User talk:Themightycaolf/sandbox

This is all still a WIP

The idea behind this world is a Grounded medieval fantasy, what do I mean by grounded? While the world is by no means non-fictitious (What with the gods, magics, and monsters) they are set in a setting that besides them is realistic, grounded in fact, and physics. Common examples, Gimpy, and overly bulky armour are not here, armour is meant to protect, and a maille bikini isn't gonna stop a thing, and washing machines for pauldrons is far to heavy, at the same time cutting through steel plates is near impossible, and a full suit of plate, or anything less would barely impede one's speed, or movement, granted you'd probably not see full sets of plate worn around everyday(since they cost the equivalent of 500k dollars). Weapons too are grounded in design, and function, no over sized swords, or cutting through thousands of enemies armed with just two daggers. fighting also takes a much more grounded approach, spinning is something one will rarely see, no leaping through the air " except maybe if your forced to fight a large monster, no cartwheeling/rolling away from a strike, and especially no shooting three arrows magically into the gaps of the armour. Is there leeway? Sure if you want, but as for me this is how I'd personally would like to play in my world.

The Lands Be-Rhea the Grand Continent The main mass of land, spread out around 2.8 million miles, surrounded by sea. ///

Atlain: The fertile land to the west, home to many countries, and lands listed bellow.

Vermund Vermund: A grand nation covering the north western half of the continent, it's lands distinguished from others by it's giant mountain range to the north known as " Jotunheim", Lush woody areas spread throughout, and famed hot-springs near south, it is the leading nation in technology, armour, and weaponry. It's capital is the city which shares the same name. The main religion of Vermund is "The three keepers." Vermund(city): The capital of Vermund, a city of towering Gothic buildings built on top one another, also known as " The city of Smiths" Due to the excess of blacksmiths, and it's reputation for high quality armour, and weapons. While home to many guilds, and important sights a few notable one's are, The BattleBorn's guild headquarter, a Temple dedicated to Sigil with minor structure's dedicated to the other two god's in the faith next to. Oakenwelk: A small city built near the border of Vermund, and Grestle, a simple place, home to the great temple of Freyla, goddess of battle and the great Warrior mercanaries known as Gallowglasses- characterized by their ipressive strength, pole axes, and the iconic Claymore.

Buroix Buroix: The southern most country in Atlain standing out with it's fertile marshlands towards it's north, and being the lead Pioneers in the fields of Alchemy, arts, and mysticism. It's capital is the City of Osville, built upon a great catacomb made of bones in north. The main religion of Buroix is, "The followers of the tempest." Osville: Above the surface the city is still an impressive sight to behold, articulate architecture built from the white rocks, and tile leave a nice contrast against the deep green; teetering on being blue trees that surround it, but below is an awe inspiring sight, a labyrinth of chambers, and passages all made from the piled, and bleached bones of the long since dead. Not only does this catacomb act as shortcuts from one area to another, some residents have taken to leaving beneath a roof of bone, almost exclusively the poor, the unsavory ilk of society also finding this place suitable for secret hideouts. Best be well armed if you've any plans on venturing through this maze of bone, and decay. Besides the Catacombs, the Follower's of the tempest also have built their great temple known as the Grey Cathedral, a towering structure built right next to the King’s Castle.

Pethlia Pethlia: The Dark country as it's known, it is a war torn nation having been fought over by warlords, and politicians constantly since it's conception, spread out across the snowy north, it's people revered as some of the most renowned warriors known, who are sought after the world over for their skills, and home to the Brimstone knights, a legion of lordless men at arms made to combat any bandits, or other worldly carnage, for a fee of course. To the south, on the border of Pethlia, and Grestle is an evergreen forest filled with many ill willed beings, said to be home to a great witch known as Anishka, said to fly around atop a giant hand accompanied by two Familiars, a black winged skull, and white cat.

Grestle The great forest/Grestle: A giant forest, filling the center of the continent, home to the empire of the Wood Elves who build their cities in towns in both the shadows of, and within towering trees larger than any known man made structure.

Elfenhause Elfenhause: The most powerful kingdom in the elven empires, the mass of the city upwardly built into a towering tangle of trees, and branches thick as pathways.

///

Gharna: The sprawling grass plains, and great desert land that lies to the east past the forest, covering the south eastern portion of the mainland, home to the feline race known as the rakshasa, and rumored to house the City of monsters known as Carth.

The Gharna Grass plains The Gharna grassplains- Sprawling plains of grass, home to the tribes of the Ammon. Characterized by low, brown brick structures, sprawling grassfields, and as a middle point between trade roughts with western countries, and RetVhoomi

Retvhoomi Retvhoomi: The great Desert Nation occupied in the south of Gharna. A prosperous land, renowned for it's trades of spices, precious minerals, and most grim of all it's Slaves. With many ports, and routes, many well known a adventurer have ended up passing through here atleast once.

