In Memory of Cecilia
~~~~~~~~~
THE OVERWORLDS & THE LANDS OF ANDARUN
~~~~~~~~~
We've always lived and died in our own little world of reality. Of course, the idea of 'reality' has been debated from time to time, in our petty little squables in order to somehow, justify our existence. Well, I'm not here for this and you get my point. From time to time, you'd probably heard of stories from the Underworld.. but I'm not here for that either... I'm here, to tell you about the Overworlds, birthplace of the Gods, a mold for their very first creations, a testing ground for their imagination.. a place, where countless others have lived and died...
Centuries long before the world as we know it... no, millennia before that, our world... Earth... was created by a very powerful race of people. They were the Calaseld, beings of immense power dwelling in a place called the Overworld.
The Calaseld longed to give life, to create. Though powerful, there weren't many of them and they knew one day, they would eventually retire to their eternal rest within the vaults of the Tribunal of Time, the center of the Overworld.
Thus, the Calaseld created. First, they created the Seravim. Powerful beings, each with glorious wings sweeping forth from their backs. To the Seravim, the Calaseld gave a portion of their power. Just a tiny bit, but even then, it was immeasurable. The Seravim were to look after all of creation, and to live in the Overworld when the Calaseld slept. Of all the Seravim, eight were exhorted high above the others. They, were to be the Keepers of the Overworlds:
, ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
The first was Ishaelais (Is-hae-li).
Shield Maiden of the Overworld, Guardian for the Tribunal of Time.
Second was Handrumal (Ha-dru-mal).
Lord of the Plains and King of the Mountain, Sovereign over the Seravim he lead them.
Then came Felariel (Fee-lia-riel).
Lady of the Woods, sustainer and renewer of life.
Fourth was Salazzar (Sar-laz-zar).
Hand of Justice, Patron of the Rogues, he was the balance.
Fifth came Eweca and Anara (Ee-we-ka, A-na-ra)
One they were not, twins they danced to the Circle of Days.
Sixth was Gisharael (Gish-a-ra-el)
His was the Whispers of the Mind, Figments of unbound imagination, watcher of Dreams.
Seventh was Nefari (Nee-far-ree)
Keeper of Lore, hers was the Gift of Possibilities.
Last came Maferath (Ma-fe-a-wrath)
Voidwalker he treads alone, Ambassador between the worlds, Gatemaster of Oblivion.
, ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
And so the Seravim were created to watch over creation, over us, Earth and the Overworld. They could not interfere directly but could influence in small ways. A gentle prodding in the right direction, visions and whispers in the silence... To you and I, they were known simply as, the Gods.
But we are not here to speak of what they are in our world... No, that story is for another time. What we speak of now, is of the Overworld, the birth place of the Gods. For here, the Calaseld left touches of their pre-creations... with subtle differences. We know not of the details for such things have faded into the bowels of time... but what we do know, is even among the Calaseld there were three who reigned supreme; known as the Tribune. Siblings of sort two were as different from each other as Light is to Darkness. Their true names long forgotten, now simply known as Iolos and Valos. They each had a sister, Miseli she was known, grey as she stood in between.
Knowing they had to leave the Overworlds behind, they decided to populate it with their creations and together they did. Animals and creatures of sort began to fill the land. However, Iolos looked upon them and frowned, for they lacked his ambition, ingenuity and strong will. Thus, he created the humans and dwarves. Not to be outdone, Valos created demons, and other twisted beings; orcs, trolls and goblins were among them. The chaos of his being infested them and consumed them, turning them into creatures of unbridled darkness and evil. For as they were mere creations, they could not contain nor withstand the seeds of darkness within them... or perhaps it was Valos himself who made them that way, we would never know. Miseli herself created, though she was aloof to the constant feuding between her siblings. She created beings of mysticism, balance and wisdom, the benevolent Ancient Dragons, the Fae; such as Elves and the Saelas. Like her, they shared an indifference towards the feuds of the other races.
; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
-THE PRESENT-
Through the many courses of history, many great wars and epic struggles, the rise and fall of empires, the Overworld has changed. The Calaseld no longer walk the lands, the realms no longer graced with their awesome power. Even the Seravim have vanished, leaving behind echoes of a mighty past. Many a tale has been spun, of how the Calaseld slept within the Tribunal of Time, center of the Overworlds, a place that was within but yet not within the world itself. Tales of the Seravim who watched over their slumbering creators, silently carrying out their duty before our eyes, and yet we are blind to it. All these and more, myth and legend they were. Whether it was true or just a figment of imagination, it was up to the beholder.
What is real however, is the land you stand upon now... A living being struggling to survive against the odds. The walls that protect your home as the legions ravage the land... The armies that guard your borders and ensure that the King still had people to rule. What is real, is that the benevolent and intelligent dragons of the past age are all but vanished, leaving behind mindless terrifying wyrms of uncontained power many guarding a hoard of treasure so rich you could build a Kingdom with it. What is real, are the three remaining empires that still stand against the ageless chaos, that is The Wretched...
. . . .
**Please read this before you delve any deeper into this world... I understand that immersing oneself into what must be a foreign land to you, might be overwhelming at first. As such, I will detail here and now, what you need to know, and what you may otherwise peruse at your own leisure time in order to get started. Below, you will find three homelands from which you will choose. Read the brief outline, and if any of them catches your interest, you may proceed straight to that land without having to read the others. Additionally, choosing certain character 'classes' might require that you read additional lore associated with that class. Generally, the more complex the class (i.e. spellcasters) the more you'd have to read; afterall, the average Andarunian takes years to master the art of spells. However, if you feel that your soul has the capacity to consume anything and everything the Overworlds has to offer, feel free to read everything =) I might even be interested in collaborating with you if you do ! Right at the bottom, you will find the library. Do find time to read the "Beginner's Guidebook" and "Skyships". You will also find the "Material Codex" useful for your roleplaying needs. The others, are optional.**
; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
-THE LIBRARY-
~~~~~~~~~
THE OVERWORLDS & THE LANDS OF ANDARUN
~~~~~~~~~
We've always lived and died in our own little world of reality. Of course, the idea of 'reality' has been debated from time to time, in our petty little squables in order to somehow, justify our existence. Well, I'm not here for this and you get my point. From time to time, you'd probably heard of stories from the Underworld.. but I'm not here for that either... I'm here, to tell you about the Overworlds, birthplace of the Gods, a mold for their very first creations, a testing ground for their imagination.. a place, where countless others have lived and died...
Centuries long before the world as we know it... no, millennia before that, our world... Earth... was created by a very powerful race of people. They were the Calaseld, beings of immense power dwelling in a place called the Overworld.
The Calaseld longed to give life, to create. Though powerful, there weren't many of them and they knew one day, they would eventually retire to their eternal rest within the vaults of the Tribunal of Time, the center of the Overworld.
Thus, the Calaseld created. First, they created the Seravim. Powerful beings, each with glorious wings sweeping forth from their backs. To the Seravim, the Calaseld gave a portion of their power. Just a tiny bit, but even then, it was immeasurable. The Seravim were to look after all of creation, and to live in the Overworld when the Calaseld slept. Of all the Seravim, eight were exhorted high above the others. They, were to be the Keepers of the Overworlds:
, ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
The first was Ishaelais (Is-hae-li).
Shield Maiden of the Overworld, Guardian for the Tribunal of Time.
Second was Handrumal (Ha-dru-mal).
Lord of the Plains and King of the Mountain, Sovereign over the Seravim he lead them.
Then came Felariel (Fee-lia-riel).
Lady of the Woods, sustainer and renewer of life.
Fourth was Salazzar (Sar-laz-zar).
Hand of Justice, Patron of the Rogues, he was the balance.
Fifth came Eweca and Anara (Ee-we-ka, A-na-ra)
One they were not, twins they danced to the Circle of Days.
Sixth was Gisharael (Gish-a-ra-el)
His was the Whispers of the Mind, Figments of unbound imagination, watcher of Dreams.
Seventh was Nefari (Nee-far-ree)
Keeper of Lore, hers was the Gift of Possibilities.
Last came Maferath (Ma-fe-a-wrath)
Voidwalker he treads alone, Ambassador between the worlds, Gatemaster of Oblivion.
, ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
And so the Seravim were created to watch over creation, over us, Earth and the Overworld. They could not interfere directly but could influence in small ways. A gentle prodding in the right direction, visions and whispers in the silence... To you and I, they were known simply as, the Gods.
But we are not here to speak of what they are in our world... No, that story is for another time. What we speak of now, is of the Overworld, the birth place of the Gods. For here, the Calaseld left touches of their pre-creations... with subtle differences. We know not of the details for such things have faded into the bowels of time... but what we do know, is even among the Calaseld there were three who reigned supreme; known as the Tribune. Siblings of sort two were as different from each other as Light is to Darkness. Their true names long forgotten, now simply known as Iolos and Valos. They each had a sister, Miseli she was known, grey as she stood in between.
