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Here in Deyash Nel'tai, many races roam the world. Though politics and a semblance of peace have settled in the land, beware the stigma against other races when traveling to different lands.
Humans:
Thousands of years ago, humans came to a land where many magical creatures flew through the skies and walked the ground. Fearful, they began to try and hunt down the gargantuan beasts. Slowly, the dragons began to disappear from the sky and they moved to enslave the barbaric creatures that lived on the lands. At first their outward appearance were akin to the humans, but upon a closer inspection, they had pointed ears. They had tried to convert them to belief in their Creator, but the elves refuse to worship a foreign God. Appalled, the humans began to slaughter the uncivilized and took the ones willing to surrender and convert as slaves to serve under them.
In no time, the humans controlled a vast amount of the land they found; however their growing empire came to a halt when mutated creature that were covered in scales came into the fray. These creatures, along with the scorned elves, pushed the humans into the southern parts of the land. Had it not been for their dwarven allies,
the humans would have all but been pushed out of the lands.
The millennia spent spent one fighting effected all sides of the fight and so the leaders gathered together to call a truce. A peace treaty was signed between the four races and they established clear boundaries for the lands and kingdoms. The humans continue to life in their kingdom of Tovalim.
RANKS:
In the human kingdom, the king rules along with his advisers and teyrns. The king has two primary responsibilities, maintain civil and military control. Keeping civil control includes the collection of taxes for the running of government. The military aspect involves dealing with any external invasions or internal rebellions to maintain control over the kingdom. It sometimes also involve venturing outside the kingdom to either conquer new territories or to raid them for loot. They have other duties as well, such as keeping the peace and developing the society with the aide and guidance of his advisers.
The teyrns are essentially the ones who oversees the militia for the king They also write reports about rations and any other aspect regarding the military and the knights who police the city. These reports are given to the adviser to review and discuss with the king.
The he queen is responsible for many things around the kingdom. She sets up meetings with other royal officials and attends them on behalf of her kingdom. She reads and signs everyday reports from government officials, and travels the country visiting the citizens. The queen also is responsible for making sure that the princess/prince are properly educated for their future responsibilities. The duties of the queen seem never ending but many look up to her as their kingdom's representative.
The knights of Tovalim patrol both the perimeters of the cities and with the city. They make sure that peace and order are maintained. Any type of crime or disputes will be handled by them then reported to a higher authority.
Noble citizens occupy the upper class and are qualified to attend high class events held by the royal family. Taxes are more lenient than the middle and lower class citizens. Noble class families try to marry among other nobles but a few are able to marry a spare heir of the royal family. Middle class lives a comfortable life and have servants like the nobles but they do not have enough money and influence to be invited to royal events. Some middles are lucky enough to marry into a noble family but there aren't many cases of that occurring. The lower classes are typically taxed heavier than the nobles and work in the markets, ports, or pubs.
Servants mainly consist of the city elves that dwell in the human kingdom. While they are no longer considered slaves, elves do not have any real rights. City elves were given the status of citizens but nothing else was done to ensure that they would receive better treatment.
VIEWS:
- SEXUALITY: Tovalim remains a conservative kingdom in regards towards "abnormal sexual habits". If it is discovered that someone isn't heterosexual within the family, it is kept a secret until someone outside of the household finds out. In which case, that person would be arrested for sexual deviancy, publicly humiliated, and killed.
- GENDER EQUALITY: Women can hold important titles and work outside of child rearing. However, they still have to ask the men for a final say.
- OTHER RACES: Elves that are decedents from the elves taken as slaves after converting their beliefs to the humans reside here.
IMPORTANT TRADITIONS AND RITUALS:
Elves:
Elves used to roam freely and peacefully through the wide and sometimes everlasting land of Deyash Nel'tai. Then the humans came to the land and began to enslave their people when the elves refused to convert to their religion. Many fought but the humans greatly outnumbered them and they were forced from their homes to march out of the territory the humans claimed. Many were wary of humans and went into hiding. A moment came when the elves allied themselves with each other to fight back against the invaders when a small group of elves subjected themselves to experiments with dragon blood and became nearly impenetrable soldiers. The war lasted for centuries before the elves and the new race were able to push the humans back into a southern corner of the land. Happy, the elves let the elven mutants to claim a large amount of land to the west as long as they were welcomed to live in the territory as well.
