Atulmia (OOC)
Sept 28, 2013 16:28:32 GMT -8
Post by Alastor on Sept 28, 2013 16:28:32 GMT -8
((Revised, I have all the info saved if you need it- just send me a message))
Once every Age, a maiden supposedly blessed by the Mother Goddess Cariece is born unto the world of Atulmia. This maiden is one with the ability to grant the wishes of those who are accompany her at the holy mountains where her spirit was born. Of course, this is something that can only happen once, and only when the world has aligned itself with the heavens.
In the year 385 of the Fourth Age of the world, the heavens have aligned with the world once more. The Wish Maiden resides in the nation of Nahmel, a massive empire, and is protected by a small group destined to protect her on her pilgrimage.
However, disputes between Nahmel and it's bordering nation, the Free States of Batriel, over the borders and trade have left a steep tension of a brewing war in the air. This is not something to detract from the Maiden's, nor her comrades', destinies however- no matter what the nations of the world are doing, she must arrive at her home.
Of course, the question is, who is protecting the Maiden in her travels? And how will these people react to the events and perils around them?
Once every Age, a maiden supposedly blessed by the Mother Goddess Cariece is born unto the world of Atulmia. This maiden is one with the ability to grant the wishes of those who are accompany her at the holy mountains where her spirit was born. Of course, this is something that can only happen once, and only when the world has aligned itself with the heavens.
In the year 385 of the Fourth Age of the world, the heavens have aligned with the world once more. The Wish Maiden resides in the nation of Nahmel, a massive empire, and is protected by a small group destined to protect her on her pilgrimage.
However, disputes between Nahmel and it's bordering nation, the Free States of Batriel, over the borders and trade have left a steep tension of a brewing war in the air. This is not something to detract from the Maiden's, nor her comrades', destinies however- no matter what the nations of the world are doing, she must arrive at her home.
Of course, the question is, who is protecting the Maiden in her travels? And how will these people react to the events and perils around them?
{Player Races}
Dwarf- Dwarves are the most commonly found of the world's mystics. They typically shun the wonders of the advancing technologies to keep with the essence of nature, living in forests and on mountains. Dwarves are, as a whole, the most in touch with nature. Dwarves have the lifespan of 450 years and mature at roughly the same rate as the Elves.
Elf- The Elves are the innovators of the world- they're the ones exploring the sciences, forging steel armors and blades, that sort of thing. Elves are typically found in the massive cities they build, concerned less with the Gods than the Dragonborn and less spiritual than the Dwarves. Elves have a life span of around 300 or so years, though at the cost of maturing at half the speed of Humans and Changelings- as well as a lower birth rate.
Halfbreed [Human]- As one would expect from the name, the Halfbreed, or Human as they prefer, is the result of consummation between an Elf and Dwarf. An unlikely, rare sort, the Halfbreed is typically raised in Elvish cities. Humans age at the same rate as they do in the real world and typically live around to 75.
Dragonborn- The Dragonborn are lizardfolk, supposedly created of the wisdom and dreams of the worlds. Theirs is by far and easily the most devout of cultures, based entirely around the faith of the Gods and the history of the world- as well as bravery of heroes of all kinds. Unfortunately, as wise and brave as they are, Dragonborn have an incredibly short lifespan- living only to 40 years. As such, they mature at three times the rate as Humans.
Changeling- Changelings, as their name tells, are able to change their form of unhealthy, gray beings with piercing red eyes into that of other bipedal races. They have no culture of their own, sliding into the other civilizations of the world- notably being a well of stories and songs because of this. Changelings live to around 125 years, maturing at the same rate as Humans.
Drow- A race perhaps rarer than the Halfbreed is the Drow, an offshoot of the Elves. Drow are beings with silvery white hair, and almost ghastly pale skin hardly a hint of color. The birth of one is herald in as an omen of misfortune by some, a beacon for souls of the Damned to feast. As such, the Drow are frequently killed shortly after birth- though as of late, more Drow have been smuggled away from this fate. Even so, their lives are hardly better, with most forced into taking a life of thieving to survive, moving from village to village to avoid getting caught. As they are the same species as Elves, they share the same lifespan and maturation rate.
