moderate summers, the snow melt and run off from the mountains feed large raging rivers that flow through the land. To west, as you come out of the mountains, the hills turn to plains and giant fields of wheat, which the denizens of the land work to feed the rest of the great nations and cities of Domrin. But, all is not well - for the Humes of Domrin there is an race of beings which hold an ancestral hatred for their kind - The Northwood Confederation are beginning to rise up and start trouble once again!
I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.
Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.
CULTURES AND RACES
The Humes of Domrin[/b]]
When Longstrider sailed westward over the Serpent Sea he brought with him the folk of Domra to sow the seed of civilization upon fair Rolda. For all her virtue, Rolda submitted to the Domra and they peopled her valleys and peaks.
– Erton, the Teller.
As the most populous of all the races on Domrin, Humes make up around 65% of the population of the continent’s sentient species. Humes originally arrived on the continent of Rolda, which they later renamed Domrin, as one homogeneous group. While Humes are generally very like one another, minor differences in their temperament and abilities have emerged overtime as their cultures have diverged. Between war, cultural differences, and the settlement further westward, they now fall into four distinct groups.
When Longstrider sailed westward over the Serpent Sea he brought with him the folk of Domra to sow the seed of civilization upon fair Rolda. For all her virtue, Rolda submitted to the Domra and they peopled her valleys and peaks.
– Erton, the Teller.
As the most populous of all the races on Domrin, Humes make up around 65% of the population of the continent’s sentient species. Humes originally arrived on the continent of Rolda, which they later renamed Domrin, as one homogeneous group. While Humes are generally very like one another, minor differences in their temperament and abilities have emerged overtime as their cultures have diverged. Between war, cultural differences, and the settlement further westward, they now fall into four distinct groups.
Dunlander[/b]]
See the lines of the Dunnish march the fields of Elema, not to war, but to the harvest. No man or woman can best the hardy folk of Dunnia at the reaping or at the horse.
– An old Ashromite proverb
Hailing from the western zone of Hume influence, Dunlanders make their homes amongst the plains and are primarily concerned with the harvesting of crops rather than political and military machinations. Though the fertile fields of Dunnia have been the sites of bloody battles, the Dunnish do not love war. Generations ago they threw off the oppressive yolk of monarchy and now live freely in autonomous villages and towns. It is said that the Dunnish come together for three things: Good food and beer, hard work, and for the common defense. They are allied with the Ashromites, though they do not shy away from anyone who has goods to trade for their plentiful harvests, which they have in far excess of their need.
See the lines of the Dunnish march the fields of Elema, not to war, but to the harvest. No man or woman can best the hardy folk of Dunnia at the reaping or at the horse.
– An old Ashromite proverb
Hailing from the western zone of Hume influence, Dunlanders make their homes amongst the plains and are primarily concerned with the harvesting of crops rather than political and military machinations. Though the fertile fields of Dunnia have been the sites of bloody battles, the Dunnish do not love war. Generations ago they threw off the oppressive yolk of monarchy and now live freely in autonomous villages and towns. It is said that the Dunnish come together for three things: Good food and beer, hard work, and for the common defense. They are allied with the Ashromites, though they do not shy away from anyone who has goods to trade for their plentiful harvests, which they have in far excess of their need.
Ashromite[/b]]
I’ve seen the towers of Carrow, and I’ve beheld the fortifications at Drom. Truly no architect or army can best Longstrider’s children. The towers of Roma will fall and Rolda’s hordes will break before Carrow collapses and the keep at Drom is penetrated.
– Lucius Praetoria, Captain of the Explorator.
Led by the famed Harold Longstrider, the progenitor of their royal line, in the elder days the Ashromites sailed across the Serpent Sea to Rolda, the vast unconquered wilderness. Renaming it Domrin, a word in their language that means ‘domain’, they conquered the indigenous Rolda who lived and worked the land. Their Kingdom stretches from The Faded Pass into The South Ward mostly along the river Ruine. They tent to settle in the snowy and forested valleys that the river has carved out over the millennia. Their winters are hard and successful harvests are few. They rely mostly on trade from their Dunnish neighbors to feed their armies and people. They maintain a hereditary monarchy and their current Queen, Alixia III, traces her bloodline directly to Longstrider. They can field vast armies in times of need and fight often against the Northwood Confederation and their Hume rivals, the Nortenvark, though currently they maintain a peace treaty with the latter.
I’ve seen the towers of Carrow, and I’ve beheld the fortifications at Drom. Truly no architect or army can best Longstrider’s children. The towers of Roma will fall and Rolda’s hordes will break before Carrow collapses and the keep at Drom is penetrated.
– Lucius Praetoria, Captain of the Explorator.
Led by the famed Harold Longstrider, the progenitor of their royal line, in the elder days the Ashromites sailed across the Serpent Sea to Rolda, the vast unconquered wilderness. Renaming it Domrin, a word in their language that means ‘domain’, they conquered the indigenous Rolda who lived and worked the land. Their Kingdom stretches from The Faded Pass into The South Ward mostly along the river Ruine. They tent to settle in the snowy and forested valleys that the river has carved out over the millennia. Their winters are hard and successful harvests are few. They rely mostly on trade from their Dunnish neighbors to feed their armies and people. They maintain a hereditary monarchy and their current Queen, Alixia III, traces her bloodline directly to Longstrider. They can field vast armies in times of need and fight often against the Northwood Confederation and their Hume rivals, the Nortenvark, though currently they maintain a peace treaty with the latter.
Ertonian[/b]]
What ho? Where there’s a will there’s a way I say. Say, I’ve got a load of Norten trinkets in the wagon and fine Dunnish steel ready for the wall? No? Look, I’ll take that horse off you for a company’s worth of spears. What do you say? Hey! Come back here!
– An Ertonian caravaneer.
They say Ertonians are born with an abacus in one hand and a ledger in the other. The consummate traders of Domrin, Ertonians live a semi-nomadic existence, only returning to Old Ertonia for holidays and festivals, if they come at all. Their lands, centuries ago, were ravaged by a blight which left the soil useless for growing crops or fielding cattle. They now brave the roads and trade goods between the cities and villagers of the three other Hume cultures. They are generally welcome by all though trusted by few. They are the only group to maintain an actual shipping network which crosses the Serpent Sea to bring goods from Propter Intervis Mare. They have no real form of government and usually, their caravan is their home. Some, however, have taken to operating out of the cities of the other cultures. The greatest possible achievement any Ertonian could make in his or her life would be to open trade with the Dwarves.
What ho? Where there’s a will there’s a way I say. Say, I’ve got a load of Norten trinkets in the wagon and fine Dunnish steel ready for the wall? No? Look, I’ll take that horse off you for a company’s worth of spears. What do you say? Hey! Come back here!
– An Ertonian caravaneer.
They say Ertonians are born with an abacus in one hand and a ledger in the other. The consummate traders of Domrin, Ertonians live a semi-nomadic existence, only returning to Old Ertonia for holidays and festivals, if they come at all. Their lands, centuries ago, were ravaged by a blight which left the soil useless for growing crops or fielding cattle. They now brave the roads and trade goods between the cities and villagers of the three other Hume cultures. They are generally welcome by all though trusted by few. They are the only group to maintain an actual shipping network which crosses the Serpent Sea to bring goods from Propter Intervis Mare. They have no real form of government and usually, their caravan is their home. Some, however, have taken to operating out of the cities of the other cultures. The greatest possible achievement any Ertonian could make in his or her life would be to open trade with the Dwarves.
