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Venn

Intro:
The Empire of Venn had suffered for eight years now. Itd been eight years of oppression and hardships; of wives widowed as their war-bound husbands never returned; of children left orphaned. Theyd been promised a life free of worry, though such promises were long forgotten now. Each year, the peasants woes were left to fester, their stomachs shriveling, and their hopes of a new beginning dying with every passing day of starvation and poverty. The human cities along its southern shores, known by most outsiders as The Human Isles, were bustling and

heaving, but not with wealth and prosperity, but a slum of the poor hoping to find better chances within the filth of the cities.

The privileged and rich nobility keep themselves well distanced from the scum of the street, riding in elegant carriages, and upturning their noses at the stench. Though still, they suffer too. Under the cruel, but brilliant hand of King Zarr, The Usurper, The Witch King, their numbers are waning. Families that had built on centuries of tradition and gentle-breeding disappear, their wealth seized by the state, and not even the youngest of their linage spared. Though none are so bold to accuse their King of such atrocities, they are not ignorant to his schemes.

Even the other races, though a particular few seemed to have earned the Kings favor, were not spared of his iron fist. The Elves, ancient and wise, were smart enough to keep hidden up in their city, under the veil of their mystic forests, and strong magicks. The Dwarves were not so lucky, under constant bombardment by the Witch Kings armies, their underground system of caves and mineshafts would not hold much longer against the cannon fire. He claimed to be fighting for their rich iron veins, but his true content is not well-disguised. Even the most ignorant to Dwarven innovation can decipher he is after Dwarven metal in particular. Their metal alloy is fabled to be forged stronger then a dragons scale, and such a metal would help immensely with his conquest to the south.

Though arguably so, none have it worse off then those to those of the Obsidian Desert. Across the Southern Seas, King Zarrs fruitless search for valuable resources such as gold, in the wasteland of the desert has cost many lives. Not only the lives of the desert armies that fight to fend off this foreign invader, but his own people as coin that could be used to feed the poor is wasted on a conquest in a land of dust and mirage.

They embraced the revolution of Zarr thirteen years back, itd seem that their troubles had only multiplied since he took the throne. The bloody revolt lasted five years, and it was just the prequel to eight more when the crown was settled firmly on Zarrs head. He was not fool enough to allow them the means to up-rise again; he kept people of Venn were disjointed and weak. Being no fool, he was not ignorant of his peoples unpleasant lives, and he is not so perverted to think that they appreciate their sorrows. But, such is the cost of empire building, each unsatisfied soul a cog to his great machine, though crude and ugly to unenlightened eyes, he sees the grandeur and magnificence beyond. Many must die so the few may prosper, such is the way of life, and in his eyes, the end is justified by his barbaric means.

The world:
Lalliea: A city located near Illia Lake and Villia lakes, known as the twin lakes. It sets as one of the closests settlements near The Grnn Wastes. Therim: A Large Port city off the coast, of the Human Settlements. rjta: An ancient city, now claimed by The Witch King. (Possible Capital) The Grnn Wastes (Aka The Wastes) A wild and untamed part of the world, blanketed it thick mists, and said to host mysterious creatures and plants that go beyond the imagination. Illidea: An Elven city hidden deep within the Celndi Forest, far past the dense forest trees of the Black Forests. BalVold: Dwarven City carved through the heart of a mountain range. The Black Forests: An overgrown and dense forest that spans for many miles in several directions, believed by locals, and many humans to haunted, it is rarely gone into, and most that do, never return.

Plot:
-A girl is spotted in a bustling city, by an Elven ambassador. -The elf was sent by his people, to spy upon the king posing as a messenger of peace. -This girl held an ancient artifact, known as the Eye of nsia. A lost artifact, thought to have been lost over a half a millennia ago. - The elf makes an attempt to garner the girls attention, and the two soon ensue in an argument over the Hair pin. - One way or another, the pin gets sent hurling towards the ground, only to catch the eye of a Guardsmen. The elf instantly sets to work and casts a spell pulling the item back to himself. -The guardsman goes into an uproar, the cowl over the elf keeping his identity a mystery, though the guardsman manages to call for back up. This being for the reason that all Magicians are under hunt by the Kings orders. -The elf flees with the artifact, likely with the protagonist in tow.

-Dethrone The Witch King.

