Godslayer - Background Information & Notes

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Godslayer - Background Information & Notes ( )

Postby CR22 on Sun May 25, 2008 5:45 pm

History of the World:

Terminology:
BC - Before Cataclysm
DC - During Cataclysm
AC - After Cataclysm
CE - Current Era

World Map: [Link]

5723 BC - The area of what is now the Arüvahn Empire is settled by nomadic tribes
5232 BC - Epica is founded
4501 BC - Emeretic Peninsula is inhabited
3845 BC - Entire continent is inhabited, save the far north. Nations are beginning to form.
2173 BC - The Stone Wars start between Kosvik and Arun nations.

1293 BC - The Stone Wars are finally settled. Only 50% of the original world population remains.
672 BC - Nations have fully recovered from wars. Environment is almost recovered.
532 BC - Aether adepts claim to have found a new source of energy
502 BC - "X" energy is successfully harnessed for the first time
206 BC - "X" energy is now the primary element of spellcasting; construction on a new way of controlling it begins.
26 BC - Construction on "X Seal" has finished. Nations unite in order to maximize its potential use, and Epica's population is now 1 billion.
5 BC - "X" energy begins to emit strange pulses
3 BC - "X" adepts begin to feel weakened after casting
1 BC - "X" adepts become insanely powerful, and begin work on a new city constructed out of "X" energy named "Heaven". The few remaining Earth and Air adepts notice strange disturbances in weather patterns and animal behavior.
0 BC - Heaven is finished. 25% of Epica's population moves to the city. Most animal species retreats to the far north. Fish are absent from the coast. Weather patterns are extremely erratic.

0 DC - Heaven implodes, killing millions. "X" adepts succumb to a fatal sickness called "the plague". Epica falls into chaos as 90% of its population begins dying.
1 DC - Riots continue in Epica, and much of the land around the city has become a wasteland. Sickness spreads into housing developments, and the seas become strangely calm. Food shortages are increasing.
2 DC - Storms rage year round. 95% of the human population is dead or dying. "X" is no longer usable, as any attempt to harness it kills the adept outright. Epica's population is aprox. 10,000
3 DC - Storms subside, and drought makes the continent thirst for a year. All remaining "X" adepts are dead from the plague.
5 DC - 96% of the human population is gone. Drought fades into an deep frost.
10 DC - Ice Age is still going strong. 75% of the remaining human population takes refuge in the ruins of Epica.
12 DC - 99.9% of the human population is dead. Snow has stopped falling.
13 DC - The earth trembles for 9 months, destroying the last remaining pieces of Epica. Light and dark have merged into twilight that covers the world.

0 AC - Cataclysm ends. The entire human population is now less than 150,000.
1 AC - Humans unite under the banner of a single warlord. They call themselves the Arüvahn, and quickly establish control over where Epica once stood.
10 AC - Work begins on rebuilding Epica after the Arüvahn warlord dies. The name of the new city is to be "Aljir"
36 AC - Aljir has finished construction. It's population is 96,000.
100 AC - Aljir has swelled to nearly 150,000, and controls much of the southern lands. Farming techniques are developed, and wildlife has returned to the oceans and forests.

500 CE - The Arüvahn split into three factions. The Jerahn begin to spread into the northwest, while the Traders Alliance has settle in the east.
1000 CE - The modern nations of Terah, Kasa, and Lexan have formed. Jerah now is rival in population to that Aljin.
5236 CE - Jerah erupts in civil war. World population is now 1.26 million.
5251 CE - Jerahn Resolution is signed. North and South Jerah are created
6023 CE - West Jerah is founded
6052 CE - Nirah and Cassan are claimed by the Trade Alliance and the Arüvahn Empire. Nirah belongs to the TA, while Cassan is dictated under Arüvahn rule.
8274 CE - Neruhm is settled. The nation of Vasilum has formed.
9636 CE - Mera splits from Vasilum
10,136 CE - The current political map is accurate.
10,421 CE - The Frost Wars erupt between W. Jerah and Neruhm. Dominus Aspirine is proclaimed emperor of Arüvuhn.
10,425 CE - The Frost Wars end.
10,431 CE - Dominus Aspirine proclaims himself to be a demigod. Dominism become popular. The first acts of genocide begin in the Empire.
]10,435 CE - Current Year


Vasilum
Last edited by CR22 on Fri Aug 08, 2008 8:42 am, edited 4 times in total.
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Re: Godslayer - Background Information & Notes ( )

Postby knock on Sun May 25, 2008 6:00 pm

amazing is this going to be an R.P.
Those who think they know everything do not know that they do not know what they do not
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If Aeropastle told teens that it was cool to hold your breath and die 85% of teens would if you are one of the 2% that would be laughing in their faces add this to your sig
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Fri May 30, 2008 9:07 pm

On Magic

Magic in the world of Godslayer is primarily determined by ones hereditary and disposition. When a person is born, it is a natural and common custom of every culture, society, and ethnicity to bless their children with the protection of a certain element. As the person grows and learns, their secondary and tertiary element may change over time, but never deviate entirely from their birth element.