Nortenvark[/b]]
In the days of Longstrider they mingled with the mountain folk. A stout people, they rarely come down from the precipices of the mountains. They say that old King Rockleg won’t speak to any Hume but a Nortenvark. Who’d want to speak to a Dwarf anyway?
– Rota, an Ashromite historian.
Originally a sub culture of the Ashromite, the Nortevark were a religious minority that sailed over the Serpent Sea with Harold Longstrider. Their current King, Costa Dromwielder, claims to be the true heir to Longstrider’s realm. This, traditionally, has put them further at odds with the Ashromites and in Drom’s War they were defeated and exiled to the harsher east. Now they settle upon and around some of the more treacherous mountains on Domrin. In the early days of exile their Army happened upon the besieged Dwarf Citadel of Atuma, the then capital Dwarfhome. They charged the lines the monstrous Orc that had been holding the outside of the citadel. In this battle, they forged an ironclad alliance with the Dwarves and were given leave to settle outside of their mountain homes if they maintained this defensive alliance. This alliance has lasted the test of time and is the primary reason that the Ashromites think twice before starting a war with their eastern cousins. Their territories are particularly harsh and they only keep from starving through trade with the Ertonians and the Dwarves.
In the days of Longstrider they mingled with the mountain folk. A stout people, they rarely come down from the precipices of the mountains. They say that old King Rockleg won’t speak to any Hume but a Nortenvark. Who’d want to speak to a Dwarf anyway?
– Rota, an Ashromite historian.
Originally a sub culture of the Ashromite, the Nortevark were a religious minority that sailed over the Serpent Sea with Harold Longstrider. Their current King, Costa Dromwielder, claims to be the true heir to Longstrider’s realm. This, traditionally, has put them further at odds with the Ashromites and in Drom’s War they were defeated and exiled to the harsher east. Now they settle upon and around some of the more treacherous mountains on Domrin. In the early days of exile their Army happened upon the besieged Dwarf Citadel of Atuma, the then capital Dwarfhome. They charged the lines the monstrous Orc that had been holding the outside of the citadel. In this battle, they forged an ironclad alliance with the Dwarves and were given leave to settle outside of their mountain homes if they maintained this defensive alliance. This alliance has lasted the test of time and is the primary reason that the Ashromites think twice before starting a war with their eastern cousins. Their territories are particularly harsh and they only keep from starving through trade with the Ertonians and the Dwarves.
The Northwood Confederation[/b]]
Seeing with my own eyes the lines of great beasts arrayed before me I shudder at the thought of our lances meeting the flesh of so many monstrous forms. What could oak and iron do against the horn and the hooves of The Bray, how could we stand the charge of The Rolda, swift as the wind, and what pray tell, will our horsemen do against men who are one with their very mounts? No, I would not charge the lines of The Northwood, for the Darklight tribe waits on high and death waits below.
– Colonel Eorlun of Her Majesty’s Vanguard
The Northwood confederation is made up of several tribes, hordes, and herds of Fey and Beastfolk that once called Rolda home. Now, disparate, under siege by the Hume, and quickly dying out, the Confederation is the only hope for these races. The most populous race of the confederation is The Rolda, followed by The Chosen of Pholos, The Darklight Tribe, and The Bray. Though these different species often fight with each other elsewhere, The Northwood confederation has brought together likeminded groups of these species who have sworn to reinstate their dominion over Rolda.
Seeing with my own eyes the lines of great beasts arrayed before me I shudder at the thought of our lances meeting the flesh of so many monstrous forms. What could oak and iron do against the horn and the hooves of The Bray, how could we stand the charge of The Rolda, swift as the wind, and what pray tell, will our horsemen do against men who are one with their very mounts? No, I would not charge the lines of The Northwood, for the Darklight tribe waits on high and death waits below.
– Colonel Eorlun of Her Majesty’s Vanguard
The Northwood confederation is made up of several tribes, hordes, and herds of Fey and Beastfolk that once called Rolda home. Now, disparate, under siege by the Hume, and quickly dying out, the Confederation is the only hope for these races. The most populous race of the confederation is The Rolda, followed by The Chosen of Pholos, The Darklight Tribe, and The Bray. Though these different species often fight with each other elsewhere, The Northwood confederation has brought together likeminded groups of these species who have sworn to reinstate their dominion over Rolda.
The Rolda[/b]]
Harken to the sound of the bowstring, feel the clash of the spear upon shield, and understand well our plight. Our hooves thunder the deep places of the world and the great woods of Rolda will drink the blood of our enemies! Thunderclan, to arms, Moonsingers, to arms, children of the wood, we will break or be broken this day, the red day of reckoning for the race of Longstrider, we will stomp the bones of his children into the soil!
– Chieftain Rakka Thunderhoof
Known by the slang term Wilderling to the Humes, the proud Rolda are a strange crossbreed of fey like deer satyrs and Roma elves. In the early days of their birth it is said that a fleet of wooden ships crashed upon the rock eastern shore of the continent. Seeing the elves distressed, the fey creatures of the land pulled many bodies from the wreckage and gave them food, shelter, and friendship. Over thousands of years the two species interbred and the Rolda came into existence. Long ago they reigned supreme in Rolda, until driven out by the Humes. They now populate the forests of the land and fiercely defend their territory.
Harken to the sound of the bowstring, feel the clash of the spear upon shield, and understand well our plight. Our hooves thunder the deep places of the world and the great woods of Rolda will drink the blood of our enemies! Thunderclan, to arms, Moonsingers, to arms, children of the wood, we will break or be broken this day, the red day of reckoning for the race of Longstrider, we will stomp the bones of his children into the soil!
– Chieftain Rakka Thunderhoof
Known by the slang term Wilderling to the Humes, the proud Rolda are a strange crossbreed of fey like deer satyrs and Roma elves. In the early days of their birth it is said that a fleet of wooden ships crashed upon the rock eastern shore of the continent. Seeing the elves distressed, the fey creatures of the land pulled many bodies from the wreckage and gave them food, shelter, and friendship. Over thousands of years the two species interbred and the Rolda came into existence. Long ago they reigned supreme in Rolda, until driven out by the Humes. They now populate the forests of the land and fiercely defend their territory.
The Bray[/b]]
Bray horde gore. Bray horde crush. Bray horde graze on field of Hume bone. But you. Mor stomp you.
– Shaman Mor Gor’vor, the “interrogator.”
The Bray are named after the sound of their own war-cry. They are a simple group, relentless, hulking creatures that seem to be half bull, half man, but completely ferocious. When the Hume first arrived on the continent they thought they were hallucinating into existence the Minotaur of the old stories. It seems that their legend had some basis in fact. Standing near ten feet tall and weighing upwards of a thousand pounds or more, The Bray destroy anything in their path as they rage forward. They are dimwitted, but ridiculously strong. While few, they are devastating in battle when gathered together or when wading into a line of puny Hume.
Bray horde gore. Bray horde crush. Bray horde graze on field of Hume bone. But you. Mor stomp you.
– Shaman Mor Gor’vor, the “interrogator.”
