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Setting

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    Depicted in the map are only the more important roads and settlements.

    It has been five years since the great destruction of the Ovkan by the Titans. The Land of Rayneth is a beautiful and plentiful land, recently recovering from the reign of a terrible tyrant. The religion of the land, as it has been for many years, is that of the Titans, great elemental entities responsible for everything from the warmth of fire, to the bountiful fruit of the earth, to the ice during winter. Through prayer and offering to these gods, Rayneth remains healthy in crops and safe from catastrophe.

    The city of Rayneth is surrounded by impressive white walls, while the castle looms in the center of the city, nestled in the forest against a mountainous backdrop. Under the renewed protection of the Titans, the city has never been safer.




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  • General Information

    Location
    The Land of Rayneth is a region of territory located from the coast of the great sea to the Starfall Mountains. The city of Rayneth is the capital city of the territory, is located southwest of the Starfall Mountains, north of the Swamp of Scales, and is surrounded on most sides by the expansive Rosewood Forest. The Celune River runs near the city, fed by the Mellowmaw Waterfall- which pours from the Noague Reservoir.

    Weather
    The climate varies from a bitter freeze in the winter to a blistering heat in the summer, and while the leaves do change color in the autumn, and the trees grow bare in the winter, snow is rare (but rain is plentiful and copious, to the extent of minor flooding of the nearby river).

    Population
    Rayneth is populated by thousands upon thousands of individuals, and hundreds more are arriving and leaving every day. However, the frequent religious executions during the Ovkan reign brought the population down to around 7,000 in terms of adult residents. With peace once more filling the kingdom, the number is sure to rise soon.

    Traffic
    Rayneth is a bustling city with two roads leading to town: one being a main merchant road, paved with flatstone, connected to other cities, and the other leads through the Rosewood Forest. Merchants along the roads both outside and inside the city is a common sight. Both roads are well-guarded.

    Day-to-Day Life
    For its size, the city of Rayneth is rather peaceful with most everyone knowing their place. The gates to the city open at sunrise, and close at sunset. The tavern and inn are busy and bustling at all hours, and the tax collectors make rounds once a week. Every day, there is a morning and evening ceremony to honor the Titans, held in the temple. Every other month, there are festivals to further honor the Titans.

    Ruler: Naeris Kol, the Oracle
    Born and bred in Rayneth, having suffered persecution and de-throning by the Ovkan Empire, and fighting with the natives for the reclaiming of their land, the Princess Naeris Kol is considered a close friend by many of Rayneth's occupants. The Princess is often found going through the town, helping those in need and listening to the concerns of her people. Naeris Kol is also the Oracle, chosen by the Titans during the great defeat of the Ovkans. She is the mediator between the Titans and the people, helping the members of Rayneth to understand what the Titans wish of them. Although she is a half-drow, half-human mix and not married, she has earned the highest respect from much of Rayneth.

    Class: Peasant, Middle-Class, and Nobles
    Peasants, which make up most of the city of Rayneth by far, are the lowest class of civilian. Farmers, most merchants, tenders and servants are the usual positions a peasant may take, if they are employed at all. Peasants don't starve, but food is meager and bare minimum for even the smallest of families. However, upon regaining the throne, the Princess has worked hard to establish food and safety for the lower class.

    The Middle-Class is composed of a few farmers and business owners. The middle class makes up another percentage of the population, but aren't given any more respect than the peasant is, when compared to the Noble.

    Nobles are the pinnacle of respected individuals. There are not many nobles in Rayneth, and most of them have a home within the castle, as well as many other permissions, such as carrying an unchecked weapon or claiming land from the poorer crowd. It is illegal for any lower class to disrespect a member of the noble breed, and is punishable by law.
  • Currency: The Eula

    The coins are known as eula. They come in three varieties: the copper, the silver, and the gold.

