RantzOn
über Farkan
Go home and be a family man...
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Post by RantzOn on Jan 9, 2012 1:53:38 GMT -5
~Regions of Illivan~
Realm of Man: Human Kingdoms: Diermor- Located in something known as the Golden Plains, a large flatland is located nestled in the large continent of Uzgrad. The golden plains make up a good fifty-or so percent of Uzgrad
Capital City: Thorlin, The City of the Tribunal.
Named after the god of the craft and the smithy, Thorlin is the shining example of human persistence and presence. Buildings made of solid granite and metal braces, Marbled statues, and a large tower stretching atop the Imperial palace, it's a sight to see, and to return to. In the many years of war and turmoil. This city was never razed or claimed by an outside force. So long as Thorlin stands proud, The moral of human-kind overflows. This city is divided into three sections.
The Residential sector makes up the north half of the city, most, if not all the houses and it's people live here. Smaller shops are found in this district as well. However the grandeur of Thorlin doesn't mask the hardship of her people, a good portion of the commoner class are peasants and paupers, or working under a noble's house.
The Commercial District is made up of the southern half of the walled city. Shops, inns, Taverns, Smithies, and the three guilds headquarters are located here. (See RACES AND FACTIONS below) Along the outer rim, towards the wall, there's a rumored red light district, so to speak, however, it's simply a rumor, Right?
The Imperial Palace and Tribunal Tower are located in the dead center of the great city of Thorlin. The Emperor resides here when not traveling the kingdom, and the Tribunal resides in the tower. Wealthy, High class citizens also live around the district. As does the Temple to the god Thorlin. The entire center district is considered holy ground because of it. ((See AURAS AND EFFECTS Below for info on Holy Ground))
Major Cities:
Oran: A farming village located two days south of Thorlin. It's a large, sprawling Several miles in every direction. No walls, only a strong, Imperium backed milita, as well as the Local Warriors Guild
Tul'Falas: City of the Highlanders. A fort held above a serf-run village. Basic commodities and a strong dislike of outlanders make this an inhospitable city.
Minor Cities:
Turma- Turma, in every way, shape, and form, is normal. Far from the grandeur of the Tribunal, the local law is carried out by the local guilds in this city. Since it's so very far from the capital, the guild law stands over the emperor's law here.
~Glory of the High Elves- Thirfandyl
Deep in the blistering cold continent of Northhold. The Latest city of the High Elves, Thirfandyl Is a sprawling equivalent of a metropolis, Made of pure, crystalline ice, it houses the majority of the High Elven society. Thirfandyl is the third of the elven cities, Each city is made and then demolished at the start and end of an age of magical study, Respectively.
Thirfandyl's age is the Age of Planar Magics.
The City is protected by a large storm, known as the Maelstrom. A magical barrier of ice and sleet that prevents all but those who are allowed... or cunning enough to pass the wall.
There are no defined districts in the city, as the city sometimes shifts and moves as more homes are formed. But shops and the nobility rest at the very top. And the rest are layered through the ice.
~A Den of Renegades ~ Desert Elves- The Jagged Peninsula and Barbabute Port
A large stretch of tropical desert known as the Jagged Peninsula sits south-west of the Golden Plains and the Human Kingdoms. It stretches many miles into the ocean but is barely 100 Miles wide. There, Spotted by villages and farms, the Desert. Or Scorned Elves live. And in the middle of a crescent shaped curve in the landmass, is Barabute Port, The Capital of the Desert Elves.
A huge, Open walled city is where the Techno-magic inclined desert elves live. Playing host to Airships and seafaring vessels alike. The large city is a gem of modern magic and science.
~Wilds of Westwood
Nestled in a mountain range, a Vally, stretching hundreds of miles in every direction, covered in forest, sits Westwood, Home of the Tribal Dashkin.
The Dashkin are spread out between several clan-owned villages in a Region Known as Westwood, Located west of the Human Kingdoms, North of the Desert Elves. And East of the Forbidden Desert. Each village is different from one another.
Westwood is, however composed of several different areas, Of note..
