Content Warning: This RP may contain uncomfortable or violent themes. While this won't make up the entirety of the RP it will be featured. Quests will feature a summary (and content warning) as well as links to the starting point. If a quest features a topic you are uncomfortable with feel free to skip over it.
Summary: After coming into contact with a letter from the North Astorian Trading Company a motley band of people from across Ithea sail for Caracas, often known as the Canal and Rose-Petal City. Upon arriving there, however, the group quickly discovers that something is amiss...
Arrive in Caracas✅: Upon arriving in Caracas the party was greeted by throngs of people stranded at the port with guards preventing entry further into the city.
Meet with Tali Riverend ❌: Tali Riverend was nowhere to be found when the party arrived to La Resplenda.
Deal with Guard Captain Rial Armonte ✅: The party managed to subdue the captain without casualties.
Find Karlus ✅: The mage hadn't gotten far. The party found him unconscious in an alleyway.
Follow the stranger to safety✅: The stranger was a mage named Horatz. He brought the party to an underground fortification obscured by magics and time. It was here that the League of Magi sought refuge from the war raging throughout Caracas.
I should mention, since I know a few others are working on a character sheet, if you wish to keep your character's history largely secret you can write a brief summary for their character sheet, and send me the fuller description. This just helps me to make it more relevant to the narrative for each of you!
@Dead Cruiser There are no party limitations on my end. We could have an entire party of mages if that is what the group wants. Though it would make some parts of the RP easier for you all if you had a non-mage(s) it can still be worked around!
@KassarockKarlus is looking great! Hopefully we have some other peeps interested in tagging along. I'll have a more substantive review when we start getting some other players. Definitely like what I see though
Oft was it did the sea carry in travelers and adventurers seeking riches buried deep in the wood of The Dales. The mists hung over undulating waves, like a curtain, in the morning air. The dalic sheerwater birds chirping from above were enough to wake most passengers from their slumber. In the distance loomed the grand city of Caracas. Most of it was built at the edge of the Veiled Sea on a string of islands. Looking further though, one could see the jutting towers of the Palace District built back onto the mainland. Dark black smoke billowed from the district out into the sky.
Even stranger were the sheer number of ships docked haphazardly in the port. Most of the ships seemed to be quickly navigated out of the way of the central docking area. Even still the port itself was crowded by natives and foreigners alike.
From your vantage point at the quarterdeck of your ship you saw her, the city of Caracas. It was much warmer here than back at the Trident, and the air smelled of salt and magic. Even though you'd studied its contents meticulously you retrieved a note from your pockets. Unfolding it, you thumbed gently at the aged blood stains that decorated the papyrus. Your eyes studied it once more though to little avail. When put to paper words meant little to you. They were as strange and foreign as the city before you. Books and pretty words were of little use to you, until now.
IT iꙅ, TobAY oᴎ THɘ ߁ꙅT oꟻ MɘᴙᴙUꙅ, 4߁ Owl THAT wɘ HUmdlY ᴙɘpUɘꙅT YoUᴙ qᴙɘꙅɘᴎↄɘ iᴎ A mɘɘTiᴎg wiTH oUᴙ ᴙɘqᴙɘꙅɘᴎTATivɘꙅ. THɘ ᴎoᴙTH AꙅToᴙiAᴎ TᴙAbiᴎg ↃomqAᴎY iꙅ Aᴎ Hoᴎoᴙɘb Aᴎb ᴙɘꙅqɘↄTɘb gUilb THAT qᴙibɘꙅ iTꙅɘlꟻ oᴎ ↄomqAꙅꙅioᴎ Aᴎb ↄiviↄ bUTY Adovɘ All ɘlꙅɘ. Aꙅ ꙅUↄH, iT iꙅ moꙅT imqɘᴙATivɘ To oUᴙ ɘꟻꟻoᴙTꙅ THAT THɘ bɘdTꙅ THAT oUᴙ qATᴙoᴎꙅ iᴎↄUᴙ dɘ ᴙɘTUᴙᴎɘb To Uꙅ iᴎ ꟻUll. Wɘ UᴎbɘᴙꙅTAᴎb THAT, oꟻ ↄoUᴙꙅɘ, THɘ ꙅↄAᴙↄiTY oꟻ ↄoiᴎ iᴎ ꙅUↄH UᴎↄɘᴙTAiᴎ Timɘꙅ mɘAᴎꙅ YoU mAY ᴎoT HAvɘ THɘ ꟻUᴎbꙅ ᴎɘↄɘꙅꙅAᴙY To ᴙɘTUᴙᴎ To Uꙅ wHAT iꙅ owɘb. IT iꙅ ꟻoᴙ THiꙅ ᴙɘAꙅoᴎ, THAT iᴎꙅTɘAb, wɘ'vɘ AᴙᴙAᴎgɘb A bɘAl THAT iꙅ dɘᴎɘꟻiↄiAl ꟻoᴙ doTH qAᴙTiɘꙅ.
