This is something I plan on working on for a little while. Just getting it onto a thread slowly but surely.
Here is the OCC Thread:http://www.rpnation.com/threads/lands-of-tainis.58006/
If you feel compelled for whatever reason to help me write any lore or have anything you'd like to ad, the Realm Tainis is still very young! I also don't have a plot yet...everything is a work in progress!
IF YOU ARE INTERESTED IN RESERVING A SPOT, HELPING ME WRITE LORE IS A GREAT WAY TO DO THAT.
Here is the OCC Thread:http://www.rpnation.com/threads/lands-of-tainis.58006/
If you feel compelled for whatever reason to help me write any lore or have anything you'd like to ad, the Realm Tainis is still very young! I also don't have a plot yet...everything is a work in progress!
IF YOU ARE INTERESTED IN RESERVING A SPOT, HELPING ME WRITE LORE IS A GREAT WAY TO DO THAT.
Human
Humans typically stand from 5 feet to a bit over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their penchant for migration and conquest, and to their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.
Silverbrow
Dragons relish humanoid form and enjoy many of the same daily pleasures as humans do. Long ago, communities of humans unknowingly welcomed dragons into their villages, not knowing the truth about their new neighbors. In these communities, which were often secluded and small, half-dragon children became common as the dragon married their human friends. Their ancestors went to great lengths to hide their children from the rest of the world, citing "curses" or "deformaties" as an excuse for their physical differences. Despite the occasional discovery, they managed to hide their half-breed offspring long enough to teach them to take humanoid form magically. These children in turn became members of the community, and thus followed generation after generation with the mixed blood of humans and dragons.
Over time, the overtly draconic physical characteristics faded, leaving human-looking children with dragon bloodlines. Long ago the dragons themselves departed these communities, leaving behind a strong draconic heritage(a metallic streak or highlights in the hair for example) they are commonly known as silverbrow humans. Silverbrow’s tend have a knack for the magical arts, although most do not know it being that those with the those with the strongest draconic bloodlines tend live in the most isolated corners of continent, leaving their draconic blood somewhat intact. Those with the strongest bloodlines seem to attract visits from interesting characters, and many times they aren’t human. It’s almost like their draconic blood attracts adventure, and many Silverbrow’s are unable to ignore the opportunity.
Tiefling
Tieflings appear human at a glance, although they all possess one unnatural feature that reveals their infernal heritage. At the least, Tieflings have a disturbing demeanor or carry a whiff of brimstone about them, but most also possess small horns, red eyes, or needle-sharp teeth. In extreme cases Tieflings may have a barbed tail or cloven feet. No two Tieflings have the same appearance. Tieflings are not readily accepted upon the continent, and most hide their demonic features (if it’s possible). Typically they make great thieves, and it isn’t uncommon to see a little child with glowing red eyes running through the slums uncannily quiet. To put it simply, Tieflings are human with a demonic ancestor. Tieflings are rarely soldiers, not that they lack skill in battle, but that most can’t look beyond their own personal desires for wealth and power. Although demons on Tainis are incredibly rare, some attain the power to cross the planes and impose their influence on the mortals
Aasimar
Graceful, regal, and noble, Aasimars are the distant descendants of a coupling between a human and a good-aligned outsider. While nowhere near as powerful as their celestial forebears, Aasimars still retain a touch of the divine in their blood and wear it with pride. Devoted champions of good, Aasimars spend their days fighting evil in whatever form it takes. In a world of violence, injustice, and evil, Aasimars are on the front lines, lending their abilities where needed. Some try to stave off evil by teaching and leading by example in the fight against ignorance, prejudice, and greed. Others present an aloof and lofty demeanor, an intimidating aura that, while noble, keeps people from trying to get too close. Among good people, Aasimars are held in high opinion as a standard by which all should live, while those of an evil nature view Aasimars as self-righteous and dangerously moralistic. Aasimars are typically very good-looking, like their Tiefling counterparts most have some sort of celestial feature that distinguishes them. (White hair, perfect skin, a silver tongue ect.) It is not uncommon to see an Aasimar championing some sort of “worthy” cause, and when they do so, they pursue this goal with complete dedication. Most are incredibly rigid, and are unable to look past what they already believe and or know.
Races of Elves
High Elf
Elves are short and slim, standing about 4- 1/2 to 5-1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women. They are graceful but frail. They tend to be pale-skinned and dark-haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. An elf reaches adulthood at about 70 years of age and can live to be around 300 years old. Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. The Common word for an elf's meditation is "trance," as in "four hours of trance."
Drow (Dark Elves)
Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and thinner than most elves. Unlike most races and cultures, the Drow are a matriarchal society. The females of the race on average are taller and more robust than their male counter parts. Dark Elves used to look similar to normal elves until they began using their magic to reshape the underworld and make it more suitable for their habitat. Now the use of demon summoning and continual exposure to dark magic has reshaped them.
They are extremely powerful in magic and have used their magic to carve out vast cities.. They feud constantly and war with one another. The Drow were banished by their High elven counter-parts some millennia to the Underdark, they have only in the past 100 years began expanding onto the surface.
Because of their desire for combat they focus on the arts of war, offensive magic, offensive healing and philosophy. There are also artisans but the works of art are beautiful and terrifying at the same time.
Wild Elves
The wild elves are insular and savage, and as a result are rarely seen outside their forest homes. In ages past the wild elves (or green elves, as they were more commonly known) raised great kingdoms in the forests and fielded armies to defend their homes, but with the march of time they have abandoned the trappings of civilization, becoming a furtive, reclusive race. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning.
Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. They are quiet around anyone except their own kind, and quickly become hostile in these uncomfortable situations. Clothing is kept to a minimum among the wild elves, although they make up for this with body decoration of all sorts—tattoos, war paint, feathers, and beaded jewelry that shows a surprising streak of complex
and beautiful artistry.
Dwarves
Dwarves stand only 4 to 5 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 200 years old.
Halfling
Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of the night. Regardless, halflings are cunning, resourceful survivors.
Halflings stand typically from 3 to 5 feet tall and usually weight between 30 and 100 pounds. Their skin is ruddy, their hair black and straight. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. They like to wear simple, comfortable, and practical clothes. A halfling reaches adulthood at the age of 20 and generally lives into the middle of her second century.
Orc
Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that began generations ago, and often kill such creatures on sight. An orc's hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller. When not actually fighting other creatures, orcs are usually planning raids or practicing their fighting skills. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Although they are known for their astonishing strength, they are just as famous for what they lack in intelligence. What keeps Orcs from holding any real power on the continent, are their inability to organize, their individual greed, and their inability to look beyond their immediate desires.
