[center][url=discord.gg/HQXqBUS ]We got a Discord![/url] [b][h2]The Undying Crusade[/h2][/b] [img]http://i.imgur.com/4DT8nNI.png[/img] [/center] On the shores of the Bakan Sea, also known as the Swirling Tides, lies the great and once shining example of civilization; Aith Anur. Now, Aith Anur is known as the ”Shining Coffin” by those that traveled within the kingdom of Aith Anurs borders. [center][img]https://s-media-cache-ak0.pinimg.com/564x/ab/47/0c/ab470cee5a38b83e9add2a378edb73a3.jpg [/img][/center] Like all stories, it begins with a ”Once Upon Time” as once upon a time, there was a ruler named Eivith Nuelonn. The Neulonn line had rule Aith Anur for no less than 1032 years. Being that they were elves, this meant they had only seceded to an heir four times. For even if an Elf can technically become as old as 4-5 hundred years, past the three hundredth, their minds started to cave into themselves from all the things they have experienced, all the knowledge they had accrued, all the sensory input they have had to deal with. This often lead to Madness and worse. To combat this state, and to keep others safe, the Elves of Aith Anur embark on the journey of the soul called ”The Grey Sleep”. The Grey Sleep is the state of mind the elves of Aith Anur reached at old age. Trough meditation and introspection, the Aith Anur elves delved into themselves while slowly shutting down their own bodily functions through medicine and sheer will. But the Grey Sleep was also a way for the Aith Anur Elves to connect to the other side, to part if only for a moment, the veil of death. There is a moment where the Grey Sleep is so close to actual death without setting a foot in the river of death so to speak. This moment is referred to as ”Clarity”. At which point, messages from the other side may warn and aid those of the living. Prophecies, arcane secrets and other such hard to reach knowledge have been laid bare in these moments of rare clarity. To go into the Grey Sleep is to the Grey Elves not a [i]loss[/i], but a [i]victory[/i]. Eivith Nuelonn was approaching that point of her life, where going into the ”Grey Sleep” was being asked of her. Only Eivith had failed to sire any Heir, and would as such leave the Throne in contention for the first time in over a thousand years. And Eivith did not wish to enter the Grey Sleep. She wanted to rule and she wanted a real legacy. In secret, Eivith and her closest allies was planning something that would have dire consequences. Research into the Soul of all living beings is something that the Neulonn line had long pursued. But Eivith and her Warlocks unlocked a secret not meant for anyone's eyes or ears. They found a way to force open the veil of death in a moment of clarity and through it, suspend death's grip on them. As best laid plans often go, this would have disastrous effects. Upon the eve of their experiment, the sudden violation of their most sacred rite led to a epidemic of sorts. The moment of clarity was not meant to be sustained and forces beyond the veil that were generally disinterested in the mortal real was drawn into bodies of those that entered the Grey Sleep. These spectral possessed elves, some in a state of decay, would wake up suddenly a different person. This soon led to widespread panic as these spirits with a new leash on life were not always to pleased about their current state. And as long as the Veil remained parted, more spirits would seep into the word, going so far to as to animate the recently departed victims of the original wave. In a moment of regret and despair, the Queen realized her folly and tried to close the Veil, but something far greater than her kept it from closing entirely. As a last action of repentance, she had the city sealed, closing in her and her subjects. Thus the great city of the Grey Elves, became known as the Shining Coffin. [center][h3][b]The Undying Wars: The War of Ruin and The War of Perseverance.