Dwarf- Dwarves are the most commonly found of the world's mystics. They typically shun the wonders of the advancing technologies to keep with the essence of nature, living in forests and on mountains. Dwarves are, as a whole, the most in touch with nature. Dwarves have the lifespan of 450 years and mature at roughly the same rate as the Elves.
Elf- The Elves are the innovators of the world- they're the ones exploring the sciences, forging steel armors and blades, that sort of thing. Elves are typically found in the massive cities they build, concerned less with the Gods than the Dragonborn and less spiritual than the Dwarves. Elves have a life span of around 300 or so years, though at the cost of maturing at half the speed of Humans and Changelings- as well as a lower birth rate.
Halfbreed [Human]- As one would expect from the name, the Halfbreed, or Human as they prefer, is the result of consummation between an Elf and Dwarf. An unlikely, rare sort, the Halfbreed is typically raised in Elvish cities. Humans age at the same rate as they do in the real world and typically live around to 75.
Dragonborn- The Dragonborn are lizardfolk, supposedly created of the wisdom and dreams of the worlds. Theirs is by far and easily the most devout of cultures, based entirely around the faith of the Gods and the history of the world- as well as bravery of heroes of all kinds. Unfortunately, as wise and brave as they are, Dragonborn have an incredibly short lifespan- living only to 40 years. As such, they mature at three times the rate as Humans.
Changeling- Changelings, as their name tells, are able to change their form of unhealthy, gray beings with piercing red eyes into that of other bipedal races. They have no culture of their own, sliding into the other civilizations of the world- notably being a well of stories and songs because of this. Changelings live to around 125 years, maturing at the same rate as Humans.
Drow- A race perhaps rarer than the Halfbreed is the Drow, an offshoot of the Elves. Drow are beings with silvery white hair, and almost ghastly pale skin hardly a hint of color. The birth of one is herald in as an omen of misfortune by some, a beacon for souls of the Damned to feast. As such, the Drow are frequently killed shortly after birth- though as of late, more Drow have been smuggled away from this fate. Even so, their lives are hardly better, with most forced into taking a life of thieving to survive, moving from village to village to avoid getting caught. As they are the same species as Elves, they share the same lifespan and maturation rate.
{Classes}
Knight: I don't really need to be too detailed here. Knights are armored warriors, typically in service of a king (or traveling, in the case of a knight errant), noted for wearing chain-mail armor and using swords. They're the main 'attackers' of a party- hitting hard, but at the cost of being slowed down by their armor.
Monk: Monks are devoted followers of Gods. Monks live in segregation in the temples of the world, spending hour upon hour studying and preserving tradition and texts, all in an attempt to achieve a true understanding of the world. Monks are trained in hand-to-hand combat. However, their lifestyle leaves them lacking in social skills.
Cleric: Much like the Monk, the Cleric is a devoted followers of the Gods. However, while the Monk lives in segregation, the Cleric is typically a much more open sort. They provide healing to the wounded, and as such aren't the best to have directly in combat, and often act as a moral center of an adventuring group.
Rogue: Rogues are a bunch of tricky bastards, the lot of them. They're known for being quick with their hands- and feet- to pick locks, undo traps, and grab whatever they can get their hands on. That said, they're not the most skilled in combat- they move fast and make small attacks, but they can't take a hit.
Mage: Mages are spell casters of the setting. Mages are devoted to nature and the arcane, acting as the perfect range fighter. Like a Cleric, however, they can't take a hit very well.
Paladin: Paladins, essentially, are Knights who are wearing enchanted armor to be able to use minor magic in their attacks- the trade off being that the more they fight, the more they lose themselves to not only the frenzy of battle, but the closer they risk to being turned into an undead.
Bard: Bards are traveling mistrals, being people with a love of the arts and a desire to spread them- particularly music and story telling. They're also known for being typically very charismatic people, being able to get information they need out of people if given enough time- though they're not very good in combat, most times. Bards are frequently found with musical instruments.
