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Aeos: The Dark Lord

Faction Thread

a part of “Aeos: The Dark Lord”, a fictional universe by almostinsane.

Aeos is a land of magic and diverse peoples. It is a dark but beautiful world besieged by many evils. From his Dark Throne in Halleoth, the Dark Lord of Aeos aims to bring the land under his will. Your fate, however, is in your hands...

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This conversation is an Out Of Character (OOC) part of the roleplay, “Aeos: The Dark Lord”.
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Faction Thread

Tips: 0.00 INK Postby almostinsane on Thu Jan 02, 2014 9:48 pm

This is the Faction thread. It is here that the different factions and races of Aeos may be delved into with greater detail. Anyone wishing to go into more detail about a race or faction/nation should say so in the OOC thread. Please note you do not have to use the outline below. Feel free to embellish and add to it.

Suggested Outline For Nations:

Code: Select all
Name of the Nation:

Races:

Land:

Architecture:

Culture:

Religion:

Economy:

Diplomatic Relations:

History:

Military:

Allegiance:


Suggested Outline for Races:

Code: Select all
Name:

Life Expectancy:

Language:

Physical Characteristics/Appearance:

Magical Ability:

Culture:

Religion:

History:

Allegiance:

Allies:

Enemis

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Re: Faction Thread

Tips: 0.00 INK Postby almostinsane on Thu Jan 02, 2014 9:54 pm

Empire of Halleoth


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Name of the Nation: Halleoth

Races: Humans, Orcs, Drow, Dark Elves, Vampires, Lycans, Dwarves, etc.

Land: Halleoth covers a vast expanse of territory which is either directly part of the Empire or is a "Protectorate" which takes orders from the Dark Lord. Notable territories include the Empire's Heartlands, which is a rich agricultural region with the Dark Lord's Citadel in the center of it along with the capital city, Halleoth City, surrounding it. To the west, it borders the Sea. To the north, it expands into the mountains which are contested by the Dwarves, and to the East, borders the realm of the Elves and reaches the desert regions to the South. Its lands also include the homelands of several "Dark Races", including Orcs, Goblins, and Vampires.

Culture: Halleoth is a new empire and, as such, is a mishmash of different peoples and cultures. Within the Empire, certain races are treated as having a higher status than other races. For example, traditionally "Light Races" such as elves, fairies, halflings, etc. are treated with disdain and are more often than not enslaved, having entered the Empire through conquest or raids into enemy territories. Slavery is rampant throughout the the Empire with many of its engineering feats made possible only through slave labor. The architecture itself varied, though an imposing, gothic style is currently fashionable. Black stone and marble is particularly well-liked by the Dark Lord.

There are many different languages because of the different types of peoples, but the Common Tongue, the language of Men, is the national language and most citizens know at least enough to communicate with other races or cultural groups. Blood sports are relatively common, particularly in the Arena in Halleoth City where animals, criminals, slaves, and prisoners of war fight to the death. Most of all, there is a high amount of reverence and fear for the Dark Lord. He is promoted as the Dark Lord of the world and is considered divine. His word is law and it is unthinkable to oppose him. The Empire is strongly nationalistic and most citizens consider it only a matter of time before all of Aeos is conquered. There is great racism to tradionally Light races such as the elves, particularly on the part of the tradionally Dark Races such as the Drow and Orcs.

Religion: Cult of the Dark Lord; other religions tolerated.

Economy: Halleoth is an economical superpower thanks to the Empire taking control of several key resources. The northern mountains are rich in iron, stone, gold, silver, and jewels. Trade routes are patrolled regularly and taxed. Lumber and farmland is abundant within the Empire's territory and the Dark Lord is emphasizing a sort of industrialization in the major cities of the Empire, often blackening the sky with the smoke of the infernal devices. Most notable, however, is the presence of slavery within the Empire. Slavery forms a key part of the Empire's workforce, giving it an advantage over its neighbors. Slave rebellions, however, can threaten the Empire and should they occur, are ruthlessly put down by the Dark Lord's armies.

