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 Post subject: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 7:36 pm 
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Helcêh's Corruption – The City of the Kalkechián


Palmu, it is the city, the greatest of them all,
It is the town of gold and silver,
The city of cloth and shawl,
Where evil is but a sliver.

The nargds, the primitives of the land,
Such a blight and awful sight,
Cut off from the world and stranded,
Until we came and showed them the light.

For years and years the city endured,
Until the rebellious governor came,
And all that we had worked,
Came crashing down in horrible flame.

And after that this glorious city,
Fell into such terror,
And a looming giant o'er came and sent them running to the siërri,
And so what became of the city, a great horror.

This giant, vast in size, terrible in power,
Was none other than an empire,
And sent the people of the city, constructing a great tower,
And those who fell lame or died, were cast into a burning pyre.

Alas, what is this city now,
A home for all, a city rebuilt,
Great light shines from all around, now,
And our city is a'gilt.

And that is the history of our great city.


Image


Setting

Overview

It has been ten years since the burning of Fenrik, one year since the fall of Mirandûr and six months since the orks of Helcêh have been let loose from the bowels of Mithraleen. Now, the lands south of Vettach have fallen under the dominion of the orks and their kin and trolls and beasts worse still march unchecked through the lands east and west of the Braggoldir.

But, despite this plague, despite the hardships, some of the many people of Eusiac have rallied under a common banner. The Imperial Senate, the Kingdoms of Esgaragoth, Ajjergoff, Fjerk and Bjorf, they have united to face a common threat. The dragons of Dal'Scatha, the dead returned, have joined this unusual alliance under the guidance of the Group, a band of adventurers, mages, warriors, thieves and peasants, the last true hope for the world.

Like all things on Eusiac, bar the most foul and evil things, the Group has been weakened. Death, betrayal, exhaustion. The Group has faltered. Only a handful of people remain, bonded only to fight, fighting only to survive, surviving only to see the evil destroyed. The Group has come to Palmu, drawn there by the promise of more recruits, of rest and relaxation, of peace and of adventure, for all things that come to Palmu find this, in equal number.

Your character is in Palmu, for whatever reason. You may have already been part of the Group, you may live there, or, just like the Group, you have been attracted to the city for some reason or another. You hear of this group of adventurers that is set up in Long Inn, of its aims and of the prize you seek, be that untold wealth, unstoppable power or a chance to see the world for what it was before the corruption of Helcêh tainted the lands. Before you join the Group on their journey, however, you can explore the city of Palmu in its entirety. You can visit every shop, speak to every person in the city, do quests and even buy your own house.

Palmu

Palmu is a city on the southern coast of Eusiac. It is the capital of the country of the same name. Unlike many places in Eusiac, it has remained untouched by Helcêh and his orks and the outlying lands have retained their natural beauty. Despite there being no orks, the city has been tainted to its core by something almost as foul as Helcêh himself; mortal greed, mortal avarice and mortal corruption. Poverty is rife within the city. Crime is commonplace. The poor starve while the rich fill themselves with expensive food and wine. The corrupt ruler, Supreme Senator Adrianus Segestius, has managed to stay on as governor long past his appointed time through a web of bribery and political ties.

The nobles, the select few, have enclosed themselves within the Old City and have left the people to rot within the Slums and the Middle District. The guards maintain a presence, but their duties are limited to throwing any wrongdoers into the jail cells or, worse, the asylum. Hundreds of people, misdiagnosed or undiagnosed, have been left to die within the asylum, never to see the outside world again.

On the outside, Palmu seems to be the greatest place to live. It is a trading capital. It is rich in wealth and in diplomatic ties. It has links to the capital of the Imperial Senate, Socra, to Dír and to the ports of the Elven Confederacy, such as Sangéth and Vír. The reality is that none of this is true. Although Palmu is in a bad state, this brings a lot of opportunity. Quests. There are many people in the city, thousands. Many need things done. Errands. Help. All kinds of jobs can be found, especially in the most lawless and deprived areas.

Guilds of Palmu

The Magical Order of Palmu

Map reference: ai

The Magical Order of Palmu is a group of mages who formed a new guild following the dissolution of the Guild of Heneth. They have retained much of the ways of the old guild from an outside perspective, however, they enjoy greater freedoms now that they are no longer governed from Heneth or from another guild hall. They are embroiled in a battle with the secret witch coven that has infiltrated the city and are trying to destroy it.

The Guild of Warriors -

Map reference: aj

The Guild of Warriors is made up of fighters, adventurers, retired soldiers and ex-guards. It works closely with the poor of the city and tries to restore a degree of law and order to the city. They commonly receive and give out contracts about escorting traders, caravans and ships, guarding premises, recovering artefacts and stolen goods and uncovering the corruption of the thieves and assassins that inhabit the city. They are enemies of both the Den of the Quick of Hand and the assassins.

The Den of the Quick of Hand -

Map reference: ak

The Den of the Quick of Hand is an organisation of thieves and pickpockets that make a living through stealing from the upper and middle classes. In the past, they were the defenders of the slums, however, they grew greedy and now keep all of the earnings for themselves. They are contained to a secret hideout within the walls of the city. They are at war with the Guild of Warriors and try to criminalise them. They have contacts within the guard force.

The Coven of Serna -

Map reference: unknown (suspected to be at al)

The Coven of Serna is an ancient witch coven rumoured to meet at every full moon at the Broken Sundial (map reference: al). It was founded by a powerful witch called Serna, a few years after the disaster. It worships Alitura, the Goddess of Nature and Witchcraft. It is hated and feared by the majority of the city, stirred up by propaganda from the Magical Order of Palmu. It is embroiled in a clandestine war with the order and seeks to destroy it.

The Assassins -

Map reference: unknown

Nameless. Shameless. The assassins of the city are a force to be reckoned with. They hide in the shadows and eliminate targets, regardless of wealth, respect or importance. They are not a solid, tangible organisation. They are a presence. An idea. A state of chaos. It is rumoured that if you want to join them, one simply has to express their want in public and the assassins will sent a representative to you.

Places of Palmu

Outlying Lands

Piross -

Map reference: Piross

Piross is a small village outside the city of Palmu. It has six houses and a large manor, Piross Manor. Each house has a small croft in which foodstuffs can be grown. It boasts a population of about forty residents.

Melworth Farm

Map Reference: ag

Melworth Farm is a small homestead to the north-west of the city. It is very near to the city and is only a few miles' walk from the west gate. It has a barn, three houses and a few fields. A population of about ten residents live and work on the farm.

Broken Sundial

Map reference: al

The Broken Sundial is an ancient altar located north of Melworth Farm. It is rumoured that a secret witch cult meets at the sundial every full moon.

Grime Cave

Map reference: af

Grime Cave is a tunnel that leads into a vast, subterranean network of interconnected caves and caverns. These caves expand far under the city and are home to many foul and dangerous beasts. It is said that the creatures at the bottom-most pits of these caves have never seen the light of day for thousands of years. Hundreds of budding adventurers have died trying to find the treasure that is rumoured to be found deep in the cave.

Arek Island

Map reference: ah

Arek Island is a small island off the coast of Palmu. It is of little importance and has no permanent settlements. A few hermits live a secluded life here, shut off from the rest of the world. The ruins of an old fort lie on the eastern edge of the island, facing far out at sea.

Districts

The Docks

The Docks are located at the south-eastern edge of the city. It is home to many homeless people and beggars. There is also an inn reserved entirely for sailors and traders. There are many warehouses used for storing imports and exports. The ship, The Explorer, is docked there. The Den of Thieves is rumoured to be located here.

The Slums

The Slums are the most populated area of the city. Despite taking up less than half of the city's space, it is home to over four thousand citizens. It is filled with densely-packed rows of flats and shops. Around forty people occupy each flat, owing to the district's large population. The barracks and the prison are also located here, due to the high crime rates. The city's only brothel is in the western side of the district.

The Middle District

The Middle District is the largest district in the city. It occupies around half of the city's area. Roughly one thousand people live in this district. It is home to the city's only marketplace, which possesses a wide variety of shops and stalls. The infirmary and the asylum are also located in this district.

The Old City

The Old City is, as the name suggests, the oldest part of Palmu. The few houses that are in the city have been standing since the ael'ùvah first arrived in the region and are thousands of years old. They are very expensive. The Governor's Palace is also to be found here. The district is closed off from the rest of the city and only those permitted entry by the ruler of the city are allowed into this district. The Great Church of Lokve (the city's only church) is located here.

Streets

Forick Street

Map reference: A

Forick Street is a street in the Docks. It is one of the most narrow streets in the city and two men can barely walk abreast. It is filled with many beggars and drunks, who wait to ambush people who choose to walk along the street. It is named after the banker, Derrick Forick.

Arden Street

Map reference: B

Arden Street is the street north of Forick Street. It is wider than Forick Street and is more commonly used by the sailors and dockworkers. It is named after the spice merchant, John Arden.

Olvigie Street

Map reference: C

Olvigie Street is the widest street in the Docks and the second widest in the city. As a result, it is more commonly used by horse-and-cart drivers transporting their goods to and from the Docks. It is named after the paint trader Brëiùs Olvigie, who purchased many warehouses to store his paintings.

Long Street

Map reference: D

Long Street is a narrow street found in the Slums. It stretches from Belloc's General Store near the Docks to Small Street. Due to the amount of flats around it, it is a very busy street. About one thousand people live in this street, accounting for one quarter of the population of the Slums.

Wide Street

Map reference: E

Wide Street is the widest street in the slums and one of the widest streets in the city. It starts at Barther's General Store (which is across from Belloc's General Store) and ends at Long Inn. It is the second most populated street in the Slums, with just under one thousand people residing there.

Small Street

Map reference: F

Small Street is the smallest street in the city. It is home to only one hundred residents and is commonly overlooked by the guards due to its insignificant size. It is south of Narrow Street.

Narrow Street

Map reference: G

Narrow Street is a street located in the Slums. It is slightly longer than Small Street. It has a slightly larger population than Small Street.

Dark Street

Map reference: H

Dark Street is a street located in the north-west part of the Slums. It is called Dark Street as the tall walls of the city cast a shadow on the street. It is also named this because of the seedy activities that commonly go on at the street. It is home to the city's only brothel.

Straight Street

Map reference: I

Straight Street is a street in the north of the Slums. It is the third most populated street, after Wide Street and Long Street, and stretches from Kæna's Bits and Bobs to The Shield.

Baker Street

Map reference: J

Baker Street is the third widest street in the city. It is located in the Middle District. It is home to the Infirmary. Almost two hundred people live in the street.

Wall Street

Map reference: K

Wall Street is the longest and widest street in the city. It is south of the Marketplace. It is named Wall Street as it borders the wall to the Old City. It is the most populated street in the Middle District, with almost three hundred residents.

Mad Street

Map reference: L

Mad Street is named such as it is home to the Asylum for the Terribly Insane. It has no houses or shops and is populated only by the residents of the asylum.

Shops and Homes

Elluré's Armour

Map reference: a

Elluré's Armour is a shop owned by the ael'ùvahian female Elluré. As the name suggests, it is an armour shop. It is located at the end of Long Street and is close to the Docks.

Belloc's General Store

Map reference: b

Belloc's General Store is a general commerce shop that trades in random items, from foodstuffs to furniture. It is owned by Jim Henderson, grandson of Belloc Henderson, after which the shop is named. He is the rival of Barther, the owner of a neighbouring general store.

John's Finest Potions

Map reference: c

John's Finest Potions is a apothecary owned by John Felix. It primarily deals in potions and cures, however, he is known to sell poisons to less reputable people. He also trades in ingredients for potions.

