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A basic description thus far. To be updated.
The land of Alynthia
Adapted from the Land of Nosgoth by Lupus-Raziel-Shadows
Races:
-Vampires: Once a common and respected race, the Vampires were hunted to near extinction. While most have devolved into monstrous forms, few humanoid vampires remain. Humanoid vampires normally have three fingers and two claw-like toes. Instead of slowly changing like most, they enter periods of ‘hibernation’, from which they emerge with a new gift. Most possess Telekinetic and Telepathic Powers, and very rarely the ability to shift into a dire wolf or bats.
-Humans: The most common race of Alynthia at this time. They have settlements in every region. Few have weak magical powers, mostly used as healers, and even fewer are strong enough to use magic as a weapon.
-Demons: Demons can range in appearance, from almost human to vile beasts. Most have the ability to use basic telekinetic and magic powers. They are extremely loyal to the religion and gods, being the one race that widely believes in the Creator Gods.
-Tieflings: Much like demons, the Tieflings are born of ancient deals with Naedric Princes. Unlike demons, they hold differing personalities, often serving evil. However, many choose to live a normal life, trying to fit into normal lifestyles with other races. It has been said that they created the Brotherhood of Shadows, though this has yet to be confirmed.
-Elves: Elves are strongly aligned with nature, and possess very powerful magic. The embody grace and beauty, as well as being far stronger and faster than any human. They sing their weapons and tools from the trees by elvish lyrics woven with magic. They too, believe in the Creator gods, often throwing festivals in the honor of a specific god.
-Elven Sub-races:
-Dragon Elves: Elves who were born of Elven and Draconic ancestors
-Sea Elves: Elves which were born of Sea and Land
-Dark Elves: Elves which were cursed with dark skin for sins against the Creator Gods
-Snow elves: Elves which dwell in the colder regions
-High Elves: Those who believe they were born of the Creator Gods
-Wood Elves: Those who dwell in the forests
-Goblins: Short, green beings with limited intellect. Many serve as servants of the Dragons, while those not beneath a dragon’s wings are led by a chieftain of great strength.
-Kobolds: Like those of Faerun, they resemble dragons and serve Draconic overlords. Unlike Faerun Kobolds, they are much larger and deadlier, along with higher intellect.
-Dwarves: Short, stout, and stubborn people. They believe they came from the rock itself. Most are skilled miners and smiths. Tools, weapons, and jewelry are in large demand throughout Alynthia.
-Dragons: Like the Dragons from Faerun, these draconic beings come from one of two groups of power; the Chromatic or the Metallic. They dwell in mountains, volcanoes in the sea, forgotten cities beneath the surface, or even in the forest, on rare occasion. Their hordes are massive, and they will notice if even a single ring is missing.
-Dragonborn: The offspring of ancient Dragons and men. They have longer lifespan than humans, but shorter lifespans than their Draconic ancestors. They hold the powers of their ancestors, the powers which depend on the color of their Dragon forefathers.
Lizardmen: Half man, half lizard people that dwell in the swamps. They build using stones, creating temples that respect their gods and monsters that prove the challenge to kill. They craft durable weapons and armor, which are as strong as steel and light as leather. They rule in great cities, including Swampwood, their capital.
-Demigods: Half-god and half of any other race. They are weaker than the gods, but stronger than the other. They often rise to positions of power, like kings or emperors. They can be from any race, including Demons.
-Gods: The eldest gods are the ones that created Alynthia. They have very powerful magic and other abilities. Their children are weaker, but not too much so. Most are aligned with a specific thing, which relates to their powers and abilities. Others despise creation and have become the Naedric Princes, fighting against the Creators.
-The Naedric Princes: A collaboration of Dark Gods that are mainly associated with Nethorak. Most oppose creation and desire to either destroy it completely or dominate and convert it to their own purposes. Others control the fate of the world, or remain hidden from mortals.
Elder Gods:
-Korrava: Goddess of Life, Creation, and peace. Dwells in the Aitherealm.
-Aitheros: God of Light, Day, and the Sun. Dwells in the Aitherealm.
-Ceresan: God of Nature. Dwells in Quod Magna Silva
-Elementa: Goddess of the Elements, Seasons, and weather. Dwells in the Aitherealm.
Naedric Princes:
-Nethorak: God of the Undead, Evil, and Terror. Rules the Netherworld.
-Lilana: Goddess of Night, Darkness, and the Moon. Dwells in the Moon Realm.
-Helgathos: Goddess of Chaos and War. Dwells in Chaoris, land of war.
-Celestia: Goddess of Fate and Order. Dwells in the Realm of Fate.
-Enderos: Lord of Sorrow, Fear, and Souls. Dwells in the Void.
-Cynder: Goddess of Death,
Regions:
-Northern Alynthia: This place is dominated by tall mountains and deep ravines. The villages here are small and perched precariously on ledges. The biggest settlements are underground, where most of the dwarves live.
-Quod Magna Silva (The Great Forest): Eastern Alynthia is dominated by a large, thick forest. Home of the nature loving elves. You are likely to stumble upon an elvish village and not know it, as they sing the trees into houses.
-Montes Ignis (The Mountains of Fire): The entire southern coast of Alynthia is lined with volcanos and lava fields. Little vegetation grows here and it’s almost constantly dark. Most demons live here, and small, rickety villages, and fire dragons dwell within the volcanoes themselves.
