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Re: Build, Roleplay and Fight III /Lore thread
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Vikatikki
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| Joined: 24 Mar 2009 |
| Total Posts: 1563 |
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| 21 Mar 2010 12:10 PM |
I think this fits to the Roleplaying forum the best as it's practically a story or descriptions of items related to roleplaying. Please do not reply to this thread.
I have to use multiple posts for these as othewri
I will describe the factions, major characters, important areas, bestiary and legendary artifacts of the BRF universe in this thread.
----- before a name means it's a major article, --- means it's a related article, and - means it's a related item.
The world itself is unnamed, but I might give it a name later. I just don't want anything generic..
And it starts here.
THE AETHER What is outside of the world we live in? What causes the stars to stay there? Why does the sun rise? Is there something on the moon? These are common questions asked by people who do not know of the Aether. In the BRF world, instead of having emptiness in space, there is Aether. This is an air-like material that is not affected by anything, although it acts a little like water. Most humanoids can breathe in it, and some degrees of control over your movement in it is possible. The Aether is also dotted by Flows and Rifts, two very special types of the Aether. Flows cause any materia in them to move to the direction of the flow, a lot like a river. Rifts are holes in the Aether. Their effects wary immensely, from teleporting entities to other Rifts, to ripping objects apart, causing them to disappear and many other things. //The Riftblade// The Riftblade is a common name given to a variety of weapons that use a blade that is used to transport one in the Rift. The most famous example of a Riftblade is the Riftsword of Mr. Macabre, assassin from the void. A Riftblade cuts a hole in the Rift, then "fixes" it, and causes a hole in a certain area close to the user, effectively making him come out of the second hole as the first hole doesn't exist (or.. never existed).
None of the BRF III faction are capable of entering the Aether without extensive magics.
THE FACTIONS
-----The Explorers----- Ruler: No one Government: Anarchy Location: Everywhere They are people, looking for areas, artifacts, other people,nations to join.. They're mercenaries, explorers, traders, adventurers, sailors, hunters, whatever they chose as their profession. They commonly join nations as soldiers of fortune, looking for riches and fame. Some are deserters from armies, fleeing from their original nation.
-----The Holy Empire----- Ruler: Holy Emperor Goverment: Despotic theocracy Location: Plains, surrounded by mountains, has access to sea. The largest nation that is overground on this continent. Their population is tens of thousands, and their armies are the largest ever seen. Their basic caste structure is split in four groups: 1. The Clergy - Contains Inquisitors (highest "caste"), priests, paladins and so on. 2. The Nobility - Contains lords and ladies, barons and baronesses, paladins and knights are also nobles. 3. The Military - Contains all of the military personnel, such as infantry, royal guards, messengers.. 4. The Peasantry - The largest caste, consisting of the peasants whose entire life goes to providing the resources needed to run the Empire.
Their leader is the Holy Emperor, whose real name is not known, (if he even has ever had one..) he is quite interchangable with their religion's only deity, acting as a "link" between their god and the living realm. He towers any normal human, being abnormally tall. His loyal followers are the Clergy, and the Inquisition exists to do his bidding. He has lived for a very long time, too long for any man to remember.
Technology is, to some degree, forbidden in the Empire. Windmills, aqueducts and such exist, but anything that could be considered advanced is quickly destoryed by the Inquisition and it's creator never seen again. This has led to the creation of the Hargenni and the Machine Cults.
Each lord or lady has a city, and lesser nobles have towns. Paladins and knights most often are in the control of either forts or monasteries that are used to train knights.
The army composes mainly of poorly equipped military, just like a peasant with a helm strapped on his head. They are highly efficient, however, with the lead of their captains, veterans, specialized squads and generals.
