Welcome to the Third Age RP. In this thread you will find a sort of encyclopedia to the land of Urasis. If any sort of additional information is needed, please, do not hesitate to ask me. I will add it to this guide as soon as possible.Additions will be marked by an asterisk (*).
NOTE: THIS PAGE IS CURRENTLY UNDER HEAVY REVISIONTable of Contents.-Lore. -The Years of the Ancients -The First Age -The Second Age -The Third Age-Classes -Rouge -Soldier -Mage -Ranger -Archer
-Salesman-Races and Culture -High Elves -Wood Elves -Humans -Dwarves -Demons -The Fey--------------------LoreThe Years of the Ancients
To begin with, it is said there was nothing. Simply a void, an emptiness so complete as to be devoid even of the darkest shadows. There was stillness for an unknowable time. However, this could not last forever, as it is not the way of things.
From the void, a voice emerged, pure and clear. Uttering the first word, the voice proclaimed her name as Ulum. Ulum began to sing and with her song Light burst into the void. With this Light came Shadow, and these two became distinguishable, setting out the way of all things. Soon, the Light and Shadow took up the song as well, singing in harmony. As the hymn grew more voices began to join. These multitude were granted by Ulum the power to shape and mold all things as they saw fit.
Molding the Shadows, the voices formed the World, which they named Nûrin. They concentrated much of the Light into two lights for Nûrin in the heavens. The greater one they named Behnen. The lesser was named Lüthnen. Then, mixing the Light and Shadow, they formed beings to inhabit the world. From the Shadow they molded their shape, with the Light they infused in them life. These beings they called the Nûridel and they gave them dominion over the earth. The Light which remained unused remained with the Shadow, forming the stars.
Ulum saw her creation and smiled. However, she noticed one thing the lesser voices had forgot. In the ears of the Nûridel, she sung softly one note. With this, she granted them the ability to create and perceive both that which is beautiful and that which is terrible, and the will to shape their own fate, outside the influence of Ulum or the other voices. With this Ulum was satisfied and her voice quieted, as did the others. And so the Great Song ended.
The Nûridel soon spread over the land. All of them were incredibly beautiful and fair, and seemed to shine. They stood taller than any Man or Elf, though they could not be called giants. It is said they seemed to be made of flesh and bone, but they emitted a soft glow, especially from their eyes. Though they were immortal and seemingly impervious to sickness, their bodies could be killed by grievous injury, though their spirit is said to have been able to persist on, and if not destroyed, could again manifest into concrete form in time. They held great power, far beyond that of any creature in the current age. Stories are told of them forming cities from the mountains themselves. The greatest of their cities, Beohdril, was apparently carved deep into the side of the mountain of the same name. It is thought that it is from this power that all current day magic stems.
In their time, the Nûridel enjoyed great joy and prosperity. The ground yielded much fruit and great fields of grain. The rivers held sweet water and uncountable numbers of fish. The forests were lush with life, filled with trees, flowers, and many strange and wonderful beasts. In the halls of Beohdril, feasts were held where poems and song were shared and laughter echoed through the walls.
In that time two of the Nûridel were held in great esteem. The first was named Lüthriel, who was well know for her enchanting voice and great skill in writing song. She was tall and fair and her hair shone like the purest silver cast in moonlight. Kind and pure-hearted, she was loved by many. The second, her brother, was known as Dëomir. In him was great power, great even by the reckoning of the Nûridel. It is said he was a great conjurer, delighting many with clever tricks and powerful spells. He was a being of great passion and charisma, winning over many friends and earning even more devoted fans and pupils. His hair was dark and full and his eyes were said to have glimmered with the light of Behnen.
Dëomir was particularly fond of the songs and tales Ulum and the Great Song. They stirred within him fiery feelings and he committed a great many of them to memory. He pleaded with his sister often to recite them, even when she had long grown weary. In his obsession, something foul began to grow in Dëomir's heart. Though he admired the Ulum and the voices, he became bitter at them for bonding the Nûridel to the earth. Bitterness turned to resentment, resentment to hate, hate to loathing.
One night, Dëomir entered into his sister's chambers and confided in her. With great fervor he spoke of turning in secret against Ulum. Through Dëomir's power and cunning, and Lüthriel's beautiful voice, he was convinced that the Nûridel could usurp Ulum and her choir, claiming their power for themselves.
