The great cities have risen and fallen, and civilizations grip on mankind has grown weak. Dark forces seek to renew forgotten covenants, and primordial beasts reclaim the wilderness. The lands of mankind's strongest days have reformed into new continents, new realms, and new kingdoms. Barbarians roam the frozen northlands, traveling the tundra to hunt the yeti and the elk. Savage warrior tribes hunt the jungles in the southern wilds, taming beasts and their insatiable desire to explore. The eastern provinces have reclaimed their honor, reclaiming the old ways for their new lives. Westerners seek to conquer the wild forests, what had once been their own centuries ago. This time is a survivor's time, where the strong rule
the weak, and the rich employ the strong.
There are four kingdoms in this new world:
Rendar: The main continent that the characters will interact in (though they may have journeyed from other lands). It is a land of fuedal feifdoms, clannish highlands, private keeps, and barbarian encampments. The landscape includes snowy tundras and icy peaks, sprawling deserts and arid wastelands, as well as thick forests and dense swamplands. All manner of creatures wonder the landscape, and nearly all of them are predators. However, the peoples of Rendar are a hardy folk, and have managed to carve out more of a space for themselves than those of other continents.
Gothir: A place of mystery and dark magic, the continent is home to deep caves and crevasses that hide all manner of dark creatures. Typically, vampires come from this land, though they can be found anywhere in the world. The continent consists mostly of dense forest, swarmy bogs, hidden lakes, and low mountain ranges. The land holds the taint of evil, however, and many strange supernatural creatures dwell here, from bog hags that lure victims to their doom by posing as attractive men or women, to hideous flesh-eating zombies that relentlessly chase their prey while never tiring.
Damascus: A land of strange dark-skinned foreigners and shamanistic beleifs, the land is a primitive place with spots of civilization that help form the overall structure of the economy. Trade is based on a barter system, though coin helps to precipitate the flow of laws and decadence. The land is a primarily arid place, with sprawling deserts and craggy plains. Small oases help those nomads who know how to find them survive life in such a place, and the large cities that do exist are civilizations of decadence, wealth, and excess. Many have made a fortune in the gambling dens of Damascus, only to lose it all when a rival slit their throat and stole their wealth. Many harems exist in the land, and harem slaves are purchased from all around the world. Typically, the more exotic, the higher the price that can be charged to the clientele.
Veshlenburg: Perhaps the most prosperous and advanced land in the world, Veshlenburg is a sprawling land of lush forests and farmland. Villages dot the landscape, with well worn roads guarded by soldiers of the local regents. The predatory creatures of the land have been pushed back into the wilderness, and are kept at bay by the sword and the magical wards that guard cities and towns from intrusion. Many dark things dwell in the forgotten places of the land, however, and await their time to emerge from the darkness and terrorize the land. The economy is based on a coin for goods basis, though smaller villages do still practice the barter system for goods and other necessities of life.
Humans: The most widespread and dominant of all the races that inhabit the world, humans are a steadfast and adaptable people, not only living but thriving in places that most would consider inhospitable. Humans can be from nearly any land, though the majority tend to reside in Rendar for it's long history of their kind. Their attitudes about other races and the events in their lives are as varied as the stars in the sky. Humans are farmers, servants, warriors, wizards, healers, laborers, slaves, and anything else that requires a steadfast and adaptable species.
Elves: Elves are beings of magic, as unpredictable as the tides. They reside in nature, manifesting to protect their homelands and to ward off intruders. And while they are beautiful, there's is a primitive beauty (it should be noted that these are not your typical fantasy elves: Lord of the Rings, D&D, and any other 'sophisticated' elves need not apply. For a good example of their appearance, refer to ElfQuest characters, though they are much taller in size, standing nearly as tall as humans). Elves are known to be almost as widespread as humans are, though many of their women end up in harems, and their fighting men as gladiators. A good number take up the path of sorcerer, seeking power and forbidden knowledge. Some become deadly and quick warriors out of necessity, or the desire to avenge their stolen kin. They are not well-trusted by others, though they are accepted by most. However, a genetic
offshoot of elves with dark skin, red eyes, and a penchant for deceit has caused trouble for their lighter-skinned kin, and caused some to hate all elves.
