Post by Deleted on Jan 8, 2015 2:50:15 GMT
World History:
History of the Great War:
Sythin:
The Grasslands:
Grasslands Settlements:
((Image courtesy Nepty, thanks Nepty.))
Fort Kyra
Once the largest fortress guarding the northern border, now a smoking ruin. Horseborn have overrun the defenders and are now spreading southwards, the armory and storerooms may still contain useful supplies if you're desperate enough to trying and infiltrate the fort. Formerly commanded by Captain Roland Miar.
Population: 0(Formerly around 3,000.).
Production: None(Some supplies may have escaped Horseborn looting.).
Fort Casa
Located near the center of the Grasslands Fort Casa serves as the headquarters of General Typhus Cain, commander of the Northern Front. From here the defense of the Grasslands is coordinated and organized. Large storerooms and an impressive forge provide for dozens of Silver Guard companies.
Population: 3,000(Includes civilians and workers).
Production: Weapons, Tools, Silver Guard requisitions.
Fort Kar
A large fort near the western coast, Kar is home to a sizable force of Silver Guard, including the legendary Blood Hawks company, lead by Captain Sara Ekas.
Population: 2,000(Includes civilians and workers.).
Production: Weapons, Tools, Silver Guard requisitions.
Fort Detho
A small fort located near the eastern fringe of the Grasslands, Detho is known to produce quality woodworking.
Population: 1,500(Includes civilians and workers.).
Production: Woodwork, Weapons, Silver Guard requisitions.
Tyth
Tyth is the northern most village in the Grasslands, located about a day's ride from Fort Kyra Tyth serves as an emergency rallying point for the Silver Guard. A Silver Guard detachment led by Lieutenant Arthus Dran is assisting local militia in evacuating the village.
Population: 120(Evacuating)
Production: Grain, Flour, Eggs, Chicken.
Kesso
Located a few days ride from Tyth, Kesso boasts one of the few vineyards in the Grasslands. The Kesso Winery is mildly famous for producing a light and fruity red wine.
Population: 200.
Production: Grapes, Wine.
Drakas
An isolated village about a week's ride from Kesso, Drakas is a small community of stubborn hunters.
Population: 80.
Production: Skins, Furs, Leather, Meats.
Gorn
Located near Fort Casa, Gorn is fairly unremarkable. A small mine and a pig farm are its main attractions.
Population: 100.
Production: Leather, Pork, Stone, Clay.
Garsh
A large farming village near Tyth, Garsh supplements its Grain production with vegetable farming.
Population: 200.
Production: Grain, Flour, Vegetables.
Senta
Located near Fort Detho, Senta skirts the border of the Greenwood Forest's outer limits.
Population: 150.
Production: Lumber, Woodwork, Skins, Furs, Leather.
Various other small villages, unnamed watch stations and guard posts.
Friendly NPCs:
Hostile Mobs:
Enemy Heroes:
Placeholder
Players and Equipment:
Background information:
In the beginning of time the four Gods saw fit to create, first Kathax, the Smith, forged the heavens, and in his creation he placed the stars. His brother Rathax, the Artist, sculpted a great pedestal of marble inlaid with gold and jewels, and placed his creation in the heavens. Then Dathax, the Builder, built the world from clay and stone, and placed his creation on the pedestal. And then sister Cessa, the Healer, breathed life into the world. Trees and Plants grew and flourished, birds flocked and beasts herded, and when the world was ready Cessa created four races and bid her brothers to bestow a gift upon one, Kathax chose the Dwarves and taught them to smith, Rathax chose the Elves and taught them art, Dathax chose the Toth and taught them to build, and so Cessa was left with Man, who she taught the secrets of life, how to grow and farm. And so the Dwarves smithed and forged the finest weapons, and the Elves painted, sculpted, and crafted the finest works of art, and the Toth built mighty cities and tall castles, but Man, the unwanted race, grew, prospered, and spread, it was Man who settled the far shores, it was Man who claimed the great plains and vast deserts. Far and wide the race of Man spread, and where they spread they prospered, in time Man learned the crafts of the Gods, great smiths forged mighty weapons of Dwarven quality, fine artists sought to outdo the Elves, and great cities rivaled even the feats of the Toth, the other races grew jealous and the Gods accused Cessa of tricking them. Angered by the success of Man the Gods bid their chosen races attack and destroy Man. For a thousand years the God War raged, Man was pushed back but never broken, the world Cessa had given life lay in ruins, the surface ravaged by battle and fire. In an act of desperation Cessa summoned the six, the keepers of the afterworld, she bid them each choose a beast of the world and by their ruinous powers created a race to plague the living world. By this unholy act the Horseborn, Kari, Spiderlings, Sandbeasts, Minotaurs, and Drakes were created, the old races cornered by these new threats were forced to band together to survive. The God War had ended, but the old races would never again know peace. Angered by this act the Gods forbid Cessa from intervening in the world again.
Now forced to work together the old races slowly rebuilt the world they had destroyed, the grass and trees grew back, the rivers and lakes were made clean again, the scars of the God War faded. But new scars were made as the young races scattered and spread, taking death and destruction wherever they went. Chief among these calamities were the Great Drakes, chief among Drakekind these monstrosities were feared by all who lived. They sought to bring low the mighty constructions of the Toth, thousands of Toth died in flames as the Drakes descended upon Toth lands, scattered and broken the survivors helped the other races where they could, building the great halls of the Dwarf Kings and teaching Man their ancient secrets. The Toth slowly died out, the other races did what they could but the Toth were too few and too scattered. In their last days a Toth warrior named Alkoth rallied the few hundred surviving members of his race, he beseeched his people to attack their great city of Tothar(Now The City of Drakes), and for the other races to give them the weapons and tools they need to kill the Great Drakes that inflicted this torment on them. Nearly a thousand warriors followed Alkoth into the Drakelands, no one returned from this great crusade but the death roars of the Great Drakes were heard across the world. The death of the Great Drakes proved the worth of the old races to the Gods, and the Gods saw fit to grant them the power of magic, wizards and mages became a daily sight,. new races such as the Tongu, Meran, Orcs and Jotunn, spread across the world, new threats and new strengths changed the world forever.
