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Night Vale Secret Police Volunteer
Kamirotha: End of an Age
History is written by the victor.
SYNOPSIS
In this RP you will be playing a group of adventurers who end up in the heart of a nation fighting to form its identity. When the nation of Kamirotha was formed, each race signed a treaty known as The Unity Concordant, that was a compromise in order to end the ongoing invasion by the human King Shamseya. The dwarves, knowing the value of labor, asked the humans to outlaw slavery. The humans, with their short life spans and fear of death, asked the elves to quit studying necromancy. The elves, who feared the power of blood magic after they witnessed its power during the war, asked the dwarves to abolish its practice.
The event that followed The Unity Concordant came to be known as The Slaughter, and is a dark stain on the new nation. In response to The Unity Concordant, each race went to abolish the practices laid out in the document. But those parties listed fought back. Slavers, necromancers, and the dwarven mages (already extremely rare, and scared that without blood magic they would hold no power in the arcane circles.) formed a resistance movement. Instead of taking them prisoner however, the newly formed Imperial Army destroyed each member of the resistance and sought to burn even their existence from the history books. It was a brutal response, but effective- and nearly succeeded in wiping these practices out.
But something still lurks in the shadows.
THE INCURSION
The races came together to form Kamirotha less than a decade ago, but the war that bonded them together started a decade before that. Small racial skirmishes were common as the societies grew and began bumping into one another. This changed however, when the human King Shamseya took the throne. Shamseya was a violent man, and took the throne by force during a civil war.
He sought to expand Humanities borders, and began a rapid militarization of human life. Within a few years, the humans had the largest army in Arkon, and Shamseya began to invade the elven lands of Grove.
His methods were brutal, and under his command the Incursion burned many villages to the ground. Within a decade, the Incursion had sliced a path through Grove and began to invade Dro'fyr, the dwarven lands.
In order to fund the Incursion, Shamseya had taxed the humans to near ruin. Finally, they became fed up, and many human nobles began to meet with elven and dwarven leadership in secret. The three races bonded together and created the Council, a 6 member governing body that was comprised of two members of each race.
The Council formed a rebellion against Shamseya, and the Unity War began. It took almost another decade to completely route the Incursion, but when the Council's forces reclaimed Axefell, the capitol city of the humans and seat of Shamseya's throne, they dealt the killing blow to their enemies. Shamseya was publicly executed, and The Council rose up to unite the races under one banner with the signing of The Unity Concordant.
History is written by the victor.
Were it but only irony that we vanquished evil with madness. Instead, it comes back to haunt us, starting from the minute Kamirotha was founded- its foundation built on the bones of those it destroyed. Eldar Valen Thorn |
SYNOPSIS
In this RP you will be playing a group of adventurers who end up in the heart of a nation fighting to form its identity. When the nation of Kamirotha was formed, each race signed a treaty known as The Unity Concordant, that was a compromise in order to end the ongoing invasion by the human King Shamseya. The dwarves, knowing the value of labor, asked the humans to outlaw slavery. The humans, with their short life spans and fear of death, asked the elves to quit studying necromancy. The elves, who feared the power of blood magic after they witnessed its power during the war, asked the dwarves to abolish its practice.
The event that followed The Unity Concordant came to be known as The Slaughter, and is a dark stain on the new nation. In response to The Unity Concordant, each race went to abolish the practices laid out in the document. But those parties listed fought back. Slavers, necromancers, and the dwarven mages (already extremely rare, and scared that without blood magic they would hold no power in the arcane circles.) formed a resistance movement. Instead of taking them prisoner however, the newly formed Imperial Army destroyed each member of the resistance and sought to burn even their existence from the history books. It was a brutal response, but effective- and nearly succeeded in wiping these practices out.
But something still lurks in the shadows.
THE INCURSION
The races came together to form Kamirotha less than a decade ago, but the war that bonded them together started a decade before that. Small racial skirmishes were common as the societies grew and began bumping into one another. This changed however, when the human King Shamseya took the throne. Shamseya was a violent man, and took the throne by force during a civil war.