Not much is known about the origins of the elven race. Some elves will tell you that they do not have any particular gods to worship, they just enjoy the wonders of nature. These elves see themselves as the protectors of nature and will do anything to keep it, and the creatures in it, safe. Clans of these elves are more spread out across the land than their brethren, and even before the humans began to enslave their race. These clans are usually very hard to find due to their never-ending wanderlust. They are almost constantly on the move to see new land and discover new things.
Each clan had different features and characteristics. There were the Sun, or Gold/Sunrise, Elves who lived in the deserted areas and had bronzed skin. These elves typically have black, copper, or golden hair along with golden, silver, or black eyes. These elves are known well for their strength and are highly acrobatic. The Sunrise Clans are a matriarchal following instructions from a small group of their eldest and wisest women. Next are the Moon, or Silver/Gray, Elves. These elves live high in the mountains and have pale white skin that sometimes have a blue tint. Their hair varies from silver-white, black, blue, blonde, brown, or red. They're known to have blue or green eyes freckled with gold. The Silver Clans are masters of elemental magic and intelligence. They follow the lead of the strongest mage, the gender doesn't matter as long as that person is highly skilled and powerful.
The Wood Elves, or Wild Elves, live in deeply forested areas that are difficult for others to find. They have a few interactions with humans and often trade goods under good terms. These elves typically have copperish skin with the occasional traces of green. The hair ranges from blonde to black with green, brown, or hazel eyes. The Wood Clan are great hunters and rogues. They rely heavily on stealth to spy on any intruders in their forests and make sure that they don't come too close to their homes. The head chief is typically a male unless the previous chief only had a daughter than she will lead for a short time until she finds her partner.
The last known clan of elves are called Drow or Dark Elves. These clans live any in dark place and have a charcoal or obsidian skin color. Their hair is either stark white or a pale yellow with a set of pale blue, lilac, pink, silver, or red eyes. These elves became enraged when the humans took some of their family as slaves and allied with the Ancient Dragons to make some of their clans stronger with dragon blood. Dark elves are well-known for their trickery and dealing in the darker arts. Leaders do not stay in a position of power for long periods of times due to schemes and plots of others in the clan.
RANKS: Within each race of elves, there are a different set of ranking/hierarchy systems. Some are a matriarchy, some are run by a select group of elves, and some may only live by a set of rules without any one elf in a position of power.
VIEWS:
- SEXUALITY: Most elven clans are carefree and don't judge others based on their sexuality. There may be some restrictions here and there in some clans but in general, there aren't many who will be treated negatively.
- GENDER EQUALITY: As with sexuality, gender equality varies from clan to clan. For the most part, however, females and males remain on equal terms and have equal opportunities.
Draconians:
The legends say that this race are descendants of the Ancient Dragons that ruled the skies. Slowly their numbers began to dwindle as many were killed before they reached the juvenile stage by the humans, who feared the magnificent powers of the gargantuan, magical creatures. Thousands of years after being hunted down, very few dragons remained and they had no choice but to find a way to keep their bloodlines from disappearing.
A black dragon, whom the Draconians refer to as Masuar han Sha'ti (Mother of Many), proposed that they infuse their blood with another races. Thus the dragons formed an alliance with the Elves who wanted revenge against the humans for destroying their ancestral lands and forcing many of their brethren into a life a slavery. Many of the elves willingly volunteered to undergo the experiments by ingesting the blood of the ancient dragons. Many of them perished, their bodies unable to handle the blood's benevolent powers. The lucky few spent many moon cycles writhing in the nearly overwhelming pain as their bodies transformed.
Decades went by and the experiments continued. Slowly, the success rate of the creating a strong and powerful race escalated. The Ancient Dragons named this new race Dragon-Born. Their bodies were large and muscular, skin covered in dragon scales, and had the strength and endurance to withstand the harshest of battles. A typical Dragon-Born stands at 7'2" and weighs in at 600 lbs.