Now forced to work together the old races slowly rebuilt the world they had destroyed, the grass and trees grew back, the rivers and lakes were made clean again, the scars of the God War faded. But new scars were made as the young races scattered and spread, taking death and destruction wherever they went. Chief among these calamities were the Great Drakes, chief among Drakekind these monstrosities were feared by all who lived. They sought to bring low the mighty constructions of the Toth, thousands of Toth died in flames as the Drakes descended upon Toth lands, scattered and broken the survivors helped the other races where they could, building the great halls of the Dwarf Kings and teaching Man their ancient secrets. The Toth slowly died out, the other races did what they could but the Toth were too few and too scattered. In their last days a Toth warrior named Alkoth rallied the few hundred surviving members of his race, he beseeched his people to attack their great city of Tothar(Now The City of Drakes), and for the other races to give them the weapons and tools they need to kill the Great Drakes that inflicted this torment on them. Nearly a thousand warriors followed Alkoth into the Drakelands, no one returned from this great crusade but the death roars of the Great Drakes were heard across the world. The death of the Great Drakes proved the worth of the old races to the Gods, and the Gods saw fit to grant them the power of magic, wizards and mages became a daily sight,. new races such as the Tongu, Meran, Orcs and Jotunn, spread across the world, new threats and new strengths changed the world forever.
History of the Great War:
The Great War began over 300 years ago, the Gods stopped answering the prayers of the people, they shunned the world and took the power of magic with them. Mages and Wizards disappeared, vanished out of thin air. Entire races simply gone, the Elves, Dwarves, Drakes, Undead, Tongu, and Setan gone without a trace. Abandoned by the Gods and with the allies they once depended upon gone, humanity has struggled to hold its ground. Orc hordes drove the Wastelander tribes to extinction. The Sandpeople in the far south were the next to fall, hounded by Sandbeasts and too distrustful to seek aid they fell alone. Orcs poured out of the Wastes and into the Eastern city-states, Spiderlings once kept in check by Elven patrols expanded out of the eastern forests and into the surrounding areas, with little martial skill and no Elven armies to save them the Easterners were slaughtered or driven Westward. With no Dwarves to stop them Jotunn clans in the Aldan mountains forced the Mountain Dwellers to flee from their homes. In the North the Kyran Nomads put up a fierce and bloody resistance against the marauding Horseborn for decades but they too were forced to flee southwards. The Southern Kingdoms put up a valiant effort, fighting longer and harder than any other nation against the brutal Meran and the terrifying Kari, but the last bastion in the south, Anthar, fell just 6 months ago. Now only the Silver City of Sythin still stands.
Sythin:
Sythin, the Silver City, once the richest city in the Western Kingdoms, now the last stronghold of Humanity. The city itself is a massive fortified port home to thousands of locals and even more refugees, it is home to King Yadin and Queen Jal. The city is also the location of the Silver Guard Headquarters and the massive Silver Cathedral. The Sythin port was once a major trading hub, now only fishing vessels and their warship escorts dare venture out of the city and into Kari infested waters. The industrial district is working constantly to keep the Silver Guard and militia companies armed and equipped to fight on the frontier. Silver Guard patrols are struggling to keep crime in check as housing districts are overflowing with refugees, thousands of people are stuck outside the walls in huge refugee camps, and thousands more find themselves drafted to fight in the militia or to work farms and forges across Sythin.
Sythin itself sits on the edge of a large Coastal Plain, the areas around the city produce little in the way of usable resources and with sea trade nonexistent the city primarily produces industrial products including weapons, tools, pottery, and ceramics. Sythin province is bordered on the south by the Anthar River Delta, the southeast by the Aldan Uplands, east by the Greenwood Forest, and north by the Northern Grasslands.
The Silver Guard is the elite fighting force of Sythin, thousands of well trained and equipped men and women are sent to fight and die for humanity. The word of the Silver Guard is law, and those laws are enforced with an ironclad fist. The Silver Guard vigorously enforces discipline within its ranks, cowards, thieves, deserters, traitors, conspirators, the idiotic, and the malfeasant are found and expunged from the ranks over the course of months of vigorous training, leaving an army that is both professional and hardened. Some members of the militia have committed such acts of valor and strength to earn the title of Honorary Guardsmen, a highly prestigious and well respected title.
Sythin itself sits on the edge of a large Coastal Plain, the areas around the city produce little in the way of usable resources and with sea trade nonexistent the city primarily produces industrial products including weapons, tools, pottery, and ceramics. Sythin province is bordered on the south by the Anthar River Delta, the southeast by the Aldan Uplands, east by the Greenwood Forest, and north by the Northern Grasslands.
The Silver Guard is the elite fighting force of Sythin, thousands of well trained and equipped men and women are sent to fight and die for humanity. The word of the Silver Guard is law, and those laws are enforced with an ironclad fist. The Silver Guard vigorously enforces discipline within its ranks, cowards, thieves, deserters, traitors, conspirators, the idiotic, and the malfeasant are found and expunged from the ranks over the course of months of vigorous training, leaving an army that is both professional and hardened. Some members of the militia have committed such acts of valor and strength to earn the title of Honorary Guardsmen, a highly prestigious and well respected title.
The Grasslands:
The Northern Grasslands is a wide expanse of territory border on the south by Sythin and the north by the Northern Steppes of Kyra, the northern border is guarded by a series of Fortresses, the largest of which is Fort Kyra home to over 600 Silver Guard. The Grasslands is dotted with farming villages and guard watch stations, settlements are somewhat spread out which has left the Silver Guard and Militia spread thinly. The primary products of this region are Grain, Olives, Wine, and other foodstuff. Industrial production is limited, making well manufactured tools and weapons a valuable commodity. Luxury goods are in short supply and can fetch a high price if you can find someone wealthy enough to buy them. Villages are often in need of aid in repairing damages or acquiring certain supplies and will reward those who help them.
The Silver Guard and militia patrols are often lacking in supplies and are willing to trade for replacement weapons or foodstuffs.
The primary threats in the region are Horseborn tribes pouring through the ruined Fort Kyra, the Horseborn tend to travel in small groups harassing villages and guard patrols. Horseborn rarely congregate in large numbers except to attack a major target such as a fortified watch station. Minotaur warriors sometimes join the Horseborn, adding powerful and nigh unstoppable warriors to the ranks facing the Silver Guard. Local animals including Boars, Bears, Wolves, and Ratlings represent more traditional threats to travelers and villagers.
The Silver Guard and militia patrols are often lacking in supplies and are willing to trade for replacement weapons or foodstuffs.