    1 copper
    10 copper
    10 silver
    = $1
    = 1 silver
    = 1 gold

    The local law keeps watch over the amount of coin citizens carry. Peasants usually carry a handful of copper and maybe a silver eula or two- any more and they've earned a raised brow. The middle-class merchants and the like can get away with a bit more, obviously, depending on their business and taxation. Nobles, however, have no limit on the amount of eula in possession.

    Common Prices:
    A Night in the Inn: 5 copper in the common room, 5 silver for a private room
    Stable Services: 6 silver eulas initially, 1 silver eula per day afterwards
    Average Tavern Meal: 2 silver eula and 2 copper (meat and bread), 3 silver eula (stew)
    Pint of Ale: 8 copper eula
    Glass of Wine: 1 silver and 2 eula
  • Law and Order in Rayneth

    Laws
    In order to keep peace and safety, laws are established and firmly kept by the guards and other officials.

    The laws are as follows:
      - All wagons entering the city are subject to inspection. Refusing to allow a search will result in imprisonment and seizure of goods.
      - No unruly or violent behavior will be accepted outside of the barracks' training grounds.
      - Disobeying authority will not be tolerated and is punishable by flogging.
      - Attacking any official, fatally or otherwise, is forbidden and punishable by death.
      - Thieves and con-artists will be imprisoned and hanged.
      - Murder is punishable by death.
      - No weapons are allowed within Castle Rayneth unless by noble hand.
      - All non-noble visitors into the castle will be escorted by guard.

    For non-repentant criminals, punishments can range from imprisonment and fines, to floggings and lashings, amputation of digits or limbs, torture, branding, or even death. Interrogations are common before sentencing, and in some cases, the punishment may be altered depending on the nature of the crime and the manner in which it was committed. Sentences are commonly carried out publicly to send a message to other would-be criminals.

    Defending the City
    The city of Rayneth is protected by several layers of law enforcement. Everyone involved is well-trained and nothing less than efficient. Everything is marked by tabard or banner with the six-pointed star of the kingdom.

    Read about the different kinds of guards here.
    The standard guard are well-armored, disciplined soldiers. Each guard is protected under mail and chain armor, and wields a halberd, short sword and simple crossbow. They're positioned all over the city in key locations, patrol the streets and often inside of major buildings. They're quick to act and may abuse their power, but ultimately answer to their commanding officer.

    The ranged guard are specially-trained members of the standard guard who use their bows or crossbows as their primary weapon. They wear studded leather armor and are usually the third member of patrols of standard guard. Often, however, they patrol rooftops and have positions at the walls of the city. Their numbers are fewer than the standard guard but all the same they answer as well to the commanding officer.

    The spellrenders are an elite group of battle-mages with abjuration skills. They wear robes of deep red and light leather armor beneath, carry a round magic-resistant shield, and use a specific warhammer or mace that is enchanted to channel magic. They are high disciplined individuals who are trained without mercy at the hands of the Commander, but also answer to the Overseer of Magic. The standard guard and spellrenders do not often get along, but there is a thin respect between them.

    Ballistae, ten in all, are positioned around the city, manned by members of the guard. These giant, crossbow-like weapons of war have been repurposed as defense of the city. They are used against flying foes or large intruders. They take minutes to load and fire, but the massive bolts that come forth can travel far and are quite fatal.

    The Cloudbreaker Unit, also very simply called 'Cloudbreakers', are the newest line of defense. The Cloudbreakers patrol over the city in great rings and patterns that change from day-to-day, and bear the duty of taking down flying foes, but may also be called to reinforce the ground units. They are mounted spear-mages, riding armored perytons. They wear enchanted leather armor that protects them from the weather, and may wield lightning- or cold-enchanted spears. They specialize in stunning and binding magic, and answer to their Captain.

