Chaotic
08-05-2007, 11:02 PM
http://www.faded-twilight.rpgpalace.net/Forums/showthread.php?p=331#post331
||Note to the Cast of Avelard;
If too few people join to see to my liking, than cast members will be paired with a pre-made character of my choosing. This is to have adequate numbers of players per party. Either you or I can control this "NPC", if you choose to, state this when I assign the pre-mades, if not, then I will assume it is my responsibility. If you would rather make another character to work with than take one of the other two suggestions, this is also fine. Say so after assignment.
Thanks for your co-operation;
Chaotic||
It may seem a little bit... all over the place. But it's not my fault; I wanted to get as much into each post as possible without breaking up sections. [There's only a 10,000 character post-max.]
POST 1: Back-story, Religions, International Relations, Map
POST 2: Races
POST 3: Classes, Common Mounts of Avelard, Character Sheet ||Cast||
Welcome to the world of Avelard. The world has seen many wars in the past, but has since become relatively peaceful. There have been feuds of course, but nothing to draw anyone’s attention. Recently however, there seems to be more and more disputes between races, and peace is a losing battle.
Last week, around the hour of midnight of the fourth day, across the world, the High Priests from each of the three religions, Lord Vincent Agelmon, of the Church of Mother Gaia, Lord Greck Nurvosa of the Church of Hayden, and Lord Pyrina Maan of the Church of Enduring Flame, each had a dream of their gods.
A cloaked figure of an unknown gender, presumably male for the Enduring Flame and Hayden, and female for Mother Gaia, came to them, and told them the same thing. ‘To achieve bliss my son, you must assimilate the lessers into your ranks. You must remove the other priests, and bring in their followers, meet resistance with death.’
This was surprising to say the least; the gods were regularly peaceful, and understanding of the non-believers. But now, they had turned hostile, forcing play by the other churches, or they would be assimilated. The already troubled state across Avelard has become worse with the angering of the gods, and it will not be long before full blown war breaks loose.
The priests, obviously frightened by the blatancy of their respective gods, told the kings, who dismissed it as foolishness. But already, the churches have begun to tear strong relationships apart. Normally peaceful kingdoms have begun to feud together, and even amongst themselves, this of course, breaking each into armies divided by religion.
Soon, there will be no order but religion, Avelard as its known today will cease to exist, and the War of the Church will begin.
The Myth of Half-Men
There was a battle-hardened warlord who went by the name of Lord Kuishima. He led countless attacks on Elvish territory, and expected the elves to remain neutral. His hopes fell upon deaf ears, as the elves had already join forces with the only other existing races, the humans, and the dwarves.
The battle grounds had been chosen, a small field, surrounded by forest, and divided by a thin, shallow stream. The elves were to engage the enemy from the forests; the dwarves would be waiting in the water, weapons ready and waiting for the order to charge; and the humans would be waiting, like the dwarves, but in the long grass of the fields.
As Lord Kuishima led his troops through the field, the elves opened fire on his troops. The first two minutes of the attack were a mad scramble, arrows flew from archers hidden far up in the trees, and stout dwarves flooded from the shallow stream nearby and took the lives of many. Elven soldiers came running out of the underbrush, weapons swinging madly. But no human charge was made.
The soldiers of Lord Kuishima ran for the cover of the woods, not realizing the uselessness of this act, when suddenly the humans cut them off. There were early cheers of victory as the humans stood, weapons already unsheathed, waiting to taste blood.
As the elves and dwarves gathered round the now-surrounded army, the humans turned on them, slaughtering both races, and leaving the soldiers alone. The dwarves and elves turned against the humans quickly, but without the arrow fire of the elves (who didn’t fire for fear of allied injury) they were quickly overwhelmed.
When all was said and done, the battle over, bodies of Elves, Dwarves, and soldiers dead, (killed by Elven archers after a second retreat) lay scattered everywhere. The gods cursed the humans who’d done such a heinous crime against allies in battle, and this curse, was the creation of the half-bloods.
Religions
The Church of Mother Gaia
Deity; Mother Gaia
High Priest; Lord Vincent Agelmon
Age of Priest; 64, considered moderate age for High Priest
Beliefs; Follows of Gaia believe that everything has a spirit, and is therefore sacred. Followers should always respect, and even worship the earth goddess and her blessings. When the goddess of the earth is angered, storms will start up unexpectedly, eruptions will explode from the depths of the earth, fierce lightning will strike at seemingly random, and heavy rains will make hurricanes seem dry. Most of the elves and nearly all druids worship Gaia.
Cleric Ability; Geomancy
Church of Hayden
Deity; Hayden
High Priest; Lord Greck Nurvosa
Age of Priest: 59, young for a High Priest
Beliefs; Followers of Hayden are entitled ‘Light Goers’ most commonly, as Hayden is in fact god of Light and goodness. His followers believe solely in Hayden, which loosely translates to ‘The Creator’. Light Goers believe that Hayden created Avelard, and is therefore worthy of all, and none are worthy of him. They find that without Hayden, there is no Light, and without Light, there is no hope.
