The Infernal Legacy: Lands of the Sleeping Sun recruitment

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The Lands of the Setting Sun, otherwise known to the lesser folk as the New World, a place that until 600 years ago was unknown even to most of the Elder races. Before the arrival of the first colonists, these mysterious lands only bore witness to their own conflicts; the many tribes that call it home only had their own particular rivalries to worry about…a foreigner can only speculate how the natives have managed to survive each Crux of the End Times. Now, ever since the 5060th year after the fall of the Irridani Imperium, the Lands of the Setting Sun will know the blood of those not born of her people; something it hasn’t known for a long time. First came Nephalic Elves in the ancient days, seeking a new easy source of slaves for their industry and lusts…a secret that only the Njalathari knew of. Then the Inezians who came in the 5060th year, tried and failed to conquer the Xiqualmecs of the South; their ferocity and use of the jungles proved the invaders’ undoing. Those that returned claimed to see entire cities made of gold and silver, guarded by the armies of heart-ripping warmongers; those who succeed would become rich beyond their wildest dreams. Since then, other races have had their eye on the land; many are their reasons for coming. Some come seeking the prospect of a new life, others come for the prospect of wealth or to spread their faith upon a population deemed savage…whilst others come for more insidious reasons of the darkest kind.

Now, in 5660 NI the Lands of the Sleeping Sun are locked in a state of war; her indigenous peoples fighting to keep their Mother from being ruined by the men across the sea. In the Northeast, the Heathenheart Alliance have raised their cities, hoping to garner the vast wealth the New World is alleged to possess…and keep an eye on their rivals. In the South East, the Order of the Hierophantic Enlightenment comes forth to spread its perception of the Faith of the One under the eyes of the Sepulchre Hierophanti; such a veneer, deemed unsavoury by outsiders, is nothing compared to the greed they possess for the gold of the New World. However, the predations of the foreigners hasn’t gone unanswered by the natives; the Blood of the Sleeping Sun is a confederacy of the most powerful tribes, the Xiqualmec Empire included, operating within and without the territories of their enemies. With any war of course, there will be mercenaries who’ve come to exploit the strife; some use it to garner wealth, some use it to as an excuse for an adventure whilst more despicable individuals use it to slake their appetites for death. Yet this conflict, terrible as it is, is nothing compared to something else that stirs within these lands; a horror said by the natives to even predate the First Crux of the End Times. The beasts of the land shudder in horror as the night falls upon their homes, fell whispers linger upon the wind in an eldritch tongue no mortal being can comprehend. Whatever’s the cause of such an event, only the natives know what it is…whether they’ve never revealed it to the foreigners or never had the chance, only one thing is certain; when this malevolence reveals itself, it will do so in a time of war. Such a time is ripe indeed when the factions are occupied; only time will tell when it comes to facing this evil if they can put aside their wars. In due time, the three factions and the mercenaries that fight for them would find themselves in the Village of San Cadrillo; evil falling across the villagers, the armies that be would be in for more than they bargain for.
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The Factions and their races

The Heathenheart Alliance
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Established to both garner the rumoured wealth of the Lands of the Setting Sun and to ensure their rivals within the Order of the Hierophantic Enlightenment, the Heathenheart Alliance comprises of the Albyne, Njalathari and Stahlwaffen races. Within the New World, they would prefer to keep conflicts with the Indigenous peoples minimal; yet irony would have a hand, for their expansions into more wild lands have ensured the hostility of the Windfolk and their allies. Representing the interests of the Elf-Blooded Albyne Kingdoms is Magister Eldoric of House Illyrius; a Scion of the eldest Magisterial bloodlines tracing back to the Irridani conquerors of Albyon in an ancient past, Eldoric keeps watch over the interests of the Three Kingdoms…as well as seeking out the knowledge possessed by the Medicine-folk of the indigenous tribes. For the Njalathari, Jarl Ulrik Alfsbænr looks upon a land filled with gold and people; where there is both, the Nephalic Elves are sure to follow, given their knowledge of these lands which predates the Inezian arrival considerably. Last of these allies to come was the Stahlwaffen Prince Dieter Schwartznicht of Mauchtsraum; adherents to their own teachings on the Faith of the One, the Prince is on assignment from the Emperor to ensure that the Hierophants do not gather further power from their conquest of the Lands of the Setting Sun. Through their combined arcane mastery, martial prowess and technological ingenuity, the Heathenheart Alliance hopes to ensure their dominance of the New World.

Races

Albynes

Racial Category: Elf-Blooded (Half-Elven)

Homeland: Albyon

Native Language: Albynish

Lifespan: 600-1000 years

Physical Appearance: As a result of their evenly mixed bloodline, the Albynes bear the traits of both Human and Elf in equal measure. Lean physiques and leaf-shaped ears are common to all of them; many are also inclined towards dark hair, with blonde being more common in the Southeast and Northeast alongside pasty complexions. On the other hand, some Albynes possess olive skin, a throwback to the ancient Humans that lived before the Elves arrived or the Irridani conquest whilst others have inherited the very Elven silvery or even golden skin tones. Blue, green and brown eyes are most common, though there are pockets of purple, golden and even turquoise eyes.