Long Inn

Map reference: d

Long Inn is the inn at the end of Long Street. It is the only inn in the entire city and is a common retreat for the men of the Slums. It is owned by Jock Henderson.

Barther's General Store

Map reference: e

Barther's General Store trades in various items. It is owned by Barther Graham. He is a rival of Jim Henderson, owner of Belloc's General Store. He is rumoured to be part of a witch's coven.

Decrepit House

Map reference: f

The Decrepit House is a house next to Long Inn. It is a blackened ruin and was destroyed in a fire a few decades ago. It is rumoured to be haunted.

Sariäh's Tailor Shop

Map reference: g

Sariäh's Tailor Shop is a clothes shop owned by Sariäh Cérésiä. She is rumoured to be part of a witch's coven. She is the half-sister of Fæna Cérésiä, owner of the city's brothel.

Narrow Knock Grocery

Map reference: h

Narrow Knock Grocery is a grocery shop located at the end of Narrow Street. Fruits, vegetables and other produce can be bought here. It is owned by Arter Merrin.

Palmu Prison

Map reference: i

Palmu Prison is the only prison in Palmu. It is located in the Slums. It has become increasingly busy in recent years due to the rapid surge in crime. It is overcrowded and, as a result, prisoners are commonly executed for simple crimes such as stealing apples. The corrupt guard captain, Meldroch, is the overseer of the prison.

Kæna's Bits and Bobs

Map reference: j

Kæna's Bits and Bobs is a general goods store owned by Kæna Cérésiä, sister of Fæna Cérésia and half-sister of Sariäh Cérésiä. She is a rival to both Barther and Jim Henderson.

The Brothel

Map reference: k

The Brothel is the city's only brothel. As a result, it is one of the most commonly visited landmarks of the city. It is owned by Fæna Cérésiä. It is to be found in the north-western part of the Slums, at Dark Street.

The Shield

Map reference: l

The Shield is a shop that deals in armour and weapons. It is owned by Wulf Brae. It is located on both Straight Street and Dark Street and has an entrance for each street.

Chaucery Manor

Map reference: m

Chauchery Manor is a manor owned by the Chauchery family. It is one of the ancient homes of the Old City. It is home to Sir Chauchery and his relatives, as well as a small army of cooks, servants and maids.

Téllù's Manor

Map reference: n

Téllù's Manor is a manor owned by the Sepilodiæ family. It is named after Téllù, the famous ael'ùvahian architect who designed many houses within the city. It is home to the Sepilodiæ family and many servants.

Siënolicé Estate

Map reference: o

Siënolicé Estate is a manor owned by the al'ùvah Erricé Siënolicé and his family. It is in the shape of a bird. Siënolicé is rumoured to be a member of a secret witch coven. His wife is a famous member of the Magical Order of Palmu.

Northern Watchtower

Map reference: p

The Northern Watchtower is the smallest watchtower in the city. It is located in the Marketplace and is staffed by only a few guards. Despite being small is diameter, it is the tallest building in Palmu. It is very old and very unstable as a result.

Markus' Fine Spices and Herbs

Map reference: q

Markus' Fine Spices and Herbs is a shop owned by Yerik Markus (mithraleenisation of 'hēri· Mhārキus, a barabic trader who is regarded as the last barab on Eusiac. He deals in exotic spices, salts and herbs, as well as ingredients for potions.

Arés' Seductive Potions

Map reference: r

Arés' Seductive Potions is a potions' shop owned by Arés, a promiscuous ael'ùvah who lives in the Middle District. Her shop is located in the Marketplace, beside Markus' Fine Spices and Herbs.

Various stalls

Map reference: s

These various stall change their wares constantly. Their owners are commonly foreigners who have arrived in the city from elsewhere, bringing their native goods with them.

The Great Church of Lokve

Map reference: t

The Great Church of Lokve is the only church in Palmu and one of the largest of its kind in the world. It is even larger than the Holy Seminary of Lokve in Socra. The Great Church holds many masses which are led by one of the two high priests. There are about a dozen priests and many more under-priests. The congregation commonly reaches one thousand. Citizens from the Slums are escorted here by an armed guard, more for the protection of others than for the slum-dwellers.

North-Western Watchtower

Map reference: u

The North-Western Watchtower is the largest watchtower in the city. It is staffed by a small regiment of about two to three dozen guards. It is quite short in height and doesn't even reach over the city's walls.

Infirmary

Map reference: v

The Infirmary is located in the Middle District. It is the only hospital in the city. It is run by nuns. Despite this, the services are not free as the Infirmary is taxed heavily by the ruling class of the city. Due to kind donations, prices have been able to be kept low, however, many, especially those in the Slums, rely on potions-makers to cure them. There is a small chapel within the Infirmary.

East Watchtower

Map reference: w

The East Watchtower is one of the three watchtowers of the city. Of the watchtowers, it is in the middle. It has a smaller diameter than the North-Western Watchtower but a larger one that the Northern Watchtower. It is slightly smaller in height than the Northern Watchtower.

Asylum for the Terribly Insane

Map reference: x

The Asylum for the Terribly Insane is the only asylum in the city. Its haunting moans carry throughout Mad Street and into Wall Street. Many of the people inside were not originally mad but were thrown into the asylum for numerous reasons (inability to pay taxes is the most common reason) and later became mad. Only highly trained battlemages are allowed to act as wardens as normal guards can be made mad by the moans of those inside.

Abroích's Mystical Museum

Map reference: y

Abroích's Mystical Museum is a museum owned by the eccentric magical historian Abroích Dír. It is home to many ancient artefacts, especially those of valiän origin.

Wall House

Map reference: z

Wall House is a house once owned by Graehame Erricson. When he died, it was taken over by the governor. It is on sale for five thousand senate napleans (SN).

Shaft House

Map reference: aa

Shaft House is a vacant house in Baker Street. Its last owner was an old woman known as Sally Maggins. When she died, her house fell into disrepair. It is on sale at the reduced price of one thousand SN, however, the house is unfurnished.

West Flat

Map reference: ab

One of the rooms at West Flat (located in the Slums) is vacant and is being sold for nine hundred SN. West Flat has a reputation for crime and murders are frequent in the area.

Southside Home

Map reference: ac

A room at Southside Home is being sold for one thousand SN. Despite being in the Slums, Southside Home is a respected flat and crime is rare in that part.

Greyhame Home

Map reference: ad

A room is being sold at Greyhame Home. The price is nine hundred and fifty SN. It is close to Belloc's General Store and Elluré's Armour.

Arren Manor

Map reference: ae

Arren Manor is a large house in the Old City. The last owner, Sir Arren, was kicked out of the house along with his family for his crime of treason. He is being kept in the prison until his execution. Meanwhile, his house is on sale for fifteen thousand SN.

Other Landmarks

The Marketplace

Map reference: Marketplace

The Marketplace is located in the north of the city. Although it is part of the Middle District, it forms its own sub-district and is walled off from the rest of the Middle District. It is the home of many stalls and shops. At certain times of the year, especially during festivals, the Marketplace can become the busiest location in the city. At the most important festivals, a stage is set up near the stalls and plays are held. They commonly have a religious theme, however, comedies are not uncommon.

The Governor's Palace

Map reference: Governor's Palace

The Governor's Palace is the largest building in the city. It has its own walls and its own guard force, which is housed in the palace barracks. The Governor's Palace is owned by Supreme Senator Adrianus Segestius, a corrupt ruler who has only remained in power through bribery and lies. As Palmu is one of the largest cities of the Imperial Senate, he is allowed more powers than other senators would be.

The Explorer

Map reference: The Explorer

The Explorer is one of the largest ships in the Imperial Senate's navy. It has been docked in Palmu for months, receiving repairs for damage sustained in the Battle of the Straits of Socra. It is captained by Captain Gallerian Viderus, who is staying at the Governor's Palace while his ship is repaired. For some reason, the ship has been taking longer than expected to be repaired and it has been the victim of a failed sabotage twice.

Cells and the Prison Towers

Map reference: Cells + Prison Towers

The cells and the prison towers are extensions of Palmu Prison. The cells are reserved for those held in custody until they can be tried or for those convicted of petty crimes such as being drunk and rowdy or being a public nuisance. The prison towers are reserved for serial killers and rapists and are normally their home until they are moved to the asylum.

Warehouses

Map reference: Warehouses

The warehouses are a group of buildings that inhabit the Docks. They are used by sailors and traders to store their goods in. Traders that are unable to pay import tax for their goods have their items locked in some of the warehouses until they can buy them back. The less used warehouses are commonly used by beggars as a hideout.

Factions of the World


Image


Factions of Eusiac

The Alliance of Lokve

Map colour: Dark green (Kingdoms of Fjorr), Red (Imperial Senate)

The Alliance of Lokve is a faction that represents the united peoples of the Kingdoms of Fjorr (Bjorf, Ajjergoff, Fjerk and Esgaragoth), the Imperial Senate and the Dragons of Dal'Scatha. They are united under a common aim: to see Helcêh defeated and his corruption brought to an end. They are prepared to bring war to the orkish legions of Helcêh to achieve this goal.

The Imperial Senate forms the backbone of this alliance. As a continuation of the Mithraleenean Empire, it wields much power. Although much reduced in size, the Imperial Senate has control over Socra, Palmu and parts of Kroyhatheff and Donton. It commands a few legions, militia troops and paramilitary armies. Its navy is one of the strongest in the world and ships like The Explorer and The Great Mariner are unmatched. The Imperial Senate is also an economic power and its lands are rich in natural resources as well as gold and silver reserves. It is ruled by High Chancellor Ramocca and the Imperial Senate of Socra.

The Kingdoms of Fjorr have unified out of necessity. In the past, they have warred with each other but the orks and goblins have brought them closer. Commanded by King Garion, they are a force to be reckoned with. They dominate the central north of Eusiac and have political influence over the state of Kroyhatheff. Like the Imperial Senate, they are a military and economic power, however, their navy is lacking in strength and numbers.

The Dragons of Dal'Scatha, led by the legendary Angadithrùl (formerly known as Angadiël), are a unique faction on Eusiac. Joining with the Imperial Senate and the Kingdoms of Fjorr so that they can defeat Helcêh and reclaim divinity, they add substantial military power to the already mighty alliance. All is not well amongst the dragons, however. Their faction has split into two groups. The bulk of the group has remained loyal to Angadithrùl, but, many, especially the older and more powerful dragons, have joined Kaaruthkái and Helcêh.

Mahíär

Map colour: Light pink

The Mahíär, known as Those Who Forgot to the Elven Confederacy, are a group of ael'nonùvah who refused to travel to Gil-Navarié to join their elven cousins. They are ardent believers of Thiëtism, an ancient religion that predates the Mithraleenean Empire by tens of thousands of years. They practice a simple, nomadic lifestyle and commonly move between places. It has no single ruler and is instead ruled by a group of leaders of the different tribes.

Although their religion practises peace, they view the orks as an unholy evil and wage war against them. Many Mahíär tribes, like the one under the command of Siöré commonly patrol around the Braggoldir and attack any orkish patrols. Using the ruvahequii as mounts, they are excellent horse-archers. On foot, they excel at hand-to-hand combat and their archers can hit enemies from a distance that would be impossible for most.

They are a reclusive faction and rarely communicate with the other kingdoms of Eusiac. They are ambivalent towards the Imperial Senate and dislike the Elven Confederacy. They have little opinion of the other factions as they have not had much interaction with them.