Cleric Ability; Healing, Lightning Magic
The Church of Enduring Flame
Deity; Balkna
High Priest; Pyrina Maan
Age of Priest; 72, considered moderate age for a High Priest
Beliefs; The followers of the Enduring Flame find that Balkna is the best leader by far. They are actually accepting of other people’s religions, which is odd, fore Balkna is the most aggressive of the three gods. Balkna is a great warrior, and was said to have killed the gods of the Ancient Religions in bloody combat. The followers of the Enduring Flame are very physical, and enjoy combat, accepting it as a part of survival.
Cleric Ability; Pyromancy
International Relations
Onocros
Political System – Hierarchy
Ruled By – King Phillip Greybeard [human], known as Ole Greybeard.
Feuds / Warring / Rivalries – Small land disputes with Ramnia in mountain territories.
Ramnia
Political System – Hierarchy
Ruled By – King Kifja Killik [human]
Feuds / Warring / Rivalries – Minor land disputes with Onocros for mountain territories.
Isles of Grorenna
Political System – Hierarchy
Ruled By – Queen Elmindra Grorenna [human]
Feuds / Warring / Rivalries – N/A
Tracna
Political System – Warring Tribes
Ruled By – Yutti [south] vs. Minotaur [north]
Feuds / Warring / Rivalries – Civil War
Southern Panirin
Political System – Hierarchy
Ruled By – High Lord Juilin, High Lady Huja [human]
Feuds / Warring / Rivalries – Warring with Northern Panirin
Northern Panirin
Political System – Anarchy
Ruled By – Various Yutti and Minotaur Tribes, Some Dwarven Tribes.
Feuds / Warring / Rivalries – Warring with Southern Panirin [Barbarian Kingdom / Tribes]
Novaren
Political System – Jungle / Rain Forest: Hierarchy, Desert: Anarchy
Ruled By – The Queen, Shylok [drider]
Feuds / Warring / Rivalries – Warring with Desert [northern] invading parties, planning to invade Grorenna for land
[B]Races
Valdimere – The Valdimere are the lizardmen of Avelard. They stand upright like men, with oddly twisting legs, much like the hind legs of a lizard. They have scaly tails to match the rest of their bodies, and generally have small spike-like horns on their heads, and occasionally under their chins. The Valdimere are excellent mages, as well as quick warriors, preferring small blades of axes or hammers. Their specialties are Necromancy and Shamanism.
Vulpines – The Vulpinians are the foxmen. The have the heads of foxes, and the body of a man. The difference between Vulpines and the rest of the half-men is the ratio of man to animal. Normally the parts are even, and if not, the animal is a little heavier on the scales, but in the instance of the Vulpinians, it is not so. The Vulpines make good warriors, and occasionally are skilled bards. The Vulpinians, like the Valdimere, tend to use smaller bladed weapons.
Driders – The spidermen of Avelard are often times considered weak or feeble, but this is in fact myth. The Driders are often mages yes, but that is because of the talent the race possesses, not physical weakness. There are in fact, many tribes of Drider warriors, who live exiled from the mages. Due to the mage norm they feel uncomfortable in large groups of mages. The driders have the thorax of a spider, as well as the 8 legs of the spiders, and from there on up is human. It is rare that you will see a heavily armored (from waist down) Drider, as it is hard to create and fit armor to a spider’s body design. The driders can’t afford to lose even a single leg, so drider warriors often use poisoned or barbed spears, pikes, etc.
Centaurs – The Centaurs are one of the more ritualistic tribes of Avelard. They believe highly in ritual sacrifices and the like. The centaurs often tattoo or pierce themselves, or even burn scars in designs onto their skin to show kinship and brotherhood. The centaurs have the bodies of horses, only where the head of a horse would be, is a human from the waist up. The centaurs wear heavy steel masks in battle, the masks reveal only their eyes, and it is said in myth that the masked tribesmen have scared away many an army with a single arrow being fired. As the legend inspires, the centaurs are excellent bowmen and rangers, and have an intense knowledge of herb lore.
Minotaurs – The Minotaurs are a brutish race of bullmen that reside in the grassy plains of Avelard. They are bulls in the figure of men, and are the opposite ratio to the vulpines, being mostly animal rather than mostly man. The Minotaurs are intensely powerful, and have little need for assistance in battle. They Minotaurs are often used in the mines of the Dwarves to lug around the heavier ores and debris. The Minotaurs usually fight with larger bladed weapons like axes, or often hammers.
Elves – Elves are one of the three races of old, long before years of rape brought forth the half-men. The elves try to stay to the forests, and when there, in the trees. The elves are tall, slender beings that excel in archery. They have slightly pointed years, and a lifespan just about triple that of a human (around 240 years).
