@Venku Nice character, I added the lore for magic users into the lore section so if you want to give it a read, hopefully it makes some kind of sense haha.
Also, while we're keeping it to humans here unless someone really wants to play an Elf, but understand you'll be widely viewed as an outsider by people outside of the party. I'd like to hear any ideas for races, this was originally a world-building project before the reboot, it'd be cool if this takes off to have a persistent world there in the future created by all participants.
Appearance: Balian stands at 5"10, his build is somewhere between slim and lean. Grey eyes chestnut brown hair and face almost always stubbled, his appearance is often seen as striking. His eyes lack life, probably from years spent on the road, only ever stopping for brief respites in towns and villages that he passed. Notable features are a small scar on his chin and skin tested by the elements.
Class: Ranger Can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. Ranged is preferred style of combat.
Alignment: Neutral Good
Weapon(s):
Armor/Clothing: As seen in picture. Also clad in a fine linen shirt, dark woolen hose and soft travel-worn leather boots, over his shirt Balian wears a jerkin secured by braided cord ties
Personal Trinkets: Rabbit's foot (Lucky Charm) These take many shapes, but the most common are symbolic religious symbols that a pious priest has touched or carved heads of ancient Gods. The rabbit’s foot is a symbol of good luck in many places of the world and is often threaded with a thin cord of leather or string Wooden Flute A simple wooden flute carved by Balian's father. He usually keeps it wrapped in a piece of cloth and kept away.
Short History: Born to a master woodsman and a mill worker, Balian was taught from a young age the skills of being a woodsman. Even as a young lad he had a knack for navigation and survival skills. Balian is not shy of hard labor having worked all his young life. He spent all of this younger life in and around the midlands village he was born to, working and training. At age eight he was shown how to use a bow by his father for the first time and took to it like a duck to water, swordplay followed in an effort to teach his son how to defend himself if ever the need arose (as much as he did not want a violent life for Balian). It was in his teens that Balian decided he did not want to suffer the bondage of serfdom or peasantry his whole life but neither did he want the privilege associated with nobility.
At age seventeen, Balian left his village starting on a journey to see as much of the world as he could and to live off of the land. Before he left his father presented him with a parting gift a wooden flute carved by himself. Leaving the village of Vale that day was the last time he saw his parents. After some five years travelling, Balian returned to Vale only to discover his father had succumbed to a sudden illness two years previous and his mother so stricken with grief at the loss of her son and now husband had hanged herself in the mill where she worked. With no ties to his birthplace he set off once again after a short respite and since has traveled, stopping from time-to-time for short respites in towns, villages and cities he would come across. He made sure never to allow himself to become too attached to people or towns always making it easier when time came to leave. However, Balian has at least one trusted friend in many of the different steads from South to North, relying on these as his source of information and news when he does stop.
For a few years the ranger traveled with another, a woman by the name of Morrigan. Black hair, blue eyes and pale skin, Balian quickly became infatuated with her. During a stay at the village of Lindow they were awoken in the middle of the night by commotion, screams and cries filling the night air. A beastman warband had happened on the village in a raid, Balian pleaded with Morrigan to barricade herself indoors and once she agreed took himself outside into the middle of it all with sword and bow. The ranger was knocked unconscious in combat and when he awoke in the early hours of the morning the smell of burning, smoke and death filled his nostrils. In a daze he made his way to the inn, only to find it raised to the ground. Balian fell to his knees as his cries turned to a sour roar. It is since that day the ranger has taken it upon himself to actively hunt out Beast scouting parties, occasionally joining up with bands of rangers (many of whom share similar stories) to take on larger groups. It is the element of surprise, the ability to blend in with surroundings and that they pick the battlefield (usually woodland), that give Balian and other rangers alike the advantage over unsuspecting beastmen who have often been stalked for days like prey.
Balian has been in Galloway only a short few hours although this is not his first visit to the town-stead. He has grown weary of the road and has not stopped in a town for longer than a few hours in months.
