Alright ladies and gentle-man! It's time for the information to start flowing. Get ready to be astounded. My schedule cleared up for most of this week except for tomorrow, so expect the rest of the information up on this Thread by Sunday morning...
** **
The world has yet to be mapped entirely, but many adventures and explorers have lost their life to the vast dangers that linger out there, in the unknown spaces between the cracks for the mere purpose of drawing them.
However, the landscape that has been charted is mostly grassy and snow covered terrain, ranging from the Northern Mountains to the grassy wilderness plains in the south.
To the West lies the Kingdom of Herelden, where the King rules every land that is charted, for there is no other king.
To the East however, is a newly encountered enemy. The Humans call him Tai Ogul, but he has many names. Many stories have been told of him, followed by nightmares and hellish screams.
It is said, that if you stand atop the largest tower in Herelden, you can see the Black Clouds over an erray of orange lights, thousands of torches and bare flames that move swiftly across the terrain.
The people of Herelden are told not to fear, that the forces of Tai Ogul can never pass the Rift, a large bottomless spine that is said to be the work of Gyia herself. The Cult of Law however incist that forces be sent to the East to guard the perimeter, but King Herald denies such accusations, and says the Rift cannot be crossed.
Across the Rift is a large dead plain, where no grass grows and no wildlife lives. Only the endless fires and battle cries. Tai Ogul is creating a massive army, using resources unknown to man, to make hellish beasts and mechanically enhanced men. The beasts range from tiny poisonus Scorpids to muscular Satyrs and Giant Ogres.
Tai Ogul has the world?s most enhanced alchimist scientists working on making his beasts more deadly and more powerful every day, while increasing his numbers every week.
While it is said, that the Rift cannot be crossed, no-one can be sure to say that the mighty Tai Ogul cannot find a way.
** **
So, without further delays, I present the world of Calemdar (I apologize for lousy handwriting)
The Races of Herelden have mixed within the ages and cultures have clashed, creating the current races as such:
EDIT: Changed the name, you like?
EDIT: Added Death Knights to the Orders and Cults spoiler, and added all the Classes. I might add 1-2 more classes, or I might not.
GO BY THESE TEMPLATES PLEASE! And have fun!
And don't you dare call your character Bob or Peter, keep it Medieval and Fantasy-styled names!
EDIT: I've added requirements for the Mage's surging abilities.
** **
The world has yet to be mapped entirely, but many adventures and explorers have lost their life to the vast dangers that linger out there, in the unknown spaces between the cracks for the mere purpose of drawing them.
However, the landscape that has been charted is mostly grassy and snow covered terrain, ranging from the Northern Mountains to the grassy wilderness plains in the south.
To the West lies the Kingdom of Herelden, where the King rules every land that is charted, for there is no other king.
To the East however, is a newly encountered enemy. The Humans call him Tai Ogul, but he has many names. Many stories have been told of him, followed by nightmares and hellish screams.
It is said, that if you stand atop the largest tower in Herelden, you can see the Black Clouds over an erray of orange lights, thousands of torches and bare flames that move swiftly across the terrain.
The people of Herelden are told not to fear, that the forces of Tai Ogul can never pass the Rift, a large bottomless spine that is said to be the work of Gyia herself. The Cult of Law however incist that forces be sent to the East to guard the perimeter, but King Herald denies such accusations, and says the Rift cannot be crossed.
Across the Rift is a large dead plain, where no grass grows and no wildlife lives. Only the endless fires and battle cries. Tai Ogul is creating a massive army, using resources unknown to man, to make hellish beasts and mechanically enhanced men. The beasts range from tiny poisonus Scorpids to muscular Satyrs and Giant Ogres.
Tai Ogul has the world?s most enhanced alchimist scientists working on making his beasts more deadly and more powerful every day, while increasing his numbers every week.
While it is said, that the Rift cannot be crossed, no-one can be sure to say that the mighty Tai Ogul cannot find a way.
** **
So, without further delays, I present the world of Calemdar (I apologize for lousy handwriting)
Everything we see, what we hear and what we touch is all the work of one mother, our mother the Worldmother. Often refered to as Gyia, but her names differ between languages.
Her tears flow gracefully on her skin and fill the large oceans in all directions. Her bones stretch to the sky in shape of mountains and the wildlife in the south is thought to be the source of all life.
But with the beautiful peace of Gyia, comes evil. Evil comes in many forms, bandits roam the lands and pirates sail the seas, praying on the weak and lower class.
But Gyia provides, as she always has. The unfortunate souls that die by evil or by natural causes, will retire to an endless slumber besides Gyia in the beautiful plains of Aton, where all is green and death is nowhere.
But as the evil souls of the blessed Mother are gone from this world, only darkness and shadow awaits. Her brother, Gaudan is rarely spoken of, due to the bad luck that follows.
Where the evil souls go to has no name, so the humans have called it the Shadowrealm. In the ancient texts there is no word of the realm, except that Gaudan rules it, and feeds on blackened souls.
The Symbol of Gyia is a green rose, meaning stability. Everything made by Gyia is as beautiful as it is deadly.
The Symbol of Gaudan is an eye that has been sowed shut and a bloody tear running down alongside it, meaning the long and blind journey you have ahead of you in the cold dark abyss.
Her tears flow gracefully on her skin and fill the large oceans in all directions. Her bones stretch to the sky in shape of mountains and the wildlife in the south is thought to be the source of all life.
But with the beautiful peace of Gyia, comes evil. Evil comes in many forms, bandits roam the lands and pirates sail the seas, praying on the weak and lower class.
But Gyia provides, as she always has. The unfortunate souls that die by evil or by natural causes, will retire to an endless slumber besides Gyia in the beautiful plains of Aton, where all is green and death is nowhere.
But as the evil souls of the blessed Mother are gone from this world, only darkness and shadow awaits. Her brother, Gaudan is rarely spoken of, due to the bad luck that follows.
Where the evil souls go to has no name, so the humans have called it the Shadowrealm. In the ancient texts there is no word of the realm, except that Gaudan rules it, and feeds on blackened souls.
The Symbol of Gyia is a green rose, meaning stability. Everything made by Gyia is as beautiful as it is deadly.
The Symbol of Gaudan is an eye that has been sowed shut and a bloody tear running down alongside it, meaning the long and blind journey you have ahead of you in the cold dark abyss.


Mount Nort is prohibited by any other than Kin-Dwarves, but the mining colony town of Mungen favours Men and Hilt-Dwarves for trade and work.
Mungen is a Kin-Dwarven mining colony. Bronze, iron, steel and all other arms & armor minerals are mined from the mines there and smelted in the town. It's mainly industrial.
Herelden is the Capital, lots of Lords and Nobles, fine dresses and fancy houses. There are slums next to the roads outside the city where dirt is your walkway and badly constructed houses are built from cracked rocks and rotten wood. Misery and diseases are met with Guards often staying away from the slums, making crime and thievery a daily bread.