Drow: The Drow are a sub-species of elf. They are much like the elves, but in replace of their love of sun and pale skin, is a deep blue, nearly black shade of skin, and a hatred for bright lights. The Drow are actually better warriors or mages than archers, and most live in underground caves. Many Drow live above ground however.
Dwarves – These short and stout miners occupy the mountains of Avelard and tend to live to the ages around the 160 mark. They are mining for gold, or any other rich ore that will sway power to their favor in the always-changing statistic of life. The dwarves often hire out other, larger races to help in the mines, but the risk is great, and often times, the workers never get a chance to spend their pay. The dwarves, like Minotaurs, often fight with axes or hammers.
Humans – Humans are the staple populace of Avelard. They are moderately talented at most arts, but are usually sub-par in magic use. Though they are capable, most don’t appreciate the challenge. They do, however, make excellent researchers. Humans are the quickest of the true-bloods to die, passing on at the modest age of 80 or so. Humans are capable of the use of any weapons, training pending.
Grouken – The grouken appear nearly human, though they are covered in a thick fur, and on average are slightly larger than a human. The grouken live primarily in wooded areas, though rainforest and swamp land is not unheard of. The grouken are rather primitive, and tend to use guerrilla tactics in their warring times. They hunt, and fight, in small groups of 5 to 10, using primarily stone or wooden weapons, such as spears, clubs, or axes.
Yutti – As their name suggests, the yutti live in the cold, snowy lands of Avelard. Bearing thick white fur, they are the cousins to the warm loving Grouken, though tend to be larger, and more violent. The average size of a yutti is about 8’ tall, and around 350lbs. Due to the primitiveness, and the location of the yutti, they do not use weapons, but rather hand to hand combat, using guerrilla tactics.
Classes / Occupations
Healers
Medic – The medic is a master of herb lore, having studied it the majority of their lives. There tends to be a 1 to 15 ratio of medics in armies these days, as monarchs begin to care more for their soldiers. The medics are unable to use magic, and are poor fighters, using sticks or clubs, but little else.
White Magic User – A user of white magic is a more powerful healer, and can also remove curses and the like. There are fewer mages these recent days, so the ratio is low, but one good healer-mage can do a lot of good. They have no offensive magic, nor are they talented with bladed or clumsy weaponry.
Offensive Magic Users
Illusionist – The illusionist is the master of mind magic. They confuse, and think for their enemies. Scaring them with illusions and nightmares, playing on their fears, tearing their mind apart; it is these skills that make the illusionist the second most feared mage of them all, second to the necromancer of course.
Necromancer – The masters of death and dark. Many live in the shadows of caves or dense forest. Others choose the slums of cities, or the eerie peace of graveyards for their ghastly homes. Fully capable of using daggers, poisons, curses, and of course the death-raising magic which makes them famous, necromancers are well rounded in battle.
Elementalist – Using the powers of fire, water, earth and air, these mages are extremely useful in battle. They also seem to play chemist, as they mix the elements to make even more volatile spells such as lightning. Elementalists, like other mages, are not quite par at weapon combat, and usually only use staves or maces.
Cleric – The cleric is much like a paladin, and being of the gods, though a cleric is more in touch with magic than any blade or weapon. Every cleric has spent countless hours in front of tomes, reading, researching, and nearly as many hours on their knees in prayer. Each cleric receives magic ability from their god, be it pyromancy, healing and lightning magics, or geomancy.
Summoner - The summoner, like other black magic users, prefers to let their ability in magic fight for them. It just so happens that the ability the summoner specializes in, is created other beasts to fight for them; winged gargoyles, gryphons, snakes, and other, dark creatures to name just a few.
Defensive Magic Users
Exorcist – The exorcist uses mainly protection spells, auras, wards, and the like. They are also in control of exercising evil spirits, though a proper exorcism hasn’t been needed since the fall of the Dark Prince, nearly fifteen hundred years ago.
Warriors
Warrior – A warrior is the basis of all melee combat. They are moderately good with every weapon, but not particularly talented with any.
Swordsman – A swordsman is a person who has trained their entire life with the sword, and knows no other weapon. They are extremely talented, if only with one variety of blade.
*Note* -- To be master of a different weapon, simply change the word from ‘sword’ to ‘axe’ for example.
Berserk – The berserk is the head honcho of the blade fight scene. This class uses supreme power, and knowledge of their weapon to be victorious. When no weapon is around they will use their fists, a stick, a rock, anything.
Paladin –The paladin is a man of god, fighting for the truth and enlightenment only their god can provide. Many paladins wear heavy steel armour over their chain mail. The majority of paladins fight with a sword and shield, from the back of a battle- tested mount.
Monk – Monks live a shallow life, seeking knowledge, living with others who share the same beliefs as they do. Monks are, for the most part anyway, masters of the martial arts, excelling in either unarmed combat, or combat with a simple weapon, such as a staff.