The primary threats in the region are Horseborn tribes pouring through the ruined Fort Kyra, the Horseborn tend to travel in small groups harassing villages and guard patrols. Horseborn rarely congregate in large numbers except to attack a major target such as a fortified watch station. Minotaur warriors sometimes join the Horseborn, adding powerful and nigh unstoppable warriors to the ranks facing the Silver Guard. Local animals including Boars, Bears, Wolves, and Ratlings represent more traditional threats to travelers and villagers.
Grasslands Settlements:
((Image courtesy Nepty, thanks Nepty.))
Fort Kyra
Once the largest fortress guarding the northern border, now a smoking ruin. Horseborn have overrun the defenders and are now spreading southwards, the armory and storerooms may still contain useful supplies if you're desperate enough to trying and infiltrate the fort. Formerly commanded by Captain Roland Miar.
Population: 0(Formerly around 3,000.).
Production: None(Some supplies may have escaped Horseborn looting.).
Fort Casa
Located near the center of the Grasslands Fort Casa serves as the headquarters of General Typhus Cain, commander of the Northern Front. From here the defense of the Grasslands is coordinated and organized. Large storerooms and an impressive forge provide for dozens of Silver Guard companies.
Population: 3,000(Includes civilians and workers).
Production: Weapons, Tools, Silver Guard requisitions.
Fort Kar
A large fort near the western coast, Kar is home to a sizable force of Silver Guard, including the legendary Blood Hawks company, lead by Captain Sara Ekas.
Population: 2,000(Includes civilians and workers.).
Production: Weapons, Tools, Silver Guard requisitions.
Fort Detho
A small fort located near the eastern fringe of the Grasslands, Detho is known to produce quality woodworking.
Population: 1,500(Includes civilians and workers.).
Production: Woodwork, Weapons, Silver Guard requisitions.
Tyth
Tyth is the northern most village in the Grasslands, located about a day's ride from Fort Kyra Tyth serves as an emergency rallying point for the Silver Guard. A Silver Guard detachment led by Lieutenant Arthus Dran is assisting local militia in evacuating the village.
Population: 120(Evacuating)
Production: Grain, Flour, Eggs, Chicken.
Kesso
Located a few days ride from Tyth, Kesso boasts one of the few vineyards in the Grasslands. The Kesso Winery is mildly famous for producing a light and fruity red wine.
Population: 200.
Production: Grapes, Wine.
Drakas
An isolated village about a week's ride from Kesso, Drakas is a small community of stubborn hunters.
Population: 80.
Production: Skins, Furs, Leather, Meats.
Gorn
Located near Fort Casa, Gorn is fairly unremarkable. A small mine and a pig farm are its main attractions.
Population: 100.
Production: Leather, Pork, Stone, Clay.
Garsh
A large farming village near Tyth, Garsh supplements its Grain production with vegetable farming.
Population: 200.
Production: Grain, Flour, Vegetables.
Senta
Located near Fort Detho, Senta skirts the border of the Greenwood Forest's outer limits.
Population: 150.
Production: Lumber, Woodwork, Skins, Furs, Leather.
Various other small villages, unnamed watch stations and guard posts.
Friendly NPCs:
Lieutenant Arthus Dran "The Lion"
Arthus Dran is a young but well respected Lieutenant in the Silver Guard. He has fought on the Northern Front since he was old enough to enlist, and he has earned more than his share of commendations for bravery and skill. He has led a small group of Silver Guard volunteers to the village of Tyth to assist the militia in evacuating the villagers.
Age: 23
Skills: Heroic Charge(Active, charges into an opponent, knocks down.), Untouchable(Melee, parries incoming attacks.), Terrifying Fighter(Passive, causes Scare.), Lionhearted Defender(Passive, never retreats.).
Arthus Dran is a young but well respected Lieutenant in the Silver Guard. He has fought on the Northern Front since he was old enough to enlist, and he has earned more than his share of commendations for bravery and skill. He has led a small group of Silver Guard volunteers to the village of Tyth to assist the militia in evacuating the villagers.
Age: 23
Skills: Heroic Charge(Active, charges into an opponent, knocks down.), Untouchable(Melee, parries incoming attacks.), Terrifying Fighter(Passive, causes Scare.), Lionhearted Defender(Passive, never retreats.).
Hostile Mobs:
Horseborn Warrior
Swift moving warriors, the Horseborn prefer to travel in small groups of 4-8. Cruel and spiteful the Horseborn despise the "Weak" Humans.
Equipment: Random selection of Sword, Ax, Shield, Spear. Leather or Fur armor.
Skills: Trampling Charge(Active, will try to run down target.), Horsekick(Melee, Knockdown weak targets, Stun stronger targets.).
Horseborn Archer
Horseborn make skilled archers, a talent shrewd chieftains take advantage of. Usually travel with warriors in groups of 4-8.
Equipment: Horseborn Bow, Horseborn arrows, Spear or Ax. Leather or Fur armor.
Skills: Aimed Shot(Bow, Bypasses armor, critically wounds.), Nomad Shot(Passive, can fire whilst moving.), Tracking(Passive, can track animals and people.), Skirmisher(Passive, tries to avoid melee combat.).
Horseborn Lancer
Older more experienced Horseborn sometimes lead groups of younger warriors, known as Lancers these veteran warriors are deadly combatants.
Equipment: Horseborn Lance, Sword or Ax. Leather or Fur armor.
Skills: Impaling Charge(Active, charges at target impaling them on lance, pierces armor, critically wounds.), Horseborn Elder(Passive, boosts moral of nearby Horseborn.).
Swift moving warriors, the Horseborn prefer to travel in small groups of 4-8. Cruel and spiteful the Horseborn despise the "Weak" Humans.
Equipment: Random selection of Sword, Ax, Shield, Spear. Leather or Fur armor.
Skills: Trampling Charge(Active, will try to run down target.), Horsekick(Melee, Knockdown weak targets, Stun stronger targets.).
Horseborn Archer
Horseborn make skilled archers, a talent shrewd chieftains take advantage of. Usually travel with warriors in groups of 4-8.
Equipment: Horseborn Bow, Horseborn arrows, Spear or Ax. Leather or Fur armor.
Skills: Aimed Shot(Bow, Bypasses armor, critically wounds.), Nomad Shot(Passive, can fire whilst moving.), Tracking(Passive, can track animals and people.), Skirmisher(Passive, tries to avoid melee combat.).