He sought to expand Humanities borders, and began a rapid militarization of human life. Within a few years, the humans had the largest army in Arkon, and Shamseya began to invade the elven lands of Grove.
His methods were brutal, and under his command the Incursion burned many villages to the ground. Within a decade, the Incursion had sliced a path through Grove and began to invade Dro'fyr, the dwarven lands.
In order to fund the Incursion, Shamseya had taxed the humans to near ruin. Finally, they became fed up, and many human nobles began to meet with elven and dwarven leadership in secret. The three races bonded together and created the Council, a 6 member governing body that was comprised of two members of each race.
The Council formed a rebellion against Shamseya, and the Unity War began. It took almost another decade to completely route the Incursion, but when the Council's forces reclaimed Axefell, the capitol city of the humans and seat of Shamseya's throne, they dealt the killing blow to their enemies. Shamseya was publicly executed, and The Council rose up to unite the races under one banner with the signing of The Unity Concordant.
- The World
- Races
- History & Timeline
- Magic
- Weapons
- Arc-tech
- Dwarven Research
- Common Knowledge
- Religion
- Cities
- Guilds
- Player Choice & Encounters
Nothing tops dwarven ingenuity; Our enterprises will do more than armies ever could! I ask you what is better to overtake another nation...an army, or a reliance on dwarven goods? Lord Deepstone
Kamirotha has existed for less than a decade. Before the new nation was formed, the races had lived in fear of each-other. While they kept their own borders, it became harder as each society developed to avoid the others. War was inevitable.
The Dwarves were primarily to the East in the lands of Dro'fyr, in their mountain strongholds and strange surface outposts. They endured the hottest and harshest desert climate.
The Elves were born into the middle of the continent Arkon, in an area known as Grove, it has a mild climate that suited their outside lifestyles.
The Humans were on the western coast of Arkon, the land called Iceburrow, in cold temperatures that made them fight for survival.
The world has a vertical equator, meaning the the temperature gets colder the further west from the Eastern coast. The new nation of Kamirotha, comprised of all 3 races, takes up the entire continent of Arkon. Ships have not sailed far enough to find other continents as large as Arkon, but other islands have been found.
Click on spoilers below to see race descriptions
Council Races
We are not without faults, and have a lot to make up for...but by the gods we are trying as best we can. Councillor Halyard
Born in the old nation Iceburrow, Humans are resilient and hardy. They specialized in combat and livestock for survival. Human mercenaries were very popular during elven and dwarf conflicts. They have an average number of children born with magic affinity.
We are blessed with the longest lifespans, the most knowledge...and the burden to be the world's protectors from the folly of mortal endeavors. Teacher Ashal
From the mild lands of Grove were born the elves. Taller than the average human and with twice as long a lifespan, Elves have focused most of their culture on art and science. They have the highest quantity of those born with affinity to magic, and have a generally positive worldview. The upper echelons of their society is riddled with treachery, however.
Ha! A dwarf may not match an elf in years, but I bet he could match 'em in drinks! Grand Desert Company President Lord Fullforge
From the Eastern seas to the Mountains that border Grove, Dwarves control a vast trade empire. The Grand Desert Company, the largest trade organization in Kamirotha, have goods all the way to western human cities. They are a short and stout people, who seek riches at any cost. Despite their greed, they do work very hard, and produce some of the finest craftsman in the world. The majority of their cities are mountain enclaves under miles of stone. They have the lowest amount of those born with magic affinity.
These bearded and short creatures aren't very literate, despite their skill at mathematics and science. Reading and writing are things only a few of them take time to study; however, with their love for mining and crafting they balance it out, forging various tools and equipment, as well as every day objects to help them out. Thanks to them, Arc-tech and Dark Matter machines are growing more advanced.
Minor (Non-Council) Races
Coming soon in The Coming Storm expansion.
Time in Arkon is separated by 100 year periods called Ages. Each age prior to the Unity Concordant was named by the Eldar of the elves, but that responsibility has since been given to the Council, who adopted this unit of time as the official calender system of Kamirotha. Since most history books already came from the Elves, this was not unfamiliar to anyone.