Daroto Daroto: a land high up north in Gharna, built upon sprawling hills, and home to the fanatical empire of Almadinat Alkhalida.

The unclaimed land The unclaimed land: A small patch of land in Gharna just bellow Grestle, no one in all these years have claimed ownership of this accursed place filled with dangers. From what little could be discovered, it is a mix of Forest, desert, and bog brimming with sentient, and non sentient beast alike.

///

Gēkko

Gēkko Shima

Gēkko Shima: The moonlit islands. Home to the dark elves, and mystic warriors known as Samurai. The land is home to strange magics, and oddities, with an economy based around trades of it's fine silks, spices, and magics. While an impressive, and beautiful land it's weapons, and armour pale greatly in comparison to it's western counterparts, leading the residence to develop unique magics known as "Chi no mahō" or Blood Magic.

Races

Religions Deities

The Three keepers. Currently the most common religion across the lands, following the teachings of Saint Alester, who spoke of three magnificent beings.

Simil: The god of Light, Justice, protection, and wisdom. Known as Sighi in Gharna, and Shimiru in Gēkko Shima He is depicted as a male with a golden head, hands made of lead, dressed in white robes grasping a kite shield. He has a dedicated cathedral in the Capital of Vermund. His followers are fond of carrying around shields adorned with his symbol; a kite shield with a halo in the center Prayers: -Holy blade: Enchant your weapon with blessed light, increasing it's range, and effectiveness against any unholy beings. -Defenders Sigil: Prayer for the Sigil of Simil, protecting any who stand within in an armour of shimmering, blessed light. -Shield Wall: Summon a wide enchanted wall, shimmering in front of you, preventing any attacks, or enemies from passing through.

Freyla: The goddess of Fire, compassion, and warriors. Known as Frhijha in Gharna, and Furīra in Gēkko Shima. She is depicted as a buxom Redheaded woman donning a crimson scaled dress holding a large war axe in one hand, and a heart in the other. Her symbol is a double headed axe painted red. Inner flame: A prayer that helps summon one's inner strength, the caster actually glows orange with their newly increased strength which can be used for for action once. Can only be called upon twice a day. -Vengeful strike: A prayer that takes all lost health points, and converts them into strength. 3 uses a day -Heighten myself. Raise one's strength, and defence by their devotion. -Warrior's Sigil: Prayer to Freyla, summoning a her sigil over an area, increasing the strength, and skill of any who stand within. 1 use a day

Gren: God of Nature, merriment, and fortune also known as Grehn in Gharna, and Grin in Gēkko Shima Gren is depicted as a Plump man dressed in green, cradling a large earthen pitcher of Wine, and holding a bow. His symbol, a common sight in lower Vermund is a green arrow. -Heighten the Brew: the effects of a potion, and drink are doubled. Can only be used once a day. -Soften my steps: No matter your armour, or how clumsy you are no one will notice you unless you walk directly in front of them.

///

The Tempest followers. A group who mostly inhabit the southern area of the main continent that worship the dead, they're easy to spot; usually dressed in grey cloaks, robes, etc. In the southern kingdom of Buroix, their holy temple lies, built upon a great catacomb of bones, ran by a high order of Monks known as "The Cloud Watchers" Who oversee all activities within the church, and religious activity. Those who work within the church mainly act as healers, though some serve as undead hunters, and missionaries to help the sick. Followers are not allowed to kill any sentient being, unless absolutely necessary, any unnecessary killings will result in unanswered prayers for aid from the tempest of souls for three days, same will happen should they aide in necromancy any possible way. They can be distinguished from other religions by their symbol, a Triskelion spiral.

The tempest of souls. The souls of the long dead, depicted as a twisting mass of grey, androgynous bodies all crawling amongst one another, spreading outwards like a great cloud.

These are the orders written in the religion's holy text known as the "Code of rain." An ancient piece of paper, which had been written by the forefathers of the faith. - Unless no reasonable choice made available, the killing of another shall not be tolerated. [Through extensive study, it is made apparent that to be considered necessary, the follower must try, and reason with them, be attacked first, and if the attacker is incapacitated, and unable to fight, aught be left along, should they be outnumbered than it is seen as passable to kill in self defense. It is stated that running away is the best option, unless it means the death of the innocent.] Punishment for this is the great souls shall not hear your pleads for three days time, should any killings be made within' this stretch of time, another three days shall be added to this penalty. - Should you see anyone no matter whom injured, and they ask for your help, it is imperative that you aide them in anyway you can, unless it may cause you, or anyone else harm.

