Gaia
A world once ravaged by catastrophe, tragedy and disaster. All those were now but a memory, to be told to children, to be taught in school and to be read in libraries so the horrors and the suffering it brought would never happen ever again.
All the races and countries of Gaia are now in peace with each other and now focused in exploration of new places, especially the dangerous and uncharted 'dungeons' of the world which, as a few adventurers have proven, house many secrets and artifacts.
Because of that, being an adventurer has now become the most famous job in Gaia as well as the jobs that compliment it like blacksmiths that make weapons and alchemists that make potions. However, jobs like farming and joining the army are still strong since people need to eat and be secure.
Exploring alone isn't recommended so adventurers form parties. They are usually multi-racial since each race are kind of specialized in one class that is vital for the success of the party. Of course, just because your of one race doesn't mean you should be in the class your race is specialized in.

It's all I've got okay?!
This is the continent of Helvetia, a large body of land in Gaia. The two large lakes are named Brect Sea (north) and Lantis Sea (south).
Brect Sea connects to Anugal Bay that leads to the ocean. It has underwater tunnels that connect to Lantis Sea.
Lantis Sea is a very deep and large lake and has numerous underwater tunnels that lead to the ocean and to the Brect Sea. Thus its waters are salty. The main home of the Mer.
Hellenia, The Gray Garden
The nation of Angels, the servants of the Goddess of Life: Asular, and Demons, the servants of the Goddess of Death: Rasula.
This nation is located at the mountainous and lush land above Lantis Sea. Their cities are usually located atop the mountains but there are some that can be found in the sparse forests. For the completely traveler-unfriendly, Hellenia has three floating islands that each house a city. These cities are usually the places where Angels and Demons meditate and hold meetings that concern all of Helvetia.
Angels and Demons coexist peacefully in Hellenia and have long since put aside their hatred for each other. Although the antics of one are still the grievance of the other, there is little chance that a serious fight to the death would erupt between the two races.
Home of the Great Library of Helvetia which houses books about everything that is known about Helvetia and anything found within it.
Mikelti, the Eternal Forest
The nation of Elves. Includes Wood and Dark Elves.
This country is located next to Hellenia and below Brect Sea. The High Elves live in grand cities situated upon the areas that aren't covered by trees. The Wood Elves, meanwhile, have cities and villages built onto the trees of the forests. Traversing these wooden cities is no easy feat for outsiders but the Wood Elves have taken steps to remedy this. The Dark Elves live in the forests also but their cities and villages are built on the ground instead of on the trees.
Home of the Mikelti College of Magic. An academy dedicated to the studying of magical arts and to discover new types of magic or new uses for currently known magic.
Espillia, the Forest of the Tiny Tribes
The nation of the small Fairies.
Espillia is not a proper nation but it is the homeland of the Fairies and is located in the quite mountainous, thick forests below Lantis Sea. The Fairies of Espillia live only in tribes with small wooden houses built upon the branches of the trees or rock/pebble houses to serve as their abodes.
Raulbhach, the Land of Life
The nation of the Animalians.
This country is located east of the Brect Sea and under the Sahndara Desert. Due to the diversity of the Animalians, the nation is ruled by a council with each councilor representing one subrace of Raulbhach. The design of their houses and cities usually vary from subrace to subrace. It is also the most populous nation.
Home of the Adventurer's Guild and thus the busiest nation since many citizens of Helvetia flock to Raulbhach to start their adventuring career or to hire adventurers for jobs or simply start a career that service to adventurers.
Aerilin, the Aquatic Kingdom
The underwater nation of the Mer.
Located in both Lakes of Helvetia but the main capital is in the Lantis Sea. This kingdom is inaccessible to land dwellers without the 'air bubble' spell and without the guiding hand of a Mer. The structures are mostly made of stone and coral. This nation is also the biggest exporter of fish and pearls.
The kingdom sees very little attacks from anything foul because of its aquatic environment. The biggest threat they have are the Ghosts, some of whom will wander too close to a Mer village and do what they do best and they aren't that big of a threat since the Mer's agility in the water is unparalleled.
Resmi Abli, the Iron Mountains
The nation of the Dwarves.
Located at the mountainous areas at the southeast corner of Helvetia. Dwarven cities and towns are mostly located underneath the mountains along with their mines. Of course, there are also cities located above the ground. The buildings found here are made mostly of rock and concrete, rarely wood and other materials.
As per Dwarven culture, much of the cities and towns in Resmi Abli contain forges, smelters and other smithing equipment. Thus, it is quite hot in the Dwarven lands though it is balanced by the cold weather of southern Helvetia.