Years within ages are denoted in texts and in speech as #:Age. So the 85th year in the Unity Age would be 85:Unity. In speech you will hear either "85 Unity." or "The 85th year of Unity"
The newly formed Elven government instituted the time system of "Ages", and established the first Elven university, The Grove Academy (located in their capital city of Haven), in 50:Silent. Contact with the other races had been isolated and rare.
Continued growth led to deeper understanding of magic and science, mostly centered around the Elven culture and universities. Almost all literature from this time is produced from The Grove Academy, and the spread of these books throughout Arkon provide the first real glimpses at a foreign nation's lifestyle.
There is little warfare between races at this time as most focus was on learning as much about them as possible.
In 25:Expansion, Humans opened their first university, modeled after the elves, The Iceburrow Academy.
Named after the increased contact with the other races, trade and expansion began to increase dramatically during this time. This also marked the rise in racial tensions.
In 13:Contact, The Grand Desert Company was formed. It would become the largest economic and political force for the dwarves.
In 60:Contact the humans had a brief naval war with the dwarves over the Western Sea, which was resolved with an agreement that dwarven ships could fish in human waters as long as the humans didn't have to pay taxes when docking at dwarven ports in Dro'fyr.
Got its name from the human civil war that ended in Shamseya taking the throne by force in 99:Contact. This troubled the Elven Eldar, and he saw warfare on the horizon. He was right, and by 9:Blood Shamseya's Incursion force had razed many Elven towns, reaching the Dwarves by 12:Blood.
In 15:Blood, a group of human nobles fed up with the tryanny of Shamseya met with representatives from the Elves and Dwarves. It was agreed upon in these meetings that the races could no longer be divided. The Council was officially formed in 16:Blood, with the creation of the Imperial Army.
After almost a decade of long warfare, the last of Shamseya's loyalists were defeated in 26:Blood. Shamseya was publicly executed the same year.
In 27:Blood, The Council agreed upon and signed the Unity Concordant. This began The Slaughter.
In 30:Blood, the last remnants of the practices outlined in the Unity Concordant were believed to be destroyed, and Kamirotha went about building its new nation. Projects on roads and embassies for each race in every city began. Universities also began accepting students of any race. In order to celebrate the newly formed government the rest of the age came to be known as the Unity Age
30:Blood becomes 30:Unity - the public still uses them interchangeably because for most, the bloodshed never really stopped.
37:Unity -(Present)-
Magic was used to do awful things during the Unity War, and we must remember that warfare is not the trade of mages, lest we become consumed by the power we control. Iceburrow First Mage Saven
Magic in Kamirotha is not uncommon, but is rare outside of the Universities. (The Iceburrow Academy in Axefell and The Grove Academy in Haven.) There are many types of spells, and most born with an affinity to magic are also born with an affinity towards a particular element.
Magic comes from a persons connection with the Aether, the spirit world. Why some people are more connected than others, and why they are connected to a particular element, is a mystery that has yet to be solved.
Technology is growing by leaps and bounds in conjunction with magic. Technology made with a fusion of magic and engineering is referred to as Arc-tech. (The word being a fusion of Arcane and Technology).
Magic does NOT require a catalyst such as a staff, wand, or orb to cast- but certain Arc-tech equipment can enhance power and diminish personal exhaustion. These do normally take the form of a staff, orb, or wand.
Those born with an affinity to fire magic have control over one of the most powerful forces in nature. Fireballs, weapon enchantments, and elemental manipulation are the primary aspects of Fire magic. Powerful Fire mages can even harness the power of Lightning, super heating the air without creating a flame.
Frost magic controls both ice and water, with the ability to turn freeze/melt as well. Ice bolts, elemental manipulation, weapon enchantments, and physical transmutation are primary aspects of Frost magic. Powerful frost mages can cause massive areas of damage and create very potent enchantments.
Earth magic revolves around all life, and focuses on one's connection to nature. Most of this magic focuses on elemental manipulation, although it is the only affinity that is able to heal others using magic. Their affinity for life also grants them magic that enhances their senses, and summon wildlife. Powerful earth mages can shapeshift their own bodies into powerful animals or nature spirits.