Prayers: - Blessed wind: Pray to the long dead for health, in exchange a soft wind will blow through, healing all allies within a reach of the wind. 3 uses a day. -Forceful wind: Pray for protection, and summon a great gail to blow away enemies. 3 uses a day -Bring us rain: If three highly devoted followers gather around, and pray for rain, than the Storm of souls shall grant it, no matter the location so long as it's outside. 1 use a week - Storm Sigil: Summon a massive, spiral of wind around you, and your party, protecting them all from advancing enemies, and projectiles by blowing them back.- Once a day use. ///

Nihiln:

Nihiln: The goddess of inner strength, Independence, revolution, and truth. Depicted as a Grey woman with eight arms, dressed in tattered rags standing atop lavishly dressed skeletons holding a crown above her head. She is a popular goddess amongst the poor in Retvhoomi, being a guide to those who wish to seek revolution, vengeance, and the truth. Many have credited her with visions, telling them where to go, what to do, but never the full answer. Unlike most Deities, she does not demand praise, many scholars who've studied her have equated her beliefs as, "Doing as they see fit."

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Cult of Elrosa The most widespread "cult" in the land, generally ignored by most due to the followers being harmless, for the most part. They form communities across the lands, taking refuge in abandoned ruins, small settlements in the woods, and secret societies within cities. Though relatively friendly with outside groups, they've been known to mete out severe punishment to any who'd do them wrong, often making their transgressor's willing slaves, though if they commit something truly severe, or heinous towards them: betrayal, murder of high officials, torture, they will proceed with a process known as "Depriving". Little is known about the process, but it is said that after nearing someone to the edge of orgasmic release straight they will use dark powers, turning the person to stone, their final expression of need left strewn across their features.

Elrosa: A deity who governs Lust, hedonism, and debauchery. Depicted as a half naked Ammon woman, clad in Magenta robes, with long flowing black hair accompanied by a long serpent with a wolf's head; her symbol is this serpent, known as Nagyevő twisted into the shape of an 8, gorging on it's own tail.

The Demon's of Elrosa: Elrosa commands a horde of Daemons, usually depicted to the viewer gorgeous men, and women dressed in lavender cloth, the exact appearance depending on the viewer.

Prayers: -Hedonist’s Sigil: Create a large ring, arousing all those who stand within - Heighten their desire: Fill one's mind with images of what they most desire, debilitating them, filling them with lecherous wants, and and lustful thoughts. 3 uses a day - Enamor them: Ask Elrosa to make you undesirable to a target, upon seeing you they will do as you command on a whim. 3 uses a day - Heat the air: The air around you will become enveloped in an intoxicating, purple mist, causing all who breathe it to become hot, and heavy as the seconds go by. 1 use a day

///

The Righteous A religion which covers across the continent, though mostly based in Luce Dorato. Very aggressive, and oppressive

Vinivius : The Great Divinity Vinivius, depicted as a wizened old man holding a cane made from bone, his body adorned in white robes, and a gold circlet atop his head, he is written to be the definer of good, and any sinful act done in their name against any

The Conscript of Vinivius,

Groups/Factions

Battleborn Guild A guild of hired hands established around the western half of the continent with their base built in Vermund near the border of Grestle. Members are rated by tiers as fallow.

Bronze Tier: Bronze tier members can participate in lowly tasks ranging from killing animals, to collecting supplies and deliveries. To rank up you must perform three Guild issued labours showing of combative prowess, cunning, and resourcefulness.

Silver Tier: This rank grants access to higher level labours involving tussling with Bandit packs, slaying of medium sized monsters, and beasts such as the chimera, or trolls, etc. You must perform six silver tier labours to rank up.

Gold Tier: The highest ranking tier, once reached you are granted permissions to gold tier labours. This can range from rooting out bandit lords, dealing with powerful cultists, Giant beasts that tower over houses, and trees.

Brimstone Knyghts An order of men at arms, knyghts only by name they roam the frigid lands of Pethlia,

Buroix Arcane school

[collapseVermund Mystic College]

Grimoire

Magic Call it what you will, spells, sorcery, magic, or mysticism, these abilities can be a great aide in, and out of battle, however these abilities come at a cost, that cost being the wielders Mana, and odd substance that is taken from the outside world, usually through the consumption of foods. and potions.

Arcane

Fire:

[Fire]Orbus ignis (fire orb): Conjure a fireball in one's hand to be hurled, or combust. The more mana put into it the larger it becomes, and hurl it towards an enemy, or attacker.

[Fire] Ignis (flame spray): inhale a lungful of air, then exhale a large forward torrent of flame from one’s mouth. The more mana put into it, the further it travels.

[Fire]Lepidus ignis (enchanting fire): Cover one's weapon in a swathe of ethereal flame. Undoes bleeding, but can be easily used as a makeshift torch. The more mana put into it, the longer it lasts.

Ice:

[Ice] Grando (ice javelin): If a source of water is near by, summon a long spike of hard ice, shooting it forward from the palm, or top of stave at opponents. The more mana used, the faster, and larger the spike will be. Requires a source of water.

[Ice]Lavacrum glacium (icy layer): Cover a surface in ice, used to make bridges, and two trip pursuers, 'tis a favorite amongst travelers.

[Ice]Frigidus (freeze): Touch an object, or being, and freeze it to the core.