Diplomatic Relations: Mostly Dark Races are allied with the Empire. Diplomatic policy for the Empire is simple. The Dark Lord will be generous to his allies and allow kingdoms who capitulate to his rule to retain self-governance. They benefit fron the Empire's infrastructure and resources and the monarchs are treated well. Refusal, however, is met with brutal consequences for those who fight the Empire. Entire noble lines are often extinguished in this case.

History:

Military:

Allegiance: The Dark Lord

(More will be added later)
Last edited by almostinsane on Sat Jan 04, 2014 6:16 pm, edited 1 time in total.

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Re: Faction Thread

Tips: 0.00 INK Postby Wake on Fri Jan 03, 2014 6:35 am

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Name of Race: Giants

Life Expectancy: 150 years

Physical Characteristics: The average giant is a humanoid that stands roughly fifteen feet in height. Generally they are very hairy and muscular in appearance as much of their body mass goes into their limbs. With thick hides, several inches of muscle and fat between their skin and bone, one can easily imaging that giants are both resilient and strong. Indeed, some have been observed to uproot whole trees with their bare hands alone and they are well suited to the cold regions of the north.

The way they walk is sometimes described as lumbering, do to the illusion of such from their hunched over posture and the fact that their arms are actually longer then their legs, making it seem like they drag their arms as they walk. The average Giant's lifespan is roughly a century and a half, with them not starting puberty until their late twenties. Even in their more advanced ages, a giant is still very fit and capable of much physical activity, and will only cease any sort of labor if they are sick.

Magical Ability: Once, long ago, the giants were renowned for their mastery over earth magic, and their ability to communicate with and control elementals. Unfortunately this, like many ancient arts of their people, was largely lost in the Fall of the old kingdom. Now only a select few of their shamans remember the skill.

Name of the Nation: Ramatung

Culture: The giants are largely nomadic, with their livelihoods dedicated mostly to herding animals and gathering materials. The most of their animals are preferred to be large creatures, like the giants themselves, and as such things like buffalo and mammoths are they're favorite herd beast. They also domesticate large saber cats to act as 'sheep dogs' for the herd. Much of their clothing, fabric materials and food from their animals, with cheese made from Mammoth milk being considered a delicacy.

Giants do have some permanent settlements though. Small towns and villages that act as 'trade centers' where different herder tribes will pass through to exchange goods, get supplies, hear news about the other tribes, then move on. Building in giant lands are mostly made out of stone, carved and placed by hand, with hide curtains being a substitute for doors. These places help to ensure that there is a general unity between the giant tribes, and that they are able to communicate on a regular basis. The largest of these settlements is Torodram, the unofficial capital of the giant's home land.

There is little much in the way of giant artistry or fashion since, as you can imagine, they have little time or supplies to use for paint or sewing. They do however have preference for carving in their society, and some giants proudly display stone or wooden statuettes as a part of ritual and religious significance.

Religion: The Giants choose their chief deity to be Rodrauge. He is know by many titles, the stone god, the sleeping father, the living content, but more often then naught what ever name he is called by references his position as the god of earth. It is part of their belief that Rodrauge is the world, the very soil beneath their feet being a part of his flesh, and the rock that makes up the mountains are his bones. They believe their god to be a very generous being who gives apart of himself to support all life on this world, and that all things that die turn to dust and become one with his soil. Thus they treat the lands around them with great care, as they believe that all they take from it is on loan to them from the earth god.

Economy: The Giants of Ramatung subsidize themselves mostly on trading meat, wool, and fur. Sometimes they will exchange these with outlanders for metal or other materials.

Diplomatic Relations: The giants of Ramatung have a guarded stance against 'outlanders' after the struggles they had to endure fro the better part of the previous generations. They are not isolationist, but they generally try to stay out of the affairs of others and regard visitors to their lands with suspicion. Though some of their tribes do occasionally trade with settlements along their borders.

History: A thousand years ago the giants were a very different people. Once they were the proud rulers of a vast and prosperous empire called the Hjot kingdom. They used their mastery over earth magic to construct gargantuan cities of stone the envy of architects the world over, and they also used their craft to till and fertilize the soils of their farms ensuring that they would have a fruitful harvest each year. They amassed great power and wealth in their time, and they developed a rich culture that rivaled even the high elves in it's artistry. It seemed at the time that the giant's were set and ready to become a major contender for the title of dominant race on Aeos.

Then the demon lords appeared.

