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Fantasy Do Not Go Gentle [Lore: In Depth]

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Bang Bang

what can I say except



Do Not Go Gentle

The world of fairy tales is one of a certain breed of magic; no heroes fire bolts of flames from their hands, but there are men who shall steal your firstborn infants in return for a granted wish you once made as a child. Here, to prick you finger on a thorn is to drop down dead, and little girls stuff unsuspecting crones into ovens.

Astara is a kingdom of folklore gods and immortal Witch Queens. The rules this land obeys are strange and twisted; Equal parts wonderland and nightmare, there are those who know how to play the game, and those fair pawns who are cast across the board by hands unseen and unknown.

This is a world where morality might win you a glass slipper or a curse for a hundred years. Protection is as easily lost as it is won. The fair are strong one second, victims the next. The wicked are your captors, or your dragons waiting to be slain.

This is a kingdom of stories. Words - written, spoken, thought - command more sway than the swing of a sword. Logic shall sift through your clenched fingers as soft and smooth as sand. The world shall show you many things: wonder carried on the wind, fear in a handful of dust.

This is the beginning; There are stories to be told.

And now, you can only hope that you are the one writing yours.




coding by cychotic

The world of fairy tales is one of a certain breed of magic; no heroes fire bolts of flames from their hands, but there are men who shall steal your firstborn infants in return for a granted wish you once made as a child. Here, to prick you finger on a thorn is to drop down dead, and little girls stuff unsuspecting crones into ovens.

Astara is a kingdom of folklore gods and immortal Witch Queens. The rules this land obeys are strange and twisted; Equal parts wonderland and nightmare, there are those who know how to play the game, and those fair pawns who are cast across the board by hands unseen and unknown.

This is a world where morality might win you a glass slipper or a curse for a hundred years. Protection is as easily lost as it is won. The fair are strong one second, victims the next. The wicked are your captors, or your dragons waiting to be slain.

This is a kingdom of stories. Words - written, spoken, thought - command more sway than the swing of a sword. Logic shall sift through your clenched fingers as soft and smooth as sand. The world shall show you wonder carried on the wind, fear in a handful of dust.

This is the beginning; There are stories to be told.

And now, you can only hope that you are the one writing yours.
 
D R A G O N S


All Lore by Squared Squared


  • General: Dragons cannot speak through their mouths, but they can project their voice inside others’ heads. They are capable of understanding an speaking every language. Between their own kind, dragons usually communicate through a series of rumbling noises and growls, though they still project their voice for more complex discussions.
 
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SOL DROP TEMPLE - AREA NOTES


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    Sol Drop Temple is the kind of place where one cannot avoid being overwhelmed by a sensation of awe and reverence just for the majesty of the place. Though the religion it served is long lost to the passage of time, there is, for anyone capable of feeling such a thing, a sense of spiritual richness even in the ruins. Beyond the temple itself, a garden of disintegrated statues forms a semi-circle around the land-facing side, where the entrances are located. This 'garden' is decadently proportioned, the equivalent of a small town or village. This land, filled with half-there giantesses of stone and eroded faces, is home to all kinds of creatures drawn to the magic of the place; Pixies, gnomes, elk, and more. Despite this prosperity, few humanoids dwell there; Hunting on these grounds seems to lead to unfortunate fates...

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    Reclaimed by nature, the temple itself is about the size of three football stadiums back to back; It is evident that many people once dwelled here, worshipped here, and studied here. The libraries and dormitories are expansive, half-rot but clinging on nonetheless. Rumour of locals tells that the place is haunted, though not by malicious wanderers, rather benign spirits who seek to protect and carry on the legacy of the place. It is a common sight to see wispy, golden figures disappearing through doorways if you wander the Temple's halls and passages.

    Beneath the temple, a labyrinth of tombs and burial grounds networks all beneath the statue gardens and right up to the waterfall; Erosion has left several passages dropping off right beneath the downpour of water, graves slowly being eaten away by the fall.

 
ALT RELIGIONS - PART I


All Lore by Sir Galahad II Sir Galahad II



  • Paladins are an elite group of knights who serve the Knight’s Republic. While they aren’t all religious, most of them are, essentially acting as both chaplain and soldier for those they serve with. They pray to their various gods for blessings, and are often assigned to groups of soldiers that follow the same faith for maximum synergy. It is a title that carries respect. Along with regular supplies, they also carry various religious objects such as holy icons, censers, and holy water. Not only is this because these objects are used in religious ceremonies, but also because paladins are used to fight creatures deemed unholy, and these objects are believed to rebuke these vile beasts.
 