[/b][/h3] [img]https://s-media-cache-ak0.pinimg.com/564x/00/36/a0/0036a0e15721e2302411b7d127a14ebd.jpg[/img][/center] Around two decennia later, the gates of the Shining Coffin swing wide open. And out pour the dead, the lost and the eternally Damned. An entire populace turned into abominations, it's an army of dead and damned would overwhelm what remained of the the kingdom's populace, adding them to their ranks. It didn't take long for them to reach the surrounding kingdoms of Naul Rahn, Opereth and Melfic. Ushering in an era of strife and suffering. An era that would be known as the Undying Wars. The first Undying War saw much of northern Melfic laid to ruins, displacing nearly a million people. Due to this, the Melficians have there own name for the war: ”The War of Ruin”. During the first Undying War, Naul Rahn and Melfic formed an alliance as Naul Rahn, while not as beset or suffering as their neighbour, none the less lost their great port city of Nabina to the hordes. The two countries worked together weather the storm. For five years the war raged before it the hordes stopped pouring across their borders. To weakened and weary, they opted to reinforce and rebuild. To set up for future invaders. The Second War saw an even bigger army lay siege to the Kingdoms, finally pulling Operath into the conflict. This time, the enemy had seemingly improved and evolved. Twisted mockery of life rushed on all four and climbed walls. Massive armies of decaying soldiers. Spellweaving undead mages raised the dead. The enemy also seemed more organized, powerful wights led groups of undead, former knights in formation. Their new might was met with a forewarned and fortified alliance however and the war would rage on for no less then a decade. Countless thousands of men and women died defending Melfic, Operath and Naul Rahn. But the alliance survived, now with Operath joining the fold as they had been beset by the enemy and surprisingly had to fend of far more attackers by the end of the war. Presently the Three Kingdoms are united as the Stalwart Alliance. After the Second War, now dubbed the “War of Perseverance” they have amassed their forces and planned meticulously for a reclamation campaign of the ruined and plagued countryside. With their moral at a alltime high since the undying first appeared, they rally their troupe for a Crusade against the Undying. This is where you come in. Be you mercenaries from across the sea, from further down south or local talent that find yourself drawn into the campaign, you are under the command of Duchess Aina Stormsparrow. The Duchess made a name for herself during the War of Perseverence, and has been raising and amassing her own private army ever since. A Riverlander, she is one of the richest nobles to participate directly in the war. Her coin is good, her experience is commendable and she is well liked enough to be a very lucrative prospect for adventurers, sellswords and local would be heroes alike, And so, marching with the Dutchess to lead you, you set off to help reclaim that wich was once lost. Facing a enemy that has risen from the grave or come from the Other Side. May your blades be sharp, and fortune favor the bold and stalwart. [center][h1]The World of Efetra:[/h1] [/center] The general world is known in common tongue as Efetra. It consist of four continents of varius sizes and climates. I will be providing a map for each. Feel free to make up countries and kingdoms if you come from across the sea or from south of the Stalwart Alliance and their lands. If you want i will place them on the map for you. [b]Auiltun[/b]: The Undying wars take place on Auilthun, a generally temperate and largely settled continent. The three Kingdoms and Aith Anur were among the more prominent civilizations. South of the Alliance borders lie the Warring Kingdoms, so called due to the constant petty wars being waged between minor lords and kingdoms. [hider=Map of Aithun] [img]http://i.imgur.com/IGdqPpU.jpg[/img] [/hider] [b]Meuthul:[/b] A large continent to the North of Auillthun. Most of it is barren cold wastes, but its southern coast is inhabited. [hider=Map of Meathul] [img]http://i.imgur.com/v7PTGKe.jpg[/img] [/hider] [b]Halvan:[/b] To the east, across a vast ocean lie the “shattered continent”. Known as such due to the fact that it consist of large islands that seem to have broken off the central, largest island. Lying slightly south of Authuls middle, it has hotter tropical climate. [hider=Map of Harvan] [img]http://i.imgur.com/InNKJvH.jpg[/img] [/hider] [b]Bethne:[/b] Largely a desert, it harbors various smaller kingdoms along the coast and many nomadic tribes make the Desert their home. There are also the Jade Isles far of its northern coast, they are a set of very lush and densely forested islands. [hider=Bethne Map][img]http://i.imgur.com/gK2Hs7C.jpg[/img] [/hider] [center]-- [H3]The Kingdoms of The Stalwart Alliance.