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Reply 11 Level 3 - Advanced RPs (archive)
Ghosts of Guidain (Misc. Info)

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Dreamshell

PostPosted: Wed May 09, 2012 3:08 pm
Races:

Human:
Humanity is often called the most curious of all the races, pursuing magic, science, technology and their myriad subfields in equal measure. Their seemingly unquenchable thirst for knowledge urges them to explore and expand; whether this is a good or bad thing is highly debatable. Nonetheless, it has gained them an edge in terms of racial population and political power. They have developed several nations throughout the world, including Andarth, Thungria, Stival and others. It is possible for a human to live up to - and in extraordinary cases even beyond - 100 years, though the average lifespan is usually half that. Uniquely human magics are shapeshifting, thaumaturgic/charismatic/holy and infernal/black magics; they also use most other schools and are pioneers in the field of science, which involves manipulating the world around them without breaking natural law. Unique among humans seems to be the presence of ghosts, vampires and lesser demons. Any reason why is yet unknown, though there are many theories.

(Human Subgroups):

Shapeshifter:
Shapeshifters are a distinct subculture of the already small human mage population who are born with the talent to transform themselves into another life form. Most shapeshifters are raised apart from the rest of civilization, spending their youth closer to nature and learning to master a particular animal form before being introduced to society. Some common animal forms are the wolf, the bear, various big cats, equines, birds of prey, cetaceans and more. There are occasional prodigies who are not limited to a single form; these individuals usually have a harder time integrating due to a weaker perception of themselves as human. Dragon forms also exist, but are extremely rare due to the substantial skill required to master them.

Vampire:
Vampirism is a mysterious and tragic affliction, both magical and biological in nature, its origins shrouded by many disparate myths. A vampire is made when it feeds off the blood of its creator, usually called a “sire” or “mistress,” while in its death throes (usually also caused by said creator). After death, the victim is buried and later reawakens as a vampire; ageless, imbued with supernatural speed, strength, healing and the ability to bend the will of living beings. There are drawbacks, however; sunlight weakens a vampire and neutralizes its powers if it has fed, but immolation becomes more likely the longer it has gone unslaked. Another is a vampire’s penchant towards obsessive-compulsive behavior, thought to be an expression of their endless hunger. Assuaging these a bit is the soil from the vampire’s burial site, which also serves as a charm to help ward off bodily harm when kept close. Conversely, the loss of it leaves a vampire much more vulnerable to attack, as well as plagued by a sense of restlessness. Eventually, a vampire not in possession of their burial soil will lose all sanity and self-control, risking death unless they can find another vampire to serve under, its will replacing their own.

Ghost:
A ghost is the still self-aware essence of a deceased human native to an ethereal plane called “The Grey” who has not passed on into the afterlife. The most popular justification for their presence is the theory of “unfinished business,” something they did not do in life by which they are so vexed that they are incapable of leaving the mortal plane until its completion. For one reason or another, the ghost is a uniquely human-based entity; no sighting of a ghost from any other race has yet to be recorded. Ghosts can do very little to affect the mortal plane on their own, though they are able to influence it in minor ways, e.g. closing doors and moving objects across a room, when applying great strength of will. Despite being able to possess the living, unwilling hosts are difficult to control and all ghosts have the innate sense that forcing such a state upon them directly hurts their own standing in some grand celestial order (earning them what is colloquially referred to OOC as “damnation points”). Their immateriality makes them excellent spies and sources of diversion, however, as they can appear and disappear before the living as they please and are not hindered by physical obstructions. They naturally inspire fear and insanity in the weak-minded and exude a faintly magic substance known as ectoplasm (which has been linked to telekinesis, suggesting it may be a cosmically binding element) as a byproduct of manipulating or passing through objects and projecting a visible presence on the mortal plane.

Elf:
Elves are very similar to humans in appearance, though usually with taller, more slender frames, an almost supernatural beauty and trademark pointy ears. They call themselves “the fair folk” and while it is unknown if elves are immortal or merely very long-lived (as they have kept mostly to themselves throughout history), it is clear they view themselves as superior either way. For the first several decades - and, indeed, perhaps centuries - of an elf’s life, it is not uncommon for them to view the world much as a sociopath might, with little if any ability to comprehend the emotions or pain of others. This, of course, does not apply to their own, but only barely. As such, bands of elvish raiders are regarded as a serious threat and the popular image of them as cheerfully merciless creatures does little to engender good relations with the other races, nor either does the stereotype of the older and less boisterous, though largely apathetic elvish intellectual. Little is known directly about elvish magic, though because they are only known to live in forests, the assumption is that it has a druidic foundation. (NOTE: It is always "elvish.")