Location: Galloway (Town-stead) Weather: Dry Time of Day: Dusk Rendezvous: "The Retired Sword“ Tavern
As dusk comes, the darkest stage of the evening twilight falls over Galloway. The last of the town’s merchants and stall vendors leave for the night, many heading to the local taverns or home to the comfort of family and an open fire. The executioner, a gloomy figure drabbed entirely in black, prepares the Gallows for the morning. Three men to be strung up for crimes against the town and borough of Galloway to be disclosed at time of execution to the general public.
Lights from candles and gas lanterns begin to fill the windows, on the tighter streets in the town light coming from one window flickers on the walls across the road. It gives an atmospheric feeling while traveling the town. The city guards shift changes leading to a higher presence of guards in the open until it completes.
Outside the town walls, woodsmen work late whittling away at the border of the Gallowglade, collecting logs and tolling back and fro, horse and cart dragging the wood back to the town depot. Yeomen, the highest rank any normal peasant can hope to achieve patrol the outskirts of the town on horseback keeping any eye out for anything strange, and questioning those entering or leaving the town. A couple of yeomen also observe the workers, lanterns emitting an eerie glow.
The streets soon empty, at least to a level much less busy than during the day. Inside the numerous taverns around town the life of the city continues.
So Toll The Bell And Sound The Drums, For Something Wicked This Way Comes...
The Journey So Far
Location: Galloway (Town-stead) Weather: Dry Time of Day: Dusk Rendezvous: "The Retired Sword“ Tavern
As dusk comes, the darkest stage of the evening twilight falls over Galloway. The last of the town’s merchants and stall vendors leave for the night, many heading to the local taverns or home to the comfort of family and an open fire. The executioner, a gloomy figure drabbed entirely in black, prepares the Gallows for the morning. Three men to be strung up for crimes against the town and borough of Galloway to be disclosed at time of execution to the general public.
Lights from candles and gas lanterns begin to fill the windows, on the tighter streets in the town light coming from one window flickers on the walls across the road. It gives an atmospheric feeling while traveling the town. The city guards shift changes leading to a higher presence of guards in the open until it completes.
Outside the town walls, woodsmen work late whittling away at the border of the Gallowglade, collecting logs and tolling back and fro, horse and cart dragging the wood back to the town depot. Yeomen, the highest rank any normal peasant can hope to achieve patrol the outskirts of the town on horseback keeping any eye out for anything strange, and questioning those entering or leaving the town. A couple of yeomen also observe the workers, lanterns emitting an eerie glow.
The streets soon empty, at least to a level much less busy than during the day. Inside the numerous taverns around town the life of the city continues.
Location: The Retired Sword, Galloway Weather: Misty Rain, light winds. Time of Day: Nightfall
From the outside, the inn seemed much like the rest of Galloway in appearance. It had been difficult to look through the windows but as you entered through the thick, wooden door; groans welcome you. It's as dreary inside as it is on the out. Hardwood beams support the upper floor and the lanterns attached to them. The walls have a few pictures here and there, though the dust stops you from taking a closer look. Locals seem to be the primary clientele here. The patrons appear dangerous in one way or another, but whoever they are, you'd prefer not to look at them the wrong way, save a fight that would get you locked up in barracks cages until they decide to let you go. You did hear rumors about this tavern, supposedly it's infamous for something, but for the life of you you can't remember what for. Though judging by everything you've seen so far, you don't really care and you probably don't want to know.
As night takes hold, the inn has grown full and lively as it dwells further into the night. Our adventurers find themselves either joining the festivities or still awake in the tavern because with all the noise they find themselves unable to sleep. Occasionally the howl of a wolf pierces the ears of the patrons, the sound is chilling but doesn't impede on the festivities. A fog had rolled over the town having been approaching for quite a while giving a completely different atmosphere to the town streets, many of the lanterns no longer burning for another night.