The Old Forest- Located in the dead center of Westwood, the closer to the center you get, the more dangerous the trek, Stories harald oaks as thick as watchtowers, and as high as the sky. The Mysterious Windseeker's clan lives here.
The Ash Throne- A large, long dead volcano sits south of the center of westwood. The area around it is covered in a thick red ash, dead trees dot the surroundings, and a dangerous race of monsters known as Basilisks roam the area. However, even though with harsh conditions, The Ashstep Tribe calls this place home.
The Desert's Gate - The mountains have crumbled towards the far west, giving way to the sands of the forbidden desert. Now closed up by a large sandstone wall, the Sandrunner Clan stands forever Vigilant for some unknown reason.
The Dusk-swamp - Stretching from south-east to north east. The swamps are a dangerous place, making a hard entrance from the human kingdoms in the east aside from the rare path that has not been sunk into the muck yet, Gators, large snakes, and something else lives in these swamps. And somewhere in the damp expanse, so does the Swampfoot clan.
Northern Wastes- Cold and bitter are a good pair of words to describe this part of Westwood, At a steep incline as you move north, the snow almost always falls on this region. And towards the very top, The Nightstrider Clan has made a large fortress village there. And Cracks of Lightning and Magic can be seen from the stone spire at midnight.
The Glass Stretch- A huge lake towards the north end of the Old forest, this houses the only easily located dashkin clan. The Glass Clan makes there home along the banks of the ever-clear waters of the glass stretch, with houses made of wood and thatch and farmland aplenty. This is considered the only bastion of civilization on this end of the world until Desert Elf territory... That is, if they let you partake in what they have to offer.
~The Halls of the Dwarves
Back In Northhelm, West of the Elven city, lies the tallest mountain in all of Illivan, Un'Kal'Rithgul, and the city under the same name, within. The Dwarves have been carving out the large mountain for centuries, and now it's population almost rivals the Human's Thorlin, City of the Tribunal.
Steam engines, blast furnaces, and large trade halls are easily spotted around the city, as well as temples to a Fire Spirit. Other smaller villages are, infact mobile. On the backs of large mechanical beasts that travel between other regions and races to do business.
(More to be added to individual descriptions.)
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RantzOn
über Farkan
Go home and be a family man...
Posts: 367
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Post by RantzOn on Jan 9, 2012 3:00:40 GMT -5
~Races, Rules and Racial Factions~
~Humans: Resistant, Flexible, Persistent, and Numerous. Humans make up a good portion of Illivan's population, And while numerous, usually fall under two groups of humans.
Human Plainsmen: Consisting of Tan-skinned humans with lithe builds and fair hair, They hail from the center of the Human Kingdom. They don't have any large perks regarding stats or resistances, however they innately have an affinity to hand-crafts such as smithing and farming, and even woodwork. Plus skills with swords and hammers are easier learned by them, and cost less to train.
Summery: Have the option to start with Apprentice level Smithing, Farming, Fletching, Carpentry skills. (As opposed to Novice) Standard Sword and Standard Hammer skills are cheaper to learn and faster taught.
Human Highlanders: Towards the Mountains that border the Human Kingdoms live the Highlanders. They are Taller, Bulkier and more durable then their plainsman counterpart. They have an affinity to the mountains around them, And they're excellent miners, blacksmiths, and mountainous terrain is easy to navigate for them. They also can withstand the cold, and heavy armors and axes are second nature to them.
Summery: Mountain Borne: Resistance to Cold Weather and Magics based around Ice. 5+ Health (Scaled). Miners and Blacksmiths can start at Apprentice, and Standard Axes as well as Heavy armor training is cheaper and faster taught.
Human Factions and Perks.
~The Warriors Guild: A Group of Sell swords have banded together under one flag, the Warrior's Guild. They fight for the highest bidder, and while they're not as well equipped as the Imperium. They have the flexability of being able to Travel.
Summery of Perks:
Able to innately choose Blacksmithing, Tactics, Standard Swords, Axes, Hammers or Armor Use (Light Medium Heavy).
+1 to Charisma, Strength, or Stamina Cheaper prices from Warrior's Guild Merchants Allied With Warrior's Guild Able to access Guild Controlled Prisons, Smiths, and Armories freely.
