[center][h1]THE SHADOW OVER OLD CALEDON[/h1] [h3]an Eldritch Victorian Fantasy Tale of Suspense[/h3] [hr] [hr] [img]https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f273df49-198d-427e-8cc8-e44565b1db70/ddwmo52-6a60face-1c39-41d9-816e-165fdc00abd0.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2YyNzNkZjQ5LTE5OGQtNDI3ZS04Y2M4LWU0NDU2NWIxZGI3MFwvZGR3bW81Mi02YTYwZmFjZS0xYzM5LTQxZDktODE2ZS0xNjVmZGMwMGFiZDAuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.2UrZuWSSUk27PZnWQZp1ohD9fia8QjYxGxat9aCQd5k[/img][/center] [h1]Welcome to the game![/h1] In The Shadow over Old Caldeon, you will play as a gathering of individuals investigating a series of strange occurences in the city of Caledon. Your characters will begin their journeys separate from each other, but will have to team up as the plot thickens. You will have a lot of freedom when creating your character, albeit within the framework of the theme and setting. [h3]My Role[/h3] I will take on the role of a traditional DM, giving you feedback on your characters actions and playing the part of the more important NPCs. I will not control [i]every[/i] aspect of the game outside of your characters, though. I want you to have the freedom to write the story of your character without too much meddling. The rule goes as such: If you're using your post to get ahead in the plot and need my assistance with feedback or NPCs, you'll [b]tag me[/b] in the post. If your post is dedicated to developing your character, or interacting with NPCs or other players in a way that isn't crucial to the plot, you don't have to tag me. I will try to be as clear and fair as possible. If you have feedback on my DMing, feel free to write them in the OOC or send me a PM. [h3]Your Role[/h3] You will take on the role of an investigator trying to solve the mysteries of the strange occurences in Caledon. There is no Character Sheet or anything like that for this game. I want you to write me a decent profile on your character that fits with the theme and setting. I would prefer it if the majority of players chose to play as humans or human hybrids, but you are free to pick any race for your character. You may also play as a character with status, or an infamous one, if you prefer. Anything goes within the framework of the story. When playing, I want the group to be fair and creative. We should all strive towards making the story as interesting and satisfying as possible. If this sounds fun and manageable to you, you're welcome to apply with a character in the discussion below. [h2]Thalamor[/h2] This game takes place in Thalamor, an ancient land full of mystique and magic. There are high mountains and deep forests, alongside wild rapids, calm lakes, wind-swept plains, and grand cities. Here, humans mingle with elves, dwarves, orcs, and a host of other creatures and beings. Over the past century, Thalamor's old medieval world has been thrust into an industrial revolution with humans, a previously insignificant people, at the forefront. The old order is challenged by winds of change which, depending on who you ask, promise a bright future or threaten with darkness and ruin. [hider=History][h3]History[/h3] Thalamor has a long history, mostly shrouded in myths and legends. According to ancient doctrine, the world came into being during the first age. Only the gods, Sinthear, and the demons, Nathaid, lived then, and they fought for dominion over the new land. During the eon-long conflict, terrible and fantastic creatures were created from both sides to gain the upper hand. The gods finally won a costly victory and drove the demons into the darkness outside the world, Dorc Hadath, from which they could never return uninvited. Then came the second age, when the gods decided to populate the world with their chosen people and leave its fate in their hands. The elves were the first to see the light of day and lived for thousands of years by the gods' side, who taught them about the land and its inherent magical power. They were nurtured to care for the peoples that had not yet come into the world so that they could lead them in the gods' stead. Afterward, a variety of different peoples and creatures were created, including the dwarves, orcs, and humans. When the work was finally completed, the gods left the world. Many have wondered why they couldn't stay with their creation, and although the answer has eluded most, it is said that the oldest of the elves have carried the answer with them since time immemorial, but refuse to share it with anyone else. The third age was the golden age of the elves. They led the peoples as the gods had taught them and managed to maintain the world's balance despite many severe crises and conflicts. Knights-errant, evil