Society: A result of the Alabax conquests from what is now Stahlwaffe, Albyne society has been through many changes ever since its inception; descended from former-Elven Ashracaern slaves, it was inevitable that change would be frequent. Most notable is the North-South divide that has divided the population long before the Ashracaern Empire was defeated by the rebels. It is safe to say that the divide is even more prominent these days. Many are the differences between the Albynes who live in the North and South; wealth is more prominent in the South lands, whilst many Northerners live in squalor. A religious divide is also present, with the Northerners still practising the Old Religion of the Ashracaern Elves, whilst those of the South practice the Alabax religion; which is closely related to the religion of the Njalathari and the pre-monotheist Stahlwaffen tribes. There are also significant difference between the dialects of Albynish; whilst it was first spoken by the Alabax, the dialects of the North still maintain various words from the Ashracaern language as well as some Njalathari influence passed over from prior incursions. Furthermore, Albyon is land where those of wealth, privilege and high blood dominate, yet their dominance is not as great as one thinks. According to the laws of the First Kings, not even the nobility are free from being challenged by someone of lower birth…much could be lost should a Highborn lose to a Freeman. Their government is mixture of a Monarchy and a Magocracy in the form of the Magisterium (Hexasþuld); a throwback to the days of Irridani rule in Albyon, it provides one of the few methods of social mobility in the land. Such is the reverence of Mages, any Albyne, regardless of birth, can easily hold power as a Magister and acquire much state-provided wealth. The descendants of low-born Mages who lack magic, as well as commoners who’ve earned or inherited great wealth, are referred to as the Midhgildas (literally “Middle Gold”).

Cultural influences: Anglo-Saxon

Racial Perks:

Children of Magic: As a result of their constant exposure to magic throughout their history, even the lowest Albyne peasant can tout a decent, innate resistance against hostile magic.

The Militia-born: Given that their island homeland is constantly receiving end of raids from Nephalic Elven Corsairs and Njalathari Vokungr as well as demonic incursions from the Rifts of the North Pole, all Albynes are taught from a young age to wield blade, bow and bearded axes.

Will of the Hexasþuld: If there is one thing Albynes are known for it’s their adaptive stubbornness. They will always find a way to triumph in diplomacy or battle, even if the odds are against them.

Njalathari

Racial Category: Human

Homeland: Njalatheimr

Native Language: Njaltharic

Physical Appearance: Considered the tallest of the Soraen Humans, the average male Njalathari stands at 6ft3, with women often reaching 5ft11. Often, they are fair of skin, light of hair and quite muscular though many deviate from these expectation. Blue or green eyes tend to be very common.

Culture (In a Nutshell): A warrior culture bred from a union between the ice of their homeland and the flames of rebellion against their former Nephalic Elven owners; every Njalathari is trained from birth in the arts of war, to defend his Hold from attack and to bring honour to his house and his ancestors. Loosely ruled by a High King, the Njalathari bow to none who dare challenge them; they are just as quick to demand a challenge for an insult as they would name another as honour-kin. As well as masterful warriors, they count among themselves the greatest sailors known to Human-kind, having plied the great oceans for millennia. Whilst generally being mistaken for valuing strength, a misconception bred from their leanings towards mighty warriors; in truth, the Njalathari simply value ability in any form…though they frown somewhat on explicitly underhanded methods. As a society, they value the word of their Spellcasters; known as Vitkar, these men and women are believed to receive messages of the future from the gods. Chief among them is Ulfgar, the one-eyed, who peers between the realms of mortals and Demons from his throne. Other popular deities include Korvald, the Demon-Slayer, Fjala, the Maiden of life and even Skolbjorn, the god of justice. Given their history, the Njalathari tend to possess a distrust of Elves; which turns to murderous hatred when a Nephalic Elf is in the room.

Racial perks:

Blood of the Northmen: A hardy people, the Njalathari tend to be much stronger and tougher then more south-bound Humans. Given the coldness of their homeland, they’ve also developed a strong resistance to the cold.

The Berserker Blood of Ulfgar: A gift from the Allfather himself, all Njalathari (and two generations of interbred offspring) have it within themselves to channel the fury of their forefathers. When this state falls upon them; their eyes turn as red as blood, their mouths foam, their teeth gnash and their veins bulge. Mighty is the Berserker’s strength, strong is his flesh and powerful is his magic; such individual can break bones, tear heads free and rip hearts with but a single punch. Such power has its price though, the individual sees all living beings as foes to be slaughtered and violated…and there is always a chance the Berserker can become trapped in their state.

By the light of the North Star and the Four winds: Even in the darkest conditions, a Njalathari can use the stars to navigate him to his destination or draw upon the subtle nuances of the wind.

Cultural Influences: Norse


Stahlwaffen

Racial Category: Human

Homeland: Stahlwaffe

Native Language: Stahlwaffen

Physical Appearance: As pureblood Soraen humans, Stahlwaffe are generally fair of skin with varying shades of hair and eye colour. The average Stahlwaffen man stands between 5ft8 and 6ft tall.

Culture (In a Nutshell): The Stahlwaffen are a people of intriguing duality; they are pious in the pursuit of their devotion to the One through the heretical Sepulchre of the Reclamation, yet they are secular when it comes to their society. Industrious and progressive, the Stahlwaffen are masters of black powder weaponry; forging fierce guns and cannons with which to destroy the foe. Due to their legally bound secularity, the Stahlwaffe strive to better their society for what they perceive to be the greater good of all within their borders, not just their own people. However, it should be stated that they value order highly and rebellions within their lands are quelled with ruthless efficiency. Though an aristocracy is present, social mobility is easy compared to numerous lands. In terms of government, they are led by an Emperor/Empress nominated from one of several principalities; the heart of Imperial power lies in the capital of Heiligenhoff. Empirically bound, many Stahlwaffen Hexen fail to understand the metaphysics of magic, content to simply draw upon the practical aspects of the knowledge they seek. Intriguingly enough, it is the only place where Necromancy is legal; but can only be practiced by licensed Hexen.