Though Dëomir spoke well, his sister withdrew from him. In him Lüthriel saw something dark and foul growing. She rebuked her brother, pleading for him to turn away from his path, knowing that if he continued he would surely be lost. But Dëomir had become blind in his envy, cast his sister to the ground, and then fled.
He soon reappeared in Beodhril, preaching his word to the masses. He spoke with a black tongue, though his words were gilded in gold. He turned many to his cause, tainting their hearts and minds, while his own continued to fade deeper and deeper. However, his sister had been busy in his absence. Lüthriel had warned the Nûridel of her brother's treachery. Soon after he returned Lüthriel led a group in an attempt to capture and jail Dëomir, but she was too late. Dëomir escaped with his followers and fled into the North.
What happened next shaped the fate of Nûrin. For whatever reason, whether it be because of love and compassion towards Dëomir as her kin, or a simple underestimation him, Lüthriel had mercy on her brother and, with much sorrow, let him disappear. Though this choice was born from good intentions, Lüthriel's Folly would seal the doom of Nûrin.
For many years, the world continued on in peace and prosperity. Lüthriel married Halthwen the Elder, who was a strong leader of many of the Nûridel and full of courage, and gave birth to two sons, Hiriel and Kelabír. The wheat grew tall and the stars were bright. However, soon there were whispers of darkness growing in the North. Foul creatures wandered that land and the ground grew barren. It is told that the very air grew stale and putrid.
Upon hearing these tales, Lüthriel feared the worst and sent scouts there in secret, hoping that her worries would be for nothing. But when the scouts returned, ragged, weary, and diminished in number, they confirmed the worst. Dëomir had returned, and he had grown in power.
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The First Age.
With Ila'dar Erolath at the helm, the High Elves began to organize their government. Their governance is not very complex, but it thrives on competition and differing interests. There are two different "Gathers" which vote on issues: The Gather of the Public, which consists of the general public, and The Gather of the Greater, which consist of the nobility and wealthy families. While the Public has more votes, the Greater's votes count for more. At the next tier of government are the Presiders. These positions run meetings of the separate Gathers and are also heads of government organizations. Through these elves go the decisions of the Gathers. From the Presiders, the decision is passed onto the Ila'dar, who gives the final say on all decisions.
Through this system, the High Elves prospered. They formed a great nation, naming it Urasis. Soon, their cities rose from the dirt, bringing their own view of civilization to the wilds. Shimmering towers, strong, graceful arches, and gilded metal are prominent in their architecture. Their cities became places of higher learning, versed in a vast array of subjects. Particularly evident was the High Elves adeptness in magic, with the Grand Academy of the Arcane sitting at the center of the Elven capital, Urelen.
Soon the High Elves would find that their land was too small to sustain them. They had grown too populous in too short a time. Resources began to become scarce and rationing went into effect. With people starving, the Gather of the Public cried for expansion, whatever the means. However, the Gather of the Greater was hesitant. Military expansion seemed the only option, as the lands around Urasis was still filled with dark creatures, remnants of The Demon Lord's reign so long ago. Still, war is a costly affair, with the bill charging both in wealth and life. For months the two Gathers bickered back and forth, neither seeming to gain the upper hand until, in an unexpected move, the Ila'dar himself stepped in. In a decisive move, he raised his voice in support of the Public. The matter was then settled. Both Gathers signed a decree of war named the Grim Resolution. For the first time, the High Elves would go to war.
Soon, every craftsman, merchant, and scholar were putting their work into the war effort. New weapons were created at an astounding pace, elf after elf, both male and female, joined the newly recruited Grand Army. Within the Acadamy of the Arcane, the magi began training themselves in powerful combat techniques, finding novel, eclectic ways to kill. Within three years of the signing of the Grim Resolution, an army of five thousand legions marched into the Wastes that surrounded Urasis.
The horrors that the High Elves confronted in the wastes were beyond anything they had imagined. The shout of Al'kadesh has twisted these unprotected lands into terrible shapes and ashy soil. Food was scarce and though supplies were shipped to the front from Urasis, the amount of soldiers who died from starvation and disease often neared the toll of those lost to the monsters who lurked in the Wastes. Desperate, the Grand Army began to fight its way towards the Forests of Vendalri, the home of the Wood Elves.