sorcerers, dragons, and orcish raiding parties; there was no threat that was too powerful for the elves. From their great empire Mor Admad in the northern primeval forest Sylvan, the elves observed and guided the growth of human and dwarf lands. In the north, the twin kingdoms of Antuath and Aimsir were founded by Thiarnerna and Ceannerna, human royal dynasties of the noblest of blood. With the blessing of the elves, humans spread to the south where the principalities of Aterno, Kapernum, Virentia, and Brunnea emerged under their northern rulers' foresight. Meanwhile, the dwarves created some of Thalamor's greatest wonders; the Sun Hall in Faoi Gorm, the Sky Road in Thar Dearg, and the Wind Chime in Marbhalla, among many others. The proud masters of the underworld forged beautiful crown jewels as gifts to the princes of humans and elves, and helped with the construction of several mighty castles and forts. The third age was like a dream, but all dreams must end. Less than a century ago, an industrial revolution began in the Southern Kingdom, a development that would overturn the order that the elves had established.The fourth age began with red fire and black smoke.[/hider] [hider=Magic][h3]Magic[/h3] Magic is a supernatural force that permeates Thalamor. According to the elves, magic is the force with which the gods created the world and everything in it. The gods then gifted the elves with this power in order to guide the lesser races once they had gone. In essence, magic is the power to bend or break natural law using willpower. There are many different ways to channel and focus magic, from spells and chants to rituals and runes, but the thing they all hace in common is that it's very diffucult to use and takes a long time to master. In addition, the use of magic is exhausting due to the intense focus required to succeed. Needless to say, most great mages in history have been elves, although there have been some of reknown among the other races. Magic is not a very popular phenomenon is Caledon. Since the advent of industry, humans have turned away from the old ways, and view magic with suspicion. The most important factor leading to this shift in attitude is the effect that magic energy has on machinery. Whenever magic is practiced, it creates a field where natural law is altered, or even suspended. The exact effect is hard to guess as it varies with the nature of the spell and its magnitude, but the catastrophic consequences this has on industrial equipment cannot be understated. Mages are therefore often banned from sites where crucial machinery is housed, such as factories, power plants, and railway stations.[/hider] [hider=Races][h3]Races[/h3] [hider=Humans][h3]Humans[/h3] Humans, known as athair in the old language, are the most widespread people of Thalamor, with numerous kingdoms and a plethora of cities spread across the land. They live comparatively short lives of up to a hundred years, but reproduce at a faster rate than many other peoples and have the unique ability to bear offspring with some of them, hence half-elves and half-orcs. Humans are leading the recent industrial revolution and are currently challenging the power and territories of the elder races, but it has not always been this way. Less than a hundred years ago, humans were an insignificant people among many others. They could only gaze with awe or fear at the great deeds of the elder races and had little to say about the world. But since the order was overturned with the advent of industry, human leaders no longer have time for either awe or fear, just progress. According to the old doctrine, humans were created by the god Mathair, the god of sowing and harvesting, to till the fertile earth of Thalamor's surface. Of course, there are those who still believe in the old doctrine, but the rapidly growing science has a different explanation. The latest theory is that of the supernatural selection, in which it is believed that humans form the basis of the hominid creatures and that the others have changed over time after being exposed to magical energies. This, it is argued, explains why humans can have offspring with, for example, elves and orcs, and why these cannot have offspring with each other.