Racial perks:

This needs tweaking: From a young Age, many Stahlwaffen are taught how to craft some of their own devices. Given this skill, the individual can easily craft and maintain mechanical equipment better than outsiders.

Cold precision: The Stahlwaffen always seek to perfect the crafts which they pursue to an eerily obsessive degree. The individual chooses any one of their skills and begins with it enhanced to a heavy degree.

The Pursuit of Knowledge: Notorious for their curiosity, the Stahlwaffen seek to always explore the world around them…even if it does cost them their lives in the process. Whether it is studying Demons up close or testing the limits of a new cannon design, you can bet a Stahlwaffen is very likely to try it out.

Cultural Influences: Late Holy Roman Empire Germany
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The Blood of the Setting Sun
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In the face of encroaching foreign powers on their native soil, the Blood of the Sleeping Sun is a confederacy of the many tribes that call the New World home. In essence, their goal is a very simple; to ensure the invaders do not delve deeper into their homelands, though some extreme groups advocate for the complete removal of anyone not of the peoples of the Lands of the Setting Sun. First among this alliance of indigenous peoples are the thousand fold tribes of the Windfolk; at its heart lie the bands of the Onunche, Iekota, Najiwebouin, Yayi’chu’naya and the Chibache tribes. Second to come were the avian Greywings of the Western Mountains, men whose ancestors struck pacts with the spirits of the sky in return for the powers of the Great Eagles. Last, but not least, are the southbound Xiqualmec Empire; the very nation who first drove the Pale Men from their lands. The likes of the Windfolk and the Greywings were most hesitant to secure an alliance with the Xiqualmecs. Regardless of the native tongue, the names other tribes give to them simply mean one thing; “the Men of the Hungry Gods.”

Races

The Windfolk

Racial Category: Human

Homeland: Varies from tribal territories within the Lands of the Setting Sun.

Native Languages: Varies from tribe to tribe, prominent languages include Onunche, Iekota, Najiwebag, Yayi’chu’naya and Chibache as well as the mediatory Bajiwéton

Physical Appearance: What is generally common amongst the Windfolk is the possession of bluish-black hair, dark, almond shaped eyes and somewhat minimal hirsuteness. Apart from that, there are a variety of traits apparent in the tribes that inhabit the northern parts of the Lands of the Setting Sun. In terms of skin tone, the more south a member of the Windfolk lives, the more coppery in complexion they are more likely to be; the tribes that live further north tend to be possessed of more olive tones. Some individuals possess high cheekbones, some have indented sternums whilst some men are over 6ft in height, though this varies from tribe to tribe.

Society: To begin with, the term Windfolk is a weak attempt by the nations of the Pale Men to describe the entirety of the peoples that live in the northern parts of the New World. The tribes are as varied as the native fun, practicing their own faiths, speaking their own tongues, adhering to their own traditions…even their own names. Many are the tribes that inhabit the Lands of the Setting Sun, and such individuals aren’t too keen to be mistaken for a rival tribesman. Most notable among them are the warlike Chibache, the Onunche horse-chieftains, the very Shamanic Najiwe of the north, the cosmopolitan Yayi’chu’naya and the knowledgeable Iekota. Most notable among their populace are the phenomena of Two-Spirits; beings who carry the souls of both a man and a woman within a single body and as such, among the most powerful Medicine-folk one can find if gifted as such.

Racial Perks

Lay of the Land: Used to traversing their environments to make a living, the Windfolk tribes know the land like the back of their hand. They know where to strike and they know how to survive within their lands.

Chosen of the Animal Spirits: From birth, regardless of tribal origin, the Windfolk and the Greywings are each chosen by an animal spirit and as such take on some of their qualities. E.g. an individual chosen by a wolf spirit is fanatically loyal to his tribe, and exhibits the animal’s cunning whilst a man chosen by an Eagle spirit is often magically inclined towards manipulating the power of the spirit world or slaying its darker denizens. It is extremely rare for a man to bear the choice of a Kukuzal spirit, and such things are momentous indeed.

Adaptive warriors: Masters of improvisation, the Windfolk tribes have no qualms with using the weapons of other peoples and learn to use them at a considerably faster.

Cultural influences. Apache (Chibache), Comanche (Onunche), Lakota (Iekota), Ojibwe (Najiwe) and the Cherokee (Yayi’chu’naya).

Greywings

Racial Category: Inhuman

Homeland: The Mountains of the Setting Sun

Native language: Greywing

Lifespan: Unknown (rumoured to be immortal)

Physical Appearance: Were it a dark night or a lack of good sight, one could easily mistake a Greywing for one of the Windfolk; but on closer inspection, one can see the difference. Greywings are possessed of very avian features, with high cheekbones, very slight and tall physiques, claws and very high cheekbones. Their eyes naturally possess a piercing quality compared to that of a raptor that stalks the skies. Most prominent of all however, is the immense wings that define their race and, true to their name, are often possessed of silvery grey feathers.

Society: Ultimately, it could be said that the culture of the Greywings is very similar to that of the Windfolk; indeed, their own legends state they were once men who were given a great gift from the spirits. Indeed, their language and culture seems to include many elements in common with the Najiwe and Yayi’chu’naya, suggesting that they are ultimately descended from these two tribal groups. Like the Najiwe, their Medicine Men are gifted in the arcane arts whilst like the Yayi’chu’naya, they are well versed in the art of speech. However, if there is one thing the Greywings differ from their pure Human kin, it’s in their outlook of life. They see themselves as the custodians of the Lands of the Setting Sun and that all who are unwelcome are prey for the spirits; each Greywing is raised with this belief in mind, and will use whatever means necessary to defend it.