Suddenly, it grew quiet as a flock of armored guard, swords, halberds or crossbows at the ready ran down the street past the inn the thudding of their leather boots rushed. One guard passing lit the lanterns hanging outside buildings as they could, but was trying to keep up with his comrades. For whatever reason took them, the adventurers are drawn to it, they approach the door and flood onto the street.
Bestiary An accurate record of the beasts and wildlife that the group have encountered since starting their journey.
A presence dark invades the fair, And gives the horses ample scare, For chaos reigns and panic numbs, When something wicked this way comes.
So toll the bell and sound the drums, For something wicked this way comes.
Beastmen, once having lived in Nomadic tribes, brutish and unnatural creatures that resided in the deep forests, raiding and pillaging villages and towns, have been banded together by a Lord of the beasts. Shador, champion of the Beastmen, unified the raider tribes under one banner. Hagur-Ur, the northernmost part of the known lands, an already barren land became the makings of an empire, an empire ruled by beasts. However, the intent of this army was to reach far further than Hagur-Ur. The gnarled grasp of the North slowly reaches outside of its domain, clawing at the civilizations of Man and all non-beast.
The Beastmen warbands attack with no warning, and villagers, merchants and travelers live in constant fear of ambush. They try to prepare themselves for such an event, and often desperately appeal to the nobles to scour North with their armies - however, at such a time of political upheaval with a pestilence spreading from the East and the dead inexplicably rising from their graves, the nobles have far more pressing concerns than the pleas of low-born villagers. Forced to fend for themselves, terrified villagers hack down great swathes of forests around their settlements, and the better off hire the services of mercenaries to protect them, barricading themselves indoors when they hear rumors of a marauding band within the area.
The more isolated villages and farmsteads are most at risk from attack. Far from any and all aid, travelers frequently will discover buildings or entire villages raised to the ground, cattle and villager butchered alike, lying where they were cut down. Full of malevolence the Beastmen take particular pride in tearing down the carefully constructed and ordered structures of men. For the united tribes of Beastmen, the battles fought in the South as well as the chaos and senseless murder are part of a religious war, an effort to bring down the civilisation of man which offends the Beasts’ gods. They believe that after the taint of man has been wiped from existence, the Beastmen shall inherit.
Our tale begins in the township of Galloway at the dainty tavern, "The Retired Sword". Perhaps it was a promise of women, adventure, riches or just a chance to do good. The biggest adventure of their lives is about to begin. So toll the bell and sound the drums, for something wicked this way comes...
Lore
Mournhold a land of breathtaking vistas, mighty rivers and thick forests. The history of the inhabitants of Mournhold is one of migration and violence. The race of men came from a continent far north that had it’s name all but stricken from the pages of history in the centuries since man’s arrival. It did not take long for the first people arriving a warrior folk to realize they were not alone and encountered elves who had been occupying the land – while it is not known how long fascinating elvish architecture lies scattered across the lands in ruins today.
For a short time the first settlers of man and many more migrating from the north lived alongside the occupants Aldrai as they had come to know them. Soon however the race of men’s numbers grew across the continent which in the eyes of the Aldrai was far too quick, leading to both sides getting dangerous ideas – men became greedy, wanting to colonize the land to leave behind the hidden past of the old world. Meanwhile the Aldrai became increasingly uncomfortable not wanting to see man’s culture overtake theirs, this lead to both fear and hate. Feeling threatened the Aldrai turned to a race war beginning to attack human settlements that were just beginning to take up among Aldreneth (Mournhold’s Elvish name). Killing all human settlers except for the few women and sometimes children kept as slaves. While not all Aldrai agreed with this course of action they had no control over the influence of a recent political movement that had taken control of Aldrai affairs.