~The Library of Magi: A group of tutors, scholors. Mages and Wizards, and even the occasional poet make up this faction. They are completely dedicated to the preservation of human history, as well as the study of Mana based magic.
Summery of Perks:
Able to Innately choose Pyromancy, Aeromancy, Geomancy, or Hydromancy. (If Mage or Mana-able) as a skill
Able to Innately choose Book Binding, Rune-reading, Imbuing, or Alchemy as a Skill (if not a mage or have not chosen one of the above)
+1 to Intelligence, Soul Strength, or Willpower (OR) Able to detect magic innately
Cheaper prices from LoM Controlled Merchants Allied with LoM Able to access Libraries in Human cities for study freely.
~Circle of Merchants: Craftsmen and Merchants come together to help with Export, Import, and the manufacturing of Currency. Bankers, Businessmen, and the occasional Farmer make up this guild.
Summery of Perks: Able to +1 Charisma, Or choose Appraising, Black Smithing, Carpentry, Masonry, Mining, Forestry, or Fishing as an innate skill
+1 to Charisma, Intelligence, or Perception
Better Prices with CoM controlled Merhcants. Able to haggle better with Neutral Merchants Allied with CoM
______________________________________________________________ ~Dwarves: Stout, Strong, and brilliant, These members of Illivan society are just as comfortable on the battlefield as they are in a library or a workshop, Utilizing their races Siege-tech, They are at the forefront of military magic and steam-works. Their hair can be silver, Raven black, and even sanquine, and pretty much everything between that, though favors the darker tones due to the time in Caves and the great-halls of their city. Beards are common and well cared for, however the beardless dwarf is a possible sight as well, and hardly frowned upon.
All Dwarves get a bonus to Forging and Smithing, Making it easier for them to learn the skills respectively. Axes can be chosen as a innate skill in place of a house skill. All Dwarves get access to learning and using Siege-tech and mechano-magic, as well as a resistance to fire. (unless using siege armor)
~Dwarven Factions~
House of Kul'Dar
A large military house, they oversee the use of War-grade Mech-Magic Enchancements, as well as the use of Siege-tech.
House of Kul'dar Summery: Able to choose a Minor Mech-magic enhancement (See Mech magic note in Skills summery). +1 to Strength, Stamina, or +2 to Endurance.
Able to Choose Any Standard Weapon skill (Axe, Sword, Mace), Or a Mechanical Weapon skill (Chain-lash, Steam-Spear, Blaze Axe) As an innate Skill.
Seige-tech use is easier and cheaper to learn
Allied with House of Kul'Dar Unliked by House of Kil'ra'tul Neutral with the House of Ra'tah
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House of Kil'Ra'Tul
Shamans and Spirit-priests reside here, Deeming war unnecessary for conquest, These Zealots of the Great Enslaved Fire Spirit are few in number, but powerful with rune magic.
Summery: Inability to use Mech-Magic enhancements. Ability to use Rune-casting innately (If Mana-able) OR Trained in Tailoring, Carpentry, Gem-cutting, And Weapon-Enchantment.
+1 to Soul Strength, Intelligence, or +2 to Stamina
Allied with House of Kil'Ra'Tul Unliked by the House of Kul'Dar Neutral with the House of Ra'Tah
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House of Ra'tah
Engineers and Craftsmen, This is one of the largest houses in the great city, They're responsible for the maintenance of the great forge, as well as any centurions and mechano-magic production within the city.
Summery: Able to choose Mech-magic Construction, Seige-tech construction, or Medium Armor as an innate ability.
+1 to Intelligence, Charisma, or +2 to Agility
Allied with House of Ra'Tah Neutral with all other Dwarven factions.
______________________________________________________________ ~High Elves: Intelligent, magically attuned. Zealous in their pursuit of magic, but also in their Xenophobia. They Are Tall (5'11 would be short for them) And fair skinned, always blemish-less, and pale as the rising moon. Blond to light red hair is common, and eyes range in shades of Greens and Blues, but never brown.
