For starters, here are the well known sentient races in the world. Those colored green are playable, the ones in red aren't.Humans
: They're the good old masters of most of the known world, as we know them. Two arms, two legs, two eyes, etc. Their features tend to vary a bit depending on the region, but only the most atypical variations (through nature or culture) will be mentionned.
: Dark skin and light blonde hair, the Westernesse are quite striking. They tend to sport a rather large amount of tatoos over their bodies, and to have a somewhat duplicitous nature. They take great care of their appearance, possibly as a way to hide better what lies underneath. Associations with them can be occasionally touchy, but there's always a chance you're not the target of their lastest scheme, but merely a tool that will incidentaly benefit from it.
: The reputation of Valkyrs being an entire race of pillaging overly muscular women is a bit overblown. The fact is that most of the perfectly feminine women tend to remain on their home island, leaving only the strong, aventurous sailor meet other people. They bridged down the gender gap quite a bit more than most humanes, to a point where the ones with dicks (only a 1/5 ratio) are considered shemales, rather than males. But otherwise, they appear as pretty human.
: Said to be the result of an ancient, powerful pact, the Heavenlies are humans, generally sporting lithe features. Their most striking features, however, is the feathered wings they have in their back. They tend to be lighter than humans, and have at least twenty feet of wingspan. It still doesn't allow them to fly in most conditions, however, seasonal winds allow them to travel quickly, which they use to migrate. They see living too long in one and the same place as very frustrating.Elves
: The elves have mostly unknown origins. Some say they lurk deep beneath the earth, others that they emerge from other dimension. That they are beings of magic, or that they live beyond the outer ocean. The truth, and many other fact regarding elves, is completely unknown. They tend to come and go according to incomprehensible whims. To act where things are unnecessary, and as far as anyone knows, not a single one ever bothered to learn a known language, or teach their means of communication. They are almost closer to a force of nature, than an actual species. It should also be noted that there seems to be some diversity amongst them, with things like stature, skin color, and ear shape varying quite a bit.Half-elves
: Sometimes, a being with some light elven trait is born. Circumstances of these births are often shady. Some say it is a mutation, while others tell the story of elves slipping into the bedroom of beautiful maidens at night to impregnate them. However, it appears elves are also prone to assassinate these half-elves for reasons which are, obviously, unknown. Overall, half-elves tend to be somewhat whimsical and nomadic, rarely meeting their own kind. They are complicated to deal with in more than one manner.Meek
: Physically, meek are lithe humans sporting a few feline features. An additional set of ears, a tail, sometimes darker stripes over their skin too. Centuries ago, meek used their agility, wit, reflexes and afinity with beasts to rein in rampaging warband over a large part of the known world. Now, unable to have organized and adapted in time, their organizations and nations were beaten, replaced, and manipulated until Meeks became what they are mostly known for today. Companionship, and slave labor. Some countries go as far as to only tolerate slavery for meeks. The fact they seem physically unable to hold a grudge longer than a few months certainly doesn't help their stature, but they seem to take it quite well.Faceless
: Huanoid amphibians with reddish skin, and no visible facial features, the faceless use echolocation to read their surroundings. They communicate by a sign language only very few people managed to learn. While the occasional outlier live in a large city, and they have a few settlements in the southern continent, most of them live in underwater cities.
Most animals one can find on our good old player's earth are available, with probably a few anecdotic exceptions. What is cooler, of course, is the additions to the bestiary. Here are some of the most widely known beasts roaming the lands and seas:Giant sea snakes
: Coiling animals dwelling the inner sea, their favored food appears to be bold ships and the sailors withinRocs
: Gigantic desertic birds, rocs are said to be responsible for thunder strikes in a clear blue skye. They are wise, passive, and virtually unable to be tamed, and it takes a severe agression to anger one.Wooly Mammoths
: Yep. they're totally there.Dragons
: More a category than a specific species, dragons are very large creatures, their skin adorned with scales, and they have the ability to project something in a powerful, harmful way, through their mouth. No two dragons are alike. Some say they are the embodiment of the natural forces in the world, or the planet's ancient guardians. They are a great mystery. One more.
The history of that specific caravan is chaotic like the roads it rides on. It's more fun to pick up informations on the go anyway, so, let's keep it blurry.Rules
Proeminent members:Murad Alekhel - The Caravan Master
- Anybody, without consideration of race, gender or country of origin is able to take part in the caravan. The only real defining factor is approval of the caravan master.