The Kroy

Map colour: Light green

The Kroy are a faction of hardeteels that inhabit the northern country of Kroyhatheff. They are similar in both cultural and history to the Kingdoms of Fjorr but years of war have driven a rift between them. They are worshippers of Lokanus and are very devout. Their capital is the city of Kroy, where the Kroy (the ruling council of the faction) meet.

Years of war have trained the soldiers of the Kroy into skilled veterans. Although small in number, their soldiers are very adept at hand-to-hand combat and are among the strongest infantry in Eusiac. They have also retained a degree of naval power and have some naval bases along the northern coast of Kroyhatheff. Their navy is weak compared to the likes of the Imperial Senate and Stjerkaj, but it is strong enough to protect its ships from pirates.

Although, in the past, they have fought with the Kingdoms of Fjorr, they have also united with them before against the Imperial Senate. Now that the Kingdoms of Fjorr have aligned themselves with the Imperial Senate, many people in the Kroy believe that they have been betrayed. They are angry at the Imperial Senate for conquering Hinnl, an important port, and for what they view as aggressive actions along the borders such as constructing forts. They are allied with Stjerkaj and have supplied soldiers to assist with their war with Dír

Dír

Map colour: Light orange

Dír is one of the two remaining nargdoc factions on Eusiac. It inhabits the southern parts of Nargd'Hcuthd and is the unification of dozens of tribes, which have been absorbed through violence and other means. Unlike Stjerkaj, it worships Lokve and believes in the Imperial Pantheon. The capital is at Dír. The leader of this faction is Queen Imrith the Fair. Despite having the title of queen, a lot of the power is held by elected officials who represent the citizens of Dír.

A few decades ago, Dír was a faction of considerable strength and influence. It was able to fight Stjerkaj on one front and the Imperial Senate on the other. Now, however, it has lost a large amount of land to Stjerkaj. Despite the reduction in size and power, its military is rightly feared. Whereas Stjerkaj favours tough, strong shocktroops supported by conventional infantry and horsemen, Dír favours lightly-armoured, lightly-armed but swift infantry that can set up ambushes and lead enemies into traps. While this tactic has claimed many victories for Dír, it has not allowed them to advance into enemy territory well, where Stjerkaj has the home advantage.

Dír has very little allies. It is politically weak. It has only survived thus so far by proxy assistance from the Imperial Senate, who fear that if Stjerkaj conquer all of Nargd'Hcuthd they will be unstoppable. They are enemies to Stjerkaj and, as a result, the Kroy.

Stjerkaj

Map colour: Dark orange

Stjerkaj is the second of the two nargdoc factions on Eusiac. It is found in the north and central parts of Nargd'Hcuthd. It also has a colony in Arctictas. Stjerkaj has stayed true to the nargdoc gods of old. Lokve is worshipped as an honorary god, but is not considered equal to the traditional gods. It is ruled by Hjùrm the Once-Elven, an eighty year-old king who has retained a youthful appearance due to his elven blood. Hjùrm reigns as the absolute leader of his kingdom and his loyal soldiers enforce his laws. He and his ruling council have banned magic and kill witches and mages alike. He is rumoured, however, to practise magic himself.

Akin to their Kroyhatheffian allies, Stjerkaj soldiers rely on strong infantry to break the enemy army. Unlike the soldiers of the Kroy, however, they are supported by weaker infantry and horsemen. They are the second most powerful naval kingdom on Eusiac, beaten only by the Imperial Senate. Of all kingdoms, Stjerkaj is the largest and dominates most of Nargd'Hcuthd.

Stjerkaj has been at war with Dír for centuries. Initially, Dír had crushed Stjerkaj and forced the ruling family to seek refuge in the Kroy, however, they returned with a vengeance and retook the capital of Stjerkaj. Their recovery was so swift that they turned the tide of the war to their favour. Their allegiance with the Kroy is due to the Kroy assisting them in the war with Dír. They see the Imperial Senate as a threat and are angered by the fact that it has been assisting Dír.

Clan Tiberius

Map colour: Dark blue

Clan Tiberius is one of the three clans of Mithraleeth. It has always been a military power and was the home to many knightly orders. Even after the disaster, Clan Tiberius is still powerful and is the largest of the clans. It has influence over Clan Braeburn and the ruler of Clan Braeburn is essentially a Tiberius puppet. The leader of Clan Tiberius is Warlord Jular. He is a very strong, very tactical ruler and has managed to strengthen his kingdom. They are loyal to the religion of the old Mithraleenean Empire.

Clan Tiberius has a varied and strong military. They have good archers, good infantry and good horsemen, as well as very skilled knights, such as the Timorium Knights. Although few in number, these knights can change the course of battle by their presence. Their armies are also commanded by strong generals who are elected on merit instead of on family ties.

They are enemies of Clan Vettach and have a rivalry that stretches back several thousands of years before the formation of the Mithraleenean Empire. Clan Braeburn is unofficially a client kingdom of Clan Tiberius, although it is not made to be so in public.

Clan Braeburn

Map colour: Purple

Clan Braeburn is the second of the three Mithraleenean Clans. Of the clans, it is the weakest, in both military and political influence. Its army is barely capable of fighting the bandits that plague the clan's countryside and it is unable to wage a war. It is ruled by Brae Mjuralla Breída, who, despite his best intention, has been forced to swear allegiance to Warlord Jular.

Clan Braeburn's army is little more than guards and mercenaries. The Brae almost took his nation into bankruptcy by bribing many bandits to become soldiers. Clan Braeburn has also witnessed ork attacks coming from the west, since the Braggoldir became active. Without the assistance granted to it by Clan Tiberius due to its status as a client kingdom, the clan would have fallen years ago.

Clan Braeburn is neutral towards Clan Vettach and does not have an opinion of the other factions, being to immersed in its own politics and stability. Its only ally is Clan Tiberius and it is more like a client kingdom to Clan Tiberius than a friend.

Clan Vettach

Map colour: Light blue

Clan Vettach is the third of the three Mithraleenean Clans. Though surrounded by Clan Tiberius, it is strong and manages to hold out against its enemy. This is due to its strong leadership under the rule of Vettachius Gramochel Vettal, a twenty-three year old king. Through political guile, he has managed to stop the Tiberius advance into his lands. The capital is Vettach, which is on the shores of Loch Vettach.

Although it doesn't command the standing or power that the army of Clan Tiberius does, Clan Vettach's army is a force to be reckoned with. Unlike Clan Tiberius, it uses a mixture of light and heavy horsemen, making it good against knights and infantry alike. Its own infantry is mediocre, however, its real power lies in its navy. Clan Vettach has the fourth best navy on Eusiac and is the most powerful naval force of the clans. It has won many naval battles against Clan Tiberius and controls both Loch Vettach and Lake Tiberius.

Clan Vettach has been involved in a long war with Clan Tiberius. It has no allies and remains neutral towards all other factions of Eusiac. Its ruler is currently trying to find a diplomatic resolution to the war with Clan Tiberius so that they can deal with the orkish threat.

The Dwarven Kingdoms

Map colour: Brown

Reclusive, isolationist states, united only in racial and cultural similarity, most of the Dwarven Kingdoms have not been active for one-hundred and eighty-two years and Khâzadûru has not been heard from since the disaster two-hundred and fifty-eight years ago. Despite this, there are rumours that the khârg of these mountain kingdoms are marshalling for war and will march one last time with the rest of the races of Eusiac against Helcêh. It is unknown who is in charge of the khârg of Khâ, Khâmol-Sûltra, Khâmol-Astrû and Khâzadûru or if some of these kingdoms even remain.

Despite being unknown to the world, the military of the khârg is legendary. Although small is stature, the khârg are brave, strong and resilient warriors, with a natural resistance to magic and a small immunity to pain. Their leaders are strategical geniuses and have a commanding presence. Despite this, their axe throwers, although powerful, have a short range compared to archers and the khârg have little cavalry in their ranks. It is rumoured, however, that before the disaster, the khârg of Khâzadûru discovered gunpowder and made a destructive weapon, akin to a catapult but able to fire lead balls a further range.

The khârg are a naturally warrior-like race. In the past, they have warred with each other and with the other races of Eusiac, however, above all else, they hate the mequë and all other spawn of Helcêh.

The Elven Confederacy

Map colour: Pink

The Elven Confederacy, known as vo Uniteriä iyu Valëo to the ael'ùvah, Líré Vælén Æniterié to the menagi and vedas Únistarí inisá Valsero to the Essence Elves, is nation consisting of Gil-Navarié, the Havessé Islands and the rest of the Elven Isles. It is the last home of the elves and the ael'ùvah, the menagi, the ael'nonùvah, the remaining Essence Elves and the remaining X'azzeeri live here. They are ruled by Paramount King Almdír and the Council of the Meras (the Morassi Council – liré Morassi - to the menagi).

As the representation of a large variety of races, the Elven Confederacy's military is likewise varied. It has a selection of good quality infantry, horsemen and mages. As Gil-Navarié was once a naval power, the Elven Confederacy has retained some degree of maritime skill. Although small in number, the navy's ships are among the best in the world, only beaten in power by ships such as The Great Mariner, the flagship of the Imperial Senate.

The Elven Confederacy have no allies or enemies. Many dislike them purely because the ael'ùvah once had a reputation for being arrogant and elven supremacist. For the most part, the ael'ùvah of this alliance are extremely different from the ael'ùvah of old and readily welcome ael'nonùvah and menagi into their society. There still exists some fringe groups that wish to place the ael'ùvah as the ruling race of the Elven Confederacy, however, the king and his council have stated that all races are equal and deserving of respect.

The Kingdom of Albion

Map colour: Yellow

A newly-forged kingdom, an alliance of towns and villages in southern and central Miraleen, the Kingdom of Albion is based at the capital of Albion, a town built on the ruins on the ancient city of Albion (Mira: Albíorrach). The fledging kingdom is led by King Keídù the Brave (Kaíld Keídù faíc Bréich).

Barely a month old, the Kingdom of Albion has not had a chance to prove itself militarily, however, its soldiers are strong in both valour and arms. They are skilled in guerilla warfare and archery. They rely on light cavalry to scout of enemy positions and lure the enemy into traps. Their soldiers are skilled enough to have held their borders against the Orks of the Braggoldir. The Kingdom of Albion has no standing navy. Its only ships are re-fitted fishing boats and some canoes. Along the shores of Miraleen, some galleys are under construction.

The kingdom owes its foundation to the Group, who freed its founding villages from the orks and pushed the taint from central Miraleen. As a result, it will ally itself with whomever the Group considers a friend. It has not been approached by the Imperial Senate, yet, however, when the Imperial Senate does offer an alliance, the Kingdom of Albion is sure to accept the proposal with open arms.

Factions of Evil

The Orks of the Braggoldir

Map colour: Grey (beside the Kingdom of Albion)

The Orks of the Braggoldir are a variety of orks based at the fortress in the Braggoldir, an area of Miraleen still tainted by Helcêh. These orks are commanded by three spectres who are dressed in jewels and crowns. They are well-spoken and masters of manipulation. The Orks of the Braggoldir are weaker than other varieties of orks. They are more akin to the Orks of Norkel (based in Mithraleen) than to the Mequë of the North. The Orks of the Braggoldir are more like humans than any other variety of ork and have more human emotion.

The Orks of the Braggoldir are fighting a two-front war with the recently-founded Kingdom of Albion and the Mahíär under the command of Siöré As a result, they have been able to send their troops to Mithraleen to join the other orks rallying to Helcêh's calls.