Knight: I don't really need to be too detailed here. Knights are armored warriors, typically in service of a king (or traveling, in the case of a knight errant), noted for wearing chain-mail armor and using swords. They're the main 'attackers' of a party- hitting hard, but at the cost of being slowed down by their armor.
Monk: Monks are devoted followers of Gods. Monks live in segregation in the temples of the world, spending hour upon hour studying and preserving tradition and texts, all in an attempt to achieve a true understanding of the world. Monks are trained in hand-to-hand combat. However, their lifestyle leaves them lacking in social skills.
Cleric: Much like the Monk, the Cleric is a devoted followers of the Gods. However, while the Monk lives in segregation, the Cleric is typically a much more open sort. They provide healing to the wounded, and as such aren't the best to have directly in combat, and often act as a moral center of an adventuring group.
Rogue: Rogues are a bunch of tricky bastards, the lot of them. They're known for being quick with their hands- and feet- to pick locks, undo traps, and grab whatever they can get their hands on. That said, they're not the most skilled in combat- they move fast and make small attacks, but they can't take a hit.
Mage: Mages are spell casters of the setting. Mages are devoted to nature and the arcane, acting as the perfect range fighter. Like a Cleric, however, they can't take a hit very well.
Paladin: Paladins, essentially, are Knights who are wearing enchanted armor to be able to use minor magic in their attacks- the trade off being that the more they fight, the more they lose themselves to not only the frenzy of battle, but the closer they risk to being turned into an undead.
Bard: Bards are traveling mistrals, being people with a love of the arts and a desire to spread them- particularly music and story telling. They're also known for being typically very charismatic people, being able to get information they need out of people if given enough time- though they're not very good in combat, most times. Bards are frequently found with musical instruments.
{ Nations}
The Nahmel Empire is by far and easily the largest nation in the world, comprised of thousands of cities and over two hundred conquered kingdoms. The Nahmel Empire began in the dawn of the First Age, over thousands of years ago. It is also a frequent beacon of advance in technology- leading to a truly impressive army. Ruled by the elvish Emperor Rath Astus V. This is likely where a good deal of your characters hail from.
The Free States of Batriel is the bordering nation of Nahmel, rooted in a primarily in the desert. Batriel isn't completely a singular nation- it's actually a series of independent kingdoms joined in a series of treaties and truces to gather a wall of both political and military defense against any attempt of war or invasion from Nahmel. It's currently 'lead' by human King Adon of Tria.
Etelm is the name of an island formed by the Goddess Dandeth in a grand war during the first age. It is separated from the other nations of the world by a vast sea- leading to an air of mystic to most of the mainland. It's notable for having developed a culture of its own during the separation. Think the far east and you've got a good idea for it. It's unlikely to have a character hail from here, at least at the beginning of the game.
The Kingdom of Otzam is another bordering nation of Nahmel, and considered by many to be the where the mystic of the world is most highly contraindicated. Otzam takes root, pun unintended, in a large swath of forests surrounding the west of the gigantic empire, albeit normally hidden by powerful magic. It's also notable for having several Dryads in its midst, as well as
Giants and Centaurs. It's believed to be ruled by the Dryad's queen, though this is unconfirmed. Mages seeking great training will attempt to break the seal around its borders to be proven worthy of teaching, though this rarely ever works.
The Nahmel Empire is by far and easily the largest nation in the world, comprised of thousands of cities and over two hundred conquered kingdoms. The Nahmel Empire began in the dawn of the First Age, over thousands of years ago. It is also a frequent beacon of advance in technology- leading to a truly impressive army. Ruled by the elvish Emperor Rath Astus V. This is likely where a good deal of your characters hail from.
The Free States of Batriel is the bordering nation of Nahmel, rooted in a primarily in the desert. Batriel isn't completely a singular nation- it's actually a series of independent kingdoms joined in a series of treaties and truces to gather a wall of both political and military defense against any attempt of war or invasion from Nahmel. It's currently 'lead' by human King Adon of Tria.
