Places in the rise of the Xindhi-
The Dreaming City- city-fortress for the Dreaming Queen Scathach β Dardaβs training hall is located in it.
Almar-Sut- city-fortress for the Gothi and Otik the Usurper- the Slave Markets are located in this place. As are the Grand Temple- the Gothi sanctuary. The Citadel is the Paladinβs barracks.
Carbera- a small village north and east of the Dreaming City, ruins are located at one end of the vale that leads deep into the mountains. It is rumored that there are Shuβfasa in these ruins.
Jahnsan- A large port city on the coast. Talisan merchants set out from the caravansary to trade across the Xindhi Lands.
Gray Roost- A fortified town in the hills south of Almar-Sut. It is rumored that the followers of Skuld, the Gray Walkers, reside here and travel the world influencing events with the skills that the trickster God gives them; The Gray Walkers are assassins and fanatics.
Dramatic personae: Rise of the Xindhi.
The Major Races:
The Xindhi- before the change- tall, ruddy-skinned people, who tend to dress in bright colored clothing. They are mostly farmers who live in the harsh northern lands. Their form of government is a monarchy, with a priest caste that advises and advances politics via their mastery of the Aesr (magic). If they have any control of their Aesr, it manifests in their eyes via a myriad of colored energy that swirls and mists around their head.
After the change, they became skeletal beings that sustained themselves via their Aesr.
The Talisa- is a race of dark skinned people, who live on the western continent, and are master traders and merchants. The Talisa are masters of an earth aesr that allows them to draw the earth around their body, encasing it with rocks and earth giving them immense strength and a giant golem like appearance. The Talisa do not manifest their aesr in any other way.
The Talisa and Xindhi can marry and produce children, however the children will only exhibit one or the others aesr not both. There are offshoot civilizations that can trace their lineage to the Xindhi or the Talisa as both races spread everywhere across the world. However, the likelihood of any great manifestation of Aesr is rare and often limited in scope.
The Shu'fasa- is a race of massive beings standing anywhere from 12 feet to 16 feet tall. Their skin is a deep black-gray. They have four massive arms and huge wedge shaped heads with three eyes in a row on the sides of the head. Their teeth are 2-3 inches long and sharp. They have three toed feet and thick squat tails to counter balance them. Their hands are wickedly clawed and able to rip and shred stone or metal with ease. Their form of government is tribal and ruled by a war chief and a shaman. They tend to live in massive caves and along the wildest mountains of the world. They worship Ghoukas. There is no offshoot race related to the Shu'fasa.
The Dou'far- is a race of small, muscular beings standing no taller than 5 feet tall. They have large eyes and ears, feline in appearance. They are seclusive and secretive hardly having any dealings with the other races. Often considered myths they haunt forests. They are covered in a tawny fur and have a tribal like society replete with shamans and each tribe is led by a chieftain. The Dou'far have a unique ability to blend in with their surroundings. Their Aesr manifest as an ability to shape change into an Alphyn. They worship Skuld by the name Dhat-Badan. They cannot inter-marry with any other race.
Religion-
The Xindhi religion has two principles gods- Rhydderch the Shining One and Marva the Shadowed, with Skuld as the third active and most mysterious deity.
Rhydderch the Shining One: Rhydderch is the primary god of the Xindhi and the Talisan. He is a warrior/storm god as well as the teacher of the Aesr to the Gothi and chief god in a pantheon of Xindhi gods. However, to the Talisa he is the supreme god and the other gods regulated to the position of minions and helpers. The Talisa see Marva as the dark tempter who strives to overthrow the Shining one and create Morbas in the world to torment the children of Rhydderch. Rhydderch created the dreaming gate and Marva the nightmare gate.
Skuld is the trickster god(dess?), being able to shape shift and is the god(dess) who most frequently intervenes or interferes with the races of the world. Skuld being a shadowy god has attracted some of the darker elements to his/her call.
Marva the Shadowed One: Marva is the opposite of Rhydderch, being a moon deity. She is also ruler of the Xindhi underworld, Morbas. Marva created the Nightmare gate as the twin of the dreaming gate. Marva seeks to encompass the world in her dark grasp. Her son Ghoukas is her instrument in the world. Marva one is the opposite of Rhydderch; she is the moon goddess, controls all manner of nightmare beasts, and is the harbinger of bad luck and doom, as well as judger of the dead.
Ghoukas the Lord of Nightmares: Ghoukas is a monstrous demi-god who resembles the Shu'fasa, abet a little larger. He stands 20' tall with four extremely powerful arms, along with a long, whip-like tail. Ghoukas is the son of Marva the Shadowed One. Ghoukas commands aspects of the Aesr and seeks to seize the Twin Gates to bring darkness upon the world. The Shu'fasa worship Ghoukas as the supreme god and work to spread his cruel reach in the world.
