[b][u]Introduction[/u][/b] The realm is in chaos. The Dwarven Kingdom of Dormoor endures invasion from the seafaring Orcs of the Northern Isles, who have finally been united into one tribe. While the Centaur Khanate has launched an attack against the Yorak Sultanate in the east, the human Kingdom of Sorus struck them from the west and is quickly gaining ground. Meanwhile, the Drow Shogunate is wracked by civil war. The Elven Tribes and the Gnomish Republic of Naris do nothing, avoiding these disputes as they always have. It is during this chaos that mercenaries, adventurers, and heroes prosper. With the armies and the lords out fighting the wars, there are fewer soldiers available to patrol the roads, protect the villages, and root out brigands. Citizens must instead look to these wandering individuals to solve their problems, paying them hefty sums for their trouble. Whether it is protecting caravans or slaying dangerous beasts, there is no shortage of work for anyone with a weapon and half a brain. However, this already unstable realm is about to become even more chaotic. Within the Kingdom of Sorus, the Duchy of Elkwood is filled with tales of travelers disappearing on the roads, or Caravans being discovered looted and bloodstained, with no sign of either the attackers or the owners. One might assume it is the work of bandits, or mages - a far more sinister foe. Whatever the case, no one truly can truly foresee the consequences of this rising threat. How could they? [hr] [b][u]Summary[/u][/b] So, welcome to The Rising Threat. As the tags suggest, this is a Medieval Fantasy RP. It is set within the Human Kingdom of Sorus. More specifically, the Duchy of Elkwood - a forested region spotted with lakes and rivers. You are a traveler currently resting in the humble lumbering town of Grinfield, which also happens to be a pitstop for merchants and travelers. You don't know it yet, but events are about to quickly heat up. [hr] [hider=Character Sheet] [b]Name: Age: Gender: Race:[/b] ([i]See the list.[/i]) [b]Appearance: Attire:[/b] [b]Weapon(s): Magic:[/b] ([i]I will only allow one mage, and your powers must be kept secret.[/i]) [b]Background: Other:[/b][/hider] [hr] [hider=Magic] Magic is the ability to cast spells, allowing the caster to alter their surroundings, attack or defend, heal or destroy. It is most commonly use to manipulate existing materials. The mages draw this power from an energy source deep inside them known as mana. Blood or lifeforce may also be used as a substitute. Magic is not hereditary; it manifests randomly in anyone. In Sorus, Dormoor, the Khanate, the Sultanate, and the Orcish Isles, all magic is forbidden. It is viewed as a dangerous corrupting force (it isn't), and all who wield it are put to death. The Gnomes, Elves, and Drows are much more tolerant of magic, but even they have their restrictions - blood magic, lifedraining, necromancy, curses, and anything that uses energy other than your own is still forbidden and punishable by death. [/hider] [hr] [hider=Races] [b]Humans:[/b] I don't think I need to explain this one. [b]Dwarves:[/b] Short, strong, stocky creatures averaging around four feet in height. Renowned warriors, blacksmiths, craftsmen, merchants, and miners. Reside in the Kingdom of Dormoor. Fond of beards and ale. Live as long as a human, and aren't particularly well known for their speed or sneaking ability. [b]Elves:[/b] Almost identical to humans, only thinner, slightly taller, and have pointed ears. The average human is physically stronger than the average elf, but the Elves make up for this with increased speed and agility. Elves are renowned archers, hunters, and scouts. Protective of nature. Live up to 300 years of age. [b]Drows:[/b] Very similar to Elves, only with purple or blue skin, and less speed and agility. However, magic tends to be much more common among drows, and those who possess it tend to be better at it as well, and hold a high place in Drow society. Other than magic, Drows are also renowned artists, writers, and politicians. Live up to 400 years of age. [b]Orcs:[/b] Orcs are tall, averaging between six and seven feet in height. They have thick leathery skin that is either green or brown, with a pair of short tusks jutting from their mouths. They are naturally well-muscled, but not known for being stealthy or intellectual. Orcs are renowned warriors and hunters, and live up to 50 years of age. Assuming they don't die a glorious death in battle, that is. [b]Gnomes:[/b] Gnomes are the shortest sentient race in the land. They average around three feet in height, making them even smaller than dwarves. They are frail, skinny, and weak, but they are also agile, light on their feet, wise, and possess the same magical talent as a Drow. Gnomes are known for their skills as mages, sages, thieves, writers, and architects. They live up to 500 years of age. [b]Centaurs:[/b] Centaurs have the upper body of a human and the lower body of a horse. They average around seven feet in height, and are well-muscled. Unfortunately, their hooves make it extremely difficult to sneak around or wander through interiors, but they are fast and strong, favoring the bow or spear. They live up to the same age as a human. [b]Yorak:[/b] The Yorak are a race of desert-faring lizardmen, with scale-covered brown or green skin, a tail, horns, and red or yellow eyes. They are immune to most diseases, and make excellent scouts, skirmishers, or warriors, but are extremely vulnerable in cold climates and find communication with other races difficult. Their native tongue is a series of clicking noises and hissing, and when they try to speak in the human language their voices tend to be slow, quiet, and raspy. Yorak live up to 200 years of age. [/hider] [hr] [hider=Nations] [b]Kingdom of Sorus:[/b] The Human Kingdom, located in the southwestern corner of the continent and ruled by four Dukes, all of whom swear fealty to a King. It is a diverse landscape, home to lush green forests, hills, and mountains, but mostly fertile plains and fields. Their chief exports are grain, fruits, vegetables, livestock produce, fish, lumber, and