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Gods of Drevair

Nations of Drevair

a part of “Gods of Drevair”, a fictional universe by Siryn.

The land has known nothing but war. An ancient tale that the continent of Drevair is a living being have been long lost, until five sentient beings appear and want to kill everything on the soils of Drevair

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This conversation is an Out Of Character (OOC) part of the roleplay, “Gods of Drevair”.
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Nations of Drevair

Tips: 0.00 INK Postby Binsetsu on Wed Aug 07, 2013 2:28 pm

A collection for the numerous nations of Drevair! For those who are interested, they can add a bit of background information for the nation their character hails from.

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Re: Nations of Drevair

Tips: 0.00 INK Postby Binsetsu on Wed Aug 07, 2013 2:31 pm

The Triumvirate Faith

Description: The Triumvirate Faith, despite being first and foremost a religious order, is at the same time also a nation. One of humanity's military and economic superpowers, the Triumvirate Faith has combined politics, military force and religion into one force, much to the chagrin of the non-humans and indeed, some of the other human nations as well.

Religion: The Triumvirate Faith is based on the worship of a trio of deities, each representing their own virtue.

The first is Garganth, who represents strength. Garganth is described as a mountain of a man, with arms the size of tree trunks and with enough strength to crush castles in a single blow. Despite the often imposing depictions of this man, his greatest strength is said to be his strength of will. Garganth is said to cherish those with the strength to defend others and only smiles upon those who use that strength to do exactly that. He opposes those who use their strength for their own gain and the scriptures say he is particularly offended by the sight of dwarves. Followers of Garganth pride themselves in their strength, both physical and mentally and are known to be extremely headstrong. Serving Garganth directly is the Black Shield Order, a group of militant minded nobles and prestigious soldiers who defend the many churches, cathedrals and pilgrims of the faith.

The second is known as Kain, who represents loyalty. Kain is described as a man of moderate size and features, with thin arms and a kind smile. Kain cherishes loyalty above all else, especially those who are loyal to the faith. Brotherly, familial or friendly loyalty is considered important but second to loyalty to the faith and its leadership. The scriptures say he despises the Fae, though both priets and scholars have never been able to figure out exactly why. In direct service to Kain is the White Sword Order, a group of soldiers who have been promoted because of their loyalty to the faith. They serve as the heavy infantry in the holy armies of the Faith.

The third is known Abilmel, who represents purity and is the supreme deity of the Triumvirate Faith. Abilmel is notoriously poorly described in the scriptures, to the point it is unknown whether Abilmel is a man, a woman, or both. Therefore he is usually described with a male pronoun, as his compatriots are both male. He is often praised for being the purest being the world has ever known and he favours those who are pure in their faith. The Fae are uniquely despised by Abilmel. Abilmel is served directly by the Black Cross Order, an elite force selected from the ranks of the Black Shields and White Swords Orders.

Politics: The Triumvirate Faith is led by a trio of chosen representatives, who are not only heads of the state, but the religious leaders of the Faith as well. Although seemingly democratic in nature, the three religious leaders are chosen by the myriad bishops of the faith, rather than the populace as a whole. Each of the three governs a different part of life and represents one of the trio of deities.

The representative of Garganth takes care of internal affairs and civilian matters. The representative of Kain manages the military and external affairs and the representative of Abilmel handles religious matters and the conversion of heretics.

Relations with other nations: The Triumvirate Faith has relatively good standing with most other human nations, provided they follow the Faith as well. Their religious nature has led to numerous churches and cathedrals to be established even beyond their own lands, in a way that some opponents of the faith have called religious colonialism. Indeed, these churches in other human lands are known to not only nearly subvert the established political leadership of a given region, but also to house a unusually large military force. Most human nations accept this however, as the Faith is well-known for being an extremely reliable ally. They are quick to ally with nations whose leadership is also of the faith and quick to abandon, or indeed, attack those who are not.

