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Into the Ashlands (RP)

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Nations

Human Kingdoms

The Republic of Gara: Perhaps the wealthiest of the human kingdoms, Gara's capital city is known as Daralt, and it is located where the Elvish River meets the sea. This geographic position means that they effectively control all sea trade heading in or out of the region, and make a considerable fortune off of the business provided by the various river barges and sea ships which stop at the city. It is ruled by the Council of Daralt, which consists of the heads of several powerful noble family, and merchants who were wealthy enough to buy their own seats. They decide everything from their foreign policy to who gets appointed into various officers. Despite the city's wealth, there is still a vast lower class, and the poorer areas of the city suffer from high crime rates.

The Kingdom of Greenhaven: Though not as wealthy as Gara or Talendria, Greenhaven's central position means that it sees a great deal of land and river trade. In addition to this, it also boasts some of the most fertile fields in the land. Greenhaven is officially ruled by King Gregory of House Wyland. Greenhaven is unique from the other human nations, in that it allows mages to hold titles and land. And because magic is hereditary, most of their aristocracy is now dominated by mages. The Archmage of the Wizard Academy holds a tremendous amount of influence as a result; some even go so far as to claim the Archmage is the true ruler.

The Kingdom of Talendria: Talendria's primary source of wealth stems from its silver mines to the west. Talendria is the seat of the last remaining Great Temple of the Human Pantheon, the others having been long since destroyed in the Sorusian Cataclysm. The residents of the city itself are staunchly religious, and other faiths are not tolerated. The Kingdom is officially ruled by Queen Elinor of House Karmont, but the Grand Bishop wields a great deal of influence as well.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:06:57 - Last edited on 15-Jun-2018 03:21:05 by NotFishing

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The New Sorusian Empire: The New Sorusian Empire is currently ruled by Emperor Calvin Drakeson II. When the Old Sorusian Empire collapsed over a hundred years ago, House Drakebane was exterminated, and their only surviving legacy was the cadet branch House Drakeson, who ruled the Duchy of Valender in the North. House Drakeson proclaimed themselves the rightful heirs of Sorus, and that all remaining regions must acknowledge their authority.

Unfortunately, the other Dukes did not comply, and instead formed their own independent Kingdoms. Several wars were launched to press Drakeson's claim, but they proved indecisive. Nonetheless, House Drakeson persisted in styling themselves as Emperor, and continued to identify themselves as Sorusian.

The New Sorusian Empire boasts the most powerful army, and the iron mines to the west allow them to keep themselves well equipped.

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The Northlands

Elfgard: Elfgard is not a nation, so much as it is a region consisting of several allied-but-otherwise-independent nomadic tribes. The region itself is covered with thick, dense forest that its inhabitants have become extremely adept at navigating. The only significant permanent settlement in the region is Elkwood, where representatives from the allied tribes meet to discuss potential issues and threats.

The Goblin Woods: The Goblin Woods are a pine forest that carries very little of value, and is home to a number of squabbling goblin tribes. Beset from all sides by foes, the only reason the region has not been annexed is because there is nothing of value, but even the Dwarves are beginning to turn to it as a source for timber.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:06:58 - Last edited on 17-Jun-2018 20:46:20 by NotFishing

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Orlossis: The homeland of the Orcs, Orlossis is another region that has not been united, and is instead divided into territories controlled by a number of different clans. They frequently raid Dwarven, Elven, and Goblin territory, taking back slaves and plunder. When not fighting outside foes, they fight themselves.

Dormoor: The Kingdom of the Dwarves, ruled by King Kalmar of Clan Goldmane. Dormoor consists mainly of hills and mountains that are rich and minerals. The rest is either forest or plains. They have several trade agreements with the human kingdoms, in which grain is exchanged for metal, ore, and weapons. With the collapse of Old Sorus, they are now one of the strongest nations in the world, and get into frequent naval clashes with the Drow Empire to the south.

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The Island Nations:

The Drow Empire: The Empire of the Drows, ruled by Empress Ciria of House Zhang. The Empire is famed for its ruthless, cutthroat politics, and a nobility which consists exclusively of mages. They get into frequent wars with the Dwarves to the north, an almost constant contest for naval superiority.

The Mystic Isle: A strange, mystic land home to giant plants, tiny animals, and pixies. Very little is known about it, and most sailors give it a wide birth.

Drakonia: Homeland of the Drakonians, Drakonia possessed a highly centralized, militaristic government. The position of King is not hereditary, but rather bestowed upon the highest ranking military commander. They are fierce fighters, but highly protective and isolationist.