Other Classes
Druid – The druid is a man of the woods. Quite literally one with nature, these folk tend to spend the majority of their time alone in the woods, or with their packs. Most druids have a ‘pet’ which they understand. For many druids, it’s the wolf, though those of bear, birds, rats, cats, and others are known.
Wyrm Ryders -- The Ryders of Wyrm are nearly myth, these legendary warriors, usually armed with spear, though sometimes using axes, clubs, hammers, even swords, ride the back of their ancient dragon allies. They are renowned for being honorable, and trustworthy, though they too have their enemies.
Dragon Knight – The Dragon Knights are a group of people who hate the Wyrms, and their Ryders. In fact, this hate grows nearly to state of war. They too, use the spear, axe, hammer, sword, etc, though they also wear black armor when in flight, and their means of transportation is not an elder dragon, but a large, leathery bird, with a razor sharp beak, pronged with a violent hook. The Faulkna may not be as powerful as the Wyrms, but they are more maneuverable.
Bard – Story tellers, musicians, magicians, tumblers, performers of all kinds claim the title of bard. Bards are often talented at many of the above listed feats, but often specialize in one. A bard is welcome in any common room, and is always ready to perform – for a price.
Thief – Thieves don’t have to look to find work, work finds them. More or less the most dishonest type of person in all of Avelard, the thief is excellent at gambling, find himself at home at a game of cards, or dice, and when that doesn’t work, the thief will resort to less appreciated terms of engagement. Stealing, murdering, plundering, all a days work.
Assassin – Next in line on Avelard’s hate list, the assassin is sly, cunning, mysterious, and everything else society frowns upon. Making a living through one man’s hate for another, all it takes is a knife in the back, or a mysterious powder in the drink of another. The assassin excels in poisons and venoms, as well as small blades such as a dagger, knife, kris, or even a short sword.
Researcher - Researchers, much like monks, spend countless hours in front of tomes, scrolls, and hieroglyphs, attempting to harness the great powers left behind in the technology of the builders, and ancient race of great knowledge and magical ability.
Common Mounts and Animals of Avelard
Grolgass: The grolgass live in the woodland and grassland areas of Avelard, there are slightly larger than a horse, though are bug-like in body structure. The have large mandible pinchers, like other bugs, and some can spew forth a powerful acid which is best used in combat. The grolgass have a set of 4 wings which is hidden under a thick layer of exoskeleton, and power front arms, which are short, and tipped with powerful pinchers.
Amere: The amere are used by common travelers and warriors alike, in mountainous, tundra, and ice like areas. Amere are more or less a large cat, though they have no tails, and are much, much large. A large man is not suited for travel by amere, as they are slow to the ground, standing a mere 4’6’’ from ground to back, there aren’t pack horses either, as they are meant to be used as quick mounts, not cargo pullers.
Wurang: The wurang are much like wolves, though they are about the same size as a small horse.They have longer fur, ranging from brown to grey to black, and tend to live in the colder areas of Avelard, they are the natural predator of the amere, and a single wurang can hunt and kill 4 amere weekly; luckily the amere are smaller, and more nimble.
Gilkan: The gilkan are lizards which can very greatly in size, most of which is evident of age, a young gilkan (2-10 years) can be anywhere from 5’ to 7’ tall, whereas an older gilkan can be upwards of 10’ tall. They have thick scales, and though they move slowly, offer much protection in the heat of the desert. Larger gilkan have fans at the base of their necks large enough that the majority of the rider’s body can be hidden from sunlight.
Dragons and Wyrms: Of course, there are dragons in Avelard, as there are their older counterparts, the wyrms. The dragons which can live anywhere in Avelard can fly, and occasionally breathe fire, though the dragon must be pure bred. Many dragons lose the ability to breathe fire once they’ve become tame for riding purposes. Wyrms too are found anywhere, though there are rarely any untamed Wyrms to be seen; though it is rumored many old species still thrive on a hidden island somewhere.
Faulkna: The birds that share the skies with dragons. The faulkna are ridden by the Dragon Knights who unlike their name suggests, actually hunt dragons for their teeth, horns, and the fact that they’re simply a menace. The faulkna are primarily blue in colour, with two sets of leathery wings. They have long, pointed beaks, the top of which is barbed downward.
Note: Normal animals also exist, for example, horses, dogs, cats, etc.
Character Sheet
Name:
Age:
Race:
Religion:
Class:
Weapon(s) of Choice:
Personal Appearance:
Clothing:
Personality:
History:
Cast
Chaotic - Sandar Greybeard; Andru Lyllyk
Reaper - Cyster Higgins; Tomas Reider
Deviant - Isair Vreham
Kei - Saerileth Da’Nilaere
Vengeance - Pending
Darkstar - Pending
Kendrick - Gadrelle Siereem
Asmodeus - Caelemar Lyathinar Que'Sollianothi
NPCs
Aasim Joiyar - Story Driven
General Wilhelm Gumbolputty - Deviant/Kendrick
Krystian Villanor - Asmodeus
Gulbim Stonesledge - Story Driven
Alken Zam'br'gun - Darkstar
||Note to the Cast of Avelard;
If too few people join to see to my liking, than cast members will be paired with a pre-made character of my choosing. This is to have adequate numbers of players per party. Either you or I can control this "NPC", if you choose to, state this when I assign the pre-mades, if not, then I will assume it is my responsibility. If you would rather make another character to work with than take one of the other two suggestions, this is also fine. Say so after assignment.
