Knights of the World Tree [high fantasy]

Which Region?

  • Hersh

    Votes: 5 83.3%
  • Trion

    Votes: 1 16.7%

  • Total voters
    6
  • Poll closed .
Alright, stole some time and finished it. I was close, the challenge was really finding a time/place to put it all together. I'll post the races and cs here and edit the OP.
Races
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Dwarves
A race in ruins, the Dwarves once had one of the wealthiest most long-standing empires in all of Adma, until it was destroyed single-handedly by ‘the Darkness’ (a god of undeath) to be used as undead servants for his various war-efforts in the world. Though the Darkness was vanquished in ages past, the Dwarves still struggle to reclaim what was lost.
You likely come from the Kannogetti Empire, last bastion of the Dwarves. Ruled by King Kannogett, the empire stands as one of the more powerful members of the Vanguard of Hersh.
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Halflings
Halflings value money. It’s a simple fact, though often abused, that out of all the short folk numbers and gold come easy to halflings. They tend to be meek, but always carry a big stick. And not uncommonly hired bodyguards.
You likely come from either Amos or Decurio, the two most famous of the Halfling cities. Amos, the older, is in decline (though known as a hub for adventurers), while Decurio, the smaller, is a rising economic star in the world. Both city-states have historically be firm members of the Vanguard.
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Gnomes
Tinkerers and scientists by and large, Gnomes are generally regarded a a bit… odd. A gnome is short, and tend to think in unusual ways. They can be obsessive and grim, and thus gnome populations tend to keep to themselves. Since the volcanic eruptions that occured during the Earthrage, which buried Gnomora completely, the Gnomes have lived in small pockets among the Halflings and Dwarves.
You likely come from one of the numerous ghettos and villages devoted to the Gnomes among the Halfling trade guilds, and the Kannogetti Empire.
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High Elves
High Elves tend to come off a bit uppity, having a history of wealth, power and imperialism. Even further goes their natural blessings; The eyesight and natural coordination gives the High Elven commoner untrained accuracy and vision as acute as that of any foreign soldier.
You likely come from Silverglade, the chief principality of the High Elven people.
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Wood Elves
Wood Elves are a long lived race dedicated to the furtherment of Life. Wood Elves tend to have supernatural empathy to plants and animals around them, giving rise to endless nature-worshipping religions from their culture.
You likely come from Many places in the world have Wood Elves wandering about; for Thousands of years Wood Elves fought against the Orcs over a stretch of land called Northdawn, until relatively recently, when this war ended with the Orcs as the victors and the Wood Elves banished. Though the Wood elves have indeed returned to aid in the war against the Gnox, old grudges die hard.
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Orcs
Strong and stubborn, the Orcs are reviled for their violent, difficult nature. Driven strongly by a sense of Honor that few other creatures share, Orcs tend to segregate themselves this way.
You likely come from Gundertog, the largest land of the Orcs, is currently ruled by Morttin Rawloc, a king who claims to have divine power and authority. Alternatively, far in the north, you may hale from the city of Tagzan and lands controled by the resurrected King Broll, anOrc lord from ages past trying to rebuild his country of Oth - He believes all Orcs ought to be under the banner of his rule.
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Sirens
One of the races created as handmaidens of the goddess Trenn, Sirens are the most human in appearance of the all-female races. Sirens still do not produce males, but have abandoned their faith in Trenn as well (in still-worshipping races, Trenn provide rituals for artificially creating more of the creature), meaning they must mingle with males of other races (frequently elves, dwarves and humans) to reproduce.
You likely come from the City of Skol, if you are from Hersh. It is difficult to be a Siren, for despite their devastating beauty they are trusted exactly nowhere. Skol is a Siren-run pirate haven that aligned with Gundertog since the secession from the Vanguard currently under the banner of Mistress Marcine.
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Gnox
Gnox are aggressive, huge, and mean-spirited. More savage then even Orcs, the Gnox rarely have anyconcept of ethics, and are generally extremely violent. Gnox come from deep underground inwhats called ‘the Catacombs’ of adma, and invaded when the Earthrage blocked out the sun.
You likely come from old Auguaria, called this as the empire that once ruled from the dunes of ashes and the wasteland is now completely destroyed and fractured by the Vanguard of Hersh.
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Kobolds
Politically and physically, Kobolds are the underdog. Small, craven beings who primarily live as savages, they are an odd mix of dragon with goblin.
You likely come from somewhere remote (kobolds tend to be meek in political clout), likely in Gundertog or Auguaria as that’s where kobolds happen to find the most welcome.
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Rageborn
Rageborn are feared warriors. They possess two hearts, one to act as an auxiliary incase a wound or disease damages the first. They benefit from very efficient, strong bodies, but suffer from nigh uncontrollable anger, making it difficult to integrate with other races.
You likely come from the Gumner temples. A “gumner” is a sort of warrior monk, who acts as a noble class among the organised Rageborn. Their temples are expansive and generally appear as more towns that singular halls. When the Vanguard warred against Auguaria, the Gumner temples were wooed by the Gnox as allies of convenience, and became vassalized upon defeat. Their future is now uncertain.
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Slimelings
Slimelings origins are uncertain, but however they became, they have very unusual abilities: Slimelings can turn their bodies from that of a human into a thick acidic ooze.
You likely come from anywhere, as you’re not at all a likely creature to begin with. Slimelings have never been numerous enough to form their own society, or even boroughs or ghettos.
Character Sheet
Name
Age
Sex
Race
Description
Homeland
Biography
Motivations
Strengths (list at most 2)
Weaknesses (list at least 2)
 