When they reached its borders, they found the Wood Elves waiting, blocking entrance. Ambassadors conveyed the message that, though the Wood Elves wished they could assist their brothers, to harbor them would mean attracting all the horrors the High Elves had awakened in the Wastes. It is reported that the Commander of the 431st Legion, whom was the first to reach the borders of Vendalri, sent the ambassadors back with one missing his ears, one missing his eyes, and the other sliced into pieces. With them the carried a note that read, "If you shall be deaf to our pleas, then we shall be blind to your tears." Two days later, Commander Quelil'dar slaughtered the border's guards and pushed into Vendalri, setting a precedent for nearly one hundred other legions.
At first, the invasion was only for supplies. The High Elf soldiers took what they needed from the woods, leaving the Wood Elf settlements alone for the most part. However, the Wood Elves soon began to actively resist the High Elves, using hit and run tactics in an attempt to push the Ila'dar's armies out of their homes. In a fit of rage, the groups that had now been dubbed the Staving Legions began to retaliate, destroying villages and even some cities. They soon took up a policy of gather-and-burn, taking what they needed from the surrounding woods and then burning the area to the ground. Because of this, the Forest of Vendrali shriveled and many Wood Elves were forced to migrate away from their ancestral homes. Now the Wood Elves can be found all over the continent, in deserts, mountains, the oceans, and any other place where one could eek out a living.
After the Burning of Vendrali, the High Elves continued their campaign through the Wastes. Over the course of a few hundred years the nation of Urasis would spread over the entire continent, giving it its name. The High Elves' influence can still be found throughout the land, whether it be in odd customs, architecture, or old ruins.
After the spread of the High Elves, the land would experience a period of stability for a time. With this peace came new opportunities. A hunger for knowledge overtook the mages of Urasis and they poured into old manuscripts and texts. Archeological expeditions were funded, new theories in Arcane Magic emerged and great new breadths of knowledge were made available.
One prominent historian and Mage, Sha'dar Tiliden, became famous for his discoveries and breakthroughs. At the time he was hailed as one of the greatest magi to ever live. His hubris and obsessive quest for knowledge and power would lead him to his damnation.
Sha'dar became enthralled with a new project. Certain digs and old text pointed towards an ancient, untold force. At first, the information came in small bits, but soon hints and clues would begin to flood Sha'dar's home in the city of Duliden. His residence became flooded with old parchment and magically protected artifacts. His interest in this odd bit of ancient history became an obsession. The once great elf shut himself inside his home, only leaving to receive parcels and shipments that most likely contained more fuel to fire his madness. Soon he faded into obscurity.
Years later, dark clouds began to gather around Duliden. Residents reported an eerie, pale light shining out from the tower in which Sha'dar had locked himself away, so long ago. This light continued for days. Soon, orders came to investigate the disturbance. In no time at all, the local authorities were knocking down the scholar's door. However, by then it was too late.
What Sha'dar had discovered were remnants of Al'kadesh's time on the earth and the magical artifacts that had been used to seal him away so long ago. Knowledge of the Demon Lord had completely faded from the world and the High Elves, in their hubris, had forgotten the evil that they fought to put away. However, evil is slow, persistent, and above all, cunning. The magic from those ancient artifacts had tainted Sha'dar's mind, until he had done the unspeakable and devised a way to unseal the portal to the Otherworld of Saulen.
Now, in his residence high above the rest of Duliden, the spell was slowly ripping Sha'dar's body apart and forming a new visage of corruption and power. What had once been one of the Elves greatest heroes had become a twisted monster.
Spell casters from the Ila'dar himself were sent to try and stop the reaction that Sha'dar had began. For months they simultaneously staved off Sha'dar's transformation and the re-opening of the portal. Through out that time, the light from Sha'dar's tower glowed over the city. Then one day, the light began to glow brighter than ever.
In spite of their best efforts, the magi had only partially succeeded. Sha'dar had been imprisoned, though his transformation had been irreversible. More pressing however, was that the portal had slowly begun to open and the magi had no way to stop it. Black figures began to reach through the portal, enveloping the tower and slowly creeping toward the city. In a last ditch effort, the magi in the tower made the choice they had been dreading.