Some of the race of men did not take this too kindly, legend says that Obeth, a warrior of unequivocal skill led a band of a thousand men, settlement by settlement, city by city Obeth’s army took the land and ran the Aldrai out of Mournhold, to much further east. Many of the minority Aldrai or elvish ran today in Mournhold are direct descendants of those who ironically became slaves or servants to a human majority who now rule the land. Elves today are not common in Mournhold often seen as outlanders who have no place, discrimination is in many parts the further north you go.
The art of altering the world, directly affecting reality through the use of Magik. Spells are a mystical effect as a direct action of casting the force of Magik. Magik flows through everyone and everything, all that is, is in someway comprised by the mystical element. Elvish scholars, who have with no doubt been studying the science and art of Magik the longest have concluded that it is the energy of everything living on the planet that can be manipulated and harnessed for an array of purposes. Different races who have taken it upon themselves to dedicate their lives to the study of Magik, particularly the race of men have come up with their own theories. Man's general belief is that it is the Gods who not only created Magik and used it to form the continent and surrounding lands but continue to use it today and as such their Magik overflows allowing them and the other races of the continent together to manipulate it.
The most common uses of Magik in Mournhold are; combat, healing, manipulating the mind and summoning - familiars who usually take a spiritual or physical form from nature they are temporary as it drains even a life-time Magik users reserve more vigorously than other practical uses, some parts of the world frown upon this to a varying degree from viewing it as unethical to even confusing it with a much darker and largely illegal art necromancy. Magik has also been used by some great minds to advance science through the use of Magik, something that became a recognized science of it's own and is the leading of said sciences. The art of potion making and changing alchemical properties of items to something more precious in small quantities.
Throughout Mournhold's history there have been many institutions dedicated to the study of Magik and acquiring greater knowledge of the arcane arts. The most accepted theory on Magik respected as law in the land is that of the God's divine presence while not allowing it to skew their study. The Elvish view is spare in Mournhold, largely studied in secret for fear of retribution.
Slavery has been practiced in the wider world since time immemorial, from when different races first came across each other. Of course that does not mean it is used by all and different races have had different views on the act at any given point in history. The Elves, arguably the most advanced race philosophically in the known world have long since given up acts viewed as barbaric as slavery. A system both cultural and economically important to them for many years in their history. The Elves are known for once having ran a race of humanoids to extinction through slavery, although it is referred to by historians these days, particularly in Mournhold and like-minded nations as a genocide.
On paper and by decree, slavery is illegal in Mournhold, that is to say that the laws are only really enforced further South, the midlands is in a grey area, slavery is both frowned upon but practiced by some wealthy individuals, especially the aristocracy, the majority of slaves here are descendants of Elvish slaves since the arrival so among those who keep slaves they justify it as more ethical than freeing them to something they'd never know. Further up North slavery is more common, as well as the mistreatment of slaves, it's vital to a portion of the economy as well as a farming. An area of the land that widely sees itself forgotten by the nation tend not to care for them, or their laws. It is not uncommon to see exotic races kept as slaves, sold by foreign traders although no such merchants come anymore with the wild attacks of the beastmen.
Coming soon.
Locations
*This list will be added to as the role-play progresses.
Situated next to the river Gallow, the walled township of Galloway is lead by Lord Ady Bolster a noble born into his position as were those who came before him. The Bolster family are and always have been an ally to the King but have not made themselves enemies to those who now oppose in the current political upheaval (like Eddard the Pale of Aurora's End). Staying in the good books of the King has lead to many benefits for Galloway, particularly now. The barracks outside of the North gate is garrison to over two-hundred state soldiers charged with the protection of the town and it's people. Galloway has a healthy economy which is mainly supported by hunting and leather working. But their biggest strength is elaborate beer brewing techniques. Galloway Ale is said to be some of the finest in the land and provides a meaty chunk of the townships treasury.
The town has a generally pleasant feeling except for perhaps it's center, Executioner's Square. A large statue of the King sits in Executioner's square well as the Gallows and chopping block, not only reminding all who rules but giving an ominous feeling of death.
