[hr] [center][img]https://i.imgur.com/xGKOQxW.jpg[/img][/center] [h3]Something Wicked This Way Comes[/h3] [center][I]A presence dark invades the fair, And gives the horses ample scare, For chaos reigns and panic numbs, When something wicked this way comes. So toll the bell and sound the drums, For something wicked this way comes. Beastmen, once having lived in Nomadic tribes, brutish and unnatural creatures that resided in the deep forests, raiding and pillaging villages and towns, have been banded together by a Lord of the beasts. Shador, champion of the Beastmen, unified the raider tribes under one banner. Hagur-Ur, the northernmost part of the known lands, an already barren land became the makings of an empire, an empire ruled by beasts. However, the intent of this army was to reach far further than Hagur-Ur. The gnarled grasp of the North slowly reaches outside of its domain, clawing at the civilizations of Man and all non-beast. The Beastmen warbands attack with no warning, and villagers, merchants and travelers live in constant fear of ambush. They try to prepare themselves for such an event, and often desperately appeal to the nobles to scour North with their armies - however, at such a time of political upheaval with a pestilence spreading from the East and the dead inexplicably rising from their graves, the nobles have far more pressing concerns than the pleas of low-born villagers. Forced to fend for themselves, terrified villagers hack down great swathes of forests around their settlements, and the better off hire the services of mercenaries to protect them, barricading themselves indoors when they hear rumors of a marauding band within the area. The more isolated villages and farmsteads are most at risk from attack. Far from any and all aid, travelers frequently will discover buildings or entire villages raised to the ground, cattle and villager butchered alike, lying where they were cut down. Full of malevolence the Beastmen take particular pride in tearing down the carefully constructed and ordered structures of men. For the united tribes of Beastmen, the battles fought in the South as well as the chaos and senseless murder are part of a religious war, an effort to bring down the civilisation of man which offends the Beasts’ gods. They believe that after the taint of man has been wiped from existence, the Beastmen shall inherit.[/i][/center] Our tale begins in the township of Galloway at the dainty tavern, "The Retired Sword". Perhaps it was a promise of women, adventure, riches or just a chance to do good. The biggest adventure of their lives is about to begin. So toll the bell and sound the drums, [i]for something wicked this way comes...[/i] [hr] [h3]Lore[/h3] [hider= Arrival] Mournhold a land of breathtaking vistas, mighty rivers and thick forests. The history of the inhabitants of Mournhold is one of migration and violence. The race of men came from a continent far north that had it’s name all but stricken from the pages of history in the centuries since man’s arrival. It did not take long for the first people arriving a warrior folk to realize they were not alone and encountered elves who had been occupying the land – while it is not known how long fascinating elvish architecture lies scattered across the lands in ruins today. For a short time the first settlers of man and many more migrating from the north lived alongside the occupants Aldrai as they had come to know them. Soon however the race of men’s numbers grew across the continent which in the eyes of the Aldrai was far too quick, leading to both sides getting dangerous ideas – men became greedy, wanting to colonize the land to leave behind the hidden past of the old world. Meanwhile the Aldrai became increasingly uncomfortable not wanting to see man’s culture overtake theirs, this lead to both fear and hate. Feeling threatened the Aldrai turned to a race war beginning to attack human settlements that were just beginning to take up among Aldreneth (Mournhold’s Elvish name). Killing all human settlers except for the few women and sometimes children kept as slaves. While not all Aldrai agreed with this course of action they had no control over the influence of a recent political movement that had taken control of Aldrai affairs. Some of the race of men did not take this too kindly, legend says that Obeth, a warrior of unequivocal skill led a band of a thousand men, settlement by settlement, city by city Obeth’s army took the land and ran the Aldrai out of Mournhold, to much further east. Many of the minority Aldrai or elvish ran today in Mournhold are direct descendants of those who ironically became slaves or servants to a human majority who now rule the land. Elves today are not common in Mournhold often seen as outlanders who have no place, discrimination is in many parts the further north you go.