[hider=Locations] Right now, in this early stage of the RP with the world as unexplored as it is, the world is a bit unbuilt right now. What maps there are do not have many locations marked upon them or places filled in. However, for the viewing pleasure of the players, I do have a topographical map of Ithelia, but currently as it is, no locations are marked upon it. So when making your chara bio, have your chara be from. There are more areas and places than this, but those parts of the map are unfilled and thus not there. You can be from anywhere on this map (cept for those islands way out there, those aren't known, used a map generator to get this) [url=http://fc01.deviantart.net/fs70/i/2014/188/d/7/current_map_of_ithelia_by_element_darkness-d7po2fs.png]Map Here, Current Known Map [/url] [hider2=Gallas Tildein] One of the few "cities" of civilization in this world. While it can be called a city, it is more like a larger town of sorts, having a few more stone buildings than most cities and with maybe a few streets being a bit cleaner. It is these differentiations that set Gallas Tildein apart from the rest of the known world. Also this place is home to the main "Library" where the Scribes reside. This city is also one of the only places in known Ithelia where a 'King' and 'Queen' of a large area reside, the land known as Gallastre, which is claimed to consist of the two western peninsulas (on the map, the ones that are a bit near the top and right on top of one another) and the islands that are near them. This is only claimed as their kingdom though, and while a good number of the villages or towns in this large area of Gallastre are loyal to them, there are others who are not, especially on the nearby islands. [/hider2] [/hider] [hider=Religion] Religion in this world isn't exactly a thing. There are those who preach their strange and out there beliefs that seem strange and crazy, including those who speak of other realms or strange gods or other such strange entities. Many of these people (few as they are) who preach their strange religions or beliefs are considered crazy or brain washed by the dark creatures that wander these lands or the dark powers of magic. Sure people know of demons or other dark forces, but they consider these creatures or forces just things in this world, many people not believing the tales of other realms. Rumors do tell though of strange and mysterious white robed figures that have been wandering around in the more recent years, but these are mostly considered myth of what the rumors of these figures entail. [/hider] [hider=Orders and Sects] These are special organizations, groups, or even religious sects of sorts. If you want to join any of them at Character Creation, you must have the Affiliation Trait and meet the requirements for joining said group. If you do not meet the requirements at Character Creation, but have the Affiliation Trait, you will be able to join upon meeting the requirements. Joining these can give you access to special secrets, items, knowledge, and etcetera. There aren't many well known or incredibly influential groups for now in this era, but there are a few. If you have any ideas for a special group in which you'd like to join tell me (these could be things like dark cults, groups of thieves or bandits, assassins groups, and other such things). [hider2=Explorers of Teldir] A group of adventurers, explorers, and other such types who are quite small, but a bit famous. Founded in the village of Teldir about one hundred years ago, this group dedicates themselves to exploring the unknown to discover more about the world and unearth hidden places or great secrets. There are no real requirements for joining at Character Creation other than proving yourself to be a capable adventurer who can excel in several fields. Joining this group would give a character access to special info and various other secrets of where adventure and discovery await, even maybe resources to help you on your adventure. [/hider2] [hider2=The Scribes] A small group that is somewhat known. This is a group of scholars whose purpose is to gather knowledge both known and lost and record it down for the future to know. A bit more secretive is their desire to keep dangerous knowledge hidden from the world, written down but hidden away so that it never sees the wrong eyes. Unknowingly to many, a more secretive part of the Scribes is that higher ranked members are often users of Arcane Craft, known as the Arcane Scribes. You can join at Character Creation as just a scholar and learn Arcane Craft from them at a later time, but if you do know Arcane Craft when you join them then you will be treated as an Arcane Scribe, but will not be granted access to their more secretive knowledge of the Arcane until you have proven that you're someone that can be trusted. To Join as a regular Scribe: Aptitude 5, Knowledge 6, Linguistics 4. [/hider2] [hider2=Silent Blades] They walk the night, quiet and silent as shadows with blades that are even quieter. Very little is known about this group, many even believing that they are just a myth, but others more sensible know better. They are a group of assassins who choose their targets and clients carefully. Joining them is said to be quite difficult. Unlike other orders, which can be joined In Game even without the Affiliation Trait, you must get the Affiliation Trait to join this order, whether at Character Creation or in game. Requirements: Stealth Rank 7, Thrown Weaponry Rank 5, Melee Weaponry Rank 5, Projectile Weaponry Rank 4, Secret Strike Talent, Dexterity 6, Sleight of Hand Rank 4, Manipulate Device Rank 4. [/hider2] [hider2=The Workshop] A somewhat well known order of craftsman of various trades and disciplines. Blacksmiths, carpenters, tailors, and all other types gather here. Joining this order can give you access to work spaces (with helpers) where the Workshop can be found, special materials for crafting, special items, advanced crafting techniques, and even jobs to help make some money, plus you can also become