[/h3] --[/center] [center][i][b][color=ed1c24]Operath[/color];[/b][/i] [img]http://i.imgur.com/VWOqLC4.png[/img][/center] Operath is a Mountain kingdom where Dwarves and humans make out most of the population. They were always at odds with the Aith Anur to begin with and have fought several wars with the Grey Elves. Their border was already fortified when the hordes came. Of the three, they have hold out the best. Due to their position of Strength, they have taken the lead in the Alliance as of late. The capital is known as Belias Cradle, a Massive city that is partly built into the mountain side. As the name implies, it also lies cradled within a valley. Here the royal family lives and most of the Kingdoms politics take place. The ruler is Matriach Mathena Ironwill. Her husband, Weinard Ironwill was the old ruler, but he perished in battle with the undead hordes. Operathians are a hardy and sturdy folk, known for their long memories, old traditions and slightly isolationist tendecies. The latter has begun to dissolve to to the need of an alliance nad the Operathians finding themselves in something of a leadership role. They are a pious folk as well who worship the Queen In the Mountain; Belia. The average Operathian is either Dwarven or human. In both cases, you are likely to meet swarthy, well built folk. Their hair is usually braided for both genders and races with iron bands worked into it. [center][i][b][color=0072bc]Melfic[/color][/b][/i] [img]http://i.imgur.com/uzGgdI0.png[/img][/center] Melfic is the kingdom to have it the worse. Consisting mostly of plains and sparse forests, their mainly agricultural and rural society is falling to the undead at an alarming pace. The City of Melans Tears stand as a bastion among the Chaos, and here the Melfic army have managed to stem the tide somewhat. While they survived the first wave of invaders, other towns managed to reinforce and adapt. With the help of magic and an overworked artisan and builder guild, they have erected a defensive line over the course of 8 years. The City of Melans Tear is now but one of many fortified towns along what is now called the Sacred Border. Part of the Melficians plight is that most of their ruling family was wiped out during the first war. Queen Magdalena and her Two sons had refused to evacuate the city of Melans Tear in its darkest hour, and Magdalena personally led the citys desperate last stand. While they won, Magdalena was fatally wounded and both her sons had died at her side. Their sacrifice did help save the rest of the city however, and the queen is considered almost a saint now. Ruling untill the youngest of the siblings and the one survivor come of age is the Exalted Council, a group put in place exactly for contingencies such as these. The capital of Melfic is the City of Malanos Most people of the Melfic Kingdom worship Kartoll. He is a god of Rain, Harvest and Good Health. Among cityfolk, you can also see worship of Methel, the God of Coin, Commerce and Fortune. The average Melficians are tall tanned humans with have either blonde or red hair or somewhat shorter, blonde and brownhaired half-elves. A few grey elves exist in the populace, refugees from the when Aith Anur opened its gates and swallowed the rest the Kingdom. They are primarily hunters or farmers unless they are cityfolk. Citydwellers tend to be artisans and craftsmen, known for their leatherwork and woodwork. All Melficians boys and girls above the age of 17 are conscripted to train and serve in the Militia. [center][i][b][color=fff200]Naul Rahn; Land of Rivers and Trade[/color].[/b][/i] [img]http://i.imgur.com/0wLllmW.png[/img][/center] Wealthiest of the three is the Naul Rahn, also known as the Country of Rivers. It is also by far the most diverse in population. Due to its wealth, it attracts merchants from all over the known lands. Its name comes from the seven rivers that criss cross the lands, making it a lush and very prosperous kingdom. It also borders to Operath and enjoy a steady and friendly trade with them. It, like Aith Anur, lay by the sea and its many port communities and towns use the rivers to ferry into the country and beyond. When the Undying came, they were quick to react. They had a capable army supplemented by Mercenary companies that are attracted to their wealth. However, arrogance among their leaders lead to underestimating their enemy. Meeting a particularly large force on the field led to a terrible defeat. The tenacity of the undead, their unwavering bloodlust coupled with necromancy and foul magic routed the mercenary backed Naul Rahn army. That then led to the loss of one of their greatest port cities: Nabina. A city that to this date remains hollow ruin. Nothing living has been inside those walls for ten years and it has seemingly been used as a staging point by the enemy during the Second Undying War. They have been pushing for the Alliance to mount an offensive of their own, to take back what was lost. To them, Nabina must be reclaimed before all else as the now