Knowing they had to leave the Overworlds behind, they decided to populate it with their creations and together they did. Animals and creatures of sort began to fill the land. However, Iolos looked upon them and frowned, for they lacked his ambition, ingenuity and strong will. Thus, he created the humans and dwarves. Not to be outdone, Valos created demons, and other twisted beings; orcs, trolls and goblins were among them. The chaos of his being infested them and consumed them, turning them into creatures of unbridled darkness and evil. For as they were mere creations, they could not contain nor withstand the seeds of darkness within them... or perhaps it was Valos himself who made them that way, we would never know. Miseli herself created, though she was aloof to the constant feuding between her siblings. She created beings of mysticism, balance and wisdom, the benevolent Ancient Dragons, the Fae; such as Elves and the Saelas. Like her, they shared an indifference towards the feuds of the other races.
; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; , ; . ' ` ~ * ~ ` ' . ; ,
-THE PRESENT-
Through the many courses of history, many great wars and epic struggles, the rise and fall of empires, the Overworld has changed. The Calaseld no longer walk the lands, the realms no longer graced with their awesome power. Even the Seravim have vanished, leaving behind echoes of a mighty past. Many a tale has been spun, of how the Calaseld slept within the Tribunal of Time, center of the Overworlds, a place that was within but yet not within the world itself. Tales of the Seravim who watched over their slumbering creators, silently carrying out their duty before our eyes, and yet we are blind to it. All these and more, myth and legend they were. Whether it was true or just a figment of imagination, it was up to the beholder.
What is real however, is the land you stand upon now... A living being struggling to survive against the odds. The walls that protect your home as the legions ravage the land... The armies that guard your borders and ensure that the King still had people to rule. What is real, is that the benevolent and intelligent dragons of the past age are all but vanished, leaving behind mindless terrifying wyrms of uncontained power many guarding a hoard of treasure so rich you could build a Kingdom with it. What is real, are the three remaining empires that still stand against the ageless chaos, that is The Wretched...
. . . .
**Please read this before you delve any deeper into this world... I understand that immersing oneself into what must be a foreign land to you, might be overwhelming at first. As such, I will detail here and now, what you need to know, and what you may otherwise peruse at your own leisure time in order to get started. Below, you will find three homelands from which you will choose. Read the brief outline, and if any of them catches your interest, you may proceed straight to that land without having to read the others. Additionally, choosing certain character 'classes' might require that you read additional lore associated with that class. Generally, the more complex the class (i.e. spellcasters) the more you'd have to read; afterall, the average Andarunian takes years to master the art of spells. However, if you feel that your soul has the capacity to consume anything and everything the Overworlds has to offer, feel free to read everything =) I might even be interested in collaborating with you if you do ! Right at the bottom, you will find the library. Do find time to read the "Beginner's Guidebook" and "Skyships". You will also find the "Material Codex" useful for your roleplaying needs. The others, are optional.**
"Greetings traveller, it is time you chose your homeland... will you forge an alliance with The Bloodsworn? Or perhaps the glorious Dominion of Arya? Or will you make the unliving of Vanharen your brethren?"
Themesong: Founding of an Alliance
-Races of The Bloodsworn-
Elves:
Graceful and proud, sometimes to the point of being arrogant, the elves form one of the two largest portions of The Bloodsworn. Rumoured to have once been near immortal, their lifespan is now around 500 years. They mature at the same rate as humans though this maturation drastically slows at the age of 30; until a rapid decline in the last several decades. Similar in height to humans but of more slender built, the elves are divided into two sub-races; Sun Elves and Moon Elves or Anarhin and Isilhin (Children of the Sun and Moon). Fair haired and olive skinned, the Sun Elves dedicate themselves to Anara, Goddess of the Sun. Sun Elves have exceptional vision during the day though their eyesight is normal (relative to a human) during the night.
Moon Elves have pale translucent skin and are dark sometimes silver haired. They honor Eweca, the Moon Goddess. They have exceptional vision in low light and a hint of ultravision (can see heat signatures) in darkness. However, glaring broad open daylight causes flares in their vision making their sight inferior to their olive skinned cousins. Children of mixed elven parentage usually take after the same gender parent. Daughters will take after their mothers and sons their fathers (e.g. the son of an Anarhin mother and Isilhin Father will be born an Isilhin). There are no instances of a mixed elf (SunMoon Elf), they're either one or the other.
Dwarves:
Stout and strong, the average height for a dwarf is between 4 and 4 and half feet. Their toughened skin from metal forging and mine-working make them more resilient to extreme temperatures and physical trauma. Despite that, they are somewhat magic illiterate unable to fully utilize the magicks of the stormlords; the exception being their skill and talent for metal and stone working being so good it becomes a different kind of magic wielding. Average lifespan of a dwarf is around 250 years.
Saelas:
Mischievous, playful, cunning and mysterious. Saelas are truly a magical race i'mtryingtobesarcastichere. Slight in body built, the average height for a Saelas is between 3 and 5 and half feet (rarely this tall though). Their features are somewhat similar to the elves though their hair comes in a variety of colours, and they generally have sharper chins. They also have small horns protruding from their heads akin to that of a deer's, but these can vary in size. Due to their built, Saelas are not known for their physical strength. A mystical race, some of the oldest Saelas dreamcatchers are even known to have iridescent wings. Average lifespan of the Saelas is a thousand years; they mature at the same rate as humans but are not considered an adult till the age of 60... but really, they can be so playful, makes you wonder what being an adult means!
Nektara:
Extremely mild tempered and light-hearted, the flower people are perhaps the only race that are thoroughly amused by the oft unintentionally hazardous antics of the Saelas. Resembling the flora of the great forest around the Sendarfeld Glades, the Nektara are humanoid in stature, though some parts of their body are plantlike in varying degrees. From having bark-like skin to leaves as their hair; according to their culture, the more 'plantlike' and less 'humanoid' they are, the greater the aesthetic worth. Despite their resemblance to flora, they are no more vulnerable to fire as the average human. Additionally, they are immune to poisons of organic nature. Nektara are in fact stronger or more dexterous (up to twice the average human) when amongst thriving natural environment. They suffer from Earthlonging when treading upon barren land or are surrounded by bare rock (such as in deep caves of high mountains). The sickness gives them a perpetual headache and if exposed too long, could also disrupt their sense of balance and vision. Nektara never die of old age, although the older they get, their movements become more sluggish and they grow more to resemble the flora around them. When they know their time is coming, many Nektara venture into the Gardens of For`lafua where they will remain, a beautiful tribute to the ancestors of old. Average Nektara lifespan (before they retreat into the gardens) is between 800 and 1200 years. They mature at different rates although decline usually only sets in in the last quarter of their lives. Nektara body sizes vary from being as diminutive as the Saelas to hulking tree warriors at 8 feet tall.
Humans:
The smallest minority race amongst the Bloodsworn, they are also the most shunned especially by the elves. This is mostly due to the fact that most humans within the Bloodsworn are the descendents of former Aryanites. Earning the trust of the Bloodsworn as a human is no small feat as many Bloodsworn can tell the difference between a human from their own homeland and that of the Steel Empire. Most humans live closer to the south where they ply their trade as merchants, ferrying goods from the township of Haven to Aran`fadrasil. Bloodsworn humans average lifespan is about 110 years.
-Classes-
**Classes are divided into 4 varieties. Standard class, Specialists which are an offshoot from the standard often requiring individuals to be of certain racial or background traits, Elites which are individuals with exceptional skill and experience and lastly, Legends, which are simply the paragons of their kind.. Beings who exist only in tales of old. Being a specialist/elite does not automatically mean being superior to a standard class in terms of prowess**
Warmaster:
Warmasters make up the main bulk of the dwarven army. Experience on the battle field make the Warmasters excellent tacticians; though some would sacrifice this intelligence to be able to swing an axe harder. Well versed in heavy melee weaponry, some dwarves are able to harness a pent up rage within them to fight with extreme brutility. This ability is of course, aided by the consumption of copious amounts of alcohol. Restriction - Humans, Elves, Nektara and dwarves
Special: Berserker
Think less, drink more, fight more. Shock troops of the dwarven army, berserkers sacrifice defense by wearing lighter armor in exchange for dealing massive amounts of punishment. They can also harness a raging bloodlust to temporarily ignore pain, though they will pay a painful price when the bloodlust ends.R - Dwarf
Legends - Silverbeard.
Legends tell of the first Silverbeards who appeared during the Age of Awakening. They were a monastic sect of dwarves devoting their lives to the patron god, the sovereign King Under the Mountain. Able to channel a near unstoppable might, these mighty dwarves could reach new heights in their berserker ability so much so that they become near invulnerable for a time. This prowess does not come without a price. At the end of their fight, these dwarves are eventually overcome by exhaustion and their injuries. Despite that, every tale of them tells of how a lone Silverbeard could desolate an entire army of The Wretched. Their Order has long since disbanded without a trace for several ages.R - Dwarf
Storm Lord:
The Storm Lords are masters of elemental magic. Wielding devastating power, Storm Lords can hurl bolts of ice, fire and electricity. They can also hasten the winds at the feet of allies to make them move quicker. To be a Stormlord or any of the related classes, please peruse the 'Lore' section below and read the associated book on magic. R - Elf, Saelas, Human, Nektara
Elite - Tempest:
An elite conclave of Storm Lords under direct command from the Elven King. Tempests are Storm Lords adept at a particular element, at the cost of losing substantial ability to use others. They are usually distinguished by their robes and from the sheer power that emanates from their eyes. Their control over their element is so powerful that they can call down flaming meteors from the sky or even freezing blizzards over an army; although it is no small feat and takes plenty of energy and concentration from the Tempest. R - Saelas, Elf, Nektara, Human (very rare)
Special - Planeswalker:
Planeswalkers are born, not created. Only a handful of elves receive this gift. Like Tempests, each Planeswalker is particularly adept at a certain element (but not as restricted to it as a Tempest). As their name suggests, a Planeswalker is able to tap into the elemental realm itself to call upon planar spirits. Forgoing the use of offensive spells, a Planeswalker can command the Planar Spirit to aid them in battle, with similar if not more devastating effects. R - Elf
Legends - Hel`fenari.
