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  • Mercenaries Reference

    CV has graciously allowed me to create a separate thread to post important information for the Mercenaries game. If you have questions, I'd prefer them to be asked in the exploratory thread or commentary thread whenever it gets created. That way the reference information is easier to find.
    I'm not here anymore.

  • #2
    Pantheon


    Amyn:

    Aelixah, Goddess of Healing
    • Pale with long red hair and green eyes; average height with slender build.
    • Known to wear a robe of pale green.
    • The rose is her holy symbol.
    • Twin of Aelak.
    • Neutral Good


    Kor, God of Law
    • Tall, stout and olive-skinned. Shoulder-length black hair and black eyes. Closely-cropped beard.
    • Wears bronze armor with an eagle emblazoned on the chest. Occasionally pictured with a mace.
    • Holy symbol is a torch.
    • Younger brother of Isam and Isyk. Twin brother of Taen.
    • Lawful Good


    Aelak, God of Protection
    • Short, curly brown hair with hazel eyes. Pale-skinned. Average height and build.
    • Wears steel armor with a massive steel shield. Often pictured standing in front of a city gate.
    • Holy symbol is a shield.
    • Twin of Aelixah.
    • Neutral Good


    Isam, God of Sun
    • Bronze-skinned, long golden hair and gold eyes. Tall and lean, full of energy.
    • Wears white cloth with a blazing meteor across the sun.
    • Holy symbol is a burning orb or sun.
    • Father of Aelixah and Aelak through Jeul. Twin of Isyk. Son of Orin. Leader of the Amyn.
    • Chaotic Good


    Jeul, Goddess of Strength
    • Deeply tanned with golden hair kept in a severe knot and blue eyes. Average height, but very muscular.
    • Either wears tight-fitting, short sleeve garments of deep green or heavy golden armor and helmet with a red plume.
    • Holy symbol is a warhammer.
    • Father of Aelixah and Aelak through Isam.
    • Lawful Good



    Domyn:

    Orin, God of Chaos
    • First of the gods to ascend. Was originally neutral but sided with Isyk in the spat between Isyk and Isam. Father of Isyk and Isam through Mynelda.
    • Copper-toned, with shoulder length black hair and eyes. Extremely tall and muscular. Eyes seem to absorb all they look upon.
    • Long, flowing robes that shift color with Orin’s mood. Few are able to actually understand the correlation between color and mood, however. Often pictured carrying a staff.
    • Holy symbol is a staff or whirlpool.
    • Chaotic Neutral


    Isyk, God of Death
    • Extremely beautiful with brown skin, deep green eyes and long flowing grey hair. Average height and broad-shouldered. Very grim.
    • Prefers simple clothing dyed gold and violet.
    • Holy symbol is an eye.
    • Twin brother of Isam.
    • Original leader of the Domyn.
    • Lawful Evil


    Taen, Goddess of Destruction
    • Plain, with short brown hair and brown eyes; light-skinned. Average height and build.
    • Wears robes of red and orange.
    • Holy symbol is a lightning bolt.
    • Current leader of the Domyn.
    • Twin sister of Kor. Younger sister of Isam and Isyk.
    • Chaotic Evil


    Crairn, God of War
    • Bronzed skin; short, curly red hair; red eyes. Tall and muscular.
    • Wears steel armor dyed black. Always shown wielding a two-handed sword.
    • Holy symbol is a two-handed sword.
    • Father of Kor with Mynelda.
    • Neutral Evil


    Mynelda, Goddess of Trickery
    • Extremely beautiful; ebony skin, long white hair and red eyes. Short and slender.
    • Wears a cloak of deep violet.
    • Holy symbol is a two-headed coin.
    • Mother of Kor and Taen through Crairn. Mother of Isyk and Isam through Orin. Younger sister of Zatra.
    • Chaotic Evil



    Unaligned:


    Air, Earth, Fire, Water
    • Realms with elemental inhabitants.
    • No worship of these elementals, but they can be bargained with for favors.


    Zatra, Goddess of Luck
    • Extremely pale with a short, slight build. Hair is long and a deep black. Eyes are a dull black.
    • Primarily wears robes of black or green, but colors may change depending on her mood.
    • Holy symbol is a crescent moon.
    • Zatra and Mynelda are sisters who ascended at together. As mortals, the two were known to manipulate events however they chose, and both were political masterminds.
    • Chaotic Neutral


    Laus, God of Travel
    • Average height; slender with tanned, weathered skin. Non-descript appearance. Medium brown hair and light grey eyes.
    • Often can be encountered travelling the world.
    • Wears travelling garb; usually dyed in oranges and greens.
    • Holy symbol is an X representing a crossroads.
    • No one knows exactly how Laus ascended. It’s believed that he may have simply explored so much of the world that his knowledge and experience built up enough to make him ascend. He typically eschews the games of the gods, preferring to walk the earth.
    • True Neutral


    Gaden, God of Magic and Knowledge
    • Ebony skin with cinnamon hair and brown eyes. Short and rather slight.
    • Often depicted as an old man with long white hair and a long white beard.
    • Wears simple robes of brown or beige.
    • Holy symbol is a six-sided star.
    • One of the earliest practitioners of magic, he survived where most others were consumed with their own spells. He continues to amass knowledge, especially that related to the rules of magic.
    • Tutored Kor in the ways of knowledge, leading to Kor’s eventual ascendancy into the realm of Law.
    • True Neutral