undead and festering town lies at the mouth of their biggest river and is harming trade. In Naul Rahn, Merthel is by far the greatest god, seeing how the entire Kingdom prosper from its port cities. Naul Rahn, being a country of merchants and trade, have people from all over the known kingdoms. As such, it is hard to point out Rahndian on appearence alone. Elves, Human, Dwarves and other races all make their home in the Riverlands. Its capital is Seredas [center]--- [h3]Races:[/h3] ---[/center] [i]The world is a vast and diverse place. These races below are only local to the Stalwart Alliance. Aslong as they are not to alien and ill fitting, I welcome you to make up your own races. No innate superpowers or anything is the general rule.[/i] [b][i]Local Races:[/i][/b] [b]Dwarves:[/b] Dwarves are a race of stocky, mountain dwelling folks generally. They sport beards most of the time. But will not let it grow to long or bushy as they tend to be metalworkers and other such proffesions where a long beard is a liability. [b]Humans:[/b] Widespread and adaptive, you see them pretty much everywhere. Generally, where you see dwarves you see humans as the two seem to go well together. Humans also tend to adapt to their surroundings incredibly fast, something Dwarves appreciate. [b]Grey Elves:[/b] The Grey Elves are a race that have been all but extinct since thier Queen doomed them all. The were only really in Aith Anur to begin with. Those that are left are refugees or traders. [b]Half Elves:[/b] These are the offspring of Grey Elves and Humans from time before the fall, they are commonly found in Melfic due to the kingdoms proximity to Aith Anur. [i][b]Foreign Races:(Player Created)[/b][/i] Wild Elves [center]-- [h3]LOCAL GODS[/h3] --[/center] [i]The world is full of various religions, sects and just casual godworship so don't be afraid to make up your own god. Gods do not interfere in this setting, but their presence can be felt. Priests and Paladins can call upon their gods powers in some ways after all. The Three Kingdoms do have some local gods that a seasoned traveller may heard of. But don't be afraid to make up your own if you come from across the sea or far away.[/i] [b]Nethelin;[/b] God of Death and Decay. Known by legend to have once been mortal, he became a god after imbuing a black and rotten apple that had fallen from the tree of life. He is portrayed as a young man without eyes, and is said to be a gentle and kind god despite his domain. His devotees usually wear very distinct, blackened iron bangles and black blindfolds. [b]Kartoll;[/b] God of Rain, Harvests and Good Health. Portrayed as half bull, half man. Kartoll is one of the most popular gods, due to his importance for farmers of which there are many. His mood is hard to predict and his legends are often crude and more suited for the pub then sermons. Worshippers may carry around wheat wrapped in paper with a prayers scrawled on it. [b]Methel The Fickle:[/b] God of Coin, Commerce and Fortune. Methel is portrayed of old man with gold teeth and golden eyes. His legend tells of him always sitting with a scale of which he weighs your actions, your words and your worth. And doling out fortune thereafter. Merthel Shrines are usually seen at trading posts and cityhalls where commerce takes place. His devotees usually wear a small golden pendant consisting of two coints melted partly together. [b]Belia:[/b] Known as the Queen in the Mountain, Belia is a Goddess of War, Strife and Harship but also of Perseverence, Inner Strength and Justice. She is revered by the mountain folk as legend say she rests beneath the mountains when she grow weary of the world. Her devotees wear no silver nor any gold. Instead all their jewelry is made in iron and other sturdy, none precious metals. [b]Monia: Goddess of Life and Healing.[/b] Monia is very well liked simply due to her domain being that of Life. But Monia worshippers are very careful about setting up temples as they believe you cannot remain and let yourself be swept up by the fervor. Instead, they believe in travelling and helping the ill in remote regions and villages. Monia worshippers always wear flowers visible on their person, either in their hair or around their waist and throat. [center][h3]Magic:[/h3][/center] Magic is a volatile and dangerous occupation. But mages are sought after and well respected due to their power over things no sword or bow can tame. And the Divine magic of Paladins, Clerics and Priests is a potent weapon against the Undying. [b][color=fff200]Divine Magic:[/color][/b] Depending on your god, the effects and magic you wield vary