Aquapolis: Homeland of the Merfolk, Aquapolis is an underwater city made from coral and stone. Its population consists of a few thousand, and it rarely receives visitors, but its existence is still well-known among sailors.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:31:04 - Last edited on 15-Jun-2018 03:45:57 by NotFishing

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The Wastelands

The Ashlands: The Ashlands consist of Old Sorus and the Gnomish Kingom of Gnaris. No one knows how the Sorusian Cataclysm occurred, but one day half the continent was enveloped by a massive fireball which scorched cities and reduced countless people to ash.

The Deadlands: The Deadlands make up the entirety of the Eastern Continent. Very little was known about the races who lived there, other than that they were highly advanced, extremely mistrustful towards outsiders, and that it was dominated by two nations which frequently fought each other. Then, one day, a corrupting aura washed over the region. Plants and people alike died within seconds. Though the continent is now safe to set foot on, the soil is permanently infertile, and those who died have risen again as ghosts, skeletons, and zombies.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:31:05 - Last edited on 15-Jun-2018 03:50:05 by NotFishing

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Magic

Mages carry a unique substance in their blood called 'Mana', which serves as a power source for their spells. As a mage casts spells, their mana is depleted. Attempting to cast spells while you are low on mana can result in harmful side effects, such as nosebleeds, headaches, or loss of consciousness.

There are four types of magic: Generic Magic, Combat Magic, Tranquility Magic, Enchantment, Craft Magic, and Forbidden Magic.

Generic Magic includes a variety of simple spells. Barriers, telekinesis, the ability to create a temporary light source.

Combat Magic is centered around five schools: Aeromancy (Air), Hydromancy (Water), Geomancy (Earth), Pyromancy (Fire), and Electromancy (Lightning). Air and Water are regarded as the easiest to learn, and generally a mage must at least grasp the basics of one in order to move on to Earth or Fire. Lightning is the most complex, and generally requires a strong grasp of at least two other schools of magic in order for any reasonable instructor to teach it to you.

Tranquility Magic is centered around Healing and other beneficial spells, such as the ability to dispel curses or empower your allies. It also includes the ability to manipulate nature.

Enchantment allows you to imbue otherwise ordinary artifacts with magical properties. Enchanting is a lengthy and time consuming process, requiring years of study in order to accomplish anything worthwhile, in addition to mastery in another form of magic (depending on the type of enchantment.) A flame sword requires mastery of Pyromancy, for example.

Then there is Craft Magic, which even non-magical individuals have access to. Craft Magic is not drawn from the caster, but instead by combining items and ingredients. This includes Alchemy, Good-luck charms, Bad-luck hexes, Voodoo, and demon-summoning. The first two are fine, the last three are forbidden.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:31:10 - Last edited on 17-Jun-2018 17:44:21 by NotFishing

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Lastly, there is forbidden magic: practices that are deemed too unethical for everyday use. This includes Necromancy, Blood Magic, Mind Control, and anything that forcibly controls someone else's mind or body, or draws from their life force. This are practiced in secret, usually in small groups. However, it is worth noting that these methods of magic are not forbidden in every nation: Certain Elven tribes allow Mind Control, so long as it is only used against animals, and the Drow Empire allows Necromancy and Blood Magic.

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It can take a decade or more just to master one school of magic.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:31:11 - Last edited on 15-Jun-2018 03:01:38 by NotFishing

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Becoming a Mage

Magic is usually hereditary, and is typically discovered at a young age, generally around puberty. From there, the parent is required to send their child away to study this gift. In the Human Kingdoms, they may either send their child to the Wizard Academy as an Apprentice, or the Priesthood as an Initiate.

Both order's early training is very similar. They begin by introducing the Student or Initiate to Generic Magic and Craft Magic, while also giving them an education - the Priesthood education focuses more on religious docrine, while the Wizard Academy focuses on history and philosophy.

Once they reach adulthood, and the instructors decide that they possess a sufficient grasp of their abilities to be safe around other people, they are free to leave and find their own way in the world. However, they also have the option to stay.

In the Wizard Academy, they become a journeyman, and their studies become directed towards one of the elements. Once they graduate from that, their study period is officially complete, though they may stay to act as a Teacher's assistant in their own element, and continue to study other forms of magic on the side. If they are good enough, they may even become an Enchanter. Otherwise, they must go seek employment in the outside world.

Meanwhile, if an Initiate in the Priesthood chooses to stay on after reaching adulthood, they are officially inducted into the Priesthood itself as a Junior Cleric, swearing oaths of chastity and vowing to never take another life. Their studies are then focused towards Tranquility Magic, where they learn to use their magic to benefit others.
Beneath the gold, the Bitter Steel.

12-Jun-2018 03:31:22 - Last edited on 15-Jun-2018 03:02:05 by NotFishing

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