silver. Their current ruler is King Gerald II. [b]Kingdom of Dormoor:[/b] The Dwarven Kingdom, located north of Sorus. It is a hilly, mountainous region, with cities and fortress built into or on top of various mountains. There are some human settlements within their territory, which mainly breed goats and sheep. Their chief exports are gold, iron, coal, gemstones, and marble. They suffer frequent incursions from the Orcs in the North. [b]The Orcish Isles:[/b] This set of islands is home to the Orcs, a seafaring people who frequently raid the Dwarves in the south. They were once divided into tribes and clans which often waged war against each other, but they have recently been united under one ruler, and have now launched a full-on invasion of Dormoor (which, admittedly, is not seeing much success.) [b]The Drow Shogunate:[/b] The Drow Shogunate occupies a good third of a subcontinent, located south of the Kingdom of Sorus. It is based heavily on Feudal Japan. They are currently engaged in a civil war over who gets to become Shogun - the claimants are two twins, the 'younger' of whom being more popular than the one who was named heir. Their chief exports are rice, tea, silk, and silver. [b]The Elven Forest:[/b] Located on the same subcontinent as the Drow Shogunate, the Elven Forest is massive stretch of woodlands and jungles that dominate the other two thirds. The Elves are divided under nomadic tribes, who only unite under foreign invasion. They tend to avoid inner conflict, but sometimes it can't be avoided. They are taught to respect and protect nature. They have frequently gotten into conflict with the Drow Shogunate, who often cut down their trees without permission. [b]The Centaur Khanate:[/b] Homeland of the Centaurs, located between Sorus and the Sultanate. They were once a heavily divided people; dozens of independent nomadic tribes who raided each other, until one tribe gradually managed to conquer them all, their leader naming himself Khan. But their attempts to raid neighboring nations have ended in failure - the only way into Sorus is through a fortified mountain pass, and the Yorak desert to the east is a harsh and hostile environment. Their chief exports are silk and grain. Obviously based off of the Mongol Empire. [b]The Yorak Sultanate:[/b] Homeland of the Yoraks, a lizard-like race. Located on the eastern side of the continent, the land is mostly desert, with a ring of grasslands around the edges. They only have five permanent cities, all of which are impressive and towering in their own right, but the rest of their population dwells in nomadic camps or isolated villages, their leaders swearing fealty to the lord of the local city, who in turn is sworn to the Sultan. Based off of Arabia, with some Egyptian vibes. [/hider] [hr] [hider=Sorusian Pantheon] [b]Eolus:[/b] The God of Light, Creation, and all that is Good. He encourages his followers to be good and noble. His followers are encouraged to protect the innocents, root out corruption, and help their fellow mortal. Within the Kingdom of Sorus, there is a religious organization dedicated to him known as the Paladins of Yoralf, which was originally founded to escort pilgrims, and protect holy sites of the other gods, but now also takes on the responsibility of hunting down and executing mages and worshipers of Zeolf. [b]Zeolf:[/b] The God of Darkness, Destruction, and all that is Evil. He encourages his followers to look out for themselves and inflict pain and suffering wherever they can. There are numerous cults dedicated to him, performing sacrifices and perverse rituals in his name, in the hope that they will be granted power. [b]Mortem:[/b] The Goddess of Death and Judgement. It is her responsibility to guide deceased souls to the afterlife, where she judges them and decides what fate will await them. It is said that good, upstanding people are granted eternal paradise. Neutral individuals are reincarnated, their soul given a second chance. And lastly, evil individuals are convicted to eternal suffering. Her priests are tasked with overseeing funerals and giving last rites. [b]Malis:[/b] The Goddess of Wisdom, Intellect, and Knowledge. She encourages her followers to expand their minds and always learn more about their surroundings, but also to put that information to good use. She was once associated with magic, until magic was deemed heretical and they removed her association with it. Priests of Malis generally occupy themselves with recording history and studying science. [b]Gerrus:[/b] The God of Freedom, Creativity, and Expression. His followers are encouraged to speak their minds, think creatively, and stand up to oppression. He is revered by painters, writers, sculptors, and poets, and is believed to be the source of the inspiration which drives new ideas. His temples are glorified art museums, and his priests are tasked with maintaining and adding to them. [b]Arrus:[/b] The God of War, Honor, Courage, and Valor. He values fearlessness and prowess in combat. His followers are encouraged to never shy from a challenge or confrontation, to hone their skill in battle, to always fight fairly, and to treat your foe with respect in both victory and defeat. He once had a Holy Order known as the Knights of Torin, but that Order has long since disbanded, outshone by the Paladins of Yoralf when they took a more militaristic role. He only has a few temples, and most of his worshipers are soldiers and guardsmen. [b]Kalmar:[/b] The God of Integrity, Honest Work, and Commerce. He urges all mortals to make an honest living, and not reduce themselves to lies or petty theft. He does not have any temples or priests, but it is highly revered among the lower and upper class, his followers everywhere from laborers to merchants. [b]Valeri:[/b] The Goddess of Beauty, Love, and Fertility, commonly associated with marriage. Her priests officiate weddings, serve as brokers for marriage contracts, help deliver children, and give wishes of health and fortune to couples and newborn children. They also issue punishments to unfaithful spouses, and frown upon relations before marriage. [/hider]