more well known here. Alchemy is sometimes practiced here as well, but not by many and is not a requirement for joining. Requirements: Rank 5 in at least two Craft Talents, Knowledge Rank 5, Dexterity 5, Aptitude 5, Engineering Rank 3 [/hider2] [/hider] [hider=Races] Right now, currently, the Galmin are the only known humanoid race to be out in the open. Sure there are other types of creatures that can walk like humans out there, but they are more or less considered monsters especially due to their hostility (and not all of them have standard intelligence, if any, no one knows for sure). If you want to be a member of some small or secretive race, then just ask and tell me the idea you have for said race. [hider2=Galmin] The Galmin. The 'humans' of this world. Galmin are usually able to adapt to any situation and thus can vary greatly depending upon where you go. What sets them apart from standard humans though is they are a bit tougher in terms of constitution, their teeth a small bit sharper, and their eyes are a small bit slanted and darker and their ears have very tiny points upon them, but its almost unnoticeable really unless you look closely. All Galmin get +1 Endurance and may gain an additional point of XP from some certain challenges. [/hider2] [/hider] [hider=Discoveries] Any time players make special discoveries (either through the Rare Discovery Trait or in game) they will go in here to remind us what they have discovered. [/hider] [hider=Timeline] The RPs timeline, as it progresses, will go here along with a summary of major events that happened in each time period and what our faithful heroes had to do with it. Can also serve as a very brief story summary for those who don't want to read through the entire RP. [/hider] [hider=Adventures] Here is where I will give brief summaries of every adventure our protagonists have as well, whether its one's they abandon or one's they see through to the end (or cannot see through to the end due to either unforeseen circumstances or death). [hider2=Era 1, Chapter 1: The Scream of Adventure] Current date, Year 850 of the Rising Dawn Age, 3rd Cycle, 12th Day. Currently it being 1500 years since the dawn of Galmin civilization, 650 years since the ending of what scholars call the Archaic Age, when Galmin kind was much more primitive back then. Civilization through the past 850 years has been on a very slow rise though, being achieved in a few places in terms of a 'proper' civilization. In the village of Calgeth, there have been strange disappearances that have taken place a few days before the Three Moon Festival for some strange reason. Our main "heroes" first gathered information from and around a tavern named The Sleeping Hilk which was ran by quite the entertaining tavern keep. They learned that Captain Selvus of the Calgeth Village Guard was hiring and rewarding anyone who was willing to go and investigate these disappearances. They soon learned that the bandits a day's ride north of here may or may not be responsible for the disappearances and that a somewhat handsome reward awaited them if they brought back information, proof of the culprits' demise, and even live villagers. They also learned that not a day ago another figure came by, obscured by a cloak, asking about these very rumors and that the figure may or may not be on foot. Our heroes accepted the quest, each having their own reasons for doing so, but money was probably part of the reason as to why they accepted this quest, or perhaps it was 'heroism'. Regardless, our heroes set off for the Bandit Camp that was a day's ride north of Calgeth. Along their way as they got to the hills where the camp was they met, you guessed it, some bandits. A short, but quick, fight broke out and these bandits were actually somewhat of a decent match for our heroes, Fiore being on the verge of death himself after receiving some nasty blows. They managed to intimidate the last bandit into surrendering after their 'leader' was killed. He told the heroes of a secret cashe of treasure that they buried near the camp, which he also told them was abandoned, but quickly escaped his bonds after that with what was most likely adrenaline fueled speed, far beyond what he probably would have been capable of. Soon after a traveling herbalist named Allereun joined their ranks, and the group set off once again. Just like the bandit said, when they arrived the camp was a ghost town, it looking as if it was vacant for months, meaning something other than bandits was responsible for the disappearances of the villagers. After searching a bit and not finding much of use aside from a few coins and newly formed tensions between Fiore and Leifr, the group decided to rest elsewhere, lest they become victims to whatever emptied the bandit camp. Unfortunately it seemed that resting elsewhere, Allereun's survival knowledge finding them a good spot not too far away from the camp in the hills, was futile. Their camp was soon attacked by grotesque, twisted looking creatures that had a presence that instilled fear and smelled of rot and death. With quick thinking from Allereun using fire they managed to escape the creatures and flee to the camp, having enough time to prepare a strategy to use the only hut with a door to be able to fight the creatures one-on-one without risk of injury to them. During their planning though a female swordsman named Vialesa came into the camp, obviously lying about having resided there before their arrival. Fortunately though she was to be trusted, and with her help the group managed to quickly dispatch three of them with their strategy, but two of them went after the horses tied up outside instead. Luckily, after a bad blow to one of the horses unfortunately, the two were soon enough dispatched, allowing the group a moment's respite. [/hider2] [/hider] [hider=Lore] Here I will put important Lore of the world that is not listed in other places. [hider2=The Moons of Ithelia] Ithelia has 4 moons. A Day Moon and three Moons (also known as the Night Moons) that appear at night. The