[/hider] [Hider=Magic] The art of altering the world, directly affecting reality through the use of Magik. Spells are a mystical effect as a direct action of casting the force of Magik. Magik flows through everyone and everything, all that is, is in someway comprised by the mystical element. Elvish scholars, who have with no doubt been studying the science and art of Magik the longest have concluded that it is the energy of everything living on the planet that can be manipulated and harnessed for an array of purposes. Different races who have taken it upon themselves to dedicate their lives to the study of Magik, particularly the race of men have come up with their own theories. Man's general belief is that it is the Gods who not only created Magik and used it to form the continent and surrounding lands but continue to use it today and as such their Magik overflows allowing them and the other races of the continent together to manipulate it. The most common uses of Magik in Mournhold are; combat, healing, manipulating the mind and summoning - familiars who usually take a spiritual or physical form from nature they are temporary as it drains even a life-time Magik users reserve more vigorously than other practical uses, some parts of the world frown upon this to a varying degree from viewing it as unethical to even confusing it with a much darker and largely illegal art necromancy. Magik has also been used by some great minds to advance science through the use of Magik, something that became a recognized science of it's own and is the leading of said sciences. The art of potion making and changing alchemical properties of items to something more precious in small quantities. Throughout Mournhold's history there have been many institutions dedicated to the study of Magik and acquiring greater knowledge of the arcane arts. The most accepted theory on Magik respected as law in the land is that of the God's divine presence while not allowing it to skew their study. The Elvish view is spare in Mournhold, largely studied in secret for fear of retribution.[/hider] [Hider= Slavery] Slavery has been practiced in the wider world since time immemorial, from when different races first came across each other. Of course that does not mean it is used by all and different races have had different views on the act at any given point in history. The Elves, arguably the most advanced race philosophically in the known world have long since given up acts viewed as barbaric as slavery. A system both cultural and economically important to them for many years in their history. The Elves are known for once having ran a race of humanoids to extinction through slavery, although it is referred to by historians these days, particularly in Mournhold and like-minded nations as a genocide. On paper and by decree, slavery is illegal in Mournhold, that is to say that the laws are only really enforced further South, the midlands is in a grey area, slavery is both frowned upon but practiced by some wealthy individuals, especially the aristocracy, the majority of slaves here are descendants of Elvish slaves since the arrival so among those who keep slaves they justify it as more ethical than freeing them to something they'd never know. Further up North slavery is more common, as well as the mistreatment of slaves, it's vital to a portion of the economy as well as a farming. An area of the land that widely sees itself forgotten by the nation tend not to care for them, or their laws. It is not uncommon to see exotic races kept as slaves, sold by foreign traders although no such merchants come anymore with the wild attacks of the beastmen.[/hider] Coming soon. [hr] [h3]Locations[/h3] [i]*This list will be added to as the role-play progresses.[/i] [hider= Galloway (Starting Location)][center][img]http://orig10.deviantart.net/0c0d/f/2011/051/d/f/forest_town_by_xenomorph_designs-d3a0frb.jpg[/img][/center] [i]Situated next to the river Gallow, the walled township of Galloway is lead by Lord Ady Bolster a noble born into his position as were those who came before him. The Bolster family are and always have been an ally to the King but have not made themselves enemies to those who now oppose in the current political upheaval (like Eddard the Pale of Aurora's End). Staying in the good books of the King has lead to many benefits for Galloway, particularly now. The barracks outside of the North gate is garrison to over two-hundred state soldiers charged with the protection of the town and it's people. Galloway has a healthy economy which is mainly supported by hunting and leather working. But their biggest strength is elaborate beer brewing techniques. Galloway Ale is said to be some of the finest in the land and provides a meaty chunk of the townships treasury. The town has a generally pleasant feeling except for perhaps it's center, Executioner's Square. A large statue of the King sits in Executioner's square well as the Gallows and chopping block, not only reminding all who rules but giving an ominous feeling of death. The townsfolk of Galloway, while fearing attacks from Beastmen are confident in the troops garrisoned there and Lord Ady to be able to defend the town. They know their walls are strong and won't fall easily.