Hel`fenari translates from old elven to literally mean, One With Them. Hel`fenaris are the epitome of every Storm Lord. It is what they secretly long to be, and yet fear that they become one. Creatures of legend, for there are none known in the present. The Hel`fenari is a Planeswalker and Tempest combined, and then his power magnified a hundred-fold. There have been few Helfenaris known by time, even fewer have been recorded into song or tale but one thing was for certain. The bane of every Helfenari... was their very own power. Filled with such awesome power, it was said that the Hebfenari could not contain it within himself. His mind was crushed and so was his sanity, turning him into a mindless elemental entity, a danger to friend or foe. Thankfully, what was known of these legends is that they have all faded in time. Whether it be by huge armies of a whole empire, countless adventurers sent to kill them, or that the Hebfenari retained a small hold of their mind, forcing themselves through the void and into the elemental realm before they could harm the people it once loved. R - Elf
Ranger:
If there is one thing the elven army is known for, it is their rangers. Specialists in all areas, they can fight in the melee through the elven art of bladedancing. At range, their skilled use of the elven longbow makes them all the more deadlier. Some of the larger Saelas have even become accomplished rangers. Despite that, their small body size generally restricts most Saelas from considering vigorous physical combat. R - Human, Elf, Nektara, Saelas (rare)
Special - Sungarde
Sungarde are rangers who wish to further hone their skills in archery and range attacks. On the battlefield, they sometimes ride the vicious Hippogriffs to rain death from above. Sungardes also receive basic training from Storm Lords, gaining the ability to fire elemental infused arrows for further damage, however, this prevents them from carrying armaments made of metal. Sungardes are best known for their ability to perform `Anara's Fury`. Through years of practice and by offering prayers to their Goddess, the Sungarde imbues a single arrow with such power that it can penetrate the toughest of defenses. Fired like a lance of sunlight, Anara's Fury has the potential to decimate a whole line of enemies who were unfortunate enough to stand in its path. R - Sun Elf
Special - Moongarde.
Devotees of the Goddess Eweca, the Moongarde is a ranger who wishes to concentrate more on the art of blade dancing and battleflow. Wearing medium to no armour and armed with long spear glaves or twin swords, the Moon Guard can cut through ranks of enemies so effortlessly that they make fighting almost too easy; as though they were simply floating around the battlefield. As they live and breathe for the bladedance, Moongarde have superior instincts such that they can fight even when nearly all their cognitive sense are suppressed. Although more than capable with a bow, most Moongarde have trained themselves to deal with ranged treats the same way they would in close combat. R - Moon Elf
Elite - Calenfar
The Calenfar, or Rangers of the Emerald Hunt, are an devout group of priestesses in service to Felariel, Lady of The Hunt. They are among the Bloodsworn's best trackers and pathfinders, occasionally lending a hand on the battlefield as well. To be a Calenfar is to be exceptional not only in the ways of the ranger, but also wise in the understanding of all that is nature. Whether on foot or riding atop the ferocious white panthers, the appearance of the Calenfar on the battlefield is truly a sight to behold. Though they can fight with the blade or the bow, each Calenfar carries a circular glaive, their ceremonial weapon. Circular, to represent the circle that is life, the glaive has protruding blades around its edge like petals of a flower and can be from the size of a palm, to as large as a round shield. Glaives can used by the Calenfar for both melee and range combat. Although males are never chosen, some exceptional rangers are recognized by them and presented with a title, "The Emerald"; though such occurrences are very rare. R - Female Saelas (very rare), Female Elf, Male Elf (rare)
Enchanter:
Nature is thy friend. A phrase so often coined by mentors to aspiring enchanters. The powers of an enchanter is in her ability to befriend and understand the language of the wilds. Their powers extend beyond the natural fauna (unnatural beings are unaffected; e.g. dire wolves) and some skilled enchanters have been known to sprout lashing vines and thorns out of the ground to ambush all who oppose nature. Whether it involves charming an enraged grizzly or scouting through the eyes of a hawk, the resourcefulness of an enchanter cannot be denied. Most enchanters form a bond with a particular animal, which carries on till death. When forced into a melee, enchanters are far from defenseless, favouring long curved daggers and whips. To be an Enchanter or any of the related class, please peruse the 'Lore' tab and read the associated book on magic. R - Elf, Saelas, Nektara
Special - Dreamcatcher.
The Saelas Dreamcatchers are often overlooked and dismissed as a minor threat by many an unfortunate soul. Their seemingly lack of outward display of magical power or weapon mastery might be the cause of this. Despite that, the Dreamcatcher are more formidable than one might think. Whether it be charming an enemy to fight against its kin, or enchanting a clumsy ally to fight like a grandmaster, are among the things a Dreamcatcher can do. Dreamcatchers delve deep into a person's subconsciousness. A powerful Dreamcatcher can see right into the depths of thought and pick out your worse nightmares, the most beautiful dreams, your fears... and use them against you. They can make you see things, as some would put it, or even make one live a nightmare. Dreamcatchers can also cast illusions, though such a feat is energy intensive R - Saelas
Special - Sylvan:
Nektara Sylvans take simple enchanting down a different season altogether from the Dreamcatchers. Ever seen a leaf dragon? They're as cute and deadly as their namesake! Sylvan's through their bond with nature, can sprout and serenade plants as though it were a living breathing creature. From forming protective armour made out of the hardest Heartwood to summoning hulking behemoth's of the forest to their bidding, you would not want to step on a Sylvan's toes... err, roots the wrong way. When traveling, Sylvan's often carry pouches of seeds for spontaneous growth should vegetation be unavailable. R - Nektara
Legends - Ethereal.
It was said that long before the Saelas had joined the Alliance, they held such great power that all who saw it, could not help but bow before its might. The Saelas Ethereals are perhaps the only living remnants of this once great power and only a handful live at a given time. There is only one limit to the power of an Ethereal; his imagination. Whether exaggerated or truth, many claim to have seen the reclusive Ethereals call forth mystical beasts and legions of soldiers at a moment's thought. Whatever it be, the Ethereals rarely see the need to dwell in the real world, preferring to walk on the mystical soil of the Emerald Realm. R - Saelas
Legends - Felariel's Handmaiden.
Spoken of in reverent awe by Nektara mothers to their saplings.. err kids.. The story goes that once every two thousand years, when the four winds clash against each other, the Yggdarsil, the greatest and oldest tree in the forests of the Sendarfeld Glades will bear a seed. From amongst the Nektara, they must choose the best of them, one whose heart runs purer than the forest streams, and whose will is stronger than the toughest Heartwood. This Chosen must take the seed up to the highest peak of the Skyreach Highlands, and there she will find a gleaming temple where she must beseech the Mountain King's blessing, for it is He who guides the earth to give life. The Chosen will then return to the Yggdarsil, and dedicate herself and the seed to Felariel, The Lady of the Woods. If the Goddess deems the Chosen pure of heart, seed and Nektara shall become one, and she shall then enter into the Heart of the Yggdarsil, renewing the forest of its Spirit, giving life anew. Thus, if you keep your heart still and listen, as you tread amongst the trees of Andarun, you will hear her song, the Song of the Forest.. chosen guardian of all nature. Of course, no one has ever seen the Yggdarsil.. =] R - Nektara
Rogue:
In any establish Kingdom, there is bound to be a certain group of individuals who prefer the dealings of the underground world. Armed with stealth, rogues fight with concealed weapons and anything that gives them the most advantage over their opponents, whether it is considered fair or not. R - Any (except Nektara)
Elite - Infiltrator.
Known by many names, Court Assassins, Infiltrators, but perhaps most infamously, Royal Assassins. It is often said, there is no difference between the Rangers and the Royal Assassins, except for one thing. Allegiance. The Rangers loyalty is with the forests; the Assassins, themselves. A popular tavern tale was that the first Royal Assassins were once Rangers. It was during a particularly bloody war with The Aryan empire that a group of Rangers decided that the only way to win, was to resort to subterfuge and shadow dealings; this of course, breaks their Ranger code of honor. Displeased, the Calenfari exiled them from the ranks. Regardless of their origins, Infiltrators today are the royal assassins of the three courts. Outwardly declared non-existent by the rulers, the infiltrators carry out the dirty work for all nobles. Despite their nature, their principles dictate that they should be loyal only to The Bloodsworn... or rather.. certain factions of The Bloodsworn (that bids the highest). To be an Infiltrator or any of the related class, please peruse the 'Lore' tab and read the associated book on rogues. R - Any (except Nektara)
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Themesong: Dominion
-Races of Arya-
Human:
The most numerous race in Andarun, humans are known for their ability to adapt and their spontaneous drive for progress and change. However, they are frowned upon by some of the other races for their constant need to expand and control, driving them towards a culture of frequent warfare. This fiery trait in particular, is most plainly evident with the humans of the Steel Empire. Though the Dominion is seemingly ruled by one, there are many underlying political powers that fight for influence within the Empire. Average lifespan of an Aryanite human is 90 years.