Port Town of Wesburg is the only Port in Calemdar. Because of this, it is heavily guarded by Hereldian Guards, and it has the biggest market in all of Calemdar. Mostly industrial.
Flemwood is a large forest area, stretching from the Western Sea all the way to the Mound Mountains, and from there to the Northern Mountains.
Village of Flemworth is in the heart of Flemwood and it's where the Elves trade and do their business. Otherwise, you will see over a hundred tree-houses, hut areas and small houses surrounding the trees and the lake there.
Temple of Gyia is to the far south, enclustered by Flemwood's trees and is home to the Monks of Gyia. The monks never leave the temple, and the road from Flemworth to the Temple is very deserted and nature has taken it's course. Trees have risen out from the stone bricks and grassy terrain has started to build in between it. Vines hang loosely from the trees clustering the road, making the Temple only visable up-close. Other than that, there are almost 90 steps of stairs up to the Temple entrance from the road. It is said to be guarded by Gyia herself and no-one else.
Mound Mountains is home to Orcs and is known for it's deadly natural gas seeping from the ground and it's low mountains and hills. The entire terrain is rocky and there are no trees nor grass in sight due to the deadly gas. However, there is one plant that grows there, usually in the caves. It is a green rose, the deadliest plant in Calemdar. It's poison is illegal and very expensive, however it always finds its way to some markets somehow. It's called Moundvine.
Wurden is a Hilt-Dwarven industrial capital. It's core is Nobles and Assembly families that rule the town, but surrounding the fine dwarven housing and beautiful dwarven ladies in silk dresses, is the industrial part of Wurden. There you can find anything and everyhing, from arms & armor to your own personal Hilt-Dwarven architect, perfect if you want a house in the hill. There is also dwarven wear there and it's illegal market is the biggest and most expensive in all Calemdar.
Town of Swaere (Pronounced Swear)is the only lowland town besides Wesburg. There you can find all sorts of food and wine and it holds the most lovely women and the fanciest taverns. Surrounding it is a vast area of farmland, where over two hundred farm families grow the land. Their main and most expensive industry is the silk, which they travel with through Flemwood to Wesburg. However, the road from Flemwood to Sweare is clustered with bandits because of this.
Port Stawt is a small Human controlled port just off shore to Herelden. It's on a small island in the Western Sea and is surrounded by a small plain and a thick forest area. They trade in all sorts of goods and repair ships.
Port town Lemsten is an average sized town with a fairly big port. It is controlled by Kin-Dwarves and they trade minerals for food and other various goods. Also trade between Riverbank in highly illegal substances and 'hot' goods.
Tartungen is the largest mining colony known to man. Dwarves ofcourse brag about the size of mining colonies further north being ten times Tartungen's size, but that's usually just talk. The Hilt-Dwarves, Kin-Dwarves and Humans that work there usually live there or in Mount Nort. However, a few months ago, the giant gates of Tartungen closed shut and there hasn't been a word from within it's walls since.
Harpwood is a fairly large forest area, known specially for their ties to the Half-Bounds in the mountains to the East. Legends tell of a ruin that rests within the heart of the forest. They say that the count who lived in the castle there was the first Half-Bound, and that the ruins are haunted by him and others like him. Besides the ruins are the infamous harpies, the cause of the name. The harpies in the area are many, nests are found in the highlands of the forest, in the trees and even in some of the closer mountain passes.
Village of Stanston is known for it's tobacco and Cea-weed production. While Cea-weed is very rare for it's commonly known place to grow is at the bottom of the Western Sea to the south, it also grows in large bunches in the Shell River. Surrounding the village is farmland, and you can barely move around without stepping on another man's property, for there are no roads from the bridge leading to the village and all the way to Riverbank.
Riverbank however is a whole other deal than Stanston or Lemsten. Riverbank is very known for it's silk production and farm animal breeding. While that mostly happens outside, inside the village are beautiful houses, incredibly fair women and everyone wears expensive silk, for in Riverbank, it's quite cheap. Because Riverbank is so far from Herelden, it is controlled by Count Stanston, the man who also controls the neighbour village and Port Stawt. Count Stanston is known for his generous nature and sense of fair play and loyalty.
Mungen is a Kin-Dwarven mining colony. Bronze, iron, steel and all other arms & armor minerals are mined from the mines there and smelted in the town. It's mainly industrial.
Herelden is the Capital, lots of Lords and Nobles, fine dresses and fancy houses. There are slums next to the roads outside the city where dirt is your walkway and badly constructed houses are built from cracked rocks and rotten wood. Misery and diseases are met with Guards often staying away from the slums, making crime and thievery a daily bread.
Port Town of Wesburg is the only Port in Calemdar. Because of this, it is heavily guarded by Hereldian Guards, and it has the biggest market in all of Calemdar. Mostly industrial.
Flemwood is a large forest area, stretching from the Western Sea all the way to the Mound Mountains, and from there to the Northern Mountains.
Village of Flemworth is in the heart of Flemwood and it's where the Elves trade and do their business. Otherwise, you will see over a hundred tree-houses, hut areas and small houses surrounding the trees and the lake there.
Temple of Gyia is to the far south, enclustered by Flemwood's trees and is home to the Monks of Gyia. The monks never leave the temple, and the road from Flemworth to the Temple is very deserted and nature has taken it's course. Trees have risen out from the stone bricks and grassy terrain has started to build in between it. Vines hang loosely from the trees clustering the road, making the Temple only visable up-close. Other than that, there are almost 90 steps of stairs up to the Temple entrance from the road. It is said to be guarded by Gyia herself and no-one else.
Mound Mountains is home to Orcs and is known for it's deadly natural gas seeping from the ground and it's low mountains and hills. The entire terrain is rocky and there are no trees nor grass in sight due to the deadly gas. However, there is one plant that grows there, usually in the caves. It is a green rose, the deadliest plant in Calemdar. It's poison is illegal and very expensive, however it always finds its way to some markets somehow. It's called Moundvine.
Wurden is a Hilt-Dwarven industrial capital. It's core is Nobles and Assembly families that rule the town, but surrounding the fine dwarven housing and beautiful dwarven ladies in silk dresses, is the industrial part of Wurden. There you can find anything and everyhing, from arms & armor to your own personal Hilt-Dwarven architect, perfect if you want a house in the hill. There is also dwarven wear there and it's illegal market is the biggest and most expensive in all Calemdar.
Town of Swaere (Pronounced Swear)is the only lowland town besides Wesburg. There you can find all sorts of food and wine and it holds the most lovely women and the fanciest taverns. Surrounding it is a vast area of farmland, where over two hundred farm families grow the land. Their main and most expensive industry is the silk, which they travel with through Flemwood to Wesburg. However, the road from Flemwood to Sweare is clustered with bandits because of this.
Port Stawt is a small Human controlled port just off shore to Herelden. It's on a small island in the Western Sea and is surrounded by a small plain and a thick forest area. They trade in all sorts of goods and repair ships.
