Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-1: Mythardian Creation & Magicka
Mythardian magic is called Galdyrik in the common speech. It was invented by Aldafar the Creator, the god of magic in Mythardian folklore. Galdyrik is the manipulation of Maisha; the lifeforce of Mythardia, an unseen energy which permeates the entire Alheimyr universe. Mythardians believe that Galdyrik is the way in which Aldafar the Creator manifests in physical form. Maisha is equated to Aldafar's breath, will-power, or imagination.
According to legend, Aldafar the Creator was once a righteous and compassionate being from a previous no longer existing universe who practiced magic during a time of pure chaos and utter wickedness. Aldafar became so powerful that he transcended beyond the need for a corporeal physical existence and sacrificed himself to end all darkness. Aldafar caused a cosmic big-bang which wiped out all former things. From out of the dust, a new realm emerged; the majestic Alheimyr universe, created from Aldafar's own lifeforce or energy.
Maisha is the name of that energetic lifeforce or magical power. It requires Maisha to perform any kind of Galdyrik spells or enchantments. Stronger spells require more Maisha and longer Galdyrik rituals, which could take decades or even centuries to master. For this reason, very few human beings are able to practice Galdyrik as humans just don't usually live long enough to gain a full understanding of it. Those who practice Galdyrik also tend to do so only sparingly, as the practice of Mythardian magic operates under the law of cause and effect. For every action has a reaction and every new life that is given means that there is death somewhere else.
Now there are two forms of Mythardian magic; Solgaldyrik or light magic, in which someone uses their own Maisha to give life to others and the world; and Mungaldyrik or dark magic, in which someone uses either the realm's Maisha or someone else's Maisha to give life to themselves. Neither one is inherently good or evil, it just depends on how it's used. In essence, there is really only one Maisha; one lifeforce, which all living things must share. Every individual Maisha is just a small taste of Aldafar's life-giving power.
It's important to note that Mythardian magic only works in the Alheimyr universe, as it requires Maisha which only exists in that particular realm. Maisha can be manipulated, but it cannot be created or destroyed. Galdyrik is not compatible with other forms of magic. Due to the physics of the realm, Galdyrik is the only kind of magic or divination which actually works inside the Alheimyr universe. Maisha is not akin to mana, ki, aether, or other forms of energy but is unique to this realm in that it is the lifeforce of Aldafar himself. This means that the Alheimyr universe is immune to inter-dimensional powers and outside forces, as Aldafar the Creator is the supreme god and sovereign of Alheimyr whose existence and power is absolute. The realm of Alheimyr itself is sometimes even referred to in Mythardian common speech as Aldafar's Creation.
All lifeforms in the Alheimyr universe have a Maisha; a lifeforce or life-energy. This is true for every bird and fish, every human being, every tree and every blade of grass; from the largest lifeforms to even the very smallest living organisms. Some have a higher Maisha count than others, giving them longer lifespans and a greater potential to use Galdyrik, while some have a lower Maisha count which limits their ability to practice Mythardian magic. Needless to say, the Alheimyr universe is the home realm of many magical and non-magical races alike.
Lifeforms don't really disappear in Alheimyr when they die, for their Maisha returns to the realm and gets recycled or redistributed elsewhere. Sometimes they linger on as ghosts or spirits until all of their Maisha is used up before they vanish, becoming one with Aldafar and the realm in which they belong. It is extremely rare for any lifeform to transcend beyond corporeal existence like Aldafar the Creator did. Although it is possible for one's Maisha count to be renewed or returned to their bodies, this generally requires an act of Mungaldyrik which can be very tricky and dangerous if done incorrectly. But with a little bit of luck and knowledge, some Mythardian ghosts and spirits have been known to linger around for centuries without fading away completely.
According to Mythardian folklore, upon his transcendence beyond a corporeal existence, Aldafar the Creator performed a powerful spell which makes it nearly impossible for others to follow in his footsteps. He also enchanted the realm to protect Alheimyr and prevent its inhabitants from abusing magic. In this way, the cosmic energy has been filtered down to prevent other beings from transcending, thus stopping newer more powerful gods from rising; and although he very seldomly practices divine intervention, Aldafar still reserves the right to give and take Maisha as he pleases to anyone he so chooses, and every Galdyrik Ritual ultimately still requires his blessing in order to be successful.
Introduction/Foreword
The following section presents a work in progress. These writings pertain to the fictional Alheimyr Universe, an original creation designed as a realm of medieval high dark fantasy for the purposes of role-playing and joint-authorship collaborative literature. Everything you are about to read is being created and edited by a team of writers and designers to be used in the upcoming RPG epic fantasy, "Legends of Alheimyr" and its off-shoot "Mythardian Chronicles" to be published in the near future. Our team is working really hard and putting in a lot of hours to make this an official story. We sincerely hope you enjoy what you're about to read, but please don't steal our ideas. Thank you.Section-1: Mythardian Creation & Magicka
Mythardian magic is called Galdyrik in the common speech. It was invented by Aldafar the Creator, the god of magic in Mythardian folklore. Galdyrik is the manipulation of Maisha; the lifeforce of Mythardia, an unseen energy which permeates the entire Alheimyr universe. Mythardians believe that Galdyrik is the way in which Aldafar the Creator manifests in physical form. Maisha is equated to Aldafar's breath, will-power, or imagination.
According to legend, Aldafar the Creator was once a righteous and compassionate being from a previous no longer existing universe who practiced magic during a time of pure chaos and utter wickedness. Aldafar became so powerful that he transcended beyond the need for a corporeal physical existence and sacrificed himself to end all darkness. Aldafar caused a cosmic big-bang which wiped out all former things. From out of the dust, a new realm emerged; the majestic Alheimyr universe, created from Aldafar's own lifeforce or energy.
Maisha is the name of that energetic lifeforce or magical power. It requires Maisha to perform any kind of Galdyrik spells or enchantments. Stronger spells require more Maisha and longer Galdyrik rituals, which could take decades or even centuries to master. For this reason, very few human beings are able to practice Galdyrik as humans just don't usually live long enough to gain a full understanding of it. Those who practice Galdyrik also tend to do so only sparingly, as the practice of Mythardian magic operates under the law of cause and effect. For every action has a reaction and every new life that is given means that there is death somewhere else.
Now there are two forms of Mythardian magic; Solgaldyrik or light magic, in which someone uses their own Maisha to give life to others and the world; and Mungaldyrik or dark magic, in which someone uses either the realm's Maisha or someone else's Maisha to give life to themselves. Neither one is inherently good or evil, it just depends on how it's used. In essence, there is really only one Maisha; one lifeforce, which all living things must share. Every individual Maisha is just a small taste of Aldafar's life-giving power.
It's important to note that Mythardian magic only works in the Alheimyr universe, as it requires Maisha which only exists in that particular realm. Maisha can be manipulated, but it cannot be created or destroyed. Galdyrik is not compatible with other forms of magic. Due to the physics of the realm, Galdyrik is the only kind of magic or divination which actually works inside the Alheimyr universe. Maisha is not akin to mana, ki, aether, or other forms of energy but is unique to this realm in that it is the lifeforce of Aldafar himself. This means that the Alheimyr universe is immune to inter-dimensional powers and outside forces, as Aldafar the Creator is the supreme god and sovereign of Alheimyr whose existence and power is absolute. The realm of Alheimyr itself is sometimes even referred to in Mythardian common speech as Aldafar's Creation.
All lifeforms in the Alheimyr universe have a Maisha; a lifeforce or life-energy. This is true for every bird and fish, every human being, every tree and every blade of grass; from the largest lifeforms to even the very smallest living organisms. Some have a higher Maisha count than others, giving them longer lifespans and a greater potential to use Galdyrik, while some have a lower Maisha count which limits their ability to practice Mythardian magic. Needless to say, the Alheimyr universe is the home realm of many magical and non-magical races alike.
Lifeforms don't really disappear in Alheimyr when they die, for their Maisha returns to the realm and gets recycled or redistributed elsewhere. Sometimes they linger on as ghosts or spirits until all of their Maisha is used up before they vanish, becoming one with Aldafar and the realm in which they belong. It is extremely rare for any lifeform to transcend beyond corporeal existence like Aldafar the Creator did. Although it is possible for one's Maisha count to be renewed or returned to their bodies, this generally requires an act of Mungaldyrik which can be very tricky and dangerous if done incorrectly. But with a little bit of luck and knowledge, some Mythardian ghosts and spirits have been known to linger around for centuries without fading away completely.
According to Mythardian folklore, upon his transcendence beyond a corporeal existence, Aldafar the Creator performed a powerful spell which makes it nearly impossible for others to follow in his footsteps. He also enchanted the realm to protect Alheimyr and prevent its inhabitants from abusing magic. In this way, the cosmic energy has been filtered down to prevent other beings from transcending, thus stopping newer more powerful gods from rising; and although he very seldomly practices divine intervention, Aldafar still reserves the right to give and take Maisha as he pleases to anyone he so chooses, and every Galdyrik Ritual ultimately still requires his blessing in order to be successful.
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-2: What is Mythardia?
Mythardia is a planet located in the Solsken system, in the Melkeve galaxy, in the Alheimyr universe within the realm of medieval high dark fantasy. The realm is governed by Aldafar the Creator, the Mythardian All-father who transcended beyond physical existence as the ultimate life-giver, the supreme God of Magic and of all creation. It was Aldafar who formed Alheimyr from his pure imagination and breathed life into the Mythardian aboriginal races. This includes the Godir and Volvair, the wizards and witches of Mythardia; it also includes the Vaettir, tiny faeries who both assisted and pesked the Godir and Volvair in their daily tasks.