They didn't have the powers anywhere near the scale of their creators but they bore a strong resemblance to them. Their powers depended on which color dragon they received blood from; however all were able to change their form their more "humanoid" appearance to a what they refer to as their "Pure Form." They looked like the Ancients but the size is substantially smaller.
Hundreds of years later the Ancient dragons were no more and the Dragon-Borns proudly carried on their legacy. Hostility against the humans never died and many wars broke out between the two. The Dragon-Borns were able to claim a vast amount of land from the humans and so they established their own kingdom, Quzor Artryv, in the West. From there, they created a strict set of laws called Ar'dam Oren Qanu, The Blood Laws. These laws are very unforgiving and most crimes are punishable by death.
RANKS:
The Pure Blood Class:
These Draconians live in the Capital of the Kingdom, Vynrezi, and are the major Folds that are part of the upper society. They refer to themselves as Chist'ma Kro'na, The Pure Bloods. Most of the Chist'ma Kro'na aren't associated with any specific elements and very intelligent, so intelligent that that are able to speak in the Common Tongue of the humans.
The Common Blood Class:
Majority of the Folds of this Class live in areas away from Vynrezi. Their Ancients were the weaker of the Ancient Dragons and could only control one element. Each color class lives in environments that feel the most comfortable to them and hardly ever leave their territories unless they are going out to battle.
VIEWS:
- SEXUALITY:
- GENDER EQUALITY:
IMPORTANT TRADITIONS AND RITUALS:
Dwarves:
With the a very human-like features, these short and stocky ruffians call the undergrounds their home. Many of them believe that they were created by the Mother of Stone, Bristel. She was one of six siblings. She molded the and created hardened dirt to act as a foundation for her brother to be able to create life to live on top.
Ragar created animals to roam and live freely while the plants were created to provide nourishment for them. As they watched the animals enjoy their life, their sister, Danrial, grew jealous as she was the one who was designated to watch over the spirits of these dead creatures. Danrial began to create creature of her own that she set loose on Ragar's animals to destroy them. Soon chaos was spread as her creations wreaked havoc across the land. Ragar went to Bristel with his problem and asked her for help. She knew that the best way would be to have these creature trapped beneath the ground and to have guards placed there to make sure that they don't escape. She created statues of short and stocky beings that stood on two legs. These beings had arms that would give them the advantage and mobility to fight against the evil creations of Danrial. Bristel blessed the statues and a small army came to life. She called these creatures Dwarfs and gave them their purpose.
Throughout the centuries, the dwarven people gathered and trapped the dark creatures and locked them away underneath the surface. They made their homes underground to act as the guardians for the world above their heads. Thousands of years later, the creatures that they imprisoned died out and no longer existed. They felt that their work was done and tried to move above the ground, but they found themselves surrounded by three other races that were in the middle of war with one another. The first race they came into contact with were called humans and they shared similar features. The humans felt no fear when trying to communicate with the dwarfs and compelled them to become their allies. Not knowing what was going on, the dwarfs agreed and offered their materials that can only be obtained from the ground below their feet. These materials greatly improved their armor and weapons. Relations and trade between the dwarfs remained good as the dwarfs continued to live in the ground after join the war.
Blessed with a natural superior strength, dwarfs make amazing fighters. They proved to be great allies for the humans and gave them a fighting chance against the draconians and elves. The war came to a cease fire and representatives from each race came to an agreement to sign a peace treaty.
With the end of the war, dwarfs created an official kingdom, Clostei Daomecht, for themselves and claimed a small portion of the north as well as an island. The island became their capital they named, Vahstar.
RANKS:
VIEWS:
- SEXUALITY:
- GENDER EQUALITY:
- OTHER RACES:
IMPORTANT TRADITIONS AND RITUALS:
Halflings:
There are many "halflings" that are being born in this time of peace. Most reside in the neutral territory of Teviarn. All mixed raced being is treated as an outcast and are viewed as only a step away from wild beasts. Legally they have the same rights as anyone else but within society's view, any mixed race creature are treated poorly. Law officials turned a blind eye to their plights but the Halflings are slowly banding together to gain more rights for themselves. To be seen for what they can contribute to society.