    Kut, Warden of Nature (Animals and Plants)
    • Walnut colored skin with light grey hair and green eyes. Tall, muscular, solid.
    • Fashioned by the leaders of the elemental planes in a rare agreement to establish a protector of nature.
    • Not one of the pantheon, but possesses a elemental power the other gods fear and respect.
    • Androgynous; may occasionally be shown wearing plain peasant’s garb. Often nude.
    • Has no holy symbol, but he can be invoked with animal bones or twigs.
    • Although the Warden of Plants and Animals specifically, Kut is typically believed to be responsible for all natural events, including natural disasters. Most weather events are in fact his doing as he seeks to provide his charges with what they need.
    • Lawful Neutral
    Last edited by Carrikature; 05-28-2014, 05:13 PM.
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    • #3
      Mythos



      The four elemental planes have always been the basis of existence. Their counterpart is the Void, nameless and unknown. Where the four elemental plans join, the land of Mithlonde exists. In extremely rare circumstances, a mortal may gain enough power to shape the very nature of the universe. These mortals ascend, becoming gods and gaining access to a realm which abides by their rules and which is theirs to manipulate as they see fit.

      The first to ascend was Orin. It is said that he was a warrior of both cunning and strength. He cared little for morality, though he was not generally immoral. He fought where and when he chose, and could be a mighty ally if he so desired. As a warrior, he recognizes the need for death, and that is partly why he sided with Isyk when the conflict arose.

      Crairn was a close second to Orin, though the two had little love for each other. Both recognized the utility of the other, and so differences were put aside in the interest of mutual success. When Orin ascended, he granted Crairn some measure of power to use as his own. It was a short time before Crairn ascended as well, and with it he gained his own realm. However, his nature is sufficiently different from Orin’s as to make him the God of War rather than one of Chaos.

      Mynelda and Orin were lovers, though for Mynelda it was a relationship of ambition. When Orin ascended, Mynelda managed to twist a small part of Orin’s power for her own use. Despite her treacherous nature, she was ever loyal to her sister Zatra and so split her power in half to share with Zatra. As a result, both Zatra’s and Mynelda’s influence are limited, but the sisters use their cunning to great effect. Mynelda is the only one of the two which has a realm, and it's extremely small. Mynelda remains ambitious, however, and she constantly seeks to expand the size of her realm and its influence.

      Gaden took a different path. He ignored the battles fought amongst the kingdoms of men, preferring instead to immerse himself in the study of all things. He is the only non-human member of the ascendants, being of elven heritage. Once Orin ascended, he was one of the first to understand what had truly happened. It was only a short time later that he too managed to ascend.

      Orin and Mynelda continued their relationship into ascendancy. Mydeldra soon became pregnant with the twins Isam and Isyk. Though they were twins, the two were nothing alike either in appearance or in temperament. Isam was ever the optimist, seeking to make life better for all around him. Isyk, ever the pragmatist, was hyper aware of the role death plays in the circle of life, and it was there his fascination stayed. The two ascended together upon their thirteenth birthday.

      After Crairn ascended, he and Mynelda had a short-lived clandestine affair. Mynelda soon discovered that Crairn would not grant her any of his power, but by that time she was already pregnant. She gave birth to Kor and Taen. Like their siblings, Kor and Taen were polar opposites. Where Taen was spiteful and petty, Kor was concerned with building great things. Mynelda had little patience for Kor’s interests, however, and Gaden gladly accepted custody of the boy. Kor and Taen also ascended upon their thirteenth birthdays.

      Isam and Isyk never got along, and their ascendancy only exacerbated the issue. Isam was forever trying to curtail the need for death. Finally, his attempts to stop death altogether angered Isyk, who decided to teach his naïve twin a lesson. Isyk caught Isam by surprise, throwing him from his realm and forcing him to live as a mortal. With Isam’s removal from the pantheon, the world grew cold and dreary. Isam journeyed for many years as a mortal, seeking to lift spirits wherever he could. Isyk’s lesson was lost on him, though the humiliation of being thrown from the heavens was not. Isam’s strength of personality allowed him to sway the people of the planet, and he eventually re-ascended as the most revered of the gods. During his time as a mortal, Isam met the Jeul, a member of an island tribe known for their fighting prowess. Jeul and Isam were married, and Jeul travelled at Isam’s side until he ascended. When Isam re-ascended, Jeul’s bond to Isam caused her to ascend as well.

      Upon Isam’s return, he gathered those of like mind to confront Isyk. Kor and Isam's wife Jeul gladly joined him. Gaden and Zatra opted to stay out of the conflict, seeing nothing good that could come of it. Taen, Crairn, and Mynelda learned of Isam’s attempt and backed Isyk. Realizing that they were evenly matched, Isam’s and Isyk’s respective parties split, leaving the communal city of the gods for their own, newly-created fortresses. Isam’s group has become known as the Amyn, and Isyk’s is known as the Domyn. Individually or in groups, the two factions continue to fight each other. Both sides acknowledge that destruction of the earth and their followers would be too costly, and so outright conflict is avoided. Even so, it is not unheard of for members of either faction to use mortals to further their own goals.