The Mequë of the North

Map colour: Brown (beside the Kingdoms of Fjorr)

The Mequë of the North are the original breed of Norkel's orks. Because of this, they are harsher, uglier and stronger than most other orks. Many of them are old enough to have fought the Valiö in the original war between Norkel and Lokve. It is rumoured that they are ruled by the powerful and ancient Shischelkë, giant dæmons that serve Norkel willingly. They are masters of both conventional and guerilla warfare. They are based in many castles and fortresses in both Miraleeth, Miraleen and western Fjorr. They were the orks that attacked and destroyed Esgaragoth.

They are currently building up their armies to help in the final stages of the war. They have not committed to any major assaults since conquering Esgaragoth and mostly spy on the Kingdoms of Fjorr. Many legions of orks have been sent south to Mithraleen, following Helcêh's demands for troops.

The Trolls of Mithraleeth

Map colour: Dark grey (near Loch Mordach)

The Trolls of Mithraleeth are a collection of troll tribes allied to Norkel. In the early years after the disaster, in Mordach, trolls were hunted down and slain in great numbers. When Helcêh attacked Mordach, he pledged the land to the trolls, if they agreed to join him. The majority of the Viddish trolls were horrified by this and were kicked out by the Vannish and Vinnish trolls, who were happy to help Norkel. The trolls have already begun to attack the clans of Mithraleeth, under the command of Helcêh.

As stated earlier, the Trolls of Mithraleeth are harassing the borders of the clans of Mithraleeth. They have not made any serious advances into the clan's territories, however, the clans are wary of them, especially Clan Braeburn. The Trolls of Mithraleeth are looked down upon by the other servants of Norkel, especially the Orks of the Braggoldir, who wish to gain more favour with Helcêh.

The Witches of Eíldor

Map colour: Dark red

Corrupted by Norkel, the Witches of Eíldor serve him willingly, thinking that he is Alitura. They are led by several coven leaders and are united in their faith in Alitura. They excel in magic. Many of them are descendants of Alitura and her offspring. The main coven within this group is the Coven of Mortock, based off of the ancient Mortock Witch Clan. They are composed of a mixture of races but are mostly human.

Part of an army of orks, trolls and goblins, the Witches of Eíldor stand out from their peers, being human and elven in nature. They are feared, even amongst the orks. They are fighting a war of attrition with the clans of Mithraleeth, until Norkel (or Alitura, as he has made them believe him to be) gives the order for them to begin their final assault.

The Orks of Norkel

Map colour: Light grey (in Mithraleen)

The Orks of Norkel are the most common group of ork. They inhabit Mithraleen and answer directly to Helcêh. They are stronger than the Orks of Braggoldir but weaker and younger than the Mequë of the North. Their ranks are bolstered with goblins and trolls, unlike the other orkish groups. Like other orks, they excel in both ambush and direct combat. The Orks of Norkel field mounted troops and spearmen, along with the more common infantry, unlike the other orkish tribes.

Of all orkish tribes, the Orks of Norkel are the most active. They were responsible for conquering Clan Mordach and commonly attack settlements. Ever since the Slave Revolt of the Orks, they have been reluctant to use slaves, however, it is rumoured that thousands still toil in mines and in farms to help the orkish war effort. Of all the ork groups, the Orks of Norkel pose the biggest threat to the factions of Eusiac. They have marshalled their forces in Mithraleen, in preparation for Helcêh's final stage in taking control of the world.

Rartjuum's Orks

Map colour: None

Unlike the other orks, Rartjuum's Orks have no permanent territories. They are constantly moving in their task to hunt down the Group. They are composed of orks, goblins and trolls from all backgrounds and tribes. They are lead by the great, fearless general Rartjuum, who is Helcêh's right-hand man. They are feared throughout the world and rightly-so as they have been responsible for the destruction of many towns and villages. Rartjuum himself is feared throughout the world and he uses torture and rape to get what he wants.

As the right-hand man of Norkel, Rartjuum is allowed to use any resources necessary to fulfil his aims. He has jurisdiction over all orks and can command the Orks of the Braggoldir and the Mequë of the North if he wishes. Because of this, Rartjuum is unpopular among the Orks of the Braggoldir and the Mequë of the North.

The State of the World

The world is in turmoil. Since the disaster that heralded the collapse of the Mithraleenean Empire and caused Eusiac to become separate from Cerceres, the world has been weak and fragmented into different, warring factions. Only in recent years, out of necessity, have alliances been formed. The Alliance of Lokve is the largest alliance of its kind and is expected to grow larger as the Group travel to different factions to request aid.

Current Wars

The War of Nargd'Hcuthd

The War of Nargd'Hcuthd has been raging for decades. It is seen as a war between the socially-progressive and less tyrannical nation of Dír and the power-hungry Stjerkaj, though the causes are much more complex and underlying than this. The war has taken a dip in activity and there have been no major assaults or movement of troops in the past year. The war has seen events such as the Kidnapping of Queen Imrith the Fair and the Battle of Loígh Dréich. Dír has received economical and political support from the Imperial Senate. Stjerkaj is supported militarily by the Kroy. The war is something of a worry for the Imperial Senate. If Stjerkaj wins then they will be able to attack the Imperial Senate directly.

The War of the Clans

Like the War of Nargd'Hcuthd, the War of the Clans has been raging for a long time. It has seen the deaths, births and resignations of many kings and generals. Unlike the War of Nargd'Hcuthd, it is not seen as important by the rest of the world. Many think that if Clan Tiberius is allowed to win the war, they will be able to stand strong against the orks. Currently, there is a ceasefire between Clan Tiberius and Clan Vettach while the war is resolved through diplomacy.

The Disaster

The disaster was a cataclysmic event that happened two-hundred and fifty-eight years ago. It was a giant shockwave of fire that centred around Crusada. The fire scorched the lands in Mithraleen and as far away as Mithraleeth, Miraleen and Donton. The event coincided with the Eruption of Mt. Fíroíc (Menol Firos) and the Earthquake of Vitae. At the same time, Afrik and other continents of Cerceres suddenly disappeared from the world, leaving only expatriate barabs, Essence Elves and X'azzeeri.

The death toll of the disaster (and its consequent disasters) was in the millions. The entire population of Mithraleen was wiped out in seconds. Although shielded by the Khâzak Mountains, southern Mithraleeth was devastated. People living in the far south of the country were killed along with the people of Mithraleen. Crops in Mordach were poisoned by the ash and there was a famine in Strabo and Broumar. These three clans later fell to the less affected clans or were attacked by orks. Donton was devastated by the disaster and by earthquakes. The city of Vitae was destroyed and the majority of its population killed. The country was largely abandoned. Miraleen had its southern parts reduced to ash. The central portions were flooded with lava and the north was overrun by the mequë coming from Miraleeth. With the capital and a significant part of its territories destroyed, the Mithraleenean Empire was weak. Provinces seceded and generals turned rogue. Gil-Navarié cut off all ties from the empire. There was a period of two months when it was leaderless. A council of nobles desperately attempted to discovered a successor. Emperor Jerren Cahil was named as the leader of the ailing empire and was only distantly related to the previous ruler. His line lasted until fifty-eight years after the disaster. With the death of his grandson, Emperor Janus Cahil, the Mithraleenean Empire was declared dissolved and became the Imperial Senate.

It is rumoured by some that the disaster was caused by Helcêh's exiting from the Void and that when the fireball happened, Helcêh took control of the world. Others say that the disaster was actually Lokve's last resort to destroy an evil army from the very pits of the Void was sitting in Crusada, ready to be unleashed on the world. Whatever it was, it was responsible for the destruction of the empire, the deaths of millions and, perhaps, indirectly, the end of the world.

_________________
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Last edited by POMC S117 on Fri Apr 05, 2013 8:06 pm, edited 5 times in total.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 7:37 pm 
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Races



Mannish Races

Hardeteels

The hardeteels are a race of men that inhabit Fjorr, Kroyhatheff, Mithraleeth and the Heartlands and have large populations in other countries. They are very strong and powerfully-built. They are one of the oldest races. They are tough and hardy, able to cope with extreme conditions. They can be very aggressive. They are known as noreranus by the ael'ùvah and nûredhanù by the ael'nonùvah. They both mean North-native. They call themselves hárdetedhl, from which the word hardeteel is derived.

The hardeteels were largely unaffected by the disaster. Most of their population was located in lands not damaged by the disaster, however, hardeteel immigrants to countries such as Miraleen, Mithraleen and Donton were killed in great number when the disaster struck. The hardeteels were among the first to secede from the Mithraleenean Empire and stabilised their own realms. Most hardeteels are members of the Kingdoms of Fjorr, the clans of Mithraleen or the Kroy, however, many have moved to other places such as the city of Palmu.

Erius

The erius are a validor race, native to Mithraleen. Due to the Mithraleenean Empire, the race has become one of the most advanced in Cerceres. They can be found almost anywhere on Eusiac as a result of their considerable power on the world stage. They can be found holding administrative posts in many kingdoms. Their name is derived from what ael'ùvahian settlers called them when they first met the early erius, iberanus iyu cerum ucognital. In ael'ùvahian, this means natives of this unexplored land, however, in everyday usage, the ael'ùvah know them as the iberius. By the Essence Elves, they are called the hesálth-hûr, central man. The hardeteels know them as éirus. The nargds call them úeirus, which is derived from the hardeteelean name.

The erius were badly affected by the disaster. The countries of the erius, Miraleen, Mithraleen and Donton, were the places where the disaster struck. Millions died from the disaster and many more died from the wars and famine caused by the disaster. Despite these huge losses, the erius still managed to remain strong due to significant populations of the race located in other countries. Many moved to Palmu and Socra before the disaster and remained fine.

Barabs

The barabs are a dark-skinned race of men that inhabit the arid deserts of Afrik. They are a formidable race, though they can be quite small. Like all Mannish races, they can be fierce and aggressive. It is unknown how they evolved from the valiö but they are a validor race. They are called norkù-hiärés by the ael'ùvah, black people. They call themselves nhā-h'ārs, which also means black people. By the canids, they are known as en'oor-res, betrayers of Trust.

At the same time as the disaster, Afrik, the continent of the barabs, was mystically undone from the universe. No trace of its existence remained, except in those who remembered it. The only barabs left are the ones who moved to Eusiac before the disaster. For unknown reasons, these remaining barabs can only be killed through disease or injury. Many rumour that it is linked to the disaster.

Nargds

The nargds are a race of men who inhabit north-eastern Eusiac. They are a warrior-like race and have a bloody history. They are divided along tribal lines. They make fierce warriors and are known for their bravery and strength. Despite their apparent savage nature, they are very cultured and many of them love fine arts and music. By the ael'ùvah, they are called calcheciän, a corrupted form of Kalkechián, a tribe of the nargds. They are called vaghmin, vermin, by the ugluh. By the ael'nonùvah, they are known as dhést-hár, eastern man.

Of all races, the nargds were the least affected by the disaster. With very few immigrants to other countries, the nargds retained much of their population. Their ability to breed faster than most other races also allowed them to strengthen themselves and recover those lost during the wars between the tribes. Nargds remain a powerful force on Eusiac and belong to the two kingdoms of Dir and Stjerkaj. Some also make up the Kroy.

Naídr-s-Dryd

The Giant Men are a strand of erius, who they call naídr-s-crysada, that inhabit the Drooding region of Mithraleen. In antiquity, they ruled the region of Dryd, however, they were enslaved by the Mithraleenean Empire in its early history. By the ael'ùvah, they are called thùinyar, by the ael'nonùvah they are called chéided​hanú, strongmen. They call themselves naídr-s-dryd, natives of Drood.