Using the energy that was now funneling from Sha'dar's body, the magi began to forcibly shut the portal. In doing this, they opened to flood gates to the power that had been stored in Sha'dar's body by the Demon Lord. Once this happened, the flow of energy was irreversible.
In a flash of heat and light, the entire city of Duliden was reduced to rubble. The earth within a twenty mile radius was vaporized to ash, forming a gigantic crater. It is said the flash could be seen from every corner of Urasis and that the rumbling from the blast persisted for almost a day. Yet, when the smoke and ash cleared, Sha'dar's tower and a some of the adjacent buildings were still standing at the center. While the Magi at the Tower had succeeded in blocking the demons from flooding in from Saulen, they could not seal the Portal once again.
Soon, some magi who shared Sha'dar's lust for power would venture to the tower, in hopes of gaining his power. Many would never emerge from that forsaken place, but a few gained the ability to communicate with Al'kadesh. In return for some agreed payment, they were granted one of His people to serve as their slaves. Through these lower demons, these magi gained quick power. These demons were tame, lifeless shells, who would follow their master's bidding and use their magic to fulfill his wishes. While some reports popped up of demons killing their masters and finding freedom, such tales were deemed ridiculous.
The Scarred Tower of Sha'dar still stands today, despite numerous attempts to destroy it. It seems it shall forever stand as a testament to the worlds first and most terrible Warlock.
The Destruction of Duliden is often marked as the end of the First Age.
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The Second Age.
Hundreds of years would pass after the Destruction of Duliden. Warlocks faded into the background, practicing their dark arts in secret, sure not to draw unwanted attention. After a time, Warlocks were no longer deemed a threat as the practice of their magic often yielded little results. Few ever contacted the Demon Lord, fewer survived the process.
Alas, during this time, after thousands of years of rule, the Ila'dar Erolath would pass away. The political hole left within the High Elf nation was unprecedented. While the nation mourned Erolath's death, a war of sorts would be fought within the two Gathers for his place. The nation nearly ripped itself apart during this period and for nearly twelve years the seat of the Ila'dar was empty. During this period of strife, one mage would begin conducting research into an new form of magic that would cause his name to live on throughout history. Her name was Eolin Fey'lash
Eolin, it seems, began toying with the differences between Arcane magic, the strict school which the High Elves follow, and Elemental Magic which is used by the Wood Elves. In her research, she discovered an odd "in-between" form. This magic bent the rules of Arcane magic, but did not fully break them. Utilizing this form, Eolin discovered it was possible for a mage to augment his physical body, however, only by taking advantage the forms of other life around him.
Enthralled by the implications, Eolin began to spread her theory throughout the community. Some magi relished the concept and joined Eolin in her research. Others thought it a disgusting idea, one surely doomed to failure. Most, however, simply laughed, thinking the theory as some odd, though somewhat repulsive, joke. However, when Eolin herself succeeded in a the first simple augmentation, the magi community could no longer ignore her.
Quickly, the High Elves seemed to flock into two groups. One pleaded for the potential of augmentation to be fully realized, despite its orthodoxy and the possible danger of the thing. The other camp cried that the practice was an abomination, not only to the fundamentals of magic, but also to the purity of the High Elves themselves. What would become of their race if this magic was allowed to run rampant? Soon they would all devolve in to filthy, growling animals. "Our entire civilization could be wiped out if we allow this to continue!" the Purists shouted. The Augmenters still fervently argued that this magic was a gift and a tool to be used.
After a time, reports began to break out of Augmenters dying during their experiments or a few becoming horribly maimed and mangled monsters. The Augmentation community denied these claims stating it was only false propaganda spread by the Purists. The Purists used these reports to show the danger of augmentation and demonize it's users. As reports of death became more common, both sides shouted louder. Soon, the Augmenters could no longer hide the deaths, but instead marked them as martyrs for the cause.
It was the death of Eolin Fey'lash that would cause the entire pot to boil over. One cold November morning, Eolin's body was found hanging by a tree in the middle of Urelen. As one of the first magi that had ever managed augmentation, her form had been noticeably altered with large hawk wings protruding from her back and slightly larger eyes than was normal. Whether body was found it had been frozen for hours and her feathers were scattered across the courtyard. Tied to the noose was a note with one word: "Abomination!"