Dragon-kin: Forged from the fiery belly of a dragon or the stony womb of a mortal woman, dragon-kin are a hybrid being of might and power. Males tend to be brutish: incredibly strong but not terribly smart. Females tend to be the opposite: cunning and quick, but not terribly strong, though they tend to be faster than their larger kin. All dragon-kin share common physical features: a prehensile tail, usually scaly skin(though some have scales that are so soft as to be skin), leathery wings on their back, and foot claws. Their hands can have claws as well, though many prefer to keep them trimmed and short. Some have even grown horns, though it is unknown whether this is a commonality that others just keep hidden, or a trait of a certain branch of the dragon-kin race. None of the dragon-kin breathe fire or any other element or matter. This ability is specifically the forte of their larger and more brutish cousins, the dragon.
Daemora: Sometimes worshippers of dark things offer themselves as the ultimate sacrifice, one of pain and blood and decadence. These unions often result in the Daemora, a group of demonic near-human beings with an infernal heritage and a reputation to match. Almost universally hated for their dual-heritage, the Daemora are often victims of hatred and segregation, though there are those who fight back, unleashing their infernal might against any who would oppose them. Most commonly, Daemora become warriors and necromancers, though they can be of any persuasion, and the occasional goodly Daemora isn't unheard of. All Daemora share common physical features: a thin, prehensile tail, usually tipped with a poisoned spike, curling horns on their foreheads, and bat-like wings that are almost translucent.
Shifters: Though very similiar in appearance to humans, shifters are more feral and dangerous. They each have a totem animal that their spirit is drawn to, allowing them to shift into a form that is a hybrid of both forms. Many dwell together in small villages, primitive and clan-like, often acting as raiders of nearby towns. Though they are very effective in combat with their natural weapons (teeth, claws, etc), they also often weild melee and ranged weapons as well. Many practice spirit magic, as well, becoming shamans and occult sorcerers for the good of their clan. All Shifters share common physical features: clawed hands and feet, prehensile and furred tails, pointed ears, and small fangs.
Others: This is a broader category to include other offshoots of those described above (vampires, werewolves, fey-like creatures, etc), though they will require approval before play begins.
Rules & Reminders
1. No Technology: Though the world is technically a future version of the one we know, there is absolutely no technology to be hand. No gunpowder, no cigarettes (people smoke pipes), no vehicles (people ride horses, and carraiges and chariots see high use), and no modern medicine (wounds are healed by magic or through the use of salves made from medicinal herbs and other vegetation).
2. Magic Has Returned!: The land is a cauldron of unstable magical energies that leak through the landscape. Strange mutations do happen, spawning strange and hideous creatures that are unlike anything nature could conjure. These energies can be harvested, though the process is long and tedious, and exceptionally dangerous due to magical eruptions that occur whenever ley lines are corrupted by outside sources.
3. Be Prepared For Brutality: This is a mature forum, and this rp will push the boundaries of what some are comfortable with. The world is a savage one, and bad things do happen, especially to good people. The warrior who splits his opponents head open with his axe isn't about to worry what the girl with him thinks of his brutality when facing off against a necromancer who wants to peel his flesh.
4. No God-Moding: Just like the general rules and guidelines say, god-moding isn't allowed. No auto-hits, no unerring magical attacks, etc will be allowed.
5. Basic Rules Apply: Be descriptive in posting, paying heed to spelling and grammatical correctness. Likewise, try to refer to other player characters, to give others a sense of involvement. Don't get too ahead of the storyline, and remember that not all threats can be defeated by one character. Give others a chance to shine.
Appearance: (Use link where appropriate)
Weapons/Talents: (Talents denote any special abilities: sorcery, healing, etc)
History: (Please be as descriptive as possible!)
Inspirations For This Game
Conan the Barbarian and other Robert E. Howard books and characters.
Heavy Metal (The Movie)
D&D 4th Edition