      After the split into the Amyn and Domyn, Jeul gave birth to the twins Aelak and Aelixah. Taking after both their father and their mother, the twins focus their energies on maintaining and preserving life. Though they rarely partake in the conflict, they have little compunction expelling what they consider detrimental forces where they encounter them. After the birth of Aelak and Aelixah, Orin realized that the factions were unevenly matched. Although he had no particular interest in either side, nor did he desire that one side dwarf the other. Further, his kinship with Isyk was closer given his awareness for the efficacy of death. Orin’s transition to the Domyn was smooth.

      Sometime after the split of the Amyn and Domyn, Laus joined the pantheon. It is not know how he ascended, but speculations abound. Gaden’s guess is perhaps the wisest, assuming that Laus and Isam traveled together during Isam’s exile. Even if that is true, Laus and Isam were clearly not close enough for Laus to join the Amyn upon his ascension.

      As it stands, the Domyn possess the fortress of Kaltre, from which their respective realms can be accessed. The Amyn in turn possess the fortress of Mert, from which their realms can be accessed. The original city of Opp remains neutral, though only Gaden and Zatra reside there. Laus technically lives in the city of Opp, but he is seldom there. All of the gods possess a home in Opp, and Opp itself is a city of gates from which all the realms could once be accessed. With the split of the Amyn and Domyn, however, most of the access points to the various realms have been closed off. Instead, there is a single gate on opposite sides of the city which leads to Kaltre and Mert. Oddly, Orin is the only one of the aligned gods to maintain an access point in Opp. No one knows why that is so, but is believed that Orin remains more neutrally inclined than a strict believer in the Domyn.

      Kut was the last of the gods. The leaders of the elemental realm saw the potential for great destruction from the ongoing emnity between the Amyn and the Domyn. In an attempt to curb this destruction, they joined together to form Ku. He is not a true god, but is instead a created entity charged with protecting the natural world. He stands in opposition to both the rest of the pantheon and mortals who seek to bend the lands to their own desires. Several of the gods have tested his power either singly or in groups. All have failed. As a result, most strive to avoid his attention whenever possible. Kut reacts more slowly than the other gods. He is patient and forgiving up to a point, but when the line is crossed his wrath is unmatched. Most gods despise his existence as an affront and challenge to their own powers.
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      • #4
        Religions

        General:
        • Most people do not belong to any specific holy order.
        • Many people keep holy symbols of their favored deity in their homes and invoke them in day to day life.
        • The majority of publicly known holy orders accept coinage or other gifts in exchange for intercession with the relevant deity.
        • Depending on the country, either the Amyn or the Domyn hold greater sway and have a broad following. Typically, where the Amyn are favored, the Domyn are invoked in curses, and vice versa.
        • Observation of holy days varies by region. The major celebrations in a given city tend to involve most of the populace. Holy days for a favored deity are almost always observed, though it depends on the deity and the person. In some places, observation of certain holy days is frowned upon or forbidden.
        • The Wayfarers, Isykyn, Sons of Isam, Kormen, Order of the Rose, Companions of Strength and Honor, and the Order of Light are present in every major city with a human population of 50% or more.
        • Areas of elven influence frequently have the Order of the Rose, the Isykyn, and the Order of Light. Occasionally the Sons of Isam are also present. Elves tend to revere Kut, though they have little use for The Protectorate.
        • Areas of dwarven influence have the Kormen and Order of Light. Many dwarven areas also have the Companions of Strength and Honor. The dwarves seldom call upon the Isykyn, as they have their own rituals for burial.
        • Orcs disdain the Amyn as generally weak. Orc territories house the Order of Shadow if anything. Most Orcs follow Crairn as their patron god, but the Knights are not always present.
        • Half-breeds follow the traditions they were raised with.


        Wayfarers (Laus):
        • The Wayfarers are a loosely knit order of people who look kindly upon travelers.
        • Maintain caches of food and water for travelers to use.
        • Many own inns or taverns where fellow Wayfarers can stay for reduced prices.
        • There is no head of the Wayfarers. Instead, there are local organizations that communicate with one another to maintain areas of influence. Interaction is benign, with the central goal of making travel safe for all.
        • The Knights Errant is a subset of the Wayfarers made up of individuals who take it upon themselves to patrol the roads to keep them free of bandits. Many Knights Errant frequently seek employ as caravan guards.
        • The Wayfarers identify themselves with a dyed orange feather which they wear upon their person. Knights Errant will emblazon their armor with feather and a Holy X.
        • Initiation is relatively simple. Innkeepers are invested with the ability to initiate newcomers, and it is their responsibility to maintain caches in the local area.
        • Lists of members are kept by the Innkeepers for their area only.
        • Transition from one area to another is usually done with a letter of recommendation from the origination Innkeeper.
        • In some cities, the Wayfarers are well known and may serve as guides for people new to a city.
        • Wayfarers have no specific holidays beyond their local customs.
        • Wayfarers rely upon the generosity of its members to pay for the goods they stash.


