Alatieria: Land of Unrest
It's a golden age. King Orono, Lord of Alatieria reigns, and the land prospers. The minds of the people are open and accepting of new ideas, Necromancy and other magics are used to improve people's lives, and peace reigns amongst the races of the world.
But as in any kingdom,there are always those who think they can do better. Fortunately they are often few and far between, posing little threat to the monarchy.
In this particular kingdom, however, these people have banded together, to form a group known as the Cult of Erobern. In charge of this mysterious group is Togarh, and it is he who shall sit on the throne should the coup succeed. Very little is known about him, and he spends much of his time in hiding,
for as one who plots to overthrow him, King Orono would like nothing better than to throw him in a dungeon somewhere. Few humans, however, feel the need to overthrow their wise king and his family, and due to this, many of his followers are drawn from the other races of Alatieria.
Many battles have been fought between the two side already, though mostly only small, incidental skirmishes. Not enough for King Orono to send in the army, but enough to worry the merchant caravans and local peasantry.
You play either one of the Cult, or someone faithful to the king, depending on which side appeals to you. Either side may be of any race. Togarh and King Orono are unplayable, but your character may interact with them, and you may describe their reaction, but keep them in character. The King is wise and good, so don't go killing people for looking at him wrong. Togarh is mysterious and dark, so any hint of flower picking or the like and I'll lynch you.
Humans: Generic humans, self explanatory.They have built mighty cities throughout the kingdom.
Dryads: Forest dwellers, they reside in the great forests of the Kingdom. They stand about a head taller than humans, their skin ranges from dark green to dark brown, their hair resembles the roots of a small plant.
It is considered most unwise to harvest trees from Dryad forests.
Elves: Also forest dwelling beings, they serve as the slaves to the Dryads. They stand waist high to the average human. They became slave to the dryads after an ancient battle over their mutual home: the forests. The dryads won, and the Elves became their slaves.
Vampires: Nocturnal creature, they also have scattered cities throughout the kingdom. The average vampire stands roughly 6'5 tall, pale, and with larger eyes than humans. Their hair is also pale, through lack of sunlight. They are the second largest and most wide-spread race, second to the humans. They have many more necromancers than other races, not because of a racial proficiency, but because their culture is much more accepting of the practice. They drink the blood much like the humans drink wine, though they only take it from animals they intend to eat anyway, and they never take it from the other sentient species.
Nymphs: Amphibious river or lake dwelling beings, they have only one great city, though they have many smaller
villages spread throughout Alatieria. Their skin tones range from dark blue to light green. They have webbed hands and gills on their necks. The stand about chest high to a human.
Satyrs: Nomadic clans. Unlike the other races, all Satyrs have magic. Those hat don't have the traditional mages have a profound bond with
animals, and can communicate with them. All Satyr clans have an animal that is a totem to that clan, and they are forbidden to kill that animal. If they do, they are forced into that animal's form, and may only be released if the totem spirit forgives them. The are similar in appearance to humans, but many have tattoos on their faces and arms to tell others which clan they belong to.
Any race may have any type of mage, and each race has the same proportion of mages. The only difference is cultural views. For example, Nymphs are likely to have a higher standard of water mage, as they spend most of their
time in the water, and would therefore train their water mages more.
Types of Mages
Elemental: These mages draw their power from a crystal they must keep on their person at all times. The crystal contains a small piece of the element they control. If the crystal is lost or stolen, the mage loses his/her power.
The elemental magics are:
Fire - have a small piece of petrified fire. They have the ability to summon and control fire.
Water - have a small piece of the essence of water. Can condense the water in the air, and control it.
Necromancers: Those with the ability to bring back the dead to a semblance of life. The reanimated do the bidding of the necromancer who raised them, though control can be passed on to another if he or she wills.
Druids: These mages derive their magic from nature. They can cause plants to grow extremely fast, and can summon treants.
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