Riots broke out throughout Urelen as the Augmenters called for blood. The Augmenters quickly adopted the name The Fey in memory of Eolin and began to terrorize the city. Well known Purists were dragged into the streets and publicly executed. Buildings were burnt to the ground and entire districts fell into chaos. Soon the Grand Army was called in to "Quarantine" the city by the newly elected Ila'dar, Rendil Fel'quas. Fel'quas, being a staunch Purist, issued the order "for immediate resolution to the Urelen Quarantine through appropriate force."
Every Fey within Urasis was rounded up and eliminated. This included any sympathizers to the Fey and any family they may have had. Most were burned alive.
Soon, similar Quarantines began to occur throughout Urasis. Entire cities would be sealed and the systematic exterminations would begin. Most Fey that escaped before Quarantine procedures came into effect were captured in the countryside, forced to dig their own shallow graves, and then killed. Those that did escape ran to what was left of Vendrali, in hopes of appealing to the Wood Elves. They were immediately turned away. The Wood Elves refused to even acknowledge that the Quarantines were happening. Memories from the last time Wood Elves defied the High Elves were still fresh and the Woods of Vendrali still held the scorch marks.
Over the course of fifty years, the Fey were systematically eliminated by the High Elves in the name of Purity and Protection. The Riots of Urelen were a common source of support for the Quaratines and propaganda was posted throughout Urasis: "Fear the Half-Beasts!", "Remember Urelen!", "Your protect your city from Fey poison! Report any suspects!"
Those few Fey that were left by the end of the worst of the Quarantines were accomplished Fey magicians. They hid in the countryside, away from any suspicion. If they were suspected, they promptly moved. As newer generations of Fey were born, it was noted that use of augmentation became easier and easier until it became second nature. Children would adapt the characteristics of the wildlife around them until they reached the age of twenty-six, at which time all use of magic left their bodies as their form became permanent. By this time, most children had settled on forms, so this is usually no bother. It is interesting to note that most Fey's forms seem to match their personalities in some way. The Fey still exist today, though their numbers are very low.
After a time the High Elves became less fervent in their hunts of the Fey. Their numbers had dwindled so far that they ceased to garner attention. However, a deep and dark cultural hatred of the Fey is still harbored by the High Elves. The High Elves, and indeed all the races of Urasis, would soon have more to worry about than the Fey.
The end of the Second Age is usually marked by the first sighting of human ships in Urasis.
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The Third Age
It is not entirely certain from where humans originated. They are apparently a widespread and innovative race. Some speculate they are defendants from a forth type of Ethereal. Others say they must be an odd species of dwarf. A few wonder if their origins are tied to the races of Urasis at all. Nonetheless, no matter where they hail from, humans very quickly upset the balance of power upon arrival in Urasis.
The High Elves had a new contender to worry about. In very little time, the humans would build cities to rival their own and display a military and economic might that hold competition to the High Elves. Even the dwarves have been forced to leave their homes in the mountains in search of new forms of income since the humans have arrived. Their skill with metals and in trading poses a threat to the dwarves' monopoly.
Since the arrival of humans, many races and factions began to appear again in Urasis. No longer under fear of the High Elves, the Fey began to migrate to human cities, where they are viewed as novelties but equal workers all the same. Warlocks appeared once again and there even began to be claims of freed demon. These became more and more common over the years.
The humans primarily settled on the shores of the Icronian Sea, a large body of water which flows out into the Great Sea and gives water to the rivers of Urasis. Due to their position, humans became adept at seafaring. They craft the best ships in Urasis and use them to great effect. Almost all cities on the Icron are merchant cities because of this.
There is no single human government. Each city is seen as its own state. Of these cities, the most prominent are Falroth, Beorem, Calthus, and Helris. Of all, Falroth is by far the wealthiest of them. Situated on a major tributary and a key harbor on the sea, Falroth has its ha do in almost every trade on the sea. However, they do not have much military capability, so they rely on contracting other cities forces, primarily Beorem. Situated away from the sea, Beorem has very little economic power. To make up for this, they have developed a large military and have a near symbiotic relationship with Falroth. Falroth pays for protection and Beorem provides. Until recently.