        Isykyn (Isyk)
        • The Isykyn are self-described followers of the God of Death.
        • The Isykyn maintain mausoleums and crypts, and generally prepare bodies for burial.
        • A special ritual occurs on the winter solstice during which the followers of Isyk paint their bodies with ash in the likeness of a skeleton and parade around the town.
        • The Isykyn are few in number but are present in every major town.
        • Initiation requires a sworn oath to the God of Death followed by a period of intense training. Those seeking initiation are rare, and most so inclined make it through training.
        • Funding for the Isykyn comes from the local government who recognizes the utility of paying for groundskeeping and burial services for the dead. People wishing a specific rite for their loved ones usually pay a fee.
        • Isykyn do not have churches. Rather, they have special buildings dedicated to preparing corpses for burial.
        • The Isykyn typically wear simple clothing dyed black or grey.
        • The Isykyn are loosely organized by region. Those initiated into the order are sent to a central facility for training. From there, they are assigned to facilities as needed.
        • All Isykyn groups are required to send a small portion of their earnings to support the headquarters and staff.
        • The Isykyn are a very patient group. They believe that all things come to them in the end. They seek no recompense from Isyk for their efforts. They are content to serve their constituents by lessening the burden of the inevitable.


        Sons of Isam (Isam)
        • The Sons of Isam are one of the more popular holy orders. They revere Isam and the blessings of the sun.
        • Isam acts as a god of harvest for most farming communities. Most farmers carry Isam’s holy symbol as a good luck charm, and many perform daily rituals to greet the sun.
        • The clergy maintain huge cathedrals and hold weekly services with rites dedicated to the sun.
        • Even the smaller towns tend to have a special building set aside for Isam. In farming communities, it’s common to leave a portion of the harvest as tribute.
        • The Sons of Isam wear long, flowing robes of bright yellow.
        • There are special ceremonies to usher in the summer and the harvest. At the height of summer, there is a day set aside for meditation in the sun.
        • The Sons of Isam treat Isam as the supreme god. They believe that Isam is responsible for the health and strength of their kin. They acknowledge the existence of all the gods, and rest content that Isam will destroy his enemies when the time is right. Isam’s family is treated with respect, and minor blessings invoke them as well, though they are still seen as lesser to Isam himself.
        • The Sons of Isam are very devout and passionate about their faith. In some regions, they border on the fanatical, actively seeking out followers of the Domyn, even enacting punishment against them.


        Kormen (Kor)
        • The Kormen are less a religious order and more a society of legal counsel. They study the local codes and ordinances of the places they inhabit.
        • Most Kormen find employ with politicians and leaders of cities or provinces. Experienced Kormen may find themselves advising kings and queens on policy.
        • Kormen believe that the rule of law is what protects men from his baser natures. They strive to enforce the law where necessary, and to inform all of the better way of living.
        • Kormen maintain an academy as part of their headquarters. All people wishing to join the Kormen are required to pass a basic competency test before being admitted to the academy. Completion of coursework at the academy allows one to be assigned as an aide to a senior Kormen. Advancement is done through merit and experience, as set forth in a strict set of guidelines.
        • Kormen have no dress code, but they tend to wear finery in accordance with local fashion. Their role as political advisors ensures they are always invited to major parties.
        • Kormen are so named in part because they only allow men into their order. Since Kor himself is male, it is assumed that only men can grasp the intricacies of the law.
        • Kormen are paid by the leaders they advise, and they are required to submit a portion of their income to the main academy according to rank, seniority and income level.
        • Kormen do not have churches or holy rites, but they are quick to tell anyone who will listen about the advantages gained through strict adherence to rule of law.
        • There are two main sects of Kormen.
        • The Korrenians believe that there is a single set of legal codes that all peoples should ultimately follow. Though they advise within the limits of local laws, they strive to make changes wherever possible to make local laws more in line with the Ultimate Law. What the Ultimate Law actually is varies depending on topic. The Korrenians tend to believe that the Law should be more punitive in nature.
        • The Korvalens believe that the rule of law is tantamount, but that the laws themselves must be accommodated to the people. They believe that a relationship exists between Law and the People in which both ultimately serve the other. They strive to institute rules which guide the populace into proper behavior of their own accord. The Korvalens believe the Law should be more preventative in nature.
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        • #5
          Religions (Cont'd)



          Order of the Rose (Aelixah)
          • The Order of the Rose is present in every major city and most of the minor ones. They are by far the largest order of all the holy orders.
          • The Order of the Rose does not have churches. Rather, they maintain hospitals and clinics throughout the cities where they are found.
          • Services performed are effectively free, but coins and material goods are accepted whenever offered.
          • The Order’s primary source of income is wealthy patrons and local governments. Local governments universally recognize the benefit gained from maintaining facilities for the Order of the Rose to perform their services.
          • The Order of the Rose has no special holidays. Helping the needy is considered a tireless goal to strive towards.
          • Often, orphans are accepted into the Order and trained as assistants to the senior members. Assistants are commonly accepted into medical training, but they have a separate division for their own advancement.
          • There are multiple parts to the Order of the Rose. There are assistants, nurses, itinerant doctors, and resident doctors. Each hospital has one or more resident doctors with a number of nurses and assistants as needed. Each part has its own administration which works closely with one another to maintain efficiency. Itinerant doctors exist as a subset of resident doctors who travel from town to town. They are more common in areas which can’t support a true hospital or clinic.
          • Larger cities typically have a separate headquarters with administrative facilities which oversee a region. Regions are further grouped into territories with yet another layer of administration. The heads of each territory are members of the inner council which meet yearly to discuss policy and address potential issues.
          • Members of the Order of the Rose wear clothing which is color coded by department. Assistants typically wear light blue, Nurses wear green and Doctors wear Orange. Itinerant Doctors wear purple.
          • Members of the Order do not proselytize. Their efforts are expended wholly towards furthering Aelixah’s goal of caring for the sick.
          • Roses are thought by the general public to help protect against illness.