Mythardia is a surrealistic Earth-like planet that has one golden sun called Solsken, a silver moon called Muneon, and yet there is no other star or constellation in its skies apart from one star-like anomology which appears on some days, only once every five years. It is referred to as the Komet star, but in reality it is not a star. Komet is the Mythardian common word for the closest universe to Alheimyr, the rarely seen and only other visible light in the night skies.
Tavern legend claims that Komet is the distant cosmic dragon of the End Day, a serpentine monster that Aldafar had once battled and was wounded by. Some say it is just a glance of our own realm; our corporeal reality, perhaps showing the Milky Way and all the galaxies within our own universe. Still others claim that Komet is just a distant magical realm created by Aldafar or another entity like himself.
Mythardia as a planet has 24-hour days and nights, with 300 solar days per year; very similar to our own, except that Mythardians don't require leap-years or time-zone changes. Solsken, the planet's sun and closest star, has a visible ring around it caused by magical forces which makes it appear like a giant bright golden version of Saturn, especially at dawn and dusk. Muneon, the planet's one and only moon, looks similar but larger and more majestic than our own Earth's moon; especially at moonrise. Mythardians use a common lunasolar calendar with perfect calculations.
Every lunar month has 5 weeks, each with 5 days. Every twelfth night is a full moon. Every sixth night is a half moon. Every first of the month is a blue moon. Every last of the month is a red moon. Every 150 days, no moon appears at all and darkness covers the land. There are 25 days in each lunar month. There are 12 months equalling 300 days per solar year. There are 12 solar hours per day, and exactly 12 lunar hours per night equalling 24 hours altogether.
Through powerful magic, some of the Godir and Volvair would use the Vaettir to create other races. This includes the Skogvattir or woodland faeries, Eldvaettir or fire faeries, Vatnavaettir or water faeries, Nissir or red-capped friendly gnomes, the Tomtir or blue-capped malevolent gnomes, Rissir or goblins; Smafolkir or hobbits, Svartalfir or gentle dwarves, Dvergir or malicious dwarves; Ljosalfir or light elves, Dokkalfir or dark elves, sometimes also refered to in other languages as drow. Such races have been existent for many centuries.
Some races are said to have been created by Aldafar himself, who gave life to the first-born among all species. This includes the Skogrisir or tree giants; oftly known as elks. It also includes the Bergrisir or rock giants; and also the Menskir, the Mythardian common name for all human beings. Menskir are Aldafar's chosen race, the most adaptable and diverse of all Mythardian species. They outnumber all of the other races put together.
But of course, there are many other species in Mythardia worth mentioning here; the Trollir or trolls, Drekkir or dragons, Gammir or griffins, Naffir or unicorns, Draugir or vampires, Verulfir or werewolves; Sjothir or ocean giants, the Nixir and Nakkir which are akin to mermaids and mermen, respectively; Hreysir or werecats, Vifillir or beetlefolk, Ornir or giant eagles, Melrakkir or foxfolk, sometimes known as kitsunes; Orcenir or orcs, often called urukai. There are also Guttir or satyrs, myconids or shroomfolk called Mosfolkir, and many other Mythardian species which inhabit this magical world.
But none are so numerous or as common as the Menskir, the general term for all Mythardian human beings. Menskir as a species can be divided into 4 human sub-races; the Nordir or pale skinned northern peoples, the Blaumir or dark skinned southern peoples; the Skraelir or red skinned eastern peoples, and the Heidinnir or pink skinned western peoples. All four sub-races have their own unique languages, religions and subcultures; with Heidinnian being the international Mythardian language spoken by all human beings and even by some other non-human races as well. Heidinnian has also been referred to as Mythardian or as Western common speech, and is akin to either Westron or to the more common Anglesh language.
Section-2: What is Mythardia?
Mythardia is a planet located in the Solsken system, in the Melkeve galaxy, in the Alheimyr universe within the realm of medieval high dark fantasy. The realm is governed by Aldafar the Creator, the Mythardian All-father who transcended beyond physical existence as the ultimate life-giver, the supreme God of Magic and of all creation. It was Aldafar who formed Alheimyr from his pure imagination and breathed life into the Mythardian aboriginal races. This includes the Godir and Volvair, the wizards and witches of Mythardia; it also includes the Vaettir, tiny faeries who both assisted and pesked the Godir and Volvair in their daily tasks.
Mythardia is a surrealistic Earth-like planet that has one golden sun called Solsken, a silver moon called Muneon, and yet there is no other star or constellation in its skies apart from one star-like anomology which appears on some days, only once every five years. It is referred to as the Komet star, but in reality it is not a star. Komet is the Mythardian common word for the closest universe to Alheimyr, the rarely seen and only other visible light in the night skies.
Tavern legend claims that Komet is the distant cosmic dragon of the End Day, a serpentine monster that Aldafar had once battled and was wounded by. Some say it is just a glance of our own realm; our corporeal reality, perhaps showing the Milky Way and all the galaxies within our own universe. Still others claim that Komet is just a distant magical realm created by Aldafar or another entity like himself.
Mythardia as a planet has 24-hour days and nights, with 300 solar days per year; very similar to our own, except that Mythardians don't require leap-years or time-zone changes. Solsken, the planet's sun and closest star, has a visible ring around it caused by magical forces which makes it appear like a giant bright golden version of Saturn, especially at dawn and dusk. Muneon, the planet's one and only moon, looks similar but larger and more majestic than our own Earth's moon; especially at moonrise. Mythardians use a common lunasolar calendar with perfect calculations.
Every lunar month has 5 weeks, each with 5 days. Every twelfth night is a full moon. Every sixth night is a half moon. Every first of the month is a blue moon. Every last of the month is a red moon. Every 150 days, no moon appears at all and darkness covers the land. There are 25 days in each lunar month. There are 12 months equalling 300 days per solar year. There are 12 solar hours per day, and exactly 12 lunar hours per night equalling 24 hours altogether.
Through powerful magic, some of the Godir and Volvair would use the Vaettir to create other races. This includes the Skogvattir or woodland faeries, Eldvaettir or fire faeries, Vatnavaettir or water faeries, Nissir or red-capped friendly gnomes, the Tomtir or blue-capped malevolent gnomes, Rissir or goblins; Smafolkir or hobbits, Svartalfir or gentle dwarves, Dvergir or malicious dwarves; Ljosalfir or light elves, Dokkalfir or dark elves, sometimes also refered to in other languages as drow. Such races have been existent for many centuries.
Some races are said to have been created by Aldafar himself, who gave life to the first-born among all species. This includes the Skogrisir or tree giants; oftly known as elks. It also includes the Bergrisir or rock giants; and also the Menskir, the Mythardian common name for all human beings. Menskir are Aldafar's chosen race, the most adaptable and diverse of all Mythardian species. They outnumber all of the other races put together.
But of course, there are many other species in Mythardia worth mentioning here; the Trollir or trolls, Drekkir or dragons, Gammir or griffins, Naffir or unicorns, Draugir or vampires, Verulfir or werewolves; Sjothir or ocean giants, the Nixir and Nakkir which are akin to mermaids and mermen, respectively; Hreysir or werecats, Vifillir or beetlefolk, Ornir or giant eagles, Melrakkir or foxfolk, sometimes known as kitsunes; Orcenir or orcs, often called urukai. There are also Guttir or satyrs, myconids or shroomfolk called Mosfolkir, and many other Mythardian species which inhabit this magical world.
But none are so numerous or as common as the Menskir, the general term for all Mythardian human beings. Menskir as a species can be divided into 4 human sub-races; the Nordir or pale skinned northern peoples, the Blaumir or dark skinned southern peoples; the Skraelir or red skinned eastern peoples, and the Heidinnir or pink skinned western peoples. All four sub-races have their own unique languages, religions and subcultures; with Heidinnian being the international Mythardian language spoken by all human beings and even by some other non-human races as well. Heidinnian has also been referred to as Mythardian or as Western common speech, and is akin to either Westron or to the more common Anglesh language.
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Mythardian races speak many different languages; the most common and basic of which is Mythardian Anglesh, also known as Heidinnian or Western common-speak. Heidinnian is the Mythardian version of Westron and is very similar to Basic English; below you will see a list of various different races as they are called in both Nordirian and Heidinnian, the two most spoken languages in the Melkeve Galaxy.