Every mage has access to raw magic. It comes directly from the Aether, and because of that can be dangerous to use. Powers stemming from this are sometimes referred to as Dark Magic. It normally materializes as a dark purple energy, and emits small purple sparks chaotically. It can be used to read minds, move objects, and a few other things. Those few powerful enough to harness true Raw Magic can use the energy of the Aether to devastating effect, shifting the very rules of spacetime.
A rare few are born win an affinity to Raw Magic instead of an elemental alignment. Those who do are referred to as "Myopes", and can harness the power of the Aether with much less risk than other mages.
Blood magic uses life force to make up for a casters affinity or natural ability with magic. What makes Blood mages so dangerous is that they can cast from any school, provided with enough blood. It is outlawed from the Unity Concordant, and punishable by death.
You'll never see a man more honest than when he has a sword in his hand and a purpose to his step. Battlemaster Roland
Combat can take years to master, and great skill is required to face the many dangers of Kamirotha. Melee/bow combat makes up the majority of skirmishes in Kamirotha, magic is very seldom seen outside the universities except in rare instances. Some young mages will leave and go rogue to work as mercenaries, but the universities try their best to entice mages to stay. Different races specialize in different fighting styles and weapons, so if your character is from one race, but is a master at a weapon that originates from another- you'll need to explain that. Your character more than likely studied in that area to become so skilled with a foreign weapon.
Short Sword, Long Sword, Hand and a Half (bastard) sword, shield use, bow and arrow, halberd, spear, polearms.
Katana, rapier, bo-staff, kunai/throwing knives, dual sword stances, shotel, scimitar, bow and arrow.
One handed hammer, 2 handed war hammer, crossbows, axes, 2 handed axes, gladius, shields, claymore swords.
Arc-tech is still in its earliest stages of development, and is largely considered dangerous and unstable. An effort between dwarven craftsmen and mages, it uses a rare black crystal called dark matter to power devices able to do things otherwise impossible, even to mages.
Arc-tech can mimic a mages power for non-mages, diminish a mages effort in casting, amplify a mages power, or even serve a basic function like heat or light.
Dark matter is tied directly from the Aether, and is mined primarily by the dwarves, who only recently discovered it. It is extremely rare and expensive. Why dark matter is tied so much to the Aether still isn't understood, and a few accidents involving the sudden explosion of Arc-tech (sometimes leveling entire city blocks) has led some to question the safety of its research.
Dark Matter and arc-tech have never been more useful than patrolling the harsh desert of Dro'fyr. Previously limited to riding around on tamed wildlife from the desert, Sand Gliders and other various forms of magically powered transport are growing in popularity. Rare outside of Dro'fyr, these vehicles are changing dwarven society- increasing topside colonies and the trade power of the Grand Desert Company.
Rumors of airships are circulating too....could it be soon those in Kamirotha could take to the skies? The Grand Desert Company says...soon, fellow Kamirothans...soon!
Head of the The Grand Desert Company and Lord of Stoneport. He is not one to run his company from behind his desk. Lord Deepstone can normally be found right on the frontier with his men, sailing his ships and catching his own game. His many sons normally handle more specific roles back at Stoneport. He is a dangerous man, and not one to cross.
The Council Chamber is in Haven, the capitol city of Kamirotha. They meet every day and work by majority vote.
The oldest and most respected member of the council, Thorn was originally the Eldar of the elven people, and had been for 2 ages before he took a seat on the council. His voice often sways the council, and he has an imposing presence. He is ancient, and his voice is deep and strong. Rumors say that no blade can kill him, and that he is truly invincible. He is a good friend of Ser Alaric Wulf. Thorn is cynical by human standards, and by elf standards considered depressed beyond help. He is prone to long monologues and allegory, largely speaking in riddle that few can understand.