Bolmar
The Orc-men of the North are known for their tremendous stature and pale skin, their hair color varies from jet black to light blonde. It is not uncommon to see the biggest males stand over two meters and weigh around 250 pounds, with his armor burned into his own flesh. Despite having mixed Orc and Human lineage for generations these folk seem to take after their human ancestors. Though some have the typical Orcish jutting lower jaw and protruding teeth, that characteristic is more typical of the more impressive male specimens. The Bolmar are fairly intelligent when compared to other Orc and barbarian cultures, the several small states that exists within the mountain ranges are a testament to their ability to collectively work toward common goals. They are the only barbarian culture to date that does not follow a very primitive tribal framework.
More to come!
Nations Of Man
Imperia
“Long live Imperia! Long live Man! Long live the King!”
The largest nation of man, Imperia is one of the principal nations on the continent. The kingdom is still very young when compared to the rest of the continent. The country of Imperia came into existence during an extremely bloody war that lasted an entire generation. The lands that are now Imperia at one point in time were comprised of five separate kingdoms of men. The founder of Imperia, Gaston MountBatten I, was a General in one of the warring armies during this time period. When his own country’s Capital was sacked and its King’s head put upon a spike, rather than allow his men return and defend their families, Gaston had eyes for personal gain. He personally killed the messenger who brought the damning news and continued his march. Being that he had no one to report to he fancied himself a King, and he used his army to carve himself his own state during the hectic wartime. Through decisive military action, brutality, and just a bit of luck, Gaston laid the framework for what now is one of the strongest countries not only economically but militarily as well. The Imperian military relies mainly on it’s immense cavalry to trample its enemies into submission, due to the large swaths of farmland Imperia holds, horses are not only easy to feed and maintain, it’s a huge, profitable, and army regulated business within the country. The Imperian stallion is famous for its size and endurance, not to mention its reputation as a fearless warhorse. It is so famous in fact that the Imperian Stallion is printed upon the country’s flag. The most desirable of ponies are bought by the army, to enter a state controlled breeding program to ensure the highest quality animals are in control of the state.
The ruling family of Imperia are the Mountbattens. The family has led the country since it’s birth 250 years ago. The family is known for it’s bold military decisions and lack of respect for other races. The Mountbattens as a family have hardly ever known defeat, being that Imperia has never lost a war since it’s founding. It’s current King Gaston V is particularly brutal, persecuting all citizens who either are non-human, do not follow the state religion, or speak out against the royal family. Gaston V also has a penchant for putting his nose where it is not wanted, not that Imperia doesn’t have a history of that anyhow, he frequently finds ways to protect Imperia’s “interests” in foreign countries through any means necessary. What the Mountbattens lack in grace they make up for with an extremely fanatical propaganda program that Gaston I put into place with his own troops several hundred years ago. What were once twisted lies to soldiers hundreds of miles away from home, are now the booming cries of allegiance from hundreds of thousands Imperians who are more than proud of their country and would gladly send their sons to die for it. The nationalism of Imperia is border line fanatical in more conservative parts of the country, but then again that’s the way the MountBatten’s like their pawns.
The landscape of Imperia is primarily flat rich farmland, with rivers pouring into the rich plain lands from North, South, East, and West. The farmlands and numerous rivers make Imperia a force to be reckoned with on all fronts. The large cities of Imperia mainly lie along the rivers of the country, being that most trade and transportation of goods travel along the river it makes sense that most hubs are centered near moving water. It is a well known fact in Imperia that the farther up river one’s family lives, the more prestige it holds. The higher up river one lives, the cleaner the water. So it is safe to assume that most aristocrats live as far up river as rivers go!
Sindar
“Sindar has been, is, and forever shall be.”
The second biggest nation of man, Sindar has deep roots within the continent. Having been around for the past 500 years would be the reason being. The country of Sindar is very much looked at as an “old world” state. Being that they are a country that is infatuated with tradition and have long standing customs that date back from the country’s birth. Sindar came into exsistence when, according to Sindarian history books, Alfred Sindar brought the Sinadrian people out of obscurity to establish the first powerful country of man. If you ask the Elves this same story, they’ll quickly correct you. In reality, Alfred Sindar, pillaged and looted Elven lands to acquire Elven secrets of construction. In order to actually build the immense structures that Sindar is famous for, therefore giving a young Sindar state the ability to build the strongholds and unite the lands surrounding it. As previously stated Sindar is known for it’s absolutely massive works of architecture, that being said it also is the home of the biggest City on the continent. The capital, Kaejacks, is not just a bustling city, but a formidable fortress as well. With five separate rings of walls surrounding the citadel in the middle. There are 5 different districts within Kaejacks, named only by number. The first being the inner most ring, the fifth being the outermost ring. The more central the residence, or the closer to the palace a residence is, the more desirable it’s deemed. That also can be said for the districts, with the slums occupying the outer most ring and spilling outside of the city walls as well. But these massive structures don’t just build themselves, Sindar has always relied on a huge slave population that it has kept in submission for generations, the slave populace is not comprised of a single race or nationality, and is about as diverse as the Sindarian free population. The slave population is comprised mainly of prisoners of war, and throughout Sindars lifetime as a country there have been quite a few of. Slavery is also used as a capital punishment within Sindarian society, and these sentences often don’t apply to just the convicted criminal, often should the crimes be deemed serious enough, they impose the penalty of slavery upon the criminals family and his generations there after, depending on the sentencing.
The ruling family of Sindar are, well you guessed it, the Sindars. This family is highly respected throughout the continent and rumor has it they have celestial heritage. The Sindar family, being that it has been around for so long, is absolutely massive. There are Sindars in almost every province of the Sindarian state, cousins to the royal family, who act as governors. These cousins are typically ambassadors to foreign countries as well. The current ruler of the Sindarian people is Queen Esmeralda, famous across the continent for her ridiculous beauty, some say it rivals even elven women. Like her late husband, Esmeralda is a kind and benevolent ruler. She is known for her tolerance of other races, and readily welcomes every race, other than orc, into her borders with open arms. She believes that Sindar must use the strengths of every one of it’s citizens to ensure the prosperity and longevity of her people, and not to mention her power. Sindar is one of the more diverse human countries on the continent.
The Sindarian military is famous for it’s ability to supply it’s soldiers with some of the best equipment available .(Slave labor has it perks, right?) Even when the “best” equipment is in use, the manufacturing power of this country allow literally every single one of it’s soldiers or, if needed in emergencies, militia to be very well armed as well as armored. Although Sindar hasn’t seen war in about 100 years, attacking it’s strongholds isn’t advisable, most if not all would require several months of siege not to mention repelling Sindarian auxiliary forces while maintaining siege is an entirely difficult task.