Port town Lemsten is an average sized town with a fairly big port. It is controlled by Kin-Dwarves and they trade minerals for food and other various goods. Also trade between Riverbank in highly illegal substances and 'hot' goods.
Tartungen is the largest mining colony known to man. Dwarves ofcourse brag about the size of mining colonies further north being ten times Tartungen's size, but that's usually just talk. The Hilt-Dwarves, Kin-Dwarves and Humans that work there usually live there or in Mount Nort. However, a few months ago, the giant gates of Tartungen closed shut and there hasn't been a word from within it's walls since.
Harpwood is a fairly large forest area, known specially for their ties to the Half-Bounds in the mountains to the East. Legends tell of a ruin that rests within the heart of the forest. They say that the count who lived in the castle there was the first Half-Bound, and that the ruins are haunted by him and others like him. Besides the ruins are the infamous harpies, the cause of the name. The harpies in the area are many, nests are found in the highlands of the forest, in the trees and even in some of the closer mountain passes.
Village of Stanston is known for it's tobacco and Cea-weed production. While Cea-weed is very rare for it's commonly known place to grow is at the bottom of the Western Sea to the south, it also grows in large bunches in the Shell River. Surrounding the village is farmland, and you can barely move around without stepping on another man's property, for there are no roads from the bridge leading to the village and all the way to Riverbank.
Riverbank however is a whole other deal than Stanston or Lemsten. Riverbank is very known for it's silk production and farm animal breeding. While that mostly happens outside, inside the village are beautiful houses, incredibly fair women and everyone wears expensive silk, for in Riverbank, it's quite cheap. Because Riverbank is so far from Herelden, it is controlled by Count Stanston, the man who also controls the neighbour village and Port Stawt. Count Stanston is known for his generous nature and sense of fair play and loyalty.
The Races of Herelden have mixed within the ages and cultures have clashed, creating the current races as such:
Hilt-Dwarves: Known for their arms & armor smithing. Lifespan is no more than 90 years. Their home is the town of Wurden. It is controlled by Noble assemblies instead of a King and is mostly industrial. Good for smiths and laborers. Dwarven names of constructs and their people are usually with an "en" ending. Playable.
Kin-Dwarves: Known for their healthy drinking and fighting skill. Lifespan is no more than 70 years. Their home is Mount Nort, where they live inside the Mountain, towns of stone and metal are their home. Good for melee fighters and stone architecture. Dwarven names of constructs and their people are usually with an "en" ending. Playable.
Men: Known for their incredible flexibility for fighting skills and their trustworthy manner. Lifespan is no more than 80 years. Their home city is Herelden, the Capital of Calemdar. Controlled by King Herald. Herelden is known for it's size and the largest collection of books and scrolls in all Calemdar. Good for melee and archery fighters and their verbal skills. Keep in mind that the race "Men" includes females aswell. Playable.
Half-Bounds: Men and women that have been tainted by dark souls that have managed to flee the Shadowrealm. Few of them know destructive magic and their faces are deformed and their entire bodies burned. They have no home city, except for the Northern Mountains where they hide from the world. Lifespan is no more than 25 years after posession. Playable (One player restriction!).
Sever-Elves: Often refered to as Severs (s-e-vers). Known for their loyalty and wood crafting. Severs are elves that have severed their connection to Gyia, and are marked as Outcasts. Lifespan is no more than 60 years. Their home is Herelden, where they live as slaves. Also known to be slaves in farmlands and small villages throughout Calemdar. Good for slaves and stealth fighting. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.
Elves: Known for their survival skills and cunning reflexes. Lifespan is no more than 150 years. Their home is Flemwood, and they trade with Men and Hilt-Dwarves in the Village there. The Village of Flemworth is controlled by Elder Flem. Flem is said to have been blessed by Gyia herself, and is thought to be over 600 years old. Good for scouts, archery fighting and trackers. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.
Drows: Often referred to as Dark Elves. Known for their destructive nature and their witty mind. Lifespan is no more than 40 years. Their home is originally the mines of Mungen, but King Herald just recently legalized Drows in the community. Good for their intimidating nature and natural intelligence, bad in combat. Drow names are usually very short. Playable.
[small]New!![/small]
Ancients: Humans, both men and women, that have been blessed by Gyia herself. In their unbiding loyalty to Gyia, she has granted them a pure soul from the plains of Aton(heaven) itself. These souls have willingly granted the Ancients their power, and therefor will not corrupt their mind. Their scars take far longer time to reach their full scale -unlike the Half-Bounds- and first arrive as simple tattoo's and markings, but after a few hundred years, the Ancients become blind, deaf, mute, mentally unstable, and then finally pass away, to the plains of Aton. The Ancients recieve more of their power through time and the Soul grants them it's power from within. The Ancients are known for many arts, but the two most common ones are Enchanters and Scroll Masters. Depending on the Soul's powers, any Ancient can recieve either, -but never both- powers. Ancients are very rare, and because of their magical powers, they have remained hidden from the Kings of Calemdar throughout their history. Up until now.
Non playable creatures:
Gryphon: A mixture between a lion and an eagle, this magnificient beast is thought to be long extinct, and it is known in tales for being the only means of making a man fly. Their home is originally The Northern Mountains, but they made that their home when they traveled to Calemdar from the far, far north. Their beaks are as deadly as their claws, and a Gryphon Mother is a force to be reckoned with; twice the size of a normal one, and three times the power. Rarely tamable. Not Playable.
Dragons: Mythological beasts of giant proportions. They exist only in tales now, they have been thought extinct for over 200 years. No man has ever ridden a dragon and they are magnificent and un-tamable beasts, unlike the Gryphons. There hasn't been a dragon sighting in over 300 years, but the last nest discovered was on an island 30 miles off the Western Coast of Wesburg. Un-tamable. Not Playable.
Satyrs: Humanoid beasts with horns, hooves and furry bodies. Often in the color green, black or red, they are ravenous and deadly beasts. Satyrs are homed to the East and only travel West on very few occasions, making sightings in Calemdar incredibly rare since the creation of the Rift. However, several Satyr sightings have been in the western forest area of Flemwood. Un-tamable. Not Playable.
Scorpids: Scaley beasts. Their size is different from the area they reside in. Mountain Scorpids are the size of dwarves, but Forest Scorpids are half that size. They carry a scaley shell that is impregnable by blade and a stinger that can paralyze a man within a minute. They are only deadly if their stinger has been altered, like the Scorpids Tai Ogul has in his ranks. These beasts can be tamed by Elves and Drows. Not Playable.
Ogres: Massive beasts, the size of a house. They are extremely rare, and are only seen in large caves deep into the Northern Mountains or in Tai Ogul's ranks. However, these beasts are very intelligent humanoids, and if they are raised by humans in society, they can learn everything a human can. However, they will never grow larger than 5-7 meters in height. The cause of this is that the Ogre Mother's breastmilk increases growth, and without it, the Ogre only succeeds in growing a fifth it's normal size. Taming these beasts is illegal, and the punishment is execution of the Ogre, and 100 gold coins. Tamable by humans, Kin-Dwarves and Hilt-Dwarves(Only from birth). Not Playable.