While people's personalities may reflect the elements they are born with, polar opposites are not anomalous. Though uncommon, it is possible to find characters with a disposition that is entirely opposite of what their elemental stereotype is. For example, a person blessed with a Water element, such as Ice, may still be outgoing, impulsive, and strongly emotional.

List of Common Elements

Water Elements - Water, Ice

Fire Elements - Fire, Energy
Air Elements - Wind, Lightning
Earth Elements - Earth, Stone/Metal

(These are only guidelines, if you have any other ideas for a classical element feel free to use them!)

Uncommon/Other Elements

Other elements do exist within the world of Godslayer, but they work under slightly different principles. Rather than imbued at birth, they are allowed to grow on their own, under the direct influence of the person's disposition and deeds. Many parents, however, choose not to risk having their children grow without the ever-constant protection of a predetermined element.

List and Description of Uncommon Elements

Light - Usually manifests itself in those who believe themselves to be doing what they consider to be morally right and ethical. Commonly found among healers and champions.
Dark - Usually manifests itself in those who delight in depravity and destruction, and generally is why parents choose not to leave their children's element unguided. It's power is dark and terrifying, but can be commonly accepted and even praised among certain cultures, most notably Nehrum and South Jerah.
Spirit - A rare, mystical element, that occasionally manifests in those who are under severe pressure for most of their early life. Those granted with it are capable of incredible things, such as restoration of the dead or the lone slaying of great beasts. It grants the wielder to tap directly into their own life force and the quintessences of others, and bend them to their will. Users have been known to die if they become reckless with their gift, however.
Aether - The most common of elements to manifest in the unblessed. Its power is such that it passively shields its carrier from most magical energies, and can generally not be manipulated to any great degree. However, powerful adepts have been known to occasionally manifest, and their skill at dealing with unfriendly arcanists is well known.

(PM me if you want a character to have a certain uncommon element, or if you feel your character should manifest one.)

These elements can become known at any time, remaining latent for most of a persons life, only to manifest in their final years. Or, parents may find their infants playing with colored orbs of light or deep shadows. Regardless, these are fey and fickle energies, and not as easily mastered as the more common elements.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Sun Jun 08, 2008 12:08 am

Factions and a Brief History of the Frost Wars

The last major event to shape the modern nations of Nehrum, Mera, Vasilum, and North and West Jerah was the Frost Wars. Arising from trade disputes and slave laws, as well as cultural differences, West Jerah and Nehrum were the original combatants. However, over time, all of the northern nations were drawn into the conflict, generally through trade agreements and economic opportunity.

Nehrum is known for its bright summers and deep, deep winters, and its inhabitants thrive upon shadow magic and dark rituals. Though the practices of their religion are generally kept within the confines of their cities, a few scholars have offered insight into their culture. They believe in the study of the human soul, and investigate the limits of the human psyche to the extreme. Here, more than any other society, is where one will find a person blessed with Shadow abilities, and the entire royal family has claimed to have black blood flowing through their veins. Their military is incredibly strict and steeped in mysticism; the elite of their forces, "Dark Knights" as they are known, practice ritual magic that imbues their weapons and armor with shadow energies, and they are nigh unstoppable on the battlefield.

West Jerah, comparatively, is a bright and extroverted nation, serving as a hub for sea trade in the north, as their government has very lax laws upon the matter of commerce for its docks. Freelance Merchants (or Pirates, as they are more commonly known) have been known to fight freely for West Jerah, and it is accepted as a neutral state by nearly every civilization. Their navy is incredibly well-trained and efficient, as it works hard to protect its people and enforce the basic laws of the nation at sea. However, in the year 10,419 CE, the fish in the area suffered from an unknown malady, and thus, by the year 10,420 CE, the country was suffering from famine.

With the very obvious weakness open for exploitation, Nehrum immediately leaped upon the weakened nation. Seeking to capture the trade hub, Nehrum mobilized its powerful army and constructed a makeshift navy from the northern pine forests in the area, hiring Nirehn shipwrights and siege engineers in order to properly construct seagoing transports and artillery. Nehrum also relied heavily on their Dreadwing aerial units, heavily armored soldiers and mages mounted on black wyverns, to harass and eliminate merchant ships from the area, attempting to cut off the island nation from its lifeblood, as well as maintain their own supply lines.