SPECIES ENCYCLOPEDIA



  • Ugani - A broad sweeping term for goblinoid creatures that stand on average at around three feet tall and with a stocky, wiry build they are not particularly imposing by any means. Their skins tones range from a sickly bog like green to a deep, bark brown in order to match with the colors of the deep forests in which they dwell. They are adorned with short, droopy noses that are fitted with specialized hairs in order to smell distinct smells (such as wet matted fur or the stench of their blood) from a long distance away even through the smelly wet seasons of the stomping grounds. The short nubby digits hanging off of their long, usually knotted and scarred, arms and legs are adorned with small, sharp claws useful for cutting bare flesh and grabbing things but not much else.

    While they have what could be easily considered shamans or priests they seem to have no or very strenuous ties to magic, with the latter coming in the form of the rarest of their young having the ability to create a mental connection with their “master” or in the case of the more endowed being able to use their scant abilities to scour the forest for strong creatures to follow, or even coming dangers and herds of creatures to hunt. These ‘shamans’ are the most cunning and devious of the Ugani. While they are commonly known as (pedonsoit) beastbringers or (soittaja) herdcallers they are the most free thinking of the bunch, usually using their influence over their companions to gather a small horde of baubles. There are stories of some of these shamans being taken by (susikieltä) wolf’s tongue and attempting to kill the great beast and having his head ripped from his pathetic body as a punishment. The creature was given twelve more to feast upon in order to appease its now roused appetite and atone for letting such a blasphemous cretin speak for the beast.

    As a whole they are semi-sapient creatures, having a crude civilization that is prone to worshiping larger, smarter or stronger creatures that would otherwise kill, eat or enslave them either as a defense mechanism or because they are simply drawn to these types of characters. Because their whole cultures are based around these creatures that they refer to as basically gods it is rare for their leaders, when not simply left to the creature itself, to resemble anything more than a high priest type of character, simply another servant of the creature itself.

    Every time a group of Ugani find a new creature they will stop everything to build around it. In more extreme situations they will even abandon their fellow Ugani to ‘worship’ the creature, such as a group of hunters that stumble across a rather savage beast and go off to follow it back to its lair, never to return. Additionally, when one of these so called god beasts die the Ugani have a great feast on its flesh before moving on and looking for another, anxiously waiting in whatever hold they have created until they find one. Despite the short lived nature of their culture there are still a few tales and stories that persist, repeated generation by generation and solidifying in the minds of the young, reducing into a sort of strange religion that they commonly consider to be truth.

    They make their homes in the hollowed out trunks of dead trees and have a quite peculiar strategy of using trees that are not obviously dead to get the jump on nearby travelers or small animals. Additionally, they are capable of crafting pathetic weapons out of bone and stone as well as controlled hunting and gathering that allows that their food does not move out of reach. It is noted that while they have a rather particular control over fire they do not use it for cooking, either out of ignorance or rather a preference for the easier food.

    Their relations with others species are varied, with them usually simply avoiding the middle of the road species (such as humans, elves and orcs) as they are usually not strong enough to pique their interests. Many of these species can live their whole lives without ever meeting one of these creatures, with the exceptions of heroes that hunt creatures that many of the times also happen to be the overlords of Ugani - though they notably never seem to defend their lords when these strangers come strolling into their lairs. There are of course exceptions - most notably strong Orcs, Serpun and Dragons. As for their relations with the other creatures of the forest they avoid most of everything, given that most of everything else in the forest is out to feast on them, and hunt the small remainder of creatures, herding them by hunting around their settlements in sections. Because of this they are commonly found in their hollows or much more rarely in out in the forests hunting.

    There are 53 tribes - though that number may have swelled or shrunk by the time you read this - but there are only 11 that are important to an outsider in what could be considered "tribe politics". This is one of the few aspects of life that is not determined by the beast that the tribe serves, but rather the innate strength of the tribe itself - whether that be derived from a surplus of Ungani, the particular savagery of a cunning Soittaja, or the gift of particularly strong bones from their last beast to make weapons with. These tribe politics come to head in a single gathering of the most important tribes - whether you are important or not is simply determined if you are able to spare the manpower, foodstuffs and other supplies to send a representative - where they discuss matters of importance such as war and "trade".