Orcs: Mindless beasts that were once dwarves. They originated from the poisonus Gas Mounds in the Mound Mountains south of Wurden. The low mountains there have a habid of being infested with small volcanic activity, releasing small gas craters scattered across the terrain. Breathing the gas in for too long will result in facial reconstruction, bone growth excelleration and brain- and tissue rotting. The gas is clear and can only be detected by smell. There are several caves lining the Mound Mountains, and old mine shafts can lead all the way to the northern part of Flemwood. Three mines such as these have been detected near Flemwood, but King Herald has issued guards on duty at all three locations, however there are more mines to the north.
The Orcs are fairly weak, but go in a frenzy upon looking at Elves or Dwarves. Men, they don't mind. Un-tamable. Not Playable.
[small]New!![/small]
Goblins: Humanoid creatures with a simple mind; survival of their race. The goblins have always been on everyone's tongue in elven folklore, which tells of their stories from the north as they came from there they rested in caves and expeditions grew wide across Calemdar where elves were attacked by goblins and other evil creatures. From there the goblins have always been favoured to loot everything they think of value, but not to sell it. The various items the goblins loot and take with them home works like currency for them, wherever they may recide. They do not find quality in gold, but trade goods amongst eachother.
Goblin sightings have been very low ever since the gates of Tartungen were closed shut, bu they were a very common problem for road travelers and guard patrols before.
Their minds may be simple, but if there has been a leader organized within a group they are very dangerous and planned. Even if goblins behave like rabid dogs and don't look any better, they follow orders from anyone above their station to the letter and without question, and hence make a great enemy, or ally if tamed. They are smalled than humans but taller than dwarves and their back is leaning in a forward, down position sort of like a lump. They have very sharp teeth and ravinous eyes. Their skin is grey or dark brown, depending on sex (male - gray, female - brown) and they dress like humans. Usually seen without shirt, but wearing ragged pants and most every time wearing many belts filled with all types of miscellaneous items that they believe are of some worth.
Tamable by Ancients. Not playable.
Kin-Dwarves: Known for their healthy drinking and fighting skill. Lifespan is no more than 70 years. Their home is Mount Nort, where they live inside the Mountain, towns of stone and metal are their home. Good for melee fighters and stone architecture. Dwarven names of constructs and their people are usually with an "en" ending. Playable.
Men: Known for their incredible flexibility for fighting skills and their trustworthy manner. Lifespan is no more than 80 years. Their home city is Herelden, the Capital of Calemdar. Controlled by King Herald. Herelden is known for it's size and the largest collection of books and scrolls in all Calemdar. Good for melee and archery fighters and their verbal skills. Keep in mind that the race "Men" includes females aswell. Playable.
Half-Bounds: Men and women that have been tainted by dark souls that have managed to flee the Shadowrealm. Few of them know destructive magic and their faces are deformed and their entire bodies burned. They have no home city, except for the Northern Mountains where they hide from the world. Lifespan is no more than 25 years after posession. Playable (One player restriction!).
Sever-Elves: Often refered to as Severs (s-e-vers). Known for their loyalty and wood crafting. Severs are elves that have severed their connection to Gyia, and are marked as Outcasts. Lifespan is no more than 60 years. Their home is Herelden, where they live as slaves. Also known to be slaves in farmlands and small villages throughout Calemdar. Good for slaves and stealth fighting. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.
Elves: Known for their survival skills and cunning reflexes. Lifespan is no more than 150 years. Their home is Flemwood, and they trade with Men and Hilt-Dwarves in the Village there. The Village of Flemworth is controlled by Elder Flem. Flem is said to have been blessed by Gyia herself, and is thought to be over 600 years old. Good for scouts, archery fighting and trackers. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.
Drows: Often referred to as Dark Elves. Known for their destructive nature and their witty mind. Lifespan is no more than 40 years. Their home is originally the mines of Mungen, but King Herald just recently legalized Drows in the community. Good for their intimidating nature and natural intelligence, bad in combat. Drow names are usually very short. Playable.
[small]New!![/small]
Ancients: Humans, both men and women, that have been blessed by Gyia herself. In their unbiding loyalty to Gyia, she has granted them a pure soul from the plains of Aton(heaven) itself. These souls have willingly granted the Ancients their power, and therefor will not corrupt their mind. Their scars take far longer time to reach their full scale -unlike the Half-Bounds- and first arrive as simple tattoo's and markings, but after a few hundred years, the Ancients become blind, deaf, mute, mentally unstable, and then finally pass away, to the plains of Aton. The Ancients recieve more of their power through time and the Soul grants them it's power from within. The Ancients are known for many arts, but the two most common ones are Enchanters and Scroll Masters. Depending on the Soul's powers, any Ancient can recieve either, -but never both- powers. Ancients are very rare, and because of their magical powers, they have remained hidden from the Kings of Calemdar throughout their history. Up until now.
Non playable creatures:
Gryphon: A mixture between a lion and an eagle, this magnificient beast is thought to be long extinct, and it is known in tales for being the only means of making a man fly. Their home is originally The Northern Mountains, but they made that their home when they traveled to Calemdar from the far, far north. Their beaks are as deadly as their claws, and a Gryphon Mother is a force to be reckoned with; twice the size of a normal one, and three times the power. Rarely tamable. Not Playable.
Dragons: Mythological beasts of giant proportions. They exist only in tales now, they have been thought extinct for over 200 years. No man has ever ridden a dragon and they are magnificent and un-tamable beasts, unlike the Gryphons. There hasn't been a dragon sighting in over 300 years, but the last nest discovered was on an island 30 miles off the Western Coast of Wesburg. Un-tamable. Not Playable.
Satyrs: Humanoid beasts with horns, hooves and furry bodies. Often in the color green, black or red, they are ravenous and deadly beasts. Satyrs are homed to the East and only travel West on very few occasions, making sightings in Calemdar incredibly rare since the creation of the Rift. However, several Satyr sightings have been in the western forest area of Flemwood. Un-tamable. Not Playable.
Scorpids: Scaley beasts. Their size is different from the area they reside in. Mountain Scorpids are the size of dwarves, but Forest Scorpids are half that size. They carry a scaley shell that is impregnable by blade and a stinger that can paralyze a man within a minute. They are only deadly if their stinger has been altered, like the Scorpids Tai Ogul has in his ranks. These beasts can be tamed by Elves and Drows. Not Playable.
Ogres: Massive beasts, the size of a house. They are extremely rare, and are only seen in large caves deep into the Northern Mountains or in Tai Ogul's ranks. However, these beasts are very intelligent humanoids, and if they are raised by humans in society, they can learn everything a human can. However, they will never grow larger than 5-7 meters in height. The cause of this is that the Ogre Mother's breastmilk increases growth, and without it, the Ogre only succeeds in growing a fifth it's normal size. Taming these beasts is illegal, and the punishment is execution of the Ogre, and 100 gold coins. Tamable by humans, Kin-Dwarves and Hilt-Dwarves(Only from birth). Not Playable.