Horseborn Lancer
Older more experienced Horseborn sometimes lead groups of younger warriors, known as Lancers these veteran warriors are deadly combatants.
Equipment: Horseborn Lance, Sword or Ax. Leather or Fur armor.
Skills: Impaling Charge(Active, charges at target impaling them on lance, pierces armor, critically wounds.), Horseborn Elder(Passive, boosts moral of nearby Horseborn.).
Enemy Heroes:
Placeholder
Players and Equipment:
Nepty;
Name: Sigard Bjorning (Translates to: Sigard, the Bear)
Age:
28
Gender:
Male
Appearance:
Short for a mountain-dweller, but muscular. Dark brown hair. Has a wide chest covered in hair, that prompted his brother, Ralf, to say that he was as furry as bear. the name stuck among his kin. He has dark eyes.
Nationality:
Mountain-Dweller
Class:
Warrior
Bio:
It's hard living, up north, in the high mountains, and a man must support his family. Sigard is no different than the thousands of other Aldains in Sythin and it's vassal lands. While his family, his wife Svari, his son Hrolf and his daughter Elsa live in relative peace and saftey in the villiage of Ratteig, in the high vallies of the Aldan mountains, Sigard supports them, and has, for the past ten years, like so many of his kinsmen, by traveling into the lowlands and finding work as a mercenary. Many Aldain men band together,based on their villages, but Ratteig is small, and most of it's men were slain by orcs two winters past, and the younger generation must till the lands and raid their neighbours. Thus, Sigard must spend even more time away. His brother, who once aided him in providing for the villiage, was separated from him when he went to find work with the Silver Guard at fort Kyra, and Sigard hasn't heard of him since. If he is still alive, on the earth, then Sigard means to find him, and if he has died, than such is the will of Fate.
Though he is a great warrior, he is also a simple, honest man. though by heart, he sees himself as a simple farmer, his trade is of the blade, non can deny that there are few mercenaries in the land who know their way about the battlefield better. He fights for what he believes in, and he believes for protecting and supporting his family, and winning glory for the Gods in his battles and his death.
Sigard is known to drink heavily, but rarely be morose. Rather,in his cups,he becomes animated, telling sagas and stories of his homelands and the Gods. Most often he is boistrous, but friendly and insightful to those he calls friend. To non-aldains, this can clash somewhat jarringly with his fatalistic personality. He is already resigned to his own death, and sees no point in worrying about it like 'lowlanders' Instead, he means to make it the best he can. He has already offered to die, as is the price of the honor that goes with the life of a warrior.
His family
Svari, his wife. Headstrong, she runs the farm while Sigard is away for half of the year.
Hrolf, his son, Aged seven years, Sigard will soon begin training Hrolf to use weaponry, but of now,he carries water and hay and feeds the animals
Elsa, his daughter is too young to know much of her personality yet, at only four.
Equipment: Horse, Mail armor, long axe, arming sword, dagger, 2 round shields.
Yumichi;
Name: Asra Faraj
Age: 26
Gender: female
Nationality: Kyran nomad
Class: outrider
Bio: Asra was born in a nomad family, the Faraj family. Their nomad group contained around 20 people: her parents, one younger brother and two younger sisters (Asra was the oldest), a few aunts, uncles, cousins, etc. they were traders in medicines, clothes, even food and they also herded some goats and kept horses. The Faraj family was rather rich, because of the long history of trade. They travelled around the steppes and traded with other nomads, tribes and villages.
When Asra was around 10 years old, she learned how to fight, her father taught her how to use scimitars and her mother learned her archery. For nomads it’s really important to learn how to protect the caravan already at young age.
When Asra was around 19 years old their caravan was attacked by the Horseborn. Many family members were killed. Asra managed to escape together with her younger sister, Isra. Some others also managed to escape.
Asra and Isra were forced to leave the steppes, it was becoming too dangerous, the Horseborn were getting more power and took over the steppes. More Kyran nomads had to flee and went southwards.
When Asra was 20 years old she arrived at the silver city, Sythin, together with her sister, Isra, who was 16 years old. Both of them still live in that city. It’s a luck that they are not poor nomads, so they could effort a small house in the outer rim of the city. Asra already joined the army against the Horseborn (and ofcourse other foes). She has always been the more tough one of her siblings and can’t wait to see all of the Horseborn dead.
Her sister, Isra, doesn’t want to fight and runs a small shop selling all different sorts of herbs and edible berries, which she searches together with Asra in the forest.
They both still live in the Sythin the silver city.
Other: personality Asra: she’s a real fighter, when she’s scared she’s more likely to attack instead of fleeing. Also she’s tough and isn’t afraid for death. She wants to avenge her family. To her sister she’s really kind and helps her. Asra is the stronger one of the two. Isra is more the quite type and a bit shy. But isn’t easily scared and she doesn’t like fighting.
Both of them mostly still wear traditional Kyran clothing (too proud of their origins) also when they speak to each other, they speak in the Kyran language.
Equipment: 2 scimitars, 1 dagger, 1 short bow, 40 arrows(5 special), padded cloth armor(minor damage).
The Glass Ninja;
Name: Vaul Blackiron
Age: 24
Gender: Male
Nationality: Sythin
Appearance:
Vaul possesses unusually dark hair for a Sythin, some saying it was obvious eastern or Anthari ancestry which had darkened his pigment. His eyes, however, are the startling blue of his western brethren. He's not tall - standing at 5'8, but his shoulders are broad and strong. The heavy plate he wears is a testament to that.
Class: Warrior
Bio: Vaul was born to a Jerem Blackiron of the Silver Guard and his wife Larriana - a healer. They made their home in one of Sythin's many northern Forts, vigilant against the attacks of Horseborn and the other enemies of the great human kingdom. It is, perhaps, this location which truly set Vaul on the path he eventually found.
The fort was attacked. The darkness of night covered the assault as fire and blood spread across the fortification - it had come as a surprise to the warriors stationed there, and their scrambled rush for weapons and armour left them vulnerable. A hail of arrows cut down Jerem and scattered his squad, their plate barely buckled. Larriana had barely roused herself when fire began to rain down on the medical billets; the more civilian section of the fort was already in flames when young Vaul awoke screaming. His mother, ever brave, snatched him from his crib and charged through flame to deliver him to safety.