To understand Beorem's withdrawal of support from Falroth, one must first understand Calthus. Situated on a major ore deposit, Calthus controls nearly all metal trade on the Icron. Thus, they supply all the material Beorem needs to outfit it's soldiers. Also, Calthus is a very religious nation. Headed by a man named the Grand Clertic, they are devoted to his every word, believing he is the emissary of the Great Power. This belief is seen as absurdly silly by the rest of Urasis, but don't tell the Calthians that. They won't listen.
Recently, the Grand Clertic threatened to cease trade with Beorem unless they withdrawal their support from Falroth. Having no other choice, Beorem abandoned their ally. It is suspected that the Celrtic was blackmailed by the city of Helris.
Helris is Falroth's main completion on the Icron. Their economic strength is on par with Falroth due to a healthy slave trade, and their military rivals Beorem due to the same slave trade: many smaller cities owe them debts of service. With Beorem out of Falroth's pocket, it would seem Helris is posed to eliminate the competition. Desperate, Falroth has begun paying fortunes to mercenaries in a hope to protect themselves. Now, heroes and brutes of all races and factions converge on the city, in search of fame, fortune and power
The Icronian Sea has become a powder keg of epic proportions just waiting to ignite. It is in this time we find our heroes. Will they find their destinies or will they find only a quick, merciless death?
Welcome to "The Third Age: The Icronian Wars"!
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Classes
While these classes are not mandatory choices, they do set good guidelines for the types of characters you will be playing in The Third Age. In your character biographies you may attempt to create original classes if you feel none of these fit the character you wish to play, though use of the classes provided here is encouraged.
-The Rouge
The Rouge is an enigmatic character. While not as durable as the Soldier, they are quick witted and quick footed. They are not afraid to fight dirty if that is what it takes to win. The Rouge generally prefers two different types of fighting styles:
-The Combatant
This is the character seen in the bar fight brawls and in the middle of the combat zone. In a blur, they work their way across the battlefield, slicing and dicing, punching and kicking, and making a general mess of anyone who gets in their way.
-The Assassin
These Rouges prefer to do their work in the shadows, killing silently and without remorse. During an all out battle, they will generally play a role of assistance, using every dirty, deadly trick up their sleeves to turn the tide of the battle.
-The Soldier
These are the warriors of Urasis. Whether they are career soldiers or simple mercenaries looking to make a quick buck, it is their place to be the main fighters on the battlefield. They are tough, gruff, and powerful hitters.
-The Warrior.
These are the general foot soldiers. They are furies with a blade, hammer, or whatever weapon they choose. They're not afraid to wade into the thick of battle, bringing their enemies to a bloody end.
-The Officer
These are the men and women who are higher up on the food chain. They are the tacticians that lead the battle in the way they desire. They exude confidence and command wherever they go. During battle, they have been known to notice things those in the thick of it do not. They may often utilize the environment to control the battle.
-The Mage
Magic is a force that seems to weave itself throughout the world. Mages are the people who use this energy to preform feats that no normal person could ever hope to achieve.
-The Arcane Mage
Arcane Magic, on first observation, may be deemed more a science than a form of Magic. It works on very set, seemingly unbreakable rules. To deviate from these means certain failure and death. It operates on the principles of Thermodynamics, chiefly the Law that says energy may neither be created nor destroyed. Arcane magi do not create, they manipulate the world around them, taking advantage of every cosmic loophole they can find to bend physics and chemistry to their will.
Generally, Arcane Mages will have amassed a large bit of knowledge, which they carry with them in their personal spell books. In order to manipulate the world around them they must use long, chanted spells or certain types of rituals. The complexity of these procedures is often dependent on the power of the manipulation.
-The Elemental Mage
These sorts of mages seem a bit more common than the Arcane school. Elemental mages seem to be the free spirits opposed to the Arcane's ridged rules and regulations. Oddly enough, Elemental mages seem to be able to break the rules of Arcane magic completely, however their lack of classical training makes them much less adept compared to Arcane users.