They were one of the first targets in the path of the demonic incursion, and like the other races they were taken off guard by the arrival of the fiendish hordes. But the giants were also at the height of their power when they came under attack, and because of that the fall of Hjot became the stuff of legends. Rebounding from the initial assault, the giant's mobilized a counter offensive and through strength of will and arms they actually managed to fight the demon armies to a stalemate. It was an incredible feat worthy of song but not one that could be maintained. The fell horde, realizing that a continuous use of force wasn't going to work as it had with their other conquest, switched to their other skill, treachery. Sending agents behind the main bulk of the giant's forces, they worked to sabotage supply lines and corrupt or kill civic leader with hexes. Years of both constant fighting and internal attacks began to take it's toll on the giants, stretching both their resources and manpower to the breaking point. When Hjot's economy began to falter it's defensive line went with it and soon the empire burned.

The demon lords were ruthless. Almost every city they came a cross they razed to the ground, both in revenge for the giant's long defiance and as a message to the rest of the world, save only the capital which one of the demon lords claimed as his own in mockery to the Hjotunns. What few members of their race that escaped the annihilation of their civilization were scattered to the winds. And even long after the hero Miernes slew the last of the demon lords it would be generations before the giants could even begin to recover.

They faced many problems long after The Fall. Largely their issues stemmed from a lack of unity amongst their people, as the lost of their culture had forced them to degrade back into a more tribal life style. But they also suffered at the hands other peoples as well, particularly slavers who saw value in the Giants as a labor force for their strength.

But fate eventually decided to take pity on the race of Giants. In what many of them believe to be a miracle by the Stone God, a lone tribe discovered Torodram, an ancient abandoned Hjotunn city hidden away in the northern mountains spared from the wrath of the demon lords and unclaimed by the other races like so many of the old cities had been. News of this miraculous find spread, and giant tribes from all over migrated into the north. They formed a loose confederacy and carved out territory for themselves. In time they solidified their position, creating a new nation which they named Ramatung.

They've lived a relatively peaceful, if largely secluded, life away from the troubles further south. Though some individuals do venture beyond their borders, searching for any knowledge of their long lost heritage.

Military: The giants of Ramatung haven't had a formalized army for many years, having more of a collection of militias made up from different tribes. Though that has been the slow subject to change in the recent generation with the brewing troubles in the south. However when they do feel the need to march to war you practically can feel them coming, as the earth will quake beneath their warrior's marching feet. There is very little that could repel a single charging giant and a whole pack of them is next to unstoppable. A horde of giants will most often meet their foes head on, believing it best to simply trample the enemy under foot, causing as much damage as possible and sending the smaller combatants into a panic so they will rout.

Giant's will bring massive and easily made clubs and spears or the occasional axe to bare against their foes. For armor they wear thick hides and leather to ward against arrows, spears and swords. In lieu of bows, which would be impossible to craft for a creature of their size, giants use large slings to hurdle rocks at their foes. Giant 'stone throwers' will carry a bag of huge rocks, usually twice the size of an adults human fist, and toss these stone over a large distance where upon impact they will break bone and cave in armor. And in compensation for their lack of carvery the giants will bring in animals from their herds to act as war beast.
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Re: Faction Thread

Tips: 0.00 INK Postby Wake on Fri Jan 03, 2014 4:34 pm

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Name: Elementals

Life Expectancy: Unknown. While elementals certainly can be harmed, most scholars aren't sure if they can truly 'die' in the normal sense. The general assumption is that they are ageless semi-immortal beings and can only be destroyed by outside forces.

Physical Characteristics: The simple explanation that a scholar would tell you is that they are spirits, beings of made pure magical energy given thought. A much more in depth description would be much more convoluted and debated by different sources. An elemental has its body made up entirely of some type of physical material and it's appearance can take a multitude shapes. Some of these forms can be recognizable as vaguely humanoid or animal-like while others are completely alien in structure.

While much is still unknown about the make up of an elementals physiology, those that study them have developed a class system to catalog most of them by which 'base archetype' they fall under. Energy types usually fall under either the fire or thunder classes, solid types being under earth class, and liquid and gas types belonging to the water and air classes respectfully. There is also a sixth archetype called the hybrid class, where elementals that could be considered a mix of two different classes are placed.