West Jerah immediately responded by seeking the help of its sister nations, North and South Jerah. They responded with great generosity, providing fleets of ships and hundreds of aerial units to help combat the Dreadwing. This, combined with the elite West Jerahn navy, was enough to hold Nehrum at bay for several months, until the nations of Vasilum and Mera were absorbed into the conflict.

As a military rival to Nehrum, Vasilum relied heavily on cavalry units, both aerial and ground-locked. The two nations were and still are locked in a state of constant warfare, primarily utilizing raid groups to irritate on another. Having pursued these tactics for several thousand years, the monarchies of the two states have come to accept that the skirmishes are not of any great political importance, and accept that they are merely useful training for green recruits. Thus, when the Frost Wars began, Nehrum sought the help of its neighbor in acquiring new territory and wealth. Mera was used as a neutral meeting ground for all five nations involved, and soon grew fat on the flux of military goods being transported to and from the noncombatant state; Mera was never involved in military conflict, however.

After three years of fruitless warfare on both sides, and a heavy loss of life for all involved (save Mera), northern commoners were growing impatient from the lack of progress and economic drain. After the battle of the Seventh Moon, where 35% of the remaining ships in conflict were sunk, riots simultaneously erupted in all five countries. Nine months later, and a truce was called, treaties were signed, and nations began rebuilding.

Modern Northern Factions

From the war, factions from each country were formed. These are generally military or political factions, though some religious ones do exist. (I'll update more as needed.)

Nehrum

Blood-Drinkers - A military faction that sought to continue the war. Highly violent, led by Zärinth Jsaar. Distinguished by their bright red pauldrons and tabards.

The Sworn Guard - A elite guard organization created to protect high ranking Nehrum officials. Their armor is trimmed with polished silver, and they answer only to the current King or Queen.

The Unholy Forsaken - A religious cult that formed from veterans of the war, they practice twisted rituals that are frowned upon by the general Nehrum people. Their influence is minor, but they seek to disrupt and terrorize the main Nehrum political groups. Controlled by Meznark Iomun

Naanjhars - A society dedicated to the common soldier. They provide better than average weapons and armor for higher ranking members of their faction, as well as food and shelter for those left destitute or crippled by the war. Funded by the monarchy, but led by Ivald Gesurt.

West Jerah

Retribution - A faction of merchants, soldiers, and political authorities still seeking vengeance for the attempted invasion of their country. Distinguished by the diamond tattoo behind their right ear. Led by Baseth C'Ruen.

The Peaceful - Though not technically of purely West Jerahn origin, this peacemaking faction does have its headquarters located here. Endorsed by many commoners of every northern nation, it provides resources for its members, and is led by Vassar Jilinith, a Lexan. Contrary to their name, the Peaceful train many of their members in the use of powerful and deadly defensive magics.

The Royal Navy - A faction headed by the captains of elite fighting vessels, both of politically sanctioned ships and "freelance merchants", they are headed under Admirals James C'Naeser and Hammas C'Gaile. Their ships fly an orange banner beneath their own flag, and those crew members endorsing the faction bind their arms with orange bandanas in combat.

Vasilum

The Golden - The elite horse cavalry of Vasilum, they wear gold-washed armor and are extremely proficient with lances and swords while mounted. High ranking members are presented with Pegasi, extremely rare winged horses, and they are led by Leasur Monavain.

Voutaoli - an order of monks devoted to Light and Dark magics. Currently led by Raanor, a light adept, and the order is beginning assimilate into Dominism under his control.
Last edited by CR22 on Sat Jun 14, 2008 10:00 pm, edited 3 times in total.
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Re: Godslayer - Background Information & Notes ( )

Postby BlazingBunny on Sun Jun 08, 2008 10:10 pm

*posts to save link*

Lol sorry I just made up a cult on ya...I'll try to fit my character in better now lol.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Sun Jun 08, 2008 10:48 pm

Na, it's okay. I'll add it in for you.
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Re: Godslayer - Background Information & Notes ( )

Postby BlazingBunny on Sun Jun 08, 2008 11:31 pm

Aw sweet! I guess you should put the Aeron up there too maybe. They're not really a faction but they're a group I guess.

I can't wait to roleplay with my bat lol ^_^
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Sun Jun 08, 2008 11:39 pm

Dominism

This article will cover the nature and structure of the Domini cult/religion. Led by Dominus Aspirine, the emperor of the Arüvahn Empire and a self proclaimed demigod, its popularity has spread like wildfire throughout the land of Godslayer.