Kaganis (Kay-Ganis)
“We shall flood the gates of our foes, for no man nor structure can resist the thrashing of the sea.”
Kaganis is the third country of men on the continent, although it is the smallest of the three, Kaganis is has a large amount of coastline under its control. But unlike the other countries on the continent Kaganis is by 2 Kings. Two separate noble families make up the royal lines. But the extent of Kaganis magisterial power goes beyond the 2 Kings. All men, over the age of 20, elect a senatorial council of 3 every 3 years. The senate work in conjunction with the 2 kings. The Senate are considered the best of the common populace, and are put into ensure the people’s best interests are somewhat considered. The senate is used in many cases as the tire breaker for many policies, and literally gives the common people a representative when it comes to policy within the country. Although the system is somewhat rigged against the common representatives, being that they only have 1 vote out of 3, it is the closest thing to representation when it comes to the countries of men.
The 2 ruling families of Kaganis each have essential holdings which make the country a force to be reckoned with. The first being the Al-Rikkards, Abdul Al-Rikkard was a famous pirate that plundered the Emerald Coast for decades over 300 years ago. He was particularly famous for out maneuvering bigger warships, boarding them and subjugating their crews. He would offer the survivors a place among his ships, and a life on the sea. Those who chose not to accept were used a chum. Upon acceptance, all were branded on the spot. There couldn’t be any traitors of course, should an imperial navy see that brand of Abdul “The Shark” upon ones skin, you’d hang from the gallows without a second glance.
The second Royal line within Kaganis are the Asterkils, Mathias Asterkil was the monarch of the city of Kagan. during the time of “The Shark”. The Emerald coast was a highly volatile area, comprised of many city-states all vying for more control of fishing territories and control of strategic oasis’s peppered throughout the region. The Asterkil’s were known for establishing one of the first great military academies that are still in operation to this day, where they decided to train and nurture the next great military minds of it’s population in every aspect of strategy and battle. These academies gave Kagan an exclusive advantage among the warring city-states and left them relatively successful when dealing with opposing armies.
As “The Shark” aged he eventually took to land more and more. A free city-state known as Kagan was his favorite free city to dock. And the city-state was more than welcoming to Abdul and his crew, for they brought plundered gold and plenty of hungry sailors with gold pieces to spend! The small army of pirates and their large fleet of ships became more and more frequent as Abdul aged, it eventually got to the point where Kagan was drawing much unwanted attention from its rivals due to it’s constant harboring of such a largely hated criminal., while Al-Rikkard plundered their fisheries and coastal towns, Kagan was left untouched due to their tolerance of “The Shark”. Nearby city states along the Emerald Coast banded together to kill 2 birds with 1 stone, subjugate a rival city-state and eliminate the safe haven for the fleet that had been terrorizing the coast for the past 40 years and would continue to do so for the next 40.
The attack on Kagan proved miserable, the opposing navies unluckily were caught in a severe storm which drastically reduced their number and allowed the Kaganite navy to repel them long enough to prevent them from landing inside the city docks. Though at great coast to its own navy leaving it completely devastated. Kagan successfully defended it’s walls long enough to repel the rival invading forces with the help of it’s superior military training and education. Upon the return of “The Shark” several weeks later he noticed an empty Kagan city dock and had received word of what had happened in his absence. “The Shark” offered Mathias Asterkil a one time proposal, the full compliance of his Navy to subdue the weakened city states along the coast, with the condition that he be anointed King along side Asterkil. Asterkil realized the potential of this offer, he would have an entirely new navy at the blink of an eye. The coast was ripe for the picking for hundreds of miles, with not a viable competitor within striking distance. The two joined forces and so is the story how a pirate became a King, and a city-state an empire.
Auralia (AKA The Feys)
"Those who march north will meet Dwarven axes, Human blades, and Elven arrows. Well practiced in unison."
Aurelia, more commonly known as The Feys, is a confederation primarily made up of Humans, Dwarves, Elves, and Halflings. Aurelia is a very diverse country located in the northern part of the continent. Auralia came into existence because of the mutual struggles the city-states of the region once faced. Hordes of Orcs, Goblins and Troll attacks once heavily plagued the Fey’s. That paired with the harsh winters “The Feys” are known to experience, gave many city-states of the area much grief. After one particularly brutal winter, the leaders of the city-states of the Northern Reach decided to convene a council. After many months of debate, the Confederation of Aurelia was born. The final talks and signing of the “Confederation’s Concordat” was spearheaded by a particularly eloquent Dwarf named Ulf Battle-Born, of Clan Battle-Born. Being that Ulf settled many an argument during the longs months of negotiating the “Confederation’s Concordat”, the decision of naming the new Confederation of northern city-states was left to him. Ulf chose to name the Confederation after the godess Aural, the most commonly worshipped god of the region. Even to this day the Confederation is still a strong a player on the continent, even though there is no ruling party or family. Under the “Confederations Concordat” Each city-state more or less retained its autonomy, and council between the city-states is called several times a year wherein each city sends it’s representative, this council also convenes during times of emergency.
The Feys is known for it’s incredible wealth due to the many silver mines that pepper the mountain ranges within its borders. The mining of the confederation is headed by the isolated northern most city-states, which are the mainly populated by Dwarves. The northern most city-states use this silver to fund everything from repelling the occasional Orcish incursion to buying surplus food from the southern most city-states. Because of the variety of races within the Confederation the culture is one of the most diverse on the continent. It’s not uncommon in the mountains of the Auralia to see a battalion of Elves clad in Dwarven armor charging towards a horde of oncoming Orcs. In fact it is the only country where such a sight is common.
Because of The Fey’s shared border with the Northern Reach Mountains, the threat of being overrun by hordes creatures such as Orcs and Trolls are a constant threat that must be dealt with. Typically these raids are unorganized, sporadic, and tend to happen during the warmer months of the year. That being said, a division was created to deal with these everlasting threats. An edict in the Confederations Concordat dictates that each member of the Confederation must train or hire a battalion to deal with these resilient enemies. These battalion are referred to as the “Northend Rangers”. This brigade is primarily made up of mercenaries, adventurers, or common soldiers. This post is especially grueling and pays very well, not that those within the brigade have much time to ever spend the money. The post as a NorthEnd Ranger involves months at a time in the Northend mountains with limited supplies. More than half of those than join this division do not survive the 5-year conscription. . Those who survive an entire 5 year service with the “North End Rangers” are given a blue colored hooded cloak, no one knows what material this cloak is made from but all those who earn one are sworn to secrecy. Those who live to receive a Northend cloak are highly sought after either as personal bodyguards or mercenaries.
