• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Lore

Global Events

The Sundering

Once every 3 years begins The Sundering. This is the day Daemons can be summoned into the world during a 33 day long period requiring very little from those that desire to summon the Daemon folk. This is also when the Daemons are at their strongest. The reason why there are a handful of great civilizations named is because these are the only ones that can survive a Sundering and bear very little in terms of substantial damage. Many great empires are created and eventually fall to the sundering. After the sundering Daemons are severely weakened losing all their powers usually and are nothing more than massive beasts. The veil of reality and immaterial is such that many daemons breed with local animals and have offspring creating many of the monsters seen today.



Locations

The Scholar's Palace

Every scholar who devoted himself to his work in his world, reality or realm. That gave their heart to find the truth and were blessed with knowledge and insights. When their time came Salieri gave them on final blessing. A chance to uncover every truth, lie and dream that could ever be imagined. A place to study without hunger, thirst or desire aside from the pursuit of knowledge. The library is filled to the brim with books, and it appears Raebyrn is able to shift the palace at his own whims.


Tyros

A city home to roughly 20,000 people. It makes much of its money though trade. Recently torn apart from civil war, Lord Arisen's family has lost their lives throwing the city in a war with many vying for control. The militia along with those sent by Lord Seth are currently fighting The Sons of the Serpent and Khopesh. Lord Seth has grown increasingly worried over his former long time ally Arisen's legacy falling into ruin and is said to be sending 500 more men to aid Lord Arisen's beleaguered militia men.



Factions

Kvitovia

Briefly mentioned by Raebyrn for necromancers.

Venn'dar

Economy

Main goods-

Grain, wheat, corn, beans, alcohol, rum and lumber

Specialized goods

Iron oak

Crops-

Grain, wheat, corn, beans, various vegetables and potatoes

Livestock-

Grox, sheep, horses, pigs and etc.

Disposition-

A small nation spread across a dozen islands with roughly the same amount of people spread across. They raid heavily on the western coast hoping to create a home on the resource rich main land.

Science

Most advanced Technology

Political- Democracy

Economic- Advanced crop rotation

Travel- Ship building techniques

Military- Cannons

Health- rudimentary first aid

Industry- blacksmiths

Society

Background

The Venn'dar is actually the mixture of two peoples. The people of Vennegore and the Darcinians. Long ago, the City of Venngore was destroyed during a sundering. Their city was destroyed the their people fled to the island now known as Venn'dar. The two groups eventually became one.
While the island could feed the population. It lacked the resources needed to advance society. It had plenty of wood, livestock, fish and hardy men to eventually form raiding parties. United as one country that dominated trade along the west coast. The Venn'dar struggle to maintain their hold without a resource rich land to produce the goods needed to nurture a strong fleet and land army. This leaves the Venn'dar exposed to a multitude of pirate fleets and slavers as they know if they can evade the Venn'dar fleets their homes are relatively speaking under equipped, under strength and rich in food and people.

During a Sundering, the Venn'dar fight many sea daemons. They are forced to fight and win or they will be blockaded/ surrounded for the next 3 years.

People

Their richland allow all who live there to eat plenty. This allows the population to not only avoid malnutrition, but they have the ability to gain weight which in turn gives them a distinct physical advantage over their peers. Men standing on average a head taller than their opponents.

The youth also learn how to build ships until they are old enough to craft their own. This allows each raider a unique advantage of being a ship builder able to make repairs or even build a whole new ship if their ship was harmed in a storm.

Youths become men or women at 16 with men receiving an axe. A woman receiving a spear. They then have 2 years of being a part of the home guard or some service to the overall defense of the island. Afterwards, most youths become fishermen, farmers, raiders or mercenaries.

Population

Around 12 million spread out between dozens of islands.

Ruler

the Council elected every 5 years

Hierarchy

The Venn'dar’s culture adheres to a strict land based approach. Which on itself is democratic. The strength of one's vote is depended on how many acres they own. Due to this, its unsurprising that smaller farms will unite into a clan and clans into a house to increase the speed and efficiency of their votes. This in turn leads to long standing alliances between large areas of the island and power to constantly shift without affecting the overall end result of a ballet in theory as one would know who's house their buyer is.

Whenever an individual dies, the land in his name goes with him returning to the ownership of the council.

Youth/Citizen-

Own no land or reside in another's land and cannot vote. While never stated by a strict law they for the most part remain quiet and neutral in all matters as they don't have a voice in formal politics, they shouldn't voice it in informal discussions.

Freemen-

Those who own 2 acres or more.

First among many-

Those who earn 100 acres. They tend to be leaders of clans and take direct control in politics.

Councilmen-

An individual voted to be apart of the council of 7 in charge of the island nation.

Capital

Darinia

Vassals

Multiple nearby islands

Military

Branches

Navy (250,000)-

The Venn'dar fleet is essential to the protection of the Venn'dar. Every Sundering they fight long and hard knowing every Daemon killed is a potential trade ship or raider not destroyed in the following years. They also actively patrol and hunt down surviving sea monsters and sea Daemons, so the next Sundering won't have the support of previous Sunderings.