Dvara:
Before the Sea People (as the Aryans of old were called) came led by Darius the Great, Conqueror Beyond the Maelstrom, the Dvara were a tribalistic race of nomadic herdsmen. They believed in their Creator God of all Gods, Io. Standing at an average of 7 feet, with tan skin and muscular athletic physiques, the Dvara were fierce and formidable warriors. However, their demeanor was far from savage, their only sworn enemies were creatures of Chaos. Noble and gentle, the Dvara lived a life set in principles and value the life of every single creature, big or small. Honorable to a fault, a Dvara's word is his bond. To an outsider, it is always a wonder how such noble humans could stand being near their volatile brethren. Perhaps it is simply because they worship the same God, one would never know. In fact, the few outsiders who have visited the Steel Empire have found out that the xenophobia often attributed to the Aryanites is not shared by the Dvaran humans. Despite being the Aryan's only ally, a significant amount of Aryans still regard the Dvara as savages especially the highborn of society. Average lifespan of a Dvaran human is 120 years.
-Classes-
**Classes are divided into 4 varieties. Standard class, Specialists which are an offshoot from the standard often requiring individuals to be of certain racial or background traits, Elites which are individuals with exceptional skill and experience and lastly, Legends, which are simply the paragons of their kind.. Beings who exist only in tales of old. Being a specialist/elite does not automatically mean being superior to a standard class in terms of prowess**
Alchemist:
At the forefront of the Steel Empire's steamtech advances are the Alchemists. The alchemists are what sets the Aryanites apart from the other Kingdoms. Their wondrous inventions of new machines and systems to improve society have sometimes bordered between what is considered magic and what is not. Despite that, alchemists are far from your average lab technicians. When called to war, they arm themselves with nothing but a weapon they call the Alchemist Cylinder. A wrist mounted cylindrical canister, it is used to fire various forms of crystals; explosives, compressed ice shards and other dangerous chemicals in the alchemists' arsenal. In some instances, these cylinders can be as large as a child. Alchemists rarely wear armor, preferring their usual garb of reinforced lab coats with pouches to store their crystals (Lab coats... protection from failed experiments? Checked! Protection from goblins? Why not!?). To be an alchemist or any of the related classes, please read up on the Legendary Vates below. Restriction - Any. Allegiance - Arya, Independent.
Special: Nak Techturgist
Perhaps the most eccentric and borderline insane of the various alchemist societies. A relatively recent advancement, the alchemists have managed to construct golems of steel and iron. Armed with tower cylinders (larger and more powerful alchemical cylinders) or with the brute force of melee weapons, these titans are a terrifying sight to behold on the battlefield. With the aid of the Nak substance, alchemists with their Control Gauntlets are able to puppet their golems (up to three, depending on the complexity and individual skill) almost as if they were looking out through their inanimate eyes. Despite that, the Nak golems are far from being a polished craft, with many rough edges and flaws one of which is the case of users getting Nak Burned. Techturgists who spend too much time delving into their golems develop a pinkish sometimes black markings on their faces, especially around the eyes. Other symptoms of Nak burn include restless sleep and splitting headaches. R - Any. Allegiance - Arya, Independent.
Elite - Royal Alchemist.
An elite group of alchemists under the direct command of the emperor himself. Years of experience in and out of war have made them one of the most prestigious and indispensable military class in the Kingdom of Arya. They are also tasked with the development of the latest models of Alchemical Cylinders. R - Arya Human. Allegiance - Emperor.
Legends - Vate.
Though mere humans, the Vates of the Aryan Kingdom Alchemists are said to be centuries old. At any point in time, there can only be four Vates. Every new generation of Vates are appointed by their predecessors, dating back till the time where Alchemy was first introduced to the land. Their extended lifespans, rumored to be the result of a top secret ritual only known to the Vates. Many a life has been lost, as even among the people of Arya, many sought to learn of the secrets to their expanded lifespans. But the Council of Vates wisely kept it to themselves, even in defiance of the emperor. It was said that the origins of Alchemy was from a substance called Nak. It came from an alternate dimension of the present world, suggesting that alchemy was another form of magic. It is because of this that the Church of Iolos has never been fond of the Alchemists. The legitimacy of such a claim and the origins of alchemy are of course, known only to the four Vates. R - Arya Human. Allegiance - Independent. Arya.
Knight:
The foundational spirit of the human race. Bearing massive armor and sometimes mounted on noble steeds, the Knights are the shock troops of the Empire. Charging swiftly into battle, they barrel right through the enemy frontlines like a hot knife through butter. R - Any. Allegiance - Arya.Such... unremarkable and simple warriors, armed with nothing but ordinary steel. And yet... their courage and will on the battlefield, is second to none in all of Andarun. Surely the elves have much to learn from these knights. Tanadris Farandir, Captain of the Calenfari
Special - Skyguard:
The Dvaran Skyguardians are arguable the most savage fighters of the Empire. Forfeiting the heavy armor of knights, the Skyguards arm themselves with javelins, throwing hammers and lances. Mounted on the majestic and noble griffins, they swoop down on unsuspecting enemy troops to bring death from above. Despite being lords of the sky, the Skyguards are no less formidable on the ground. Their skill with the lance or spear rivaled only by the Moongarde of the Bloodsworn. R - Dvara. Allegiance - Independent, Arya.
Elite - Chevalier:
The Chevaliers are knights who have shown excellent qualities on the battlefield. With custom made hulking armor and sitting atop thoroughbred steeds, these men are given command over small battalions of troops, acting as officers on the battlefield. Their armor, infused with the divine powers of the Patriarch of Iolos allows them to withstand tremendous amount of punishment without flinching. Armed with massive shields or two-handed weapons, a highly skilled Chevalier can even send shockwaves to their enemies by slamming their weapons on the ground. On top of being accomplished warriors, Chevalier's are also great tacticians. Their very presence inspiring and steeling the hearts of the men under their command. R - Arya Human. Allegiance - Patriarch of Iolos, Arya.
Elite - Regalian
House Regalia, conceivably the only Noble House in all of Arya respected by all quarters for their undying dedication to the Dominion. Contrary to the Chevaliers, Regalian Knights are knighted on the fields of battle, always by another Regalian Knight. When an individual accepts the offer, they forego all their previous ranks and statuses in life, good or bad, and immediately become a Knight of House Regalia. On top of being chosen out of the best, vigorous training and endless days of practice make them a most formidable fighting machine. Regalians often act independently of the Aryanite regular army. Their devotion to the Emperor and Iolos have given them some measure of priestly magic. Able to coat their weapons in holy flame, shield allies from harm as well as heal minor wounds. The will of a Regalian has never been known to break, fighting against the odds until they literally died of exhaustion while standing. R - Any. Allegiance - Arya.We are not Highborn, for our Blood is forged upon the anvils of Battle. House Regalia Coat of Arms
Acolyte:
The only form of legitimate and tolerated magic are those wielded by the Acolytes of the Church of Iolos. Deemed as gifts and blessings from their Absolute God Iolos, the Acolytes can cast healing light upon their allies, heartening them or justifying bolts of power to smite foes. Whether it is truly magic or a divine gift, the powers of an acolyte comes from their level of understanding and faith in the teachings of Iolos. R - Arya Human. Allegiance - Patriarch of Iolos.
Special - Exalted
The Exalted are simply Acolytes whom have chosen the Path of the Wayfarer. As they are not part of a larger group, their priestly powers have been limited to mostly defensive spells. They make up for their lack in offense by training themselves in the usage of blunt weapons such as the mace. In recent times, they have been frowned upon by the Patriarch of Iolos as many Exalted accuse the Church of becoming increasingly corrupt. R - Any. Allegiance - Independent, Arya.
Legends - First Flame.
Not much is known about the First Flames as there haven't been any in recent times. Said to be living Avatars of the Elder God Iolos, in every major battle against The Wretched in the past, the First Flames have risen amongst the Aryan to turn the tide of battle. Stories tell of how these exalted humans become the very incarnation of Iolos upon the earth. Songs have been sung of how the very earth gleamed with light where the Avatars walked, of how severe wounds and illnesses healed in their mere passing, of how whole armies of Wretched were obliterated in a single flash of light... R - Human. Allegiance - Iolos.
Inquisitor:
Inquisitors are masters of obtaining information. Sometimes stealthy and sometimes with brazen force, the Inquisitors are used by the church to track down suspected Witch Cults and eliminate them. Armed against all things supernatural, they are masters at dealing with creatures of darkness and Chaos. Their usual weapons arsenal includes longswords, silver daggers, crossbows and flint lock firearms with "Holy Bullets". In addition, all inquisitors are gifted with a specialized rapier upon graduation; which some have taken the liberty of customizing. To be an Inquisitor or any of the related class, please peruse the 'Lore' section below and read the associated book on rogues. R - Arya Human. Allegiance - Patriarch of Iolos.
Elite - Vahn.
