[img]https://image.ibb.co/e74zQQ/image.jpg[/img] [b]A STRANGE LAND NEVER BEFORE EXPLORED, A POWER HUNGRY NOBLE THAT SEEKS TOTAL CONTROL, AND AN ANCIENT EVIL THAT HAS BEEN RELEASED...[/b] [color=ed1c24]_____________________________________________________________________[/color] [i][b]SALIMWYTHYR[/b], a mysterious, ancient, and dangerous island that has remained uncivilized for centuries now. Lying far to the Eastern Reaches, beyond the grasp of emperors and kings, the illusive sub-continent has avoided mass colonization and conquest since the rise of the earliest kingdoms and states, over a thousand years ago. Within the past 300 years, there have been many attempts at colonizing, or at least exploring the strange place. However to little merit, as entire parties and expeditions of explorers and settlers mysteriously vanished. Few would rarely return or be heard from again, and those that would were either incoherently insane or admitted their cowardice at having refused to journey very far into the heartland of Salimwythyr. [b]However[/b], around 1000 C.E, a small fleet of ships from a far off realm arrived on the southern coast of Salimwythyr and would establish two separate colonies, which, several decades later, developed into a pair of thriving independent city states. They are [b]Sydgård[/b] and [b]Jernbakke[/b]. These two city states, now independent and ruled over by separate leaders of separate houses, have endured for over a century now, surviving and thriving alone off of the surrounding land and their own willpower and endurance. The year is now 1105 C.E, and around one hundred years later, aside from population growth and standard mandatory city expansion, neither state has widened it's borders since they were first established, for fear of angering whatever foul beasts and omens that inhabit the island. Despite this, explorers, treasure hunters, and even alchemists and mages journey here to this mysterious sub-continent. Some journey here seeking adventure, some in search of fortune or untold wonder and secrets, and some to start a new life or specifically escape a past life. The question is, [b]why have you come to Salimwythyr?...[/b] [/i] [color=ed1c24]________________________________________________________________________[/color] [b]MAP OF SALIMWYTHYR[/b] [hider=The Map] [img]https://preview.ibb.co/kHMrpk/image.jpg[/img] [/hider] [color=ed1c24]__________________________________________________________________[/color] [b]BEASTS OF SALIMWYTHYR[/b] Although no one has ever successfully thoroughly explored all of Salimwythyr and properly written a log or record of the many beasts and creatures on the island, the peoples of Sydgård and Jernbakke have encountered a fair deal of them within the past many decades. Unfortunately, most, if not all of them, have shown to be aggressive and violent in nature, and have proven to be challenges for the people to overcome. Below are some of the such beasts that the people have encountered. [hider=KOBOLDS] [img]https://preview.ibb.co/goujaQ/image.jpg[/img] Kobolds are wretched little reptilian creatures that stand around four feet tall, give or take. They usually travel in packs of thirty to fifty, not including the females. They tend to dwell within deep caves, caverns, or ravines, where their lairs and egg nests reside. While they primarily hunt for wild game, they are known for attacking merchants, hunters, and other travelers. It has been proven that they are indeed man eaters, and are know to haul away the corpses of victims to feast upon and feed to the rest of the pack within the lair. Interestingly enough, they have also been known to loot and hoard away valuable objects such as coins, jewels, precious metals, and basically anything else that shines in the light. The reason for this remains unknown. Kobolds are very primitive and simplistic creatures, using no strategy in combat and relying solely on outnumbering and overwhelming their prey and foes. They speak a strange language of shrieks, grunts, squeals, and hisses that no one can understand aside from fellow Kobolds. Kobolds are animalistic without reason nor empathy, and have a herd and self-preservation mentality. There is no reasoning nor negotiating with them, only violence. They are quite common all across the realms of Greater Earth, so it is no surprise to find them here as well. [/hider] [hider=GNOLLS] [img]https://image.ibb.co/jR299k/image.jpg[/img] Little is known about the barbaric bear-like humanoids known as the Gnolls. In fact there are only four known realms in Greater Earth that Gnolls can be found in, with Salimwythyr being one of them. Some speculate that they are an ancient race that is slowly dying away with time, while others believe that they are so rare because they have been hunted down through the centuries and slaughtered in masses because of their vicious nature, profane religion, and barbaric ways. Neither of these theories have ever been proven, nor have they been disproven. So the origins and mysteries of the Gnolls remain as mysteries. What little is known about them is as follows; they are a primitive race that resides in "villages" constructed of tents, lean-tos, and crude wicker-like huts. They worship dark gods and spirits that are represented by strange and foreboding carvings and chilling alters and shrines. Evidence of blood and flesh sacrifices have been found at such altars and shrines within abandoned Gnoll villages. It has also been proven that they are meat-eaters, which includes other humanoids. Such has been taken into account by prisoners who have escaped Gnoll villages and compounds and by findings of human remains and bones within abandoned Gnoll settlements. Gnoll weapons are very primitive, and made of stone and wood, such as stone daggers, stone hand axes, stone spears and arrows, stone clubs, and so forth. Their "armor" and crude clothing are made from either thick hides sewn together or thick fur pelts worn over their own skin. Gnolls "speak" in a strange language that consists of grunts, snarls, snorts, and grumbling sounds. Assuming this of course is in fact a language and not just some animalistic sounds. They generally attack in war parties of thirty to sixty, and unlike Kobolds, have been proven to use tactics such as ambushing, flaming arrows, shield walls, and hit and run attacks. They usually only attack weaker humanoid targets and settlements such as trading posts, small villages, trade caravans, and small parties of travellers. Those they do not kill are drug off as captives to their villages to use as either blood sacrifices to their gods or as a feast for the village. Gnolls on average stand around seven feet