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Fantasy A.L.F. Lore

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Characters
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EccentricFantasy

The mind is a fearsome thing, don't tread on it.
Keep in mind this will be an ever growing thing. I will add to it, but you will as well. If you want to make a town for your character to come from or live in, send me the lore set up in PM so I can look over it. If it looks good, we will add it here. Keep in mind that it's bare bones to allow you all room to expand and make a story you love!

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The Quianmon Islands
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Prosperous and filled with magic, the Quianmon Lands surround a distinctive rock formation that protects the lands most guarded secret. Located on an island just off the cost of Nurikan, the people of Quianmon revere the water which has flowed through the very fabric of their culture since the age of the gods.

The Empire of Nurikan
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Barren and hot, the arid and sparse Lands of Nurikan are home to a self-sufficient, improvisational culture that has learned to thrive in a landscape of nearly constant drought. Living in loosely-connected settlements, the people of Nurikan value their independence and self-reliance. Home to the most secrets among the nations.

The Republic of Issathra
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This vibrant, bustling market nation once attracted traders from all the Lands of the continent thanks to its central location along the geographically. Expanding wetlands and rivers have drawn its merchants from far off lands towards the shops all along an ever-expanding labyrinth of docks and boats.

The Empire of Henuo
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Isolated and remote, the Lands of Henuo are marked by spectacular, snowy mountains and towering black bamboo. Home to the fiercest warriors in all the continent, its people are proud and reclusive. Despite being the strongest nation in a combat sense, they possess less natural resources than even Nurikan.

The Federation of Sulwor
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Opulent, regimented and strong, Sulwor is positioned at the head of the political and economic practices on the continent and protected by a man-made canal that seperates them from the world. Its people work hard to safeguard their way of life, the secrets and corruption within.

Kakuti'kau
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Kakuti'kau is a junkyard nation inhabited by outcasts. People who live there do not exist in any official records, and the existence of the nation itself is known to very few people. Not much is known about the nation or people as much of its information is shrouded in mystery. It is rumored to be at least 1500 years old, and to have been founded as an internment camp set up by the dictators of old. Since then, it has been a dumping ground for other nations. The country is said to be the most diverse place on the planet, and its population is estimated at eight to ten million. A festering wasteland of disease, it's people thought to be able to survive anything.

The Kingdom of Oss'Kell
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Oss'Kell is a slice of paradise connected to the new world by a massive canyon that completely cuts them off from normal society. There are two sides to it - a vast land that resembles Africa with its flora and fauna, housing small villages of humans and other races of people. The other side is larger, possibly even rivaling large empires kingdoms, such as Sulwor or even the combined population of the other countries.
 
Religion

While religion can be wild and varied across the land, there are a few that stand out. Specifically, there are three major religions within the world. Each one with its own set of beliefs, ways of worship and deities or ideals.

Thrimism
Thrimism a pantheonic religion, choosing to glorify deities connected to the Earth and rebirth as higher gods. They believe that the gods of the Earth created humanity, elves and every other race to walk upon their glorious creation. They believe this way that gods of the underworld are on high. Of course, as with most religions, many gods were added throughout its creation. However, the main set of three have never changed.

Misindur is the Thrimist God of the Sea, earthquakes and volcanoes. Considered the highest and King of the gods. Creator of every stream, filler of every lake and Shaker of the Earth. It is said that his throne overlooks the underworld and he alone grants the right to live to all mortals and decides whether or not a mortal soul can be reborn. Worshippers call him "Deep One".

The Wanasso are actually a pair of goddesses. With their name literally translating to "The Two Queens" these two are never worshiped separately. Both are credited with the creation of souls. Said to be forged in the deepest belly of the underworld. Their power striking fear into all those who know their names.

Uo'teg or "The Sealed One" is the very creature Thrimist's believe the gods created to be the place. A sort of lovecraftian monster that wandered empty chaos until the gods formed it into the planet. This Beast eventually succumbed to its fate and happily accepted the people living on it, but in exchange for also being considered a god or he would unleash his wraths upon The mortals that lived on him.

The reason Thrimism prefers to use titles or other names aside from real names is because names are sacred to them. It's a calling card. They do not deny that God's are messy and immoral. Gods are not paragon, rather they reflect the natural world as they have created it. The reason they don't use real names when talking about these gods is because the gods may hear and decide they do not like what they hear. They do it in order to stave off the wrath that might ensue. People who follow this religion are taught to accept the world as it is. It was created to be exactly as it is, so there is no need to fight it. Living in the moment and creating the best life you can with what is given to you. These are the principal tenants.



Gurvanity
This religion is quite simple. People of this face believe it is their job to create a wonderful world. To forge the world in your own image. This could be in a multitude of different ways, but you are taught to search for Nirvana, a state of being that can basically be equated to Bliss. You are taught to do what makes you happy and what makes the world better in your eyes. It matters not if other people find it immoral. It doesn't matter if there are things that stand in your way. All that matters is that you create the world that you want to see. This religion creates philosophers, public servants and in many wonderful people throughout the world. However, it also spawns the most dictators, ruthless leaders and tyrants.