Half-Elf:
Half-elves are generally far less antisocial than purebred elves, possessing mindsets and emotions closer to that of humans. They share some human physical features as well, having more robust bodies and, for males, the ability to grow facial hair. From the elves they inherit longer lives, swiftness and precision, physical beauty and a preference for nature. Unfortunately, neither parent race is very accepting of these half-breeds, humans suspicious of an inborn elvish cruelty and elves detesting their “lesser” human ancestry. They grow up as outcasts, belonging to both, yet neither race, able to depend on no one but themselves. Setting them further apart is the custom of giving most half-elves the surname “Fairchild,” supposing they are even given the chance to be born or raised to receive it. Their life expectancy is uncertain, though one account cites a half-elf claiming to be more than 500 years old at the time of recording.

Dwarf:
Dwarves inhabit the Conqueror’s Belt - what they call Stogorakh or “The Hundred Mountains” - a chain of mountain ranges that stretches across Guidain. For centuries the dwarves have tirelessly chiseled away deep within the earth, building and connecting their vast cities. They adhere to a strict caste system that divides them into different occupational “caves” and sub-caves (“grottos”), advancing only through great feats. Notable caves include the Cave of Justice (warriors), the Cave of Wrath (jailers & assassins), the Cave of Craft (artisans), the Cave of Commerce (merchants) and the Cave of Coin (bankers). They have a strong sense of honor and duty; the family comes first in all things and their lives are spent glorifying them. To the dwarves, there is no greater way to do this than to become a warrior - the only freedom all castes share - and fight and die a “good death.” Appropriately, the harshest punishment in their culture is to sentence criminals to death without the possibility to defend themselves. Another interesting facet of dwarven culture is their unique relationship with dragons. Being cohabitants with the fire-breathing lizards, dwarves have taken to taming and training them as war-mounts, beasts of burden, guardians of wealth and home and in general consider them akin to pets. Dwarves live roughly 2 ½ times as long as humans. Their magic is runic in nature. (NOTE: It is always "dwarven.")

(Hybrid (Supergroup)):
The term “hybrid” is something of a misnomer. Though they are a single race (with three known subspecies), they have both humanoid and bestial features, making them appear like the union of two. Hybrids have roughly half the life expectancy of humans. More about their subgroups and unique culture/s follows (OOC: They’re basically like the Greeks and related peoples);

Centaur:
Popularly simplified as “half-man, half-horse,” centaurs have upper bodies mostly analogous to that of humanoids and lower halves like that of an equine (save the head and neck). Because of this, they favor open spaces and especially roomy interiors compared to other races. Strong and durable runners, they established the first track-and-field sporting events and, no strangers to the awkward reality of needing to get at things out of their reach, they also created the lance and similar polearms. Combining the two led to jousting. Their customized weapons, along with a natural penchant for orderliness quickly yielded the first “knights” and their code of chivalry, as well as unique military formations, such as the phalanx. Centaurs hail originally from the city-state of Equos.

Faun:
Despite their goatish appearance, fauns are widely considered the most cultured of the hybrids and deemed by some as the “fathers of civilization,” pioneering the practice of calligraphy, cartography, seafaring, plumbing and the study of things like magic, medicine, mathematics, astronomy and countless other fields. On the other hand, fauns are also notorious for their decadent hedonism (excessive eating and drinking, extravagant partying and engaging in orgies and other deviant sexual behavior) and vanity (their leaders often proclaiming themselves to be living gods). Fauns have an intense, even hypnotic charisma allowing them to manipulate others, most recognizably exploited through the playing of flutes. As they gain more followers, collectively called a cult or a mystery, their power increases. This has led to the age-old joke about fauns being the first and greatest politicians. Fauns hail originally from the city-states of Capras and Cornos.

Minotaur:
Mostly humanoid with a head like that of a bull, the minotaur is far from the simple-minded brute most see him as. In fact, minotaurs are largely peaceful by nature, only turning violent to protect themselves and those they care about. They are considered one of the earliest races to employ complex architecture and agriculture, invented wrestling, weightlifting, some “simple machines” and measurement systems and farming and construction tools. Nowadays minotaurs make excellent athletes, builders, engineers, soldiers and farmers. They hail originally from the island of Minos, which some have recently managed to retake from the Orc Khanates.