The Bray are named after the sound of their own war-cry. They are a simple group, relentless, hulking creatures that seem to be half bull, half man, but completely ferocious. When the Hume first arrived on the continent they thought they were hallucinating into existence the Minotaur of the old stories. It seems that their legend had some basis in fact. Standing near ten feet tall and weighing upwards of a thousand pounds or more, The Bray destroy anything in their path as they rage forward. They are dimwitted, but ridiculously strong. While few, they are devastating in battle when gathered together or when wading into a line of puny Hume.
The Darklight Tribe[/b]]
Fools! I told the Captain to steer clear of the woods too close to that mountain! Like shadows they fell upon us. The very ire of the trees, winged things with razors for claws and daggers for teeth! I barely escaped with my life, but not before they took some of me with them! No I couldn’t fight back! They were gone as fast as we could draw swords!
– Lt. Helmun Talbot, survivor
Small, quick, and intelligent, the diminutive Darklight Tribe are probably the most populous beast race aside from The Rolda, though no one really knows how large their number are. As diverse as they are odd, they live in vast caverns or in the tops of dark forests. Half man, half bat, they are rarely seen before they attack. They prefer to drop from the treetops en masse onto unsuspecting enemies and retreat into the trees to do so again, if they can. They speak very quietly and are not well trusted by the rest of the confederation, but they are seen as incredibly useful spies and are often utilized to pester enemy armies until they tire.
Fools! I told the Captain to steer clear of the woods too close to that mountain! Like shadows they fell upon us. The very ire of the trees, winged things with razors for claws and daggers for teeth! I barely escaped with my life, but not before they took some of me with them! No I couldn’t fight back! They were gone as fast as we could draw swords!
– Lt. Helmun Talbot, survivor
Small, quick, and intelligent, the diminutive Darklight Tribe are probably the most populous beast race aside from The Rolda, though no one really knows how large their number are. As diverse as they are odd, they live in vast caverns or in the tops of dark forests. Half man, half bat, they are rarely seen before they attack. They prefer to drop from the treetops en masse onto unsuspecting enemies and retreat into the trees to do so again, if they can. They speak very quietly and are not well trusted by the rest of the confederation, but they are seen as incredibly useful spies and are often utilized to pester enemy armies until they tire.
The Chosen of Pholos[/b]]
From a distance, I thought I saw salvation! Behind me the charging lines of Rolda thundered the earth, it was all I could do to keep my mare from spooking. She ran on, trusty old girl. But the lines of horsemen I charged toward were no friends, no, like nothing I had seen before! They had the bodies of great stallions and the chest and head of a man where the neck should be! They plucked me from my horse and set her free, I should have only been so lucky.
– Jara “No-Legs” Daneman, after his rescue
Another bestial race out of Hume legend, the Chosen of Pholos are a herd of centaurs that have devoted themselves to the destruction of Humes. Once they shared the fields and valleys with The Rolda, who preferred the forests and mountains, but they were driven out when the Hume came. They see it as their purpose in life to reclaim their grazing fields and release the horses that the Hume have enslaved for their own purposes. Devout in their religion, and fierce in their battle, The Chosen worship Pholos, their god, and will plunder, harass, and destroy any enemy in their path in his name.
From a distance, I thought I saw salvation! Behind me the charging lines of Rolda thundered the earth, it was all I could do to keep my mare from spooking. She ran on, trusty old girl. But the lines of horsemen I charged toward were no friends, no, like nothing I had seen before! They had the bodies of great stallions and the chest and head of a man where the neck should be! They plucked me from my horse and set her free, I should have only been so lucky.
– Jara “No-Legs” Daneman, after his rescue
Another bestial race out of Hume legend, the Chosen of Pholos are a herd of centaurs that have devoted themselves to the destruction of Humes. Once they shared the fields and valleys with The Rolda, who preferred the forests and mountains, but they were driven out when the Hume came. They see it as their purpose in life to reclaim their grazing fields and release the horses that the Hume have enslaved for their own purposes. Devout in their religion, and fierce in their battle, The Chosen worship Pholos, their god, and will plunder, harass, and destroy any enemy in their path in his name.
Rockleg's Domain[/b]]
Strange is Rockleg’s domain. Them Nortenvark may as well be a part, ‘cept they don’t live underground. I was trading, month after last near Flamepeak and I swear I’d seen a troop o’ Dwarves marching three abreast towards the Volcano itself! What be more, lad, I saw a few grubby folk with ‘em, taller than Dwarves, but not as wide – their flesh looked to be like the very earth! Who’d be daft enough to march in there, do ye wonder?
– Damian Goforth, an Ertonian trader well into his pint
Strange is Rockleg’s domain. Them Nortenvark may as well be a part, ‘cept they don’t live underground. I was trading, month after last near Flamepeak and I swear I’d seen a troop o’ Dwarves marching three abreast towards the Volcano itself! What be more, lad, I saw a few grubby folk with ‘em, taller than Dwarves, but not as wide – their flesh looked to be like the very earth! Who’d be daft enough to march in there, do ye wonder?
– Damian Goforth, an Ertonian trader well into his pint
The Dwarves of Underrock[/b]]
Ye don’t know th’ struggle of me people Humey. We’ve been battlin’ them deep things with th’ rock and stone since ‘fore ye were riding them water carts. I’ven seen things that’ud chill yer hide and wet yer britches. No I won’t show ye, yer best not knowin’. Trust ol’ Rockleg, he’ll steer ye right, right outta Dwarfhome where yer safe.
– A Dwarven soldier to a Nortenvark trader
Mysterious, hardy, short, and quick to anger, the Dwarves of Underock are some of the best warriors in all Domrin. They dwell underground in the deep places of the world, but often make their homes in the sides of mountains, or at the peaks of mountains where it is safe. They know much that the other races don’t and until the Humes came, they didn’t even know that the Rolda existed. But they know what is coming, the vengeful wrath of the Underking cannot be capped forever. They perpetually guard the seals of Regur Rockfist, the seals that they created to keep the forces of evil out of the world. But, as the Dwarves say (only to one another) “It’s like cappin’ a volcaner’ lad, someday it’ll burst, and we won’ be ready.” The hordes of demons that the dwarves have kept from entering the world are hidden behind many of the seals scattered throughout the continent, underground. They are all weakening, the Dwarves know they are a doomed race – their numbers are not what they once were and they don’t have enough warriors to push the Underking back into his hole. Led by the King Rockleg, who is sometimes called “Doombeard”, the Dwarves are a race preparing for the apocalypse and the destruction of their world. As such, they are experienced and hardy warriors and they combat the foul leakage of demon spawn that rises through the earth all times. Powerful: Dwarves are forged in the heat of battle and in anticipation of the apocalypse.
Ye don’t know th’ struggle of me people Humey. We’ve been battlin’ them deep things with th’ rock and stone since ‘fore ye were riding them water carts. I’ven seen things that’ud chill yer hide and wet yer britches. No I won’t show ye, yer best not knowin’. Trust ol’ Rockleg, he’ll steer ye right, right outta Dwarfhome where yer safe.