Section-3: A List of Mythardian Races
Skogvaettir - woodland faeries
Eldvaettir - fire faeries ; pixies
Vatnavaettir - river faeries; sprites
Irrblossir - river ghosts; wisps
Rissir - goblins
Smafolkir - hobbits
Dvergir - wicked dwarves
Svartalfir - helpful dwarves
Ljosalfir - light elves; high elves
Skogalfir - forest spirits; wood elves
Myrkalfir - grey elves; swamp elves
Dokkalfir - dark elves; drow
Skogrisir - tree giants; ents
Bergrisir - rock giants; mountain kings
Eldjotnir - fire giants; lava monsters
Hrimthir - frost giants
Sjothir - ocean giants; sea kings
Trollir - trolls; ogres
Nissir - friendly gnomes; red-caps
Tomtir - evil gnomes ; blue-caps
Menskir - humans
Nordir - northmen; nords; caucazoids
Blaumir - blue men; moors; southerners; negroids
Skraellir - indians; asiatics; natives; easterners
Valkyrir - angels; female spirits
Einherjir - angels; male warrior spirits
Drekkir - dragons; fire serpents
Lindvyrmir - wingless dragon; acid serpent
Gammir - griffins; giant bird-lions
Naffir - unicorns
Narvatir - water horse; sea unicorn
Draudir - ghost; shade; land spectre
Nair - dishonorable spirits; poltergeists; air spectre
Vendir - demons; incubi spirits
Marair - demonesses; nightmares
Ilvaettir - wraiths; ruling ghosts; graveyard spectre
Vanir - fertility gods; nature
Aesir - war gods; civilization
Draugir - vampires; revenants; corpses
Verulfir - werewolves
Volvair - witches; sorceresses
Godir - wizards; sorcerors
Nixir - mermaidens; sea nymphs
Nakkir - mermen; male mermaids
Lorelir - evil merfolk; female water spirits
Disir - female wraiths; guardian spirits
Krakkir - giant squid; sea monsters
Jormungir - world serpent; sea dragon
Hvitalfir - white elves; syn. light elves
Lyngbakir - giant whales; leviathans
Hamingjir - leprechauns; spirits of luck
Fylgjir - spirit animals; companions; familiars
Hreysir - werecats; wild catfolk
Vifillir - bug spirits; beetlefolk
Ornir - avians; eagles; birdfolk
Heidir - avians; hawks; birdfolk
Heidinnir - heathens; westerners; common folk
Hrossir - wild horse spirits
Melrakkir - snow fox spirits; kitsunes
Hrafnir - avians; crow spirits
Galtir - wild boar spirits
Hreinnir - reindeer spirits
Nornsir - fates; seers; prophetesses
Orcenir - orcs; urukai; maneaters
Sjodrekkir - sea dragons
Bergdrekkir - rock dragons
Dokkdrekkir - black dragons
Vindormir- wind dragons; sky serpents
Eldormir - fire serpents; lava dragons
Landormir - land worms; green dragons
Guttir - satyrs; wild goat spirits
Mosfolkir - mushroom folk; myconids
Fenrir - famed wolf spirits; hellhounds
Introduction/Foreword
The following section presents a work in progress. These writings pertain to the fictional Alheimyr Universe, an original creation designed as a realm of medieval high dark fantasy for the purposes of role-playing and joint-authorship collaborative literature. Everything you are about to read is being created and edited by a team of writers and designers to be used in the upcoming RPG epic fantasy, "Legends of Alheimyr" and its off-shoot "Mythardian Chronicles" to be published in the near future. Our team is working really hard and putting in a lot of hours to make this an official story. We sincerely hope you enjoy what you're about to read, but please don't steal our ideas. Thank you.Mythardian races speak many different languages; the most common and basic of which is Mythardian Anglesh, also known as Heidinnian or Western common-speak. Heidinnian is the Mythardian version of Westron and is very similar to Basic English; below you will see a list of various different races as they are called in both Nordirian and Heidinnian, the two most spoken languages in the Melkeve Galaxy.
Section-3: A List of Mythardian Races
Skogvaettir - woodland faeries
Eldvaettir - fire faeries ; pixies
Vatnavaettir - river faeries; sprites
Irrblossir - river ghosts; wisps
Rissir - goblins
Smafolkir - hobbits
Dvergir - wicked dwarves
Svartalfir - helpful dwarves
Ljosalfir - light elves; high elves
Skogalfir - forest spirits; wood elves
Myrkalfir - grey elves; swamp elves
Dokkalfir - dark elves; drow
Skogrisir - tree giants; ents
Bergrisir - rock giants; mountain kings
Eldjotnir - fire giants; lava monsters
Hrimthir - frost giants
Sjothir - ocean giants; sea kings
Trollir - trolls; ogres
Nissir - friendly gnomes; red-caps
Tomtir - evil gnomes ; blue-caps
Menskir - humans
Nordir - northmen; nords; caucazoids
Blaumir - blue men; moors; southerners; negroids
Skraellir - indians; asiatics; natives; easterners
Valkyrir - angels; female spirits
Einherjir - angels; male warrior spirits
Drekkir - dragons; fire serpents
Lindvyrmir - wingless dragon; acid serpent
Gammir - griffins; giant bird-lions
Naffir - unicorns
Narvatir - water horse; sea unicorn
Draudir - ghost; shade; land spectre
Nair - dishonorable spirits; poltergeists; air spectre
Vendir - demons; incubi spirits
Marair - demonesses; nightmares
Ilvaettir - wraiths; ruling ghosts; graveyard spectre
Vanir - fertility gods; nature
Aesir - war gods; civilization
Draugir - vampires; revenants; corpses
Verulfir - werewolves
Volvair - witches; sorceresses
Godir - wizards; sorcerors
Nixir - mermaidens; sea nymphs
Nakkir - mermen; male mermaids
Lorelir - evil merfolk; female water spirits
Disir - female wraiths; guardian spirits
Krakkir - giant squid; sea monsters
Jormungir - world serpent; sea dragon
Hvitalfir - white elves; syn. light elves
Lyngbakir - giant whales; leviathans
Hamingjir - leprechauns; spirits of luck
Fylgjir - spirit animals; companions; familiars
Hreysir - werecats; wild catfolk
Vifillir - bug spirits; beetlefolk
Ornir - avians; eagles; birdfolk
Heidir - avians; hawks; birdfolk
Heidinnir - heathens; westerners; common folk
Hrossir - wild horse spirits
Melrakkir - snow fox spirits; kitsunes
Hrafnir - avians; crow spirits
Galtir - wild boar spirits
Hreinnir - reindeer spirits
Nornsir - fates; seers; prophetesses
Orcenir - orcs; urukai; maneaters
Sjodrekkir - sea dragons
Bergdrekkir - rock dragons
Dokkdrekkir - black dragons
Vindormir- wind dragons; sky serpents
Eldormir - fire serpents; lava dragons
Landormir - land worms; green dragons
Guttir - satyrs; wild goat spirits
Mosfolkir - mushroom folk; myconids
Fenrir - famed wolf spirits; hellhounds
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-4: Races, Classes, Familiars, etc. of Planet Tellusia/Lunaria
Tellusian races:
1.) Humans
2.) Elves
3.) Dwarves
4.) Hobbits
5.) Gnomes
6.) Faefolk (Faeries)
7.) Amazons/Barbarians (Halfling: Human/Giant)
8.) Treefolk (Eiknars)
9.) Rock Giants (Jotnars)
10.) Vampires (Upirs)
11.) Werewolves (Lycarians)
12.) Kitsunes/Foxfolk (Vulpeskir)
13.) Dhampirs (Halfling: Human/Vampire)
14.) Rhinofolk/Cabalians (Kabalnir)
15.) Shroomfolk/Kobolds (Phungusir)
16.) Turians/Birdfolk (Avians)
17.) Mermaids/Merfolk
18.) Drakkir/Light Dragonians (Halfling: Human/Dragon)
19.) Half-Elves
20.) Witches/Warlocks (Mages)
21.) Guardians (Tellusian Ghosts/Spirits)
Lunarian hordes:
1.) Orcs (Orknir)
2.) Dark Elves (Drow)
3.) Dark Dwarves (Draugir)
4.) Goblins
5.) Gnolls (Halfling: Gnome/Troll)
6.) Dark Faefolk (Sprites)
7.) Bearfolk/Berserkirs (Halfling: Human/Bear)
8.) Trolls (Trolnir)
9.) Frost Giants (Hrimthurs)
10.) Wererats (Skavens)
11.) Werecats (Felirians)
12.) Hyenans/Hyenafolk (Hyenars)
13.) Daemonians/Trieflings (Halfling: Vampire/Human)
14.) Ogres
15.) Insectoids/Beetlefolk (Coleopterans)
16.) Lizardfolk/Argonians (Reptilians)
17.) Frogfolk/Salarians (Amphibians)
18.) Arcanians/Dark Dragonians (Halfling: Human/Dragon)
19.) Half-Orcs
20.) Halfling-Demons (Nephilim)
21.) Wraiths (Lunarian Ghosts/Spirits)
Below is a list of the specific character classes that are allowed in this roleplay. Every class has next to it the specific races or hordes that they correspond to from the list above. All players must provide a character sheet which lists one of the appropriate races/hordes and classes as they are shown here before they can join.
Classes - Descriptions (Races/Hordes):
A.) Brute - Brawlers with incredible physical strength and wrestling ability (Human; Dwarf; Half-Giant; Eiknar; Jotnar; Lycarian; Kabalnar; Orknar; Draugar; Gnoll; Berserkar; Trolnar; Hrimthar; Felirian; Ogre; Coleopteran, Half-Orc)
B.) Bard - Musicians with magical music skilled at storytelling and a jack of all trades (Human; Elf; Dwarf; Hobbit; Gnome; Faerie; Vampire; Vulpeskar; Phungusar; Dhampir; Mermaid; Gnoll; Sprite; Daemonian; Amphibian; Half-Elf, Guardian)
C.) Cleric - A holy warrior with divine magic or divination (Human; Elf; Vulpeskar; Dhampir; Avian; Drakkir; Drow; Daemonian; Reptilian; Arcanian; Half-Elf, Nephilim)
D.) Druid - A warrior with natural magic who draws energy from the world (Human; Vampire; Vulpeskar; Avian; Drow; Skaven; Felirian; Daemonian; Reptilian; Arcanian; Witch; Warlock, Half-Elf)
E.) Fighter - A type of warrior that is skilled in using weapons (All races/hordes except for Hobbits; Gnomes; Eiknir; Phungusir; Witches; Warlocks)
F.) Monk - A holy warrior with exotic powers and martial arts ability (Human; Vulpeskar; Dhampir; Skaven; Felirian; Hyenar; Daemonian; Amphibian; Arcanian)
G.) Paladin - a type of templar or champion with divine powers (Human; Elf; Dwarf; Dhampir; Mermaid; Avian; Drakkar; Orcnar; Drow; Draugar; Daemonian; Reptilian; Arcanian; Half-Elf; Half-Orc; Nephilim; Guardians; Wraiths)
H.) Ranger - a forest warrior and skillful hunter (Human; Elf; Dwarf; Hobbit; Half Giant; Vampire; Lycarian; Vulpeskar; Dhampir; Avian; Drakkar; Orknar; Drow; Draugar; Goblin; Skaven; Felirian; Hyenar; Daemonian; Reptilian; Arcanian; Half-Orc, Half-Elf)
I.) Rogue - a clever scout and spy with cloaking abilities and assassin skills (Human; Elf; Hobbit; Gnome; Faerie; Vampire; Vulpeskir; Dhampir; Phungusir; Drow; Goblin; Gnoll; Sprite; Skaven; Felirian; Daemonian; Reptilian; Amphibian; Coleopteran; Half-Elf, Half-Orc)
J.) Sorceror - a spellcaster with internal magic and inborn powers (Elf; Gnome; Faerie; Vampire; Phungusar; Eiknar; Drakkar; Drow; Sprite; Hyenar; Daemonian; Coleopteran; Arcanian; Half-Elf, Witch; Warlock)
K.) Wizard - a spellcaster who is trained in a school of magic arts (Human; Gnome; Dwarf; Mermaid; Phungusar; Drakkar; Orknar; Drow; Gnoll; Hyenar; Skaven; Coleopteran; Witch; Warlock)
Below is a list of the different heights and weights of each race/horde which effects each character's speed and strength. For the purpose of organization, each one is listed here in order from tallest to smallest. All players must provide a character sheet which lists the appropriate hieght and weight of their individual characters as they are shown here before they can join the game.