Day moon is very hard to see, sometimes not able to be seen at all. The three moons at night are the two Lesser Moons and the Greater Moon. In Gallastre and a few other places across Ithelia, the Three Moon Festival is a festival to celebrate the three Night Moons being full all at once, which is an event that takes place once every few years. Some people though in other places view the Night Moons being full as an ominous sign. [/hider2] [hider2=Alchemy] Society accepts Alchemy. In fact, they think it is better than the dark, bad shit magic by a long shot. this because of the good it has done in recent years. There are some people here and there who don't like it, thinking it is a craft that perverts natural things by making strange substances or items (like acids), but those people are far and few. For Alchemy you can make many different kinds of items (you can always experiment, special materials or herbs you find in travels good for this). You can TRY to make anything, but the DL for certain rare or advanced things (like Liquid Fire (alchemist's fire, but here it is known as Liquid Fire or Sea Flame)) may be alot higher. As you travel though you may find scrolls, tomes, or other such writings that depict how to make certain special things, either giving you access to special forms of alchemy or lowering the DL for certain items (like with the Grimoire Trait for instance, it could contain a way to make some special form of item). Instant healing potions or shit like that is incredibly rare though, very hard to make even with knowledge (and of course, usually is best for those with a decent Hardiness Score as are all alchemical substances meant to be consumed) The difference between herbal medicines and alchemical ones is that herbal medicines aren't as strong, but they are somewhat easy to make if you have the appropriate herbs (which means you also don't need to come out of pocket for expensive materials). Alchemical medicines or substances meant to be consumed are stronger, but have side affects that occur upon failure of a Hardiness Roll (you still experience the intended affect if you fail the roll, but you also experience the bad side affect). Like a 'healing elixir' would rejuvenate you, healing Energy and Vitality, but upon failure of a Hardiness Roll you become nauseous for a time, getting a -2 to all rolls for about thirty minutes to an hour. Usually Fumbling a Hardiness Roll when drinking things like these means you don't experience the intended affect and you experience the side affect (in some cases, the side affect may be a bit more severe). [/hider2] [hider2=Dark Contracts] Not much is known about these strange contracts. But for those who do know them and perform them, a good bit is known. To make a Contract one must simply scribe the symbols of contract in either blood or coal (blood works better, especially if it is fresh and yours). Then they focus upon the symbols of the contract they inscribed upon the ground, focusing what they desire into it. Whether its power, knowledge, or something more specific. Depending upon the person and the desire, and the symbols used to make the contract, any different kind of dark being could appear. There are the Demons, strange creatures of flesh that also have somewhat non-physical forms, or even other dark entities or creatures that can be called forth either entirely from the contract or just a bit of their presence appears there (this also all depends upon how well the Contract is performed). The being and the contractor make a deal. The contractor states their desire, but they must give something in return. For starters, for even attempting the contract, a bit of dark force resides in the user, marking them permanently as one who tried to do this (but this 'mark' upon their soul is impossible to sense unless they are very skilled at the dark or mystical arts or they have what is known as "The Beyond Sight". The dark being will either give them what they desire, or give them a way to help them obtain it, but these dark beings are tricky and sometimes what they give never turns out the way you want. Sometimes. In return, the dark beings ask a price, usually a price that has to do with what the contractor is asking for. The greater the desire of the contractor, the higher the price as this usually means the contractor wants more. [/hider2] [hider2=Uglings] [i]Rather short, grotesque looking creatures. Their ears are usually very long and pointed, their skin upon their ugly faces a mixture of green and brown, quite grotesque looking actually. Their noses was long and pointed, various warts dotting across its face. In its mouth were sharp, pointy, but also crooked teeth, its tongue forked and its eyes as black as coal with no discernible pupils. A mock name gave to them due to how twisted these creatures were in both appearance and personality. They were known to be vile, humanoid creatures that seemed intelligent, but were also no better than savage beasts. Abhorred and hated by all, it is said that if one should be captured by them to either try and escape or kill yourself as soon as possible because being captured by them is said to be a fate worse than death itself. [/i] [/hider2] [hider2=Far Lands] While not many ships leave the continent, there are those who do, and then return many months later. It is said that beyond the Sea of Storms, to the south, is a strange land simply known as the Far Lands. Not much is known about them since the Sea of Storms, which upholds its namesake and has sunken many adventurous ships, is said to be a kingdom of all sorts of strange and exotic things. It is believed that if you can successfully make it there then you will be set for life, as some believe that this far away land holds many incredible riches, but these are all just the dreams and ramblings of adventurous fools, although in more recent years, with some more improved ships, although this number is less than five according to rumor, having made it there and back, it may not be such a lie after all. [/hider2] [/hider]