– A Dwarven soldier to a Nortenvark trader
Mysterious, hardy, short, and quick to anger, the Dwarves of Underock are some of the best warriors in all Domrin. They dwell underground in the deep places of the world, but often make their homes in the sides of mountains, or at the peaks of mountains where it is safe. They know much that the other races don’t and until the Humes came, they didn’t even know that the Rolda existed. But they know what is coming, the vengeful wrath of the Underking cannot be capped forever. They perpetually guard the seals of Regur Rockfist, the seals that they created to keep the forces of evil out of the world. But, as the Dwarves say (only to one another) “It’s like cappin’ a volcaner’ lad, someday it’ll burst, and we won’ be ready.” The hordes of demons that the dwarves have kept from entering the world are hidden behind many of the seals scattered throughout the continent, underground. They are all weakening, the Dwarves know they are a doomed race – their numbers are not what they once were and they don’t have enough warriors to push the Underking back into his hole. Led by the King Rockleg, who is sometimes called “Doombeard”, the Dwarves are a race preparing for the apocalypse and the destruction of their world. As such, they are experienced and hardy warriors and they combat the foul leakage of demon spawn that rises through the earth all times. Powerful: Dwarves are forged in the heat of battle and in anticipation of the apocalypse.
The Stonewardens of Underrock[/b]]
What hell forged these creatures? Their very flesh is of the earth and it is of the earth that they protect. I’ve seen ten of them build a set of stairs in a day, leading all the way up the mountain, less, I’ve seen dig a tunnel from the back of the village into the very heart of the Citadel! Sturdy, slow, and not talkative, stay back from the Stonewardens son, but trust them to our defense when the citadel is attacked!
– A Nortenvark soldier of the Citadel.
Long before Longstrider led his men across the sea the Dwarves fought alongside their allies, The Stonewardens, a strong and wise folk who, it is said, spring from the very earth. It is said that long ago a race of men discovered Rolda before Longstrider and wandered into the caves of the mountains for shelter from a blizzard. There they spoke with the very rocks themselves and became one with the earth. The Stonewardens are a race of humanoid earth elementals who rise from the very earth in its defense. They are strong, wise, and quiet – and will defend their territory from the Underking until the last man. They are essential in maintaining the seals.
What hell forged these creatures? Their very flesh is of the earth and it is of the earth that they protect. I’ve seen ten of them build a set of stairs in a day, leading all the way up the mountain, less, I’ve seen dig a tunnel from the back of the village into the very heart of the Citadel! Sturdy, slow, and not talkative, stay back from the Stonewardens son, but trust them to our defense when the citadel is attacked!
– A Nortenvark soldier of the Citadel.
Long before Longstrider led his men across the sea the Dwarves fought alongside their allies, The Stonewardens, a strong and wise folk who, it is said, spring from the very earth. It is said that long ago a race of men discovered Rolda before Longstrider and wandered into the caves of the mountains for shelter from a blizzard. There they spoke with the very rocks themselves and became one with the earth. The Stonewardens are a race of humanoid earth elementals who rise from the very earth in its defense. They are strong, wise, and quiet – and will defend their territory from the Underking until the last man. They are essential in maintaining the seals.
Z'ar Edar: PROPTERINTERVISMARE - WARNING: A LOT OF READING AHEAD[/b]]
Genre: High and Low Fantasy, Adventure, Horror, Mystery, Politics, Magical Worlds
Theme: Conquest, War, Epic, Dragons (yeah it’s a theme, deal with it!)
Year: ~AM 720
Comparative Year: ~50 B.C.E. Roman Empire
PROPTERVISMARE, or, for short, we shall call it Propter – literally means The Middle Sea or The Inner Sea. This is essentially an analogue of the Roman Empire, but with a different flair and a few changes. The homeland of the Roma, Byzia juts out into the central of the sea and is populated by a race of Elves who one day came out of the east to conquer the human population, the Latins. Now, growing and conquering, the Roma and their vast Latin armies control many regions and colonies on the edges of PROPTERINTERVISMRE and have long ago began their conquest of the west and the east, outside of the great sea. There are three primary groups of people who make up the populations of PROPTERINTERVISMARE, though there, of course, minor subgroups in the Empire.
The Roma are the elves who had come from the east and, like the Latiniri (the half Roma) come in two types: The Patricians and the Plebians.
The Latiniri are a race of half Roma Elves and half human Latin, they also may be born of both social classes.
The latins are a race of humans, the natives to this and many of the other lands around PROPTERINTERVISMARE – they are all considered Plebeians.
I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.
Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.
CULTURES AND RACES
Genre: High and Low Fantasy, Adventure, Horror, Mystery, Politics, Magical Worlds
Theme: Conquest, War, Epic, Dragons (yeah it’s a theme, deal with it!)
Year: ~AM 720
Comparative Year: ~50 B.C.E. Roman Empire
PROPTERVISMARE, or, for short, we shall call it Propter – literally means The Middle Sea or The Inner Sea. This is essentially an analogue of the Roman Empire, but with a different flair and a few changes. The homeland of the Roma, Byzia juts out into the central of the sea and is populated by a race of Elves who one day came out of the east to conquer the human population, the Latins. Now, growing and conquering, the Roma and their vast Latin armies control many regions and colonies on the edges of PROPTERINTERVISMRE and have long ago began their conquest of the west and the east, outside of the great sea. There are three primary groups of people who make up the populations of PROPTERINTERVISMARE, though there, of course, minor subgroups in the Empire.
The Roma are the elves who had come from the east and, like the Latiniri (the half Roma) come in two types: The Patricians and the Plebians.
The Latiniri are a race of half Roma Elves and half human Latin, they also may be born of both social classes.
The latins are a race of humans, the natives to this and many of the other lands around PROPTERINTERVISMARE – they are all considered Plebeians.
I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.
Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.
The Pantheon[/b]]
Though Roma is ruled by Romans it is the gods who hold true power in the world. Like the other ancient religions of the world, the Roman Pantheon is filled with very real, very powerful gods who interact with their people on a daily basis. The three primary gods of the Roman Pantheon are Arheno, Iterus, and Anetha, the patron gods of Roma. These three and the others show themselves to the people of the world in a form that is most suitable for interaction, a mortal form. It is known, however, that these gods exist in their true form as great dragons and the source of all divine and arcane magic in the world. They are often prayed to for advice and counsel in times of need, sometimes called up in times of war, or simply worshipped as the powerful and divine beings that they are. Juno herself lives in the city of Roma and often advises its rulers in their stewardship of the people.
All magic, even arcane sorcery (but not wizardry) derives from the gods of the world, though it is tapped into in a very different way. Witches have the gods and their servants for patrons, shamans, though usually more connected with one god, may associate with the spirits that serve separate gods when they see fit, sorcerers are those whose ancestry has been blessed by the gods in some way or another – the descendants of demi-gods or the gods themselves, sorcerers call upon their magical blood to manipulate the magical world. Oracles, though they have no choice in the powers bestowed upon them, often serve one god in particular. Clerics, druids, and priests are often scattered throughout the pantheon with their gods – some gods will entertain more than one of these devouts, some only one.
Gods rarely have divine champions such as paladins (they are mostly non existent in this part of the inner sea) they sometimes employ warpriests, though often times when confronted with tasks that need martial might they encourage their followers of any stripe to take up the cause, often times led by a cleric or priest.