[/hider] [hider=Elves][h3]Elves[/h3] The elves, who call themselves aeldair and are often referred to as the oldest or the beautiful by other races, are smooth and slender and possess a natural exotic beauty that the other races envy. They can live for over a thousand years and have a natural connection to animals and nature. Traditionally, the elves have been the leaders and protectors of the free peoples from the powers of darkness. They are the philosophers and poets of Thalamor and prefer a life close to the great forests and rivers, where they spend their time in song and conversation. Their wisdom and magical power have held back evil countless times through the ages of history, but since the advent of industry, they have become more withdrawn and secluded. According to the old belief, the elves were created by the primal mother of the gods, Ailtire, to watch over her creation and guide the younger races along the right paths. This belief is indeed absolute among the elves, but it has recently come to be interpreted in different ways. The old interpretation is that the elves are indeed set to watch over and show the younger races how they should live, but that it is always up to the races to choose which path they should walk. The new interpretation, growing at the same pace as human industry, is that the time for restraint is over. The younger races will kill themselves or Thalamor itself if the elves do not step forward and seize power. They simply have to drag the other races along the right path, kicking and screaming until they recognize the righteousness of the elves.[/hider] [hider=Dwarves][h3]Dwarves[/h3] The dwarves, who call themselves thangair, are a short, sturdy, and hairy people. Despite being broad and strong for their height, they tend to be muscular rather than fat. They have a long lifespan of over five hundred years. Traditionally, the dwarves have been somewhat reclusive, who along with the elves have kept evil at bay. They are proud and hardworking, so focused to the extent that they are often perceived as humorless by other races. Dwarves are known for their fiery temperaments and judge quickly and harshly. Most dwarf societies are found underground or in the mountains. There they create their wonders in smithing and architecture, which in ancient times people always made pilgrimages to see. However, since the advent of industry, it is primarily the natural resources the dwarves possess that are coveted. According to the old belief, the dwarves were created by the god Duhrein, the god of smithing, to watch over the foundations of Thalamor and refine the elements of creation. Because of this, the dwarves have had a monopoly on the treasures of the mountains and underground, which they have managed with the utmost trust. Items are made with the potential of the raw materials in mind, and creating poor things is considered almost sinful. Therefore, they fear industrial mass production, where quantity takes precedence over quality. This has led to many dwarf communities completely closing their doors to humans in an attempt to keep the machines out.[/hider] [hider=Orcs][h3]Orcs[/h3] The orcs, who call themselves orchair and are often called goblins or greenskins by other peoples, are muscular and ferocious, with a rough appearance that makes them look ugly, stupid, or evil in the eyes of other races. They live relatively long lives of up to three hundred years and reproduce faster than most peoples, except for humans. Traditionally, the orcs have been the warrior people of Thalamor, dominating large parts of the land with hordes of warriors. Not infrequently, the orcs have sided with darkness and have caused both elves and dwarves serious trouble through historical conflicts. They are a nomadic people always seeking new territories to conquer. The orcs have been more heavily impacted than any other people by the advent of industry. The humans did what no one had previously managed when they nearly drove the orcs to extinction. Those not killed were enslaved in the cities' factories and workshops. The few orcs that are still free live in small bands of raiders, far from human cities and armies. According to the old teachings, the orcs were created by the god Laoch, the god of war, to separate the chaff from the wheat among the peoples of Thalamor through violence and conquest. The orcs' attitude to war has therefore never necessarily been to win, but the conflict itself is desirable. To fall in battle with a throbbing heart is a worthy end for an orc. Their new circumstances have therefore broken them as a people. They did not wage war against humans, they were hunted. To live enslaved is perhaps the greatest contradiction an orc can have to its nature.[/hider] [hider=Half-Elves][h3]Half-Elves[/h3] Half-elves, called aelthair in the old language, are the offspring of an elf and a human. They primarily resemble their human parents in appearance and physique but usually have revealing features, like the elfishly pointed ears. They have also inherited some of the elves' long lives and can become as old as three hundred years. Half-elves have no traditional role in any society. Their personality and worldview are often shaped by the culture they grow up in, although they usually have a strong affinity for animals and nature. This often results in them being well-liked by most people they meet, but never really allowed to become a full-fledged part of any society. The old teachings do not mention half-elves. Among the elves, they are therefore considered problematic or, as some poetically call them, a loveable mistake. Human scientists view half-elves as a completely natural consequence of supernatural selection.