(Constructs):

Homunculus/Golem:
Homunculi and golems are two sides of the same coin. Artificial life created by very adept (and perhaps very vain) mages, it is their makeup and primary functions that differentiate them. Homunculi are comprised of organic material, such as clay or soil, plant life, flesh and blood and so on. They are relatively fragile as a result, but inherit some of their master’s magical prowess to serve and survive. Golems, meanwhile, are mineral-based, made most often from rock. As their most common reason for existence is to fight or defend, golems are usually made to look imposing and capable of taking and doling out heavy physical damage. Both are custom-built by their makers, most typically in a humanoid form, though there are exceptions. The quality of their composition is usually based on the mage’s talent, taste and intentions behind creating their artificial servant. Some mages may only need crude creatures to perform menial tasks, while others might relish in turning their constructs into works of art for others to praise. Though some would argue they are not truly capable of intelligence or emotion, prolonged contact reveals that they are constantly evolving; learning, adapting and developing their own personalities and sense of judgment. Homunculi and golems can last indefinitely, depending on their specific circumstances.

Reanimate:
A Reanimate is a being of dead flesh assembled from corpses and brought to life with magic and/or lightning channeled into techno-arcane devices, born with no memories or knowledge barring any that is magically added. They are fairly durable, able to retain their distinct identity if destroyed and reassembled, and by stitching them back together most minor wounds or lost limbs can be easily repaired. Their strength is amplified far beyond the capacity of their components; a single Reanimate generally has the strength of several men, at the very least. Aside from those traits, a Reanimate gives off a stale stench from their preserved corpse state; they have an intense curiosity, the kind that can only arise from being born fully-formed and fully-aware into a world whose wonders they haven't had time to grow numb to; they harbor an instinctive and great fear of fire, as its warmth is reminiscent of the intense burning sensation felt as they came into life; lastly, they possess a fearsome visage due to being comprised of the remains of the dead, making it nigh impossible for them to be a part of everyday society. Many consider their creation borderline necromancy, with all its cultural baggage.  
PostPosted: Wed May 09, 2012 3:14 pm
Nations:

The Kingdom of Andarth:
Originally founded by an alliance of tribes under the warlord Andar, Andarth is the most successful of the human nations. While it boasts advances few others have achieved thanks to its diverse environment, crime and class warfare still lurk beneath the surface. In the day, the urban areas teem with different races and cultures all vying for their niche under a haze of factory smog, while at night the cobbled streets stand empty, save for the vagrants and those to which they fall victim. Meanwhile, the countryside grows mossy and wild, its ancient moors, isolated villages and foggy highlands hiding age-old secrets. Andarth encompasses all of the north and some of central Guidain.

The Volksreich of Thungria:
Thungria is an aimless country, its people torn by the conflicting authorities of warring nobles and religious sects. Each territory is a nation unto itself, ranging from free and civilized to brutally oppressed to dying in squalor. Cutthroats prowl the roads to rob the rich or sell them their services. Rabid beasts grow bold, slinking into farmlands to feed on the farmer and his livestock alike. The common folk seek shelter in their taverns, quashing fear with ale even as they tell whispered tales of vanished friends and loved ones, strange magic and the ancient, unknowable things that lurk in the dense and eerie forests covering their homeland like a cancer. Thungria takes up a large part of central and southwestern Guidain.

The Maritime Republic of Stival:
Though it began as a swamp, the city-state of Stival has turned into a bustling port of commerce and culture that spans more than a hundred interconnected small islands. Fishermen and scholars alike pass through its canals and may often be one and the same with the rise of the merchant princes who rule the city with business acumen, artistic appreciation and academic curiosity. But with wealth, of course, comes those who would steal it; the pirate is as common a pest as the rat for Stival and it must always guard itself from raids. The fact that some pirates are also Stivali themselves makes suppression no easier. Trolls also plague the swampy, less-developed fringes. Stival is located west just off the main landmass of Guidain.

The Grand Alliance of Stogorakh:
The dwarves of the Grand Alliance dwell within the Conqueror’s Belt - what they call Stogorakh or "The Hundred Mountains” - a chain of mountain ranges that stretch across the continent of Guidain. Thanks to the unity granted by their strict caste system and natural hardiness, the dwarven clans have managed to become (and stay) its dominant inhabitants. They do, however, permit some small human communities to dwell on the mountains to facilitate trade with the outside world and their mighty dragons nest and raise young throughout. Occasionally, a colony of goblins will infiltrate certain areas and necessitate war parties to wipe them out. Each of the major ranges claim their own “King Under the Mountain,” who collectively form the council that governs the Grand Alliance. Stogorakh stretches across central Guidain, separating Andarth and Thungria.