          Companions of Strength and Honor (Aelak and Jeul)
          • The Companions are made of two divisions: the all male Shield Brothers and the all female Ladies of the Hammer.
          • Despite the specific names of the two divisions, members are trained in a wide variety of martial skills. Each member seeks out the weapon best suited to their personality and style.
          • The Companions act as a sanctuary for those in need. A portion of their buildings include quarters for the weak and hungry to stay for a time.
          • The focus of the Companions is protection, but they also strive to teach others the skills needed to protect themselves.
          • The Companions are commonly hired as guards for parties and other events. They are known for their honor in protecting those who are at a disadvantage.
          • The Companions are not above combat, but they value a fair fight whenever possible. In cases where the sides are too uneven, they may simply refuse to participate unless the cause is sufficiently just.
          • The Shield Brothers and Ladies of the Hammer have separate living quarters. In smaller towns, Ladies may be given their own room while the Brothers share a larger room.
          • The Ladies of the Hammer is generally smaller, but they make up for it in ferocity and ability. They are a highly respected division of the Companions.
          • Initiation into The Companions depends on the person’s ability. Those who seek to join but have no training are required to pass basic training before they are allowed to officially join. Those with combat experience are required to pass trial by combat. All initiates must swear loyalty to The Companions and the weak. Interviews are conducted to judge sincerity prior to testing.
          • The Companions primarily earn their keep by performing services for the townsfolk where each chapter resides. A portion of the fees earned are kept by the individual, but most of it goes to pay for the chapter’s needs.
          • Even in regions which have generally negative attitudes towards women, no Shield Brother is permitted to act or speak with disdain towards women, especially not Ladies of the Hammer.
          • Friendly rivalry exists between the Shield Brothers and the Ladies of the Hammer.
          • There is no official uniform for The Companions. However, members are easily identified by their gray cloaks with either a shield (men) or hammer (women) clasp.
          • The Companions are run similar to military units and have appropriate ranking. Advancement is based on need and merit. Ranks are as follows: Initiate -> Footman -> Man-at-Arms -> Commander -> Marshal -> High Marshal.
          • Ranking is denoted by the type of metal the clasp is made from. The types are iron, bronze, silver, gold, and platinum respectively. The High Marshal has a platinum clasp with both a shield and a hammer.


          Order of Light (Amyn)
          • The Order of Light is a set of churches which worships and values all of the Amyn. Churches commonly exist alongside the facilities of other orders devoted to the Amyn members.
          • The Order of Light generally preaches the good qualities associated with the Amyn. It encourages the populace to follow the precedents of all members of the Amyn.
          • The Order of Light wears flowing white robes with orange flames along the hems.
          • Churches of the Order possess shrines to each of the Amyn members.
          • Although Churches of the Order are fairly uniform, there is no specific command structure for the Order. Those individuals who start their own church stay in communication with other regions, and most policy is generally agreed upon.
          • Initiation into the Order is done at the specific Church. One only joins the Church of their region, though they may be allowed to transition to another Church when the need arises.
          • New members first undergo a process of learning the tenets of the Amyn gods. It’s common for initiates to serve for a short time at facilities dedicated to a single god.
          • The Order of Light is primarily funded by wealthy patrons. Occasionally, those desiring to join the Order will contribute whatever holdings they possess.


          Order of Shadow (Domyn)
          • The Order of Shadow is the counterpart to the Order of Light. They revere the strength of presence that all of the Domyn possesses.
          • Though titled the Order of Shadow, members are not necessarily evil.
          • The Order of Shadow generally only shows up where the Order of Light makes its presence known. They copy the Order of Light in nearly every way.
          • The Order of Shadow wears grey robes with orange flames along the hem.
          • Generally speaking, the Order of Shadow has fewer adherents than does the Order of Light. Most followers of the Domyn who belong to an order are more specific in their worship. Nonetheless, both the Order of Shadow and the Order of Light exist for those who wish to worship the gods without declaring allegiance to one or all.


          Enthusiasts (All)
          • The Enthusiasts are a strange sect whose primary focus is ascendancy. As such, they don’t worship the gods so much as study the methods each god used to ascend.
          • Members of the Enthusiasts tend to be mages. Almost all of them spend a significant amount of time in the city of Opp, if they don’t live there permanently.
          • The Enthusiasts are an unofficial order. They have no specific membership requirements nor do they have uniforms or structure. There is an elected leader who keeps the roll of members.
          • Members of the Enthusiasts typically meet in either Gaden’s realm or the city of Opp.
          • The only official aspect to the Enthusiasts is a pact that knowledge must be shared among all of them. The members each follow their own quests for information, but any clues that are gleaned must be shared. To this end, there are regular meetings to which anyone is welcome.
            nment comes only when one embraces all of their aspects. It’s believed that once this happens, they too will wander the world and spread their knowledge to others.


