[center][url=https://fontmeme.com/fonts/assassin-font/][img]https://fontmeme.com/permalink/191124/19bd34647edad0e4748470f5898c965a.png[/img][/url][/center] [center][i][b][color=darkorange]Authored by Professor Copernicus Plumbottom[/color][/b][/i][/center] [center][hider=][youtube]https://www.youtube.com/watch?v=ocVbY0-MFmg[/youtube] [i]While you read.[/i][/hider][/center] [hider=Units of Time] [hider=Ages] *[i]These classifications are strictly human-centric and do not reflect the views and beliefs of other cultures.[/i] [center]In human societies the end of ages are declared by nobility after historic shifts in the realm. This has happened only twice in history. The reigning dignitary will meet with the lead scholars of the time to record the event. With the tradition being so subjective a great number of exuberant nobility have declared a spurious amount of ages, but these ages have been relegated to small units of time by most contemporary scholars. As well, scholars have reached consensus about previous eras before this tradition was started. These titles are meant to confer a sense of hopefulness in the upcoming era. [/center] [b]The Dark Age:[/b] The Dark Ages are those ages before recorded history. Though there exists some evidence of major events within these times there is little concrete knowledge about it. Contemporary scholars and religious figures debate about the existence of magic, and even certain races at this point in history. [b]The First Age:[/b] [b]The Lost Age:[/b] [b]The Age of Stone:[/b] [b]The Age of Owls:[/b] [/hider] [hider=The Marcellian Calendar] [hider=Months] [center]Referred to also, as the [color=ed145b]Common Calendar[/color] the Marcellian Calendar is a unit of measuring time developed primarily for Carthus. However, after the War of Splitting Branches, with a far more expansive global trade system the calendar and its months have become the norm for a number of societies throughout Ithea. [/center] [b][color=004b80]Frostmist:[/color][/b] The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long) [b][color=0054a6]Verestas:[/color][/b] Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long) [b][color=662d91]Harbormarch:[/color][/b] This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long) [b][color=9e005d]Springtide:[/color][/b] The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long) [b][color=f7941d]Reistas:[/color][/b] Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long) [b][color=00a651]Summerhill:[/color][/b] Summerhill, as the name suggests, is the only summer month in the year. (40 days long) [b][color=00746b]Cristulas:[/color][/b] Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long) [/hider] [hider=Days of the Week] Monday Fielday Wineday Vairday Freeday Stoneday Solday [/hider] [/hider] [/hider] [hider=Religion] There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent. [hider= The Ten Divines Faith] The Ten Divines Faith is the religion that dominates most humanistic cultures throughout Ithea. The Ten Divines are each an embodiment of specific virtues, and often are worshipped in that specific context. A farmer might pray to the Goddess of rain and fertility, for example. These deities have their own respective temples dotting across Ithea, and have priests and paladins whom serve them. One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment. [hider=Ten Divines] [list] [*]Reias: [i]Mother of Birth and Soil[/i]- goddess of Soil, Fertility, Nature and Rain. [*]Minerva: [i]Mistress of Magic[/i]- goddess of Magic, Arcane Knowledge, Balance, and Foresight. [*]Clarus: [i]The One Who Sees[/i]- god of Fate, Destiny, Divination [*]Veruun: [i]Guardian of the Deep[/i]- god of Death, Darkness, Murder, and the Underworld. [*]Cristo: [i]Lord of Light and Strength[/i]- god of the Sun, Light, Strength, and Healing. [*]Merrin: [i]Minister of Reason[/i]- god of Peace, Reason and Serenity. [*]Therest: [i]Hand of the People[/i]- god of Prosperity. [*]Armond: [i]Master of Coin[/i]- god of Trade, Opulence, Coin and Commerce [*]Niverus: [i]Lady of the Hunt[/i]- goddess of Hunting, Obsession, and Debt [*]Quirinus: [i]Champion of Valor[/i]- god of Chivalry, Justice, Honor, War, Daring, and Valor. [/list] [/hider] [/hider] [hider= The Elven Old Gods] The Old Gods, or Elder Mages, are revered by high-elves. They were a class of ancient mages that could bend and shape Ithea to their will. So great was their power that they were deemed gods by the non-mages they ruled over. However, the Fallen Elves (believed to be