The Talisa religion is monotheistic, they worship Rhydderch only, and all other gods in the pantheon are servants of the one god. While not worshipping Marva, they do acknowledge her as the opponent and enemy of Rhydderch. While they worship a male deity and his opponent is a female, women are equals and familial lines are through the female. The Talisa do fight amongst themselves for trade routes and exotic sellable items. While not normally war like, some have taken to use their abilities to sell themselves as mercenaries.
The Twin Gates are identical stone gates that allow any who has total mastery of the Aesr to open them in order to travel between worlds. However, Marva devised her gate so once it was open would allow Ghoukas to enter the world to seize the dreaming gate. A sect of the Talisan, called the Guardians of Stone, has sworn to protect and keep the gates safe from any who would open them. They have created the Stones of Change to protect the gates.
Important Personas:
Queen Scathach, the Dreaming Queen: She is the leader of the Xindhi who are rebelling against the power of the Gothi. Scathach is the half-sister to Otik the usurper king backed by the Gothi. Queen Scathach is the first cousin to Rahel Drake and Synjyn Drake.
Prince Otik, the usurper: He is half brother to Scathach, currently seated on the throne as king. He is also the leader of the Paladins of the Order of Pattern, the military order who act on the whims of the Gothi. His seat of power moved from Dun Clendenning, the traditional seat of the king to Almar-Sut the fortress of the Gothi.
Rahel Drake, Grand Master Lady Drake: Rahel is first cousin to Queen Scathach and Prince Otik, and is the sister to Synjyn Drake. Lady Drake is the Grand Master of the Frostfire Knights, a mounted force of nearly 5,000 warriors from the various clans and septs in the eastern highlands where Clan Drake holds sway.
Synjyn Drake, Grand Lord Counselor: Synjyn is the first cousin to Queen Scathach and Prince Otik and is brother to Rahel Drake. As Grand Lord Counselor, Synjyn is the Dreaming Queens primary emissary and adviser in political matters.
Jessi the Aeryn: Jessi is the first of the Aeryn; the Queens own guard and the primary protector of the Queen. Jessi is the first person Scathach taught the Aesr to after she mastered it herself.
Skallagrim the Cughtagh: Skallagrim is the first Cughtagh, the champions of the Queen. He learned the Aesr from Darda the blind Gothi who taught Scathach to master the power of the Aesr. Skallagrim and the Queen are bonded by a unique meshing of their Aesr because of their battle to secure the Twin Gates from Ghoukas.
Darda: Darda is the blind Gothi who mentored Scathach from the time she was a child in the laws and rituals of the Xindhi, preparing her for the throne. When Scathach came to her with the revelation that she had learned some Aesr, Darda agreed to teach her to master the power. Darda is still mentor and close adviser to the Queen.
Hauk: Hauk is brother to Skallagrim and is the general of the Sluagh (The Host) the Queens army that she raised to oppose the Paladins and Gothi. Hauk has developed a close tie to Darda and has taken it upon himself to ensure the old woman's safety.
Lord Melker, Knight Commander of the Paladins of the Order of Pattern: Melker is a mercenary; he is a Talisan who worked his way to power in the army of the Gothi. Melker has tried to shape and control the use of the Paladins by Otik, trying to steer him away from the cruel and often abusive manner in which the Paladins employ their power.
Roles available:
Sluagh- Xindhi the foot soldiers of the Queen. They carry long spears, an axe or long sword and wear leather or chainmail. They have shields and open-faced helmets. The Sluagh do have some Aesr, able to generate plasma bursts, lightning, and having both night vision (100 feet) and far sight (able to see 1000 yards clearly).
Aeryn- Xindhi (Female only) the Queens guard. They carry two-handed swords or maces, wear chainmail and full helms. The Aeryn are well versed in Aesr, able to generate plasma bursts and lighting, having night vision and far sight, as well as levitation, and invisibility. They have the unique ability to generate illusionary images of themselves making it nearly impossible to discern the real Aeryn from the images.
Cughtagh-Xindhi (Male only) the Queens champions. They usually carry long swords and short swords or daggers, able to dual wield them with deadly effect. They wear full chain and most often no helms. The Cughtagh are extremely skilled aesr wielders, able to generate plasma bursts and electricity, able to levitate and fly to some extent. They have far sight and night vision. They can turn invisible, and can generate massive displays of light.
Talisan Mercenary- They wear scale armor or thick leather armor. They carry wickedly curved swords and short stabbing spears. They can transform into the giant golem like stone creatures with immense strength. They are seeking mercenary pay in either side of the Xindhi war or hiring as outriders and bodyguards for Talisan merchants.