          The Protectorate (Kut)
          • The Protectorate is a group of people devoted to maintaining a balance within nature and a harmony between mortals and their environment.
          • In most cases, their efforts manifest as petitions designed to cause prohibitive laws passed to limit the actions of those who would exploit the bounty of nature.
          • There are four subgroups of the Protectorate: Earth, Fire, Water, and Air. All members are assigned to their subgroup upon entry into the Protectorate. Members are so assigned based on personality and interests. Efforts by the subgroups focus on their specific element.
          • Initiation into the Protectorate is free to all. Dues are required of members in order to pay for meetings and other miscellaneous material requirements.
          • The Protectorate uses a massive tree as its symbol. Official garb is according to elemental subgroup.
          Last edited by Carrikature; 06-05-2014, 01:33 PM.
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          • #6
            Races



            Humans
            • Human sentiments vary widely, and they can be found in all of the religious orders.
            • Humans tend to congregate in the major cities, and most trading is done by humans.
            • Hardier humans may occupy smaller villages at the edges of civilized territories. Most humans do not venture into the deeper wilds. The exception is those few who consider themselves adventurers.


            Elves
            • Elves typically live in smaller cities hidden deep in the forests. They prefer to travel along the canopy and so few roads exist in their territories.
            • Elves which live in the city are typically interested in magical endeavors. Some spend their time as clothiers and leather workers.


            Dwarves
            • Dwarves are comfortable living in human cities. They hold little territory of their own, but they can be found in every major region.
            • Dwarves spend their time smithing, crafting and mining. Occasionally, humans can be found belonging to a dwarven work party.
            • Dwarves are very clannish and typically work in family groups. Humans are tolerated, but few are actually respected. Word of those who have earned respect is passed around quickly, and such a human is typically welcome in all dwarven communities.
            • Dwarves and elves rarely interact given their very different temperaments and preferences. Like most races, dwarves treat elves with tolerance but little respect.


            Orcs
            • Orcs live primarily in tribes, though tribes may band together to wage war on other tribes.
            • A fierce race, orcs have little tolerance for the other, weaker races. Humans can occasionally prove their worth, but that is rare.
            • Trade is typically carried out by enterprising humans. The orcs favor materials used for making weapons and armor.
            • Occasionally, orcs may perform a ritualistic journey through the other lands. Orcs who return from such a journey are revered as mighty champions. Orcs who return from such a journey are extremely rare.


            Giants
            • Giants are only found in the Khela Mountains.
            • Though they are feared and hated by most humans, few have the temerity to directly challenge them.
            • Giants are occasionally found as slaves by humans, usually mages. Most humans have little tolerance for owners of giant slaves.
            • Giants are largely tribal in nature, though they only travel in groups of two or three. There is an annual gathering of each tribe, and every third year is a major gathering of all the giants.


            Halflings
            • The only halfling villages are found in Ades Vale.
            • Halflings can be found in all of the major human cities, especially Bepool.
            • Halflings tend to revere Zatra above all other gods.


            Half-elves
            • Half-elves are accepted by most humans depending on how distinguishing their features are and the region.
            • Half-elves are fairly rare given that most elves have little desire to mate with humans.
            • Half-elves typically remain with their human parent if the pair does not stay together. More often, humans who mate with elves have been accepted into the elven community and so reside there.


            Half-orcs
            • Some humans capture orcs to sell as slaves to either gladiatorial arenas or ships needing rowers. Such humans may capture male orcs, but female orcs fetch a much higher price as they can be subdued and used for breeding.
            • Pureblood orcs are prized fighters, but the costs of transporting them makes the effort not worth the while. It’s far more common for slavers to sell half-orc offspring as the profits are still quite substantial.
            • Half-orcs are rarely seen as free citizens. Those few that do manage to escape are often killed. The rest can be found in mercenary or militarily-inclined holy orders.


            Gnomes
            • Gnomes make their home in the hills northeast of Coahill
            • Gnomes can be found in every major city, but their numbers are few and they tend to stick together.
            • Most gnomes don't follow a single god or goddess, but those that do usually revere Laus or Gaden.
            Last edited by Carrikature; 06-03-2014, 02:41 PM.
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            • #7
              Warvine World Map
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              • #8
                Kingdoms

                Hargan Dominion
                • Major Cities: Logron, Hargalond, Doriande, Dolonde
                • Capital: Hargalond
                • Southern Border: Dorian Strait
                • Western Border: Sea of Cyra
                • Eastern Border: Paro Jungle, Glass Sea
                • Northern Border: Kas Lowlands, Khela Mountains



                Cawic Hegemony
                • Major Cities: Cawic, Paford, Rhory, Aelwic
                • Capital: Cawic
                • Southern Border: Rotted Wood, Nehoy Waste
                • Western Border: Sea of Damala, Khela Mountains
                • Eastern Border: Sea of Cyra
                • Northern Border: Aelwic