Ollopa – God of the sun, poetry, music, and oracles. Weapon: Spear
Priests, Clerics, some Druids (domain, rare)
Domains: Celerity, Competition, Destiny, Fate, Good, Healing, Oracle, Sun
Patrons: Agility, Portents, Healing
Mystery: Life, Occult, Heavens, Solar
Spirit: Life
Bloodline: Celestial
Suyanus – God of wine and festivals. Weapon: Knife
Priests
Domains: Chaos, Charm, Community, Gluttony, Good, Sloth
Patrons: Trickery, Summer, Stars
Mystery: Wine, Heavens, Streets
Spirit: Slums
Bloodline: Fey
Serec – Goddess of agriculture. Weapon: Shepard’s Staff
Druids (domain), Priests
Domains: Cavern, Creation, Earth, Feast, Gluttony, Good, Plant
Patrons: Elements, Plant, Thorns
Mystery: Wood, Solar, Nature, Life
Spirit: Nature
Bloodline: Verdant
Simana - Artemis – Goddess of the hunt. Weapon: Longbow
Druids (domain or companion)
Domains: Animal, Chaos, Glory, Liberation, Moon, Passion, Planning, Pride
Patrons: Animals, Moon, Plague
Mystery: Nature, Battle, Wood
Spirit: Wood
Bloodline: Oni
Arehno – Goddess of marriage and the family. Weapon: Quarterstaff
Priests, Clerics, Warpriests
Domains: Charm, Community, Envy, Family, Healing, Law, Nobility, Protection
Patrons: Ancestors, Devotion, Peace
Mystery: Life, Time, Streets
Spirit: Ancestors
Bloodline: Martyred
Iterus – King of the gods, god of rain and sky. Weapon: Longsword
Priests, Clerics, Druids, Warpriests
Domains: Air, Balance, Charm, Law, Nobility, Pride, Sky, Strength, Weather
Patrons: Storms, Strength, Mountain
Mystery: Apocalypse, Wind, Winter
Spirit: Heavens
Bloodline: Stormborn
Seram – God of war. Weapon: Gladius/Spear
Warpriests, Clerics
Domains: Chaos, Courage, Destruction, Glory, Madness, Pride, Strength, War, Wrath
Patrons: Insanity, Spirits, Vengeance
Mystery: Battle, Metal, Apocalypse
Spirit: Battle
Bloodline: Orc
Semmer – Messenger of the gods, god of commune and finance. Weapon: Dagger
Priests, Clerics
Domains: Air, Celerity, Commerce, Greed, Luck, Rune, Trade, Travel, Trickery, Wealth
Patrons: Time, Endurance, Agility
Mystery: Streets, Wind, Flame
Spirit: Wind
Bloodline: Arcane
Anetha – Goddess of wisdom and the city, education, science, and war. Weapon: Longsword
Clerics, Warpriests, Priests
Domains: Artifice, City, Knowledge, Law, Meditation, Mentalism, Mind, Planning, War.
Patrons: Wisdom, Trickery, Boundaries
Mystery: Streets, Battle, Lore
Spirit: Lore
Bloodline: Starsoul
Uneidon – God of the sea. Weapon: Trident
Warpriests, Clerics, Priests, Druids (domain or companion)
Domains: Destruction, Earth, Ocean, Storm, Water, Windstorm,
Patrons: Storms, Vengeance, Strength
Mystery: Waves, Stone, Lunar
Spirit: Waves
Bloodline: Aquatic
Sedah – God of the underworld. Weapon: Morning Star
Clerics, Priests, Warpriests
Domains: Darkness, Death, Decay, Green, Law, Necromancy, Pestilence, Shadow, Undeath
Patrons: Time, Shadow, Ethereal
Mystery: Time, Apocalypse, Outer Rifts
Spirit: Bones
Bloodline: Undead
Vhendite – Goddess of love and beauty. Weapon: Rapier
Priests
Domains: Chaos, Charm, Envy, Good, Lust, Passion
Patrons: Peace, Devotion, Stars
Mystery: Time Heavens, Lunar
Spirit: Ancestors
Bloodline: Rakshasa
Atsev – Goddess of the hearth and the state. Weapon: Axe
Priests, Clerics, Warpriests
Domains: Community, Feast, Fire, Gluttony, Good, Pact, Protection
Patrons: Vengeance, Ancestors, Boundaries
Mystery: Streets, Stone, Battle
Spirit: Stone
Bloodline: Destined
Hevuleston – God of fire, the forge, and blacksmiths. Weapon: Warhammer
Clerics, Warpriests
Domains: Artifice, City, Craft, Creation, Fire, Metal
Patrons: Elements, Light, Strength
Mystery: Flame, Metal, Volcano
Spirit: Flame
Bloodline: Efreeti
Though Roma is ruled by Romans it is the gods who hold true power in the world. Like the other ancient religions of the world, the Roman Pantheon is filled with very real, very powerful gods who interact with their people on a daily basis. The three primary gods of the Roman Pantheon are Arheno, Iterus, and Anetha, the patron gods of Roma. These three and the others show themselves to the people of the world in a form that is most suitable for interaction, a mortal form. It is known, however, that these gods exist in their true form as great dragons and the source of all divine and arcane magic in the world. They are often prayed to for advice and counsel in times of need, sometimes called up in times of war, or simply worshipped as the powerful and divine beings that they are. Juno herself lives in the city of Roma and often advises its rulers in their stewardship of the people.
All magic, even arcane sorcery (but not wizardry) derives from the gods of the world, though it is tapped into in a very different way. Witches have the gods and their servants for patrons, shamans, though usually more connected with one god, may associate with the spirits that serve separate gods when they see fit, sorcerers are those whose ancestry has been blessed by the gods in some way or another – the descendants of demi-gods or the gods themselves, sorcerers call upon their magical blood to manipulate the magical world. Oracles, though they have no choice in the powers bestowed upon them, often serve one god in particular. Clerics, druids, and priests are often scattered throughout the pantheon with their gods – some gods will entertain more than one of these devouts, some only one.
Gods rarely have divine champions such as paladins (they are mostly non existent in this part of the inner sea) they sometimes employ warpriests, though often times when confronted with tasks that need martial might they encourage their followers of any stripe to take up the cause, often times led by a cleric or priest.
Ollopa – God of the sun, poetry, music, and oracles. Weapon: Spear
Priests, Clerics, some Druids (domain, rare)
Domains: Celerity, Competition, Destiny, Fate, Good, Healing, Oracle, Sun
Patrons: Agility, Portents, Healing
Mystery: Life, Occult, Heavens, Solar
Spirit: Life
Bloodline: Celestial
Suyanus – God of wine and festivals. Weapon: Knife
Priests
Domains: Chaos, Charm, Community, Gluttony, Good, Sloth
Patrons: Trickery, Summer, Stars
Mystery: Wine, Heavens, Streets
Spirit: Slums
Bloodline: Fey
Serec – Goddess of agriculture. Weapon: Shepard’s Staff
Druids (domain), Priests
Domains: Cavern, Creation, Earth, Feast, Gluttony, Good, Plant
Patrons: Elements, Plant, Thorns
Mystery: Wood, Solar, Nature, Life
Spirit: Nature
Bloodline: Verdant
Simana - Artemis – Goddess of the hunt. Weapon: Longbow
Druids (domain or companion)
Domains: Animal, Chaos, Glory, Liberation, Moon, Passion, Planning, Pride
Patrons: Animals, Moon, Plague
Mystery: Nature, Battle, Wood
Spirit: Wood
Bloodline: Oni
Arehno – Goddess of marriage and the family. Weapon: Quarterstaff
Priests, Clerics, Warpriests
Domains: Charm, Community, Envy, Family, Healing, Law, Nobility, Protection
Patrons: Ancestors, Devotion, Peace
Mystery: Life, Time, Streets
Spirit: Ancestors
Bloodline: Martyred
Iterus – King of the gods, god of rain and sky. Weapon: Longsword
Priests, Clerics, Druids, Warpriests
Domains: Air, Balance, Charm, Law, Nobility, Pride, Sky, Strength, Weather
Patrons: Storms, Strength, Mountain
Mystery: Apocalypse, Wind, Winter
Spirit: Heavens
Bloodline: Stormborn
Seram – God of war. Weapon: Gladius/Spear
Warpriests, Clerics
Domains: Chaos, Courage, Destruction, Glory, Madness, Pride, Strength, War, Wrath
Patrons: Insanity, Spirits, Vengeance
Mystery: Battle, Metal, Apocalypse
Spirit: Battle
Bloodline: Orc
Semmer – Messenger of the gods, god of commune and finance. Weapon: Dagger
Priests, Clerics
Domains: Air, Celerity, Commerce, Greed, Luck, Rune, Trade, Travel, Trickery, Wealth
Patrons: Time, Endurance, Agility
Mystery: Streets, Wind, Flame
Spirit: Wind
Bloodline: Arcane
Anetha – Goddess of wisdom and the city, education, science, and war. Weapon: Longsword
Clerics, Warpriests, Priests
Domains: Artifice, City, Knowledge, Law, Meditation, Mentalism, Mind, Planning, War.