Thanks Lazzamore! I'll probably have a character up by Monday evening. Any restrictions I should be aware of in rank in the order or elsewhere?
 
Yes, I almost forgot! Everyone will be a Squire, the second rank in the order, so you'll all be in the same 'class' to get our group together. You otherwise don't have a lot of restrictions, but do be open to my suggestions on your character.
 
Aw, flattery will get you no where, Draco!

The fact that we do, actually, have room and that you're welcome to join us will, however, get you somewhere.
 
Vampires in this setting are rare and quite powerful... but If you keep that the character has built in flaws in accordance with the Character sheet, and it's nice and balanced, then sure you can be a vampire.
 
Actually, I've never played a Slime before so I want to give that a try. Do Slimelings have a gender and do they have to be green in slime form?
 
Yes they have genders, technically their human form is their true form that they start with in life, and as a race they acquired the slime form through events lost to history. Historically I've never imagined other colors on Slimelings, but I'm not opposed to some being non-green so go right ahead!
 
Name: Errenne Kalbor (Er-ren-ne)
Age: 138
Sex: Male
Race: Wood Elf
Description: (Replace knives with large, jagged hooks for climbing and grabbing that also hang from his waist as strange tassels. Doubles excellently as climbing equipment!)
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Homeland: Hersh. What? Not specific enough? Eh, don't sweat the details.
Biography: Erenne was born and raised on Hersh. Young for his race, he's still seen enough that the man, when alone, looks off into space, seeing something horrors of the wars with
Auguaria and end of the Blood Tri. Some speculate if there is some Blood Elven running through his veins, but he never speaks upon it. Instead, he's known to dance, listen to stories in the hall, and climb cliffs to help replant the land after the devastation.
Motivations: For joining with 'The Order of the World Tree?' To help replant the land, keep it safe, make friends because, ya know, loneliness, and have some good old fashion adventure with absolutely no moral complications whatsoever!
Strengths:
  • Unnatural Stealth: The man's quiet. Far too quiet. He seems to be able to walk into rooms and out without turning a head, regardless of the vigilance of those within it.
  • Unspoken Alchemist: While he doesn't talk about it, naturally because he's mute, Errenne is actually a brilliant alchemist, capable of many useful healing tinctures and other such potions. Not all of them beneficial.
Weaknesses:
  • Mute: His tongue is missing, as well as his voicebox. He doesn't talk about it, whether it be written down or with sign language. While they serve to communicate, to those who know sign language at least, he cannot cry out warnings or advice. Quite detrimental to those who don't know how to understand him while in combat.
  • Dark Past: Errenne keeps his past quiet, beyond not being able to speak. Keeping it bottled up, he has yet to share what it is with the members of Knights of the World Tree (unless needed for him to be allowed). To those who are dedicated to figuring it out, they are lead to the now distant war with Auguaria.
 