YoU Aᴙɘ To Aᴙᴙivɘ AT ⅃o ꟼoᴙTo bɘ ↃAᴙAↄAꙅ oᴎ THɘ ߁8TH oꟻ ꙄUmmɘᴙHill iᴎ THiꙅ ꙅAmɘ YɘAᴙ, 4߁ Owl. YoUᴙ lobgiᴎg ɘxqɘᴎꙅɘꙅ will dɘ ꙅATiꙅꟻiɘb qɘᴙ oUᴙ AᴙᴙAᴎgɘmɘᴎT, Aᴎb YoU will dɘ TᴙAvɘliᴎg oᴎ THɘ "dlɘɘbiᴎg HAᴙqY," A migHTY vɘꙅꙅɘl wiTH Aᴎ...ɘↄↄɘᴎTᴙiↄ ↄᴙɘw. YoUᴙ qAꙅꙅAgɘ To THɘ ↄiTY will ꙅɘɘ YoU Aᴙᴙivɘ ɘAᴙlY iᴎ THɘ moᴙᴙow. Oᴎↄɘ THɘᴙɘ, YoU’ᴙɘ To mɘɘT wiTH oᴎɘ TAli ᴙivɘᴙɘᴎb, A ᴙɘliAdlɘ ↄoᴎTAↄT. YoU’ll ᴙɘↄogᴎizɘ Hɘᴙ dY ᴎiqqɘb ɘAᴙꙅ Aᴎb wHiTɘ HAiᴙ. ꙄHɘ’ll AwAiT YoU AT THɘ A ↄAUqoᴎA Aloᴎg THɘ boↄkꙅ- ⅃A ᴙɘꙅqlɘᴎbA, Aᴎb will dɘ ɘxqɘↄTiᴎg YoUᴙ qᴙomqT AᴙᴙivAl. Ↄomɘ, Aᴎb ɘᴎjoY All THAT THɘ ᴙoꙅɘ-qɘTAl ↄiTY HAꙅ To oꟻꟻɘᴙ! Wɘ AꙅꙅUᴙɘ YoU THɘᴙɘ iꙅ liTTlɘ qᴙomiꙅɘ iᴎ THɘ livɘꙅ YoU lɘAb AT qᴙɘꙅɘᴎT. AbvɘᴎTUᴙɘ dɘYoᴎb THɘ ꟻAmiliAᴙ, Aᴎb ᴙɘTUᴙᴎ YoUᴙ ꟻAvoᴙꙅ iᴎ THɘ qᴙoↄɘꙅꙅ. THɘᴙɘ iꙅ ꙅo liTTlɘ To loꙅɘ, Aᴎb ɘvɘᴙYTHiᴎg To gAiᴎ. ꙄɘↄUᴙɘ YoUᴙ ꟻUTUᴙɘ wiTH THɘ ᴎoᴙTH AꙅToᴙiAᴎ TᴙAbiᴎg ↃomqAᴎY. ꙄHoUlb YoU ꟻAil To ↄomqlY wiTH oUᴙ ᴙɘpUɘꙅTꙅ qlɘAꙅɘ kᴎow THAT THɘ ᴎoᴙTH AꙅToᴙiAᴎ TᴙAbiᴎg ↃomqAᴎY iꙅ bɘTɘᴙmiᴎɘb To UqHolb iTꙅ ᴙɘqUTATioᴎ Aꙅ A ꟻoᴙↄɘꟻUl qᴙɘꙅɘᴎↄɘ iᴎ ITHɘA ᴎo mATTɘᴙ THɘ ↄoꙅT. bo dɘ ꙅUᴙɘ To dᴙUꙅH Uq oᴎ YoUᴙ ↃAᴙAↄAᴎ!