Of all races, the naídr-s-dryd were perhaps the most affected by the disaster. Like the erius, they originated from Mithraleen, however, unlike the erius, they did not have any large population outside of Mithraleen. When the disaster wiped out Mithraleen, the naídr-s-dryd lost over ninety percent of their population. Most of the remaining population were wiped out by war or famine. Very few remain. Those that remain are to be found inside the lands of the Imperial Senate.

Valëo (Elven Races)

Ael'ùvah

The ael'ùvah ael'ùvah are elves native to Gil-Navarié and the other islands of the Elven Isles. They were one of the first races to evolve from the Valiö. They are called the ùdesi by the ael'nonùvah, the ùpatiir by the Essence Elves and Mystic Elves by the Erius. The singular form of ael'ùvah is al'ùvah, which means I am blessed in their native tongue, ael'ùvahian. They were once called aelutur'ùvah by themselves in their early history. They are one of the validor races on Cerceres.

The ael'ùvah could be said to have prospered from the disaster. When the disaster happened, the ael'ùvah broke off from the Mithraleenean Empire and united with the menagi to form the Elven Confederacy. They decreed it a place for all elves, be they ael'nonùvah or ugluh, where they could be safe. Many answered their calls and ugluh, ael'nonùvah and the remaining X'azzeeri and Essence Elves came to the Elven Isles in their droves.

Ael'nonùvah

The ael'nonùvah are a race of elves that are native to Eusiac. They are split into two cultures. One culture is a group of loosely-allied nomadic tribes that are continually on the move while the other has permanent settlements in Mithraleen. They are called Forest Elves by those in the Mithraleenean Empire and hárshés [pronounced: YAR-CHAYZZ] by the Essence Elves, which means ranger or archer. They are also called fatiir by the Essence Elves, which means brother. The nomads of this race call themselves nóhodál, homeless. The other group call themselves énos én Lokve, which means one in Lokve.

The ael'nonùvah were both devastated and unharmed by the disaster. The ael'nonùvah living in Mithraleen were wiped out by the disaster, however, the ael'nonùvah were unaffected by it. When the call for all elves to go to the Elven Confederacy was made, most of the ael'nonùvah answered their call. Those that did not became the Mahíär.

Menagi

The menagi are an elven race that hail from the Havessé Islands and Sortír. Their ancestral homeland is Aman-Haver. They were originally the offspring of a union between ael'ùvah and ael'nonùvah but soon became their own race due to Boriémeg's involvement in their race. In many ways, they are more similar to the Mannish races than elven races. Despite this, they have the signature pointed elven ears. Menagi is the erius translation of the name mænagi, which is what the menagi call themselves. It is derived from ael'ùvahian marenag, meaning shame. Some ael'ùvah, especially those in Gil-Navarié, also call them marenagathù, great shame. To the hardeteels, they are known as meánaghi, to the nargds they are known as ménáhiá, méanáhir or máenáhir. In Mira, they are known as miégnag. All of these terms are derived from the erius word. The ael'nonùvah know them as chidhrén, meaning children. Due to the promiscious nature of the menagi, many languages have words derived from menagi to relate to matters of a sexual nature. In the Sepilonæa language, the word for nymphomania is menagikoæsimaniæ. This is repeated across many languages.

Like the ael'ùvah, the menagi thrived in the disaster. Forming the Elven Confederacy with the ael'ùvah, the menagi co-operated with their once fierce enemies. Due to this alliance, the menagi have now become accepted within ael'ùvahian society and vice versa. Some ael'ùvah even call them aelu marenag, our shame. This is not an insult. It, in fact, refers to the ael'ùvah's shame at themselves for their harsh treatment of the menagi in the past.

Ugluh

The ugluh are an elven race that inhabit the northern parts of Eusiac. They are most commonly found in Arctictas and Agluh Hghdal. They are an isolationist race and commonly cut themselves off from the rest of the world. They despise the khârg and the nargds and both races return this emotion.

By the ael'ùvah, they are called anlibrù, equals. By the nargds, they are known as inkelkédhaiht, slavers. The erius know them as ugluh, which comes from the ugluhian name for themselves, ugluhre, meaning oneness in Lokve.

The ugluh were only indirectly affected by the disaster. The political instability caused by the loss of the Mithraleenean Empire shocked Arctictas and it was overrun by crime. When the call for all elves to head to the Elven Confederacy came, many answered this call. In Agluh Hghdal, most did likewise, but many chose to stay. They later fell to orks under the command of Rartjuum.

Essence Elves

The Essence Elves are an elven race that inhabit the Faka'r Islands. They are the most biologically similar race to the Valiö and, due to their isolation from Eusiac, they have remained most true to the Valiö. They are called Essence Elves by the erius and actually prefer it over their own name for themselves, Hátéödiäpatiir. By the ael'ùvah, they are known as emùré and are called dhùsá by the ael'nonùvah (copiers and friends respectively). They are known as xhexteopaxt by the X'azzeeri.

The Essence Elves were damaged terribly by the disaster. Like Afrik, the Faka'r Islands were ripped from the world, along with those living on it. The only Essence Elves alive are those that lived on Eusiac before the disaster or were born after it. Like the barabs, they can only be killed by injury or illness. Most Essence Elves live with the Elven Confederacy.

X'azzeeri

The x'azzeeri are an elven race. They are extremely different from their fellow elves as they are large and bulky. They are very-dark skinned. They have developed to cope with the harsh landscape and environment of X'zazaz as well as the surrounding lands. By the erius, they are called Volcanic Elves. They are known as incínd-hiárés by the ael'ùvah, fire people. By the ael'nonùvah, they are known as incándó-edhanù, fire people, similar to the ael'ùvahian name.

The x'azzeeri were damaged terribly by the disaster. Like the Faka'r Islands, X'zazaz was ripped from the world, along with those living on it. The only x'azzeeri alive are those that lived on Eusiac before the disaster or were born after it. Like the barabs, they can only be killed by injury or illness. Most x'azzeeri live with the Elven Confederacy.

Cthori Races

Khârg

The khârg are a short, rotund race that commonly inhabit underground cities built into mountains. Unlike the majority of other races, the khârg belong to the Cthori races, a group of races made by the god Cthor. Most of the other races evolved from the valiö, who were made by Lokve. They are an ancient race, older than even the valiö. They are renowned for their expert skills in smithing. By the ael'ùvah, they are known as the vos dimùné, the dimunitive. They are called keros by the ael'nonùvah. The hardeteels call them khergem, from which the word khârg is derived.

The khârg were unaffected by the disaster. It is unknown, however, what happened to Khâzadûru when the disaster struck. Some theorise that the mountains protected them. Others say that they shared the same fate as the rest of Mithraleen. The other khârg quickly fell into war. Khâ and Khâmol-Sûltra declared war on each other and many were slain on both sides. Both cities were besieged by each other at least once but were beaten by the defenders every time. They eventually retreated to their caves and locked themselves inside. It is unknown what happened to them in the years since, but many rumour that they are preparing for war. Many khârg have been seen outside the cities, feeding these rumours.

Mechanics

Combat

There are no dice rolls, except against certain enemies. Your class, your weapons and your armour will affect how well you do against your enemies. For example, a mage wielding a sword will be weaker against a goblin than a warrior would be. The type of enemy also affects how well certain attacks work. Orks are fearful of fire and fire spells work greater against them than a wind spell does. However, if you are attacking an ork using said fire spell and it is raining, the spell will be weakened by the presence of rain.

Rules

1. As the DM, I say what goes in the RP. If you feel my decision is wrong, you are free to PM me.
2. Please use good grammar, or, at the very least, understandable grammar. This helps the flow of the RP and means that people can easier understand the content of your posts.
3. Try to keep the names of your character appropriate to the race. For example, no elves called “John” or humans called “Rrechír” unless there is a good reason for it. A reason could be that your character was raised by elves or by humans. If you have trouble thinking about would be appropriate, feel free to PM me. That goes for anything. If you have a question about the world, you can PM me whenever.
4. Have fun!

Magic

Magic is an ancient and very powerful force. However, years of neglect and misuse has caused it to be forgotten or shunned. Very few mages exist in the world and most of them are hermits, living a reclusive life, shielded from the rest of society.

Once, magic used to be accessible and available to most people but now it is rare. Only a select few people can use it. Spells are no longer the simple words or phrases they used to be. They are now long sentences, written in a language that not many can understand. Spells have their own weaknesses and strengths, however the magnitude and power of a spell is also decided by how much of the incantation is known. For the spells to continue to function, the incantation must be chanted for the duration. If it is interrupted, the spell will falter. The rest of the incantation can be learned through ancient books and tomes or through word of mouth.

Basic spells cost one spell point, Intermediate spells cost two spell points and Advanced spells cost three spell points. The amount of spell points your character has depends on your character's class. For example, mages start with three spell points while warriors are only allowed one.

Basic Spells

Khriin vo votariëlathù gotham – Summons fire to attack your foes. It is difficult to manipulate.

Al'ommasta el lokviusathù – Summons water that can defend or attack your foes. Its fluidity allows the caster to manipulate it with ease.

Al'ummonel vo gotham iyu gallùs – Calls wind to your aid. It can be used to distract enemies.

Iglús i Lokve, elsayasta al en avu ihi iglí – A potent healing glow is summoned that can be used to heal moderate wounds.

Regardathù iyu mequë – A spell that can make the weak-willed fall under the casters command. It is most powerful on enemies tainted by darkness or corruption.

Intermediate Spells

Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär – This is a more powerful version of fire and requires more concentration and power to use. It is more fluid and able to be manipulated more than the lesser version of this spell.

Al'ommasta el lokviusathù tiär elencévasta entacé et cérés – More powerful than the lower tier, this can conjure a flood of water that can assume a basic form. It is good at driving back large amounts of enemies.

Al'ummonel vo gotham iyu gallùs tiär sencasïó entacé et pyrafaldcé – Not only can it be used to scare and distract enemies, this version of the wind spell can cause damage to buildings and can be used to make the environment turn against your enemies.

Iglùs I Lokve, elsayasta al en avu ihi iglí ayë ihi alu pyrecés – This can heal multiple targets or heal all but the most horrific wounds of a single target.

Regardathù iyu mequë, regardathù iyu mequë iyu mortcérù, iyu domesti, iyu syna – This spell is able to manipulate the average person. It is especially powerful against those affected by corruption.

Compiätrïóssi, fussi, ecéntasta alu shéntïas ayë rùvasta encévast – Even in the most extreme situations, this spell can boost the moral of all nearby people and rejuvenate them.

Magicé, ecéntasta alu shéntoras ayë castriänasta acín tiär vo gallùs – This spell can teleport one away to safety. It has a limited distance but skilled spellcasters can travel to distances as far as a mile away in a few seconds. It drains a lot of energy and must be used sparingly.

Elí ï glaíd, al'ommand av, en rapathù, tiär coíllasta tiärién - This spell can be used to summon the power of ice. It is much like the water spell, however, the water is rapidly frozen upon conjuring it. This can be used as a means of defence as well as attack. The spell is currently known only by a select few.

Advanced Spells

Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär ùvivasta alu nonfussi, tiär incíndorel oelù cér ayë oelù pyrrùmisén – This is a most powerful version of fire and requires more concentration and power to use. It is more fluid and able to be manipulated more than the lesser versions of this spell. It can burn huge areas of land and has been compared to dragon fire.

Al'ommasta el lokviusathù tiär elencévasta entacé et cérés ayë incíndorel vo Cércéres i et helcesh – More powerful than the other two tiers, this can conjure a flood of water that can assume almost any form. It is good at driving back large amounts of enemies and can drown people easily.