Magical Ability: Many of the unversed make the mistake of thinking elementals to be like golems, creatures that rely on physical might. They are very wrong. As creatures of pure concentrated magic, elementals are very powerful beings considered to be forces of nature given flesh. An elemental is naturally gifted in spell work, usually holding magic in line with that of their class archetype. Size is an important factor in indicating how strong an individual elemental is. The larger they are, the more power they can store in their bodies. A particularly large specimens can effectively tank a whole team of experience mages, making them very dangerous creatures that one is advised not to trifle with lightly. Still some ambitious wizards have tried to bind elemental under their control using their spell craft... normally with only the rare few coming out of the experience as anything other the a bloody mess on the floor. And even then they will devote every waking free moment they have to finding a way of breaking free and taking revenge on their would be master.

Culture: Not much is known about the elementals as a 'society'. They are unpredictable creatures, regarding intruders to their domains either with passive indifference or aggressive hostility. It is certain that they must possess intelligence as the ancient Hjotunn's were able to communicate with elementals of the earth class, but how intelligent they are is a subject of debate.

Religion: Again this is something not particularly known in great detail and left largely to guess work. The reigning assumption is that they would gravitate towards a god that holds dominion over their class archetype.

History: Many have tried to study or control elementals over the centuries, with limited degrees of success in either regard. However their was once a people who had a profound knowledge of their kind. Over a millennium ago the ancient giants of Hjot kingdom had discovered the 'language' of the earth elementals. Using this new found ability to communicate with the spirits of the soil they worked to establish a pact between themselves and the earth elementals and came to coexist with them. Benefiting from this deal they used it as the base to develop Hjot into a great empire. However the details of this pact were lost to time when the demon lords appeared and caused the Fall of Hjot.

When speaking of the Fall of Hjot, many hold onto the image of giant berserkers in heavy armor smashing and carving their way through demons and their minions like a scythe through wheat. And while their not entirely wrong, Hjot's infantry being renowned shock troops, the reality of the matter is that they relied heavily on elemental support during the Fall. The Earth elementals were vital in the defense as they were the only means the Hjotunn's had of matching the fiendish horde's fell sorcery. In the generations after the fall, many giant shamans have tried and failed to rediscover what the original pact was, none ever coming any closer then any of the scholars or wizard that have tried to gleam into the mysterious nature of the elementals themselves.

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Re: Faction Thread

Tips: 0.00 INK Postby TCDinNYC on Fri Jan 03, 2014 11:34 pm

True StateImage Human StateImage

Name: Lycans

Life Expectancy: 95

Physical Characteristics/Appearance: Lycans are a race of wolf people, well in a way. In their ‘true’ state, they appear as monstrous wolves with a human posture, huge teeth, shining eyes, and large paws. In this form, they tend to run on all fours for speed, and they appear to lose much of their rational minds. This is somewhat true, as they are simply becoming more Intune with nature, and communicate like actual wolves with snarling, howling, and the such. They are still bright in this form, as they work in packs to take down almost anything, and can formulate plans, although it is hard to share. The average Lycan is around 8 feet tall in this form.

The other state they have, their ‘human’ state, or ‘impure’ as they tend to call it. This form is most similar to human, except with the exception of fur patches randomly on the body, wolf tails that can reach the ground, and the eyes, which are always a bright color. They walk on their legs in this form, and wear clothes, although they tend to be more exposing than most, due to heat buildup. They are quite adapt to using human weapons, from swords, bows, maces, and even clubs. They can talk in other languages while in this form, and this is the side on them that learns quicker, the intelligence half, and the wolf form the physical half. Most Lycans prefer the wolf form, but will stay in human for traveling.

Magical Ability: Besides the shifting between two physical forms, Lycans aren’t really the best with magic. It is an art that is hard for any to pick up, and very very few to master. The human form is the only one capable of performing spells, and most Lycans just don’t have it within themselves to use magic. There exist a few exceptions, and a few Lycan mages do live, but they are few and far between.