The creme de la creme. Vahn's are inquisitors of exceptional merit who have served the Dominion exceptionally well; everything about them is pretty much exceptional. It is very common, in fact, almost a requirement to have at least been successful in a major undertaking, quests that are often sanctioned by the Patriarch of Iolos or the Arya himself. When given the honor, the title is added as a prefix to the inquisitor's first name. At any one time, there can only be thirty Vahns, to which they are ranked according to their ability and decoration. In ancient times, Vahn's held meetings and nominate their order of hierachy according to general consensus and individual merit. More recently however, lower ranking Vahn's are able to offer an honor challenge to another Vahn, should the latter happen to perform an unwarranted or questionable sentence. The fight is to the death or till the other yields. Should the lower ranking Vahn win, he will take the place of the other. The top ten Vahn's are also given exceptional privilege of being assigned their own personal royal alchemist to develop and customize their own armaments. The current Number One is Vahn Dominic Wytchstalker. R - Arya Human. Allegiance - Independent, Arya.
Special - Masquerader.
A secretive sect operating within the courts of the Arya Emperor, Masqueraders offer their services to feuding nobles and barons to... make an accident happen to their target. Named after a popular social party within the elite circles, Masquerader's are masters of disguise, poisons, daggers and sleight-of-hand tricks. They have also been known to use needle flinging contraptions to silently dispose of foes. Despite being allied to the same kingdom, Masqueraders and Inquisitors have never been on friendly terms. To be a Masquerader, please peruse the 'Lore' section below and read the associated book on Rogues. R - Arya Human. Allegiance - Emperor, Independent.
Shas`li:
Devoted warrior shamans of the Dvara tribes, the Shas`li devote their lives to that of calm meditation and seeking out Chaos taints in the realm. Some, for unknown reasons, also take a vow of silence. Fighting with nothing but a plain wooden stave, the Shas`li are able to hone their inner strength turning their whole body into a living weapon; deflecting blades with bare hands, and striking with multiple bone shattering punches, so fast, it seemed as if they had six arms. R - Dvara. Allegiance - Iolos, Dvara, Arya.
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Themesong: In Death We Find Life
-Races of The Vanharen-
Human:
Resilient, adaptable and a strong sense of survivability have kept the Humans of the Vanharen alive to this day. An outsider may consider them a sombre, weird, borderline sadistic lot, though they are more normal than you think. Average lifespan of a Deadlander is 120 years.
Heaten`hua:
The Heaten`hua, or Wanderer's of the Old Path, are a race of nomadic humans who live off the lands surrounding the Vanharen. They are said to be remnants of a culture long passed. Easily distinguishable by their embroidered dust veils and painted masks, the Heaten`hua are often comprised of Stringmasters, Reavers and Vackhan. Despite practicing various forms of necromancy, Heaten`hua will never raise their fallen from the dead, and often curse the dead corpse of the fallen less others do the same. They will however, recall the souls of fallen ones, as in the case of the Soulswerds of their warrior protectors, the Vackhan. Performing arts and theatrics play a big part of their way of life along with trading off exotic ingredients for supplies at Vanharen City.
Mirani:
Abominations, tainted aberrations and even called creatures of Chaos by some zealous Acolytes of the Church of Iolos, the Mirani are nevertheless very human esque in physical appearance. The Mirani dwell in the city of Miransar, sister city to the Vanharen. No one knows how exactly they came about except that the first Mirani appeared exactly thirteen months after the Gate Council disappeared. Folk legend tells of how the Mirani were actually the undead of the people of Miransar. During the Age of Darkness, a plague swept out of the Harghaast Forests, killing everyone within the city of Miransar. Their people dropped dead even while they walked in the streets. For years they lay, corpses lining the streets of the ghost city; though through some unnatural magic the bodies never decayed. What happened next has always been a mystery. Some say the Gate Council passed by and pulled all the restless souls back into the Materia plane, some say the dead simply got up and walked. Whatever it was, one thing was for certain. The people of Miransar were forever changed. With pale and ghostly skin, they resemble walking dead except for the fact that they do not shamble around like the zombies of the necromancers. Other distinguishing features are their blood red, sometimes emerald, eyes and slightly enhanced reflexes. Though they are no taller than the tallest humans, Mirani are rarely short in stature. While Mirani and Humans mingle effortlessly and even interbreed, the chances of obtaining offspring is very rare (if they do, the child has always been Mirani.) Average lifespan of a Mirani is 1000 years. In some cases, they never really die, but fall into an unwakable sleep as their souls wander in the after-life, not passing through the final Gates. In general, the Mirani have an air of austerity resembling aristocracy in their demeanor as the society is structured with a loose semblance of caste. Mirani feel lethargic during the afternoon, when the sun is at its highest point. This is when they are at their weakest.
-Classes-
**Classes are divided into 4 varieties. Standard class, Specialists which are an offshoot from the standard often requiring individuals to be of certain racial or background traits, Elites which are individuals with exceptional skill and experience and lastly, Legends, which are simply the paragons of their kind.. Beings who exist only in tales of old. Being a specialist/elite does not automatically mean being superior to a standard class in terms of prowess**
Necromancer:
The most numerous class within the Vanharen. The necromancer can raise and control the dead, recalling the lost soul back to its body and binding it to the corpse. These undead then do the bidding of their master, and can only be killed when struck at a specific point where the Soulstring binds the spirit to the corpse (varies but usually at the neck or stomach). Most necromancers can control several corpses at once, with the elite (Necrolord) among them controlling a whole lot more; some even an army though the strain to maintain it is tremendous. Seemingly reliant on minions to do their bidding, a lone Necromancer is no less formidable. Often carrying a pouch of salvaged bone pieces, Necromaners can use these to seed bone magicks to shield and attack foes. To be a Necromancer or any of the related class, please peruse the 'Lore' section below and read the associated book on magic. R - Any
Elite: Necrolord
An Elite Necromancer, usually of high social standing. In addition to casting more powerful bone magic, they can also make use of dried pieces of flesh for added disgusting power.R - Any
Special - Stringmaster.
Vanharen Stringmasters are often travelling bands of entertainers, usually of Heaten`hua heritage. Using their ability to animate various body parts, they wowed the crowds with sick humour only known to the Deadlands. It was soon apparent that this ability to bind a single spirit to several body parts all at once could serve a more military purpose as well. Stringmasters are also adept at using bonewhips to flay enemies. To be a Stringmaster or any of the related class, please peruse the 'Lore' section below and read the associated book on magic. R - Human, Heaten`hua
Elite - Macabre.
Stringmasters that aspire to add more creative flair and hands-on approach to their theatrics would often train to use the bone-scythe from their fellow Vackhans. With deeper martial and magic arts training, they become the feared Macabre's. Inscribing runes on their bone scythes, they use their weapons as a soulstring anchor. This enables the Macabre to almost immediately animate severed limbs of their enemies for as long as they have the energy to do so. As controlling a multitude of limbs while in the heat of the melee is too much of a distraction, Macabre's often combine the severed parts into one giant shambling monstrosity to fight alongside them in similar, albeit gruesome, fashion as the Vackhan Soulswerds.R - Human(rare), Heaten`hua
Legends - Shadowdancer.