Thanks for your co-operation;
Chaotic||
It may seem a little bit... all over the place. But it's not my fault; I wanted to get as much into each post as possible without breaking up sections. [There's only a 10,000 character post-max.]
POST 1: Back-story, Religions, International Relations, Map
POST 2: Races
POST 3: Classes, Common Mounts of Avelard, Character Sheet ||Cast||
Welcome to the world of Avelard. The world has seen many wars in the past, but has since become relatively peaceful. There have been feuds of course, but nothing to draw anyone’s attention. Recently however, there seems to be more and more disputes between races, and peace is a losing battle.
Last week, around the hour of midnight of the fourth day, across the world, the High Priests from each of the three religions, Lord Vincent Agelmon, of the Church of Mother Gaia, Lord Greck Nurvosa of the Church of Hayden, and Lord Pyrina Maan of the Church of Enduring Flame, each had a dream of their gods.
A cloaked figure of an unknown gender, presumably male for the Enduring Flame and Hayden, and female for Mother Gaia, came to them, and told them the same thing. ‘To achieve bliss my son, you must assimilate the lessers into your ranks. You must remove the other priests, and bring in their followers, meet resistance with death.’
This was surprising to say the least; the gods were regularly peaceful, and understanding of the non-believers. But now, they had turned hostile, forcing play by the other churches, or they would be assimilated. The already troubled state across Avelard has become worse with the angering of the gods, and it will not be long before full blown war breaks loose.
The priests, obviously frightened by the blatancy of their respective gods, told the kings, who dismissed it as foolishness. But already, the churches have begun to tear strong relationships apart. Normally peaceful kingdoms have begun to feud together, and even amongst themselves, this of course, breaking each into armies divided by religion.
Soon, there will be no order but religion, Avelard as its known today will cease to exist, and the War of the Church will begin.
The Myth of Half-Men
There was a battle-hardened warlord who went by the name of Lord Kuishima. He led countless attacks on Elvish territory, and expected the elves to remain neutral. His hopes fell upon deaf ears, as the elves had already join forces with the only other existing races, the humans, and the dwarves.
The battle grounds had been chosen, a small field, surrounded by forest, and divided by a thin, shallow stream. The elves were to engage the enemy from the forests; the dwarves would be waiting in the water, weapons ready and waiting for the order to charge; and the humans would be waiting, like the dwarves, but in the long grass of the fields.
As Lord Kuishima led his troops through the field, the elves opened fire on his troops. The first two minutes of the attack were a mad scramble, arrows flew from archers hidden far up in the trees, and stout dwarves flooded from the shallow stream nearby and took the lives of many. Elven soldiers came running out of the underbrush, weapons swinging madly. But no human charge was made.
The soldiers of Lord Kuishima ran for the cover of the woods, not realizing the uselessness of this act, when suddenly the humans cut them off. There were early cheers of victory as the humans stood, weapons already unsheathed, waiting to taste blood.
As the elves and dwarves gathered round the now-surrounded army, the humans turned on them, slaughtering both races, and leaving the soldiers alone. The dwarves and elves turned against the humans quickly, but without the arrow fire of the elves (who didn’t fire for fear of allied injury) they were quickly overwhelmed.
When all was said and done, the battle over, bodies of Elves, Dwarves, and soldiers dead, (killed by Elven archers after a second retreat) lay scattered everywhere. The gods cursed the humans who’d done such a heinous crime against allies in battle, and this curse, was the creation of the half-bloods.
Religions
The Church of Mother Gaia
Deity; Mother Gaia
High Priest; Lord Vincent Agelmon
Age of Priest; 64, considered moderate age for High Priest
Beliefs; Follows of Gaia believe that everything has a spirit, and is therefore sacred. Followers should always respect, and even worship the earth goddess and her blessings. When the goddess of the earth is angered, storms will start up unexpectedly, eruptions will explode from the depths of the earth, fierce lightning will strike at seemingly random, and heavy rains will make hurricanes seem dry. Most of the elves and nearly all druids worship Gaia.
Cleric Ability; Geomancy
Church of Hayden
Deity; Hayden
High Priest; Lord Greck Nurvosa
Age of Priest: 59, young for a High Priest
Beliefs; Followers of Hayden are entitled ‘Light Goers’ most commonly, as Hayden is in fact god of Light and goodness. His followers believe solely in Hayden, which loosely translates to ‘The Creator’. Light Goers believe that Hayden created Avelard, and is therefore worthy of all, and none are worthy of him. They find that without Hayden, there is no Light, and without Light, there is no hope.