Al'ummonel vo gotham iyu gallùs tiär sencasïó entacé et pyrafaldcé ayë ùvivasta alu énglicíl – Not only can it be used to scare and distract enemies, this version of the wind spell can cause great damage to buildings and can be used to make the environment turn against your enemies. It can also form a tornado to sweep up enemies.

Iglùs i Lokve, elsayasta al en avu ihi iglí ayë ihi alu pyrecés ayë alu mortcérù – This can heal many targets slightly or heal any wound of a few targets.

Regardathù iyu mequë, regardathù iyu mequë, iyu mortcérù, iyu domesti, iyu syna ayë iyu cércéré entecó alu – This spell is able to manipulate the all but the strongest-of-will. It can be used to control multiple people at once. It is especially powerful against those affected by corruption.

Compiätrïóssi, fussi, ecéntasta alu shéntïas ayë rùvasta encévast ayë mùscùré bi alu précéncé – Even in the most extreme situations, this spell can boost the moral of entire armies and rejuvenate them. It can also scare enemies.

Magicé, ecéntasta alu shéntoras ayë castriänasta acín tiär vo gallùs ayë castriänasta tiär hidar – This spell can teleport a few people away to safety. It has a limited distance but skilled spellcasters can travel to distances as far as a few miles away in a few seconds. It drains a lot of energy and can only be used rarely.

Classes

Warrior – The art of mêlée combat is well-learned by warriors. They can use a wide variety of weapons like swords to inflict damage on enemies. It is difficult for them to learn the ways of magic or how to use a bow but not impossible. (Start with one spell point)
Thief – Masters of sneak and archery, thieves can evade capture and then attack their enemies from afar. However, they are generally weak of stature and not well-versed in the magical arts. (Start with one spell point)
Mage – Experts in the arcane disciplines of magic, they are most at home when casting spells. They can use a wide array of incantations. They are generally very bad at using weapons like bows and swords. (Start with three spells points)
Barbarian – Tough and able to endure the most punishments, barbarians are juggernauts. Despite having the knowledge to use all mêlée weapons, they prefer axes, hammers and claymores. They are unable to cast spells and can barely use bows. (Start with no spell points)
Ranger – More malleable than the thief, rangers can use both bows and swords with great skill and accuracy. They are masters of survival and, next to mages, are the best potion-makers. (Start with one spell point)
Spellsword – Hybrids of the warrior and the mage, spellswords can use a mixture of mêlée and magic to overcome their foes. (Start with two spell points)
Magic Thief – A cross between the thief and the mage, magic thieves can use magic to their advantage while sneaking. (Start with two spell points)

Character

Name:
Age:
Race:
Gender:
Class:
Spells:
Weapons and Armour:
History:
Appearance:
Personality:

Your Characters

The-Shadow-One

Name:Kraít Braíl
Age:15
Race:Hardeteel
Gender:Male
Class:Witch (Mage)
Spells:Al'ommasta el lokviusathù – Summons water that can defend or attack your foes. Its fluidity allows the caster to manipulate it with ease.
Regardathù iyu mequë, regardathù iyu mequë iyu mortcérù, iyu domesti, iyu syna
– This spell is able to manipulate the average person. It is especially powerful against those affected by corruption.
Weapons and Armour:He has no armour but his clothes, he only has a slender, thin dagger, which he only uses, it is disguised as an unremarkable rod that clips onto his sleeves.
History: Born and raised in Palmu. He grew up in a witch household with his parents and a grandmother being witches. He learned from them with extreme eagerness, attending the coven with bright eyes and a very bushy tail, he excelled rather fast, and as such is called the Little Elder, by his parents rather endearingly.
Appearance:Tall for a newly turned fifteen year old, he comes up to around five feet seven inches, slightly shorter than most people. His hair
He is slender, bones in a bag mostly. He has a sort of steeliness to him, despite being young. This is accented by his startlingly blue eyes and his brown hair which reaches down to his chin, it is very wavy, some of them are frayed evident of chewing on.
He seems knock-kneed, not built for running and if he did, he seems much more likely to stumble than though.
Personality: A boy trying to be graceful, he is self-assured, but is secretly dependant on others, he augments their power with his own if he could.

Br3admax

Name:Yalveni Tohi
Age:216
Race:Essence Elf
Gender:Male
Class:Spellsword(surprise, surprise)
Spells:Al'ommasta el majo lokvius... Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär ùvivasta alu nonfussi, tiär incíndorel oelù cér ayë oelù pyrrùmisén
Weapons and Armour:Steel Plate Armor(found during story) Steel sword with jeweled pommel hilt.
History: Yalveni has experienced life, well as much as an elf can, in his short life. He has been from town to town, and has enjoyed them as much as one can. He spends the majority of his time traveling, and enjoys the open world. There one day and gone the next, many are happy to see him if he ever returns. He may come off as rash at first, but given time, he can be the best of friends. Leaving home at an early age, for an Elf, he left magic behind long ago, at least formal training in it. Yalveni remains mostly a mystery to his companions, who have known him for a long time, now. He is reluctant to talk about his past, and after losing his father's sword, he seems to dread returning to the ancient elven homeland more and more. Easy to influence, but hard to sway, Yalveni always try to look for the bright side to any situation and will often use comedy to hide fear and sadness. Even though he has learned a lot, this Essence Elf is done in his journey to wield magic at it's true strength and to know the blade as an extension of his soul.
Appearance:Red hair, shoulder length, slightly stronger than average build.
Personality:smart, but easy going, quick to make friends, suspicious. naive, and protecting of his friends

Witchery

Name: Melisande Koltrast
Age: 35
Race: Hardeteel
Gender: Female
Class: Witch [mage]
Spells:
Al'ommasta el lokviusathù tiär elencévasta entacé et cérés [int water]
Regardathù iyu mequë [basic manipulation]
Weapons and Armour: She normally dons upper class clothing; she has a dagger as well. She wears a witch's robe once a full moon, though . . .
History: Melisande has lived a rather charmed life, if you will. She was born into a relatively wealthy, noble family. . . they live in the Old City, enclosed with the other nobles, enjoying their petty squabbles among one another while the poor rot and the average beg. Her mother is Sorcha, a woman of eight and sixty who has lived a rather full life. She was married to another noble, a man named Jon Pengar, who died thirty years ago. When he died, Sorcha changed the household name back to her birthname, Koltrast. The two lived together, alone, Sorcha remaining a widow and secretly training Melisande in the ways of witch magic -- the ancient art of the priests and priestesses of Alitura, the warlocks and the witches -- and they are both members of the elusive Coven of Serna. Fifteen years ago, Sorcha told Melisande that she predicted that Melisande would soon be with child. Sure enough, after courting a young member of the faith of Lokve, she found this to be true. She told her mother of this and Sorcha was pleased. She said that with her wind magic, Melisande's water magic, and the child's fire magic (for, certainly, if Alitura owned wind and water and land, Lokve was the patron of fire, and a priest would give her a daughter of flame) they would be the crone, the mother and the maiden, powerful figures in the coven. This has yet to prove true, as they are still not at the top of the coven, but Malvina is an extremely pretty fourteen year old now; fiery red hair, her grandmother's green eyes, and an aptitude for fire magic. Currently the witch bides her time and tries to grab power in their coven and among the other nobles -- the two sides of her life, night and day.
Appearance: Her eyes are a striking blue, her skin milk white and freckled, and her hair is long, flowing and a natural red. She's curvy and quite beautiful, with full lips and high cheekbones and an elegance about her. Though, despite her overall comeliness, her nose is crooked -- it has been broken once before; her ears are a bit too large and her chin a bit too pointed.
Personality: She's cold and cruel, devoted to power within the Coven and willing to step on the toes of others to get there. She isn't completely bad, though, as she's devoted to her goddess, her mother and her daughter -- though with all of them, she is temperamental and finicky, able to switch from pleased to upset at a moment's notice. Melisande is detail-oriented and analytic, and makes a habit of picking apart things that she sees as wrong or inadequate.

Velvet

Name:Alva Htáró.
Age:25
Race: Hardeteel.
Gender: Female.
Class: Thief.
Spells: Regardathù iyu mequë, regardathù iyu mequë, iyu mortcérù, iyu domesti, iyu syna ayë iyu cércéré entecó alu.
Weapons and Armour: Full Dragonskin armour. Oak Bow. 20 Stone head arrows. 20 Iron arrows. Steel dagger. Steel Dirk.
History (concise): Alva's full background can be found here. Alva Htáró was born and raised in Esgaragoth. She had a happy childhood until her parents were killed in a robbery. Faced with starvation she got in with some bad people and did bad things. She was happy doing these things until she got greedy and embezzled several thousand napleans from them. She got caught and was kicked out of the group but not until after she was cut across the face to warn others that she was a treacherous thieving [&@%!].
She then got in with some good people and has been travelling Eusiac and combating evil with them. The only productive thing she has really done was save the whole group from certain death by bandits. It was soon after that that she and her current girlfriend Lasséor confessed their feeling for each other and since then have spent a large majority of their time [&@%!] like rabbits.
Appearance: Alva has long white-blonde hair that stretched the whole way down her back and ended just above her waist and piercing blue eyes that seemed to stare into the soul. She was of an athletic build, her lithe, supple body allowing her to move quickly and gracefully. She was also said to have been quite short barely reaching a height of 5ft 4inches.
The most defining feature about her was a long scar that ran down her left cheek, starting to the left of her eye and reaching down just above her lip. This scar had been given to her at the age of nineteen by the Arag's Blight and was administrated in such a way that no amount of magic was able to heal it.
Personality: Alva is distrustful to most of her own race and even more so to those outside it, She only speaks when she feels it necessary and is normally cold towards most men, preferring to be in the company of other woman. Once she has an impression of the way someone is, she finds it very hard to let go of it. She hates Elves.

Hissien

Name: Gelnius Xurghl
Race: Ugluh
Age: 151
Gender:Male
Class:Ranger
Spells: Iglús y Lokve, elsayasta al en avu ihi iglí
Weapons and Armour: scimitars (one enchanted with fire), a spare dagger in his boot and a bow named Glagheur eghùr Toghrra. "Winds of the Glacier", an amulet of invisibilty
History: Living in the frozen north he was at home, every fiber of his being felt at peace with his inner self. In short he was in tune with himself and the lands of his forefathers. He lived a long time there, honing his skills as a ranger. He spent his days training in the wilderness when he could, trying to learn how to track and understand the creatures of the wilds. Then, one day when he was out hunting, he stumbled across a owlet, its parents had been killed by a rogue hunter, the owlet had cried weakly and Genlius put the young chick in his pack. Over many years he raised the snowy owl chick to maturity, a wizard who owed him a favor extended the owl's life to that of however long Genlius would live naturally. This gave them an unbreakable bond and he knew whether or not the owl was alright and if Snowfire needed him. This owl is the only companion he brought with him to the south.
Appearance: White hair short cropped hair, pale blue skin, red eyes and a single scar that cross his lips.
Personality:Cool and collected. He is not very out spoken but doesnt shy away from his opinions. He tries to do what he thinks is best for a group in the long term but his bluntness can get him into trouble.

