DarkBunny91
2015-07-29, 10:51 AM
In ancient history light and dark were held in balance, constantly at war, but with no side being the clear victor. Weary of all the war an ancient dragon named Malfinox cast a powerful world warping spell that split the world into two parallel realities; one of light and the other of darkness, both are aware of the other.
The world of light, known as Solaire by its inhabitants, is a world of angels and other typically "good" aligned races, however, while some technologies have come a far way as a result, some are a bit lacking, but farming and agriculture has spread to the point where food is no longer an issue. War is almost non existent, but natural predators, monsters, and war games have kept Military and Mercenary groups around since the division.
The dark world Nocturne is a wild place, infighting originally had dealt a massive blow to the population, and ruins of old civilizations can still be found. Unlike Solaire's massive plains and well kept towers, most of the sapient civilized life of Nocturne is under ground. Huge Hobgoblin cities abound below the ground, goblin schools of magika and technoturgey communicate to each other through webway gates, and circles of Orc Druids and Shamans keep the beasts of the surface, on the surface, where the harsh light of day burns.
Humans: There isn't any one real way to describe humans beyond their short (comparatively) life spans and tenacity.
Easily adaptable, humans are found from the frozen northern reaches of Frostguard to the mysterious tropical Rune Islands. Ranging in size from about five to seven feet tall, humans are the most physically varied of Solaire's races.
Elf:WIP
Gnome: An industrious race of pranksters and natural magic users, gnomes are often most often found scheming or tinkering, but always in a cheerful and harmless way.
WIP
Halfling: Simple farm folk who focus on community above all else.
All halflings are part of a local telepathy field that connect them to the larger whole of the Halfling population..
WIP
Golioth: A tall warrior people who originated from the peaks of Dragonspire Rangem
WIP
Fae Dragonborn (Working Name): While standard Dragonborn are a rarity on Solaire, Fae Dragonborn are a pretty common sight amongst Halfling and gnome cities flitting around amongst the common-folk that comprise part of their shared ancestry.
Wanderers by nature, Fae Dragonborn rarely stay in the city they were born to, rather, traveling around from city to city as part of a inherit migratory pilgrimage.
Orc: Primarily a shamanistic people, orc clans are relatively small comprised of eight to ten families per den. Now this isn't to say that orc's are reclusive as the clan leader, usually the oldest or wisest shaman in the clan, keeps in contact with the heads of neighboring clans, as well as having a biannual clans meet where the head of each clan and a few chosen representatives join together to share knowledge and spread new innovations and spells.
Orcs are one of the few races of Nocturne that spend much time above the surface. Familiar with the beasts and terrors that exist above ground from being in such close proximity, the orc's serve as wardens and a buffer for the other races.
The orc's small clan sizes and mild separation from the other races of Nocturne have caused them to be more likely rangers and barbarians, druids and shamans, or innate arcane casters such as sorcerers. On occasion however, lone orc's will train under goblin or hobgoblin tutelage in the arts of wizardry and war respectively.
Hobgoblin: Undisputed master of war craft, hobgoblins control a large empire. Each province provides soldiers for the Grand Imperial Army. Constantly expanding out as new tunnels are mined and horrors from the surface are repelled back into the blasted light.
Each hobgoblin is raised from an early age to be able to fight, excluding only those who are deemed to be favored by the gods. Battle mages and necromancer sergeants are common amongst the magically attuned members of the hobgoblins, providing direct battlefield support and artillery. Priests amongst the devout are gifted healers and serve in the auxiliary of the army whenever arms must be mustered. The common folk have a propensity to be warriors rather than mere civilians, each able to at least be able to defend the household in times of trouble, but many join the military as full soldiers, for the glory of the Emporer and the gods.
Goblin: Smaller and less hardy than their larger goblinoid brethren, the goblins banded together to form elite schools of arcanotech study. High magical tallest comes easily for the goblins, and virtually every goblin is trained in it's uses to some extent.
From hexblades to fighters who use their magic to buff themselves in combat, even martial goblins are magically adept. Massive underground, hive like structures house the powerful schools where goblin wizards, atificers, and other magtech engineers design new magics, technologies, and weapons to protect and maintain their culture. There are rumors among the other races that small clans of elite magical assassins exist amongst the small folk, who specifically tart any threat to their way of life, not that there has ever been any substantial proof of their existence.