Also the head of The Grove Academy, Aowyn Sunspire comes from a long line of powerful mages in the Sunspire bloodline. Her father, Aldus Sunspire, is largely considered the most powerful mage that ever lived. He was assassinated shortly before the Unity War began. Despite the painful loss of her father, Aowyn is relatively young for her sucess, and is behaves the same. She is optimistic and quick to hope for the best.
A human businessman who almost single handedly funded the human portion of the Unity Army, Solomon is a genius. He is the only human to ever graduate from the dwarven school (whose name is not even to be mentioned outside of the Deep Halls) and is helping pioneer Dark Matter Arc-tech. He can be overly pragmatic at times, maybe even downright cold...but he is never without logic.
Tykin grew up being trained at the Iceburrow Academy, and has since become its headmaster. He is aloof for an older man and rather flippant for his position, often joking out of turn. At times, he can also be blunt to the point of rudeness. Often seen as a fool, behind his aged exterior is the most powerful frost mage in all of Arkon.
The most unpleasant of the Council, Hiram truly doesn't even wish to have a seat in the government. Many thinks this makes him a better leader, though he would disagree.
Rumor has it that the Deepstone family, forbidden on joining the council do to their vast trade empire and questionable ethics, have forced Hiram in as their proxy, and control every aspect of his life. Whether this is true or not has yet to be seen, but if his mood is any indicator, maybe someone is pulling on his beard.
King Shamseya was the last human king, usurping the throne from the Pendragon family and ordering the execution of every member of its house. He led the Incursion against the other races out of obsession with human expansion. He was defeated and executed at the end of the Unity War.
The Incursion left a lot of Shamseya's human soldiers without work and declared criminals. Unable to return to human cities, many have become bandits. While most populate the woods and hills between Iceburrow and Grove (a dangerous place, indeed) their are less of the human bandits the further east you go.
In Grove, there are wild elven tribes who refuse to adapt to the customs of modern elves, which they believe taint their natural connection to Arkon and its animals.
In Dro'fyr, if the giant sized scaled dragons and monsters don't eat you, the roaming bands of Grand Desert Company pirates and rival "merchant" guilds (Organized crime syndicates) will eagerly relieve you of the gear on your back.
Ysolden Varren is Lord of Axefell and its surrounding towns. He is a distant cousin to Tykin Morrow, and an Ice mage as well. He has a love of swordplay, and so rarely uses his frost magic.
Alistair is lord of the Port of Spring, and as such keeps its docks in line. He also checks all imports that come through his port.
Stryfe is lord of Seawind port, and as a retired pirate, he knows well how to patrol its waters.
Alas, the rock is not eternal; for the wind and the rain will lovingly graze its surface until it is but pebbles. These pebbles will be swallowed by the land, and one day rise up again as boulders and mountains. Such is all life, too short even for us to be taken for granted. Do not let your joyful being fall to ruin, for you will rise again. First Eldar Goju
Uneron is a God whose tale originated with men, and they believe him to be the one god. Unerism is a monotheistic religion that has much to do with guilt/repentance. Their book, the Canticle of Uneron, is old as mankind itself, and invites all races under the mercy of their maker. The book was revealed to the Prophet Artimis before the modern recorded age system. Artimis was betrayed by his closest friend, Calthas, whom had grown jealous of his followers and thought him to be a false prophet. Calthas tied Artimis to a tree in the woods and let him die of exposure as a test, he believed if the man was truly a messenger of Uneron he could free himself.
The Canticle of the Followers says that Carthas was struck by lightning not long after, killing him before the weeks end.
It is a dual end religion, with a heaven (believed to be the Aether itself) and hell (referred to as the Void), and has a final chapter regarding the end of the world. This book is called 1st Canticle of the Maw, and details that the world will be consumed by its unforgivable sins, which have been feeding the life in the Void; whom will one day rise up and vanquish all life. Unerism acknowledges magic as a gift from Uneron, a fragment of his power gifted to his creation.
Dwarves make up the majority of converts, with missions and temples in many Dro'fyr locations. Elves have proven reluctant to accept the probability of one God.