Racial Perks

On Eagle’s Wings, we soar: With the possession of wings comes the gift of flight; all Greywings are capable of soaring high and at great speeds.

Lord of the Talons: As a result of their peculiar gifts, Greywings are lightning fast; their razor sharp claws making their strikes considerably lethal.

Children of the Skies: As a result of their lives in the sky, the Greywings suffer not the penalties of thin air.

Cultural Influences: Plethora of Native American tribes.

Xiqualmecs

Racial Category: Human

Native languages: Qualmec and Xiqabe.

Homeland: The Xiqualmec Empire

Physical Appearance: A multi-ethnic Empire, the Xiqualmecs comprise of the Qualmec and Xiqabe peoples and both share similar traits; both have coppery skin, dark eyes and an inclination towards bluish-black hair just like the tribes to the north…there are differences though. To begin with, the Qualmecs, who hail from the arid north of the Empire, are considerably taller than their Xiqabe kin and tend to be much more muscular with a lighter complexion. The Xiqabe on the other hand, due to their part of the Empire being almost completely made of jungle, tend to be much shorter, leaner and possessed of a dark complexion that, for some, borders on a reddish brown.

Society

Duality: that is the word one would use to ultimately describe the Xiqualmec Empire; indeed, the Qualmecs of the north, fanatical, united and warlike and the Xiqabe, intelligent, fragmented and inventive. One could indeed question how such polar-opposite societies came together, but that question has an answer; necessity. In the shadow of the first Inezian invasion 600 years ago, the Qualmecs and the Xiqabe had to unite against their enemies if they hoped to survive, pooling together their greatest strengths…and that union still survives to this day. The contribution each give is paramount; the Qualmecs provide the Empire’s martial prowess and righteous fury, the Xiqabe contribute their science and cleverness…both have powerful wizards that serve their unique positions. The previous are fanatical in the pursuit of sating the sanguine appetites of their gods, the other less so; compelled to only do so as necessity dictates, the Xiqabe lands are the wettest in the Empire. Whilst very far from dim-witted, the Qualmecs tend to be more straightforward in their conversations, whilst the Xiqabe seek many angles; the better to glean more about a potential enemy. It should be noted that, as a result of their union, both peoples have begun to influence each other, with individuals from both adapting their compatriots methods so as not to be reliant on the other. As a further sign of this bond, it is now an established tradition for the Tlatoatl to take a Xiqabe bride.

Racial Perks

Warriors of the Gods: Every single warrior within the Xiqualmec Empire, no matter their rank within the army, are servants of the gods. Each one considers offering their gods new sacrifices a sacred duty, and as such, will not give up until their task is done.

Greenstrider: Given the knowledge and training the Xiqabe passed onto the Qualmecs, all Xiqualmec warriors now how to ambush and fight within the jungles and swamps that jot much of their Empire.

Masters of the Nightglass: Whilst the tribes of the north dabble in obsidian weaponry, the Xiqualmecs have mastered it; their shining black blades, more durable than the amateurs of the north, cut through flesh with hands skilled in their usage.

Cultural Influences: Aztecs (Qualmecs) and Maya (Xiqabe)
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The Order of the Enlightenment
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A coalition of nations united by their faith, the Order of the Hierophantic Enlightenment is considered by the other two factions to be more loathsome. Whilst the Heathenheart Pact, for the most part, have no direct interest in passing on their cultures to outsiders, the Order is notorious for actively proselytising their faith to others; if it’s by the word, or by the sword, it matters not, as long as the ‘will of the One’ is fulfilled. Yet under this veneer of pure fanatical faith, their lies many motivations that steer the crusades of the Order within the land. For the Inezians, led by Lord Armand del Sangria, they came back for one reason; revenge against the Xiqualmec Empire…and they had the backing of their allies in that matter. The Evangellionais, under the Duke Gaspard Coeurnois, came for glory in the eyes of the One; their Chevaliers spearheading their assaults into the swamps of the Southwest. Last, but not least, is the council of Invenitorini Princes each from the competing city states of Invenitoria, each kept in check by Hierophant Dalorio…the better to ensure that the faithful remain so. Given their creed, Spellcasters are seen as abominations in the eyes of the One; due to literal interpretation of scripture, only women Spellcasters are tolerated, even then they are forced into Holy Sisterhoods. As such, magic is used if all options are expended…and not without condemnation. Just as despised are the Elves, and those descended from them, who are generally seen is the cause of all the world’s woes; as far as the Sepulchre is concerned, it was the Elves who brought on the Crux of the End Times through their hubris. Furthermore, to ensure that no one is corrupted by heretics or apostates, anointed servants of the Hierophantic Inquisition are always present; ready to excruciate answers from the unfaithful and the heathen alike.

Anointed Crusaders: All member races of the Order of the Enlightenment possess this racial perk in place of a third one. In essence, due to the blessings of the Hierophants, all faction members stride into battle, empowered by their faith. There is even a small chance of a random miracle happening.

Inezians

Racial Category: Human

Native languages: Primarily Inezian, alongside various regional languages

Homeland: Inezia

Physical appearance: Hailing from a land swathed in sunlight, and after years spent under the rule of the Al’Sahadiin Sand Elves, Inezians vary from pale to a very olive skin tone the more southbound the individual is born. A similar pattern tends to follow with shades of hair, hair type and eye colour as well. Though on average, your typical male Inezian is about 5ft6 in height whilst a typical woman is somewhat shorter.