The only other nations they can tolerate are the Elves, Dwarves and Zenecchi. Elves due to the fact that they are human-like and are seen as upholding some degree of "human civilization", Dwarves, as the Empire knows their true might, and Zenecchi, as they are a human race. Not really tolerant towards them, though. They are at war with all the Dis'ii, and if they knew of the Hargenni, they'd have yet another war declaration coming up. They consider the Merkir and Northmen too small to be of any threat to them. They do not have information of the Lizardmen. They regard the Undead as simple beasts and not as an organized nation.
-----The Hordes of Dis----- Ruler: None Government: None Location: Dis A large nation, consisting of various creatures from the Aether (space). These include demons and void-dwellers.
Dis in the BRF world is a cave of black rock and lava, it's location unknown. They are worshipped by the Cultists of Dis. Some of the Dis'ii (plural form of a Dis creature) are pure hate and evil personified, only living or unliving to cause misery. Some are dead beings who are reborn as Dis'ii. Some are Cultists who achieve ascension, and some are known as "Saviors", living in the Holy Empire, controlling humans and bringing them to the Cult if they would otherwise be persecuted in the Empire.
They do not have a social structure, really. Some demons are stronger than others, some are more manipulative, some know magic. They tend to form clans or warbands and then planning escape to the world.
Their armies are individuals who decide to leave Dis and fight. They are hated by the Empire and the Elves. Their allies are the Cultists of Dis. They are regarded as extraordinary creatures by most of the mortal races, sometimes met with hate or fear, sometimes with respect and awe. The undead are believed to be creations of Dis. This is unconfirmed. The Sekh-Dis is another Aether-creature nation, and they tend to get well along if they ever meet.
---The Cultists of Dis--- Rulers: Ascended Cultists who decide to stay in the world. Government: Demonocracy (not a real word :P) Location: Caves, forests and other hidden locations in the world, mostly near or inside the Holy Empire. The Cultists of Dis are Imperials who hear the Dis'ii calling, most of the time by a "Savior" demon. After that, they seek out others of their kind, and form Cults. Some children are born as Dis'ii-like, and grown horns, thorns, spikes or have red skin. Regardles, they are usually quickly removed from existence by the Inquisition with magic. When a Cult manages to survive for long enough, a Dis creature might notice it and appear to the Cultists, some of them Ascending and becoming demons themselves. Most of these then leave the world and appear in Dis. Some stay and form even larger Cults around them. |
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Vikatikki
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| Joined: 24 Mar 2009 |
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| 21 Mar 2010 12:12 PM |
-----The Hargenni Coalition----- Ruler: Prince/Chairman Hargen Government: A senate Location: The northern steppe and the seashore near it. Exiles from the Empire, their leader is the Holy Emperor's son. They were a large collection of Machine Cults that escaped with Prince Hargen from the Empire via sea. After an year or two of sailing, they reached the shores of the Steppe and set up a nation there. Their population is quite low, but they are growing fast. Almost half of them are former Andaresi citizens who fled the Kingdom of Andares after a volcanic eruption destroyed their homelands. Their technology is advancing rapidly, now that they can practice it freely. They harness steam for power, and build great machines with it. They have also developed Engine Hammers and cannons.
-Engine Hammers- An engine hammer is a large, two-handed maul, where the part that is used to strike enemies has a two-section engine. After colliding with it's original target, the engine "pushes" the second part forward, shattering most armour or fortifications instantly. The weapon requires insane amounts of strength to use, and as such, Engine Hammerers are rare but respected.
They are led by a senate, the supreme leader being Hargen. The people trust him, as he -freed- them from the Empire. Their military consists of three armies. 1. The Hammers - Armed with Engine Hammers and swords, these are the main military type. They are melee attackers, wearing heavy armour to compensate for the Hargenni's already little population. 2. The Engineers - Cannons, bombs, catapults... they are both defenders and siegers. 3. Andaresi - read below
---The Andaresi--- The Andaresi are the former Kingdom of Andares, and the other part of the Hargenni Coalition. A nation of soldiers, Each training with one weapon for their entire lifetime, they are expert soldiers and know devastating fighting techniques. They were nomadic, but now that they merged with the Coalition, they've started living in towns and cities. Andaresi are composed of clans, most of them specializing in a certain type of a foe. For example, the Black Knights are a group of heavily armoured riders who specialize in combating Divine magic users.