Non-human races are for the most part extremely hostile to the Faith. The Faithā€™s stance that non-humans are lesser beings and their tendency to call a crusade on the lands of non-humans have made them extremely unpopular. The fact that the faith will also immediately join any human against non-human war on the side of the humans have only exasperated the hostility shown towards the Faith by non-humans.

Military: The Triumvirate Faith is known, perhaps more so than their religious beliefs, for their military. Obscenely large, well-equipped and properly trained, the Triumvirate Faithā€™s military, better known as the Faith Militant, is one of humanity's largest and greatest fighting forces. Everyone, provided they are human, can join the Faith Militant and promotions are based on merit, rather than blood or wealth, which has led to a well-managed and strategic capable fighting force. The Faith Militant is split up in four different orders, each populated by a different type of soldier. Leadership is well known to be fluid and easy, each of the orders works by the same chain of command and only one of the orders stands above the others, the remaining three are expected to always follow the orders of those of higher rank, whether or not they are of the same order or not.

The first and greatest of the orders is the Black Cross Order. An elite group of warriors who have proven themselves on the battlefield and have shown their faith is unshakeable. They are known to be elite warriors, armed to the teeth in the finest weaponry the Faith can produce and to be zealous to unfathomable degrees.

The second and third of the orders are the Black Shield and White Sword Orders. These warriors are often noble born, but promotion into their ranks is a common occurance as well. Those who can afford the expensive equipment are expected to buy it themselves, but the Faith provides for those who canā€™t. Technically both orders are comprised of heavy infantry and heavy cavalry, but the Black Shields are more focused on defensive combat, whereas the White Swords focus on offence.

The fourth of the orders is the Faithful Many Order. Of the Faith Militant, this order makes up the bulk. Comprised of both volunteers, professional soldiers and conscripts, the Faithful Many are a large fighting force whose weaponry is provided for by the deep coffers of the Faith. Each who desires to serve must be able to adhere to strict physical requirements and show they are truly faithful and capable of following the chain of command. Well-equipped and well trained, the Faithful Many are known to be an army to be reckoned with.

Besides the four main orders there is also the Order of the Cloth, which is populated by everyone who didnā€™t fit in one of the four other orders. Criminals, physically unfit, rebellious youths, the Order of the Cloth is populated by them. Technically larger than even the Faithful Many Order, the Order of the Cloth is not considered part of the regular Faith Militant and as such, fall outside the chain of command. As a side-effect, the rest of the Faith Militant is known to be utterly disinterested in the fate of those who serve in this order and their utter annihilation would not even result in lifted eyebrows from the other orders.

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Re: Nations of Drevair

Tips: 0.00 INK Postby xXRubyDarkWolfXx on Wed Aug 14, 2013 8:20 am

The Religion for Magic Wielders

Yes we do have one...

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One of the main deity's of the religion for magic wielders is Sia, the Mother of Women and Magic. She is depicted as a beautiful healer, with glowing skin, helping those cherish their gifts of magic. Her main monument is is Castle Dawn, as The Society of the Golden worships Sia above all others. The jeweled stone statue is in the golden grove, a patch of tree's with purple leaves that detaches from the left wing of Castle Dawn, when those who come of age, or are accepted in. Must bath under Sia's divine gaze, for she shall be granted Sia's favour, and forever be guided under her divine hands.

In the magical city of White Water, where the Elder Council reside, Sia is considered to be the wife of Daido, another main deity. Sia helps the White Mages in battle, increasing their healing capabilities and morale.








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The male counterpart of Sia is Daido, the Father of Men and War. He is depicted as a battle-mage with a black, obsidian staff, smiting his enemies. His main monument is in the city of White Water, on the steps of the Magic Academy. The white marble statue is surrounded in a pool of water, that reflects one soul, upon entering the Academy one must wash their face in the water. Daido aids Battle-Mages in battle, giving them a morale boost and making their offensive spells more effective.
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Re: Nations of Drevair

Tips: 0.00 INK Postby Binsetsu on Wed Aug 21, 2013 2:13 am

The Cyth

Description: The Cyth are a race of people now technically extinct and for the Humans and Dwarves, mostly steeped in mystery. Elven scholars have a better grip on who they used to be, but have been reluctant to share this information with others, for mostly selfish reasons.