ancestors of dark elves), betrayed their high-elven masters and stole their power. This betrayal was what spread magic to Ithea and every other species. The religion dictates that magic is inherent only to elves, and that eventually other species will once again lose the ability to harness it. The Elder Mages each represent one of the magic foci (or a specific aspect of a foci), given that adjuration magic is outlawed in Ellvenaan there is no mage to represent adjuration. [hider= The Elder Mages] [list] [*]Maa'thalo: Cultivation Magic- god of Nature and Keeper of the Wood Elves [*]O'gaana: Rend Magic- goddess of Madness and the Cosmos [*]Tritheus: Constitution Magic- god of Life and Death [*]Vaa'ti: Blood Magic- god of Sacrifice [*]Mai'ven- Apparition Magic- goddess of Secrets and Intangibility [*]Daerune- Ruination Magic- god of Power and Wisdom [*]Aa'reith- Divination Magic- first Ascended and goddess of Righteousness [/list] [/hider] [hider=The Fallen] The fallen elves, deemed "lesser mages" by high-elven religious texts, were a group that rose up against the Elder Mages. The religious texts often cite Maa'thalo, naive in his trust and inability to quash rebellious thought, as a major cause of the spreading of magic. However, the dark elves revere the "fallen" as champions against tyranny. They have been a symbol of dark elven oppression for ages. Each of the four represents an aspect of revolution and rebellion. [hider=Fallen Elves] [list] [*]Raanidus: Champion of Blood and the Military [*]Indemma: Champion of Tomes and Negotiation [*]Carmista: Champion of Lies and Subterfuge [*]Quenyus: Champion of Home and Community [/list] [/hider] [/hider] [hider= Maa'thalo and the Wood Elves] The Wood Elves recognize the Elven Deities as 'The Old Ones' a powerful group of mages that drew too much on the magic that Ithea provided them. For Wood Elves, magic comes from the fauna of Ithea. Where the Old Ones lost their way, and their power, is in ignoring Maa'thalo's warnings of drawing on too much power. By imposing their will on Ithea and her people's the Old Ones were their own demise. Their warfare with the dark elves caused the lands of Ithea to split and drift to take shapes as the continents they are now. While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly. [/hider] [/hider] [hider=The Dread God] To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless and ethereal creature who feasts on weakness and the obedience of its prey. The Dread God is not a God to be worshiped; instead it calls upon those it torments for sacrifices. The tiefling religion is a misotheistic one, where doctrine dictates that followers must reject the Dread One's influence over Ithea. Magic and its taint are a blight upon the world, and tools of the Dread God. Still magic can be used sparingly, and out of necessity, but a cleansing process is should always follow such excursions into the dread. By refusing to give in to the temptations of the Dread God and foregoing worship one can negate some of its power. [hider=The Wayward] The Wayward are a monastic order with religious and executive authority throughout the Pillar Cities. All mages in the Pillar Cities of High Mist are to become monastic priests. Tieflings who come of age are required to journey on a pilgrimage through the Blightlands desert where they are tested by priests. The priests are capable monks. Even still it is typically Wayward Justicars, some of the most capable warriors in all of Ithea, who work as enforcers. Some justicar are sent around the world to retrieve high-level tieflings (especially mages) who escape the Pillar Cities out of fear of persecution. Justicar are also tasked with escorting tieflings on their pilgrimage, but the trek can still prove perilous. [/hider] [/hider] [hider= The Hidden Lord] [/hider] [hider= Dwarven Theology] [/hider] [/hider] [hider=Language] [hider= Common Languages] Common Tongue refers to the standard language used throughout Ithea. There was a time that this language was Elven, but after the War of the Splitting Branches it soon became Alexandrian. This isn't the only example of a language being made common. Throughout most of the Union, Caracan is a first or second language, however accents vary regionally. Most of the city-states have their own form of language that derives from the old tongue- a human language that was prevalent about three ages ago. It is from this language that Alexandrian derives as well. A Compendium of Languages (list not exhaustive): [list] [*]Alexandrian (Common Tongue) [*]Old Speak or Old Tongue [*]Caracan [*]Saldonian [*]Elven [*]Old Elven [*]Penaultish Elven [*]Dwarvish [*]Otmoni [*]Vicellan [*]Orcish [*]Brithean [/list] [/hider] [hider=Insults] [list] [*]Pigsy/Pigskin: [i]A derogatory term for orcs.