[/hider] [hider=Half-Orcs][h3]Half-Orcs[/h3] Half-orcs, called orthair in the old language, are the offspring of a human and an orc. They mostly resemble their human parents in appearance, but the orcish features are often pronounced. In addition to appearance, they have also inherited much of the temperament of their orcish parents. Their lifespan is the same as that of humans, and they rarely live over a hundred years. As half-orcs are often the result of violence and oppression from one parent against the other, their lot in society is a tragic one. They are often relegated to the lowest echelons of society and forced to support themselves through dangerous or demeaning jobs. In human societies, the salvation is often a service in the army, where their natural strength and ferocity are put to good use. The old teachings have nothing to say about the half-orcs. Therefore, they are seen as almost unholy by the elves and those who follow their teachings. Human scientists see half-orcs as a fully natural, albeit distasteful, consequence of supernatural selection.[/hider] [/hider] [h2]Caledon[/h2] At the mouth of the Kaper River, on the coast of the Twilight Sea, lies a city. Black smoke rises over the city's rooftops like man-made thunderclouds from the countless factory chimneys, plunging streets and alleys into shadow. The glow of gas lamps dispels the darkness, and under their light, thousands upon thousands of souls scurry back and forth to the rhythm of the city's pulse. People and creatures of all kinds gather here, some above ground and others below, to chase dreams and engage in more or less shady dealings. It is a wondrous city, home to the latest scientific discoveries and the richest market in the world. It is a terrible city, a stinking gutter filled with poverty and oppression. It is Caledon, the city of tomorrow, and nowhere in the world can its equal be found. [hider=The City][h3]The City[/h3] Since the Industrial Revolution, Caledon has grown immensely and transformed into a metropolis of great significance. It is known as the largest city in the world, houses the largest port, and is the heart of all international trade. Since the revolution, railways to the rest of the neighboring cities have been built, along with a subway, paved roads, and modern sewer and gas lines. Many famous monuments and buildings, not to mention numerous factories, have also been added. Caledon is divided into different layers and districts that have been distilled as the city has emerged. On the east bank of the Kaper, the more affluent quarters are located, and on the west bank, the impoverished slums. In the south, the harbor extends towards the Twilight Sea with warehouses and factories, and in the north lie administrative buildings and institutions of learning. The central station for the railway network is located in the northeast, and the infamous prison island nicknamed The Pit lies off the harbor in the southwest. Outside the city walls, villages and farming communities spread inland. Here, most people live as they always have, even though novelties from the big city are slowly finding their way out.[/hider] [hider=The Populace][h3]The Populace[/h3] Caledon's population has exploded in the last century, from around three hundred thousand to over a million. The absolute majority of these are humans and human hybrids, along with a large minority population of orcish slave workers. In addition to these, there are about a thousand dwarves and a handful of elves living in the city. Only humans enjoy full citizenship in Caledon. The remaining population live with varying degrees of privileges and segregation, but are not allowed to own private property or hold public offices. Dwarves are the people who enjoy the most privileges after humans in Caledon. The overwhelming majority of them live in fort-like embassies, called Khâzad or clan halls by the dwarves themselves. From their Khâzad, dwarves conduct trade and handle diplomatic relations with the humans in the city. Each Khâzad is owned by the clan in question and within its walls, dwarven law applies, not human. There are five Khâzad in Caledon; three in the northeastern district, one in the southeast, and one in the western slum. Rumors constantly circulate in the city's pubs and inns