Rarely seen during their time and almost never encountered in the present are the Shadowdancers. These men and women do away with using body parts completely and can actually bind souls to shadows, animating them and forming unspeakable horrors. It was said that they wore armor made of the shadows of the souls they had bound and could meld into the shadows of victims and command it to rip the throats of their hapless foes. Though, the fact that most tales of a Shadowdancer sighting usually comes from a severely inebriated individual in a tavern, makes the existence of the Shadowdancers questionable. R - Human, Heaten`hua
Reaver:
Rogues with a twist, is what Reavers like to call themselves. Preferring to act within and out of the shadows, reavers make a pact with a lost spirit in order to enhance their abilities. By offering a bloodprice (could be anything from lifeblood to soul draining), the reaver can literally meld into the shadows with the aid of the spirit. They can also enhance their reflexes and confuse enemies by attacking with a mass of shadow attacks. To be a Reaver or any of the related class, please peruse the 'Lore' section below and read the associated book on rogues. R - Any
Special - Vackhan:
The story of the making of a Heaten`hua Vackhan is a revered tale amongst Deadland folk. It is perhaps the most distinguishing part of the Heaten`hua people and their way of life. Potential Vackhan candidates are chosen by the Soulkeeper of a Heaten`hua tribe, and such attention is often regarded as a huge privilege as Vackhan are well respected members of the tribe. Potentials are chosen in pairs, often when they're young. The elders take note of the Heaten`hua children, watching for signs of attachment between pairs (it can be siblings, twins, close friends, regardless of gender). Once chosen, they will begin their warrior's training with the Vackhan's of the tribe, each will pick their weapon of choice (common choices are swords, bows, axes and scythes) and they will train with it until the weapon becomes an extension of their limbs. As they train in pairs, they will learn to trust no one, but their Bondmate.. a bond so strong, they become seamless in the midst of a fight. Once a year, the various Heaten`hua nomadic clans will gather for a night of competition. All the Vackhan potentials will undergo a series of tests, to see which pair will come out on top. The tournament will not end, until there is a victorious pair... and then, right infront of everyone, the Vackhan pair will face off each other and fight until one of them is killed. From the day they were chosen, every Vackhan is told of the day they must kill their Bondmate... and honourable death to be bestowed upon the other. As the last strike is dealt, there is no regret.. only fulfillment. The final victor, will then become a Vackhan. The soul of her bondmate shall be bound into his own weapon, and she will pick up his weapon as her own. Much like a reaver, Vackhan can call upon the spirit of their bondmate to aid them in battle. With the strength and skills of two, their fight is unparalleled. It was said that the strongest of Vackhans can even summon the Spirit of their Bondmate, to once again, fight alongside them in a deadly dance of death. R - Heaten`hua Human
Bonelord:
Fighting alongside the necromancer legions are the Bonelords. These fearsome warriors armour and arm themselves with the bones of fallen beasts, enchanting them with necromantic powers so that they can call upon the abilities of the creature to enhance their strength in battle. Some Bonelords can even transform themselves into a fearsome abomination of the fallen beasts and themselves to wreck havoc on the battlefield.R - Any
Elite - Dreadknight
Making the ultimate sacrifice, Dreadknights readily (in most cases, though not all Deathknights chose to be one) allow themselves to be brought back to un-life so that they can continue in the fight against the enemies of the Vanharen. Dreadknights are usually made when traveling Harbingers come across recently fallen Bonelords and delve into the intermediate realm and recall the warrior's spirit from the River of Souls. A Dreadknight can be killed if struck through the heart or head. Despite that, they have increased regenerative powers and have a muffled sense of pain. Riding astride nightmarish undead steeds, they can fight five times as long as they could in life before needing rest. Dreadknights also receive a portion of the deathly powers used by the Harbinger to raise them. This allows them to passively emit a ghastly aura, terrifying and reducing lesser creatures into trembling mounds of fear. Also, they are capable of actively using this power to engulf their weapons in green unearthly flames. When their service is not needed, the Deathknights retreat down into the Crypts, resting in their restless unlife until such time as they are called upon again. R - Any
Blackseer:
Even amongst the Vanharen, the presence of a Black Seer would send chills down their spines. With special eye-lenses, the Black Seers look past the Gates of Life and into the beyond, searching for buried secrets and answers to questions that only a twisted mind could think about. Also known as Soul Eaters, the Black Seers are known to consume the souls of enemies to replenish their weakened physical bodies, often treading past the Gates of Life to pick on hapless lost souls. Black Seers can hurl green/blue scorching soul-flares at enemies and are more than able to fight with their bare hands in melee, using the burning fires of a thousand souls to empower their attacks. Despite their regenerative ability, their bodies are particularly vulnerable to attacks and they can be killed if sufficient damage is sustained in a short amount of time. To be a Black Seer or any of the related class, please peruse the 'Lore' section below and read the associated book on magic. R - Any
Elite - Harbinger
Wanderers of the Deadlands, these former Black Seers rarely find themselves close to civilisation. The true purpose of what they do, or why they continue to live has never really been found out. Occasionally, one would catch the Harbingers stalking the battlefields to raise more Dreadknights. On other accounts, they pass by into villages or towns, warning of encroaching danger before disappearing into the darkness without care for the fate of the people. Unlike their weaker brethren, Harbingers no longer have use of the eye-glasses to see into the Argenon. However, they require a rune soaked cloth to cover their eyes in order to prevent the constant overlaying of the River of Souls from confusing them from what is alive and what is not. R - Human
Legends - Gate Council.
Maferath's prophets. Keepers of the ancient art of Necromancy.
Kindred:
Battle vampires of the Vanharen (just as expression, they're not really generic vampires). Armed with elaborate armour and long claymores, the Mirani Kindred are the pinnacle warriors of their race. Harnessing the dormant thirst for blood within them, they fly into battle with the enhanced agility and strength akin to their race. Every strike of their blade drains life-force from their victims, invigorating the Kindred making them near unstoppable as long as the blood of foes is shed. Kindred have the ability to go into a Bloodrage. Temporarily muting their ability to drain life-force, but greatly enhancing their senses, strength and dexterity for a short time. After a reasonable amount of time, the Bloodrage ends, leaving the Mirani exhausted and with a dire thirst for blood to replenish lost supplies. If that thirst is not satisfied, it might even lead to death. R - Mirani
Elite - Bloodthirster.
A covenant of Kindred serving as personal guards to the upper echelons of the Mirani society are known as the Bloodthirsters. The Kindred Bloodthirster takes the inherent power of a Mirani to a whole new level. Sacrificing their own lifeblood in the heat of battle, the Bloodthirster can further boost his fighting prowess. In addition to that, they gain powerful psychic abilities. Able to use their minds to form temporary psychic walls of force out of thin air or emit a mindblast to stun their opponents (or destroy his mind if the victim is weak enough). R - Mirani
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-THE LIBRARY-
- Beginner's Guide to Andarun
- MAGIC: The Unseen World
- MAGIC: Stormlords
- Necromancy: The Argenon
- ROGUES
- SKYSHIPS
- Material Codex
- Creature Compendium
- Through the Ages
- FAQ
Congratulations traveller, you have by now, probably learned enough about at least one Kingdom in Andarun. But before I bind your soul to the body of your choice, there's just some last bits of knowledge that you need to understand. Call it... general knowledge of being an Andarunian.
1. Andarun is what the three Kingdoms call the known parts of the Overworld. The word was said to originate from the time of the Seravim.
2. Wretched ones, are sometimes known as 'Chaos', are creatures created by the Calaseld Valos. Born of corruption and disruption, they seek only to see the land covered in ruin. Orcs, goblins and lizardmen are among the more common threats from the Wretched. Horrors (twisted beings from nightmares), demons and Nashazim are among the more intelligent races of The Wretched. Nashazim also known as Otherworlders (for they come from another plane) resemble a cross between humanoids and octopus and are particularly adept with magic.
3. Despite the obvious discomfort the three Kingdoms share for each other, there has been a political truce in the last few centuries. The separate Powers deciding to concentrate itself on internal struggles and the ever present threat of the Wretched.
4. Visitors from the other Kingdoms are largely tolerated though their safety when sight-seeing cannot be vouched for.
5. The Three Dragons is a well known tavern in the town of Haven, set right in the middle of the three empires on neutral ground. It was said that the first ceasefire centuries ago between the three Kingdoms was declared on the very ground the tavern sat on. Frequented by treasure seekers from all three Kingdoms, the Three Dragons is a popular establishment for adventurers. Brawling permitted but outright racism is un-welcome.
6. The currency used within the three lands is approximately similar, although they are coined (pun intended) with different terms. A Bloodsworn Gold Crown is worth an Empire gold coin and two Vanharen gold shackles. 50 Silver crowns is worth one Gold crown and 50 Bronze crowns is worth one Silver Crown. The Aryanites have also developed a paper money system, where their banks issue specially made paper notes (the exotic ink and paper manufacturing factories is under very high security) to be carried around in place of heavy coins. An Aryanite may go to any Dominion bank to trade that note for gold. To give an idea of money rates, a good meal with ale at the Three Dragons would cost 1 silver coin. You are not required to follow this explicitly (or memorize it), its just to make things more standardized when I do make references in my post to money.
Just as there's a certain.. pattern or order to Chaos. So too does Order seek in its own way to fall into chaos. Both sides ever pushing and breaching the seams that bind them together. For though they oppose each other, neither can exist without the other. Nefari the Arcane
The Unseen World
1. Soulstream (Order)
2. Materia
3. Possibilities (mirror realm)
4. Dream (Emerald Realm)
5. Gaia
6. Argenon (13 Gates of Death)
7. Primal
8. Zephyr
9. Flow
10. Fury
11. Firmament
12. Chaosstream
. . . .
Ah, the unseen world... the very foundations on which the Calaseld drew the Overworlds upon. I have seen the entirety of it with my own eyes... it is.. astounding.. my words fail me. When Iolos created Order, his Brother matched him with a similar realm of his own; Chaos. Try as I might, I cannot see much further beyond the firmament into Valos' realm... but what I do know, it is the source of Life from which the chaos creatures derive from, just as all beings of Order draw theirs from the Soulstream.
One might ask, with the firmament clearly defining the borders of Order and Chaos, why then do creatures of Chaos exist on Materia, the plane of existence, or as you mortals call it.. Andarun. Why do the orcs and goblins ravage your lands, the witches take your children? The answer is in the very nature of Chaos and Order itself.
Just as there's a certain.. pattern and order to Chaos. The very fact that Chaos has to be... Chaotic. So too does Order seek in its own way to fall into chaos. Both sides ever pushing and breaching the seams that bind them together. For though they oppose each other, neither can exist without the other.
When the Calaseld drew forth living creation, they placed them in the only plane that can give them form. Materia. Thus, Iolos began a circle of rebirth which Miseli adhered to. Taking a soul from the Soulstream, infusing it with the elements before passing it through the final plane of creation, Gaia. From there, a new being is born. More often than not, mortal beings are infused with more than one element. The elves - Primal, Zephyr, Flow, Fury, Gaia. Saelas - Primal, Zephyr, Flow, Fury, Dream and Gaia. And so forth.