[/i] [*]Flat-ear: [i]A derogatory term for "city-elves" or those elves who've assimilated to human cultures. It derives from the practice of many elven immigrants nipping the ears of their elven children at birth. [/i] [*]Knife-ear:[i] A derogatory term for elves. [/i] [*]Dunger:[i] An Astorian slang word that often describes someone of low intelligence or usefulness.[/i] [*]Mute(d): [i]Not inherently insulting, but mutes are described as people who have no magic capacity. This is an accusatory insult in high-elven society. [/i] [*]Veruun Take You: [i]A common idiom used to damn a person. Can be used playfully. [/i] [/list] [/hider] [/hider] [Hider=Magic] In Ithea magic flows through most everyone and everything. Most people have some magic though for most it is latent and irrelevant to their lives. Only some have the ability to actually become mages. Only those who are mute or who have been forcefully muted have no capacity for magic. This means that they cannot perform magic, even blood magic. Adversely, they cannot be used as components for ritualistic magic either. Magic is about the ebb and flow of power, and it oft involves a trade of some sort or another. There are a number of magic foci. [hider=Magic Foci] [b]Constitution[/b]- the healing arts. Constitution mages often train to become Physicker. Physicker are magically attuned physicians with impeccable understanding of the human (or other) body. Constitution mages can also become field healers, and focus more specifically on barrier spells. [b]Divination[/b]- the holy arts. Divination mages channel magic through faith in the Gods. There is academic contention about the separate classification of Divination and Adjuration magic, but clergy argue that Divine magic is more powerful and comes specifically from the rewards given by the Gods for loyalty and faith. [b]Ruination[/b]- the destructive arts. Ruination mages are often combat mages specializing in elemental magics, rend magics (gravitational manipulation), and rune magics. [b]Apparition[/b]- the illusive arts. Apparition mages specialize in deceiving the mind. Apparition magic includes spells dealing with invisibility, sensory perception, and emotion. They can also create glamour enchantments. [b]Adjuration[/b]- the patron arts. According to Godwell's Theory on Dual-Classification, adjuration is more a process than a focus of magic. Even still it requires immense amounts of study- perhaps more so than any other focus. Reciting invocations and incantations as well as the methodology of rituals are a necessary function of becoming adept. Adjuration mages call upon otherworldly entities to enhance their powers. Intangibility, summoning, and clairvoyance magics are typical of this focus. Blood magic rituals typically are considered adjuration magic as the blood is being offered to something. [b]Cultivation[/b]- the primal arts. Cultivation magic traces back to ancient elven druids and deals with the natural world. Herbalism (includes hexes), shape-shifting, ground manipulation, and animal manipulation are important aspects of cultivation magic. [/hider] In human societies magic is feared and controlled through decree. Upon discovery of high-magic capability, would-be-mages are forced to live in academies. They must undergo a Rite of Conscription, and choose one area of magic to focus on. Any mage practicing outside of their foci is branded a witch. If caught they are muted, and could potentially be put to death. [hider=Muting] Muting is the process of stripping one's magic from them. Ancient runes are burned into the skin, and enchanted with powerful magic. The process takes about a day, and it is incredibly painful. Once fully muted, the enchantments dilute, but the scars remain. Those who have been muted are said to lose pieces of themselves. They often are prone to slips in sanity or extreme bouts of melancholy. There are tales of mages who tried to cut the runes from their arms. For mages, it is one of the most brutal kinds of punishment that could be inflicted. Muted mages feel disconnected from their sense of self, and their connection to the world in a way that is difficult to describe. [/hider] In elven societies, and in some parts of the Union, magic has typically been less heavily restricted. Elven