I have a small doubt. I got interested on your Siren race but I would like to know if mixed races are allowed. I would like to do a half Siren and half Human being. If it's not okay, I'll stick with just being Siren but would like to have a bit more info on the race.

 
Hrm... Honestly, that's a question that's bothered me and the core group of this setting for long time. Mixed races are allowed, but here's the deal: Sirens are never biologically male, they 'use' males from other similar races, such as human. But if that's the case then Sirens would either always be full blood or never be full blood.

I think what we'll say is this: Sirens are always female, and take the appearance of a very beautiful specimen of their fathers race. So if the father was human, the siren in question would look pretty human too.

Now onto the information you asked for, what is it you need to know? History or physiology or something else?
 

I see. Regarding information, I would like to know a bit history wise in the aspect of culture of Sirens and I would also like to know physiology aspects of the Sirens in that setting. For example, do they change their appearance? Do they sing? Do they swim?

 
History wise:
Siren of Hersh descend from the Gold Clan, which migrated to the el-quochezi islands just east of northdawn (where orcs lived) about 400 years. This puts them there a hundred years before the earthrage, which they managed though slightly better then the more established races.

The Gold Clan was a result of splintering among the original clans in the archipelago of Myradon, which was once their homeland. The sirens who stayed, ironically enough got conquered and oppressed by a powerful empire called Draconia, a land of imperialistic Dragonfolk whom vassalized and subjugated the entire region.

The ones who left were outcasts from Sirenusia (the chain of islands belonging to the race, before Draconia's conquest), but the Gold Clan became powerful off of manipulating and trading with unweary Hershian natives.

Post earthrage, the Sirens primary home is Skol, a 'pirate haven' and trade hub ruled by a 'Wardrix' and privateer Marcine. a Wardrix is a warrior-mage who uses magic and guile to confound foes on and off the battlefield.

Marcine only recently came to power - she took the throne after a coup with the aid of Morttin Rawloc of Gundertog, whom benefitted most from this as they were seceding from the Vanguard and having a friend (however small) in the neighboring city-state of Skol was key.

Culture wise:
stereotypes say Sirens are vain and untrustworthy. Historically sirens had an immensely savage and political culture, ones status being everything and balancing the many influences to collect power being all important. this cutthroat culture dates back even to the days before an organised Sirenusia, going back about 600 years, when the Siren race were scattered in tribes and groups.

On a lighter side, sirens are also intelligent and more strongly minded of the races, ingenuity being common, even if it's used politically.

Physiology:
Sirens take the racial appearances of their fathers, albeit with great physical health and beauty. Sirens have strong, lithe bodies and cardiac systems, and though they have a natural affitinity for water are merely mammals in classification.

Their greatest natural defense is called their 'true voice', a hypnotic voice they can use that frequently sounds like singing, in fact song is the easiest way to manifest it. For the most part the true voice mesmerizes and pacifies other creatures, making them easily influenced and in many cases highly charmed. Though it it a misconception that it makes all who hear it fall in love; it in fact has different affects on different people, Orcs and other goblinoids, for example, become mentally excited and hyperactive to the point of rage from the siren song.

Hope that suffices!
 
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CHARACTER SHEET

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Name: Meerina Snide


Age: 24


Sex: Female


Race: Siren (Human Father)


Homeland: City of Skol


Biography: Meerina grew up feeling the prejudice of being a Siren, people judge her race based on what they believe she can be. She's the daughter of a Siren and a human, she grew up with her human father. Carter Snide was a sailor and once he grew too old for the sea he started working as a carpenter, he raised Meerina understanding more about the human world than the Siren's one therefore she doesn't act much like a stereotypical Siren. Personality wise she is quite bubbly, full of energy and positive, she is the kind of person that always tries to see things through the bright side and believes everything has a solution.


Motivation: She joined the World Tree to show to others that sirens can be trustworthy and that their gifts can be used for a greater good instead of egoistical plots.


Strengths: Siren's intelligence and body strength; compassion, Siren's true voice; knowledge on sailing and swimming, basic understanding on the field of carpenter


Weaknesses Ingenuity, compassion, trusting too much on others, vanity



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