The attack had stopped as quickly as it begun. The cost was relatively light - a few injuries, a few dead. However, Vaul would never forget his own personal tragedy - his father, dead from an arrow through the neck, and his mother from the burns she had sustained saving him. It was by sheer luck that a caravaneer running supplies from Sythin took pity on the boy and brought him back to the relative safety of the coast. The orphanage he found himself in, however, was no place for pity.
As soon as he could walk and talk, he was given work. Chores, errands, and training became his daily life for several years - the owner of the orphanage was a retired soldier, and he knew that his kingdom needed more troops no matter what. The old man had taken it upon himself to provide whatever support he could. Harsh training and years of education forged Vaul's soul into his namesake - iron.
Teenage rebellion, however, crushed his patron's hopes of him joining the silver guard. An argument with the masters of the orphanage forced him to leave in rage, stealing a horse and heading east. What he found there was only more war; the Orcish hordes hunting after the mercantile peoples that lived there.
By, what he considers, sheer luck Vaul found a place for himself. A company of mercenary cavalry took him as one of their own, and soon enough he had his first taste of battle. The Flying Companions, as they called themselves, fought for money all across the east, defending the more vulnerable of the refugees fleeing the inhuman evils hellbent on the death of humanity. For six years, the company fought all across the world - even finding themselves in the north, conducting counter charges against Horseborn raiding parties, and working in the south with Anthar spearmen to crush their foes.
He found his place both as a warrior, and the apprentice to the company smith - reshoeing horses, fixing wagons and repairing armour and blades became his life outside of combat. That, and drinking with his comrades of course. The life was tough, but they were saving people, and being paid to do it - that was as close to content as Vaul ever got.
The company fell apart after a catastrophic battle - caught by surprise and crushed between two Orcish warbands they were cut down by arrow and spear. Most of the survivors felt blessed by the gods; even though they knew they were gone. Having fought with his 'brothers' for a good six years, the then twenty two year old Vaul was confused and injured- he returned to the only sanctuary he could remember. The Silver City.
Two years later, he prepares himself to head to the Northern Front. He will defend his people and his home till the last breath.
Other:
Nicknames: Little Smith, Half-Blooded, Mule
Equipment: Plate armour(left pauldron destroyed), broadsword, smiths hammer.
Lord Harrab;
Name: Archbishop Justinia. (original Name Melissa Van Fletcher)
Age: 28
Gender: female
"Just because the Gods are Silent does not mean they cannot hear us. I believe they are fighting their own war against the Darkness, and our Faith is what sustains them. They fight on battlefields beyond our own and victory in one means victory in the other. We cannot Fail them and they in turn will not Fail us."
Nationality: Sythin
Class: Cleric
Bio:
Ever since she was a little girl, Melissia has known the comfort and support of the Church, her father was killed in battle and her mother when the Horseborn burned their village. rescuded by a cleric she became an Afffirmed. One who serves the Church but takes no vows. For years she learned the payers and rites along with the healing arts of the Church, formulated in the years since magic left the world. However, it was found that she still had faith in the gods that were Gone and spoke to the other Affirmed of her belief that the Gods needed them as much as they needed their gods. Her Oaths as a Sister came not long after her 11th birthday and she became involved in the War in a deeply personal way. but id didn't matter if she was elbow deep in the entrails of a screaming solider on a battlefield, or taking confessions at camp, she worked her hardest and inspired those she could with her hymns and calm serenity. Soon others of the church became to notice that camps and armies that she worked to help were less prone to fear or desertion, her Sermons before battle were attended by so many Soldiers her words had to be whispered back from those closest that all could hear, and the flickering Flame of Hope burned brightly in the hearts of those of her flock. She was elevated to revered mother when she was twenty five, and after a vote in the Silver Cathedral two years later, she was further raised to the position of Archbishop, Adviser to the Royal Court, and given the title of Justinia, Keeper of the Faith.
Despite her new title and role in the Church, Justinia refused to abandon those soldiers on the front, or the people in the path of the forces of Darkness, Still making dangerous journeys to reassure them, get her hands bloody in the medical tents and ensuring that she could give the last rites and proper burial of all she could. this devotion did not go unoticed by the soilders and they gave her the affectinate nickname of "Little Mother." the mere mention of her arrival enough to help keep despair at bay. Always ready with a kind word or sympathetic ear from Generals to Foot Soldiers, villager or knight.
Other: raised by the Church from a young Age, she is somewhat naive of life outside the Priesthood, even despite her life tending to the wounded and sick. Her faith in the Vanished Gods and Mankind's eventual victory is as solid as the mountains.
Equipment: Archbishop's robes, medical supplies, scalpel.
Note: Accompanied by a half-dozen Vestals, formally escorted by Silver Guard.
Sirdeadofpool;
Name:
Svala
Age:
23
Gender:
Female
Appearance:
Standing at a massive 6'4, Svala is an absolute tank of a woman. With scars and muscles to rival that of the most hardened soldier.
Nationality:
Mountain Dweller
Class:
Warrior
Bio:
Svala grew up in Drakas, her parents died at a young age from a sickness so she was looked after by an old, ornery Veteran,whom she only knew by Sven. Sven was an old family friend and gave her a home, not to mention the training to survive in today's world. The pair would often leave the village, going into the forests for months at a time. Every moment in the wilderness was spent honing Svala's skills. The two often spared, with no armor to speak of and the sharpest weapons. This went on until she left Drakas at the age of twenty, having spent all her time learning to fight it was no surprise that she wanted to test herself against the beasts that destroyed what the world used to be, she set out for Fort Kyra, but not before Sven gave her his most prize possession, a rather large and heavy axe.
Equipment: Leather armor, Greataxe, 4 javelins.
Warork;
Name: Jon Redwyn AKA "Longshot Jon"
Age: Late Twenties
Gender: Male
"Gods?" *snorts* "Where were the Gods when Anthas burned? Where were the gods when the inhuman hordes came from every cardinal direction to end the age of man? Are they asleep? Dead? Deaf? Doesn't matter, they ain't here and we are."
Nationality: Sythin
Class: Hunter
Bio: The man who would come to be known as "Longshot Jon" to his comrades started life as the fifth son of a minor Sythin lord. When he was a boy he had fanciful dreams of becoming a knight, but the hard lessons of reality came with age and it was so when he entered his late teens that Jon realized he wasn't destined for any inheritance or any knighthood for that matter. With that in mind he left home, headed for the wilderness. Not much is known about Jon in the intervening period between when he set out and the siege of his home city. What is known is that he turned back up in the service of the Silver Guard amongst a troop of rangers tasked with protecting the Greenwood near Sythin from the orc hordes that encroached upon it. The rangers' skills have made them an invaluable addition to Sythin's defenders, being adept at scouting, navigation, ambushes, and living off the land. Of course, being some of the finest bow shots in the known world helps too.