culture encourages the exploration outside of one's foci. The mastering of more than one foci is rare, even for elves, but those who do are among the most powerful of mages. Muting is outlawed in all Elven holds (including Glimdale) save for extreme cases. [/hider] [hider=Technology] [hider=Magical Technology] [hider=Erasure Ward] [center][img]http://staticdelivery.nexusmods.com/mods/110/images/41052-1-1377694869.jpg[/img][/center] Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system. There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words. [/hider] [/hider] [hider=Herbs and Crafting Materials] [hider=Bloat Bile] A particularly odious substance obtained from the body of a Bloat. Mixed with throw-up and pus the bile is typically used for poisons and for torture. The smell can also attract other creatures from the fog. [/hider] [hider=Crimson Golds] [b]RARE:[/b]A common plant throughout Vicelles that is used most commonly by peasantry for the purposes of mitigating blood loss. Crimson golds, much like leeches, will feed on the blood upon contact. However, leeches not tainted by the fog are a much more expensive investment than the crimson gold. Since herbalists can control the growth cycle and location for these plants crimson golds can be used more widely. It is believed that leeches are more effective especially when it comes to ridding the body of toxins. [/hider] [hider=Crow Feathers] [b]COMMON:[/b]Crow feathers are a prolific ingredient used in a number of incantations, rituals, and alchemist's potions. Improved vision, summoning spells, clairvoyant rituals, and other powerful magics require these feathers. [/hider] [hider=Deeproot] [b]COMMON:[/b]Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections. [/hider] [hider=Dragon Berries] [b]COMMON:[/b] Dragon berries are a vibrant fruit found throughout Valenndale. They are incredibly sweet, but have a small burning taste should the seeds make contact with the tongue. Dragon berries are useful in crafting minor fire resistance potions in that when they are fermented in alcohol they can alleviate pain from flame or fire damage. [/hider] [hider=Marron Grass] [b]OCCASIONAL:[/b]Typically found in the drier regions of Penault, Marron Grass is a dense long-grass typically used socially (at least in Penault) as a means of offering friendship or partnership, and can be used as a decorative piece for flower arrangements. The thick grass symbolizes a strong connection between two or more people. In most other places around the world it is seen as a petty and insulting gift. It also tastes quite bitter. It is considered an important ingredient in any alchemist poultice that enhances defenses against cuts. [/hider] [hider=Nightshade] [b]OCCASIONAL[/b]Nightshade berries are a fairly common commodity in Carthus. Named for growing in the shaded areas under trees these barries have a number of useful applications. They typically help with easing inflammation and headaches, but can be used in potions for varied affects. They are a common ingredient in stealth-based potions. [/hider] [hider=Puke Weed] [b]RARE:[/b]A common plant found throughout Vicelles' woods that can cause rashes for most races other than Elves. Puke Weed contains a potent essence for healing potions, but if ingested in large quantities can cause a rash in the throat that could cause fatal swelling. It is said that the rash can save men from being transformed into hallow men. [/hider] [hider=Troll Pepper] [b]COMMON:[/b] Troll pepper is a more complex variant of black pepper. The vine is fermented in troll glands before being dried. Troll pepper is typically a seasoning. However, when mixed with alcohol and milk it can be used as a temporary sleeping potion. Troll pepper has an odor, which milk can better disguise. (If alcohol is cooked with troll milk this will not work the drink must maintain a certain level of alcohol). [/hider] [hider=Witch Hazel] [b]COMMON:[/b]A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus. [/hider] [/hider] [/hider] [hider=Species and Races] [hider=Human] [b][u]Human[/u][/b] Humans are the most populous race in all of Ithea. In previous eras humans had kingdoms that stretched from across the Oceana Abyssal. Now, many of those kingdoms have come to ruin or have changed beyond recognition. Still, the human species is populated throughout a number of states and kingdoms.The most populous of these include: Le Feu Mot, Astoria, Vicelles, and the Union city-states. Humans are known for their ability to adapt and