Society

Descended from many peoples that inhabited their native peninsula, Irridani included, the Inezians are a pious and passionate people. They are passionate when it comes to the arts, when it comes to love, when it comes to their nation, their king and sadly, crafting their own Empire. From their perspective, and with the Grand Hierophant’s blessing, they see themselves as the ones who will spread the word of the One to the unenlightened corners of the world; or at least, this is what the truly pious among their society believe, less religiously inclined folk simply desire the wealth that the wider world has to offer…whilst currying the favour of the Sepulchre at the same time. As a result of failed invasion attempts, the Inezians hold a peculiar hatred for both the Xiqualmec Empire and the Albynes.

Racial Perks

Hot-blooded: In short, Inezians are both passionate lovers and passionate warriors. In battle, they are loathe to give up; not out of any notion of honour, though sometimes out of religious fervour, they simply hate being defeated especially when angered.

Gold-Greed: In a feudal society like Inezia, money is the only way for a peasant to ease his troubles and for an aristocrat to compete against his fellows in garnering the favour of the King. As such, all Inezians have an innate drive to gather wealth and as such are even more determined to succeed in a fight; success means being rich after all.

Cultural Influences: Post-Reconquista Spain

Evangellionais

Racial Category: Elf-Blooded (Mannish)

Lifespan: 130 years

Native languages: Evangellion

Homeland: Evangellais

Physical appearance: An Elf-blooded race of Mannish blood-quantum, the Evangellionais show a few traits as indicative of this heritage; often through inhuman eye colours and high cheekbones. Your average Evangellion is fair and complexion and quite tall, though in the south, being descended from a lost Lykaeon colony, the locals are darker in complexion and curlier of hair.

Society

Guilt, that is something that lies at the heart of Evangellionais society; guilty, of being of impure blood dating back to the Ashracaern Empire. For the common Evangellion, this manifests in greater malleability for the Sepulchre Hierophanti and an even greater propensity for bands of screaming flagellants. For the aristocracy, it means a greater emphasis on the vows of Chivalry; yes, all nations devoted to the One have Knightly Orders, but none are so revered or feared than the Evangellion Chevalier. The pinnacle of the One’s warrior servants, the Chevaliers lie at the heart of many songs and stories; even a poor one is celebrated…whilst those of low birth till the lands until death or conscription takes them. As such, both are fanatical in pursuing the will of the king, or the Sepulchre if they so command.

Racial Perks

Hammer of the One: Piety without limit, all Evangellionais, from the lowest peasant to the highest Lord, considers themselves an extention of the One’s will. As a result, they are loathe to flee from battle and will not rest until every last Heathen is dead and such vigour drives them ever deeper into the most bloody of battles.

The Divinely-ordained Hierarchy: In a society such as that of the Evangellionais, the social hierarchy is without question. A peasant believes that a Lord’s position is a result of the One’s will, whilst a Lord may believe that a peasant is in their position because of the sins of his ancestors. As such, the Evangellionais are considerably less likely to abandon their objectives or rebel.

Cultural Influences: Medieval France

Invenitorini

Racial Category: Human

Native languages: Invenitorian, alongside other regional languages

Homeland: Invenitoria

Physical appearance: Descended from the Irridani, your average Invenitorin is often possessed of olive skin, red-tinted brown eyes and dark hair; becoming more so the further south one goes. In the northern regions where the mountains wax highest, lighter skin, eye and hair colours are in greater abundance. Such men tend to be taller than the folks further South.

Society

Like the Evangellionais, the Invenitorini themselves are also plagued by guilt…except theirs is rooted in the sins of their ancestors, the Irridani. When the faith of the one swept through what remained of the Imperium, the ancestors of the Invenitorini city-states eagerly accepted a religion that forgave them the abominations committed by the Black Imperator. However, one wouldn’t think this, considering that their country is divided into many principalities that vie with each other for power; only the Sepulchre Hierophanti is keeping them from wiping one another about. Like their Inezian kin, the Invenitorini are a passionate people, turning it towards marvellous and strange inventions that help even the odds with more magically-inclined peoples. As long as one doesn’t attract the attention of the Hierophantic Inquisition, an engineer can craft anything that is not blasphemous. One peculiar practice adopted by the Invenitorini is the wearing of masks in public; the more ornate, the higher the birth of the individual. This stems from a unique cultural belief amongst the population that the sins of their forefathers have made their faces unworthy to be seen by the One; as a result, they only take their masks off in private. Further confusing the notion of their collective guilt is the fact they are a vibrant bunch; even the poorest pauper wears gaudy clothing, but it is the rich and the aristocracy who wear clothes that would blind an Elf.

Racial Perks

Mad Geniuses: Curious as they are, not even the Stahlwaffen can match the borderline insane curiosity of Invenitorini artisans. Whilst the previous would push limits, the later would completely cross them. As a result, all manner of bizarre technological devices, some of them unique to one person, can be seen amongst troops.

Underneath the Mask: In such a divided nation, it is only natural that her people are just as underhand as politicians. As a result, Invenitorini warriors are unpredictable; one minute they are prancing around like madmen, the next, they are unleashing volleys of their experimental weaponry.

Cultural Influences: Renaissance Italy.
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Mercenary Races

The Lands of the Sleeping Sun offered many opportunities for individuals seeking to make a new life. With the onset of the war, so came the opportunities for mercenaries to earn gold with blood. Information will be cut short here, so feel free to enquire about playing as a member of a mercenary race. Please note that they will be in limited amounts, given that the war revolves around these factions and their races; this of course means that you guys will have to fight to the death.