                City Descriptions


                Aelwic
                • Type: Large City
                • Population: 13,772
                • GP Limit: 17,732
                • Economy: Natural Resource
                • Setting: Borderland
                • Military Level: Warzone
                • Power Center: Aristocrat
                • Alignment: Lawful Good
                • Community Authority: Lvl 20 Fighter
                • Authority Title: Constable
                • Guards: 242
                • Militia: 890
                • Racial Mix:
                  • 4% Dwarven
                  • 93% human
                  • 3% mixed



                Ardale
                • Type: Large Town
                • Population: 3,179
                • GP Limit: 1,801
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Merchants Guild
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 3 Warrior
                • Authority Title: Constable
                • Guards: 31
                • Militia: 158
                • Racial Mix:
                  • 51% human
                  • 28% elven
                  • 21% mixed



                Bepool
                • Type: Large City
                • Population: 17,369
                • GP Limit: 35,313
                • Economy: Crafting
                • Setting: Urban
                • Military Level: Low
                • Power Center: Prestigious Aristocrat
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 11 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 173
                • Militia: 868
                • Racial Mix:
                  • 23% Dwarven
                  • 58% human
                  • 17% halfling
                  • 2% mixed



                Beygate
                • Type: Large Town
                • Population: 2,816
                • GP Limit: 2,684
                • Economy: Natural Resource
                • Setting: Civilized
                • Military Level: Medium
                • Power Center: Sorcerer
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 6 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 28
                • Militia: 140
                • Racial Mix:
                  • 52% human
                  • 48% elven
                  • 10% mixed



                Cawic
                • Type: Metropolis
                • Population: 44,471
                • GP Limit: 66,633
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Noble City State
                • Alignment: Lawful Good
                • Community Authority: Lvl 17 Warrior
                • Authority Title: Sheriff
                • Guards: 444
                • Militia: 2223
                • Racial Mix:
                  • 6% Dwarven
                  • 79% human
                  • 3% elven
                  • 13% mixed



                Coahill
                • Type: Small City
                • Population: 5,676
                • GP Limit: 14,184
                • Economy: Mining
                • Setting: Civilized
                • Military Level: Medium
                • Power Center: Mining Guild
                • Alignment: Neutral Good
                • Community Authority: Lvl 9 Fighter
                • Authority Title: Constable
                • Guards: 56
                • Militia: 283
                • Racial Mix:
                  • 89% Dwarven
                  • 9% human
                  • 3% mixed



                Dolonde
                • Type: Large Town
                • Population: 2,679
                • GP Limit: 2,498
                • Economy: Agriculture
                • Setting: Civilized
                • Military Level: Low
                • Power Center: Town Council
                • Alignment: Neutral Good
                • Community Authority: Lvl 3 Fighter
                • Authority Title: Sheriff
                • Guards: 26
                • Militia: 133
                • Racial Mix:
                  • 1% dwarven
                  • 89% human
                  • 1% elven
                  • 9% mixed



                Doriande
                • Type: Small City
                • Population: 10,049
                • GP Limit: 5,740
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Low
                • Power Center: Conventional Mayor
                • Alignment: Lawful Good
                • Community Authority: Lvl 9 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 100
                • Militia: 502
                • Racial Mix:
                  • 8% Dwarven
                  • 72% human
                  • 4% elven
                  • 16% mixed



                Hargalond
                • Type: Metropolis
                • Population: 47,165
                • GP Limit: 46,339
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: High
                • Power Center: Sorcerer
                • Alignment: Lawful Evil
                • Community Authority: Lvl 18 Warrior
                • Authority Title: Constable
                • Guards: 471
                • Militia: 2358
                • Racial Mix:
                  • 82% human
                  • 18% mixed



                Hatun
                • Type: Large City
                • Population: 12,472
                • GP Limit: 36,541
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Low
                • Power Center: Mage Council
                • Alignment: Chaotic Neutral
                • Community Authority: Lvl 7 Warrior
                • Authority Title: Constable
                • Guards: 124
                • Militia: 623
                • Racial Mix:
                  • 42% human
                  • 38% elven
                  • 20% mixed



                Heabrook
                • Type: Small Town
                • Population: 1,138
                • GP Limit: 511
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Mayor
                • Alignment: Lawful Evil
                • Community Authority: Lvl 1 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 11
                • Militia: 56
                • Racial Mix:
                  • 82% human
                  • 6% elven
                  • 12% mixed



                Logron
                • Type: Large City
                • Population: 12,077
                • GP Limit: 22,737
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: City State
                • Alignment: Lawful Good
                • Community Authority: Lvl 14 Warrior
                • Authority Title: Sheriff
                • Guards: 120
                • Militia: 603
                • Racial Mix:
                  • 7% Dwarven
                  • 52% human
                  • 10% elven
                  • 31% mixed



                Narfech
                • Type: Large City
                • Population: 17,907
                • GP Limit: 37,924
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Wizard
                • Alignment: Neutral Evil
                • Community Authority: Lvl 12 Warrior
                • Authority Title: Sheriff
                • Guards: 179
                • Militia: 895
                • Racial Mix:
                  • 5% Dwarven
                  • 86% human
                  • 4% elven
                  • 5% mixed



                Onellon
                • Type: Small City
                • Population: 9,496
                • GP Limit: 12,381
                • Economy: Natural Resource
                • Setting: Wilderness
                • Military Level: Low
                • Power Center: Town Council
                • Alignment: Lawful Neutral
                • Community Authority: Lvl 7 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 94
                • Militia: 474
                • Racial Mix:
                  • 65% human
                  • 21% elven
                  • 14% mixed