Tallest to Smallest:
1.) Dragons - Of all the races and hordes in Barrendor, none is more massive or more feared than the arcane dragon. Fortunately for our characters, there is only one Dragon (nonplayable) in this story, as all the rest have been hunted to extinction. The dragon is the exception to the rule on this list, as it can be both larger and faster than other species on the list. Dragons have the ability to fly and breathe arcane fire, with scales that are nearly impossible to penetrate with normal weapons.
2.) Jotnars/Hrimthurs - Giants are the largest playable species in our story. They are slow but very strong and heavy, sometimes reaching hieghts of up to 50 feet tall and weighing several tons.
3.) Eiknir/Trolnir - Treefolk and Trolls, the second largest species can reach hieghts of up to 20 feet tall and weigh many tons. They are faster than Giants but slower than other species. What they lack in speed, they make up for with a great amount of strength.
4.) Rhinofolk/Ogres - These are the more common larger species in our story. They are slightly taller than Barbarians/Berserkirs and slightly heavier. This makes them a slower species with lots of strength.
5.) Barbarians/Berserkirs - Half Giants are very large humans to be politically correct. They can sometimes reach up to 10 feet tall and are usually very muscular. These are the fastest of the five taller species in our story, but still slower than smaller species.
6.) Werewolves/Werecats - These creatures can reach up to 8 feet tall. They are not only strong, but also very fast. They have hieghtened senses and leg muscles designed for running and jumping. These creatures can also shapeshift if they have the ability.
7.) Dragonians - The dragonians are half human creatures with tough scaley skin and keen eyesight, often with the ability to shapeshift and fly. They are about 7 to 8 feet tall, but more slender than other creatures of their size which makes them faster and more flexible.
8.) Humans/Orcs/Vampires/Dhampirs/Wererats/Birdfolk/Foxfolk/Hyenans/Mermaids/Amphibians/Reptilians/Daemonians/Witches/Warlocks/Half-Orcs/Nephilim/Guardians/Wraiths - These are the most commonly sized species in our story. Each species has its own unique special abilities and characteristics, but all of them are roughly the same hieght. Many of the sentient species on this list are between 5 and 6 feet tall. However, there may be slight variations in weight and speed. Humans usually reach a weight of between 100 and 200 pounds on average, though this is generally the exception and not the rule. Other species in this hieght group can have their own weight and speed statistics figured out using the Human model provided here.
9.) Elves/Drow/Half-Elves - This species is slightly shorter than Humans, but slightly faster as well. They are always slender and never become overweight or sluggish. Elves are excellent woodsmen, while Drow are great at navigating the swamps. Like some of the other species, they tend to age slower and have longer lifespans than humans.
10.) Dwarves/Draugir - These short, robust creatures stand about 4 feet tall when fully grown and yet they weigh about the same as humans. They are often bearded with a natural talent for craftsmanship. They don't run very fast or for very long, but they are excellent hikers and tend to get short strong bursts of energy when angry.
11.) Hobbits/Goblins - These creatures are small and stealthy. They usually stand around 2 to 3 feet tall and can be difficult to see if they are running through high grass. Hobbits and Goblins generally weigh between 40 and 50 pounds. They aren't very strong creatures, but they are very clever and more cunning than other species. Unfortunately, their short stature makes them slower than humans.
12.) Gnomes/Gnolls - One of the smallest species in Barrendor, these little creatures are only 12 inches tall at most. Gnolls tend to be slightly larger on average, but not by much. Amazingly, despite being tiny they can actually run very fast. They are masters of hiding.
13.) Shroomfolk/Beetlefolk - The second smallest species in the game, these creatures are almost unnoticeable to other creatures. They only reach a hieght of about 3 to 6 inches at most, weighing less than 1 ounce. They are small and they are weak, with Beetlefolk being slightly stronger because of their armor. Shroomfolk are shapeshifters who can take the form of small rodents such as mice, squirrels and chipmunks. Beetlefolk can not shapeshift, but instead have armored wings which allows them to fly.
14.) Faeries/Sprites - The smallest of the 36 species on our list, the Faefolk are practically invisible to humans. Fully grown, they are no larger than fireflies or houseflies. They can often be seen riding on the backs of butterflies or dragonflies. They weigh 1 gram at most and although they are tiny and weak, Faefolk are probably the fastest creatures in our story. They can fly at amazing speeds. They are also shapeshifters who can take Human form when necessary. Once in Human form, they lose their wings until they turn back into Faeries.
Companions & Minions:
Human horse (or hound)
Orknic hellhound (or warthog)
Elvish hawk (or bison)
Drowic dark unicorn
Dwarvish war-pony (or battle ram)
Draugic hellgoat
Hobbiton giant squirell
Goblin giant tortuise
Gnomic war-hare
Gnollic firefly
Fae damselfly
Sprite dragonfly
Amazonian tiger (or Barbarian lion)
Berserkir war-bear
Eiknaric sparrow
Trollic crow
Jottung mammoth
Hrimthurian smilodon
Vampiric owl
Skavenjir cochroach
Lycarian husky
Felirian housecat
Vulpeskian raven
Hyenic scorpion (or scarab)
Dhampirian bat
Daemonian tarantula
Kabalnian war-hippo
Ograic war-elephant
Phungun giant fish (or hummingbird)
Coleopteric riding-beetle
Avian mole (or platypus)
Reptilian pterosaur
Mermic battle dolphin
Amphibian crocodile
Drakkir mini-wyvern
Arcanian war-monitor
Warlocks stag
Witches moth (or mouse)
Half-Elvish panther
Half-Orcish war-toad
Nephilim war-cherubs (or rats)
Ghostly spirit-horse (or ghost hound)
Introduction/Foreword
The following section presents a work in progress. These writings pertain to the fictional Alheimyr Universe, an original creation designed as a realm of medieval high dark fantasy for the purposes of role-playing and joint-authorship collaborative literature. Some friends of ours from another RPG site had a falling out with one another, and the original authors came to us, wanting credit for their works. We obliged, and have now added their contributions to our storyboard. Special thanks to Allaran (OG), Ekkaxor (Obi), Forkbeard (Bolin), Catalina (Angel), and Weilacca (Sash) for their contributions. Everything you are about to read is being created and edited by a team of writers and designers to be used in the upcoming RPG epic fantasy, "Legends of Alheimyr" and its off-shoots "Mythardian Chronicles" and "Battlefields of Barrendor" to be published in the near future. Our team is working really hard and putting in a lot of hours to make this an official story. We sincerely hope you enjoy what you're about to read, but please don't steal our ideas. Thank you.Section-4: Races, Classes, Familiars, etc. of Planet Tellusia/Lunaria
Tellusian races:
1.) Humans
2.) Elves
3.) Dwarves
4.) Hobbits
5.) Gnomes
6.) Faefolk (Faeries)
7.) Amazons/Barbarians (Halfling: Human/Giant)
8.) Treefolk (Eiknars)
9.) Rock Giants (Jotnars)
10.) Vampires (Upirs)
11.) Werewolves (Lycarians)
12.) Kitsunes/Foxfolk (Vulpeskir)
13.) Dhampirs (Halfling: Human/Vampire)
14.) Rhinofolk/Cabalians (Kabalnir)
15.) Shroomfolk/Kobolds (Phungusir)
16.) Turians/Birdfolk (Avians)
17.) Mermaids/Merfolk
18.) Drakkir/Light Dragonians (Halfling: Human/Dragon)
19.) Half-Elves
20.) Witches/Warlocks (Mages)
21.) Guardians (Tellusian Ghosts/Spirits)
Lunarian hordes:
1.) Orcs (Orknir)
2.) Dark Elves (Drow)
3.) Dark Dwarves (Draugir)
4.) Goblins
5.) Gnolls (Halfling: Gnome/Troll)
6.) Dark Faefolk (Sprites)
7.) Bearfolk/Berserkirs (Halfling: Human/Bear)
8.) Trolls (Trolnir)
9.) Frost Giants (Hrimthurs)
10.) Wererats (Skavens)
11.) Werecats (Felirians)
12.) Hyenans/Hyenafolk (Hyenars)
13.) Daemonians/Trieflings (Halfling: Vampire/Human)
14.) Ogres
15.) Insectoids/Beetlefolk (Coleopterans)
16.) Lizardfolk/Argonians (Reptilians)
17.) Frogfolk/Salarians (Amphibians)
18.) Arcanians/Dark Dragonians (Halfling: Human/Dragon)
19.) Half-Orcs
20.) Halfling-Demons (Nephilim)
21.) Wraiths (Lunarian Ghosts/Spirits)
Below is a list of the specific character classes that are allowed in this roleplay. Every class has next to it the specific races or hordes that they correspond to from the list above. All players must provide a character sheet which lists one of the appropriate races/hordes and classes as they are shown here before they can join.