The Venn'dar have 3 main fleets. The first fleet raids and pillages for material along the coast. The 2nd fleet is the home based fleet used to protect trade routes and the island nation itself. The 3rd fleet is at the councils command usually doing unexpected tasks and supporting the first two fleets. The navy creates a few basic ships.

Riptide(50)-

for raiding with wide berths to sail up the shallowest of rivers and beach themselves on the roughest terrain. They carry with them self sustaining crews capable of staying out for weeks without resupply.

Sea King(150)-

Deep water ships two rows of weapons capable of staying out at sea for months and dealing out enough damage to shame most other fleets.

Hold (200)-

A large square vessels made to be level with a Sea King to be used with another hold to do repairs while at sea.


3M8Zq1gBaVxsJ9MYyVnTLPZCA_wiU2H25AGqyVPBh41YrtWrEuFA-S28tEKr_x2nPeHH-A0h8uPjq5PHZ10x5baCQKJusZWZyINgVG1LNcp87zX93xmmlYRQR7Q3KXIvtIaGlU4C



Marines(75,000)-

They have three divisions. One for each fleet. They are chosen while they are apart of the home guard. They can decide to join or not but many decide to join the marines for the prestige and promise of land. They regularly engage in battle with pirates, militias and on a few occasions reliably organized armies.

1st Marines (Reapers of the Storm)-

Known for their reapers. They raid whatever they can and frequently are found wielding the most advanced weapons of the nation.

2nd Marines (The Iron Guardians)-

Are known for having some of the toughest bastards. They often wear armor made of iron oak.

3rd Marines (The Old Breed)

Known for their traditions and ceremonial duties.

Each marine can be reliably equipped with an iron oak shield, axe, bolt action rifle and leather vest with steel plates.

Each ship is organized into 2 groups. One for night and one for day of equal portions.

On a Riptide 2 groups of 12 and a Sea King 2 groups of 35.

The marines in comparison to their foes usually other pirates and slavers are highly trained, bloodied and fearless. Besides being funded by a government, the only difference between the marines and pirates is the ability to create shield formations relatively quickly with slightly better shields.

Army(250,000)-

Also known as the home guard. Those 16-18 are forced to serve with volunteers as leaders. Few decide to stay in the home guard as land is not promised, a decent wage and the risk of life is too inconvenient for many. This leads to the marines frequently being disembarked and used to reinforce weaker home guard units that are deemed vital for island defense. Most are equipped with just an axe or spear.

Specialty Unit-

The island lacks enough resources to create a decent sized and uniform elite unit. Those with more successful raids or trades may have their followers armed with slightly better or varied gear but as a whole a well armed Vann'dar warrior has a range weapon, melee weapon and shield. Who specializes in naval and amphibious war.

Airforce-

None

Battle doctrine-

The Venn'dar have no ability to wage a protracted war. Even in a defensive posture, the loss of any war material would be detrimental. In the event of a blockade, the people would eventually regress in technology. They would outlast any siege able to feed themselves but given enough years, their ships would no longer be seaworthy and weapons only axes and shields.

Arms industry-

Traditional blacksmithing capable of crafting cannons with a heavy reliance on stealing any form of advanced weaponry.

The Kvassian Empire

Economy

Main goods-

Foodstuffs, protection, weapons, technology, textiles, minerals, gems and fresh water

Specialized goods-

Adamantium, drugs, gene-enhanced warriors, gold etc

Crops-

Grain, wheat, corn, rice, beans, various vegetables and potatoes

Livestock-

Grox, sheep, horses, pigs and etc.

Disposition-

The Kvassian Empire maintains a strong presence in the south west of Savos. It borders directly with Equititor. The Venn'dar- are the closest island chain to the west.

Science

Most advanced Technology

Political- Advance bureaucracy

Economic- Gene labs

Travel- Motorized Vehicles powered by steam

Military- Tanks

Health- functional hospitals

Industry- Factories powered by steam

Society

Background-

The survivors of a space battle. The Battleship “Wandering Saint” crashed on the Southern region of Savos. The survivors fought the local natives both human and demonic with the help of some of the head engineers and surviving factories. This tale or truth is long forgotten. The battleship shattered in a million pieces and scavenged is now a Imperial Palace unrecognizable of its former glory.

The Empire itself believe themselves natives. Who's ancestors were men beyond their time crafting advanced weapons used today.


People

An Imperial stands taller than a Nysinian but shorter and smaller than a Venn'darian. They are all educated for 5-8 years before they recieve additional training for their craft, trade or specialty.

Population

The Empire stands 33 million strong excluding their vassals a further 13 million. They make up the majority of the human population.

Unfortunately, the Empire is in an unending war with raiders, Daemons and other growing nations. This has drained their resources immensely. Fortunately, the soldier replenishment rate is higher than their losses. Unfortunately, valuable war gear is continually lost leaving many tank brigades with only half the tanks needed to operate.

Ruler

The Emperor is a lab bred leader. Typically 1,000 are created every 5 years and will train until the current Emperor dies. Then the selection begins through harrowing physical, mental and spiritual tests until only one remains.