Dwarf:wip
Ogre: On the surface of Nocturne lies Twisted-Briar Forest or Gat-Thurk Midä in the ogre tounge, though the original name was lost to the ages, which was once a massive ancient woods populated by enormous redwood-like trees. The Ogres hail from there. The forest was nestled between two mountain ranges under which lay a pair of powerful Goblin Colleges. The two city-state combine once rivaled the Shadow Empire, but an intense rivally grew between them.
The rivalry manifested in a proxy war between the two Colleges through the more primitive Ogres. This lasted over a century and a half before erupting into a REAL war between the Colleges. It was the most devastating war in Nocturne history, turning Gat-Thurk Midä into a twisted Mirkwood-like waste, forcing the Ogres to abandon they're homeland, and adopt the violent mercenary lifestyle they are today known for.
The ruins of those two Colleges are now inhabited only by undead, aberrations, and brave Nezumi.
Nezumi: A small ratlike race that has evolved separately from any of Solaire's races.
An industrious race and almost exclusively subterranean, the Nezumi live in some of the deepest reaches of the tunnels and cave networks on Nocturne. A mostly cowardly race, they pack together and form clans that can stretch across miles of tunnel structure that can include hundreds to thousands of Nezumi. These dens and warrens are continuously expand to help make up for the high birthrate amongst Nezumi with scouts constantly searching for new unclaimed territory. That there is drastic overpopulation is partially remedied by the fact that Nezumi are not a particularly long lived race, the oldest living to see some forty to fifty odd years before old age takes them, but it is far more common for them to be taken by disease or predators.
Scavangers, Nezumi "cities" can be accurately described as shanty towns, sheets of metal and stone marked with insignia and symbols of other races adorning the hodgepodge slums. Often these slums will contain shacks with three or more families under the same roof. Due to their highly expansionist nature it's not uncommon to find these ghettos nestled into the gutted remains of ruined fortresses where long lost valuable resources are collected and traded for food and amnesty.
Used to making due with cast off items, the Nezumi are notorious juryriggers able to repurpose discarded and broken junk into functioning tools. This technical ingenuity has many times called cause for goblin colleges to hire and train Nezumi craftsmen to the point where their metalworkers, engineers, and atificers can rival all but the most skilled Dwarven craftsmen. As a result, many cities trade with, hire as scouts and artisans, and provide protection for their rodent neighbors who live in the deep reaches and ever present abandoned ruins close by.
The world of light, known as Solaire by its inhabitants, is a world of angels and other typically "good" aligned races, however, while some technologies have come a far way as a result, some are a bit lacking, but farming and agriculture has spread to the point where food is no longer an issue. War is almost non existent, but natural predators, monsters, and war games have kept Military and Mercenary groups around since the division.
The dark world Nocturne is a wild place, infighting originally had dealt a massive blow to the population, and ruins of old civilizations can still be found. Unlike Solaire's massive plains and well kept towers, most of the sapient civilized life of Nocturne is under ground. Huge Hobgoblin cities abound below the ground, goblin schools of magika and technoturgey communicate to each other through webway gates, and circles of Orc Druids and Shamans keep the beasts of the surface, on the surface, where the harsh light of day burns.
Humans: There isn't any one real way to describe humans beyond their short (comparatively) life spans and tenacity.
Easily adaptable, humans are found from the frozen northern reaches of Frostguard to the mysterious tropical Rune Islands. Ranging in size from about five to seven feet tall, humans are the most physically varied of Solaire's races.
Elf:WIP
Gnome: An industrious race of pranksters and natural magic users, gnomes are often most often found scheming or tinkering, but always in a cheerful and harmless way.
WIP
Halfling: Simple farm folk who focus on community above all else.
All halflings are part of a local telepathy field that connect them to the larger whole of the Halfling population..
WIP
Golioth: A tall warrior people who originated from the peaks of Dragonspire Rangem
WIP
Fae Dragonborn (Working Name): While standard Dragonborn are a rarity on Solaire, Fae Dragonborn are a pretty common sight amongst Halfling and gnome cities flitting around amongst the common-folk that comprise part of their shared ancestry.
Wanderers by nature, Fae Dragonborn rarely stay in the city they were born to, rather, traveling around from city to city as part of a inherit migratory pilgrimage.
Orc: Primarily a shamanistic people, orc clans are relatively small comprised of eight to ten families per den. Now this isn't to say that orc's are reclusive as the clan leader, usually the oldest or wisest shaman in the clan, keeps in contact with the heads of neighboring clans, as well as having a biannual clans meet where the head of each clan and a few chosen representatives join together to share knowledge and spread new innovations and spells.