YoUᴙ ɘYɘꙅ Aᴎb ɘAᴙꙅ, MikAɘl idᴎ bA'Ub
Your thoughts trailed back to the look of despair on the pirate captain's face as your sword ripped him open from belly to throat. Among the dead you remember the cleric; unlike the men he traveled with his robes were of a fine material and hardly worn, the poor fool. You'd expected family jewelry or perhaps a foreign coin. What you found was the letter. Upon reading its contents you had your crew strip the ship's sails, and pilfered the captain's quarters for docking documentation. Bearing the sails and symbols of a foreign ship weren't new to the Hamasfolk. Yours were a practical people who pillaged what they needed to for survival.
Your story began with an ancient hissing in the dark of night. You wore the name of a better man: your father, your savior and master. For a time there was no greater glory than your wrath. You cut down those who'd see you and your people in chains... at the heel of a broken empire. But the blood rage of a slave boy caught up to the free man. You'd slain one too many of them. Relentless and dogged was their pursuit, and fearing what might come of the mainland tribes you gathered the most reliable of your enclave. You set sail beyond the arctic oceans of the south. Perhaps there was salvation in these foreign lands.
Stirring from your thoughts you could feel the weight of an anchor sinking deep into the seabed. As you made your way toward the docking bridge you could see a formation of guards at the ready. The steal grey of their armor was complimented by golden accents. One, somewhat older than most of them, approached you and your crew.
"Papers," ordered the commanding officer. His accent was foreign to you. Your silence was met with contempt on the part of the guard, but upon providing the documentation from the ship you ransacked he seemed to calm."By order of the Prince of Caracas your vessel is hereby bound to this port, as are you and your men. During this time we will inspect your ship. Any suspicious activity will have you jailed or sent to the Pits." Without as much as confirmation on your part, the armored guards guided you and your crew off the ship. It seemed that for now, you were trapped here. The letter you'd taken mentioned a tavern just along the docks.
Another prison, and another to whom you owed your life. It seemed whatever Gods there might be were content to see you miserable. You'd been at sea for what you'd guess was more than a month. You'd set sail with strangers from the port of Ardent's Fall. At least Astoria was behind you now. You could hear the sounds of bells ringing from outside the windows of the crew's quarters. You were close... to what was still the mystery. You pulled a letter from your knapsack. The bottom edges of the papyrus were seared. When you received it at the inn you'd been staying at you were ready to set it aflame. You heard the stories of the North Astorian Trading Company. Only upon seeing to whom it was addressed did you falter.
To Karlus Marsh, the Half-Mute
It is, today on the 1st of Merrus, 41 Owl that we humbly request your presence in a meeting with our representatives. The North Astorian Trading Company is an honored and respected guild that prides itself on compassion and civic duty above all else. As such, there is an expectation of eagerness in pursuance of the law. There are dangerous men that travel these lands, sir. One must be careful about the company he keeps. While we are vanguards of justice and loyal above-all-else to the crown we feel it necessary to afford men of honor a chance at redemption. Such moral considerations are fundamental to fair and just civil service. We propose a mutually beneficial arrangement. One that may undue any past transgressions.
You are to arrive at Lo Porto de Caracas on the 18th of Summerhill in this same year, 41 Owl. Your traveling and lodging expenses will be satisfied per our arrangement with documentation provided herein. Your passage to the city will see you arrive early in the morrow. Once there, you’re to meet with one Tali Riverend, a reliable contact. You’ll recognize her by nipped ears and white hair. She’ll await you at a caupona along the docks- La Resplenda, and will be expecting your prompt arrival. Come, and enjoy all that the rose-petal city has to offer!
We assure you that the royal guard are...persistent. Adventure beyond the familiar, and redeem yourself in the process. There is so little to lose, and everything to gain. Secure your future with The North Astorian Trading Company.
Should you fail to comply with our requests please know that The North Astorian Trading Company is determined to uphold its reputation as a law-abiding entity in-line with the authority of the Crown. Do be sure to brush up on your Caracan!
Your eyes and ears, Mikael ibn Da'ud
You tucked the letter away again. As your vessel drew closer to shore you could feel a familiar tugging. An erasure ward. Whenever one was nearby you could feel a nagging burn at the places scars should be. Why would there be erasure wards at a port? Perhaps it would serve you best to blast a whole in the ship and make your escape. Running was always the easiest part.
Your story began with corrupted flesh and fire, and to the world...that is where it ended.