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Vikatikki
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| Joined: 24 Mar 2009 |
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| 21 Mar 2010 12:12 PM |
-----The Underkingdom----- Ruler: Grand Garrison General Ulek Thane Government: Autonomous part of the thirteen Grand Underkingdoms Location: Under Mount Coldheart The Underkingdom is the largest known nation. It is composed of thirteen gigantic kingdoms, each in control of a huge cavern system of tunnels, bottomless pits, mines and underground cities. Each city has a huge gate, blocking entrance to the next tunnel, to prevent massive floods of water or lava, and to allow the quarantine of sectors, AND to allow them to defend their nation(s) more efficiently. No one can even speculate the population of the Underkingdoms. The Kingdoms consist of hundreds of races, such as Dwarves, Gremlins, Darklings, Dark Elves, Minotaurs, Spider-people, Dragons, Cave Ogres and who-knows-what. The part of the Underkingdom that is playable in BRF III is mainly composed of the industrial Gremlins and the hardy Dwarves. The Underkingdom uses a material called Phlogistron for their engines and other technological items. -Phlogistron- Phlogistron is a gaseous substance that can be gathered from air itself. This makes finding it quite easy, although you do need an advanced "distiller" for it. This machine gathers air, then takes the Phlogistron and changes it to the form it is needed. Phlogistron is commonly categorized in five levels. The first level, normal level isn't hazardous and can be breathed like air. The second level, which is visible in the air as ripples, is volatile and can cause nausea if it is breathed for too long. The third level, clearly visible as a blue liquid is dangerous. It can cause long-time effects, and it explodes on touch with fire. The fourth level, where the Phlogistron becomes purple is extremely heavy. Interestingly enough, this type of Phlogistron implodes, pulling all within it's radius near the Phlogistron. The fifth level.. it is red, and explodes on contact with air. Extremely dangerous, rarely used in anything. |
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Vikatikki
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| Joined: 24 Mar 2009 |
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| 21 Mar 2010 12:14 PM |
-----The Northmen Tribes----- Ruler: Every tribe for itself. Government: Doesn't exist, really. Strongest, smartest, whatever a northman can do to take the leadership from the latest one. Location: Mount Coldheart The Northmen are an ancient and strong race of the human species. They are almost two meters tall, and they can use tools and weapons that no other human could even think of carrying. They're brutish, yet spiritual. The Northmen worship Father Sky, the only truly known "god" (It is the embodiment of sky). Not a single army has tried to conquer Mount Coldheart, saying that it's just a pile of rocks. Of course, the fear of the savage Northmen has no part in this.. The Northmen can be peaceful, though. During winter, they celebrate Greatwinter, during which no combat is allowed, unless in arenas. They are also known to accept travelers in their lands during the Bloodbath pitfights, although the traveler might end up being one of the fighters. They have no true armies, no central leader, and their "capital city" is simply the summit of Mount Coldheart. Regardless, they're a very strong force in general, and everyone should consider the possibility of losing when fighting against one. |
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Vikatikki
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| Joined: 24 Mar 2009 |
| Total Posts: 1563 |
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| 21 Mar 2010 12:16 PM |
-----The Lizardmen Tribes----- Ruler: Warchief Teraak and High Priest Gerak Government: Democracy Location: The swamps, around and in it. The Lizardmen are one of the oldest races. They have stayed out of most conflicts for centuries, rather prefering to stay in their swamp, cultivating the land and building ziggurats to their unknown gods. Lizardmen are usually trustable, and their leaders are elected by each tribe's general votes. They elect two leaders, a (War)Chief for the people and a High Priest to lead them spiritually. They're mainly farmers and hunters, and although they are trustable, they do not like outsiders in their lands. They regularly join conflicts in the swamp, fighting to stop the battles instead of working for any particular side. The Lizardmen's existence is largely unknown to the world, especially the Holy Empire. In combat, they use spears and blowpipes, using quick hit-and-run tactics from the swamp foliage.