All High Elves innately have a powerful connection with magic, and even warrior classes will have a minor pool of magic to use -if- trained to use it. However, Because of their Xenophobia, and the atrocities that your ancestors have committed, you are at least Unliked with all non-high elf factions, and Most Desert Elven Factions regard High-elves KILL ON SIGHT, regardless of alignment or faction alliance.
Summery: Extended Mana pool (+10, All Classes) Access to Anima. IceBorne: Weakness to Fire, Strength to Ice, Immunity to cold weather.
~High Elven Factions~
The Fist, Centurions and Conquest: This faction consists of guards that protect the crystaline city, and make use of Nexus. A type of high speed travel for High elves (Described on Items of Note)
Summery: Innate Access to a Nexus Recall (Cool down, 2 days. Charge of three turns or One hour resting, Capability, 6 Party members, 200 Units of goods)
Can choose Crystaline Armor (Heavy, Medium) As a innate skill, OR Spear or Standard Sword Skills, OR Spellblades as an innate skill.
Access to Centurion Armories when visiting Elven Outposts.
+1 Strength or Stamina _____________
The Mind: Scholars and Study: The Forefront of magical research, the most powerful mages are found here, Studying planar magics and recording their experiments.
Summery: Able to Access Apprentice use of Anima. (Described in Classes) if a Magic class. Or Choose Skill: "Phase Shift" As an Innate Skill
+2 Intelligence, OR +1 Intelligence, and +1 Soul Strength.
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The Hand: Scouts and Inquisitors: The blade that strikes at the Foes of the High Elves, They have long reach and quick reflexes, And are quicker to punish the heretics and usurpers of the fair kingdom.
Summery: Able to choose "Blink: Personal", "Blink: Weaponry" As an innate skill, (OR) able to choose "Crystaline Bows" or "Anima-Bolt-heads" As an innate skill.
+2 to Agility, or +1 to Agility and Strength.
______________________________________________________________ ~The Scorned: Desert Elves
Sickened by the xenophobia, the Desert Elves fled the high elves to the west, taking the magic they learned, and gave it to the Dwarves in exchange for the study of clockwork and steam engines, as well as the Dashkin for fresh game and materials. They Are Tanned Skinned and Shorter then their High Elven Counterparts. And each one, regardless of age, has a notch in their right ear, Given at birth. Their hair is sometimes blond, but more commonly dark browns and beige and blonds tend to dive towards sandy-blond.
All Desert Elves Know a bit about clockwork. Even the most simple can repair clockwork and steam engines.
Summery: FireBorne Perk: Desert heats are shrugged off, Weak to Ice Magics, resistant to Fire. All Scorned are able to fix and work steam engines.
+1 Charisma or Intelligence
~The Academies of the Scorned~ Note: Rather then Factions, when a desert elf becomes of age, they attend an academy, rather then joining a faction, And then set on a set of Classes that helped them become who they are now.
~Academy of War: You trained for years behind the stone walls of this Academy Able to Choose: +1 to Strength or Agility
-Path of the Noble Lord: War tactics are your bread and butter, you can recognize patterns in enemy ranks easily, and you've been trained in swordplay. Innate skill with Swords and Shields, OR Exotic Weapons: Rapier Innate Talent: Scorned Eye: You may Roll a d6 and theorize what an enemy's tactic is. (Humanoid-Sentiant Only)
-Path of the Sky-Captain: After your base studies, You were trained to Pilot Zeppelins that the Desert Elves are known for Innate Skill: Spears Innate Talent: Wings of the Scorned: Able to Pilot Airships and Zeppelins without prior training, Long falls deal half damage.
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Academy of Sciences: You trained within the hovels of the Lords of modern arts.
+1 Intelligence or +1 Soul Strength
Path of the Healer: Taking an empathic route, You learned the ins and outs of caring for the Ill. Innate Skill: Herblore/Alchemy Innate Talent: Diagnosis: Poisons and Injuries of the physical nature are no longer a mystery to you. The Course of treatment will be obvious based on a d6 roll.