    Tribe to tribe relations differ based on a lot of circumstances, such as the type of overlord they follow or the waning of the hunt, but on the whole they are aggressive to each other and openly war against each other in constant skirmishes. The scarcity and savagery of these wars range from hardly and with only a few scratches to constant assault after assault with such brutalization as to be wrought into the minds of generations of survivors and this is often determined by the whims of the Soittaja's in charge. These wars either end in the destruction of the tribe, enslavement of its members and the killing of their beast (the irony is not lost upon me while I write this) or just continue to simmer for generations upon generations. There are rare exceptions where they are not particularly aggressive towards each other for one reason or another, one such reason being Keskipäivä, a festival rooted in tradition of celebrating surviving the to the midday and steeling themselves till the night that provides cause for close tribes to come together and feast.

    (created by KnightSergeant KnightSergeant )
 
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L A N G U A G E S


  • Originally conceived in Knights Republic, Republica, or 'Common Tongue' as it is known by most, is, as the name implies, Faen's most commonly spoken language. With Knights Republic being such a mishmash of cultures and species, it proved necessary to devise a language known by all to allow communication to be possible.

    Though there was initial resistance to Common Tongue, for it is considered crude, rough, and derivative of too many existing languages, nowadays almost everyone in Knights Republic can speak the language. Additionally, those who wished to do trade with the land's most prosperous region found learning it useful, and as such it has spread throughout Faen. About 60-70% of the population can speak Common, and ~20% can write it.

    In Astara, despite patriotic pride, Common Tongue has proved necessary for selling lumber to KR, and as such even there it is the dominant tongue.

    Regions where Common is rare are the south east, islands, and among the snow elves.

    As a written language, common makes little use of punctuation, and has 21 letters. The romanised versions of these letters are:

    a - r - e - z - b - t - v - w - n - y - k - ā - sk - dh - gh - dr - th - ne - de - shīn - sīn

    Opposite to English, it is structured so that the subject of a sentence goes at the end, usually connected with the connector 'ne'.

    Common Phrases
    Drask ne vaar? How much is that?
    āaskk! Fuck!
    krez dra ne tzra? Where are you from?
    shīnāsk edh ne trza I love you
    nārsīn Hello (formal)
    nashīn: Hi (familiar)

    Common Female Names
    bydrz, skyne, vāsk

    Common Male Names
    naadre, draz, skatv


 
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Pack Face Additional Lore

Often mistaken for werewolves, a Pack Face (or, Garoul in their own tongue) is a separate breed of shapeshifter. In point of fact the two species have traditionally despised one another. Garoul have powerful instincts to never consume the flesh of intelligent humanoids, whereas werewolves generally have no such compunctions. Whenever the creatures cross paths blood is usually spilt.

Pack faces have two forms of being: pack form - between four to six wolves at creation, and figure form - a combined human avatar in the likeness of their alpha's vision. The figure form is dominated by the will of the alpha, and per tradition it takes the alpha's name, but other packmates can exert their influence. The end result is a permenantly conflicted "human" who suffers from sudden shifts in mood and mindset. Older and more assertive garoul have greater figure control.

Forming and splitting takes roughly two minutes to accomplish, and severe trauma to the figure form can force a split back to pack form - their natural state. Wounds suffered in figure form primarily carry over to the alpha, but other packmates can bear some damage. Should a garoul suffer an injury, another packmate can lick the wound and greatly speed its healing.

Creation Myth: If a mother wolf should ever lose all her pups, and if she howls her grief underneath the light of a full moon, she can receive a new litter. Green-eyed mystical fur babes conjured by the mighty Wolf Queen of the Dark Forest. More intelligent, more courageous, and more ferocious than standard wolves, garoul quickly outgrow their foster pack. But the mother wolf is at least awarded temporary comfort. Or so the legend goes.

Other Information
• Should a packmate die, they are never replaced. The garoul is forever weakened. Older garoul, while typically wise from experience, often harbor small packs. The horrors of the Dark Forest inevitably take their toll.
• The entire pack is required to combine into their figure form. When the garoul is finally thinned down to one wolf they are forever trapped in their bestial state. At that tragic time it's common that they seekout an honorable death. For a Pack Face without a pack cannot bear existence.
• As wolves garoul must remain within a howls distance from one another, and even that range is uncomfortable. Beyond that and the separated garoul will begin to transition into a normal wolf. And once a tipping point is reached the transition can never be reversed.
• Prominent scars and disfigurements of the alpha carry over into the figure form.
• The alpha is established sometime after the pups reach four months in age. And once a figure form's likeness has been shaped it cannot be altered unless the the alpha is slain and replaced.
• Garoul prefer to fall in battle before they reach their senior years, but should they avoid a premature death they can live roughly sixty human years.
 
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