Orcs: Mindless beasts that were once dwarves. They originated from the poisonus Gas Mounds in the Mound Mountains south of Wurden. The low mountains there have a habid of being infested with small volcanic activity, releasing small gas craters scattered across the terrain. Breathing the gas in for too long will result in facial reconstruction, bone growth excelleration and brain- and tissue rotting. The gas is clear and can only be detected by smell. There are several caves lining the Mound Mountains, and old mine shafts can lead all the way to the northern part of Flemwood. Three mines such as these have been detected near Flemwood, but King Herald has issued guards on duty at all three locations, however there are more mines to the north.
The Orcs are fairly weak, but go in a frenzy upon looking at Elves or Dwarves. Men, they don't mind. Un-tamable. Not Playable.
[small]New!![/small]
Goblins: Humanoid creatures with a simple mind; survival of their race. The goblins have always been on everyone's tongue in elven folklore, which tells of their stories from the north as they came from there they rested in caves and expeditions grew wide across Calemdar where elves were attacked by goblins and other evil creatures. From there the goblins have always been favoured to loot everything they think of value, but not to sell it. The various items the goblins loot and take with them home works like currency for them, wherever they may recide. They do not find quality in gold, but trade goods amongst eachother.
Goblin sightings have been very low ever since the gates of Tartungen were closed shut, bu they were a very common problem for road travelers and guard patrols before.
Their minds may be simple, but if there has been a leader organized within a group they are very dangerous and planned. Even if goblins behave like rabid dogs and don't look any better, they follow orders from anyone above their station to the letter and without question, and hence make a great enemy, or ally if tamed. They are smalled than humans but taller than dwarves and their back is leaning in a forward, down position sort of like a lump. They have very sharp teeth and ravinous eyes. Their skin is grey or dark brown, depending on sex (male - gray, female - brown) and they dress like humans. Usually seen without shirt, but wearing ragged pants and most every time wearing many belts filled with all types of miscellaneous items that they believe are of some worth.
Tamable by Ancients. Not playable.
The Cult of Law: Series of Nobles and Lords in Wesburg, Swaere and Herelden and demand guard patrols on the eastern perimitter of the Rift. These guys have very strong political connections, but are disliked by the King.
Cult Gaudan: Men and women who follow the God Gaudan, and seek his Shadowrealm upon death. They toy with deadly magic by performing rituals on Half-Bounds and they scar their bodies for the sake of Gaudan. These guys have very strong minds but are disliked by everyone.
Order of Flem: Elves with the intention of making Flemworth an Elven Capital but not just a trade station. They want to increase it's size and popularity. Disliked by elves outside the order, but are liked by Men and Hilt-Dwarves.
Order of Iron: Hilt-Dwarves and Kin-Dwarves that have formed a united society within Wurden and Mungen. They seek to start a mining industry in Wurden and increase Mungen's size. Disliked by King Herald and Sever-Elves.
Order of Gyia: Monks that reside in the Temple of Gyia, deep in the heart of Flemwood. These monks are known for their special bond and connection to Gyia herself, and the temple is thought to be protected by Gyia herself. Their purpose is unknown. Disliked by Kin-Dwarves and Sever-Elves.
Assembly of Stone: An order within Mount Nort with the sole purpose of opening Mount Nort to outsiders and increase trade with other races. They are also in league with the Order of Iron. Disliked by Drows.
Order of Templars: Group of Men and Hilt-Dwarves that wear heavy plate armor and find magic is an obomination to Gyia and should be eradicated from Calemdar. Their sole purpose is to kill all Half-Bounds and the cultists of Cult Gaudan. Disliked by Sever-Elves, Drows and Half-Bounds.
Gaudan's Knights: Half-Bounds that have learned to infuse their blackened souls and disperse their power through themselves. Their power ranges from bursts of fire to telepathic mindreading and talking, dizorienting the minds of their victims, making them think they've gone insane.
The Guild: This is run by three brothers, and they call themselves the Headmasters. They run every crooket shop, black market deal and drug ring in Herelden. They're looking to expand to Wesburg and Swaere, and have already gotten some plans in motion. They also run the entire protection racket in Herelden and Mungen. They recruit Men, Hilt- and Kin-Dwarves into their ranks. Hated by the public, hunted by King Herald and disliked by Elves.
Cult Gaudan: Men and women who follow the God Gaudan, and seek his Shadowrealm upon death. They toy with deadly magic by performing rituals on Half-Bounds and they scar their bodies for the sake of Gaudan. These guys have very strong minds but are disliked by everyone.
Order of Flem: Elves with the intention of making Flemworth an Elven Capital but not just a trade station. They want to increase it's size and popularity. Disliked by elves outside the order, but are liked by Men and Hilt-Dwarves.
Order of Iron: Hilt-Dwarves and Kin-Dwarves that have formed a united society within Wurden and Mungen. They seek to start a mining industry in Wurden and increase Mungen's size. Disliked by King Herald and Sever-Elves.
Order of Gyia: Monks that reside in the Temple of Gyia, deep in the heart of Flemwood. These monks are known for their special bond and connection to Gyia herself, and the temple is thought to be protected by Gyia herself. Their purpose is unknown. Disliked by Kin-Dwarves and Sever-Elves.
Assembly of Stone: An order within Mount Nort with the sole purpose of opening Mount Nort to outsiders and increase trade with other races. They are also in league with the Order of Iron. Disliked by Drows.
Order of Templars: Group of Men and Hilt-Dwarves that wear heavy plate armor and find magic is an obomination to Gyia and should be eradicated from Calemdar. Their sole purpose is to kill all Half-Bounds and the cultists of Cult Gaudan. Disliked by Sever-Elves, Drows and Half-Bounds.
Gaudan's Knights: Half-Bounds that have learned to infuse their blackened souls and disperse their power through themselves. Their power ranges from bursts of fire to telepathic mindreading and talking, dizorienting the minds of their victims, making them think they've gone insane.
The Guild: This is run by three brothers, and they call themselves the Headmasters. They run every crooket shop, black market deal and drug ring in Herelden. They're looking to expand to Wesburg and Swaere, and have already gotten some plans in motion. They also run the entire protection racket in Herelden and Mungen. They recruit Men, Hilt- and Kin-Dwarves into their ranks. Hated by the public, hunted by King Herald and disliked by Elves.
Berserker: Favors the two-handed weapons and heavy armor. They are capable of going into a frenzied rage, increasing their physical strength at the loss of stamina and agility. Kin-Dwarves, Hilt-Dwarves and Men only.
Tracker: Archers that know the wild and are capable of shooting decisive arrows at their enemy's weakspots, but with the loss of focus and reflex time. Elves and Men only.
Bard: Known for their musical and dagger skill, bards are often referred to as a perfect thief material, for their quick reflexes and fluid movements. Men and Kin-Dwarves only.