survive. Humans, on average, aren't as physically strong as the common Orc or Brith. Nor are they typically as magically attuned as an Elf. However, they make up for it by showing promise in all fields (strength, nimbleness, magic, etc.). [b]Average Heights:[/b]5'6''-6'0'' [b][u]Barbarian[/u][/b] While they aren't much different from humans, culturally speaking, the barbarians in northern Carcus are considered a different race to humans. For humans race is defined more by culture than any physical characteristic. The barbarians rule the Shattered Kingdoms, old remnants of a dead era. They typically have strong resistance to cold and frost magic due to their geographic location. [b]Average Heights:[/b]5'6''-6'0'' [/hider] [hider=Elves] [b][u]High Elves[/u][/b] The ellvaani, or high elves in the common tongue, are a species known for their propensity for magic. Should you ask most other peoples around the world high-elves crave only one thing, to rule and dominate most everyone else. The ellvaani hold an impressive kingdom in Valenndale that spans nearly half of the continent. High-elves are known for their taller height and petite figure; this is accompanied by sharp facial features. Their ears are far shorter than their elven cousins. Not all high-elves possess magic, but it is slightly more common among this species. [b]Average Heights:[/b]5'11''-6'3'' [b][u]Wood Elves[/u][/b] Wood-elven culture is widely misunderstood by most peoples in Ithea. Even the term "wood-elf" fails to encompass all of the elves that call the Dalic Heartlands their home. In reality there are a number of united tribers: the Endaani (people of the heart), Tarcaani (people of the horn), Naldaani (people of the valley), and Tavaani (people of the wood). These tribes of elves are oft regarded by high-elves as a separate race. Wood Elves have historically been pushed back- their territories reduced to encampments in The Dalic Heartlands. They are typically adept at survival. Wood elves have much larger ears with softer, often pudgier, features when compared to high-elves. They also often have tattoo markings representative of the clan or family that they hail from. The Tavaani are the most easily recognizable by outsiders. They are a hunter and gatherer society that is adept in agriculture and cultivation magic. The Naldaani are a fishing society that lives in huts along the Horn Valley, they host an annual festival where other wood-elf tribes come together. The Tarcaani are mountain dwelling elves that make up the bulk of the wood-elf defensive force. They are usually more broad-shouldered and muscular than their counterparts, but the many miners that make up their ranks tend to lead shorter lives. Finally are the Endaani, the elves occupying the Dregs. These elves are considered more extremist and hostile towards non-elves (this includes high-elves), and only perform blood magic. [b]Average Heights:[/b]5'4''-5'11'' [b][u]The Dark Elves[/u][/b] The Ashaani, or the dark elves, are another race of elves that were forcefully migrated to Penault. Dark elves are perhaps one of the most persecuted groups in Ithean history. In Ellvenaan they held very few rights, and were subject to false narratives through propaganda. Religious elven text named the ashaani as the descendants of those elder mages which betrayed the Old Gods. This usually only served to further justify bigotry against them. Despite this, within a few generations in the Penaultish Wilds the ashaani began to make a foothold. The ashaani migrated from one of the most advanced civilizations in the world after all. The domestication of elephants for the purposes of war allowed the Ashaani to assert themselves against the peoples of the Wilds. When the great 'War of the Splitting Branches' decimated most of the human kingdoms to the north the Ashaani expanded further. This would eventually lead to a standstill rivalry with the Otmon dwarves to the west that continues to this day. [b]Average Heights:[/b]6'1" (185.5cm)- 6'6" (198cm) [/hider] [hider=Dwarves] Dwarves are oft recognized by their short and burly stature. Three dwarven kingdoms span all of Ithea. Two of these kingdoms are situated in the western hemisphere (Ostguard and Viguard), while the third is located in the eastern hemisphere (Otmonguard) While the dwarves of the west are known for their craftsmanship, infrastructure, and defense the Otmon are known for their innovations in magics and proficiency in war. What they lack in stature they make up for in endurance and durability. The