Classes - Descriptions (Races/Hordes):
A.) Brute - Brawlers with incredible physical strength and wrestling ability (Human; Dwarf; Half-Giant; Eiknar; Jotnar; Lycarian; Kabalnar; Orknar; Draugar; Gnoll; Berserkar; Trolnar; Hrimthar; Felirian; Ogre; Coleopteran, Half-Orc)
B.) Bard - Musicians with magical music skilled at storytelling and a jack of all trades (Human; Elf; Dwarf; Hobbit; Gnome; Faerie; Vampire; Vulpeskar; Phungusar; Dhampir; Mermaid; Gnoll; Sprite; Daemonian; Amphibian; Half-Elf, Guardian)
C.) Cleric - A holy warrior with divine magic or divination (Human; Elf; Vulpeskar; Dhampir; Avian; Drakkir; Drow; Daemonian; Reptilian; Arcanian; Half-Elf, Nephilim)
D.) Druid - A warrior with natural magic who draws energy from the world (Human; Vampire; Vulpeskar; Avian; Drow; Skaven; Felirian; Daemonian; Reptilian; Arcanian; Witch; Warlock, Half-Elf)
E.) Fighter - A type of warrior that is skilled in using weapons (All races/hordes except for Hobbits; Gnomes; Eiknir; Phungusir; Witches; Warlocks)
F.) Monk - A holy warrior with exotic powers and martial arts ability (Human; Vulpeskar; Dhampir; Skaven; Felirian; Hyenar; Daemonian; Amphibian; Arcanian)
G.) Paladin - a type of templar or champion with divine powers (Human; Elf; Dwarf; Dhampir; Mermaid; Avian; Drakkar; Orcnar; Drow; Draugar; Daemonian; Reptilian; Arcanian; Half-Elf; Half-Orc; Nephilim; Guardians; Wraiths)
H.) Ranger - a forest warrior and skillful hunter (Human; Elf; Dwarf; Hobbit; Half Giant; Vampire; Lycarian; Vulpeskar; Dhampir; Avian; Drakkar; Orknar; Drow; Draugar; Goblin; Skaven; Felirian; Hyenar; Daemonian; Reptilian; Arcanian; Half-Orc, Half-Elf)
I.) Rogue - a clever scout and spy with cloaking abilities and assassin skills (Human; Elf; Hobbit; Gnome; Faerie; Vampire; Vulpeskir; Dhampir; Phungusir; Drow; Goblin; Gnoll; Sprite; Skaven; Felirian; Daemonian; Reptilian; Amphibian; Coleopteran; Half-Elf, Half-Orc)
J.) Sorceror - a spellcaster with internal magic and inborn powers (Elf; Gnome; Faerie; Vampire; Phungusar; Eiknar; Drakkar; Drow; Sprite; Hyenar; Daemonian; Coleopteran; Arcanian; Half-Elf, Witch; Warlock)
K.) Wizard - a spellcaster who is trained in a school of magic arts (Human; Gnome; Dwarf; Mermaid; Phungusar; Drakkar; Orknar; Drow; Gnoll; Hyenar; Skaven; Coleopteran; Witch; Warlock)
Below is a list of the different heights and weights of each race/horde which effects each character's speed and strength. For the purpose of organization, each one is listed here in order from tallest to smallest. All players must provide a character sheet which lists the appropriate hieght and weight of their individual characters as they are shown here before they can join the game.
Tallest to Smallest:
1.) Dragons - Of all the races and hordes in Barrendor, none is more massive or more feared than the arcane dragon. Fortunately for our characters, there is only one Dragon (nonplayable) in this story, as all the rest have been hunted to extinction. The dragon is the exception to the rule on this list, as it can be both larger and faster than other species on the list. Dragons have the ability to fly and breathe arcane fire, with scales that are nearly impossible to penetrate with normal weapons.
2.) Jotnars/Hrimthurs - Giants are the largest playable species in our story. They are slow but very strong and heavy, sometimes reaching hieghts of up to 50 feet tall and weighing several tons.
3.) Eiknir/Trolnir - Treefolk and Trolls, the second largest species can reach hieghts of up to 20 feet tall and weigh many tons. They are faster than Giants but slower than other species. What they lack in speed, they make up for with a great amount of strength.
4.) Rhinofolk/Ogres - These are the more common larger species in our story. They are slightly taller than Barbarians/Berserkirs and slightly heavier. This makes them a slower species with lots of strength.
5.) Barbarians/Berserkirs - Half Giants are very large humans to be politically correct. They can sometimes reach up to 10 feet tall and are usually very muscular. These are the fastest of the five taller species in our story, but still slower than smaller species.
6.) Werewolves/Werecats - These creatures can reach up to 8 feet tall. They are not only strong, but also very fast. They have hieghtened senses and leg muscles designed for running and jumping. These creatures can also shapeshift if they have the ability.
7.) Dragonians - The dragonians are half human creatures with tough scaley skin and keen eyesight, often with the ability to shapeshift and fly. They are about 7 to 8 feet tall, but more slender than other creatures of their size which makes them faster and more flexible.
8.) Humans/Orcs/Vampires/Dhampirs/Wererats/Birdfolk/Foxfolk/Hyenans/Mermaids/Amphibians/Reptilians/Daemonians/Witches/Warlocks/Half-Orcs/Nephilim/Guardians/Wraiths - These are the most commonly sized species in our story. Each species has its own unique special abilities and characteristics, but all of them are roughly the same hieght. Many of the sentient species on this list are between 5 and 6 feet tall. However, there may be slight variations in weight and speed. Humans usually reach a weight of between 100 and 200 pounds on average, though this is generally the exception and not the rule. Other species in this hieght group can have their own weight and speed statistics figured out using the Human model provided here.
9.) Elves/Drow/Half-Elves - This species is slightly shorter than Humans, but slightly faster as well. They are always slender and never become overweight or sluggish. Elves are excellent woodsmen, while Drow are great at navigating the swamps. Like some of the other species, they tend to age slower and have longer lifespans than humans.
10.) Dwarves/Draugir - These short, robust creatures stand about 4 feet tall when fully grown and yet they weigh about the same as humans. They are often bearded with a natural talent for craftsmanship. They don't run very fast or for very long, but they are excellent hikers and tend to get short strong bursts of energy when angry.
11.) Hobbits/Goblins - These creatures are small and stealthy. They usually stand around 2 to 3 feet tall and can be difficult to see if they are running through high grass. Hobbits and Goblins generally weigh between 40 and 50 pounds. They aren't very strong creatures, but they are very clever and more cunning than other species. Unfortunately, their short stature makes them slower than humans.
12.) Gnomes/Gnolls - One of the smallest species in Barrendor, these little creatures are only 12 inches tall at most. Gnolls tend to be slightly larger on average, but not by much. Amazingly, despite being tiny they can actually run very fast. They are masters of hiding.
13.) Shroomfolk/Beetlefolk - The second smallest species in the game, these creatures are almost unnoticeable to other creatures. They only reach a hieght of about 3 to 6 inches at most, weighing less than 1 ounce. They are small and they are weak, with Beetlefolk being slightly stronger because of their armor. Shroomfolk are shapeshifters who can take the form of small rodents such as mice, squirrels and chipmunks. Beetlefolk can not shapeshift, but instead have armored wings which allows them to fly.
14.) Faeries/Sprites - The smallest of the 36 species on our list, the Faefolk are practically invisible to humans. Fully grown, they are no larger than fireflies or houseflies. They can often be seen riding on the backs of butterflies or dragonflies. They weigh 1 gram at most and although they are tiny and weak, Faefolk are probably the fastest creatures in our story. They can fly at amazing speeds. They are also shapeshifters who can take Human form when necessary. Once in Human form, they lose their wings until they turn back into Faeries.
Companions & Minions:
Human horse (or hound)
Orknic hellhound (or warthog)
Elvish hawk (or bison)
Drowic dark unicorn
Dwarvish war-pony (or battle ram)
Draugic hellgoat
Hobbiton giant squirell
Goblin giant tortuise
Gnomic war-hare
Gnollic firefly
Fae damselfly
Sprite dragonfly
Amazonian tiger (or Barbarian lion)
Berserkir war-bear
Eiknaric sparrow
Trollic crow
Jottung mammoth
Hrimthurian smilodon
Vampiric owl
Skavenjir cochroach
Lycarian husky
Felirian housecat
Vulpeskian raven
Hyenic scorpion (or scarab)
Dhampirian bat
Daemonian tarantula
Kabalnian war-hippo
Ograic war-elephant
Phungun giant fish (or hummingbird)
Coleopteric riding-beetle
Avian mole (or platypus)
Reptilian pterosaur
Mermic battle dolphin
Amphibian crocodile
Drakkir mini-wyvern
Arcanian war-monitor
Warlocks stag
Witches moth (or mouse)
Half-Elvish panther
Half-Orcish war-toad
Nephilim war-cherubs (or rats)
Ghostly spirit-horse (or ghost hound)
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-5: Magick & Dueling on Planet Tellusia/Lunaria:
Ranged Weapons: There are many ranged weapons available in the game. Shuriken, throwing darts, slings, slingshots, blowguns. Short bows, composite bows, long bows, composite long bows. Short hand crossbows, light crossbows, heavy crossbows and large repeating crossbows. Javelins and tomahawks are also available as melee weapons. There is no gunpower, so industrial firearms do not exist on the Battlefields of Barrendor.