Elemental mages usually perform their magic purely by instinct. It is often reported that Elementals have little control over their abilities and may cast spell without any sort of intent. Due to this sort of recklessness and their confounding ability to work outside the rules, Arcane magi harbor a deep resentment for Elementals.
-The Warlock
After the incident at the Scarred Tower of Sha'dar, some magi sought the power that Sha'dar found, hoping for a quick and easy solution. Most failed. Their burning corpses could usually be found at the bottom of the tower, mangled beyond recognition. A few, however, did succeed in contacting Al'kadesh and bargaining in return for one of his subjects. These Lower Demons (See Demons in the Race section) were devoid of any sort of sentience or will. They existed only to carry out their master's orders. These magi were deemed Warlocks, and they are the rarest type of mage.
-The Ranger
The Ranger is a citizen of the wild. Skilled in the arts of Woodcraft, Tracking, and Survival, they make fantastic companions for anyone traveling through the wild. Most often, Rangers are members of the Eiarthden, an order founded by the remaining Vendrali Wood Elves in the Second Age. In the Third Age, this group is now composed of more races than just the Wood Elves. Though Dwarves are seldom seen as they have little love for the wild places of the world and High Elves do not join, refusing to associate with Wood Elves in such a way.
Rangers need not be members of the Eiarthden though. The may simply be skilled bushmen.
-The Archer
Prefers to use a bow and arrow to inflict damage. Will use knifes when forced to enter close combat, though they would rather stay to the back of a group and assist from there.
-The Salesman
As long as there are people, there will be people who want to buy things. As long as people want to buy things, other people will be willing to sell, buy, and generally take advantage of anyone or thing to make a few coins. This is where the Salesman steps in. Salesmen often shack up with traveling fighters, both for protection and to be their number one choice for deals. These merchants are your classic used horse dealers. Smooth lookers and even smoother talkers. They practically ooze charisma and they are as persistent as they come. While not much use in combat, the Salesman may have one or two tricks up his sleeve to get him out of those hairy situations.
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-Races and Culture
In this section, a general overview of all of Urasis' races and their cultures can be found.
-The High Elves
Descendants of the Ethereals who originally sealed away Al'kadesh in Saulen, the High Elves are a haughty race, generally turning their noses up at the other races, who they dub as cowards for hiding as Ethereals so long ago. The High Elves have a very structured society with its own form of government, it's own cities, and a Grand Army. Crime is very low in High Elf cities due to a policy of public executions by magical means. This can range from anything as simple as being burnt alive to something as complex as having your entire mass slowly condensed to the size of a pebble. Poverty is also reportedly low, though some believes these reports may be falsified by the government in order to maintain appearances.
High Elves are usually fair-skinned and slightly taller than humans. They have long, pointed ears and very sharp, beautiful faces. Their dress is often very elaborate and decorative, using only the finest materials.
High Elves gain a -2 modifier to INT
-The Wood Elves
Wood Elves, in general are much more laid back and friendly than their cousins, the High Elves. Before the Burning of Vendrali they operated using a sort of tribe governance. Each tribe held sway over certain parts of the Forest and generally got along well. After the Burning, the Wood Elves turned into nomads, spreading all over Urasis. Their laws and customs vary, depending on he group they originate from.
The Wood Elves are usually very fit and athletic. Their skin ranges from tan to dark, depending on where they originate from. They are much taller than humans or High Elves, standing at an average 6' 3" tall.
Wood Elves gain a -2 modifier to DEX.
-Humans
Humans are a new race to Urasis. Arriving at the beginning of the Third Age, they have only inhabited the area for roughly six hundred years. In that time, however, they have caused a major shift in the balance of power in Urasis. Humans have no true form of central government, or at least not in Urasis. Hailing from lands to the west, most humans now only have a vague idea of why they moved to these lands. Some claim crop failure, others say it was to escape tyranny. Others still claim it was something far more sinister. Rumors are conflicting and exaggerated. Humans, it seems, care much more for their future, than the do dwelling on the past.
There are many conflicting ideas on the origins of humans. Perhaps they are a forth descendent of the Ethereals, as they can use magic readily. Other theories suggest they may be descendants of the dwarves. They may have genesis completely separate from the races of Urasis.
Humans in general have fit, muscular builds, though some are prone to gluttony and are quite over weight. Their skin tone varies in all tones. Their average height is about 5'8".