[/i][/hider] [hider= Gallowglade Forest][center][img]https://s-media-cache-ak0.pinimg.com/736x/13/9e/f1/139ef115fdd4c4a329db990308cc64d6.jpg[/img][/center] [I]Gallowglade Forest separates the settlements of Galloway and Aurora’s End. A dangerous trek if you happen to get lost, many travelers have fallen off the beaten path and found their deaths in the Gallowglade. It isn’t uncommon for adventurers to come across fallen corpses of those who came before them, often picked clean but not always. This has lead to some priceless finds for the lucky ones. The Gallowglade is a thick forest with an abundance of overgrowth, the same is true for wildlife from strange and wonderful flora to animals such as wild boar. During the summer months, hunters for miles and miles around flock to Gallowglade forest for it’s plentiful game.[/i][/hider] [hider= Aurora's End][Center][img]https://wallpapersinside.com/wallpapers/m/49/dark-fantasy-art-town-m48720.jpg[/img][/center] [I]Rooted on the light side of the woodlands, the town-stead of Aurora’s End is home to Eddard The Pale, his lordship residing over the town and surrounding area. Home to approximately five-hundred townsfolk, this does not include Eddard himself nor the two knight errant, three squires and contingency of thirty men-at-arms (or state soldiers depending from which part of the kingdom you hail from). While far from city status, Aurora’s End is a large town running alongside a branch of the river Barrow. It was not by accident that the town was built by a woods, as it has not only spiritual significance to the people of Aurora’s End, but is also a great source of income for the many skilled woodsmen and craftsmen who choose to take up home here. However, being next to the woodland also has it’s drawbacks in these uncertain times. Aurora’s End has been lucky to thus far escape the pestilence but it was not so lucky in evading the effects of political upheaval. Rumors, whether or not founded in truth, are quickly spreading and not everyone is convinced that Eddard and his men possess the strength in numbers to hold off an attack from a band of Beastmen. Maple and thatched rooftops scattered throughout and willow wood walls give the township itself an appearance suited to its location. The general atmosphere of the town is pleasant. The economy of Aurora’s End is neither bountiful or feeble, supported mostly by woodsmen and fishing their biggest economic strength comes from their intricate and somewhat unique fletching techniques. The most infamous street in Aurora’s End would be Terrier Walk, a place full of beggar’s and thieves and also the “Fletcher’s Arms”, a fairly reputable tavern at least among the locals.[/I][/hider] [hr] [h3]Character Skeleton[/h3] [i]This is the updated CS, once you have it filled out post it in the character section.[/i] [color=silver][b]Name:[/b][/color] [color=silver][b]Age:[/b][/color] [color=silver][b]Appearance:[/b][/color] (Pictures & written description are preferable, please Lord no Anime aha. Written descriptions do not have to be heavily detailed). [color=silver][b]Class:[/b][/color] (Think typical fantasy classes, try give a bit of a description of class). [color=silver][b]Alignment:[/b][/color] (Something to remember in relation to your characters actions and interactions, think typical RPG alignments i.e. Lawful, Neutral, Chaotic and their variations). [color=silver][b]Weapon(s):[/b][/color] [color=silver][b]Armor/Clothing:[/b][/color] [color=silver][b]Personal trinkets:[/b][/color] (Really just a fluff thing but you never know when something could come in useful etc). [color=silver][b]Short History:[/b][/color] (Detailing briefly the events from birth to your arrival at Galloway). [color=silver][b]Other:[/b][/color] (Anything else you'd like to add or feel I've left out). [b][code]Copy Code[/code][/b] [code][color=silver][b]Name:[/b][/color] [color=silver][b]Age:[/b][/color] [color=silver][b]Appearance:[/b][/color] (Pictures & written description are preferable, please Lord no Anime aha. Written descriptions do not have to be heavily detailed). [color=silver][b]Class:[/b][/color] (Think typical fantasy classes, try give a bit of a description of class). [color=silver][b]Alignment:[/b][/color] (Something to remember in relation to your characters actions and interactions, think typical RPG alignments i.e. Lawful, Neutral, Chaotic and their variations). [color=silver][b]Weapon(s):[/b][/color] [color=silver][b]Armor/Clothing:[/b][/color] [color=silver][b]Personal trinkets:[/b][/color] (Really just a fluff thing but you never know when something could come in useful etc). [color=silver][b]Short History:[/b][/color] (Detailing briefly the events from birth to your arrival at Galloway). [color=silver][b]Other:[/b][/color] (Anything else you'd like to add or feel I've left out).[/code]