Veynex, the Land of the Lifeless
The nation of the undead.
Located at the lands of the north. This nation has the least amount of buildings in all of Helvetia though all of them in fine condition thanks to the Vampires that like their abodes in tip top shape. While one would think the arid conditions of Veynex are unsuitable for the undead, they actually like it as their reanimated bodies need not worry about the cold freezing them solid.
Save for the Vampires who usually stay inside the day but are more than happy to come outside and feel the chilly desert nights. However, Vampires usually stay in the forested parts of Veynex.
Ortus, the Dying Nation
The small nation of humans.
This country is located west of Hellenia within the forests surrounded by the desert. This small kingdom holds approximately 7000 humans, its numbers being kept that way due to humans immigrating to other lands to pursue adventuring or other jobs not found in Ortus.
Home of the Order of the Lot Knights. A group of skilled warriors available for hire.
The nation of Angels, the servants of the Goddess of Life: Asular, and Demons, the servants of the Goddess of Death: Rasula.
This nation is located at the mountainous and lush land above Lantis Sea. Their cities are usually located atop the mountains but there are some that can be found in the sparse forests. For the completely traveler-unfriendly, Hellenia has three floating islands that each house a city. These cities are usually the places where Angels and Demons meditate and hold meetings that concern all of Helvetia.
Angels and Demons coexist peacefully in Hellenia and have long since put aside their hatred for each other. Although the antics of one are still the grievance of the other, there is little chance that a serious fight to the death would erupt between the two races.
Home of the Great Library of Helvetia which houses books about everything that is known about Helvetia and anything found within it.
Mikelti, the Eternal Forest
The nation of Elves. Includes Wood and Dark Elves.
This country is located next to Hellenia and below Brect Sea. The High Elves live in grand cities situated upon the areas that aren't covered by trees. The Wood Elves, meanwhile, have cities and villages built onto the trees of the forests. Traversing these wooden cities is no easy feat for outsiders but the Wood Elves have taken steps to remedy this. The Dark Elves live in the forests also but their cities and villages are built on the ground instead of on the trees.
Home of the Mikelti College of Magic. An academy dedicated to the studying of magical arts and to discover new types of magic or new uses for currently known magic.
Espillia, the Forest of the Tiny Tribes
The nation of the small Fairies.
Espillia is not a proper nation but it is the homeland of the Fairies and is located in the quite mountainous, thick forests below Lantis Sea. The Fairies of Espillia live only in tribes with small wooden houses built upon the branches of the trees or rock/pebble houses to serve as their abodes.
Raulbhach, the Land of Life
The nation of the Animalians.
This country is located east of the Brect Sea and under the Sahndara Desert. Due to the diversity of the Animalians, the nation is ruled by a council with each councilor representing one subrace of Raulbhach. The design of their houses and cities usually vary from subrace to subrace. It is also the most populous nation.
Home of the Adventurer's Guild and thus the busiest nation since many citizens of Helvetia flock to Raulbhach to start their adventuring career or to hire adventurers for jobs or simply start a career that service to adventurers.
Aerilin, the Aquatic Kingdom
The underwater nation of the Mer.
Located in both Lakes of Helvetia but the main capital is in the Lantis Sea. This kingdom is inaccessible to land dwellers without the 'air bubble' spell and without the guiding hand of a Mer. The structures are mostly made of stone and coral. This nation is also the biggest exporter of fish and pearls.
The kingdom sees very little attacks from anything foul because of its aquatic environment. The biggest threat they have are the Ghosts, some of whom will wander too close to a Mer village and do what they do best and they aren't that big of a threat since the Mer's agility in the water is unparalleled.
Resmi Abli, the Iron Mountains
The nation of the Dwarves.
Located at the mountainous areas at the southeast corner of Helvetia. Dwarven cities and towns are mostly located underneath the mountains along with their mines. Of course, there are also cities located above the ground. The buildings found here are made mostly of rock and concrete, rarely wood and other materials.
As per Dwarven culture, much of the cities and towns in Resmi Abli contain forges, smelters and other smithing equipment. Thus, it is quite hot in the Dwarven lands though it is balanced by the cold weather of southern Helvetia.
Veynex, the Land of the Lifeless
The nation of the undead.
Located at the lands of the north. This nation has the least amount of buildings in all of Helvetia though all of them in fine condition thanks to the Vampires that like their abodes in tip top shape. While one would think the arid conditions of Veynex are unsuitable for the undead, they actually like it as their reanimated bodies need not worry about the cold freezing them solid.
Save for the Vampires who usually stay inside the day but are more than happy to come outside and feel the chilly desert nights. However, Vampires usually stay in the forested parts of Veynex.