The townsfolk of Galloway, while fearing attacks from Beastmen are confident in the troops garrisoned there and Lord Ady to be able to defend the town. They know their walls are strong and won't fall easily.
Gallowglade Forest separates the settlements of Galloway and Aurora’s End. A dangerous trek if you happen to get lost, many travelers have fallen off the beaten path and found their deaths in the Gallowglade. It isn’t uncommon for adventurers to come across fallen corpses of those who came before them, often picked clean but not always. This has lead to some priceless finds for the lucky ones.
The Gallowglade is a thick forest with an abundance of overgrowth, the same is true for wildlife from strange and wonderful flora to animals such as wild boar. During the summer months, hunters for miles and miles around flock to Gallowglade forest for it’s plentiful game.
Rooted on the light side of the woodlands, the town-stead of Aurora’s End is home to Eddard The Pale, his lordship residing over the town and surrounding area. Home to approximately five-hundred townsfolk, this does not include Eddard himself nor the two knight errant, three squires and contingency of thirty men-at-arms (or state soldiers depending from which part of the kingdom you hail from). While far from city status, Aurora’s End is a large town running alongside a branch of the river Barrow. It was not by accident that the town was built by a woods, as it has not only spiritual significance to the people of Aurora’s End, but is also a great source of income for the many skilled woodsmen and craftsmen who choose to take up home here. However, being next to the woodland also has it’s drawbacks in these uncertain times. Aurora’s End has been lucky to thus far escape the pestilence but it was not so lucky in evading the effects of political upheaval. Rumors, whether or not founded in truth, are quickly spreading and not everyone is convinced that Eddard and his men possess the strength in numbers to hold off an attack from a band of Beastmen.
Maple and thatched rooftops scattered throughout and willow wood walls give the township itself an appearance suited to its location. The general atmosphere of the town is pleasant. The economy of Aurora’s End is neither bountiful or feeble, supported mostly by woodsmen and fishing their biggest economic strength comes from their intricate and somewhat unique fletching techniques.
The most infamous street in Aurora’s End would be Terrier Walk, a place full of beggar’s and thieves and also the “Fletcher’s Arms”, a fairly reputable tavern at least among the locals.
Character Skeleton
This is the updated CS, once you have it filled out post it in the character section.
Name:
Age:
Appearance: (Pictures & written description are preferable, please Lord no Anime aha. Written descriptions do not have to be heavily detailed).
Class: (Think typical fantasy classes, try give a bit of a description of class).
Alignment: (Something to remember in relation to your characters actions and interactions, think typical RPG alignments i.e. Lawful, Neutral, Chaotic and their variations).
Weapon(s):
Armor/Clothing:
Personal trinkets: (Really just a fluff thing but you never know when something could come in useful etc).
Short History: (Detailing briefly the events from birth to your arrival at Galloway).
Other: (Anything else you'd like to add or feel I've left out).
Copy Code
[color=silver][b]Name:[/b][/color]
[color=silver][b]Age:[/b][/color]
[color=silver][b]Appearance:[/b][/color] (Pictures & written description are preferable, please Lord no Anime aha. Written descriptions do not have to be heavily detailed).
[color=silver][b]Class:[/b][/color] (Think typical fantasy classes, try give a bit of a description of class).
[color=silver][b]Alignment:[/b][/color] (Something to remember in relation to your characters actions and interactions, think typical RPG alignments i.e. Lawful, Neutral, Chaotic and their variations).
[color=silver][b]Weapon(s):[/b][/color]
[color=silver][b]Armor/Clothing:[/b][/color]
[color=silver][b]Personal trinkets:[/b][/color] (Really just a fluff thing but you never know when something could come in useful etc).
[color=silver][b]Short History:[/b][/color] (Detailing briefly the events from birth to your arrival at Galloway).
[color=silver][b]Other:[/b][/color] (Anything else you'd like to add or feel I've left out).