greatly. Often, martial gods inspire and protect their charges while nature gods might bestow power over the land around you. Generally speaking it is down to your god. [b][color=39b54a]Necromancy;[/color][/b] A forbidden art to begin with. Necromancers are rare and far between. Due to the nature of the threat now hanging over the kingdoms of the Stalwart alliance, a necromancer might want to keep his head low. The art of Necromancy is not the cause of the current troubles however, as any well versed Necromancer will soon tell you. Where Necromancers no doubt exist among the enemies ranks as seen by the number of undead, that is no common form of necromancy. Necromancy generally comes in two forms: Binding and Affliction. Binding:[i]Binding[/i] is the art of enslaving dead flesh and bone to your bidding. Infusing it with necrotic energies, you raise corpses to do your bidding. While it is certainly terrifying and flashy it does hold far more limitations then Affliction. Affliction: [i]Affliction[/i] is the magic that most in the know fear the most. Necrotic curses are not to mess with. Aside from being able to infuse unlife into the dead, it is capable of causing terrible damage to the living. Affliction Necromancers belong to some of the most feared practitioners in the world. It demands a powerful emotional focus and commitment, driving away most who cannot handle its inevitable risk of backlash. [b][color=6ecff6]Arcane Magic[/color]:[/b] The “purest” form of magic it encompases everything from illusionists to elemental mages. Mages draws upon their inner strength as well as mystic energies that seep into our reality constantly. Conjuring up spells wears on you and your surroundings if you do it enough. Generally you consider four different schools of magic. [i]Elementalists;[/i] Elementalists are common among the more combat oriented of mages. A fireball or a bolt of lightning is a powerful weapon. Usually, a elementalist focus on one element since each element demands an entirely different approach. [i]Illusionists:[/i] Creating and conjuring confusing illusions through manipulation of the weave of reality itself. Illusionists can slightly warp the world around them to appear different then it is. [i]Wild Magic:[/i] Some mages don’t think its worth living without a little risks. The Wild Mage posses a uncanny ability to not fully constrain his spells, to let out it out in its purest form. The effects vary and the risks are always great. [i]Purist:[/i] These mages do not waste their time with illusions or elements. They unlike the wild mage, want to force the arcane energies to take precise forms. These are the ones who create swords out of mana and fire magical missiles out of thin air. [b][color=8dc73f]Nature Magic:[/color][/b] Druids and others that dedicate themselves to the land have learned to trough incantations and rituals draw upon the land around them for power. These often come in two forms. [i]Nurture:[/i] Using nature to heal those around you. Drawing upon them mercy of the world, to empower you and yours. [i]Animal and Plant control:[/i] The ability to conjure roots and jump into the minds of animals. It is rares and harder to wield then Nurture and used purely as an offensive type of magic. [center][h3][b]The Nature of the Enemy[/b][/h3][/center] [center] [img]https://s-media-cache-ak0.pinimg.com/564x/5e/41/08/5e4108d51e73bdcf877e645a11779e91.jpg [/img][/center] The Undying are have come to take many shapes over the years. From shambling corpses to cunning spirits. What they have in common is the shunning of divine magic and moral crushing ability to get up even after sustaining normally life ending damage. Worst are the "Generals". Well equipped, cunning and seemingly fully operational undying who often possess strange and terrifying talents. [hider=My Hider] TIMELINE Years in this timeline are Marked as with year 0 being The Year that the gates opened and the Undying Wars began. The actual year according the most common calender used will also be present (This counting uses the First kingdoms establishment as its year 0. Thus called the Kings Years). [i]Kings Year 654:[/i] Eivith is born the heir to King Heiwiin of the Grey elves. [i]Kinghs Year 734:[/i] Eivith is Crowned. The Kingdom of Melfic is formed after a long feud between two rival noble families and their vassals. [i]Kings year 1011[/i]:The Disasters strikes Aith Anur. [i]Kings year 1211/Year Zero[/i]: The Udying Wars begin. War of Ruin begins. [i]Kings year 1215/Year 4[/i]: Nubina falls, Horde approach Melans Tear. [i]Kings year 1217/Year 6[/i]: Melan Tear withstands a massive attack. [i]Kings year 1219/Year 8[/i]: War of Ruin ends. [i]Kings year 1230/Year 27[/i]: War of Perseverance begins, Suprise attacks at Melans Tear and varius strong holds in all three kingdoms. [i]Kings year 1240/Year 37[/i]: War of Perseverance ends. The Cardinals Call is formed under the Duchess Stormsparrows banner. [i]Kings year 1252/Year 39[/i]: War of Reclamation Begins. [/hider] [h3]Character Sheet.