    Not many in Rayneth know of the very secret last line of defense, the gargoyle. Though there is but one, it is an impervious animated statue, resistant against both physical damage and magical attack. Where the guard and spellrenders fail, and the ballista do no good, the gargoyle is called upon to act. It is the absolute last resort.
  • Discrimination

    The most common form of prejudice you'll find in the city is the natural discrimination of classes- the peasants are treated as unfortunates and given little respect, while the nobles are treated as well as royalty. But prejudice doesn't stop there. There's a few things that even the guard will become highly suspicious of, and are treated with extreme prejudice within the city.

    Here's a list of the sorts of things folks in Rayneth aren't so nice about.

    - Orcs (dislike, feared suspected of violence)
    - Ogres (feared, hated, suspected of violence)
    - Monsters (hated, feared, suspected of violence)
    - Dragons (hated, feared, suspected of violence)
    - Dragon-kin (high suspicion, hated, feared)
    - Magic-users (distrusted until certified by the Overseer of Magic)
    - Undead and Demons (hated, feared, imprisoned or killed on sight)
  • Beyond the City of Rayneth

    Beyond the city walls lies three nearby environments: The Rosewood Forest, the Starfall Mountains, and the Swamp of Scales.

    The Rosewood Forest
    The Rosewood Forest, taking up much of the region, is a lush and deep forest. It almost completely surrounds the city of Rayneth. The forest that is closest to the city and busy roads is safest, but the deeper into the woods that a traveler goes, the more danger they may be in.

    The Starfall Mountains
    There are many stories surrounding the Starfall Mountains, many of which revolve around stars falling from the sky, causing the mountains to push up from the earth. It is believed that these mountains are a sacred place of the Titans, but their harsh winds and bitter chill keep most away. The tallest mountain in the range is known as Kharteg's Peak, or The Drake's Tooth, named so for a dragon that lived there in ages past.

    tumblr_mjnzaqloBT1rk4b8io2_1280.png
    An image of the Starfall Mountains, as seen from downstream the Celune River. Shown also is the Mellowmaw Waterfall.

    The Swamp of Scales
    Tucked away in the forest, south of the city, is the Swamp of Scales, so named for the many reptiles that call it their home. It is a dangerous environment, and always dark, no matter the time of day- thick fog above it keeps it dim during the day, and it is common to find it eerily lit by night, usually by glowing fungi and bio-luminescent creatures.

    tumblr_mjnzaqloBT1rk4b8io1_1280.png
    A glimpse into the Swamp of Scales. Note the bursts of flame- it is believes the Titan of Flame causes these 'dragontongues'.


    There are other cities in the region, as well.

    Vas-Mora
    A very busy sea port with very few actual residents. The port is the main means of berth from the sea.

    Mora
    A bustling trade-port. Most of the residents are merchants and while it is smaller than Rayneth, it often has a higher population due to the number of people coming in and out of the city. Their local trade is pottery.

    Katherica
    A regal city of scholars, and the birthplace of the spellrender corps. It is composed of many towers and has the largest archive of knowledge over quite a few region.

    Asairo
    A quiet coastal settlement. It has the highest rate of death of any city in the region, but only because many of the aged and elderly of the region travel to Asairo in order to pass away peacefully. The town is inhabited also by 'white walkers', which are said to be tools of the Titan of Soul- ghostly undead that help the sick and dying pass on.

    Vale-Wind
    A small village, slowly becoming re-inhabited with elves, who were driven out during the Ovkan rule.

    Eliven
    A small but thriving mining town. Before the mines opened north of the city of Rayneth, they received all of their mineral, metal and gem from this dwarven settlement.

    Svasara
    A farming village. It is very simple and easy-going. They seem to have mastered agricultural and special farming techniques, and grow everything from apples and potatoes, carrots and turnips- but also more exotic things, like corn and pomegranates. Herbs are also very common on their farms.
  • Bestiary

    There are many animals that you'd expect to find lurking in the wilds, and surely, you will eventually find them. However, it's not just the mundane and usual that live in the grasses and trees of the forest, the muck of the swamp and the peaks of the mountains-- as you'll find, there are other fauna out there, that're specific to the region of Rayneth.