Elves
  • Dawn Elves
  • Menkaphret Sand Elves
  • Nephalic Elves
Elf-Blooded
  • Uachairn
  • Ashephalim
  • Nola-Ahishe
Human
  • Kirovkazh
  • Ildacian
  • Longguoren
  • Lykaeon

    Inhuman
  • Dwarves
  • Mireling

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(Limited number, first come, first serve) :)





A peculiar energy, said to be the result of the soulfires of every sentient creature clashing with the roiling energies of the plain of Demon Realms; promptly creating a source of power that mortals, with the right bloodline, can harness. Most Spellcasters are born with the power to harness the chaotic energies of magic; this as a result leads to having their very soul connected to such a hellish placw. The ancient races, such as Elves and Dwarves, are among the most magically active of the beings that inhabit Korillian; each have been exposed to magical energies since their peoples came into existence and having had millennia to understand magical theory and the dangers behind its usage. Elf-blooded peoples are next in terms magical ability, their ancestry granting them a greater chance of developing magical ability than pure-blooded humanity. Within humans, magic is a considerably rare trait to be born with and attitudes generally vary from people to people. Among peoples such as the Njalathari, the Temuja and the Xiqualmecs, Spellcasters are intimately connected to the divine and as such are heavily revered among their societies. Secular states such as the Stahlwaffen view magic as a useful tool in defending the people, but generally pay little heed to all but the most basic of metaphysical concepts within due to their emphasis on science over the old ways. On the other side of the spectrum, nations such as the Invenitorini and the Kingdom of Inezia revile magic as a blasphemous abomination, the result of infernal pacts with demons. While most Spellcasters are generally put to the torch on sight, a small number are put to the use as penitent witches to provide some arcane support for their armies. As well as the powers that their connection to the Demon Realms brings, Spellcasters generally live much longer in comparison to other members of their race; Human Spellcasters tend to have centuries added to their lifespan whilst Elf-blooded and non-Humans have millennia more to live than their already considerably longer lifespans.



When an individual draws upon the energies of magic, they impose the chaotic nature of the Veil-Beyond upon the world. In doing so, a new reality is imposed which acts at the behest of the Caster. As a result, the individual can impose fire where none exists, manifest water within a desert, manipulate the flow of time to a limited degree or even split reality asunder and create gaping holes into the realm of Demons. However, to go against the grain of the world itself, is to tire the self out even more; a man who conjures fire in wet place requires more effort whilst it is easier to do so within a dry place. As well as the usual affinities of the spell’s subject, the conjured thing also carries magical energies within it, affecting its appearance in the process; for example, a magical flame can kill a ghost whilst a mundane flame is nothing to thee spirit.



For possessing such power, mortals have to naturally pay a price for such gifts. First is the issue of the magic which they are using. Drawing too much power than one can handle or one simple distraction can have disastrous consequences for the Spellcaster. Depending on the discipline, some miscasts can be somewhat hilarious, such as permanent sex-changes or being trapped in an animal form. On the other hand, they can be disastrous such as rendering the caster into non-existence, sunder his soul from his body or even explode in very extreme cases. The worse peril that all Spellcasters face is a result of their intimate spiritual connection to the Demonic realms. Whilst any mortal can fall victim to possession, those with the gift of magic are at even greater risk since their souls burn even brighter, combined with their connection to that Hellish place. In most races (except for the Elven and Elf-blooded peoples, their natural affinity often spares them from such a fate) the weakest are generally killed to spare them and other people damnation, though the men of Stahlwaffe have devised a method of stripping such people of connection to the realm of Demons, though this in turn means they can no longer use magic.



Disciplines



Throughout its long history, specific spells of magic of fallen into several categories. Referred to as disciplines, they are divided based on the aspects of existence that they represent. However, most races have their own unique discipline that they can call upon. They are as follows:



Elemental magic



The most commonly practiced of all the disciplines, Elemental magic is often among the first things that most Spellcaster apprentices learn. It revolves around the seven elements which Elven religion declares resulted in the creation of existence. These are fire, water, earth, air, metal and spirit. Spells from this native language can easily be performed instinctively and non-vocally, though casters may use incantations to refine their spells for a certain purpose. Anyone proficient in this discipline can summon firestorms, strip the very air of its breathability, make the land or sea swallow their enemies, turn armour to rust and sunder the souls of their victims.



Cosmic magic



Known as Tiamaficium in the old Irridani language, Cosmic magic revolves around the manipulation of the fabric of the universe itself. A powerful but risky discipline, the Spellcaster can crush his adversaries with gravity, summon vortexes to nowhere, erase them from existence or even horribly mutate the individual by warping their bloodline until it can no longer be recognised. Such is their power, a Tiamaficiar is also capable of manipulating the time-stream to some degree, slowing it or speeding it as they desire. However, such ability has its price since Cosmic magic has many vulnerabilities that can endanger the caster. Firstly, each spell often has to be focused by the usage of lengthy incantations since the caster manipulates the very fabric of existence, leaving them predictable and vulnerable to attack. Then there are the implications of the magic itself; should a Spellcaster get a spell wrong or draw too much power he could very well erase himself from existence or case himself to age till he is nothing but dust.



Silver-Tongue magic



A magic popular amongst Thieves’ guilds, Assassins and Guerrilla armies, Silver-Tongue magic revolves around the manipulation of the minds of other beings. A person skilled in its usage can create illusions that feel like reality, seem more charismatic or persuasive than they really are, put thoughts into the minds of other beings, extract information or even warp them till madness takes hold. With the exception of extremely powerful illusions, the Silver-Tongue discipline ironically does not require incantations, merely a strong mind. However there are two drawbacks of its usage. Firstly is that such spells are, for humans and most Elf-Blooded, are extremely difficult to perform on Elves and Dwarves due to their more inhuman mind-sets and attempting to perform the more invasive spells on a Demon is just asking for possession. On the other hand, miscasting a spell can result in insanity or being trapped within an illusion.