Doctrine

Dominism is essentially a "good" religion, so long as one is a member of the church. The common Domini follower (or Faithful, as they are known), is blessed with sanctuary and food while a member of the church. They follow an ambiguous set of commandments, generally outlining a respect for other Domini followers and eternal love of Dominus. Priests of the church are commonly blessed with the power of Light, though Earth and Air adepts are also common.

However, it is the attitude of Dominism towards those not a part of the church that makes it abhorrent for some. Those of different faiths are executed if they choose not to conform to Dominism, though this practice is largely kept within the confines of the Empire. In Domini-controlled states, such as Kasa, nonbelievers are often deported to Arüvahn for murder, so as to avoid much dissent among Kasan citizens. Those lucky enough to avoid genocide are still subject to abuse and prejudice.

Structure

Dominism is a highly structured faith. Dominus Aspirine, even before he proclaimed himself a demigod, was a very meticulous man, and organized the Empire into a very efficient machine. Under his rule, he established a massive network of roads, trade routes, and national guards that essentially eliminated major crime. This stability was instituted in the Domini faith as well.

The Devout are the more common form of Domini, as the majority of commoners associate themselves with this sect. They are generally more concerned with political and social affairs, as well as the day-to-day rituals of the church, and fight only in defense. The exceptions to this are the High Priests and Priestesses, who also serve as military commanders and spiritual and combat juggernauts in their assigned areas. Priests and priestesses of lower rank act as spellcasters and healers within combat, though these Devout tend to be better and killing than preaching and coercing.

The Fervent are the militant sect of Dominism, serving as a personal army to Aspirine as well as shock troops to augment the common Arüvahn forces. They live a life of total devotion to their demigod, and will fight until killed. They generally employ younger men and women of little magical skill in their forces, and though their survivability rates is incredibly low, they are commonly used to assist larger, more armored troops in eliminating targets. Surprisingly, some of the best speakers in the Empire entered into the church as Fervants, and they have been known to be quite eloquent.

Religious Hierarchy:

Demigod (leader of the church):
  • Dominus Aspirine

High Priests/Priestesses:

  • Nemonus Kor'valen (High Priestess of Shadow and Water) - known to operate mainly in the northern nations
  • Assilus Finnius (High Priest of Light and Flame) - known to stay in Aljir, where he oversees the military wing of Dominism
  • Majjorn Cellic (High Priest of Earth and Sky) - whereabouts unknown
  • Armind (High Priestess of the Soul) - whereabouts unknown, rumored to be Dominus' most favored advisor

These four men and women act as the word of Dominus wherever they work, and are extremely powerful alone, most of them competent with at least two elements.

Hierarchy of the Lower Priesthood

  • Devout of the Soul: Masters of Spirit magic, there are usually about two in every major battle. They are quite capable healers, and can do massive harm as well. Their Temple is located in Aljir, and they wear silvery-gray robes.
  • [Devout of the Twilight: Priests and Priestesses of Light and Dark affiliation. They are commonly found as healers and serve as spellcasters in most major conflicts. They wear a black or white robe, depending on their elemental alignment.
  • Devout of the Heavens/Earth/Flame/Ocean: The various Devout of the classical elements are the most common of the priests, and often work with Fanatics when serving their Lord as ambassadors. They are capable of both healing and destructive magic, and their talents are used primarily in self defense. Devout of the Heavens wear robes of yellow, Devout of the Earth wear robes of deep green, Devout of the Flame wear crimson or orange, and Devout of the Ocean wear garments of subtle blues.
  • Devout of the Void: An extremely rare variety of Domini priest, they are devoted to the study and use of Aether magic. Incredibly powerful when fighting spellcasters, and utilizing Aether to its full effect, they serve Dominus by acting as guards for him and his commanders. Often wear lightless robes of deepest midnight, and their presence has been known to be unsettling. Strangely, they answer to the Devout of the classical elements.
  • Devout of the Word: Common priests that serve temples and local shrines. Tend not to fight, but are often capable of minor elemental abilities.