Dwarves don't recognize "race" as a concept aside from different species. The genetic relationship between humans and dwarves is still debated in common society, but there is a large academic consensus that they are in fact the same species. [b]Average Heights:[/b]4'5"-4'10" [/hider] [hider=Orcs] Orcs are one of the least populated races in all of Ithea. Their kingdom is located in High Mist where they dominate the northern region. Orcs are culturally seen to be cowardly and untrustworthy by most societies throughout Ithea. This is largely due to the "betrayal" of the Brith and Elves in the 'War of Splitting Branches', and by the number of foreign-born orcs that end up taking mercenary work. In reality the Orcs were enslaved by the Brith and used the war as an opportunity to rebel. Despite the stigma Orcs have a deep-cultural admiration of honor and combat. Their ferocity in combat, their overwhelming strength, and a culture that has an aversion to retreat establish the Orcish people as incredibly skilled warriors. [b]Average Heights:[/b]6'5"-6'8" [/hider] [hider=Gnomes] The Gnomes of High Mist are another of the least populated races in Ithea. Their territory is unique in that most of their major cities are located underground. The Gnomes are considered to be the pioneers of technological advancement, particularly in architecture and transforming their environment (controlled demolitions, black powder, etc.) Gnomes are similar in height to dwarves, but are far less robust. Where as dwarves are hardy and sturdy, gnomes are much frailer. Gnomes also have ears more akin to wood-elves than dwarves or humans. [b]Average Heights:[/b]3'10"-4'6" [/hider] [hider=Tieflings] Tieflings are a race of people that live predominantly in the Pillar Cities of High Mist. This race is the least common of all races throughout Ithea, but they still boast an impressive population (especially in High Mist). Many people believe that the Tieflings are a people cursed by Gods (hence their red skin, and horns). Tieflings have a misotheistic religion which proselytizes aversion to the Dread God's corruption. It is for this reason that all tieflings (particularly mages) are sent on a pilgrimage to the monastic temples scattered around the wasteland to be cleansed of the Dread God's influence. Such traditions have also influenced their language. Tieflings often speak in low whispers, and tend to have a lisp with an air of anachronism when speaking in common tongue. There are also many Tiefling who have migrated throughout Ithea- typically for fear of persecution by the monastic order. Saldona in Valenndale have the highest population of tieflings outside of the Pillar Cities. [b]Average Height:[/b] 6'1"-6'7" [/hider] [hider= The Brith] The Brith are a powerful race of feline-humanoids (resembling bulky leopards or tigers). Many reside in the frozen wastes of Crysteria in the empire known as Brythantium. Natural conquerors, the Brith at one point held large amounts of territory throughout all of Ithea. Their defeat at the hands of a Dwarven and Human alliance forced the Brith's empire to shrink. Still a mighty empire in its own right, the Brith are renowned for their naval capabilities. Brith are typically very large (though not always), rivaling Orcs in size. Despite the average, among their race, the Brith are about as diverse as humans in color, height, weight and facial differences. The Brith society is a stratocracy where military officials fill leadership roles. Only soldiers, veterans, and special citizens are afforded the right to vote. Holds are given more power the larger their population. [b]Average Heights:[/b]5'11''-6'8'' [/hider] [hider=Sirens] The Sirens are one part mystery and the other part misery. For as many truths that exist about the Sirens there are just as many myths; this is more than likely by design. Sirens are a dying race of aquatic beings that blur the line between human and creature. Fiercely protective of their waters it is rare to see one of their kind outside of warded territory. Many Sirens are capable of weaving 'Siren Glass' an adhesive and glossy string with magical properties that can serve as a protective ward against magic and unwanted guests. The corruption of the Oceana Abyssal to the west has forced a great migration. What is known of these beings is that their differences to humans and elves are somewhat subtle, but still noticeable in most instances. Even now so many details about them remain elusive. [b]Average