Shaking thoughts of another life, another man, from your head you made your way out of the cabins. From their you could see guards interrogating your ship's captain, and searching each person as they unboarded. You were no different. The clanking of metal armor rung in your ears as you felt the weight of a stranger's hands in your pockets, and your belongings. "You are to remain at this port until further notice," was your only salutation. He spoke with a thick Caracan accent. You'd heard similar in some of the city markets back in Astoria. No matter, it seemed that for now, you were trapped here. The letter you received mentioned a tavern just along the docks.
For you this voyage weighed heavily. You were out of reach of your oppressors, but for how long you weren't sure. Still, this was the closest you'd been to freedom in quite some time. You remembered their names, though they were fleeting: Bjorn, Katerina, and Carlyle. In their place were the sounds of screams when the Wolfram soldiers butchered them. Luckily, you were rendered unconscious before it was all over. When you awoke momentarily, it was raining, and you saw the sight of a nobleman standing over you and the sight of a boy begging at his feet. From that day forward you belonged to House von Wolfram.
Their torment broke the girl you were. As you could feel the thunk of an anchor hitting the seabed your hands began to tremble lightly. You had been holding a letter in your hands all morning. Every few minutes you'd peer at it again.
To Sir Lion von Wolfram, Warden of the South, and Lord of Wolfstead
Cristo's blessings upon you. It is, today on the 1st of Merrus, 41 Owl that I humbly request your audience regarding pressing matters to the east. Years ago you and my father, Ser Da'ud ibn Salim, established a lucrative and prosperous relationship. Our company has afforded your family some fortune, and has helped to further the legitimate claims you hold as Warden of the South. In dire times such as these it pains me to ask for the services of your banner-men. There are troubling rumors from beyond the Veiled Sea, and we must call upon your house as a last line of defense in maintaining order for the sake of Astoria. We would like to meet with you in the coming month at your earliest convenience, Lord Wolfram.
For the sake of clarity, we are asking that your consort arrive at Lo Porto de Caracas on the 18th of Summerhill in this same year, 41 Owl. Their traveling and lodging expenses will be satisfied per our arrangement. Their passage to the city will see them arrive early in the morrow. Once there, they will meet with one Tali Riverend, one of our most trusted contacts. She is a white-haired city-elf with nipped ears. She’ll await your contact at a caupona along the docks- La Resplenda.
Should you be unable to comply with our requests please know that The North Astorian Trading Company will have no choice, but to render all prior agreements and contracts with House von Wolfram, null. I apologize to you Lord Wolfram for the theatrics, but these are trying times, my Lord.
Your friend, Mikael ibn Da'ud
Much of the note was above your head, but you knew that Lord Wolfram took it quite seriously. He'd warned you of the assassins that the company would dispense should one fail to fulfill their obligations. Tucking the note away, you headed out from the cabins. From their you could see guards interrogating your ship's captain, and searching each person as they unboarded. You could feel the trembling from earlier hasten as you made your way forward in line. Your body visibly contorted in revulsion as you felt the weight of a stranger's hands in your pockets, and your belongings. The clanking of his metal armor intensified to fantastical proportions as your breathes became heavier. "Stop squirming, and keep your arms at your side," the guard warned. You tried your best to abide his command. Before long he finally seemed content with his search. "You are to remain at the port until further notice," he said rather drearily. You hadn't noticed it before but his accent was Caracan, similar to a shopkeeper back in Redcliffe. It seemed that for now, you were trapped here. The letter you'd been given mentioned a tavern just along the docks.
Your story began at the port of Caracas...
The sounds of blacksmiths, laborers, and merchants at work were ever-present on the path towards the tavern. To the perceptive it seemed that many of the locals were on-edge likely by the number of guards throughout the area. There were whispers of men being killed on the streets. There was the occasional shouting, and more broadly a cacophony of conversations in foreign languages spilling out about the port. Occasional too were the sounds of dogs barking, but it was difficult to see any in the massive throngs of weary passengers, guards, and citizens. Certain shops seemed to be closed with armed patrols preventing entry. In the distance was a scene of one dock-worker forced to the ground with a guard threatening the nape of the man's neck with his shortsword. Such horrid displays did little to assuage the occasional drunkards and panhandlers.