Primal magic



A type of magic celebrated in many parts of Korillian, Primal magic is known mostly for its life giving qualities as well as other tricks available to the caster. A skilled person can heal the sick and injured, create beams of scouring light to sunder undead, manipulate plant-life and Demon alike, call upon beasts to do their bidding or shapeshift into any form they please. Though relatively risk free, Shapeshifters can easily find themselves trapped in the form they choose or become a horrible amalgamation of creatures, resulting in an abomination towards nature.



The Forbidden Disciplines



Out of all the disciplines ever practiced, three are perceived as abominations by many. There exist three disciplines, each Demonic in origin and can corrupt the minds of those practice them; in most places, should any be caught practicing these types of dark magic, execution would be their fate.



Blood magic


Holding true to its name, Blood magic requires the power inherent within blood to power its spells. This sacrificial nature is inherently harmful to the user since they could fully bleed out should they tap only their veins. A Blood mage could easily draw upon the blood of others should they need it. They can cause blood to boil, extract it messily from their victims, turn their blood into a corrosive toxin or even track others down. Most sinister of all, a Blood mage can manipulate the minds and bodies of other sentient beings. Demonic in origin, its practice slowly corrupts the mind of the user until all that is left is a bloodthirsty monster obsessed with the inherent power of that which flows in every living being.



Necromancy



In many parts of Korillian, desecration of the dead is a major taboo in many societies. Now take that to manipulating corpses and spirits of the dead and you will create a sacrilegious abomination. This is what Necromancers do that invokes fear and hatred from most sane beings in Korillian. They can reanimate corpses, summon the spirits of the departed to do their bidding, rip the souls of the living from their bodies and very powerful Necromancers can even uncover two secrets to immortality: Vampirism or Lichdom. Most start this path for more innocent reasons, though eventually most become lunatics with delusions of godhood and an insanely morbid sense of humour to boot.



Diabolatry

Most insidious and reviled of the three Forbidden disciplines, Diabolatry leads the caster into intimate contact with the Demons of Mournfall. They can summon such creatures to aid them or wield magics channelled from that Infernal realm which incinerates both body and soul. As well as almost instant Demonic corruption, the weakest of dabblers within this blackest of arts will ultimate end up a host for an Aethyric monstrosity, whilst the strong become masters over very resentful Demons who do will do whatever they can to break free from their enthrallment by a mortal.

Note: Certain races have their own magic disciplines, if you're interested in taking one up; feel free to enquire.​

Character Template

Name: Ohi'nashi'kuameg ("Old Blue Sun")

Race: Greywing

Sex: Physically Female, in actuality a Two-Spirit.

Faction (leave empty with mercenaries): Blood of the Setting Sun

Age: 1,200

Spellcaster? Yes

Biography
The only child of the Nayabekishikam Tribe's Medicine Woman, Ohi'nashi'kuameg was marked as a Two-Spirit from the moment o
Personality

Appearance


Skills

Major Magic Disciplines (3 only)

Minor Magic Disciplines (3 only)

Equipment
 
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Naruto667

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((still sorting the details out..but i'm posting it up here so I can edit it later on))

Name: Ulrik Stürnskaldr

Race:Njalathari

Birthplace:Solskalden

Age:27

Spellcaster no

Profession: beserker and at rare times tracker

Appearance Kuthlor is a 6f3 male, his body broad and muscular both from the harsh enviroment and also of his up-bringing as a legitimised bastard..but in the eyes of his peers just mere scum, Kuthlor's woad or a less insultive word ritually cleansed Albyne's blood tattoos and scars covering his torso with the same cleansed Albyne's blood intricate tattoo on his face going down his right eye an appearance that suits a beserker, he wears a simple trousers and shirt for his body underneath his padded and chainmail armour with a two horned helmet covering his head but allowed the man to hear any commands, and for protection against the elements or just traveling in general away from a fight he wears the fur of a vicious beast that lived in his homeland

eye colour:blue

Hair colour: blond tied into a ponytail

Martial skills (listing from the most preferred combat style to his least preffered combat style)
axe and shield
sword and shield
two handed weaponary
duel wielding
spears

Stealth skills: tracking

Magic none

Crafting skills armour and weapon smithing and repairing except for firearms since he doesn't have the knowlege to do that yet at least

Miscellaneous skills:foraging, first aid with herbs and other items

Personality:Ulrik is a proud man, proud of his heritage even if his peers saw him less than that to the point of openly denying his "claim" to whatever titles his father has or might have should his father die, talking to Ulrik directly it would look to a outsider that he doesn't care much politics or rather anything that isn't related to combat...or his family, although unlike others of his kin he does not hate the elven race that many of his kin dream of butchering but that doesn't free them of his suspicions enitrely unless they prove to him in a battle...shoulder to shoulder.

Until then he gives everybody regardless of their race the cold hard stare...and silence

Biography The life of Ulrik Solskalden was realetively calm for the first couple of years, his parents were the Jarl of Solskalden and the man's wife , it was like any other noble upbringing for a Njalathari male, studying various topics amongst which was courtly matters and foreign affairs, and when he was around the age of six or eight he started to learn the arts of war.