Military Hierarchy:

  • Demigod: only one, Dominus Aspirine. Serves as Commander in Chief when on the battlefield, though he generally leaves strategy and tactics to Assilus Finnius.
  • High Commander: Assilus Finnius. Acts as master strategist, general, and grand tactician for the entire Domini Fervent. Incredibly clever and intelligent.
  • Commanders: These men and women act as generals for the various military factions of Dominism in their designated countries. Often heavily guarded and strong in their own right.
  • Hands of the Lord: Commanders of individual battalions. Armed in runic crimson steel armor and wielding enchanted weapons, they are a force to be reckoned with.
  • Blessed Fanatics: Field Commanders. Armed in crimson silk armor reinforced with enameled leather plates, they often wield enchanted weapons, but a few do not.
  • Devoted Fanatics: Commanders of individual squads. Armed in padded crimson silk armor, wielding high quality nonmagical weapons.
  • Fanatics: The common foot soldier. Often garbed in vermillion silk robes, they are incredibly quick and nimble, capable of dodging arrows at longer ranges. They are often equipped with bladed weapons such as scimitars, long swords, short swords, daggers, glaives, and axes. Fanatics are also highly resistant to pain, possibly due to their extreme devotion.

This is the general outline of the Domini military forces. Naturally, there are some exceptions, such as the Shields of Arüvahn, a group of heavily armored Fanatics that serve as guards in the Empire and heavy infantry while outside of it.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Sun Jun 15, 2008 12:08 pm

Life and Death

Death is not the final end in the world of Godslayer, especially among those of strong will or those that have a higher calling. So long as the spirit is not annihilated and most of the body remains, a person can be restored to life if they are rejuvenated within a few days after their death.

Methods

Only three elements (Light, Dark, and Spirit) can fully resurrect a sentient being to full vitality, and the ability is well known and widely used. All elements can temporarily reanimate a corpse, but the ability is crude and heavily damages the body of the deceased.

  • Dark - Though commonly stereotyped as a necromantic form of resurrection, it is actually quite commonly practiced among hedge-witches and combat mages, as it is the fastest and best suited for violence. Upon restoration to life, the target of the spell will be filled with a viciousness and cruelty for a few days. Will not work on those blessed with light.
  • Light - The most common form of revival, it is often sold as a service by temples and shrines of all faiths. Easy to master, and requiring little skill to properly cast, it takes anywhere between eight to twenty-four hours of constant casting to properly revive the dead. Upon restoration to life, the target of the spell is often filled with philanthropic tendencies and a sense of morality. Will not work on those blessed with dark.
  • Spirit - A powerful form of resurrecting the dead, Spirit is possibly the best form of restoration around. Strong and fairly quick, it can fully rejuvenate a corpse within a half hour to an hour of casting, and works on most recently-killed people, even those with serious injuries. Those revived by Spirit magics often claim that they were stronger than before, but most Spirit Adepts dislike casting the spell, as it severely weakens them for a short time.

As a rather interesting note, once revived, it is impossible for the once-deceased to procreate. None restored remember what happened when they died, most explain it to be like falling asleep or being unconscious.

Exceptions

There are some souls that either cannot or do not wish to be restored to life. The extremely old and the extremely young can generally not be revived by Light or Dark magics, and those raised by Spirit often live half-lives, or suffer from schizophrenia and other severe mental diseases. As such, Spirit healers will often refuse restoration to those under the age of fifteen and over the age of seventy.

Animation

Animation of the dead by means of an element is a common practice on the battlefield. Reanimated corpses are generally weaker than their once-living selves, but bear traits of the element they were raised with, as a corpse brought back with Earth might have stony skin, or a body reanimated with Dark may ooze shadows. These revenants can last for anywhere from a few minutes to days or even years, depending on the strength of the caster and the means with which they were revived.

Undead

The Undead are often encountered where a high amount of free magical energy exists, such as during a large battle or the lairs of elemental beings. These dead are completely free-willed, and attack anything living on sight. Also of interest is their ability to cast spells, their trait of remaining reanimated indefinitely, and their ability to move and fight when lacking muscle mass. Ghosts and ethereal spirits are also of Undead nature, but far more mystical and ambiguous ilk, and not much is known about their origins.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Wed Jun 18, 2008 7:37 pm

A Brief Overview of Nations, Part I

Nehrum
  • Population: 12 million
  • Primary Element: Dark
  • Government: Monarchy
  • Military Presence: High
  • Ecclesial Presence: Moderate
  • Economic Influence: Very Low
  • Political Influence: Low
  • Environment: Tundra, Frozen Wasteland, Marine
  • Capital: Ünvurn

Nehrum is well know for its tolerance and adoration of the Dark Element. Highly militant and starved for resources, they commonly raid and pillage to survive in the frozen wastelands of the north. Nehrumites worship in temples devoted to Dark Elementals, but there are a large amount of underground cults in the nation as well. Though commonly perceived by outsiders as "evil", they see themselves more as "forsaken".