    Rosewood Forest

    Mundane Creatures (near the city)
    (in addition to multiple insects and fish)
    Rabbit (common, day)
    Squirrel (common, day)
    Chipmunk (uncommon, day)
    Fieldmouse (common, day)
    Gartersnake (uncommon, day)
    Fox (uncommon, day)
    Wild Boar (uncommon, day)
    Wild Dog (rare, day/night)
    Anole (common, day)
    Deer (uncommon/rare, day)
    Songbirds (common, day)
    Golden Eagle (uncommon, day)
    Pheasant (common/uncommon, day)
    Peafowl (uncommon, day)
    Owl (common, night)
    Bat (uncommon, night)
    Gecko (rare, night)

    Mundane Creatures (farther from the city)
    (in addition to entries on the prior list)
    Badger (uncommon, day/night)
    Wild Hare (uncommon, day)
    Brown Bear (uncommon, day)
    Cougar (uncommon, day/night)
    Wolf (uncommon, day/night)
    Ram (common, day)
    Yak (uncommon, day)
    Wild Sheep (common, day/night)

    Unique Fauna
    Feydeer: With their unnatural grace and eerie look, it is not certain is the aptly-named Feydeer is just a magical beast, or a spirit of nature itself - regardless, it both frightens and marvels those lucky enough to see one. This creature only lets itself be spotted from afar, vanishing into thin air when it senses danger. Raynethians will rejoice if a Feydeer is spotted during spring - for it is said that farms will grow bountiful, and that good health is to come to the family of the one who saw it.

    Faeries: The faeries closest to Rayneth are anything but wondrous and enchanting sprites- they're mean-spirited pranksters, and biters to boot. Measuring at six to nine inches in height, with delicate wings, these little pests really glow (noticeable only in dim lighting or at night), but are best admired from a distance.

    Skrag: The bearded Skrag's natural habitat is among forest and/or swampland. It's perfectly built to exist in colder weather, as the extensive mane and shorter ears might suggest. The bulls sport sharp, craggy deposits along their spines that start at their crown and end just before the tail. The females however have short, blunt spikes that are otherwise harmless. In color they're perfectly camouflaged beasts, faint brown with a dark brown saddle whilst the mane is a sickly brown and green. Bulls are aggressive and attack by swinging their heads around or charging. Both male and females are spitting beasts like Llamas and are all too glad to do so if they're angry or frightened. They're clumsy runners but are good for hunting, for meat, fur and hide.


    Starfall Mountains

    Mundane Creatures
    (in addition to the entries on the previous list)
    Snow Leopard (rare, day/night)
    Rattlesnake (uncommon, day/night)
    Condor (uncommon, day/night)

    Unique Fauna
    Stormbeasts: Travelling in herds of three to five, these large beasts- also known as Thunderdogs- can be found only in the mountains. Easily tripling a man's height, they're formidable and terrifying, but despite this, it is common to neither harm to attack them, and for good reason: they are believed to be the blessed vessels of the Titan of Lightning. It is said that the stormy Titan is angered by the disturbance of his creatures- when startled, they shoot off bolts of lightning from their tremendous mouths, and once they die, their bodies become a sort of bomb, releasing all their stored energy in a wide radius. They are a sacred beast, and to kill a Stormbeast is to offer yourself for sacrifice.

    Little Dragon: "To blame the Little Dragons" is a common idiom in Rayneth and its surroundings. It means to make excuses in order to evade consequences. This idiom comes from the fact that Little Dragons - extremely rare lizards about the size of a field mouse - are sometimes blamed for arson and forest fires, despite none of it ever being proved. In fact, it hasn't even been proven that these oddly-colored lizards can breathe fire like their large cousins - the very few sightings of this creature haven't allowed much insight into their behavior or physiology.