Patrons: Wisdom, Trickery, Boundaries
Mystery: Streets, Battle, Lore
Spirit: Lore
Bloodline: Starsoul
Uneidon – God of the sea. Weapon: Trident
Warpriests, Clerics, Priests, Druids (domain or companion)
Domains: Destruction, Earth, Ocean, Storm, Water, Windstorm,
Patrons: Storms, Vengeance, Strength
Mystery: Waves, Stone, Lunar
Spirit: Waves
Bloodline: Aquatic
Sedah – God of the underworld. Weapon: Morning Star
Clerics, Priests, Warpriests
Domains: Darkness, Death, Decay, Green, Law, Necromancy, Pestilence, Shadow, Undeath
Patrons: Time, Shadow, Ethereal
Mystery: Time, Apocalypse, Outer Rifts
Spirit: Bones
Bloodline: Undead
Vhendite – Goddess of love and beauty. Weapon: Rapier
Priests
Domains: Chaos, Charm, Envy, Good, Lust, Passion
Patrons: Peace, Devotion, Stars
Mystery: Time Heavens, Lunar
Spirit: Ancestors
Bloodline: Rakshasa
Atsev – Goddess of the hearth and the state. Weapon: Axe
Priests, Clerics, Warpriests
Domains: Community, Feast, Fire, Gluttony, Good, Pact, Protection
Patrons: Vengeance, Ancestors, Boundaries
Mystery: Streets, Stone, Battle
Spirit: Stone
Bloodline: Destined
Hevuleston – God of fire, the forge, and blacksmiths. Weapon: Warhammer
Clerics, Warpriests
Domains: Artifice, City, Craft, Creation, Fire, Metal
Patrons: Elements, Light, Strength
Mystery: Flame, Metal, Volcano
Spirit: Flame
Bloodline: Efreeti
CULTURES AND RACES
The Roma[/b]]
Forthcoming quote.
– Speaker.
The true descendants of the founders of Roma who crossed the sea in ancient times to settle these once wild lands. They share a common ancestor with the Insulam but see themselves as the true masters of the Inner Sea and the world. Whether led by the people and senate of Roma, dictators, or the gods themselves, the Romans see it as their destiny to rule all of the world and expand their empire wherever Apollo’s chariot may carry the sun. True Romans are tall humanoids with long pointed ears that extend just slightly past the back of their heads. They are strong, intelligent, and quick witted. They have a fierce loyalty to their republic and a strong sense of loyalty to fellow Romans. Roman’s come in two sub types. Romans make up around 30% of the population of the Republic.
Forthcoming quote.
– Speaker.
The true descendants of the founders of Roma who crossed the sea in ancient times to settle these once wild lands. They share a common ancestor with the Insulam but see themselves as the true masters of the Inner Sea and the world. Whether led by the people and senate of Roma, dictators, or the gods themselves, the Romans see it as their destiny to rule all of the world and expand their empire wherever Apollo’s chariot may carry the sun. True Romans are tall humanoids with long pointed ears that extend just slightly past the back of their heads. They are strong, intelligent, and quick witted. They have a fierce loyalty to their republic and a strong sense of loyalty to fellow Romans. Roman’s come in two sub types. Romans make up around 30% of the population of the Republic.
The Latins[/b]]
Forthcoming quote.
– Speaker.
The original indigenous people of the immediate lands Rome has conquered for its own, the Latins are the conquered people who mostly inhabit the lands and cities outside of Rome though are ruled by true Romans. Latins make up around 40% of the population of The Republic and while about half have been granted citizenship they are still looked down as lesser in the eyes of the Romans. Latins can gain citizenship by either serving in Rome’s legions for a period of ten years or through some other special dispensation.
Forthcoming quote.
– Speaker.
The original indigenous people of the immediate lands Rome has conquered for its own, the Latins are the conquered people who mostly inhabit the lands and cities outside of Rome though are ruled by true Romans. Latins make up around 40% of the population of The Republic and while about half have been granted citizenship they are still looked down as lesser in the eyes of the Romans. Latins can gain citizenship by either serving in Rome’s legions for a period of ten years or through some other special dispensation.
The Latiniri[/b]]
Forthcoming quote.
– Speaker.
The offspring of Latins and Romans, the Latiniri have found their place amongst Roman society oftentimes by being adopted by wealthy patrons, serving in the legions, entering priesthoods, and working alongside the Plebeians. Latiniri whose parentage comes from the Patrician class are immediately accepted as citizens of the Empire while those born into the Plebeian class must work for citizenship much in the way that the Latins must, though sometimes they are afforded a higher social standing.
Forthcoming quote.
– Speaker.
The offspring of Latins and Romans, the Latiniri have found their place amongst Roman society oftentimes by being adopted by wealthy patrons, serving in the legions, entering priesthoods, and working alongside the Plebeians. Latiniri whose parentage comes from the Patrician class are immediately accepted as citizens of the Empire while those born into the Plebeian class must work for citizenship much in the way that the Latins must, though sometimes they are afforded a higher social standing.
The Craftsmen of Z’ar Edar (Gods)[/color]]
The following are the actual deities of Z’ar Edar – any others are pretending. Several cultures worship these deities, several worship false gods, like the gods of PROPTERINTERVISMARE or the gods of The Shengdi Valley – though these other gods are more material, they are just powerful entities.
Deities of Edarl
The hierarchy of the deities of Edarl is as diverse and as complicated as the people who inhabit this world. For each race, continent, and nation, there are a number of gods who come into play. Some of the gods are the spirits of heroes long past, now revered by their nation or people while some of these gods are living beings who inhabit the realms of the people and either rule or guide them to glory, greatness, or through hard times. Others are the myriad gods that inhabit different planes of power and work with, against, or on behalf of those who inhabit the world. These gods are called the Craftsmen, those who created the world and its people and usually at least one of the craftsmen is revered by each race.
Each “Plane of Power” is associated with one of more craftsmen who rule, control, and shape the physicality of that plane and its influences upon the world. There are greater craftsmen and lesser craftsmen as well as their own divine servants.