This pattern must be followed, if one seeks to exist on the Materia plane (the only exceptions being the Otherworlders from Chaos, whom may pass through Rifts in the Firmament at will, by-passing the hallowed plane of Gaia altogether. This may be the reason why they often form misshapen creatures of darkness when appearing on Materia. As for the lesser Chaos (orcs and goblins), who inherently dwell on Materia, they go through the same pattern of creation; though their soul derives from the Chaosstream.
Wielders of the four primary elements. To be able to cast a spell, the Stormlord has to tap into two inherent abilities. Planar Affinity and Manna.
Manna or soul strength, is the driving force through which the Stormlord brings his spells into existence. Everytime the Stormlord casts a spell, he taps into the inherent energy of his soul and when it runs out, he will have to rest in order to quickly replenish it. Years or training and experience can expand the Stormlord's manapool, as in the case of Tempests. On top of an expanded Manna pool, Tempests also train themselves to use their Manna as an elemental conflux. A place where they store raw elemental energy or in a direct sense, using themselves as a vessel for elemental power. This short-cut, or brute forcing the elements, allows Tempests to shorten spellcasting time as well as have the energy to cast spells of greater magnitude and complexity. However, due to the very nature of each element, the Tempest can only perform conflux on one element for life; in extremely rare cases, two. If he attempts to store differing elements, there is a huge risk that the clash of energies might result in soulburn rendering him unable to cast any magic for life.
Planar Affinity, unlike Manna cannot be trained. Through studying the ways of a Stormlord, individuals may become more aware of their Planar Affinity and as such become more adept at shaping their spells. However, this threshold will usually be reached by the time the Stormlord graduates from the Academy. Planar Affinity is the Stormlord's soul's inherent understanding of the way the elements flow and exist on the Materia plane. A Stormlord who has fully understood his Planar Affinity is able to weave the spell threads into tidier and more graceful magic runes, allowing him the opportunity to do more complex and intricate spells. e.g. Instead of casting a single icebolt, greater understanding allows the Stormlord to get creative and maybe split the icebolt into a ring of shards at the appropriate time. Planeswalkers are individuals born with very high Planar Affinity thresholds. As they gain understanding of the way the elements flow, they will eventually be able to use this understanding to converse with elemental spirits to the point of being able to summon them into the Materia plane. However, they still require Mana to give the Elemental a form and to be able to bind that Elemental to the form. As such, the Planeswalker must be cautious lest he summon an Elemental too powerful for him to handle.
In short, planar affinity outlines the shape and blueprint of the spell while Manna is the driving force to bring that spell into existence.
If you have read this book on Stormlords, please add the word 'Nefari of Storms' to your character application
There is an Order... to unlife, in as much as life is the natural way of things.. but the path is narrow.. precarious on the ridge of chaos for the River of Life is turbulent, even as it flows in one direction and that those who seek to reverse its flow.. should be wary less he descend into chaos. Such is the sojourn of Maferath, his ways often misunderstood in a journey he willingly undertook on his own for the sake of others. The Keeper of Lore
The River of Life
The Argenon, Maferath's Domain, Gates of Death, The River of Life. Many names but it all points into the afterlife, the final path every soul will have to journey through before they rest in oblivion. Just as how all life on the plane of Materia must pass through Gaia as they enter the world of existence, all life that belongs to Order must enter the flowing River of Life before their amalgamation into the Soulstream.
-The Art of Necromancy-
The dead belong to the Argenon. We are merely borrowers ever beseeching Maferath is his forsaken domain, giving up a little bit of ourselves just so we could delve into the secrets of the gray realm. The one who seeks the ability to walk where the living should not walk, must be ever wary, knowing his place and understanding that whatever is borrowed must eventually be returned.
Principles of Necromancy
No other magic on the face of Andarun is so bound by rules and principles such as Necromancy. Treading on the borders of chaos, the necromancer must always bind his actions to the Three Laws of the Argenon:
1. All creatures on the plane of Materia must have a soul. This soul, consists of two parts. The nyawe (Nee-ya-weh) and the solus. The nyawe or Essence of Life is a limited source of energy, that is infinitely capable of expanding and renewing itself. The nyawe is granted as a soul exits Gaia and into the Materia plane. The solus is the Essence of Being. It defines who we are and to a certain extent, it contains our memories from all our lives and existences from the plane of Materia.
2. The Dead, cannot exist on Materia without a Binder. Whenever a necromancer summons a spirit from beyond the Gates of Life, he must bind the spirit to a living being - usually himself. And this task is no easy feat, should the Spirit prove too great in power for the Binder, the Spirit may overwhelm and consume the Binder's soul, essentially becoming a twisted entity, aimless but chaotic in nature.
3. The Dead, must never be bound to the Dead. A Spirit must never have any other Master other than the living. Breaking this law, desecrates the Second Law, creating an unholy union between denizens of the Argenon. Such a union when placed in the plane of Materia is Chaotic, allowing a twisted entity dominion over unimaginable power. This entity, also the bane of every Necromancer, is known by another name... Lich.
The following is not taught to students of necromancy, but serves as a warning, passed down from Master to student. A warning to all who consume the souls of others. A binding rule, that all Black Seers must adhere to.
4. The Black Seer, must never consume the soul of a higher being (all the races of Andarun, not including orcs and similar ranking Chaos creatures), especially beings of Order. This act of soul-eating, contrary to what the Others believe, in reality the Seer only consumes the nyawe of the victim; immediately sending the solus hurtling into the last few Gates of Death. However, though the nyawe and solus are very different, they are so tightly bound together in a twisting web of threads they imprint themselves onto each other. This imprinting is especially more apparent for beings of Order, in that both their nyawe and solus originate from the Soulstream; unlike creatures of Chaos, whose solus originates from the Chaosstream. When the Seer consumes the soul of a higher being, both their souls briefly touch with each other, and through this touch, a portion of the Seer's solus is imprinted upon the soul of the other. This phenomenon creates a kind of subconscious presence of the Seer deep in the Argenon, past the higher Gates of Death. Thus, a link is created, a link which greater denizens of the Argenon can exploit when the Black Seer is close to death. A link, that marks the beginnings of the twisted entity known as the 'Lich'.
-Thirteen Gates of Death-
Very little is known about the realms of the Argenon, only that it is believed to be the dwelling place of the thirteen individuals that have named themselves the Gatecouncil. Though no one has been through till the end and lived to tell the tale, at least not in recorded history, it has been a general consensus that the Argenon is comprised of thirteen precincts, each of which is named after one of the Thirteen. From first to final precinct in order, they are: Hastarae, Oranis, Ithbeth, Sanar and Ryell, Morose, Erasina, Belron, Melgaer, Teyvaril, Yreth, Siuhaydis and lastly, Lorth. As one traverses the River of Life, one must find a way to open the gates of the first precinct before proceeding to the next.
1: Hastarae:
The first precinct, Hastarae is the one most well known among Necromancers. This is where they draw most of their Spirits from. Upon entering the Argenon, the Necromancer will find themselves knee deep in a flowing river of reasonable current. The water will always be knee deep to the Necromancer, regardless of actual physical height. Right here at the start, is where the Argenon Grey begins. A greyish mist, the Argenon Grey both obscures and lights the realms with a kind of pale glow. At this realm, the mist allows one to see up to a score feet away. The realm of Hastarae is best described as an infinitely wide river with a finite length. As the Necromancer makes his way in the direction of the river flow, he will soon behold a gleaming waterfall, cascading down from an unknown height. To open the first gate, a necrorune spell must be cast, after which a section of the waterfall will part to allow passage to the next precinct. While a relatively simple necrorune, the spell nevertheless requires an extreme amount of energy to cast, limiting entry into Oranis's realm from anyone except the most powerful of Necrolords.
It is worth noting that most of the souls of beings that have passed in Materia within the past few days to weeks linger in the realm of Hastarae; some even longer if they are of weak nyawe. In places where a large number of deaths have occured in a short space of time, e.g. battlefields, the souls of the dead linger even longer. Unless bound by a bonding rune before delving into the Argenon, Necromancers will only see the shades of other Necromancers who are walking Hastarae's domain. While it is unclear how far one can walk perpendicular to the flow of the River, it is known that deviating from either the forward or reverse direction of the current causes fatigue to befall the walker. The further away one walks, the thinner the Binding Thread to life becomes. The thinning of the thread also inadvertently occurs the longer one stays within the Argenon; as such, novice Necromancers are advised to traverse with a companion as one can easily lose their sense of time when surrounded by the Argenon Grey mists.
While not easily broken by any normal means especially in the first Precinct, should the Binding Thread break, the Necromancer will find his soul gripped strongly by the River's current and pulled inexorably into the river. If taken under for an indefinite amount of time, the Necromancer might lose all sense of self and become a Denizen of the Argenon.
2: Oranis
WIP :< Idea stumped!
In relation to all the rogue classes: Rogue, Infiltrator (Royal Assassin), Masquerader, Inquisitor (anti-Rogue), Reaver, Vackhan.
Out of the list, Inquisitors and the Vackhan are the least rogue of the rogues. Inquisitors are more closely associated with Rangers, as they're often trackers. However, their fight style and at times, moral compass is more closely related to that of a rogue. The Vackhan are warriors. They are only on this list because of their similarity to Reavers.
A common question would be to ask: what is the difference between the 3 'true' rogue classes of the three Kingdoms. Namely, the Infiltrator, Masquerader, Reaver.