Lightning:

[Lightning] Fulmen (lightning bolt): from one's fingertips, or catalyst Conjure a forward reaching bolt of electricity

[Lightning] Lepidus Fulgaro (enchanting lightning): Cover one's weapon in crackling blue rivulets of electricity.

Light:

[Light] Lux Trabem (light beam): From one’s fingers, or the end of their stave, summon a beam of burning light. Once fired it is unable to be aimed, or redirected for the brief moment it is active, and does little in terms of damage, can however reflect off mirrors so if you can be creative it could become useful.

[Light] Ambusta Columnas De Lumine ( Singeing pillar of light): Summon an area of affect beam of light from the sky, burning enemies, and blinding them. The more mana put into the spell, the larger the area it affects.

[Dark] Orbum Tenebris (Dark orb): Also known as accursed sphere. From one’s palm, summon a orb of darkness, sending it forward. Darkness eats away at the person, weakening them. However darkness castings require one's very health, not mana.

[Dark] Lepidus Tenebris (Enchanting Dark): Also known as accursed weapon. Covers one's weapon in a flowing sheen of darkness at the cost of one's own health over time.

[Fire] Haec flamma (Following flame): Call upon a creeping flame that follows the opponent, exploding once it reaches them.

[Lightning] fulgur imbri vehementi (sweeping lightning): From one’s hand, or the end of a stave, swing a large blade of electricity

[Darkness] Manus Tenebris (Dark hand): In exchange for one's health, reach forward, summoning a forward moving hand of darkness, which upon grasping your opponent will pull them towards you.

/// Thaumaturgy spells. governed by your Willpower, allows you to absorb base stats, raise an allies, Levitate, use telekinesis.

[Light] Lux (Light): Conjure an illuminating glow from the palm, can be used as light-source, intimidation, or distraction

[Light] Coruscem (flashing light): Cause a flashing bright light capable of blinding enemies, and scarring animals.

[Light] Pontum Lucis (bridge of light): Create a bridge of hard, magical light for allies to cross.

[Light]

[Force] Levitate (Levitate): Push one’self off the ground using magic, flying across gaps, and such for a limited time.

/// Blood Magic Blood Magic [Chi no mahō] : A special variety of magic that requires the caster’s own blood to perform.

[Blood] Crimson arrow: Cut one's hand, then fire a solidified shard of one's own blood from their palm.

[Blood] Stygian claw: coat your palm in your own blood, using it to rake at your enemies, your blood congealing into the form of a powerful claw, raking flesh, and crushing bone

/// Miscellaneous

Familiars: Familiars are magical beings bound to a sorcerer through a ritual known as Ut Amicas, to perform the ritual the caster must be completely alone, not even a mouse can be within the room to witness, then a ring must be drawn, one half salt, another half charcoal ashes. Depending on the kind of Familiar desired the caster will sit on either the Salted side for a White familiar, or charcoal side for a black Familiar, and Meditate, thinking of themselves, pouring all their focus into their being. Once performed, there should be there Familiar sitting across from them. So far, familiar's have been shown up as Cats, Ravens/crows, frogs, floating skulls, Small angelic looking beings, small Demon looking beings, a flame, spider, snake, and dagger. So far familiar's have been classified under white, and black, this difference; besides white appearing as small glowing beings, and Black appearing as shadowy versions, cast magic corresponding with their name. To summon your familiar, one must shout, " Ut Amicas!"

Bestiary

Arthropalis: An arthropod like quadruped creature, it's dark chitinous body is suspended at most 10 feet off the ground with a wide, shield shaped body the size of a table, long spindly legs, and rows of black tendrils hanging under it's body, each lined with a poisonous barbs, should you be stung it's venom will begin to paralyze you, after which you will be brought back to it's lair alive, or hopefully dead to house the monsters eggs within your gullet.

Basilisk: A dreaded monster for it's size, basilisks are serpentine beings that parade about on four spindly limbs with the head of a cockerel. Twelve fingers long, this malicious creature can turn those who stare to long into it's eyes to stone, if that is not enough it is severely venomous, one of, if not the most toxic of creatures. They are however, weak, and can be dispatched easily, not to mention the use of mirrors on them can render themselves petrified, and should you have a weasel, it will scare the beast right off.

Chimera: a Dreaded monster, as tall as a horse, with the body, and head of a red lion with and head of a black goat sprouting from it's back along with its back legs being hooved, and for a tail a long, winding serpent. The beasts summons sparks of sulfur smelling fire from it's lion maw while the Goat head breathes forth a dark lightning capable of killing any man. The snake meanwhile twists around behind them, grabbing prey, and injecting a burning venom. Be weary, this is a beast few aught would deal with.

Cockatrice: A relative of the basilisk, the cockatrice has the body, and head of a cockerel, but tail of a snake, and bat like wings. This, wyvern esque beast can grow as tall as a man, and unlike his cousin the basilisk, it lacks a petrifying gaze, however it can spew a noxious fume from it's breath, and backside, as well as deliver a venomous bite.