Melee Weapons: There are also many melee weapons available in this game. Small hand saps, short staffs, clubs, great clubs, long staffs. Single armed gauntlets, single armed spiked gauntlets. Daggers, kukri curved daggers, katar boxing daggers, short swords, rapiers, scimitars, long swords, falchions, bastard swords, great swords, twin bladed swords. Javelins, spears, tridents, scythes, halberds, lances. Picks, hammers, maces, heavy picks, pick hammers, morning stars, heavy maces, war hammers. Flails, heavy flails, dire flails, ropes, chains, rope darts, spiked chains, whips, spiked whips, nets, chain nets, spiked nets. Handaxes, hatchets, tomahawks, battle axes, great axes, double bladed axes, sword axes, spear axes and twin bladed battle axes.
Magical Abilities:
Physical Magic - Magic which affects the casters body (Paladins, Monks, etc.)
Spiritual Magic - The true definition of 'magic', all forms of offensive/defensive magics are here (Wizards, Warlocks, Witches, etc.)
Natural Magic - A rare form of magic which can only be used if one is born with the ability. It can be a random thing or a family thing. This form of casting is the conventional 'healing' magic, along with summoning, and rare elemental magics such as plants (Druids, etc.).
Spiritual Magic has the fasted casting time, but the highest self-damage due to large 'mana' demands. Without the right items, Magical casters can kill themselves from mana overuse. Natural Magic has the slowest casting time, but has an infinite 'pool' of mana at their disposal. The bigger the cast, the longer the casting time. With the right knowledge and items, casting time can be shortened. Also, it is possible for a spell to be constantly casted or activated. Casting time is severely shortened (still shorter than both Physical and Spiritual). However, Activated spells prevent healing spells from being casted, these spells are also deactivated if the caster wants to use a different spell. Physical is a little slower than Spiritual and requires short incantations or enchanted runes. Spells are activated easily and keep running until the body's natural mana pool (life mana) is close to depletion. The caster will be overrun with fatigue if the spell deactivates naturally.
Natural beats physical! - Physical magics improve the body, Natural magics come from nature, the body is nature. In other words, Natural magics can nullify Physical magics, or simply ignore them. Physical beats Spiritual! - Magical casters such as Wizards tend to be physically weak, due to the massive demand for 'mana' when casting. A smaller body means faster mana conversion. Of course, a small weak Wizard who is used to fighting as a supporter behind Brutes would be screwed should he be caught in close combat with a Warrior. Also, Physical magics can defend the caster from Magical castings. Spiritual beats Natural! - Natural magics are limited to the laws of nature, they are more about fixing and protecting both the body and the animals creatures which accompany them. Spiritual casting is all about destroying the opponent quickly by nuking them with magic. So, natural mages, which have a longer casting time for anything, are pretty much screwed against the others. Of course, should the Natural caster survive the burst of attacks (rarely), they could strike the Spiritual caster while they're recovering. ARCHERS ARE SUPERIOR TO MAGIC! (As long as they don't enchant their ammo). Archery is a man-made ability, designed only for offence. Something as natural as magic (any form) can't do much to it. Of course, there are some defensive casting which can prevent archers from damaging a mage. (Shielding of course). Any melee soldier who can't use magic is pretty much screwed against any magic user. But they can screw up Archers easily due to armor and brute strength.
Magic vs Melee: Barrendor uses a Rocks-Paper-Scissors method of deciding power and strength. Bigger characters are considered stronger but less magical, while smaller characters are weaker but more magical. Archery units defeat magical units. Magical units defeat melee units. Melee units defeat archers. Ranged -> Magic -> Melee -> Ranged
Magic vs Magic: Physical Magic requires the player's mana pool (PMP) only and is used to effect a character's body, enhancing power or strength. The mana is limited and can kill you if overused. It involves runes, words, or magic items. Spiritual Magic requires both the player's mana pool (PMP) and natural mana pool (NMP), which replenishes slowly. It can not restore life or manifest living things. Natural Magic is an inborn ability that requires natural mana pool (NMP) but is unlimited. These are your sorcerors or druids. Physical Magic -> Spiritual Magic -> Natural Magic -> Physical Magic
Combat Resolution: Battlefields of Barrendor is a turn-based RPG in which the players make moves by posting in the appropriate order. It is common courtesy to wait for all the other players in the battle to respond to an action before posting again. Ignoring an action could result in shame for both a player and their character. Likewise, immortality or invincibility are frowned upon and could result in shame for both a player and their character. Multiplayer battles and 1-vs-1 duels should be conducted very similarly with the proper netiquette, respect and courtesy. Honor and fairplay are the keys to becoming a great combatant in any roleplaying game. Players should never try and take the life of another player's character without first discussing the combat resolution in a respectful and orderly way prior to making a move. Unless it is agreed upon or stated otherwise, all attacks and counter-attacks during the gameplay should only be meant to daze, stun, injure, wound or render another player's character unconscious in a way that is non-fatal. It is also common courtesy to allow another player the chance for their characters to defend themselves. It is considered shameful to state during one's turn the movement, action or reaction of another player's character during the game. For the purpose of being honorable and playing fair, it is common courtesy during any battle for players to state only their character's intentions and movements, while allowing the other players a chance to state their own character's movements and reactions. Battlefields of Barrendor has a very strict policy on practicing the proper netiquette during combat resolution. Communication between players during gameplay is strongly suggested here, with less emphasis on following any rules and more emphasis on practicing a strict code of honor.
Section-5: Magick & Dueling on Planet Tellusia/Lunaria:
Ranged Weapons: There are many ranged weapons available in the game. Shuriken, throwing darts, slings, slingshots, blowguns. Short bows, composite bows, long bows, composite long bows. Short hand crossbows, light crossbows, heavy crossbows and large repeating crossbows. Javelins and tomahawks are also available as melee weapons. There is no gunpower, so industrial firearms do not exist on the Battlefields of Barrendor.
Melee Weapons: There are also many melee weapons available in this game. Small hand saps, short staffs, clubs, great clubs, long staffs. Single armed gauntlets, single armed spiked gauntlets. Daggers, kukri curved daggers, katar boxing daggers, short swords, rapiers, scimitars, long swords, falchions, bastard swords, great swords, twin bladed swords. Javelins, spears, tridents, scythes, halberds, lances. Picks, hammers, maces, heavy picks, pick hammers, morning stars, heavy maces, war hammers. Flails, heavy flails, dire flails, ropes, chains, rope darts, spiked chains, whips, spiked whips, nets, chain nets, spiked nets. Handaxes, hatchets, tomahawks, battle axes, great axes, double bladed axes, sword axes, spear axes and twin bladed battle axes.
Magical Abilities:
Physical Magic - Magic which affects the casters body (Paladins, Monks, etc.)
Spiritual Magic - The true definition of 'magic', all forms of offensive/defensive magics are here (Wizards, Warlocks, Witches, etc.)
Natural Magic - A rare form of magic which can only be used if one is born with the ability. It can be a random thing or a family thing. This form of casting is the conventional 'healing' magic, along with summoning, and rare elemental magics such as plants (Druids, etc.).
Spiritual Magic has the fasted casting time, but the highest self-damage due to large 'mana' demands. Without the right items, Magical casters can kill themselves from mana overuse. Natural Magic has the slowest casting time, but has an infinite 'pool' of mana at their disposal. The bigger the cast, the longer the casting time. With the right knowledge and items, casting time can be shortened. Also, it is possible for a spell to be constantly casted or activated. Casting time is severely shortened (still shorter than both Physical and Spiritual). However, Activated spells prevent healing spells from being casted, these spells are also deactivated if the caster wants to use a different spell. Physical is a little slower than Spiritual and requires short incantations or enchanted runes. Spells are activated easily and keep running until the body's natural mana pool (life mana) is close to depletion. The caster will be overrun with fatigue if the spell deactivates naturally.
Natural beats physical! - Physical magics improve the body, Natural magics come from nature, the body is nature. In other words, Natural magics can nullify Physical magics, or simply ignore them. Physical beats Spiritual! - Magical casters such as Wizards tend to be physically weak, due to the massive demand for 'mana' when casting. A smaller body means faster mana conversion. Of course, a small weak Wizard who is used to fighting as a supporter behind Brutes would be screwed should he be caught in close combat with a Warrior. Also, Physical magics can defend the caster from Magical castings. Spiritual beats Natural! - Natural magics are limited to the laws of nature, they are more about fixing and protecting both the body and the animals creatures which accompany them. Spiritual casting is all about destroying the opponent quickly by nuking them with magic. So, natural mages, which have a longer casting time for anything, are pretty much screwed against the others. Of course, should the Natural caster survive the burst of attacks (rarely), they could strike the Spiritual caster while they're recovering. ARCHERS ARE SUPERIOR TO MAGIC! (As long as they don't enchant their ammo). Archery is a man-made ability, designed only for offence. Something as natural as magic (any form) can't do much to it. Of course, there are some defensive casting which can prevent archers from damaging a mage. (Shielding of course). Any melee soldier who can't use magic is pretty much screwed against any magic user. But they can screw up Archers easily due to armor and brute strength.