JUSTICE

Name: Markus Lyons
Age: 111 (Resembles a twenty year old. Explained later)
Race: Erius
Gender: Male
Class: Warrior
Spells:Khriin vo majo votariël gotham
Weapons and Armour: A strange looking longsword that is made from a black material. Armour that covers all skin and is jagged at the elbows allowing them to be used as a weapon. The armour is as strong as steel but light as leather and is so black it seems to suck in the light from around it. He also has a shield that is made from the same material. All of this was picked up in foreign lands from his many years of travel. This armour was found to be cursed and evil, and for a brief period actually controlled Markus. However that armour was destroyed by Meera and the Sword destroyed by Markus. Markus now has bare minimum.
History: Formerly a happy man, well loved and happily married. He and his wife were so in love that they wanted to spend an eternity together. Markus sought out a powerful witch that granted his wish- but it was trick. Yes it granted him immortality, but it made him thirst for bloodshed and he could only be slain in battle. His Wife hated what he had become so much that she took her own life. Enraged, Markus slew his entire village before trying to take his own life, which he could not do as he could only be slain by an oppenent. He returned to where the witch was to find her gone- he has spent the last ninety years hunting her down. During this time he has honed his skill in combat, further decreasing his chance of ever finally dieing. After finally encountering the witch- now named Meera- Markus found himself forgiving her and actually falling for her. After finally admitting it, they became ever closer and now Meera bares his child and they plan a future.
Appearance: Tall (about 5ft 10inches) and muscular, with his armour he has a very imposing figure. When he takes his helmet off it reveals a young man, barely out of his twenties that has seen more than any man should. He had grey eyes and short, fair hair.
Personality: Can be cold and calculating from his many decades of combat- but his heart is in the right place and he is fiercely loyal.

TheLastDovah

Name:Navariësé or Navar to her friends.(I'm unable to use the proper spelling so i apologise for it in advance)
Age:400 years old
Race:Essence Elf
Gender:Female
Class:Ranger
Spells:None but she will learn some over the course of the roleplay
Weapons and Armour:2 Elven swords which bare many scratches. She has a dark green cloak that has seen better days and looks very beaten up. An elven curiass over a green tunic and dark brown breeches. Basically, the typical ranger outfit. She has 2 leather bracers. One has a few feathers attached to it whilst the other has some fur and leaves attached to it. An elven bow and a leather quiver. She has a small elven dagger but she has never used it.

History:Navariese was born into a small group of rangers that roamed the land and protected the innocent from those who seeked to do harm to them. There was only 20 of them. A mixture of humans and elves. As a result, she has known battle from a young age. The humans often get replaced by more human. Her parents were killed in a bandit raid when she was only 10 which led to her being very cold and eager to protect the innocent. She studied the art of dual wielding and her speed with 2 blades is deadly. She has seen many of her fellow rangers get killed in battle or die of natural causes. She travel all over the country and earned a small reputation amongst small communities. She has fended off many attacks on villages and has some scars as a result. Her group often encountered orcs and often, they would defeat them. But her group was ambushed one day. They were outnumbered by orcs but fought to the death. Only she survived the battle, barely. She had recieved a wound to her stomach and managed to walk to the nearest settlement before passing out. When she woke up, 2 humans asked her who she was and what happened to her. She didn't answer them and was in a state of shock. They nursed her back to health and to show her gratitude, she vowed to protect the village. She ended up protecting the village for 10 years before moving on and dedicated the rest of her long life to protecting the land. She became known as the Lone Elven Ranger. Bandits feared her arrows. Orcs tasted her blades. She survived by living off the land. She will defend the innocent untill her very last breath.

Appearance: She bares 4 scars on her face. Two scars form an X on the middle of her face due to a ork slashing her twice before she killed it. 1 scar on her right eye. It's was caused by a sword so it's a typical scar caused by a sword but in a upwards motion. It starts from her right upper cheek and ends above her right eye, near her nose. The final scar is on her left hand and is across the palm. She has blonde hair and brown eyes. She is beautiful but shows signs of battles(mainly the scars). Despite her lifestyle, she actually looks like she is 200 years old or 20 in human years. Her hair is a short ponytail. Her ears are medium sized. she has thin chin and her face is not very wide. Her nose is small and thin. Her eyebrows are very thin but that is by her nature. She hasn't don't anything to them. She 7ft and a bit on the slim side but her appearance is decieving as she is strong. She can yank the swords out of weak enemies and pack a punch. She is fairly tan.
Personality:She comes accross as very cold to most people but it's due to her upbringing and being cold to people who she doesn't know is her only way of interacting with people. She doesn't care if she causes offence and can be very blunt at time. She has little patience for people who seek glory and fame. She can be kind but again, she comes off as cold. She is a bit of a loner and finds it very hard to trust people she doesn't know. She doesn't know what Mercy is and will always kill the enemy. She makes no exception. She is wise when it comes to planning ambushes. She hates cocky people and impatient ones. she has a tendecy to knock people out if they get on her nerves. She doesn't care if you are a king or a commoner as she will treat you in the same way. She loves nature and refuses to kill any that she deems to be uneccessary kills.

p-sto

Name: Zyava
Age: 212
Race: Ugluh
Gender: Female
Class: Magic Thief
Spells: Magicé, ecéntasta alu shéntoras ayë castriänasta acín tiär vo gallùs – This spell can teleport one away to safety.
Elí ï glaíd, al'ommand av, en rapathù, tiär coíllasta tiärién
Weapons and Armour: Recurve bow, 30 arrows, steel dagger, boiled leather armor, leather boots and hooded cloak, all clothing is dark blue
History: Born into a relatively affluent family Zyava had a normal and happy childhood. She was outgoing and curious, exploring everything she could and trying to know whomever she met. Her parents were somewhat worried about her sometimes unruly nature and her familiarity with the household slaves that went well beyond conventional politeness. As she started to reach maturity she became particularly to close to a slave owned by a family close to her own. It brought great embarrassment to her family when she eventually became pregnant with the the slave's child. Her parents were discreet about the pregnancy, not letting Zyava leave the house and giving the baby away for adoption once it was born. Zyava was heart broken by these events.

After this her parents tried to integrate her back into normal living but Zyava was defiant and attempted to go back to her lover. Her parents eventually disowned her and cast her out the house. She tried to find a place to live with friends but was turned away from every door she went. At first she got by through begging, which eventually evolved into theft. When her parents found out how their cast out daughter was living they were enraged and offered a large sum of money for her death to bring an end to the shame Zyava had brought upon them. Somehow she managed to continue living in the city and evading those that pursued her for eight years before she finally gave up and decided to leave the only place she had ever lived.

Since then she has lived in the wilds, learning to survive and only stopping to visit cities on rare occasion.
Appearance: 6'4, thin, dark blue skin, black shoulder length hair, narrow face with high cheek bones and a pointed chin, thin eye brows, purple eyes
Personality: Withdrawn but attentive, tends to show contempt towards others but at the same time is desperate for social interaction, is uncomfortable moving about in the open during the day as she spent large periods of times being active only in the night

EpicAbrad
Name: Ronin Nādo
Age: 44
Race: Barab
Gender: Male
Class: Warrior
Spells: Al'ommasta el lokviusathù
Weapons and Armour: A full suit of leather armour minus the helmet, and a steel longsword.
History: Ronin's parents were both travelling mercenaries, Barabs descended from some of those who were on Eusiac at the time of the disaster. As youths, Ronin and his two older brothers were brought along all across the continent via their parents' journeys, often left by themselves in the cities whenever their parents were on a job. By the time he reached young adulthood, Ronin had become quite proficient in the art of swordplay. When he turned 19 years of age, he set off on his own like both of his brothers before him to travel Eusiac independently. That is what he has been doing for the past 25 years, visiting all the various cities and taking mercenary work there. He has even managed to learn one spell to aid him in battle. He still visits his parents on occasion, who have by now settled down in the Kingdom of Albion, and also keeps in contact with his brothers, who like himself are still adventuring across the continent. He is now in Palmu, to offer his services there.
Appearance: Stands at about 5'11, and is well-built and muscular. His skin is moderately dark. He has short black hair, but a large bushy beard and thick eyebrows. His eyes are a sharp blue colour, and he has a rather large nose. He also has a distinctive scar running horizontally just under his left eye, which he obtained as the result of a scuffle with a bandit.
Personality: Ronin is rather intelligent, and has a good sense for battle strategy. He enjoys the thrill of adventure, and is compassionate towards others. However, he tends to be a pessimist, with a rather melancholy personality.

Unokitsune

Spoiler:
Image

Name: Raelaha Ril-Gania

Age: 247

Race: Essence Elf

Gender: Female

Class: Mage

Spells: Iglús y Lokve, elsayasta al en avu ihi iglí... Al'ummonel vo gotham iyu gallùs tiär sencasïó entacé et pyrafaldcé... Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär ùvivasta alu nonfussi, tiär incíndorel oelù cér ayë oelù pyrrùmisén

Weapons and Armour: Robe and pants, leather boots. NOW: Robes of silk and elven embroidery.

History: Raelaha dreamed about becoming a spell blade but using daggers instead of swords. Her parents, however, didn't agree with this choice and instead she was strictly taught the skills to be a mage. However they did allow her to wear easier movment clothes like pants and partial robe so she could move around in easier. She's very curious about the human and dwarf races and is eager to explore the world outside Gil-Galad. Raelaha is not a big fan of many of the things the Ael'uvah stand for or their rules as she views them as bullies.

Appearance: Hip length Red Hair with bust length side bangs tied in a partially braided updo, Green eyes, slender athletic build, pale skin

Personality: Curious, Bright and Witty, Raelaha is more than capable of defending herself. Confuse her for a typical "Damsel-In-Distress" And you'll have an angry fiery Red Head throwing fireballs your way. Now though it's calmer, having been among the King's inner circle and being trained, which is how she would be if she had stayed at home with her parents. She still loves adventuring though.

________

Over the long term away from her original party, Raelaha had mastered the Fire spell and upgraded her wind spell. She lost her updo and now mostly wears it down. She had left with the King last time she had seen her dear Gelnius. He slowly began to fall for her, and the Essence Elf was protected from those who would harm her. It was hard leaving Gelnius, but she harbored such negative fealings for Eandire for feeling like he abandoned them more than once. She still has the steed given to her from Siore and left the King's inner circle with gifts for the group that she hadn't seen in so long. She's matured some as well, and it's been long since she's been in the wilds.

She once again finds herself in a human city, not minding it as much as she used to but prefers the wilds. She finds herself with gifts from the King for the group. His way of hoping she would be protected and accepted now that she is no longer among his circle or in his mind by his side. She still loves Gelnius, and still thinks of Siore. Whether or not those feelings would be returned after her cruel departure is another matter. She is now waiting at the Long Inn, a hood over her face to hide herself better as she was told by a source that he would be there. Her White Elven Steed rests outside, protected.


Musicman

Name: Ramlin
Age: 57
Race: Khârg
Gender: Female
Class: Barbarian
Spells: None
Weapons and Armour: large, ornate double-sided axe, skinning knife, thick fur and leather armor
History: Ramlin is from Khâ. She was trained as a fighter since she was a child and has only grown stronger with time. Her history may be revealed as time progresses, or it may not.
Appearance: Ramlin stands 4' tall and has reddish-brown hair that falls to her waist both in the front and the back. Her stocky body is covered by her black and grey fur armor that sits atop dark brown leather.
Personality: She is a trained fighter and has never met an enemy she could not defeat, and so is confident in her talents. She is quick to trust, but just as quick to deny that trust if she is let down. Very task-oriented, she is out to do her job and do it well.