Name of Nation: Valtorce

Culture: Lycan culture is rather pack oriented, which is a slight given for a race of wolves. They favor for one leader for each pack to exist, who answer to the Alpha wolf living in Valtorce’s capital. Packs tend to be nomadic to an extent, they roam the lands until they find a forest for them to claim. If another pack has claimed to forest, the leader may challenge them for it, but losing means giving up right to rule, so fighting is avoided. The pack leader is usually male, although a few females have led before. When a forest is claimed, the Lycans guard it with their lives, as it is now their home. The forest is then lived in, with a small hub as the main area cleared out for meetings, food, and sleeping. Most lycans will stay in True form at home, as it is more natural, but will shift when a meeting is held. Food is hunted down in small packs, which can take down almost anything. This has caused some trouble with giants and farmers, as eating livestock is an easy prey.

Lycans do enjoy feats of strength, which makes up some fun competitions between packs at the capital. Little of their culture is known to outsiders, mainly because packs will kill an intruders on their lands, unless a member can vouch for them or they are escorted by a member of a friendly pack. If two packs aren’t friendly, then Lycans will also turn on other Lycans, but not in an open war, but through harshly controlled territories. The borders of their nation are held by the capital, so that Lycans may leave without risky the walk in unfriendly territory. Leaving the pack isn’t uncommon among young ones, but turning against it will result in that blood line being purged.

Religion: Lycans have a goddess that is almost universally worshipped; Lunastia. She is the wolf of the moon, the mother of all Lycans, watching her children with the ever vigilant white eye. She was a pure white Lycan, who could see the future with her magic. She would tell kings about the future of their kingdoms, and one king was so pleased by what she had said, he gave the Lycan people their country. The stars didn’t move in the sky before, but when another king was told about what she had told the other king, he had her executed under the star of his kingdom. Her spirit didn’t die however, but became the moon in the sky, and began to move the stars in the sky, hiding the evil kings lucky stars behind her back. To this day, many Lycans howl during the full moon not as a form of communication, but as thanks to Lunastia for making sure men could never escape her eye.

Economy: Lycans usually trade within borders, and they trade anything from wool, flower buds, and other things. The capital is somewhat different, as it is somewhat regal, so some tourist visit, although these are odd.

Diplomatic Relations: Valtorce is rather unoutstanding is this field, as its borders are guarded, so some view them as openly hostile to intruders, and don’t understand how the pack system works. A few allies exist, mainly with other ‘beast’ races, and no enemies to speak of, save for minor skirmishes with farmers.

History: In the very distant past, the Lycan people enjoyed huge forests, covering almost the entire country, which in turn did wonders to nationality. The people felt with the giant forest, they were all one pack, although minor politics aside, enjoyed peace with each other. With everyone together, outsiders came more frequently, bringing new and exciting culture with them. The festivals were amazing, flowers bloomed hugely, and meteors containing moonstone fell, making them believe Lunastia was giving them the blessing on the old ways. Life was great.

And then the demon lords came, and things fell apart.

Their lands, being heavily forested and protected, became a target of the demons wrath. Many hell spawn came and took lands, destroying the forests for wood and fire. It took the people a while to figure out how to respond, and the order came from Kiba, one of the greatest Alphas in recorded history, decided to move an army to reclaim his lands. They were quick. Strong, and fought to take back land. They won several battles, but at a huge cost to population. For a while it seemed as though, they had actually kept the demons out.

That changed when the demons noticed there resistance. They came down with great magics, and began to destroy the country with fire. Not any fire, but hell fire that burned without rest. This fire trapped and killed many Lycans, and burned entire areas to the ground. Only the capital stood after the rampage, after which many rose up and took the palace, feeling as if the old king wasn’t protecting his kind. This began a mini civil war, one side wishing to join the demons, and the other to not. This also hurt population, until many feared the race would go extinct. The side against the demons won out, and joined with the great hero to destroy the demons, and they won.

This helped somewhat. The forests were stubborn to not grow, and took the light magic of many to cleanse the woods of evil, so regrowth would occur. However, many still felt anger at their destroyed homes, and began protecting with great ferocity, which continues today. Today, many lands are regrown, but not to the greatness of before the demons, whose evil kept the forest from truly returning. They are left with packs controlling their territory, a capital with limited power, and a bitterness to demons, as well humans, for the idea the human mages brought the demons still persist within some factions, which each generation learning the ways of the former.