-Paludibus (The Swamps): The swamps of Alynthia encompass its entire central core. The vampires seem to like it here, building mansions and castles in the darkest parts of the marshes. Most being abandoned.
-Pratis (Plains): Western Alynthia is covered by vast plains dotted with beautiful lakes and laced with rivers. Most of the Human race lives here, having divided the vast land in separate kingdoms. Large strongholds dot the landscape, the largest being that of the Brotherhood of Aitheros.
Well Known Groups:
-Brotherhood of Aitheros: A brotherhood of warrior priests, formed to hunt Vampires and Demons. Solely human members.
-Aamon’s Empire: The remains of a vampire reign from a millennium before. Still loyal to their long dead king, they mostly stay within the swamps.
-The Ancients: The group of Elder Gods, the original creators. They mentor the younger generations of deities to rule when they finally pass.
-Brotherhood of Shadows: A guild of thieves and assassins, consisting of multiple races, that work for money and blood. They hide beneath the cities, and some even say they are similar to or based off of the Tamrielic Dark Brotherhood, although this needs to be confirmed.
-The Mages Guild: A guild of mages that devote their lives to discovering the secrets of magic. They are led by a Dragon Elf, whose name is as mysterious as the secrets they study. After the last Naedric invasion, they suffered a loss of members, now only a thread of the great tapestry they once formed.
-The Jack of All Trades merchant chain: The Alynthian branch of the JOAT, led by a Tiefling merchant, dominates the trade routes and supplies, outdoing the Imperial Trading Co. and the Northeastern Merchant Guild. They hold warehouses in almost every city and many villages, trading and finding many items of interest.
-Fighters Guild: A guild dedicated to fighting bandits and gaining glory, the Fighters Guild protects the innocent and fights off Naedra, undead, and anything seeking pure desolation. They were expelled from Riftport after what was known as the ‘drunk donkey incident’, forced to their secondary lair in the caverns nearby.
-The Crystal Courier service: A guild of messengers who deliver letters, deals, declarations, and other important deliveries. They are in close cahoots with the Jack of All Trades, or JOAT for short, delivering items of trade to recipients in farther regions. The life of a courier is not easy, but it does pay well.
Cities:
-Athelon: The capital of Alynthia. Within the walls are the headquarters of the JOAT, the Mages Guild, and the Fighters Guild, the Quartz Keep standing above all. This is where the Kings have ruled for centuries over the land. It is mostly a human settlement, with quarters for the Elves, Dwarves, and other races.
-Riftport: The city of trade with the Sea Elves, Riftport has withstood the centuries of storms and weathering. It houses the largest warehouse of the JOAT, which was once a warehouse of the Imperial Trading Co. before their bankruptcy. Rumors have it that the sewers beneath house a faction of the Brotherhood of shadow, namely the Silent Silk Guild, but this may just be rumors to keep citizens in line.
-Rgkthand: The capital of the Dwarves. Built using the stones and precious metals found in the mines, the Dwarves stand proud of their greatest work. It consists of deep chasms and holes, caverns and halls of feasting, along with a Dwarven breakoff of the JOAT, as well as a Dwarven run trading guild known as the “Golden Dragons”. Also a refuge for the Snow Elves.
-Volcanus: The city of fire, home to Dragon Elves, Dark Elves, Demons, and Tieflings. Centered in the Mountains of Fire, those spurned by the so called ‘higher’ races live their lives here, where men dare not tread unless in dire situations. Their weapons are among the greatest ever crafted, carrying designs and construction only a master swordsman can wield. The Jack of All Trades make little to no appearance in this city, though trade is still in action due to the active traders.
-Wilderwood: The city of the Wood Elves and current home of the exiled High Elves. Built of the wood and stone surrounding the area, this city is built into the trees high above, deep below, or on sea level. The High Elves have used the stones to build rudimentary houses, unlike those of glory they once had. The Wood Elves provide what they can, but without the Imperial Trading Co., food is scarce, as many animals now avoid the area due to increased wolves and Naedric creatures left from the invasion. The city is a truly beautiful sight, glowing at night and glistening during the day.
-Swampwood: The capital of the Lizardmen, built of stones and mud. Trading plays a major role in the daily lives of the inhabitants, gaining food and materials from abroad. Great shrines, worshipped trees, and guarded hatching pools make the majority of this great civilization, with culture being a major idea of the people. Fishing and forging weapons are the greatest works, and construction never stops, the city growing with every block of Swamp stone placed. Most humans avoid this place due to rumors of disease and death.
-Atlantia: City of the Sea Elves beneath the waves. Though inaccessible for most races (unless you can breathe underwater), this city still partakes in trade and commerce with those that dwell on land. The city is made with pearl and aquamarine, and is resistant to destruction from ocean currents due to the Elves’ sea magic. Potions of water-breathing are sold at Riftport to access the city, but they are either too expensive or only used in certain cases of trade or courier services.
-Helhold: A ruined city within the Swamps, and the capital of the Empire of Aamon, a long dead master of some far away kingdom before his movement to the city. Covered in the residue of the swamp, the corroding stones still stand, slowly sinking into the murky mud. This sinking is only halted by regular clean-ups by the failing empire. All avoid this ruined city, unless hired to kill some vampire lord. Few ever return, and those that do are scarred for eternity. -
A fantasy roleplay based in two collided worlds
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A fantasy roleplay based in two collided worlds