The Planes of Power
The Plane of Darkness
In most cultures darkness takes on a negative connotation, but, in Edarl darkness has long been respected as the driving and creative force behind the universe. Before Edarl and the Craft there was darkness and within it rested the Master Craftsman, who, by its will, thrust the world into existence and speckled its sky with stars to provide light. In this way, darkness gave way to light and created the world.
The Master: Edar, the creator
The Apprentice(s): (Edar has no apprentice, in the beginning there was only Edar)
The Servants: (Edar has no servants, in the beginning there was only Edar)
Domains: Edar has no domains as there are no priests or clerics of Edar, no cult or established church exists in the world to Edar and it provides no divine powers to any.
Most in the world revere and respect Edar as the creator of the world but it is often not worshipped. The Plane of Darkness is known only to have Edar as its denizen and it neither desires nor needs the worship of mortals. However, often shrines to other Craftsmen hold, on their altars, a single candlestick which has never been, or never will be lit, in reverence to Edar.
The Plane of Light
The plane of light, aside from the actual planet itself, is the only creation of Edar and therefore, being inhabited by powerful beings, these beings are generally the most revered, respected, and feared of the Craftsman of Edarl. All of the other planes and craftsmen which exist have come as a direct result of the Light’s own creation or through the separation of divinities from the Light.
The Master: Daenloth, the light bringer
The Apprentice(s): Istar, the law crafter and Ostar, the Healer
The Servants: The Servants of Daenloth are its apprentices. Istar commands legions of The Infalli, the truth servants, who it commands in battle and to keep the peace between the nations of Edarl. Ostar is accompanied by the 4 divines, often invoked to help heal the sick. They are the servant of water, the servant of blood, the servant of nature, and the servant of death.
Domains: Sun, Law, Healing – Players may ask to incorporate a sub domain
The Plane of Punishment
The twin of Daenloth disagreed with the Craftsman of light on how best to handle law and order on Edarl and instead of holding toward ideals of redemption for the accused and healing the sick the Craftsman of Punishment sees fit to slay the foes of law and order and punish them in the afterlife for all eternity. *Note* If a person is killed, justly (according to the faith), by a consecrated priest, paladin, or person doing the direct holy work of a Craftsman, the soul of the departed does not go to the plane of its worshipped Craftsman but is instead handed over to the Cratfsman of the one who passed judgment upon them. I.e. A Paladin of Punishment kills a bandit, he is subjected to the will of the Master of Punishment for eternity, however, if a Paladin of Light kills a bandit, he is subjected to the Will of Light for eternity, in an attempt to reform and later serve Light in whatever capacity the Craftsman sees fit.
The Master: Gorloth, the punisher
The Apprentice(s): Tillven, the truthseeker
The Servants: Along with Tillven Gorloth entertains lesser servants. The Justice, four great warriors who seek to bring punishment to the evil of the world. The Judge, the revered lesser Cratfsman of Judgment who, along with Tillven, knows the truth behind all.
Domains: Law, Strength, Knowledge
The Plane of Growth
Created by both Daenloth and Gorloth during the time of the rock, the Craftsmen that inhabit this domain exist specifically to care for and cause the growth of plants on Edarl. Farmers and everyday people often pray to these craftsmen or invoke them so that the surface might provide a bounteous harvest. The craftsmen who exist here are considered neither evil nor good and are instead ambivalent towards morality. They exist only for plants and growing things – the sentient species of plants that exist in Crok are considered physical manifestations of the will of these craftsmen.
The Master: Graldra, the soil crafter
The Apprentice(s): Laeruven, the rainkeeper, Erti, the seeds springer, Loral, the bright
The Servants: The servants of the craftsmen that inhabit this plane are not craftsmen in themselves but they are the elements and the weather. Fire, Water, Earth, and Lightning are considered sacred to Graldra and its apprentices – as well as specific weather events. They are said to be servants that carry out the will of their masters.
Domains: Plant (with growth subdomain), Weather (with sub domains), Sun
The Plane of the Deep
The lightbringer and the punisher, with the council of the soil crafter decided that it was not enough to have dry land but there must also be water on the surface of Edarl to support the life. The streams, the oceans, the lakes, ponds, and any other body of water or moving water is governed by this plane. Sailors and others often pray to the craftsmen of The Deep for safe passage. The craftsmen of the deep are known to be sometimes violent but at other times serene. They are quick to anger.
The Master: Kedge, the tumultuous
The Apprentice(s): Marle, the waverider, Tolos, the fish-herd
The Servants: Divine aquatic beings as a representation of all the different fresh and salt water creatures serve the craftsmen of the deep.
Domains: Water (all subdomains), Strength, Destruction – Subdomain, Rage
The Plane of Fear
One of the original denizens of the Plane of Light, one of the apprentices of Daenloth, separated out and away from his master and through sheer force of will constructed the Plane of Fear. The Plane of Fear and its master are responsible for the introduction of nightmares into the world in the sentient species – it was not until the Master of this plane created this realm that evil came into the world. He is often worshipped by evil beings and sometimes, politicians.
The Master: Argon, the terror
The Apprentice(s): - NO APPRENTICE
The Servants: - NO SERVANTS
Domains: Chaos, Evil (fear), Madness
The Plane of Hate
When Argon separated away from the Plane of Light the Master who became the Craftsman of the Plane of Hate also separated from his master in the Plane of Punishment. Murderers, Rapists, Evil Cultists, and any number of those who are interested in spreading evil throughout the world generally find time to pray at an Altar of Hate.
The Master: Yriddi, the vengeance
The Apprentice(s): Zargon, the desolate, Tarnak, the horror
The Servants: The servants of the Plane of Hate are the embodiments of all of the sins of the sentient species manifested into reality so that they can serve their masters.
The Underplane
Created by Daenloth to rule the denizens who dwelled under the surface of Edarl, The Underplane is ruled by Craftsman who calls himself The Smith – he is the forger of Stone, Metal, and Jewels and he is worshipped by the good and the evil alike. It is believed that in the subterranean homes of some of these species it is only through the will of The Smith that they are able to survive their harsh environment.
The Master: Tarin, The Smith
The Apprentice(s): Folgar, the Mountain, Yarwit, the Endless
The Servants: Tarin is served by earth and fire elementals alike
The Plane of Mischief
The plane of mischief was created by Hrotlar, a former servant of the Underplane (after his departure Tarin now only uses elementals, which he can control more easily) and this plane is generally invoked by thieves, the occasional bandit, and those who are generally up to no good – sometimes wizards too pray to the Craftsman of Mischief as in many places their craft is outlawed.
The Master: Hrotlar, the black
The Apprentice(s): Nightling, the quiet, Fartrani, the trickster
The Servants: Hrotlar and his apprentices are attended by the spirits of those worshippers who have died in service to the Craftsman. This service is called the Eternal Carnival where they party and revel for eternity.
The following are the actual deities of Z’ar Edar – any others are pretending. Several cultures worship these deities, several worship false gods, like the gods of PROPTERINTERVISMARE or the gods of The Shengdi Valley – though these other gods are more material, they are just powerful entities.
Deities of Edarl
The hierarchy of the deities of Edarl is as diverse and as complicated as the people who inhabit this world. For each race, continent, and nation, there are a number of gods who come into play. Some of the gods are the spirits of heroes long past, now revered by their nation or people while some of these gods are living beings who inhabit the realms of the people and either rule or guide them to glory, greatness, or through hard times. Others are the myriad gods that inhabit different planes of power and work with, against, or on behalf of those who inhabit the world. These gods are called the Craftsmen, those who created the world and its people and usually at least one of the craftsmen is revered by each race.