Cyclopes: A one eyed giant, the largest of whom stand 30 feet. They have a vaguely humanoid appearance, with stout elephant like legs, two long arms with three digits that can grab a full grown man, and lift him up off the ground. Their head has just one single large eye, which scours around in search of anything to shovel in it's mouth. Depending on species, some have a large horn, or skin covered crest sprouting from their forehead, others have tusks jutting forward from their giant bone crushing mouth. Also depending on species is the amount of hair upon their body. -Noticeable cyclopes species are. The red cyclopes, these are the smallest species, can grow to 8 feet tall from head to toe, and can sport a rhino beetle like crest above their eye that reaches another few feet. Usually roam in a pack of three, and can craft crude weapons made from wood, and stone.] -The green giants as their name implies are green cyclopes that can reach heights of 15 feet, their backs are covered in a mossy fur all the way up to their neck which is climbable though ill advised if you're slow since they will fall back in an attempt to crush you under their weight, however due to their size their movements are slow, and lumbering. While only half as large as the largest recorded Cyclopes, they can be extremely aggressive, and though rare they have been known to hunt pairs.] - Polyphemi, the largest known Cyclopes are covered in yellow, to orange skin, sometimes with tiger like white patterns across their arms. Each step shakes the ground beneath them as they scoop up the earth, and shovel masses of root, livestock, carrion, and more often than not people into their wretched maws. Despite their brutish demeanor, they have been known to be captured, and made to serve in the armies of some kingdoms, though a devastating tool for sieging they do not last long, as they are easy targets, especially the one eye they have on their heads, which once blinded by a barage of arrows renders them frenzied. ]

Daemons/Seriphs: Daemons, and Seriphs both are spiritual beings under the service of a deity, their loyalty granting them powers the common spirit may not have. The main difference between the two is relative to the viewer, and their moral views for, or against a god. In their normal state, the two can do little besides grant visions, bless individuals, or inflict curses upon them, but should any of these two possess a physical body, be it alive, or dead, willing, or unwilling than that person will transform. Avatar: Demon's, and Seriphs given physical forms through possesion, they can now directly interact with the physical while also using their advanced knowledge of the arcane making them dangerous, but also helpful beings to certain few, however unions between man, and spirit such as this are rare.

dragon: Legendary beasts, who roam the lands on four legs, and dominate the skies with two leathery bat like wings. Their bodies armoured in scales as hard as stone, and capable of exhaling seering flames from their scaley, beaked maws. The dragons are a devastating beast, though rare, while most the one's encountered are no more than the size of a horse, some have been storied to tower the tallest structures, and leave craters in the earth with their steps.

evil eye: A large, floating eye covered in a leathery hide lined with long, wormy tendrils; each sporting a maw filled with rows of dagger like teeth.

ghost,

goblin

Golem: Ancient magic contraptions that tower as high as Giants. No one knows just wear they come from. The only way to destroy a golem is to destroy glowing glass pains on certain areas of the body. Due to their weight they are slow, and lumbering, yet can kill near anything they get their hands on, not to mention the ability to cast a spell from there mouth, however each titan can only cast the one spell, and nothing more, as fallows. Golem Ignis: They blow forth a great vortex of fire. Golem Fulgar: They speak great storms of lightning Golem Frigidus: They blow a blizzard, freezing foes solid. Golems come in many forms, usually humanoid, and at most have been seen to reach 25 feet high and range from any size bellow. They can also be composed of many substances, iron, stone, gold, etc. They are usually found in the old Ruins of Ancient civilizations, where they were conceived to be originally created.

Griffon: A four legged, winged beast with the front half of an Eagle, and the hind quarters of a Lion.

Grootslang: A large, elephantine creature with a snake like neck, tail, and a trunk that can split open bearing fangs.