As the travelers finally managed to squeeze their way through the crowds and inside the tavern, alongside fellow passengers, they were greeted by the sight of a rather full tavern. From the door each could see a table of workers playing a card game, a barkeep, a minstrel, and a tiefling. The workers were huddled around a table complaining loudly while the barkeep and minstrel seemed to be discussing something passionately. The tiefling sat alone studying a letter that bore a symbol not unlike the letters each of the travelers carried on their person.
You were the first to arrive to the city, though not by boat. You’d made for Caracas by horse in the dead of night. Despite years in human held territories horses still never seemed very fond of you. Your stature required the biggest, and oft most expensive, mounts and even still they were quick to buck you.
There were heavy patrols throughout the city guarding every gate and port. Luckily, even here, it seemed the reach of the North Astorian Trading Company was felt. You were given little trouble upon entry. Still, you hadn’t received correspondence from your contact, Tali Riverend, in over a month’s time. Even still it was best to do as instructed. The company were mysterious in their machinations. You waited in the tavern, La Resplenda,for Tali and the three you’d been contracted to guard: the Astorian mage, the Wolfram’s brith, and the elven cleric. There was no sign of Riverend anywhere in the tavern. You gripped at the edges of the letter you'd been sent but a month-ago.
I'm glad to hear you're still with us, Reias preserve you. You've always been a reliable contact. I write to you now as the time for our directive draws closer. There is trouble afoot in Caracas. The King has grown ill, and I've heard whispers of familial feuds for the crown. I fear I cannot put to parchment all that I wish to for there are conspirators and liars abound in this strange city. What I can say is that our assignment has not changed. You are to arrive in Caracas by the 17th of Summerhill. Present the seal of the company, and you will be allowed to enter through the gates of the Elven Quarter.
The following morning I will meet you at the tavern on the docks. From there we can expect a meek-mage, a frazzled cleric, and a consort to House von Wolfram. You can expect bouts of grandeur from the Wolfram. Upon the fourth ringing of the bells will you know that the final ship has arrived at the port. If for some reason I am not at the expected meeting place assume control of the mission, and find the Caracan League of Magi. If I am not there, I will be dead, and by then I pray to Cristo that they can help you.
May the Ten guide your path brother,
A friend
Your story began with a ripping of flesh and the sawing of bone. Like so many of your brethren you fled the Pillar Cities. A curiosity beyond the red sands of yesterdays drove you then, and does so still. Thus far, you'd found that war and pain and suffering were not native to where once you called home. It seemed all of Ithea was determined to bring the entire world to ruin. Perhaps it was the influence of the Dread God your elders spoke of, and your justicars died for. Perhaps not. It mattered little; you were payed well enough... either way.
Stirring from your thoughts, you could hear the sound of disgruntled dock workers playing Quartermage from across the tavern. Ahead, at the bar, the tavern’s barkeep and a minstrel were having some petty argument regarding a song the minstrel wrote. All of this was dulled slightly by the sound of bells ringing in the air for a forth time and the influx of patrons seated at a number of tables. One such customer attempted to intrude on the barkeep's argument to little avail. Before long another small crowd made their way into the tavern.
Hey all, just wanted to tag you in the OOC to let you know the initial draft is up. I know that the atlas is a bit...expansive, but please don't feel intimidated by it. I don't expect anyone to read up on all of the lore. I just provide it so that folks can read up on what seems relevant or interesting for their character. I'm always open to questions even if you feel like it may have been covered in the Atlas.
Also, please don't mind the crap maps. I'm working on updated versions of each continent map! Thank you again everyone! I hope this RP can prove a fun, stress-free, and enjoyable space for everyone involved.
*These classifications are strictly human-centric and do not reflect the views and beliefs of other cultures.
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.
The Dark Age: 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.
The First Age:
The Lost Age:
The Age of Stone:
The Age of Owls:
Referred to also, as the Common Calendar 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.
Frostmist: 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)
Verestas: 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)
Harbormarch: 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)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: 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)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: 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)
There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent.
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.
Reias: Mother of Birth and Soil- goddess of Soil, Fertility, Nature and Rain.
Minerva: Mistress of Magic- goddess of Magic, Arcane Knowledge, Balance, and Foresight.
Clarus: The One Who Sees- god of Fate, Destiny, Divination
Veruun: Guardian of the Deep- god of Death, Darkness, Murder, and the Underworld.
Cristo: Lord of Light and Strength- god of the Sun, Light, Strength, and Healing.
Merrin: Minister of Reason- god of Peace, Reason and Serenity.
Therest: Hand of the People- god of Prosperity.