Cleric Ability; Healing, Lightning Magic
The Church of Enduring Flame
Deity; Balkna
High Priest; Pyrina Maan
Age of Priest; 72, considered moderate age for a High Priest
Beliefs; The followers of the Enduring Flame find that Balkna is the best leader by far. They are actually accepting of other people’s religions, which is odd, fore Balkna is the most aggressive of the three gods. Balkna is a great warrior, and was said to have killed the gods of the Ancient Religions in bloody combat. The followers of the Enduring Flame are very physical, and enjoy combat, accepting it as a part of survival.
Cleric Ability; Pyromancy
International Relations
Onocros
Political System – Hierarchy
Ruled By – King Phillip Greybeard [human], known as Ole Greybeard.
Feuds / Warring / Rivalries – Small land disputes with Ramnia in mountain territories.
Ramnia
Political System – Hierarchy
Ruled By – King Kifja Killik [human]
Feuds / Warring / Rivalries – Minor land disputes with Onocros for mountain territories.
Isles of Grorenna
Political System – Hierarchy
Ruled By – Queen Elmindra Grorenna [human]
Feuds / Warring / Rivalries – N/A
Tracna
Political System – Warring Tribes
Ruled By – Yutti [south] vs. Minotaur [north]
Feuds / Warring / Rivalries – Civil War
Southern Panirin
Political System – Hierarchy
Ruled By – High Lord Juilin, High Lady Huja [human]
Feuds / Warring / Rivalries – Warring with Northern Panirin
Northern Panirin
Political System – Anarchy
Ruled By – Various Yutti and Minotaur Tribes, Some Dwarven Tribes.
Feuds / Warring / Rivalries – Warring with Southern Panirin [Barbarian Kingdom / Tribes]
Novaren
Political System – Jungle / Rain Forest: Hierarchy, Desert: Anarchy
Ruled By – The Queen, Shylok [drider]
Feuds / Warring / Rivalries – Warring with Desert [northern] invading parties, planning to invade Grorenna for land
[B]Races
Valdimere – The Valdimere are the lizardmen of Avelard. They stand upright like men, with oddly twisting legs, much like the hind legs of a lizard. They have scaly tails to match the rest of their bodies, and generally have small spike-like horns on their heads, and occasionally under their chins. The Valdimere are excellent mages, as well as quick warriors, preferring small blades of axes or hammers. Their specialties are Necromancy and Shamanism.
Vulpines – The Vulpinians are the foxmen. The have the heads of foxes, and the body of a man. The difference between Vulpines and the rest of the half-men is the ratio of man to animal. Normally the parts are even, and if not, the animal is a little heavier on the scales, but in the instance of the Vulpinians, it is not so. The Vulpines make good warriors, and occasionally are skilled bards. The Vulpinians, like the Valdimere, tend to use smaller bladed weapons.
Driders – The spidermen of Avelard are often times considered weak or feeble, but this is in fact myth. The Driders are often mages yes, but that is because of the talent the race possesses, not physical weakness. There are in fact, many tribes of Drider warriors, who live exiled from the mages. Due to the mage norm they feel uncomfortable in large groups of mages. The driders have the thorax of a spider, as well as the 8 legs of the spiders, and from there on up is human. It is rare that you will see a heavily armored (from waist down) Drider, as it is hard to create and fit armor to a spider’s body design. The driders can’t afford to lose even a single leg, so drider warriors often use poisoned or barbed spears, pikes, etc.
Centaurs – The Centaurs are one of the more ritualistic tribes of Avelard. They believe highly in ritual sacrifices and the like. The centaurs often tattoo or pierce themselves, or even burn scars in designs onto their skin to show kinship and brotherhood. The centaurs have the bodies of horses, only where the head of a horse would be, is a human from the waist up. The centaurs wear heavy steel masks in battle, the masks reveal only their eyes, and it is said in myth that the masked tribesmen have scared away many an army with a single arrow being fired. As the legend inspires, the centaurs are excellent bowmen and rangers, and have an intense knowledge of herb lore.
Minotaurs – The Minotaurs are a brutish race of bullmen that reside in the grassy plains of Avelard. They are bulls in the figure of men, and are the opposite ratio to the vulpines, being mostly animal rather than mostly man. The Minotaurs are intensely powerful, and have little need for assistance in battle. They Minotaurs are often used in the mines of the Dwarves to lug around the heavier ores and debris. The Minotaurs usually fight with larger bladed weapons like axes, or often hammers.
Elves – Elves are one of the three races of old, long before years of rape brought forth the half-men. The elves try to stay to the forests, and when there, in the trees. The elves are tall, slender beings that excel in archery. They have slightly pointed years, and a lifespan just about triple that of a human (around 240 years).
Drow: The Drow are a sub-species of elf. They are much like the elves, but in replace of their love of sun and pale skin, is a deep blue, nearly black shade of skin, and a hatred for bright lights. The Drow are actually better warriors or mages than archers, and most live in underground caves. Many Drow live above ground however.