Height:[/b]5'9"-5'11" [/hider] [/hider] [hider=Classes] [hider=Warrior] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] The most adept and hardy of classes. Warriors typically use shields, swords, hammers, etc. Warriors can range from the might champions of Ardent's Watch or of Babel to a mercenary that fights for coin. [b]Fighter[/b] [b]Knight[/b] [b]City Guard[/b] [b]Champion[/b] [b]Mercenary[/b] [b]Paladin[/b] [/hider] [hider=Rogue] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Thief[/b] [b]Assassin[/b] [b]Duelist[/b] [b]Gunslinger[/b] [b]Arcane Trickster[/b] [b]Swashbuckler[/b] [/hider] [hider=Artificer] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Arcane Tinkerer[/b] [b]Alchemist[/b] [b]Saboteur[/b] [/hider] [hider=Ranger] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Beast Master[/b] [b]Huntsman[/b] [b]Monster Hunter[/b] [b]Mage Hunter[/b] [/hider] [hider=Bard] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Valor[/b] [b]Lore[/b] [/hider] [hider=Barbarian] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Beserker[/b] [b]Totem[/b] [/hider] [hider=Monk] [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Open Hand[/b] [b]Shadow[/b] [b]Four Elements[/b] [b]Long Death[/b] [/hider] [hider=Mage] Mages who receive a formal education in magic are required to take the Rite of Conscription. This rite, a blood magic ritual, binds a mage to one arcane focus. Mages who do not take the Rite of Conscription are recognized as Witches, and fugitives from the law. Listed below are the recognized arcane foci. [i]I will work with each player to help them figure out which abilities they would like to have.[/i] [b]Constitution[/b]- the healing arts. Constitution mages often train to become Physicker. Physicker are magically attuned physicians with impeccable understanding of the human (or other) body. Constitution mages can also become field healers, and focus more specifically on barrier spells. [b]Divination[/b]- the holy arts. Divination mages channel magic through faith in the Gods. There is academic contention about the separate classification of Divination and Adjuration magic, but clergy argue that Divine magic is more powerful and comes specifically from the rewards given by the Gods for loyalty and faith. [b]Ruination[/b]- the destructive arts. Ruination mages are often combat mages specializing in elemental magics, rend magics (gravitational manipulation), and rune magics. [b]Apparition[/b]- the illusive arts. Apparition mages specialize in deceiving the mind. Apparition magic includes spells dealing with invisibility, sensory perception, and emotion. They can also create glamour enchantments. [b]Adjuration[/b]- the patron arts. According to Godwell's Theory on Dual-Classification, adjuration is more a process than a focus of magic. Even still it requires immense amounts of study- perhaps more so than any other focus. Reciting invocations and incantations as well as the methodology of rituals are a necessary function of becoming adept. Adjuration mages call upon otherworldly entities to enhance their powers. Intangibility, summoning, and clairvoyance magics are typical of this focus. Blood magic rituals typically are considered adjuration magic as the blood is being offered to something. [b]Cultivation[/b]- the primal arts. Cultivation magic traces back to ancient elven druids and deals with the natural world. Herbalism (includes hexes), shape-shifting, ground manipulation, and animal manipulation are important aspects of cultivation magic. [/hider] [/hider] [hider=Continents] [hider=Valenndale] [img]https://img.roleplayerguild.com/prod/users/b76308e9-9c5a-47af-a7bc-8aab3672df64.png[/img] [quote][i]"Valenndale...the envy of the world. Its lush and mysterious forests make scenic routes equally breathtaking and dangerous. The elven kingdom is truly marvelous- shrouded in archaic magics and ancient architecture. The Horned Peaks, where most wood elves call home, tower above the Dalic Heartlands. To the west lie a number of human city states diverse in their rich cultures. To the south lie the independent Argola, and even further are The Torn Isles and Bastion- the Anchor City. "[/i] Professor Copernicus Plumbottom-- [i]The Essential Ithean Atlas[/i][/quote] Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. [b]Ellvenaan[/b], the kingdom of the elves, is one of the largest nations in Ithea. It rivals the dwarven kingdom of Otmanguard in size. Valenndale is also home to a number of human city-states often referred to colloquially as [b]The Union[/b]. [b]The Dorvanhun[/b] or the