-----The Undead Hordes----- Ruler: The Great Lich OR The Overlord Government: Despotic theocracy Location: A large crypt in the swamp, vast underground caves. The Undead Hordes are the product of one of the Grand Inquisitors of the Empire, who started studying necromancy. He managed to flee before being burned at stake, and after years of travel, he found the Necropolis in the swamp. The Necropolis looked like a normal mausoleum, but beneath it was the remains of an entire lost civilization. He resurrected these, and reigned as their leader. Of course, he died of old age in time, never turning himself to a lich. After this, one of the resurrected took over his title. They are a constant threat to the people trekking in the swamps. They launch coordinated attacks towards several forces, such as the Holy Empire, Elven Grove and sometimes even the Zenecchi. Sometimes, the undead are controlled by a mysterious force known as The Overlord. He has an iron crown and a black cape, and almost nothing is known of him. |
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Vikatikki
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| Joined: 24 Mar 2009 |
| Total Posts: 1563 |
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| 21 Mar 2010 12:17 PM |
-----The Elven Grove----- Ruler: Council of the "Families" Government: Democracy Location: The World Tree The Elves are not from this continent. They're "immigrants" from the Somnian continent, and they came here to escape a war. On Somnia, the elven nation is gigantic, but here, they only have a single "World Tree", a gigantic, druidic-magic grown tree. The Elves are not warlike by nature. They're fierce defenders, though. In combat, they prefer to use long spears (pikes) and bows. They're very fast and hard to notice when they do not want to be noticed. They trade with the Zenecchi, Underkingdom, Lizardmen and Holy Empire. Each Elf is a part of one of the great families. These are quite a lot like clans or knighthood orders, each specializing in a certain profession, be it magic, building, war or politics. Every elf is free to choose whatever family he wants to join. The families form a council that decides matters of politics.
-----The Zenecchi Federation----- Ruler: The Merchant's Guild Government: A form of Aristocracy Location: Various settlements in the desert, capital city Zenech The Zenecchi were desert travelers at the start of time. They slowly formed cities and are commonly kept as the inventors of trading as it is now. They produce some of the most exotic goods in the world, such as silk, jewelry and ivory items. They're ruled by the Merchant's Guild, which is compromised of the merchants who are seen as fit to rule by the other Guild members. They also value life. Literally. Each person's life has a value, and assassins and guards get paid by the amount of the victim's life. The Zenecchi Merchant's Guild is also the Zenecchi Assassin's guild. The city of Zenech is sieged several times a year, and it isn't uncommon for two sieges to happen at the same time. Regardless, the Zenecchi Merchants were eventually tired of this, as it harms the trading. Now, whenever the city is sieged, the attackers may take it over as they want. However, within a few hours of the new government's rule, the Zenechhi Assassin's Guild takes care of their leader and the city is back in Zenecchi control. -Zenecchi Merchant Assassins- An interesting profession exists within the Zenecchi nation. The Merchant Assassins are those of the Merchant's Guild who handle the enemies of the nation. They also go on trading journeys to other nations, where they 1) Trade exotic goods and 2) Do assassinations for money. The way they see it is a simple double-profit trip.
Diplomacy is handled by whatever can be financially worthwhile.