Infiltrator's and Reaver's often act solo, or rarely in twos or threes. They're more of a spontaneous assassin. Doing everything on their own (intelligence gathering), before diving headlong and relying on sheer skill to assassinate their target; also relying on various herbs and drugs to enhance their capabilities. Typical rogues. Reaver's are different from Infiltrator's in that, they are more reliant on the stealthy magics provided by their bloodpact with a Spirit (of any race).
This binding, is more often than not irreversible although the Reaver may make a pact with more than one Spirit at a time; however, all recorded incidences indicate that such Reavers usually do not live very long lives. Unlike Vackhan's these bloodpact spirits cannot interact directly with the Materia world, but can provide boosts to the Reaver's dexterity, agility and stealthing abilities. Depending on the Spirit, some may even be able to shield the Reaver from magical, chaotic and spirit-based attacks.
Masquerader's often work in groups (but they do act solo sometimes). The difference is they highly value intelligence and pre-planning. Surveying the area as much as possible, and less on physical skill (although they are fairly capable when forced into it). They focus on getting in and out cleanly. I'd attribute them more to the spies of recent times =)
If you have read this book on Rogues, please add the word 'Salazzar' to your character application
There are various modes of transport across the known Overworld. However, one of its many wonders are the skyships. Shaped like a sea-going vessel, the skyships make use of Solian Crystals to power them through the air. Nevertheless, the sight of one is seen as a military operation and thus, not many fly close to Haven.
On skyships and air travel in the world of Andarun:
The Bloodsworn: They were the first to discover the properties of the rare mineral known as Solean Crystals. When purified and exposed to the sun, these crystals exhibit extraordinary floating capabilities. The experienced and ingenuity of the dwarves quickly found a use for them. By mining enough of these crystals and purifying it, they can form a block of crystal large enough to lift a vessel; a block the size of a horse fitted roughly center or center back of a ship would be enough to lift one. After various trials they finally perfected their design: The main Solean Crystal would be fitted to the hull of the ship. A net of Parse threads would enclose the crystal (Parse Threads are made by coating and incorporating powdered Solean Crystals into silk and hemp to form a durable rope line. These Parse threads will be connected to the deck, where they are attached to the Lightsails. Lightsails are standard sails that have been treated with a fine mist of Solean mineral powder. Thus, sunlight can be gathered by the sails and transferred to the Hull Crystal via Parse Threads to enable flight. With the aid of the Wind Stormlords and their air magic, runes can be inscribed throughout the ship to balance the lift as well as improve the Skyship maneuvering capabilities. As such, Bloodsworn Skyships are known for their versatility and speed. As they are lighter than other ships, They can even travel under a full moonlight, though at a relatively low height and speed (30 meters off the ground).
Steel Empire: Similar to the Bloodsworn made Skyships, except for the fact that Aryanite alchemists and engineers make use of steam boilers to power their ships. This makes for a much more heavier ship with stronger thrust, thus Aryan ships are known for their durability, capacity and size. They even have commissioned the production of two floating fortresses, super Skyships. Aryanite Skyships cannot travel by moonlight as due to their weight, must conserve energy to stay afloat at their anchored positions.
Vanharen: Deadlanders do not have a natural source of Solean Crystals. As such, Skyships from the Vanharen are a rare sight, and are usually bought from the other Kingdoms. Despite that, they do have their own form of air transport, called Leviathans. A necromantic creation, leviathan's are undead beasts, formed with various bone parts of flying beasts and inanimate material. The result is a cross between a ship (minus the sails) and a large flying beast. Leviathans are slower but almost as maneuverable as Bloodsworn Skyships but are very much cheaper to manufacture. There are also several Ancient Leviathans, made from the remains of a single ancient dragon and the powers of a very capable necromancer, and as such are much more stronger and faster than the standard Leviathans.
There is a list of materials used to make equipment in the Overworlds below. This list is more for background information and to give more depth to the stories. In addition, the various materials in the Overworlds is not specifically confined to the list as there are countless varieties of them
The list is firstly the name of the material, followed by its rareness - which determines how expensive the material will cost: One would have to be as rich (or lucky) as a well-to-do merchant to possess anything above rarity 5. Other possibilities include being of nobility or high ranking military (1-10, 10 is extremely rare). Material strength (10 being very strong), magic ability - Some materials are able to be infused better with magic, giving them an edge in fighting against demonic/chaotic or magical creatures (10 being very magical), and lastly alignment - Divine weapons can burn creatures of darkness and demons, weapons of Chaos are extremely poisonous to neutral and light creatures (5 is neutral, 10 is divine and 0 is chaos). Also, if you'd like to add to the list, let me know ^^; I'm always open for suggestions.
Material Rarity Durability Magic Density Alignment Iron 1 3 1 5 Steel 2 5 2 5 Silver 2 4 4 8 Ironbark 3 6 5 5 Sancterite 4 6 4 8 Ghastwood 5 7 6 5 Mythrill 6 7 8 9 Orrok Ivory 6 7 7 5 Adamantine 6 8 7 5 Moonstrand 6 6 8 8 Ebonite 7 9 6 3 Dragonbone 7 8 8 5 Voidsteel 8 7 5 0 Heartwood 8 7 9 7 Shadestone 9 0 10 5 Iridescium 9 5 10 8 Felanium 10 7 8 10
Rarity 8 and above - These materials are extremely rare and as such cannot be obtained by any normal means. Some of these aren't even heard of by most people and only mentioned in ancient texts and legends.
Sancterite - Usually only obtainable by Aryans as the material is native to the human dominion. Sancterite is a silver alloy developed by the Church of Iolos for the purposes of having a more durable metal whilst still retaining the divine properties of silver and being easier to obtain than Mythrill.
Orrok Ivory - Native to the Vanharen, Orrok Ivory is obtained from great hunts to slay ancient Orrok Wyrms, a rare sight in the swamps of the Deadlands.
Moonstrand, Ghastwood & Heartwood - These are native to the Bloodsworn and aren't commonly found elsewhere in Andarun. Heartwood is extremely rare whilst Moonstrand is a cloth-like material associated with the ceremonial works of the Calenfari Priestesses.
WIP
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Q: What are the restrictions of a Dreamcatcher's magic? Can they only affect human perception?
A: To put it simply, the Dreamcatcher's magic greatly depends on how complex the target's mind is. It is easier to fool/deceive and animal compared to say a goblin. Its much easier to fool a goblin compared to the average human. It is almost impossible to fool a well trained, mentally focused warrior into fighting his own allies as a normal enchanter. You may disorient him or lower his fighting capabilities but generally, the human mind is too complex to deceive completely. They can, however, influence the smaller more specific things such as faking a smell (no, I don't mean farting).
E.g., when not expecting it, a Dreamcatcher can even deceive a rogue (who generally have heightened senses) into not hearing the approach of danger until the last minute. If the target does not know what to look for, you can easily disguise it away from then!
Q: Could you explain stringmasters in more detail?
A: I guess the basic confusion would be to ask, whats the difference between a stringmaster and necromancer? Well, necromancers bind a single soul of which they have command of, to a single body. If they have ten bodies, they need ten souls to 'power' them all. A stringmaster uses only one soul, to 'power' a group of body parts (if I can call it that, usually between 5 and 10 parts for an accomplished stringmaster). They animate things from hands, feet, jaws, and to a certain blurish extent: can see through an animated eyeball. Usually, they carry around a chest/bag of these body parts for use. Though, in some cases, they would have to get fresh ones x3..."
"Why can't you use one soul to 'power' 10 full bodies instead? Well, put it this way. The 'group' of animated parts forms a body as a whole. The complexities of powering 10 full bodies would be too much for one stringmaster and one soul to control. From a different point of view, I think of stringmasters as well... dancers; ** that's how I named their legends. When controlling their animated body parts, think of every part of the stringmasters body as being connected to the body parts by a thread. So whatever they do, the body parts do as well. The result: the stringmaster appears to be doing some sort of macabre dance; and yes, that's how I named the elites xD "
As for Macabres: In order to begin using a body part, a stringmaster has to etch runes onto it, and begin the incantation in order to bind it to the soul so that it can be a part of the 'whole'. As you can imagine, stringmasters stand in the background, more like a sorcerer instead of a warrior. Stringmasters make use of a couple of runes to complete their animations. These runes fulfill two purposes. The first is the binding rune. It connects the part to the Stringmaster's chosen spirit and in doing so, enables it to be puppeted. The second rune is the preserving rune. Its used for well... preserving a certain body part from decay. Sometimes, and additional rune is required to enable otherwise immobile limbs such as jaws to work in tandem with a hand. Macabres have developed the concentration and power to channel their magic through their bone scythe, to imprint a mark on any severed body part, immediately binding it to a spirit. These marked part then seeks out other similarly marked parts and join to become a whole. While this allows the Macabre to animate parts on-the-fly, it also requires more energy to maintain. Often the abomination crumbles after the battle.
Limbs as implied, are mostly from humanoids, though the occasional 'odd' limb from various creatures can be used (e.g. spiked tail) though probably not as efficiently as the norm (most binding spirits used are of humanoids like lizardmen, goblins, orcs, sometimes humans and elves (though the latter two is not preferred and highly exhaustive).
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