The Bloodlands (Previously known as Mera)
  • Population: 500,000
  • Primary Element: none
  • Government: none (Anarchy)
  • Military Presence: Extremely High
  • Ecclesial Presence: none/Low
  • Economic Influence: Moderate (in pure resource value only)
  • Political Influence: Moderate (unclaimed land)
  • Environment: Tundra, Marine, Boreal Forest
  • Capital: none

The nation once known as Mera has been completely annihilated from a recent invasion of Nehrum, North Jerah, and Vasilum, with all three countries aided by Nemonus Kor'valen, a High Priestess of Dominus. With its monarchy dead and towns abandoned or pillaged, the country is now open for grabs, and the three surrounding nations are locked in a conflict for its wealth, while Dominus seeks to build a stronghold in the ruins of Mera's capital, Jenices. Meran refugees have mostly scattered, but a few still remain.

Vasilum
  • Population: 29 million
  • Primary Element: Light, Earth
  • Government: Monarchy
  • Military Presence: High
  • Ecclesial Presence: Moderate
  • Economic Influence: Moderate
  • Political Influence: Moderate
  • Environment: Tundra, Grasslands, Mountainous, Temperate Forests
  • Capital: The City of Angels

Vasilum is a powerful northern nation, renowned for its fabled pegasi and beautiful landscapes. It constantly vies for power with its neighbors, though it is generally not involved in any large-scale conflicts. Its various temples and shrines are all government funded, and are generally devoted to spirits of Light and spirits of Earth. Vasilians are seen as arrogant and forceful by strangers, but they will often refer to themselves as noble and just.

West Jerah
  • Population: 6 million
  • Primary Element: Water
  • Government: Democracy
  • Military Presence: Moderate
  • Ecclesial Presence: Low
  • Economic Influence: Very High
  • Political Influence: High
  • Environment: Marine, Tundra
  • Capital: Estenvald's Bay

West Jerah is the marine trade hub of the western coast, and is held in very high regard by other nations. Strong and proud, they rely on a powerful navy and freelance pirates to protect their country. Religious tendencies on the island focus strongly toward water, with many shrines devoted to Water elementals. "W'Jerahns" as they are commonly called, are often viewed as clingly and weak, while they see themselves as supportive and honorable.

North Jerah
  • Population: 43 million
  • Primary Element: Earth, Aether
  • Government: Democracy
  • Military Presence: High
  • Ecclesial Presence: Moderate
  • Economic Influence: Moderate
  • Political Influence: High
  • Environment: Temperate Forests, Mountainous, Marine, Grasslands
  • Capital: Estenvald's Keep

Northern Jerah, the scenic and massive Jerahn nation, is considered to be the most militarily viable Jerahn state. Employing drake riders in its military, N. Jerah is easily capable of holding the rocky hills and soaring mountains of the nation, and supplying support to its sister states. "N'Jerahns" are often seen as rough and militant, but they argue that they are competent and strong.

South Jerah
  • Population: 83 million
  • Primary Element: Fire, Earth
  • Government: Democracy
  • Military Presence: Low
  • Ecclesial Presence: Moderate
  • Economic Influence: High
  • Political Influence: Very High
  • Environment: Temperate Forests, Grasslands, Desert, Steppes
  • Capital: Estenvald's Garden

South Jerah was the original Jerahn state, founded by Audiun Jerah several hundred years after the Cataclysm. Highly influential in both the northern and southern nations, it relies on its sister states for military and economic aid, as many of the natural resources in the country have long since been used up. "S'Jerahns" are often looked at as being elitist and hedonistic, while they call themselves powerful and successful. Those blessed with the Dark element often live in S. Jerah, as the nation is highly tolerant of all people.
Last edited by CR22 on Wed Jul 30, 2008 4:46 pm, edited 4 times in total.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Wed Jun 18, 2008 7:41 pm

A Brief Overview of Nations, Part II

The Arüvahn Empire
  • Population: 1.3 billion
  • Primary Element: Light, Fire, Aether
  • Government: Theocratic Dictatorship/Oligarchy
  • Military Presence: Very High
  • Ecclesial Presence: Extremely High
  • Economic Influence: High
  • Political Influence: Extremely High
  • Environment: Steppes, Desert, Arid Wastelands, Tropical Woodland
  • Capital: Aljir

The "Empire", as it is commonly referred to, has become one of the most powerful and influential nations in the world of Godslayer in recent years. Fueled by religious zealotry and shrewd strategists, its military is incredibly powerful and very prevalent, with 50% of the population in some form of service (generally in a passive 'national guard'). As the homeland of the Domini faith, temples to its emperor, Dominus, are present in every village, and a Grand Temple is located in Aljir.