Magic vs Melee: Barrendor uses a Rocks-Paper-Scissors method of deciding power and strength. Bigger characters are considered stronger but less magical, while smaller characters are weaker but more magical. Archery units defeat magical units. Magical units defeat melee units. Melee units defeat archers. Ranged -> Magic -> Melee -> Ranged
Magic vs Magic: Physical Magic requires the player's mana pool (PMP) only and is used to effect a character's body, enhancing power or strength. The mana is limited and can kill you if overused. It involves runes, words, or magic items. Spiritual Magic requires both the player's mana pool (PMP) and natural mana pool (NMP), which replenishes slowly. It can not restore life or manifest living things. Natural Magic is an inborn ability that requires natural mana pool (NMP) but is unlimited. These are your sorcerors or druids. Physical Magic -> Spiritual Magic -> Natural Magic -> Physical Magic
Combat Resolution: Battlefields of Barrendor is a turn-based RPG in which the players make moves by posting in the appropriate order. It is common courtesy to wait for all the other players in the battle to respond to an action before posting again. Ignoring an action could result in shame for both a player and their character. Likewise, immortality or invincibility are frowned upon and could result in shame for both a player and their character. Multiplayer battles and 1-vs-1 duels should be conducted very similarly with the proper netiquette, respect and courtesy. Honor and fairplay are the keys to becoming a great combatant in any roleplaying game. Players should never try and take the life of another player's character without first discussing the combat resolution in a respectful and orderly way prior to making a move. Unless it is agreed upon or stated otherwise, all attacks and counter-attacks during the gameplay should only be meant to daze, stun, injure, wound or render another player's character unconscious in a way that is non-fatal. It is also common courtesy to allow another player the chance for their characters to defend themselves. It is considered shameful to state during one's turn the movement, action or reaction of another player's character during the game. For the purpose of being honorable and playing fair, it is common courtesy during any battle for players to state only their character's intentions and movements, while allowing the other players a chance to state their own character's movements and reactions. Battlefields of Barrendor has a very strict policy on practicing the proper netiquette during combat resolution. Communication between players during gameplay is strongly suggested here, with less emphasis on following any rules and more emphasis on practicing a strict code of honor.
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-6: Mythardia & Menskir
Mythardia is a giant blueish green Earth-like planet similar to our own, except much larger with different oceans and continents. Nordiria is a colder northern continent located far above the equator. It is home to ice dwelling snow people like the pale skinned Nordirian human race. Nordirian is an ancient language akin to modern-day Norwegian, Swedish and Icelandic but with its own unique dialect and runic letters. Nordiria is sometimes referred to as the Coldlands or Northlands.
Blaumiria is sometimes called the Hotlands or Southlands as it is located in the desert region near the equator. Blaumiria is the original homeland of the Blaumirian human race. These dark skinned people speak a complex language similar to Khoisan click-speak and Afrikaans in many ways. Skraeliria, also called the Eastlands or Redlands, is the eastern continent and home to the Shraelirian human race. These red skinned people are similar to Asiatic and Native American subcultures. Skraelir speak Skraelirian and use their own distinct runic symbols.
Heidinniria is also known as the Westlands, or Mythardia Proper, and is the largest of all Mythardian continents. It is located in the west and is home to the peachy skinned Heidinnir, or westfolk; sometimes known as common folk. Heidinnir speak Mythardian Anglesh, also known as Mythardian common-speak; sometimes also referred to as the Heidinnirian language. It is similar and almost indistinguishable from Basic English in many ways, and is the international language spoken on almost every continent.
Menskir are a human race. They are the most complex and diverse of all species; coming in many different shapes and sizes. Menskirian males are an average of 5'7" and 140 pounds, but that is the exception and not the rule. Menskirian females are usually smaller but again that isn't always true. Menskir are an adaptable and enduring species which can survive in many climates. They also can take up many different classes and professions.
Section-6: Mythardia & Menskir
Mythardia is a giant blueish green Earth-like planet similar to our own, except much larger with different oceans and continents. Nordiria is a colder northern continent located far above the equator. It is home to ice dwelling snow people like the pale skinned Nordirian human race. Nordirian is an ancient language akin to modern-day Norwegian, Swedish and Icelandic but with its own unique dialect and runic letters. Nordiria is sometimes referred to as the Coldlands or Northlands.
Blaumiria is sometimes called the Hotlands or Southlands as it is located in the desert region near the equator. Blaumiria is the original homeland of the Blaumirian human race. These dark skinned people speak a complex language similar to Khoisan click-speak and Afrikaans in many ways. Skraeliria, also called the Eastlands or Redlands, is the eastern continent and home to the Shraelirian human race. These red skinned people are similar to Asiatic and Native American subcultures. Skraelir speak Skraelirian and use their own distinct runic symbols.
Heidinniria is also known as the Westlands, or Mythardia Proper, and is the largest of all Mythardian continents. It is located in the west and is home to the peachy skinned Heidinnir, or westfolk; sometimes known as common folk. Heidinnir speak Mythardian Anglesh, also known as Mythardian common-speak; sometimes also referred to as the Heidinnirian language. It is similar and almost indistinguishable from Basic English in many ways, and is the international language spoken on almost every continent.
Menskir are a human race. They are the most complex and diverse of all species; coming in many different shapes and sizes. Menskirian males are an average of 5'7" and 140 pounds, but that is the exception and not the rule. Menskirian females are usually smaller but again that isn't always true. Menskir are an adaptable and enduring species which can survive in many climates. They also can take up many different classes and professions.
Author's Note: the following work is being written and published by a team of editors and designers to be used in future role-playing games, player handbooks and fan-based fiction novels. All rights have been reserved. Nothing you see here may be copied, used, borrowed, edited or posted without permission from the original poster (Gamemaster), and even then only with a direct written consent and signature from the Greyshaw Publishing, Inc. company managers. © 2018-2025 Copyright Act of 1974 U.S. Code Title 17 Chapter 1 Section 101.
Section-7: Places associated with Alheimyr and planets Tellusia & Mythardia:
Greenleaf Village
Oaknut Forest
Rainfall Tavern
Barrendor (continent)
Tellusia (overworld)
Lunaria (underworld)
Aglarond (dwarves)
Wynter Haven
Silverstar solar system
Bluestar galaxy
Hadroda (universe)
Alheimyr (universe)
Redstar solar system
Solsken (sun)
Muneon (moon)
Mystia Falls
Gobyfel (shire)
Kyanite River
Apatite River
Tourmaline Mountains
Drusy Lake
Peridot Forest
Myrkala Swamp
Athdeyja Marsh
Goldynn Plains
Phlora Hills
Reizens Hotel
Voltairens Cathedral
Camborra (kingdom)
Hogluck Market
Redlock Market
Lycendale
Dodalond (deadlands)
Bessat Woods (haunted)
Roykland Swamp (smokelands)
Mycket Chapel (small)
Lytengard (small land)
Grunkolgard (shallow hills)
Bluthgard (blood land)
Erlendum (foreign country)
Utlandia (foreign land)
Hviturn Shores (white)
Hanglas Gates (padlocked)
Singing Gorge
Planet Etugia (dark earth)
Planet Areth (red earth)
Planet Earth (bluegreen earth)
Planet Tellusia (blue earth)
Planet Mythardia (green earth)
How to Navigate:
Alheimyr universe-> Chronikea supercluster-> Argoni sector-> Closed Group÷ into Melkeve galaxy** (Solsken system, Mythardia), and Bluestar spiral galaxy ÷ into Kaytas Arm (in which is located the Blackhole system***), and Sethis Arm (Silverstar system/Tellusia)
**Melkeve spiral galaxy÷ Minos Arm (?), and Troas Arm-> Solsken system-> Mythardia
***Blackhole system÷ into planet Etugia (dead star with Blackhole sun), and Hadroda universe-> Laniakea supercluster-> Virgo sector-> Local Group-> Milkyway spiral galaxy ÷ into Perseus Arm (Redstar system/planet Areth), and Orions Arm (Goldstar/Earth)
More Info about the Realms:
Tellusia - Fantasy/Medieval/Myth
Tellusia is a place of D&D, MTG and LOTR types; hobbits, elves, dwarves, wizards, dragons, etc.
Mythardia - Fantasy/Medieval/Myth
Mythardia is similar to Tellusia in that it involves magic and mythical races or creatures, but with different terminologies, physics and mechanics, etc. (Note: Tellusian and Mythardian lore is in the process of being merged together into one lore by OG aka Gamemaster).
Etugia - Future/Sci-Fi/Mecha
Etugia is a place of Aliens, Predators, Star Wars, Star Trek and Avatar types; astronauts, space marines, space pirates, extraterrestrials, etc.
Areth - Gothic/Horror/Darkages
Areth is a place of Underworld, Dracula, Castlevania, Adams Family and Frankenstein types; vampires, werewolves, ghosts, witches, demons, etc. set in medieval times during the epic Bubonic Plague.
Earth - Modern/Realism/Humans
Earth is a place of real time corporeal and metaphysical reality; a place where we exist as alter egos living out our daily lives in what can only be described as a parallel dimension, etc.