                Paford
                • Type: Large City
                • Population: 24,617
                • GP Limit: 21,601
                • Economy: Trade Center
                • Setting: Urban
                • Military Level: Medium
                • Power Center: Aristrocrat
                • Alignment: Lawful Good
                • Community Authority: Lvl 15 Warrior
                • Authority Title: Captain of the Guard
                • Guards: 246
                • Militia: 1230
                • Racial Mix:
                  • 3% Dwarven
                  • 67% human
                  • 1% elven
                  • 29% mixed



                Rhory
                • Type: Large City
                • Population: 17,826
                • GP Limit: 35,090
                • Economy: Agriculture
                • Setting: Urban
                • Military Level: Low
                • Power Center: Noble Lord
                • Alignment: Lawful Good
                • Community Authority: Lvl 12 Warrior
                • Authority Title: Constable
                • Guards: 178
                • Militia: 891
                • Racial Mix:
                  • 96% human
                  • 4% mixed



                Thurm
                • Type: Small City
                • Population: 9,883
                • GP Limit: 12,019
                • Economy: Natural Resource
                • Setting: Civilized
                • Military Level: High
                • Power Center: Town Council
                • Alignment: Lawful Good
                • Community Authority: Lvl 11 Warrior
                • Authority Title: Sheriff
                • Guards: 98
                • Militia: 494
                • Racial Mix:
                  • 86% Dwarven
                  • 8% human
                  • 6% mixed



                Tirestir
                • Type: Large Town
                • Population: 2,392
                • GP Limit: 1,010
                • Economy: Crafting
                • Setting: Borderland
                • Military Level: High
                • Power Center: Noble Lord
                • Alignment: Lawful Evil
                • Community Authority: Lvl 9 Warrior
                • Authority Title: Sheriff
                • Guards: 23
                • Militia: 119
                • Racial Mix:
                  • 92% human
                  • 8% mixed
                Last edited by Carrikature; 03-16-2014, 11:04 PM.
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                • #9
                  Geography and Peoples




                  Nazcalla

                  The largest continent on the planet, Nazcalla remains an untamed land. Much of its interior is inhabited by orc tribes, and conflict between the tribes is never-ending. The Khela Mountains in the central part of the continent are home to giants, and even the orcs steer clear of them whenever possible. The Pencha Forest is known to hold rare and valuable specimens of both flora and fauna, but access is extremely limited. Very few survive a trek through the Orc lands, and travel on the volatile Sea of Cyra is seldom attempted.

                  Human settlements are limited to the southern jungles. Aelwic serves as a foothold for the Cawic Hegemony on the continent. Enterprising groups are known to travel to the Nala Crags and the mining camps exploiting them. Still others engage in lucrative trade with nearby Orc tribes. A select few humans are held in high esteem by Orcs. Anyone wishing to traverse the continent does so with one of these few acting as a guide. Even so, the presence of these few humans are not any guarantee against raids.

                  On the western side of the continent, Hargalond serves as the central human city. Hargalond is infamous for its slave trade, and human slavers are known for their forays into the Kas Lowlands in search of new captives. The Pachaba Jungle serves as a useful guard against Orc bands seeking revenge. Most tribes eagerly await humans to kill, and slavers often travel in large groups as protection



                  Vilana

                  Vilana is the second largest continent, and it stretches across the southern half of the world. Life here is generally calm, and most inhabitants are engaged in agriculture or mining. Vilana is also home to the civilized races. Dwarves inhabit the Ukthabil Spires, congregating primarily in the cities of Coahill and Thurm. Few humans have need or desire to venture into the Spires. Similarly, the Ades Vale remains a secluded area inhabited only by halflings. Many halflings travel for much of their life before settling down again in Ades Vale.

                  Arford Forest is home to tree-dwelling elves, though elves can also be found in relatively large numbers in either Onellon or Ardale. Elves in Arford Forest have trade agreements with the local cities allowing for the harvesting of plants and animals in specific regions. The Silent Forest is considered off-limits for both humans and elves, and it's borders are closely watched.



                  Sencuencia

                  Sencuencia is a peninsula that juts out from the Vilana mainland. It is the territory of the Cawic Hegemony. The Rotted Wood and Nehoy Waste form natural boundaries to the mainland. There is a single road which runs along the border of these two features, granting overland access to Thrum for transport of gems and ores. This road is guarded by a formidable castle.

                  With Sencuencia under Cawic domain, there is very little war. The major cities focus on trade, but agriculture is the primary focus of the population. The jungles to the north are highly valued for their lumber, a resource the Hegemony always needs.



                  Kaba
                  Situated to the east of Nazcalla, and surrounded by both the Beryl Sea and the Sea of Cyra, the island continent of Kaba is virtually uninhabited. Once the location of a might city, the land was ravaged by sorcery during the previous age. Survivors relocated to a nearby island and formed Tirestir. Rumor has it that strange creatures and demons still walk the land, and that magical spells continue unabated. It is forbidden for ships that have travelled to Kaba to make port in any of the cities belonging to the Cawic Hegemony. Ships attempting to do so are destroyed before they get too close.
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