Realms Of Elven Kind
Elvala
“May the leaves of our country never turn brown.”
Elvala is the oldest country on the continent, headed by Elves, although there are plenty of humans and half-elves throughout the country as well. Elvala is the most influential of all the nations on the continent. Not that it controls the most land, but that Elvala has many vassal states surrounding it’s borders. In order to reach the actual borders of Elvala one must march at least 100 miles through a subjugated vassal state that pays a heavy tribute to the Elvalan Mageocracy. The Elvalan Mageocracy is comprised of a council of twelve mages who hold their positions for life. Despite having several vassal states that are held in submission by heavy taxation and military occupation, Elvala has not known war for 100 years. The last country to oppose the Elvalan council was a former kingdom of Men, Atal. During the war of Atallian Liberation (According to the Elvala). The Atallians meant to annex a subjugated vassal state of Elvala due to their ethnic and religious connection with that territory. The war seemed to be going in the Atallians favor, until Elvalan council approved the assignment of state mages within their battalions. The Attalian capital was sacked and it’s lands joined the other vassal states under the heavy web of taxation and military occupation.
That being said magic in Elvala is heavily regulated, all individuals who practice high powered magic must have a signed “notice” authorizing their use of magical energy. The Council of 12 holds it citadel in the Elvalan capital city of Elva. The council building is an absolutely massive structure that holds the chambers of all 12 council members as well as the most prestigious mages academy on the continent, commonly known as “The Citadel”. The Citadel is not only used a school, but as a police force as well. When a student graduates from the The Citadel, they commit a minimum of 5 years in the service to the council , by way of hunting down deviant magic practitioners. The academy is well known all over the continent and regularly outsteps the borders of Elvalan influence to track down those who would use magic where they can detect it. Although The Citadel mages iare feared by most within the continent, their transgressions are tolerated because most of the general populace fears rogue magic users more than they do the Elvalan. Most deviant magic users are typically given the chance to return to the academy at Elva, though once a deviant magic users is capitulated it’s rumored that the penalty is conscription for life, and that those who join aren’t allowed children or sexual relations, not to mention a deviant user receives a tag, meaning The Citadel has constant knowledge of your whereabouts and magical activity, forever. Many choose to fight for their freedom rather than live as a neutered dog of the Council. It seems that the academy has had a recent interest with those who apparently have a touch of dragons blood in their veins, rumor has it dragons blood can increase the potency of inter-planar travel.
Kors
“Treachery, Deceit, Death. This is the Drow way.”
Kors is not so much a Kingdom, Kors is the only Drow city-state to have any real noticeable influence on the kingdoms of the surface. The reason being, Kors is relatively close to the surface and in the past 100 years several surface communities have been established and are typically built semi-under ground, giving them easy access to the Underdark and acting as surface access points for the city. These communities are very reclusive and no kingdoms are truly aware of Kors’s expansion onto the surface. Kors’s ability to allocated resources and maintain a surface presence is truly an anomaly. All Drow city-states are locked in perpetual war, these wars are either open inter-city wars , but the intra-city covert wars are more the norm, with noble houses constantly vying for powe, weak houses are destroyed and stronger houses rise to take their place. Drow culture is too treacherous for a king, or more likely a queen to ever be crowned. The closest thing that resembles loyalty are to their own respective noble houses. The 8 ruling Drow Matron Mothers from the 8 most powerful Drow noble houses maintain order primarily through fear and manipulation, and the family that does it best is House Jhalavar (Jeh-la-var). House Jhalavar is ruled by Matron Mother Belarjra Jhalavar(Belar-jruh),
Kors is typical when it comes to Drow culture, the Drow do not respect any other race and will enslave any beings they happen to come across. In fact most Drow cities are actually mostly comprised of slaves, in Kors there are around 20 times more slaves than Drow that inhabit the city. The variety of slaves range from goblins to minotaurs and everything in between. Curiously enough Drow half-elves, who are typically born of rape between a Drow master and human or elf slave, are oddly tolerated. Although they are treated as second class citizens their entire lives.
Kors is a highly militarized city, as are all of the Drow city-states. Every Drow, common and noble, are required to attend one of the city’s academies. Males and Females are taught separately, all females at an early age enter a clerical academy and are educated for a minimum of 25 years. Graduates are given the title of “Priestess” and are gifted a 3 headed snake whip, the prized weapon of Korosi priestesses. The males are trained exclusively the magical arts or in weaponry, and nothing in between, they spend around 10 years at these respective academies. The Priestesses, who are often found leading their armies upon horse sized riding lizards, head the Korosi military are very formidable foes for any warrior. Drow riding lizards have wide set legs and are built low to the ground, they have a keen sense for balance and are able to walks on walls or even upside down. Most noble houses have at least a handful of these lizards, with the most powerful houses having entire squadrons.
Kors is slowly becoming more and more comfortable on the surface, their raids are causing more and more discontent near where they are located. Their incursions are well calculated and only happen at night, and nations on the surface are very much ignorant to Kors growing confidence. It seems that their participation on the surface is only beginning.
More to come!!!
Irador
"A pebble will stay dry inside, no matter how long it is submerged underwater."
Irador is an isolated nation of dwarves located along the mountain ranges to the west. Reclusive and very nationalistic Irador seldom communes with outside nations, and if it does, it solely based on matters of economy and trade Irador is most famous for it’s metal work, there is no nation on the continent that rivals the metal work of Irador. The most sought after weapons of Irador are those made from adamantine, though they are very rare and expensive. Irador is a nation that has not seen war in the last 300 years, reasons being that marching an army through the Irad mountains is borderline suicidal. Irador has tunnels running throughout the mountainous region their kingdom rules over. Giving them the element of surprise versus anyone foolish enough to invade. The Irad Mountains are also teeming with tribes of Orcs and is especially known its large population of mountain trolls, which tend to keep the Iradorish battalions busy with their never ending raids. It’s rumored an Orcish chief has begun uniting Orc tribes in the south, although they are just rumors.
The capital of Irador is Irongrad, commonly known as the “City In The Mountain”. Irongrad is home to the best metal working on the continent, anything and everything built in Irongrad is far and away the highest quality available. The Dwarven Throne also lies within the “City In The Mountains”, the current King is Orbal Ironside. The Ironside family has maintained rule over the Dwarves for generations, constantly maintaining their isolation and hoarding their riches. Something truly devastating would have to occur to the north to bring the Dwarves from their warmth of their homes.