It all seemed to be going well until the age of 16 when two things happened one of which was roumers that Ulrik was a bastard child and the other was word of a Khamags warband raiding the boarder lands moving between Solskalden and Stahlwaffe, and so the now 16 year old Ulrik along with the large force proceeded to hunt down the warband before the threat grew larger and uncontrolled, however it took many months of skirmishing and scouting before they were able to pin down what they assumed to be the rest of their warband..which proved to be a costly mistake for many of the Solskalden soliders who were yelling out their war cry, once they attacked the Khamags supposed weakened force, they had been suddenly attacked from their flanks and nearly surrounded..it had turned out that they had been tricked by a lack of scouting..a valuable lesson that the man would take to heart from the battle.

At the battle's end only a small fraction of the Solskalden forces were still alive, Ulrik being one of the lucky ones and the instigator of the Khamags downfall when he managed to slay the warband's leader in a duel, taking the Khamag's head as a war trophy proudly displayed on his belt, and throughout the battle against the Khamag warband;before the fateful duel between Ulrik and the Khamag warband leader, Ulrik was always at the pivotal points of the battle and held the line, until he went off to fight the warband leader singlehandedly and thus he was given a new last name instead of the name of his homeland:Ulrik Stürnskaldr.

Before however he could return home..he was told by a thane messanger that he was being sent to a new land or rather...the new world as part of this...alliance called The Heathenheart Alliance and so..unable to return home for some time again and unwilling to risk infighting with the household he reluctendly accepted this new task, so he headed off to the new world..determined to return home and claim his rightful titles

Equipment:
a satchel containing medcinal herbs
a Khamag's skull tied to his belt
three throwing axes
large shield
one handed war axe
double edge sword
a small money satchel
a stone used for sharpening his weapons
 
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Cainhurst Crow

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((This is a work in progress. But I want to show my interest at least.))

Name: Alessandro Schiavona

Race: Invenitorini

Birthplace: Rhodessy, Invenitoria

Age: 26

Faction: The Order of the Enlightenment

Appearance:
Tevinter-Med-e1433267029411.png


Skills:

Personality:

Biography: Alessandro, Sandro for short, was the youngest son of Enrico Schiavona, Head of the Schiavona Family and a Duke of the Kingdom of Rhodessy, in the north of Invenitoria. Enrico was a bold man, a clever mind who didn’t mind bending the rules if it meant getting ahead of his competition. He spent much of his family fortune and dedicated large portions of their estate to the building of weapons, the more elaborate and technologically advanced, the better. His drive to invent eventually pushed him into the forbidden arts, the use of magic to aid in his weapons deadly capabilities and engineering short comings, which led to him being outed by his own children and executed for heresy at the stake. His families name was ruined by the scandal, the Schiavona’s facing harsh investigation for his father’s madness, and his mother committing suicide rather than live with the shame.

Alessandro’s 4 older siblings all had their own parts and paths, His eldest brother an aspiring member of the church, the second eldest being a Duke of his own right for the Western Kingdom of Marvolo. The middle daughter was a member of the Holy Sisterhood, and the second youngest was an aspiring painter apprenticing in the South. Alessandro lost everything, forced from the top to the bottom, and made to work in whatever Meccanico Shope would take him in to work. Alessandro had his fathers gift for weapon smithing, and while he worked hard in various smithies, he dreamed of having the life he used to have, and bringing back the Prestige the Schivona name could hold on its own. As such, he choose to sign on his services as a member of the Invenitorian Army, to be sent out to the lands of the setting sun and gain glory and prestige for his families name once more, rather than join one of the Condottieri and work for anyone with money. He forged his own weapon, dawned what he managed to save and scavenge to create a proper battle ensemble, and set forth to battle the heathens and barbarians and redeem himself in the fields of battle.

At least, that was what he told himself. In truth, much like his father, the temptation of danger and desire to test his weapons in the fires of war was great in his own soul. He wants to show off his skills, to test his medal and his metals against a true test, and this battle was the perfect place to do so. While he denies such, even to himself, the truth is something he cannot shake, and he battles to stray from the path his father took, in throwing aside any and every restraint in the name of Invention.

Equipment:
-Salamandrebus- A Short-Spear type weapon which conceals within it a black-powered based matchlock gun. The two spear-heads separate when the weapon is cocked, allowing it to fire out a wide variety of ammunition, from iron balls to stray stones, if it fits it'll fire. The gun has a hammer lock, built into the base of the spears-hilt, just above the shaft, and allows him to quickly load and fire his weapon with ease, and is enclosed to allow it to be cleaned easily, and require minimal maintenance. The spears blades are serrated, giving it a viscous cutting edge that shreds whatever he cuts, and along with his shotgun-like firearm, make it a dangerous close quarters weapon.

-Semi-Automatic Crossbow- Based on Nephalic Design, this is a much more simple if not effective weapon. It's design is simple, a lever is pushed forward to hook the bow, and is pulled back to draw it. Bolts are feed from a box loaded from the bottom of the weapon and locked in place with 2 leather straps and a securing bolt. It's a rather plain weapon, but it's light and easy to use.

Perks:

Mad Geniuses: Curious as they are, not even the Stahlwaffen can match the borderline insane curiosity of Invenitorini artisans. Whilst the previous would push limits, the later would completely cross them. As a result, all manner of bizarre technological devices, some of them unique to one person, can be seen amongst troops.


Underneath the Mask: In such a divided nation, it is only natural that her people are just as underhand as politicians. As a result, Invenitorini warriors are unpredictable; one minute they are prancing around like madmen, the next, they are unleashing volleys of their experimental weaponry.


Anointed Crusaders: All member races of the Order of the Enlightenment possess this racial perk in place of a third one. In essence, due to the blessings of the Hierophants, all faction members stride into battle, empowered by their faith. There is even a small chance of a random miracle happening.
 
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