-----The Sekh-Dis----- Ruler: The Hive Mind Government: None Location: The bottom of the desert chasm The Sekh-Dis, as the Hordes of Dis, are outsiders. Creatures from another world, they are unlike any other species or nation. They are led by a hivemind, that is always linked to each Drone Sekhite, and controls it's actions completely. The Sekhites are split in two classes, the Drone Sekhites, without a mind of their own, and the Sekhites (sometimes called Sentient Sekhites) who have a mind and can act quite freely. Sekhites look like large, two-legged scarabs, and their right arm is a large claw they use for defending themselves. Sekhites can eat almost anything, including humans. They're largely a passive force, although when attacked, they most likely will retaliate with terrible force. |
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12q45
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| Joined: 24 Apr 2009 |
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Zzztops
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| Joined: 27 Sep 2008 |
| Total Posts: 4130 |
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| 21 Mar 2010 02:18 PM |
| Well done, that gives me many ideas for RP... |
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assime
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| Joined: 18 Mar 2009 |
| Total Posts: 107 |
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| 21 Mar 2010 04:10 PM |
| Wow... that should give all the answers to the roleplaying restrictions :) |
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maxus
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| Joined: 08 Apr 2008 |
| Total Posts: 623 |
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| 23 Mar 2010 10:48 AM |
Quote from Vikatikki:"I think this fits to the Roleplaying forum the best as it's practically a story or descriptions of items related to roleplaying. Please do not reply to this thread. "
However. This almost remove the randomkill rule I suppose? An elf wouldn't speak to a Dis, if I am correct?
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Vikatikki
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| Joined: 24 Mar 2009 |
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| 23 Mar 2010 10:53 AM |
Well, that will be Shard Three rules. And yes. Of course, a Cultist may never kill a Dis'ii, so it restricts killing in a way.
Also, which one do you consider epicer? An elven adventurer fighting a Dis'ii demon without saying a thing or having an epic exhange of extremely.. meh. Umm, what I meant is - which would you rather have?
Elf 1 goes and kills Dis'ii 1 without saying a thing. Players respawn and continue playing. Blah.
OR
Elf 1 speaks to Dis'ii 1, showing his disgust for the things he believes the Aether-dweller did, and the Dis'ii telling the Elf of how his life will end miserably in a couple of sword slashes.
Well? |
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Crysis44
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| Joined: 14 Sep 2008 |
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| 23 Mar 2010 10:55 AM |
| 2nd one. more better then killing. |
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| 23 Mar 2010 02:22 PM |
"He towers any normal human, being 'abnormally TALL'."
"The Northmen are an ancient and strong race of the human species. 'They are almost two meters TALL', and they can use tools and weapons that no other human could even think of carrying. They're brutish, yet spiritual. The Northmen worship Father Sky, the ONLY truly known 'GOD'"
Uhhmm... |
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| 23 Mar 2010 02:34 PM |
| The "He towers over any human being" bit is from the part describing the holy emperor |
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Gordan117
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| Joined: 11 Jun 2008 |
| Total Posts: 215 |
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| 23 Mar 2010 04:00 PM |
| I got some great roleplaying ideas hehe:D SHARD 3 WILL BE EPIC!:D |
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Vikatikki
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| Joined: 24 Mar 2009 |
| Total Posts: 1563 |
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| 24 Mar 2010 08:36 AM |
| Although, after re-reading all of my own lore, I noticed some of this is 'outdated'. I'll try to write a new lorebook thread when I launch IV or something. |
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akert
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| Joined: 27 Nov 2008 |
| Total Posts: 1031 |
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| 24 Mar 2010 10:03 AM |
| But how do we RPG in it if there is no Charecter sheet? |
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Crysis44
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| Joined: 14 Sep 2008 |
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| 24 Mar 2010 10:14 AM |
| First, this is a guide. second, is that you dont read. third is that vikataki is annoyed by everyone postiing here. including me. |
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akert
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| Joined: 27 Nov 2008 |
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Crysis44
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| Joined: 14 Sep 2008 |
| Total Posts: 7068 |
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akert
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| Joined: 27 Nov 2008 |
| Total Posts: 1031 |
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| 24 Mar 2010 06:44 PM |
| I made a charactor sheet awhile ago... I'll post it here... |
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