Military: Lycans are a split military, with each pack holding their own portion. They are relatively inactive, but are at the call of the current Alpha, Lokumaru. They swear loyalty to the Alpha, as the pack system is the life of military for them.

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Re: Faction Thread

Tips: 0.00 INK Postby SauronLastOfTheOGs on Sat Jan 04, 2014 9:31 pm

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Name of Race: Cyhyraeth

Life Expectancy: 300 years

Language: No common language. The cries of Cyhyraeth cannot be understood and are not thought of as a language.

Physical Characteristics/Appearance: These creatures usually stand at a height of somewhere from six to seven and a half feet in height while retaining thin physiques. Generally, the Cyhyraeth keep clothed from head to toe to try and keep the appearance of a regular man. Not many have seen under the dress of one of these creatures and lived to tell what they look like. They have dark black skin that covers their entire body, and their faces have been described differently by all who have seen them. One man had said the creature's face was a black skull, another said they have the face of a fox, while a different man said there was no face under the mask. The creature's blood runs black and they don't seem phased by pain. And when a Cyhyraeth dies, their body turns to a pile of ash left to blow away in the wind. It is said that moments before someone's death, they can hear the soft voice of a Cyhyraeth speak three times. The voice of the Cyhyraeth gets quieter every time until the person passes.

Magical Ability: The Cyhyraeth are less known for their magical ability and more known for their resistance to damage, although the two could be related. People do say, however, that the Cyhyraeth's words are poisonous and will kill anyone who listens to them.

Culture: The Cyhyraeth have no culture of their own. They only present others with death no matter their beliefs, age, gender or race. The Cyhyraeth kill everyone that comes in proximity to them, but usually will not seek out others to kill. However, the Cyhyraeth are drawn to creatures that have not too long to live in this world. It is said that when people die in their sleep, the Cyhyraeth are to blame.

Religion: None

History: Tales of Cyhyraeth began to spring up about two thousand years ago. Although that is truly what they were; just tales. Back then they were known as Aeth, because they were not thought of as living beings and more of as spectres. It wasn't until a man had cut into one, that people learned they weren't just stories or ghosts, but had physical bodies. People began to lay out offerings for the Cyhyraeth of various things, whether it be food, toys or animals. But the Cyhyraeth never took them.

Many people still don't believe in the existence of the Cyhyraeth, as they are a rare occurrence. The Cyhyraeth began to help the Dark Lord as if it was natural for them to do so. The lost creatures began to gather at the Dark Lord's Citadel and then moved on. Many of the Cyhyraeth helped conquer kingdoms in the north. One kingdom in particular, Cailreach, is mostly inhabited by Cyhyraeth.

Allegiance: Death

Allies: The Dark Lord

Enemies: Everyone

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Re: Faction Thread

Tips: 0.00 INK Postby almostinsane on Sun Jan 12, 2014 12:43 am

Falendale


The Hidden City of the High Elves



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Name of the Nation: Falendale

Races: High Elves, Wood Elves, Sea Elves, Humans, Dwarves, Giants, Nymphs

Land:

Architecture:

Culture:

Religion:

Economy:

Diplomatic Relations:

History:

Military:

Allegiance:

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Re: Faction Thread

Tips: 0.00 INK Postby Derek Smith on Sun Jan 12, 2014 3:54 am

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Name: Drow ( Dhaerow to the other races of other Elves,the word means Traitor)

Life Expectancy: On average a thousand years old though Loth has given immortality to a few.

Language: Drow, UnderDark Common, Drow Sign Language, Demonic, Dragon Speech, Common, All Elven Variants, Orcish, Goblin, Dregaur

Physical Characteristics/Appearance: Drow like their surface kin tend to be both beautiful and pleasing to look upon. With a graceful flowing walk and angled ears their elven status is easily recognizable. They are also somewhat shorter than other elven races.

The superficial differences also extend to their skin. Unlike the golden or ivory skin color of the other elven races Drow have a obsidian tone bordering on black. With few exceptions Drow tend to have red eyes paired with white or silver hair. Other shades are not unheard of but are considered rare and usually a sign of elven blood within the family tree. Such individuals tend to be looked down at and openly mocked. Furthermore Drow surpass all other elven races in terms of physical strength. This is not readily apparent to casual onlookers for they share the same slender build as other elven races. In addition Drow birth rates are significantly higher than other elven races.