Ortus, the Dying Nation
The small nation of humans.
This country is located west of Hellenia within the forests surrounded by the desert. This small kingdom holds approximately 7000 humans, its numbers being kept that way due to humans immigrating to other lands to pursue adventuring or other jobs not found in Ortus.
Home of the Order of the Lot Knights. A group of skilled warriors available for hire.
Angels
Winged humanoids that live in Hellenia along with the Demons.
Angels have a long lifespan with their oldest being a millenium years old. Thus they are the ones who are the most capable of preserving knowledge which they did in the form of The Great Library of Helvetia which is almost 3000 years old and have seen some of the many catastrophes that occurred in Helvetia.
The Angels are usually the priests and priestesses of Asular, the Goddess of Life, Activity and Order which grants them increased magic in the arts of healing and shielding others, making them perfect Clerics/Bishops or Paladins.
Elves
Animalians
Fairies
Mer
Dwarves
Undead
Demons
Winged humanoids that live in Hellenia along with the Demons.
Angels have a long lifespan with their oldest being a millenium years old. Thus they are the ones who are the most capable of preserving knowledge which they did in the form of The Great Library of Helvetia which is almost 3000 years old and have seen some of the many catastrophes that occurred in Helvetia.
The Angels are usually the priests and priestesses of Asular, the Goddess of Life, Activity and Order which grants them increased magic in the arts of healing and shielding others, making them perfect Clerics/Bishops or Paladins.
Elves
Animalians
Fairies
Mer
Dwarves
Undead
Demons
Orcs
Faceless, hairless humanoids with varying skin tones though always a shade of white.
Orcs wield all sorts of weapons and wear just about any type of armor so long as it protects them. They travel in warbands all across Helvetia, attacking villages and sometimes even cities though they are more frequent in the north than the south. No one knows where they come from or how they breed since they lack reproductive organs. Reports of scouts say that Orcish warbands emerge from the dungeons though that only asks further questions.
How they see their enemies is a mystery to even to the smartest of mages. They say they have an enhanced sense of touch and hearing.
One notable feature of these faceless creatures are the Orcish Raisers. These faceless mages can reanimate fallen Orcs who then gains a mouth full of jagged teeth. These 'Raised Orcs' drop any weapon they previously wielded and fights with their new mouth, biting and gnawing the flesh of their enemies.
Trolls
Headless, hairless humanoids that are larger than the average citizen of Helvetia with dark gray skin color. The smallest of Trolls are about a head taller than a Helvetian.
Trolls wield all sorts of huge weapons and clad in armor likely their own creation. They roam in small warbands that attack villages and sometimes even cities though they are more frequent in the cold south than the north. No one knows where they come from or how they breed since they lack reproductive organs. The Angels did spot a gigantic but dilapidated temple guarded by many Trolls while they flew over the southern mountains but they could not get a closer look as the headless giants spotted them if they got close.
How they see their enemies, let alone anything, is a mystery even to the smartest of mages. They say they have an enhanced sense of touch.
One notable feature of these headless creatures are the Bomber Trolls. These Trolls wear helmets over their nonexistent heads that house a huge explosive that can topple walls and destroy buildings with one blast. Usually the prime target when a Troll warband is attacking though another Troll can simply pick up the fallen Troll's explosive and use it. The bombs need only be thrown to explode though they will detonate if hit with a fast enough arrow or a fire spell.
Ghosts
Angry spirits that inhabit the armors and the weapons of the fallen to use against the living. They are found everywhere in Helvetia, even in the Mer Kingdom of Aerilin, though they are frequently found in ruins. These spirits are very adamant at taking others with them to the afterlife. They can even attack ships via rising out from the water and floating to the decks.
One notable feature of these ethereal creatures are the Three Ghost Lords: The Revenants: The Revenant of the Storm, the Revenant of the Earth, the Revenant of Flames.
Faceless, hairless humanoids with varying skin tones though always a shade of white.
Orcs wield all sorts of weapons and wear just about any type of armor so long as it protects them. They travel in warbands all across Helvetia, attacking villages and sometimes even cities though they are more frequent in the north than the south. No one knows where they come from or how they breed since they lack reproductive organs. Reports of scouts say that Orcish warbands emerge from the dungeons though that only asks further questions.
How they see their enemies is a mystery to even to the smartest of mages. They say they have an enhanced sense of touch and hearing.
One notable feature of these faceless creatures are the Orcish Raisers. These faceless mages can reanimate fallen Orcs who then gains a mouth full of jagged teeth. These 'Raised Orcs' drop any weapon they previously wielded and fights with their new mouth, biting and gnawing the flesh of their enemies.