The Cyth were a people not dissimilar to the Elves and Humans, but had a grey hue to their skins. Large and of stockier build like humans, but armed with considerable magical power, the Cythian people were once one of the major powers on the world of Drevair. As a people, they were especially known to be extremely respectful of the dead and a great number of Necromancers were present in their society, where they were respected and treated as a form of priest, often tasked with relaying the final messages of the dead to surviving relatives and preparing corpses for their burials, as well as arranging said burials and maintaining graveyards, which were considered to be holy sites by their people.

As a whole, they worshipped their ancestors and often weaved complex rituals to bind them to the mortal plane of existence. Similarly, corpses were respected, especially the corpses of those who had lived long and full lives before dying of natural causes. Corpses of those whose lives had been cut short by violence were considered a tragedy, yet no less worthy of respect. Naturally, this made them wary of ending the lives of others, even aggressors, making them highly incapable when it came to warfare.

Overall, the Cyth were not particularly warlike and fairly individualistic, preferring to live in small groups as opposed to gathering together, which likely led to their downfall. They relied heavily on brittle obsidian weaponry reinforced by magic as opposed to more modern metals, leaving them severely disadvantaged when faced with the more advanced races they cohabited the world of Drevair with. Some seven or eight thousand years ago, the Elves began a war of complete eradication against the entire race of the Cyth, mostly over territorial matters. After roughly six thousand years, Human historians say, they succeeded and the last of the Cyth were killed.

Elves are quick to dispute the notion that the Elvish-Cyth war ended there, however. When they sensed the downfall of their entire species, the Cyth began focusing more and more on their necromantic gifts, crossing the boundary they hadnā€™t dare cross and began to bring the dead back to life in the form of the undead. Eventually, their research expanded into discovering the secrets of eternal life, which, according to the Elves, ended quite successfully. Even now the Elves are quite often pestered by lingering spirits of the Cyth, or even restless corpses.

But the reason the Elves say that the war never ended are the much feared Liches of the Cyth. The Lich lords of the Cyth sensed their final days coming and led the Cythians as a whole in a last ditch attempt to destroy the Elves for good. In a ritual known only as the ā€˜ritual of eternal warā€™ the Cythian liches and necromancers alike joined their power together and turned the entirety of the Cythian people into the undead. Their bodies were turned into a state of unlife, whereas their souls were sent into a different dimension known only as the ā€˜tomb worldā€™ where they would be safeguarded until a time came the Cythians ruled the world. The warriors were turned into fearsome Cythian Revenants, powerful warriors that were nigh-unkillable and had the power to turn to dust at will. The liches themselves made use of phylacteries to ensure their souls would not be sent into the ā€˜tomb worldā€™.

Although the war still ended in a loss for the Cythians, sufficiently powerful necromancers of the Cyth are known to exist even today, to the Elves at least. Most of the other races attribute the actions of the Cythian Liches to rogue necromancers. Although no one is sure how many exactly, most assume them to have extremely small numbers, at best a handful. They survived their peopleā€™s eradication in the war even now they continue the eternal war against the Elves, this time using armies of the dead, comprised of the corpses from all races, and are hell-bent to eradicate the great enemy from the face of Drevair, costs and morality be damned. Unfortunately for most of the other sentient races this has often led to these Liches to raid graveyards for raw materials to form their undead armies and occasionally raze villages to the ground when the graveyards are emptied out.

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Re: Nations of Drevair

Tips: 0.00 INK Postby Bromander Shepard on Fri Aug 23, 2013 11:50 am

Orcs

Orcs are a species of large bipeds native to the mountainous region Thoringarr, an area known for its harsh climate, scarce resources, and overabundance of vicious predators. Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the orc. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other speciesā€”a fact reflected in the orcish liquor of choice, ryncol, which "hits humans like ground glass". Younger orcs have yellow or blue tint to their skin only maturing to a deep green after puberty. Their bones are incredibly thick and dense making them nearly impossible to break. Do to that they can fall from incredible heights which is quite common for younger orcs growing up on the mountains more dangerous areas. Orcs are famous for their size and strength, growing to around 8 feet. There are legends that say it was orcs that formed the mountains by tearing into the earth and piling it up to reach the clouds. Orcs generally live to around 150 years.