Hierarchy

A clear class divide exists. The rich nobles ruling their lands with serfs being their property. The only way to truly advance in society is passing the yearly tests after the 5th year and become a bureaucrat, join the military or gain Imperial favor. The Empire runs off a very feudal based system. Within cities, the people are free to work and die in the clogged arteries of the city.

Capital

The Capital

Vassals

The empire has 7 vassal states that are indistinguishable from the actual empire. They act as buffer states from the Sundering.


Military

Branches

Army(3,000,000)-

The common soldier is armed with swords, chainmail and helm. Some parts of the army are able to equip their men with bolt action firearms.

The average soldier will receive 12 weeks of training. This results in soldiers being able to integrate with their assigned unit easily and effectively able to keep up physically and tactically. The empire has one of the best universally trained army.

The army also has access to some light tanks (landships) , cannons, biplanes and grenades.

Navy (75,000)-

The Empire has the strongest naval ships. They are built of metal and have artillery pieces as weapons holding crews in their thousands. The men are drilled to perfection.

Marines (500 000)-

“Red Devils”

Assigned to the navy and trained in amphibious warfare. They recieve 24 weeks of training. They are used as shock troops and reap bloody rolls on enemy forces.

Airforce(250,000)-

The Empire has access to a biplane and zeppelin fleet. Many apart of this force are mostly maintenance men maintaining the fleet of airships.

Battle Doctrine-

The largest army, best equipped and best universally trained suffers from its size. 2 million soldiers are needed to maintain order from policing actions to hunting down raiders. The remainder of the army is busy with missions to protect the vassal States from foreign threat.

On the battlefield they act fluidly. One group will create a strong base of fire. Another will flank their enemy. On the defense, they fight with defense in depth in mind.

Specialty units(125,000)-

Gene Warriors who are already counted in the Army. Their service life span is typically 30 years with 18 years dedicated to training. A strong organization many are thrown directly into combat without further training. There is debate as to which is better a Nysinian Tempered Scion or a Imperial Gene warrior most of this speculation is due to the Nysinian Scion's reputation and the fact Nysinia or The Kvassian Empire have never fought.

Arms industry

A very strong and profitable industry capable of creating biplanes, zeppelins, lasguns, mortars, grenades, flamethrowers, melee weapons, specialty gear, motorized vehicles, tanks, APCs and other gear. The problem is that the empire cannot provide some of the more advanced tech as fast as they lose it.


The City State of Nysinia

Known to have destroyed 2 fallen stars.

The Shield of the Sundered Wastes

A small collection of dedicated mages. They own a small fortress monastery. Thousands strong. They typically are the first to fight the Daemons during a Sundering and hold the tide. The loss of a faction rich in arcane lore and powerful mages would severely hinder any efforts to beat back the Sundering.



Magic

Summoning

While powerful mages can summon. The summon will initially have no reason to obey their summoner. This is usually negated with the summoning ritual having a cage bind to it. This allows the mage to add additional measures to insure loyalty. Lyian holds a summoning tattoo that allows Raebyrn control over him. Usually, one doesn't need to have any additional measure to keep his summons under control. This is because only the one who summoned his quarry can send them back to their world. Summoning is also very unrefined magic. The user can only write down broad characteristics of what they desire to summon eg. Wind mage, soldier or guide. Aside from that, whatever they get is what they have to work with.


Necromancy

A very powerful and misunderstood art. Necromancy is everything from raising, influencing and warding against the dead. They are better known as soothsayers and etc. The speak to the dead to find insight and help lay them to rest. Many ghosts tend to be unaware of their deaths. The dead can effect people who's minds are open and weak. A learned wizard won't be bothered much by a greater shade. Soldiers tend to be strong enough to resist shades. Meanwhile, the commoner is much more vulnerable and open to the influence of the dead.

Ghosts-
Typical no more powerful than their lasting regret. Many ghosts are former soldiers who quickly disappear once the battle is over. Ghosts tend to fade away easily as their last wish is as flimsy as their lifespan on earth. The most they can typically do is influence people via a 6th sense of warning or causing unusual happenstances when they are powerful enough.

Shades-
What many think of ghosts. They are able to influence people via dreams, happenstances and a 6th sense. Unlike ghosts, shades stay in the material realm longer to plague one who usually has wronged them or to watch over one they love. They are able to influence people enough to generate problems like mental illness.

Greater Shades-
Much like Shades greater shade can be used to augment ones magic or at unknown times can cause physical manifestations to harm their foe. This is commonly done via causing people's swords to swing that much slower or sooner. Frequently those affected by Greater Shades chalk it up to a curse rather than bad luck. Those under the influence of Greater Shades can become shells of who they once were.

Revanants-
People who have past on who are just raw magic to a mages eye. Those so hurt and angry when they die that they live in the physical realm. They are exceedingly rare but are the foundation of many boogeyman like stories. They can posses living creates and seek the end of those who they imagine wronged them. Many have long forgotten who and what they are.







Armies





Artifacts


?






Placeholder

 

Users who are viewing this thread

Back
Top