Humans gain a -2 modifier to CHA.
-Dwarves
Descended from the Ethereals who hid in the ground during the sealing of Al'kadesh, dwarves are stubborn but proud race. Very rarely did they venture out of their earthly dwellings until the arrival of humans. Now, with competition in the metal trade, the dwarves are being forced to find new ways of living.
Rarely leaving their homes for over three Ages, very little is known about Dwarven culture. They do operate with some clan based government, with regular gatherings of these clans to discuss issues that will have effect on all of them. It is clear they are capable of great feats of infrastructure and any treated to a visit of their homes will be surely impressed.
Physically, Dwarves are short and stocky, but built like the rock around them. They are very durable creatures and can survive things that would kill any other race. They usually sport great, long beards and take much pride in caring for them. On average, Dwarves stand about 4'5".
Dwarves gain a -2 modifier to STR
-Demons
Every demon that is considered sociable are lower demons. Higher demons are too violent and dangerous to attempt any sort of diplomacy and relations. Demons, in our world at least, have no form of government or organization. They are mostly loners, drifting from place to place.
Demons are the descendants of the Ethereals that Al'kadesh dragged into Saulen when he was sealed. These original demons may still exist, and if they do they are no doubt the Demon Lords most powerful and trusted servants.
As far as we understand, all demons are fundamentally broken creatures. They depend on other creatures for power. In Saulen, that source may simply be Al'kadesh. When they are given to Warlocks, their souls are bound. Since almost all sociable demons are the results of killing their masters, they have a deficiency in their souls. All demons must consume other souls to survive. One soul will usually last a demon two to three weeks. After this they begin to experience a certain "hunger". If not sated, the demons will begin to wither away until they die.
There seem to be three types of demons that exist in our world:
-Succubi/Inccubi
These Demons specialize in seducing beings and stealing their souls, usually during the act of intercourse. They are, as a rule, extremely attractive, and it is rumored they can slightly change their form in order to appeal to different "tastes". They are naturals in the art of persuasion and many have made a living as successful merchants, though this does not mean that they cannot fill any other role.
Succubi may use Seduction twice a day. With this power, they can instantly win a CHA action, as long as the target does not have WIS at or below 15. If this is the case, the Succubi must roll a 20 or below in CHA to win.
-Imps.
Usually appearing as children, Imps are maniacal tricksters. They have been known to trick, swindle, and cheat numerous poor souls out of their souls. They do not seem to age, at least not physically. It would seem people are far more trusting of children: a costly mistake.
Imps have a power known as Sly Trick. With this power, they can instantly win a DEX action as long as the target does not have WIS below 15. If so, the Imp must roll a 20 DEX or below to win.
-Shal'kesh
Deriving their name from the Elvish phrase "The Dead Ones" these demons seem to be masters of death and disease. Oddly, it seems these creatures can only steal souls from those who have recently died. Physically, they appear to be dead themselves. With pale skin and some decomposition, most Shal'kesh are the visage of death itself. Indeed, their have been reports of Shal'kesh who appear to be more skeleton then flesh, however these forms appear to be set. They do not decompose over time.
Shal'kesh gain a -2 modifier to CON.
-The Fey
The Fey are, in some ways, descended from the High Elves. Their bodies have been warped by magic to take on some characteristics of animals. As a consequence, they are highly adaptable, taking traits from whatever animals are thriving in the area around them.
While a child's personal preference seems to have some say in the works, the Fey's special form of magic is mostly out of their control. By the time they reach the age of twenty-six, any form of magic will have been used up in the process of changing and crafting their forms and they will be stuck with their body for life.
The Fey have no central government. After the Quarantines, they were few in number and moved often. As a result, their lifestyle today reflects this. Families and small groups will usually stay together, and in some cases may even settle down. High Elf persecution of the Fey has died down significantly with the arrival of humans, allowing the Fey more freedom. They can often be found in human settlements or traveling with bands of Wood Elves.
Physically, it is hard to classify the Fey. By definition, these shapeshifters have no set forms. They do often seem to sport tan skin, an average height of 6'0", and slightly pointed ears (not counting any extra they may have developed) but these can hardly be called a standard.
The Fey gain a -2 modifier to WIS.