Equipment: Leather armor, hunting bow, 40 arrows(5 special), hunting knife.
Note: Jon is accompanied by a Greenwood wolfhound named Shadow. He has black and grey fur and comes up to Jon's waist in height.
Lillycat;
Name:Kimiko Akemi
Age:25
Gender:Female
Nationality:Sythin
Class:Silver Guard Survivor
Bio: With her family having a long standing role within the elite of the Silver Guard of Fort Kyra it was unsurprising that Kimiko would be raised and dragged into service with it. Her father often looked down at others because of his position and this pride has unfortunately rubbed off onto her a little. She is doggedly determined to achieve her goal, such determination allowing her to rise relatively quickly within the guard's ranks, but the fall of Fort Krya put a quick stop to that for now. Unknowing how much of her family survived she searches for them. She carries a longsword passed down to her from her father when she completed her training, with it she intends to kill anything that gets in the way of her search.
Equipment: Longsword, plate armour.
Name: Sigard Bjorning (Translates to: Sigard, the Bear)
Age:
28
Gender:
Male
Appearance:
Short for a mountain-dweller, but muscular. Dark brown hair. Has a wide chest covered in hair, that prompted his brother, Ralf, to say that he was as furry as bear. the name stuck among his kin. He has dark eyes.
Nationality:
Mountain-Dweller
Class:
Warrior
Bio:
It's hard living, up north, in the high mountains, and a man must support his family. Sigard is no different than the thousands of other Aldains in Sythin and it's vassal lands. While his family, his wife Svari, his son Hrolf and his daughter Elsa live in relative peace and saftey in the villiage of Ratteig, in the high vallies of the Aldan mountains, Sigard supports them, and has, for the past ten years, like so many of his kinsmen, by traveling into the lowlands and finding work as a mercenary. Many Aldain men band together,based on their villages, but Ratteig is small, and most of it's men were slain by orcs two winters past, and the younger generation must till the lands and raid their neighbours. Thus, Sigard must spend even more time away. His brother, who once aided him in providing for the villiage, was separated from him when he went to find work with the Silver Guard at fort Kyra, and Sigard hasn't heard of him since. If he is still alive, on the earth, then Sigard means to find him, and if he has died, than such is the will of Fate.
Though he is a great warrior, he is also a simple, honest man. though by heart, he sees himself as a simple farmer, his trade is of the blade, non can deny that there are few mercenaries in the land who know their way about the battlefield better. He fights for what he believes in, and he believes for protecting and supporting his family, and winning glory for the Gods in his battles and his death.
Sigard is known to drink heavily, but rarely be morose. Rather,in his cups,he becomes animated, telling sagas and stories of his homelands and the Gods. Most often he is boistrous, but friendly and insightful to those he calls friend. To non-aldains, this can clash somewhat jarringly with his fatalistic personality. He is already resigned to his own death, and sees no point in worrying about it like 'lowlanders' Instead, he means to make it the best he can. He has already offered to die, as is the price of the honor that goes with the life of a warrior.
His family
Svari, his wife. Headstrong, she runs the farm while Sigard is away for half of the year.
Hrolf, his son, Aged seven years, Sigard will soon begin training Hrolf to use weaponry, but of now,he carries water and hay and feeds the animals
Elsa, his daughter is too young to know much of her personality yet, at only four.
Equipment: Horse, Mail armor, long axe, arming sword, dagger, 2 round shields.
Yumichi;
Name: Asra Faraj
Age: 26
Gender: female
Nationality: Kyran nomad
Class: outrider
Bio: Asra was born in a nomad family, the Faraj family. Their nomad group contained around 20 people: her parents, one younger brother and two younger sisters (Asra was the oldest), a few aunts, uncles, cousins, etc. they were traders in medicines, clothes, even food and they also herded some goats and kept horses. The Faraj family was rather rich, because of the long history of trade. They travelled around the steppes and traded with other nomads, tribes and villages.
When Asra was around 10 years old, she learned how to fight, her father taught her how to use scimitars and her mother learned her archery. For nomads it’s really important to learn how to protect the caravan already at young age.
When Asra was around 19 years old their caravan was attacked by the Horseborn. Many family members were killed. Asra managed to escape together with her younger sister, Isra. Some others also managed to escape.
Asra and Isra were forced to leave the steppes, it was becoming too dangerous, the Horseborn were getting more power and took over the steppes. More Kyran nomads had to flee and went southwards.
When Asra was 20 years old she arrived at the silver city, Sythin, together with her sister, Isra, who was 16 years old. Both of them still live in that city. It’s a luck that they are not poor nomads, so they could effort a small house in the outer rim of the city. Asra already joined the army against the Horseborn (and ofcourse other foes). She has always been the more tough one of her siblings and can’t wait to see all of the Horseborn dead.
Her sister, Isra, doesn’t want to fight and runs a small shop selling all different sorts of herbs and edible berries, which she searches together with Asra in the forest.
They both still live in the Sythin the silver city.
Other: personality Asra: she’s a real fighter, when she’s scared she’s more likely to attack instead of fleeing. Also she’s tough and isn’t afraid for death. She wants to avenge her family. To her sister she’s really kind and helps her. Asra is the stronger one of the two. Isra is more the quite type and a bit shy. But isn’t easily scared and she doesn’t like fighting.
Both of them mostly still wear traditional Kyran clothing (too proud of their origins) also when they speak to each other, they speak in the Kyran language.
Equipment: 2 scimitars, 1 dagger, 1 short bow, 40 arrows(5 special), padded cloth armor(minor damage).
The Glass Ninja;
Name: Vaul Blackiron
Age: 24
Gender: Male
Nationality: Sythin
Appearance:
Vaul possesses unusually dark hair for a Sythin, some saying it was obvious eastern or Anthari ancestry which had darkened his pigment. His eyes, however, are the startling blue of his western brethren. He's not tall - standing at 5'8, but his shoulders are broad and strong. The heavy plate he wears is a testament to that.