Races:
Humans: Bi-pedal beings that came from beyond the Obsidian Desert, they arrived just at the climax of the once Great Elven Empire. Civil Wars, and a growing distrust from the Dwarven Settlements, forced the Elves back and the Humans began to thrive in Lush plains, and fertile islands that dotted the Coast along the Dark Sea, and Merryweather bay. This brought about a growing age, though filled with turmoil of its own; the humans have managed to keep a strong hold upon the land they now hold, even as The Witch King begins to tighten his icy grip. Elves A race now a shadow of its former self, they have become increasingly secluded, preferring to live the days of their lives in their heavily enchanted forests, far away from the prying eyes of the other races. The elves have been suffering from dower birth rates as of the last few millennia, with it appearing to only worsen with each passing birth of a new elf. Countless Theories have been speculated the reasons for the Elves fall, from the pride of their ancestors, to their overuse of magic. The wisest of the Elves has yet to explain why such a course has befallen their race. The wars with the Dragons to the North West, has brought much heart ache upon the elves. Losing the life of a being that has lived for such a long time, and to have so few to replace them, the death of an elf is a terribly heart wrenching moment. Elves are known to cherish the young deeply, and consider their own children to be incredible blessings. They also see it very much the same with other races children, and see the loss of a young life as the ultimate injustice. Dwarves: The dwarves have been seen burrowing into the deepest depths of Venn since time immemorial. Dragons: Dragons reside in the North Western most mountain range.

Vatmr: Also known as Mermaids, are sea beings that rise to almost the same height as an average male human, with a serpentine body dominated with rusty brown scales, and two arms above the torso much like a human. Their faces are a hideous mutation of man and Serpent, with a long, thin mouth dotted with several rows of serrated teeth.

The Vatmr, are known to attack cities and villages along the coasts, and rumors have swirled that The Witch King struck up a deal many years before when he made his bid for power, and has used them as a tool ever since to keep hold of the kingdom.

Magic System:
Magic is a very physical skill, and while the system if fairly simple; it has its limits for the average character. Magic can easily kill the user if they attempt to do something that is beyond their magical and physical skill.

An example of how magic works is such; If a man wishes to lift a box with magic, casting a spell to do so, causes their body to feel as if they have just lifted that box. If a man is about to have a large boulder fall atop him, and they cast a spell that tries to keep back that rock from falling on them, that spell will likely expend the users life force, rending them unconscious and eventually death before the stone even falls atop them.

Healing is a very delicate process, and attempting to save someone from the brink of death is almost impossible and will lucky kill both the healer and the one dying.

Jewelry is an effective way to story magic. Unfortunately, gems are hard to find, and extremely valuable. Thus making them very hard to obtain, and the magic stored must come from either the magician, or another life force. Obtaining magic stores from other

beings is dangerous, and quite complicated, and relatively unknown to the average magician.

Humans and Dwarves are near the lower end the power scale. Magic users are a rare thing, and in some smaller human villages, they are even believed to be a myth.

Elves tend to be far more magically skilled then the other races, though as their race is few and far between, and extremely reclusive. They also hold host too much of the secrets of magic gone by.

Dragons have the most puzzling magical forms. They have little control over how or when they use it, and it is a very rare and typically monumental when they do occur.

Languages:

Common/Human Tongue

Elven:

Dwarven:

Political Systems:

Human Political System: The King holds all of the power within the human lands. He appoints trusted Governors, over cities to maintain his control with an iron gripMost cities are held by Nobles, many have held great clout within the cities for many years, though as the Kings grip tightens upon the humans lands many Nobles which once swore their allegiance to him, are secretly aiding those that would choose to free the land from The Witch Kings grip. This in turn has forced the king to quietly remove these families from power, and replace them with his loyal subjects.

Dwarven political System: The dwarves have developed over their long standing civilizations a form of democracy, with a king as the figure head, and a large senate to represent the various Guilds within the Dwarven society. Each guild has been around for centuries, and holds a measure of power within the senate. The king serves as the head for as long as he is alive, and the Guild he was elected from gains many boons, and a majority say in the decisions that pass through the Political System.

Elven Political System: The elves in their long times of reclusion have settled into a lax form of Governing themselves, where many houses play political games, in a complex web of rules and

regulations. The elves still retain a king and queen, and while the royal family is generally well regarded, when the reigning regents pass away. It does not mean that the family of the last king or queen will obtain the title.

Religion:
Human gods:

Ecila Goddess of the Feminine form.