Path of the Scholar: Your mind has always been focused to books and the like, And your fascination with history and where it takes you keeps the midnight oil burning. Innate Skill: Lore OR Rune-Reading Innate Talent: Detect Magic OR Detect Traps
Path of the Diplomat: Outspoken and charismatic, You chose the path of the Diplomat as it came naturally to you after your basic studies. Innate Skill: +1 Charisma. Innate Talent: Calming Voice: Roll a d6, +Charisma, +.5 level. (Rounded up). If this is higher then a d20 roll. You may stop the enemy party from attacking, and ending combat early. (Humanoid-Sentient Only)
______________________________________________________________ ~Dashkin: A Race of Wolf-Like humanoids, They stand bipedal and are quite intelligent despite their beastly looks and tribal living conditions. All Dashkin are strong and Agile, and are able to tap into the pool of magic they use, Called Aether.
Summery: WildBorne: As long as the Character stays in the wilds, They get a +1 to Agility and Strength, Slight Poison Resistance (Physical).
Regardless of Clan affiliation. +1 to Agility, Strength, or Soul Strength.
~Dashkin Clans~
Located in Various parts of Westwood, Clan Villages live independent of one another, and have always warred with one another on different levels.
Nightstrider Clan: Militaristic. Dangerous, and ever hungry for magical knowledge of power, Their Elder's name is Greed, And for good reason. Their fur is usually black with rust and silver tones, And their warpaint is a bright silver and gold. Hight ranges between 4'2'' and 5'1''
Can choose any Standard Weapon skill. (Axe, Spear, Sword, Mace), Or Heavy Armor.
Can learn/train Dashkin Weapons easily, As well as Masonry, Scavanging.
Detect Magic Innate, despite class.
Soul gem/Relic use, despite class.
Hostile Vs All Clans and Enemy of High Elves.
Sandrunner Clan: Vigilant Defenders of the Gate to the Desert, Their elders are known as the Guardians. They fallow a strict Caste and nobility. They are usually 4'5'' to 5'4'' (Tallest Dashkin) And always have Jet Black Fur, Which is slicked down. They often resemble Jackals or Anubis rather then wolves.
Can Choose Tower Shield Use, Light armor, Stone Carving, or Jewelry-Craft as Innate Skills.
Innate Talent: Drought. May choose to only consume 1 ration/water a day, rather then the standard two, and only suffer a -1 to Stamina as a result.
Hostile to Nightstriders.
Ashstep Clan: Living at the foot of a dormant volcano has it's advantages, and that happens to be a wealth of minerals and metals to work with. Their Elders are Called War, Spirit, and Aether. Respectively. They have Grey-Silver fur, Deep Red Warpaint, And range between 4'0 to 5'0
Can choose Smithing, Obsidian Smithing, Forging, Titan-Blades, Mauls, Or Spell Gauntlets as an Innate Skill.
FireBorne: Fire spells are resisted, While Weak to Ice Spells. Desert Heats are shrugged off.
Hostile to Nightstriders and Swampfoot
Windseeker Clan: Living in the Tall trees of the Old Forest, These Dashkin are only 3'2 to 3'7 (Shortest Dashkin) But are gifted in the magical arts. Their Elders reside in every village, no matter how large or small, and are called Asuras. They have Browner-golden furs and Have dyes and paints of many different shades, But prefer greens, golds, and bright blues, as well as blacks.
Can Choose Archery, Alchemy, herblore, Aeromancy or Carpentry as an Innate Skill.
Innate Talent: Leap of the Treeborn, Roll a d6, And move that many tiles without using a Move-phase during combat. (Once Per Combat)
Hostile to Nightstriders, and Dwarves.
Swampfoot Clan: Their village once sat on a cleared out part of the forest, where hunting was abundant and life was easy, but the nearby river dried up, and soon the plains were flooded, turning them into a swamp, The Swampfoot clan adapted, and are now some of the best navagators and huntsmen in Westwood. They are 4'0'' and 5'0 in height, Favor bright greens for warpaint, usually using Lichen for the dye.
Able to Choose Bows, Daggers, Spears, and Carpentry as an innate skill.
Innate Skill, Swampfoot Medicine: Immune to minor poisons, can identify poisons and potions at a glance based on a d6 roll.
Hostile to Nightstriders and Ashstep.