Class: Warrior
Bio: Vaul was born to a Jerem Blackiron of the Silver Guard and his wife Larriana - a healer. They made their home in one of Sythin's many northern Forts, vigilant against the attacks of Horseborn and the other enemies of the great human kingdom. It is, perhaps, this location which truly set Vaul on the path he eventually found.
The fort was attacked. The darkness of night covered the assault as fire and blood spread across the fortification - it had come as a surprise to the warriors stationed there, and their scrambled rush for weapons and armour left them vulnerable. A hail of arrows cut down Jerem and scattered his squad, their plate barely buckled. Larriana had barely roused herself when fire began to rain down on the medical billets; the more civilian section of the fort was already in flames when young Vaul awoke screaming. His mother, ever brave, snatched him from his crib and charged through flame to deliver him to safety.
The attack had stopped as quickly as it begun. The cost was relatively light - a few injuries, a few dead. However, Vaul would never forget his own personal tragedy - his father, dead from an arrow through the neck, and his mother from the burns she had sustained saving him. It was by sheer luck that a caravaneer running supplies from Sythin took pity on the boy and brought him back to the relative safety of the coast. The orphanage he found himself in, however, was no place for pity.
As soon as he could walk and talk, he was given work. Chores, errands, and training became his daily life for several years - the owner of the orphanage was a retired soldier, and he knew that his kingdom needed more troops no matter what. The old man had taken it upon himself to provide whatever support he could. Harsh training and years of education forged Vaul's soul into his namesake - iron.
Teenage rebellion, however, crushed his patron's hopes of him joining the silver guard. An argument with the masters of the orphanage forced him to leave in rage, stealing a horse and heading east. What he found there was only more war; the Orcish hordes hunting after the mercantile peoples that lived there.
By, what he considers, sheer luck Vaul found a place for himself. A company of mercenary cavalry took him as one of their own, and soon enough he had his first taste of battle. The Flying Companions, as they called themselves, fought for money all across the east, defending the more vulnerable of the refugees fleeing the inhuman evils hellbent on the death of humanity. For six years, the company fought all across the world - even finding themselves in the north, conducting counter charges against Horseborn raiding parties, and working in the south with Anthar spearmen to crush their foes.
He found his place both as a warrior, and the apprentice to the company smith - reshoeing horses, fixing wagons and repairing armour and blades became his life outside of combat. That, and drinking with his comrades of course. The life was tough, but they were saving people, and being paid to do it - that was as close to content as Vaul ever got.
The company fell apart after a catastrophic battle - caught by surprise and crushed between two Orcish warbands they were cut down by arrow and spear. Most of the survivors felt blessed by the gods; even though they knew they were gone. Having fought with his 'brothers' for a good six years, the then twenty two year old Vaul was confused and injured- he returned to the only sanctuary he could remember. The Silver City.
Two years later, he prepares himself to head to the Northern Front. He will defend his people and his home till the last breath.
Other:
Nicknames: Little Smith, Half-Blooded, Mule
Equipment: Plate armour(left pauldron destroyed), broadsword, smiths hammer.
Lord Harrab;
Name: Archbishop Justinia. (original Name Melissa Van Fletcher)
Age: 28
Gender: female
"Just because the Gods are Silent does not mean they cannot hear us. I believe they are fighting their own war against the Darkness, and our Faith is what sustains them. They fight on battlefields beyond our own and victory in one means victory in the other. We cannot Fail them and they in turn will not Fail us."
Nationality: Sythin
Class: Cleric
Bio:
Ever since she was a little girl, Melissia has known the comfort and support of the Church, her father was killed in battle and her mother when the Horseborn burned their village. rescuded by a cleric she became an Afffirmed. One who serves the Church but takes no vows. For years she learned the payers and rites along with the healing arts of the Church, formulated in the years since magic left the world. However, it was found that she still had faith in the gods that were Gone and spoke to the other Affirmed of her belief that the Gods needed them as much as they needed their gods. Her Oaths as a Sister came not long after her 11th birthday and she became involved in the War in a deeply personal way. but id didn't matter if she was elbow deep in the entrails of a screaming solider on a battlefield, or taking confessions at camp, she worked her hardest and inspired those she could with her hymns and calm serenity. Soon others of the church became to notice that camps and armies that she worked to help were less prone to fear or desertion, her Sermons before battle were attended by so many Soldiers her words had to be whispered back from those closest that all could hear, and the flickering Flame of Hope burned brightly in the hearts of those of her flock. She was elevated to revered mother when she was twenty five, and after a vote in the Silver Cathedral two years later, she was further raised to the position of Archbishop, Adviser to the Royal Court, and given the title of Justinia, Keeper of the Faith.
Despite her new title and role in the Church, Justinia refused to abandon those soldiers on the front, or the people in the path of the forces of Darkness, Still making dangerous journeys to reassure them, get her hands bloody in the medical tents and ensuring that she could give the last rites and proper burial of all she could. this devotion did not go unoticed by the soilders and they gave her the affectinate nickname of "Little Mother." the mere mention of her arrival enough to help keep despair at bay. Always ready with a kind word or sympathetic ear from Generals to Foot Soldiers, villager or knight.
Other: raised by the Church from a young Age, she is somewhat naive of life outside the Priesthood, even despite her life tending to the wounded and sick. Her faith in the Vanished Gods and Mankind's eventual victory is as solid as the mountains.
Equipment: Archbishop's robes, medical supplies, scalpel.
Note: Accompanied by a half-dozen Vestals, formally escorted by Silver Guard.
Sirdeadofpool;
Name:
Svala
Age:
23
Gender:
Female
Appearance:
Standing at a massive 6'4, Svala is an absolute tank of a woman. With scars and muscles to rival that of the most hardened soldier.
Nationality:
Mountain Dweller
Class:
Warrior
Bio:
Svala grew up in Drakas, her parents died at a young age from a sickness so she was looked after by an old, ornery Veteran,whom she only knew by Sven. Sven was an old family friend and gave her a home, not to mention the training to survive in today's world. The pair would often leave the village, going into the forests for months at a time. Every moment in the wilderness was spent honing Svala's skills. The two often spared, with no armor to speak of and the sharpest weapons. This went on until she left Drakas at the age of twenty, having spent all her time learning to fight it was no surprise that she wanted to test herself against the beasts that destroyed what the world used to be, she set out for Fort Kyra, but not before Sven gave her his most prize possession, a rather large and heavy axe.
Equipment: Leather armor, Greataxe, 4 javelins.