Deities
Deities have a moderate amount of influence within the Realm, although they cannot appear directly on the mortal plane they do influence it to a certain degree. An example of how a deity influences the continent would be the appearance of a God-spawn, a direct extension of a god’s magical influence upon the world. These God-spawn are formed as mortal babies of any race, only to further that deity’s personal agenda. Another example would be the addition of certain magical abilities granted by a followed deity, but only within that deity’s realm. One thing all deity’s do desire is more power, only a precious few seem to actually care for the mortal realm other than as a source of power.
The Deities below are the primary Deities. There are many more deities and demi-gods than are listed below. Don't be afraid to have allegiance to a deity not listed!
Aural
“The Ice Queen”, “Maiden Of The Freeze”, “Frigid Mother”
Symbol- White or Blue Snowflake
Commonly referred to as “The Ice Queen” Aural is a goddess of winter, beauty, and discipline. She is exalted and worshipped in many northern areas of the continent and is the patron deity of the “Confederation of Auralia. She appears in most shrines as a young and beautiful woman wearing minimal clothing. Aural is stern and disapproving of those with a weak will, her winters are used as a test for all her children to test their dedication during the latter parts of the year. She is a fairly good deity, not entirely looking at directly at the actions of an individual but the amount of discipline and will the individuals actions required. of although she ‘s known to have a soft spot for young children. Aural has temples in almost all northern cities and some cities on the continent at least have a small shrine dedicated to the “The Ice Queen”. Her acolytes are typically found on the northern half of the continent, reason being Aural’s holiest of shrines is located in an isolated cave very far north, the shrine is simply known as Aural’s Shrine. The shrine was built by Aural’s first followers, it is the only place where Aural is able to somewhat directly commune with her most dedicated of followers
Lolth (loh-lth)
"Queen Of The Drow", "The Spider Goddess", "Queen Of The Demonweb Pits"
Symbol- A spider with the head of a Drow female
Lolth maintains a ruthless and tyrannical reign over the Drow, through a combination of fear and the promise of power. She was the first goddess to spread evil among the elves, eventually leading the Drow to break away from the rest of Elven society and to dwell underground. Drow scoff at any suggestion that they were banished from the surface. Lolth constantly turns one Drow against the other, only to cull the weak within the race. She is an evil deity that loves watches others suffer. She expects her people to rule the entire Underdark, enslaving foes weak enough to be destroyed and biding their time before attacking rivals. Lolth fully expects her Drow to eventually invade and conquer the surface. Lolths clerics have every and any position of power within Drow city-states; it is also because of Lolth’s blessings that the females of the race are typically larger in stature than the males. Lolth’s temples are typically built in the shape of a giant spider, with mini shrines occupying almost every Drow household big or small.
Sorcere (Sor-sare)
“Sorcere The Uncaring”, “Maker Of The Gift”
Symbol: Eye surrounded by runes
Sorcere is the deity of magic, he is typically portrayed as a young man resembling an adventurer. Sorcere has no personal agend-or so it would seem- except that magic is the most important force in the world, more important than right or wrong, or good and evil. Sorcere has few followers but this fact doesn’t seem to concern him. He is a very neutral deity whose followers seek balance between good and evil, believing that too much of either is detrimental. Acolytes of Sorcere and his policy of “magic above all else” earn themselves few friends, typically devoting their lives to the search of magic knowledge. Sorcere’s temples, not many exist, look less like temples and more like massive libraries, most entrants are not allowed past the initial reception room. The only way past the initial reception room is to have an item of magical significance that needs to be identified or to be an experienced magic user. It is said at the beginning of time it was Sorcere’s teachings that brought magic to the first beings, according to the elves Sorcere had been vanquished on his own plane centuries ago, and his worship is outlawed within Elven borders.
Bolg
“One Chief”, “Orc-Father”
Symbol-Black Hand Print
Bolg is the most common deity to orcs, he is known by many names depending on the tribe of orcs you come across. But a good number of orc tribes worship Bolg or a god that closely resembles Bolg. He appears mostly as a hulking Orc clad in full armor head to toe. He tolerates no signs of friendliness from his people, unceasing warfare are his creed, though he supports simple colonization if it furthers the ability of his followers to wage war. Bolg demand his kin retake all Orcish lands, which are typically known as anything not already under Orc control. Bolg’s most committed priests strive to become the leaders in their communities and advise their chieftains. Bolg’s priests typically see to the culling of the weak and unfit within their communities as well. Any Orc tribe that worship Bolg has their settlement built around a shrine to Bolg, which is almost always incorporating holding cells, for sacrifices, and a gladiatorial arena.
Bolg dislikes anything that is non-Orcish, this invariably includes every single other race on the continent. He has a particular hatred for Elves and Dwarves. Elves because of their regal and beauty, and Dwarves because of the lands the two are perpetually fighting over. Several tribes of Bolmar also choose to worship Bolg, but most prefer the blessings of Ord.
Ord
“Father Ord”, “Father Of Mountains”
Symbol- The print of a mountain
Ord is the God most commonly adopted by the Bolmar. His path to divinity is not traditional as far as deities go, meaning Ord is not a divine being by birth. Legend has it Ord’s father was a divine being, who was seduced by the beautiful daughter of a barbarian. As an adult Ord led his people into the Bolmic mountains. After years of fighting with mountain orcs, Ord led his warriors to victory. But instead of eliminating the woman and children of his enemies, he adopted them. Realizing the Orcs knew the lands and their knowledge would allow his people to survive the winter. Ord is rumored to have vanquished dragons and demons in his lifetime and because of his heroic deeds it is said Ord’s divine father imparted his own divinity upon his most favored son.
Ord appears as a hugely muscular Bolmar in Bolmic shrines. He teaches the strong and fit should lead the weak, and bravery is the greatest quality anyone can have. Ords biggest shrines are usually located in remote caves in the Bolmic mountains. Young Bolmic warriors are taught from birth that if they die gloriously in battle, “Father Ord” will receive their souls allowing their soul to enter paradise. Ords worship is outlawed in most nations, he is not recognized a divine being by most.
Ao
“The Protector”, “Protector and Preserver”
Symbol- Green outline of a tree
Ao is the primary deity for many Elven cultures; he is credited with the creation of the Elven race and is their eternal protector. He is primarily responsible for great schism between the elves which ultimately led to the banishment of the Drow underground. Ao spurs his people toward self-reliance and appreciation of the worlds beauty. He encourages his people to study magic and swordplay in order to preserve the natural beauty of the realm, he looks to the elves to serve as the guardians of the continents forest and natural beauty. Ao is typically portrayed as an Elven ranger, always wearing a blue cloak. His most devout followers mimic his portrayals by also wearing a blue cloak. Ao is also known for his conflicts with Bolg and Lolth. He is credited with banishing Lolth to a distant plane, and is at constant odds with the Orc-father Bolg. Ao’s temples are always built in conjunction with natural structures, so that they have the smallest impact on the natural life around it. Ao’s worship is most heavy within the borders of Elvala, though it seems some within Elvala believe Elvala is beginning to stray from the teachings of Ao.