Dwarves – These short and stout miners occupy the mountains of Avelard and tend to live to the ages around the 160 mark. They are mining for gold, or any other rich ore that will sway power to their favor in the always-changing statistic of life. The dwarves often hire out other, larger races to help in the mines, but the risk is great, and often times, the workers never get a chance to spend their pay. The dwarves, like Minotaurs, often fight with axes or hammers.
Humans – Humans are the staple populace of Avelard. They are moderately talented at most arts, but are usually sub-par in magic use. Though they are capable, most don’t appreciate the challenge. They do, however, make excellent researchers. Humans are the quickest of the true-bloods to die, passing on at the modest age of 80 or so. Humans are capable of the use of any weapons, training pending.
Grouken – The grouken appear nearly human, though they are covered in a thick fur, and on average are slightly larger than a human. The grouken live primarily in wooded areas, though rainforest and swamp land is not unheard of. The grouken are rather primitive, and tend to use guerrilla tactics in their warring times. They hunt, and fight, in small groups of 5 to 10, using primarily stone or wooden weapons, such as spears, clubs, or axes.
Yutti – As their name suggests, the yutti live in the cold, snowy lands of Avelard. Bearing thick white fur, they are the cousins to the warm loving Grouken, though tend to be larger, and more violent. The average size of a yutti is about 8’ tall, and around 350lbs. Due to the primitiveness, and the location of the yutti, they do not use weapons, but rather hand to hand combat, using guerrilla tactics.
Classes / Occupations
Healers
Medic – The medic is a master of herb lore, having studied it the majority of their lives. There tends to be a 1 to 15 ratio of medics in armies these days, as monarchs begin to care more for their soldiers. The medics are unable to use magic, and are poor fighters, using sticks or clubs, but little else.
White Magic User – A user of white magic is a more powerful healer, and can also remove curses and the like. There are fewer mages these recent days, so the ratio is low, but one good healer-mage can do a lot of good. They have no offensive magic, nor are they talented with bladed or clumsy weaponry.
Offensive Magic Users
Illusionist – The illusionist is the master of mind magic. They confuse, and think for their enemies. Scaring them with illusions and nightmares, playing on their fears, tearing their mind apart; it is these skills that make the illusionist the second most feared mage of them all, second to the necromancer of course.
Necromancer – The masters of death and dark. Many live in the shadows of caves or dense forest. Others choose the slums of cities, or the eerie peace of graveyards for their ghastly homes. Fully capable of using daggers, poisons, curses, and of course the death-raising magic which makes them famous, necromancers are well rounded in battle.
Elementalist – Using the powers of fire, water, earth and air, these mages are extremely useful in battle. They also seem to play chemist, as they mix the elements to make even more volatile spells such as lightning. Elementalists, like other mages, are not quite par at weapon combat, and usually only use staves or maces.
Cleric – The cleric is much like a paladin, and being of the gods, though a cleric is more in touch with magic than any blade or weapon. Every cleric has spent countless hours in front of tomes, reading, researching, and nearly as many hours on their knees in prayer. Each cleric receives magic ability from their god, be it pyromancy, healing and lightning magics, or geomancy.
Summoner - The summoner, like other black magic users, prefers to let their ability in magic fight for them. It just so happens that the ability the summoner specializes in, is created other beasts to fight for them; winged gargoyles, gryphons, snakes, and other, dark creatures to name just a few.
Defensive Magic Users
Exorcist – The exorcist uses mainly protection spells, auras, wards, and the like. They are also in control of exercising evil spirits, though a proper exorcism hasn’t been needed since the fall of the Dark Prince, nearly fifteen hundred years ago.
Warriors
Warrior – A warrior is the basis of all melee combat. They are moderately good with every weapon, but not particularly talented with any.
Swordsman – A swordsman is a person who has trained their entire life with the sword, and knows no other weapon. They are extremely talented, if only with one variety of blade.
*Note* -- To be master of a different weapon, simply change the word from ‘sword’ to ‘axe’ for example.
Berserk – The berserk is the head honcho of the blade fight scene. This class uses supreme power, and knowledge of their weapon to be victorious. When no weapon is around they will use their fists, a stick, a rock, anything.
Paladin –The paladin is a man of god, fighting for the truth and enlightenment only their god can provide. Many paladins wear heavy steel armour over their chain mail. The majority of paladins fight with a sword and shield, from the back of a battle- tested mount.
Monk – Monks live a shallow life, seeking knowledge, living with others who share the same beliefs as they do. Monks are, for the most part anyway, masters of the martial arts, excelling in either unarmed combat, or combat with a simple weapon, such as a staff.
Other Classes
Druid – The druid is a man of the woods. Quite literally one with nature, these folk tend to spend the majority of their time alone in the woods, or with their packs. Most druids have a ‘pet’ which they understand. For many druids, it’s the wolf, though those of bear, birds, rats, cats, and others are known.