- OTHER RACES:Cambions
The Cambion are a half-breed race within the D&D universe, they are born from devils and demons that enter the material plane and impregnate unsuspecting human females. Not all Cambions are born to human mothers but those that are tend to take on even less appealing appearances however their personal traits become mixed when birthed from a human mother. Despite being birthed from a human mother Cambions still bear the traits of a demon, including wings, long nails, blood crimson skin color and horns that protrude from the top of the skull.
Cambions born to human mothers have been known to not always turn out as vicious children, some even taken up a profession to survive in the world. However those that are born to succubi in the Nine Hells or other devils are brought up in the Nine Hells where they eventually become bodyguards, lieutenants or advisors to powerful devils.
The Shifters
The Shifters are the spawned children of a Lycanthrope and a Human mating, they tend to grow up to become Brigands, brawlers or valiant heroes. Sometimes referred to as 'The Weretouched' Shifters are extremely self-reliant and value their physical prowess and freedom greatly. They are spiritually drawn to the gods of nature, the moon and primal power.
Shifters may be shunned from xenophobic societies or certain religions and branded as heathens or spawns of evil as they are believed to be killers of the night. However the bond that Shifters share with nature is true and they can often be found travelling with packs of wild wolves, boars and even werewolves and wolverines. They are particularly adept at befriending wild creatures of the fey, such as Owlbears.
TieflingsTieflings date back to when an ancient human empire of the deity Bael Turath swore pacts to devils so that they would receive ultimate power that they would use to conquer the enemies of their world. These pacts eventually corrupted their morals among the respected nobility of their empire and led to the transformation of the first Tieflings. Nowadays Tieflings are born much like their original human selves are and tend to take up the lifestyle of a cunning rogue.
Tieflings had many ancient secrets, powers, weapons and creations that they managed to gain from their pacts with the devils, they are solely responsible for the existence of Kruthiks within the Underdark. While not necessarily born as half-breeds they can still be considered half-demon and half-human, the more human morals of them are still very strong in their bloodlines as Tieflings can range from Chaotic Evil to Lawful Good. Tieflings lack the ability to put trust into their allies which can cause some miscommunication s at times.
SnakeTongue Cultists
SnakeTongue Cultists are humanoid cultists who garnered a strong following to the Yuan-ti deity Zehir, because of their strong beliefs they undergo a ritual and take on the aspects of a reptile, namely a snake. Despite Yuan-ti having a very strong bloodline related to the primordial serpentine tyrants that they worship, the Snaketongues are the most human of them all. Their skin replaced with scales, pupils replaced with reptillian ones however they lack the ability to produce decent quantities of venom, this does not stop them from coating their weapons in deadly venoms.
Snaketongues generally infiltrate human settlements and villages as spies and return back to their Yuan-ti leaders assisting in how weak these scouted places are. Snaketongues may also be sent in to kidnap or assassinate people from villages and bring them back to the temples to sate their God Zehir.
Azers
Long ago Dwarves served under giants as slaves, those that did not escape their masters eventually became infused with the very flames they used to forge weapons. Eventually those that did not escape became known as the Azers, their skin became dark bronze and their beards replaced with a forever dancing flame. Azers generally pursue their own personal goals for good or evil however some Azers have grown accustomed to their giant overlords and tend to their needs.
Most Azers did eventually escape their masters and these Azers have been known to become legendary blacksmiths, Azers generally find comfort in working with fire elementals or fire giants and sometimes take up mercenary work acting as a fearsome front-line attack during battle.
Driders
Driders are blood-thirsty half arachnid half Drow creatures that were 'gifted' with a lower body of a arachnid. The truth behind the Driders is that Drow who find themselves to be the bravest and the strong can undergo a test of Lolth. Those who succeed become Driders, members of a privileged caste of Drow who become the embodiment of their God Queen Lolth.
Driders despite being classed as the champions of the Drow are still subject to obey the Priests of Drow society, because of this Driders play important roles in intricate schemes and plans.
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