Favoring subtle and dark robes or light armor Drow do not put much value on personal adornment save their hair. Each Drow has their hair cut according to station with long and flowing hair reserved for the nobility or mates of Matrons. Commoners are required to maintain a short and nearly bald style regardless of gender. Soldiers may wear their hair shoulder length should they choose to however. In addition Nobles carry a platinum medallion engraved with their house crest with High Priestress adding a symbol of Loth.

Magical Ability: Drow like all Elven races are gifted in both arcane and mental magic. In addition even the weakest Drow can call upon racial abilities that center around things like casting shadows impossible to see through, faerie fire, and those considered curse born are granted even greater racial abilities though curse born are an extreme rarity.

Also like all Elves Drow do not need sleep in the traditional meaning of the word. Instead they enter a meditation state in which basic motor function is only marginally impaired. Drow also have a unique Dark Vision surpassing their elven kin that lets them see in darkness that would blind a normal elf. These inhabitants of the Underdark are also extremely resistant to the magic of others and are thus a mage's bane. Unfortunately this seems to extend to beneficial magic as well. And aside from the clerics of Loth healers will find Drow difficult to work on.

Most Drow however choose to combine their martial and magical skills together. High Priestress usually also learn to add their clerical powers to whatever other skills they may have. The result is perhaps one of the most flexible fighting forces to be found, one that is hard to back into a corner.

Culture: The Drow are a matriarchal, militaristic, and a deeply religious society. One where the Church of Loth rules every moment of everyone within its sphere of influence. Their city states are formed in the vast UnderDark and ruled by the most powerful noble families with the top ten forming the ruling council of each city.

Constantly at war with not only themselves but surrounding races Drow are taught from a young age not to trust anything beyond their own strength. They are forced fed a diet of training,propaganda,and religion to the point were even the lowest ranking commoner is a deadly threat.

Day to Day life revolves around the Grand Game however. Were the poisoned tea or hidden knife advances it's players Were the razing of Noble Houses is accepted practice. It is a game without rules save one, all things must be done with style and subtly. Though all know none should be able to prove anything. Such is how the Game is played and won. And the reward, more power to make the laws suit you. For the ten top ranked families are in charge. And there is only one way up.

Life as a male is not so simple. All the obvious ways of gaining power are tied up with the Church of Loth and that path is forbidden to a male. While sword and spell are not a male can not simply slaughter the females placed above him. Such things will not end well.

Drow view all others races as inferior and commonly enslave or kill any other race they come across. Not ones for diplomatic solutions the Drow often are at odds with other evil races. Though willing to indulge in temporary military alliances they will eventually turn on their allies when such a partnership proved unprofitable.

Religion: The Drow worship the goddess Loth, she who is the Spider Queen and Mistress of the webs. A Goddess devoted to Chaos and personal ambition Loth is not for the faint of heart nor those with any sense of morality. She is capricious and cruel and has never forgiven the Drow for their failure to conquer the world so long ago.

As a result High Priestress must be fervent in belief and dedicated to the church. Rituals and blood sacrifices are the norm,with elven women being a favorite of the Spider Queen. As an added burden of faith High Priestress are encouraged to plot and even kill one another in the name of forging the strongest.

History:

The story of the Drow begins on the surface were once they dwelt in peace with their elven kin. Were starlight and sunshine stirred the same love it did for all Elven kind. But even then the obsidian skinned elves were a warlike people rejoicing in the battle horn and the battle cry. They always found ways to indulge this blood lust,at first in ways approved by their fellow elves . Such approval gradually gave way to mere tolerance that soon turned to open disdain.

But elves were long lived and did not see the need for immediate action. More ever they could not justify overt action against kinsmen they only disliked. Kin did not slay Kin after all and even the Drow kept to that rule.

It was the emerging of men from their caves and raw meat that finally tipped the balance forever between Elven kind. The Drow were the first elven race to make contact with the barbarian tribes of early man. Instead of kind words and gifts they killed these impudent upstarts claiming a world belonging solely to elven kind. This event went beyond the normally fair minded Elves.