tall, give or take, and have a lean, muscular figure. They are quite agile for their size and are strong to boot, and not to be underestimated. [/hider] [hider=CYCLOPS] [img]https://preview.ibb.co/mtyG5Q/image.jpg[/img] Cyclops are large one-eyed brutes that are from the same "family tree" as Ogres and Trolls, and are equally as aggressive and dangerous to boot. They are usually monsters of solitary, unless of course they have found a mate, in which case they will be found in a pair, or potentially a larger group should they have offspring. Their intelligence is rather low, despite the fact that they can indeed speak Common and understand it well. Although they seem to have an art for crafting, smithery, and construction even, their wit and common sense are rather dull. But make no mistake, they are not to be trifled with nor underestimated, as their average size of 10 feet and their hulking, muscular frames make them deadly in combat, both due to strength and durability. A single Cyclops would require a small group of a good twenty men to be brought down [b]easily[/b], and even then there would be casualties. A single person or even as many as five would be foolish to engage a Cyclops in melee combat. The best gamble at slaying a Cyclops would be by ranged attack or some form of magic attack. Cyclops are nearly always found either in extremely dense forests, or high within mountain and cliff ranges, and rarely anywhere else. Their diet consists basically of anything that they kill. They are generally found only in the Southern Realms, so it is rather odd to find so many of them so far to the East. [/hider] [hider=HARPIES] [img]https://preview.ibb.co/kCO5zk/image.jpg[/img] Harpies, as they are called, are vicious and unpredictable aerial predators that will attack and kill basically anything that is within their own size proportion, or smaller. This of course includes all humanoids. They tend to travel in pairs should they have a mate, if not however, then they hunt alone. They are frighteningly fast and agile, and have the strength of a sturdy man, and are very territorial and protective of their nests and hatchlings. Many who have stumbled upon Harpy nests or warrens accidentally have said that they were pursued for miles by the hellish creatures. Harpies generally remain down on all fours when not in flight, and have a vertical height of around six feet. They have keen eyesight and can spot prey from hundreds of feet in the air. Harpies and their lairs and nests are usually found in very thinly forested areas, cliffs, caves, and atop mountains and peaks. They are very common in the eastern realms and the Southern Hemisphere. Being that Salimwythyr is an eastern territory, it makes since that they would be here. [/hider] [b]Please Remember,[/b] the formentioned creatures are not the only ones that inhabit the realm of Salimwythyr, they are just the only ones that have been [b]encountered[/b]. There are plenty more monsters and beasts that plague the sub-continent that have yet to encountered or even discovered. As more monsters and beasts are discovered throughout the Roleplay, they will be appropriately added into the archives, which will be logged in the OOC. [color=ed1c24]____________________________________________________________________[/color] [b]THE TWO CITY STATES[/b] In-depth information about the two city states, their cultural likeness, populates, leaders, economy, defenses, and so forth will be provided in the official OP OOC, as I am still working on these. [color=ed1c24]______________________________________________________________________[/color] [b]MAGIC[/b] This is a topic very much up for debate. Point blank; [b]should magic be allowed to our characters? If so, what should the limitations of growth and power be?[/b] I hands-down require feedback and "voting" on this. This of course will have pros and cons alike, incorporating magic for player use that is. So again, feedback and votes are required. [color=ed1c24]________________________________________________________________________[/color] [b]YOUR CHARACTER[/b] [hider=Your Character] The basic mandatory plot line for your character is that you are traveller who has made your way to Salimwythyr. For what purpose though is entirely up to you. Are you seeking fortune and adventure? Are you fleeing persecution or capture? Are you seeking a new home or a new life? It is entirely up to you. You will arrive via a large cargo and passenger ship at the small coastal town of Morkth, what you do from there is entirely up to you. You can start your own adventure or embark upon a [b]Quest Line[/b]. Quest Lines are "canon" events, happenings, and situations that act as the "primary storylines" of the Roleplay and effect future events heavily as well. While these are not mandatory, they offer the best opportunities for wealth, power, influence, adventure, and so forth. Please note that you can discontinue or depart from a Quest Line at any time and choose a new path if you so wish. While I will not divulge intense detail and-or key/critical information, here are a few of the canon Quest Lines; -Ancient Evil (The Main Questline of the Story.) -An Explorers Life (Treasure Hunting, Exploring, Documenting, and so forth.) -A Thief's Path (Thieves Guild Storyline) -Beast Slayer (Monster Hunter Storyline) -Inquisition (Inquisitor and persecutor of Magic users employed by a secret order to be revealed.)(Dependent on voting outcome.) As I said, these are just a few of the Quest Lines, and these and others to come will be regularly updated and further written by myself. As for "Character Classes", these will be your options; -Warrior -Rogue -Mage (Dependent on final vote about Magic.) -Yeoman (Master Archer) (If can think of any potential classes that I missed, please let me know! Or if you have suggestions, please let me know!) Now for [b]Races[/b]... The following options are your only choices; (This is set in stone.) -Human -Almor (Wood Elf) -Drow (Dark Elf) -Orcismere/Orc -Dwarf [/hider] [color=00aeef][b]Please remember that this is a totally original fantasy world which I have created, and this is my first "installment" if you will. I will gradually be adding more into the world itself as well as the storylines as we progress, so if this might seem a bit shallow and minuscule then fear not, for there is more to come! I encourage you to partake and let is begin a long tenure of enjoyable Roleplaying within this new fantasy world which lies before you! The character sheet, and further detail and reliable information will be provided in the Official OP Thread! P.S~If you decide to join, don't forget to vote on the issue of magic! [/b][/color]