Each “Plane of Power” is associated with one of more craftsmen who rule, control, and shape the physicality of that plane and its influences upon the world. There are greater craftsmen and lesser craftsmen as well as their own divine servants.
The Planes of Power
The Plane of Darkness
In most cultures darkness takes on a negative connotation, but, in Edarl darkness has long been respected as the driving and creative force behind the universe. Before Edarl and the Craft there was darkness and within it rested the Master Craftsman, who, by its will, thrust the world into existence and speckled its sky with stars to provide light. In this way, darkness gave way to light and created the world.
The Master: Edar, the creator
The Apprentice(s): (Edar has no apprentice, in the beginning there was only Edar)
The Servants: (Edar has no servants, in the beginning there was only Edar)
Domains: Edar has no domains as there are no priests or clerics of Edar, no cult or established church exists in the world to Edar and it provides no divine powers to any.
Most in the world revere and respect Edar as the creator of the world but it is often not worshipped. The Plane of Darkness is known only to have Edar as its denizen and it neither desires nor needs the worship of mortals. However, often shrines to other Craftsmen hold, on their altars, a single candlestick which has never been, or never will be lit, in reverence to Edar.
The Plane of Light
The plane of light, aside from the actual planet itself, is the only creation of Edar and therefore, being inhabited by powerful beings, these beings are generally the most revered, respected, and feared of the Craftsman of Edarl. All of the other planes and craftsmen which exist have come as a direct result of the Light’s own creation or through the separation of divinities from the Light.
The Master: Daenloth, the light bringer
The Apprentice(s): Istar, the law crafter and Ostar, the Healer
The Servants: The Servants of Daenloth are its apprentices. Istar commands legions of The Infalli, the truth servants, who it commands in battle and to keep the peace between the nations of Edarl. Ostar is accompanied by the 4 divines, often invoked to help heal the sick. They are the servant of water, the servant of blood, the servant of nature, and the servant of death.
Domains: Sun, Law, Healing – Players may ask to incorporate a sub domain
The Plane of Punishment
The twin of Daenloth disagreed with the Craftsman of light on how best to handle law and order on Edarl and instead of holding toward ideals of redemption for the accused and healing the sick the Craftsman of Punishment sees fit to slay the foes of law and order and punish them in the afterlife for all eternity. *Note* If a person is killed, justly (according to the faith), by a consecrated priest, paladin, or person doing the direct holy work of a Craftsman, the soul of the departed does not go to the plane of its worshipped Craftsman but is instead handed over to the Cratfsman of the one who passed judgment upon them. I.e. A Paladin of Punishment kills a bandit, he is subjected to the will of the Master of Punishment for eternity, however, if a Paladin of Light kills a bandit, he is subjected to the Will of Light for eternity, in an attempt to reform and later serve Light in whatever capacity the Craftsman sees fit.
The Master: Gorloth, the punisher
The Apprentice(s): Tillven, the truthseeker
The Servants: Along with Tillven Gorloth entertains lesser servants. The Justice, four great warriors who seek to bring punishment to the evil of the world. The Judge, the revered lesser Cratfsman of Judgment who, along with Tillven, knows the truth behind all.
Domains: Law, Strength, Knowledge
The Plane of Growth
Created by both Daenloth and Gorloth during the time of the rock, the Craftsmen that inhabit this domain exist specifically to care for and cause the growth of plants on Edarl. Farmers and everyday people often pray to these craftsmen or invoke them so that the surface might provide a bounteous harvest. The craftsmen who exist here are considered neither evil nor good and are instead ambivalent towards morality. They exist only for plants and growing things – the sentient species of plants that exist in Crok are considered physical manifestations of the will of these craftsmen.
The Master: Graldra, the soil crafter
The Apprentice(s): Laeruven, the rainkeeper, Erti, the seeds springer, Loral, the bright
The Servants: The servants of the craftsmen that inhabit this plane are not craftsmen in themselves but they are the elements and the weather. Fire, Water, Earth, and Lightning are considered sacred to Graldra and its apprentices – as well as specific weather events. They are said to be servants that carry out the will of their masters.
Domains: Plant (with growth subdomain), Weather (with sub domains), Sun
The Plane of the Deep
The lightbringer and the punisher, with the council of the soil crafter decided that it was not enough to have dry land but there must also be water on the surface of Edarl to support the life. The streams, the oceans, the lakes, ponds, and any other body of water or moving water is governed by this plane. Sailors and others often pray to the craftsmen of The Deep for safe passage. The craftsmen of the deep are known to be sometimes violent but at other times serene. They are quick to anger.
The Master: Kedge, the tumultuous
The Apprentice(s): Marle, the waverider, Tolos, the fish-herd
The Servants: Divine aquatic beings as a representation of all the different fresh and salt water creatures serve the craftsmen of the deep.
Domains: Water (all subdomains), Strength, Destruction – Subdomain, Rage
The Plane of Fear
One of the original denizens of the Plane of Light, one of the apprentices of Daenloth, separated out and away from his master and through sheer force of will constructed the Plane of Fear. The Plane of Fear and its master are responsible for the introduction of nightmares into the world in the sentient species – it was not until the Master of this plane created this realm that evil came into the world. He is often worshipped by evil beings and sometimes, politicians.
The Master: Argon, the terror
The Apprentice(s): - NO APPRENTICE
The Servants: - NO SERVANTS
Domains: Chaos, Evil (fear), Madness
The Plane of Hate
When Argon separated away from the Plane of Light the Master who became the Craftsman of the Plane of Hate also separated from his master in the Plane of Punishment. Murderers, Rapists, Evil Cultists, and any number of those who are interested in spreading evil throughout the world generally find time to pray at an Altar of Hate.
The Master: Yriddi, the vengeance
The Apprentice(s): Zargon, the desolate, Tarnak, the horror
The Servants: The servants of the Plane of Hate are the embodiments of all of the sins of the sentient species manifested into reality so that they can serve their masters.
The Underplane
Created by Daenloth to rule the denizens who dwelled under the surface of Edarl, The Underplane is ruled by Craftsman who calls himself The Smith – he is the forger of Stone, Metal, and Jewels and he is worshipped by the good and the evil alike. It is believed that in the subterranean homes of some of these species it is only through the will of The Smith that they are able to survive their harsh environment.
The Master: Tarin, The Smith
The Apprentice(s): Folgar, the Mountain, Yarwit, the Endless
The Servants: Tarin is served by earth and fire elementals alike
The Plane of Mischief
The plane of mischief was created by Hrotlar, a former servant of the Underplane (after his departure Tarin now only uses elementals, which he can control more easily) and this plane is generally invoked by thieves, the occasional bandit, and those who are generally up to no good – sometimes wizards too pray to the Craftsman of Mischief as in many places their craft is outlawed.
The Master: Hrotlar, the black
The Apprentice(s): Nightling, the quiet, Fartrani, the trickster
The Servants: Hrotlar and his apprentices are attended by the spirits of those worshippers who have died in service to the Craftsman. This service is called the Eternal Carnival where they party and revel for eternity.
EDIT: Several sections to come - feel free to contact me if you have questions or are interested. Not interested in something here? Let me know if you think I would be interested in your request thread!
Apparently there is a limit on the amount I am supposed to write here. So the following post includes two other cultures as well, the Arkivi!