Protector: Known for their muscle and skill with a shield. They can anticipate enemy movement and deflect missile attacks. Kin-Dwarves, Men and Hilt-Dwarves only.
Wordsmith: These are the real danger outside of combat. Their tongue is their weapon and they specialize in forming lies like no other. They can charm, manipulate and trick weakminded people easily. Drows and Sever-elves only.
Death Knight: Known for their destructive mind, these evil knights are illegal, for they can use the power of the blackened soul within them to manipulate certain elements. Half-Bounds only.
Blademaster: A warrior who wears light armor and makes his swords do the talking. They can keep their mind on the battlefield, increasing focus, but at the cost of strength. Sever-elves, Men, Elves and Hilt-Dwarves only.
Eastern Warrior: These arts were brought to Herelden from the East over 200 years ago, before the Rift was created. Favor no armor except for their clothes and their skill with throwing knives, daggers and stiletto's are the best in the world. Very weak to any and every weapon. Can deliver fast cuts at the cost of strength and awareness. Sever-elves, Drows and Elves only.
[small]New!![/small]
Enchanter: Commonly known as Mage-Writers, these Ancients have the power to create all sorts of magical items by gathering the magical materials from Crystals found in the mines such as in Mungen and Tartungen. After gathering the materials, they can bind it to an item, be it a weapon, armor or a simple coin; they can give it life, and they can give it power. Because these magic wielding humans receive their power later than Half-Bounds, their scars and sicknesses also arrive several years later, and are thought to be of natural causes. Very weak against every attack.
[small]New!![/small]
Mage: They are far more powerful than the Enchanters, but could not survive without them and vise versa. The Enchanters can gather magical material from Crystals and bind it to an item, but they can also bind it to people. It is a process that takes several days, and it is the source of a Mage's power. If anyone but a mage is bound to magic from Crystals, he will die a short but painful death within an hour. The power of Mages are few, but as they progress they learn how to become immune to a Death Knight's magic, can mend the soul of a fallen comrade -if Gyia allows- and create magical barriers to prevent anything or anyone from penetrating. They also have the power to surge elements upon touch. Very weak against every attack.
Tracker: Archers that know the wild and are capable of shooting decisive arrows at their enemy's weakspots, but with the loss of focus and reflex time. Elves and Men only.
Bard: Known for their musical and dagger skill, bards are often referred to as a perfect thief material, for their quick reflexes and fluid movements. Men and Kin-Dwarves only.
Protector: Known for their muscle and skill with a shield. They can anticipate enemy movement and deflect missile attacks. Kin-Dwarves, Men and Hilt-Dwarves only.
Wordsmith: These are the real danger outside of combat. Their tongue is their weapon and they specialize in forming lies like no other. They can charm, manipulate and trick weakminded people easily. Drows and Sever-elves only.
Death Knight: Known for their destructive mind, these evil knights are illegal, for they can use the power of the blackened soul within them to manipulate certain elements. Half-Bounds only.
Blademaster: A warrior who wears light armor and makes his swords do the talking. They can keep their mind on the battlefield, increasing focus, but at the cost of strength. Sever-elves, Men, Elves and Hilt-Dwarves only.
Eastern Warrior: These arts were brought to Herelden from the East over 200 years ago, before the Rift was created. Favor no armor except for their clothes and their skill with throwing knives, daggers and stiletto's are the best in the world. Very weak to any and every weapon. Can deliver fast cuts at the cost of strength and awareness. Sever-elves, Drows and Elves only.
[small]New!![/small]
Enchanter: Commonly known as Mage-Writers, these Ancients have the power to create all sorts of magical items by gathering the magical materials from Crystals found in the mines such as in Mungen and Tartungen. After gathering the materials, they can bind it to an item, be it a weapon, armor or a simple coin; they can give it life, and they can give it power. Because these magic wielding humans receive their power later than Half-Bounds, their scars and sicknesses also arrive several years later, and are thought to be of natural causes. Very weak against every attack.
[small]New!![/small]
Mage: They are far more powerful than the Enchanters, but could not survive without them and vise versa. The Enchanters can gather magical material from Crystals and bind it to an item, but they can also bind it to people. It is a process that takes several days, and it is the source of a Mage's power. If anyone but a mage is bound to magic from Crystals, he will die a short but painful death within an hour. The power of Mages are few, but as they progress they learn how to become immune to a Death Knight's magic, can mend the soul of a fallen comrade -if Gyia allows- and create magical barriers to prevent anything or anyone from penetrating. They also have the power to surge elements upon touch. Very weak against every attack.
Currency will be gold coins.
Most expensive: Elven weapons, Hilt-Dwarven armor, Human clothes (silk and fancy garnets), Kin-Dwarven ale.
Cheapest: Human weapons, Elven armor, Kin-Dwarven clothes, Hilt-Dwarven ale.
I will set prices if you wish to buy or sell items. Keep in mind, this can only be done in between Quests and Story encounters.
More on prices after sheets have been submitted.
Most expensive: Elven weapons, Hilt-Dwarven armor, Human clothes (silk and fancy garnets), Kin-Dwarven ale.
Cheapest: Human weapons, Elven armor, Kin-Dwarven clothes, Hilt-Dwarven ale.
I will set prices if you wish to buy or sell items. Keep in mind, this can only be done in between Quests and Story encounters.
More on prices after sheets have been submitted.
EDIT: Changed the name, you like?
EDIT: Added Death Knights to the Orders and Cults spoiler, and added all the Classes. I might add 1-2 more classes, or I might not.
Name: S/E (Remember the elven and dwarven name recommendations)
Age: (20-55, except elves)
Gender: M/F
Race: (No mixing races, and 1x Half-Bound will be accepted only)
Class: No creating your own, use the ones I made!
Skills: What makes you better than others? Why would the King send you an invitation to his meeting? Nothing supersonic, it can be something as simple as special training or a long fighting history, no supermen!
Appearance: Your face, facial hair and hair, haircolor and eye color, height and weight, distinctive marks or tatoos, I recommend re-reading the Race information and get inspiration from there.
Equipment: Your arms & armor, anything extra you happen to carry with you, a book, bandages, flint & tinder maybe? Just anything your Class and Race makes sence to be carrying.
Personality: How do you act in combat and out of combat? How do you act when someone is violent towards you and how do you present yourself in conversation?
Backstory: Where were you raised? Why'd you become a fighter? You don't have to be a special case, you can be a farmboy or just a girl who went to Herelden and worked in an inn. I'm not expecting some Gladiator Legend or a Master of the Universe, just old-school fighters that happen to have sufficient skill.
Extra / Note: Anything note-worthy, like a past relationship that haunts you, a pendant your mother gave you or just anything you want the other players to know about your character. This can spice your Backstory and Personality depending on what you pick, if you got nothing, simply type "None"
Age: (20-55, except elves)
Gender: M/F
Race: (No mixing races, and 1x Half-Bound will be accepted only)
Class: No creating your own, use the ones I made!