Poryism
This is a monotheistic religion devoted to "Urgin". This religion is headed by the high priest. Followers attend services in temples every midweek day. Their belief is that this one God created everything, gave it life and put humanity above all other races. Gave them the rights to rule over them, as such, slavery is not uncommon among these believers. It is of course the chosen religion for all upper class humans. They believe in treating others respectfully, but are taught from a young age that other races are simply beneath them. Little more than toys to a child. They believe that humanity was created independently whereas the other races were evolved. This places other intelligent races at the same level to them as an animal or pet. This is the dominant religion of Sulwor, allowing its corruption to seep into politics and economics across the continent.
 
Races
Dragonborn:
Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Dwarves: Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

Short and Stout
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.

Long Memory, Long Grudges
Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.

Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.

Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

Gods, Gold, and Clan
Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.


Elves:  Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

Slender and Graceful
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.

Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.

Exploration and Adventure
Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.


Gnomes:  A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.

Vibrant Expression
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.

A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Delighted Dedication
As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.

Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Bright Burrows
Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.


Humans:  In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in All Things
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.


Tiefling:  To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.

Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.


(You can use other races, but I ask that you come to me and ask. We can make a lore post for it!)
 
Familiar Info

Types

A Familiar can take on different types based on the nature of its form or ability. It is commonly thought that the nature of the Master is what determines the type of Familiar they receive.

Basic Types​

There are 5 basic types of Familiar that are commonplace.

CategoryDescription
Type: ArmsA category for a Familiar that is wielded by Masters. This includes weapons such as swords, staves, and even extends up to prosthetic body parts as well.
Type: BeastA category for a Familiar that takes the form of a living, non-human being.
Type: ChariotA category for a Familiar that takes the form of a vehicle.
Type: CastleA category for a Familiar that takes the form of a building. In its basic category, this type of Familiar cannot move, but in return boasts high defensive power.
Type: TerritoryA category for a Familiar that invokes a special ability within a certain area. Since this Familiar does not usually have a physical form, it is extremely difficult for it to be interfered with by others. Depending on the shape and size of the area of effect, the strength of the effect can change. A spirit form can be manifested, but it is purely visual.

Rare Types​

There are 2 types of Familiar's that are much rarer.
CategoryDescription
Type: MaidenA category for a Familiar that takes the form of a human female. This type of Familiar is always a hybrid with up to two of the five basic types from the beginning. It tends to emerge due to a sense of crisis. The ability of this type of Familiar are usually focused on the concept of 'giant killing': concentrating power on a single point and defeating the 'strong' under limited conditions. Said 'strong' can be defined as a certain kind of opponent, or even a concept.
Type: ApostleA category for a Familiar that takes the form of a human male. This type of Familiar is always a hybrid with up to two of the five basic types right from the beginning. It tends to emerge due to a sense of duty. They will dedicate themselves wholeheartedly to their Masters' missions, regardless of its morality. Less than 0.1% of all Familiar's are this type. The ability of this type of Familiar are usually focused on the concept of 'Dominator': Taking control of a part of the world and transforming it into a world that benefits them. This differs from Type: Territory in that rather than invoking the ability inside an area, it dominates the phenomenon inside the designated area. It is extremely easy for this Familiar to grow and acquire powerful abilities.

High-End Familiar​

Depending on the form and ability a Familiar obtains during the course of its evolution, it will sometimes become a High-End Familiar. Each of the five basic categories has two high end categories.


CategoryDescription
Type: WeaponA category for a Type: Arms Familiar whose functionality is focused on its use as a weapon, increasing potential damage.
Type: CalculatorA category for a Type: Arms Familiar whose functionality focuses on calculation ability. A weapon that forgoes the damage boost for a pseudo sentience, allowing for extra battle tactics and assistance.

CategoryDescription
Type: LegionA category for a Type: Beast Familiar with multiple units. They come in two types: those with a large number of units with weaker abilities and status and those with a small number of units with stronger abilities.
Type: GuardianA category for a Type: Beast Familiar that is capable of independent action. Due to concentrating resources into one unit, its abilities and status surpasses that of a Legion.

CategoryDescription
Type: GearA category for a Type: Chariot Familiar specialized in being ridden by its Master. Normally, the Familiar's ability would only work when the Master is present, but in the case of hybrids with the Maiden, Apostle or Guardian category, independent operation is possible.
Type: AdvanceA category for a Type: Chariot Familiar specialized in strengthening the ability of the Master's vehicle. Taking one skill or ability and maximizing it to it's utmost potential.

CategoryDescription
Type: FortressA category for a Type: Castle Familiar that takes the form of a huge facility or a large scale fortification.
Type: LabyrinthA category for a Type: Castle Familiar whose abilities focuses on affecting things on the inside of its range.
CategoryDescription
Type: WorldA category for a Type: Territory Familiar whose ability can affect everything inside the designated space. Depending on the nature of the ability, the effect can be increased by compressing the area of effect.
Type: RuleA category for a Type: Territory Familiar whose ability only affects the user. Placing a rule or rules on the Master and granting boosts in ability or skill based on the severity of said rules and how strictly they are followed. Punishment is possible and becomes gradually more intense as the the Rule becomes more strict.
 

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