Kasa
  • Population: 31 million
  • Primary Element: Fire, Wind
  • Government: Monarchy
  • Military Presence: Moderate
  • Ecclesial Presence: Very High
  • Economic Influence: Moderate
  • Political Influence: Very Low
  • Environment: Desert, Marine, Tropical Woodland
  • Capital: Eline

Kasa, a small nation located directly east of the Arüvahn Empire, is best known for its recent conversion to the Domini faith. It's armed forces are primarily made up of "Kasa Fanatics", green-garbed Fanatics supplied with weapons and armor from the Empire. Because of the strong political and religious influence from its massive neighbor, Kasa's existence is solely dependent on that of Arüvahn, and its monarchy merely acts as a form of local government. Kasinians are often portrayed as pathetic and weak, due to their rapid conversion to Dominism.

Terah
  • Population: 56 million
  • Primary Element: Wind, Water
  • Government: Mercantile Oligarchy
  • Military Presence: Low
  • Ecclesial Presence: Moderate
  • Economic Influence: Very High
  • Political Influence: Moderate
  • Environment: Desert, Marine, Tropical Woodland
  • Capital: Terah

Terah is a powerful nation in the Trader's Alliance that includes Lexan, Terah, Nireh, and previously Kasa. Well known for its expert blacksmiths and fine horses, Terah frequently provides other nations with conventional weapons and mounts. While primarily relying on its allies and economic presence to keep it safe from harm, it does boast some of the best trained and equipped soldiers in the world of Godslayer, and its armed forces serve primarily as merchant guards and police. Terahn natives are often seen as aloof and condescending, while they perceive themselves to be controlled and shrewd.

Lexan
  • Population: 60 million
  • Primary Element: Wind, Earth
  • Government: Mercantile Oligarchy
  • Military Presence: Very Low
  • Ecclesial Presence: Moderate
  • Economic Influence: Very High
  • Political Influence: Very High
  • Environment: Desert, Marine, Tropical Woodland
  • Capital: An'massarine

Lexan is the commonly accepted leader of the Trader's Alliance, and serves as a semi-neutral political nation in the south. Relying nearly entirely on mercenaries and its political influence for defense, it is still praised as one of the safest nations to live in. Lexanian citizens are often believed to be arrogant and self-righteous, while they perceive themselves to be orderly and powerful.

Nireh
  • Population: 7 million
  • Primary Element: Water
  • Government: Oligarchy
  • Military Presence: Moderate
  • Ecclesial Presence: Very Low
  • Economic Influence: Low
  • Political Influence: Moderate
  • Environment: Frozen Wasteland, Marine
  • Capital: Nassilius

Nireh exists to the north of Cassan, and is well known for its technological and magical prowess. Generally a neutral state, it is not often involved in any conflict, as it provides weapons and research for nearly all nations. Nirehns are very rarely at all religious, and there are very few shrines devoted to Elementals in the nation. Natives of Nireh are often seen as cold and uncaring, but they view themselves as intelligent and logical.

The Arüvahn Empire recently attempted to invade Nireh through Cassan, but nearly all of their forces were eliminated in a few days by powerful magical constructs and arcane war engines. Upon hearing word of the victory, several other nations immediately began trying to settle economic and political treaties with the island nation. Interestingly, Nireh refused the gestures and continued to provide the Empire with weapons.


Cassan
  • Population: 15 million
  • Primary Element: Water, Aether
  • Government: Oligarchy, External Dictatorship
  • Military Presence: Moderate
  • Ecclesial Presence: Very High
  • Economic Influence: Very High
  • Political Influence: Moderate
  • Environment: Marine, Taiga
  • Capital: Port Nezzek (local), Aljir (national)

Cassan is a direct colony of the Arüvahn Empire, and serves as a seaport to the eastern coasts. Though not nearly as heavily armed as its motherland, it still boasts a competent navy and several thousand Fanatic soldiers. Temples to Dominus are present in every village, and a Grand Shrine is located in Port Nezzek. Those native to Cassan are often perceived as subservient and crude, while they hold themselves to be flexible and friendly.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Fri Jun 27, 2008 10:33 am

On Magic, Part II
Application of Magic

There are three primary uses of magic, destruction, healing, and augmentation. Destruction, as the name implies, involves using magic to kill, destroy, and harm. Healing covers physical recovery, and in some cases, mental stability. Augmentation includes short-term physical improvements, weapon enchanting, and rapid transport. All elements, including Aether, can be used in all three situations.

This information is largely focused on mage-characters, who use a lot of magic in their daily lives. These are also not rules, merely guidelines.