Wanderlust Clan: (FEMALE Only unless Gm Approval) Once a proud clan, their huberous got to them several generations ago, that lead to a hard fraught war with an outside force, Their population now dwindled, and faced with the fact that only 1 of every fifteen births are male, They've taken up the trade of Gypsies to survive, making them talented traders and barters, They are usually 3'8'' to 4'6''. Favor Silks dyed green as clothing, and have fur of all matching tones and colors.
Only Clan Neutral with all clans, But Unliked by Sandrunner and Nightstrider clans for different reasons.
+1 Charisma, As well as able to choose tailoring, Silkweaving, Spider-Taming, and Acrobatics as an Innate skill.
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RantzOn
über Farkan
Go home and be a family man...
Posts: 367
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Post by RantzOn on Jan 13, 2012 23:28:16 GMT -5
~Classes~
Basic Classes: All Races
~Warrior: A Powerhouse favoring Heavy Armor and skilled in combat.
Armor Talent: Heavy Armor OR Medium Armor
Weapon Talent: Standard Axes, Swords, or Maces
Specialization: Two handed OR Shield use
Class Related Skill, Second Wind: When your health hits 0, Heal Five Health, 1+ to attack rolls. Once Per Day.
Mage: A spellcaster that uses Mana as their fuel. Mana based spells -must- have a regent to work as a catalyst for more powerful spells (Ie, A Torch to Cast Fireball, Or a Bucket of water to create Ice)
Armor Skill: Light Armor (Robes, Cloth)
Weapon Skill: Staves, Ritual Knives.
Starting Spells: Magic Missile, (deals d6 damage to target + .5 Intelligence, Low cost) Arcane Shield (Protects d6 Magic Damage, Breaks immediately on melee hit.) Charge Weapon (Adds .5 of d6 roll to Self or Ally's attack, d6 roll of 1 deals 2 damage to self)
Specialization: Pyromancy, (adds Flare to Starter spells, Deals .5 d6 and stuns target enemy) Hydromancy (Adds Splash to Starter spells, soaks target enemy, douses flames, ect) Aeromancy (Adds Static to Starter spells, foes take 1 point of damage if engaged in combat, 2 points if wearing metal armor) or Geomancy (Adds tremor to Starter spells, causes a brief tremor around target, d6 vs endurance roll for knockdown, Can also trigger avalanches, cave ins, ect...)
Class Skill: Mana Transfusion: Turns 2 health to 1 point of mana
Priest: Healer and a protector against evil.
Pool: Spirit (As you exhaust your spirit, your soul becomes more vulnerable, after you hit the halfway mark, you roll a d20, If the coinciding d20 roll comes within 1-6 points (Depending on your level of spirit) The next spellcast either fails, or you enter a spirit walk phase, leaving your body temporarily)
Weapon skills: Staff or Mace
Armor Skill: Silks or Light (Cloth armor) Can train for Heavy Armor
Spell List: Smite (Deals d6 damage with 25% to stun foes, does double damage to undead, demons, and true-evil, with 50% to stun) Heal (Does d6 healing + .5 Soul Strength to Ally or Self) Mediate (d6 roll + .5 soul strength vs Foe Soul Strength, Success results in a stun)
Class Skill: Lambast and Repent: Target Undead, True Evil, or Demon rolls d20 + Soul strength. Roll d20 + soul strength. Win, Target is Destroyed, Match, Target is Stunned, Loss, enter spirit walk)
Rogue: Cunning theif and dashing swashbuckler.
Weapon Skills: Dagger, Rapier.
Specialization: One handed or duel wield.
Skills: Lockpick, Appraisal, Detect Trap. Hiding.
Class Skill: Backstab (If behind/Stealthed) (Does d6 X2 damage +Agility OR Perception (Whichever is highest) To enemy, Breaks stealth) Once per battle
Berzerker: The Raging tempest.
Weapon skills: Spear, Standard Axes, Swords, Maces.
Specializations: Duel Wield, Two handed.
Armor Skills: Light, Medium.
Class skill: Rage: When down to 5 health, 1+ to Block rolls, 2+ Attack rolls, Once per battle, Dispels if healed over 5 health.
(Advanced Classes Coming soon)
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