Harpy: The harpy is a beast told of in many legends, bringers of misfortune these winged monsters fly the sky with a large bird's wings, tail, and legs yet have the bust, and head of a young woman. A trait shared amongst the oldest, and most powerful of harpies is the ability to lull to sleep those who listen to their enchanting song. Most harpies are relatively intelligent, and fall under the rule of a matriarchy as follows. The Harpy queen, Harpy Handmaiden, Adult Harpy, Harpy chick. Only Queens, and Handmaidens gain the ability to sing the lulling song. After trial by combat between two harpy handmaidens, the victor begins a metamorphosis, growing much larger than before, 'till she stands 20 feet tall, 30 feet long from nose to tail, and sport a wingspan 90 feet wide, she then picks 5 handmaidens, usually the strongest, swiftest, or wisest of the bunch, who then themselves change, their once brown feathers changing to a steel grey. The harpy Queen, who is not only vastly stronger than the others, but can flap her wings, creating gusts of wind which could blow back anyone who isn't heavily encumbered, however due to their enhanced size, the Harpy queen fatigues easily. Harpies have been known to bargain with dark sorcerers, and Kings alike as winged guards, and helping hands if they are in need of specific items in exchange for a new roost, food, and a stable supply of men whom they use to procreate; usually by kidnapping. When fighting harpies, see to it that you are well equiped with the fallowing. A brass trumpet, the sound of which can render the harpies on the floor, writhing. Wax plugs, put them in your ear to block out the lulling song of harpies. [Harpy Queen] Left, and right wings, 5 hp(once one is disabled she can no longer summon a great gust of wind). Body, 20 hp (once it hits Zero it is an instant death). Head, 4 hp (once it hits Zero it's an instant death) [ Attacks: Bite: Causes crushing Damage of 4. Claw: Causes a slashing damage if 6. Lulling song: If allowed to sing the entirety of her song, which takes 1 minute, and 30 seconds, you will fall asleep. This is easily countered by a sound proof helmet, or wax plugs in the ear. Grab: If you are weighed less than 100 Lbs, she can pick you up in her claws, but only while flying. Great gusts of wind: She flaps her wings, causing wind to pick up, and blow you back several feet unless you are heavily weighted.

Kelpi: Wicked beings, with the front legs, and head of a white horse, and the backend of a long, serpentine fish. Will attempt to lure women, and children to ride them, where it proceeds to drag them down into the water. These beings are purely malicious, and have been know to guard castles for dark sorcerers, and the like.

kraken: A sea-born Monster famed for attacking ships, and harbors.

lich,

manticore: A wicked beast with the large body of a red lion, scorpion tail, bat wings, and a human head housing three rows of sharp teeth. Known to grow as large as a draft horse, and inhabit savanna, and desserts, though on occasion some have migrated to colder, more foresty climate.

,minotaur,

serpent,

skeleton,

Troll: large bipedal, and savage beings who inhabit forests. Standing up to 10 feet tall, they have humanoid bodies, covered in dark, matted fur all over save their hands, feet, and most grotesquely their faces which are positioned on their torsos. They build their roosts in caves, under bridges, and by the sea, and are known as some of the most dangerous beings in the land, though easily dispatched, and deceived.

vampire: Undead beings that feed of the blood of other's. Vampires host a plethora of abilities, incliding. Minor Shapeshifting: Can turn into wolves, bats, mist, and the opposite sex. Vampiric form: Usually only done

warg/varg: Giant wolves with power over the wind, and snow.

wrighte

,zombie.

World Lore The year is 400 C.D; 400 years after the Continent of Be-Rhea was discovered. Human's, or Doanna as they're called have settled, setting up kingdoms in the western half while spreading eastward into the lands still mainly dominated by the Elves, and other races; Ammons, Rakshasa, and a somewhat new race has begun to crop up, the " Beast-men" as they are known. It's been 300 years after the great war between early human settlers Lead by Ber-mund, and the Wood elf Empire ended; this war coming to be known as "The War of Bears" With the aide of the Dark Elf Empires in exchange for control over the eastern Island nations known as Gekko Shima the Humans drove the Wood elves back. After this many religions sprouted up, and disappeared as the human Nations settled the western half, one of the first, and oldest religions sprouting up in what is now northern Buroix, " The Tempest Followers" practiced on healing, and revering the old dead, meanwhile the Dark Elves were busy developing new forms of mysticism, creating what is known in their tongue as "Chi no mahō" Also within this time in the east the Ancient land of Rhet Vhoomi was in an economical boon, the feline race known as the Rhakshasa began trading goods such as spices, minerals, and silks to the new found Human colonist, bringing more humans across the land, a few of whom started settling in the desert lands, mingling with the Ammon tribes. These trade routes with the Rakshasa also lead early human settlers to the outskirts of the great forests, and plains between the deserts, and said forest. Breeding with local elves eventually lead to a new race of half human half elf hybrids characterized by pale skin, and full bodies. due to their region of origin, they became colloquially as the Plain's elves. Later on, in the year 280, new races began coming in from the old continent along with human settlers.

Mechanics

Combat

This system is by no means mandatory[ and at this point by no means finished] but I think it's what works best for how I envision my world ///Base stats/// Strength-

Endurance-

Agility-

Dexterity-

Spirit-

Insight

///stats///

Hp- once this hits 0 you reach near death, and must flip a coin to see if you survive. Certain weapons(fists, staves, etc.) will always leave you, or an opponent near death, and must be hit afterwards to kill them.

Stamina- is needed to use certain abilities.

Mana- Mana is needed to cast magics. Mana can not recharge on it's own, and requires an outside source such as, but not limited to potions.

///Gear stats///

Arm.- Armour rating. You, or an enemy have to roll above this to deal damage, of course some weapons, and their attacks will lower your armour rating, thrusts being the main contender for doing so.

Atk. Attack rating.