Laup - Male God of masculinity.

Ymmij - God of order, and justice.

Hpesoj - The God of Gluttony and Pestilence.

Jakile - Goddess of Death and Destruction.

Haras - Goddess of love and protector of marriage.

City Descriptions:

Illidea: The city of the Elves, long hidden from the rest of the world, Illidea stands as a shelter from the changing world that lies outside of Celndi Forest. The city lies in a wide clearing of sprawling grassy hills that rise above the tree tops. To those not familiar with the makeup of the city, many of its pathways appear nothing more than winding deer trails, with wild flowers growing in odd arrangements, and crystal spires that appear to force themselves up out of the tree canopy.

The elves have spent millennia perfecting, and creating their utopia

Vas: Sister city to Cyslyse . Itd be well known for its arts, and having a reputation for amazing architecture. Though there has been a decline, it still holds some of the most beautiful structures in all of Venn. Its the cultural center-point of Venn, filled with dreamers, and often criticized by other cities for its peoples regionalist views. Many in Vas almost observe the outside world with disgust, considering it primitive and dark. Many nobles live in Vas, as well as Cyslyse. Its also ridiculed for its obscene and wild fashion, powdered wigs, massive skirts, make-up, silks.. Its a city of culture, almost to a point where it seems forced.

Cyslyse: Sister city to Vas. Itd be well known for its value of intellect, holding many of the laboratories and colleges of Venn, it struck an early enlightenment. Its said a man

from Cyslyse has a mind of a dozen from any other. Science, Astronomy, and Arithmetic are studied widely throughout the cities great minds, as well as many philosophers finding refuge to write in Venns largest, and first, library. Ancient and arcane scrolls are safeguarded in the giant stone building, only the most prestigious minds are allowed to even glimpse at them. Many nobles live in Cyslyse, as well as Vas.

Jewelstine: The cities name is quite fitting,a gem in the otherwise barren and wild desert. It has also survived five years of war with Venn, while all the other city-states have fallen or been occupied by the tyrant king. Still, its proud Sultan claims his wall impregnable, and so far, it'd seem that he spoke the truth. However, no matter how strong his wall may be, it cannot protect him from dehydration as Zarr's generals have dammed up his own canals, slowly, but surely, the city is running out of water.

Highly religious, the fire of cannonball is only drowned out by the prayers, every morning, and every evening, a low, cult-like chant, speaking to their god, thanking him, despite more bodies pile up every day.

Jewelstine happens to have a stockpile of gunpowder-... a rare and expensive substance, which Zarr would very much like to get a hold of. Venn has its own supplies, but they dwindle, and tales say that the black powder is as plentiful as sand in Jewelstine.

Odd bits:
Coliseums are a common site within the larger human cities, used by the Witch King to keep the peasants entertained and a way to get rid of dissent. The Witch King has taken to pushing out ancient noble houses through persecution and staged killings. The Witch King seeks to gain the allegiance of Magicians, or have them killed. Under the Guise of keeping them under control, and allowing for fairness among men.

Legend holds far beyond the black forest, high atop a mountain, live a group of monks. In their monastery they have remained since the golden age of the elves and Dwarves.

Either Pirate cove or outlaws graveyard. Nobles/people that are against Zarr's rule, could have sided with the pirates, and such and now they're slowly growing stronger, and using the pirates as a mask as they pillage cities for supplies and start to build some-form of a resistance against him. 1. Antagonist: Zaar The Witch King -Busy funding a war with the Desert Kingdom. -

2. Protagonist: Balgor(Possible Dwarf)

Biograph:
Name:( Include any titles, First Name, Last name, Nicknames)

Age: (Human's are pretty easy, Dwarves live about the same life-cycles, Elves longer, use discretion!)

Gender: (Male, Female?)

Race: (Human, Elf, Dwarf, Other? Anything!)

Place of Birth: (This depends on race normally.)

Alignment: (Rebels? Neither? Monarchy? Explain who you're character sympathizes with, even if not openly.)

Class: (Are they nobles, peasants, artisans? Let's hear it!)

Appearance: (What do they look like?)

Personality: (What do they act like?)

History: (Give me a summary of their life so far.)

Ambitions: (What do they hope to accomplish in life. Short term, long term.)

Current Residence?: (What city/area do they live in now, check map for reference.)

Name/Age/Race/Alignment/Username

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