Etelm is the name of an island formed by the Goddess Dandeth in a grand war during the first age. It is separated from the other nations of the world by a vast sea- leading to an air of mystic to most of the mainland. It's notable for having developed a culture of its own during the separation. Think the far east and you've got a good idea for it. It's unlikely to have a character hail from here, at least at the beginning of the game.
The Kingdom of Otzam is another bordering nation of Nahmel, and considered by many to be the where the mystic of the world is most highly contraindicated. Otzam takes root, pun unintended, in a large swath of forests surrounding the west of the gigantic empire, albeit normally hidden by powerful magic. It's also notable for having several Dryads in its midst, as well as
Giants and Centaurs. It's believed to be ruled by the Dryad's queen, though this is unconfirmed. Mages seeking great training will attempt to break the seal around its borders to be proven worthy of teaching, though this rarely ever works.
{Other setting lore}Praise to those who sing of the glorious goddess Cariece, mother of all! Cariece is the creator of Atulmia and all that inhabit, she herself born of the ashes of the last world. Cariece is associated with four concepts- Love, Passion, Life, and Death.
However, those seeking high ranking in churches devoted only to her should be weary if they are not of the fairer sex- it is seen as forbidden to have a male in a high ranking position. Though clever people, be they either a Changeling or with access to to a Mage with questionable morals and a lot of gold, have exploited this loophole...
Fortunate are those who follow Cariece's first child, the god Yeamd, king of Wealth, Agriculture, and Fire. Yeamd and his followers are blessed in sorts- where ever Yeamd's touch follows, a sudden wealth appears, as do the seeds of civilization.
Yeamd is considered a major deity- enough so to often have entire churches devoted to him, much like his mother. Yeamd's followers are taken into a vow of chastity, as well as one of silence outside their temples.
Dandeth, the second child of Cariece, is the empress of Winter and War, as well as Storytelling and Theater. Wherever she goes, tales of great heroes and tragic romances are formed. Dandeth also can be attributed to any rash outbreak of combat.
Dandeth is prayed to for assistance during times of war by those following Cariece and Yeamd. She is also prayed to during times of famine by people- believed by many to be
Aeleamal, child of Yeamd, is the God of Medicine, Wind, and Hunting. Aeleamal is a free spirit- a very excitable sort of folk. He believes in directly influencing the paths of the planet's mortals, leading to strife and rejection by his father, as well as Cariece's church.
Aeleamal is not worshiped by the Church of Cariece, nor is he followed by his father's. Instead, he is followed by wandering forest mystics, such as some Dwarves and the Dryad.
Aryth is the Goddess of Seduction, Summer, and Water. Aryth is the third child of Cariece. Aryth is the least direct in influencing the lives of mortals- to the point Cariece's followers weren't even aware of her existence until the end of Second Age.
She is considered a maiden of marriage, ironically, with many of the Church's wedding chapels having shrines of her as a wish for a good future. On top of this, she is prayed to the followers of Aeleamal every night, in wish of calm streams as they sleep.
Raetath is the child God of Magic, Knowledge, and Thunder. Raetath is the child of Dandeth. He is fiercely protected, being the first god born after the War of the Heavens that ended the Second Age and killed many of their kind. Raetath has an innate curiosity of the realm of mortals- reflected in the fact he's often watching the world on some level.
As he is the current god of magic, he receives massive amounts of prayer from Mages and Paladins daily, mainly in luck and blessings.
Tales speak of a group of a fallen four, a group of damned Gods- Quoltas, Goutam, Estrana, and Woutel- who revolted against their own kin, waging a war of the heavens in the Second Age. This Quartet of the Damned is believed to appear on Atulmia every two hundred years, for a single night, to reap the souls they have branded in the past. To a follower of other gods, they are the ultimate adversaries.