It is a peaceful religion, which stresses personal duty and respect for ones neighbors. Shamseya was a non-believer, and had many copies of the Canticle of Uneron burned during his time as King. The religion is only know recovering. It is the most popular religion in Iceburrow, and their largest temple is seated in Axefell. Their church symbol is a circle with two parallel lines in it, a holy symbol to them that illustrates the duality of man and the seperation of Aether and Void.
Elves are a thoughtful and philosophical people, who spend most of their long lives furthering Arkon's understanding of the universe. Modern elves, disdainfully referred to by their wild brethren as "city elves", are hesitant to subscribe to one school of thought regarding god when there is still so much they do not understand about the universe.
As such, they often follow The Autumn of Life the way other cultures follow their religion, although no divine worship is involved.
The Autumn of Life is a book written by First Eldar Goju, just before the Silent Age. Goju was on his death bed, having lived almost 2,000 years (and largely considered to be one of the only living elves to have witnessed the beginnings of elven society) Goju wrote a philosophical book regarding the nature of mortality and sentient beings relation to the earth around them.
Goju was an earth mage, and as such much of his book speaks about the connection of ecosystems and the worlds beyond (the Void and Aether). While acknowledging that magic comes from the Aether, and that natural constants state there must be an opposite (the Void), Goju believed them to be worlds next to ours in the large tapestry of reality rather than spiritual ends.
Many temples are dedicated to his teachings, elven monks seeking to become one with the world around them. It focuses on pacifism, though city elves rarely adhere to its pacifist teachings, instead leaning on its musings of the nature of the universe and their place in the ecosystem during life and death.
Wild elves, those who have chosen to avoid modern elven society and live in small tribes that dot Grove's forests, worship ancient animal gods. These gods are more than likely the original gods of the elven people, though it is hard to tell since there was little recorded history before the Silent Age and the rise of communal ideas among the elves.
These animal gods resemble apex-predators, such as bears or lions, and have their own unique personalities. Each god has its own jurisdiction, such as the Lion over leadership and decision making, the Falcon over warfare, and the Bear over survival and hardship.
The gods are simply referred to as The Bear or The Dragon. They have no names, as the elves believe to name them would be a dishonor to their immortal place within the circle of life.
Dwarven religion is a complex and political institution that causes much conflict within their society. Their beliefs started sometime before the Silent Age, and it is referred to as The Progeny. Progenists, as its followers are called, believe that dwarves are the descendants of Dragons. Dragons used to populate Dro'fyr in great numbers before the Silent age, but mysteriously dwindled to the point of near extinction. Few dragons remain in Arkon, and they are an extremely rare sight.
Progenist legend claims that the ancient dragons were being hunted by a mysterious enemy, referred to in their texts only as The After. The After, whatever it was, nearly caused the dragons to go extinct, so in order to survive, the dragons called upon their deep and powerful magics to transform themselves. In order to become as different from dragons as possible, they became the dwarves; short, with little magic, and buried themselves in the mountains to hide.
Whether or not this origin story is true, all dwarves do hold reverence to the magic elements due to the fact that dragons, like all creation, were born with an affinity to a certain element. The Progeny would remain a very firm belief until converts from the church of Uneron arrived on their borders.
The Progeny faith puts no stress on salvation, saying that all will be reborn within the womb of the dragon one day. Instead they devote their lives to studying mathematics and engineering, with large temples called Mind Homes. Mind Homes are essentially dwarven schools, though only one outsider has ever been allowed to attend one (Councillor Solomon Tyr).
They do have a great respect for stone and craftsmanship, and as such their burial rites are complex and feature elaborate coffins and mausoleums. Their coffins are often made to appear as dragon eggs.
Dragons are rare and powerful creature who are immensely intelligent and equipped with powerful magic. Some even believe them to be gods, and as such build temples in their honor. The majority of Dragon Cultists are mages drawn to the immense magical power of their so called gods.
More often than not these are actually frequented by a particular dragon, and the belief of the cults will change depending on what the dragon tells them (there are benevolent dragons, and truly evil dragons).
Dragons enjoy the attention, and do believe themselves to be divine beings. They are the oldest creation in all of Arkon, and know many a secret about the true genesis of creation.