about all the treasures the dwarves have gathered in their massive houses, but there are few who actually attempt to seize anything as no one has ever heard of anyone returning after such an escapade. The few dwarves who live outside the city's Khâzad are usually outcasts and clanless. They usually keep their distance from other dwarves and live with the city's humans. It is common for such dwarves to become sought-after craftsmen and blacksmiths due to their cultural inclination for the trade. Overall, dwarves are well-regarded and respected by Caledon's population, except for sporadic jealousy towards their alleged wealth and some suspicion towards their reclusive nature. Elves are an unusual and sometimes sensitive element in Caledon. Only a handful of individuals live in the city, and these often live alone and far from others of their kind. People often act politely towards elves, or stay out of their way entirely. This unfortunately rarely stems from actual respect for their people, but rather from fear. During the early steps of the Industrial Revolution, the need for fuel was great, and the ancient Sylvan forest was cut down. The forest didn't house a proper elven population, but many elven warriors took up arms and came from the north to stop the loggers. Consequently, many families in Caledon have lost a member to the elves' arrows, and the horror stories made up about the children of the forest are still told today in the city's salons and cellars. Because of this, but also because of their reputation as magical creatures, a nervous atmosphere surrounds the elves in the city, especially in all districts where machines are used. They are rarely allowed near either train stations or factories, even though the constables whose job it is to prevent them probably wouldn't dare stop them if they really tried. The fear of the unknown that the elves represent means they rarely have to endure open discrimination, but an elf would have a hard time integrating with the human society in Caledon even if they tried. Half-elves are generally liked and accepted in Caledon. They enjoy pretty much the same social status as humans, except for the right to hold public office. However, half-elves are forced to cope with a certain degree of exoticizing and are considered particularly exciting to have in one's social circle, or particularly remarkable to have had as a romantic conquest. They are often expected to know the elven language, or possess knowledge of magic. Orcs are despised and feared in Caledon, to such a degree that they are not considered persons but rather beasts or animals. It is permissible and even common among entrepreneurs to keep orcish slave workers who toil in factories and warehouses. Orcs are not allowed in the city unless they are someone's property, and even then, they are only allowed to reside in specific ghettos or at their designated workplaces. Orcs found outside these areas are ruthlessly hunted by the city's constables and hanged without trial if they have not already been killed during the hunt. Half-orcs are treated with a mixture of disgust and pity. They are not hated in the same way as orcs, but there are few who want to mingle with their kind. Often they are left to orphanages from an early age as it is considered very shameful for a family to have orcish blood in the family. The outsider status and rootlessness often lead to a life marked by poverty, misery, and crime. No respectable town dweller would voluntarily choose to be involved in business with a half-orc. Despite Caledon's wealth and development, large parts of its population live in poverty. Over two thirds of the inhabitants live in the slums west of the river, often in crowded quarters with several families per house.[/hider] [h2]Strange Occurences[/h2] Below are a few notesworthy news that could serve as a start to your characters investigation. You may choose among them at your own discretion. [hider=GRAVEYARD VANDALIZED!][img]https://i.ibb.co/x5VTpcM/caledonc.jpg[/img][/hider] [hider=DISTINGUISHED GENTLEMAN RETURNS FROM THE NORTH: EXQUISITE ELVEN RELICS REMAIN A MYSTERY][img]https://i.ibb.co/Z11F6QD/chroncle.jpg[/img][/hider] [hider=SUSPECTED SABOTAGE AT DOCKSIDE FACTORIES: CONSTABULARY CONTEMPLATES MYSTIFYING MALFUNCTIONS][img]https://i.ibb.co/n74ZSKR/cgaz.jpg[/img][/hider] [hider=ALLEGED ILLEGAL ACTIVITIES IN OLD TOWN SEWERS: ORCISH INVOLVEMENT SUSPECTED][img]https://i.ibb.co/NKd9zMR/caltim.jpg[/img][/hider] [hider=MYSTERIOUS BURGLARY BEDEVILS CALEDON'S DWARVEN KHAZAD: CONSTABULARY PUZZLED, DWARVES MUM][img]https://i.ibb.co/8Bwksf7/caledonian.jpg[/img][/hider] [center][h3]Looking forward to playing with you! Questions, feedback and applications below, if you please![/h3][/center]