However be weary of any enchanted weapon or armor you find. Although they are rare and give great might and defense, enchanted weaponry used in the War of the Heavens by mortals come at a great cost. As they are used, they will slowly wear the users to death. Of course this is if you're lucky and hold no grudges- should one hold any grudges or live an unfulfilled life, the armor's magic shall raise them until their wearers are able to rest in peace.
However, those seeking high ranking in churches devoted only to her should be weary if they are not of the fairer sex- it is seen as forbidden to have a male in a high ranking position. Though clever people, be they either a Changeling or with access to to a Mage with questionable morals and a lot of gold, have exploited this loophole...
Fortunate are those who follow Cariece's first child, the god Yeamd, king of Wealth, Agriculture, and Fire. Yeamd and his followers are blessed in sorts- where ever Yeamd's touch follows, a sudden wealth appears, as do the seeds of civilization.
Yeamd is considered a major deity- enough so to often have entire churches devoted to him, much like his mother. Yeamd's followers are taken into a vow of chastity, as well as one of silence outside their temples.
Dandeth, the second child of Cariece, is the empress of Winter and War, as well as Storytelling and Theater. Wherever she goes, tales of great heroes and tragic romances are formed. Dandeth also can be attributed to any rash outbreak of combat.
Dandeth is prayed to for assistance during times of war by those following Cariece and Yeamd. She is also prayed to during times of famine by people- believed by many to be
Aeleamal, child of Yeamd, is the God of Medicine, Wind, and Hunting. Aeleamal is a free spirit- a very excitable sort of folk. He believes in directly influencing the paths of the planet's mortals, leading to strife and rejection by his father, as well as Cariece's church.
Aeleamal is not worshiped by the Church of Cariece, nor is he followed by his father's. Instead, he is followed by wandering forest mystics, such as some Dwarves and the Dryad.
Aryth is the Goddess of Seduction, Summer, and Water. Aryth is the third child of Cariece. Aryth is the least direct in influencing the lives of mortals- to the point Cariece's followers weren't even aware of her existence until the end of Second Age.
She is considered a maiden of marriage, ironically, with many of the Church's wedding chapels having shrines of her as a wish for a good future. On top of this, she is prayed to the followers of Aeleamal every night, in wish of calm streams as they sleep.
Raetath is the child God of Magic, Knowledge, and Thunder. Raetath is the child of Dandeth. He is fiercely protected, being the first god born after the War of the Heavens that ended the Second Age and killed many of their kind. Raetath has an innate curiosity of the realm of mortals- reflected in the fact he's often watching the world on some level.
As he is the current god of magic, he receives massive amounts of prayer from Mages and Paladins daily, mainly in luck and blessings.
Tales speak of a group of a fallen four, a group of damned Gods- Quoltas, Goutam, Estrana, and Woutel- who revolted against their own kin, waging a war of the heavens in the Second Age. This Quartet of the Damned is believed to appear on Atulmia every two hundred years, for a single night, to reap the souls they have branded in the past. To a follower of other gods, they are the ultimate adversaries.
However be weary of any enchanted weapon or armor you find. Although they are rare and give great might and defense, enchanted weaponry used in the War of the Heavens by mortals come at a great cost. As they are used, they will slowly wear the users to death. Of course this is if you're lucky and hold no grudges- should one hold any grudges or live an unfulfilled life, the armor's magic shall raise them until their wearers are able to rest in peace.
{Reincarnation table}Upon character death, should the party have a Cleric or Mage, the character can be brought back to life. However, this has a downfall- they have to roll on a Reincarnation table. In-game, the characters would have to prepare a ceremony to try and rebirth the dead before they're sorted into another life (essentially making it saving them from reincarnation by reincarnating them immediately). The character is reborn into the rolled race, at roughly the same age as they were in their previous form.
Races on reincarnation table:
1. Dwarf
2. Elf
3. Drow
4. Human
5. Dragonborn
6. Changeling
Races on reincarnation table:
1. Dwarf
2. Elf
3. Drow
4. Human
5. Dragonborn
6. Changeling
NAME:
AGE:
RACE:
GENDER:
CLASS:
EQUIPMENT:
APPEARANCE:
BIO/ETC: