War for T'larryo Zha'trass

Mizzrym

Well-Known Member
Within the War torn lands of T'larryo Zah'trass sit two powers backed by the gods that have waged war in their place since the sun rose on the planet. The Goddess Vieavia creates the Queen of monsters Seliel, placing her atop a throne of warped gold of Elginyrr Khaliizi and from her wisdom forges a rule that welcomes all non-human races to rebuke the aggression of humans and those other races that use them as materials or food. Her rule shadows down to the forts of Zel, Kulggen and Charnag. To the south the kingdom Ssussun stands defiant on the tail of mountains, its creation by the grace and mercy of Solyr grew into the nexus of all mortal races and the first true hard point to push the monsters back to the gloom of the north After much war and many manic battles an uneasy stalemate has grown leaving the no mans land between the forts Zel and Cloud rest, Kulggen and Kings Rebuke. The neutral State of Sui'aerl and town Illing both ruled by a powerful undead has kept out of the war by offering to both sides the greatest college of the arcane known; Tower of Ten bells. the tower is an expansive maze of all things magical as well as the seat of many renowned masters crafters capped with a spiral of bells composed of rare metals each with a unique ring, open to all on the grounds no fighting takes places within its walls.

Those that follow Vieavia: The monsters Believe that the "non-monsters" are a lesser races debased by the false god and mislead to be used in his spiteful crusade of the true god Vieavia. Wanting to enslave and make cattle out of them as to slowly work them back into their true and natural state so they may find mercy with Vieavia.

Those that follow Solyr: The mortal races or the non-monster races believe monsters are unnatural beings brought out by the black womb of vieavia through Seliel to destroy the gift given to them by Solyr--the planet earth and its bounty. Each one blasphemy of the natural law and insult to the true god Solyr. they wish to kill Seliel and her spawn so the world may know peace.

Those Others: While the war has drowned all within T'larryo Zah'trass the small peace protected by the undead lord of Sui'aerl and illing has bought on many abnormal unions and a more open mind view. Just in that many others keep to their views but feel no need to be violent over it. In the end they to will be dragged into the war.

The player : each player will pick a side and make a character based on it, being from the north you'd be a monster of some sort, being from the south you'd be a non-monster. going to Sui'aerl from Illing you'll flush out your character and start to try and make an impact.

first off this isn't a complete list, just a few as to give you an idea, you may come to me with others ideas for approval.
Humans: robust and hairy, the humans of the south have the grit to withstand the bitter chill of winters and the heat of summer, while having no physical racial benefits humans can learn and master anything. humans have a strong sense of companionship and while they can be a walking ball of contradictions can be some of the best trained persons on the field of war.

Elves: Long and slender with poor muscles for normal weapons but have the strength to work 130+ pound bows, Their home is Ghourn ur'ac. they are a very strict and rule bound race with a sense of humor so subtle only they adept bard could know the punch line. While They make poor heavy troopers, the magics of wind and water with the arts of the bow second nature to them making them the best scouts and archers. They have a few sub-races:
Merrmik : Burrowing into tunnels, pale and almost white skin and hair their vision is stressed in the sun but have night vision, smaller than normal elves and far more muscle bound.
Taur: Greenish skin with hair brown, dirty yellow and green these are mountain elves living only in the deepest and most dangerous place within the woodland, they refuse to have clothing on of any nature and opt to allow vines, moss or some other planet to grow on them. Refuse to use any kind of metal weapon, peerless with staves and life magic. the best healers in the land.

Dwarfs: Short and stocky the dwarf is basically just a ball of muscle and ill temperament, Rude and unpleasant, blunt and loud, The dwarf is the stark opposite of the elves. While not liking any elf they have had a bitter hate for the Merrmik. Their size makes them unable to use any kind of bow however can turn most other creatures into a red mist with a swing of their hammers or axes. Heavy shock troopers and good earth and fire magic.

Mer-folk: Mermen and mermaids, their shapes and colors are greatly different pending on where they hail from, those from the north are flush with bright colors to match the living waters of the speckled sea that are thick with an array of plant life. those from the south are often just gray with white under bellies acting as camouflage as the open oceans of the south house many unpleasant creatures.

The Fay : Creatures that are demi humans, fairies, spriggans and satyr. often carefree and playful, sly and lewd as they enjoy life in their own way. these races make great bards, tradesmen, trinket crafter and keen with illusion, poison and debuff type magic.

Monsters can be nearly anything but the player must pick lesser versions of creatures and grow.

The goal: the players must either kill the head of the other side, Destroy all of their towns and cities so they can no longer support the war effort or Take the god eye and return it to their sides eye. The player starts out alone in Illing where you have been forced, asked or in some way found your self going in as you go to Sui'aerl for training with all the other players. between classes you can take up quest and missions to gain notoriety. The more notoriety you have the more others (npcs) will gravitate to the player. you may chose to be a standing army or a small group of elites, maybe assassins, scouts or start raiders or hell even mercs. The nature of what you do will put you on one side or the other and fight with the other players for control of important points. As you grow in size and value as a player you'll get the power to make and control a "hero" type unit that has a lot more power, skills and use from others.

Death: While the player characters death will be hard and full of luck your units will not be so lucky if you misuse them. They can die and even fuel the power of the other players. For monster players eating powerful non-monster will grow your own, for non-monster players the bodies of monsters hold valuable martials that can fetch massive gold or be key in the creation of godly armor and weapons.
Should your main character die they may be reborn non-monster players may pick some skill they can keep from their old character. monster players may do the same, keeping one aspect of their old selves. You can change race should you desire but not sides.


The God Eye: A boon gifted to each side by their god, it is the means that they talk with that god as well as the means gifts and power can be gifted to either side. This is where the player goes to ask for a reward after they do something great, the players may also speak to their leader for gifts and men to command.

(if this shows interest I can post some monsters to give you an idea of what to make)
 
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