Section-7: Places associated with Alheimyr and planets Tellusia & Mythardia:
Greenleaf Village
Oaknut Forest
Rainfall Tavern
Barrendor (continent)
Tellusia (overworld)
Lunaria (underworld)
Aglarond (dwarves)
Wynter Haven
Silverstar solar system
Bluestar galaxy
Hadroda (universe)
Alheimyr (universe)
Redstar solar system
Solsken (sun)
Muneon (moon)
Mystia Falls
Gobyfel (shire)
Kyanite River
Apatite River
Tourmaline Mountains
Drusy Lake
Peridot Forest
Myrkala Swamp
Athdeyja Marsh
Goldynn Plains
Phlora Hills
Reizens Hotel
Voltairens Cathedral
Camborra (kingdom)
Hogluck Market
Redlock Market
Lycendale
Dodalond (deadlands)
Bessat Woods (haunted)
Roykland Swamp (smokelands)
Mycket Chapel (small)
Lytengard (small land)
Grunkolgard (shallow hills)
Bluthgard (blood land)
Erlendum (foreign country)
Utlandia (foreign land)
Hviturn Shores (white)
Hanglas Gates (padlocked)
Singing Gorge
Planet Etugia (dark earth)
Planet Areth (red earth)
Planet Earth (bluegreen earth)
Planet Tellusia (blue earth)
Planet Mythardia (green earth)
How to Navigate:
Alheimyr universe-> Chronikea supercluster-> Argoni sector-> Closed Group÷ into Melkeve galaxy** (Solsken system, Mythardia), and Bluestar spiral galaxy ÷ into Kaytas Arm (in which is located the Blackhole system***), and Sethis Arm (Silverstar system/Tellusia)
**Melkeve spiral galaxy÷ Minos Arm (?), and Troas Arm-> Solsken system-> Mythardia
***Blackhole system÷ into planet Etugia (dead star with Blackhole sun), and Hadroda universe-> Laniakea supercluster-> Virgo sector-> Local Group-> Milkyway spiral galaxy ÷ into Perseus Arm (Redstar system/planet Areth), and Orions Arm (Goldstar/Earth)
More Info about the Realms:
Tellusia - Fantasy/Medieval/Myth
Tellusia is a place of D&D, MTG and LOTR types; hobbits, elves, dwarves, wizards, dragons, etc.
Mythardia - Fantasy/Medieval/Myth
Mythardia is similar to Tellusia in that it involves magic and mythical races or creatures, but with different terminologies, physics and mechanics, etc. (Note: Tellusian and Mythardian lore is in the process of being merged together into one lore by OG aka Gamemaster).
Etugia - Future/Sci-Fi/Mecha
Etugia is a place of Aliens, Predators, Star Wars, Star Trek and Avatar types; astronauts, space marines, space pirates, extraterrestrials, etc.
Areth - Gothic/Horror/Darkages
Areth is a place of Underworld, Dracula, Castlevania, Adams Family and Frankenstein types; vampires, werewolves, ghosts, witches, demons, etc. set in medieval times during the epic Bubonic Plague.
Earth - Modern/Realism/Humans
Earth is a place of real time corporeal and metaphysical reality; a place where we exist as alter egos living out our daily lives in what can only be described as a parallel dimension, etc.
The following presentation over-rides the previous ones by combining 2 lores into 1 lore. Tellusia is no longer a planet in and of itself, but is now a smaller continent located on the planet Mythardia; and to keep the lore intact, some Mythardian species still refer to their home world as Tellusia, given the different languages. Credit for the Barrendor project belongs to Alaric (Obake), Forkbeard (Bolin), Catalina (Angel), Weilacca (Sash) and the "Battlefields of Barrendor" roleplaying group, while credit for the Lorendor project belongs to Vygoren (GM), Carmen (Rayne), Lucifer (Skip), Magnus (Lock), Grevious (Marc), Johanna (Yume) and the "Kingdom of Ash" roleplaying group. All rights reserved. This information may not be copied, edited or published without consent from all the creators and writers involved. Copyright © 2018
Planet (fantasy/magic)
Name - Mythardia
Mythardia is a giant blue-green planet the size of Jupiter, covered mostly in water. It has one giant super-continent called Lorendor (mainland), and one tiny mini-continent called Barrendor (island); between the two continents there is only one giant Ocean which covers the whole planet. Lorendor is sometimes called Vellusia, while Barrendor is sometimes called Tellusia, and the subterranean underworld at the planet's inner core is called either Narrandor or Lunaria.
Mythardia has one golden white sun called Solsken, which has a blue ring around it which can be seen at dawn or dusk. Mythardia has one silvery Earth-like moon called Muneon, and from outer space Mythardia looks almost like the blueish grey planet Neptune.
Mythardia's surface is 79% water. The land is diverse with frozen tundras, hot lava pits, ice sheets, dry deserts, lush rain forests, dense jungles, murky swamps, green fields, golden plains, vast mountains, freshwater lakes and rivers, green hills, dark caves, and an abundance of unique species and rare wildlife.
Lorendor, Barrendor and Narrandor have some similarities and differences. Although variations of the same species do exist on Mythardia, there are many racial and cultural differences between them. Elves, drow, goblins, trolls, gnolls, gnomes, dwarves, hobbits, dragons, warlocks, wizards, unicorns, vampires, werewolves, wererats, werecats, kobolds and shroomfolk, treefolk, giants, amazons, barbarians, vikings, pirates, druids, witches, ghosts, demons and demigods all inhabit this magical world. But none are so numerous or as diverse as the human races.
[To be continued...]
Planet (fantasy/magic)
Name - Mythardia
Mythardia is a giant blue-green planet the size of Jupiter, covered mostly in water. It has one giant super-continent called Lorendor (mainland), and one tiny mini-continent called Barrendor (island); between the two continents there is only one giant Ocean which covers the whole planet. Lorendor is sometimes called Vellusia, while Barrendor is sometimes called Tellusia, and the subterranean underworld at the planet's inner core is called either Narrandor or Lunaria.
Mythardia has one golden white sun called Solsken, which has a blue ring around it which can be seen at dawn or dusk. Mythardia has one silvery Earth-like moon called Muneon, and from outer space Mythardia looks almost like the blueish grey planet Neptune.
Mythardia's surface is 79% water. The land is diverse with frozen tundras, hot lava pits, ice sheets, dry deserts, lush rain forests, dense jungles, murky swamps, green fields, golden plains, vast mountains, freshwater lakes and rivers, green hills, dark caves, and an abundance of unique species and rare wildlife.
Lorendor, Barrendor and Narrandor have some similarities and differences. Although variations of the same species do exist on Mythardia, there are many racial and cultural differences between them. Elves, drow, goblins, trolls, gnolls, gnomes, dwarves, hobbits, dragons, warlocks, wizards, unicorns, vampires, werewolves, wererats, werecats, kobolds and shroomfolk, treefolk, giants, amazons, barbarians, vikings, pirates, druids, witches, ghosts, demons and demigods all inhabit this magical world. But none are so numerous or as diverse as the human races.
[To be continued...]
Planet (war/military)
Name - Abteranth
Created by Anthony (dtwishy)
A world lost to thousands of years of conflict. Constant war has forced many technological advancements to be made. Space travel has not yet been achieved but soldiers on the surface are now beyond using projectile based weaponry. There are three main factions that have emerged. "Unification" is by far the most organized one, seeking to bring the world out of eternal war and into an era of peace and prosperity for citizens. Known by those who seek to stay out of the war as the "Saviors of Abteranth" their followers are mostly those sick of the endless feud. They have mediocre skills and number, but have excellent leadership and organization.
The second civilization is that of a brainwashed population. Endless streams of propaganda flow through the streets ruled by the "White Flames". Their people are told to be merciless and cruel in nature to all who oppose them. They seek to conquer the planet by means of exterminating their enemies. They are the smallest of the three factions, but make up for their size in strength. Their leader is a well-studied man who knows what he wants and has a thirst for power that will only be quenched when his people rule the world.
The third major faction is composed not of organic beings, but of machines. They call themselves the "Troiks". The Troiks are determined to achieve a perfect world. Unlike the Unification, they desire as efficient a world as possible. This means any trace of inefficiency shown in creatures will be wiped out. They are relentless in their quest to do so and will try thousands of ways to get something right. They are by no means exceptional fighters but rely on sheer numbers to overwhelm their enemies. As for leadership, there is no real leader. They work together as a collective.
The planet is smaller than that of Earth and is comprised of mostly land. Battlefields stretch for hundreds of miles and are littered with bodies of the fallen. In the wake of battle lies a growing faction of scavengers. They claim to have no allegiance, however, they are partial to Unification and will often sell them back supplies and report on their enemies locations.
Name - Abteranth
Created by Anthony (dtwishy)
A world lost to thousands of years of conflict. Constant war has forced many technological advancements to be made. Space travel has not yet been achieved but soldiers on the surface are now beyond using projectile based weaponry. There are three main factions that have emerged. "Unification" is by far the most organized one, seeking to bring the world out of eternal war and into an era of peace and prosperity for citizens. Known by those who seek to stay out of the war as the "Saviors of Abteranth" their followers are mostly those sick of the endless feud. They have mediocre skills and number, but have excellent leadership and organization.
The second civilization is that of a brainwashed population. Endless streams of propaganda flow through the streets ruled by the "White Flames". Their people are told to be merciless and cruel in nature to all who oppose them. They seek to conquer the planet by means of exterminating their enemies. They are the smallest of the three factions, but make up for their size in strength. Their leader is a well-studied man who knows what he wants and has a thirst for power that will only be quenched when his people rule the world.
The third major faction is composed not of organic beings, but of machines. They call themselves the "Troiks". The Troiks are determined to achieve a perfect world. Unlike the Unification, they desire as efficient a world as possible. This means any trace of inefficiency shown in creatures will be wiped out. They are relentless in their quest to do so and will try thousands of ways to get something right. They are by no means exceptional fighters but rely on sheer numbers to overwhelm their enemies. As for leadership, there is no real leader. They work together as a collective.
The planet is smaller than that of Earth and is comprised of mostly land. Battlefields stretch for hundreds of miles and are littered with bodies of the fallen. In the wake of battle lies a growing faction of scavengers. They claim to have no allegiance, however, they are partial to Unification and will often sell them back supplies and report on their enemies locations.
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