    Windy Bird: The Windy Bird is usually only seen when the wind blows strong, sailing like a kite on the highest of gusts. It rarely lands, and in fact, some claim to have seen Windy Birds merely starting to gently fly in circles when the time comes for them to sleep, resting without touching the ground. Folklore says this variety of bird is born of the wind itself, and its long, sharp cry is generally held as a warning of a storm.


    Swamp of Scales

    Mundane Creatures
    Cottonmouth (uncommon, day/night)
    Common Rat (common, day/night)
    Leech (common, day/night)
    Buzzard (uncommon, day)
    Crocodile (uncommon, day/night)
    Mosquito (common, day/night)
    Horsefly (common, day/night)
    Swamp Deer (uncommon, day)
    Fruit Bat (common, evening/night)
    Heron (uncommon, day)
    Painted Turtle (common, day/night)
    Frogs/Toads (common, day/night)
    Mink (uncommon, day/night)
    Muskrat (uncommon, day/night)
    Catfish (common, day/night)

    Unique Fauna
    Ghostly Snake: Despite its name, the bioluminescent Ghostly Snake is actually a variety of eel. They are rare, and months can pass without one being spotted, but they are sometimes caught in the nets of local fishermen, and are known to be much more common in the waters in the swamp. It is common belief that Ghostly Snakes are the restless spirits of men that died at sea, and that catching one is a bad omen to bring upon yourself. As most seafarers are very superstitious folk, these Snakes are usually thrown back immediately, which is probably for the best, as these fish have a deadly venomous sting.

    Sawsnout: Similar in size to a medium-large dog, the reptilian sawsnouts hide under the murky waters of the Swamp, awaiting prey. Their long trunks allow them to breathe while underwater; the one way to spot a lurking sawsnout is to look for the tip of its nose at the water's surface. Ambush hunters, they are slow but extremely aggressive, and their preferred diet includes fish, small game, and particularly careless Snapjaws.

    Snapjaw Naga: There is an old saying of the lizardfolk that roughly translates into "Do not swim in dark water". It was greatly assumed that this saying was some form of "Look before you leap"... that is, until the Empire's exploration of the swamps. The crocodilian, thick-spined Snapjaw live in the deepest waters, and while they are not especially civilized, they are horrifyingly territorial, and tend to make quick work of anyone treading on their territory (which is easy to detect, as they hang the bones of their prey as a warning). It is often assumed that fleeing lizardfolk were devoured by the naga, hence no comeback of the much-hated tribe. While these naga only have a pack-like structure of their society, they are an inch over the line of sentience, and are very capable of being swayed with offerings if one needs to pass through their territory. The Ovkan Empire does not consider them anything above beasts, however, so they are not pursued.

    Lizardfolk: Few Raynethians don't know about the fierce Lizardfolk that once populated the forest around the city. Even the most simple peasant will be able to tell you that, at first, they were a danger to all those who dared tread in the woods, but after the local tribes' chieftain was slain, and thus succeeded, by a far friendlier lizardman, an uneasy alliance was formed. Tribal and primitive, favoring minimal clothing and wearing skulls as symbols of status, the Lizardfolk culture placed great emphasis on on warfare, hunting and farming, and worshiped entities other than the Titans. They were the first to stand between the Ovkan army and the city of Rayneth - and also the first to be crushed under the Ovkan's heel. Now, with the terrible reign over and the Titans taking over as they should, Lizardfolk are slowly returning to their swampland.

    Not Lizardfolk: Also known as the "demon lizard" and "inbred lizardfolk", these ferocious reptiles, while resembling the lizardfolk, are notably much more feral and savage than their upright cousins. It's assumed they've come about from many years of lizardfolk inbreeding. They're crafty, savage, and very clever - many a hunter attempting the swamp have met a messy fate, whether or not they survived the attack. They've recently been spotted in the forests near the swamp, however, and locals have put up signs at the border, warning individuals to be cautious.