Trolls
Headless, hairless humanoids that are larger than the average citizen of Helvetia with dark gray skin color. The smallest of Trolls are about a head taller than a Helvetian.
Trolls wield all sorts of huge weapons and clad in armor likely their own creation. They roam in small warbands that attack villages and sometimes even cities though they are more frequent in the cold south than the north. No one knows where they come from or how they breed since they lack reproductive organs. The Angels did spot a gigantic but dilapidated temple guarded by many Trolls while they flew over the southern mountains but they could not get a closer look as the headless giants spotted them if they got close.
How they see their enemies, let alone anything, is a mystery even to the smartest of mages. They say they have an enhanced sense of touch.
One notable feature of these headless creatures are the Bomber Trolls. These Trolls wear helmets over their nonexistent heads that house a huge explosive that can topple walls and destroy buildings with one blast. Usually the prime target when a Troll warband is attacking though another Troll can simply pick up the fallen Troll's explosive and use it. The bombs need only be thrown to explode though they will detonate if hit with a fast enough arrow or a fire spell.
Ghosts
Angry spirits that inhabit the armors and the weapons of the fallen to use against the living. They are found everywhere in Helvetia, even in the Mer Kingdom of Aerilin, though they are frequently found in ruins. These spirits are very adamant at taking others with them to the afterlife. They can even attack ships via rising out from the water and floating to the decks.
One notable feature of these ethereal creatures are the Three Ghost Lords: The Revenants: The Revenant of the Storm, the Revenant of the Earth, the Revenant of Flames.
(Note: Any race can be any class)
PHYSICAL
Paladin
Beacons of light and warriors of justice, Paladins are the paragons of divine protection and heavenly defense.
With nigh impenetrable armor and regenerative magic, they stand between their enemies and their (squishier) allies and takes much of the blows in battle. If that is not enough, their healing magic will bring their party back into action and ready for some more.
Barbarians
Ruthless and strong, Barbarians are savage warriors that will quickly clear a battlefield though usually at the cost of their own lives.
With each strike being a killing blow, they tear through enemies like beasts of war. Barbarians are not the most durable of classes but they are fast and usually kill the enemy before they can attack. Incapacitating enemies with a net is also a viable tactic for the Barbarians to prevent the enemy from striking first.
Assassins
PHYSICAL
Paladin
Beacons of light and warriors of justice, Paladins are the paragons of divine protection and heavenly defense.
With nigh impenetrable armor and regenerative magic, they stand between their enemies and their (squishier) allies and takes much of the blows in battle. If that is not enough, their healing magic will bring their party back into action and ready for some more.
Holy Light - Heals one unit. Whether self or another
Shield of Valor - Grants the Paladin a blessed shield (or just the blessing if he/she already has one) that increases the durability of the Paladin's armor.
Holy Strike - Allows the Paladin to deal an area-of-effect damage via slamming his weapon into the ground.
Courage - With a war cry or a similar action, the Paladin increases his party's damage and health.
Shield of Retribution - Allows the Paladin to reflect enemy damage to the source. The Paladin will glow red when activated.
Shield of Valor - Grants the Paladin a blessed shield (or just the blessing if he/she already has one) that increases the durability of the Paladin's armor.
Holy Strike - Allows the Paladin to deal an area-of-effect damage via slamming his weapon into the ground.
Courage - With a war cry or a similar action, the Paladin increases his party's damage and health.
Shield of Retribution - Allows the Paladin to reflect enemy damage to the source. The Paladin will glow red when activated.
Barbarians
Ruthless and strong, Barbarians are savage warriors that will quickly clear a battlefield though usually at the cost of their own lives.
With each strike being a killing blow, they tear through enemies like beasts of war. Barbarians are not the most durable of classes but they are fast and usually kill the enemy before they can attack. Incapacitating enemies with a net is also a viable tactic for the Barbarians to prevent the enemy from striking first.
Hunting Nets - Throws a net to disable an enemy until it breaks out of it.
Weapon Smash - Similar to the Paladin's Holy Strike. Slams weapon into the ground for some area-of-effect damage.
Death Strike - Raises the weapon above his/her head, channeling the power of the Gods to smite a single foe with incredible power.
Weapon Smash - Similar to the Paladin's Holy Strike. Slams weapon into the ground for some area-of-effect damage.
Death Strike - Raises the weapon above his/her head, channeling the power of the Gods to smite a single foe with incredible power.
Assassins
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Damn I thought I could create an entire world in one night. I've been served. I'm going to save it here since my computer is untrustworthy in keeping files.
Anyway all this is still Work In Progress but you are free to ask questions or post prototype sheets.