Culture and Government

The harsh orcish homeland conditioned orcs psychology for toughness just as it did the body. Orcs have always had a tendency to be honest to a fault, fearless, and blunt. They respect strength and loyalty and tend to view treachery and betrayal to ones clan as a death wish. The weak and selfish do not live long. Orcs have been taught since birth to honor their clan and clan brethren till death, betrayal of these most basic of instincts are of the highest of crimes an orc can commit. Young orcs undergo a rite of passage that is overseen by a shaman respective to the clan the orc wishes to join should they seek to leave their home clan upon nearing adulthood. This rite consists of battling various wild fauna, ending with an encounter with a golem. Merely surviving for five minutes is considered proof of worthiness. Killing the golem increases the initiate's prestige and standing. The rite of passage and all other rites and traditions are preserved by the clan shaman. The shaman must undergo lengthy and torturous rites to assume the position, and is required to give up his name. Because of this level of commitment, the shaman is one of the most respected members of a clan. Membership of a clan allows an Orc to own property, join the Horde and apply to serve under a Battlemaster. Orcs are well known for their willingness to accept individuals of any race into their villages and camps. Non-orcs who seek to spend any length of time living with orcs will find they are treated no differently than any orc and are expected to carry out the same responsibilities as any of their new orcish neighbors. Non-orcs who manage to prove the hard won respect of an orc clan or more importantly the clan's chieftain will be granted with the title of "Tol'vashoth" meaning "Orc-Born". In orcish tradition Tol'vashoth are individuals who have orc souls, born of a different race yet should have been born an orc due to their strength, bravery or willingness to fight as orcs do. Orcs have powerful territorial instincts yet are a very welcoming people. Solitary orcs on the other hand can be dangerous to encounter, normally "Thromkar" or "Clan-less" orcs are banished orcs cast out of their home for some grievous transgression. Few Thromkar go through the rigorous and dangerous rite of Narghul to reclaim their position in their clan and instead take up work as mercenaries or sometime brigands.

Religion

Orcs have strong religious beliefs. They pray to an orcish deity known as Okeer. It is said Okeer was the greatest of orcish heroes and saved them from the enslavement pushed upon them by a fell god from their homeland. This god uplifted the orcish people millennia ago yet at a great cost. The orcs soon found themselves as little more than mindless killing machines, slaves to the blood rage. Okeer rose up and challenged this evil god. Fighting along side the Earth Mother, Okeer defeated the god and ascended to godhood himself. His people, now free, were able to return to their heritage of honoring the spirits of nature and battle for the glory of it not the bloodshed of anything in sight. Orcs still battle the blood rage to this day, seen as a great sickness to their people. Those who give in completely to the blood rage are called Draugr and are incredibly dangerous, being essentially mindless feral orcs who will kill anything they come in contact with until they are slain themselves. The most sacred of all orc places is the ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of "where we all come from, and where we all go." The Hollows are as sacred as any Orcish place can be, and violence there is forbidden. "The Void" is the Orc version of the afterlife. Orcs are a rarity in Drevair when it comes to religion because they are one of the few religious groups that do not attempt to convert others to their religion. Over the years a human or elf or some other non-orc may arrive at an orc village and request to learn of Okeer and his teachings. This information is given freely and without special consideration to their non-orc status.


Military Doctrine
Traditional Orc tactics are built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target only needed wait for the order to charge. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. Battle Masters or unit commanders are warriors of great experience and skill, and take applications from younger orc to train them should they seek to rise in the clan to positions of prominence. Battle Masters are not 'spit and polish,' but they do believe in being well-armed and equipped, preferably with a weapon for each limb.
I should go.

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