More to Come!
The Fundamentals of Magic:
(Credit to @Hellkite)
Magic is an art which, at its core, allows for great freedom, but also at great risk. Magic is a freeform art- meaning that there are no preset spells or incantations to draw upon, and so is totally limited to the Mage's magical ability and imagination. As such, no two Mages are alike, with every caster having their own unique style and preferences. A pair of Fire Mages might prefer to use fire magic, but one might throw fireballs, while the other might summon pillars of flame. Similarly, these two fire mages are not limited to the fire element- they are perfectly capable of summoning lightning, or other effects if they so choose, although likely at a greater cost than their preferred art.
However, since the earliest of times magic has been bound by certain laws, and while some of these rules may be bent, they may never be broken. Below are these laws, as taught to any budding mage.
1) Magical power is innate within every being to some degree, stored in what are known as Impulses. An Impulse is a vessel of magical power, and the source of magic within Tainis. While some only have one, many races are born possessing multiple Impulses. These magical sources can be unlocked and tapped into by individuals, with luck, hard study, or often both. Impulses become increasingly harder to unlock, making Mages with all 7 impulses exceedingly rare and incredibly powerful. However, as many savvy mages will say- power is not all, and it is perfectly possible for a conservative and tactical mage with two Impulses to defeat another with six. Once an Impulse has drained completely, it typically takes a day for the caster to recover that Impulse. A 7 Impulse mage completely exhausted of power would need a week to return to full strength.
Maximum Impulses for each race are as follows:
Human: 4
Silverbrow: 5
Tiefling: 5
Aasimar: 5
High Elf: 6
Drow: 7
Wild Elf: 6
Dwarf: 3
Halfling: 4
Orc: 2
Bolmar: 2
1) Magic may not be created by other magic. It may be moved, stolen, or stored in runes, but never created.
2) Magic must always take a physical form- pure magic may only be wielded by the Gods. While magic is held in a form it drains the uses Impulses. As such a beam of magic will drain power faster than a bolt.
3) Magic is never self perpetuating. Magic cannot run in a circuit and never diminish- in accordance to rules 2 and 3, magic must take form and as such will drain power, and may not replenish itself.
4) Conventional magic may not create new life, summon creatures, or interfere with the magic of another. Such practices are limited to Black Magic, as seen below.
5) A locked Impulse cannot be used without certain, near mythical magical artifacts. Similarly power from a locked Impulse cannot be stolen from another mage, nor can a mage with access to a greater number of vessels unlock an Impulse for another. They may only become available with the requisite practice and study.
Magic Schools: Many mages choose to specialize in certain forms of magic, learning how to cast more powerful magic of that school with less energy. While a mage may dabble in multiple schools, doing so may weaken their abilities with each in comparison to those who specialize in only one. There are no academies for magic- one wishing to learn must often become an apprentice to an existing Mage, and will often adopt their master/mistresses magical preferences and specialities.
Enchantment Magic: Magic of this variety relies on the use of an item, previously inscribed with magical runes, varying from sword or staff, to the more mundane such as a cloak, or lantern. This form of magic relies on numerous types of rune to create an effect; the most common of these being Carrier, Quality and Control runes. When used in combination, these runes create a magical effect using only a small amount of a casters energy, although a small portion of an enchanter's Impulse is drained for each rune they have active. Enchantment Magic has the benefits of low casting cost and a wide variety of effects, although suffers from a comparative lack of power, and little versatility for the caster, who is limited to the enchantments he carries until he chooses to inscribe new ones, which can take days. Enchantment Magic requires prior knowledge of Runes before it may be used.
Example: A beam Carrier Rune, combined with an Ice quality and Continuous control Rune would create a weapon that fired a beam of Ice, for as long as the caster activated the enchantment.
Average Impulse consumption: Low
Directed Magic: This magic school can simply explained as encompassing any magic that is used on another creature or object. For instance- conjuring a bolt of lightning, healing a comrades wounds, or decreasing the weight of an item are all examples of directed magic. This school is the most common on Tainis, but equally allows for the most individuality in its practitioners. This magic is common amongst soldiers, battle mages or magical duelists, as it allows for easy offensive casting, quick-fire spells and is limited only by the laws of magic and the casters imagination. Directed magic is available to all, and requires no specialist knowledge.
Example: Conjuring a whirlwind on a target, throwing fireballs, healing a friend, levitating an objecting, etc.
Average Impulse consumption: Medium
Channeled Magic: Channelling magic is distinct from Directed magic in that it funnels power into the body, rather than projecting it externally. While this means that Channeled spells can be cast upon oneself, they often take several seconds to cast, and drain more magic than Directed spells. It is because of this that Channeled Magic is typically used defensively or passively- to shield the caster from magical attacks, or to enhance ones own physical prowess. A channeled spell may only be passed to another via physical contact, and the caster shares the same effects as the recipient. Therefore Channeled magic is rarely used offensively- doing equal damage to the caster as to the intended victim. This magic allows to caster to enhance his own abilities, often making them feared, jack-of all-trades types. However, this magic is used infrequently, due to high casting times and Impulse cost.
Example: Bolstering the caster's physical abilities, healing oneself, changing the bodies attributes- transformation magic.
Average Impulse consumption: High
Black Magic: Often referred to as Fourth Law magic, while this school may not be intrinsically evil, it is morally dubious. Black Magic revolves around the breaking of Magic's fourth law- that life may not be created, creatures may not be summoned and that the magic of another may not be interfered with. Black Mages may summon demons, steal magic, view another's unlocked Impulses and temporarily sever them from magic altogether. A powerful art, but one that comes at great cost. In order to cast Black Magic, one must undergo a ritual which involves the permanent destruction of one of the initiate's Impulses. All further black magic temporarily drain at least one, if not more Impulses with each spell. As such, Black Magic is rarely used- those possessing the knowledge to cast such spells refusing to cast them without dire need to. Knowledge of the ritual is a closely guarded secret, held only by practicing Black Mages and in the depths of Imperia's Grand Library.
Examples: Theft of another's magic energy, creation of life, the summoning of arcane creatures, and the temporary silencing of hostile Mages.