The Dhaerow War was a brutal and bloody war with atrocities commited by both sides. No innocent survived the battles and negotiations and in the end all were fighting. But the Drow war machine seemed unstoppable and vast were it's armies The world seemed ready to forever fall underneath a dark shadow of the Drow. Nothing could stop the inevitable it seemed.

Then the Drow turned to Loth's worship in return for the power She offered. And what power it was,with it the few crumbling bastions of power fell. And the world was finally in Drow hands.

The Gods had a different idea however,one that was at cross purposes with Loth and her Drow. In a single pitched battle Loth stood alone against the gods and her worshippers stood alone against a divine inspired resistance movement. The outcome was predictable and so the Drow were defeated.

As the race that had suffered the most the High Elves were given the right to judgement. The other races save the Elves wanted genocide but Kin does not kill Kin. And so exile to the Underdark was chosen. The Drow naturally balked at living in a sunless hole for all time but divine judgement had been passed.

Here in the Underdark the Drow found new magic and licked their wounds. And swore revenge for this prison.

Allegiance: Loth, The Dark Lord

Allies: Any that prove at least temporary useful

Enemies: Elven Kind
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Derek Smith
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Re: Faction Thread

Tips: 0.00 INK Postby Derek Smith on Tue Jan 14, 2014 4:08 pm

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Name:Drider

Life Expectancy:1000 years

Language: Drow, Drow Sign Language

Physical Characteristics/Appearance: Drider as the abject example of what happens when Drow fail not only the Church of Loth but Loth herself are a hideous combination of Spider and Drow. Considered perhaps a fate worse then death many Drow shudder with revulsion and no small amount of fear when ever their paths cross these examples of Loth's anger.

Despite that Drider are prized infantry,capable of taking damage that would leave any other race praying for death. Furthermore Drider do not feel pain in any significant manner and heal extremely rapidly and their Drow racial strength is only further enhanced. Strong,quick, and fast the priestesses often find ways to create more Drider whenever the chance arrives.

Their strengths come at a steep price however. In addition to bearing the weight of Loth's anger Drider lose much of their sanity during the transformation process. And only the blood of living beings can sustain them, this is perhaps a contributing factor to Drow enslaving practices. The last nail in the coffin is the fact Drider become nearly incapable of much in the way of magic. For a race steeped in magical power this is the greatest price of them all.

Magical Ability: Drider are incapable of casting any noticeable magic.

Physical Ability: Drider are noted for their extreme strength and agility. Capable of bringing a giant to their knees or out running the wind itself Drider are rarely out matched in a physical contest and are thus used to break the ranks of enemies in a manner not all that differing from normal calvary.

In addition to their immunity to pain and high damage threshold Drider are gifted with weapons unique to spiders. The venom of Driders is delivered either through the stinger in their abdomen or through a bite. A highly potent toxin Drider venom leaves behind a cold pain even the strongest can not ignore in addition to acting in a paralysis fashion. The silk glands of a Drider produce a silk that is strong enough to bind even the largest prey with ease and is often crafted into the robes and armor of High Priestress wear.

Possessing the same Dark Vision as the Drow these avatars of the price of failure prefer the shadows but show no unease in the light.

Culture: The Driders have no culture to speak of being only loosely bound together and only solely at the behest of the Church of Loth. When not closely watched Drider will often attack one another with reckless abandon.

Religion: Like the lack of culture the Drider do not seem to follow any known sect or god. It is even unknown whether or not they still worship Loth though they do follow the orders of the Spider Queen's priestesses to the letter.

History: Drider history is that of the Drow since first they took to the worship of Loth. The first failure was Matron Silvan,she would lead the Drow when first they conquered the world. For her failure to keep the throne Silvan would have the dubious honor of being the first Drider. The madness of the transformation saw the death of a thousand Drow as her strength made stopping her nearly impossible.

Ever since that day in the mist covered past every priestesses learns the invocation necessary to create the Drider. And on that day the Drow learned the militaristic value of the Drider. With the result nearly any major failure is punishable by transformation regardless of whom failed whom . This perhaps is the only true sense of law and order in another wise Chaotic society.

Allegiance: Church of Loth

Allies:N/A

Enemies: Any the priestesses name

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Derek Smith
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