Skills: What makes you better than others? Why would the King send you an invitation to his meeting? Nothing supersonic, it can be something as simple as special training or a long fighting history, no supermen!
Appearance: Your face, facial hair and hair, haircolor and eye color, height and weight, distinctive marks or tatoos, I recommend re-reading the Race information and get inspiration from there.
Equipment: Your arms & armor, anything extra you happen to carry with you, a book, bandages, flint & tinder maybe? Just anything your Class and Race makes sence to be carrying.
Personality: How do you act in combat and out of combat? How do you act when someone is violent towards you and how do you present yourself in conversation?
Backstory: Where were you raised? Why'd you become a fighter? You don't have to be a special case, you can be a farmboy or just a girl who went to Herelden and worked in an inn. I'm not expecting some Gladiator Legend or a Master of the Universe, just old-school fighters that happen to have sufficient skill.
Extra / Note: Anything note-worthy, like a past relationship that haunts you, a pendant your mother gave you or just anything you want the other players to know about your character. This can spice your Backstory and Personality depending on what you pick, if you got nothing, simply type "None"
Black Rock - Obtained in the mines of Mungen - Burn the rock and breathe in the smoke - Gets you high quickly.
Shadegrass - Obtained in the Northern Mountains - Mix with water or eat raw - Raw gets you higher quickly, but mixed with water is less dangerous.
Ceaweed(sea-weed) - Obtained in the southern parts of the Western Sea - Smoke from a pipe or eat raw - Raw gets you higher quickly, but smoked is less dangerous.
Flem Crystal - Obtained in Flemwood - Crush the crystal and eat the tiny white rocks inside - Gets you high fairly quickly, depending on amount of consumption.
Shadegrass - Obtained in the Northern Mountains - Mix with water or eat raw - Raw gets you higher quickly, but mixed with water is less dangerous.
Ceaweed(sea-weed) - Obtained in the southern parts of the Western Sea - Smoke from a pipe or eat raw - Raw gets you higher quickly, but smoked is less dangerous.
Flem Crystal - Obtained in Flemwood - Crush the crystal and eat the tiny white rocks inside - Gets you high fairly quickly, depending on amount of consumption.
Sever-Elves:Nearly 830 years ago, the elves known today as Severs were just ordinary elves, living and working with their brethren. But a group of these elves felt Gyia take too much space, that she wasn't generous enough and that Elves deserved more, and so they broke the bond to Gyia, by seizing their prayers to her. Few months later, many of these Elves grew sick, and they all moved to Herelden for aid. Many died, but others surived, and created the race now known as Sever-Elves. That plague that effected the first Severs still corrupts the blood of those today, shortening their lifespan.
Hilt-Dwarves:Thousands of years had the Dwarves lived in the mountains, liking the snow covered terrain and the lovely hillsides and pinetrees. But not all. Hundreds of thousands of Dwarves had by that time, begun smelting and smithing. Finding that Dwarves are good at this trait by mere instinct, more and more started practicing these arts, and before you know it, the smoke from all these industrial zones had killed thousands. Taking matters into their own hands, the Dwarven Noble assembly's and the Lords of Noble families saw the danger within these arts, and banished smithing and smelting from being practiced within a mountain astablishment. Needles to say, the Dwarves that knew nothing better than to smelt and smith moved from these homes, and created many great colonies throughout the world. The largest known to man, being Tartungen, a great mining colony north-west of Mount Nort.
Drows:Originally Elves from Flemwood and Harpwood, these harmless adventurers traveled to Mungen in search for minerals and wealth. Using up all their resources, they started a mining industry about 400 years ago. The Elves, needing the constant flow of clear oxygen, started dying within the mines. A hundred years passed, and the Elves stopped dying, stopped getting sick, but their skin started turning, and the eyes of their baby's became red or yellow of color. Terrified, the Humans and Dwarves noticed the Elves change, noticed them getting meaner and more brutal. The former king of Herelden, King Horuld, banished these Elves, for the sole reason of being scared of them. Afraid of retaliation from the Drows, King Herald legalized them again, and ensured people that they are more of a threat, lurking in the mountains, than they are, under the watchful eyes of guards.
Half-Bounds:They started appearing in the Northern Mountains, vile creatures wielding unearthly magic and terrible weapons. These frenzic beasts wreaked havoc upon countless farms and families, trade caravans and woodland areas, until finally King Herald issued war on them. It was the first war waged in Calemdar by King Herald, and it stood for over 2 years. Ending just recently, the Half-Bound sightings have become fewer and fewer. However, the magic they can use are told to be monstreus. Stories are of Half-Bounds forcing villagers to kill themselves, controlling their thoughts. There have also been word of acidic wounds and incredible swelling, merely caused to be hit by them with a sword or blunt instrument. These vile creatures surely are abominations. However, former men, the Dark Souls that have tainted their bodies are evil and corrupt; however, they are the source of their magic ability.
Hilt-Dwarves:Thousands of years had the Dwarves lived in the mountains, liking the snow covered terrain and the lovely hillsides and pinetrees. But not all. Hundreds of thousands of Dwarves had by that time, begun smelting and smithing. Finding that Dwarves are good at this trait by mere instinct, more and more started practicing these arts, and before you know it, the smoke from all these industrial zones had killed thousands. Taking matters into their own hands, the Dwarven Noble assembly's and the Lords of Noble families saw the danger within these arts, and banished smithing and smelting from being practiced within a mountain astablishment. Needles to say, the Dwarves that knew nothing better than to smelt and smith moved from these homes, and created many great colonies throughout the world. The largest known to man, being Tartungen, a great mining colony north-west of Mount Nort.
Drows:Originally Elves from Flemwood and Harpwood, these harmless adventurers traveled to Mungen in search for minerals and wealth. Using up all their resources, they started a mining industry about 400 years ago. The Elves, needing the constant flow of clear oxygen, started dying within the mines. A hundred years passed, and the Elves stopped dying, stopped getting sick, but their skin started turning, and the eyes of their baby's became red or yellow of color. Terrified, the Humans and Dwarves noticed the Elves change, noticed them getting meaner and more brutal. The former king of Herelden, King Horuld, banished these Elves, for the sole reason of being scared of them. Afraid of retaliation from the Drows, King Herald legalized them again, and ensured people that they are more of a threat, lurking in the mountains, than they are, under the watchful eyes of guards.
Half-Bounds:They started appearing in the Northern Mountains, vile creatures wielding unearthly magic and terrible weapons. These frenzic beasts wreaked havoc upon countless farms and families, trade caravans and woodland areas, until finally King Herald issued war on them. It was the first war waged in Calemdar by King Herald, and it stood for over 2 years. Ending just recently, the Half-Bound sightings have become fewer and fewer. However, the magic they can use are told to be monstreus. Stories are of Half-Bounds forcing villagers to kill themselves, controlling their thoughts. There have also been word of acidic wounds and incredible swelling, merely caused to be hit by them with a sword or blunt instrument. These vile creatures surely are abominations. However, former men, the Dark Souls that have tainted their bodies are evil and corrupt; however, they are the source of their magic ability.