Average Impulse consumption: Vast
Ogar Badr “The Jaw Of The Mountain”
Known commonly as Ogar “The Jaw”, Ogar is the latest and most currently infamous warlord of the Bolmar. Ogar’s infamy still lives to this day along the northern ridge of the Bolmic mountain range. In most history books throughout the continent Ogar name has one simple mention, he burned the trade town Burnley to ashes. What the history books fail to mention is every single summer Ogar was alive he terrorized any settlement he came across that was within a few weeks marching distance of the Bolmic mountains. Ogar was infamous for his brutality; his warriors would kill any man and took anything they deemed valuable, even the women. It wasn’t that the Bolmar weren’t known for their summer raids, it’s that no “Krul”, or Warchief had ever organized the Bolmar in such a way to make them an actual threat. The extent of Ogars' organizational skills involved killing many other chieftains and asserting his dominance over their defeated chieftains’ subjects. Ogar also made Bolmic war drums famous, he is the first Krul, or Chief who would march with these drums. Their playing would routinely strike despair in the hearts of northern soldiers, while sending his own warriors into a blood frenzy. It has been 50 years since Ogars’ death, and no Bolmic Krul has ever had an impact such as his.
"Junior"
Known only as Junior, this deviant sorcerer is the bane of any organization that attempts to restrict magical energy and it’s users. He has almost been caught several times, but manages to escape. His multiple escapes are a testament of just how powerful this sorcerer is. But a sorcerer able to manipulate such vast amounts of energy is typically found sooner or later. What make Junior so elusive to “The Citadel” and other bounty hunters is his trademark “feature”. Rumor has it while escaping the clutches of a capture he lost his right arm. While he escaped the Citadels’ minions, his fight was not yet over. His heavy bleeding attracted a creature of unknown origin, Junior managed to survive yet another encounter but with many more wounds. The origins of the creature are rumored to be inter-planar, but none truly know. All that is known is that once the creature wounded Junior, what was left of the creatures essence entered his body. The stump where his arm used to be, over time slowly grew into the cloven claw of some sort of beast. This clawed arm is a highly volatile force, and can only be held under sentient control for very limited amounts of time. It is said he only removes the incantations that keep it dormant and unleashes its fury in times of life and death. Though each time he relinquishes control of this deadly appendage he looses a little more of himself in it’s blind fury.
Uz-rogad
“One-eye”
Uzrogad is a Orcish Warlord of ill repute, he is THE thorn in the side of Gaston Mountbatten V. “One-eye” leads a large nomadic barbarian horde who call themselves “Bartas ”, which roughly translates to “brawler” in the common tongue. “One-eye” is an Orc known for his merciless slaughter of women and children within the lands of Imperia. Uz-rogad is said to have received the moniker “One-eye” from Imperian soldiers when an archer had claimed to have slain the Orcs by means of an arrow to the eye. But as the gods would have it, many scouts have claimed to see a massive one-eyed Orc seated atop a riding wolf commanding his troops. Uz-rogad as been the subject of many Bloodscalp bounty hunts but none have ever succeeded in killing the war chief. Uz-rogad is particularly hated along the border of eastern Imperia, which shares borders with the the “Everplain”.
more to come!
Headquartered within the city of Southend, Auralia it is one of the few trading bands to not focus on the primary trade of the silver. By bringing food and drink into the northern cities from the south, and trading that in for the silver produced from the northern mines Golden Leaf Trading Company has developed strong ties to Auralia. Headed by a High Elf by the name of Alvend the GLTC has begun to branch out in the delivery and trade of silks and other textiles. Delivering those to the mining dwarves of Auralia for another avenue of profit. Alvend has also started to branch into the other cities around the continent, and have gone so far as to attempt trade with the Bolmar and Drow, with very limited success. While headway is slow the GLTC is steadily increasing their trade control over the cities of Auralia and the silver trade out of it. The GLTC is the closest thing resembling what is known today as a corporation. They are an entity with their own agenda and most recently soldiers, the GLTC regularly recruits adventurers or mercenaries and use them as bodyguards for their numerous caravans. Conscription into the service of the GLTC is very dangerous, not to mention lucrative, being that those in their employment are tasked with protecting large amounts inventory from one city to another. The GLTC’s sigil is that of, you guessed it, a golden leaf, most commonly printed on a white flag.
The GLTC’s wealth is increasing with every caravan successfully delivered, and their influence is slowly but steadily becoming more and more apparent to those in power. They’ve been accused several times by rival trading operations for underhanded business tactics , and have even been accused of bribery and blackmail. Though it seems the GLTC’s pockets are now becoming deep enough to pay off just about anyone who'd be able to do anything about it.
Impulse Enforcement Unit (IEU)
(Credit to @Hellkite )
Officially, this Unit is responsible for policing magic in Tainis, acting as a higher authority, capable of holding those who abuse their magic accountable. The IEU was initially founded in Elvala, where magic is rife and powerful, but has subsequently expanded until the Unit has outposts in all Nations, save Kors. Members of the IEU are typically enchantment mages, equipped with magic weaponry, but with only one or two Impulses to draw upon. While individually the foot-soldiers of the IEU may seem weak, feared Mages with seven Impulses have been brought to justice before by the IEU's effective planning, weight of numbers and steely discipline.
There are however some doubts about the IEU's credentials. Many believe that the Unit is attempting to restrict magical power by eliminating any powerful Mages they stumble across, guilty or not. Others whisper that perhaps the IEU are preparing to launch a coup, in order to establish an extremist state where Magic is entirely prohibited, aside from amongst their own ranks.
The Highborn Legion
(Credit to @Hellkite )
Best simply explained as Elvalan special forces, the Legion has gained itself a reputation for efficiency and skill. Comprised almost exclusively of High Elves, this force has become a byword amongst Elf-kind for skill-at-arms and swordsmanship. The Legion requires youngsters to reject all forms of magic from a young age, instead devoting their time to enhancing their physical fitness, mental agility and fighting prowess. The Legion typically arms itself with Elven blades, bows, and a light, flexible plate armour.
The Legion's recent activities are shrouded in mystery, although it is believed that its forces have been operating against the Drow, attempting to destroy their raiding parties and offer some small protection to outlying Elvalan settlements. However, should the Nation ever be threatened, then one can guarantee that the Legion will slip over the border, wreak havoc amongst the opposing forces before slipping away to prepare their next ambush.