Armond: Master of Coin- god of Trade, Opulence, Coin and Commerce
Niverus: Lady of the Hunt- goddess of Hunting, Obsession, and Debt
Quirinus: Champion of Valor- god of Chivalry, Justice, Honor, War, Daring, and Valor.
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.
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
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.
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
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.
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.
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.
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):
Alexandrian (Common Tongue)
Old Speak or Old Tongue
Caracan
Saldonian
Elven
Old Elven
Penaultish Elven
Dwarvish
Otmoni
Vicellan
Orcish
Brithean
Pigsy/Pigskin: A derogatory term for orcs.
Flat-ear: 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.
Knife-ear: A derogatory term for elves.
Dunger: An Astorian slang word that often describes someone of low intelligence or usefulness.
Mute(d): Not inherently insulting, but mutes are described as people who have no magic capacity. This is an accusatory insult in high-elven society.
Veruun Take You: A common idiom used to damn a person. Can be used playfully.
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.
Constitution- 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. Divination- 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. Ruination- the destructive arts. Ruination mages are often combat mages specializing in elemental magics, rend magics (gravitational manipulation), and rune magics. Apparition- 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. Adjuration- 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. Cultivation- 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.
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.
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.
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.
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.
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.
RARE: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.
COMMON: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.
COMMON: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.
COMMON: 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.
OCCASIONAL: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.
OCCASIONALNightshade 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.
RARE: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.
COMMON: 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).
COMMON:A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.
Human 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.). Average Heights:5'6''-6'0''
Barbarian 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. Average Heights:5'6''-6'0''
High Elves 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. Average Heights:5'11''-6'3''
Wood Elves 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. Average Heights:5'4''-5'11''
The Dark Elves 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. Average Heights:6'1" (185.5cm)- 6'6" (198cm)
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.
Average Heights:4'5"-4'10"
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. Average Heights:6'5"-6'8"
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. Average Heights:3'10"-4'6"
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. Average Height: 6'1"-6'7"
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. Average Heights:5'11''-6'8''
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.
Average Height:5'9"-5'11"
I will work with each player to help them figure out which abilities they would like to have. 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. Fighter Knight City Guard Champion Mercenary Paladin
I will work with each player to help them figure out which abilities they would like to have. Thief Assassin Duelist Gunslinger Arcane Trickster Swashbuckler
I will work with each player to help them figure out which abilities they would like to have. Arcane Tinkerer Alchemist Saboteur
I will work with each player to help them figure out which abilities they would like to have. Beast Master Huntsman Monster Hunter Mage Hunter
I will work with each player to help them figure out which abilities they would like to have. Valor Lore
I will work with each player to help them figure out which abilities they would like to have. Beserker Totem
I will work with each player to help them figure out which abilities they would like to have. Open Hand Shadow Four Elements Long Death
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 will work with each player to help them figure out which abilities they would like to have. Constitution- 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. Divination- 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. Ruination- the destructive arts. Ruination mages are often combat mages specializing in elemental magics, rend magics (gravitational manipulation), and rune magics. Apparition- 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. Adjuration- 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. Cultivation- 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.
"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. " Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. Ellvenaan, 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 The Union. The Dorvanhun 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 The War of Splitting Branches 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.
"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. " Miriam Foster-- Compendium Obscura
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 Astoria (highlighted in red) andVicelles (highlighted in purple), and the dwarven kingdoms of Viguard (highlighted in yellow) and Ostguard (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.
Despite its reputation, Penault is one of the most historically relevant continents in all of Ithea. The continent is home to the Otmonguard Dwarves (highlighted in white), the Valenndale colony of Ellemau'nan (highlighted in gold), the Kingdom of Le Feu Mot (highlighted in red), and the Penaultish Wilds- inhabited mostly by Dark Elves and other mysterious creatures.
Lining the west coast, are two major historical fortresses. The Great Summit was once used to rally war-torn worlds and nations together under joint cooperation from world leaders. The Londessellan 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.
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 I'Canxu (highlighted in magenta), Koponbect- the Gnosmish Kingdom (highlighted in tan and charcoal), and The Four Pillar Cities(also known as Babel) home to Tieflings (highlighted in red). To the north of High Mist are the Fleeting Isles 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.
Crysteria is an arctic continent that has remained habitable for only two nations. The landmass is home to the People of the Trident (highlighted in blue), and Brythantium 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.