Void Watchers are rare, and many died with the necromantic and blood schools of magic. They believe that there is equal magical power in the Void as there is in the Aether, and that it is the destiny of the Void to show itself as the more powerful spiritual realm.
The Void often is described as chaos, while the Aether is described as creation. Natural magic comes from the Aether, and whatever beings may live there. Void magic, on the other hand, directly relies on summoning the powerful and evil beings that live within its vast emptiness.
On an average day, I have to deal with our human pride, elven self-righteousness, and dwarven drunkenness...but its better than a sword in the back, I suppose. Haven City Guardsman
Capitol city of the humans and seat of their power. It is slightly elevated from the base of the Crippled Mountain, and is a bustling city. Heavily damaged during the final battle of the Incursion, rebuilding efforts are vast and complex. The financial ruin caused by Shamseya's taxes have left many destitute, though the Lord of Axefell is trying his hardest to fix this, employing many for the reconstruction of the city's damaged areas.
Nestled deep in an icy valley, The Iceburrow Academy has its own port, though it has many frost mages on duty at all time. Should a ship approach, they must use their magic to part the ice for the ship to pass. Thi also makes it incredibly defensible by sea.
Classes are structured identically to its elven counterpart, with grades of magi determined by skill level via annual testing. The path is; Apprentice, Conjurer, Wizard, Warlock, Mage, Paragon.
Few have ever achieved the rank of Paragon (Councillor Morrow being the Iceburrow Paragon of Frost). There is only one Paragon per element, and they make up the governing body of the school, one of them becoming headmaster elected from the rest of the Paragons.
The Grove Paragons are a separate body.
One of the most mild climates in Iceburrow, and the largest human port as well. Its culture has become heavily influenced by elves and dwarves, creating an odd blend of architecture and dress. It is a successful economic city, and is a popular destination for vacations.
Capitol city of the elves and Kamirotha. She is the largest city in Arkon and the most diverse as well. With the council chambers present here, many races came hoping this to be the center of a new and peacefull co-existence with the other races.
So far it has worked exceptionally well, and remains a bustling and peaceful metropolis. There are problems with the thieves guild that resides within its walls, but violent crime is a rare occurrence.
The Grove Academy is also here, its large spires dominating the skyline.
Much like its sister port across the Wounded Gulf, Seawind port is a bustling hub of imports and exports with its own unique blend of the three cultures. A popular stop for pirates, Lord Silver has done his best to quell their influence, but their business accounts for quite a bit of trade, so he keeps the peace while mostly turning a blind eye. After all, he used to be a pirate himself.
One of the most dangerous places in Kamirotha, Stoneport is overrun with organized crime and greedy interests. Most of this is fueld by Lord Deepstone himself. Despite its rough streets, it is a hub of manufacturing and trade- the seat of the Grand Desert Company's immense trade empire.
Capitol City of the dwarves and home to what is actually the size of an underground continent. Outsiders are rarely allowed in, and therefore no one has mapped its complex underground network.
Outside its gates is also a large city, where some dwarves and foreigners live and conduct research or trade.
Guilds in Kamirotha are powerful sources of political power and employment for those who are skilled in trades or combat. They reduce the cost of keeping an army by privatizing its forces, and allow anyone to purchase contracts with them should the guild accept.
Promotion within a guild varies from guild to guild, but the higher you rise within its ranks, the more money is to be made. To join a guild, you must enter the guild's Guild Hall within the city and undertake a "Prospect contract". Satisfactory completion of this contract will grant you a place among their lower ranks.
There are district offices of guilds as well, though they do not offer the full service of the Guild Halls.
The Remnants guild has its Guild Hall in Axefell, which doubles as the arena. Focused on physical strength and combat prowess, the Remnants guild often undertakes contracts of defense.
Mostly made up of veterans of the Unity War, the Remnants are the largest human guild. Fights in the arena are not to the death, as an earth mage is on standby at all times to heal whichever party becomes too wounded to continue fighting.
Guild Hall: Axefell
District Offices: Seawind, Iceburrow Academy, Stoneport, The Deep Halls.