- There are two distinctive category of people: the traders, and the personnel.
- Traders ride along the caravan and benefit from its services and protection. In exchange, traders are expected to pay a fee on every profitable transaction they make. The exact percentage shall shan't be announced without a preleminary announcement at least one week beforehand, and cannot go above 22%.
- Personnel are to provide dutifully their services, equally to other personnel, and to the traders. In exchange for these, they are paid a wage, taken from the taxes on the caravan. The exact amounts are to be defined in individual contracts
- National rules apply to wherever the caravan is, and can overwrite them. Exceptions can be decided by a three out of four majority if the situation demands it.
- At any settlement of at least 6.000 inhabitants, anybody can be expelled from the caravan by order of the caravan master, be it for divergeant opinions, commercial malpractice, behavioral issues, image issues, temper issues, or any other reason deemed wise.
- Should harm befall upon the caravan master, the caravan shall collegially endeavor to reach the next step. From there, informations regarding succession or liquidation will be indicated in a chest resting in the master's wagon.
Murad is someone living between two worlds. On one hand, he is a shrewd businessman, extremely practical, and not only able, but used to take hard decisions, when they're needed, without looking back, for everyone's sake. On the other hand, he kept a bit of a dreamer's attitude. At nearly seventy years old, the man certainly lost some faculties, but a healthy diet and a life of action keeps him away from any hint of senility. The amount of his personal wealth is unknown, but one thing is certain: if somebody needs a contact on the other end of the world, he is the man to know. He remains very elusive, when it comes to family.Lei Fin - Trader of questionable substances
Originating from the Holy Zhuyin Empire, Lei Fin is a somewhat recent addition, having joined the caravan a year ago. She appears to have quite the capital, and is apparently knownledgable in all sorts of plantlife. One asset she can offer is a vast knownledge of various laws in many countries along the Long Road. If she's lucid enough to share her wisdom, that is... Since the woman seems to indulge quite a bit in what she trades...Oktorne Fisbashar - Quartermaster
Oktorne is a Valkyr with a rather modest stature for her kind. She's still quite strong to say the least by human standards, but you feel she won't break your hand completely if she shakes it gently so that's that.
Having worked as a shipwright for the best of her years, she miraculously emerged alive when a giant sea snake attacked. She woke up on a shore in the Eastern continent, joined the caravan in hopes of returning, but grew accustomed to the lifestyle. In the caravan, she's the go to person when it comes to repairs, carpentry, and even a bit of forge.Belle - Ritualist
Belle is a bit of a shady westernesse. Like all westernesse some would say. This beautiful girl tends to shy away from small talk. However, she is a wellspring of knowledge. It is unknown how a woman as young as her managed to master so much in so little time. In spite of her flowery appearance, she tends to b e quite grim and melancholic at times.Flal Elianas - Fauna specialist
A heavenly young man with broken wings, Flal joined the caravan to escape the madness of stillness. Initially lacking much knowledge, he learned a lot about all kind of animals, from the dangerous large superfauna to horses and camels. He's the go-to guy when it comes to animal-related problems, from what they can eat, to sickness and toxic substances.Virtue Thundershield - Cartographer
Granddaughter of the famous hero Valorus Thundershield, Virtue can hardly repress the aventurous legacy of her illustrous father. But, she is still quite a bit more subdued. So, instead of chosing a life of crusades, defense of justice, or even rulership, she opted to use her agile hands for drawing. Accurate, recent maps are extremely hard to come by, so she has been hired by the caravan for a turn, to have her provide freely a detailed map of the road, in exchange for free living accomodations.Elizabeth Rovnas - Linguist, wizard
A half elf with a palid complexion, Elizabeth really likes her comfort. She tends to stray away from the caravan in several instances that may be too bumpy, and would probably drag it down if it weren't for her ability to speak seven languages like a native, understand five others sufficiently good, and has enough documentation to read at least twelve others without too much research.
Her knownledge of languages is only a consequence, however, of her great scholarly knowledge upon several esoteric matters, including the form ways of magic. While her actual ritualistic knowledge is lacking many practical applications, she tends to enjoy crafting powerful, but short-lived appliances, according to her whims.
Here is a first map, with a very rough estimate of large terrain features, and the starting point of the adventure.