SkyrimPlayer

Name: Gailen Tegari
Race: Menagi
Age: 40
Gender: Male
Class: Ranger
Spells: Al'ummonel vo gotham voyu gallus
Weapons and Armor: Armor: This, basically. Ignore female elf, plz.
Weapons: A hunting bow, shortsword, and throwing knives give Gailen all he needs to kill something with extreme prejudice. Or love.
History:
Spoiler:
Gailen was born as the result of his mother and a certain Nargd's "chance" meeting, and their "catching up" later that night. Needless to say, there was almost always enough for his mother to grudgingly keep him alive, as the Nargd often sent some money to care for the Menagi child. Eventually, after a particularly nasty drunken rage from his mother, Gailen decided he was sick of it. The next time money was brought, he followed the messenger himself, subsisting on berries and what he'd stolen from the inn in which he had been brought up. When he finally reached his father's doorstep, filthy, but full of excitement, he was thrown into the streets with nary but some food and a rough blanket. He kept up pestering his father, but nothing worked. Finally, in the dead of night, he snuck into the house and destroyed what he could silently. His revenge taken, he blended into the city, getting a job in the tavern, just like his mother! Except for the whole not being a prostitute thing. After a series of events left him jobless and halfway destitute, Gailen was desperate. So when his father's creditors approached him with a job, he accepted. The job was simple enough, sneak into the house, take the money, and kill the owner. Or at least take an eye. Donning a carved wooden mask, he proceeded to do just that, but he left with a finger, not a life. Gailen was 35 at the time. After his first success, he continued taking jobs: sometimes theft, other times murder, and a dash of mutilation every now and again. However, he never wore a mask twice if he could help it. The one exception was his final contract, only tow years ago in fact. Gailen wore a new mask, this one in the shape of a cat's face. In short, he screwed up royally. The merchant he was assigned to kill turned out to be a fighter, and the three mercenaries with him didn't help matters. During the scuffle, his mask was knocked off, and his face revealed. He barely escaped the town with his life, and left with none extra. He was 37 then, and he has hidden his face, not with a mask, but with a hood and dirt, the marks of a Ranger.

Appearance: Gailen stands at 5 feet and 6 inches, his green eyes are thin and slanted upon his tanned face. Black tattoos run along his chest and back in the form of spider webs, and right between his shoulder blades is a silver, four pointed star. His medium length hair is brown and curly. Like this. His beard is short, and of the same color. Moar example His face is typically dirty, and he's missing a molar.
Personality: Soft spoken, and often reclusive pun!. He likes animals, but has some trouble reading, which causes him to seem dull to the average layman.

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Last edited by POMC S117 on Wed Oct 09, 2013 8:36 pm, edited 21 times in total.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:16 pm 
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Warning contains fabulous colouring.
Hidden:
Name: Kraít Braíl
Age: 15 (Just turned.)
Race: Hardeteel
Gender: Male
Class: Witch (Mage)
Spells: Al'ommasta el lokviusathù – Summons water that can defend or attack your foes. Its fluidity allows the caster to manipulate it with ease.
Regardathù iyu mequë, regardathù iyu mequë iyu mortcérù, iyu domesti, iyu syna
– This spell is able to manipulate the average person. It is especially powerful against those affected by corruption.

Weapons and Armour: He has no armour but his clothes, he only has a slender, thin dagger, which he only uses, it is disguised as an unremarkable rod that clips onto his sleeves.
History: Born and raised in Palmu. He grew up in a witch household with his parents and a grandmother being witches. He learned from them with extreme eagerness, attending the coven with bright eyes and a very bushy tail, he excelled rather fast, and as such is called the Little Elder, by his parents rather endearingly.
Appearance: Tall for a newly turned fifteen year old, he comes up to around five feet seven inches, slightly shorter than most people. His hair
He is slender, bones in a bag mostly. He has a sort of steeliness to him, despite being young. This is accented by his startlingly blue eyes and his brown hair which reaches down to his chin, it is very wavy, some of them are frayed evident of chewing on.
He seems knock-kneed, not built for running and if he did, he seems much more likely to stumble than though.

Personality: A boy trying to be graceful, he is self-assured, but is secretly dependant on others, he augments their power with his own if he could.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:18 pm 
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That's a bit bright. :P

Accepted.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:33 pm 
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Location: The line between radiance and shadow
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WARNING: Character has extreme emotional problems and has been know to do very suicidal things.

Name:Yalveni Tohi
Age:215
Race:Essence Elf
Gender:Male
Class:Spellsword(surprise, surprise)
Spells:Al'ommasta el majo lokvius... Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär ùvivasta alu nonfussi, tiär incíndorel oelù cér ayë oelù pyrrùmisén
Weapons and Armour:Steel Plate Armor(found during story) Steel sword with jeweled pommel hilt.
History: Yalveni has experienced life, well as much as an elf can, in his short life. He has been from town to town, and has enjoyed them as much as one can. He spends the majority of his time traveling, and enjoys the open world. There one day and gone the next, many are happy to see him if he ever returns. He may come off as rash at first, but given time, he can be the best of friends. Leaving home at an early age, for an Elf, he left magic behind long ago, at least formal training in it. Yalveni remains mostly a mystery to his companions, who have known him for a long time, now. He is reluctant to talk about his past, and after losing his father's sword, he seems to dread returning to the ancient elven homeland more and more. Easy to influence, but hard to sway, Yalveni always try to look for the bright side to any situation and will often use comedy to hide fear and sadness. Even though he has learned a lot, this Essence Elf is done in his journey to wield magic at it's true strength and to know the blade as an extension of his soul.
Appearance:Red hair, shoulder length, slightly stronger than average build.
Personality:smart, but easy going, quick to make friends, suspicious. naive, and protecting of his friends

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Last edited by Br3admax on Fri Apr 05, 2013 8:49 pm, edited 2 times in total.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:38 pm 
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You had unlocked the third tier of the fire spell in the last RP, remember.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:43 pm 
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Want me to take the parenthesis off? 'Kay.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:46 pm 
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No. I mean, he unlocked this spell at the end of the first chapter.

Khriin vo votariëlathù gotham on vo Cércéres, al'ommand av tiär ùvivasta alu nonfussi, tiär incíndorel oelù cér ayë oelù pyrrùmisén

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:49 pm 
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Sorry, the large amount of red I had in that post sort of threw me off.

Better

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 8:54 pm 
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Yes. :P

Accepted, of course.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 9:02 pm 
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POMC, how dare you! I just started another RP and I'm already behind on SP.


... but I can't resist. And a witch coven? Oh, you. I will read all of this and join asap! :D

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 9:03 pm 
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Honestly. I didn't put in the witch coven to attract you! :P

>.>
<.<

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 9:04 pm 
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You had me at "It has been ten years". I'm totally in. :lol:

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 9:48 pm 
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:P

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 10:58 pm 
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Hidden:
Name: Melisande Koltrast
Age: 35
Race: Hardeteel
Gender: Female
Class: Witch [mage]
Spells:
Al'ommasta el lokviusathù tiär elencévasta entacé et cérés [int water]
Regardathù iyu mequë [basic manipulation]
Weapons and Armour: She normally dons upper class clothing; she has a dagger as well. She wears a witch's robe once a full moon, though . . .
History: Melisande has lived a rather charmed life, if you will. She was born into a relatively wealthy, noble family. . . they live in the Old City, enclosed with the other nobles, enjoying their petty squabbles among one another while the poor rot and the average beg. Her mother is Sorcha, a woman of eight and sixty who has lived a rather full life. She was married to another noble, a man named Jon Pengar, who died thirty years ago. When he died, Sorcha changed the household name back to her birthname, Koltrast. The two lived together, alone, Sorcha remaining a widow and secretly training Melisande in the ways of witch magic -- the ancient art of the priests and priestesses of Alitura, the warlocks and the witches -- and they are both members of the elusive Coven of Serna. Fifteen years ago, Sorcha told Melisande that she predicted that Melisande would soon be with child. Sure enough, after courting a young member of the faith of Lokve, she found this to be true. She told her mother of this and Sorcha was pleased. She said that with her wind magic, Melisande's water magic, and the child's fire magic (for, certainly, if Alitura owned wind and water and land, Lokve was the patron of fire, and a priest would give her a daughter of flame) they would be the crone, the mother and the maiden, powerful figures in the coven. This has yet to prove true, as they are still not at the top of the coven, but Malvina is an extremely pretty fourteen year old now; fiery red hair, her grandmother's green eyes, and an aptitude for fire magic. Currently the witch bides her time and tries to grab power in their coven and among the other nobles -- the two sides of her life, night and day.
Appearance: Her eyes are a striking blue, her skin milk white and freckled, and her hair is long, flowing and a natural red. She's curvy and quite beautiful, with full lips and high cheekbones and an elegance about her. Though, despite her overall comeliness, her nose is crooked -- it has been broken once before; her ears are a bit too large and her chin a bit too pointed.
Personality: She's cold and cruel, devoted to power within the Coven and willing to step on the toes of others to get there. She isn't completely bad, though, as she's devoted to her goddess, her mother and her daughter -- though with all of them, she is temperamental and finicky, able to switch from pleased to upset at a moment's notice. Melisande is detail-oriented and analytic, and makes a habit of picking apart things that she sees as wrong or inadequate.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 11:04 pm 
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Accepted! :P

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 11:08 pm 
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Seeing as it's a continuation and not a new RP, approved. :wink:


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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 11:09 pm 
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Yay! :P

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 11:24 pm 
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For the night is dark and full of terrors. I will slip that in around Melisande.
Also I really wanna post in colour now.. :oops:

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Fri Apr 05, 2013 11:26 pm 
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The-Shadow-One wrote:
For the night is dark and full of terrors. I will slip that in around Melisande.


Hush >_>

Besides, the names of all my witches in Pomcey's world are shamelessly taken from Elder Scrolls witches. Not Melisandre.

... okay, maybe a little bit. Just the hair.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Sat Apr 06, 2013 10:13 am 
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Oh! I forgot to include races in the OP!

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Sat Apr 06, 2013 10:18 am 
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I'll put Alva's sheet up later. I think I'll just do it fairly basic and then put up a link to her (unfinished) wiki page.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Sat Apr 06, 2013 10:18 am 
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You could always copy and paste the one you did for the original HC?

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Sat Apr 06, 2013 2:51 pm 
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Hidden:
Name: Gelnius Xurghl
Race: Ugluh
Gender:Male
Class:Ranger
Spells: Iglús y Lokve, elsayasta al en avu ihi iglí
Weapons and Armour: scimitars, a spare dagger in his boot and a bow named Glagheur eghùr Toghrra. "Winds of the Glacier"
History: Living in the frozen north he was at home, every fiber of his being felt at peace with his inner self. In short he was in tune with himself and the lands of his forefathers. He lived a long time there, honing his skills as a ranger. He spent his days training in the wilderness when he could, trying to learn how to track and understand the creatures of the wilds. Then, one day when he was out hunting, he stumbled across a owlet, its parents had been killed by a rogue hunter, the owlet had cried weakly and Genlius put the young chick in his pack. Over many years he raised the snowy owl chick to maturity, a wizard who owed him a favor extended the owl's life to that of however long Genlius would live naturally. This gave them an unbreakable bond and he knew whether or not the owl was alright and if Snowfire needed him. This owl is the only companion he brought with him to the south.
Appearance: White hair short cropped hair, pale blue skin, red eyes and a single scar that cross his lips.
Personality:Cool and collected. He is not very out spoken but doesnt shy away from his opinions. He tries to do what he thinks is best for a group in the long term but his bluntness can get him into trouble.

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 Post subject: Re: Helcêh's Corruption - The City of the Kalkechián
PostPosted: Sat Apr 06, 2013 2:53 pm 
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Did Gelnius not learn a fire spell during the RP?

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