Wyrm Ryders -- The Ryders of Wyrm are nearly myth, these legendary warriors, usually armed with spear, though sometimes using axes, clubs, hammers, even swords, ride the back of their ancient dragon allies. They are renowned for being honorable, and trustworthy, though they too have their enemies.
Dragon Knight – The Dragon Knights are a group of people who hate the Wyrms, and their Ryders. In fact, this hate grows nearly to state of war. They too, use the spear, axe, hammer, sword, etc, though they also wear black armor when in flight, and their means of transportation is not an elder dragon, but a large, leathery bird, with a razor sharp beak, pronged with a violent hook. The Faulkna may not be as powerful as the Wyrms, but they are more maneuverable.
Bard – Story tellers, musicians, magicians, tumblers, performers of all kinds claim the title of bard. Bards are often talented at many of the above listed feats, but often specialize in one. A bard is welcome in any common room, and is always ready to perform – for a price.
Thief – Thieves don’t have to look to find work, work finds them. More or less the most dishonest type of person in all of Avelard, the thief is excellent at gambling, find himself at home at a game of cards, or dice, and when that doesn’t work, the thief will resort to less appreciated terms of engagement. Stealing, murdering, plundering, all a days work.
Assassin – Next in line on Avelard’s hate list, the assassin is sly, cunning, mysterious, and everything else society frowns upon. Making a living through one man’s hate for another, all it takes is a knife in the back, or a mysterious powder in the drink of another. The assassin excels in poisons and venoms, as well as small blades such as a dagger, knife, kris, or even a short sword.
Researcher - Researchers, much like monks, spend countless hours in front of tomes, scrolls, and hieroglyphs, attempting to harness the great powers left behind in the technology of the builders, and ancient race of great knowledge and magical ability.
Common Mounts and Animals of Avelard
Grolgass: The grolgass live in the woodland and grassland areas of Avelard, there are slightly larger than a horse, though are bug-like in body structure. The have large mandible pinchers, like other bugs, and some can spew forth a powerful acid which is best used in combat. The grolgass have a set of 4 wings which is hidden under a thick layer of exoskeleton, and power front arms, which are short, and tipped with powerful pinchers.
Amere: The amere are used by common travelers and warriors alike, in mountainous, tundra, and ice like areas. Amere are more or less a large cat, though they have no tails, and are much, much large. A large man is not suited for travel by amere, as they are slow to the ground, standing a mere 4’6’’ from ground to back, there aren’t pack horses either, as they are meant to be used as quick mounts, not cargo pullers.
Wurang: The wurang are much like wolves, though they are about the same size as a small horse.They have longer fur, ranging from brown to grey to black, and tend to live in the colder areas of Avelard, they are the natural predator of the amere, and a single wurang can hunt and kill 4 amere weekly; luckily the amere are smaller, and more nimble.
Gilkan: The gilkan are lizards which can very greatly in size, most of which is evident of age, a young gilkan (2-10 years) can be anywhere from 5’ to 7’ tall, whereas an older gilkan can be upwards of 10’ tall. They have thick scales, and though they move slowly, offer much protection in the heat of the desert. Larger gilkan have fans at the base of their necks large enough that the majority of the rider’s body can be hidden from sunlight.
Dragons and Wyrms: Of course, there are dragons in Avelard, as there are their older counterparts, the wyrms. The dragons which can live anywhere in Avelard can fly, and occasionally breathe fire, though the dragon must be pure bred. Many dragons lose the ability to breathe fire once they’ve become tame for riding purposes. Wyrms too are found anywhere, though there are rarely any untamed Wyrms to be seen; though it is rumored many old species still thrive on a hidden island somewhere.
Faulkna: The birds that share the skies with dragons. The faulkna are ridden by the Dragon Knights who unlike their name suggests, actually hunt dragons for their teeth, horns, and the fact that they’re simply a menace. The faulkna are primarily blue in colour, with two sets of leathery wings. They have long, pointed beaks, the top of which is barbed downward.
Note: Normal animals also exist, for example, horses, dogs, cats, etc.
Character Sheet
Name:
Age:
Race:
Religion:
Class:
Weapon(s) of Choice:
Personal Appearance:
Clothing:
Personality:
History:
Cast
Chaotic - Sandar Greybeard; Andru Lyllyk
Reaper - Cyster Higgins; Tomas Reider
Deviant - Isair Vreham
Kei - Saerileth Da’Nilaere
Vengeance - Pending
Darkstar - Pending
Kendrick - Gadrelle Siereem
Asmodeus - Caelemar Lyathinar Que'Sollianothi
NPCs
Aasim Joiyar - Story Driven
General Wilhelm Gumbolputty - Deviant/Kendrick
Krystian Villanor - Asmodeus
Gulbim Stonesledge - Story Driven
Alken Zam'br'gun - Darkstar