Combat will take place in a dozen of combat posts, followed by a kill shot. A kill shot ends the combat scene by either killing the main boss monster, or the last opponent standing.
If you decide to go for the kill shot, the result of that action will need the opponent wounded. The more the opponent is wounded, the easier the kill and a less chance of getting wounded yourself.
After a kill short has been made, I will demonstrate the creature's response and sum up the party's injuries.
Traveling will work with you people in the group, chatting and describing your feelings and thoughts. I will step in now and then to describe the scenery and what you see, be it your mission objective, passage ways or enemy encounters.
Enemy encounters will basically be this: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth and leather. They see you, and draw their weapons, but stand their ground.....
OR: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth robes. They seem fairly busy. You also spot a passage besides you which you are capable of taking.
Traveling is simply a time where there is no fighting and you are simply walking / riding your horses, toward a destination. I will jump in between posts to describe what you see or if you are there yet. After every travel, I will make a small spoiler announcing everyone's current gold coin amount.
I will do this at the beginning of every Travel and the end. Merchants are available before Travel and sometimes while you are Traveling. But that only happens rarely, and when I say you spot a traveling merchant.
If you decide to go for the kill shot, the result of that action will need the opponent wounded. The more the opponent is wounded, the easier the kill and a less chance of getting wounded yourself.
After a kill short has been made, I will demonstrate the creature's response and sum up the party's injuries.
Traveling will work with you people in the group, chatting and describing your feelings and thoughts. I will step in now and then to describe the scenery and what you see, be it your mission objective, passage ways or enemy encounters.
Enemy encounters will basically be this: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth and leather. They see you, and draw their weapons, but stand their ground.....
OR: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth robes. They seem fairly busy. You also spot a passage besides you which you are capable of taking.
Traveling is simply a time where there is no fighting and you are simply walking / riding your horses, toward a destination. I will jump in between posts to describe what you see or if you are there yet. After every travel, I will make a small spoiler announcing everyone's current gold coin amount.
I will do this at the beginning of every Travel and the end. Merchants are available before Travel and sometimes while you are Traveling. But that only happens rarely, and when I say you spot a traveling merchant.
Ice Barrier - Incase yourself in thick ice protecting you from all sorts of damage. The longer you are incased, the further damage you recieve by hypothermia.
If cast on an enemy or an ally, the target will be protected from damage but unable to move as well as suffer from severe hypothermia. Must channel to keep the effect.
Burning Embers - Reach into someone's mind and cause searing pain in their skull. Must channel to keep the effect. Prolonged exposure can mean death to the caster's target and then the caster himself.
Arcane shielding - Call out the arcane powers from the air around you, creating a mass of energy protecting the caster or his ally. Must channel to keep the effect. Prolonged exposure can result in nausea and headaches to the caster.
Heal - The caster uses arcane elements to increase the speed of the target's cells, sealing a wound or quickening the repairment of bone fractures and internal damage.
If cast on an enemy or an ally, the target will be protected from damage but unable to move as well as suffer from severe hypothermia. Must channel to keep the effect.
Burning Embers - Reach into someone's mind and cause searing pain in their skull. Must channel to keep the effect. Prolonged exposure can mean death to the caster's target and then the caster himself.
Arcane shielding - Call out the arcane powers from the air around you, creating a mass of energy protecting the caster or his ally. Must channel to keep the effect. Prolonged exposure can result in nausea and headaches to the caster.
Heal - The caster uses arcane elements to increase the speed of the target's cells, sealing a wound or quickening the repairment of bone fractures and internal damage.
EDIT: I've added requirements for the Mage's surging abilities.
The Guild is controlled by the Brothers, also known as the Headmasters.
They are very well respected, but yet only a half a dozen men who currently live have gazed their eyes upon them.
They are said to be shady and crooket, but their minds great and purpose clear; take over Herelden and soon take over Calemdar, city by city.
The Headmasters control everything, but keeping an eye on every little business is tough, so there are four men who recieve order from them, and are currently the only ones who know their identities and live.
These four men are called Generals, and there is said to be one in each major city, always. That of course cannot be true, for there are for cities than Generals, but they still usually find themselves within every mother's ears and children's tales.
They deliver orders to people called Lieutenants. Lieutenants are found in dozens in almost every city, town, village and basically every populated area of Calemdar. There are even some thought to be stationed in the East.
Lieutenants control Recruiters, Assassins and Hideouts.
Recruiters carry out their orders with great seal, recruiting the ever freshening ranks of The Guild with promises of coin and glory, women and pleasure.
Assassins are the truest of the bunch, completely devoted to the cause and will die without blinking if it would serve The Guild. Assassins are trained and work in villas, usually hidden away in the country sides of Calemdar. Recruits work in populated places and city underworlds however.
Hideouts are sort of like Assassin villas, but they are not training grounds.
These places are most frequently found in mountain passes, long forgotten plains or rocky highland, where civilians and simple travelers cannot see them by road, and guards nor soldiers dare journey.
Hideouts are guarded by few, but watchtowers in key locations, accompanied by messengers allow swift transport from and to Hideouts without detection from anyone or anything.
Headmasters - 3
Generals - 4
Lieutenants - Unknown
Recruiters - Unknown
Assassins - Unknown
Hideouts - 3 have been discovered
They are very well respected, but yet only a half a dozen men who currently live have gazed their eyes upon them.
They are said to be shady and crooket, but their minds great and purpose clear; take over Herelden and soon take over Calemdar, city by city.
The Headmasters control everything, but keeping an eye on every little business is tough, so there are four men who recieve order from them, and are currently the only ones who know their identities and live.
These four men are called Generals, and there is said to be one in each major city, always. That of course cannot be true, for there are for cities than Generals, but they still usually find themselves within every mother's ears and children's tales.
They deliver orders to people called Lieutenants. Lieutenants are found in dozens in almost every city, town, village and basically every populated area of Calemdar. There are even some thought to be stationed in the East.
Lieutenants control Recruiters, Assassins and Hideouts.
Recruiters carry out their orders with great seal, recruiting the ever freshening ranks of The Guild with promises of coin and glory, women and pleasure.
Assassins are the truest of the bunch, completely devoted to the cause and will die without blinking if it would serve The Guild. Assassins are trained and work in villas, usually hidden away in the country sides of Calemdar. Recruits work in populated places and city underworlds however.
Hideouts are sort of like Assassin villas, but they are not training grounds.
These places are most frequently found in mountain passes, long forgotten plains or rocky highland, where civilians and simple travelers cannot see them by road, and guards nor soldiers dare journey.
Hideouts are guarded by few, but watchtowers in key locations, accompanied by messengers allow swift transport from and to Hideouts without detection from anyone or anything.
Headmasters - 3
Generals - 4
Lieutenants - Unknown
Recruiters - Unknown
Assassins - Unknown
Hideouts - 3 have been discovered