The Sorcerous Plane:
Not a nation in the traditional sense of the term, the Sorcerous Plane was originally intended as a way for mages to escape persecution, but has since become more of an archive and “home away from home.” It has no formal territory, merely locations networked by magically accessible transdimensional pathways and subspaces hidden in cracks of the material world. Their laws, besides those of the nations and cities within which the mage-citizens of the Plane reside, largely concern the responsible use of the supernatural powers they wield. Due to its unique nature, the Sorcerous Plane has no true location, but many entrypoints across Guidain.

The Empire of the Eternal Forest (defunct):
The oldest known empire to arise in recorded history, dominated by the elves who sought to encompass Guidain in the eponymous forest. The details of their breakup and downfall, however, have been lost to history. What is known is that as their empire fragmented, the elves used their talents for druidic magic against one another, each faction booby trapping their home woods to catch and kill intruders and creating genius loci to protect them. Many of their ruins remain dangerous because of this, even if all those meant to be defended have long since abandoned their homes or perished. The Empire once took up most of Andarth, some of Stogorakh and bled into northernmost Thungria and the old Taurine Republic.

The Secret Groves:
The Secret Groves are all that remain of the Empire of the Eternal Forest. A set of small, scattered enclaves, the Groves are actively guarded by elvish sentries in addition to the magical systems put in place by them during the time of the Empire. Inside them, the remaining elves pass their time in pleasures of the flesh and pursuits of the mind, utterly detached from the outside world. Because of the sporadic nature of the surviving Groves, one can never be sure when they are walking into one… and one will seldom walk back out once they do. The Secret Groves are scattered throughout the domain of the old Empire.

The Taurine Republic (defunct):
The Taurine Republic was the second major nation to form in Guidain, spreading throughout the southeastern islands and peninsula as a result of the gradual alliance of the hybrid races. The Republic introduced the classical art style and architecture, often using marble columns and arches. They contributed plays, histories, and philosophers still studied in the present and established the fundamentals of most fields of study. However, they became too complacent and indulgent, ultimately being defeated, enslaved or run out by the peripheral orc khans. The Republic once encompassed the southeast of Guidain, including a peninsula and surrounding islands.

The Orc Khanates:
Where once the Taurine Republic ruled, now rule the orc khans. They are nomadic in nature, riding across the lands and living off the offerings of those they terrorize like parasites. Many hybrids descended from the former Republic now live as slaves and even beasts of burden or mounts to the orcs and other goblinoids. The Khanates exist fluidly throughout the ruins of the Taurine Republic.

The Free Island of Minos:
The Free Island of Minos is a small island roughly the size of city retaken by an ambitious minotaur tribe. The island harbors many ruins of the Republic, buried beneath the overgrowth the minotaurs have turned into a dizzying labyrinth, at the center of which sits their stronghold. Minos is one of the larger of the southeastern islands just off the mainland.  

Dreamshell


Dreamshell

PostPosted: Wed May 09, 2012 3:16 pm
Locations:

Impskis:
The village of Impskis is located in the small but respectable earldom of Carmeleigh and lies along the southwestern fringe of the great Iron River. Subject to frequent flooding, Impskis has rich soil for farming, but inundation damages the simple homes of stubborn locals and is as likely to kill crops as help produce them. With the riverbank to one side and forest to the other, Impskis has been unable to expand much except in a long, thin profile, save for reclusive types who took to the woods.

Upon his knighthood, Sir Percival Cubbard gained baronetcy over Impskis and with the wealth of knowledge and riches he acquired over his lifetime of adventuring, he sought to improve the conditions of his hometown. Where once were stony shacks and muddy roads, new town houses with multiple, terraced stories and cobbled streets have been and continue to be built. Sir Percy also had an extravagant manor home erected, to which he adjoined a new public square modeled after the old fora of the Taurine Republic for the townsfolk to work, shop and socialize in. He also instructed them on new irrigation techniques that would allow them to reap the benefits of flood-enriched soil but spare them the mess.  
PostPosted: Wed May 09, 2012 3:17 pm
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Dreamshell


Dreamshell

PostPosted: Wed May 09, 2012 3:18 pm
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11 Level 3 - Advanced RPs (archive)

 
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