Dalic Heartlands are home to the largest wood-elf encampment in all of Ithea. Not all tribes are friendly to outsiders, beware. Argola is the only human settlement in the Dales not allied with the other union states. It instead has allied itself with Bastion, the anchor city. Bastion is home to the Copper Vaults, the largest bank in all of Ithea. Valenndale has a moderate-to-warm climate. The lands feature mostly heavy forest areas. The Union's decision to remain neutral in [i]The War of Splitting Branches[/i] has gained them favor with the Ellvaani. While they are indepedent, and are economically powerful they are still subject to taxation from the high elves. The Ellvaani of Valenndale also get resources from their mercantile colony in Penault. [/hider] [hider=Carthus] [img]http://i.imgur.com/3UlPqky.jpg[/img] [quote][i]"Carthus consists, largely, of humans and dwarven populations. While the dwarven kingdoms of Viguard and Ostguard border Vicelles from the west Astoria borders it from the east. Following the end of the War of Splitting Branches and the end of the Iron Era there has been relative peace among kingdoms throughout Carthus. "[/i] Miriam Foster-- [i]Compendium Obscura[/i][/quote] Carthus is considered by most contemporary scholars to be the center of the world. It boasts many of the world's most powerful empires, and its capacity for trade is matched only by Dalic Union. Carthus has a diverse climate with ice-lands located to the far north-west, thick forests and wooded areas, rather warm coasts, and an even warmer southern tip. Carthus is divided into four major countries. This includes two human nations of [b]Astoria[/b] (highlighted in red) and[b]Vicelles[/b] (highlighted in purple), and the dwarven kingdoms of [b]Viguard[/b] (highlighted in yellow) and [b]Ostguard[/b] (highlighted in blue). Additionally, there are smaller wood elf encampments scattered throughout the continent. To the east of Carthus is the recently re-named. Alexandrian Ocean, and to the west is the Oceana Abyssal a untraveled toxic body of water whose depths remain unexplored. [/hider] [hider=Penault] [img]http://i.imgur.com/WBE79kW.jpg[/img] Despite its reputation, Penault is one of the most historically relevant continents in all of Ithea. The continent is home to the [b]Otmonguard Dwarves[/b] (highlighted in white), the Valenndale colony of [b]Ellemau'nan[/b] (highlighted in gold), the Kingdom of Le Feu Mot (highlighted in red), and the [b]Penaultish Wilds[/b]- inhabited mostly by Dark Elves and other mysterious creatures. Lining the west coast, are two major historical fortresses. The [b]Great Summit[/b] was once used to rally war-torn worlds and nations together under joint cooperation from world leaders. The [b]Londessellan[/b] is an ancient elven fortress. Penault has a far warmer climate than most other continents, with vast desert regions, savannas and the jungles to the south. [/hider] [hider=High Mist] [img]http://i.imgur.com/cVBaFr3.jpg[/img] High Mist is quite different from many of the other lands of Ithea. Nowhere else can one find volcanic activity and the red soils south of Tiefling territory. The major territories of High Mist include: the Orcish kingdom of [b]I'Canxu[/b] (highlighted in magenta), [b]Koponbect[/b]- the Gnosmish Kingdom (highlighted in tan and charcoal), and [b]The Four Pillar Cities[/b](also known as Babel) home to Tieflings (highlighted in red). To the north of High Mist are the [b]Fleeting Isles[/b] dense jungle islands that are inhabited by wood elves, humans, and half-elves. The people of the Fleeting Isles are often taken as slaves by the nations of High Mist. Many parts of High Mist are still unknown to contemporary scholars as travel through the lands is scarce and quite difficult. Perhaps, one day others may be able to uncover more secrets of High Mist. [/hider] [hider=Crysteria] [img]http://i.imgur.com/cQDxZW2.jpg[/img] Crysteria is an arctic continent that has remained habitable for only two nations. The landmass is home to the [b]People of the Trident[/b] (highlighted in blue), and [b]Brythantium[/b] home to the feline race known as the Brith. Crysteria isn't completely frozen, despite popular belief. The People of the Trident live in an arctic tundra which gives them a pivotal position on the continent. These human tribes are forced to pay- in resources- tribute to the powerful nation of Brythantium. Crysteria's Frostfoot Marches are perilous and thus there are still vast areas of the continent that remain unexplored. [/hider] [/hider]