Orcs are one of the few races of Nocturne that spend much time above the surface. Familiar with the beasts and terrors that exist above ground from being in such close proximity, the orc's serve as wardens and a buffer for the other races.
The orc's small clan sizes and mild separation from the other races of Nocturne have caused them to be more likely rangers and barbarians, druids and shamans, or innate arcane casters such as sorcerers. On occasion however, lone orc's will train under goblin or hobgoblin tutelage in the arts of wizardry and war respectively.
Hobgoblin: Undisputed master of war craft, hobgoblins control a large empire. Each province provides soldiers for the Grand Imperial Army. Constantly expanding out as new tunnels are mined and horrors from the surface are repelled back into the blasted light.
Each hobgoblin is raised from an early age to be able to fight, excluding only those who are deemed to be favored by the gods. Battle mages and necromancer sergeants are common amongst the magically attuned members of the hobgoblins, providing direct battlefield support and artillery. Priests amongst the devout are gifted healers and serve in the auxiliary of the army whenever arms must be mustered. The common folk have a propensity to be warriors rather than mere civilians, each able to at least be able to defend the household in times of trouble, but many join the military as full soldiers, for the glory of the Emporer and the gods.
Goblin: Smaller and less hardy than their larger goblinoid brethren, the goblins banded together to form elite schools of arcanotech study. High magical tallest comes easily for the goblins, and virtually every goblin is trained in it's uses to some extent.
From hexblades to fighters who use their magic to buff themselves in combat, even martial goblins are magically adept. Massive underground, hive like structures house the powerful schools where goblin wizards, atificers, and other magtech engineers design new magics, technologies, and weapons to protect and maintain their culture. There are rumors among the other races that small clans of elite magical assassins exist amongst the small folk, who specifically tart any threat to their way of life, not that there has ever been any substantial proof of their existence.
Dwarf:wip
Ogre: On the surface of Nocturne lies Twisted-Briar Forest or Gat-Thurk Midä in the ogre tounge, though the original name was lost to the ages, which was once a massive ancient woods populated by enormous redwood-like trees. The Ogres hail from there. The forest was nestled between two mountain ranges under which lay a pair of powerful Goblin Colleges. The two city-state combine once rivaled the Shadow Empire, but an intense rivally grew between them.
The rivalry manifested in a proxy war between the two Colleges through the more primitive Ogres. This lasted over a century and a half before erupting into a REAL war between the Colleges. It was the most devastating war in Nocturne history, turning Gat-Thurk Midä into a twisted Mirkwood-like waste, forcing the Ogres to abandon they're homeland, and adopt the violent mercenary lifestyle they are today known for.
The ruins of those two Colleges are now inhabited only by undead, aberrations, and brave Nezumi.
Nezumi: A small ratlike race that has evolved separately from any of Solaire's races.
An industrious race and almost exclusively subterranean, the Nezumi live in some of the deepest reaches of the tunnels and cave networks on Nocturne. A mostly cowardly race, they pack together and form clans that can stretch across miles of tunnel structure that can include hundreds to thousands of Nezumi. These dens and warrens are continuously expand to help make up for the high birthrate amongst Nezumi with scouts constantly searching for new unclaimed territory. That there is drastic overpopulation is partially remedied by the fact that Nezumi are not a particularly long lived race, the oldest living to see some forty to fifty odd years before old age takes them, but it is far more common for them to be taken by disease or predators.
Scavangers, Nezumi "cities" can be accurately described as shanty towns, sheets of metal and stone marked with insignia and symbols of other races adorning the hodgepodge slums. Often these slums will contain shacks with three or more families under the same roof. Due to their highly expansionist nature it's not uncommon to find these ghettos nestled into the gutted remains of ruined fortresses where long lost valuable resources are collected and traded for food and amnesty.
Used to making due with cast off items, the Nezumi are notorious juryriggers able to repurpose discarded and broken junk into functioning tools. This technical ingenuity has many times called cause for goblin colleges to hire and train Nezumi craftsmen to the point where their metalworkers, engineers, and atificers can rival all but the most skilled Dwarven craftsmen. As a result, many cities trade with, hire as scouts and artisans, and provide protection for their rodent neighbors who live in the deep reaches and ever present abandoned ruins close by.