Talisan Merchant- They are extremely skilled traders and merchants, with extensive knowledge of different cultures and peoples. They dress in extremely fine clothing and like all Talisan can assume the golem form. They are trying to stay neutral in the war between the Xindhi, seeing both sides as a way to profit.
Gothi Renegade- Xindhi They have switched sides and joined the Dreaming Queen and her rising rebellion. They wear the black robes of the Gothi over their padded armor. They carry staves and short swords. Extremely potent in the aesr they can generate plasma and lightning, able to generate massive electrical storms. They have far sight and night vision as well as able to see through material up to 2 inches thick. Gothi can fly and levitate as well as generate massive fields of energy that can stun creatures in a 20 foot square around them.
Dou'far Scouts- Several of the Dou'far tribes that live in the Deep Woods that cascade down below the Spinebreak Mountains have recognized the evil that the Gothi and Paladins have become. Some of their more daring warriors and shaman left the safety of their woods and joined the Dreaming Queen as scouts for her armies. They can shape change into an Alphyn and tend to shun weapons, but all carry the traditional short stabbing spear of the Dou'far, the Hazak. The Hazak is a representation of the status of the Dou'far within the tribal society and is not used in combat, except ritual combat by Dou'far warriors. They have night vision (100 feet), as well as heightened olfactory and auditory senses able to detect things out to 1000 feet.
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Bestiary: Or some of the more interesting creatures that inhabit the world.
Alphyn: The Alphyn is a large tawny colored feline creature, weighing between 350 and 450 lbs. It has a long tapered snout filled with razor sharp teeth. It has a row of 5-inch horns on each side of its head starting over the eyes. Both sets of legs end in wicked claws that can rend stone easily. The Alphyn is extremely agile and fast in short bursts. They tend to hunt in prides, led by an alpha male.
Amphiptere: The Amphiptere is an onyx colored winged serpent measuring about 24-inches at the maximum length. These apex predators tend to lay in wait in trees or on rocky outcroppings. Their venom is extremely dangerous causing numbness and then paralysis in a matter of minutes.
Basilisk: A nasty serpent like beast hatched from the egg of a cock (rare indeed). These serpent-bodied creatures have the wings, feet, and head of a cock. They are aggressive creatures that spray a noxious cloud that causing paralysis in seconds once inhaled.
Black Worm: The Black Worm is a 30-50 foot long serpent that is multiple shades of black and gray. Much like any constrictor snake the Black Worm tends to wrap around its victim crushing the bones into a messy pulp. The thick wedge shaped heads have five rows of wicked teeth that can rend flesh and snap bones as easily as its muscled body.
Calopus: The Calopus is a large canine animal, standing about 40 inches at the shoulder. The dark mottled fur allows the animal to hide in the thick woods easily. The Calopus hunt in packs. What makes the Calopus dangerous is their ability to generate a large amount of bioelectric energy that they can direct and discharge at prey animals. This wicked energy discharge can reach a distance of 30-feet. This energy can stun or even kill an animal, especially when several in conjunction discharge their energy at the same target.
Chimera: The Chimera is a large feline bodied animal with a massive lion-liked main head. On either side of the thick neck are two other heads, a goat and a viper. The chimera is extremely fast able to reach speeds of 60 miles an hour and can maintain it for up to a minute. The lion head has wickedly sharp teeth that can shred metal. The goat horns are able to pierce two-inches of solid granite. The serpent head spews toxic venom that can blind. Working in conjunction the heads can overwhelm a prey animal in a matter of minutes.
Dragons: Two types of dragons are in the world. The first is the giant, wingless serpent that resides in or around large bodies of water, in pool, caves, or underground. These large beasts span a length of 120-feet and are nearly six-feet thick. These dragons can generate a bio-electric field that allows them to sense a living creature miles away. They can also project this as super-heated plasma to a range of 100 yards away.
The second type of dragon is smaller, winged serpents that have four legs ending in wickedly sharp claws, and long tails almost as long as their bodies. These dragons can fly and are extremely maneuverable. These dragons tend to nest in high mountain ranges. They have extremely accurate vision, equal to a large bird of prey, able to spot a creature on the ground miles away. They also have the ability to generate a massive burst of plasma with a range of 100 yards.
Manitcore: Manticores have a hulking feline body standing nearly 6-feet at the shoulder, with a humanoid head, and wickedly red glowing eyes. Manticores are intelligent and very cruel creatures. Their massive jaws hold three rows of teeth that can shred flesh from bones in a single bite. They are extremely strong capable of 60-foot leaps. Manticores are able to metamorphosis into a tall, lanky humanoid being. In some of the more distant and smaller lands, the Manticores have taken them over as the undisputed ruler, enslaving the populace.