[/h3] [quote] [b]Name:[/b] [b]Age: [/b] [b]Appearence:[/b] No anime pictures, art must be accompanied with a proper description. [b]Race:[/b] (Note on races. No undead (Vampires, Liches etc) as they would never be allowed to fight alongside the Duchess or any of the other participants. No demons, angels or similar otherwordly races. The races need to originate FROM the world of Efetra.) [b]Diety:[/b] [b]Personality:[/b] [b]Skill:[/b] Here you get to specify what your character is particularly good at (These can be anything from Swordmanship and bowmanship to athletics, acrobatics or similar. You pick one Masterfull skill, and two Skilled, Adept and Novic skill. This indicates what you’re good at and will be taken into consideration later on. Magic skills are written as the particular school, such as Affliction. *[i]Masterful:[/i] *[i]Skilled:[/i] *[i]Adept:[/i] *[i]Novice:[/i] Traits: These, unlike skills, are more or less unique to you. Be it some racial or cultural trait such as Dwarven Stubborness or something as simple as "Dirty Fighter". These traits will matter when you deal with different situations. Make sure you provide a short but clear description of said trait. YOu can have up to four Traits. But you must make sure to balance the good with the bad. A dirty fighter might be a good brawler, but might not be as wellversed in actual swordmanship. [b]Backstory:[/b](What brings you the war, what drove you to become a mercenary in the Duchess employ?) [b]Weapons and Armor:[/b] [b]Misc Gear and Possessions:[/b] [/quote] [hider=Player Created Lore/Glossary] [b]New Anur:[/b] [i] A colony, formed sometime after it became apparent nobody was getting back into the city. It was one of many smaller communities connected trough a myriad of small roads that dotted the landscape around the city. Rural more often then not. It fell when the Gates opened. [/i] [b]The Order of the Grave[/b]: [i] More formally known as the Brotherhood of Knights of the Grave of Nethelin and Saint Roland, is a religious Order dedicated to the god of death and the protection of the deceased. It has its origins in individuals associated with a funerary temple in the northwest of Opthelon, dedicated to Saint Roland. The temple provided services for the deceased, blessing them in rites so their souls would pass to Nethelin undisturbed. It also provided meagre protection from graverobbers. Sometime after Aith Anur’s disaster of 1011, the organization was elevated as a religious and military order, tasked with safeguarding the deceased from necromancy, and the living from the undead. At the outbreak of the first Undying War, the Order mobilized its militant arm to safeguard Opthelon from the damned. It saw little action, with most of the fighting occurring in Melfic and Naul Rahn. Only when the waves of the second war crashed upon the south did the Order fully commit itself, joining the armies of the alliance in the heat of the conflict. The Order of the Grave is the smallest knightly order in Opthelon; the association with Nethelin and the dead likely make it an unpopular candidate for most. Yet, it is also one of the most zealous. Most of its members are not true knights or clergymen, but laypersons who vow to carry out the Order’s missions. The Order’s warriors are broadly classified into knights and sergeants - soldiers of high and low status, respectively. Its brother-priests tend to the spiritual needs of the Order, and are usually the ones in charge of rites. [/i] [b]Saethydd:[/b] In high elven culture, the Saethydd were the wardens of the elven vanguard and served as rangers of the highest respects. Also known colloquially as “Elven Rangers” by humankind. [b]Agorpalf[/b]: Roughly translated to “Open Palm”, Agorpalf is an agile sort of unarmed fighting described as a martial art where perception and reflex is required over strength and vigor. Queens Rangers: A group consisting primarily of Grey Elves. Formed as a way for refuges with combat and ranger experience to aid the then Queen Magdalena during the first war. After the Queens sacrificed, their ranks swelled to a little over a hundred. They are pathfinders and spies who worked as advanced recon for the Alliance during the second war. [/hider]