Bloodscalp Mercenary Enterprise
This mercenary group was made famous when hired by King Gaston III of Imperia. A small uprising in the west of Imperia forced Gaston III to hire on mercenaries that were willing to take on the more unmentionable acts needed to help quell such a rebellion. At the time, the members of what would become formally become known as the BME were seeking a royal pardon for their rather illegal undertakings. Gaston III offered this imprisoned band of brigands an opportunity to avoid the gallows in exchange for their assistance. The BME had little choice but to accept, and were tasked in the terrorizing towns and villages sympathetic to the rebellion. The name “Bloodscalp” was given to this company because of their penchant to scalp anyone they believed to be harboring defectors or assisting them in any manner. While they routinely took the scalps of those later deemed innocent, Gaston III recognized their fondness of inciting pure terror and continued to use these criminals to strike despair into the hearts of those sympathetic to the rebellion. The rebellion was quelled and what were a band of murderous highwaymen became what is today known as the BME.
The BME is known to employ Orcs and those of Orc heritage, it may be because these subordinates are known for their strong backs and weak minds. But by no means is the BME mostly comprised of the latter. Currently the BME is headed by a particularly massive Half-Orc by the name of Zar Mantooth, known more commonly as Mantooth. The BME accepts contracts that none other would, and aren’t known for their discretion. But if you want something done and don’t mind an unprofessional group of murderer’s who are likely to drink till they can’t stand anymore, and blab what is supposed to be private information to impress the first whore they lie down next to. Then the BME might just be the group to employ.
The Everplain
The Everplain is giant strip of unsettled plain land located in the south east of the continent. It is a incredibly large piece of land that is not traveled without the use of a well versed, and almost always times native, guide. The piece of land is just too immense and volatile for an outsider to traverse without the proper guidance. The Everplain is home to all manner of creatures, the most intelligent being the nomadic tribes that live upon it’s never ending horizons. The creatures upon the Everplain are well suited to their environments and are typically built for one of two things: chasing prey or avoiding predators. That being said only the strongest physical specimens survive, this in turn has given rise to creatures of large stature. From large two legged flightless birds to the massive boars , the animals that inhabit this large stretch of land are unlike any seen on the continent. Despite having a number of enormous creatures that call the Everplain their home, not all of land located within the Everplain is hospitable to life. There is an ever changing landscape within it’s borders, hundred mile patches of stony plains or hot desserts are known to appear within a month. Which makes the Everplain a giving but fickle homestead, only those born of the plains can truly traverse the ever-changing landscape.
Wild Elves Of The Everplain
The nomads who make their home upon the plain lands are a hardy folk, far removed from the walls of civilization. These nomads speak an entirely different language, and most don’t speak the common tongue of the continent. The nomadic way of life leaves these people with one choice, follow the herds. The culture of these tribes is heavily based on hunting and animal husbandry. It is commonly known that the Wild Elves that inhabit the Everplain have managed to somewhat tame the giant wild boar’s that roam the plain, and regularly use them as mounts when hunting or in some cases war. In some tribes wild elf clans keep the same lineage of wild boar for generations. As children young males are given a piglet to raise and care for, for almost a decade they must nurture and break these highly stubborn creatures in preparation for their passage into adulthood. The feat that must be overcome in order for a child to reach adulthood typically entails the young wild elf being expected to survive on the Everplain alone in order to track and capture the largest male boar they are able. The larger the male the more prestige one brings to his own clan. This right of passage can take months to accomplish. The purpose of this is not only for the child to prove his or her abilities, but they believe the feral boars strengthen the bloodlines of their own. Then and only then is the child allowed back into the arms of his family and allowed to marry. This is done not only as a right of passage but it is intended to improve the quality of the tribes mounts and allows for a higher degree of success when hunting.
The giant boars of the plains are incredibly dangerous omnivorous creatures not known for their intelligence. But what they are known for is their relentless fighting spirit. Although they never seem to take to domestication quite like horses do, if controlled correctly they tend to make a more than decent mount. While a horse is designed specifically for running, the boars are designed to meet anything pursuing it head on with their tusks. The giant boars of the plains weigh about the same as horses but are built entirely differently. While being sturdy and wide greatly reduces the boars agility and running speed, when in the face of danger a boar will stand it’s ground first and flee second.
Orcs Of The Everplain
The Orcs of the Everplain are culturally similar to the Wild Elf tribes in the way that they are heavily reliant on their mounts to survive the harshness of the Everplain. But unlike the wild elves who are more in tune with nature, the Orcs bring a special brutality to the word “tame”. When this particular branch of the Orc family tree gradually found it’s way into the lands of the Everplain, by means of constant attacks by humans. Slowly but surely the great wolves of the Everplain began to be attracted to the Orcish camps. And over time the great wolves progressively crept closer and closer to the Orcish camps. Eventually certain wolves dared close enough to gnaw on a discarded bone, some dared close enough to pick up scraps. Some wolves slowly but surely became adjusted to the Orcish presence, over generations sacrificing their freedom to roam and followed the Orcs for what was a guaranteed meal. It took decades but the Orcs had finally been ousted from what became human kingdoms, and the wolves presence continued. The Orcs soon had enough trust in these giant beasts to get close enough to kill and steal the pups for their own purposes. They soon found that almost all wolf pups without the milk of their mothers didn’t live past a few weeks after separation, and taming a wild wolf was next to impossible. If confined the wolves would literally struggle until death. Thus began the slow process of the Orcs taking pups, every so often one would survive past a few weeks and into adulthood. Even as the rare wolf cub survive under the care of the Orcs, litters produced by wolves raised under Orcish care died at the same rate as their wild counterparts. Even to this day the Orcs still struggle with the incredibly high mortality rates of pups, making the rare few who manage to rear and train them not only leaders within the tribe but devastating hunters and warriors upon the plains as well.
The great wolves of the plains are somewhat rare but fierce predators, and are efficient hunters. In the wild Wolves must stalk and quickly run down their prey with a series of quick sprints, their sprint speed is impressive but they can only sustain it for a short time. With a rider, most wolves are able to run down prey but must be selective when he decides to pursue. Wolves are not built for a prolonged chase, they are smaller than boars and horses and with a rider on their backs they fatigue much more quickly than a boar or horse would. But what the wolves lack in stamina, they make up for in incredible agility and coordination. A wolf with his rider on the battlefield is truly a sight to behold, so long as the wolf has plenty of time in-between it’s dives into the fray. Being that the wolves are so intelligent, they are never truly tamed by their “masters”. The Orc’s are aware of this and most attempt brutal disciplinary tactics on the young pups, this only aggravates the aggression already instilled within the wolves. It’s not uncommon for an overzealous rider to overstep the limits and receive a bite he will never forget, if he is lucky enough to survive it. Raising a wolf pup requires dedication, but more often it requires luck. But that is just the first step. The next is, having the wolf accept a rider. That in itself is more difficult, not to mention life threatening task, and in this feat most fail.
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