Destruction

Destruction is the magic commonly used in combat, but it can also be applied to obstructions (fallen walls, rock slides, snowstorms, etc). This is more the classical usage of fantasy magic, using fireballs and lightning to rain death upon opponents. However, certain elements, such as Aether or Water, do not have the same sort of natural destructive tendencies of say...Fire or Dark. But, powerful Aether-wielding mage characters can use their abilities to suppress and even kill other magic-users, dispel the undead, or in rare cases, drain the life forces of enemies. Water can be extremely powerful, filling opponent's lungs with water, reversing the flow of blood in their bodies, etc. Be creative.

Healing

Healing, at first, seems more the domain of Light, Water, and Spirit. But, even elements such as Fire and Earth can easily be applied to quick-combat mending, via use of cauterization techniques or mending of broken bones with compounds and elements found in nature. Air can be used to suppress blood flow, and Dark can be used to sooth the mind. When healing, think of the nature of your element.

Augmentation

Augmentation is using an element to provide an extra kick in battle, or to have enough agility to climb up a wall, or to thicken the skin so as not suffer pain. While serving no definitive or specialized purpose, it is used for a 'cover-all' situation. Can include short-term enchantments of a weapon, such as setting a sword on fire, or guiding an arrow with wind. A character may fill themselves with the speed of wind to run alongside a horse, or imbue their muscles with the strength of a bear. Be creative.
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Re: Godslayer - Background Information & Notes ( )

Postby CR22 on Sat Jul 05, 2008 11:18 pm

On Magic, Part III
Religion and Multiple Elements

Religion in the world of Godslayer is loosely based on elemental alignment and nature, in a very shamanistic way. From time immortal, people have worshiped the world around them, forsaking concepts of named gods and specific deities for an ambiguous respect of their environment. Naturally, there are some exceptions, such as the death-cults of Nehrum, or the atheistic practices of Nireh, but these groups are few and far between, and are generally kept silent. A major exception is Dominism, which naturally, is met with some caution and resistance by the rest of the world.

Temples, shrines, and other revered places are commonplace in the various towns and cities of the world. Priests, priestesses, and other leading figures in these places are usually free from any organizational control, and many pursue activities such as philosophy, alchemy, and the arts. Many temples were built within the last few hundred years, but one may occasionally find worship places that stretch back thousands of years, some still functioning.

Elementals, semi-sentient pure forms of magic, are held with a distant respect but not generally worshiped. While held with a wary respect, many are left alone, as they are dangerous and malicious things, and will attempt to kill any human on sight. They often will appear in areas where people had once lived (abandoned shrines and temples are most common), or in environments suitable for their nature (caves, groves, etc), and can manifest at random. Many countries will often employ groups of heroes and mercenaries to hunt down and destroy elementals, as they can occasionally harass settlements and towns.

Secondary Elements

All with any degree of magical inclination can utilize as many elements as they are exposed to. The nature and power of the exposure, however, is key to mastering elements. Many soldiers, priests, and even the common people have been and will be exposed to all elements over the course of their lives, but the majority of them cannot use elements to any great effect, beyond changing the temperature in tenths of degrees or manipulating dust motes.

At birth, most of those in the world of Godslayer are blessed with an element. The ritual to do this is universal, and does not require any great deal of power on the performer's part, the only necessary component is for them to have some exposure to the element being transferred. After a lengthy portion of time, usually 20-30 hours of concentration, the newborn infant is blessed with their element, usually leaving the caster exhausted and potentially in a coma. As this drain of energy is so tremendous, the ritual of blessing is generally left to those with a high amount of magical aptitude, as they are more suited to enduring the grueling task.

However, once the blessing is done, or after the first six months of a person's life, the ritual to do so becomes entirely ineffective, and so the possibility of mastering another element becomes much less. There are several known ways of doing this:

  • Slaying an Elemental - This is the most popular and the only assured way of gaining an element. Upon destruction, elementals will leave behind a residue that will transfer the nature of that element to any who directly involved the annihilation of that elemental. The residue can be absorbed through the skin, ingested, inhaled, or drunk to gain power, and rarely lasts for more than a few minutes.
  • Exposure - High exposure to elemental power occasionally yields the mastery of another element. Veterans of many battles will often bear another element as a result of their pains, especially those that carry many scars.
  • Aptitude - In extremely rare cases, individuals may have a natural aptitude for an element, whether they were originally blessed with it or not. These people are usually of above-average intellect, and are often described as "shining" or "bright" by the people around them. This is extremely rare.

There are also ancient artifacts from the times of the Stone Wars that may grant extra abilities, but these are few and far between, and many are lost to the sands of time or defended by ancient and malevolent creatures. Gaining one would prove to be exceedingly difficult.
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