Attacking- If you wish to attack an opponent, you must first do a Skill roll to see if your attack connects. Then you role a 1d6 to see the damage of your weapon. Example

A longswords attack is shown bellow. atk 2/2/3/3/4/5/ 1/2/3/4/5/6/

thrust atk 1/1/2/2/3/4/ [-5 opponent's armour] 1/2/3/4/5/6/ Rolling 1 or 2 will deal 2 points of damage, rolling 3 or 4 will deal 3 damage, rolling 5 will deal 4, and rolling 6 will deal 5.

Character sheet to show stats for a level 1 character. Level 1 character sheet

Name: Sex: Race: Religion: Hp:10 Mana:10 stamina:10 /// Strength: 1 Endurance: 1 Agility: 1 Dexterity: 1 spirit: 1 insight: 1 /// 1 points across all skills.

Attack, and defence. When an Attacker attacks someone, they will subtract from the defender’s armour rating, example, you attack with a Longsword for 5 damage, and they have an [arm.] of 4, then they'd receive one damage because 5(Attacker’s attack rating)-4(Defender’s armour rating)=equals 1 point of damage. Of course certain attacks, typically thrusts can subtract from your opponent's [arm.] Example, an opponent has 5 arm. and you attack with a thrust for 4, normally this attack would do nothing, but because the thrust has an armour piercing modifier of [- 3 opponents armour] then you will subtract 3 from the opponent's arm.[5] bringing it down to 2, thus allowing you to deal 2 points of damage. This will work

Hero Barbosa Hp:15/15 Stamina:15/14 Mana:15/5

Weapon: Longsword [2h sword skill 15] atk:2/3/4/5/6/7/ thrust:1/2/3/4/5/6 [-5 armour] block:2/3/4/5/6/7 Armour:Padded jacket. 4 arm. /// Goblin Hp:8/8 [certain hostile npcs lack stamina]

weapon:Rusted sword.[2h sword skill of 10] atk:1/2/3/4/5/6/ block:1/1/1/2/3/4/ Armour: Scrap hide 2 arm.

[Barbosa goes first. To score a hit he must roll a d20, and roll less than his current skill. So lets say he rolls 14, or less, which is less than his skill, he then rolls a d6. He rolls a 3. And chooses to perform a cut which lets him deal 4 atk. But now the goblin can use his weapon to block, so the Goblin rolls a D6, and rolls 2, which allows him to block one point of damage raising his overall arm. To 3 4 minus the Goblins over all arm. Which is 3 =1 which is how many points of damage the goblin receives.] Hero Barbosa [as you can see, the goblin’s been damages, but now it’s his turn to Attack our hero Barbosa]

Hp:15/15 Stamina:15/14 Mana:15/5

Weapon: Longsword [2h sword skill 15] atk:2/3/4/5/6/7/ thrust:1/2/3/4/5/6 [-5 armour] block:2/3/4/5/6/7 Armour:Padded jacket. 4 arm. /// Goblin Hp:7/8 [certain hostile npcs lack stamina]

weapon:Rusted sword.[2h sword skill of 10] atk:1/2/3/4/5/6/ block:1/1/1/2/3/4/ Armour: Scrap hide 2 arm.

/// Skills

Alchemy Alchemy is the use of Materials to create new Materials, or altering previously existing ones.

Potions/brewing

Alterations

/// Melee

unarmed

1 handed swords

2handed swords

1 handed axes

2 handed axes

1 handed cudgels

2 handed cudgels

1handed spears

polearms

/// Ranged

Bows

Crossbows

Rifles

/// Security

Lockpicking: gains +2 Dexterity

pickpocketing: gains +2 Dexterity

disarming: gains +1 Dexterity +1 insight

/// Acrobatics

Sneaking: gains +2 agility

Balancing: Gains +1 agility +1 Dexterity

///

Equipment

Here I'll have some basic equipment, fill free to add your own. /// Shields ///

Buckler: Abilities: Jab, can stun your enemy. Redirect, when you block an attack, you can redirect it into a nearby enemy, item, etc.

Round shield: •Jab- punch with the edge of your shield, stunning your enemy. •Shielded charge-using your shield you can charge forward, pushing an enemy back.

Heater:

Kite shield.

/// One handed swords. ///

Arming sword. Thrust attack

Long messer.

Rapier. •Thrust

Falchion. Redirect

Scimitar. Retreating slash

Saber. Retreating slash

/// 2handed swords.