The Quiver is a guild that specializes in hunting and tracking. Often used as escorts for merchants, and sometimes expeditions, they are an adept group of people.
Guild Hall: Haven
District Offices: Seawind, The Deep Halls
Run by the infamous Lord Deepstone, the Grand Desert Company has a monopoly on almost all dwarven goods. They also fund some of the many politicians and shopkeeps in other cities to prefer their needs over others as well.
That being said, they hold the largest expeditions into uncharted territories and help produce some truly amazing technology. They attract more adventurers than merchants these days, but business is good so no one complains.
Guild Hall: Deepstone
District Offices: The Deep Halls, Seawind Port, Port of Spring
Illegal, and hidden away beneath the streets of Haven are the Gilded Shadows, master thieves and smugglers. They are a constant source of frustration for the Haven City Guard, but as of yet have not killed anyone, and only seem to rob the wealthier members of society.
Guild Hall: Haven
District Offices: Iceburrow Academy, Seawind Port, Port of Spring, The Deep Halls.
Not much is known about the House of Eyes...but rumors are beginning to circulate of a nefarious cult of Void worshipers growing in strength.
Click on Spoilers below to learn about how player choice shapes the world of Kamirotha.
Kamirotha is designed in the vein of Skyrim, Dragon Age, and other great modern RPGs. You are not shoehorned into a story. The events of the story will be taking place worldwide, and while you may be directly involved in them if you choose, you may also take on other roles and let your character interact with the changing world in the way you see fit.
The story of Kamirotha will come to you, no matter where you are or what you are doing, and every character will have chances to make meaningful, possibly world altering, decisions. The Guilds and their missions have parts to play as well, and if a character doesn't engage a certain area- it will continue on without their influence. It is a breathing world, and will develop as players contribute.
These will be sent to you by Private message, normally during travel or while walking through a large city. These are not limited to combat, it could be a moral choice your character must make, sometimes both- Remember that how you act is very important to the world. Kamirotha will react to your character as your legend may grow.
A combat encounter will read something like this;
So first you will decide whether you would like to run, fight, or any other options listed in the PM. In the event you choose to fight, then you are locked in once your dice rolls is posted to the PM.
In order to roll, clock the "DICE ROLLER" tab at the top of the Dashboard, and enter the appropriate dice. The link provided can be attached to the PM, and then you may write your post with the result.
Any special loot will be sent in the same PM thread, and you may include it in your next post, as well as add it to your inventory.
Your inventory should be maintained on your Character Sheet. Do not worry about exact gold counts, as this will be handled in generic terms such as "bags", etc. Denoting the number of bags can make your life a bit easier when making large purchases.
Special items, like letters and other materials, should be kept track of as well.
- 1 line sentences can drive me insane, please don't do it. You can actually do more than just say something in a post.
- Speling does wonderrs and so does punctuatin
- Please don't challenge the story.
- Mary Sues, Gary Oaks, and Gary Stues will not be accepted.
- Any race or gender character is accepted within this roleplay, if you make a half-race (i.e. Half elf, or Half Dwarf) be prepared for the worlds reaction to you, the races only just started to get along.
- Sometimes you'll need to wait before you can continue, this is natural, but if someone takes too long to post just continue on.
- To verify you read the rules put an iconic quote from your character at the end of your Character Sign-Up sheet. (please place it in quote blocks) and Put what the current date in Kamirotha is (hint its in the section about history)
- Upon the death of a character, their items may be taken for personal usage. Dead player's inventory is fair game as long as you are able to access the items physically.
- Remember player knowledge, characters don't know everything going on so if you're not anywhere nearby you can't possibly know what happened.
- No controlling other characters. (you don't decide if something hits, they do)
- You can't dodge everything.
- Keep it within the rating!
- There is a lot of cool history in Kamirotha! Ask NPC's about it if your character doesn't know. If it is something your character should know, PM me and I'll add it to the "Lore Book" under here.
- If you need help with formatting your posts (spoilers, block quotes, headers, etc.) use this: http://www.rpnation.com/threads/rpnation-bbcode-guide.34813/