Warork;
Name: Jon Redwyn AKA "Longshot Jon"
Age: Late Twenties
Gender: Male
"Gods?" *snorts* "Where were the Gods when Anthas burned? Where were the gods when the inhuman hordes came from every cardinal direction to end the age of man? Are they asleep? Dead? Deaf? Doesn't matter, they ain't here and we are."
Nationality: Sythin
Class: Hunter
Bio: The man who would come to be known as "Longshot Jon" to his comrades started life as the fifth son of a minor Sythin lord. When he was a boy he had fanciful dreams of becoming a knight, but the hard lessons of reality came with age and it was so when he entered his late teens that Jon realized he wasn't destined for any inheritance or any knighthood for that matter. With that in mind he left home, headed for the wilderness. Not much is known about Jon in the intervening period between when he set out and the siege of his home city. What is known is that he turned back up in the service of the Silver Guard amongst a troop of rangers tasked with protecting the Greenwood near Sythin from the orc hordes that encroached upon it. The rangers' skills have made them an invaluable addition to Sythin's defenders, being adept at scouting, navigation, ambushes, and living off the land. Of course, being some of the finest bow shots in the known world helps too.
Equipment: Leather armor, hunting bow, 40 arrows(5 special), hunting knife.
Note: Jon is accompanied by a Greenwood wolfhound named Shadow. He has black and grey fur and comes up to Jon's waist in height.
Lillycat;
Name:Kimiko Akemi
Age:25
Gender:Female
Nationality:Sythin
Class:Silver Guard Survivor
Bio: With her family having a long standing role within the elite of the Silver Guard of Fort Kyra it was unsurprising that Kimiko would be raised and dragged into service with it. Her father often looked down at others because of his position and this pride has unfortunately rubbed off onto her a little. She is doggedly determined to achieve her goal, such determination allowing her to rise relatively quickly within the guard's ranks, but the fall of Fort Krya put a quick stop to that for now. Unknowing how much of her family survived she searches for them. She carries a longsword passed down to her from her father when she completed her training, with it she intends to kill anything that gets in the way of her search.
Equipment: Longsword, plate armour.
Background information:
The information in this section is just general information most characters would know.
Races:
Toth: Simian race, great builders, the chosen of Dathax, wiped out by the Drakes.
Elves: Great artists and craftsmen, the chosen of Rathax, vanished.
Dwarves: Great smiths and forgers, the chosen of Kathax, vanished.
Drakes: Fearsome reptiles, created by the Six, vanished.
Setan: Avian race, created by magical energy released by the death of the Great Drakes, vanished.
Undead: Created by the death of the Great Drakes, vanished.
Sandpeople: Natives of the far southern deserts, created by the death of the Great Drakes, wiped out by Sandbeasts.
Sandbeasts: Insect race, created by the Six, inhabits the deserts of the far south.
Orcs: Created by the Six, held back on the Eastern Front.
Meran: Corrupted Setan, held back on the Southern Front.
Spiderlings: Spider/Human hybrids, created by the Six, held back on the Eastern Front.
Tongu: Reptilian race, offshoot of the Drakes, vanished.
Wastelanders: Human/Orc hybrids, wiped out by the Orcs.
Kari: Amphibious snake race, created by the Six, held back on the Southern Front and in the Western Sea.
Jotunn: Ice people, created by the death of the Great Drakes, inhabit the Aldan Mountains.
Locations:
Sythin, the Silver City.
Anthar, recently fallen southern nation.
Eia, largest of the eastern city-states.
Tothar, the City of Drakes, once greatest city of the Toth.
Greenwood Forest, large forest on the eastern border of Sythin territory, thinly inhabited since the disappearance of the Elves.
Anthar River Delta, large wetlands near the mouth of the Anthar river, floods twice yearly. Traditionally shared territory between Sythin and Anthar.
Aldan Mountains, large mountain range between Anthar territory and the Greenwood forest. Scattered mountain villages are nominally loyal to Sythin, Jotunn are gradually killing off the Mountain Dwellers.
Kyran Steppes, wide expanse of territory north of the Grasslands, mostly inhabited by Horseborn.
Eastern Front, war zone on the far side of the Greenwood Forest, Orcs and Spiderlings makeup most of the hostile forces.
Southern Front, war zone in the Anthar River Delta, Kari and Meran makeup most of the enemies.
Races:
Toth: Simian race, great builders, the chosen of Dathax, wiped out by the Drakes.
Elves: Great artists and craftsmen, the chosen of Rathax, vanished.
Dwarves: Great smiths and forgers, the chosen of Kathax, vanished.
Drakes: Fearsome reptiles, created by the Six, vanished.
Setan: Avian race, created by magical energy released by the death of the Great Drakes, vanished.
Undead: Created by the death of the Great Drakes, vanished.
Sandpeople: Natives of the far southern deserts, created by the death of the Great Drakes, wiped out by Sandbeasts.
Sandbeasts: Insect race, created by the Six, inhabits the deserts of the far south.
Orcs: Created by the Six, held back on the Eastern Front.
Meran: Corrupted Setan, held back on the Southern Front.
Spiderlings: Spider/Human hybrids, created by the Six, held back on the Eastern Front.
Tongu: Reptilian race, offshoot of the Drakes, vanished.
Wastelanders: Human/Orc hybrids, wiped out by the Orcs.
Kari: Amphibious snake race, created by the Six, held back on the Southern Front and in the Western Sea.
Jotunn: Ice people, created by the death of the Great Drakes, inhabit the Aldan Mountains.
Locations:
Sythin, the Silver City.
Anthar, recently fallen southern nation.
Eia, largest of the eastern city-states.
Tothar, the City of Drakes, once greatest city of the Toth.
Greenwood Forest, large forest on the eastern border of Sythin territory, thinly inhabited since the disappearance of the Elves.
Anthar River Delta, large wetlands near the mouth of the Anthar river, floods twice yearly. Traditionally shared territory between Sythin and Anthar.
Aldan Mountains, large mountain range between Anthar territory and the Greenwood forest. Scattered mountain villages are nominally loyal to Sythin, Jotunn are gradually killing off the Mountain Dwellers.
Kyran Steppes, wide expanse of territory north of the Grasslands, mostly inhabited by Horseborn.
Eastern Front, war zone on the far side of the Greenwood Forest, Orcs and Spiderlings makeup most of the hostile forces.
Southern Front, war zone in the Anthar River Delta, Kari and Meran makeup most of the enemies.