///

Longs sword. A two handed side arm, with cruciform guard, and double edged blade, perfect for anti armour, and all around versitile sword. -Cut/2/2/3/3/4/5/ atk -Thrust/1/2/3/4/5/6 atk [ -7 opponent's defence - Mordhau: Hold your sword in both your hands by the blade to deal damage at the cost of 10 of your skill. 5/6/7/8/9/10/ - Halfsword/ 5 atk [-9 opponent's defense [ +3 Player's block -block/ /2/2/3/4/5/6

Kriegmesser. Single edged, cruciform blade designed to look like a knife. -Cut/13/13/13/14/15/15 atk -Mordhau grip/10/10/10/10/11/12 atk [-10 opponent's defense [- players block -block/ /2/2/3/4/5/6

Katana. Eastern blades forged with hard, but brittle steel that's easily knicked, making them ill suited against any hard armours. -cut/14/14/14/14/14/15 atk -thrust/6 atk [-5 opponent's defense -block/ /2/2/3/4/5/6

Estoc. -Thrust/8/8/8/9/9/10 atk [-7 opponent's defence -halfsword/7/7/8/8/9/10 atk [-13 opponent's defense -Reatrearing thrust/ -block/4/5/6/7/8/9/

Basterd sword/hand and a half. Swords which can be switched from a 1 handed use to a two handed use. -1h grip/ -h2 grip -Thrust/ -halfsword/

Warsword: -cut/19 atk

Montante/spadone: A light greatsword, characterized by fluid, snappy blows, and the ability to defend one's self from mutiple opponents using a series of continues blows. -cut/18 atk -retreating Stroke- a cut attack that can be used to simultaneously step back out of harms way. -halfsword grip/

Zwiehander: A large sword, popularized for it's use against pole arms, -cut/20 atk -thrust/15 atk [-10 opponent's defence -Pole arm dominance- with a single blow, you can pin a line of pole arms down to the ground, preventing the wielders from attacking. -Charge-

Odachi: -cut/25 atk -Retreating stroke-

1handed Spears

///

1 handed Spear: thrust

Polearms

///

Rancuer: A long spear with stout conical head, and long forward curving swings along the side. Designed to combat armour. -thrust /10/11/12/13/14/15/ [-13 opponents defence. -Great thrust: Rear back, and with a well aimed blow drive the spear forward ignoring the upper layer of armour while pushing your foe back.

Pike: thrust, Charge, Formation

Halberd: Shield pull, thrust, chop

Bec de corbin: Shield pull, thrust

Guissarm: weapon catch

1handed Axes

///

Hand axe: Bat away thrusts

Nordic axe.

1handed axes

///

Dane's axe: Shield splitter.

Pole axe: Thrust, •Guard pull- Pull away at an enemies shield, or weapon, lowering their block, and allowing room for a devistating blow.

Bardiche:

1handed Hammers

///

Kanabo: Great swing

Cudgel:

Mace:

Morning star

Warhammer

2handed hammers

///

Lucerne- •guard breaker

2h Kanabo- •Guard breaker-Rear back for a powerful swing that ignores blacking •Grand swing- Hit the enemy with enough force to send them staggering back, stunning them.

Maul- -Guard breaker- rear back for a powerful swing that ignores blocks.

Staff- •Focused thrust- Thrusting the weapon has a pausibility to stun them. •Guard breaker-Ignores blocks done with one handed weapons, and two handed swords.

feszítőpálca: A large staff ending in a metal cross head.

Armour

///

/// First layer body ///

Gambeson: A padded jacket with horse hairs inbetween the many layers of textile designed to protect against projectiles, and cuts.

Heavy robes: Heavy layers of thick robes strewn over one another, a common sight in the lands of Gharna, and amongst the magically inclined due to the ease of enchanting. Loose, and flexible, they also help protect against the harsh desert sun.

Gambeson w/ maill voiders

/// Third layer body /// Lammelar: Armour made of overlapping material, usually hardened leather especially in Gharna, though some metal variants are common in Gēkko Shima

Laminar: Bands of metal plates that run horizontal, overlapping across the body. Common in Gēkko Shima.

Vurmund gothic plate- Vermund style armour, characterized by its symetrical shape, and fluted plates, protects well against blunt blows. Impervious to cuts.

Buroix white plate: Buroix style armour, characterized by its asymmetrical shape, which leaves the off arm more armoured than the main one. Protects well against piercing. Impervious to cuts.

Brigandine/Coat of plate: Metal armour made of overlapping plates of metal covered by cloth, or leather, riveted in place by studs. Impervious to cuts.

1/3 plate: Lighter metal armour that protects select areas of the body.

2/3 plate: more defensive than 1/3 plate, but less than a full plate set.

/// Arms ///

Gay bracer: A leather cuff around the arm which aides in archery. +2 Bow rolls

Splinted arm harness: Arm armour made of bands of metal which run length wise along the arm.

/// First layer head ///

Padded cap

Maille coif w/ padded cap

/// Second layer head ///

Sallet

Armet

Bascinet

Barbute

Great helm

Nasal helm

Bows

///

Longbow

Shortbow

Recurve

Crossbows

///

(Equipment perks.)

Impervious to cuts- Cutting damage is the only damage that armour can be 100% impervious to. To gain this stat perk you must have atleast 1 of each head, chest, arm, and leg armour that has it

Armour breaker- Equipment that's ignores 2nd layer defences of

Hmm...